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/rpgmg/ - rpgmaker general

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Thread replies: 740
Thread images: 170

File: T1.png (322KB, 1920x1080px) Image search: [Google]
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Video game edition

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPG Maker MV 1.33 Repack
#!epN03Q7R!UbjycCANuiUP1GwSq2B5crvDLMGgjZjRQvetbFGdRQs
RPG Maker MV Season 4 Pass
http://www21.zippyshare.com/v/Bdru8nJg/file.html

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Art Resources
http://pastebin.com/FgVGxTqW
Even More Updated DLC Pastebin
http://pastebin.com/91QntR9H
More Resources
http://pastebin.com/PznwN93Q
Katakura Hibiki Resources
https://drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Pixel Art Tutorials
http://pastebin.com/SuXCN3pf
Generators and other useful resources
http://pastebin.com/aeg28Ktm
[MV] Plugin Releases
http://mvplugins.com/
http://yanfly.moe/
[VX/Ace] Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List
Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

The /rpgmg/ podcast (On haitus until January):
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

/rpgmg/ Chain/Collaboration Game!
Status: Pt. 14 (The Real Finale) is in development.
Currently working:
Bubbles !u696zUYxpM
Version 13B: http://www.mediafire.com/download/89tsrb5ka31g36h/rpgmgcollab_v13B.zip

Latest SteelZeroes Demo!
https://www.mediafire.com/?7j353lkhfpnnx27

Tomb of friends demo https://pep.itch.io/tomb-of-friends-demo
>>
First post for it's time to post some progress Anons.
What are you working on?
>>
oh finnally. Ive been watching this thread for days
>>
>>163072015
I just had a fresh idea but I'm looking for a neat way to put it all down. I don't want to use a word processor. I'm thinking of learning LaTex and formating all my thoughts that way.
>>
>>163072562
I'm not familiar with that program but what is your idea about?
>>
>a bunch of posts at the end of last thread telling other people to make a new thread
>no one is willing to do it themselves
Fegs.
>>
>>163073219

Okay, basically it revolves around one guy.

Also this is a rough draft so I am still very much in the planning stages.

The main characters starts to get curious about the religion that his people follow. He distrusts something about it. To cure his curiosity, he decides to join the temple of the religion in hopes that it will shed light on his possible ill-conceived impressions.

After joining, he overhears a conversation that startles him from some of the highest members. Then he sneaks into one of their rooms to find more info. What he finds strikes him so deeply that he immediately leaves. He leaves the temple. He leaves the town. He runs away to a mountain that is nearby. He enters a cave near the top of the mountain to think about everything he's learned.

It is here that he hears a voice. His torch goes out and he starts to freak out. The voice continues to speak to him, telling him personal information that only those close to him would know. Then the voice reveals itself as a god. He explains how he has seen what has happened to his people but is not angry or upset. The god explains his design philosophy for his people. He knew that it was one possibility out of many. He also debates with the main character about what he learned at the temple and whether or not it is actually just.

Then he talks to the main character about possibly being the messiah to bring the people back to him.

Main character's choice TBD.
>>
>>163074056
Interesting idea but I wonder what could be so monstrous that the MC immediately loses his faith.
If you are up to it you could make two stories, one in which the MC becomes the Messiah and one where he declines.
>>
>>163074725
I was contemplating making that whole description the game. It would be pretty dialogue heavy though. I'd prefer to make a game with lots of dialogue choices that the player can make.

However, this story is much better told as a linear one with few choices. But I could actually cut down the whole temple part to free up much more time for the main character coming down from the mountain.

Basically the temple is actually not telling the truth. Their religion is not based on a true God, or at least not anymore. It is more of a institution that structures the lives of the people. It helps the people be more moral, live in safety and keep them prosperous. Yet the entire thing is based on a huge lie. Also they purposely fake "miracles" to keep the faith high.

The main character is torn between exposing the temple and creating absolute chaos in his civilization or not saying a word and letting his people stay moral and prosperous but live a lie.

