"The Next Undertale" 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
I like that MV has built in Side View Battle functionality with animated battlers for actors, but jesus fuck, they feel so stiff compared to some older fanmade stuff for RPG Maker versions that has similar content.
It's like they put in an effort, but couldn't be asked to go the extra nine yards.
>have anyone tried MV?
More than a few people, but they're asleep
>Can i make a game with the RTP to learn the program
>That people will be willing to play (for free)?
Free games is always a yes. If you really want to publish your first game, though, expect criticism. You will make mistakes, and hopefully you will learn from them
Can someone suggest me some of the XP/VX/VX Ace games from OP's list? I would like to study and take note.
Looking for ones with original graphical resources of course. And preferably music/SE.
>Free games is always a yes
what i'm afraid of is "your game is shit"
i have vx/ace, but i never fully committed in making a game. i want to make a game now because MV has side battlers.
"Your game is shit" is not criticism or feedback, you're supposed to ignore that kind of stuff.
Take to heart constructive criticism though, good feedback is more valuable than gold.
>Hey kid, you wanna buy some crack?!
It's been fun watching you progress through your game. I hope you keep working at it and have a finished product in the future!
On a different note, any ruby scripters still around? I've been working on a custom menu system and was wondering if I could use script calls to change the background. For the script itself I'm using "@menu_background.bitmap = Cache.system('bg01')" to draw the background for the menu but I can't figure out how to change it in game to show a different background for each area.
If they just now added side-view combat in MX, how did OFF and Space Funeral do it? Is there a script for it or something?
If so, is it better than the official MX side combat program?
thank you =) its been a strange journey for me.
So I'm looking to get into RPGmaking, and I got gifted a copy of 2k3 by a friend. I want to know: is it worth it to upgrade to a more recent version, or can 2003 do everything I need?
Like, could you make LISA in 2003?
Plan on making a game about cooking to save the world, decided to focus on euro cuisine to keep from being overwhelmed. Now I just have to get a stellar lineup of dishes. Any favorites you'd recommend including?
Tried to draw some clothes for the main heroine of my game. I'm not exactly happy with what I got here, but I can't seem to figure out how to do better.
As for the clothing, left side doesn't seem to be wrapping around her body's form enough, though I don't know how her art looks naked.
Also not sure about the red clothing's bottom part's design. From my experience, clothing parting like that would be held in the middle like pic related, but I'm no clothes designer. If you don't feel happy with the way you went with it, look for reference, either whatever inspired you on the design, or clothing that parts like you picture it in your head. Might be missing some aspect that holds it together.
>As for the clothing, left side doesn't seem to be wrapping around her body's form enough, though I don't know how her art looks naked.
She's supposed to be a loli, so she's not all that curvy.
>Also not sure about the red clothing's bottom part's design.
I was thinking of adding another piece on top. I basically got the cloth design idea from Lightning's design, from FF. I just kinda like the clothe design on her.
> If you don't feel happy with the way you went with it, look for reference, either whatever inspired you on the design, or clothing that parts like you picture it in your head.
Yeah, I guess I'll try to play around with the clothing again from scratch and see how it will go. Though I do have to say I'm also not entirely happy with the shading I have on the clothes. I'm just not sure how to go about shading/coloring clothes.
An SJW robot? Sure why not, I do want to mock shit like DLC, season passes, SJW stuff and all, but I also wanna try to make it sorta subtle.
Oh well, time to brainstorm that.
I completely forgot Baked Alaska existed, nice, into the sweets section it goes.
Anyway plotwise it takes a bit to get there but eventually the mc, an aspiring cook, attempts to make a dish so good it'll convince the all-powerful, world conquering vampire to stop drinking people.
I love spaghetti alla carbonara man. For sure it's in.
Huh, roladen are what my grandma calls "blind birds". I'll see about putting them in.
>its been a strange journey for me.
My cute imouto wants to pick up an RPG Maker, probably because she's played a lot of RPG Maker games before. Right now she's looking at RPG Maker VX Ace and is wondering if that's the best one for her? She likes writing and wants to try and make something small herself (she used to write fanfics on that fanfic website as well).
Anyone have any advice on the matter?
Either Ace or MV would be fine. Ace has more support right now, but MV will get more support in the future That said Ren'Py might be enough if she only cares about the story and doesn't want to spend much time balancing stats and stuff.
Meh... interesting idea, and I'm sure it will be considered eventually regardless.
>Skill Cost Gold
HAH, fuck that.
Okay, this right here would go hand in hand with Item Synthesis. Real tempting to vote for this right off the bat.
>Party Limit Gauge
So... it'd be like a Unison Attack from the Tales of series of games? I can dig it.
Might make for an interesting mechanic, though I'd probably limit it to bosses, exceptionally tough late game enemies, and MAYBE make it an endgame spell.
Eh... not my cup of tea unless it's a Fire Emblem clone.
>Steal and Snatch
Item stealing's an essential skill in a crap-ton of RPGs. I wouldn't be surprised if this got lots of votes regardless.
>Event Chase Stealth
Eh... might be interesting.
>Battle Face Reactions
Finally, a use for those emotive character portraits outside of conversations!
Vampire Class, here I come!
>Extended Message Options
This seems like something Yanfly would pick to do even if it didn't win. I mean, being able to fuck about with my message boxes even more than I already can with Message Core? Sign me the fuck up.
>Limited Item Stock
Perfect for buying items you want to be "rare".
So many fucking good choices, man...
How hard would making a walking animation for this sprite be?
Hello /rpgmg/ I'm going to annoy you yet again with another question.
Is there a way to make death irrelevant for certain actors? Say, make an actor to start with 0 HP, but make him able to execute skills while sealing his attack and items command, make him untargetable and having his life/death status irrelevant for the win/lose conditions of the battles.
Want to make a ghost character. Dead since the beginning. Can buff and debuff other characters. Powerful shit but since it can't attack or do anything else, it doesn't count on the overall attack force. Or at least that's the idea.
