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/rpgmg/ - RPG Maker General 115

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Thread replies: 756
Thread images: 146

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:
https://www.mediafire.com/?ndx431biclng833
[MV] Cover Art DLC:
https://mega.nz/#!NhlnyZhS!VOOR6OvkVZYG6el9dzU8mELBBblqc8iSdthZNNMZK94
https://www.mediafire.com/?ndx431biclng833
[MV] Essentials DLC:
https://mega.nz/#!h1snEB7C!u89Cv_duppE6QBUC1N1ZKWxnccUfPK-1Fu8TAySj6ic
https://www.mediafire.com/?ndx431biclng833
[MV] Pre-order Plugins:
http://www.mediafire.com/download/afcef53z4d2retv/RPGmakerWeb_plugins.zip
[VX/Ace] Humble Bundle DLC:
https://mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Art Resources
http://pastebin.com/FgVGxTqW
Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd

[MV] Plugin Releases
http://mvplugins.com/
[VX/Ace] Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

/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

Currently working:
- Firgof !aFqhsxkECQ

Queue:
-Silent Maid again

MIA:
- !YakshaO2qs
- Anonymous PhD !!QqXzW/bDL5y

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
You're actually working on your game and not being a lazy dev, right?
>>
>>126941361
Usually I'm either working or making sure to bump the thread so it doesn't die off.
If that answers your question.
>>
>>126941361
Yep.. I have some progress if you want to see
>>
>>126941593
That's good to hear. What's your game about?

>>126941726
Nice. Please share.
>>
>>126942003
Ah, yknow, coming to terms with death while also turning in to Aang from ATLA.
>>
>>126941361
I'm in fact, streaming my working on it at twitch dot tv slash CombatJazz0

so I guess, yeah, I am working on it. It's a practice before I start the REAL game though.
>>
>>126941361

Trying to draw character portraits but realized I have no idea what I want the MC to look like.
>>
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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
>>
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>>126942003
>>
>>126943790
You should finish coding your game and then finish the presentation of it, in my opinion.
>>
>>126944669
Is it a sidescroller that you're working on there? Looks pretty spooky.
>>
Forgot to bump?
>>
I'm assuming somebody already made Tales Skit system for VX/A, right?
>>
>>126941361
Yeah... trying to at least. Animation is tiring.
>>
>>126950307
Are you trying to script animations or are you just drawing animations?
I've been having a bit of trouble scripting them.
>>
thinking about start learning pixel art to make some tiles. what do you guys recommend?
>>
>>126950307
Animating sprites is the hardest thing you could possibly do. But keep at it, it won't get easier but you'll get faster... I think.
>>
>>126951096
Both. Though I already finished the scripting thankfully.

>>126951342
Forest stuff, grass and rocks are a good way to start.

>>126951376
Sprites it's easy now so you're right about that, the problem is animating battlers...
>>
>>126946747
Nah not a sidescroller.. Just a very horizontal street.
>>
>>126951562
>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.
>>
>>126952172
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?
>>
>>126952484
>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.
>>
>>126953210
Are you using MV?
>>
>>126953824
VX Ace, but I mostly just need some guiding points as to where to look, so MV code could still be helpful.
>>
>>126941361
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.
>>
>>126953965
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.
>>
>>126957009
Wouldn't that constrain these animations to specific events/places on the map though?
>>
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.
>>
>>126957876
That's why you use common events so they can be called anytime.
>>
>>126958564
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!
>>
>>126944669
thats pretty kawaii!
>>
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)?
>>
Is it possible to run RPGM on Mac with out doing too much shit?
>>
How long does it take to git gud at drawing/spriting? Is 19 too old to learn? It's so frustrating.
>>
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>>126965112
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.
>>
>>126965469
Give her some feel and a megatron arm cannon.
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>>126965469
Damn, I'm jealous. Could you draw before? It looks really nice.
>>
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>>126965112
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.
>>
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>>126965112
Take a quick look at how hideous Toby's sprites are. You don't need fantastic visuals to make a great game, anon.
>>
>>126941361
busy nodeving after making a, truthfully speaking, couple hours of progress.

sorry :<
>>
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For all three of you that have been keeping track I am still making this game. Working on a demo now
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>>126965937
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.

>>126965623
Oh the megatron arm cannon is in for a future upgrade of her, don't worry about that.
>>
>>126964167
get mv... its for mac
>>
>>126967191
What tutorial(s) did you find most helpful?
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>>126966991
Also, got 4 more character slots so feel free to give me suggestions.
>>
>>126965112
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.

>>126964081
Definitely the harder to make way. You said so yourself that the alternative was "less fun".
>>
>>126967331
Fucking Knuckles, man.
>>
>>126967331
Neku Sakuraba
>>
>>126967331
I see Geno. Why not Mallow?
>>
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>>126967275
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.

http://2dwillneverdie.com/tutorial/picking-the-best-colors-for-your-sprite/

http://2dwillneverdie.com/tutorial/spriting-basics-anti-aliasing/
>>
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?
>>
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>>126965112
I'm 22. I've been learning to draw for a bit more than a year and a half.

>>126965469
>>126967191
That looks really nice.
>>
>>126968742
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?
>>
>>126968515
>Shading, anti-aliasing and those insanely anal color pallettes

Maybe I'll just trade music-making for sprites, this seems really daunting. Thanks anyhow.
>>
>>126967191
=) glad to hear it!
>>
>>126968790
>22
>drawing naked children
jail awaits.
>>
>>126968742
>>126969019
>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
>>
>>126969453
Not him, but that could make an interesting gimmick. "Don't get touched once" as a game. It'd be hard as balls and anyone who loves a challenge would dig it.
>>
>>126969175
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.
>>
>>126969019
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.
>>
>>126969709
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?
>>
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>>126969429
>Drawings
>Age
Pick one. Also, I'm not a Brit.
>>
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>>126969453
Who the fuck let me make a video game? I have no fucking idea how to answer that. Holy shit I am stuck.
>>
>>126969947
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.

>>126969175
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
http://yarrninja.com/pixeltutorial/
See if these do anything for you.
>>
>>126970683
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.
>>
>>126965469
>>126968790
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.
>>
>>126952437
Not too difficult. Look up AJAX, you'll probably want to use JQuery to make it easier.
>>
>>126968515
>good palettes always have cool shadows and warm highlights
This is untrue. Be cautious of any advice that tells you there is a rule that must always be followed.
>>
>>126972089
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.
>>
Yeah now that I'm starting to write my plot out it makes no fucking sense. How do you guys do it?
>>
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>>126973587
>Writing for useful skills

I'll trade you.
>>
>>126973587
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.
>>
>>126973587
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.
>>
does anybody here have made a tileset?
I'm looking for some examples of grass, mountains, trees, water...
should i start making a pallete, right?
>>
>>126974635
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.
>>
>>126973587
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.
>>
>>126976437
hmm
>>
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bump
>>
Working on a character shop.
Is there a way to hide a choice in the "Show Choices" function based on a variable being a certain value?
>>
>>126981492
If it's not a pain, you could use a conditional branch that displays different shop screens depending on the value of the variable.
>>
>>126982017
That was what I was hoping to avoid doing. However I got lucky and just found out that Himeworks actually put out a plugin for hiding choices.
>>
>>126982350
good job
>>
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This one didn't turn out so good.
>>
>>126984612
Maybe just raise and/or shrink the head a little?
>>
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>>126985014
Like this?
I was thinking more about adding fangs or something.
>>
>>126986560
Is it supposed to look a LOT like a pig? I think its the ears/nose rounded head that throws it off the most.
>>
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>>126986797
It is a monster that gives you smoked bacon when you beat it.

So, yes.
>>
>>126984612
>>126986560
It doesn't look very menacing, to be honest, family.

I wish you luck in getting the bottom jaw and underbelly to stop blending.
>>
Firgof?
>>
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>>126988180
Maybe this? Looks a bit more adult.
>>
Is there any way to make an enemy summon more enemies in MV? Looking to do it for a boss that revolves around managing adds.
>>
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>>126989592
Ok. No. That one looks afraid. How about this?
>>
>>126989626
Isn't what Enemy Appear does?
>>
>>126989836
I like it
>>126990228
I was told that that just makes invisible enemies visible, which would be a pain to do in this particular boss battle but *shrug*
>>
>>126989836
much better, looks great
>>
Bumping with random battle music from my game.

https://soundcloud.com/jowey-342490524/a-time-for-pawing/s-kqlpS

What kind of music do ya'll like in your RPGs? What kind of music are you hoping to make for your game?
>>
>>126992604
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.
>>
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I could use some feedback, which of these looks best?
First is black outline, second is colored outline, third is no outline.

>>126992604
>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.
>>
>>126992604
>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.
>>
>>126990558
>>126990316
Thanks.
>>
>>126993921
personally like second if it fits with everything else
>>
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>>126941361
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
>>
>>126999440
http://www.freesound.org/browse/
>>
>>126993921
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.

>>126993961
Awesome! I'd love to hear some when you get it going.

>>126994026
YW!

>>126999440
I made all of my own sound effects using SFXR:

http://www.drpetter.se/project_sfxr.html
>>
>>126999575
I was just browsing that site. Thanks
>>127000060
>http://www.drpetter.se/project_sfxr.html
Seems interesting, will try. Thanks
>>
>>126999440
those shadows bother me desu
>>
>>126999440
Where exactly is your light source coming from?
>>
Any advice on how to give players an 'off' feeling around a certain character? He's meant to give off a very subtle serial killer-esque vibe.
>>
>>127005276
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.
>>
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>>127004109
>>127004161
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.
>>
>>127009050
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.
>>
lets add eachother on kik and start a group.
candybubblegum23
>>
>>127013739
whats kik?
>>
Firgof, you alive bro?
>>
>>126992604
>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.
>>
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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:

[email protected]

Happy New Year's Eve!
>>
>>126941361
most of the day is used for working in it, but now in the morning is my time of playing with fl studio
>>
>>126967191
what programm do you use?
>>
>>127018118
Photoshop and sometimes Graphics gale.
>>
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>>126965112
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.
>>
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What color should I make the floor?
>>
>>127025240
wife says something purple/maroonish. To match but also stand out some.
>>
>>127025240
I kind of like that green actually.
>>
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>>127025793
>>
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I made a spooky ghost monster. Took over 100 hours in Paint. Is it really scary looking?
>>
>>127026289
Looks like a sewer with that water thing, I like it.

