recursal/Fanatic-Fandom huggingface dataset:
Det. Dave Russell vs Kim Decker 1982

"**Det. Dave Russell vs Kim Decker 1982**" is the third episode of the first season of *Interrogation*.

After the first episode, viewers can choose to continue by watching this one or choose another from the list of episodes that can be watched in any order (see Episode Guide).

## Synopsis

In the weeks leading up to Mary Fisher's murder, Eric meets Det. Russell for the first time to press charges against Kim Decker, a former girlfriend. Russell suspects the truth is murkier than Eric reported. As Russell investigates the complaint, Eric throws a party at his apartment complex with the help of his older friend and neighbor Trey Carano that quickly spins out of control.
Detailed Settings for Tiles

When a tile is selected from a tileset, a detailed settings entry will display to the right, where various settings can be set up. Please switch between the "Basic Settings", "Animation", and "Gimmick Settings" tabs. You also can select multiple tiles by dragging, and set them all up at once.

#### Wall Detection

Wall detection indicates whether or not a tile can be passed through. When one of the four sides of the tile is set to have this detection, objects will be unable to pass through it from that side.

* When areas such as the preview area and editing area are set to display wall detection, it will be displayed in the form of red lines.

#### Set Simple Effects for Tile

Effects can be set to occur when objects make contact with the wall detection of a tile, or land on top of a tile. The type of object that causes an effect can be designated as either Player Group (playable characters and allies) or Enemy Group (enemies).

#### Physics Calculations Settings

Designates the rebound factor and friction coefficient for tiles.
Only effective in scenes in which parts have been placed that use physics calculations.

### Animations

Sets animations for tiles. Can be set for standard tiles and gimmick tiles.

1. Set Tiles & Toggle Intervals
Only images from the same tileset can be selected for images that are used in tile animations. After the time for each "toggle interval", the images will be toggled in order from top to bottom, and loop again when they reach the end.
2. Add Animation Button
Click the "+" to add a new image. When you want to delete an image, please click the "－".
3. Preview Area
Shows a preview of the animation.
### Gimmick Settings

Can only be set for gimmick tiles. Sets a special effect for the tile.

#### Change Conditions

Sets the conditions for a tile effect to occur. Conditions can be set in more detail than "Basic Settings", and the states of switches and variables can also be designated as conditions.

#### Changed States

Sets the effect of a change. Settings can include changing a tile into something else, playing a sound effect, or displaying various effects. Switches or variables can also be changed.
Shoes

**Shoes** are collectibles that player can come across during the course of the game. They are needed to unlock a secret ending. There are 18 Shoes in total. There is usually 1 Shoe per arena. Finding 12 Shoes opens the Achievement *NOT SO BAREFOOT AND AFRAID* and finding all 18 Shoes open the achievement *SHOEMACHER*.

When Orange wakes up on the first Day he finds out that someone took his Shoes. He then tries to find shoes that fit him. Player can find his Shoes at the end.

## Locations

If you have tried on at least 12 pairs, you'll be able to achieve the Truman Show ending. If you have not, you will be able to achieve the rest of the endings.
Ice Cream Quest - Beach Battle

Made in less than 20 hours, with my daughter again on art duties our second collaboration.

As of right now anyone playing on keyboard and not controller will have to assigns inputs as I'm too tired to keep going lol.  Game Jams are great fun but quite exhausting.

Please Note: Forgot to put info in the game on how to use the Sonic Dash, on the controller its R1 assign whatever you like to it on kb.

Y Button for Pause.
What Is A Tile?

### Function Overview

The field (also known as a map) that serves as the setting for your game is created by putting together parts called "tiles". In the Tiles tool, you can manage the images used as tiles, and various elements of each tile, such as wall settings (making tiles impassable), animations, and effects when touched by a character.
The tiles you create can be used in the "Scene" tool to draw a field.

#### The Three Types of Tile

The three types of tile are as follows.

 Gimmick Tiles
 Auto Tiles

#### Tile Management & Tilesets

This program can manage tiles by compiling multiple tiles into a single unit called a tileset. Each tileset can designate a single image that serves as its source. It's convenient to use folders when you want to manage all the tiles in different tilesets (images).

### Screen View

Select "Tile" from the tool selection menu, and select the entry you want to set up from the tileset list.

1. Tileset List
he tilesets and folders in the list can be rearranged with the dragging controls, and organized using folders. Also, importing and exporting tilesets can be performed from the context menu by right-clicking.
2. Menu Buttons

 Add Folder
 Tile Creation
 Delete Item

3. Preview Area
Displays the tileset image. A detailed settings entry is displayed when any preview image is selected via clicking (or multiple images are selected via dragging).
You can scroll up and down inside the area by rotating the mouse wheel up and down, or scroll up, down, left, and right by pressing and holding the mouse wheel while dragging the mouse. You can also use the lower menu buttons for the following operations.

 Display/Hide Grid

4. Detailed Settings for Selected Tiles
### Creating A New Tileset

When adding a new tileset, a settings window will display when you select the menu button at the bottom of the tileset list or select "Create New Tile" from the context menu. After selecting a type of tileset from the three types, please select the image you wish to use. In the case of Auto Tiles, you can also select a plug-in you wish to use.
What are objects?

