'Yume RPG Toolkit' is a one man project with a precise target.  It allows you to create your own 3D JRPGs in cooperation with 3D Gamestudio.
YRPG Toolkit is using Acknex' 3D Engine and the whole 'Yume RPG Template' is programmed in Lite-C. I used C# to create a Graphical User Interface, which allows you to create your RPG without any programming skills.

For creating characters, enemies, items, equipment, skills, or events, you need just a few clicks. Via 3D Gamestudios World Editor you will be able to place all necessary game objects.

The Toolkit offers every Feature which is needed to create an asian styled RPG.



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1 comment by Velation on Feb 19th, 2014

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I spent the last two weeks with killing bugs and implementing new features.


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This is the new look of the 'Event Editor'. Each command is highlighted with a different color.
As result the developer don't have to waste time in searching commands.

Title Screen

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Customizing of the Title Screen is much easier now.
The Project Property Menu allows to choose and size the font of the title.
It's the developers choice, if there should be a 3D or 2D background.
For the 3D Background is a 'Change Fog' Feature, which allows to set a foggy environment on the title screen.
There is also a opportunity to start the game in Fullscreen now.

Scale Objects

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3D development is a little bit different than workflow with a 2D Project. Everyone knows the X and Y axes which are needed to set 2D positions of pictures. But in a 3D Game, developers have to work with 3D Models.
There is a Z axis too. How to define the scale of an 3D object for the own game?
The Hero and Enemy Management Tool includes a Scale editor, which can be used for every created Hero or Enemy.
If an enemy should be a bit smaller, the developer has to change the scale value of the specific hero. After that you can test your changes immediately inside the Management Tool.

Model Viewer

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A simple Model Viewer to check available models inside your project directory. With this feature the developer don't have to open every model with the editor.

Camera Management

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Another Part of 3D Development is the keyword 'Camera'.
Cameras are a fundamental part of every 3D Game. Camera Management allows to create Camera Views very quickly. After that they will be saved into the project and can be used for sequences and battles.

Show Text

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The developer can create Textelements, which can appear on the screen. YRPG Toolkit will use all fonts of the Project Directory. Size the text, change its color.
To set coordinates for the text and finding the right position on screen, can be very time consuming. The 'Text on Screen' feature allows the developer to move the Text over the screen and save the coordinates immediately.


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Foggy atmosphere in different colors. This feature also includes an ingame editor, to test the look of the fog on a specific map.

Call Event

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With this feature, the developer can call an event inside another event. For Example: Put a battle event inside another event to keep overview about all commands.

Ignore Code

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With this feature the choosen code will be skipped.
This debugging feature allows to hide to code from the compiler. For Example: Skip a dialog which takes a lot of time an jump into the last few lines of the event to save time.

Lite-C Code

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Some developers want to create own functions. With the 'Lite-C Code' feature the developer will be able to execute Lite-C commands inside the Yume RPG Toolkit.

Initialize Battle

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Works now with prepared Cameras and Scale of the 3D Models. The Developer can create a specific camera for every enemy. There is also a possibility to set three environment cameras, which change randomly during the battle.

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Post comment Comments
supragamer Feb 20 2014, 4:48am says:

It's not asian RPG, but turn based RPG.
1) Will it be possible to switch any time the combat speed ? Like Braverly Default game on 3DS ?
2) About foes or player attack, after the attack, this is a too long pause , the character waits after attack, it is useless as you can display damage almost as same time of animation attack playing.
The pause breaks the combat flow.
3) Could you implement a more dynamic combat system like active Time bar system ?
Instead of turns, when the time bar is reached you attack or foes attack , this way some timebar value will determine character initiative and frequency of attacks.
This would make combat lot more dynamic.
4) Will it be some pointer memory option ? to avoid loosing time choosing up and down in the list same commands each time ?

A good demo and good docs step by step will be what will sell your system.

Good work.

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vexedjman Sep 26 2013, 3:52pm says:

someone should remake persona 4 with this when it comes out

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Guest Sep 11 2013, 5:58am says:

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gasaixyuno Sep 4 2013, 9:30pm says:

Looks awesome! Cannot wait for it to come out

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Yume RPG Toolkit
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Yume RPG Toolkit
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