>>127026350
Boo/10
>>
>>127026507
yeah a sewer =)
>>127026350
i like!
>>
>>127026289
Got the piss to animate =) woot.
>>
Is there a plugin I can use to set the exact X and Y coordinates of enemy sideview battlers in a fight? Seperate from party battlers.
>>
Up you go.
>>
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>>
>>127034397
if you aim for the look of a sewer then it was better before
>>
>>127034806
not sure what I am aiming for yet. having fun with the tilesets 8)
>>
>>127035636
How are you doing that? Is it a plugin of some kind that I could perhaps use?
>>
>>127036287
Its a script for VX Ace. I forgot where i got it from though. was a japanese site.
>>
How the fuck can i make a door event?
>>
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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!
>>
>>127038146
when im talking about a door i mean one with a key,
>>
>>127040575
Key turns on a switch, switch makes the door event open.
Alternatively, conditional branch if the key is present.
>>
>>127040575
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.
>>
>>127038519
>herslef

In all honesty though that's really neat. Happy new years to you too anon
>>
>>127038519
THE FUCK? ITS NEW YEARS EVE?
>>
>>127040913
>>127040661
>Just discovered quick events.
Holy shit this makes everything easier now.
>>
>>127038519
Well done!
>>
how can i make a level system?
like, when you lvl up you get some points and then you decide in what to use them, maybe in more Hp or attack idk, how can i make this?
>>
>>127044808
Here's one particular way to do it with Yanfly plugins

https://www.youtube.com/watch?v=LBT05GTDKa4
>>
>>127045819
ty bro
>>
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>>127041450
Damn, I never noticed it before. Fix'd it. Thanks!

>>127042348
Time sure flies, doesn't it?

>>127043724
Thanks!

>>127044808
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.
>>
>>127046750
Oh I like that. How did you do that?
>>
>>127047915
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.
>>
>>127048712
thats really nice but for vxa, im using mv and looking at the plugin of>>127045819
it's far more easy and doesn't really take much time
>>
>>127048712
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(...)
>>
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>It's 2016 for me already
Nice!

>>127049137
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!

>>127049393
Welp, I feel stupid now. I honestly couldn't find it on my own. Thanks a lot, anon!
>>
Please don't die.
>>
Any plugins to make the player sprite very small on the world map?
>>
How do you store variables in MV, if its even possible?

Could I call that variable when determining weapon/armor stats or calculating damage?
>>
Why does the MC of my game only have 4 Hp? how can i fix this? this is not what it should be
>>
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.
>>
>>127055061
i just found out the problem, it seems my shields dont add armor, they just delete it, need to fix that soon
>>
>>127055758
nope i was wrong, how did this happen holy shit, i was so happy until now.
>>
>>127055987
>>127055758
welp didn't mean to post the last one kek, at least i found how to fix it.
>>
>>127055987
Check the stats on his class and make sure there are no parameters on him or his equipment that alter his maximum HP
>>
>>127057265
yeah i found it but thanks anyway, i was playing around while adding armours and shit, now everything is back to normal.
>>
>>127055310
>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!
>>
>>127059765
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
>>
>>127055310
Break it down into manageable chunks. You move the mountain by moving one rock at a time.
>>
>>127059765
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.

>>127060164
I haven't even gotten to testing and fixing. I'm not looking forward to it, desu.
>>
>>127060257
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.
>>
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>>126965469
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.
>>
>>127060591
I would fuck that robot cyclops
>>
>>127060591
>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/
>>
>>127060591
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.

>>127060676
Well, she does visit people in their dreams. https://silverline.obsidianportal.com/wikis/vaharano
>>
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So did anyone figure out what this meant? It's in WTDinner's chapter.
>>
>>127061095
Post link of the stream
>>
>>127054021
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.
>>
>>127061379
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).
>>
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>>127061313
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

Which leaves

G T P A II NN

PAINTING?

GIVE PAINTING TO ME?

What painting?
And what do I win?
>>
>>127061507
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.
>>
>>127062513
Smaller sprites forced to walk on tiles would probably look super awkward, since their steps would be huge.

>>127061507
Suikoden 1
>>
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>>127062159
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.
>>
>>127063147
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.
>>
Happy New Year!
>>
Is there a way to make basic, unarmed attacks do elemental damage? It's kind of a plot point for a certain character.
>>
>>127067565
You can set the actor or class to do element damage. Go to Database > Actors or Classes > Features
>>
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>>127067331
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.
>>
>>127068646
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!
>>
>>127068646
new year's resolution: don't be shit
>>
>>127068884
>Not so important: Get better grades!

That should be very important you card.
>>
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>>127068646
Make better art than this shit.
>>
>>127068562
Oh, okay. That's what I did earlier, but it was still using the basic physical attack animation.
>>
>>127069330
Oh yeah. Changing the basic attack animation for specific characters is a pain
>>
>>127068646
get a job
buy tablet
learn 2 art
>>
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>>127068646
Stop being shit at animation and pixel art.
Stop being a lazy fuck.
>>
>>127068646
Actually finish a game.
>>
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?
>>
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>>127062513
I am so proud of myself now. Thanks, anon.
>>
>>127069070
not really, im still young and what im studying now its not what im really aiming for so i can be relaxed atm
>>
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>>127070965
>>
>>127073987
Good job brah!, any problems with it like >>127063147 said?
>>
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>>127068646
to actually finish a game
>>
>>127074154
Not really, no. Only thing is that since the sprite is just resized there's a sort of invisible wall between the player and any impassable tiles.
>>
>>127074154
Awesome! I'm glad that worked for you! It looks good, too. Just remember to switch back the proper size (and speed if you change that) when you enter areas
>>
>>127068646
In 2014 my goal was to marry the love of my life. Done
In 2015 my goal was to quit smoking. Done.
In 2016 my goal is to have released 3 games. Almost Done with 1.
>>
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>>127061093
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.
>>
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>>127077403
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
>>
>>127078898
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.
>>
>>127078009
holy shit dude, you just need to be more open to the world, also if you want money then draw porn, most of these fuckers get cas in patreon even tho their art is bad.
>>
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!
>>
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>>127079036
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.
>>
>>127068646
>POST YOUR NEW YEARS RESOLUTIONS!
Release a demo of my game.
>>
>>127081767
Do you have a deviantart account? instagram or something like that, the rest its just posting, following and such.
>>
>>127081986
same. I'm still working on a proof-of-concept for now.
>>
>>127073987
Okay last question about this, I only want pixel movement for the world map so how do I toggle plugins on and off mid-game?
>>
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>>127082265
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.
>>
>>127083609
Show one of those crappy ones.
Also a question for anyone.
How can i make an event so that the MC can buy a house and add some upgrades to it later on?
>>
>>127084751
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.
>>
>>127085628
yes it did, and this is what i had in mind first
>>
>>127068646
Get a game released. I've been making good progress i just need it to keep up.
>>
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>>127083564
I swear every time I look up something MV related I get everything but what I'm looking for.
>>
>>127083609
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.
>>
Happy New Year, young masters.

Please work hard.
>>
new years bump
>>
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Happy New Years from the East Coast!
>>
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>2016
>firgof is still not finished

You're a trooper!

Anyway, Happy New Years guys, may the rest of you finally finish a game!
>>
>>127092042
>>127086667
It's still being worked on - it will be finished.
>>
>>127092740
Take your time. Just.. hurry up and finish it!
>>
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I want to edit something very simple if anyone can help me.

I want to edit the enemy appearing text.
Y'know
>[X] emerged!

Where would I do that?

I want to make it say something like
>[X] appears!
instead.
>>
>>127094976
You're not serious right?
>>
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>>127095052
No I am.
>>
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>>127094976
for VX Ace it's here in pic

sorry if you use anything else
>>
>>127095198
Database then Terms for MV.
>>
>>127092740
Alright, that's all I wanted to know. Keep on doing good man.
>>
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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.
>>
There was some hubbub a while ago about the Japanese MV release and more importantly, the commercial assets.

So, where do we purchase/pirate those assets?
>>
>>127098530
Ur mum lel
>>
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Took forever. But now I'm off to a good pace with the battle related things.
>>
>>127098637
i'll fucking rek you, faggot
>>
>>127098769
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.
>>
>>127098769
Loving the art style.
>>
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I used to think you all were exaggerating but this guy really is insufferable.
>>
>>127068646
Finish my fucking game
>>
>>127100227
He's the worst.
>>
>>127100227
who is this guy?
>>
>>127100227
I've found that the worst in the RPGMaker community are those that attach their ego to their work. You have to be able to poke fun at yourself and your work.
>>
>>127104098
generally how it goes in all the scene
>>
live
>>
Who else can't sleep, filled with the passion for making games tonight?
>>
>>127111743
aye
>>
>>127112107
Whatcha working on anon? I'm just making another save point (an old snail named Sam).
>>
>>127098279
if he starts weak and grows huge he'll be balanced at exactly one point.
>>
>>127112517
replayable boss fights
>>
Is it dickish if I make the first fight a boss battle the player is almost certainly going to lose? It won't result in a game over, but still.
>>
>>127112598
>What is dark souls.

I think its rad, do it!

