RPG Maker MV is out.
Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPGMMV Crack: http://s000.tinyupload.com/index.php?file_id=94706179999319730759
[MV] Base Resources:
[MV] Cover Art DLC:
[MV] Essentials DLC:
[MV] Pre-order Plugins:
[VX/Ace] Humble Bundle DLC:
Updated DLC Pastebin:
[MV] Plugin Releases
[VX/Ace] Master Script List
Collection of old RPGM games
/rpgmg/ Chain/Collaboration Game!
Status: Part 12 is in development.
Done with their part:
- RPG Maker Maker !!nHmJbtdk7T2
- Cortop !QqL8nX9URE
- Duwang !yP15zzo8dA
- MEands !!sbyw5zs4GtT
- Alexander Guy !swIUti/LTA
- salt !AOUYhrDYgU
- Double Anon !WAnon.pOpQ
- Crunch !I1tYcLS8Ts
- Comp !MEJ8qE/3h
- Silent Maid
- Joakim Morgen !!4elh6dhvavq
- W.T.Dinner !LTqeha3bQk
- Firgof !aFqhsxkECQ
-Silent Maid again
- Anonymous PhD !!QqXzW/bDL5y
Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
Hey everyone (and you >>126941361
), this is the shitty game I managed to put together in a couple months.
It's still under development but I'd like you to take a look.
I even made a blog to talk about it, I'm that melomaniac: towerkc.blogspot''dot''it
Both. Though I already finished the scripting thankfully.
Forest stuff, grass and rocks are a good way to start.
Sprites it's easy now so you're right about that, the problem is animating battlers...
>Though I already finished the scripting thankfully.
Nice. Are you animating map events or just onscreen stuff, like in the battlescene?
I'd really love to get a bit of help on how to properly animate map events, like characters and stuff.
How difficult is it to add online components to a game in MV? Not like full on multiplayer or anything, but something to add a sense of other people playing alongside you, kind of like a Souls game or One Way Heroics.
I'm trying to animate as much as possible but my focus is on battles yeah.
What kind of animation do you want for your maps? Characters blinking, dancing or looking like they're in a conversation while you walk around?
>I'm trying to animate as much as possible but my focus is on battles yeah.
Oh, I see. Yeah, I also recently got that working, but I also quickly found out that it doesn't work for me all the way I'd want it to. So I have to use event animations.
>What kind of animation do you want for your maps?
Usage of weapons, usage of skills and alike. Like, when I punch I want the character to change their stance stretch out the arm. Whe using a skill, for instance like a heal skill, I want there to shine some light above or on top of the character and then for it to disappear.
As far as I know I have to use the change graphic method, that's in Game_CharacterBase, but I'm not sure how to properly do it, so that it reads the sprite sheet the way I want for it to.
I said to myself that I'd finish my game before 2016, so I'm not slacking off anymore.
Well, I'm slacking off RIGHT NOW because I'm trying to make a puzzle and I'm out of ideas but I haven't closed the program yet.
You can easily play the heal animation with animation events. You can even animate it in the balloon icon sheet. Extend the number of animations for the balloon sheet, make the healing or any other spell animations you want there and when you call that balloon common event when healing it will play on top of the character like you wanted.
The punching and weapon use can be done with a common event for the player: Change actor graphic -> set move route (use the chest event template). The sprite sheet is done the same way you organize the chest sprite sheet but with the punch animation or weapon use animation instead.
At least that's how I would do it.
Would anyone be willing to edit Galv's animated battler script so that it only uses 3 poses (one for being hurt, one for death, and one for everything else)? I'm too autistic to figure this shit out.
Technically, I guess I need the same thing, but I need to access it from the scripts, because then I wouldn't have to manually copy it from map to map and could more easily edit it all for it to more easily work with what scripts I already have. I'll look into that. Thanks, anon!
I'm kinda torn on the right balance of easy for me and fun for the player.
What's better, a Sonic Adventure 2 kind of system where you pick good or evil from the start (far easier but less fun) or more of a Shadow the Hedgehog type thing where the choices you make gradually branch out in to a myraid (much harder for me but allows more depth to the game)?
How long does it take to git gud at drawing/spriting? Is 19 too old to learn? It's so frustrating.
I started this year and I'm over 20. I think I have a little over 10 months spriting, anyway pic related is what I do.
You can do it too anon.
I fiddled with sprites when I was 17. It's never too late to learn. Andy Warhol was doing things on Apple II's right before his death, and he was a lot older than you are now.
Take a quick look at how hideous Toby's sprites are. You don't need fantastic visuals to make a great game, anon.
For all three of you that have been keeping track I am still making this game. Working on a demo now
No, I always wanted to learn but I was too scared about sucking at it. Once I started I did sprites almost everyday.
It really doesn't matter how old you are but rather that you practice constantly, preferably everyday.
Oh the megatron arm cannon is in for a future upgrade of her, don't worry about that.
Also, got 4 more character slots so feel free to give me suggestions.
I'm 29 and I am learning new things every day. Don't try to use age as an excuse. A 90 year old can be the best sprite artist the world has ever seen, it's all about how much effort you want to put in.
Definitely the harder to make way. You said so yourself that the alternative was "less fun".
Shading, anti-aliasing and how to make your own palettes. You will expend most of your time with shitty palettes and fucking up the color count testing things so reading on those is important.
Until you're comfortable with it you should stick to editing existing palettes from other games and understanding how they handle shading.
I'm one of the guys making a game about the afterlife and I could use some advice, since I might be overthinking things.
Since my game is set in the afterlife, obviously everything there is dead, but everything can also die again in which case it perishes forever. Also every character is a skeleton just to push the emphasis on "everything is fucking dead". The thing is the player character is a human with actual flesh who later begins to rot and turn in to a skeleton himself as part of a plot point where one of the dead guys finally decides to touch him.