### Function Overview

Characters such as protagonists and enemies that move around on the field, as well as items and the various gimmicks placed on the field, are all called "objects". The tool that manages their behavior is "Objects".
Objects you've created can be placed for use in the scenes you've created by using the "Scene" tool. The various behaviors of the objects in a scene are called "Action Programs".

#### Action Boxes and Links

The action programs for an object are managed in a flowchart format. In this flowchart, the behavior of the object is displayed as a combination of various "Action Boxes" and "Links".
For example, the screen below shows an action program managing the behavior of an enemy character. You can register data for the character's motions, generated effects, and so on with action boxes such as "Rush" and "Wait". The arrows connecting them are "Links", and in this example they can register the conditions needed to switch from "Rush" to "Wait". By combining action boxes and links in this way, you can implement various behavior patterns.
Spell Blaster Demo

### A retro-style game for a new generation!

**Spell Blaster** is a 2D top-down action game inspired by retro classics! The game is being developed for PC (with a planned release on Nintendo Switch) and tasks players with navigating mazes, destroying monsters, avoiding dangerous traps and solving perilous puzzles!

The wicked sorcerer **Agonus** has appeared in the land of **Meridia** to summon **dark crystal shards** and harvest the life force of the planet for his own nefarious schemes. It is up to brave heroine mage **Marza**, and her equally fearless sidekick **Pan**, to set forth on a journey to save the world from destruction!

**Planned Features:**

* Local drop-in/drop-out Co-Op
* 30+ Stages to play
* A dozen Bosses to challenge
* Multiple Spells and abilities to discover
* Additional gameplay modes unlockable

This game is still a **work in progress**, as such the demo is to illustrate a foundation for the game, and not *fully* representative of the final product. **Some planned features such as 2 Player Mode, are currently not available**.  Also note there may be bugs/glitches.

Please let us know what you think and follow our twitter account for weekly updates, or join our discord to chat with the community.
GAME BATTLE TYCOON

Combining the hottest e-Sports and fighting games!

When you were a kid playing a game with your friends and brothers next to each other...
Have you ever been in a fight because you want to win and you want to hit your opponent or take the controller away from him? It's fully recreated in the game!

What kind of game can you make with Pixel Gamemaker MV...
A battle game that I made to tell you that!

Do whatever you have to do to win the game, attack your opponent and get the controller!
You can proceed with the game while your opponent is down, or you can control their controller and die on purpose, or you can use every move to win the game!

There are five types of games in total. Break down blocks, fallout puzzles, dot eats, prize catchers, shooters! Do everything in your power to win!

In addition, five mini-games are included.
A story mode for one person is included. Try to clear it with all characters.
Six characters full of individuality appear in the game.
Use the special moves and game secrets prepared for each character!
You can shop at the shop. Shop with your winnings and strengthen your character!
Collection elements and gacha! Use your winnings to turn the gacha to complete the prizes!
VS mode, CPU battle, practice, and more are available.
Effects Animation

### Editing Area Configuration

When an effect animation is selected from the animation list, the editing area will switch to the configuration below.

1. Resource Management Area
When the selected resource is an "Animation-only" resource in sspj format, the name of each animation in the resource will be displayed in a list in this area. Items selected here using the radio buttons will be displayed in the frame management area.
2. Frame Management Area
Frames that have been added are displayed in a list. The order of entries can be rearranged by dragging.
\* The numbers displayed for each frame are the second the frame begins (s) and the number of the frame (f).
3. Detailed Settings Area
Adjusts the detailed settings for the selected animation, frame, etc. The displayed content varies depending on the selected item.
4. Preview Area
Displays a preview of the selected frame. The displayed image can be resized and repositioned by dragging. Also, the functions of the menu buttons at the bottom of the area are the same as on the screen shown when creating motion animations.
### Setting the Origin of a Resource

When an effects animation is selected in the animation list, the origin of each resource can be set in the detailed settings area. Also, when a "Displayed Frame Count" is set in the "Animation Playback Settings", the default frame count will be set to that value when adding new frames. You can also adjust the loop settings.

### Adding Frames

You can add a new item by clicking the "+" in the upper right of the frame management area. You can also delete a selected entry by clicking the "-". When adding a new frame, adjust the settings in the detailed settings area. Items with adjustable settings work in basically the same way as when setting frames for a motion animation.
Marchioness Chronicle

Marchioness Chronicle is a short RPG about a lowly noble's daughter and her maid. The game is so short that I wasn't able to include any RPG elements into the game.

**Gamepad Controls**
X - Attack
A - Jump/Progress Dialog
R1 - Dodge
Left or Right + hold Dodge -> Run
Dodge + Attack -> Counter Attack
Run + Attack -> Running Attack

**Keyboard Controls**
Z - Attack
X - Jump
C - Dodge
Enter - Progress Dialog
Left or Right + hold Dodge -> Run
Dodge + Attack -> Counter Attack
Run + Attack -> Running Attack
Black Order

The **Black Order** is a collection of alien generals throughout the universe that serve under Thanos in a war against life.

## Leader

**Injured:** During the Modify Dice step of an attack, an allied character may suffer up to 3 "wounds". For each "wound" suffered, it may reroll one of its attack dice.

