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
How hard would it be to integrate online support into my game in VX Ace?
I know there's MaidenSnow Online that's an online (MMO?) type RPG made on the engine and I don know that you can add additional library support, but I just wanted to know has anyone tried it before and how much work is it?
This is why I unfollowed Deviantart RpgM Groups. Recolors and frankensprites everywhere.
And that was before DA sorted updates by Groups so you could delete en mass.
I want to make a fucking horror game based on this song: https://www.youtube.com/watch?v=fXlqjWCcw4Q
No not slenderman, just the song itself. I feel like it has an amazing horror game plot within it.
So how was this? I didn't even know it existed... At the time though it was probably the shit.
I wish I had owned it.
I want to balance a multi class system while keeping everyone unique. The trick is I only want one selected class per character but they can change via the menu. Any suggestions or ideas?
Give each class a small skill pool of 4 to 8 skills. This way, there are less skills that spill over into other classes, making it possible for unique classes, too. To help compensate for the smaller skill pool, you can add in subclassing to make the combinations wider and allow for more player customization.
Eh that opening image is inaccurate as fuck. I could actually list why XP is not even close to golden age. It didn't instigate creativity and code offs at all. Also XP is LAND OF RIPS from HENTAI games like from Seinarukana series. Whoever made that image didn't know RM history enough.
>see scriptonline that could be useful
>"NOT FOR COMMERCIAL USSSEE! U USE U GET SUED!"
>recreate his script using a common event
You do realise that the graphics that are show, alluding to them being made for XP - the different face graphics and all - were made for VX because XP didn't use facesets. They were made for VX to import over the characters from XP to an actual engine that worked.
XP was the worst of the engines and had only one redeeming quality - the mapping system, which, while great, also had the issue of being unintuitive and hard to work with.
XP, sadly, was not the Golden Age of anything, but more the Dark Ages - the communities that used it were all closed-in circle-jerks who pushed out every other engine. They started the 'this forum is only for this engine' bullshit, were the ones who started the whole superiority assholery that became an epidemic in the communities during that time and hated on anything that wasn't in that engine.
Nevermind that the RTP was the worst of the lot (even the music isn't on par with the tunes from 2k and 2k3, and they were using midis!). Only the monsters were worth using, and only because they had neat designs. The washed-out palette really made it look hideous and it was hard to edit the tiles properly due to not only that but also the weird pixelling that went into it. Even the painterly styles of the newer makers are easier to edit!
Honestly, the Golden Era was 2k/3 - the era of exploration and innovation. The era where rules were made about what was good map creation and what wasn't. Who could forget the classic games that came out of that era?
Sunset Over Imdahl
A Blurred Line
Love and War
Legion Saga series
The Longing Ribbon
The Frozen World
Three, The Hard Way
The Blue Contestant
The Book of Three
The Burning Grail
Wilfred the Hero
Diary of a Madman
Legend of the Philospher's Stone
Rise of the Third Power
And so, so many more.
No, but speaking of that: how did Dingaling get the Joy withdrawal symptoms effect working? For the life of me I can't figure out how you'd program in a status effect that occurs randomly both in and out of battle and only effects characters that have consumed a certain type of item before.
by using the dexdrive I absolutely adored this rpg maker. sharing and playing gems that'll never be played again. some pretty amazing stuff came out of it.
Well I know that it doesn't really affect those that have taken Joy (that you've given them) at least as far as I can tell. There's a handful of people who will always trigger it. Out-of-battle is just a parallel process deal with a timer I'm sure, but not 100% on the in-battle style.
It's probably the highest-grossing. I'm not sure on that statement, but if it is, then yes by some definitions.
It's pretty limited, but its charming. I like it because the lack of features allows me to focus on making games instead of going ADD. Games are kinda hard to share, though
Probably because PC games are easier to share, and people had moved on to them long after this maker (and games like IB) came out.
I am really sad this has to be done in a cutscene. It's a word soup in here.
There's classic steam vents that you have to block off with stones that just cause them to erupt elsewhere.
Something like Legend of Zelda I think it was, where you have water/ice to throw in lava to make platforms but you need to nail it exactly right to proceed. This was also in one of the Lufia games iirc.
Depends on which community you're from. I mean youtube and 4chan where just starting.
Rmxp had a faceset script. Rmxp had scripts for everything. Sure, 2k/3 had some cool looking games but what did Sunset Over Imdahl do for the community?
I think OP is looking from a resource standpoint.
But in all honesty, that looks pretty neat. I like the D&D vibe that it's got with the base stats and the rolling. I was curious if you were going for something like that, or something more like Etrian Odyssey.
Any reason you're not just using Unlimited Adventures?
Hmm I was trying to make sure that you had the class enabled to actually equip that type of item. You have to set the actor or class to have a parameter to equip the gem item class for that drop down menu to work.
Working on a forest area, turning out nice I think. Much better than my original attempt which was rather scribbly.
Post your character face art again, I wanna show someone it!
Forest looks fucking AWESOME! please stick with this style (though make the ground a more green hue so its not the exact same color as the trees).
kinda like this, breaks up the pallet a bit.
Good idea, may make the main path lighter like that to make it more visible. The other paths are off the trail, so I may leave them darker, but I'll play with it! Thanks for the input.
Also I'm assuming you mean these?
Yes thats it! they love your work!
As far as the off trail grass, I think the saturation and light values are fine, but maybe just make it a slightly more orange/yellow hue. the trees are more blue so it would contrast a bit more and let them stand out.
keep up the good work!
Please tell them I appreciate it, I'm really happy to hear it!
And perhaps, that may work, or slightly more reddish - the area's color scheme is green/green-blue and red, so I may try that. Thank you!
