RPG Story Forge: AI-Style Pixel Art Adventure
🙋 リクエスト:
AI企画部
+ 改善: 山田太郎
App screen preview
Overview
From free-form input, a theme, and a difficulty level, a local rule-based generator combines maps, enemies, NPCs, and treasure chests to create a short playable RPG with an SNES-style pixel art UI. No external AI API or API key required.
Key Features
- Generates short RPG scenarios with AI-style automatic composition based on free-form input, theme, and difficulty
- Local generator that combines map templates, enemies, NPCs, quests, treasure chests, and terrain built into PHP arrays
- Player movement on 2D tile maps, with NPC conversations, chest openings, and shop entry on contact
- Turn-based combat that switches from map to battle scene on enemy encounters, plus magic, level-ups, victory/defeat, and a progress log
- BGM-style loops, sound effects, volume control, and retro battle presentation
- Buy weapons, armor, and items at shops; change the hero's equipment and use healing items from the bag
- SNES-style pixel art icons for weapons, armor, and items in the shop, bag, equipment slots, and status screen
- Shareable URLs issued via public_key, plus play from a list of generated scenarios
- Keyword search of public scenarios, theme/difficulty filtering, and library statistics
- Faster library display through scenario list pagination and statistics caching
- Scenario storage in MySQL and session-based play continuation
- Manual save and load across 3 adventure log slots
- SNES-style pixel art UI for both PC and smartphone
- Automatically adds opening, midpoint, and ending narration to generated scenarios
- DQ3-style Mysterious Orb progress tracker that visualizes collection goals and completion status
- Personality diagnosis after entering your name, reflecting individuality in party growth trends and gold earned
- Enter and exit village, cave, and temple submaps from the world map, with a minimap showing only visited tiles
- Pixel art sprites for the hero and party members based on class, personality, and class-change status, shown on map, status, and battle screens
- Per-monster-type color palettes, part-based pixel art, and battle effects for low HP and defeat
- A vast 256×256 tile world map with a Canvas viewport that follows the player
- Movement Ajax sends the viewport origin, and continuous movement updates only newly visible rows and columns via differential caching
- Special-move system letting you use battle skills unlocked by class and level
- Full-browser game UI for the play screen, with a maximized center Canvas, corner HUDs, and command/log tabs for mobile
- Random event tiles automatically placed on the world map: traveling merchants, campsite ruins, trap floors, hidden treasure, and healing springs
- World map and submaps drawn with a 16px pixel art Canvas tileset whose appearance varies by coordinate
- Weather and time-of-day environmental effects rendered on Canvas: rain, snow, fog, dusk, and night
- Place-name labels and icons on Canvas for world map villages, caves, temples, campsites, and exits, plus NPCs, chests, and shops
- Battle monsters animate through idle, attack, hit, and defeat poses via sprite sheets
- Automatically generates dedicated monster images for each generated scenario's field, cave, and temple, reflected in map, battle, and bestiary Canvas displays
- Class-change temples added to the world map, letting heroes and party members at Lv10+ change class while carrying over some spells and skills from their old class
- Monsters defeated in battle are recorded in the bestiary, showing spawn area, defeat count, HP, and pixel art
- Submap interiors drawn with distinct 16px pixel art tiles for village/temple and cave/castle types, also reflected in the minimap
- World map and dungeon tiles rendered in high-resolution pixel art for better terrain readability
- Automatically placed biome regions — grassland, desert, snowfield, swamp, coast, volcano, river, and ocean — with visited tiles viewable on a 256×256-capable minimap
- Bestiary tab on the game screen showing monsters by area along with defeat counts
- Battle commands centered below the enemy display, with a bottom-center dialogue box for NPC contact
- Random encounters fully disabled in towns, villages, and temples, with separate encounter rates and enemy tables for outdoors and dungeons
- Persistent display of the encountered field type (grassland forest, cave, etc.) at the top of the battle screen
- Battle monster pixel art and backgrounds change every time based on weather, time of day, and biome
- Battle backgrounds enhanced with rain, snow, fog, dusk, and night effects plus biome-specific silhouettes, along with stronger monster coloring, part variations, and low-HP/defeat animations
- 20 built-in monster PNG images automatically applied to the battle Canvas, bestiary, and on-map enemy display
