This is an RPG Maker, which uses my Universal Level Editor. I use this to create all of my games. In fact, the "level editors" that I include with each of my games are just copies of this editor with each game's levels and graphics included with it.

There are two versions of this RPG Maker. Both versions contain exactly the same editor, but the "sexy" version comes with lots of nude sprites and sexy sounds included with it.

What's new in this version
What's new?
Added controller support for the map-editor. (It actually just presses numpad keys, which can be mapped to actual controller buttons using a program like JoyToKey)
A video of this in action

counterTop sprite for talking to NPC's across 1-tile tables.

Each sprite's hit-box can be modified in the level-editor.

The "teleport" command now lets you set both the "out" and "in" transitions. Different combinations can create many different effects from cross-fades, to mask-wipes, to mask-to-black then fade in.

Can create sprite-snippets by right-clicking on an existing sprite. Snippets get added to the sprite drop-list and can be placed like regular sprites.

RPG sprites can use [variables] in their image paths, which is useful for changing a character's outfit without having to create different versions of a cutscene for each one.

When running the game in test mode (using game_test.exe) holding the CTRL key allows the player to clip through walls.

Created database_swapper2.exe for switching between games created by the same RPG-Maker.

Added drag & drop support to most areas of the editor.

Can wait for sprite animation within a "move" script.

A script's "SWF" command editor can now load default settings and display descriptions for most swf files to place them in the correct parts of the game / most common parts.

Sprites can react to the player leaving the map (from a teleport command) Using a script named "leaveMap" This is useful if you have a "common" sprite that reacts every time the player leaves a map.

The loadSwf sprite can display images at any scale. The effect is only visible in-game.

rpgSprite editor can load various extra items from JSON files placed in the "rpgSprite" folder. This is mostly useful if you use a game-engine with added features. (like my Pokemon game)
"sprites\rpgSprite\customEvents.json" - This adds more default event names to the event-command in the script editor. (things like "auto" "talk" "collide" etc...)
"sprites\rpgSprite\customPause.json" - This adds more default pause items to the "pause" command.
"sprites\rpgSprite\customSwf.json" - This adds more default movieClip names to the "swf" command.
"sprites\rpgSprite\customTriggers.json" - This adds more default event names to the script editor. (things like "auto" "talk" "collide" etc...)
"sprites\rpgSprite\customVariables.json" - This adds more default variable names to the variable command.


The core level editor itself can be used to edit just about any kind of 2D game. In fact, I even have a video tutorial that demonstrates how to program your own Flash game from scratch that can use this level editor. This is possible because 90% of all two dimensional games actually have a lot in common. Retro-style games almost always use tile-based maps and have sprites placed in various locations on those maps. The editor doesn't really have to know anything about what those sprites do. The game handles that. But this editor does have the ability to load extra editors on-the-fly to adjust each sprite's individual settings.
This is how the "RPG Maker" part of it works. I just added a single extra editor that allows you to adjust the settings of any "RPG Sprite" you click on. Of all the different kinds of video games, RPG's actually have the most complicated sprites of all, because each of their sprites are programmable and can do completely different things. However, they all do these things using only a handful of commands, so this one type of sprite can be made to do many different things. If you're familiar with RPG Maker 2000, or RPG Maker XP, these sprites are just like the "events" used in those game makers. The nice thing about making my own RPG Maker is that if it's missing a feature, I can just add it myself. Also, the games can be turned into self-contained Flash files which will run on any computer, or even directly on a web page.

In fact, that's why I created this. For a great many years, I used RPG Maker 2000 until I eventually became fed-up with all of its limitations. I was attempting to do things in it that I knew would be so much easier to do in Flash. But RPG Maker 2000 was so convenient for making and editing scenes. I wanted the best of both worlds. The solution was to create an RPG Maker in Flash. Since then, I have never looked back. This editor isn't perfect, but it's much more powerful than RPG Maker 2000 ever was.