Yal's Monster Collector Engine is a GameMaker:Studio 2 project with all the tools you need to make a monster-collector RPG in the style of Pokémon / Digimon / Temtem / Telefang. The turn-based engine is supplemented with a solid database and GUI system that lets you easily script menus and manage data.
Try out the free demo if you want a first-hand taste of all the cool stuff this engine can do! It's got close to an hour of gameplay if you take your time and explore everything! :D
- Define a monster, item, move, or other database item with a single line of code! It's super easy to add content! Items and moves are based on extensible effect structures, and the engine comes with plenty of example items, monsters and moves to play around with!
- Databases are set up using GML scripts - easy to change, and you get tons of color coding by default!
- Each database entry is a single line in the script! All data is in one place, and it's super easy to add new monsters, moves, types and items!
- Non-standard functionality is handled by script references, letting you offload as many complex special cases as you need to elsewhere in the codebase, keeping the database structured and clean!
- Cutscenes uses a similar system where you enqueue script to be executed, each one with as many arguments as is needed! Just enqueueing messages is good enough to get information across, but you can get as advanced as you want!
- Engine back-end code is only using the most basic GML functionality (arrays, loops etc) ensuring maximal compatibility between exports, and making the code easy to read and understand! The code is also fully commented, with special tags to point out clever hacks and other parts that needs handling with care or are sensitive to changes.
- The battle system supports an arbitrary amount of monsters on each side in battle! Do you think 1-on-1 battles is boring? How about making 2-vs-5 battles the new standard! You can have more monsters than fits on the screen if you want!
- Moves, capturing monsters, battles etc handles an arbitrary amount of monsters on each side just fine! You can even set the number of monsters on each side on a battle-per-battle basis, surprising the player with a 6-vs-1 horde battle in the middle of a dungeon for some extra challenge!
- Newly caught monsters that don't fit in your party automatically gets sent to the storage system! Easily move monsters around between the active party and a number of storage boxes! (The number of storage boxes also can be set to any number you want - default 10 boxes of 40 monsters)
- Supports as many savefiles as you want! (Default 99)
- Easily set up monster trainers and other NPCs right in the room editor using the new GMS2 "variables" system! You don't even need to open a code editor, you just provide some monster data and dialogue data and then it's all set!
- The engine automatically keeps track of both items and trainers! All you need to do is place them in a room, and the game will register them as defeated / collected automatically!
- Simple system to connect different rooms with doors - doors just use two variables: a "label", and a room to transport the player to. The player is automatically placed next to the door with the matching label! Give your doors clear names like "shrine" or "freddy's house" instead of having to worry about their coordinates with pixel perfect precision!
It's Super Effective!
- Traditional mechanics like move types being effective against certain monster types, held items having special effects, and monster trainers fighting you with a series of extra-strong monsters all are in place, and will work out of the box!
- The held-item system has hooks set up at several points in the combat-turn flow, allowing you to run a script there to do whatever you want! Power up a monster's attack, heal it at the end of a turn, react to an enemy's attack, and more!
- The type system allows an arbitrary number of types with extra damage, weakened damage, or downright immunity to other types! Add in that type you always wanted in the ultimate clash of elements, or settle down for a simple system that literally uses rock, paper and scissors!
- Catch feral monsters, level them up, and watch them learn moves and even transform into new stronger species!
- Monsters can automatically transform into a stronger species when their level is high enough! You just need to define the bond in the monster database, the engine handles the rest!
- Monsters learn new attacks automatically, you just need to define it in the monster database!
- Give your monsters nicknames to make them more relatable! Won't change anything gameplaywise, but it sure is fun!
- The GoodGUI System from Yal's SoulsVania engine makes a return, making it easier than ever before to script your own menus! Plot out frames and fill them with content, and the menu contents will stay in position even if you resize the frames later! No need to manually tweak every coordinate to pixel precision!
- Want to make a traditional RPG but feel RPG Maker is too limited? Just dummy out the monster-catching part and you've got a powerful turn-based battle engine to play around with!
- Comes with graphics, music, sound effects, and monster data that can be used commercially! Use the engine for whatever you want, as long as you don't resell it (or parts / derivative works of it) as an asset pack!
(Note that this project is not compatible with GameMaker Studio 1.x)
Try it out!
There's a free demo of the project showing off all the features! Explore the first area, pick a starting monster, catch and train a party of local fauna, take in the tranquility of Driftwood City, and rise to the challenge of Fielder, the first League Master!
Arrows - Move around / select stuff in menus
X - Select stuff / interact
Z - Cancel