Wow, I've watched a million RPG maker mv tutorials at this point, and this is by far the most thorough and easy to follow. Thank you so much for sharing this! =)
neat little thing you can do. If you have an item in your game called fertilizer, or something similar, you can use it in the second page of the event. could be something that is used to reduce the time left before the bloom. ◆If:Party has Fertilizer ◆Text:None, Window, Bottom : :Use fertilizer? ◆Show Choices:Yes, No (Window, Right, #1, #2) :When Yes ◆Control Variables:#0091 Plot 1 Timer += 450000 ◆ :When No ◆ :End ◆ :End
as someone who's never used this program before, it would have made a lot more sense to start from a blank slate, so we could see exactly how everything is made individually rather than verbally explaining how it got there. very confusing to a dyslexic person when there's so much stuff to look at ;3;
Awesome tutorial! With Common Events and a knowledge of eventing you can do almost anything. This is how we made every cool system in the time before RPG Maker had plugins.
+Zael the Rogue I'm glad you like it Zael. :) Hey I've added the YEP_Credits plugin do you have a website or url you would like to be clickable in the game? I've added you and have a free space that you can add whatever link you want.
+Driftwood Gaming I'll have one soon, my website and everything will come up when I get my demo finished in a few weeks or so. I'll have resources etc on there as well.
Great tutorial and super helpful thanks for all the time and work you put into this! Got it set up but playing hell trying to make the event image correspond to its appropriate plant instead of all the crops looking the same.. Currently trying to set it all up again under a single common event which governs map events that call on it and checks location,seed type, and farming% and determines the image off of this but all of that is sooo many tiers deep into the rabbit hole. * Those who do not want to level up each harvest can make an extra variable for farming skill exp and have that increase per harvest instead, just need to set up a conditional branch for: if farming skill exp is =100 then add 1 to farming skill lvl and set farming skill exp to 0 [WIP]
Thanks for the tutorial :D I have a question is there any way the crops can be affected by a weather system, lack of care, and spoiling. I have been trying to make a farming system that when you plant a crop for example and eggplant you would need to water and weed it a few times. This will be determined randomly for each crop. I have been having some trouble on adding these features in and I would like to know your opinion on how I could possibly add them in. List of things I have been trying to add in (could use some advice on how to add them in) *Caring for crops:* if you don't water the crop for 2-3 days the plant can die or lower its harvest quality. Same thing will apply to weeding the plant as well. I am trying to make the crop quality based on the player's farming level (kind of like how farming works in the SIMS games) [Poor, Normal, Good, Excellent, or Perfect] And the random weather system to affect the conditions of the crop. *Rotton food: As for crops spoiling if the player does not harvest them soon enough the crop would have the chance of producing some rotten food along with its harvest and also lower the amount of food they would get. Spoiled crops can be turning into fertilizer to help plant growth. *Trees:* The player will also be able to plant fruit trees that can be harvested throughout the in seasons of summer and fall. Trees will be permanent in the farm plot and to get rid of them the player would have to chop it down. Trees are Multi harvest they can be harvest more than once for example once every two days depending on care given to the crop. *Day and Night:* Like with the seasons the day and night system has already been added in (using Moghunters time system) I wanted to try to make certain plants grow faster or only grow at night. For example, a Moon Glow Mushroom would only grow and harvest at night. During the day the plant would be sleeping. *Seasons:* I have already added in seasons to my game but I have been trying to make certain crops only be available to plant and maybe grow during certain seasons. For example, grapes can only grow from summer to fall. once winter hits the grapes will die. If you know any way I could add this into my game I would be very grateful for the help. If you do not then do you know anyone that could help?
In-between my time with work/gf/football/school this weekend I made some time to start practicing edits on the tile sets. I worked with the fauna and made some custom RTP edits for a lot of the flowers, but I can certainly apply those skills to crops. I'm assuming this system is making it into the game?
