RPG Maker 2003 - Archeia
Hi everyone! We have a new update for RPG Maker 2003 and it is huge!
The Changelog is over here.

Added
Editor
- It is now possible to resize and maximize some of the dialog windows (database, event editor and a few miscellaneous ones). Due to technical limitations, the layout is not always perfect when a window has been enlarged.

Engine
- The “This Event” target may now also be used in common events and will refer to the last map event in the call stack. (For example: Map event A calls map event B, which calls common event C, which calls common event D, which moves “This Event”. Result: Map event B will be moved.) The “Erase Event” command behaves the same way, erasing the last map event in the call stack.

- Large picture functionality revamp. The helpfile is updated to reflect this.


* Variables can now be used instead of fixed values for picture ID, filename suffix, transparency and zoom.

* The following point may affect only a certain group of people: The engine (not the editor) is able to understand the format of the unofficial mod “PicPointerPatch” for version 1.08. This means that picture commands with PicPointerPatch-specific data such as fake picture ID 5XXXX will work in version 1.12’s game engine, but in the editor it will show up as “picture ID #5XXXX” and not as variable reference, and when you edit such a command, you need to be careful because the numbers are capped to the normal limits and you would need to manually set the variable references again, but this time in the way the official version does it.

- The Z position (layer) in which a picture is drawn can now be changed (for example, pictures can be shown between the tileset and the events, or even above message windows, etc.).

- Pictures can now be used in battle as well.

- For each picture, it’s now possible to select whether it is affected by screen shake, tint or flash effects.

- For each picture, it’s now possible to select whether it should be automatically cleared on map change and/or on battle end.

- Spritesheet feature: Pictures may get their graphics from a spritesheet with variable size. It’s possible to select a fixed sprite to display or set it through a variable.

- To simplify the process of setting the number of sprites per sheet when selecting a sheet, it’s possible to include “[x,y]” in the spritesheet filename, where “x” and “y” are the number of sprites per row and column (e.g. “my_sprite[5,3].png”). When doing so, these numbers will be automatically set when the spritesheet is selected.

- Automatic animation: A spritesheet with individual animation frames can be used for automatically animating a picture with a user-defined speed. The animation can be run in a loop or once. In the latter case, the picture is automatically erased once its animation is finished. This feature can be used to show picture animations in battle, where no parallel process event for manual animation may be used. Using a spritesheet for animation will also reduce the disk and CPU load compared to manually loading a new picture for each frame.

- “Show Picture” used in a loop with the same picture file will no longer cause high CPU and disk load (which led to lags): When attempting to show a picture with the same filename which is currently already loaded for the same picture ID, the picture loading is skipped and the command behaves like “Move Picture” performance-wise. Note that it is still advisable to include a “Wait 0.0” command in tight loops.

- Displaying a picture with 100% transparency will now skip the drawing step entirely, instead of wasting CPU power on invisibly drawing the picture and calculating effects (if applicable). This means that moving a picture to 100% transparency can be used as a performance-light way to hide a picture temporarily without resetting its properties (effects and spritesheet animations).

- The game volume can now be controlled from the video options dialog. This setting is directly linked to the per-process volume of the Windows audio mixer. For Windows XP and below, it is instead linked to the system-wide master volume.

- When using a gamepad, the D-Pad may now be used as alternative to the analog stick.


Changed
Editor
- Comments in events can now have an arbitrary length and number of lines instead of being limited to 4 lines with limited width.
- When importing music files, all allowed file types (mid, wav, mp3) are now shown at once.

Engine
- The “restart game” hotkey is now Alt+F12 instead of F12. This change was done to avoid frustrating accidental restarts, especially when the user is used to pressing F12 in order to create a screenshot (like it’s done in most Steam games). When F12 is pressed, a message is now displayed instead.

Fixed
Editor
- The default database’s “Poison” state was set to increase HP instead of decreasing them.
- In the help file, information about “\n[\v[...]]” and “\n[0]” in messages was missing.
- On newer versions of Windows, when closing RPG Maker, a temporary folder was not deleted, instead the RPG Maker silently crashed during shutdown.

