recursal/Fanatic-Fandom huggingface dataset:
I SAW TOWER

## I SAW TOWER

### Download

https://linkscape.itch.io/i-saw-tower

2.21 is latest and added True ending.

Please check the "Kouryaku.txt".

I am not fluent in English, so you should feel my description of this game.

Go to the top of tower with cute NOKOGIRI Loli Girl!!

She is bridge between you and where you want!

Edit Girl!! Her name is HANOKO, Wing Saw Girl.

KEYS : use manipulation key is A B ok cancel, and arrow.

Controller is not efficient to play this game. Keyboard is ok.
Legend of Jump Jump

Made For **Driftwood Gaming 6th Jam** with **Pixel Game Maker MV**!

Help a bunny named Jump Jump rescue back his freshly stolen carrots.

**IMPORTANT NOTE:** The game folder installs onto the C:\ directory to prevent save issues incase ran as a non administrator.

**THEMES:**

- Silent Protagonist/Antagonist

- Dungeon Crawler

**CONTROLS:**

- A / X / Space / Return to confirm

- Left / Right (Arrows/D pad/L stick) to move

- F4 to switch between windowed and full screen

- Alt + F5 to reset the game

- Esc to pause game

**CREDITS:**

Developer - Baz

Music - Hyblitz / Alex / Matthew Pablo

Special thanks to **PGMMV** and **Time Fantasy** communities for playtests!
Bakure Tsubaku

I challenged whether I could assemble the contents of the DLC 2D horizontal shooting game sample project with my own hands.

Baku, who eats dreams, challenges a sleepless society ... It was a shame, but I couldn't reach the screen scrolling and the proper implementation of the enemy due to time out.

So after the first three enemies, the void named Hoshikai spreads.
Attack On Summer

## Attack On Summer

### Download

https://justuspan.itch.io/attack-on-summer

**This simple demo is created by ACTeam for the PGMMV Summer Game Jam 2020**

Here are the members of ACTeam.

Developer&Leader  JustusPan

Developer  乐添

Pixel Artist  @Shirayoi-Kaguya

**About the Game**

**RULE**

Guard your ice cream freezer from enemies.

**CONTROLS**

WSAD - move

Shift - dash

Left Mouse Button - fire

Right Mouse Button - water grenade

Space - supply grenade when player close to hydrant

Close to hydrant - supply water bullet automatically

**PROPS**

speed up/shooting ability up/bullet time/infinite grenade
Common Actions

This video shows what can be done with common actions. A simple way of doing some more complex things with your objects.

EDIT: Slight correction on the way Common Actions work. They send you back to the last action being performed, which is true, but it starts all over again, despite the fact I said they just continue as if they were paused. So, it will be a bit awkward, but the engine can't seem to do what you'd need it to do in this regard. Perhaps when it's developed further it will have that kind of functionality.

https://youtu.be/hEHOMdMPabo
Zelda-like Loading Explained by baz

In this video we'll go over how to setup a Zelda-like loading system. It will include an example of having three slot files to load from and each slot will show the progress of the game without loading the full game. The trick here is utilizing 'Load a File' runtime action. The example comes from Steel Sword Story which is a downloadable sample project.
Mortimer Dark

Explore a unique and twisted world, complete dungeons and gain new abilities.

The world of Alteria is being consumed by a plague known as Blight and it's slowly destroying this land that is home to all manner of weird and wonderful creatures. It's latest victim was your late wife and you'll do anything to bring her back.

* Original Graphics
* Unique, twisted and dark world
* Dungeons and ability upgrades
* Satisfying combat

XBOX Controller and Keyboard Compatible

V0.1 Demo

NOTE: Game ends when the screen fades out to white. Didn't have time to configure this correctly. Made for the Pixel Game Maker MV development challenge.
Fast Traveling by VcentG

This will show you how to create a super simple fast travel system. Be warned, it does piggy back off my dark souls-like respawn system. So if you haven't seen that you may be missing a few details. You will also need to learn to create your own menu, you can see how to make a menu via my inventory demo. If there's enough interest I can make a basic menu tutorial as well later :)

View on YouTube
The Golden Scythe

**The Golden Scythe** is a bullet hell-style survival game created by Narehop.

## Plot

**The Golden Scythe** it's a single-screen game in which our protagonist enters a TV contest to be the successor of "The Reaper" since his previous Reaper died choking on a chicken bone.

**THE GOLDEN SCYTHE** only has three rules to win the contest:

1. Get the 8 powerdown cards.
2. Get 100,000 Gems (in a single session)
3. Survive 500 seconds

Even though you die you will keep your gems, so as you get gems, you will get to unlock the 8 Powerdown cards.

**PROBABLY THE HARDEST GAME YOU'VE PLAYED THIS WEEK.**
NeetWorking ~Monster Girls At Work~

# NeetWorking

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

This game is a management simulator taking place in a town where monster girls started to move in!

Enter Minoru, a man who lived his life as a failure. One day, he finds himself in charge of an apartment built under his missing grandfather’s name. But that comes at a price: he also must pay back a very large loan his grandfather took, or else...
As Minoru, you decide how to pay back the loan while...
- Working jobs in town
- Meeting the monster girls mentioned earlier in this post
- Seeing what the world (okay, more like a city) has to offer

**Key Features:**
- Mountains and beaches to explore
- Monster girls
- Managing your time and debt
- Monster girls
- Lots of items to be found by means such as foraging
- The fear of living in a cardboard box!
- Did we mention this game has monster girls? Because we're SilumanSoft, dangit!