+Noobkx This is already in the game and it's working beautifully. It's definitely staying in for the final demo release. That's awesome that you found some time. It seems like you're super busy, but thanks for your help with the maps. Really makes this whole process much less time consuming for me as maps are not my strong suit. Can't wait to see the new batch of stuff. :)
Whouah, it must have taken so long to put in place! But the result is worth it! :) Just one thing: Himeworks did a plug-in to disable some choices, i don't really know how it works, but wouldn't it be better to disable the choices when we don't have the seeds, instead of being able to click and then "sorry, NO!"? And the choice would be accessible once we have the corresponding seed?
+byBibo You could do it that way if you like, I wanted make this as simple and easy as possible for people to learn and use. Adding another plugin would only make it more complex.
Couldn’t you just added an option called “More Options” on the planting menu instead of installing a plugin, I’m pretty good at coding and make texted based games on Visual Basic all the time and it’s usually fine if you don’t wanna overload the screen with code, when the More Options option is pressed, just bring up a new choice box Also you could diversify the menu so an option called “More Herbs so you can have 8-10 herbs, then have 2 option menus for veg, etc, the point I’m making is that I’m not really a fan of plugins and I’m weary when downloading them
It appears as if Quasi Movement makes parallel process break if installed. If I don't use QuasiMovement the parallel works. Do you happen to know another movement plugin that is as volatile in terms of collision etc?
I had a idea for a more in depth Harvest Moon to do during school, quick question tho can the limit of time on crops be set to hours, and is there a way to create a in-game clock so each second not in a menu is a minute and can go into a day and night cycle?
Is this something that can be done vanilla? Getting the Switch version of Rpgmaker me but following tutorials is annoying when I can’t tell if this farming is built into game or part of assets from online...
Yes it can be done on vanilla MV, you would need to add an extra choice option to the initial choice set to have more than 6 plant choices, and you can use \i[icon number]\c[1-9]"Food name"\c to do the fancy menu display stuff. Dunno about Switch version, it could be lacking some features.
I'm sure I overlooked something. After I harvest and replant a seed it starts out fully grown. What can I do to stop this? Edit: I found my problem missed variable call. Thanks for the video it really helped me.
Hey so i used this in my rpg project and it worked beautifully! I decided after a bit to get yanflys plug ins to expand on my game some more and suddenly the farming won't work anymore? it gives me Type Error "cannot read property 'iconIndex' of undefined if i click on plant a seed. I don't know if theres a better place to ask but since you also use yanflys core engine i wanted to ask. thanks!
After a ton of tinkering i realized that one of my text windows included \ii[0015] instead of \ii[15] and that caused the whole thing to ruin the code. Its been fixed and now everything runs great! thanks for this wonderful tutorial, even someone as inept as me was able to use it!
why you dont make 1 Farming Plut and make thean the 1 Plot Copy - Past, why you make for all a owne Plot, where is the reason? sorry for my Englisch, im German
+Driftwood Gaming Have you got any demo for this project?... I don't understand English and this is very dificult for me... x_x And I need learn this for myself at least. If you share a link with the project, I really would appreciate it. TwT Thnks and sorry!!!!! PD: I tried to understand English but is too difficult for me.
+Dor - Google translate helps, but I feel your pain. This is a game I've been working on for a couple months now, and it will be released for free when it's completed. (Approx. 2 - 3 months.)
Nice job! I tried to make it require as few plug-ins as possible and easy to understand. I'm happy you're able to make your own farming system! Congrats! :)
hello I accidentally deleted my map with this tutorial and I dont got my events is there a way to get them back i dont want to make the events all over again or can i get the map back with the events back?
+Firebreather719 If you haven't saved your game then you can close it without saving and that might work. Otherwise you might be out of luck. I've done that before. Made a complex event and then accidentally deleted it. Sorry if you lost your data, you could do periodic backups by copy pasting the game project to another spot on your hard drive, or even doing a daily / weekly copy paste to an external drive or flash drive.
First of all - thanks for this great walkthrough! I'm wondering, do I need to install something to make \ii[7] work? When writing: Plant \c[25]\ii[7]\c. I only get a red [7] in brackets - no name, no image. Even though the item is saved in ID slot 7 under ITEMS for me. What am I doing wrong? Thank you! :)
The test view inside the editor won't show them no matter what, but if they are not showing in game make sure you have Yanfly's YEP_MessageCore plugin installed.
