It's Thursday again, and another set of releases are here! Some of our favorite MV Battlers have escaped the battle system and can now walk around in game! And Joel Steudler is here to deliver another set of surreal otherworldly battlebacks. Let's take a look!
Visible enemy encounters can make planning when to battle a lot easier, but that’s not their only upside. Since visible enemies are events we can add all sorts of extra commands that can affect battles! So let’s learn how to make a preemptive strike QTE that can add states to our enemies.
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.