What I'm wondering is should I make it so that while you still have flesh you can't die during battle? I'm having a hard time wrapping my head around my own concepts. Technically if he's still a "human" then if he died he'd end up where he started, but that would also kind of ruin the plot, but if he can't die during battles then battles get kind of pointless right?
Is there any way I could make that work or should I give the character the ability to die anyway and just give an "a wizard did it" explanation for why that can happen?
I'm 22. I've been learning to draw for a bit more than a year and a half.
That looks really nice.
I think I'm just Toby Foxing too hard here and thinking too much about the ramifications of death but I'm making more questions for myself than I can answer.
When you get skeleton characters on your party and they die during battle do they die for real or should I give an explanation as to why they can't? Should I just plan to make every character expendable and have death be permanent? Should I just take a crowbar, pull up my entire concept and start over because it doesn't even make sense to the guy who wrote it?
>the player character is a human with actual flesh who later begins to rot and turn in to a skeleton himself as part of a plot point where one of the dead guys finally decides to touch him.
If the PC is fighting all these battles, how did they ONLY get touched during a cutscene later in the game? Figuring that out would surely help with the rest of the plot
If you just want to start immediately and learn in a more hands on way, pick two Pokemon and edit their (pre gen 6) sprites in to one. That's pretty much how I learned about shit like anti-aliasing and selout and color limitations and dithering.
Have a few characters if they're actual main characters be able to come back, Like a cool skeleton bro or demon, even if you're in the afterlife. Might as well keep some or people aren't going to care for your characters and then not much for your story if everyone's expendable there's no attachment.
Have an item like a pheonix down-- but rename it something else to allow them to come back. If you don't have one then they can't come back until you get another or pay to revive them from someone or something.
I did that when I was young, actually. That's why it's so hard to believe I can't do it now. Maybe it's just the terms that are daunting, I did it on intuition as a child. Wordy tutorials and fancy jargon always get me in a tizzy. I'll try it from scratch. One neat rule I found was the "6-3-2-1" rule, do you use that?
Pick one. Also, I'm not a Brit.
Who the fuck let me make a video game? I have no fucking idea how to answer that. Holy shit I am stuck.
Yeah, but not those specific numbers each time. Knowing how to make a smooth curve is just fairly essential to making good pixels. To be fair to everyone who sucks at it, spriting is fucking difficult. It's like trying to paint a Mona Lisa on a 1"x1" canvas. You really have to be smart to know just where the fuck to put what color to make such little detail look like something complex.
Anyway, you reminded me of something.
See if these do anything for you.
You can rework your concept, don't get stuck keep moving forward! Maybe just not worry so much about explaining things. Players can gather and infer a lot of information from small hints.
I'm 22 too and have been wanting to learn pixel art for so long but I always give up because I think it's too hard and I don't have talent for it. Of course when you get older, it's even more hard to get motivation. The problem I have is more laziness, I actually never did a exercise or tried something.
There is no rule, there are basics for palettes that you must follow to understand how colors work and to make your start easier, everything else falls into your own experimentation to make your own style after you get some experience.
>Writing for useful skills
I'll trade you.
The best way to do game plots (and book plots) is using the snowflake method.
>Write a one-sentence synopsis of your game start-to-finish
>Expand that to a paragraph.
>Expand each sentence into a paragraph of its own
>Take your skeletal plot and fill in the meat
It really helps to avoid writing yourself into a corner and make sure things are fluid throughout because you're writing it all at once, rather than bit-by-bit.
I'm actually writing out the main plot for my game right now. Technically, my game is 100% free-roam and you can completely skip the main plot, but I want at least SOMETHING that's considered a main plot
so people can speed run my game if they want to.
I feel ya. Funny how people have weird little things they find important, huh?
I dedicated a large part of my game's ending to making sure there are characters people can cosplay and draw since a solid 95% of the characters are non-human.
My movie-writing idol Syd Field advocates a system of 3" x 5" cards. You write down your major scenes on the cards, and then string them together later. You work out the big beats, and then get down to nitty-gritty details.
This method ENSURES that your plot works, because the major beats are spelled out in plain English on the cards. If your 5-20 major beats don't gel, then obviously the details won't, either. This saves you from having to re-write on the fly.
I was thinking more about adding fangs or something.
It is a monster that gives you smoked bacon when you beat it.
Maybe this? Looks a bit more adult.
Ok. No. That one looks afraid. How about this?
Bumping with random battle music from my game.
What kind of music do ya'll like in your RPGs? What kind of music are you hoping to make for your game?
Honestly, I like any music that's good. I prefer some more classical stuff mixed with rock but anything's good. I'd like it if I could one day make music like Yoko Shimomura, her stuff is honestly amazing.
I could use some feedback, which of these looks best?
First is black outline, second is colored outline, third is no outline.
>What kind of music do ya'll like in your RPGs?
If I can listen to the music for fun and still enjoy it and not be bored, it's good music.
I also really did whatever genre Dummy! from Undertale and pretty much all of the music from OFF is.
>What kind of music are you hoping to make for your game?
>What kind of music are you hoping to make
lemme stop you right there because i can't into music for shit. I'm either going to ask a friend, or if they're not willing, get some from that other music anon who lurks in these threads.
>What kind of music are you hoping to make for your game?
Well, I got a digital keyboard for Christmas, so I'm going to make really simple amateur piano music for my game. It plays other instruments too, but I'm still figuring out the keyboard.
I'm searching for SFX. Walking on a rainy floor with occasional puddles to be more precise.