Use the "Immortal" status to make him immune to the Death status and to seal his attack skill. Not sure about making him untargetable, but there's a script for Ace that does that.
On features you can do state resist 0 to death.
You can probably make an item that keeps him with a status that calls a common event that doesn't let you raise his HP. Then seal the item slot so it can't be taken off.
Make a class with attack sealed. I don't know if there's a way to seal the items command.
Not sure about the untargetable.
Using MV here. Does anyone know if it's possible to change the dimensions of a movie being played in game? Like, can you make it take up half or 1/4th of the screen? Videos always seem to just get stretched across the whole screen. Thanks for reading this.
I think first you'd need to distinguish the two in your system. Rows, formations, etc.
My ghetto fix would be having your Attack depend on the equipped weapon, and letting players equip without eating their turn (like Dragon Quest does).
Most systems I'm used to either don't let you have two equipped weapons (FF7) or force all ranged weapons to be two-handed. Some games like FFT let you use a shield with a crossbow, but nothing else.
I'd say check for formation. If you're holding both a sword and a gun, and the enemy can be melee'd, you use both. If they can only be hit by ranged attacks, they are merely shot. There's a reason most older RPGs don't let you mix attack ranges: Too much work
Many ancient RPGs handled it just fine. (Dragon Warrior 1, Quest RPG, more than a few for PC). My biggest recommendation is to make healing VERY strong, because the player is sacrificing their entire round to do it
Well, I'm trying to make the battles feel more "personal". There are no random encounters, so every enemy you fight is a unique character with a distinct personality and backstory. You can interact with them in several ways: you can fight them normally, bribe them, talk to them, hug them and stuff like that.
That's another thing! I don't want to include healing items, I want the player to figure other ways to heal , like stealing food from the enemy during battle or convincing him to use his magic on you. The character does have a healing skill, and it is powerful, but you have to use it wisely because its healing effect decreases the more you use it. The whole thing is balanced though, because damage is always done in very small numbers (a la Paper Mario) and direct combat can be avoided easily.
If you've only got one guy, you can try to see about creating a custom one via eventing. I had one awhile back that was neat (I posted in this thread iirc) with like a 4x3 grid and you moved your character to different grid spots, your attacks hit different parts of the grid and so did enemies so you had to do damage while not taking the brunt of what they were doing, etc.
Dragon Warrior made it work, but that was when there wasn't anything to compare it too. Lisa: The Joyful's biggest complaint is that you've mostly got one party member for the game because you lost all the synnergy and such from the first.
tl;dr if you're going with one, making the combat unique somehow.
Too late. The best way to avoid being called an Undertale ripoff is to play it, figure out what you don't like, what you could improve on, and how to make yourself stand out. Alternative actions in RPGs are becoming the new hotness
If it has a single, solitary thing in common with a popular game someone will call it a ripoff. That's inevitable. Standing out is important but don't get so caught up on uniqueness that the game never gets made at all.
>But wouldn't it still be called a ripoff if I try to improve the same formula?
Literally every RPG since 1986 has been an improvement on the Dragon Quest/Ultima formula. Literally every FPS is just an improvement on the Wolfenstein formula. If you borrow some ideas, but you do it better, that's all that matters. Hell, Fire Emblem had you talking to your opponents long before Undertale did. Don't worry about 'being original,' especially when you're using RPG Maker, which has us all in the same genre. Worry about making a good game.
The problem is, Undertale doesn't exactly bring anything new to the table either. There's no revolutionary content behind it. It has a human-monster war background which has been exploited a lot in earlier games, a mute blank state protagonist, interesting and funny archetypes, but archetypes at the end of the day, Graphics are pretty much Earthbound. Also the "your actions determine your ending" has been done to death in VNs and some RPG games earlier, Disgaea 2 and Soul Nomad come to mind. And the combat mechanics, is pretty much Touhou redux. It's the execution there that the fans love.
I believe that by trying to avoid making an Undertale ripoff, you're closing yourself to many possibilities. Don't let it get to you.
sup bros. i'm dicking around in MV and have an idea for a system based on hp and mp balancing during combat, with most abilities either consuming hp or mp to use.
however i can't find a way to cause death to creatures that run out of MP. scoured the internet for any relevant plugins but MV's just a baby.
anybody have any clue how ii could pull this off?
Would there be any way to integrate things like Facebook connection and referrals into an RPG Maker MV game?
Don't worry, I wouldn't make an actual pay-to-win bullshit game with it, it would actually just be a parody of the concept, but it needs to have Facebook integration and the ability to create some sort of referral system.
Would you play a game that says you can avoid battles by walking around monsters, but places such monsters in your way at chokepoints anyway?
It's not meant to troll players, it's just they're there to give zones personality and to make sure the players are okay with levels.
MV allows online play (even multiplayer if you can code it) so I assume you can take a Facebook API and inject somewhere that the game can make use of it.
"Bernie Sheklestein beat the Final Boss in Facebook Quest!"
I don't know how you'd do referrals, though.
Ain't no slander. I respect the guy deeply. He's the sole reason I'm even into RPG Maker anymore and not moved onto Unity or some other engine. MV was such a huge ass disappointment and he alone kept me interested.
If part of that personality is part of the reason why the monsters are at the chokepoints (Semi-intelligent like orcs/kobold/etc using it to trap would-be travelers) then that's fine.
Without is a little more hesitant but it does make sense from that gameplay perspective, yeah. Just need the lore to be consistent within the game itself.
Since I don't really care about the setting, story or anything, I'm getting so bored deciding on what my locations, dungeons, monsters, etc will be.
How's a forest, snowy mountain, castle/fortress, and an endgamey heaven dimension thingy?
Nash is cute!
Those sound fine... but if you don't care about any of those things, what do you care about in your game, really? If there's nothing you really care about in the game, anyone playing it will pick up on that.