Also gotta say I'm digging your project too, can't wait to see more of it. Really cool style going on with it, and an interesting premise.
>Have everything you want to do plot-wise planned out in your head.
>This is your dream RPG, you want to make it more than anything.
>Realize it will take 2-4 years to make.
>Realize that probably nobody will give two fucks about your game.
>Aaaand all your drive to work on it is gone.
Hey man, I'm working on my dream RPG and I've been working on it for a year and a half now.
You just have to go for it. It will never happen if you don't start it.
Also here is a cave I haven't finished the other room for.
Work on something fun. My first 4 or so projects failed because I was too ambitious. I ended up quitting them all because it was too much hard work, I was unmotivated, and it felt like a chore to work on. I ended up working on something silly, and it was fun to work on it, and it so happens to be my only game I've actually finished. Now that it is, I'm taking a step forward and working on something a bit bigger and better. Rinse and repeat.
My game's combat is very much based on Final Fantasy X with a strong emphasis on things like FFX's Delay Attack - where you (and your opponents) control the flow of battle by manipulating the turn order with your attacks ans skills.
So in the very final boss fight (final boss's third form), it basically spends the entire fight charging up an instant party wipe attack. Your job is to balance delaying their actions (they have no resistance to delay) and boosting the actions of your more offensive party members to kill it while pushing it's turns back before it can unleash it's finishing move.
You're in a forest and you keep finding these random ass little acorns everywhere. You don't know what they are for....
At the end of the forest there is a bunch of crows, mad as hell. We're talking like 30 of these fuckers, they will eat you alive unless you start throwing the acorns at them (each acorn pushes one out of the battle).
I mean... you can make it without the acorns but you'll probably die a few times.
Just one of the many ways I'm encouraging people to actually look around the map.
Woops, went to go eat something.
Heres's a part of the opening cutscene, teases at a map that appears later on in the game.
Making some enemies for my forest area. The stats are wrong since I'm not yet to balancing battle, but the monster is based on this old scientific description of bees:
I'm having a problem with Yanfly's Menu Ace. The gauges keep overlapping. Anyone know how to fix this?
Yanfly just released it. It's an extension for his Victory Aftermath plugin the level up windows.
This is actually a topic I like seen discussed. How do you anons feel about all those users who bug their plugin makers/scripters about adding features or removing features nonstop? I feel a bit of second hand embarrassment by simply reading up on their threads and seeing all those devs shamelessly request features to be added or dropped when the scripter is already generous enough to release huge systems like that for free.
And this plugin is one of those cases I specifically remember reading in Yan's VX Ace wordpress about people complaining about the script, which was the best script of its time doing this very function. Now that its released in MV its a totally skinnied out version of what it was in Ace and seeing all those people request back those features makes me wonder how come this was even complained about in the first place. BAKA so much.
So I pretty much got the ambience of a suspense rpg going, but I suck dick at writing. I want the main characters to undergo purgatory in similar fashion to that of Silent Hill, but without so much horror. Just the ambience and general theme.
What cliches should I avoid in order to separate it from Silent Hill?
That's gonna be hard. I was planning on letting the main character have their input into the game. In what ways do you reckon a silent character would help the script be better/more unique?
>Creates tons of scripts
>Has an adorable mascot and videos
>Even hosts other stuff on his website like battlers and stuff
>He does it all for free
How can one puffball be so great.
I love silent main characters because it is so much more immersive. The second a player reads something they hate coming from your main's mouth, they won't want to roleplay as him/her. I think its just way easier to make a silent protag, it adds immersion points at almost no cost. It also prevents you from overdoing exposition and forces you think of other ways to reveal the story.
Installed MV, holy shit this character editor is way better.
What's the deal with the kadokawa plugins and shit from the zip i downloaded? extra stuff, or was it already installed with the normal installer?
Great input. Thanks! It is true that silent main characters is pretty much a no risk / high reward kind of setup.
Are there any other terror/suspense plot cliches that make you go "Ugh. Not this again"
RMXP had scripts for everything that didn't work at each other unless you have a scripter dedicated to help you make a game with it. Been there, done that.
"Parallax Mapping" done right was Sunset over Imdahl. It had helped people to learn how to apply that to their games. If the current gen stop thinking that rm2k3 methods were outdated, a lot of the creative ways rm2k3 did things would still be applicable today.
The resources in OP? Gozaru is still making the same styled resources for VX/VXA. Naramura was around VX until they had to go professional. (He's the artist for La Mulana's remake/remaster whatever).
What OP failed to see is there's something Rm2k3 had a lot of great resources overshadowed by SNES rips. But if you were more observant and did research people like Ocean and Theodore (Teddy Plaza) existed. So did a lot of the Japanese users who follow the same mindset today by the EN community when creating a multitude of free resources. They even have dedicated wikis for this thing.
XP has alot of the same 'bad resources with good intentions' even at its time. Remember Sithjester?
Let's not forget XP is one of the reasons there's a great divide in RM communities purely because of how hard it is to create resources for it. Calling that the golden age of resources is laughable when only a few people in XP made unique "usable" resources.
The only "cliche" I personally dislike is blatant shock value, like Human Centipede stuff. Other than that, I think all of the horror chiches are charming in their own way. It's all about how you spin it, if you are going for 100% serious and scary/immersive, try to shy away from as many chiches as you can (its fine to have some though). But if your game is more lighthearted, try to be more lighthearted yourself about how you incorporate cliches. That's my advice, anyway.
Ye, some external source of info. Not gonna be a mate, it's gonna be some neutral NPC. Twisted, laughs at you, never really helps you. Now it's time for something to fall into place in the game without shoehorning anything..
Dude from a couple of days ago. Still looking for some people to play my game and give feedback. First game ever, it's only half an hour long and I've heard it's pretty good.