Im making an rpg game that has hunger, thirst and sleep that you have to manage for your party and the people living in your homestead. So when you are out on your adventures you can set up a camp at the camp locations and there will be a spot to pitch a tent and you could also plant some seeds if you plan on sticking around for awhile, grow some plants and do some hunting/fishing. Im trying to figure out a way I can grow better quality food based on a gardening skill. Based on skill you have a chance to produce poor, good, excellent and perfect items. Certain foods will require perfect produce in order to make them. Giving your party an edge if you choose to have a good cook/gardener on the team.
lol making 50 plots with 47 different crop types for this.....talk about a LOOOOOOONGG process. But yeah it's a commission so I'ma do it heh gonna take forever literally o.o
Dang, hopefully MV can handle that. I've been hitting my head against my keyboard because of pixi's lag issues recently. If you start adding more than a few passive states at the same time you'll see your framerate drop. I'm not sure how mv will handle 50 of these parallels going at the same time. Let me know how it handles it and good luck with that. :)
Driftwood Gaming lol yeah that's my concern too. But, nothing in the commission says I should concern myself with that lol so I'll just do it like they want it but yeah....we really need a good farming plugin lol would make this process a billion times easier. (There are several farming plugins but they're nothing like Rune Factory's farming system so they won't work for this sadly as they're too simple). I've only been encountering one type of error lately....that being screen tearing. Some parts of the screen get this black tear near the edges and this only happens with custom tilesets. Not sure if it's Yanfly's core plugin having resolution change errors or what but yeah....that's a major problem in terms of elegance of the scene. Oh lol and the plots won't be the only parallels going at once o.o....you have the time system, day/night cycle, player hunger, thirst, and sleep meters lol....there's a bunch of others too. I'm gonna be shocked truly if this works without lag when it's done.
you need a class system for those field. you should be able to dynamically create a tilled field whenever your character use a hoe to plow an empty square (without the grass of course). you should be able to water the fields. plant the fields. then extends your class to each different crops and their requirements. the tutorial here is not complete and definitely not the right way to do a farming game. so...you still need to define all the crops. But they should automatically inherit all the base properties from their parent's class. This allows you to dynamically create tilled squares. and cut down a lot of copy pasting.
Wow, I've watched a million RPG maker mv tutorials at this point, and this is by far the most thorough and easy to follow. Thank you so much for sharing this! =)
My gosh! I didn't expect to see a 40 minute tutorial. Wow, you are so devoted to this that it's inspiring! I'm so glad to see this tutorial!
neat little thing you can do. If you have an item in your game called fertilizer, or something similar, you can use it in the second page of the event. could be something that is used to reduce the time left before the bloom.
◆If:Party has Fertilizer
◆Text:None, Window, Bottom
: :Use fertilizer?
◆Show Choices:Yes, No (Window, Right, #1, #2)
:When Yes
◆Control Variables:#0091 Plot 1 Timer += 450000
◆
:When No
◆
:End
◆
:End
Day/Night Tutorial, Mining Tutorial, Farm Tutorial. I am ready to made my own Star Dew Valley lol
as someone who's never used this program before, it would have made a lot more sense to start from a blank slate, so we could see exactly how everything is made individually rather than verbally explaining how it got there. very confusing to a dyslexic person when there's so much stuff to look at ;3;
Awesome tutorial! With Common Events and a knowledge of eventing you can do almost anything. This is how we made every cool system in the time before RPG Maker had plugins.
+Zael the Rogue I'm glad you like it Zael. :) Hey I've added the YEP_Credits plugin do you have a website or url you would like to be clickable in the game? I've added you and have a free space that you can add whatever link you want.
+Driftwood Gaming I'll have one soon, my website and everything will come up when I get my demo finished in a few weeks or so. I'll have resources etc on there as well.
+Zael the Rogue The game is still 2-4 months from release so no worries. Just shoot me over your website url whenevs.
Great tutorial and super helpful thanks for all the time and work you put into this!
Got it set up but playing hell trying to make the event image correspond to its appropriate plant instead of all the crops looking the same..