Just realized my game uses 60 plugins, dayum
Probably the middle one, as others have pointed out. If you don't use a lot of outlines in your graphics than go with the one with no outlines.
Awesome! I'd love to hear some when you get it going.
I made all of my own sound effects using SFXR:
Your question is really "How do I write a serial killer character". Because if you write the character and make them behave like a serial killer would when incognito, the players will generally pick up on it.
My advice? Have them be extremely intelligent and not say much.
I know the lighs do not make sense. It's a thing of mine. For some reason I can't see the "everything is inside this room" perspective if I don't have both side borders of the room with shadows.
I think what you need to wrap your head around is the fact that much of the RTP already has lighting decided for you.
Look at the top of your book case, notice how it looks like there is a light shining from above on the back center of the wood. That is how shadows should be used on the walls.
It is most jarring where your walls meet other walls and the shadows blend together to make a dark block.
>what kind of music do you like in your rpgs
final fantasy rock with the organs and shit.
>what kind of music are you making for your game
mostly drone metal for out of battle, and then noise metal for battle themes.
Just released a more stable version of The Long Road for my alpha testers. If you are interested in joining the testing team please email me:
Happy New Year's Eve!
I've been spriting for... 5/6 years at this point? Don't feel I was all that great at it until about 2 years ago, when I got my tablet and started to draw a lot.
As >>126967191 says, it's largely a question of just practicing a ton, and making sure your practicing goes in the right direction. Didn't really do the second for ages, and therefore my stuff took ages to become decent in my eyes.
I made a spooky ghost monster. Took over 100 hours in Paint. Is it really scary looking?
Finally! I managed to make a custom animation work for a skill and with sound effects.
And I've still got some time before New Years.
Happy New Year, everyone!
Using event pages. One page is when you first see the door (Door is locked). On a second event page put an "if player has item thing" for the key that opens the door. Then if the player has the key to the open they can open it.
Damn, I never noticed it before. Fix'd it. Thanks!
Time sure flies, doesn't it?
What I did for that was make my own stats for my character, since I couldn't find the specific method that would alter stats per level, so what I did was just create my own stats, still using the original exp though, and upon leveling up, I have a public variable where you get new points per level.
I know it's not exactly the best or prettiest way to do it, but it works for me and I didn't have to use 3rd party scripts.
Well, like I said, all I had to do was basically create my own character stats and use those instead of the default ones. Then I had to make an additional variable, where points for distribution are being saved, and then I had to fiddle around with the status scene and windows to make it interactive. Honestly it was a pain to make the status scene work with buttons.
The method for level up is found on Game_Actor: level_up.
You can change the actors stats with the method add_param(param_id, value) which is on Game_BattlerBase, and Game_Actor inherits it, so you can use actor.add_param(...)
>It's 2016 for me already
Technically it's the same thing in both cases, but I guess it's more easy to use an already existing script, if you're no really willing to script and fiddle around on your own. Anyways, I'm off to go drinking, cheers!
Welp, I feel stupid now. I honestly couldn't find it on my own. Thanks a lot, anon!
When working on all the background parts (scripts and items and all the things that aren't 'fun') how the hell do you stay inspired? I've been doing this for days.
Worst part is I can't really do much else at the moment because of the system I'm using so this groundwork needs to be lain first but I'm so burnt out.
Maybe I"ll wait til next year.
>When working on all the background parts (scripts and items and all the things that aren't 'fun') how the hell do you stay inspired?
I would ordinarily tell you to work on another part of your game, but since you can't do that...
When I have a bit that I HAVE to do and it's draining me, I do something else for an hour then I work on it for an hour. Reward yourself. Are you playing a video game at the moment? Take a break and play it for an hour. Recorded a tv show? Watch an episode.
Otherwise, sometimes you just have to grin and bear it. Think about all the fun stuff you get to do afterwards. The feeling of satisfaction you'll get when all this groundwork is complete is the best feeling in the world. It'll be worth it.
Keep at it! I know you can do it!
I should do this too, been making the game for two days and i was hyped and i also like to do this not so fun things but holy shit, now that its time for testing and fix the problems its has gotten so heavy
Yeah that's what I'm trying to do at the moment. Runs of Darkest Dungeon between working on it. I can see the light at the end of the tunnel (for this particular part anyway) but I appreciate the encouragement.
>The feeling of satisfaction you'll get when all this groundwork is complete is the best feeling in the world. It'll be worth it.
I hope so.
I haven't even gotten to testing and fixing. I'm not looking forward to it, desu.
maybe its just me cause i always expect something different from what i get while playing but today after half an hour i decided to give up for today, maybe tomorrow il continue but atm im gonna git gud at music.
I've been drawing since I was 12. I'm 29 now and still only this good. People learn at different speeds - and how quickly you learn is strongly influenced by what you're choosing to learn from and how often you practice.
>ve been drawing since I was 12. I'm 29 now and still only this good
FUCK YOU!, you make it sound as if it was easy, you are too good to make it sound humble.
happy new year /rpgmg/
Whoops, wrong anon. Was replying to >>126965112
(Also, to that anon: I'm currently streaming if you'd like to drop by and watch me art. Maybe I can try to help you out with something)
Also, after I finish this pic I'll be back on the collab game fulltime; promise. I just am seizing the opportunity to push myself to new limits after having had a decently good week with drawing.
Well, she does visit people in their dreams. https://silverline.obsidianportal.com/wikis/vaharano
So did anyone figure out what this meant? It's in WTDinner's chapter.
Anyone? iirc there's a script that does this for Ace. I'm trying to think of games that do this and I can't but basically when you're on the world map your character sprite is much smaller.
I'm Firgof on Twitch. 4chan won't allow me to post a direct link because it considers it spam.