Engine
- On multicore-processor machines, a race condition would cause key states reported to events to be unreliable while a key was being held down (it would appear to “bounce” instead of being reported as continuously pressed).
If multiple events were stacked on top of each other on the same tile, their drawing order would change in unpredictable ways based on the position of other events (including the player). Now, they are sorted by their IDs (highest ID drawn last).
- When the game was launched without focus, e.g. because another window had become active while the game was being launched, and in some other edge cases, the game would accept keyboard input despite being in the background.
- Escaping a backslash in a message with another backslash (“\\”) would not work properly and cause weird behavior when the following character was “n”.
- When an event had changed the tileset on the current map, this change was not preserved after loading the game from a save file. (It was still saved, just not loaded correctly, so this fix will retroactively make it work for existing save files.)
- The current position of the parallax background was not saved in the save file.
- Under rare conditions, the game could crash with an error “List index has exceeded its valid range (-1)” when a vehicle was displayed.
RPG Maker 2003 - Archeia
Hi everyone! We have a new update for RPG Maker 2003 and it is huge!
The Changelog is over here.

Added
Editor
- It is now possible to resize and maximize some of the dialog windows (database, event editor and a few miscellaneous ones). Due to technical limitations, the layout is not always perfect when a window has been enlarged.

Engine
- The “This Event” target may now also be used in common events and will refer to the last map event in the call stack. (For example: Map event A calls map event B, which calls common event C, which calls common event D, which moves “This Event”. Result: Map event B will be moved.) The “Erase Event” command behaves the same way, erasing the last map event in the call stack.

- Large picture functionality revamp. The helpfile is updated to reflect this.


* Variables can now be used instead of fixed values for picture ID, filename suffix, transparency and zoom.

* The following point may affect only a certain group of people: The engine (not the editor) is able to understand the format of the unofficial mod “PicPointerPatch” for version 1.08. This means that picture commands with PicPointerPatch-specific data such as fake picture ID 5XXXX will work in version 1.12’s game engine, but in the editor it will show up as “picture ID #5XXXX” and not as variable reference, and when you edit such a command, you need to be careful because the numbers are capped to the normal limits and you would need to manually set the variable references again, but this time in the way the official version does it.

- The Z position (layer) in which a picture is drawn can now be changed (for example, pictures can be shown between the tileset and the events, or even above message windows, etc.).

- Pictures can now be used in battle as well.

- For each picture, it’s now possible to select whether it is affected by screen shake, tint or flash effects.

- For each picture, it’s now possible to select whether it should be automatically cleared on map change and/or on battle end.

- Spritesheet feature: Pictures may get their graphics from a spritesheet with variable size. It’s possible to select a fixed sprite to display or set it through a variable.

- To simplify the process of setting the number of sprites per sheet when selecting a sheet, it’s possible to include “[x,y]” in the spritesheet filename, where “x” and “y” are the number of sprites per row and column (e.g. “my_sprite[5,3].png”). When doing so, these numbers will be automatically set when the spritesheet is selected.

- Automatic animation: A spritesheet with individual animation frames can be used for automatically animating a picture with a user-defined speed. The animation can be run in a loop or once. In the latter case, the picture is automatically erased once its animation is finished. This feature can be used to show picture animations in battle, where no parallel process event for manual animation may be used. Using a spritesheet for animation will also reduce the disk and CPU load compared to manually loading a new picture for each frame.

- “Show Picture” used in a loop with the same picture file will no longer cause high CPU and disk load (which led to lags): When attempting to show a picture with the same filename which is currently already loaded for the same picture ID, the picture loading is skipped and the command behaves like “Move Picture” performance-wise. Note that it is still advisable to include a “Wait 0.0” command in tight loops.

- Displaying a picture with 100% transparency will now skip the drawing step entirely, instead of wasting CPU power on invisibly drawing the picture and calculating effects (if applicable). This means that moving a picture to 100% transparency can be used as a performance-light way to hide a picture temporarily without resetting its properties (effects and spritesheet animations).

- The game volume can now be controlled from the video options dialog. This setting is directly linked to the per-process volume of the Windows audio mixer. For Windows XP and below, it is instead linked to the system-wide master volume.

- When using a gamepad, the D-Pad may now be used as alternative to the analog stick.


Changed
Editor
- Comments in events can now have an arbitrary length and number of lines instead of being limited to 4 lines with limited width.
- When importing music files, all allowed file types (mid, wav, mp3) are now shown at once.