## Members

* Black Dwarf
* Corvus Glaive
* Ebony Maw
* Proxima Midnight
* Thanos, the Mad Titan
Change Object

The Change Object runtime action changes an object into another when the command is activated. The object that runs the Change Object runtime is changed to the selected object. Checkboxes can be selected to enable variable and switch values, as well as parent-child relationships to be inherited when the change occurs. The variables and switches need to be common for both objects for the values to be transferred correctly. If one of the variables or switches is missing, the value inheritance will not take place; additionally in such cases, if the object is changed back to the original object, the variables and switches will be reverted back to the default values.

   In cases where a player object with several variables, switches and object attachments needs to be changed during game development, this runtime action may result in very complex logic and in extreme cases it may be simpler to avoid using this runtime action at all and instead place all animations and actions in the same object and having dedicated logic paths that are mutually exclusive for the different forms of the player object that the user is allowed to use.
What are Plug-ins?

### Function Overview

"Plug-ins" are programs that add new functions to the software, or expand existing functions. In the Plug-ins tool, you can add official Plug-ins and custom Plug-ins.

### Screen View

   When adding a new Plug-in, either click the menu button at the bottom of the list, or select "Add Plug-in to List" from the context menu.

**1. Plug-in List**

A list of added Plug-ins. When adding a new Plug-in, after adding it from either the menu button at the bottom of the list, or from the context menu, load the Plug-in by selecting "Load".
2. Menu Button

 Add Plug-in
 Delete Item

3. Plug-in Info Area
By checking off "Enable Function", the plug-in's function will be enabled.
4. Preview/Help Area
You can change various plug-in settings from the "Preview" tab. You can also check plug-in descriptions from the "Help" tab.
### Modify a Plug-In

When modifying your plug-in, make sure that the settings selected by the plug-in user are not incorrect.

* Don't change the TYPE of a parameter with the same ID. (Simply, remove the parameter of the ID and create the parameter of a new ID.)

* When changing the value range, the value range should be only expanded, and any unnecessary values should be set to unusable. If any large scale changes are made, remove the parameter of the ID and create the parameter of a new ID.
Custom Installer (Non Steam) Tutorial by baz

This installer setup was put together by Casgadom from the Pixel Game Maker MV discord! It includes a both a guide and the necessary parts to compile a build which will allow users  to automatically install the dependencies PGMMV player needs (VC's, DirectX, etc.). This version of the installer is for standalone builds only (non Steam), however the process for Steam is being looked into!

ATTENTION - For now the install directory is fixed to avoid problems with the save system. The default install directory is C:\"YourGameNameHere". Working on a more elegant solution and letting you know as soon as possible.

1. Download the guide by Casgadom
2. Download the PGMMV\_Custom\_Install by Casgadom.zip
3. Follow the guide or video tutorial to setup your custom installer

Video tutorial: https://youtu.be/meoWaPC77MY

Itch page for materials: https://bazratcreates.itch.io/pgmmv-custom-installer-non-steam
Rocket Raccoon

## Basic Stats Edit

Superhero: Rocket Raccoon

Alter ego: Rocket Raccoon

Undamaged Side

 Physical Defense: 2

Damaged Side

 Physical Defense: 2

## Attacks

Both Damaged and Undamaged sides

 - After this attack is resolved, this character gains POWER equal to the DAMAGE dealt.

 - WILD=VORTEX: Before damage is dealt, other enemy characters within RANGE 2 of the target character suffer 1 DAMAGE and are pushed toward the target character SMALL.

## Superpowers

Both Damaged and Undamaged sides

 When an enemy character ends a movement within RANGE 3 of this character, this character may use this superpower. Roll 4 dice. The enemy character suffers 1 DAMAGE for each CRIT and WILD rolled.

 When this character is the target of an attack an allied Groot is within RANGE 1 of this character, you may use this superpower. The allied Groot becomes the target of the attack regardless of range and LOS.
Dynamic Inventory System by VcentG

This tutorial will show you how to make a Dynamic Inventory System (can also be used for a Static one as well). This means items will show in ANY slot, not only specific slots. You can use this exact system for an on-screen inventory (similar to an MMO skill bar) or you can expand it a bit and use a pop up inventory (like a normal MMO inventory). This will provide the basis for ANYTHING you need.

View on YouTube

View/Download on Itch.io
Motion: Screen Views

### Editing Area Configuration

When a motion animation is selected from the animation list, the editing area will switch to the configuration below.

1. Animation Management Area
All motions and the structures of each motion included in the selected motion animation are displayed in a list. The order of entries can be rearranged by dragging and dropping. The area is split into three sections: "Motions", "Display Directions", and "Frames". When any motion is selected, the list of included "Display Directions" included will be displayed. When any direction in that area is selected, the frames (individual picture units that make up an animation) included in it can be viewed in the "Frames" field.
2. Detailed Settings Area
Adjusts the detailed settings for the selected animation, motion, frame, etc. The displayed content varies depending on the selected item.
3. Preview Area
Displays a preview of the selected motion (or frame) and all associated types of detection. The displayed image and all its detection can be resized and repositioned using drag controls. The scale can be changed by directly inputting a display scale number, or by clicking the up and down buttons. By clicking the magnifying glass icon, you can revert the scale and display position to the default. Also, the functions of the menu buttons on the left and right are as explained below.

 Stop
 Display/Hide All Detection
 Display/Hide Grid

4. Timeline Area (→ See here for more information)
The frame content selected in the Animation Management Area can be viewed on the timeline. You can also select frames square by square, and add various detections.
Ice-Cream Mayhem

Bring joy to kids (and adults) everywhere!