**In progress or planned:**
- Getting girls to live with you, because you’re that much of a charmer
- Having said girls take on jobs, helping you pay back the debt
- Item-crafting, because what grandchild of a mad scientist can’t do that?
- Various quests that flesh out the characters and setting
- Romantic endings with... well, take a guess~.
- Dating system
Placing Other Parts

When tabs other than "Tile" are selected in the placeable parts list, you can place parts including objects or physics calculations in the scene. These parts will be added to the list of placed parts in the bottom left of the screen, where you can configure their detailed settings as necessary.

### Object Placement

When the "Object" tab is selected, a list of objects created with the "Object" tool will be displayed. You can place objects in the selected layer by clicking to select the object you want to place, then clicking in the editing area.

\* In the object list, a  will be displayed on player character objects.

#### Editing Placed Objects

When no objects are selected in the object list, you can click on objects in the editing area to move them, resize them, and so on. You can move multiple objects all at once by dragging to select them. Also, right-clicking in the editing area will display a context menu, with various actions available.

#### Placing Starting Points

A starting point is a location where a player character is placed when a scene begins. They must be placed in cases when the starting position for each player can differ, such as in games where the player can select their player character, or multiplayer-enabled games.
You can set the position of the starting point in the "Object" tab.

### Placing Physics Calculations

When the "Physics Calculation" tab is selected, a list of placeable physics calculations will be displayed. Click to select the item you want to place, and click or drag in the editing area to place it.

#### Placing Objects

"Circles" and "Squares" are rigid objects, which do not change shape when acted upon by the effects of physics calculations. They can be placed using the dragging controls, and have wall detection according to their individual shapes.

#### Placing Physics Calculation Tools

The physics calculation tools provided in "Tools" can have various effects on objects based on physics calculations, when placed. The controls when placing them are different for each part.

 Rope
 Spring
 Axis
 Explosion
 Gravity/Repulsion

\* A single bond, rope, spring, or axis cannot link three or more objects, or two or more objects and a background.

#### Running Physics Simulations

When "Physics Simulation" is set to ON at the bottom of the list, you can check the behavior of placed physics calculation parts. The game screen will open in another window, and placed parts will move according to their physics calculations in both the game screen and the editing area. Movement will stop when this is set to OFF.

\* Even after "Physics Simulation" has been set to OFF, the positions of parts will not revert to their locations before the simulation began. You can revert them to their locations before the simulation began by using "Ctrl" + "Z" to go back one step.

### Placing Other Parts

When the "Other" tab is selected, you can place parts such as cameras and courses. Click to select the item you want to place, and click or drag in the editing area to place it.

 Course (Linear),
Course (Curve)
 Course (Circle)
 Place Slope
Clementine

"*I'm still. Not. Bitten. I Never was. And you left me out here to die.*" ― Clementine

## Clementine

### Aliases:

Clem (Nickname)
Sweet Pea (by Lee Everett)

### Relatives:

Diana - Mother (Deceased)
Ed - Father (Deceased)
Alvin Junior - Son (Adopted)

## Biographical Information

### Age:

13/14 (Pre-skip)
16 (Current)

## Physical Description

### Hair Color:

Brown

​​​​​

**Clementine** is a major character in The Walking Dead: New Hope. A 16-year old girl, with a heart of gold and a pure survivor.

## Biography

### Background and Early Life

#### **The Beginning...**

   Clementine lived the life of an average 8 year-old, living with her mother and father in a small suburb outside of Atlanta. They stayed in a pretty nice home with a swimming pool and homemade tree house in the backyard, where Clem would spend much of her time. She would always put her first grader imagination to work, playing and pretending all while being as carefree as ever.

   Things seemed to be going normally for the family as the Spring-time neared that year. Clementine's parents had planned a vacation to the city of Savannah. Clem was to be left at home with her babysitter Sandra for the duration of Spring break. That plan went ahead of course and, sure enough, Ed and Diana went on their way.

#### **...Of the End.**

After a few days into Spring break and spending those days with Sandra, life for Clementine would soon change forever. "Outbreak! Seek shelter!"... News casts started to send these messages regularly as chaos began to spring up over the Atlanta area. Screaming, gunshots, and sirens could be heard all around. The babysitter Sandra, seemed to be laying sick in the bedroom and a scared Clementine didn't know what to do. So she decided to use her tree house a place to stay safe from everything that was happening.

Clem kept lookout from her tree house. From time to time she would hear what sounded like growling and moaning. She waited until she heard the sounds once again and looked out to gain sight of the most terrifying thing she's ever seen... the dead walking. At that point she would only leave the comfort of her tree house to use the bathroom or grab food from kitchen, being careful not to let any of the "monsters" see her. One time, on the way back into her tree house, she heard a car crash in the woods behind her home.

#### **His name is...**

Lee Everett, once professor from UGA and now convicted murderer, had come close to death in the brutal crash of a police car. As he escaped the wreckage of the crash, he came face to face with the dead that could walk... the "walkers." He fled for his life as they chased him, and he found safety in the backyard of a home with a tree house, Clementine's home.
Gem Venture

A wandering miner is destined to restore the Sacred Gems that maintain the world's life energy, or else it will become a land of nothingness under the rule of Tourmaline. Restore the Sacred Gems across 8 different areas while jumping, dashing, and mining your way through obstacles and enemies.