The guy has a really big heart.
I recall when MV was in the last month of beta or whatever, one of the beta testers told me Yanfly took a vacation week from his job around the time of MV launch so he can be on standby in case something went wrong with MV and up until then he spent his spare time helping Archiea promote MV. Youd think with that kind of dedication and doing it for free the official RPG Maker MV credits would at least put his name there but they didnt.
I give him five bucks on patreon, wish I could do more but I don't have a job.
I couldn't help including some very tame and neutral inner monologue with some events tho.
Even if you don't support him on Patreon, he's worth following because of his nightly posts. They encourage thought and discussions about game development and he posts videos from other game designers which are all geared towards your project becoming better.
I learned quite a bit about game design from following his posts. Plus, it's cool to see his point of view and other people's views on how something is tackled and it's pretty effective too.
Last month, my demo was shit and my friends didn't even want to play past the first five minutes because it was utterly boring despite all the cool plugins he made. Now, after following some of the discussions he's had in those posts and following some of the advice, my friends are asking when the next build is lol. I mean my game isnt the best, but those design changes and differences really extend out.
This looks great!
I think inner monologue is fine, as long as you keep it between () or . That's what I do, but instead of using "I" I use "You", hoping it helps players get into the game.
Don't have a 'main' character but the starter party I got.
1st- She wants to be a performer and tried to sleep her way to the top. It did not work.
2nd- He's an asshole and took advantage of a timid girl who didn't know how to say no, and was too afraid of him to report otherwise.
3rd- She's still a virgin
4th- He got drunk with a female friend and things just kind of happened. They're no longer friends as a result.
5th- His was with his childhood sweetheart. He buried her a few years ago.
6th- As a fortune-teller gypsy, she's a little promiscuous as it stands. Likely with a client or someone with money. She probably stole something from him too.
Is there a way through scripting to make a random number generator work for an ability in MV? The ability I want is:
>1/6th chance for fire damage
>1/6th chance for ice damage
>1/6th chance for water damage
>1/6th chance for thunder damage
>1/6th chance for physical damage
>1/6th chance to heal target
Done every one of these so far, aint about to stop.
Lost it with Bailey (his first gf). They met at a social event, she came up to him and told him "listen, this is a fucking drag, why don't you take me home and fuck me?" and he thought "fucking yes, I only just met this girl and she wants to be my girlfriend! I'm awesome with women!", totally ignoring the fact that he'd had no female attention for the previous 20 years of his life. Was atrocious at fucking, obviously, to the point where Bailey shoved him onto his back and used his cock like a toy after about a minute and a half of deeply unsatisfying missionary.
Still a virgin. Super-nervous about losing it. Awkwardly flirts with Ribbon but prob wouldnt even manage to build up the confidence to take his underwear off if she ever did invite him into her bedroom.
Meets people online and takes them home. Discusses boundaries in great detail, draws up a contract and everything. Mostly only uses a guy two or three times before moving onto someone else, but has a couple of regulars she's been spending time with for a few years. Was 16 the first time she did it, she had her first ever screaming orgasm and she kicked him out afterwards because she was so embarrassed.
Doesn't remember his first (or most subsequent) sexual encounters. Has puked on girls mid-sex before. Depending on what he's high on he either goes like a rabbit in heat or falls asleep in the act before anybody's finished. Easily worse than Jack in bed, but handsome so he gets a lot of attention anyway.
Been having casual sexual encounters since her v early teens. Her first time was with a 22-year-old who she lied to about her age(14), then revealed it five minutes into sex and threatened to go to the police if he didn't do everything she told him to.
Actually never fucked a girl before. Bailey's the first girl who's ever been nice enough to let him get her naked but even then he barely touched her.
They're both pretty cool dudes. I liked 'em enough to step in on MV's launch to help moderate the MV steam discussion board because they were stuffed to the gills with work all around, people were getting sick, etc.
They definitely care about not just their own projects but the community and the people using the software themselves.
Is there any way to have items use script calls without the use of common events? Using Vx Ace.
You do this using a common event, I just set one of these up today actually.
Here is what the event should look like, you can call it by using the skill (you'll have to make separate skills for each element that is used during the script call in battle).
Cursive's honestly probably the single most unambiguously likeable character in the game. He was a dick in high school but basically everybody is, and even though he has naturally low empathy he tries his hardest to be nice to the other characters. Cursive's a good lad.
Really? I wanted to make a secret boss from a TV show I like..
Even if you're not making profit, you're causing a potential legal headache for them. The more people using their stuff that they don't vigorously pursue the less grounds they have that they're defending their stuff.
Your only real defense against that while using their stuff is staying 'off the radar'. If they can plausibly deny not knowing about your project, they can ignore it. So the more popular it becomes, the more of a target it becomes.
That said, limiting the amount of usage of copyrighted characters, properties, etc. makes it more of an annoyance for them to pursue you. Basically, if you do it keep it on the down-low OR make it something 'very similar but not quite exactly' what you're showing.
party so far consists of:
>monk mc that uses stances
>gambler class with dice attacks
>mage that deals damage by increasing elemental weakness of the next spell in a series
>a High Wizard that is almost always a cat, not sure what to give this class ability wise
>Dark Knight, old gruff of a man who is kept alive by dark energies and can resurrect party members as zombies and deals damage with his def/mdef
>Paladin that deals damage based on her health, and is constantly arguing with the Dark Knight
Any suggestions? I'm having a blast making these characters.
Space Funeral uses stolen music only and it has some following.
I have never seen a successful game that has random stolen pictures from the internet as enemies, though. If you can't draw, you could try to commission a popular Battler artist from the community to draw you some fan art.
I really doubt anybody would sue you for using stolen art in a non-profit game, though. You will just have problems distributing the game and get bad rap in any official dev forums.
