Can't sleep without thread dying Edition
RPG Maker MV is out.
Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPGMMV Crack: http://s000.tinyupload.com/index.php?file_id=94706179999319730759
[MV] Base Resources:
[MV] Cover Art DLC:
[MV] Essentials DLC:
[MV] Pre-order Plugins:
[VX/Ace] Humble Bundle DLC:
Updated DLC Pastebin:
[MV] Plugin Releases
[VX/Ace] Master Script List
Collection of old RPGM games
/rpgmg/ Chain/Collaboration Game!
Status: Part 12 is in development.
Done with their part:
- RPG Maker Maker !!nHmJbtdk7T2
- Cortop !QqL8nX9URE
- Duwang !yP15zzo8dA
- MEands !!sbyw5zs4GtT
- Alexander Guy !swIUti/LTA
- salt !AOUYhrDYgU
- Double Anon !WAnon.pOpQ
- Crunch !I1tYcLS8Ts
- Comp !MEJ8qE/3h
- Silent Maid
- Joakim Morgen !!4elh6dhvavq
- W.T.Dinner !LTqeha3bQk
- Firgof !aFqhsxkECQ
-Silent Maid again
- Anonymous PhD !!QqXzW/bDL5y
Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
What causes a thread to die? A timer that keeps track of when the last post was made or something? Because if that's the case, I can post pretty much anything and everything I do to keep threads alive a little longer or something.
The last thread died at 50ish posts. Pretty disgusting.
Quit watching AGDQ, or at least leave it in the background or other monitor!
I'm watching AGDQ on my 32" TV and working on stuff on my laptop while comfy in bed :)
Rate my sparkly orange fruit with red stripes! It'll be very useful late game.
Actually working on harpy game again.
this screen feels a bit empty right now, gotta add some npcs to it
Also. I made this shitty battler today. But it looks pretty bland.
I need a concept beyond Bottle+Squid.
Do you really? That's fucking awesome!
In my game, there is a resource called (cheezy and a rip off I know, but I don't really give a fuck). Each character generates it differently, and it is depleted when using abilities.
The main character gets by helping his friends, the healer gains for healing. Another class gains for damaging themselves and has the ability to taunt enemies into attacking them. Another gets for dancing, etc.
I've been trying to work with MGC Tileset Ace but I'm getting a problem. It works fine on the first room, as you see here.
...but when I go to the next room, this happens.
The first room's appearance is copy pasted onto the new room. I'm not sure what is causing this, and no tweak I've tried is working.
Quick, post progress.
There are browser plugins that will tell you how many posts there are/what page it's on.
I'd recommend at least skimming if not reading this. It's a solid guide on how to make a good sprite start to finish.
Yeah there are mistakes, but I don't think there's really any going back on this sprite anymore. I may just have to redo it later
So guys, now that MV has been out a while, and people have used it and lived in it for a bit, how is it? How does it compare to VX Ace? Is it buggy or not?
Made some tweaks to this and that. I need coffee..
Here goes, sprite for Ms.Nash by this Karbonic fella.
If you find the pose confusing, she's leaning against a wall, in a "waiting for the bus" kind of pose
>mfw I go to take a nap and wake up finding out that the previous thread had died
And another one by this good fella, anyone else can feel free to submit robot designs to be used as town NPCs.
Oh, and to everyone who plans to jump aboard this... be sure to post a bit about what the character's personality is like... just so I won't screw up the NPC dialogue.
Ok so i managed to make him look like he has a neck, i still need to work on the head but it looks better then it did before.
alright i made me mouth smaller and more to the side of his head, i hope it will look more natural that way. i also changed the back of his head to make it look like it isnt shaven. which it looked like before, also changed the ear and made the hair look a bit more natural. what do you guys think?
lol no i aint gonna add a chin, it looks rediculous
I gotta admit to you all, it is such a good feeling when you nail that perfect scene, get the right atmosphere, fill in interesting dialog. My shit sucks, I know that, I have a long way to go, oh fuck do I know that... but making games... is one of the best feelings on earth.
It's 10am here, didn't expect to royally fuck my sleep schedule like this but damn. Got caught up in making my game and discussing games with my dev partner/helper. Time flies when you're making video games.