Along with your partner Bixbi, you will meet various people and help restore the Sacred Gems in each area. Use your trusty pickaxe or well timed jumps to defeat Tourmaline's henchmen and the negative creatures at his disposal.

**Keyboard**

Move: Arrow Keys

Run: Z

Jump: Space

Spin Jump: X

**Controller**

Move: D-Pad

Run: X/Y

Jump: A

Spin Jump: B

This game is currently in development and not all levels are complete. Demo includes 6 levels. A lot of time was spent on making sure the controls felt good for an enjoyable platforming experience. Hub worlds will also be implemented in the final version (not in the demo).

This is only a demo for now, but if there are any performance issues or bugs, please let me know in the comments.

**Features to be added in the full game:**

* 40+ levels with hub worlds
* Boss fights
* More enemy types

Music is provided by the Go & Gone Square/Lo-bit Music Pack.

Action Text plug-in is by Joewithoutme.

Special thanks to Rayyso for the additional sprites.

**Made with Pixel Game Maker MV.**

More information

## Install instructions

Download the .zip file (or download in the itch.io app) and extract by running **player.exe**.
Sumo Boxer X

A little game I made in a weekend trying to learn PGMMV
Not a lot of polish but a ton of fun!

**1 Player Mode** - Punch bunnys and see how long you can last!

**2 Player Mode** - Grab a second controller and box a friend. It gets pretty intense! The more damage you take the more punch push you back. Push your opponent into the spikes before they do the same to you!

This was a one off kinda game but if there is enough love for it I might expand it a bit. Have fun!
 *Windows Only

Controller Only*
Lighting Tutorials (ALL) by baz

Pixel Game Maker MV has its own lighting system built into the engine. In this youtube tutorial series we will start by exploring the lighting systems default settings and then begin to program these lights in a variety of ways to enhance your game dev experience! This first video covers how to set up light!

Full Playlist:

Basics

Campfire Effect

Flashlight Effect

*More coming, stay tuned!*
Infinite Runner

First Comment!

This tutorial will show you one way that I have created to make an Infinite Runner. It is super simple and will set you up for success. You can expand upon it to create more random events, increase the speed, etc. Using this will create a seamless infinite runner that will look great!

View on YouTube

View/Download on Itch.io
Screen Views and Basic Controls

### Editor Screen Functions

When you open a project to work on, the editor screen will be displayed. You can use various tools while in the editor screen to create your game. Here, we'll explain the shared basic screen displays and functions of each tool.

1. Menu Bar
2. Tool Selection Menu
Click the menu to switch between editing areas.
3. Shortcut Menu

 Help
 Project Settings
 Test Play

4. Editing Areas
In most tools, the window is split into 2-3 areas, with the left-hand area displaying lists of things, such as scenes and tiles. The center and right-hand areas display detailed information about entries selected from the lists, detailed information about settings, and so on.
### Basic Controls

The basic controls for this program are operated using a mouse. You can use a keyboard to input text and use menu bar shortcuts.

#### Left Mouse Button

Many things can be selected and/or confirmed by clicking on them, such as menus and displayed items. You can also switch between entries in a list, or drag scroll bars to operate them.

#### Right Mouse Button

In many cases, right-clicking in an editing area will display a context menu, with various actions available.

#### Mouse Wheel

When areas with Enlarge/Reduce buttons are selected (such as the preview area or editing areas), you can scroll around inside the selected area by dragging while pressing and holding the mouse wheel. You can also enlarge and reduce an area by rotating the mouse wheel while holding the "Ctrl" key.
Tutorials by baz

Hello, my name is baz and I create tutorials and guides for Pixel Game Maker MV engine!

We all know one thing a game engine needs to thrive is high quality tutorials and LOTS of them! I have committed myself to be one of those creators that will focus on finding the ins and outs of the engine so that you don't have to! My videos will always be free (no ads) and everyone will have access to them when they are ready! It's quite the task, so please be patient as I release my videos. Eventually I want to have a tutorial for every part of this awesome engine!

## List of Tutorials

Advanced Menu Management by baz

Beginner Series
(ALL) by baz

Bullet Settings
by baz

Custom Jump
(Variable Jump Height) by baz

Differences
Between Side and Top View by baz

Importing New
True Type Fonts by baz

Input & Jump
Forgiveness by baz

Ladder Sample
Explained by baz

Let's Make:
Simple Pause Menu (ALL) by baz

Let's Make: Top
Down Shooter Player and Crosshair by baz

Lighting
Tutorials (ALL) by baz

Localization by
baz

Menu and Scene
Tutorials (ALL) by baz

Menu Scene
Tutorials (ALL) by baz

Parent-Child
Relationship Settings by baz

Plugin Tutorials
(ALL) by baz

Reflections by
baz

Runtime Action
Tutorials (ALL) by baz

Runtime Action
Tutorials by baz

Runtime Actions
by baz

Save / Load
Explained by baz

Side View
Tutorials (Steps 1-15) by baz

Swimming (Side & Top View) by baz

Swimming (Side
View) by baz

Top View Tutorials
(Steps 1-13) by baz

Wall Slide (Side
View) by baz

Zelda-like
Loading Explained by baz

## Development Challenges

Let's Play: Game Development Challenge Games (ALL) by baz
Floral City Summer '98

"Summer's here, and the time is right for racing in the street" - Boss's hymn

We still visit, jacking into the AstralNet and riding back over 100 years to the time when the Midnight Haze started spilling out into the world.
The Urth is a strange place nowadays to people from back then.