I'll be back on-stream in a few seconds. Have to log on and off occassionally because this tablet bugs Wintab out ever so often (which makes me lose pressure sensitivity).
You're in luck! I did most of a crypto activity book at my old job.
Clump the letters:
GG TT P A O V M III NN EE
Enough vowels to be a word jumble. Let's see what we can get with what we have:
GIVE TO ME
G T P A II NN
GIVE PAINTING TO ME?
And what do I win?
Could you just change the hero sprite before a teleport event to your world map? Have a separate sprite which is smaller than your standard, and then perhaps reduce the walking speed to give the illusion of slower travel?
I don't think a script is necessary here unless I"m not understanding.
When you're in Crab Nicholson's room you can obtain a painting.
Apparently if you talk to this guy he takes the painting away and turns on a switch. I don't know what the switch does but I'm guessing dinner had a secret in his chapter that no one found out about yet.
That's a fair point. I don't know if a pixel movement script would work at all, if only activated on the world map. I know the first Millenium game did it in RPGmaker. I don't recall it being that jarring but it's been a long time since I played it.
QUICK! EVERYONE POST YOUR NEW YEARS RESOLUTIONS!
I WANT TO MAKE A GAME BETTER THAN UNDERTALE. YOU HEAR THAT TOBY? I'M COMING TO GET YA.
I wont be the same useless shit i was last year, i will learn how to draw in pixel art, how to make music and make a game.
Optional: Learn 3d modeling too and finish my book.
Not so important: Get better grades!
Stop being shit at animation and pixel art.
Stop being a lazy fuck.
Clothing is an important part of my game, and there will probably be a lot of slots for clothing.
Instead of RM's default equipment system, I thought about a system closer to (for example) Cataclysm DDA. Instead of navigating a long list full of empty slots, you just have a list of worn clothing and each piece has flags for what slot(s) they cover. Do you think this would be bad/confusing?
I am so proud of myself now. Thanks, anon.
Oh, sorry. Missed your post, anon.
Maybe my sarcasm detector's broken but I wasn't trying to make it sound easy. It's taken me 16 years to get where I am. Most people get here, from what I've seen, inside 10 years - some even manage it in two to three or less.
Other artists my age who've been also working on it since they were 13 tend to blow me away completely - at least from what I've seen looking around.
Besides, if I'm so good - why don't people commission me for paid work? I've gotten like 2 paid commissions in the last year.
Congrats on all that, dude.
meanwhile i've been struggling just to stay alive, my goal for every year is basically to not kill myself.
HAPPY NEW YEAR EVERYONE
I've been there. I almost killed myself about 8 years ago. So glad I didn't. Life is an adventure and it can change. The situation you are in will change, that's the only inevitability.
Could anyone point me to good tiles to use for the inside of a pirate ship?
The pirate tiles from the humble bundle are annoying to work with and not all that great, and all the resources linked on vxace forums are dead, google gives me shit too.
Would appriciate it!
I guess it's worth considering.
How would I be more 'open to the world' though? I don't keep my art or availability for commissions and how much a commission might cost a secret.
I do, as well as a Tumblr and a Twitter account.
Never really get much activity on any of my pieces. Most of the activity I get is on my crappy pieces rather than the ones I spent the most effort on.
All handled through events, anon. A lot of switches or variables as well. There's unfortunately not an easy answer but effectively if you want just straight 'upgrades' you can use a variable for 'House' and set it to 0 initially. When the hero buys it, increase it to 1. Then have this house available and have a switch so that it only opens when the variable is 1 or higher.
As the upgrades happen, whenever the hero moves to their house (either by road or spell or whatever you've got) then you'll have multiple maps with the different upgrades, and increase that variable by 1 each time an upgrade is purchased, and it will take the player to the other maps, depending on how many upgrades are purchased.
Also I'm a little drunk at the moment so hopefully that made sense.
I swear every time I look up something MV related I get everything but what I'm looking for.
I hate to constantly bother you about this, but how's the collab game part going? I know you're probably busy and stuff but a notice that you're still working on it would be good enough. I just need to make sure it's still alive.
>firgof is still not finished
You're a trooper!
Anyway, Happy New Years guys, may the rest of you finally finish a game!
I want to edit something very simple if anyone can help me.
I want to edit the enemy appearing text.
Where would I do that?
I want to make it say something like
for VX Ace it's here in pic
sorry if you use anything else
Any idea on how to do a "Start weak, grow huge" character while remaining Balanced.
I have not messed with parameter curves at all but just did preset B then set the curve to be super slow.Obviously it depends on the skills but this should work correct?
So I have a dilemma! How do you make an Event trigger another event using touch? I already know about X and Y coordinates but that's using stationary objects. I want to be able to do it with moving events.
Took forever. But now I'm off to a good pace with the battle related things.
Everything looks good, very good. Your spritework is impressive. There is something about the adventuress that looks a little strange though, she almost looks too smoothed out. The lack of varying colors with the extremely smooth use of pixles is strange, I almost except everything to be slightly more pixalted.
It looks great, just my opinion.
I used to think you all were exaggerating but this guy really is insufferable.
I suppose the question should be, How long should it take for the investment in carrying a shit character through the beginning start paying off. Should he be REALLY bad in the beginning. How sharp should the curve be in a reasonable game?
the answer is unfortunately an insanely vague and unhelpful "it depends." The helpful answer is "get tons of playtesting to see what players are willing to deal with.", but that's not feasable, really.
At least you're not trying to make sense of his scripts. It doesn't matter if you buy his stuff, he will never give support if you have problems with the scripts.
Well, besides hunting you down to call you stupid.
It doesn't help that he literally has no instructions, descriptions or anything when he posts them.