Currently trying to set it all up again under a single common event which governs map events that call on it and checks location,seed type, and farming% and determines the image off of this but all of that is sooo many tiers deep into the rabbit hole.
* Those who do not want to level up each harvest can make an extra variable for farming skill exp and have that increase per harvest instead, just need to set up a conditional branch for:
if farming skill exp is =100 then
add 1 to farming skill lvl
and set farming skill exp to 0
[WIP]
An amazing job! Thank you for going slow! While it was a longer tutorial, it helped me to understand the logic behind the manuevers!
Awesome video man!!!! PLEASE KEEP MAKING TUTORIALS for RPG MAKER!!! I die for this content :D
Once again, thanking you for all these great tutorials. Two thumbs up! You're really doing a great job and a great service!
Excellent tutorial! I've been looking for something like this for a very long time.
i enjoy simple farming. *the farming one* was a game i really enjoyed.
thank you from Brasil!
Thanks for the tutorial :D I have a question is there any way the crops can be affected by a weather system, lack of care, and spoiling. I have been trying to make a farming system that when you plant a crop for example and eggplant you would need to water and weed it a few times. This will be determined randomly for each crop. I have been having some trouble on adding these features in and I would like to know your opinion on how I could possibly add them in.
List of things I have been trying to add in (could use some advice on how to add them in)
*Caring for crops:* if you don't water the crop for 2-3 days the plant can die or lower its harvest quality. Same thing will apply to weeding the plant as well. I am trying to make the crop quality based on the player's farming level (kind of like how farming works in the SIMS games) [Poor, Normal, Good, Excellent, or Perfect] And the random weather system to affect the conditions of the crop.
*Rotton food: As for crops spoiling if the player does not harvest them soon enough the crop would have the chance of producing some rotten food along with its harvest and also lower the amount of food they would get. Spoiled crops can be turning into fertilizer to help plant growth.
*Trees:* The player will also be able to plant fruit trees that can be harvested throughout the in seasons of summer and fall. Trees will be permanent in the farm plot and to get rid of them the player would have to chop it down. Trees are Multi harvest they can be harvest more than once for example once every two days depending on care given to the crop.
*Day and Night:* Like with the seasons the day and night system has already been added in (using Moghunters time system) I wanted to try to make certain plants grow faster or only grow at night. For example, a Moon Glow Mushroom would only grow and harvest at night. During the day the plant would be sleeping.
*Seasons:* I have already added in seasons to my game but I have been trying to make certain crops only be available to plant and maybe grow during certain seasons. For example, grapes can only grow from summer to fall. once winter hits the grapes will die.
If you know any way I could add this into my game I would be very grateful for the help. If you do not then do you know anyone that could help?
I probably missed something but once I plant a seed, it says the growth rate of all the crops I have and then it doesn't grow.
So when it givess +1 farming experince, how do I add that skill??? how do I control where the experince goes?
In-between my time with work/gf/football/school this weekend I made some time to start practicing edits on the tile sets. I worked with the fauna and made some custom RTP edits for a lot of the flowers, but I can certainly apply those skills to crops. I'm assuming this system is making it into the game?
+Noobkx This is already in the game and it's working beautifully. It's definitely staying in for the final demo release. That's awesome that you found some time. It seems like you're super busy, but thanks for your help with the maps. Really makes this whole process much less time consuming for me as maps are not my strong suit. Can't wait to see the new batch of stuff. :)
Is Rpg Maker Vx Ace compatiable with this tutorial?
the \ii command is not working picture/name doesn't show but the color works
Is there a way to have the level increases by a percentage? (Example) Level1> Level 2" Grow 5 Plants". Level 2>level 3 "Grow 10 Plants". Ect.
Would it be possible to get a download for this project? iv watched the video a few times but id like to try and reverse engineer it .
+Tripitation As a patreon backer reward I send out copies of this project every month.
ill be donating!
My second plot's timer goes past 100% and just keeps going and won't become a finished plant, any ideas?
Whatever is checking for it to be >= 100% isn't working as intended.
Silly me, I didn't think to check the common event which was still going on Plot 1!
