New Blog

So after five years I feel like blogging a little again, was going to use this blog (which is why the catagories all changed etc) but then technical issues and I remembered this is the last website on this host which actually is pretty silly to keep paying for. This blog will eventually go down sometime next year (06-04-2018 – not sure on the date format). So backup anything you want to use.

Link to my new blog (hopefully by the time anyone reads this I will have actually done the first post):


Dead Moon Night

Finished another game this time for a Halloween competition.

Please try it:


Fomar0153 and RPG Maker

So I figured I would also join in and go through what RPG maker means to me. I first heard of RPG maker when I was 14 or 15. It was actually during my least favourite lesson P.E. in which we used to stand around talking. Naturally that evening I put our Internet connection to good use and tracked down RPG Maker 2k. One week later I had finished my first game which thankfully I never showed anyone.

Dark World (what was I thinking?) starts with the fall of a castle and the princess and prince escaping and being saved by a demon who miss teleported. He took them to a powerful Mage who for reasons unknown (or forgotten) teleported them to a floating laboratory. Where the four of them discovered the evil empire was plotting to release a monstrous demon (was I thinking?) the. When they destroy the lab the powerful Mage is captured and the other three end up on the required snowy continent. There they discover an angel who joins then and then they go to the demon’s dimension. Where they find the missing mage who sacrifices himself to weaken the demon allowing you to kill it. World saved. I wouldn’t finish another game for 8 years.

A short while later I would discover RPG Maker 2k3 and move onto using that for a bit before ultimately deciding I proffered 2k. Then I found RPG Maker XP which had only just came out. I then yoyo-ed between 2k and XP for several months. I initially found XP’s mapping weird and they had cut loads of event commands (might be wrong but that’s how I remember it) and I didn’t know how to script. At the time hardly anyone did. My programming experience at the time was limited to HTML, CSS, JavaScript, Visual basic 6 and a small bit of c++ which might sound like a lot but it really wasn’t the c++ for example extending to only a small amount of processing on user input. I had wrote a guidance program which would say you’d be good at a job and then tell you that only computers would do that job in the future.

The games I remember playing at the time that had an impact on me were A Blurred Line (finish the game Lysander) which I scoured a bit looking how he did things finding a spoiler for line’s end in the process, Extenia: The Messiah and Kinetic Cipher. I was beginning to lean more towards 2k because they were all made in it. Then I played Phylomortis: Psycho Political Drama Avant Garde…

While it had it’s flaws it showed me what could be accomplished with scripting and I was sold. My first scripts where custom battle commands, then I did equipment skills and within roughly six months I believe for the first time ever I started posting them in an online community. The two scripts that got the most attention was my FFV job system (that I still rue) and my Stamina (easily configured to an ATB) battle system. I started following a few RPG Maker XP games at that time, Master of the Wind was the main one.

Eventually I was at the point were I was going into my second year of uni and then there was some drama on the forum and a lot of people left, including me. RPG Maker VX had come out around this time but I quickly decided I was sticking with XP. With increasing amounts of uni work I gave up RPG Maker other than checking every so often for Master of the Wind updates.

Fast forward three years, I’ve finished uni, taught secondary Maths for a year and decided that teaching isn’t for me and suddenly gain my evenings back as free time. Then virtually the next day I checked the Master of the Wind’s four and learn there is a new RPG Maker coming out…ACE!!!

That brings us to the present, with me yoyo-ing between projects again including my mystery project back in August then with less than a week to go and my project doomed and completely out of the blue, Indrah suggests we team up. We did and it resulted in “In Search of Clues” my first complete game in eight years. Part of what allowed me to finish my bits of the game on time was that I just did the fun bits, gameplay and scripting. The parts I like to think I am good at.

Now I am on the verge of finishing a second game with Indrah, this time much longer and with battles! In the future I would like to make games inspired by Telefang, Medabots and Etrian Odyssey. Anyway thanks for reading. I might do a part two focusing on my evolving opinions and skillset.


Support Rainbow Nightmare Libra!

Click here

People always complain about RTP RPG Makers games on kickstarter, greenlight etc. Well this game is jam packed full of awesome designs from the monsters to the systems. I love the battle system. So now is our chance to show that we support the good rpg games!

Click here


Animation Battler Effects

By Fomar0153
Last Updated: 01 August 2012 (Version 1.0)
Download Link:

Makes animations more interesting by letting you modify a targets battler as part of the animation.


No Unequipping Weapons

By Fomar0153
Last Updated: 20 July 2012 (Version 1.0)
Download Link:

Sometimes it just doesn’t make sense for players to unequip their weapons or maybe it breaks your systems etc. Anyway this prevents players from unequipping their weapons.


Resource Staff Release June 2012

I’m a bit late reporting this. Whoops.