Also bumping with some item inspection dialog (gotta keep checking items people!).
>This device looks complicated.
>You start to remember something.
>You know that you have seen something like this before.
>You remember the Kind Voice putting you in a basket on one of these things.
>The warm summer wind tickled your face.
>It felt like the Kind Voice and you were flying together.
>You feel determined to continue your journey home.
already did, sucks that such a great word was overused in a recently popular indi game.
it's a bike, you gain experience for purchasing stats/skills by battles and by discovering tidbits like this.
Jesus fuck, finally. I can't believe I spent a whole week on this animation.
Demo after half-life 3.
Why would she throw her book if she had it at the end? wouldn't you make it so that the book don't dissapear, making it like a distraction and at the end make her catch it or something?, sorry if you can't understand what i say, im tired.
That was my original idea actually, she throws the book towards the enemy, dissappears and grabs it in front of the enemy for the attack. But I can't do that long ass animation on rpgm because of limitation on the spritesheet size. That's the closest I could get to my original idea.
As long as it's obvious that it's an unwinnable battle. Don't be like Suikoden Tierkreis and start having 'unwinnable' battles in the middle of the game that you could easily win were it not for you suddenly not dealing any damage whatsoever past a point.
At a certain level their stats get a major spike and they become incredibly powerful, make it feel like it is worth time investing in that character by having them in the party.
Make it so that even if you win, the story still progresses by some plot device or you are allowed to skip certain segments of the game by defeating that boss to give the player a sense of achievement.
iirc that's what happens at the beginning of BoF2? I'm pretty sure it's an actual battle.
BoF3 has something similar with Balio and Sunder really early on too. So i'ts not unheard of.
It is worth it ?
RPG Maker VX Ace $69.99
Game Character Hub $14.99
RPG Maker: Luna Engine DLC $29.99
RPG Maker: DS Resource Pack DLC $29.99
RPG Maker: DS+ Resource Pack DLC $29.99
RPG Maker: Time Fantasy DLC $14.99
RPG Maker: Rural Farm Tiles Resource Pack DLC $29.99
RPG Maker: Old School Modern Resource Pack DLC $8.99
RPG Maker: Pixel Myth: Germania DLC $19.99
RPG Maker: Arabian Nights DLC $9.99
RPG Maker: Magnificent Quest Music Pack DLC $19.99
RPG Maker: Classic Fantasy Music Pack DLC $14.99
That feel when it's a nice deal, but you already own all the stuff in it but for like one or two packs.
That packs got two of the big hitters (DS, DS+) for graphics if that's what you feel like you're lacking.
Unfortunately, it's already sold out.
This'll be what you're looking for when their forums stop being broken.
Thanks! Very much appreciated.
I'm making a game where you control limbs individually and try to combo things. I need a lot of skill set restrictions so you can't do things like jump while already in mid-air, etc.
Did a few minor updates to the "Getting Started" gdoc.
I don't have time to learn MV in and out, but I updated what I could.
Merry Christmas, or whatever.
If I can I'll write a dedicated section on it, but you guys seem more or less okay right now.
yeah I would think that stuff would just be for practice or little things shared between friends or placeholders or base inspiration for custom pieces
don't know why you'd try to sell a "professional" product with stock assets
Made a complete format of my laptop, clean installed Windows 7, RPG Maker MV still crashes and freezes my laptop when I try to play test.
>worked fine for a day when I put a OpenGL.dll in the RPGMMV directory
>works fine on my gaming PC which is connected to a plasma TV so I cannot use it because of fear of "ghosting" my screen
Fuck the world.
Does 2k3 necessarily offer more control than VXAce to someone that doesn't know Ruby?
Does this sound interesting?
>SNES Graphic Syle
>Large open world RPG, sort of like Skyrim.
>Char customization, no party members, you play as whatever you want.
>Chose from one of five starting locations.
>Story is not linear, you chose the order it progresses, eventually leads you to the main antagonist who you could fight right away if you wanted to.
>Class job system like FFT, (5 levels in x plus 2 levels in y = z).
The only thing I don't know is the combat system. Maybe ARPG like Alundra, Zelda, etc.?
Your chipset may not support the GL functions that MV is trying to draw from. We encountered this problem a lot with SR2 and is part of the reason why its minimum requirements include 'a graphics *card*'.
Only thing to do is report it to the MV development team via the RPGMakerWeb forums and hope they fix it and demand a refund if they don't.
In collab news: I hate how I'm doing so much of Part Two in cinematics. I want to do it via gameplay but I'm just not feeling the right way to get what I want done across without really ganking things up or inviting a whole new set of things I need to work on.
Sounds fine overall. I think crafting system would work if it wasn't too overly complicated to gather the materials, but not too easy either, and if the weapons were pretty good for the level you're at. Class system may be a bit difficult for a ARPG too, considering there's only so much you can do with a single person. If you had a party, it would open up lot more options for builds. An open world wouldn't be so bad either if you had stuff to do across it, so it doesn't feel so empty even if you've already been in those areas and completed whatever you did there.
Aside from that, I would suggest having fitting music if you're going for that SNES type of feel. The worst thing is playing something with lower graphics and having a full orchestra or rock soundtrack versus something you would hear on those systems.
It's 2016, anons. Don't give up on your RPG! Get working and make it the best game ever!
>Finish writing a mechanic
>Think you're finally done with coding for your game
>A day later realize you still have a shitton of other mechanics to implement
I just get the feeling that I'll never stop writing code for my game.
Awesome ty for your input, I'm putting together my next project mentally while I finish The Long Road.
I'll try to keep it as legit 16 bit audio as I can. I forgot to mention in the first post, theres going to be a lot of side quests, job boards, etc. And a TON of dungeons/towns/areas to just explore.