I'm curious, because I want to be able to draw players in; what hooks you from the beginning of a game (in terms of story?) I feel my plot is strong, but I worry that it has a slow start because it's supposed to begin with a normal world with a few small problems and slowly you find more and more wrong until you get thrown into the heart of it. I should I have some sort of hook in the intro/opening that suggests something more intense or should I let it simmer the way it's set to at the moment?
I sleep from 11 am to 6 pm, its fucking terrible.
I'm in a similar predicament with my game, it starts sort of like your typical rpg... lets say... chrono trigger for example. You wake up in your room and then the story starts unfolding slowly. I think it can be done, you just have to make sure that within 30min - 1hr of gameplay, you have something really unexpected and interesting happen, preferably something that sends the plot screaming along.
To elaborate, you should have an important enemy introduced within the first 30-60 mins of gameplay. They can be the main antagonist or his right hand man, but there needs to be something that hits players upside the head and says "This is your motivation!"
thanks a lot
came here for the assist, yall wana hear about my ORIGINAL game
YOU are a character male or boy named Hero, you wake up in a strange world and your actions in the beggining of the game alters the whole story so one weird move intentional or accidental can trigger a wide range of stories from stopping a criminal empire and there corrupt rule or saving a small village from vampires and were wolves
to help you on your jounrye you can recruit around 50 party members around the game, that's right not 1 or 4 or even 6
FIFTY CHARACTERS THAT RANGE FROM BADASS TO GOOFY
I plan on making it 100% original minus maybe the tilesets becuase that shits kinda hard, so ill use the DLC but sprites and enemies and music and such are all on me and 2 colleagues who aren't delivering
I feel so sorry for you.
That is so much fucking work, holy shit.
I'm doing all custom assets, for a 5 hour long game, with 6 characters. I work 12 hours a day on my game and in two months I'm only 25% complete.
Good luck m8.
thanks, i need to work on the sprites better tho, but i think as long as the delivery is good people wont mind the mediocre as fuck sprites
yeah but that's the easy part
Graphics are probably one of the top 3 things that make your game interesting and sell well (is this a commercial project?). Music is probably 2nd, and gameplay 1. Delivery and story is usually 4th. This is just my opinion though. People won't care what you're saying if it doesn't look interesting.
my sprite guy is working on stuff, tho it's taking him time to deliver and i'm not skilled enough to make nice looking sprites for everyone
problem is he and my music man are taking too much time, if they cant deliver i'll have to try myself
If I were them, I would be completely overwhelmed. Having to make 50 sprites is quite a massive amount of work. To hire someone to do this for you would cost a LOT of money. I have a lot of people who want to help me, but I know no one that will make 50 sprites for me, let alone NPCs and enemies.
I wish you the best of luck, but I hope I can impart the importance of sticking to small projects until you have a large and or super productive team, or massive amount of experience.
Made a character base, took the original from the character generator.
Now I can more easily put stuff like hair, hats and clothing in general, on my character in game and change the character sprite on the fly.
you should try spriting out yourself, this is my first time spriting too. i just took a mother 3 sprite for a base and just customized it untill it looked like this with some help from these threads.
im almost done with this sprite just need to finish the walking cycle and then just a back view sprite which is easier.
Whatchya working on right now /rpgmg/?
I'm working on a small investigation minigame, although it's turning way more linear than I would have liked it to be.
Hope you like it, Silent Maid
Anyone else wanting their donut steal robot character as an NPC?
Humans are ok too
PROGRESS! I never thought I would get around to making a story demo.
Gonna make the Prologue and Chapter One demo to see if I can reel in help.
~Using MV Generated Characters for now.
~Still working on the enemies but I have an idea where all the major players will be.
~I am damn near close to working out the scenarios up to Chapter 5 (out of 7), hence why I am making a demo.
Wish me luck, /vg/
~ All main sex scenes figured out. Will figure out the minor ones when the minor characters are placed.
~ Close to figuring out the battle characters Stats and moves. Also making "Dimensional Moves", where they can find an item from another game and learn an entirely different move.
The starting party, btw. Not looking to make the worlds hardest RPG, so it will be relatively easy. Aside from the Colosseum, of course...
From VX Ace's help file:
Sets the base value for calculating the required experience points. Setting a smaller value reduces the required experience points overall.
Sets an extra value to add to the experience points necessary for each level.
Adjusts the degree of acceleration for the required experience points. Setting a larger value proportionally increases the required experience points as levels increase.
Adjusts the degree of acceleration for the required experience points. Setting a larger value increases the required experience points mainly at higher levels.