The year is 2098. It's been 99 years since the Midnight Haze started being noticed in any real way. We live in it now. The AstralNet provides the citizens of Floral City with a wealth of emotional, scientific, and observational memories back through the ages. They're always fine-tuning it to get more accurate reads farther and farther back. Some might say it's magic or God.
The ancient people called it the Akashic Field.

Anyway, I'm out for a drive as least once this summer. If I screw up, my car is toast. It's a custom Fonda Mk III, not a gunship. I'm really proud of it, but there's no way to defend against bad dudes or obstacles other than maneuvering. This course is pretty tough, so I'll need to use my head.
If I get to the end, I can score 700 points in addition to what I get along the way.
The trouble is getting there.

*Floral City Summer '98* is a cyberpunk dodge 'em up, currently in beta
featuring musick by
**☆彡ＤｒａｇｏｎＣｅｎｔｕｒｙ９９** and hardcore racing/dodging action.

The goal is to collect stars and Peep figures on your way from one building to another. The main goal is to get there in one piece. If you can make the trip, your legend will increase all across the AstralNet. Otherwise, you'll need to spend all year fixing up your car in preparations to try again next summer.
Rumble Fists

Rumble Fists is a casual beat-em-up game made with Pixel Game Maker MV.

The demo only support one player at the moment, but multiplayer will be implemented in the future, and below is a list of features will be added to the game later.

* Co-op Multiplayer mode
* Non-linear gameplay (Players can choose different paths that lead to different final bosses.)
* 18 playable characters (Players will need to look for secret items in the game in order to unlock characters.) \*Number of playable characters might be changed.

Note

I created the game in 320x180 and enlarge it 4x, equal to 1280x720.

Background music is from the Pixel Game Maker MV DLC music pack, final BGM will be different.

If you are playing the demo with a keyboard, below is the key blind.

Move = up, down, left, right arrows

Punch = z

Jump = x

Charge TP = a

SP move = s

Start = enter

It is my first time making game without any video game making experience, so feel free to leave comment.
Ratio Humana

**Ratio Humana is an action/adventure pixel game for PC. It is surrounded by a dark story based in Gnostic creation beliefs. The game play is split between space and ground levels. The overall path is semi linear where the game will follow a main story arch and have multiple side quests. Fly around the galaxy finding both old artifacts and new technology to fight Yaldabaoth and his Ateratra. Upgrade your spaceship or buy new ones, upgrade items you find along the way, and keep a lookout for permanent health and attack upgrades in secret areas.

Aza

A nomad wandering the galaxy with her pilot in search of anything they can sell to keep fuel in the tank.**

**Yaldabaoth and The Ateratra**Since the splitting of Pleroma, the Aeons have been at odds. Some wish to return existence back  to singularity  and rejoin the Spheres of Pleroma. The others wish to keep them separate and tend to their own kingdoms. One among them, Yaldabaoth, seeks a new salvation, a perfect end. Cascading through galaxies like a tidal wave ending their existence, or worse, changing every sentient being within them into soulless metal drones.

**"Flesh Made Metal Is Salvation's End." -** *Apocryphon of Yaldabaoth*

**"Those With Wings Were First"** *- Sylloge Of The Ateratra***"The Ateratra have breached the horizon, all is lost to the coming darkness." -** *Unknown Soldier*
Inventory Walkthrough

DOWNLOAD THE FREE INVENTORY UI: https://drive.google.com/file/d/1-msgFXm9jFTW89waWOnRXDA85fNjt3br/view

This tutorial is a complete walkthrough for version 1.0 of my Complete UI pack. Sorry for the long video! Follow the video to see how it works, or just download and use free in your game. Credit me if you can, but really there is no need.

https://youtu.be/\_7P7hLN1I1k
Pearl VS Grey

A known treasure hunter Pearl has taken a treasure map that belongs to a archeologist named Grey, and it's up to Grey to chase down Pearl and get your treasure map back!

**Demo Features:**

20 Playable levels (They aren't long, haha.)

**Notable Bugs:**

The save file display is a little bugged visually, but it does work mechanically, so you can load your save files without any issues.

**Controls:**

Z ..... JUMP

C ..... TOOL

LEFT, RIGHT ARROW ..... MOVE LEFT AND RIGHT

UP AND DOWN ..... CLIMBING LADDERS
ClamKnight

For many centuries, Summerland’s children have been told about the legend of the ClamKnight.

Three intrepid warriors were known for defending the Bikini Beach’s castle from the Crabbers and other evil creatures who wanted to invade it every summer.

The ClamKnight were defeated in their last battle by an even larger and stronger army.
Since then, these creatures roam freely around the castle.

Despite being just a boy, Marvin always wanted to become the new ClamKnight and retake the control of the castle.  Armed with his inseparable mop, he decided to enter the passages of the fortress and begin his adventure.

**INFORMATION:**

* Styled Pixelart like SEGA Master System II
* Retro instructions Manual included (PDF)
* 17 amazing puzzle levels
* Enemies and traps
* **2 DIFFERENT ENDINGS!**

**YOU CAN SUPPORT THE MUSIC OF BIBIKIGL following his work at:**

https://bibikigl.bandcamp.com

**This game was created in 11 days**, specifically for the SummerJam created by PixelGameMaker MV.

* **Design, pixelart and programming:** Héctor Toro
* **Music and SFX:**BibikiGL
* Localization: Eloisa Calduch (@Miss\_dot)

Special Thanks to:

* Dezoname (Floor 3-1)
* Baz (eternal support)
* Altair (QTE Plug-In dev)
* Leveleo (Testing and QA)
O vs □

# 〇vs□

〇 is the main character!?