I wasn't going to steal any art, I was actually going to commission someone to make a Battler image of the character.
Like I said I guess I'll just take the chance, I highly doubt it'll ever get out of a close circle/this thread.
Worst case they'd send a C&D first right?
It'd be a secret boss so it'll be easy to pull out too
Possible, but using an Expy would be a better idea, anyway. Or just acoid using the character's name at all costs.
Akabur got rid of WB's cease and desist by changing his game's name from Hermione Trainer to Witch Trainer.
>Worst case they'd send a C&D first right?
Probably, but still dicey. They could argue that your use of their shit, even if not generating a profit, tarnishes their brand by association, or they might be obligated to sue you because legally they need to be shown as protecting their interest in their IP. Bethesda HAD to threaten to sue Notch when he went with the Scrolls name, or risk losing their claim to it the next time. They didn't need to win and they didn't want the bad PR, but it's a defensive measure in the event something serious happens.
You're only safe with obvious parody.
Well WB would have a hard time arguing that they invented the concept of 'witch' much more than arguing that they own 'Hermoine'.
He probably could've called her 'Hammy' and it'd have been just as hard to fight haha.
Hmm alright, I won't take the chance then, thanks for the help.
Picture related (on the right) was who I wanted to use. I'll probably just turn him into a regular Tiger with really long hair but use the same name, that'd work right? Or is the name the most important part?
Actually, given that you are dealing with animu studio in this case rather than a Western company, chances of suing seem low.
And I think the name is the most important part IS the name.
>can't open ____.json
>load back up a few
>fast forward to today
>can't open _____.json
I don't get it are the games supposed to be ticking time bombs?
I think I should switch back to VX before this happens again
i really feel bad for all the people getting sued over their fan games and fan art.
dont go down that path, friendos
So entabrain made two 3D RPGmakers for consoles over a decade ago.
Why are all their PC releases STILL the same old pixel shit? literally the only real upgrade they've had over the past, what, four? versions of MR has been doubling the size of tiles, and even then, having to make custom script to give your game a resolution change option is pathetic.
>The 3d rpgms were shitty imo.
Ofcourse they were, they were on a console.
Believe it or not, its actually easier to make a 3D model look good or be animated than it does a sprite. It just seems like sprites are easier because you're using less tools overall.
2D assets are much easier to make for the average 12 year old highschooler and the average 40 year old doujin circle NEET artist. These are RPG Maker's main customers.
Also, Japanese otaku love this 2d pixel shit and didn't like the 3D RPG Makers. Japan is like 90% of the RPG Maker costumers.
>2D assets are much easier to make for the average 12 year old highschooler and the average 40 year old doujin circle NEET artist.
3D is a lot larger margin for error compared to to 2D pixel art, if you're talking about making something look good, rather than just making it.
I still can't figure out this gauge overlapping issue? I didn't adjust anything on the script and I still can't get the gauges to line up like Yanfly's image on the right.
Yeah, that's all true. But you can make pixel art with mspaint, a program anyone who's used a computer is at least a little familiar with. With 3d modeling you have to download programs and watch YouTube tutorials just to know what buttons do what, so it's more intimidating.
Also 3d looks like a great big barrel of cocks and will never have the same charm 2d has!!!
>Also 3d looks like a great big barrel of cocks and will never have the same charm 2d has!!!
Joey's transgender. I wanted to make some mention of it in the story but I couldn't find any way to do so without it seeming shoehorned in or pandering. Like, when's that gonna come up in a conversation unless it's a game about the woes of being transgender (which I don't wanna make)? Joey's trans on the low.
Aside from that: Jack's straight, Joey doesn't have a preference, Ribbon would probably fuck girls but she likes boys better, Twix has nothing resembling either preferences or standards, Bailey's totally straight, Cursive has no opinion on sex whatsoever outside of the aesthetics.
You fight Ralph Macchio in my game and the final boss music's Psycho Killer by the talking heads. So long as you aren't gonna sell it and it's not gonna get too much attention I think you're basically safe.
Yanfly's Menu Engine Ace seems to be the problem. I used it on a fresh project with no scripts and it still shows this.
Dawg have you even tried 3d animation and modelling? How about programming for that shit? Why are you not in Unity or Unreal yet when they're literally as user friendly as 3d can get?
>Dawg have you even tried 3d animation and modelling?
Yes. I have.
How about programming for that shit?
Yes, I have, we're also talking about RPGmaker here so I'm not even sure what you're talking about with this question since you can make a game without programming in RPGmaker.
Why are you not in Unity or Unreal yet when they're literally as user friendly as 3d can get?
Who said I'm not? Why are you detracting from the question? I mean my question literally has nothing to do with mine, or anyone else's capabilities. And your response has nothing to do with the question I asked.
There was a 3D RPG maker on PS2. I made a game on it. It was pretty fun and at the time I was really impressed that I could create a full world including a world map. Of course there wasn't a way for me to share the game on the internet since it was saved on the memory card, so only my friends played it, I'd lend them the game and my memory card so they could play my game.
Why doesn't it also support isometrics? Why doesn't it have voxel support?
They're targeting a different market, anon. 3D isn't a part of the market they want; so they are not putting in 3D. It's that simple.
Besides, they already own their only real competitor on that front right now so there's also no reason for them to worry; they get the money either way.
In Yanfly's Active Turn Battle script, is it possible to have enemies attack multiple times in a row?
Like if the player is too slow to do something, the boss can get in2-3 attacks before they do one?
>Why doesn't it also support isometrics? Why doesn't it have voxel support?
Slippery slope argument, we're talking about a product they've released twice, you're sidetracking the question again.
