JAVASCRIPT / RPG MAKER MV PLUGIN CODERS WANTED!
3 weeks ago
General
Hey Everyone,
Thought this might be a good place to put this up, as the title suggests I/we (me and Tib, my coding buddy for Predation) are looking for people with experience in making Javascript plugins for RPGMaker MV Games, to help with the re-making of the proof of concept demo I released on here a little while back; most of what I'd like done is I believe relatively simple, and something I'd be happy to discuss payment for too for the service, so I thought I would put it out there while I also try to learn the process enough to eventually do it myself.
Ultimately I've hamstrung myself in using this creaky old engine to make this game on, but for the longest while this was a little personal project where I was vibe-coding while I built up a base of assets to use, and now I have it at that point it's time to replace all the old convoluted AI code with some actual quality stuff from someone who knows what they're doing, which then will hopefully mean we can make all the gameplay elements and I can just plug assets in with relatively little changes.
A couple of examples of things I'll be needing:
- character images need to show up during dialogue/battle/event scenes, with the clothing items they're wearing appearing on top of them in the correct layer order
- clothing layers and the relevant custom menu system to house it
- Quick Time Events and meters that rise in value randomly based on triggers set within RPGMaker MV itself
That sort of thing; If there aren't any takers, again this is a pretty archaic system so I'm not holding out a great deal of hope, I feel like I'll be able to learn it myself after staring at it long enough, it's just there's very little official non-Japanese documentation for scripting for MV and if we can find someone already familiar with it then perfect, right?
If you think you fit the description and you'd like to help out, send me a note or comment here or whatever you'd like and we'll chat!
If you could give me some examples of your Javascript knowledge and whether you've got any RPGMaker MV experience and all that stuff that would be great, thank you very much for your consideration!
Thought this might be a good place to put this up, as the title suggests I/we (me and Tib, my coding buddy for Predation) are looking for people with experience in making Javascript plugins for RPGMaker MV Games, to help with the re-making of the proof of concept demo I released on here a little while back; most of what I'd like done is I believe relatively simple, and something I'd be happy to discuss payment for too for the service, so I thought I would put it out there while I also try to learn the process enough to eventually do it myself.
Ultimately I've hamstrung myself in using this creaky old engine to make this game on, but for the longest while this was a little personal project where I was vibe-coding while I built up a base of assets to use, and now I have it at that point it's time to replace all the old convoluted AI code with some actual quality stuff from someone who knows what they're doing, which then will hopefully mean we can make all the gameplay elements and I can just plug assets in with relatively little changes.
A couple of examples of things I'll be needing:
- character images need to show up during dialogue/battle/event scenes, with the clothing items they're wearing appearing on top of them in the correct layer order
- clothing layers and the relevant custom menu system to house it
- Quick Time Events and meters that rise in value randomly based on triggers set within RPGMaker MV itself
That sort of thing; If there aren't any takers, again this is a pretty archaic system so I'm not holding out a great deal of hope, I feel like I'll be able to learn it myself after staring at it long enough, it's just there's very little official non-Japanese documentation for scripting for MV and if we can find someone already familiar with it then perfect, right?
If you think you fit the description and you'd like to help out, send me a note or comment here or whatever you'd like and we'll chat!
If you could give me some examples of your Javascript knowledge and whether you've got any RPGMaker MV experience and all that stuff that would be great, thank you very much for your consideration!
FA+

"character images need to show up during dialogue/battle/event scenes, with the clothing items they're wearing appearing on top of them in the correct layer order"
As someone who's worked on a number of RPGMaker games, this can be a dark path to tread. There are, and have been for some time a number of pre-existing plugins that can do this to some degree, but as you may have already discovered, trying to play with that many layers dynamically in RPGMaker tends to be very laggy and clunky. In the OOOOLD days of FPS games, they used to "pre-bake" lighting, doing the 'raytracing' and calcs ahead of time and just baking it right into the relevant textures. I've found it's often easier to do the same here: just bake the combos I need, and swap between them. Of course if you want a zillion different layers and combos it becomes impractical at a certain point, but if you can limit yourself to say 20 different combos, it's easier to just pre-render and swap, and much less laggy.