Engine
- The “restart game” hotkey is now Alt+F12 instead of F12. This change was done to avoid frustrating accidental restarts, especially when the user is used to pressing F12 in order to create a screenshot (like it’s done in most Steam games). When F12 is pressed, a message is now displayed instead.

Fixed
Editor
- The default database’s “Poison” state was set to increase HP instead of decreasing them.
- In the help file, information about “\n[\v[...]]” and “\n[0]” in messages was missing.
- On newer versions of Windows, when closing RPG Maker, a temporary folder was not deleted, instead the RPG Maker silently crashed during shutdown.

Engine
- On multicore-processor machines, a race condition would cause key states reported to events to be unreliable while a key was being held down (it would appear to “bounce” instead of being reported as continuously pressed).
If multiple events were stacked on top of each other on the same tile, their drawing order would change in unpredictable ways based on the position of other events (including the player). Now, they are sorted by their IDs (highest ID drawn last).
- When the game was launched without focus, e.g. because another window had become active while the game was being launched, and in some other edge cases, the game would accept keyboard input despite being in the background.
- Escaping a backslash in a message with another backslash (“\\”) would not work properly and cause weird behavior when the following character was “n”.
- When an event had changed the tileset on the current map, this change was not preserved after loading the game from a save file. (It was still saved, just not loaded correctly, so this fix will retroactively make it work for existing save files.)
- The current position of the parallax background was not saved in the save file.
- Under rare conditions, the game could crash with an error “List index has exceeded its valid range (-1)” when a vehicle was displayed.
RPG Maker 2000 - Archeia
Hi everyone! We have a new update for RPG Maker 2000.
The Changelog is over here.

Instructions
In order to apply the bug fixes to your current project:
- Create a new project
- Go to the newly created project's folder and copy RPG_RT.exe.
- Go to your current project's folder and replace RPG_RT.exe with the newly copied one.
- Finished!

Changed
Editor
- When importing music files, all allowed file types (mid, wav, mp3) are now shown at once.
- Comments in events can now have an arbitrary length and number of lines instead of being limited to 4 lines with limited width.

Fixed
Editor
- A topic in the help file (Events Setup Notes) had an incorrect title. Also, information about “\n[\v[...]]” and “\n[0]” in messages was missing.
- The error message for missing RTP had a typo.
- Some number fields in event commands (Change Variable, Change HP, Change EXP, Change Level, Conditional Branch) had incorrect maximum values.

Engine
- On multicore-processor machines, a race condition would cause key states reported to events to be unreliable while a key was being held down (it would appear to “bounce” instead of being reported as continuously pressed).
- Escaping a backslash in a message with another backslash (“\\”) would not work properly and cause weird behavior when the following character was “n”.
RPG Maker 2000 - Archeia
Hi everyone! We have a new update for RPG Maker 2000.
The Changelog is over here.

Instructions
In order to apply the bug fixes to your current project:
- Create a new project
- Go to the newly created project's folder and copy RPG_RT.exe.
- Go to your current project's folder and replace RPG_RT.exe with the newly copied one.
- Finished!

Changed
Editor
- When importing music files, all allowed file types (mid, wav, mp3) are now shown at once.
- Comments in events can now have an arbitrary length and number of lines instead of being limited to 4 lines with limited width.

Fixed
Editor
- A topic in the help file (Events Setup Notes) had an incorrect title. Also, information about “\n[\v[...]]” and “\n[0]” in messages was missing.
- The error message for missing RTP had a typo.
- Some number fields in event commands (Change Variable, Change HP, Change EXP, Change Level, Conditional Branch) had incorrect maximum values.

Engine
- On multicore-processor machines, a race condition would cause key states reported to events to be unreliable while a key was being held down (it would appear to “bounce” instead of being reported as continuously pressed).
- Escaping a backslash in a message with another backslash (“\\”) would not work properly and cause weird behavior when the following character was “n”.
RPG Maker MV - Archeia
Hello everyone, we have some exciting news for you!



First off, we'd like to present to you the latest tool in the RPG Maker MV series! MADO is a tool that lets you customize the window graphic used in your game. Using it is very easy! Just select a frame of your window and the pattern of your desire for each scene (e.g. message, battle, menu)!