Then meeting a real god complicates things for him even more. I think that would be a good place for the game to actually start taking off for the character.
>>
>>163074943
That is an interesting dilemma. I would like to play a game about this, I'm interested how the MC would fight against the temple. Pretty sure if he would simply scream the truths in the streets he would get branded a heretic and would get captured pretty fast while achieving nothing.
So he needs to be cunning and collect hard evidence, kinda like a detective/spy. And these are the stories I really like.

For a second I had to think about the movie Soylent Green. While it has nothing to do with religion the MC also found the truth about a pretty big lie. But he told others about it as soon as he could.
>>
>>163075839

You're exactly right. How could one person go against a huge power structure and not seem like a crazy fool? Or alternatively, could he break the hearts of his people who believe that there is a god watching over them?

I'm getting the story down pretty quick but I don't know how many other mechanics I will put in the game. A battle system seems nice but is it worth it to the player? I'll more than likely add inventory to the game(plot items and such). I want to add a journal system that shows the thoughts of the main character and explains quests from his point of view.
>>
>>163072015
Ending and a secret room similar to FF's dev room.
I was wondering which cool things I can put there other than some secret party members and special battles, any ideas?
In post game, there is also a way to immediately reach LV.99 immediately
>>
>>163072474
But it was only just made! How can you have been watching it?
>>
>>163076478
kek. Not this thread, I meant the OTHER thread. Sorry for the vagueness.
>>
>>163076225
I don't think a normal battle system would be best suited for a game like this.
You could have a battle system which would be like a debate, where you try to convince the other party with evidences and truths you found while also countering their arguments. Maybe at the beginning they won't listen to you at all and you need to shake their faith (HP) first before presenting something.
Maybe it would seem a little silly but it would be kinda unique.
>>
>>163076760
That sort of reminds me of the debate system in Phoenix Wright It would be neat to have a system like that. Although that has a judge to determine the outcome of that "battle"

Or perhaps it could be like a mini-game
>>
>>163076760
>>163077075
>Danganronpa.jpg
>>
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Good night bump
>>
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>>163072015
Trying to get into the art stuff and draw some character sprites even though I have no experience on that, but I'm kinda stuck. Which of these two look better? She's supposed to be a female kobold, but I get the vibe that something is missing.
>>
Man, doing your own art is H A R D
>>
>>163072562
>>163074056
>>163074943
Do you see any particular advantage in using LaTeX for that?
I've used it a bit before, and while it does give you a neat finished product, Word or OpenOffice is better for quickly jotting things down.
>>
>>163080962
Right is better, the bust is more defined. But both work well on their own.
>>
>>163081049
I'd prefer doing my own art for a shit looking game instead of using pre-made material for an ok looking game.
Shit looking looks worse but...it's yours.
>>
I made some shitty sprites and tiles for the main room where the action in my game takes place, but now I can't figure out how to import tiles properly.
I try to import some of the tiles as ground tiles, so I can put them in the bottom layer, but this just isn't working. I tried reading through the help files, but I'm too dumb to understand how to format my stuff correctly.
>>
Since it's around the holidays, and most people should(probably) be a little free around this time, how about a small game jam to liven this place up?

also bump
>>
>>163087848
I'm into it, what did you have in mind?
>>
>>163088221
I haven't thought of a theme yet, maybe have some of the folks here think up a theme people can be satisfied with?

As for a timing, a month might be reasonable for it, right?
>>
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How do I use this? Need muslim clothing...
>>
Does anyone have a link to the RPG Maker DS generator parts for Game Character Hub?
>>
>>163088871
How about something where you're ONLY allowed to use the default maps in VX Ace/MV and RTP (or character gen) assets?