[Feature]

・Shoot bullets while rolling around! Jumping action game.

・Puzzle using "Position Steal" to swap positions with opponent.

・"Position Steel" is also useful in battle!

　Avoid enemy attacks, get behind them, drag down enemies in the air,

　trap enemies, etc. Take advantage of "Position Steel" to get around!

・The bullet fired by the enemy will hit the enemy itself!

　Swap positions with "Position Steel" and aim for suicide and defeat each other!

[Method of operation]

Recommended to play on the controller.

← →　Move

B　Jump

A　Small jump　Press and hold to jump continuously.

← →&Y　Long jump

Long press R1　Shot

↓while jumping　Rotate 180 degrees

Contact with wall or enemy during long jump　Triangle jump

Increased firing rate of shot during triangle jump.

[Position Steel]

Long press L1　Lock on target　The closest one is the target.

Release L1　"Position Steal" execution

X while the lock is on　Unlock the target.
Reaper of Swords

Having served his time in the great war, a man known as The Reaper, seeks out fame and fortune in new lands. Coming across the land know as Areqa, you learn of an ancient and foreboding legend. A fallen angel, known to the people of this land as Hezura, has awoken. It's up to you to slay her once and for all or let the land fall into a new dark age.

The Reaper - Having grown up as an orphan in a rural farming village, the man was actually given no name at his birth. When war broke out between his home land and a neighboring kingdom he was forced into battle. During the war, the unknown man was surrounded by enemy forces. The man fought his way to safety, killing over 100 men in the process. After this men started referring to him as The Reaper.

Reaper of Swords is a 2-D side scrolling Platformer / RPG. This game features beautiful pixel art by Luis Zuno "ansimuz" and great atmospheric music by Pascal Belisle. The game has fully functional keyboard and Xbox controller support.

This game is pretty short and can be completed in one sitting.
There are 4 stages: Cemetery, Town, Swamp, and Temple.

Having served his time in the great war, a man known as The Reaper, seeks out fame and fortune in new lands. Coming across the land know as Areqa, you learn of an ancient and foreboding legend. A fallen angel, known to the people of this land as Hezura, has awoken. It's up to you to slay her once and for all or let the land fall into a new dark age.

The Reaper - Having grown up as an orphan in a ruralay to safety, killing over 100 men in the process. Afmen started referring to him as The Reaper.

Reaper of Sords is a 2-D side scrolling Platformer / RPG. This game features beautiful pixel art by Luis Zuno "ansimuz" and great atmospheric music by Pascal Belisle. The game has fully functional keyboard and Xbox controller support.

This game is pretty short and can be completed in one sitting.
There are 4 stages: Cemetery, Town, Swamp, and Temple.
Placing Tiles

### Editing Area View

When a scene is selected or a new scene is created, you can place various parts in the editing area. When a very large scene is created, using the layout navigation can make things easier.

1. Layer Tabs
A scene can be created and split into multiple layers (levels). The further left a layer is listed in these tabs, the higher it is in the stack. Click the tabs to select a layer in which to place parts.
You can also switch between showing and hiding layers by clicking .
\* Layers that are hidden will still be displayed in-game.
2. Layer Editing Buttons

 Toggle Left
 Toggle Right

3. Scene Preview
4. Cursor Coordinates
The left-hand number is the tile number, and the numbers in brackets are the actual coordinates.
5. Current Display Scale
You can change the scale by directly inputting the desired scale, or by clicking the up and down buttons. Also, by double-clicking the magnifying glass icon, you can revert the scale and display position to the default.
6. Menu Buttons

 Display/Hide Wall Detection
 Snap to Grid
 Display/Hide Grid
 Layout Navigation

### Tile Placement

The placeable parts list in the upper left corner of the screen is split into four categories. When placing tiles, select the "Tile" tab.

1. Tilesets
Displays the tilesets specified under "Tileset" in the settings window for the scene. You can switch between displaying or hiding the preview area by clicking the ▼ on the left.
2. Tile Preview
Click to select the tile you want to place. You can select multiple tiles by dragging.
3. Drawing Tool Buttons
A drawing tool for placing tiles in the editing area. You can switch between the five drawing tools by clicking them.

 Rectangle Pen
 Select Range
 Eraser
 Fill

#### Tile Placement Controls

You can place tiles in the selected layer by selecting the tile you want to place from the tile preview, then clicking (and/or dragging) in the editing area.
What happens when you click (and/or drag) will change depending on the selected drawing tool. Also, when "Pen", "Rectangle Pen", or "Fill" are selected, you can cancel the tile selection by right-clicking in the editing area.
Games made with PGMMV

## Introduction

The following is a list of games made with PGMMV that have been published on various platforms.

 Games published on Steam

Some of the games created using PGMMV include the following:

* The Witch & The 66 Mushrooms
* CROSS X CARROT
* PINPIN BALLBALL
* Pixel Game Maker Series STEOS -Sorrow song of Bounty hunter-
* DUNGEON OF NAZARICK
* Steel Sword Story
* Bike Dash Excite!
* Kumacure

## Games published on tkool.jp

The following are some of the games published on tkool.jp.