I want to capture that feeling of excitement, exploration, fear, etc. That eagerness to see what is around the next corner. I know doing this requires the game to be pretty difficult with some repercussions for death, this is what really drives the fight or flight response when exploring, you have to have something to lose.
I should probably ask this in AGDG but how do fuckers move from RPG Maker to Game Maker?
Doesn't cutting out the middle man mean you have to program a shit load of stat calculating and extra shit like that? Yet Lisa and Shut up and Jam Gaiden both did it. Is it easier than it sounds?
Since MV is shit and I don't want to go back to VX Ace I'm contemplating learning Game Maker or something, but I don't know how horrible it'll be trying to manage actual RPG mechanics in something like that.
Is there any explanation why did it work properly for me yesterday after I put the opengl.dll in the containing folder?
Also when I first got MV, on the 28th, it would play test just fine the first time I would try it, but the second play test would always make my laptop freeze.
>Doesn't cutting out the middle man mean you have to program a shit load of stat calculating and extra shit like that?
> Is it easier than it sounds?
"It is as easy as you want it to be", which you should read as "You can quit balancing or stat-calculating or playtesting whenever you like, but you get to live with the result."
> I don't know how horrible it'll be trying to manage actual RPG mechanics in something like that
You're thinking too narrowly if that's what you're expecting your major 'hump' will be. More likely, you'll wind up grating your teeth trying to replicate a sensible event-based system for dialogue, or how to tween the screen's color, and so on.
If you drop the helper tool, then you become the helper tool or you drop what the helper tool was doing.
That's odd, yeah. I'd expect something to have changed between the 28th and now - whether it's you having installed/changed plugins for your browser, having updated your graphics drivers, or your Operating System having been patched in a particular way.
To some folks if it's not perfect, it's shit. I'm far more interested in what the player experiences as far as hiccups go - and admittedly MV still has a few.
I'm expecting by the JP release most of those will go away though.
If you're going to have that kind of scale, then try to have an incentive for players to prolong offing the antagonist right away. At first, maybe he may seem like the primary antagonist, but who knows what twists and turns could happen if he is left unchecked? Could have multiple endings too for that dank replayability.
It's shit because it caters entirely to phone and browser bullshit instead of having a version for PC and a version for mobile.
All I want is to make PC games, but MV forces me into using their shitty audio file formats, and when trying to play any kind of music the program either plays it after a 4 second delay, never plays it, or crashes.
They fixed some of the shitty early issues but they won't even acknowledge the audio issue or the fact that not everyone wants to make limited, casualized phoneshit.
How important is DEEPEST LORE in a game? Obviously Undertale has shit like Gaster and the rest of the Fun events that leaves a bunch up to speculation, and FNAF had/has the shit with purple guy and the bite, but is that super important? It seems to be pretty good at keeping people talking, at least.
Does your game have any lore?
It definitely has audio engine issues, yes, however OGG is not a shitty audio file format. What?
If you're deploying just to PC, OGG should be enough. Also I fail to see how it is in any way 'limited, casualized' when it is far more open and modular than any prior Maker.
Great idea, I'm also going to make it pretty much impossible to beat him until you've leveled up a bit.
There will be 10 classes and you can get 10 levels in each. Every time you level up with a class you can distribute a set amount of stat points (so you have a "true" level cap of 100). And you gain new abilities with that class.
Essentially, you couldn't make it through the final area safely without at least 50 "true" levels, or 10 levels in 5 different classes (or 5 in 10, etc.)
I feel like the whole Gaster thing was to try and give people who datamine incentive to actually find some spoopy things in the game. It is a decent gimmick, but not something you should try to base your game around. Like the variable implies, it's more or less for Fun.
>That's odd, yeah. I'd expect something to have changed between the 28th and now - whether it's you having installed/changed plugins for your browser, having updated your graphics drivers, or your Operating System having been patched in a particular way.
The only change I made was yesterday when I put that opengl.dll in MVs folder, that day It worked perfectly fine, when I tried it a couple of hours ago the game screen is just plain white when I play test and my laptop freezes up completely.
No changes were made since than.
>mfw all these anons having fun making their games
Other than the audio issue, you didn't really explain why it caters entirely to phone and browser bullshit. I've had no problems whatsoever with audio playing properly, I have experienced no issues at all.
Please explain in detail what is wrong with MV, I wan't to know because I'm debating using it for future projects.
People have to care about your game, characters and world before you even start to think about that stuff. Making people interested and care doesn't happen automatically, they won't share the same passion as you have for your game. You have to make them feel passionate about your stuff. Once you have done this, then I think it is fair to ask this question.
If you're wanting to try and encourage multi-classing, you could try like...having 5 levels or another 10 of a "gish" class that's a mashup between two classes you leveled for more of a quality of life experience, but that may make the game too easy.
Word. I can lore all day - what I have trouble with is getting people to like and care for the characters I create. A horror game is little more than its shock value if you don't hate, love, or are fascinated by the characters in it.
I hope this doesn't come across as rude, but instead of making the assumption that the anon is looking for shortcuts and acting preachy whenever you answer a question, perhaps just answer the question. Treat him like a fellow dev.
Don't get me wrong, thanks for, you know, all of that, but that doesn't answer the question. Of course I'm making sure that my game has fun mechanics and interesting characters and an engaging plot, but I'm just wondering what other people think of that kinda stuff and how they may or may not have done it.
What do you usually listen to while making games?
also a music question.
What is a good way of getting gud at Fl studio? practice? cause i usually play around with some plugins for an hour or so and i don't feel like anything is changing
>Have you tried taking that .dll out?
