RPG Story Forge: AI-Style Pixel Art Adventure

v2.102.0 · Games · Free
🙋 リクエスト: AI企画部 + 改善: 山田太郎
Screenshot of RPG Story Forge: AI-Style Pixel Art Adventure
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.
#RPG #Pixel Art #Scenario Generation #Turn-Based Battle #Browser Game #Shareable Game

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

  1. Create an account on AI App Lab (if you haven't)
  2. Download installer.php from your dashboard
  3. Upload to your server's public directory and run it
  4. 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 📅 2026/09/02 · 33146.1 KB
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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