* Eternal Ascension
* Keiten no Kokkerabati Ranch
* Yokai Guru-guru Hidden Pictures
* Jinmen Zoshi: A Pumpkin Tale
* Antbear JUMP

## Games published on itch.io

The following is a list of some of the games published on itch.io.

A Forgetful Day

Advantage: Yui! Taikou Space Force

AILE I: Summer Splash Tournament

Arcanion: Rise of Magi

Attack On Summer

Beach Front Beat Down EX

Birthday Cake Defense

BLOCK SLIME PUZZLE CAVE

Block Tuner Plus

Canyon Climb

ClamKnight

Coma State Eden (昏睡状態エデン)

Down To The Sea

Dragon Acres

Dreamers

Floral City Summer '98

GAME BATTLE TYCOON

Gamer Pakka

Grelas The Manx

Hellcat Liv

Hydrangea

I SAW TOWER

Ice Cream Quest - Beach Battle

Ice-Cream Mayhem

Infinite Runner

Kingdom Fighters

Knife Knight

Marchioness Chronicle

Mira: The Legend of the Djinns

Mortimer Dark

Natsu: Bug Buster

NeetWorking ~Monster Girls At Work~

Now You've Made Me Crabby

O vs □

Pinata Venganza

Ratio Humana

Shovel Knight Pixel Game Maker MV (Fanmade)

Summer fun

The Golden Scythe

Timothy and the Strange Holidays

Timothy and the Tower of Mu

Volleyverse

Werewolf

Yurasa's Dream

Z-termination
Beach Front Beat Down EX

Help Fro save the ladies of the beach from Mean Mo. There is not much more to say, get to punching! This game was developed for PGMMV Summer Game Jam 2020.

* Controls are in the READ\_ME.txt
* Comment below with your fastest beat down time!

**-Low.Res-**

* **Baz** - *Developer - https://twitter.com/BazratCreates*
* **Noobk** - *Pixel Artist - https://discord.gg/mUDu27s*
* **Abstract** - *Music - https://twitter.com/Abstract\_Origin*
Runtime Action Tutorials (ALL) by baz

Pixel Game Maker MV uses 'Runtime Actions' that perform various functions to your game. In this series we will go over each of the 52 Runtime Actions in full detail. Whether you are learning a new Runtime Action or just need a quick refresher on one, these videos should have you covered! The first video is about the basics where we go over ins and outs of adding runtimes action. We also go over 'Skip' and 'Changeable Even After Placement' options.

Full playlist:

Basics (Skip/Changeable Even After Placement)

Set Move Direction and Move

Move Towards Display and Move

Back and Forth Moving and Turning

Template Move Settings

Lock Object / Release Lock

Generate Object

Change Object

Execute Object Action

Pull/Pull Object

Show / Hide Menu Screen

Move Object

Move Layer

Attack Settings

Fire Bullet

Destroy Object / Restore Destroyed Object

Disable Object / Enable Disabled Object

Change Switch/Variable

Apply/Delete Filter Effects For Objects

Load a File

*More coming, stay tuned!*
Noobk's Assets

Noobk's 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 will eventually break any maps made with them after an update.
Adding Scenes

### Scene Settings Window

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

### Basic Settings

 Scene Size
 Tileset

### Detailed Settings

 Set Background Image
 Default Display Menu Screen
 Change Scrolling Speed
 Screen Auto-Scrolling
 Limit Player Movement Range
 Limit Camera Scene Display Range
 Scene Effects
 Gravity/Air Resistance

#### About Scene Effects

   Under "Screen Effects" in the detailed settings, you can set various screen effect filters for the scene. You can set different screen effects for each layer, and by going to "Time Until Completion", you can set screen effects to appear when a set period of time has passed since the scene began.

You can change the filter intensity of effects such as "Noise" and "Mosaic" by using the slide bar. You can place an image as a transparency by designating it with "Show Image". You can apply a color and designate the color and transparency with "Apply Selected Color".
Checkpoints Utilizing 'Don't Keep On Game Save' by baz

Learn how to utilize 'Don't Keep On Game Save' option for switches and variables while making a custom checkpoint system. This will allow you to reload games properly by giving the player all their health/energy back, adjusting their position properly, and the ability to use custom sequences while reloading.

https://youtu.be/Xm9nrMjZ2nI
Mega Man-Like Mini Series by baz

This is an INTERMEDIATE mini series designed to help game developers using Pixel Game Maker MV. This is not a 1:1 making of Mega Man, but explores PGMMV more in-depth when it comes to a Mega Man style or any platformer type game.

FULL PLAYLIST:

#1 - Improving Default Player Controller (Side View)

#2 - Gun Logic Utilizing Change Animation Set

#3 - Charged Shot!

#4 - Boomerang Weapon Utilizing Tank Movement

#5 - Weapon Switcher Utilizing Common Actions

#6 - Player Hit

#7 - Player Slide

#8 - Ladder Climb & Advanced Common Actions
Volleyverse

A "pong-with-gravity" volleyball game made with Pixel Game Maker MV for Summer Game Jame 2020.

Players have to score by landing the ball on opponent's ground. If success, 1 point for the player successfully it.

Score 5 points and the game ends. Player who scores 5 points win.