Everybody learns to draw in school. You only need to learn to color to make 2d assets. Plus, there is always tracing for the shittiest artists. To make 3d assets you have to learn to model, create skins (which often implies coloring) and set up bones in your sculpture so it animates appropriately, which is an additional level of skill sets. Plus, if you don't have much experience in modeling and you don't want your models to look like shit, you will need to draw your model in paper before opening your modeling program.
The NEET making Erufu Bitch Queens III: Rape Holiday! would probably just sketch on his Waccom tablet, color the image ASAP and call it a day.
>easier to make than this
Sure, but the house in the image looks ten times better than the average RPG Maker game house. Most of the aforementioned 12 yos and 40 yos are attempting to mimic Dragon Quest V SNES in complexity, with maybe the most ambitious 5% even going for a Mother style.
I have no idea what the fuck I'm doing,
Map design? Pfffttt
That is definitely a viable argument, I do have to say "but" though.
We are talking about RPGmaker here, there's nothing inherently flawed with your argument, but your argument applies to the medium as a whole, RPGmaker userbase by far uses only default assets, and this is what I'm talking about, RPGmaker 3D is a thing, and I'm merely wondering why they never even once tried to put it on PC.
You're arguing from the perspective of entire 3D game making and I don't blame you for it, I did expand the argument t othis and its really my fault.
But in regard to my original question, while this answer does work, its also a bit broad since, like I said, most users are content with default resources, and the argument still works on the asusmptions that entabrain would not offer resource packs like they do for the newer RPGmakers.
It's related to the core values of RPG Maker.
RPG Maker is aimed for entry level Game Development. 3D development is not. Also quite frankly, I hate 3d shit because they make me nauseous and if the RPG Maker audience can't even get Battle Camera right *cough moghunter camera cough* then what the fuck else with pure 3D?
I would also argue that 2D appeals to me more even from an artistic standpoint. Just because you don't like 2D or whateverthefuck ever you are making a point here anon doesn't mean everyone does. I am glad that there IS a dedicated 2D JRPG engine out there that doesn't require me to buy 231221312 plugins in Unity Store.
I seriously wish I knew. I seriously feel like I'm cheated out of my money whenever I load up MV and then look at my Ace game and seeing my Ace game doing the same exact shit my MV game is. If it weren't for Yanfly carrying this engine, buying MV is the same as flushing my wallet down the toilet
I really wish they'ld at least entertain the idea of a PC version of a 3d rpgm. I've been doing 2d for so fucking long, now.
All I want is a 3d version with most of the features of the current rpgm and a few assets. They could be reused assets from the console version for all I care. Just let me import my own shit, too. That's all I want.
My area design's garbage but I at least really like the way Jack's room looks. First thing I ever made in the game so I was just getting to grips with how everything worked and it took me like seven hours but I'm proud of it.
Attempting to make comfy maps is why I open rpg maker.
NOPE! I've been holding out on buying it because people have been calling it shit and it's still got a 70 dollar price tag on it. So I'm waiting for it to go way down. It's just that, coming from someone who hasn't bought it yet and is really just going off of complaints and the small amount of praise I see, it seems like it would at least be a little worth it for that. Just not at the price it is now for me personally.
Trying to get pic related list of plugins to work, but the changes don't happen.
I turned ctb on via the battle engine core, and I'm not sure whats wrong.
I just want a CTB system.
Am I missing something?
Not that anon, but I like mv just because the scripting is completely idiot proof. I'm an rm2k dinosaur who skipped xp, vx, and vxa. Figured I would upgrade to mv and man it's nice to just plug scripts in and turn them on, unlike vxa where you have to figure everything out and if you don't know how the script works it's impossible to troubleshoot.
fuck im using the same asset pack, the only thing thats custom atm is the NES and the carpet.
How important is originality?
i know i know, fucking im planning to make my own tilesets based off of these, i just want to fucking start making maps because if i only do graphics then i wont have anything to show for it after a while because all i have is graphics but no levels
So if I released a game that used the same plot, writing, characters, etc. as yours it'd be fine?
Don't say originality isn't important. It's just an easy thing to get stuck on, so if you're ever concerned, just ask for a second opinion instead of mentally paralyzing yourself.
Well what I really meant was that it is 0% useful to think about it when doing a project. You will almost always be borrowing from important artistic influences that have acted on you, and that's a good thing. You are 100% right though, it is a total trap and people get stuck in it so easy.
That's a good point, honestly. Worrying about originality isn't gonna benefit your game, you'll get stuck thinking "nah, this was in that other game, I can't use that" and you wind up taking all the interesting elements out of your game and you're left with the least interesting parts.
Would you play a game with this as your party?
I hope so cause i'm working on the game as we speak
I half agree with you in that plugins are leaps and bounds above scripts, but having been a person who used XP, VX, and ACE in each iteration and seeing the minimum effort put into each one, it is seriously a fucking let down.
Once again, we have to depend on Yanfly to make our games any bit special and I am seriously tired of having to rely on him all this time. I have nothing against Yanfly, in fact, I'm sure he's a great and wonderful person, but needing to relay on the same puffball for over 8 years just to make an engine playable is a testament to the fact that RPG Maker is unchanging through every single release and is making no effort to change that. If it continues like this, I'm not even going to buy the next RPG Maker anymore. Just going straight for Unity like I should have done this time around except I'm a broke sonnuvabitch.
All they ever do is reskin the RTP, which is where they probably spend all their money, have the same programmer switch around a little bit of code, and then market it as a new maker. Over 3 times they did this and over 3 times the disappointment is real. The only thing that makes this maker even worth the $70 is the HTML5 support, the character generator, and generous people like Yanfly and AEkashics supporting this sad excuse of an RPG maker (which wasn't even a part of the packaged deal).