I've tried it now and it froze for a moment than I got a notification withing these lines : "AMD display drivers has stopped working, and it recovered successfully"
So this would always happen before the 31st when I put the .dll in and MV worked fine for the day.
This is why I like self inserts so much, I think that its easier to care about the character when it kind of represents you.
Not rude at all, I'm far from a perfect person and can be shortsighted and too opinionated. Feedback well taken.
To answer the question for real, I think that stuff is fairly important for making a world feel more detailed. Our brains are programmed to want to solve problems, so putting ambiguous hints or "problems" into your game can help generate interest in the story behind the story.
I have a shitload of lore, but my goal is to have it in small parcels scattered over the game and to avoid info dumps at all costs.
I hate playing a game and having required reading thrown at me to understand what's going on. Just let the game design guide me on what to do and have the lore settle over me like the morning sunrise without me realizing, please.
I'm using Windows 7, the same one I'm using on my PC where MV works normally.
That's... a hard line to walk. I guess you could do that via semi-typecasting. e.g. "I have three types of people I expect to play this game - the speedrunner, the dad, and the brooding teenager" (note: not real examples)
Gah, not explaining myself properly.
I mean I write the game so that the player can do whatever they want to do (within the best of my ability). If they want to speedrun it, the tools are there. If they want to destroy a certain character, they can. Ideally, the game world starts to change depending on what they are doing in it. I guess i'm just a sucker for the silent protag, I hate being told who I am. I would rather play a role instead of just read completely predetermined story.
Because I have my PC connected to a plasma tv, and plasma TV tend to get shit burned into the screen if you keep something on the same pixels constantly.
I've put the opengl.dll back into the folder, and now it works fine again.
(this still bothers me as it might happen to people that might be interested in playing my game(s))
>I've put the opengl.dll back into the folder, and now it works fine again.
Never mind that, I've spoke too soon, it froze up and I had to restart my laptop again after the fifth play test I did.
Any of you using MV with a laptop?
The audio issue is pretty huge, but other things include the autotile performance issues they had to fix early on, the limited map size, the fact that testplaying literally simulates running the game in a browser.
i didn't even posted it and im no newfag, also it is a meme of autism you dumbass.
>From kickass torrent.
Why don't you try downloading it from the OP? maybe that is the problem.
>Why don't you try downloading it from the OP? maybe that is the problem.
Doing that atm, 20 minutes left, I didn't use a crack after the clean install but still got the same results.
We'll see if something changes with their version.
Well nothing has change, first playtest worked fine, the second took a few minutes to start the game and the 3rd test just froze everything an force me to restart.
>running the free trial versions
Why don't you go shitpost somewhere else?
>claiming to not be a pirate
Yeah, okay, my boy.
unless you're specifically trying to create those minimal, boring electronic songs,
stop fucking around with synth/production nonsense, and stick to Fruity LSD and making .midi files.
is the kind of shit i hear from starting fl users.
stick to only the white keys and try to make the most generic songs you can think of.
Is it possible to check for variables in notetags during events in MV? Do I need to write a plugin to access info I put in there?
I would like a skill to change the value of a variable on hit.
Tried cracking it but still no difference.
I managed to play test 5-6 times, froze, restarted the pc, now I can't even do 1 play test before freezing up.
Well at this point I'm ready to give up.
But I didn't pirate the program that's giving me problems.
I'm actually very glad I didn't pay $70 for a software that would only cause me frustration and time loss.
>But I didn't pirate the program that's giving me problems.
>I'm actually very glad I didn't pay $70 for a software that would only cause me frustration and time loss.
Well, I've just updated the remaining drivers and installed hotfixes offered by the laptops manufacturer and still nothing.
I guess my rpg maker dreams end here.
Have fun with your awesome 48x48 tiles and unlimited resolution.
>MV will never fix it's memory leak issues
>MV will never instantly load music, therefore ruining all scenes/boss fights and musical timing
>RPGM will never be devoted to PC again
>people still defend this
Didn't people say everything would get fixed when it releases in Japan?
Now it's January and the only thing that's been fixed is the water tile lag.
That's nice, but people playing your game will. I doubt you want to divide up any potential userbase because MV is such a shitty, amateurish engine.
There was literally no reason to not just take VXA and improve it. It was fantastic, just needed some updating, but instead they started over from scratch and released this abomination of trashy programming.
Except you're probably both getting the memory leak issues and just don't realize it.
Just bought RPG Maker MV and working on a new project now. I finished my first project in RPG VX Ace. If anyone is looking for an rpgm game to play, i dont mean to brag but Black Cat's Story is actually the best game in the universe. The URL says so.
Shameless game promotion:
Couple of screenshots for any interested.
My computer can run Xenoverse at 60FPS without batting an eyelash, if it can't run a 2D RPG engine properly then it's a shitty piece of software.
Apparently it's random which computers are affected or not, which is even more laughable.
They tried to fix what wasn't broken and wound up breaking it. It's as simple as that.
And again; Just because it works fine for you doesn't mean it will for other people playing your game. When random computers, both low-end and high, can't run shitty little 2D RPGs, then someone fucked up making the software. It's that simple.
Wow. Just checked it out myself. It really is steadily consuming more and more shit.
good thing MV's still using literally 1% of my cpu / ram
ironically terrible grammar, or what?
Can't say mate, you'd have to play to find out.
I haven't advertised it at all yet, except for one rpg maker forum post. A popular youtuber played it, but he was mexican! Would love some english players and feedback.
Quick question for someone who has used VXA but is new to MV.
is there a way to get the actor's id in a damage formula?
I have it in vxa like v[48+4*a.id], so that it will call a variable based off the actor's id. It works in vxa just fine, but in mv it results in zero damage.