Just be sure to handsomly reward the freaks like me who enjoy finding a way to actually win it (and make it possible to win it).
>>
>>127112556
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?
>>
>>127112598
A lot of games do this. It's perfectly fine so long as it makes sense in context.
>>
>>127098769
this looks great =) love the style!
>>
>>127112784
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.
>>
>>127100227
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.
>>
>>127116497

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.
>>
>>127118173
What's that? some sort of save point or something to restore maybe HP and such?
>>
>>127118173
Shouldn't you change the "determined" one? You know why unless is deliberate.
>>
>>127118519
already did, sucks that such a great word was overused in a recently popular indi game.

>>127118370
it's a bike, you gain experience for purchasing stats/skills by battles and by discovering tidbits like this.
>>
>>127118370
I should add, you're a cat.
>>
>>127118519
I think it's ridiculous that a common word like that can't be used anymore because people will immediately think "undertale reference!!!"
>>
>>127120789
I hate it too, but I just said it because I don't want undetale fans screaming that stuff at his game.
>>
Yanfly's shop plugin looks so much better than the default:

https://www.youtube.com/watch?v=mPoRWUEIG2M

Def installing this
>>
>>127121848
from where can i get item images like those and how can i add them?
>>
>>127122928
nevermind i found some in his page
>>
>>127099615
It's just an NPC sprite as placeholder. I'll be making more dedicated battle sprites. Thank you.
>>
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Jesus fuck, finally. I can't believe I spent a whole week on this animation.

Demo after half-life 3.
>>
Is rpgmakerweb down for anyone else?
>>
>>127125184
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.
>>
>>127126180
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.
>>
>>127126563
i see, good work then and good luck bro!, il look forward for your game
>>
up
>>
>>127112598
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.
>>
How do I download from github?
>>
>>127130620
giting gud
>>
EMERGENCY BUMP TECHNIQUE!

SUPER PAGE 1 REVIVAL STORM!!!
>>
>>127135704
It wasn't effective!
>>
Is everyone still drinking or is it because everyone's busy working on their games?
>>
>>127137641
im busy studying and with my game
>>
what are some of the best writing you've ever seen in /rpgmg/? it could be posted from the general itself, or a game made by an /rpgmg/ dude.
>>
>>127098279
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.
>>
>>127112598
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.
>>
>>127137641
why not both
>>
>>127112598
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.
>>
>>127140939
Yeah, the game just continues as normal, more or less.
>>
>>127140729
That's what I usually do, but I can't speak for others.
>>
p10 ↑↑
>>
>>127137641
>Didn't drink, just stayed up late
>Crawled into bed fully-clothed

BRB rinsing out my mouth. The sugar has turned it into a rancid laboratory.
>>
Anyone has a guide about abilities formulas?
>>
>>127145726
does today seem especially fast to you?
>>
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

Total $293,88

Source: https://www.bundlestars.com/en/bundle/game-makers-mega-bundle
>>
>>127146914
No
>>
>>127146914
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.
>>
Is VXAce to MV much of an improvement? Does 2k3 still have merits above either?
>>
>>127146914
Which DLCs would you use?
If you need most of it I'd say yes.

There's only this one right now though:
https://www.bundlestars.com/en/bundle/ultimate-game-makers-bundle
>>
Does anyone know where I can find a cheat sheet for stuff like self.id.switch or whatever for scripting?
>>
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>>127149486
This'll be what you're looking for when their forums stop being broken.

http://forums.rpgmakerweb.com/index.php?/topic/25759-script-call-collection-for-vxace/
>>
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>>127149994
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.
>>
>>127150214
neat
>>
>>127146359
Anyone? i need to know how to make them.
>>
Do RPG maker games sell? How to avoid people discarding your game just because it's made in RPG maker?
>>
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.
>>
>>127152821
Custom graphics, UI, etc.
Most people will disregard a game as RPG Maker trash as soon as they see the standard ugly RTP stuff.
>>
>>127152821
Avoid RTP like the plague.
>>
>>127152821
They can rarely get a sleeper on steam like To The Moon. Default asset using games get ignored.
>>
>>127152821
>How to avoid people discarding your game just because it's made in RPG maker?
You either do what the anons above had already mentioned or you make a lewd game.
>>
>>127153021
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
>>
>>127149994
how long is that?
>>
>>127157352
How long is what?
>>
In VX Ace, how do I make it so that my character/party spawns with stuff already in the inventory?
>>
>>127157913
If it's equippable, then add it in their actor page.
If not, my guess is to just have an autorun event that adds the items to their inventory right where they spawn.
>>
>>127158194
>my guess is to just have an autorun event that adds the items to their inventory right where they spawn.
That would be under Party and Change Items, right?
>>
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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 anyone use 96x96 instead of 48x48 for sprites? Are there any drawbacks?
>>
>>127160460
It would take a very long time for me to make a bunch of 96x96 sprites. I use 24x24 and upscale them to 48x48
>>
Does 2k3 necessarily offer more control than VXAce to someone that doesn't know Ruby?
>>
>>127160460
just work
>>
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.
>Crafting system
>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.?
>>
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>>127164442
>Crafting system
>>
>>127164442
It would be pretty simple and the intent would be to just have an alternate to getting gear.

Is it really that autistic?

Do these autists have money and will buy this game?
>>
>>127158672
Has any ever encountered this problem and could help me out?
>>
>>127165895
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.
>>
>>127164442
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.
>>
>>127164761
>crafting system = hipster
That doesn't make any sense.
>>
>>127167479
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.
>>
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>>127166737
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.
>>
>>127161365
That's a great idea, thanks
>>
>>127167935
>Mv is shit

why does everyone say this? I've been using rpg maker since I was 16 and MV is fine to me.
>>
>>127167935
>Doesn't cutting out the middle man mean you have to program a shit load of stat calculating and extra shit like that?

Typically.

> 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.

>>127168125
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.

>>127168363
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.
>>
>>127167817
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.
>>
>>127168363
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?
>>
>>127168919
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.
>>
>>127168919
git gud
>>
>>127168649
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.)
>>
>>127169264
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.
>>
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>>127168516
>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
>>
>>127168919
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.
>>
>>127169650
I assume you've already tried this but for thoroughness: Have you tried taking that .dll out?
>>
>>127169264
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.
>>
>>127169357
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.
>>
>>127167758
>crafting system = hipster
>That doesn't make any sense
You have it wrong is Autist.
>>
>>127169880
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.
>>
>>127169880
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
>>
>>127169796
>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.
>>
>>127170917
maybe is the windows version you are using? what version is it? im using Windows 8.1 and runs fine
>>
>>127170284
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.

>>127170719
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.
>>
>>127171390
Yes, but that only works well if the intended audience for the game is You. Hahaha.
>>
>>127170886
>What is a good way of getting gud at Fl studio? practice?
Knowing music theory, scales and having a good ear for music. Of course practice as well.
>>
>>127169264
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.
>>
>>127171390
>self inserts
I think they're ok as long as the player can at least choose the gender.
>>
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>>127171032
I'm using Windows 7, the same one I'm using on my PC where MV works normally.
>>
>>127171498
Sorry, replace self-insert with "player". Like, I tend to write games just assuming that the person is playing themselves.
>>
>>127171727
and why are you using it in the Pc that gives you problems?
>>
>>127171773
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)
>>
>>127172019
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.
>>
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>>127171808
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))
>>
>>127172637
>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?
>>
>>127173147
Me, the windows 8.1 guy, from where did you get it?
maybe if its from steam or so then there is the problem.
>>
>>127169680
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.
>>
>>127170125
So you're a newfag that doesn't understand the fedora meme you posted.
>>
>>127173245
>maybe if its from steam or so then there is the problem
Is there an issue with the steam version?
I got the MV from where I get all my software Kickass Torrents
>>
>>127173807
i didn't even posted it and im no newfag, also it is a meme of autism you dumbass.
>>127173894
>From kickass torrent.
Why don't you try downloading it from the OP? maybe that is the problem.
>>
>>127174007
>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.
>>
>>127175485
did it work?
>>
>>127177514
pc restarted out of the blue to configure some files, 21 minutes left now
>>
>>127179776
dude why do you have so many problems?
>>
>>127179985
It finally downloaded, I'm ready for another disappointment.
>>
>pirates having issues
mysides
>>
>>127182032
>spending money in something like the RPGM.
nigga that's just stupid.
>>
>>127177514
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.
>>127182032
>running the free trial versions
>pirate
Why don't you go shitpost somewhere else?
>>
>>127183495
broh the free trial and the crack.
>>
RPGMV good?
>>
>>127183495
>claiming to not be a pirate
>kickass torrents
Yeah, okay, my boy.

>>127170917
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.

http://vocaroo.com/i/s0EsjsrwQylc
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.
https://www.mediafire.com/?y7tppt3t6ysc4cj
>>
>>127185307
>retarded

for
>>127170886
>>
>>127184283
No idea. I like the idea of making games for more than just PC, but I have a lot of scripts I've grown to depend on.
>>
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.
>>
>>127185307
>stick to Fruity LSD
But anon thats what im doing, sorry if i wasnt clear about it, not really sticking with it but i do use it
>>
>>127185737
>production nonsense
>i usually play around with some plugins for an hour

>stick to only the white keys and try to make the most generic songs you can think of
>>
>>127183965
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.
>>127185307
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.
>>
>>127186295
>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.
maximum kek
>>
>>127186380
So does the 20-day free trial count as a piracy?
>>
>>127187497
yes,you filthy casul
>>
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.
>>
>>127189868
>Have fun
>MV
>>
>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
>>
>>127191118
Hasn't preloading fixed all the loading issues?