- 10 large monster images for bosses and mid-bosses, displayed larger than regular enemies in battle and the bestiary
- 20 additional monster images for fields, dungeons, and bosses, auto-matched by name and tags
- 20 additional monster images for mid- and late-game: slime variants, magic armor, dragons, golems, sorcerers, and more
- Automatic detection of world map landmasses as islands, with island name labels, landing logs, and per-island unique monster encounter tables
- 20 boss and mid-boss monster images by island theme, displayed automatically in battle and the bestiary
- Adventure record end card after clearing the game, reviewing islands visited, kills, chests, turns, gold earned, and highest level
- Travel memory journal on the game screen for checking islands visited, NPCs met, and chests opened during play
- 20 field monster images by island biome: grassland, desert, snowfield, volcano, swamp, and coast
- Web Audio API BGM-style loops that shift with island biome, weather, time of day, and battle/submap context
- Weather-specific field background images on the battle screen for grassland, desert, snowfield, volcano, swamp, and coast
- Mysterious stone monuments automatically placed on each island, with legend texts to read and record while exploring
- Hidden bosses and sealed grounds unlocked by per-island monument, chest, NPC conversation, and exploration turn conditions
- Canvas-generated commemorative kill cards for island and hidden boss defeats, shareable via PNG download or clipboard copy
- Weekly rotating bounty monsters posted per island, granting bonus gold, rare items, and titles when defeated
- 20 new monster images by island biome, applied automatically in battle, the bestiary, and on-map enemy display
- Exploration events where you obtain per-island treasure maps and decode parchment-style hints to uncover buried treasure
- 20 guardian monster images for grassland, desert, snowfield, volcano, swamp, coast, forest, cave, temple, and ocean
- Traveler's taverns added to island villages, where you can browse other players' clear records and borrow a helper for your next battle only
- 20 monster images for old castles, magic towers, and ruins, auto-applied to enemies with castle/tower/ruin tags and in the bestiary
- 20 ocean monster images for sea-voyage encounters, plus day, night, and storm naval battle backgrounds
- Random natural disaster and catastrophe events by island biome, plus 20 disaster-specific monster images
- Disaster effects that carry into actual exploration and battle: sandstorm accuracy penalties, lightning paralysis, increased encounters during eruptions, port closures under tsunami warnings, and more
- 20 spirit, fairy, and mythical creature monster images by island biome, applied automatically in battle, the bestiary, and on-map enemy display
- Monster lairs automatically placed on each island, triggering group encounters with 2–4 enemies when entered
- 20 monster images for group battles, plus a sweeping attack, lair clear records, and end card tallies
- 20 undead and wraith monster images including undead knights, wraiths, and lich mages
- 20 dragon and draconic monster images, auto-matched by island biome such as volcano, snowfield, ocean, swamp, and old castle
- 20 plant, fungus, and slime variant monster images, auto-matched by island biome such as grassland, forest, swamp, cave, and poison marsh
- 20 humanoid enemy images for warriors, thieves, and mages, auto-matched by island biome such as castle, tower, ruins, desert, snowfield, ocean, and temple
- 20 machine, mineral, and artificial life monster images, auto-matched in ruins, old castles, magic towers, volcanoes, and more
- 20 demon, fiend, and fallen angel monster images, auto-matched in volcanoes, temples, magic towers, old castles, late-game islands, and more
- 20 nature-type monster images including beasts, birds, insects, and reptiles, auto-matched by island biome such as grassland, forest, desert, snowfield, swamp, coast, and volcano
- 20 phantom beast, chimera, and hybrid creature monster images, displayed automatically across multiple biomes including grassland, desert, coast, snowfield, temple, and sky islands
- 20 elemental, spirit, and attribute crystal monster images representing fire, water, earth, wind, light, dark, ice, and lightning, applied automatically in each biome's battles and bestiary
- 20 ghost ship, pirate revenant, and mist wraith monster images for ocean and coastal areas, applied automatically in battle, the bestiary, and on-map enemy display
- 20 undead, wraith, and skeleton monster images for old castles, ruins, magic towers, and swamps
- 20 flying monsters including wyverns, harpies, griffons, and winged fiends — 18 new PNGs plus 2 existing ones, auto-matched by island biome
- 20 plant, fungus, and toxic flora monster images including creeping vines, carnivorous plants, poison mushrooms, toxic ivy, and ancient tree spirits