If you like it, all the power to you. I'm just expressing my disappointments because I was converting my ACE game over to MV and it literally felt no different than playing it on ACE except in higher res. That's it. Oh, and I can click-move my sprite. Woopidy doo----
Snow elementals? Snow hares? The absolute weakest minion of whatever is the main villain? Really, it depends on what you're going to be fighting elsewhere in the game, and how powerful they are.
Main character seems interesting. I like the gauntlet/katar dealie. Unique weapon choice. Katars used to be super common back when D2 was big but they've sorta fallen off.
Plague doctor lady looks interesting, like a support class with all of her stuff that she's got.
Paladin/cleric lady looks like someone who would smite just about anything that got in her way. Maces are underrated as well.
Overall, good designs, good weapon choices. Seeing them, I'm mostly curious about the lore of your world. The latter two remind me of Darkest Dungeon in a sense.
Alright I finally figured out the overlapping gauges but now the gauges are too big with 5 party members. Anyone know the code I need to change to adjust the gauge sizes?
Search for "draw_actor_simple_status" in the script, that's the section you should be editing. There's a "dw" parameter in "draw_actor_hp" and the other gauges that I think defines the width.
Well it adjusted width but not in the way I wanted it.
I tried tampering with the DY and while it does adjust the distance between them, the gauges are still too big to fit all three of them. I wanted to just take out TP and be finished with it but the option in the script takes out both TP and MP.
I don't feel like I've got this looking perfect yet. I like the design but there's something wrong with it and I dunno how to fix it.
Thanks anon, yeah I really try to use weapons that aren't insanely common like a katana or handgun, but at the same time I don't let that get in the way of it being a wep that suits the character.
I actually just started playing DD last week, but I had plans to use a Plague Doctor and Battle Cleric for a long time.
It's based off a
portable heater in my room. But in game it works a mistifer, it turns whatever you put in there into a mist
What do you listen to while working on your game?
How does your main character ensure that the social and economic circumstances that allowed the villain to appear and rise to power dont repeat themselves shortly after the game's ending?
Alright, now there is only one overworld battle background to go and I'm set.
Heya guys, fledgling dev here. Working on a project about kingdoms being overthrown and having to make them great again from the ground up.
This will involve setting up trade routes, slaying giant monsters, being part of uprisings, etc.
Currently working on the starting city, and am working on a quest here with helping out a bazzar. Pic related is a girl who tries to sell you a headband for 2500 gold.
There's also an old lady trying to sell a potion for 6500 and an old man selling an ether for 8500. I'm trying to get begging right. Any ideas?
Also I want to show my city so far, whats the best way to do that?
Might as well. I'll post a snippet in a bit. Finishing off some trade deal quests.
I'd like some suggestions. Using MV, by the way.
I only have like 130 hours for Ace on steam because the pirated version doesn't force me to login to steam every time i open it.
So I've done all the scripting and all of the behind-the-scenes stuff that had been bogging me down and now I'm finally ready to actually start working on the game.
I think I'm going to take a slight break for today and think about how I want the intro to go, but it's finally time, /rpgmg/. Time to actually create something rather than just labor on tweaking scripts and importing and doing everything under the sun to make sure it works as it should.
My recommendation is to delay doing the introduction until you're close to finishing the game.
The intro is very important. The first few minutes will make or break an RPG Maker games reception in today's fickle market. It's best crafted after you've got most of the rest of the game set up so you can bring all the lessons, assets, and foreshadowing into it to really make that good first impression.
That's a fairly solid point, and probably what I'll do based on that suggestion. I probably would have done it and then redone it later, but this definitely saves me several hours. Appreciated thoughts.
Depends. I have playlists for certain characters when I'm drawing/writing them, and I have general playlists for the game atmosphere. But also sometimes I listen to random dnb because that's my favorite genre
Hey, just thought I'd post some advice for any of you who plan to release on steam.
Your most views are gonna come in the first few
days, while your game is on the first two pages
of greenlight. Most people don't look past that.
Be sure to make your image flashy. Gif is highly
recommended. This is probably one of the most
important parts of how people will click.
It is really hard to get people to get people to support a greenlight after the first few days. Most people on sites will ignore it, so this
First day on greenlight is the most important.
What's a good way to do a silent protagonist that the player can project onto? I don't really like it when the protagonist is a mute nobody with no say in things. Would having some personality(maybe one that changes based on choices) be good? The problem with this is that I feel it'd end up making the character less one that can be protected onto, which is what i feel happened in Fire Emblem Awakening with Robin. What do you guys think a good approach to this would be?
A lot of dead space. It would be tiresome for a player to run through all that where nothings happening. MMORPG hub towns have large open spaces because a large number of players should be able to hang around in it. Things are utilitarian like that.
>>128890476 I bought it directly from their store. I'm a backwards troglodyte who cannot into Steam.
Mess around with pixel art, just in paint, for nothing in particular. It's a good idea to just practice with things you don't plan on using,
it helps practice without stress. Remember,
pixel art is usually not like drawing, it's a lot
slower and more thought out.
Just find your own style and work with it,
You'll improve man!
I'm actually really happy with how my forest is shaping up.
Sure, its the entrance of it, but I really like how the city limits blends into the forest.
Damn, digging it anon.
I suck and hate doing map design, I wish I could do that sorta quality consistently.
I'd say the town looks too 'square' but it seems like it was purposefully built that way by its inhabitants. I like the tree stumps at the lower right- gives some history to the town that they basically built it up around a grove of trees to use for building supplies, all without saying anything about it.
I might consider extending the farm up a bit, you've got a bit of dead space there in the lower left otherwise.
Your map isn't bad- it's just plain.