I've already adapted to sprites not loading instantaneously.
>>
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>>127191118
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.
lmfao
>>
>>127191527
What, Preload Manager? Does that even affect people playing the exported game or is it only during testing?
>>
>>127191118
I haven't had any of those issues yet.
>>
>>127191831
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.
>>
>>127191596
And that's literally the only problem I've run into apart from loading files, which I've dealt with through my own scripting.
>>
>>127191831
>>127192193
Except you're probably both getting the memory leak issues and just don't realize it.
>>
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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:

www.thebestgameintheuniverse.com
>>
>>127192475
Even if my am, my 5-some year old computer can handle it, so I don't really care too much. Have you considered getting a better computer? B^U
>>
>>127192728
That's slick art. How do you do it?
>>
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>>127192728

Couple of screenshots for any interested.
>>
>>127192759
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.
>>
>>127192728
thought this looked pretty cool
>>127193149
convinced me, i'll probably get it when i have time to. sick art style
>>
>>127193110
Thanks! I just scribble line-art in paint, and then fill. Oh, and spray can tool ;)
>>
>>127192475
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

>>127193149
ironically terrible grammar, or what?
>>
>>127192728
Looks alright anon, i'll try it out
>>
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>>127193372

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.
>>
>>127193575
>Can't say mate, you'd have to play to find out.
so it's legitimately poor writing. k
>>
>>127193149
>Actually managing to make autotiles
Are you some sort of wizard?
>>
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?
>>
>>127193850
does a._id do anything?
>>
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>>127193805

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.
>>
>>127194339
Reminds me of the Mario and Luigi RPG games, at the very least Superstar Saga
>>
>>127194280
No. same result.
>>
>>127194339
Man fuck you that artstyle is dope. I can do characters and battlers but I've never been able to make tilesets. I'm jealous as fuck.
>>
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>>127194950

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...
>>
>>127195230
this looks way better than the other two
>>
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>>127194950

Show me some of your battlers? Here were a few of mine in Black Cat's Story.
>>
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>>127195427

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.
>>
Just got RPG Maker 2003 off of Steam for $4. There seem to be a lot of essential patches/hacks for it, but none of them recognize the Steam version as RPG Maker 2003.
>>
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>>127195460
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.
>>
>>127193850
Yeah, I used damage formulas like that, too.

Does anyone know how to do this or get a work around that calls an actor's id?
>>
a workaround could be to just have duplicates of that skill for each possible actor id
>>
How do you guys feel about certain boss themes in games being composed of only one or two instruments? Link related.

https://www.youtube.com/watch?v=gsvudjnjOXQ
>>
>>127198083
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.
>>
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Made any progress today?
>>
>>127202429
Cute!
>>
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?
>>
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>>127202429
YES!
>>
So uhh guys
I want to make a game, but it's definitely going to have mostly furry cas is this a bad idea?
>>
>>127204307
>is this a bad idea?
Only if you live your life being scared of bandwagon hatememes from 2007.

If you want to make a game about furries make a game about furries.
>>
>>127204307
If Dust can do well so can you.
>>
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>>127204307
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.)
>>
>>127205772
i want to fuck that cat
>>
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>>127206191
Come and get it, sugar.
>>
>>127204147
good
>>
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>>127207627
I guess I'll just post my progress until it's done.
>>
>>127205772
>>127206301
I love how there is already fanart of your game
>>
>>127209725
we'll all make it one day, bruh
>>
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?
>>
>>127209873
It's pretty cute, that's some very hard outlining though. Does it look awkward against your maps/tilesets?
>>
>>127209873
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.
>>
>>127210479
>>127210609
I toned down on the outlining, this is how it looks now.
>>
>>127210832
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
>>
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It's done, just need to make the latern sprites, the enemies and the vulture at the end.
>>
>>127211383
Ah shit, gotta move the moon in front of the stars LOL
>>
>>127210832
>mixels
Triggered.
>>
>>127212837
ah shit you're right =\ didnt look at closely

sorry

>>127210832

you should probably remake it without varying pixel sizes
>>
>>127213038
>>127212837
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
>>
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>>127213991
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!
>>
>>127214185
Looks nice

Im using rpgmaker vxace
as for tile size its 32x32
>>
>>127213991
Overall it doesn't look too bad but in the middle frame he suddenly looks a lot fatter. Maybe try making him closer to the other frames on that one?
>>
>>127214359
Yeh he didn't look fat when i had 2 pixels there, i'll try to bring the arms closer together to try to make him less fat
>>
>>127214359
>>127214791
here's what i got, hope it looks better
>>
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>>127214983
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!
>>
>>127215336
I like the little zoom. Neat detail.
>>
>>127215336
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.
>>
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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
>>
>>127216287
Wait, don't download this. I fucked something up.
>>
>>127216754
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.

>>127215460
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.

>>127215821
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.
>>
Question : which is more versatile? Vx ace or mv?
>>
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>>127216287
>>127216754
Okay, these should work right:

https://mega.nz/#!yF5SWbZR!9W0wZtiOyRxlHcEIWEkbjp4r5xlvQFrC_odYKWLMvKw

https://mega.nz/#!3IYS2Z4Z!hkyWi0ArPEg7hT2rvJ5E3UU-bjKq6QtuQm1t7mdw0BU

>>127216940
>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.
>>
>>127205772
>>127206301
Hey look it's my art! *finger pistols*
>>
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>>127214983
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?
>>
>>127219086
>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?
>>
Might have been him.

But do you have any advice about dialogue systems?
>>
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>>127214983
Hi dude, I'm not the greatest artist but I had a go at "fixing" your sprite.

Some notes:
>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.
>>
>>127220094
I used Tsukihime's enemy talk script: http://www.rpgmakervxace.net/topic/14579-command-enemy-talk/
I'm not really sure what advice I could give, though.
>>
https://www.youtube.com/watch?v=_7ok41Uy448

REJOICE ANONS! ROW FORMATION IS HERE! Fuck year!!!!!!!
>>
>>127220964
Wow holy shit dude, thx man! I really appreciate it, this will definitely help out.
>>
I don't want to use 3 Frames anymore. So I'm excited to make more 6 frames. https://www.youtube.com/watch?v=bf9XsLBaxkM =͟͟͞͞ʕ•̀=͟͟͞͞ʕ•̀▿•́=͟͟͞͞ʕ•̀▿•́ʔ=͟͟͞͞ʕ•̀▿•
>>
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These were a pain in the ass to get right.
>>
>>127222723
HYPE! EXCEPT I SUCK AT SPRITE ART SO THIS IS OF NO USE TO ME
>>
>>127223410
THERE'S ALWAYS USE FOR IT. WAIT FOR FREE RESOURCES MATE.
>>
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>>127222290
>>
After watching so many youtube cooking shows, I kind of want to make a cooking based RPG where you go out and kill more exotic monsters for ingredients and then compete in cooking competitions or something.
>>
I really wish there was an organized list of plugins for MV. I've encountered multiple times where I found ones I liked but then I suddenly forget how to find them again.

So I guess I'll have to inquire again, what are the "bugfix" scripts and how do I find them? (even though I've honestly not noticed major bugs during my own time)
>>
>>127225579
>I really wish there was an organized list of plugins for MV.
This one? http://mvplugins.com/
>>
>>127225579
If you have them on steam they are added automatically in DLC folder.
>>
>>127226656
Huh? Tell me what titles they go by anyway so I can find them online too.
>>
What method is called to change a characters stats once you equip or unequip a weapon or armor?
Please no bully.
>>
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Hey, guys just for fun, which rpg maker do you use? Optional question: and why?

http://strawpoll.me/6429731
>>
>>127229132
Mv because its the latest one and as a newfag here i need all the help i can get, also bc plugins
>>
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>>127222876
Forest
>>
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>>127229547
>>
>>127229547
Shit that looks good. Demo anytime soon?
>>
>>127230084
not yet. working hard though!
>>
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>>127227218
Ok, nevermind. I got it working on my own.
>>
>>127230461
Why do you want your menu like that? Is it game with only one actor?
>>
>>127230572
>Why do you want your menu like that?
What's exactly wrong with it?
>Is it game with only one actor?
Yes.
>>
>>127230658
There's nothing wrong with it, I was just curious. It looks pretty clean.
>>
>>127230758
Oh, I see. Well I still haven't fully finished working on the menu, I'm just kinda trying to get it to function the way I want it to, for now. I will probably make some changes to it in the future..
>>
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Guess Whaaaaaat!?!
http://steamcommunity.com/sharedfiles/filedetails/?id=590885828
>>
Give it to me straight /rpgmg/
https://www.youtube.com/watch?v=n_NEH5c2Ftg
How bad does it look
>>
>>127232531
Since it's just rtp graphics, it's difficult to tell what your game is like. That trailer doesn't show much at all. It's not so much whether bad or good, it's that there's nothing to critique.
From the trailer though, it looks like a lolsorandum joke game.
>>
>>127232027
Hey I did that review for you a few days back. Looking good- you've got my vote anon. Good luck!
>>
>>127233119
Thanks!
Where can I find that review?
Is it in this thread, or an older one?
>>
>>127232875
Yeah. I don't really have enough content in the game to make a trailer of some substance. I probably made it way too early.

Not really sure how you got that it's lolsorandum joke game but it's not.
>>
>>127233468
Older thread.

This 'un: http://pastebin.com/cVCSqHg9

I did get the sound working and it did add a fair bit to the game as well, so that's a definite plus.
>>
>>127194339
That looks very nice, anon.
I hope one day I will do something like this, because it'll really motivate to start the project.
>>
>>127232531
Nicely made trailer, but the content tells me little.

No idea what the game is about or what's going on. Why play that song at the end? What's the goal? Why should I care?

The only thing that I can gleam is that the atmosphere seems to be a focus and combat is basic. The atmosphere does look very nice, though. The music alone helps a ton
>>
>>127233845
Oh, yeah I saw that.
Thanks for the feedback! It's been a huge help in improving the game. If you have any more things you've noticed, feel free to tell me.
>>
>>127234095
Ah, thank you

Yeah that was one thing I really got confused with. How to actually give across what the game is about.