Menu Controls: WASD and Space

Game Controls:
Movement: WASD
Boost: Shift key. You need at least 25% Turbo to use this! Naturally refills.
Aiming is with the Mouse
Shooting is Left Mouse Button
Rapid Fire: Press R to activate rapid fire! Hold down the Left Mouse Button during this. 15 seconds of Rapid Fire and 20 seconds of cool-down.

My Twitter: https://twitter.com/TheOfficialRamZ

Extra Info:
2 main levels.

1 secret mission (you access it via the Level Select after finding the not so secret secret).
Down To The Sea

***Down To The Sea*** is a 2D platformer game created by AQG.

## Plot

First of all, working in the city to make money. Then Uncle will ask you to borrow 1,000 money. He will disappear after lending to him.

Then after 8pm, go to 林元西路 Road, you will see 女王天下 is open. Get in and work in there. When finished the work and didn’t change clothes，go to 3 floor,then go into 301 room. You will start a plot.

After save the uncle, then you will be able to start battle with the Evil force in the city.
Back To The Tang Dynasty

It's a very short demo experience.

One day, I was laid off by the company. When I went to the administration department to check out, a flash of light hit the building. I passed out.

When I woke up, I found a strange world. The buildings here are in ancient style, and people are gone.

Is it a dream or a reality? I need to find out.
Advantage: Yui! Taikou Space Force

'Taikou Space Force' is a one-stage demo starring a young team of pilots offering a slightly tongue-in-cheek homage to titles like 'Gradius' in a small shoot 'em up engine built in Pixel Game Maker MV.

In this prototype, players can choose between three different pilots (one of which is not fully completed) and fly through a single stage, shooting basic enemies and collecting power-ups. 2-player multiplayer is even available! Gameplay ends upon appearance of a boss ship.

(For easy access, the tutorial may be skipped with the Start button)
Resources and Data

BGM, SE, or voice files follow the same specifications for looping. Embedded meta data is read to locate the sound section to repeat. However, when the execution environment does not support this feature, the entire file will be looped instead.

#### Videos

.webm and .mp4 format files can all be used as videos.

#### Animations

.gif and .sspj format files can all be used as animation resources.

### Build Format

The game can be distributed as a Windows® .exe file. Select "File" from the menu bar, then "Build Game" to compile the executable.
All data other than TrueType fonts, BGM, SE, voice, video, and .dll files can be encrypted.

#### Project Archive

Use this when distributing project data.
Resource references can be set to a cleared state.

### Data Import and Export

Scenes, tiles, animations, and objects containing project data created by this software can be exported individually. The data in these files can then be imported into other projects. All linked and related files are included during importing and exporting.
Settings Menu

You can adjust various settings for your project under "Settings" in the menu bar. We recommend checking them at least once before you begin actually creating a game.

### Project Settings

Manages the basic settings for the game being created.

 Tile Size
 Screen Resolution
 Display Settings
 Screen Effects
 Language Settings
 Loading Screen

\* Project name and game type cannot be changed later.

\* When tile size is changed, all parameters that have been set for the tiles already created will be erased. Also, when screen resolution is changed, all tiles and objects that have already been placed in scenes will be reset. We recommend performing this setup immediately after creating a new project.

### Control Keys Management

[to Play A Finished Game#Controlling The Game|In-game controls] and button (or key) responses for each device can be set for up to four devices. The "control key names" are fixed, so please double-click the button (or key) name fields for the four devices, and select the button (or key) that should respond to that name. You can also select the buttons (or keys) to set from a "Template", or use the control device currently in use to directly input and set controls.
You can also select the "+" at the end of the list to add new entries to it.

### Sound

Sets the BGM, sound effects, and voice types that play when the game starts up, as well as various volume settings.

### Game Data

Fills in the title, creator name, genre, explanation of game content, and so on that are displayed under "Game Data" in the game's menu bar. Also, the image set under "Image" will be used as a preview image, such as when viewing "Recent Projects" in the project management screen.

### Player Character Management

Registers characters (objects) controlled by players in-game. When it's possible to choose from multiple characters, the objects registered here will be shown when creating a character select screen or similar actions.
Also, in the case of games that can be played by multiple players, each character can be registered to a particular player.

The number of players that can register a character must be set beforehand by going to "Project Settings" → "Basic Settings" in the menu bar.

### Language

Changes the display language for this program.

### Theme

Changes the design (background colors etc.) for this program.
Noobk's 8x8 Assets

Noobk's 8x8 Assets are a resource pack of pixel art that is compatible for PGMMV.

Requests welcomed as long as they are able to be shared with the community.

All assets on this page fall under CC0.

**Tip:** If you're going to use any of my art, create new sheets with the assets you want to use. These sheets will be changed and could/will break any maps made with them after an update.
Camera Controller (Smoothing / Panning) by baz

This video we will setup a simple and easy to use camera controller. This will include smooth movement (00:45) as well as being able to control the camera and pan it (7:56) wherever you need! With this type of a camera controller it gets rid of the need to use multiple cameras.

https://youtu.be/EQnIV-BAZv8
Arcanion: Rise of Magi

**About Arcanion: Rise of Magi.**

Arcanion is a story about a young girl named Magi. Who is starting out at becoming a Warrior of Arcanion, a group who's duty is to defend their abbey and home from any invaders!

