Let's make RPG

 

Ever wanted to create your own RPG?

Let's make RPG can make you Game creator. You can design characters and give them special attributes, make magic spells, create items, swords, shields, etc., and you can make towns, dungeons, deserts, and everything else. Let's make RPG is designed to create your own Role-Playing Games.

System requirement

PalmOS 5.0 with ARM processor or greater is required to run this application.

How to install

The prc file should be installed into your handheld device using the instructions provided by the manufacturer.

LetsRPG.prc : Let's make RPG application
Tales_of_Dark_Flower.PDB : Sample RPG game

 

1. How to Play the RPG game

1. How to move the hero

 

Tap over the map you want to move.
Using pathfinding algorithm, the character finds path for oneself.

 

2. Player menu

To open the player menu, tap the Menu icon

 

 

 

3. Battle screen

 

 

 

 

2. How to Create your own RPG

1. Project

The games created by you is managed by Project menu. You can create, modify, delete, and play the games.

All the projects that your friends made or downloaded from Internet is shown and you can play them too. To distribute your own games over the Internet, you have only to upload the projects. (project-name.pdb)

 

 

2. Map

Maps are the basis of the game and using the map editor you can make all the things your game needs.

 

a. Map Folder
With multiple maps, you can arrange them in a folder, similar to the way Windows does.

 

 

b. Map

 

 

c. Map Setup

 

 

d. Map Editor

 

 

Map editor Icons

 

Side menu

mover : Allow you to scroll the map. Tap and drag the stylus on the screen to scroll.
mini : Show and move the current position on the entire map.
save : Save map data
load : Load the pre-made sample map.
exit :

Main menu

map : regarding editing tiles.

paint : Place tiles on the map
erase : Erase tiles on the map
box : Fill an area with the selected tile.
Tap and drag to select an area.
spoid : Set the active tile by tapping on part of the map.
copy : Copy the selected area into the clipboard. Tap and drag to select an area to copy.
paste : Paste the clipboard data on the map.
fill : Fill the enter map with the selected tile.
undo : Cancel the last change made to the map.

script : regarding editing map events.

edit : Create and edit the map event.
delete : Delete the map event.


pass : regarding the passability of the tiles.

yes : specify which tiles can be passed over by the hero.
no : specify which tiles cannot be passed over by the hero.

Tile palette

To change the selected tile, tap the tile palette.
To select the area you wish to, tap and drag the area.(single tile and group tile is allowed)

 

 

 

3. Map Event

Events are used to give the player things to interact with. There are 29 event commands that can be used in map events.

 

Event commands

Change HP
Change MP
Full Recovery
Chanve Ability
Chanve Exp
Change Condition
Change Equip
Change Skill
Change Member
Change Gold
Change Item
Change Switch
Change Hero Img
Hero Move
NPC Move
Call Shop
Call Inn
Screen Effect
Wait
Show Message
Teleport
Combat
If...Else...
Show Choice
Play Sound
CutScene
Exit Event
Game Over
Game Clear

 

 

Increases or decreases the HP of a hero
Increase or decrease the MP of a hero.
fully replenishes the HP and the MP of a hero.
Increase or decrease the stats of a hero.
Increases or decreases a hero's experience.
Changes the condition of a hero.
Change the equipment of a hero
Adds or removes a skill from the skill list of the hero .
Changes the heroes who make up the current party
Adds or removes money from the party's stockpile
Adds or removes an item from the player's inventory.
Turns a switch ON or OFF.
Changes the walking sprite and the face image of a hero
allows you to move the hero
allows you to move the NPC
Allows the player to buy and sell items held in inventory.
Calls an inn where the party can rest.
Changes the screen transition.
Prevents player control for a specified period of time.
Allows you to show a message in a box on the screen.
Teleport the hero to a different place.
Initiates a battle.
create a forked event for one divergent condition.
Shows a number of choices in a message window
Plays back a sound effect.
Shows a picture on the screen.
Halts execution of the event the command is in.
Ends the game and displays the game over screen.
Ends the game and displays the game clear screen.

 

 

4. Hero

The characters controlled by the player.You can set up the graphic, attribute and starting equipment.
You can load the hero's walking graphic and face graphic from resource data or your own bitmap files in card

 

 

 

Set the starting equipment for the hero. The equipment must have been made in the Item first, and made usable by the selected hero.

 

5. Job

The jobs that the characters can have.
Experience points, Skill points, Attribute points and Skills that can be used in the game by the characters of the job can be set.