But yeah. There's a bigger focus on a story rather than combat. It's actually my first videogame ever so I'm just getting used to using rpgmaker I have some cool ideas for my next project once I'm competent though
>>
>>127232531
I don't see much of a narrative in the trailer. Scenes just continue to happen without some apparent causation or link. You would normally only do that sort of thing to try to showcase some kind of technical gimmick, like WHOAH! graphics, unique gameplay or awesome monster designs, but you don't really have much of that. The music is nice, though.

Tbh, if I saw it in the store, I would also assume it is some kind of practice 1-hour long game to learn to use the engine.

>>127232027
The trailer grabs me at the start, but loses steam as it goes on (the fact I had already seen/played 3/4ths of the material surely didn't help). The music does go well with the character designs and flow of the trailer, though. I wasn't sure about it when I heard it on sound cloud, but you've done a lot to make things mesh well. I would definitely play it for free (well, I already did), although maybe not buy it.
>>
>>127234891
Yeah it pretty much is a 1-hour practice game unfortunately, but thank you for the feedback! Next time I make a trailer I'll spend more time making sure the viewer can understand what they are looking at.

I guess I found out the hard way it's hard to put yourself in the eyes of the audience
>>
>>127234467
Well, keep at it! It's clear you know how to set the tone and get people invested. I have to admit I'm that your trailer made me curious.
>>
up
>>
>>127153021
somebody step the hell up and do all the art and story shit for me so I can just dick around in the database making funny spell effects
>>
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I'm trying to get it to show the "Left Leg Forward" picture whenever a certain switch is on, and remove it when it's off. The Erase Picture thing isn't erasing it though. Any ideas why?
>>
>>127240127
i mean if you want it to be shitty, sure
>>
>>127241164
Disregard. I figured it out. I was calling the wrong events.

It wasn't erasing the picture because the wrong switches were being pulled.
>>
is the crack in the OP actually updated to the latest version of MV?

I'm just ready to be able to code things. I despise Ruby and never bothered to learn it
>>
Does anyone know how to replace an enemy Graphic in the middle of a battle? Not the enemy itself, just the graphic for it?
>>
>>127241301
I like tuning battles and designing mechanics but I don't give a rats ass about the story, characters or art. So it's chill.
>>
>>127241510
Battle-damage? Transformation?
>>
>>127242737
I'm trying to do it so it changes the picture if a switch is on. Transformation replaces the whole Enemy, where I just want to change it's picture.
>>
>>127241510
I'm pretty sure you can't. Best option would be creating the new enemy as a separate battler, and then before you want to switch, store the enemy's current HP in a variable, and then 'transform' to the new enemy, and then set its new HP equal to that variable.

There might be another step or so in there, it's been awhile but that may be your best bet, unfortunately.
>>
>>127243267
Thanks!

One thing I was considering too, was having the enemy be invisible, and just making a common event at the start of the battle to put their picture in that position. It'll take some fine tuning, but should work.
>>
>>127243579
That would work too I think. It's just been awhile since I messed with that but from what I remember, that's about the only way to make those Frieza "I have sixteen forms" bosses.
>>
>>127220964
alright this is what i made with your sprite as reference, i will work on the other angles tomorrow or some other time. im tired now.
>>
>>127244353
Neat, but you should make the shading on the face a little darker. It blends in too much.
>>
I've got XP and MV. I like XP's art style much more, but MV has more options and easy plugins so I don't have to script out the ass. Which should I use?
And no, I am not buying VX Ace. I was pretty much conned into MV, and I do not want to spend any more money on this shit than I already have.
>>
>>127247697
I'm not entirely sure, since I've only been using VX Ace, but what I remember reading is that XP has a lot more control and ready scripts to use than the latter.
>>
>>127229132
MV, because there are no closed-off 'hidden' components to the engine.
>>
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>>127230018
I like this also.
>>
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>>127252282
>>
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>>127252504
>>
>>127252282
>>127252504
>>127253681
Huh, thought it was this game for a second
http://www.vector.co.jp/soft/screen/winnt/game/se483421.html
>>
>>127254875
>http://www.vector.co.jp/soft/screen/winnt/game/se483421.html
must be the same engine!
>>
>>127252504
how can you make something like this? what version are you using? MV? VXA?
>>
>>127255045
Seems like s/he made it too.
http://petitrare.com/blog/?cat=21
>>
what do you guys think of a dragon quest style game? i mean, classic rpg with focus on battle and a simple but good story.
>>
>>127255173
I'm pretty sure it's the one linked above, so VXA.
Not sure if there's a translation/similar script in English though.
>>
>>127255173
vx ace. got it from a japanese site.
>>
>>127255923
what script?
>>
>>127255284
ahhh thats the site i got it from =)
>>
>>127256264
I remember playing that game a few years back and it was pretty good. Looking forward to your game.
>>
>>127256468
thanks =) this thread is so filled with quality looking games atm. i need to pull my finger out on this.
>>
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>>127253681
>>
>>127256732
good luck
>>
>>127026350
Napstablook wannabe/10

I like it.
>>
>>127257478
looking nice
>>
>>127255624
I'm up for those.
>>
>>127255624
do it. =)
>>
For those of you making your own assets, how did you decide on a style for your game's graphics/art?
>>
>>127266476
It's the only style I can draw consistently.
>>
Is there a problem with loop/break loop in MV? I'm completely baffled with why this event isn't working, and while I'm usually to blame, I just can't make sense of what's going on.

I have parallel process structured as
>IF
>>Loop
>>Repeat Above
>>Thing
>END
The Loop itself is structured as
>Loop
>>Show choices 1, 2
>>>Choice 1
>>>>Text
>>>>Break Loop
>>>Choice 2
>>>>Loop2
>>>>>Text
>>>>>Goto Thing
>>>>>Repeat Above
>Repeat Above
>Thing
Essentially, whether you pick Choice 1 or Choice 2, you should end up running Thing after it, before the parallel process runs again. However, currently Choice 1 just sends you back to Show Choices, as if Break Loop didn't exist. Choice 2, with the Goto, is running Thing just fine, so I know Thing itself is working fine.

I can't figure this out. I've done this same event structure a dozen times in VX Ace without issue. It's almost like the Choice1's Break Loop is reading the nearest Repeat Above (the 2nd loop in Choice 2) and breaking that, despite the fact that it should never see it. Has anyone else noticed this problem before?
>>
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>>
How many game did you finish before jumping into your real one /rpgmg/?
>>
>>127232027
You are a brave man.

>>127232531
RTP is an instant turn off for me. It was hard to read the text because it was going too fast, but I'd have to agree with >>127232875
>>
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>>127267247
Here's the full event. If anyone can spot my error or confirm MV is bugged, I'd appreciate it.

Again, the problem is that after the Break Loops, I'm being sent back to Show Choices, rather than running Thing, which comes after Loop1.
>>
>>127255624
I think there's a lack of simple, direct, and fun stories. I get everyone wants to stand out, but there are so many people insisting on flipping tropes on their heads that a basic and direct story seems rare.
>>
I remember old rpg maker would make the background swirly if your didnt specify a battleback, is there a way to do this in mv?
>>
What's the Luna Engine stuff like? Is it worth getting it from the OP or should I stick with more familiar stuff?
>>
>>127272129
unless you can script its kinda useless.
>>
>>126965469

Would you recommend any programs/tablets? Or is MS Paint and a mouse enough to get started?
>>
>>127272207
>>127272129
Speaking of which, what does the plugin for MV do? Has the creator finally written the promised tutorial?
>>
>>127272120
I'd wonder
>>
What is your game's story?

I haven't really worked one out yet. I know that it's going to be influenced by early mech anime.
>>
>>127276354
i was thinking in a city building one starting from an abandoned bandit camp but seeing as how that's far away atm im sticking to a poor MC member of an adventure guild, in the city he lives there is a dungeon of 100 floors wich no one ever explored, you just do quest and explore until you get out of your old house into a castle and end fighting a group of four heroes,
>>
>>127276354
I need to work on mine.
>>
>>127276354
PC attracts attention from a criminal duo and is promptly kidnapped and dragged along on their latest crime spree.

That's the plan, anyway.
>>
>>127283249
go for it
>>
>>127270205
>>127267247
After a strenuous amount of testing, I have found that you cannot Break Loop if the Break Loop command is inside a Conditional Branch & there is a 2nd loop that occurs after the fact; If the command is in a conditional branch, it will read the nearest Repeat Above and stop there, without regards to the loop it is actually in. In other words, you cannot have a loop within a loop OR you cannot give a conditional Break Loop.

Holy fucking shit.
>>
>>127283249
Sands of Destruction?
>>
>>127287763
Never heard of that game until now, so I looked it up. No, it's nothing quite as grandiose as the PC being able to destroy the world. It's more of a 'you were there, you seemed useful in a fight, so now you're coming with us' kind of thing. Like the female half of the duo says "You ain't special, princess. I figure you got a week before you fuck up and he kills you like the last guy."
>>
>>127289109
Ah alright. Sounds interesting, curious on how it'll go.
>>
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Realized my "double height" sprites are more like 1.5. Going to resize them after I take a break to work on tiles and see how they look.

So much wasted space...
>>
>>127294402
Looks good though. What's your game about?
>>
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I am so good at art.
>>
>>127295902
That flower's seen some shit.
>>
>>127268285
Two.
>>
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Bumping with crow.

Also,

>>127295902
I do like it, but there is too much pillow shading. Your game has a unique feel and I'm intrigued.

>>127294402
I know that feel, I had to redo everything about a month ago, sucked. Sprites looking good.
>>
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>>127298383
Fixed it up a bit.
>>
>>127298383
I'm still not sure if I want to bother sizing them up at all, they look pretty okay in full screen.

