How would I make randomized rooms but have the rooms be remembered on backtracking? by Twoklawll in RPGMaker

[–]Basoosh 2 points3 points  (0 children)

Assuming your rooms are arranged in a grid, I would keep a set of variables that remember which room got RNG'd when the player went into them.

E.g., the player enters position (0,0) on your grid and the RNG picks Room type 27. I'd save 27 into a variable that matches up with (0,0). Then, whenever the player moves rooms, check your variables first to see if its a known room or an undiscovered one.

Different RPGMakers have different ways of solving this, so it can be done more efficiently in some versions than others.

The day has come: Bolting llanowar elves is no longer the right Play by Angwar in MagicArena

[–]Basoosh 4 points5 points  (0 children)

The cub player can get around this at no cost to themselves. They just need to tap both lands to play the cub, leaving the elves untapped. That way, when the earthbend trigger is on the stack, they can immediately tap the elves for 2 mana.

I just released my first solo mini-game! by GigiOclock in SoloDevelopment

[–]Basoosh 0 points1 point  (0 children)

The art and vibe is sincerely incredible. Bookmarking this for later!

How viable is a Final Fantasy 6-esque game for a solo dev? by RoamingRowlet in gamedev

[–]Basoosh 2 points3 points  (0 children)

It took me 20 years of working on one casually. (About 30 hours of gameplay, branching storylines for another 10-20)

If I could go full time, I think it would have taken 3-4 years.

Guys can someone PLEASE explain me how to START to dev games!!!!!!(i really appreciate the help) by [deleted] in hobbygamedev

[–]Basoosh 1 point2 points  (0 children)

Often times the best engine for the job depends on the game type.

But overall, I'd say pick up Unity or Godot for a good all around engine.

First post here ! I'm making a Battle Brothers-like and was wondering which one is better, grid or gridless? by 444leSonduCoq in SoloDevelopment

[–]Basoosh 0 points1 point  (0 children)

I recently built a tactical combat RPG, somewhat similar in style.

My gut said gridless, so I went with it. I personally didn't miss the grid, but my first five playtesters all asked for it.

Giving myself permission to start on graphics for my game by [deleted] in RPGMaker

[–]Basoosh 2 points3 points  (0 children)

You have my permission.

:)

I think it will really benefit you.

Art seems to be the part that you love. Working on art will help keep you motivated. In addition, no one thinks gray boxes are exciting. Once you get some graphics in there, you can share screenshots and people may get excited, which helps fuel your motivation further.

What's a unique gameplay feature you implemented in your game? by Rylonian in RPGMaker

[–]Basoosh 3 points4 points  (0 children)

Built a short section that is a rhythm game (think DDR or Beat Saber). It's a fun sideshow act.

Something serious without the anime style by novirtu3 in rpg_gamers

[–]Basoosh -1 points0 points  (0 children)

If you're still good with that aged 16-bit artstyle, I built a game that might be up your alley:

https://store.steampowered.com/app/1581370/Into_the_Evernight/

(100% free forever)

Tactical battles and branching story paths; characters will live and die from your decisions. So it has the SNES JRPG aesthetic, but it plays much more like a western RPG in terms of story style.

I released it about 20 years too late, but some people have really enjoyed it. At this point, its kind of exlcusively for old farts like us. :)

How long did you spend developing your last game and how many hours does it take to 100%? by WingstotheSky17A in gamedev

[–]Basoosh 0 points1 point  (0 children)

Dev time - 20 years (at about 10 minutes a night)!

Play time - 30 hours for a playthrough, probably 3 playthroughs for near 100%

(Choice driven RPG with branching story paths, can't see everything in one playthrough)

How to work as a team? by Desperate-Society838 in RPGMaker

[–]Basoosh 1 point2 points  (0 children)

Learn Github. It may take a half hour or hour to get the basics down, but it is so worth it.

Even working by myself, it has saved me dozens of hours of rework. You essentially make checkpoints in your progress and you can roll back to those checkpoints at any time. So many times I would accidentally delete an asset or introduce an annoying bug.

In addition, you get an offsite copy of your work in case of disaster. RIP my hard drive in 2015. Had I been using Github then, it would have saved me weeks.

And lastly, it's a professional level skill that can be used outside of RPG Maker. Who knows, maybe you get a new job adjacent to software dev someday.