 

 

6. Monster

The monsters that will be encountered in the game are set. Gained experience and Drop gold and item and Skills that can be used in the game can be set. You can conduct a test battle with the selected monster and party.
You can load the monster's graphic from resource data or your own bitmap files in card.

 

 

 

 

7. Skill

The skills that can be used in the game can be set.

 

 

 

 

8. Item

The various items that will be collected during the game are set here. There are 9 types of item(Helmet, Necklace, Armor, Arm, Hand, Ring, Shoes,Medicine,Material).

 

 

 

 

 

9. Quest

The quests that have to do something in the game can be set.

 

 

10. Party

Here you can set up the settings relating to the starting party.

 

 

11. System

Here you can set up the game system settings, such as title screen, gameover screen, gameclear screen, project's name, project's author, project's password and project description. You can load the title graphic, gameover, and gameclear graphic from resource data and your own bitmap files in card.

 

3. Specifications

1. image Specifications

Let's make RPG supports a image importing from memory card. With this feature you can make a more creative game.

The Image data that can import is as follows:

Hero's walking graphic

Data format: 96x192 size, Colors 24bit, Bitmap(BMP)
Each walking character's pose is 32x48 pixels.
Total of 12 frames per character.

Hero's face graphic : Data format: 80x80 size, Colors 24bit, Bitmap(BMP)
Monster graphic : Data format:80x112 size, Colors 24bit, Bitmap(BMP)
Game title graphic : Data format:320x320 size, Colors 24bit, Bitmap(BMP)
Gameclear graphic : Data format:320x320 size, Colors 24bit, Bitmap(BMP)
Gameover graphic : Data format:320x320 size, Colors 24bit, Bitmap(BMP)
Cutscene graphic : Data format:320x320 size, Colors 24bit, Bitmap(BMP)
Battle background graphic : Data format:320x160 size, Colors 24bit, Bitmap(BMP)

 

4. Battle Algorithms

The attacking character is designated as A, and the one being attacked is designated as B.

Normal Attack Damage
Damage = (Attack power of A / 2) - (Defense power of B / 4)

Attack power of A = Damage of A's weapon + A'a attack attribute value + the sum of attack attribute values of A's equipment
If A's condition is Berserk, 50% is added to Attack power of A.

Defense power of B = B's defense attribute value + the sum of defense attribute values of B's equipment
If B's condition is Berserk, Defense power of B is reduced to 1/2.
If B's condition is Blessing, 50% is added to Defense power of B.

When B defends, 30% is added to B's defense attribute value.

If A and B have an antipathy to each other, 50% is added to Damage.
(Water <-> Fire, Undead <-> Holy)

Skill Damage
Damage = Damage of skill + weapon's attack value of A + ((A's dexterity value + the sum of dexterity of A's equipment) * 20 / 100)

Critical Hit ratio
Critical Hit ratio(%) = (Critical Hitrate of A + Critical Hitrate of A's weapon) / 2 (Normal attack)
Critical Hit ratio(%) = (Critical Hitrate of A + Skill's Critical Hitrate of A) / 2 (Skill attack)

In the event of a Critical Hit, 50% is added to Damage.

Hit ratio
Hit ratio(%) = (Hitrate of A's weapon + A's dexterity value + the sum of dexterity of A's equipment) * 50 / B's dexterity value (Normal attack)
Hit ratio(%) = (Hitrate of skill of A + A's dexterity value + the sum of dexterity of A's equipment) * 50 / B's dexterity value (Skill attack)

If A's condition is Confusion, 30% is decrease to Hitrate.

Escape Success Ratio
Diff = Average dexterity of party - Average dexterity of monster group
if(diff > 0) Escape success (%) = 80;
else if(diff == 0) Escape success (%) = 50;
else Escape success (%) = 30;


5. Sample RPG - Tales of Dark Flower

You can learn to create RPG with this sample game. If the Tales_of_Dark_Flower.PDB is installed, you can play this game.
This little game shows which features is in "Let's make RPG". If you study this game, you can easily make your own RPG.

If you want more information about Let's make RPG, visit our website (http://www.pocketinside.com)

 

Purchasing

If you have a concern about buying Let's make RPG, Handango will help you and it costs just $19.95.
If you've got suggestions about how to improve Let's make RPG or reports of any problems you've had, please contact us.

Visit our website http://www.pocketinside.com
email webmaster@pocketinside.com