Doesn't give an actual formula, but this should be useful, hopefully.
Everytime I make a Control Switch, I get an inescapable menu box (See Pic).
I am trying to make Link apear but everytime he does, I get the ??? menu. I have tried all combination of switches and what have you, but nothing seems to work.
question, are MV plugin the same has other rpg maker scripts? if so, you might have a plugin attached to switch #1
if not, then I have no idea what I'm talking about and I'll just fuck off
i've alreayd made tons of sprites, my friend has made 1% so yeah im trying myself
i event told him he can just make em and ill animated them
Tried to design something that could exist in your world; feel free to change his colors and remove details as needed for him to fit. I don't really have a name for him, maybe just Voidbot or something? If you're crediting peeps, you can put me down as
Second one is I feel more readable, but some of the letters in the second look weird.
I-I just started this is all I have
Made some rats and a dingy waterway area.
May put some boxes in, or maintenance materials, and some big pipes going to the city above. But for now: rats.
Oh, and since you wanted the personality for the character, Nash is a very conniving and manipulative character, but she hides it under the cute robot exterior. If you want her to say anything, have it be like she's planning something while acting casual.
I'll change around the face a bit, she's sorta giving a smug like pic related, but I think it needs some adjustments to give that impression.
Here, my Phantasy Star Online 2 character.
She is a robot. She is not a bear. I swear.
Can provide more pics if needed.
Alternate design. More pics available if you want.
Not the guy you're asking, but reminded me I forgot to include that myself, so for >>127586291 I guess cheerful and a little bit vacant, or whatever you'd like to do with it.
Sorry about that, totally forgot that you asked for that.
Now entering roleplay mode. Please excuse the faggotry.
(The character's name should be Taka)
T-Taka is beary friendly, b-but also kind of dumb... But she always does her best! S-She has a bit of a stutter and sometimes people say that she talks in third person but Taka has no idea what they're talking about. People also call Taka a bear but Taka always tells them that she isn't one by saying "N-Not a bear!", b-because she isn't! Really! So many mean people, picking on Taka like that... G-Gaooo...
(Gao is the sound bears make. Also note the bear puns.)
Also, you should play PSO2. So many cute robot NPCs.
not right now, but I plan to make a tumblr for it or something once there's considerable progress made.
Looking for testers on my first finished RPG Maker game while I work on my second! I haven't really had any players or feedback yet...
Black Cat's Story.
tumblr is easy to manage and I'm more familiar with it, due to experiences with having an art blog and all.
And if SJWs ever got on my ass for the sexualized robots, I'd hardly give a fuck, I could even go as far as subtly mock them in-game..
I know "lel eww tumblr" is the common mentality, and usually I'm inclined to agree, but Tumblr is a great website for cataloging your work and spreading it. Nothing wrong with that.
You should include a small group of robots who sit around in one town and complain about how robots are constantly being designed with thick childbearing hips and it is insulting and oppressive towards robots. Then have your main characters comment how stupid they are.
so, what do you guys do for inspiration? I have my plot kinda spread out and I know what I want my game to be like, but for the life of me I can't decide on what I want it to look like, nor can I think of a name for it.
it's driving me crazy ;_;
There are, esentially, two camps.
2) People who will tell you it is complete trash, designed for mobile device games and nothing more. The audio issues and small amount of bugs (I have experienced none) are often cited as reasons to stick with VX Ace.
The only thing I hate about MV is the lack of an ARPG plugin, because fuck knows I don't want to make it.
Even if you haven't experienced MV's bugs, your players will. Speaking as one of your alpha testers, the sound bugs MV has (all of the text SEs playing at once, the music not starting until a few seconds in to a room, etc) do make the products rough around the edges.
People say that the engine takes some time to load audio files, and it throws them out of sync (like, its hard to time up things). I have not found this to be the case, and there is even a preload manager plugin that fixes it.
So, just convert them?
>when you wouldn't be going into work overtired if you didn't work on your game
I find you can make some neat designs with skeletons if you start putting bones in the wrong places, or stretch/bend existing ones.
This design for Voshim, for instance, came from slapping on some bones into spots, pulling some features down or out, super-expanding the chest bones and adding some horns and wings.
Play around with it and play to what your character's about. Voshim's a Reaper-like Goddess, so I made sure that most of her is pointy, or scythe-like.