My world's religion is based on the magic relics in the world. Not all relics are equal, and sometimes churches are built around certain areas where relics and magic energy work together well. Most of these relics are usually along the lines of "purify water" or "create food" kind of deals on a large scale, so it's not something adventurers are particularly interested in.
There is also a place where relic effects are studied by scholars and theories are tested.
But for gameplay terms, these relics are what you equip to use particular skills.
Once upon a time some guy was born and said "fuck the rules" and fought a monster and everyone fell in love with him. Now they hold festivals and worship him as a deity. He's a bit of a dweeb when you meet him though
If you look at the rpgmg wikia, there's a section for visually appealing rpgm games. You could start there for inspiration.
>Like, could you make LISA in 2003?
You could do almost everything in LISA, except the combo battle system. This is because 2003 doesn't have scripting abilities. There have been a lot of solid games made with 2003, though. Take a look at Sunset Over Imdahl and A Blurred Line.
It always makes me cringe all these people assuming Undertale was made in rpgmaker.
I'm pretty sure the bullet hell battle system isn't even possible without extensive modification and scripting.
Undertale was made in Game Maker not RPG Maker people.
But it probably could be made in RPG maker if you put effort into it.
Also fuck bullet hells man if I had the time or the patience i'd entirely remake undertale as a standard rpg without that bullet hell bullshit that's how faggy it is.
>But it probably could be made in RPG maker if you put effort into it.
Someone here was posting progress on a shooter made in MV. It's certainly possible, but like you said, requires extensive scripting. If you want to make a shooter, you may as well use a different engine like Construct or Game Maker.
I wonder if the 4th wall breaking stuff would be possible with rpgm, though? Like the way it changes/creates files. It would be cool to mess about with something like that.
I swear to god Sans is the only fucking fight he put any effort into.
It's also the only fight I had to put any effort into.
But it's mostly because of Sans' nigger ass tactics.
Game 1: characters worship the RNG.
Game 2: idealized version of the warlords who enslaved or annihilated most non-human races are worshiped as a single god.
Game 3: animal animism.
>if you make anything that requires heavy scripting, just use something else instead of RM
This is thrown around way too often everywhere I go.
RM still gives you a ton of extra stuff, like message boxes, menus, maps, databases, etc.
If I were to make anything 2D, like a Metroidvania, 2hu, or whatever, it'd still be easier to make a complete game with RM because of those extras.
Religion in my game focuses on Judaism, Buddhism and Satanism. Not in a sense that Satanism is bad like how common media portrays it. Satanism in a sense that they believe Lucifer is the symbol of 'free thinking.' While I don't call it Satanism in my games, It's the real life equivalence I can think of.
Standstill Girl is so fucking good.
This thing kind of blew me away and it's made in 2k. It's just a tad too easy so far.
Is there something similar, with excellent visual appeal?
I made a game, lads. First game I ever made. Tell me what you think.
From an objective point of view I'm aware that it's shitty but I'm proud of it. Spent about 70 hours on this thing, I drew all the character sprites and everything.
It's generally treated as a well-established truth. There aren't really any religious fanatics, mainly because 99% of the world believes in it, due to past proven miracles and the legacy of Chosen Ones who spoke directly to the four Gods.
There are of course skeptics (one of which is in your party), but for the most part there is very little argument about whether or not the religion is true. It's almost universally agreed upon as true.
And this fact, that Gods and divine powers actually exist, is what the villain is after - harnessing the power of the Gods herself in order to bring about the apocalypse.
It's similar to the Fal'cie in FF13. Except they're actually sentient beings (though 90% of them don't move much or directly communicate with words), but they do things like produce food, water, light, etc out of thin air and the people have come to essentially revere them as demi-gods.
Seems safe. Also no ill will meant, just have similar hours put into a project on here that I really /should/ back up...
I never got into VXAce and am still running RMXP. Its little 'make game disk' never worked right so I'm used to distributing via a .rar file. I forgot it actually works in newer versions.
I've been trying to play all the games dropped in here and give some kind of feedback to everyone. I've got things on my plate today but I might get it started. At latest I'll give it a run tomorrow. What's the expected play length?
I didn't make her just to jack off to her, but damn if she didn't win me over.
It's all in the execution. People go to see the Hero Cycle be rehashed all the damn time and they don't whine about it. Well, OK, the really -prissy reviewer types- whine about it.
>Finished scripting all the base game mechanics
>Not sure if everything's working the way I want it to
>Too lazy to go and read through the code to check
Guess I'll just finally start working on a story and maps and see if anything will start breaking apart midway through.
Man, thanks for all the feedback. I'm glad you liked it, I was afraid the jokes were all gonna fall flat and I'm sure they would for a lot of people but the fact that some guys like the writing makes the whole thing feel worth it.
Yeah like I'd mentioned it was a little random at times and there were a few holes, but the way things worked overall was a nice little romp.
I forgot to mention it on the pastebin, but I did enjoy the way that you made the basic battle system interesting as it became up to the other three to keep the MC safe. The only mechanical issue I had (a belated thought) was that Joey's Stonewall was counter-productive to Twix's counter-attack.
Everything else worked fairly well together.
Sorry for shit phone pic, it's all I have at the moment.
He's kind of a spoiler but he ended up being my favorite character while writing the script.
I've used VX Ace a little in the past and want to get into MV more, how does it stack up to Ace in terms of flexibility, particularly when it comes to modifying the core gameplay?
How hard is it to do stuff like what's in that video, and what's a good place to learn how?
how do you make snow snowy using gimp?
1 4 and 5 are supposed to be snow at night but they look like water
while 2 3 and 6 look like white pasta
I have maps like that already set up. I just can't test out everything on the fly, because I need to create new NPCs for that and that would require me having additional sprites, animations and sounds, as well as character pictures and sprites.