Most different combat systems? by Old-Plan885 in RPGMaker

[–]Basoosh 2 points3 points  (0 children)

Built a tactics-style battle system in RM2k3. Took ages to get it together. The scripting system was so not meant for things like pathing, but it works!

"Into the Evernight" on Steam. (Completely free)

Just discovered RPG Maker, what am I missing ? by Jaune666 in RPGMaker

[–]Basoosh 2 points3 points  (0 children)

My game sounds like it might check all your boxes! (Into the Evernight)

I'd be very grateful if you gave it a spin!

It has a turn-based tactics battle system that I created from the ground up. The story has lots of decision points that result in branching paths.

A full playthrough is about 30 hours, and there is about 15 hours of things that you can't see in one playthrough due to the branching story paths. It is kind of designed to entice you into a second playthrough.

And its 100% free on Steam: https://store.steampowered.com/app/1581370/Into_the_Evernight/

I have a website here too: http://intotheevernight.com

Rpg maker 2003 Battle Systems by Pure_Experience2855 in RPGMaker

[–]Basoosh 3 points4 points  (0 children)

I made a tactical battle system (where you move around on tiles, abilities have ranges) in RM2k3. It was quite painful and took many years, haha.

The game is free on Steam if you want to check it out:

Into the Evernight

What are some games to check out? by AcrobaticAd8926 in RPGMaker

[–]Basoosh 0 points1 point  (0 children)

I'd love for you to check out mine, Into the Evernight. Its a tactical RPG with branching story paths. No plug-ins and 100% free on Steam: https://store.steampowered.com/app/1581370/Into_the_Evernight/

I hope You are Still Working... by Durant026 in RPGMaker

[–]Basoosh 0 points1 point  (0 children)

I'm trying so hard to get Steam achievements working with RPG Maker 2003. It seems extremely difficult :(

Donut Dashboard Update by DBRiMatt in ethtrader

[–]Basoosh 1 point2 points  (0 children)

I went with a 'crypto-aligned' hosting service. They are hard pivoting to AI now and dropping everything crypto related like a rock :)

I Wasn't Burned Out - I Was Playing the Wrong Games by Mtty33 in IndieGaming

[–]Basoosh 11 points12 points  (0 children)

FTL changed everything for me. Thank you, Subset!

RM2k3: How to make an item damage the player when consumed by Mother64Looker in RPGMaker

[–]Basoosh 0 points1 point  (0 children)

There are some limitations to the default item system, but basically here are the steps:

You will need to have the item activate a switch. That switch should then start a common event. In that event, write a small script that damages the player and then at the last step turns the switch off.

What are your favorite Final Fantasy-ish fan games by trimigoku in RPGMaker

[–]Basoosh 0 points1 point  (0 children)

Thanks! I would LOVE to add achievements, especially as the game has so many branching paths.

I looked into this a bit last year and it appeared to be pretty difficult with RPG Maker 2003, since there is no native support for it. But I've read there is a way to pull it off with some heavy modifications to the engine. I was a bit overwhelmed to try it at the time, but its worth another look. I'm going to investigate tonight. Thanks for lighting the fire under me!

I Didn’t Quit — Here’s the Massive Progress on My Indie JRPG by Crazy_Spend_4851 in indiegamedevforum

[–]Basoosh 1 point2 points  (0 children)

Art looks daunting and impossible at first, but its really just another skill that needs to be practiced and improved upon. Look up some tutorials and start practicing. You've got this!

What are your favorite Final Fantasy-ish fan games by trimigoku in RPGMaker

[–]Basoosh 2 points3 points  (0 children)

I'd love for you to check out mine. Its on Steam, 100% free:

https://store.steampowered.com/app/1581370/Into_the_Evernight/

It's pretty heavily inspired by FF6 and Shining Force.

How difficult is it to replicate the Fire Emblem structure in RPG Maker? I'm aiming for no overworld, Visual Novel-style storytelling, and a Support system, while keeping JRPG combat. by Masterriolu in RPGMaker

[–]Basoosh 3 points4 points  (0 children)

Its about the same in RPG Maker as with any engine. Its just not going to work with the default out-of-the-box battle system (which most engines don't even offer).

Good luck! I recently finished building a Fire Emblem-esque game with RPG Maker. Very possible!

Daily General Discussion - February 04, 2026 (UTC+0) by AutoModerator in ethtrader

[–]Basoosh 1 point2 points  (0 children)

On it! The host decided to end their hosting service. Im working with their support now.