Same problem here...
ok, so my first two plots are fine, but my last three are stuck on telling me the percentage. please help
Did everything the same, percentage wont move past zero and just stuck on 2nd event page
I have the same issue. Did you ever resolve this?
Whouah, it must have taken so long to put in place! But the result is worth it! :)
Just one thing: Himeworks did a plug-in to disable some choices, i don't really know how it works, but wouldn't it be better to disable the choices when we don't have the seeds, instead of being able to click and then "sorry, NO!"? And the choice would be accessible once we have the corresponding seed?
+byBibo You could do it that way if you like, I wanted make this as simple and easy as possible for people to learn and use. Adding another plugin would only make it more complex.
Also, can you do a bachelor and bacholorette thing. I'm trying to make a harvest moon game.
Having major issues in MV. Every time I plant one plot it plants all of them, I check back and there is no progress completion.
NIIIIIIIIIIIIIIIIIIIIIIIICE!!!!!!
I love it!
Couldn’t you just added an option called “More Options” on the planting menu instead of installing a plugin, I’m pretty good at coding and make texted based games on Visual Basic all the time and it’s usually fine if you don’t wanna overload the screen with code, when the More Options option is pressed, just bring up a new choice box
Also you could diversify the menu so an option called “More Herbs so you can have 8-10 herbs, then have 2 option menus for veg, etc, the point I’m making is that I’m not really a fan of plugins and I’m weary when downloading them
This is very nice!
Question: is it possible to make this without the farming leveling thing.
Would it cause problems if I don't include those parts?
+SuperGoBlaziken Good question. You could remove the level system and it would make this much easier to make.
This would be a great how to if I knew how to make variables and stuff
It appears as if Quasi Movement makes parallel process break if installed. If I don't use QuasiMovement the parallel works. Do you happen to know another movement plugin that is as volatile in terms of collision etc?
what switch is used on event page 3?
Will time continue if you leave the game?
Did this game you were working on ever get completed, and if so is it available to the public yet?
You can download it from yanfly.moe under the games section. It's called The Legend of Driftwood.
It doesn't run on mobile. It only works on PC / Mac.
drifty someone asked me to make a stock market that would go awesome with your farming. Where should i post the game has nothing else really.
+jospeh jack You can post a link here, if youtube detects it as spam I'll go into the filter and allow it.
I had a idea for a more in depth Harvest Moon to do during school, quick question tho can the limit of time on crops be set to hours, and is there a way to create a in-game clock so each second not in a menu is a minute and can go into a day and night cycle?
Yes, try adding terrax lighting, it has a built in time system.
You have the picture of the grown plant as the same thing for every plant, if i'm not mistaken. Is there a way to change that?
Is this something that can be done vanilla?
Getting the Switch version of Rpgmaker me but following tutorials is annoying when I can’t tell if this farming is built into game or part of assets from online...
Yes it can be done on vanilla MV, you would need to add an extra choice option to the initial choice set to have more than 6 plant choices, and you can use \i[icon number]\c[1-9]"Food name"\c to do the fancy menu display stuff.
Dunno about Switch version, it could be lacking some features.
I'm sure I overlooked something. After I harvest and replant a seed it starts out fully grown. What can I do to stop this?
Edit: I found my problem missed variable call. Thanks for the video it really helped me.
Hey so i used this in my rpg project and it worked beautifully! I decided after a bit to get yanflys plug ins to expand on my game some more and suddenly the farming won't work anymore? it gives me Type Error "cannot read property 'iconIndex' of undefined if i click on plant a seed. I don't know if theres a better place to ask but since you also use yanflys core engine i wanted to ask. thanks!
After a ton of tinkering i realized that one of my text windows included \ii[0015] instead of \ii[15] and that caused the whole thing to ruin the code. Its been fixed and now everything runs great! thanks for this wonderful tutorial, even someone as inept as me was able to use it!
why you dont make 1 Farming Plut and make thean the 1 Plot Copy - Past, why you make for all a owne Plot, where is the reason?
sorry for my Englisch, im German
+Driftwood Gaming Have you got any demo for this project?... I don't understand English and this is very dificult for me... x_x And I need learn this for myself at least.
If you share a link with the project, I really would appreciate it. TwT
Thnks and sorry!!!!!