However, after Magi's first routine mission, one of the abbey's recently acquired treasures, the Dark Tome is stolen by a mysterious hooded man, who vows to get revenge on the Warriors of Arcanion, and also seems to share a familiar bond with Magi. Who is this man? And how does he know Magi? And what secrets does their home possess?

**Features:**

-Levels that can be played in any order you wish.

-Obtain Aura Powers and Equipment to boost your abilities.

-10 Playable levels. (The demo only has 3 playable levels.)

**Artwork:**Uran: https://twitter.com/UranArts
**Music:**
Abstract the Origin: https://twitter.com/Abstract\_Origin

**Controls:**

Z ..... JUMP
C ..... SHOOT
X ..... SIDE
LEFT, RIGHT ARROW ..... MOVE LEFT AND RIGHT
UP AND DOWN ..... CLIMBING LADDERS
0 ..... MENU

-CONTROLLER- (These controls will be based on a SNES Controller)
B ..... JUMP
Y ..... SHOOT
X ..... SIDE
LEFT and RIGHT ..... MOVE LEFT AND RIGHT
UP AND DOWN ..... CLIMBING LADDERS
START ..... MENU
List of Useful Script Examples

Below is a list of script examples to be used as reference for learning about Pixel Game Maker's scripting system.

If you'd like to help add to this list, please contact Abstract the Origin on Twitter.

### Simplified function calls

The following script examples by Standard Enemy help to simplify certain aspects of scripting.

```
//Function to simplify Agtk.objectInstances.getIdByName()

function getInstanceFromName(name) {
       var objId = Agtk.objects.getIdByName(name);
        var id = Agtk.objectInstances.getIdByName(objId, name);
        return Agtk.objectInstances.get(id);
    }

```

```
//Simplify reading variable/switch value from local object instance. (isSwitch parameter = true or false)

function getLocalVariable(someInstance, name, isSwitch) {
        var id;
         if (isSwitch){
             id = someInstance.switches.getIdByName(name);
             return someInstance.switches.get(id).getValue();
         }
         id = someInstance.variables.getIdByName(name);
         return someInstance.variables.get(id).getValue();
     }

```

```
//Simplify setting local object instance's variable/switch values. (isSwitch = true or false, value = number or true/false)
function setLocalVariable(someInstance, name, value, isSwitch) {
        var id;
         if (isSwitch){
             id = someInstance.switches.getIdByName(name);
             someInstance.switches.get(id).setValue(value);
             return;
         }
         id = someInstance.variables.getIdByName(name);
         someInstance.variables.get(id).setValue(value);
     }

```

```
var bullets = getLocalVariable(thisObject, "bullets" false); // getLocalVariable example

setLocalVariable(thisObject, "bullets", (2 + 10), false); //setLocalVariable example

var enemy = getInstanceFromName("Robber"); // getInstanceFromName example

```

#### Basic Healing Script

This is a simple HP restore script to ensure the restored amount doesn't go over the determined max. Pay attention to the commented code for a break down of how it works.

```
(function (){

//Establish JS variables and tie them to the appropriate variables in the engine.
//The variables called from PGM need to exist in in the Common/Project level under the "Resources" tab

    var healAmount = Agtk.variables.getIdByName("Heal Restore Amount");
    var currentHP = Agtk.variables.getIdByName("HP");
    var hpMax = Agtk.variables.getIdByName("Max HP");

//Set up JS variables to be able to use the data in a JS context

    var restoreAmt = Agtk.variables.get(healAmount).getValue();
    var curHPval = Agtk.variables.get(currentHP).getValue();
    var hpMaxval = Agtk.variables.get(hpMax).getValue();

//If the current HP value with the added restore amount is greater than the set Max HP, restore HP based by Max HP
//Otherwise (else) restore the amount by adding the current HP value with the restore amount

    if ((curHPval + restoreAmt) > hpMaxval){
        Agtk.variables.get(currentHP).setValue(hpMaxval);
    }
    else{
        Agtk.variables.get(currentHP).setValue(curHPval + restoreAmt);
    }

})()

```
Grelas The Manx

Dr. Plataduck is up to no good as he constantly opening portal from one world to another. Join Grelas on his adventure to thwart the Dr. Plataduck's evil plan and his eight evil cronies from taking over the world, and bring peace to the world.

The keyboard controls are

Z is A: Attack.

X is B: Jump

S is X: Change weapons

A is Y: Menu

Up and right arrows to move character around.
Artoria

Artoria is a 2D Action RPG where you learn abilities from your equipment; every weapon and armor has a different ability that changes how your character behaves, and by mastering these abilities you can equip them even after your gear is off--or double the effect by equipping the gear and the ability both.

This demo represents a vertical slice of Artoria, presenting a selection of key abilities and all of the core elements the player interacts with. Have fun!
LIBERATOR

The main action of this game is the familiar "Aerial Dash" in exploratory games.

Operation is only direction key and one button.

It features a simple operation that integrates movement, attack, and evasion.

Go through enemy barrages and traps brilliantly and release the cursed castle.

[How to start the game]

This is a game created with Pixel Game Maker MV.

After downloading, unzip the file,

The game starts when you start player.exe in the folder.

supported language:English Japanese

The default setting is English.

If you want to change to Japanese, please change from the menu bar at the top of the screen

by selecting "設定(Settings)" ⇒ "ゲーム画面(Game screen)" ⇒ "言語設定(Language settings)".

