I recently played Skyborn. It’s one of the more attractive commercial RPG Maker games out there, and there’s been a lot of talk about it, mostly good. You can find it on Steam.
Still, I wasn’t expecting much from Skyborn. I’m pretty critical of RPG Maker games, and despite the impressive steampunk aesthetic, I wasn’t sure whether the game itself would impress me.
It did and it didn’t. I played it all the way through, which is saying something. But for the most part, it left me thinking “eh, this was okay I guess.” Is it worth the price? You be the judge of that. Beyond these initial thoughts, this is not a review—my goal is to look at some of the design choices made in Skyborn and what we might learn from them when creating our own RPGs. Read more
This one’s been a long time coming—sorry for the wait, but it’s time to follow up my Using Map Coordinates tutorial with part two.
This tutorial builds on the contents of the first tutorial, so if you haven’t read that one, or if you need a refresher—go back and read it now. In it, we took a look at the grid plane in RPG Maker VX Ace, and how to store an event’s (or the player’s) map coordinates into variables. After that, we created a pressure-switch—as long as the player was standing on it, the door would open. And that’s where we left it. The player isn’t able to reach the door and stand on the switch at the same time, so we’re going to have to create a block that the player can push on top of that switch. Read more