I'm not at home m8, won't be for a while, was a pic I used to text a friend. :'( I feel incomplete when I'm not at home to work on my game, I'm just about to get to the meat of the story too
Can I arrange the stuff on the battle window like this or do I need a separate script?
>Suddenly abilities are fucked up and just simply don't show up in menu or in battle
>The game kinda acts like they exist though, so you can see what they do and still use them, you just can't see them.
My guess is that the window skin you are using doesn't have the white color square in the right place where it needs to be for the ability's font. Ergo, it is drawing the ability's text with the transparent window color.
>Wouldn't I see the highlight though for when you have things selected?
Not if the select graphic area on the skin is transparent. Now that you mention it, both the select and color for the text are probably transparent on the skin.
>Also wouldn't it just use the same color as the rest of the text?
I don't know if it does, just making a guess.
Either way, easiest way would be to just quickly try the default skin and see if everything comes back. If it does, then you just have to edit your current skin more carefully.
Ah I see...
I have no idea what you mean by window skin, like the purple color?
It is in (Gameproject)/Graphics/System for VXA games.
Actually just realized, you are using MV right? I might be wrong on the whole thing then, especially since it seems you have not modified it.
Yeah using MV, and I haven't changed it as far as I know.
I'll poke into it though and see, thanks for the help.
You'd probably have to do some creative eventing within the troops themselves. Kinda how OFF does where it hides several enemy battlers. Then when you hit a trigger to make them move (HP or whatever) then store the HP in a variable, hide the old, reveal the new and set the new HP, maybe?
Taking pictures of your hands holding guns to trace the result for stuff like this is pretty hard, especially with long guns. At least the 1911 doesn't hover around anymore, though I might adjust the arm direction a bit.
They are and talented to the point of envy too. I can only wonder why they're so generous. If it were me I'd say fuck giving away free shit this good.
If Archeia joins the group I feel like I won't go anywhere else for resources except maybe SoundCloud for those free musics. Yanfly with the plugins AE with monsters and I assume Archeia with the character sprites since thats what she fucking does best. They're team will only be missing a musician.
Why would they? Would you, if you owned a company, hire people you know that followed you since the start of time but made resources for free all this time? Even if they made the next RPG Maker without them, those guys would go and make free resources again so those greedy corporate fucks are probably just taking advantage of that without needing to pay a dime to them and that's why I pirated MV but pledging to Yanfly because Yanfly truly deserves it. Now, I'm just waiting for the other creators to make a Patreon to throw my money at since those are da real MVPs.
Not allowed to hire people who have already improved your software three times over already? No wonder MV was shit. It's like they knew Yanfly was gonna make shit for it so they left it barebones
>They really should hire yanfly.
So they can arbitrarily limit what they're allowed to make, just so a new version a year or two later can have it and market it as "new" instead?
Nah, I think Yanfly is better off the way things are now, making whatever they/their fans want without anyone to tell them "maybe we should hold onto that for the next version".
Enjoying it thus far, nice writing.
Definite plus for me is the use of LISA the Joyful music, I stopped listening to the soundtrack for that to play your game.
Bit of a nitpick, in chapter 2, the text boxes block the character sprites for 90% of the dialogue, and none of the character skills cost MP or TP.
The text box thing's a definite problem and I think it's something I'd make sure to fix in any later games. I actually kept the MP and TP bars in as a joke 'cause I thought it was funny that there'd be these useless extraneous bars that don't do anything. If I could've I would've added more bars. I get that that's not really easy to pick up on, though, a few other people have mentioned it. I probably should've thrown a line of dialogue in somewhere about it. I'm glad you're enjoying it, though, thanks for giving it a go.
Brace for autism. I'll use 64, since I'm super familiar with that one:
Adam goes with Mario or Donkey Kong, because he believes in having fun
Cody uses Toad, because its the winner's choice. Act 1 Cody wouldn't be above taunting people with Toad's annoying voice clips, either
Lilac would likely revel in having a dragon under her command, so she picks Bowser. If Dark Dagon's playing, they'll fight over it.
Jethro, ever the underdog, uses Luigi
Milia would have a basic understanding of what makes a character 'good,' and chooses Yoshi. She didn't pick up the controller and expect not to have a chance at winning.
Kay is just as loopy as Peach and would be an easy match.
Beaumont uses the most honorable character, Mario. Maybe Peach or Yoshi.
Just to spite him, Danish picks the least honorable character: Wario
OK then rate my character, Eisig.
He's a living snowman who you can add to your party if you finish a quest in chapter 1.
He fucking struts around and it's amazing. I'm really new at this friend.
Here I go. All of these are fully open to discussion.
Peach. This is canon. He likes her because he secretly has a thing for chubby girls in pink dresses. Has no idea where that taste sprung from.
Toad, because he's unassuming and gender-ambiguous. Blends into the background easier than a 6'4'' chunky dude's able to, which Joey envies.
Doesn't like video games but if she gets roped into it she either forces Jack to pick somebody else or forces Joey to buy the Isabelle DLC (she likes Animal Crossing).
Loves Wario and Donkey Kong because he only plays when he's high. We've all seen the "what your Mario Kart main says about you" jpeg, he lives that to a tee.
Thinks video games are stupid. Complains when everyone else is playing because she wants to do something else. If she gets dragged into it, picks Birdo or Wendy, beats everyone as badly as she can to ensure that they aren't having fun any more and then switches the game off before anyone else finishes the last race because she's bored of waiting for them.
Bowser. Not because he relates to him as a main antagonist, just because he's the fastest. Doesn't have any particular affinities for any characters, he just plays games to get good at them and win.
So, it's looking like the winning Plugins in Yanfly's latest poll will be "Enemy Levels", "Extended Message Options", and "Steal & Snatch"
Now, one has to wonder what Yanfly will choose as their personal pick? My money's on "Item Disassemble", since that plugin would go together with Item Synthesis like peanut butter and jelly.
Does anyone have any advice or know any good guides for doing spritework?