How-to-Control (Player 1 and Player 2)

Controller (X-Input Recommend) :

Left and Right : D-Pad / Directional Pad (Left - Right)

Jump  : A Button
Strike : X Button

Reset : Back + Start / Select + Start

Keyboard:

Up    :  Up key
Down  :  Down Key
Left  :  Left Key
Right :  Right Key

Jump  :  X key
Strike :  Z key

Menu bar : F1

Reminder : The game does not have 'VS CPU' so it requires 2 players. You must have at least a(1) controller and a keyboard, or two(2) controllers to play.
           Once execute the game, it identifies which is player one and player 2 for controller and keyboard. Here's how.

           If the game start and press controller's button, the game identifies that the controller is Player 1 and keyboard is Player 2.
           If the game start and press keyboard's key, the game identifies that the keyboard is Player 1 and controller is Player 2.
           If both players have controllers, the game decides who is Player 1 and Player 2.

Tiles by Matwek https://matwek.itch.io/

Music by PANICPUMPKIN
Input & Jump Forgiveness by baz

In this video we'll go over adding input and jump forgiveness to your projects. By adding input forgiveness, it gives the player some leeway when it comes to timings. This can be very useful when setting up combo attacks. Jump forgiveness, also known as coyote time, gives the player a split second while leaving a ground tile to still be able to jump. This makes for a much better player experience!
Werewolf

***Werewolf*** is a 2D side-scrolling action-platformer game created by SnowLeopardShark.

## Plot

Your village has elected a new mayor, and once they take office the pack's days will be numbered. Desperate, the son of the head werewolf turns to you, their closest friend, revealing the fact that they are a werewolf. After this stunning revelation, they transform you into a werewolf, asking you to help the pack take over the village.

If you can turn enough people into werewolves, any attempts by the new mayor to rid the village of werewolves will be met with tremendous resistance. Time is running out, but you have an advantage. The pack has access to a portal that leads through the spirit realm to any location nearby. Using this, it will be easy to make it teleport into the homes of your neighbors, turn them into werewolves, and make it back. Or, it *would*be easy, if not for the dangerous creatures that inhabit the spirit realm and the fact that you can only use the portal for one round-trip per day.

It will be difficult, but through perseverance and strategy, they may be a future for the pack.
Oh Starry Knight!

Once upon a time, the sky was filled with constellations, and it was peaceful…

From the distant recesses of the universe came a threat intent on colonizing the stars. It corrupted every celestial body it touched. But one hero stood at the gates of heaven, ready to unleash a cataclysm.

This mini puzzle platformer has you take the role of Starry Knight, a star that took upon itself to defend the universe against the human invaders.

This game was made with Pixel Game Maker MV, Aseprite, and Beepbox for the Pixel Game Maker MV Summer Game Jam 2021. Enjoy!

**Controls**

Use either your game controller or the keyboard.

For Keyboard

← → to move left or right

↓ to enter end-of-level gates

D to jump

A to use sword (consumes blue stars)

S to throw stars (consumes red stars)

Y to dash and avoid attacks or kill enemies (consumes yellow stars)

Enter to pause the game

F5 to reset the game

**How to Play**

The goal is to collect as many stars as are indicated in the goal indicator at the top left of the screen for each level. You need to reach the bell with this number of stars to be given a key to exit the level. However, you lose stars of a given colour each time you use a specific attack, so budget your stars wisely.
How to Play A Finished Game

### Starting Up Your Game

The startup method for games created with this program differs depending on the platform. In Windows, start up the game by double-clicking the file titled "Game.exe" (or just "Game") located in the game data folder.

### Controlling The Game

Games created using this program can be played using a keyboard or mouse, or with all sorts of controllers. You can change the controls by going to "Settings" → "Control Settings" and selecting the device you want to use, then confirming the functions for each button (or key) on the selected device.

#### About In-Game Control Names

The various controls for games created using this program are given names based on the typical button names for each game controller. By going to "Settings" → "Operation Settings", you can confirm whether each of the buttons, such as "A", "B", "X", "Y", "R1", "R2", "L1", "L2", "Direction Keys (Up, Down, Left, Right)", and commands, such as "OK" and "CANCEL", is responding to correct buttons (or keys), as well as change the settings.

### About The Menu Bar

#### Settings

 Operation Settings
 Game Screen

#### Game Data

Confirms the basic data for the game, such as title, creator, and genre.
Shooting Star (demo)

Action Game Maker MV Summer Game Jam 2021 Participating Works

"Shooting Star"

Game content:

It's like a dodgeball with stars. Compete for the score of how much the ball was hit by the opponent.

Controller recommended.

Method of operation:

Move with the "left and right cross keys"

Attack with "A"

Jump with "B"

Aim the ball with the "R stick"

Fire the ball with "R1"

"L1" will be a high jump.

Game production:

MapleC

An illustration:

Miyako Miiya

BGM cooperation:

FLASH ☆ BEAT

font:

Patient length

Font name "Marmonica"
Bit Hunters (Demo)

This is a management game where you lead a group of monster hunters in defense of a town being mysteriously targeted by evil forces.

Make important choices, gather powerful equipment and recruit the best hunters possible, and maybe you'll manage to uncover a few secrets...

* How to play:

Before choosing your quest, pick your hunters in the "Squad" menu, then equip them  in the "Equip" menu.

Gray quests change daily, while yellow ones are available for a few days.

**Be aware that terrible things will happen if you don't complete red quests in time!**

I started developing this game in november 2020, so it is still in quite an early stage. Despite this, most of the core features are present, but in need of polish and testing.