You can buy the tool over here!
http://store.steampowered.com/app/662970/RPG_Maker_MV__MADO/

Now for the latest version of RPG Maker MV with some bug fixes!

We would like to remind everyone to make sure to do the following steps before updating to ensure that when the update happens so your changes won’t be overwritten:
  • Backup your game! This is important!
  • If you haven't already, set RPG Maker MV's update to manual instead of automatic.

  • Make a backup of your Generator folder if you edited it.
  • Replace BGM files if you got it from 1.3.0.

If you have an old project that needs updating, do the following:
  • Backup your game! This is important!
  • Create a new project or go to the NewData folder in your RPG Maker MV root (where MV is installed) folder.
  • Copy the new js files (RPG*.js and Libs Folder) and replace the one in your -old project.
  • DO NOT COPY plugins.js or it will replace your plugin settings.
  • Copy the new index.html file to your current project.
  • Update the gamefont.css just in case.
  • It should now be updated!

Changelog
Upgrades//Bug Fixes
  • When an event happens during a battle, prevent the turn counter from increasing.
  • Variable Command for Range has been fixed.
  • Fix for SAKAN not appearing sometimes in the Tool Menu.

Reporting Bugs and/or Suggestions:
In an effort to streamline our debugging process, we ask that you bring all serious issues – such as major bugs, program errors and other unsolved issues directly to our attention by sending an e-mail to our support address: support@rpgmakerweb.com. Alternatively, you can also send a support ticket through this form: https://www.rpgmakerweb.com/support/contact-us/tech. This will ensure that we’re aware of problems quickly, so that we can work on providing you with solutions.

RPG Maker MV - Archeia
Hello everyone, we have some exciting news for you!



First off, we'd like to present to you the latest tool in the RPG Maker MV series! MADO is a tool that lets you customize the window graphic used in your game. Using it is very easy! Just select a frame of your window and the pattern of your desire for each scene (e.g. message, battle, menu)!

You can buy the tool over here!
http://store.steampowered.com/app/662970/RPG_Maker_MV__MADO/

Now for the latest version of RPG Maker MV with some bug fixes!

We would like to remind everyone to make sure to do the following steps before updating to ensure that when the update happens so your changes won’t be overwritten:
  • Backup your game! This is important!
  • If you haven't already, set RPG Maker MV's update to manual instead of automatic.

  • Make a backup of your Generator folder if you edited it.
  • Replace BGM files if you got it from 1.3.0.

If you have an old project that needs updating, do the following:
  • Backup your game! This is important!
  • Create a new project or go to the NewData folder in your RPG Maker MV root (where MV is installed) folder.
  • Copy the new js files (RPG*.js and Libs Folder) and replace the one in your -old project.
  • DO NOT COPY plugins.js or it will replace your plugin settings.
  • Copy the new index.html file to your current project.
  • Update the gamefont.css just in case.
  • It should now be updated!

Changelog
Upgrades//Bug Fixes
  • When an event happens during a battle, prevent the turn counter from increasing.
  • Variable Command for Range has been fixed.
  • Fix for SAKAN not appearing sometimes in the Tool Menu.

Reporting Bugs and/or Suggestions:
In an effort to streamline our debugging process, we ask that you bring all serious issues – such as major bugs, program errors and other unsolved issues directly to our attention by sending an e-mail to our support address: support@rpgmakerweb.com. Alternatively, you can also send a support ticket through this form: https://www.rpgmakerweb.com/support/contact-us/tech. This will ensure that we’re aware of problems quickly, so that we can work on providing you with solutions.

RPG Maker MV - Archeia
To cast your vote, visit this page and follow the poll url!
Steam removes the link for some reason and we apologize for the inconvenience!

Hear ye, Hear ye, Fellow RPG Maker Devs,


As part of the development team, we are always looking for ways to improve and expand the ways RPG Maker can help you in the creation of your games. Currently on the idea board is to find an easier way to create your unique take on the old classic genre: First Person Dungeon Crawling; Similar to games such as Wizardry and Shin Megami Tensei. For those who’d missed the exciting experience entirely, here are a few examples:

Screenshots:


Videos:
https://www.youtube.com/watch?v=oRL5durPleI https://www.youtube.com/watch?v=vxOD6kk-Ksc

It would mean a great deal to the team to get a rough estimate on how many would be interested in seeing this happen. This is so everyone involved can easily understand the merit of undertaking the creation of this feature.