Any check it out at:

This time two scripts from me:

  • Disabled Icons + Command Menu Icons
  • More Selfswitches

If you need help with either script then feel free to comment.


Cobb Tocs Network

So I’ve finished the first part of a much larger project of mine, the Cobb Tocs Network.

While it’s still a week or two off before I start letting people use the scripts, I thought I’d mention it in advance. Also you are welcome to test the system as it currently is and give early feedback if you want.


Anatomy of Windows

So I’ve been meaning to do this for a while and today I finally got nudged into doing this so let’s jump right into the anatomy of windows!

Firstly there are a lot of windows in RPG Maker Ace by default and if you’re scripting at some point you’re going to need to make a window. Which can be quite daunting and also waste a lot of your time when you’re trying to get it right. First let’s have a look at all the windows, the arrows indicate inheritance.

As you can see all windows inherit from Window_Base and there are several windows that act as bases for the other windows. Let’s strip it down to just the windows that are inherited from:

That’s a bit easier on the eyes now isn’t it? Also in case you’re not sure what I mean by inheritance, I’ll explain it quickly. Inheritance is where one class inherits from another class which is to say that it effectively copies all of the original classes methods and variables. So we can literally do this:

class Window_Name < Window_Base


And our new window Window_Name has everything Window_Base has, pretty cool huh?

Ok so now we need to decide what window to inherit from, generally it is going to be one of four:

So our first question should be are you using the window to just display information or is the player going to be able to select something in the window? Well if you just want to display things then all you really need to do is look at the drawing methods in Window_Base. If you want to have the window selectable then you need to know a few more things and we’ll go through them. The easiest way I think would be to go through the methods you’ll use/edit most. So let’s start there.


line_height – this is by default 24, the hight of an icon and the default font size. Useful with fitting_height which calculate the minimum window height given a number of lines.

standard_padding – if you ever need to get closer to the edge of a window then decrease this also if the window itself is not visible (self.opacity = 0) then this padding is wasted. By default this is 12.

Now going into Window_Selectable assume that the above remains unchanged unless I mention it again.


col_max – the number of columns by default 1.

spacing – the space between the coloums. 32 by default.

item_max – 0 by default, you need to change that if you’re going to display anything. I’m going to advocate having an array that contains the data you need to draw your items and then you can make this something like @data.size

item_width – you are very unlikely to need to change this, in fact if you think you need to change this then you should probably be looking at standard_padding and spacing. This automatically calculates the width your item should have.

item_height -this is by default the same size as line_height, you should only need to change it  if you for example have have the battle hud in columns and not rows and need to make the cursor bigger. Or maybe you want to display more information about items and want each items to have another row of space to work with.

item_rect -this gets you a rect based on the item number this rect is also the one which the cursor uses. In general you should use item_rect_for_text

item_rect_for_text -Basically item_rect but  with four pixels cut off each side, basically stopping the cursor obscuring the first or last letters of anything you put.

Also in case you didn’t already know you need to write a draw_item method a standard one would get a rect from item_rect_for_text and then used it to position everything.


Right a few changes this time Window_Command uses @list to store the data for drawing (item_max is automatically done for you in Window_Command) and you should add them using add_command. Which accepts two to four parameters

name, symbol, enabled, ext

name is what’s displayed to the players, symbol is something like :identifier and enabled is whether or not they can click that option by default this is true and I don’t know what ext does I’ve never used it.

visible_line_number – how many rows before the command window scrolls.

make_command_list – this is where you should really be adding commands to the window, it’s called when the window is made and again everytime the command wndow is refreshed.


There’s no real difference for you between this and Window_Command except if you want this window to scroll. There is a bug with the default scripts and I don’t know if they fixed it yet. If when you make a scrolling HorzCommand window it scrolls but doesn’t work right add this code to your project:

class Window_HorzList < Window_HorzCommand
  # * Set Leading Digits - BUGFIX
  def top_col=(col)
    col = 0 if col < 0     col = item_max - (col_max - 1) if col > item_max - 1
    self.ox = col * (item_width + spacing)

NaGaDeMo Success*

*level of success dependent upon definition of success.

Let me intoduce you to:

RPG Makers Offline
I was aiming for something reminiscent of games like Diablo and you know what I’ll dissect the game fully later when I’ve gotten some sleep.

Download Link:

I’ll release a version 2 in the future with all the cut content restored (which I’ll leave unencrypted). Anyway the controls:

Left click to move, right click to interact/turn/attack an enemy.
1-0 Use associated skill.

1: Long range wide spread attacks (3 second recharge)
2: Short range wide spread attacks (5 second recharge)
3: Healing skill (10 second recharge)

Cut Content:

  • 3 classes
  • Lots of skills
  • Levels
  • Shops and loot
  • Mouse controlled menus
  • Quests
  • Bosses

Look out for version two some time soon (but not too soon).