I'm very tired, will update this page later lol
Tax Invasion

Aliens from outer space have come to invade Earth to steal all the money and citizens. The Earth's army has transformed into mindless money-making slaves. Join Nene on the adventure to stop the invader from turning Earth into money.

A - shooting bullets.

B - shooting bombs

X - reloading bullets.

Y - reloading bombs.

L - dash Left.

R - dash Right.

R2 - Pause.

Keyboard:

X - shooting bullets

Z - shooting bombs.

S - reloading bullets

A - reloading bombs

Q  - dash left

W - dash right

R - Pause

Please comment on your critique below. Thank you.
Shovel Knight Pixel Game Maker MV (Fanmade)

# Fanmade - Shovel Knight Pixel Game Maker MV. Build 5

- What is this? -

This is a fan made, NON-PROFIT, project created by RamZ, built in the Pixel Game Maker MV engine, to learn to use said engine.
It is a RE-CREATION of the first level of the original Shovel Knight, no source code was used in making this.
It is almost a 1:1 recreation, with some differences mainly due to engine limitations (and my own lack of skill/laziness)

- What is in this? -
The first level of Shovel Knight, the Plains of Passage. There is no overworld or additional levels.
There is also a joke area created using assets from the original Super Mario Bros.
The Flare Wand.
A gun.

List of main differences and known bugs are in the READ\_ME file in the download.

- Credits -

All Shovel Knight assets, including art and sound, credit to Yacht Club Games.
Mario assets credit to Nintendo.
Explosion caused by the gun is from Metal Slug.
Shovel Knight art with a gun, the gun itself, and Black Knight twerking were fan made by RamZ (me).
Sound assets for the gun are created with Chiptone.

The text feature for dialogue was made possible via Joe's (@Joewithoutme) plugin.
The Maker community for helping answer my many questions over the past 2 years.
AILE I: Summer Splash Tournament

My 10+ Days of work for the SummerJam created by PixelGameMaker MV.

AILE\_I: SUMMER SPLASH TOURNAMENT
An arcade shooting team battle I created for the SummerJam by PixelGameMaker MV.

* Important Information

* -This game Included 5 total of characters to play with different weapon and Booster pack's ability
* Shop and Unlocks! Try to collect as many CRAB as you can while fighting and use them to buy new characters and Booster in Shop menu
* Custom Parts menu is where you choose to select character and Booster pack for playing
* Game has Pre-Random Map. You can expect 3 diferrent map for each round (Total 9).

* Basic Mouse and Keyboard control \*This game was recommend to play with controller but incase you don't have one.

* Basic movement: W,A,S,D / D-Pad
* ATTACK: L.Mouse click / Press X Button
* EVADE: Spacebar / Press A Button
* Zoom: Z / LB Button
* OK: L.Mouse click / Press A Button
* Cancel: R.Mouse click / Press B Button
Multiplayer & Controller ID Setup by baz

This video will show how to setup 1-4 players and use 'Player Character Management' to assign the players to certain objects. We will put the player objects on the scene using Starting Points. Controller ID variables will then be used to assign which controller input controls which player starting point.

https://youtu.be/FVp2UVoNpqc
Gamer Pakka

An evil business ape man, Biggit has commissioned Dr. Plataduck to create a serum to make his workers work endlessly to collect money across the world. Instead, it created an army of  overworked zombies, and invaded Fun World to infect people with their workaholic attitude. It's up to Gamer Pakka to save the day or will he lose his family in the process.

X/S - normal attacks

Z/A - Special attacks

Retutrn - Pause

Gamepad:

A/X - normal attack

Z/A - Special attack

+ - pause.
How to Design AI in Pixel Game Maker MV

> **[This article is in Progress and is not yet finished.]**
>
>

## Foreword

In this article, I'll attempt to lay down some core concepts to designing and structuring Enemy AI within Pixel Game Maker MV. The concepts and techniques we'll explore will help you to be able to build out your own AI structures. This guide will assume you have a general understanding of Pixel Game Maker, and is not intended for beginners. Check out Baz's articles here on the Wiki and on YouTube for more information on how Pixel Game Maker works.

This guide will not show you step by step how to create everything, but we'll examine the tools available to you and key concepts to understand when designing enemy AI. We'll touch on Finite-State machines and how they briefly work, but I encourage everyone to do their own learning and research on the topic (it's an eye opener).

This article will be something that evolves overtime, so check back here and there for updates.

## Intro to Finite-State Machines

A key core concept to a lot of AI design in a lot of video games are "Finite-State Machines". To summarize, Finite-State Machines (also known as Finite-State Automation) in modern computing is "a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of *states* at any given time. The FSM can change from one state to another in response to some inputs; the change from one state to another is called a *transition*." It's essentially a set of states; and within these states are starting states, and inputs/conditions that determine the transitions to these states.

What does that mean for us using Pixel Game Maker though?

In Pixel Game Maker, we're able to create action nodes with link conditions that feed into themselves to power our object creations.

## Available Tools to Create Enemies with AI

There's a number of available runtime actions you can use in Pixel Game Maker to create enemy AI. In this section, we'll briefly touch on some of them.

### Template Move

This Runtime Action is the bread and butter of movement for Enemy AI opponents. You can use this to make your enemies move automatically.

https://en.wikipedia.org/wiki/Finite-state\_machine