>>127295297
But you'll laugh at me.
5-10 years post-zombie outbreak.
>>
>>127299476
I won't laugh, though I will say that that's a really overused setting as of late. It's still got potential but you'll need to do something different with the plot for it to be more than just another zombie game.
>>
>>127300123
The second he said 10 years after, I was interested. That is what I think he is going for to make it different, the setting.
>>
>>127298383
I'm gonna be honest: I had to google pillow shading to figure out what that is :P I'm not sure I understand it, but this flower uses a grand total of 7 different colors. Pillow shading looks like it uses way more than that.

I lack the knowledge of fancy art techniques, but I'm still happy with the end results of my stuff.

Also, nice crow, very well done :)
>>
>>127300326
There is nothing to be ashamed of, we all started somewhere. I started like four months ago and I'm getting better every time I make a sprite. There is still a LONG way for me to go before I feel confident in my abilities though. I'm just glad you actually took the time to google it, that shows that you have initiative and are trying to learn.

By pillow shading with your flower, I was referring to the dark colored outlines. It's like when we were kids and we would use crayons or colored pencils, you'd always push harder against the paper when making outlines and then lightly fill in the center. It's not exactly bad, but it does tell a story about where you are at in your journey as an artist. If you are happy with it, then by all means it shouldn't matter. I am merely giving you the best feedback I can, because I know exactly what you're going through as a learning pixel artist.
>>
For anyone who cares, tomorrow is the start of the Awesome Games Done Quick 2016. It's 140-ish hours straight of people speed running video games for charity. Starts at about 11:30 AM EST. I always love watching these marathons while working on my games (they do it twice a year). Google it if interested.
>>
Using Yanfly's Profile page plugin, is there any way I can make a second profile page in the status menu? For example one for Background and one for Abilities?
>>
>>127300326
>>127300874
Honeys that's not pillowshading, that's called a colored outline. Pillowshading involves actual shading and from what I've seen, butterfly game's graphics are flat, so it'll fit in well. My one issue is the jaggy lines. See pic in >>127218609 .

>>127299263
I don't into birds but it might look better if you swapped his position in the up and down frames so that his wings are up when he's down and they're down when he's up. Might make it look more like he's actually using them to fly.
>>
Just ordered a tablet. I'm ready to flood the thread with shit art.
>>
How do I set the default zoom for my game in VX?
I'd like my game to be zoomed in all the time, as many of the sprites are small and don't show up with the default zoom.
>>
>>127303260
You're right about everything! I don't really know the terms too well. Also THANK YOU for your advice about the movement. It looks a thousand times better and it was a slight oversight.
>>
>>127305635
Meant to say VX Ace, just to be sure.
>>
Is the rpgmakerweb forums down for anyone else?
>>
>>127306270
Yeah, it isn't working for me either.
>>
>>127306270
since yesterday when I tried
>>
live
>>
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I need coffeeee
>>
Reposting my earlier question shamelessly.

In damage formulas, is there a way to get the actor's id in MV? the syntax for VXA does not work. At all.
>>
>>127276354
default VXAce heroes go on many tiny quests for shenanigans, only to find themselves in some fucked up convoluted shit involving an alternate reality and a cosmic primal force
>>
>>127312639
oh, and throw in the default VX heroes in there too
>>
http://brorlandi.github.io/StarWarsIntroCreator/#!/K7051-k6g6DLnliVLPe
>>
>>127313003
undertale episode 5

mememememememe
mememememememe
>>
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>>127312450
>>
Is there any way to make an event move through other events but still trigger when touching a player?

RPGMaker MV
>>
>>127314213
NM fixed it
>>
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>>127313998
c-c-c-coffeeeee
>>
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>>127318608
I had to switch to tea, coffee was destroying my stomach.

I feel like I just sat down like three hours ago and it turns out I've been working on my game for 12 hours. What the hell? Why do I have to sleep, I would rather keep working.
>>
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I was thinking of taking in designs made by people either on forums or from /rpgmg/ for NPC robot characters since I want all of them to be different and their own thing, do the people from here like the idea? Would anyone be willing to join in or should I just forget about it?
>>
>>127320265
Sounds good, though I'm garbage at drawing. At most you'd have a sprite to go by for reference.
>>
>>127318608
>>127313998
>>127312450
Waddle fuck? It's great, m8. What's the minimap script you're using? I wish we had one like this for RPGM MV.

>>127299263
Simple, but cool. Hate the pillow shading, though.

>>127295902
Loved you're using this nickname, now. Easier to follow your project. Also, cool battler, Wish to see more.

>>127267784
It's... Beautiful...

>>127215336
VERY nice! In another thread, I've told you I wasn't liking this art style, even though it's only my personal opinion. But this scene is lovely. Everything makes sense and it's in harmony. Congrats, mate.

>>127214185
>>127026350
>>127021503
>>126993921
>>127098769
Cool!

>>127195460
Nice! I'll post some today. It sucks to animate them, btw.

>>127195230
16x16 is my favourite too. I wonder if it will take too much for us being able to make our delicious 16x16 tiled RPGs.
>>
>>127320265
I would join in. I love that game you're making and I'd gladly help with any design you might want/need.
>>
>>127320265
I would, but my tablet is busted
>>
>>127321910
Hey thanks a lot! You would laugh if you saw my first stuff... too bad I burned it with fire. haha.
>>
I'm curious, has anyone made an RPG Maker game that's more WRPG like the old console ports of Wizardry, Ultima, M&M, D&D games?
>>
>>127323720
This is my goal for my next project!
>>
>>127324078
I was thinking about making something like Pool of Radiance. Is SRPG like gameplay possible in RPG Maker?
>>
>>127320265
I'm intrigued, but I do not have robot characters stocked up.
>>
>>127324351
Yep. Hard to do but possible. Look up Gubid's TBS.
>>
Final goodnight bump. Work on your game.
>>
>>127322365
sure, feel free to join in anytime, I'm always lurking in these threads anyway.

>>127320910
>>127322449
even a crappy mspaint drawing can be enough, if it can provide how more or less your character can look like, so don't worry there,
>>
>>127266476
It's easy and looks decent. My graphics are nes inspired, 16x16 (resized x3) tiles and sprites.
I've been toying with different styles for years and finally found one that works for me.
The most important things I found in a style was,
1. use a good palette. Borrow one if you need to , there are a lot online
2. try different resolutions. I started with 32x32 and found it too large and struggled to make it look nice. I even tried 8x8 at one point, but 16x16 turned out to be the one for me.
3. if you're doing a low res style like me, study lots of pixel art. Go to spriters resource and see how the classics do it. See what works and what's efficient to draw.

Custom assets really elevates a game's quality. I think everyone should give it a go, even if it is a lot of work.
>>
>>127272516
Use GraphicsGale, or something similar. MSPaint really isn't all that great.
>>
Candidato MV support (without being clanky) by default non-48x48 charsets? I want my PC and NPC taller, Baldurs Gate style.
>>
>>127272516
Spriter friend uses Aesprite I think it's called. Has a freeware version with some limitations but it's still leagues better than mspaint.
>>
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>>127331796
Cool, maybe you could use this one? Is the only robot I have around for now.
>>
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>>
>>127337195
really love that sprite. EXCEPT FOR THE FEEEEET.
>>
>>127338118
Neat! How are you doing the map effect in the bottom right?
>>
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>>127338118
>>
>>127338231
You mean the design or only that sprite?
>>
>>127338485
it came with the 3d scripts!
>>
>>127338751
oh! the design. i don't like pointed peglegs! it looks amazing btw.
>>
>>127338886
Ah I see. Sorry that you don't like it, if it wasn't for a gameplay mechanic I'd change them.
>>
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>>127339050
I still love it 8) can't wait to se what the mechanic is.
>>
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>>127339251
>>
How is the market for RPG maker games? What is the chance of success in Steam?

The only famous RPG maker game that pops on my head is LISA.
>>
>>127339810
Not great, but not the bottom of the barrel.

The trick is to have something unique beyond the same 1000 other RPG games. No default resources is probably the biggest thing.
>>
>>127340140

Can you list some RPG maker games that did well and sold?
>>
>>127340451
if you are doing it for the money you should use a more powerful game creator
>>
>>127340620

Okay, so RPG maker games that got popular?

I know LISA (Painful & Joyful) and Yume Nikki.
>>
>>127340784
To the Moon, Ib
>>
>>127340784
OFF has a pretty decent following too. Ib and all the other horror ones generally did okay from what I recall but most of those are free.
/indie/ has a pastebin here http://pastebin.com/ZbG0JPSn which might have some other ideas.
>>
>>127340892
>>127342217

So it's most horror games usually devoid of deep combat?
>>
>>127343069

I'd say Lisa and To The Moon would be the ones to look at because those are the only two that cost money and still did well (that I can think of).
>>
>>127343262

I see. I have Lisa, I will also check To The Moon.
>>
Yanfly made some more icon redraws for us

https://www.youtube.com/watch?v=-t49dhe6lsc
>>
>>127343310
Consider making a lewd game. Most money with the least effort.
>>
>>127345115
>Most money with the least effort.
>least effort
How the hell is it least effort?
>>
>>127335419
Let me rephrase that:

Is it worth it spending time to make the charsets taller as to convey a more mature sprite instead of everyone-is-chibi?
>>
>>127345115

> porn game

In RPG maker?
>>
>>127346643
There are a lot of them, but the best ones do take a lot of effort.
Take a look at MaidenSnow Eve.
>>
>>127345546
Just look at DLSite.
Loads of downloads with almost nothing but RTP and porn. Of course the best-selling ones do require some sort of effort, but when you just want to make some money you don't need to put nearly as much work into it compared to an all-ages game.
>>
>>127347879
>Of course the best-selling ones do require some sort of effort, but when you just want to make some money you don't need to put nearly as much work into it compared to an all-ages game.
Have you played any of them? The better selling ones have good gameplay, a lot of content, usually lasting from to 10 to 30 hours and a good art. That is, by no means, less effort than most all ages games.
>>
>>127348147
>a good art
A good picture art, but usually the charset and terrain are RTP.
>>
>>127348318
And that alone makes it a lesser effort?
>>
>>127348147
Of course I have. I am talking about the lesser known ones though, since a 10-30 hour RPG might be too much as a first project for that anon.
If you put the same amount of effort into a porn game and an all ages game the porn game will almost always bring you more money.
The only thing that needs to be decent is the art though.
>>
>>127348464
If you're a jap that draws hentai since you're 5, yes. Wish I could draw hentai as them, I would have long died from dehydration.
>>
>>127346508
Chibi doesn't make your game less mature.
>>
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>>127348685
There are some games with quite mediocre art, but the gameplay and the scenes themselves are good, whilst there are games with good art, but mediocre scenes or far too few of them. Seriously, art alone isn't an indication of the games quality, even though it's the first thing that you will notice.