After making changes, restart with the F5 key for the changes to take effect.

The menu bar can be turned on and off with the F1 key.

【System overview】

・Basic operation

[Move] ⇦⇨

[Dash] Gamepad: AB ✖〇 Keyboard: Z

Please check the "Tutorial" in the game for details.

・Save

It is done automatically when the stage is cleared (when passing through the gate).

When initializing the save data, delete the save file directly.

（\Liberator\Resources\save\play\_0.json）

・Menu

During play, call with Pad: START OPTIONS Keyboard: Enter.

[Retry] Retry the stage.

[Return to last checkpoint] Return to the last checkpoint you visited.

The latest save data is reflected in the status, but the number of acquired orbs in the area (displayed at the bottom right of the screen) is initialized.

[Return to entrance] Return to the entrance (area selection).The latest save data is reflected in the status.

・Operations on the menu, soul equipment, and skill selection

[Selection] ⇧⇩⇦⇨

[Decide] Gamepad: A ✖ Keyboard: Z

[Cancel] Gamepad: B 〇 Keyboard: A

[Close] Gamepad: START OPTIONS Keyboard: Enter

[Tips] Please see if you have any questions after playing the game.

・Slow motion during "Wall Dash". May be useful when avoiding enemy bullets.

・"Hyper Dash" is activated when you dash just before hitting the enemy's bullet.

During "Hyper Dash", become invincible and increase Soul's rapid fire.

・Red enemies are damaged when touched. White enemies can ride on or use as walls.

・The number switch panels must be pressed in sequence without landing. You can touch the walls and ceiling.

・"Soul Skill Gauge" increases when attacking an enemy. Initialized when returning to the entrance.

・The number displayed below the operating character is the combo score.

If you attack an enemy with Soul during "Air Dash" without landing, it becomes a combo.

The combo score is added to "Soul Skill Gauge".
Let's Make: Top Down Shooter Player and Crosshair by baz

This is designed for Pixel Game Maker MV version 1.0.5.2. If you want to learn more about the engine there is a free 30 day demo to try out! You can find tutorials on my YouTube channel and can contact me through Twitter or Discord!

In this project you will find:

* Cross-hair that follows the mouse
* Player object that looks towards mouse in 360 degrees
* Bullets that fire toward the cross-hair

There are 2 examples of player objects in the project. They both handle the same, it just depends on the level of control you want as far as looking towards the cross-hair. Option 1 makes the player more compact (1 parent, 1 child). Option 2 separates the facing cross-hair logic into its own object (1 parent, 1 child, 1 child of child).

Enjoy!

baz
Features

### Programming-Free Game Creation

In Pixel Game Maker MV, you can complete your own original action game without doing any programming at all. Since it's an intuitive and easy-to-use tool that uses a flow chart-style system, even a beginner can have fun making games with it. However, you can also use it to create games that are as complex as you like by mastering skills such as adding features in JavaScript.

### Support For 4-Player Multiplayer

You can create multiplayer action games using this program. Simultaneous local play by up to 4 people is supported. You can create both VS gameplay and co-op gameplay.

### Creating Games Using Physics Calculations

This is the first entry in the Maker series with support for physics calculations. By making use of behavior unique to physics calculations, such as objects rolling down slopes or bouncing into the air on springs, you can come up with new gameplay elements that were impossible to achieve in previous Maker titles.

### Achieving Richly Expressive Game Design

This program is packed with a variety of features, such as a graphics import function, screen and object rotation and scaling/zooming, multiple combined layer function, and particle effects. By putting them to good use, you should be able to simply and easily create the ideal game of your dreams.
Let's Play: Game Development Challenge Games (ALL) by baz

This is dedicated to the hard working developers that participated in the itch.io Game Development Challenge hosted by Pixel Game Maker MV. The contest reward was 10k cash prize and a chance to get their game published on the switch! I give each game around 5 minutes of game play preview. There will be 2-3 games per video and their links will be in the description!

You can download and play them here: PGMMV Game Dev Challenge Submissions

Let's Plays (YouTube playlist link):
Tutorials by VcentG

Hello, I'm VcentG. I am a novice tutorializer creating tutorials that I find need for in the PGMMV community. If you've seen some of my tutorials, you know I like to keep it down to earth and also fly by the seat of my pants. It may come off as odd but I do it so that you can see how real everything is. I will make mistakes, forget small things and we will fix them right there and then. Hopefully, these tutorials will help you in some way. I also do take requests for tutorials, so if there is something specific let me know! I would like to eventually do tutorial/game dev streams if there is enough interest, where we can have multiple people asking for help and go through 1 by 1.

## List of Tutorials

Cutscenes by VcentG

Dark Souls-like HP/Stamina Bar by VcentG

Dashing by VcentG

Dynamic Inventory System by VcentG

Fast Traveling by VcentG

Quest Tutorial by VcentG

Quests by VcentG

Respawn Like Dark Souls by VcentG

Scaling HP/Stamina Bar Tutorial by VcentG

Soul Drop Like Dark Souls by VcentG
Touhou Tenkijo ~ Angelus ☆ Puella

***Touhou Seijoshi ~ Sanctum Puella Mari*** (東方聖女子 *Tōhō Seijoshi*, lit. "Eastern Holy Girl") is a *Touhou Project* fangame series by *doujin* indie developer CaraPrincess. Created initially using the *RPG Maker MV* engine, CaraPrincess switched to the *Pixel Game Maker MV* after switching her speciality into bullet-hell (*danmaku*) games again. The games in this series stars Mari Okazaki, a fan-made character who is the in-series daughter of Yumemi Okazaki from the *Touhou Project* as the main character and sole playable protagonist, and follows her adventures through numerous realms in order to defend the world from the forces of evil who attempt to threaten the safety of the world, under the role of the Neo-Logos, the in-game subclassifcation of *arahitogami* who serves as the physical vessel for the spirit of Christ.