I've got some artistic and animation talent, but I have no idea how to go about making sprites and importing them into RPG maker.
I just looked at Earthbound sprites, man. Come up with a base and then draw over it. Use a lot of sprites from other games for reference on the proportions. The worst part's doing each character twelve times, but that's not hard, it's just boring.
Is it a pain in the ass to import the spritesheets into RPG maker?
I'm more familiar with Gamemaker, so I'm not entirely sure how custom sprites work in RPG maker.
I somewhat agree. I think Yanfly having the freedom to make whatever he wants is the best way to approach it than having to deal with the company's orders. Content-wise obviously, not money-wise. Money-wise, he would be better off working with the enterbrain but not that much better off since Japan is in a financial crisis right now.
I also like him working independently because this means he can do more of the fun stuff like the polls. I watch the polls like I watch lottery tickets. It gets pretty exciting knowing the plugins you voted for are winning or not.
The thing with the first two is that you're putting a good deal of variability into the mix by going with systems other than traditional stat increases, depending on how much can be influenced by the player. It can be easy to get to points where you can't progress because your stats are completely wrong or everything is made trivial because you're statted perfectly for the given area.
For the second... what sort of treasure are you left with in dungeons, once equipment is taken out? One-use items (or cash, for that matter) are hardly ever as exciting as equipment, and items that can be used multiple times is just equipment that you don't equip.
I can see the appeal of trying to go away from the traditional aspects of the genre, but you have to make sure what you're replacing them with is interesting as well.
Depends on which version you're using but generally it's really straightforward. There's an import tool built-in. You just select the file you want to import, choose which color is transparent (you needn't even do that on your own) and it's in your game to use. That simple.
I'm dying of laughter right now.
I got an email about my RPG Maker game on the email address I have listed on my game dev blog. Copying and pasting the message.
"Dear, (My name).
I just finished up the demo of your game (Game's Name) which was featured on your blog at (URL). While I feel that the gameplay was fun, I believe there are some things that you as a developer need to address.
1. A nameless NPC uses the ableist slur "Re****ed" at one point. This is highly offensive to the differently abled and should not be used in your game. Please remove it.
2. The NPC "(Name)" is a highly offensive Gay stereotype. Please change his dialog to be less offensive. Being Gay does not mean he has to act like a valley girl!
3. Kind of nitpicking here but I find (Character name)'s outfit to be a bit revealing and problematic and you should probably tone the revealingness of her outfit down.
I think that it would be wise to listen to what I've said so that your game will be more inclusive and appeal to a wider range of players :)
"Fuck off, SJW cunt."
I have yet to receive a response. For the record, the girl with the "offensive outfit" is just an RTP character. Pic related.
>A nameless NPC uses the ableist slur "Re****ed" at one point. This is highly offensive to the differently abled and should not be used in your game.
bullshit, I was in special ed for 14 years and retarded people LOVE using that word
>2. The NPC "(Name)" is a highly offensive Gay stereotype. Please change his dialog to be less offensive. Being Gay does not mean he has to act like a valley girl!
transgendergay dude let me tell you, nothing pisses me off more than tumblr fucktards getting offended on other people's behalfs. I've been dating gay guys for 6 years and the number of actively valley-girl type gay dudes that actually exist is alarming.
>offended by that outfit
>offended by a fictional character saying retard
I hate SJWs
No exp or levels, you spend your money to upgrade HP or MP. Equipment pieces give no stats upgrade but have special effects during/outside battles and make the enemy react in different ways.
Absolutely anything but JRPG combat. My next project's probably going to be a rhythm game. I'm only motivated by people's disrespect of RM's capabilities.
>This game looks like crap and plays worse. A rhythm game in RPG Maker: NO.
I started development of an RPG, with visual novel elements, and TRPG boss battles.
Let's see how far I can make it before I give up on the project. Is there even a decent TRPG plugin for MV?
Yes, Jrpgs. I suppose because they present a challenge. They're like the 1000-piece jigsaw puzzle while everything else is only 100.
I've helped people make survival horror games which is a lot easier, imo, because it can require as little as 2 characters and house, (sometimes just a room). It's like 2 paragraphs of writing and nothing but event switches.
I've meddled in visual novels a while back. But I hated writing obvious telling-dialogue. Leading the player with questions and observations. And dumb stuff like characters talking to themselves and voicing their actions.
>"I'm going over there to see what that noise was."
Sometimes you can alternate the point of view.
>You/They investigate the noise.
Direct speech is kinda necessary with first-person. But it's annoy to witness a character have a thought or reach a conclusion in slow motion.
Birds! You can kill them and eat their meats!
Curious - is there a way to set up that certain attack types drop certain items? I want to be able to make it so if you kill them with a fire move, they will drop roast meat as opposed to raw. If not is not a big loss, I just don't know if anyone has made anything like that for Ace
Depends on how you'd define JRPG. I'm working on a game where the only equippables are clothing items that effect things outside of combat, with a battle system that plays like a dice/card game. Somewhat inspired by Elder Sign/Eldritch Horror/Netrunner.
My quick attempt:
Make a "Roast" status and make all the fire abilities apply it
On the bird troops call an event at the end of the turn that turns on switches if the enemy has the roasted state
Then when their status is death, make the event give the item according to whether the switch is on or off.
Turn switches off
Question: How do I link events to one another, so that they can delete once the main event is done?
To explain, I have three events in a narrow path way, Events 1, 2, and 3 - in which once the player touches them, it forces them to walk towards Event 4. Once Event 4 is touch, it causes a small chat and boss fight, then the event removes itself.
How do I get it to delete the events on the other tiles I didn't touch? As the event tile I touched will self delete itself, but the other two will still force movement at least once if touched.
Any way to make this simple?