>>127348831
Practice, anon. Practice.
>>
Think I'm gonna switch back to VX Ace for now. Just not enough resource selection for MV yet and I'm not a good enough artist to work in the new resolution.
>>
>>127348147
>>127348685
>>127349171
Keep in mind that most of these devs are artists, but DLSite CG sales are usually low so making CG sets and put them in a simple game in RPGM gives them a lot more money.

So yeah, the mediocre games are pretty much CG sets slapped into RPGM, but there isn't a lot of money anyway. If I remember correctly DLSite can take up to a 50% cut, it depends on the price of your game.
>>
>>127349835
>If I remember correctly DLSite can take up to a 50% cut, it depends on the price of your game.
And that's why some of them are jumping ship on patreon. Like with ILL, that lazy shit.
>>
>>127349835
ah
>>
I might be retarded, but how do you go to the code editor in MV????
>>
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Bumping with FINALLY

now on to the several hundred npcs
>>
>>127354949
I like it, nice work. Good luck with the rest of them.
>>
>>127354735
You mean to directly rewrite a plugin? You need to open up the .js file in notepad or a similar program.
There's no script editor like in XV Ace.
>>
>>127355507
>You need to open up the .js file in notepad or a similar program.
>There's no script editor like in XV Ace.
oh, damn
>>
>>127355705
Just get notepad++.
>>
>>127355871
This. That way you can see which specific line you're on, like with VX Ace's script editor.

>>127354949
Very nice! The hair looks great. One question though: what's that on his/her back?
>>
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too much?
>>
>>127356167
Depends on what you're trying to depict. It reminds me of the bottom of the well in Ocarina of Time.
>>
>>127356167
Sets the atmosphere but it is a little much yeah.
>>
>>127356303
I'm OK with that.
>>
>>127356156
The thing on their back is just a long hood/scarf for style.
>>
'Sup /rpgmg/?

I'm really into making something with FPLE, but I have some questions that I wish you could help me with:

1 - I know it's for RPGM VX Ace, but there's any way to make it widescreen.

2 - I know that it's possible to change RPGM VX Ace's resolution through some DLL cheating, but if I do this, will I be able to release my game commercially?

3 - What is the license terms for FPLE script?

4 - I've seen some anons posting images with very different 'layouts', and, >>127356167, for example, is using something that doesn't seems like FPLE. Also, that minimap. How?

Thank you, guys. Good luck with your games.
>>
>>127354949
Cool! Even though I'm not sure about the hood/scarf being so 'tilted'... But loved the color scheme. Curious about what kind of project you're making.
>>
>>127356972
Hmm
>>
don't die
>>
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bumping with some animals for MV (I didn't make these)
>>
>>127357949
>Also, that minimap. How?
It's part of the 3D dungeon script which can be found here http://petitrare.com/blog/?cat=21
>>
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>>127363426
>>
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>>127363742
>>
I know this isn't the right general for this, but to anyone who's played Planescape, how much does it matter if you take the Silent King's skull? The whole dead nation becomes hostile if I do
>>
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>>127365152
>>
How to fucking make a round wizard's tower with the squared tiles? I'm trying this for a couple others now.
>>
>>127356972
I honestly didn't even think it was that until you said something, I think its too far down and too pronounced to be a hood.
>>
>>127365186
There's no particular need to do so (though it can be used as an item for one particular quest), but if you want it without turning the Dead Nation hostile, as a thief you can bring a generic human skull in with you and swap it for the Silent King's skull.
>>
>>127356972
I thought it was a guitar or something. It really doesn't read well. I don't really understand why it's off the the side. If it were a long hood, it would just drop straight down.
>>
Hope everyone's day is going well today!

With AGDQ running, I've been able to work on my game a lot today while having something fun to watch. Makes things less quiet around the house. Spent a good chunk of today coming up with item ideas and stat baselines, taking a break from art and stuff. I really need to work on balance since my game is free-roam with no pure leveling system. I think I've found a good starting point, though.

Keep at it, my friends!
>>
>>127372340
good luck!
>>
>>127370395
Do I have to be a thief or is high dexterity enough?
>>
>>127375449
If you're not a Thief you don't even get the option, unfortunately.
>>
>>127376774
That's a shame. I guess I'll just settle for Soego's skull then since there's no way I'm going to beat an entire horde. Thanks mVIII
>>
Black Cat anon if you're around I'm playing your game and its awesome, good job dude!
>>
>>127320265
I have a couple robot characters, but they are characters I plan to use in things. Will we get credited?
>>
>>127382402
Sure, in the game credits I plan to credit the owners of the characters, unless they prefer to remain anonymous, that is.
>>
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Post special encounters
>>
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Is this any better?
I like the way it looks, but if I have to remove his scarfhood entirely I'll do it.
>>
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>>127383165
okay, here's Nash, then.
Credit me as Karbonic if you use the character.
>>
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>>127387872
here's a newer more lewd picture
>>
LIVE DAMNIT
>>
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>>127320265
I call him the Hypnowhisk.
He has a spinning disk on him that used to have a whisk attachment meant for cooking but once it fell off he was repurposed into a killing machine.
>>
It's started. People are telling me I'm ripping of undertale. fuck everything
>>
>>127393926
Do it anyway. If anything, you'll actually benefit because you're the less popular party.
>>
>>127394306
I know. I'm not going to let it hold me back.
My problem is that, while an okay game, undertale isn't really all that original in all of it's concepts, which means anything can be shown as a ripoff of it. Fallout 4? rips off undertale because you can talk it out with enemies instead of killing them. OFF? rips off undertale because it's an RPG in a weird world with weird creatures. LISA? Undertale ripoff because quirky characters.
>>
>>127393926
What game are you making? I honestly I hear "that reminds me of Undertale" and I think nothing but $. The only people who seem to get overly offended by it probably listen to the wrong advice too often.
>>
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>>127395696
The DashBored one.
I'm not really sure where people are coming from when they say it's too much like undertale. I started it long before I even heard of undertale, and tonally and gameplay wise they're pretty different.
>>
>>127385167
I definitely do not think you should remove it. If you want the character to have a scarf or a hoodie, you have to make your mind up about which it's going to be before you change it. It would also help if it was a different color than the rest of the garb, and for this reason I suggest a scarf. You could make it a color the contrasts well with green and tan, and I think it would help break up the sprite's clothing. There are also some issues with how pronounced it is, the way it is shadowed and the way it moves. The best looking scarf movement is when the sprite is moving up; in the left, right and down frames, the feature doesn't move well.

I would also encourage you to add some sexy bounce to that beautiful hair. You did such a great job with it and the sprite in general... I think it could add a lot of life.

As it is, it looks to be about a 7/10 sprite for me (and it looks way better than anything I could make, mind you). The only thing keeping it from 10/10 is the confusing movement and coloring of the "scarf/hoddie" and the lack of personality in movement.
>>
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>>127396009
About to watch your video and give you honest feedback. The intention of this feedback is to help you, not make you feel bad or discourage you from creating your game. I think that you have talent and creativity that the world needs to see, and I hope that you will continue to work on your game. When I say something will remind people of Undertale, I am in no way saying that this is a bad thing or that you tried to do this. I am merely trying to help you understand why people would say those things, so you can do with that information whatever you think is best. I'm watching your video and taking in your project, and I have the following thoughts:


The hello at the beginning is kind of fourth wall breaking. You are speaking DIRECTLY to the player and that is something Undertale did a ton of.

>Welcome to The Garden.
Undertale uses a simple naming structures for places like "Home" and "The Core" etc. I do this too for my game, and I did do it because of Undertale. I liked that about the game, and doing so in my game made sense (animals probably won't come up with some fancy ass name for something).

Immediately, the first frames you show in the video are of the starting area. You are in a minimalist area sorrowed by darkness with one road in front of you. It's design looks a LOT like the starting area in Undertale (see fig 1). So it's not exactly surprising that people are saying it looks like Undertale.

Shop menu looks neat!

Dialog is casual and conversational, though it is completely acceptable and I think it's awesome, Undertale uses this same use of language (It's hard NOT to).

Even though the general art style isn't something I'd prefer, I think that others will resonate with it (the feeling is neat though!). Still, there are basic errors that can't be attributed to style, and this is one of them. (See Fig 2). In this same scene, the frog dude just walks strait up the wall and onto the roof? It looks awkward, he could hop.

Cont.
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>>127396248
I mean, I was picturing a really light flow-y garment that gave the impression that the pc had almost made it himself out of dirty old rags... Am I just letting my Homestuck (see: god tier John, the mayor, etc) get the better of me? I think it makes sense but if it doesn't I can find something else.

goddammit i am so attached to the design though. a common symbol in my game is air and a flowy long ass hood kinda helps with that imo
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>>127396009

The entire top torso of the main character's sprite doesn't move when he walks down, looks very awkward.

Fig 3. I have no idea what I am looking at here. Are those buildings? What is on them?

