Last time in our exploration of Degica’s Visual Novel Maker, we looked at how you can create your own custom characters to form the cast for your next masterpiece.
Today we’re going to look at something a little more mundane but just as important to the overall experience of your game: the user interface. Specifically, we’re going to take a look at some ways in which you can customise the way it looks and feels.
This is one of those steps you can quite easily skip when putting something together in a package like Visual Novel Maker, but using something other than the default UI not only helps your game look more polished, it gives you a greater feeling of ownership over the whole experience — so do consider taking a few of these steps on your next project!
Note: This post has been updated with some helpful advice from Archeia, a member of the VNMaker team. Please give it another read even if you’ve already looked it over!
Continue reading Visual Novel Maker: How to Look Fontastic
Last time, we looked at how to get up and running with Visual Novel Maker as soon as possible using its built-in assets and template project.
Today we’re going to take a look at how you can use your own assets to create something unique to you! Because built-in assets are all well and good — and Visual Novel Maker certainly has some lovely default artwork and character designs — but if you’re serious about getting creative, you’ll want to take control of as much about your work as possible.
That means, among other things, creating your own characters with which to tell your story. So let’s take a look at that today!
Continue reading Visual Novel Maker: The Breath of Life
Now that we’ve had a whistle-stop tour of Visual Novel Maker’s main features, it’s time to delve into how it all works.
Today we’ll be taking a look at how you can get started with the application using its built-in resources. In subsequent articles we’ll look at importing custom resources and creating new characters, but for today we’ll primarily be focusing on the core functions of the program, getting a playable game up and running as soon as possible.
Let’s dive right in, then!
Continue reading Visual Novel Maker: First Steps
Over the course of several upcoming articles, we’re going to be taking an in-depth look at Degica’s Visual Novel Maker, a new addition to the lineup of game creation software available for home computers.
At the time of writing, the software isn’t yet on sale and I’ve only just started spending some time with it, but I wanted to take the opportunity to give a high-level overview of what the software is, what it’s capable of and what to expect from it. In the subsequent articles, we’ll take a more in-depth look at its various aspects and how to accomplish things with it.
For now, enjoy the tour, and get thinking of some ideas for your next bestseller!
Continue reading Visual Novel Maker: First Look
So you’ve got your basic game up and running, and now you want to add more to it? Great!
Aside from the other Event Commands available straight out of the box, most of which are relatively self-explanatory, the biggest addition to RPG Maker MV is the Plugins system.
Previous versions of RPG Maker from XP onwards have included various means of extending the basic engine’s functionality through scripting, but RPG Maker MV makes this enormously flexible aspect of the software more accessible and straightforward to use than ever before.
So let’s take a look at what plugins can do for us!
Continue reading RPG Maker MV: All About Plugins
It’s time to breathe some life into our world!
In RPG Maker, you add interactivity through Events. These are lists of commands that are attached to an object on a map, coupled with a trigger of some sort, be it the player walking up to an NPC and pressing the action button, or the number of flatulent wombles the player is carrying in their bag being greater than 13.
Events are essentially a simple form of programming, but don’t run away screaming — you don’t have to memorise lots of different commands, define functions or anything complicated like that. All you need is an ability to think things through in a logical manner and an awareness of the options you have available to you.
Continue reading RPG Maker MV: Getting Started with Events
Let’s make a game!
Well, part of one anyway. Over the course of the next three articles, I’ll introduce you to how RPG Maker MV does business: how you create maps, fill them with things to do and, in the final part, how to go beyond the constraints of the basic engine.
Today we’re going to take a look at the most basic skill you will need to get an RPG Maker MV game up and running: mapping. Like any creative tool, if you don’t master this essential first, there’s little point in going further. Learn to walk before you run before you fly, and all that.
The aim for today is to make a small town and the beginning of a dungeon beneath it. Not the most ambitious or sprawling game, sure, but more than enough to give you a look at how to create both maps. In the next article, we’ll add some life to these locations with Events.
If you’re ready, then, let’s get going! If you want to follow along but don’t have a copy of MV, you can download a trial version from the official website.
Continue reading RPG Maker MV: Basic Mapping