Ah, I don't think it's life threatening; just painful, disabling, and sometimes mortality clarifying. When you're in bed, shaking uncontrollably while you're feeling nausea and immense pressure and a dull, fiery, pain in your bowels you wonder a bit whether it could be something worse.
Still, I figure it's either microscopic colitis or candida - nasty stuff either way, but not life threatening and only a mild irritant once I get it managed. It's something to get fixed, surely, when I've got money to get fixed. For now, I've gotta continue riding on the seat of my pants.
I've gotten through six months, and it's only ever been worse than it is now; I'll live to my next paycheck where I can finally get this squared away.
Aaaand it's fixed.
Anyone else make something only to remake it?
Mine came from a restaurant. I had a long-standing rule of 'no pasta outside the home' which I recently broke, and it quickly became apparent why that rule had been put in place. Some places think they can just reheat Mac N Cheese and sell it to you. Other places (like Domino's Pizza, of all people) have to make thiers fresh, when ordered, so you're not at risk. Buffets? Chain restaurants where its 'in the back' on a hot plate? You're better off starving.
ok so im almost done with the right sprite, just want a opinion about how i should do the neck, it supposed to have his left shoulder in front of the opening of his t-shirt, does this look alright or should i change something about it?
nvm here i what i did now, looks way better in my opinion, also made the back arm a bit bigger
That looks fantastic! It's pretty cool watching you develop an eye for these things.
I will say that the ears need to be lowered and brought more to the center tho ugh. Looks good!
Ok so this is the backview, after this is done i finnaly completed the character.
after this shit should get easier since i have a template to work with
Alright finnaly finished the sprite. Thx for the help /rpgmg/
Finished the first boss art for my game. It'll hopefully be a fun and/or cool fight.
Don't hit it!
>tfw working on sequel before working on the first game
Dumpan some more screens.
Also has there ever been a script for battles to play more like Endless Frontier?
Finish sequel and make it the main game, make the original main game a prequel.
Or stop making the sequel and get back to the main game.
Choose based on which game you're enjoying making more :^)
The only mixels I could spot on that screenshot were probably just caused by the parallaxing by standing at that specific spot. The pixels are all the same size but since the trees move at a different speed from the foreground, such a thing is bound to occur.
just a question, Which one would you say is better? Hard outlines or shaded outlines?
Isn't that just the attack animation that specifies the tint?
Colored outlines imo, provided the sprite can still stand out against the background. If anything colored outlines are better for smaller sprites.
Is there anything about the sequel that's more compelling than the original, or is it more because of the fact that it's a newer project and therefore you have more enthusiasm for it?
There's a chance my character might not even be human, so I have no idea how it dresses.
I'm pretty shit at profiles but I'm keeping it as is for now. Gonna need to do the last side frame and edit the head for the other one since this character's face is assymetrical.
I already fixed it, so it's no big deal. Just that some weird shit was happening at the end of a semi-long cutscene and testing it over and over just to see the last few bits not work properly was really frustrating.
MC wears rags. (May give her some nicer clothes later on in the story)
Second party member looks like a typical villainess i.e. a slutty goth.
Third wears a lab coat all the time. Underneath it is a mystery~
Fourth, I haven't decided yet. Probably just a typical mage robe.
Is there a better way to make door for Left-Right directions? I just can't accept that every house, castle and church only have doors Up-Down and simple passages for Left-Right.
Is there some resource of such a door?
> Try to advance in my game
> Think the game is boring and give it a pause before trying something
> Try to make a FPLE game in VX Ace
> No possibility to make it full screen.
> Give up.
> Give another try with a low-res retro RPG
> Can't change message window height and it keeps fitting the whole screen
> Pixel font is blurred as fuck
> Even before I try my last game idea, I know it won't work because I should be able to work with Android notifications.
Fuck, /rpgmg/, why live?
That's one character down, making stuff from scratch sure is exhausting
Those aren't mixels. When Shovel Knight is stretched to certain resolutions, the "pixels" end up getting stretched too. There's a blog post by the devs about this somewhere. It's the closet they could get to pixel perfect and variable screen sizes.
But do not intentionally use mixels. Please. It looks bad.
Well, he's wearing a cloak, but all that's under that is a loin cloth. Kinda lewd in a way, but not out of place in his world.
I refused to play Undertale for a while because of the mixels in the heart sprite. For fuck's sake, if it's one of the sprites the player is going to see the entire game, it should at least not look like shit.