Anyone know how to implement this?
I didn't find them too difficult. I have a bit of a process although its difficult to describe and I don't have a tutorial i use/made up. I guess when you understand how they work its fairly easy. I used to use some old engines (Eclipse mmorpg maker) which used the same method.
Attached is a preview of my new project I just started working on it. Not much to say about it yet, but working on a new style.
Cheers man! That's great to hear.
The bounce to 48x48 tiles in MV was hard for me to adjust to. My favourite is actually 16x16. Here's a mockup of a tileset I was working on a few years ago... I hear there may be script support for 16x16 if I ever decide to continue it...
Show me some of your battlers? Here were a few of mine in Black Cat's Story.
Yeah but for my game 'theme' the realistic look doesn't fit. I still hope to make a game out of these tiles one day as I put a lot of work into tiles, items and even some NPCs.
I'll play show and tell, but the only ones I have are dated as fuck, they're like 2-3 years old from when I was still using VXA.
I haven't made new ones yet because I have issues with MV and need to weigh my game-making options before bothering with new shit.
I think it's awesome. I am of the opinion that people tend to layer instruments on top of each other too much. Though Undertale did this to great success, there is something beautiful about fighting to a simple piano piece or violin solo.
Just my opinion though, I dig it.
I bought RPG Maker MV via the official site instead of Steam.
Is there ANY chance I can talk those fuckers into refunding me since it's been a few months now and they've yet to fix all of it's issues?
My game is borderline. The characters in my game are more animals than they are people, but they talk and have "people objects and clothes".
Like this anon said >>127204496 you just gotta not give a fuck and make what you want to make.
Besides, furries are rich, get some of the furry cash.
(Art Credit: E.F.)
I guess I'll just post my progress until it's done.
Just made this sprite that i might use as a template for future characters, i used a mother 3 sprite which i hope isnt too obvious, what do you guys think? is it shit or decent?
Didn't play Mother 3 but know about it and i'm afraid it was obvious enough even for me.
Not like it should be a problem. Like other guy said that outline is hardcore, might want to tone it down a bit.
I toned down on the outlining, this is how it looks now.
much, much better, double check the places where your black pixels make an L, try to keep rounded forms instead of hard Ls. If you want an example with your sprite I can show you, but it already looks way better. GJ
It's done, just need to make the latern sprites, the enemies and the vulture at the end.
I tried reducing the current pixel sizes but i think it looks pretty shit now, what do you guys think.
this is my first time spriting so i didn't know that varying pixel sizes was considerd bad
You're doing great, what size are the tiles? What version of RPG Maker are you using? Because it'd probably be easier to upscale your sprites/assets.
Also, just made this lantern!
here's what i got, hope it looks better
Definitely better, you got an eye for this. Do you have any ideas about what kind of a game your making, or are you just practicing? Keep at it!
I was planning to make a turn based rpg with some friends of mine, we already have a basic story. RIght now were just figuring out the rest, while im trying my hand at spriting.
Sup /rpgmg/. I've finished fixing my christmas jam game. There are two links: one for the version with the preloader and one without. You want the first link if you experience audio lag with mv. I've provided 2 versions because the preloader can cause crashes. Just thought I'd give you guys a choice.
The Treasure of the Winter Isle 1.1
With preloader: https://mega.nz/#!HJxw3LoY!xTmo8CKhi03w322NqEf2aHch_5Smys7XjprH4pRiZ00
Without preloader: https://mega.nz/#!uEwmRboQ!-BfvgUAoqn-TRC0bO6neAmeh91ywBu4G7Z043gpE0fM
Good to see you fixed it up a bit, it's a seriously fun game and I hope everyone in this general gives it a try.
That said, if I had a nickle for every time I forgot to disable/delete something before deployment... I'd be a rich man.
Ty! It helps make the maps easier to navigate when it switches to side view. There is going to be jumping and light platforming eventually.
Sounds neat :) I wish you the best of luck. I'm making a game myself and have been using RPGMaker for a while, so feel free to let me know if you need any help or advice.
Okay, these should work right:
>That said, if I had a nickle for every time I forgot to disable/delete something before deployment... I'd be a rich man.
But damn me if isn't it irritating! I'm someone understands my pain.
Hopefully this is the definitive edition of my game.
Would benefit from more curves and less 45 degree lines. It's great for a first try though dude!!
Hey Cortop. Question. I know you made a Shin Megami Tensei dialogue system with 16 enemy personality types using only Eventing in one of your games. I am wondering:
What were these personalities?
How many times do you think it would be fine for monsters with the same personalities to show up?
How do you make the dialogue feel exciting? Is it just about asking questions which dont feel like they have a 100% safe answer?
How did you treat the random factor?
>I know you made a Shin Megami Tensei dialogue system with 16 enemy personality types using only Eventing in one of your games.
That wasn't me. My battle dialogue system was very simple and was basically just a series of puzzles.
There was another user here that made a smt type game a while ago. He made was making the game "Vorago". It's on the rpgmg wikia. Maybe you mean him?
Hi dude, I'm not the greatest artist but I had a go at "fixing" your sprite.
>your colors were very low contrast. In other words, the colors you used for your shading was too close to your base color. The shading in your sprite is nearly invisible.
>He doesn't have any shoulders, which makes him look very stiff. I also gave him a neck. I also gave him a little collar because his shirt looked a little boring and flat.
>I made him rounder overall. It makes him look more 3d along with the high contrast shading.
>Made his head more round and smaller. I assumed your guy was a kid, so it makes him look cuter.
I hope that helps you a little. One big thing that would help you is using a good palette. I suggest using an 8bit palette like the NES. You can find them with google.
These were a pain in the ass to get right.