The problem with greenlight is that it has no real deadline, or no cap on monthly submissions. Games can lay around and be greenlight after 3 years, which may be after the dev gave up on them. There's constantly more stuff being added, and that tends to cover up even good stuff with shit, so people don't see it.
I don't mean to bring you down with this, just be aware of what you're getting into when you submit. You gotta present it well.
so here is a simple sprite of what i have in mind for one of the other party members. i will add details in later but this is pretty much it. its supposed to be a martial arts like character.
How do you guys feel about low stat numbers, (relatively) low damage, and generally static damage?
int and wisdom should be swapped for warrior
>int is how smart you are
>wis is how you apply what smarts you have
So while warriors arent smart, what they do know they do well.
I like how you got your own stats though, how do you do that? Sick of attack, mattack, etc
overly enjoying this.
Are many people playing RPG maker games? Is it worth it getting into it and publishing (small) games? Some years ago I created tons of games with the RPG Maker XP and I feel like trying it again. Also VX Ace or MV? MV is pretty expensive desu and I'm afraid of using the pirated version.
Question, how do you guys deal with quests?
Not openly voicing them in a log and just assuming what you're doing is part of the quest, or having a means to view a questlog sort of thing?
I personally enjoy the former. The latter is for handholding babies.
I always make it a rule to have some obvious, accessible way for players to re-get the objective of the quest. It can be anything though, like an NPC at your home base, or a key item in your inventory that sticks out in different font, or something.
Got my robo-lesbian looking a bit better but I can't decide which of these two to go with.
I've been googling this shit to no avail for 10 minutes... dayum. Any of you guys know if there's a script to show the name of the map when you walk on it?
You know, like you discovering something. Just like the souls games do. Or I could just use a paralel process event for each map...
I think I'll stop game deving for now and watch anime or play something.
Have a spooky cave.
Made some icons based on the Laser Blade and Sunrise Sword from Disgaea 2
I wanted to share a demo with you guys but the .exe keeps crashing on me?
I have no idea what's causing this.
So can you guys try this? Tell me if the game.exe crashes on you. It's on RPG maker XP. If you don't have the same version just copy the data, graphics and audio folders into a throw away XP project and try to play it
filedropper dot com slash tbo_1
>pause because no ship tileset
>come back and shit out a ship with stock tilesets
the only thing its missing is the sail
or is there a proper ship tileset for MV yet?
I haven't touched an RM in years but should I take this to mean RMXP would be the one to play around with?
If it's ready for playtesting, I'll give it a whirl. I've played every other demo that's been dropped and gave feedback if you'd like. Probably not tonight, but by tomorrow I sure will.
>There's no cat battler
Welp and here I had a wonderful idea.
Though I'm shit at editing sprites, I did find a dog battler. MV editing time I guess.
Ragnarok online makes me think of mage as a weaker wizard so I don't see why you'd use those names. You can download the dnd 5e player's handbook to see their sorcerer, wizard and warlock for ideas.
made another, this time for the beam javelin
I'm gonna see if I can make a laser version of each weapon
this is fun, first time doing sprite art
Not including my non-steam hours.
Been away all day, time to catch up on what I've missed!
As others have said, the map looks giant. I try to keep the design goal of "as much with as little as possible". Basically, just moving around isn't fun, there needs to be as much as possible within the smallest distance, within reason, of course. I find this is a very very common thing with people just starting to make maps. I think even with your explanation it may be too big. As an exercise, start on one end and hold the right arrow, let me know how fun it is walking through it.
Didn't buy it on steam, but according to my estimates, I have about 850 hours on The Long Road at least. I've been working on it over three months with a minimum of 8 hours a day (I treat it like a second job).
Godspeed anon, godspeed. We'd love to see your progress.
Amazing advice, I will follow it. I need to redo my intro eventually anyway.
Thank you for sharing your experiences. I was worried about this as well. Just like in real life, people will judge you within the first ten seconds of knowing you. I plan on waiting until everything is done and I can focus on making the greenlight awesome.
I like to present a lot of choices, I may be doing it wrong, but it seems to be working so far. I also tied experience gain into making choices to encourage them to really take the choices to heart.
Like others have said, it looks a bit plain. The general design is good, just needs a little juice. This is also a pet peeve of mine, but I cannot STAND when people put a giant wall around every single town. It may make sense with some of the lore, but it just feels very unnatural. I love exploring towns where there are many exits and routes to leave through trees (there may even be a secret npc in the trees "outside" town!).
A little bland, but passable. If it is a full fledged party member you may want to consider adding some flair to his appearance. Maybe some accessories? Different colored pants?
Agree with others, low numbers is best.
It depends, what do you plan to do with your game?
Definitely prefer the no quest log version. If people cant write down their objectives IRL, they can get fucked.
Looks nice and spooky, a little confused about the walls though.
Nice, reminds me of phantasy star a bit.
that UI looks cluttered as fuck to me, what game is it from?
This looks more like a building in the ocean than a boat.
I feel the same way, this is the best general on /vg/
Make a Wizard about conjuring and mental manipulation, perhaps?
Alright I'm having issues with my pixel font again.
>blurry/squished text in some areas
>completely cut off in others
>still can't figure out the fucking p/g/j/q/y bottoms getting cut off
Ot looks like it tries to squich the text to fit the box, which is why Slingshot got screwed. You may need a different font for the numbers, since they get squished by default
Fun. Any idea how I'd do/fix either of those?
Meanwhile I'll be drawing /comfy/ to take my mind off how frustrating it is to not know shit about scripting
I don't know how to script, either. I just call it as I see it.
If you change "Slingshot" to something shorter, like "Attack" or "Shoot," it'd be fine. That would appear to apply to "Breeze," as well, so you'll need to find out how to give yourself some more leniency in the character box.