I know you're probably just having me on here, but if you seriously don't understand:
Nope. Take a look at this article: http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139318#139318
Every piece of digital art is composed of pixels, but that doesn't make it pixel art. Ask any pixel artist and they will agree.
Sorry, but it really is.
As sprite art gets higher res, the pixels become less and less significant. The point where you consider it to no longer be "pixel art" is completely arbitrary.
Hell, my view of what would be considered "pixel art" excludes a good portion of that image.
>Hell, my view of what would be considered "pixel art" excludes a good portion of that image.
That's because all of that IS pixel art. Thanks for proving my point.
Pixel art is constructed in an entirely different way then other digital art. That's what I'm getting at. A larger pixel art piece may look similar to any other piece of digital art, but it is not constructed the same way.
I know you ignored the article it posted, but it explains very clearly what I'm trying to say.
Oh. It is difficult, I did read that wrong.
You're wrong though. All of that is pixel art. I'm curious, what parts of that image do you not consider pixel art? Or do you perhaps think that pixel art just doesn't exist? Where is the line?
Before you answer though, to clarify, the creation of pixel art is what categorizes it.
But it doesn't matter what I think. There is a whole community that has already categorized pixel art. I'm just explaining what pixel art is, I'm not defining what it is to me.
>Price point that won't scare people away
>Might even be a good game
I want to create a game akin to episodes but am I doing too much? The time, the planning, how each character interacts is where I am stumped at. I have the whole world in my head but just how the characters feel, talk, and act is what is crushing me.
I just want people to like my characters and attach themselves to them.
Dark, desaturated colours painting the insides of an apartment.
I generally have the opposite problem. I like (and am good at) weaving together character personalities and dialogue. But I always feel like my world falls flat and the plot itself is usually just an excuse for more character interaction, and is usually terrible.
Could be interesting. Any potential demo or anything?
There are quite a few different interpretations of what Yume Nikki is actually about. If you want to get a bit into, I suggest you read the manga, though it's not exactly top notch on everything, it's still interesting in its own way.
Yeah it's kind of inspired by it but not really. The game is divided in two areas, your apartment and your mind, and the choices you make in your apartment influence how easy it will be to battle the shit going on inside your head.
Like you could swallow some painkillers during the day to make battling easier but if you take too many in a row your mind'll go numb and enemies will get harder. Shit like that.
Nope not right now. I just started doing some art.
That kind of description definitely gives off a Yume Nikki vibe. In any case, sounds interesting. Will be looking forward to any future updates you have. Good luck with development!
5 - 7 bucks, but I plan on handing out a lot of keys, especially here.
I think its worth 5 for sure, but 7 is prob stretching it. I guess it depends on how long it is, I think asking a dollar for each hour of playtime is acceptable (provided everything is custom assets/music/sound).
Good, I'm glad you are of the same mindset. I did a lot of looking into what people are paying, how they feel about these things, etc.
I'm not using Kickstarter, early access, or asking people for money before it's done. So, in my mind, I think that also helps justify it a bit. It's pretty financially difficult to make a game on your own.
Agreed. I have no idea how long mine will be. I'm aiming to build a system for a proof of concept I'll toss out here whenever it's done to see if it's worth continuing work on. It borrows a bit from some existing systems so I want to make sure it's different enough while retaining the parts that made the original interesting.
Does anybody know the script name for this?
its a system used in Lisa the joyfull and i've seen some other rpgmaker games use it as well.
Pixel "ART" is about controlled placement of pixels in order to create a composition. Thats' the entire point of it.
Digital Art, while it IS made of Pixels, doesn't necessarily make it "Pixel ART".
Almost done, now I just gotta find a way to add leather jacket to it.
Awesome, the message is getting across!
When you find him, he is mad with hunger after being left chained in his owner's back yard. It is never explicitly explained to the player, but his owner became a drug addict and got arrested (and/or overdosed, it's pretty open to your interpretation). You discover this by looking around the area after freeing him.
In order to free him, you have to break the chain while he is attacking you, mad with hunger. After you do, he vows to help you get home and joins the party (that's the short version, anyway).
Looks like he was a dog-fighting dog too, with those scars on his face. But looks neat. Like a few others I was skeptical at the original idea but the more I see it coming together, the more interested I am.