- 20 earth, rock, and mine monster images including rock golems, clay soldiers, sandstone wardens, and crystal beetles
- 20 beastfolk, half-beast, and tribal warrior monster images, auto-matched by island biome
- 20 ocean mythology monster images including fishfolk, sea dragons, deep-sea gods, and ancient sea beasts
- 20 insect, crustacean, spider, and centipede monster images, auto-matched by island biome such as grassland, forest, desert, swamp, cave, volcano, and coast
- 20 mecha-type monster images including machines, magitek weapons, automata, and steam armor
- 20 slime, jelly, ooze, and liquid creature monster images by island biome
- 20 monster images for treasure, ruin, and seal events, including wraiths, mimics, and guardians
- 20 giant-type monster images including giants, cyclopes, ogres, and troll variants
- 20 humanoid fantasy race monster images including elves, fairies, and gnomes, applied automatically in forest, grassland, cave, and temple battles and the bestiary
- 20 greater demon, fiend, and fallen angel monster images
- 20 waterside monster images including frogs, axolotls, and freshwater dragons
- 20 greater flying monsters including birds, pterosaurs, wind gods, and storm birds
- 20 mineral and terrain-type monster images, auto-matched by island biome
- 20 winter and extreme-cold greater monster images including frost giants, ice crystal golems, frostfang wolves, blizzard witches, and glacier dragons
- 20 humanoid magic-user monster images including mages, wizards, hexers, shamans, and astrologers, auto-matched by island biome
- 20 knight, heavy infantry, paladin, and crusader monster images, auto-matched to castles, towers, temples, old castles, late-game islands, and more
- 20 agile humanoid monster images including ninja, assassins, thieves, and pirates, auto-matched by island biome
- 20 reptile monster images including snakes, lizards, cobras, and nagas, auto-matched by island biome such as desert, swamp, coast, and temple
- 20 greater beastfolk, half-beast, centaur, minotaur, and fenrir monster images by island biome
- 20 aquatic monster images for rivers, lakes, swamps, and freshwater areas, plus freshwater battle backgrounds
- 20 cleric, monk, priest, shrine maiden, and diviner monster images, auto-matched in temples, old castles, sealed grounds, and more
- 20 angel, light god, holy beast, guardian spirit, and divine creature monster images, auto-matched to temples, sealed grounds, late-game islands, and more
- Cache-first loading of images, audio, and CSS/JS via a Service Worker for faster play screen display on repeat visits
- Faster tap response for smartphone controls, reducing lag on the D-pad and battle commands
- Rapid map movement input reflects only the latest action, with predictive rendering keeping arrow-key mashing and mobile D-pad input responsive
- Session-buffered Ajax saving for map movement, thinning DB writes during movement for lighter responses
- Configurable MySQL persistent connections, improving response times on connection-heavy screens
- Session-buffered Ajax saving for battle commands, thinning DB writes across consecutive turns for lighter responses
- Automatic WebP conversion and delivery of monster, battle background, and icon images on supported browsers, lightening image loading and initial cache registration
- Canvas redraw requests consolidated to once per frame, with decoded image caching on supported browsers for lighter map movement and battle display
- Visited map tiles cached per scenario in IndexedDB for faster initial Canvas rendering when returning to the same village or dungeon
- Visited tiles stored in a bit-packed format, lightening state_json and save processing while keeping display compatibility with old save data
- Shop, bag, equipment, and status icons drawn together from a sprite sheet, reducing image requests on first display
- Early session lock release for Ajax during continuous actions like movement and battle, reducing wait times when input is rapid
- Terrain tiles drawn to Canvas from a sprite sheet, reducing image requests and flicker during map movement
- Automatic minification of delivered JS/CSS bundles, reducing re-download volume on first load and Service Worker cache updates
- Scenario data cached in APCu for faster in-play responses during movement and battle
- Stale Ajax responses discarded during rapid movement, battle, and contact events, reducing screen flicker and rollback
Setup Steps
- Create an account on AI App Lab (if you haven't)
- Download
installer.phpfrom your dashboard - Upload to your server's public directory and run it
- Enter API token → select this app → enter DB info → done
📚 Version History
Showing the current version only. See all versions (213) →
v2.102.0
Current
移動・戦闘・接触イベントの連続操作時に古いAjax応答を反映しないようにし、画面のちらつきと巻き戻りを軽減しました。
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