So, bit of a question; I'm hammering out some Action Sequences using Yanfly's Action Sequence extension plugins, and I was wondering, is it possible to have unique attack animations for each individual actor? For example, one of the default Actors, Lucius, uses a bow, and yet so far with the Attack skill, the User makes a jump from their position to the Front Base area relative to the Target and attacks, which seems kind of silly with a Bow user, because the point of attacking with a bow is to do it at a distance, so...
Any ideas, /rpgmg/?
Make a switch for each tile. Whenever the player touches a tile, the switch for the tile goes off.
Before the event happens, check if the switch is on. If not, nothing happens.
You'd have to alter the spritesheet manually, since the game calls that section of sprites for attacking with a weapon. Otherwise, extend the spritesheet, put in a set of animations for ranged weapons, and force the game to call that instead of the melee one when the right weapon is equipped.
Are you able to explain a bit more? For some reason it keeps retriggering the event. Any chances you have a picture guide? I suck at reading and doing, and better at seeing it through the process itself?
What, so I can't put in some kind of Conditional Branch mumbo jumbo, where if the user's Actor has a Bow or other ranged weapon equipped, they use an alternate attack animation?
Yo, anyone able to give me a link or picture of a giant hand or that giant shoegirl foot thing from Shrink high? Not for a fetish game, but I want to use them to showcase the party fighting a giant goddess at one picture. Cheers!
Any VXA scripts that make the battles/attacks more... Eh, guitar hero-ish? I don't know what to call it, I guess like a rhythm game? I'd like to have the enemy throw out attacks that you have to dodge in a specific timed manner (like the Muffet fight in Undertale).
If there's anything that makes the player's attacks also more rhythm-y (like having to press the action button at a certain time/to a beat in order to attack) that'd also be swell.
There is no script for that laying around. The closest thing I know is Melodia. http://www.atelier-rgss.com/RGSS/System/ACE_SYS16.html
Since you're so interested, why don't you make it?
Who would even want this? Like battle messages weren't already an eye sore.
Firgof, how much longer is the collab chapter going to take you? It's been months so at this point just rush it and wrap it up so that it can keep moving, no need for additional event artwork for now.
Doesn't have quite the literal swagger Eisig v1 had, but here's Eisig v2 using the default snowman as a base.
I'm gonna be honest, I like the other one better. I guess it depends on what graphical style you're going for though. I just feel like this guy here doesn't have as much personality as the first version.
That's pretty much what I'm doing now, yes. I spent the last week or two trying to figure out a way to do Act 2 without it just being a big fat cutscene - but I wasn't able to figure out how to do it without it then requiring an additional month or two.
I'm resigned to the fact that I'm going to have an annoying, big, fat cutscene in it now. It aggravates me - but I can finish it probably by end-of-week now that I'm resigned to that fate.
is it possible to make side-view combat in VX? Please help
With Yanfly Visual Battlers, is there a means to make it so you fight sprites of monsters/humans/etc instead of the huge ass ones? It looks pretty stupid.
Ehh, I am using sprites then I guess.
Also, rate this event end text. I think I'm doing RPG's right.
What do you think would draw people in to an rpg without any combat? Obviously I'm working on the appealing stuff like visuals and sound design and I want exploration and character interaction to be important, but do you think that's enough to grab any players?
Calling it a Adventure game and not a RPG would be a start.
I used to kill hobos in ring of power on the genesis just to level up. game was impossible otherwise =)
I just Installed a pirated MV and my text looks like this.
Is this an AP measure or should I just re install it?
U.S.G. A New Beginning was a shooting game made in rmxp in 2 months for a contest.
So are there any idiot-proof tutorials on how to script MV plugins? The only thing I can find are some not-so-great youtube tutorials and the wonky documentation that comes with the program.
RPG Maker is probably the wrong completely wrong program to try to make a non-linear Infinity Engine type RPG but I'm going to take a shot at it anyway. Figuring out the basics of how I'm going to do dialogue and skill checks.
>Infinity Engine type RPG
By that do you mean an RPG with randomly generated levels?
It's plausible, I know at least two games like that. As well as I semi-know how to make that happen.
I think you wanna use variables. I don't picture it being too hard, but it is gonna be time-consuming. As far as I can tell you'd need a different event page for every point in your social stats up to 25.
A Baldur's Gate/Pillars of Eternity/Fallout 1 & 2 type thing with a lot of dialogue, and the skills and attributes you picked determine what you can say/succeed at. Most of those older games were made with the Infinity Engine.
Won't be randomly generated but the story won't be the main focus. The main quest will be fairly short but branch off a few times. Most of the game will be exploring the map and doing quests.
Variables do seem like that way to go. Luckily I can just point to a variable with /V in the choice text so tracking stats isn't that hard. It's managing all the conditional branches for dialogue and updating them when new information is discovered that will be time consuming. Every NPC is going to be a fairly complicated event so lots of bug potential.
One of my favorite RPG Maker games of all time is Mario Dancing, a DDR style rhythm game with shitty midis of classic rock/metal songs. I havent managed to find it since like 2003 but as shitty as it was, it was a fun experience.
If you ever get a demo going, be sure to post it here!
Yeah, it makes a square (x,y) and puts z corridors.
I like roguelikes, you can play for a long time.
>it makes a square (x,y) and puts z corridors.
Do you create the map on the fly from scratch or do you have a prebuilt empty map, that's, let's say, 256x256 and then just add tileset events to it and adjust their z coordinate?
Anyways, that looks great.
Anyone know any good camera control scripts?
I'm trying to make dungeons similar to links awakening square by square format. Problem is I can't find any script to snap a camera to capture the room rather than following the player.
I tried jester's Map edge/slide effect. But the problem was I would have to make a map for every single tile of the dungeon. That would be 25 maps just for one dungeon.
I tried Lemony's Zelda Camera and it is exactly what I wanted but it filled with glitches when doing normal transitions such as entering a building or changing maps in general. I can't think of any way around it.