Fig 4. This scene looks interesting, but there are mixel issues with the frog statues.

More water clipping in the scene with the mayor, but it's to be expected if you're using the same animation.

Fig 5. Your bars clip outside of the selection box. The top of the character's head clips outside of the bounds of the simple status. The battle backgrounds look too simple for my taste, but it's passable. The rest of it looks great, though the character's punch animation is slightly wimpy.

The car scene looks neat!

The battle where the character flips off the enemy is somewhat reminiscent of the way you "talk" to enemies in Undertale. I'm still confused as to how combat really works in your game.

Fig 6. I don't know what this is, it looks like a blob of pixels.

Fig 7. The first of a few very glaring inconsistencies in the art style and pixel size. The frog image is way out of place.

Fig 8. More mixels.

Cont.
>>
>>127399434
I like that design, it just doesn't really translate well in the sprite that was presented. The hoodie isn't up on the main character, so that's probably the main problem. Its ok to not have the long thing shown in every frame. For example, you probably won't be able to see it all when the character moves down.
>>
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>>127396009
Fig 9. Mixels with the background. The picture is a high resolution image stretched around, the rest of your game isn't. It is inconsistent and looks really awkward. There is also a lack of depth with every building and the grass cliff, there isn't much that says to the eyeball "this if further away than that". The entire scene looks really flat. The grass tiles don't tile well, you can tell you are looking at a 48x48 box of graphic that has been copied and pasted. All three trees look the exact same. There is an outline for the building on the sides on the grass but not off the cliff, it's really confusing to look at. The flat graphics are most noticeable with the overhang of the building.

Overall, I think the music was the best part of the video. But I don't know how exploration works in your game, how combat works, or much at all. I do get a Salad Fingers/ David Firth sort of feel and I like that, but the graphics are really inconsistent and there are mixels and issues in every scene.

Fig 10. A lot of empty space, otherwise not a bad area. I don't particularly like that everything is so small, it's hard to see.

Fig 11. There is a severe problem with the design of this building. The lack of ability to discern dimension or depth makes it so you cant do stuff like the top locums without looking extremely confusing and awkward.


In general, I see a game that is in the very, very early stages of development. If you are planning on selling it on steam, which it looks like you are, I would have been more hesitant to show it in this current state. I'm not putting my game on greenlight until it is done for this reason, it will destroy sales if I show it how it is now.

That's all I have time for right now, but if you'd like some more feedback or want to bounce music/ideas/graphics off of me I'm always around. Again, I say all of this to help you not to hurt you, I hope you understand that.
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>>127399764
Thanks for the input. The mixels on the statues were there because they were just sized up sprites of the frog king himself. I think I fixed it.

Those things in fig. 3 are buildings, and those are supposed to be neon signs. Those are actually really old sprites that I forgot to replace. thanks for reminding me to replace them.

Fig 5. those are the default backgrounds, and I plan on replacing those eventually. The wimpy punch is purposeful, it's meant to reflect the character's personality. Other characters have more strong animations.

Fig 6. is an illustration of the garden of eden. RPG maker really fucked it up when I put it in. I'll work to fix that.
>>
>>127400974
Eh, it's actually not that early into development.
The thing you're seeing is that I recently did a complete graphics overhaul of the game, and I'm still working on ironing out the graphical wrinkles. Either way, thanks for the advice, but it's too late to take it off of greenlight.

Regarding your problem with things being too small, is there a way to change the default zoom of the maps in a game? I'd like to change that if possible, and zoom it in a bit.
>>
>>127402118
You're very welcome. Feedback is more valuable than gold to me, I appreciate when people rip into my stuff, so I hope that this helps you in some way.

The best way to change the zoom of the map is to get a plugin like MBS Zoom or Galv Cam Control (this is for MV). The other thing you can do is change the resolution, but this may mess up a lot of other things and menus.

I'd love to see the graphic overhaul you were talking about, do you have any samples of how the game looks now?
>>
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>>127402775
Nah, what I meant is this is the overhaul you are looking at. It was just done a bit to quickly to reach a deadline for the greenlight, which led to the mixels and stuff you're seeing. Trust me when I say this is much better than what came before.

Either way, I think that the game would be at an advantage with a zoomed camera, as you can see here. I'm gonna have to work on that.
>>
>>127403301
Honestly, it looks fucking 5000x better zoomed in. We can actually see the detail you put into the sprites and environment.
>>
>>127403301
Re posting because I want to emphasize. It looks fantastic now. That REALLY makes a huge difference.
>>
>>127403570
>>127403816
I'm starting to realize just how important zooming this in is. I forever curse enterbrain for not making their software more flexible
>>
One last question before I head off to bed.
How well do VX Ace projects translate to MV?
Do the old scripts stop working and shit like that, because I'd like to avoid that.
>>
>>127404432
The scripts do most definitely stop working. Translating Ruby into JS isn't something a machine can do right.
>>
>>127404664
Damn.
Well, I'm either gonna have to find a working script, or move to MV and find replacement plugins for all of my older scripts. what would you guys suggest, is MV worth the upgrade?
>>
>>127405349
From what I've seen on DashBored, you could probably make the switch just fine. Yanfly's plugins will probably be all you need. The resources shouldn't be that hard to upscale/fix.
>>
>>127405482
When do you guys think an actually reasonable sale will happen on MV? I'm not trying to be greedy here, but 79 to 71 dollars isn't really that good of a deal to me.
>>
>>127405810
It's 10% off on Steam right now, so if you mean >50% off, probably next year.
>>
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Any idea on how to make an invisible npc turn visible without having that 1 frame of full opacity in the beginning?
>>
>>127407120
I would just have them start with no graphic, turn transparent on, then change the graphic to what it needs to be, THEN have it start fading in.
>>
>>127407120
Make a separate parallel process which makes the NPC transparent like this. Page two only requires you to turn self switch A on so they don't remain invisible once you want their transparency to leave.
>>
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>>127408293
Oops, didn't attach pic
>>
>>127407934
This is a great way to do this >>127407120

Just did something similar last night.
>>
Are there any good, but simple guides for writing RPG plots?
>>
>>127408590
https://vimeo.com/140767141

Its called the Heroes Journey
>>
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I have a few things that I want to add to my game, but I'm not entirely sure about how they should work in my game.
I want to add armor and weapon degradation. I guess I'd want the armor to graphically degrade when its durability stat goes down enough and if durability reaches 0 then all its stats go down to 0, both for armor and weapon. Would this be a good idea?
And another thing, in my game the main heroine has resistance against certain elements, just like regular mobs usually do, by default its resistance against cold, but I am thinking that with wears that could change. The only problem with this is that I have a lot of slots for wears. So should each wear add the ability for resistance to certain elements, but in much smaller percentage, or should it be just one additional item that can be worn, like a talisman?
>>
>>127408525
>>127408293
Thanks for the solutions it works perfectly now.
>>
Who /agdq/ here? I'm gonna hit the hay as soon as they start LoZ.
>>
>>127409162
Its be much simpler to do it as a slot that only your main character has and have the talismans available at story points or through a special shop. Maybe it would work similar to Persona Resistances and you could reflect certain elements with more expensive ones that you can find in secret dungeons or areas.
>>
>>127409162
>I want to add armor and weapon degradation
Just make a variable that that decreases every time the party enters in a fight.
>>
>>127414991
I wonder if there is a way to do it where it would decrease only if they attack. It be kinda annoying if you lose durability even when running immediately but it wouldn't make sense to if you run after 5 turns also have no durability lost.
>>
>>127414365
Ah, I forgot to mention that my game only has one playable character, not a whole party. My bad, sorry. Yeah, I guess certain types of additional items would only be obtainable through certain story progression points or alike.

>>127414991
I guess I poorly described my question, my bad. What I wanted to know is whether or not the idea I described about weapon and armor degradation actually any good?
Should the item stats zero out only when the items durability reaches 0 or should the items stats constantly decrease little by little with its durability?
The item durability itself I've already added into my items, like it's shown here: >>127230461
>>
Can't decide between buying VX on the sale right now, or pirate MV for now. Any suggestions?
>>
>>127415931
Personally, I haven't touched MV yet, but I've seen a lot of complaints about all kinds of features getting cut out of it. Personally, I'd rather go with VX.
>>
>>127415710
I've yet to see a video game where weapon degradation isn't just wasting time going out of your way to talk to an NPC. Personally I'd try to come up with an interesting gameplay element to tie to it.

First option is the easiest, latter is what I've seen in video games.
>>
>>127415192
The game probably calls a function when you win or lose, so you can use that.

>>127415192
I would actually destroy the weapon, just to be mean. (and give a huge importance to the blacksmiths)
>>
>>127416427
>I've yet to see a video game where weapon degradation isn't just wasting time going out of your way to talk to an NPC.
Fair enough.
>Personally I'd try to come up with an interesting gameplay element to tie to it.
Guess I'll go and think about it a bit. Thanks, anon.

>First option is the easiest, latter is what I've seen in video games.
Well, I mean, if we're speaking strictly about weapon degradation, then it makes sense that a sword would get duller and duller the more you use it. As for armor, it's mostly for the lewds.
>>
bumpです
>>
>>127415931
I doubt you mean regular, non Ace, VX but if you do then don't.

Why is that a problem though? Just pirate both and see what you like more.
>>
>>127416523
Yeah the Win or Lose was what I was thinking but the the run after 5 turns, which I can't think of a solution for.
>>
Because my game doesn't use an overworld map, I'm using a waypoint system like diablo 2.

Instead of a magical circle, however, a large vulture will carry you around!

Just an excuse to bump.

Carry on.
>>
>>127421002
can't bump, past the limit
>>
>>127421151
Oh shit, I'll make a new one.
>>
New thread

>>127421369
>>
>>127416427
How about Muramasa: The Demon Blade? I think it did the whole weapon degradation thing pretty well.
Thread posts: 756
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