The HP and AP bars seem too low. If they could be positioned upward, you may not need to resize the text
I like the idea, the farmhouses in the countryside.... but I think its too big. Do you really need that many farms? Or is this a town of some sort and the non farm buildings are actual buildings? The tree layout is pretty boring around the edges, very square. Same with the fences, very square, no fences cut in any different shapes. I like the colors, tileset, and general feel, but the map desperately needs some natural chaos, it looks too sterile.
All those houses look exactly the same and that's gonna make it hard for me as a player to remember where any particular house is. There's nothing really drawing me to any of the houses, either, just looking at them I don't feel a particular inclination to visit any of them except that farm.
Haha, figured the shit out. I'm not as much of a dumbass as I was twenty minutes ago.
That being said what's the little action window called, so I can find what bit of script is telling the word "slingshot" to squish like that?
I managed to fix the actor name squish but I can't find a similar thing for the action/command window or whatever it is.
Imo (attached) is a great example of how villages should look. This are separated by natural formations, there is a distinct, non grid look. Check it out for some inspiration!
Ah, sorry. Ace. Unless it's called the same thing in MV and Ace?
Wow, that's a gorgeous map. I just turned off my computer for today but that makes me want to get up and make something pretty like that, will have to do first thing tomorrow.
It takes a lot of time, you really have to do it in layers. Like make the general formation of the land, elevations, water, tree lines etc, then make the buildings (adjusting terrain where necessary). Don't be afraid to have multiple ins and outs. Its painfully easy to make them in rpgmaker.
well ace uses RubyScript and MV uses .js files, the two are very similar though. The window you are looking for is called: Window_Command in MV, not sure what it is called in Ace, sorry.
It's supposed to be YOU, but hmm.. probably stargaze :) here is one of the cutscenes in the game, phantasy star 4 style
The section they go to is a great way to find out their interests, and what gets them excited tells you what kind of person they are. One time at Half Price Books we ended up in the Clearance section reading aloud shitty teen fiction. I love bookstores.
Not a romantic bone in his body so he just does typical "first date" shit from movies and American TV shows. Invites girls out to the movies or dinner at restaurants he can't afford. Led to an interesting situation when Bailey didn't view him as anything other than occasional sex but the thought that they weren't dating never even crossed Jack's mind so he'd ask her out on "dates" and she'd be confused but wouldn't say no because she never had anything better to do since no-one other than Jack wanted to spend time with her. Eventually managed to convince her that they were dating through sheer force of his own delusion.
Hasn't had much luck dating since he's not really attractive and he's too shy to ask girls out. Since he's so reclusive his perfect date would probably be them going back to his apartment and watching movies or playing video games. If whoever he was with started putting the moves on him he'd probably freak out and retreat to the bathroom for multiple hours and there likely would not be a second date.
Generally prefers no-strings-attached sex to dating but she likes it when nice men invite her out to clothes or antique stores and buy her things.
Getting high or wasted and making a nuisance of themselves in public.
Hates romance. Really doesn't enjoy any form of social interaction.
Ideal "date" is getting a girl naked and studying her body for multiple hours without exchanging any words or physical contact, possibly involving photographs or sketching. Bailey enjoyed this because all the attention made her feel sexy.
They'd probably cook you something they killed themselves earlier that day, then ask you about how your day went. They're used to being a listener, so if their date had nothing to say things would get awkward pretty fast.
In MV, how do I make it so a skill uses the weapon skin and not the chanting bs?
Like I have a character that's supposed to do a strike attack but it channels. It's a physical attack and he still does the channel animation.
These days I've been increasingly convined by the self-insertion argument. It's really great to make the character truly yours. Proof is you always rejoice when there's a character creation screen. It's almost always cool.
Having the main character be predetermined can also be great though. I find it easier to tell a story for a character I know.
It depends on if you're telling a story to a player, or letting them experience a story themselves. Undertale was telling a story to the player and the self-insert was practically necessary to carry it, even if the player wasn't actually the MC (sorta).
LISA on the other hand is a story about Brad's struggles.
Both work equally well, it's more dependent on your story that you're trying to tell, and what is more proper for that message.
I'm a bit of a moron who forgot to write down the name of the authors of these suggested npc characters, would they be kind enough to remind me, if they're reading this?
donut steel robot chars suggestions are still open too, if anyone still wants it.
Does anyone want to co-host an RPG maker podcast with me? In this test episode I'll be covering a bunch of things we discussed in this thread: Evolution of the rpg maker series, self-insertion vs predetermined characters, and other gameplay stuffs.
The main goal is to give game devs something to listen to while they create. And for it to be pretty specific. Just RPG maker.
add me on skype vengeancext
I would but I'm worried I wouldn't be good enough, just started using RPG maker myself last summer.
Maybe after hearing a cast or two if I go "Oh yeah I can do this" I would hop on
Come on man, I'm 99% percent sure you'll be good enough. I'm not even good at using RPG maker, I just like it so much and this thread so much that I want to give something to you guys.
How about I make a test video and let you see what it's all about? It's no intrincate stuff. Just gameplay talk, maybe playthroughs.
I tried Burch first 'cause she turns my heart on and I actually kind of really like the way this looks. I can't pick a fringe, though. I like all three of these, I'm putting this one up to a vote.
I'd stop by and listen.
Couldn't co-host it though, my accent would get too much in the way, as english is my second language.
Oh. Sorry, I didn't read it properly.
I'm the one who made Taka. I'm Little Paw. Aka developer of this: http://forums.rpgmakerweb.com/index.php?/topic/35525-slay-the-dragon/
Sorry anon, kinda too awkward to do voice chats.
I'm willing to listen to the podcast and do some text chat, but other than that not much, sorry.
I can give my steam/skype if anyone wants.