I've been looking through this method actually but it seems like it will take up lots of events. From what I understand, I'll need to make an event to trigger the camera control and another event to be the camera focus. Is there a limit to the number of events I can have? And is it possible to break said limit?
How is my world map looking?
I'm enjoying worldbuilding.
And yes, there is a reason for the snowy area to be in the middle. Lore reasons.
The Original Kingdom, the old ruler of Ace'amir (the world I'm building) created ice magic. This magic was so very cold and harsh, that it allowed them to conquer the known world as everyone else was used to warm temperatures and could not handle the cold. The Elven Kingdom (going to be top left) overthrew the Original Kingdom in a Coup, by consorting with the dragons (going to be in the volcano looking area next to the desert, bottom right). I have a general idea of a race of cat people in the desert area (think Khajit from elder scrolls) and I'm not quite sure about the small island north yet with floating islands.
The desert and Elven Kingdoms wrap around the world and connect with the other side of the map.
I'd just slide over the map until the ice region is on the far right side.
It'd make managing your green and brown region easier.
As for the actual map, idk I'm not someone to ask.
Anyone have any idea why yanfly's skill restrict isn't working?
I want to make it so that using the Super Dash puts all Leg Skills on cooldown for 2 turns.
Just <cooldown: 2> works fine, but stype seems to not apply, unless I'm just tagging it wrong.
I'm trying to get the Sapphire Action System to work for my game, but none of it works and the pdf that is included in the set up doesn't actually tell me what to do, and the only video series I found on it, the guy only goes over how to make items and enemies, not how to actually get it started.
Is there a way I can make events trigger right after a map transition? Having an event in front of the door with player touch and conditional branch facing down doesn't seem to work at all. I'm trying to make an event activate right when he leaves the house.
The event I'm trying to do is make a guy appear and run into you on the way out. I tried continuing the event from inside the house but I can't control the spawning of the guy and the movement from inside the house.
Or are you talking about something else? I'm still a bit new to all this eventing stuff.
What I'd do is have a switch activate while you're in the house, then when you get outside the event you want to trigger's set to autorun when that switch is active and at the end of that event you turn that switch off so it doesn't happen again.
Ahh keep getting this bullshit.
The line it's referencing is:
> self.ox = self.bitmap.width/2
I have all the files I was supposed to add over.
In MV, you are only allowed 20 Event Pages now.
But to give some help, since this is similar to something I'm working on too, I'd like to mention that you can use \n for Choices as well. Pic related sort of shows what I mean.
So in this case, you could do
>If Speech < 5, change Name 11 to "Gimme yo money."
>If Speech => 5, change Name 11 to "Give me your money."
>If Speech =25, change Name 11 to "I will suck your dick for your money."
: "\v/25] "\n"
And then, under choice 3, you use similar conditional branches to change the reply, based on the same variable.
>In MV, you are only allowed 20 Event Pages now.
Wait, fucking seriously? How many ways it in Ace?
Unrelated, you know what I wish Yanfly would do? Implement an add-on for the CTB for a Xenosaga-style Boost mechanic.
Basically, have a little meter (I like the XS2/3 style one where the whole party splits a meter) where you can spend it's stocked up energy in order to make one of your chosen party members cut in line on the turn order, so that they go next instead of whoever would be going next.
This is Ace compared to MV. Green means improved. Red means downsized. Black bar means it's the same. If there's nothing next to a line, it means I haven't tested it in MV to compare.
Someone implementing a random system that changed looks or personalities or both. Or for just plain organization. I had a quiz system in place that used a different page for each subject or stage of progress. The event system is already an organizational nightmare made even worse without a search or note function. Being forced to condense it onto less pages just because they couldn't be assed to replicate an older version's functionality is hardly "fine," especially since MV handles long events much worse than Ace could.
The "I wouldn't use that so it's fine if they remove the option" line is one of the worst.
I'll give this a go, sure.
Claims to hate Alt-J. Listens to multiple hours of Alt-J songs per day. Has this same relationship with Taylor Swift, Kanye West and every other artist he listens to.
Likes songs from video games and anime. Very ashamed of this. Really digs Database from Log Horizon and Vi's one from League Of Legends.
Likes really shitty recent pop music. Stomps on your toes if you make fun of her for it.
Standard club music bangers. Thinks he's really good at freestyle rapping but he's not. States that his current favourite song is "War Boy" by David Grimason because it has the highest wubs-per-minute concentration of any song he's ever heard before. Once spent an entire 12-hour period huffing aerosol and watching the video for "The Seventh Element" by Vitas on repeat.
Spends more time mocking other peoples' musical tastes than she does listening to music. Wishes she could do this to Ribbon but she can't because they have the exact same tastes.
Doesn't really listen to music recreationally. Occasionally puts on Death Grips if he feels like he should have something on in the background to avoid uncomfortable silence. Gave Bailey the best orgasm of her life to "Warp 1.9" by the Princess Sisters because she started having a panic-attack and thinking she was going to die mid-fuck and the excitement did it for her.
The lute is taking the countryside by storm in the form of Gentry Light Rock. All the bards are playing the melody Dragonsleeves this season.
Is Rpgm missing any tileset themes?
Outside of the obvious historical human civilizations.
It's got forests, caves, deserts, tundra, towns.
The only think I can think of, that might be a useful location in fantasy games, is something like a Jurassic fern jungle, Boneyards and tar pits. Dinotopia / land time forgot, kind of thing.
I've also always wanted something Under the Sea. But outside of somekind of sunken ruins, it would just be an underwater desert with seaweed and coral instead of cactus and rocks. Interesting to see, but I wouldn't know what to do with it.
I had the idea to make look-a-like characters inspired from popular series that younger RM users might want to base their games off of.
So a character like Link, but dressed as a ninja.
Or Aerith from ff7 but in different colors welding a katana. In a weird - they are, but aren't - kind of way.
I'm just spit balling here. I think people might appreciate familiar looking characters, but who are dissimilar enough to encourage people to re-imagine their roles.