Thanks, it's been a pretty crazy adventure making the game. I'll admit that it wasn't the strongest concept, but my goals for the entire thing were:
to stick to an idea and see it through, and create every sound effect, musical piece, sprite, background, art, etc. 100% myself.
I feel like I am accomplishing these goals and I have grown a lot as an amateur dev. I figure that, no matter what, at least I had fun and gained a ton of knowledge and experience doing something I love.
Exactly. I've done dozens of like one-shot games but I'm trying to work on something all the way through here. I'm laying the groundwork now, and if the proof-of-concept is decently received then I'll turn it into a full game. If not, the system will at least be in place for something else.
Yes, slaving away at some shit retail job. I have a B.S. in Psychology (LOL) but had to move to the middle of nowhere for a while because of sick family, so I can't exactly find a job with it (like I could anyway right?).
I'm hoping that if I keep trying, eventually I'll create something that really resonates with some people. This is my first, mostly learning, attempt at that.
It's pretty bad, but all there is out here. At least the cost of living is so low that it's enough to survive. Plus, I have some great things going outside of that and this, so that helps.
learning to sprite art instead of drawing cause I suck at it and sprite art comes more naturally to me it sucks having no concepts but I feel a little better doing it this way
I hope you don't mind that I simplified her design a bit, I was having a few issues putting that many details in such a low-res sprite.
Kinda cant upload from my phone to 4chan for some reason, so I had to put it in a imgur link.
In the link!
It's good, but a little bloated for my tastes.
Do you really need to display steps, battle count, and save count? If they are tied to abilities it makes perfect sense but otherwise, it's just a waste of space to me. If you don't need those, you could move the gold indicator to somewhere else.
Not sure what the bottom bar does either.
Otherwise, the main status window and the command window, as well as the life/food/water/rest menu, are all very cool. Like those a lot, neat icons and good color choices. The only thing about those I would change is maybe changing the color of the "Life, Food, Water, Rest" text to be white instead of blue.
at the end of each round you could store the enemy's HP in a variable, and then on the first round of that fight, set the opponent's HP to that variable...as long as you don't have a traditional gameover scene.
That's an engine limitation, unfortunately. I use a workaround for a similar situation.
At the start of the battle, apply the immortal status to your actor; then make a new battle event page with the condition "when actor X's HP 0% or below": here you can remove the immortal status and apply the death status to your actor. This way the game will perform any action you want even during the turn in which the actor dies.
Forgot to post this, because I made it specifically for RPGMG
Happy (really late) New Year /rpgmg/!
Oh my god, I love you <3
Is this some slang that has passed me by?
Either way, continued battle fiddling.
I'm playing BOF 2 and having fun. I just wanna make a game that has the atmosphere of some RPGs like BOF and DQ. The main adventure is divided into arcs and most of them don't have any connections but they reveal new characters and their backgrounds, and teach some lessons to us.
The decisions we make, all of them are important through the game. I really like that old RPG structure.
Even with the simple gameplay, if it has a great story and characters, you can still have fun and will remember them.
I'm getting some inspirations from games like bof 2, terranigma and dq 5.
What should I take from that? Maybe this?
Still taking submissions? I made this a long time ago. It's a mage girl wearing a shortish robe with long sleeves. Do whatcha like
It can look a bit out of place in a futuristic world, but I can guve it a shot if you don't mind the fact I may try to get creative with the reason behind the clothes ( playing D&D with some nerds or something, I dunno... )
Bump with some more clarification:
That sprite mas made in exacting FF1 NES standards: Brown, lighter brown, and some red. It (and this bear) have been tested in a ROMhack. If I were drawing the art for the Nintendo Power Strategy Guide, the color of almost everything (and especially the sleeve stripes) would be up for interpretation.
I'm just going to start over and work with a project loaded up with the most likely plugins I'll be working with (Yanfly's YEP).
What are some other scripters that write plugins specifically to be compatible with Yanfly's? I think Yami's YED have been.
I prefer it over Ace, mostly for mouse support and how easy it is to use plug-ins. There are small quality of life improvements, such as being able to scroll left and right during event editing (if something is deeply nestled in conditional branches, for example). Also, the character generator is nice.
However, it has it's problems, and it is still buggy. The new font in event editing isn't doing any favors. Removing the numbers from everything (variables, names, events, etc.) doesn't help when you still have to reference them by number, and each line seems to be taller, meaning less is visible. I prefer the compact, easy to read lines of Ace.
