3D Dungeon Crawl Script for RPG Maker VX (Updated Links)
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3D Dungeon Crawl Script for RPG Maker VX (Updated Links)
I just wanted to create this topic to share a script for RPG MAKER VX that allows people to create 3D Dungeon Crawler like games, similar to Might and Magic.
Author of the script's site:
http://sabakan.cc/rpg/blog/
Please keep in mind, I still have some work to do, such as translating a few mopre things and figuring out some of the advanced features.
You will need to download the following before you can use the 3D Dungeon Script:
Rpg Maker VX Trial:
http://www.rpgmakerweb.com/download.html
RTP: (Needed for demo game as well)
http://www.rpgmakerweb.com/download-rtp.html#vx
Finally, here is the 3D Dungeon Script. All you have to do is extract the file into the RPG Maker VX project folder and use RPG Maker VX to open the file.
http://www.legendoferthia.com/downloads ... ungeon.rar
Here is a demo game that I found from a Japanese site that is using this engine. You will have to enable japanese support to extract the zip, or else it will not extract properly, and you will get errors in the game.
http://www.legendoferthia.com/downloads ... et_104.zip
Author of the script's site:
http://sabakan.cc/rpg/blog/
Please keep in mind, I still have some work to do, such as translating a few mopre things and figuring out some of the advanced features.
You will need to download the following before you can use the 3D Dungeon Script:
Rpg Maker VX Trial:
http://www.rpgmakerweb.com/download.html
RTP: (Needed for demo game as well)
http://www.rpgmakerweb.com/download-rtp.html#vx
Finally, here is the 3D Dungeon Script. All you have to do is extract the file into the RPG Maker VX project folder and use RPG Maker VX to open the file.
http://www.legendoferthia.com/downloads ... ungeon.rar
Here is a demo game that I found from a Japanese site that is using this engine. You will have to enable japanese support to extract the zip, or else it will not extract properly, and you will get errors in the game.
http://www.legendoferthia.com/downloads ... et_104.zip
Last edited by legendoferthia on 04 Mar 2012, 06:37, edited 12 times in total.
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- legendoferthia
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Okay, the file is uploaded. Please keep in mind, the combat and such is still VX but with the 3D script.
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- legendoferthia
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If I am correct, they are just basic cd audio? You will have to ripp the cd and save them as wavs or mp3.
VX supports, "Wav, mp3, wma, midi, and ogg for audio."
VX supports, "Wav, mp3, wma, midi, and ogg for audio."
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That looks nice. I am also going to extracts some more resources from might and magic as well so that others can have more of a selection. My problem right now is the backgrounds.
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The sample game was created by a Japanese artist which has been encrypted. You will not be able to open the game. The file I supplied is the scripot with a little demo I created. You need RPG Maker VX to open the demo I created which has the script. The combat system is on the map, but it is not realtime like Might and Magic, it is random encounter similar to Wizardry.
Last edited by legendoferthia on 10 Aug 2010, 09:53, edited 1 time in total.
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Good point, lol. All those were turn based, my mind is stuck in mm6-8.
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Actually random encounters were only in MM1 & 2. In MM3, 4, and 5, the monsters are on the map.GreatEmerald wrote:*cough*MM1,MM2,MM3,MM4,MM5*cough*savetara wrote:but it is not realtime like Might and Magic, it is random encounter similar too Wizardry.
With this engine it is already possible to have monsters on the map, but for the moment they won't move, they'll just stay on their tile, waiting for the player to come in contact with them. There's probably a way to make them move in the dungeons though.
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It is a bit tricky. I managed to get it to move with the custom movement option. However, I think the random encounter is probably better for this engine anyways.
When I put it on follow hero, the monster is automatically there at blazing speed. The original author of the script most likely hasn't implemented it yet. I am sure it would be easy enought to fix though. I will have to look into it.
When I put it on follow hero, the monster is automatically there at blazing speed. The original author of the script most likely hasn't implemented it yet. I am sure it would be easy enought to fix though. I will have to look into it.
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I've been playing around with this a little and it's extremely interesting. Thanks a lot for uploading it! One thing that could seriously impede any remakes though is the limited number of graphic tiles and tilesets, I think there's only a maximum of six allowed in the editor (A-E), whereas a MM6-8 conversion would need something more like +20. Has anybody any idea how to add more spare tilesets to VX?
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The tilesets are very limited. I think a game more like MM3,4 ad 5 is more likely. I have been studying them and they only seem to use 1-3 different patterns per dungeon. Although, it suites my game, I am looking for a way to add my own scripting to the script to add more walls. The limit right now is three different wall sets and 3 different gates per map. I don't think it would be too hard for me to script in the extra features.
For adding extra tilesets beyond E is possible, but it is a real big pain. For the 3d engine, it won't be neccessary.
I am going to try and ad more wall sets per map. The tile is labeled by adding <name of wall> to the map, so the possiblities could at least 1360 different tiles. I just have to figure out a way to link each tile to a unique name. Right now the author put all thos unnecessary walls like one way direction walls, which could have been used for extra tiles.
Update: put <foe> in the event name. The monster follows you on the map when you have it set to approach.
For adding extra tilesets beyond E is possible, but it is a real big pain. For the 3d engine, it won't be neccessary.
I am going to try and ad more wall sets per map. The tile is labeled by adding <name of wall> to the map, so the possiblities could at least 1360 different tiles. I just have to figure out a way to link each tile to a unique name. Right now the author put all thos unnecessary walls like one way direction walls, which could have been used for extra tiles.
Update: put <foe> in the event name. The monster follows you on the map when you have it set to approach.
Last edited by legendoferthia on 10 Aug 2010, 10:30, edited 2 times in total.
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That's great, thankssavetara wrote:Update: put <foe> in the event name. The monster follws u on the mapo when you have it set to approach.
And that's another proof the guy who created this script is a big fan of the (excellent but hardcore) Etrian Odyssey series (the icons of the Minimap are actually taken directly from there).
Last edited by Marzhin on 10 Aug 2010, 10:31, edited 1 time in total.
It looks like this guy has made a tileset extender which could pretty much solve that problem. Looks accomodating enough:
http://www.rpgrevolution.com/forums/?showtopic=11303
http://www.rpgrevolution.com/forums/?showtopic=11303
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In Rpg Maker XP you can have unlimited tiles without scripts, which was the main reason why I use to use it. However, for all the unique stuff I put in my game, XP didn't have the database to handle it. I don't know why the creators of VX would take such a feature out.
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I think this would be your best choice if you want to break the limit. Eiether way for VX, without hard coding the actual software, you will need to swap.
http://www.rpgmakervx.net/index.php?s=4 ... opic=33958
http://www.rpgmakervx.net/index.php?s=4 ... opic=33958
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