A white mage, with hair fashioned after goku.
An Eskimo...I can't think of any anime girls..with facepaint.
Fuck can I really not copy paste a map from one MV project into a new one?
You could do that with Ace, fuck.
I dunno, I'm just saying, pick a character and imagine them as something else.
Ooh, that's tough. I only play rpgs and a few action games. All I can think of outside that are Furry characters like Sonic. Or Western Style characters that probably wouldn't look recognizable as an anime reimagining.
Okay, I just bought MV since the pirated version works like shit. No regrets since I tried out the trial and liked what I saw
Where should I start? What plugins should I look into? And where's a good place for tutorials.
That reminded me of BlackRose from .hack. Not a good choice since she already has recolors and facepaint.
Of course this is a quick photoshop edit. It'd look even less like her if I tried drawing in it in rpgms faceset fashion. Similar hair shape but not completely identical.
But now I'm question if people will really see it the way I'm intending. Emphasis "look-a-like" and make it clear I'm going fro familiarity and not originality.
You'll definately want to check out yanfly.moe for your basic plugin library. They have a LOT of good stuff, just try not to go too overboard with feature creep :).
Secondly, I highly suggest going to the official RPG maker forums for a lot of additional plugins, resources and tutorials:
Best of luck to you anon!
Side view or front for battles?
I can't decide.
I kinda want to do front, but with side view it could give a breath of fresh air of people who played a lot of Ace stuff.
Thanks man! And holy fucking jesus christ on a stick its like I'm looking at a candy store when Imma 5 years old. That website is fucking gold! I feel like I'll be spending an entire week here
Are the Yanfly tips and tricks worth watching?
The only down side to the site are the ever present mods constantly telling people what they can and can't do. Poor resource request attendants and playtesters.
It's a place for showboaters in my opinion.
>when your sprites are shaping up but you're shit at animating
Because it's hungry for human flesh and always starving. Some say it doesn't have a stomach. Others say it grows in proportion to the person it eats so it can never fill full.
During famine, the correct course of action is suicide. Because resorting to cannibalism turns you into this.
*according to native american legend
Killing it would be best for everyone.
Because he wants to keep you trapped in a place where you can never do anything but serve him. In a place of never ending repetition.
You can chose to join him and see what your "life" would be like: you are his right hand man, you play the role of counsel as the judgement of various animals is passed down. What sort of punishment do you recommend for the duck who would rather Dance than join you?
All of this, of course, is to fulfill his fantasy of being some sort of god, loved and worshiped by all.
He wants to lock and isolate every single person inside of their own minds, which would end in a silent dead world.
Though I'm not painting the final villain as someone to hate, but as someone who needs to be stopped, whatever the cost.
Tried messing around a bit with the equipment scene and test armors that take up multiple slots.
Guess that works, more or less.
>what is global.rpgsave for?
Are you using MV? I can't find anything like that in VX Ace.
And I just noticed that paint fucked up my screenshot. Guess it's time for sleep.
Seems to be a save file that's used for when you're developing a browser game? Maybe a mobile one as well, but I'm not sure.
You can read more about it in this thread:
No preference, likes pipe organs tho
>Framed for Crime Companion
Listens to all kinds of music
Trip Hop, Vaporwave, Future Funk
>tfw zmail is a buggy piece of shit that hasn't been updated since 2013 but is the only email script for vx ace
Is there any other reliable way to implement a texting system or should I just give up on that idea?
As hideous/bland as a fullscreen window of an equipment list is, I practically need to do the same for my game.
It's an extra-dimensional planet destroying god-like creature that potentially kills either the main character or one party member depending on the ending you get. Your party couldn't kill 'It' if they wanted to, and the main character sacrifices their self to repel 'It' from this dimension if you get one of the "good" endings.
Inspired by Live a Live, 'It' is actually the main villain/plot point in some way for every game I plan on developing. The most ambitious title is essentially about a dimension hopping Sentai that's hunting 'It' down.
I'm still not finished with my menu's, so I'm not really concerned much with the design, just testing out the actual functionality of them.
What I tested out was that I can have a onepiece armor, a onepice wear, and a onepiece lingerie. I can even wear them all at once.
Now I just need to make it so that some onepieces also block the player from wearing other stuff on top or below. For instance, the character shouldn't be able to wear a bunny suit and a swimsuit underneath at the same time.
Damn, I got it working but the description space is incredibly small.
>Start with water spell
>Gives the enemy "Wet" state, increase ice damage
>Cast an Ice Spell
>Gives enemy "Frozen State", increases thunder damage taken (reflection of light within the ice)
>Cast thunder spell
>Gives enemy "Firestarter" state, increases fire damage taken
>Cast fire spell
>gives enemy "Burning" state, increases air damage taken
>cast air spell
>gives enemy "dry" state, increases water damage taken
Does this sound great, or great?
Hi, /rpgmg/, I really got into RPG XP during the trial, but I'm not sure about forking over the money for the license just yet
The scripts I'm using seem to require 1.04 or higher to run, but all the cracked versions I found on torrents and the pastebin seem to have 1.02, and I can't find any sort of update or patch
Any help would be really appreciated, thanks.
I'm not very good at this stuff, but how do I make this sprite I found work for a player? It doesn't select like other actor sprites do.
Nevermind I'm dumb.
Here's a qt slimegirl for those who want it.
>increasing thunder damage
You realize that most ice and snow are very bad at conduction right? And refraction doesn't really work because ice gets foggy from impurities (the idiot you froze counts as an impurity).
>thunder turns the target into thing that's volatile to fire.
What even is a "Firestarter" state? Does getting hit with lightning suddenly cover you in gunpowder-like material or something?
>Being on fire makes me get more hurt by wind rather than getting damaged by fire.
I don't see the logic.
Your system needs some fixes unless there's good explanations. Good first try though.
Hot memes in your video games.