Also, it still has its share of bugs. The biggest one right now for me is that the Break Loop command, if it's inside a Conditional Branch, only reads the next Repeat Above, without regards to the loop it is currently in. It makes doing a proper menu impossible. Using Jumps/Labels (IE Goto) is the only workaround. Also, I don't know if it's just me, but the editor seems to take a lot more resources during the eventing process. I've had it crash twice now doing, with errors like, "Failure to retrieve Control Variable!", over the course of the 50 hours I've used it. Other times it hesitates before opening the menus. It's not common even for me, but it's happened, where as in Ace it was always quick and snippy, with never a crash.
Also, I have a weird bug (that I think I'm alone with) where if my mouse overs over something long enough for a tooltip to pop-up, moving my mouse causes the whole screen to flash white when it clears the tool-tip. I've reinstalled multiple times and tried multiple projects, but this screen flash persists.
While waiting for Firgof to finish up, I'll just post snippets of my dialogue script for the collab so far, though this one's spoilerish regarding who's party's gonna get action.
What does this mean exactly? It won't be as easy as drag/dropping to use or extract the assets?
If they can't even get the audio consistently right in the current version, why am I dreading what they'll end up doing with this?
>Asking a question makes me retarded.
So around what should be the hour count for an RPGM game? I saw someone post earlier about his game being around 5 hours. My game as it stands now, will run easily into 20-30+ hours, especially since it covers two different stories. Not that much padding or fluff either, just a lot of dialogue and a lot of elements of the setting to cover.
Not really I'm just cheesy as hell with dialogue.
The new character I'm introducing will have sort of "form changes" as skills though, and will probably be implemented similarly to Kashim's element skills.
It's been a little while but hoping to release another demo at some point soon. For now, we're just making more maps and dungeons as per usual.
I'm thinking to have dev blogs in the forms of videos a week or so before release to build up interest, I've done one so far where I draw this map with some commentary between the two of us and have some other ideas but nothing concrete.
More spritery! Here's a kitchen.
In the actual game all rooms are their own screen instead of being on one single screen.
Well, the easiest way I can see would be to first make a state that's a bit hard to activate (maybe only usable at 100 TP?) and add a skill type that encompasses all skills that are only usable when in that state. From there, one could use Yanfly's active chain skills to allow those skills to chain into the character's respective ultimate skills.
I was thinking maybe the state could be an effect of the character using a piece of the Holy Orb and the ultimate attack would be them using it's power in their own way, though that's just my crazy delusions.
Well, if you want to sell it, I'd be willing to pay 50 cents per hour of gameplay. Including replay potential.
Unless it is porn and appeals to my fetishes. Then the rate can be a bit higher.
How do I check the difference between two variables?
I want to restrict skills depending how how far away two characters are. Both characters have a location variable.
Also, can I make a skill that uses the action for two or more characters? Like a team skill?
Alright, only three overworld terrains to go!
Yes. Hence the three overworld terrains to go. Battle backgrounds and such. Also some of the starter area enemies. Getting those out of the way'll get me to mapping out the damn and placing down a million regions. Why can't you use the tile drawing tools with regions!
-also thank you.
I finally made it so that I can tint events in the map scene. Now, when I'm fighting something or someone I can actually show that they're taking damage or healing, or whatever.
I think the shading on the jacket needs work, it looks like its there then not there then its over there then its not there then its over there and so on.
Try to keep consistant lenght on the shading in all the frames. and that black pixel above the right leg just seems to just appear aswell and then dissapear.
I think you should have done all the frames before adding colors + shading, i think that would made it easier for you to apply motion to it.
Yeah its one of the only true 48x48 sprites in the game, the rest are pretty much 24x24. It's been the most difficult, thanks for your advice I'll be working on it today to get it just right.
This perspective thing is bullshit. Here's some test drawings anyway.
Close, CAR-15 and M1 Carbine.
I'm trying to draw some guns for a first person perspective game, pic related.
It's worth a shot. But if I can't even get the guns to look good, I don't even have to try. If I can make the guns work, but not the FPS gameplay, I can still use the pictures for battle animations.
With that perspective, the shooter would shoulder the gun, but not aim down the sights (point shooting, pic related). I chose it because it seemed to be the easiest somewhat realistic way of drawing the gun, but I can see it appearing weird. Thing is, drawing a gun in the typical CoD-esque perspective is much harder to do right.