### Platform(s)

WindowsmacOS (planned)

Linux (planned)

Android (planned)

### Release Date

TBA 2021 (first game (*Dæmonic Affright*)

### Genre(s)

Shoot 'em up (bullet-hell (described by CaraPrincess to be a combination of traditional bullet-hell and ARPG-styled overworld elements))

### Gameplay Time

Currently unknown; Claimed by CaraPrincess to be "a few hours" (full game) or "10-15 minutes" (demo) (itch page)

### Download

Game Jolt (Game Jolt, first game)itch.io (itch.io, first game)

## Gameplay

The game has been described by the developer of the game, Akira Akagi Games, to be a "*Touhou*-styled shoot 'em up with an ARPG-like perspective, like the early *Legend of Zelda* games".

## External Links

**Sanctum Puella Junko Wiki**: The official Wiki of the fangame series. (WARNING: Many articles are W.I.P., but still being updated by CaraPrincess.
Pentacore Beta Demo

Pentacore is a Metroidvania with a focus on exploration and platforming. The demo includes 3 areas to explore, 2 weapon upgrade, 2 health upgrades, and 2 energy upgrades, a nice variety of enemies, and a monstrous boss battle.

This is my first solo game so if you have any comments or suggestions please leave a comment and I'll do my best to reply.

Thank you!

Pentacore Beta Demo Update  - -  LATEST BUILD

- Added daigonal aiming for both up and down. Makes for a better combat experience.

- Fixed a bug with firing  several projectiles at once.

- Tweaked player movement speed to feel more fluid.

- Revamped the Carnaflora boss room.

- Fixed several bugs regarding message display.

- All beam upgrades now give better details on how they function.

- Tweaked the drop rates on all enemies.

- Fixed up a few maps that needed more detail.

Demo Version 1.0.1 Update

- Modified the Energy Blade. It now should have better hit radius as well as require 1 Energy to use.

- Now if you run out of Energy while using an upgraded beam you will auto  switch back to the basic blaster.

- Made a minor change to an enemy sprite.

- Fixed an issue with an enemy "spazzing out".

- Fixed a section of the bosses map that was causing unintended situations.

- Fixed the map display. It no longer shows rooms that haven't been discovered.

- Some other minor things I can't remember.
Celente Immortal

This is a final fantasy fangame with suikoden elements. Recruit characters from all over the world as you go on adventures and explore new areas. It's still a WIP. The game will have once completed a recruitment system and a base to build and expand upon. Now made in Pixel Game Maker MV.

Firon finds himself in a strange new place after the events that have transpired where he is met by monsters and is now determined to make sense of his situation. Traversing through the cave he discovers new abilities to help him fight against the monsters and eventually makes it out with a new friend he discovers. He discovers he is in an entirely different world and is now trying to find a way back to his home but while in this new world he decides the best thing to do will be to get stronger and traverse new areas looking for a way home. Can he make it back and at what cost?

Features:

- Original Graphics
- Final Fantasy type combat with suikoden elements
- Many characters to recruit

Controls:
Arrows: Move around
Space: Confirm/attack
1: Skill 1
2: Skill 2
Enter: Menu
Medb

Game has had a massive overhaul into a NES styled MV with a more pleasant story.  You take control of warrior Medb and try to rescue your sister from the Celtic Gods.

If game over screen bugs out press f5

Made a quick hotfix to add keyboard suppor and and a quick save/load fix.

Keyboard Controls: (controller button)

S - Jump     (A)     (Use this to select options)

D -          ( B)     (Cancel)

A - Attack   ( X)

W - Heal     (Y)

Q -           (L1)

E -          (R1)

Enter - Map   (Start)

up down left right arrows move.
Object Screen

1. Object List
The objects and folders in the list can be rearranged by dragging and dropping, and organized using folders. In addition, a  is displayed next to player character objects. Importing and exporting objects can be performed from the context menu by right-clicking.

 Toggle Display
 Add Folder
 Add Object
 Delete Item

2. Flowchart Area (→See here for more information)
Shows the action boxes and links that have been added for the selected object.
3. Flow Element List
A list of action boxes, links, and groups placed in the flow chart.
Click to select the corresponding item on the flow chart.
4. Detailed Settings for Selected Action Box/Link
Displays when an action box or link is selected on the flow chart.
5. Test Play Buttons

 Stop

#### About The Tab Menu

You can click the tabs in the upper part of the flowchart area to switch screens, and to adjust the detailed settings for all the currently selected objects. You can also click the  to the far right of the tabs to add Other Settings tabs.
Also, you can switch between tabs using the  and  on the far right.

### Object Settings Window

When adding a new object, either click the menu button at the bottom of the object list, or right-click the object list and select "Add Object" from the context menu. When the settings window displays, adjust the various settings and select "OK".

