Making my RPGMaker game able to run non RPG applications

I don’t have a thoroughly developed grasp of if this is possible besides the Gemini AI overview sludge I get forced fed upon doing google searches. I would like to see how I can make my RPGMaker game run Javascript applications. I’m not quite sure what kind of plugins or topics I’m going to need to learn to achieve this. But I’ll consider whatever people recommend

My goal with this is for my RPGMaker game to run minigames that would otherwise probably not be possible to make in RPGmaker alone. I will likely consider finding open source minigames and working them into fitting my needs.

I’m not specifically fixed on making RPGmaker run minigames via javascript apps, so if anybody knows a different way to achieve what is practically the same thing then I’m more then happy to try it.

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I don’t know what version of RM you’re using, nor do I fully understand the question but I understand you want minigames. Galv has some minigame plugins for RMMV:
Galv also has plugins for VXA and MZ if you’re using those.)

Fishing Minigame

Invader Minigame

Prize Wheel

There’s also this QTE/Chain Command one from mjshi which is really cool.

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Sounds great, I am using MV for note.

If I was not clear, I am looking to see if RPGmaker MV can run javascript apps/games. Which will be minigames I plan to implement. Seeing that RPGmaker uses javascript with html5 and all.

You want to look into creating ‘Scenes’.

Scenes (that can be run/opened via plugin command) allow us to put the code for the rest of RPG Maker MV to the side, to run exclusive Javascript code (that can be an application of any kind) that doesn’t affect or interfere/conflict with the code for the rest of game. And then you can exit the javascript app to go back to your game & continue from where you left off (just like opening & closing the menu, as the menu itself is made through ‘Scenes’).

I learned of this about 10-11 months ago and have since, been creating applications & tools & minigames and even simple game engines inside my RPG Maker MV game.

To showcase:

  1. I made a chess mini-game scene:


  1. A 3D Carousel Portrait Gallery:


  1. A Music player:


  1. A To-do list:


  1. A Racing mini-game:


Next, I started working on creating simple game engines.

Now, with these more serious applications, in which you need to make rapid real-time changes to the data. You want to have the data for the scene be stored in a separate json file, in addition to the Javascript plugin file. This is what RPG Maker MV/MZ does. While our RPG Maker MV games are made of CoreScript Javascript files (inside the js folder), the data for them- whatever event commands we place & and mapping we do on a particular map through the RPG Maker MV editor, all of that gets saved inside a json file in the ‘data’ folder.

And so for more serious applications, you want to mimic that method. Where you’ll have a plugin file that creates the application, and a separate json file that stores the data for a particular instance of it.

You can then also create an application of a ‘visual editor’ to help make edits inside the application you made.

  1. So, to showcase examples, I made a visual novel game engine:


This is what its visual editor looks like:


And this is what its json data file looks like:


  1. Then I made an Adventure game engine: (which is basically RPG-Maker like, but launched as a scene, & more flexible since its coded from the ground up)


And this is what its Visual Editor looks like:


  1. Then I made a Desktop Operating system:


…with its own applications & minigames:


And a bunch more. But, this should suffice as examples.

All of these are coded via Javascript, as their own separate plugins. And run inside an RPG Maker MV game via a plugin command.

Thank you for your input. You really have a way of RPGmaker that I ought to take note of, Though since you mentioned that the minigames would function as seperate .json files that are called via a plugin command. To what extent can minigames configure, read, write and access the data of the main RPG game?

I’m a bit of a broken record, but what I mean is can these minigames access the existing files and data apart of the base game?. So things like variables, switches and save files.

(Example: A winning lottery ticket is scratched in a mini game, that information is saved to a switch inside the RPGmaker game by being turned on, which is then checked at a store to see that a player won the lottery)

Perhaps I can also have the minigames feature pre existing RPGmaker features like having the same style of textboxes. But to be honest, I think that may just be a simple case of finding the code rpgmaker uses t create textboxes the way that it does and just pasting it into the minigame

Lastly, how might this effect my games ability to support non PC platforms? (I will likely need to bake touch screen support into the minigames)

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They don’t have to. Following is an example of customizing a Pong minigame via plugin commands instead:


…one of these plugin commands I have, is to grab the score when the minigame ends, and put it into a specific variable inside my main RPG Maker MV game. (Or a conditional to check to give on finishing the game, to see if player won or lost).

To what extent can minigames configure, read, write and access the data of the main RPG game?

However much you want it to. By default, it doesn’t. But since it’s still built within (or alongside) the RPG Maker MV framework, whatever you wish can cross through. Variables, switches, database entries, Gold, e.t.c

The default item menu, the equipment menu, the skills menu, even the battle system, all of those are created via Scenes. And you can see their data, is stored in separate json files inside the data folder. (Items.json, Skills.json, Actors.json, e.t.c) And just as you can see those menus in-game, be able to influence and change the data or make effects happen in other scenes and the main game. You can do the same via the new ones you create. (The bridge has to be intentionally made.)

(Though I haven’t delved into this to the extent like with the default item & skill menu does. And kept it simple to passing data into a variable & checking win-lose.)

Perhaps I can also have the minigames feature pre existing RPGmaker features like having the same style of textboxes. But to be honest, I think that may just be a simple case of finding the code rpgmaker uses t create textboxes the way that it does and just pasting it into the minigame

Correct.

Lastly, how might this effect my games ability to support non PC platforms? (I will likely need to bake touch screen support into the minigames)

With your minigames (and the rest of your game), you ought to stick to the controls that RPG Maker MV allows by default. That you can see in conditional check for which ‘button’ is being pressed:


…these keys are by default mapped to any gamepad/controller, should someone play your game on the SteamDeck, or should you be able to port your game on Switch, or if someone plays it through an emulator on a non-PC platform. (Making using other keyboard keys as necessary, can make your game unplayable on Non-PC platforms where users mainly have gamepad/controller.)

And RPG Maker MV by default does have mouse/touch support. So you want to add that to your minigames as well, to have consistent accessibility.

Since you mentioned “JavaScript applications”, that has the implication that you might have existing apps in mind that you want to run as a mini-game. SigmaSuccour’s advice will work if you plan to code the mini-game from scratch, but if you want to use something that someone already built (that’s free to use, of course), then you can just bundle it into a folder in your project and launch it in an iframe. In this case, the app doesn’t have any access to the game by default; but if necessary, it can communicate with the game via “messages”.

Even if you’re coding the mini-game from scratch, for some ideas it may actually be easier to use an iframe instead of a scene. With a scene, you lay out your elements using PIXI, but with an iframe you lay things out with CSS.

Oh yes absolutely. I am by all means awful with Javascript and I’m not afraid to admit that. I will be investigating open source options and modifying them to practice further. I can write pseudocode and theorize but cannot write in the language. I’ve only had about a years worth of experience in RPGMaker MV and I’ve been using that time to exercise my ability to push boundaries and create valuable references for myself. I might consider creating a future thread where I demonstrate things I’ve made(*) to gather feedback.

Thanks heaps. I have only only more question.

Tell me where you learned this, or what taught you. Cite the sources you think are best, I’m going to learn the fundamentals of this whilst I experiment with whatever templates I use.

The best reference for general JavaScript is MDN – Mozilla Developer Network. It’s a reference though, so maybe not the best place to pick up the fundamentals (though I think it does have some tutorial-style pages).

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