Aye or Nay? Let us know what you think!
RPG Maker MV - Archeia
To cast your vote, visit this page and follow the poll url!
Steam removes the link for some reason and we apologize for the inconvenience!

Hear ye, Hear ye, Fellow RPG Maker Devs,


As part of the development team, we are always looking for ways to improve and expand the ways RPG Maker can help you in the creation of your games. Currently on the idea board is to find an easier way to create your unique take on the old classic genre: First Person Dungeon Crawling; Similar to games such as Wizardry and Shin Megami Tensei. For those who’d missed the exciting experience entirely, here are a few examples:

Screenshots:


Videos:
https://www.youtube.com/watch?v=oRL5durPleI https://www.youtube.com/watch?v=vxOD6kk-Ksc

It would mean a great deal to the team to get a rough estimate on how many would be interested in seeing this happen. This is so everyone involved can easily understand the merit of undertaking the creation of this feature.

Aye or Nay? Let us know what you think!
RPG Maker MV

Do you love playing games but wish you could make one yourself? It's not that hard to get started, and RPG Maker is a great tool which is becoming more and more popular. There's a big Degica sale going on right now on the Humble Store, where you can find various RPG Maker versions, plus a bunch of actual RPGs, at discount prices. 

RPG Maker is responsible for hundreds of games per year being released on Steam. They're not all classics, of course, but quite magnificent games like To the Moon were designed using it. It used to be more of a hobbyist tool, but it's now become wildly popular on Steam for a variety of reasons

RPG Maker MV is the newest of the tools on sale, and can be found for 60 percent off. Prior to MV's release, RPG Maker VX Ace was the most robust of the programs, and it's a massive 80 percent off right now. Various other RPG Makers are cheap too, but those two are the ones you should be looking at if you want to make something a bit more complex. 

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info. 

Jun 7, 2017
RPG Maker MV - Archeia
Hey everyone, the latest version of RPG Maker MV is here! And it's the biggest one yet!

We would like to remind everyone to make sure to do the following steps before updating to ensure that when the update happens so your changes won’t be overwritten:
  • Backup your game! This is important!
  • If you haven't already, set RPG Maker MV's update to manual instead of automatic.

  • Make a backup of your Generator folder if you edited it.
  • Replace BGM files if you got it from 1.3.0.

If you have an old project that needs updating, do the following:
  • Backup your game! This is important!
  • Create a new project or go to the NewData folder in your RPG Maker MV root (where MV is installed) folder.
  • Copy the new js files (RPG*.js and Libs Folder) and replace the one in your -old project.
  • DO NOT COPY plugins.js or it will replace your plugin settings.
  • Copy the new index.html file to your current project.
  • Update the gamefont.css just in case.
  • It should now be updated!

Changelog
New Features
  • There is now an Angle version in the Beta Tabs. If you are having white screen or slowdowns on RPG Maker MV Editor, try installing that version.
  • Retry function when resource loading fails
  • Master Volume API.
  • Plugin / Event / Map search function
  • Community CoreScript added to allow users to control specific parts of RPG Maker MV.

Upgrades//Bug Fixes
  • Core Script Upgrade for better memory management.
  • Plugin Manager Updated to have new features. Variable type can be set in plugins
  • Fix to color impossible to change on PNG without an alpha channel
  • Fix to BGM not updating properly when riding a boat.
  • Play Movie event is now fixed to work on mobile.
  • Black Grid is now fixed on mobile.
  • Fix to ME blocking BGM sound change.
  • Pixi upgraded to version 4.4


Reporting Bugs and/or Suggestions:
Visit the boards and read all the topics here first.

In an effort to streamline our debugging process, we ask that you bring all serious issues – such as major bugs, program errors and other unsolved issues directly to our attention by sending an e-mail to our support address: support@rpgmakerweb.com. Alternatively, you can also send a support ticket through this form: https://www.rpgmakerweb.com/support/contact-us/tech. This will ensure that we’re aware of problems quickly, so that we can work on providing you with solutions.

...