 Select Animation
 Object Type
 Attack Detection Settings
 Wall Detection Impact Settings
 Options
Plugin Tutorials (ALL) by baz

In this series we will be going over plugins that you can use in your Pixel Game Maker MV projects. These videos will cover both official and non official plugins. This first video will covers the basics of adding and using a plugin!

Full Playlist:

Basics

Action Text by JoeWithoutMe

Official Mini map

Official Show Message

Official Show Choices

Official AutoTile

*More coming, stay tuned!*
Hydrangea

# Hydrangea - A rainy season story

You're a cute cloud during the Japanese rainy season that happens in June and July .

A thunderstorm is coming and you have to save the snails from the bad clouds that throw thunderbolts! Rain on them to make them go quicker, and get their eternal gratitude!

How many hearts will you get?

A controller is needed.

Made with a minimum of animations in a few hours with Pixel Game Maker MV.
Yurasa's Dream

Yurasa's Dream has been developed for the Pixel Game Maker MV Game Development Challenge.

**About the game**

Different entities appear in the dream of a young girl asking for help. In order to be able to help, she will need to prove her strength, but not only her destructive power but also her ability to avoid enemies' attacks.

Yurasa's Dream is a shoot 'em up with bullet hell features where you can take control of a young girl in her dreams to finish a great amount of enemies and prove your strength to those who are asking for help.

**Easy to play, but hard to win!**Playing the game is simple. You only need the arrow keys (to move) and two more keys to do all the actions. But will you be able to complete each stage?

**Controls**

- Movement: ↑↓←→
- Accept/Shoot: Z
- Cancel/Barrier: X
- Pause: Space bar

**Developed by** Kuremei with the help of:

- **Concept art**:

Ateliz

- **Music**:

水里

- **Pixel Art**:

Aku

Pixeldoshi

hako

**Sound effects from**:

-RPG Maker MV SFX library

-Fantasy Game Sounds

-RPG Magic SFX Pack 2

-Pirate Game Sounds Pack

**Features planned for future updates**:

-New type of enemies

-Attack patterns polished

-New stages before last one and continuing the story (each one with its own original BGM)

-UI update (for stage selection and pause)

-Bugs correction

-A screen to see the best 5 scores for each stage

-Attack animations for characters who don't have
Advanced Menu Management by baz

This video covers a more advanced menu setup. I'm comparing this new setup to the one previously made in my 'Let's Make A Menu' series. We will use the observer pattern, or signalers and listeners, to dictate what the menu should be doing at any given time. To listen we will use 'Specified Object's Action Changes'.

Free Lifebar & Pause Menu Sample Project
Eventually, Darling

## "Eventually, Darling"Song by Declan McKenna

Writing idea artwork

"**Eventually, Darling**" is the tenth track from Declan McKenna's fourth studio album, *Zeros*. It was released on 4 September 2020 through Because Music, Columbia Records and Tomplicated Records.

A "writing idea" or instrumental demo of the song was released to Soundcloud for 24 Days of Christmas on 7 December 2020.

## Background

The song's instrumental demo was produced by Declan under the title "**Ophelia**" in 2016. At an unknown point, the song was also titled "**Marvellous Beaches**" before receiving its final name.

## Lyrics

The backyard balcony view

Was empty as hell without you

And the man that you trust, worth dust

Cause he left without a word

Have you heard an apology?

No, no comment

What were you on?

Don't tell me you truly believed when he promised

Marvelous beaches

One of us each to carry the spade

Don't be so nasty

Father McCarthy rolls in his grave

I don't mean to be shallow

I'm just movin' on

It was nice to meet you

for love is but a fleeting friend

We'll end up both alone oh we know

How easy it is to pretend

Sick of trying to be her

And trying to be him

Exactly what is getting worse each time

And time again

Is that not something you could learn

If only on a whim,

Pretending not to choke

Like the first time you tried a blem

It's not really the time for kicking and squealing

It's a silly thought

It's a silly feeling

Marvelous beaches

One of us each to carry the spade

Everyone leaves eventually, darling

Don't be afraid

No really, don't worry

Won't you scurry now

While your life's in pieces

And love is but a fleeting friend

Don't pretend that you care either

As one of many broken hearts to mend

I see you

And love just doesn't care for you,

We'll end up both alone oh we know

Your father feels the same way too

Sick of trying to be her

And trying to be him

Exactly what is getting worse each time

And time again

Is that not something you could learn

If only on a whim,

Pretending not to choke

Like the first time you tried a blem

It's a silly thought

It's like changing your friends

If you can do it once

Would you do it again?

Would you do it again?

Would you do it again?

Would you do it again?

Would you do it again?

## References

1. ↑ https://soundcloud.com/deccoooo/ophelia
2. ↑ *Zeros Zine*
What Is Pixel Game Maker MV?

### Software Overview

Pixel Game Maker MV is a construction tool which is specialized for creating genre games. You can complete an action game without doing any programming at all. The game you create can be played even by users who don't own this program.

### Types of Games You Can Create

This program can create many types of games, such as top-down, platformer, scrolling shooters, and combining various game elements. You can also implement offline multiplayer (VS or co-op) for up to 4 players.

### Operating Environment

The following operating environment is required for this product.

 CPU
 Memory
 Storage
 Graphics Card

\* The specifications necessary to comfortably play a game will vary according to its content.