PD: I tried to understand English but is too difficult for me.
+Dor - Google translate helps, but I feel your pain. This is a game I've been working on for a couple months now, and it will be released for free when it's completed. (Approx. 2 - 3 months.)
+Driftwood Gaming Ok, thnks anyway. I try understand for myself >▪< Thank you!
+Dor - And good luck with your game!
+Driftwood Gaming Thank you so much!! I have done the farming system!!!! :DD
Nice job! I tried to make it require as few plug-ins as possible and easy to understand. I'm happy you're able to make your own farming system! Congrats! :)
hello I accidentally deleted my map with this tutorial and I dont got my events is there a way to get them back i dont want to make the events all over again or can i get the map back with the events back?
+Firebreather719 If you haven't saved your game then you can close it without saving and that might work. Otherwise you might be out of luck. I've done that before. Made a complex event and then accidentally deleted it. Sorry if you lost your data, you could do periodic backups by copy pasting the game project to another spot on your hard drive, or even doing a daily / weekly copy paste to an external drive or flash drive.
I fixed my problem, awesome it works! (was just a minor mistake)
First of all - thanks for this great walkthrough!
I'm wondering, do I need to install something to make \ii[7] work?
When writing: Plant \c[25]\ii[7]\c. I only get a red [7] in brackets - no name, no image.
Even though the item is saved in ID slot 7 under ITEMS for me. What am I doing wrong?
Thank you! :)
Thanks, you need to use Yanfly's YEP_MessageCore.
The test view inside the editor won't show them no matter what, but if they are not showing in game make sure you have Yanfly's YEP_MessageCore plugin installed.
Thanks :) ♥
Im making an rpg game that has hunger, thirst and sleep that you have to manage for your party and the people living in your homestead. So when you are out on your adventures you can set up a camp at the camp locations and there will be a spot to pitch a tent and you could also plant some seeds if you plan on sticking around for awhile, grow some plants and do some hunting/fishing. Im trying to figure out a way I can grow better quality food based on a gardening skill. Based on skill you have a chance to produce poor, good, excellent and perfect items. Certain foods will require perfect produce in order to make them. Giving your party an edge if you choose to have a good cook/gardener on the team.
Idk i really confusion you have from zero tutorial?
lol making 50 plots with 47 different crop types for this.....talk about a LOOOOOOONGG process. But yeah it's a commission so I'ma do it heh gonna take forever literally o.o
Dang, hopefully MV can handle that. I've been hitting my head against my keyboard because of pixi's lag issues recently. If you start adding more than a few passive states at the same time you'll see your framerate drop. I'm not sure how mv will handle 50 of these parallels going at the same time. Let me know how it handles it and good luck with that. :)
Driftwood Gaming lol yeah that's my concern too. But, nothing in the commission says I should concern myself with that lol so I'll just do it like they want it but yeah....we really need a good farming plugin lol would make this process a billion times easier. (There are several farming plugins but they're nothing like Rune Factory's farming system so they won't work for this sadly as they're too simple).
I've only been encountering one type of error lately....that being screen tearing. Some parts of the screen get this black tear near the edges and this only happens with custom tilesets. Not sure if it's Yanfly's core plugin having resolution change errors or what but yeah....that's a major problem in terms of elegance of the scene.
Oh lol and the plots won't be the only parallels going at once o.o....you have the time system, day/night cycle, player hunger, thirst, and sleep meters lol....there's a bunch of others too. I'm gonna be shocked truly if this works without lag when it's done.
you need a class system for those field. you should be able to dynamically create a tilled field whenever your character use a hoe to plow an empty square (without the grass of course).
you should be able to water the fields. plant the fields.
then extends your class to each different crops and their requirements.
the tutorial here is not complete and definitely not the right way to do a farming game.
so...you still need to define all the crops. But they should automatically inherit all the base properties from their parent's class. This allows you to dynamically create tilled squares. and cut down a lot of copy pasting.
Okay, this might needs a lot of planning
hiiii, I'm french and I wannt do that......buuut I don't understand whaat you saaayyyy;
this is what i want
Will this work on mz? I am planning to get mz instead of mv