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MZ Fossil Cleaning System questions

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MZ Fossil Cleaning System questions
  • Original author: GreenTree-Studios
  • Original date: December 17, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/fossil-cleaning-system-questions.143075/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Learning Javascript

Summary

Good morning, afternoon or evening, I happen to have an idea of how to accurately replicate the Fossil Fighters cleaning system. I just need to know how I'd go about doing it: So far, I have managed to create a mask set up for the fossil rock along with the drill/hammer effects, and the fossil hidden inside as shown in my MV demo posted on itch.io: Dragon Bones Browser Demo Though adding multiple of the same bitmap on click was evidently slowing the game's fps down, I believe masking the...

Archived First Post

Good morning, afternoon or evening, I happen to have an idea of how to accurately replicate the Fossil Fighters cleaning system. I just need to know how I'd go about doing it:

So far, I have managed to create a mask set up for the fossil rock along with the drill/hammer effects, and the fossil hidden inside as shown in my MV demo posted on itch.io:

Dragon Bones Browser Demo

Though adding multiple of the same bitmap on click was evidently slowing the game's fps down, I believe masking the layers of rock and fossil was just a step in the right direction. In theory, if RPG Maker MZ would allow it, I could draw a grid with a range between 12-24 rows and 6-12 columns using 2D arrays. I chose it to vary from those particular numbers since I've noticed that some fossil rocks are delicate, and with such a low durability, I can make the columns and rows become the minimum amount and vice-versa.

the maximum cell size is 48 pixels while minimum is half as much. In the case of using a 2d array, I could create an artificial auto tile setup using a set of character sprites that change upon touching a grid cell (via touch or mouse input) adjacent to another dug up cell, like the auto tiling logic in the map editor.

Anyways, these are my questions:

1. Is it possible to draw a 2D array without using a draw() function as shown in most online tutorials?
2. Am I able to fake an auto-tile setup using this scheme? If so, how?
3. Finally, how can I assign a value for each grid cell that decrements independently depending on current grid cell coordinates?

If anyone knows the answers to these questions: Please reply. Thank you in advance.

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