"it's just there's very little official non-Japanese documentation for scripting for MV"
You may already know this as well, but there are basically two layers to this: doing small script insets into common events and map events, and full-on plugins. And even with plugins, there's a big difference between fairly simple ones and making a massive, all-encompassing system for something. The issue you're up against with this isn't so much "how do I script a plugin for RPGMaker" it's "How does javascript work, how does the js-based RPGMaker engine work, and what are all the calls and syntax to hook into and modify it?" On that front, this can be incredibly useful if you're not already aware. It's a very large, dense thing to work with though.
All that in mind however, allow me to speak more broadly, one RPGMaker game creator to another. RPGMaker game work is like trimming a bonsai tree. It's a delicate dance. If you try to go through it with a bulldozer mentality, you're going to have a bad time. Don't think "This is the game I will make" and then try to make EXACTLY that game. Think "This is roughly the game I want to make", look at what's out there, in terms of assets, plugins, and what the game allows for, and build something at the overlap of those circles. Flow like water, as the saying goes. Be adaptable.
ESPECIALLY on your first game (in the engine). Don't let perfect be the enemy of good. You have to look at what's available, and make a game with those parts. If you're going to make a game COMPLETELY from scratch, fresh-coding everything yourself (or via someone you pay), you may as well make something in godot or game maker or even Unity (though I wouldn't recommend the latter at this point). The whole advantage of RPGMaker is that it's got a ton of pre-existing stuff you can slap together like lego bricks to get you 70-90% of the way in terms of programming. Dig the tunnel from both ends: don't just think "I want the game to be THIS, how do I do that?" think "I have these pieces, what can I make with them? Can I make something relevant to the overall thrust of the game I want to make?" Partially I've had to take this approach out of necessity, economic and skill, but in doing so I've actually come to like it: having to dig through pre-existing plugins, tilesets, music, sound etc and build something out of it gets the creative juices flowing in a very useful way. There are all kinds of things in my games that I love that never would have been there if I had just made my first intention for the game a reality, instead of having to bend and flow around what was available.
And of course SOMETIMES you do have to completely do something yourself. All my sprites are obviously original, because there are no pre-existing sprites of...my characters. Obviously the core art assets have to be your own. Obviously it's your call in the end of course, your MANY calls that make up game dev. But I've seen people make this mistake on a lot of game projects, so I want to give a nudge in the other direction, for what it's worth. Barring a handful of simple edits, CS used entirely default RPGMaker assets, pre-existing plugins, pre-existing music and sound (legally available). The only unique work was the core art assets and the sprites, and those were fairly simple. GT got more complex, and Chapter 3 is even more so, but it's still largely pre-existing stuff, just MORE of it, and used in more creative ways. So at least consider trying to work with what's already available, and see what you can make.
And of course, if you have questions, glad to offer what I can in terms of info on various plugins, scripting conventions, what's easy/hard etc.
And also yeah, very true in regard to the scope of what I was/am attempting with this one, but I think (maybe, possibly) there's a way to build it up from a central state machine sort of thing for the base/clothing switching and then simply have states switch in and out based on which variable/switch is being used by MV at the time etc. Like I know all of what I've done is pretty much void coming from an AI but I feel like it's possible to do, and for the most part I think the assets and poses are numerous enough now that the bulk of that work is done too; or at least anything I add will be variations on a theme, or as you say individual segments and events, or new outfits etc. all of which I'm hoping will only require an additional state or addition to a pool when it comes to adding it to the code foundation... I realize I'm just kind of rambling now but I definitely get what you mean, it's a big lumbering thing and ultimately that's why I want to rebuild it with a person so we can work out how to get these things done; I know it's a big scope but... I just want my dress-up femboy bunny game, you know? It's silly but I have this vision in my head and it's so nearly there xD
All this to say I'll be messaging you on here, we should talk more about this stuff for sure!