Like, you're not allowed to change the maps visually AT ALL except for adding doors and shit. You can of course make NPCs, chests, events, etc though. And so you have to make the most interesting thing possible with that limitation?
>>
>>163088905
>Mudslime headscarves
Yeah no, I'm not gonna help you cover up sexy waifus because your stone age religion hates women.
>>
>>163090171
That's actually pretty interesting. Would save a whole lot of time for people too. I'm game for that.

Agreed on a month for making it then?
>>
>>163090171
Would save a bunch of time, but the default chibi art of MV makes me want to throw up.
>>
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>>163090325
Sounds like a good time frame.

Actually, I had proposed this on the RPG Maker forums a while back. Here's the specifics of my original idea (copied from the thread).

You would only be allowed to use:

- Default assets (graphics, music, etc), NOT including any DLC.

- Default maps (the premade ones that you can load), not being allowed to modify the map itself, only being able to place events, with restrictions on event visual elements (I'll explain this more below).

- Only able to use default plugins that come with the program, if any.
The big thing here being the restriction on maps. You can't make your own maps, and you're only allowed to use events for certain purposes, for example:

- General events that have no visual elements and do not affect your ability to move around the map (i.e. an invisible wall) are generally okay and you can use whatever event commands you want in them.

- NPCs can be added anywhere so long as they don't exist to deliberately clutter or make the map layout change (for example, you can't subvert the rule on map layouts by building walls of NPCs).

- Chests follow the same rule as above - you can place them anywhere you like as long as you're not trying to deliberately manipulate the map layout by placing random chests to block off certain areas. You don't have to put items in chests either, you could hide them in objects like pots, barrels, bookcases, etc, too, as long as they aren't new event objects.

- Signs denoting things like Inns, Shops, etc are fine, as long as they don't obstruct the player's path.

- Events to serve as save points are allowed but follow the same rules as NPCs and Chests.

Pic related is an example of what would and would not be allowed.
>>
>>163090262
who's covering sexy waifus? just covering the mudslime women. Game will pretty much make fun of Islam at times
>>
>>163090907
Sounds pretty good. How many people here are interested then?
>>
>>163093335
Well, I'd be interested, seeing as how I'm the one who suggested it.
>>
>>163092337
I have to wonder who your audience is, then.
If you're covering the subject AND making fun of it, you're surely going to please nobody?
>>
>>163092337

That's a lot of work to put into what basically amounts to epic racist shitposting, anon.
>>
So, anyone making any progress on that Goblin Slayer Helmet?
>>
>>163080962
Right has more depth, but either way it looks like a green cat. It needs a little more scraggly hair or teeth, or something
>>
>>163080962
What about the right one, but removing the black outline around the belt?
>>
Messing around with MV scripting, looking into making my own alternative to Window_Selectable. I need to be able to offer choices across multiple windows rather than a list of choices within one window. It shouldn't be too hard I think.
>>
Can someone help me with something?

https://yanflychannel.wordpress.com/rmvxa/core-scripts/class-system/

Can anyone tell me if there's a way to call the class change scene via a script call? I can't seem to find a way to do that. I want to have an event that you have to speak to in order to change your class, not be able to change class at will from the menu.
>>
>>163094273
some of the npc's will be wearing hijabs
>>
>>163104837
You can simply disable the class menu using a switch and enable it when you talk with this NPC, call the menu via event command and then disable it again
>>
>>163105652
Hm... But that would seem... tacky, no?
Like "Here, I'll open your menu for you so you can change your class!"
I'd much rather be able to open the scene itself by speaking to the event and then closing the scene when you back out of it.
>>
>>163105960
I don't know much Ruby scripting, but I think it's
something like this

SceneManager.call(Scene_Class)
>>
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>>163106315
Tested it myself in a new project, it works.
As soon I interact with an event with said script call, pic related shows up
>>
>>163106315
>>163107031
That seems to work! Thanks!
>>
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Selection across multiple windows works!

Drawing the highlight under the selected option is still broken though.
>>
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Progress!

Now the only thing left to do is figure out how to get the selection to pulse like the rest of the menus do.
>>
Stay with me! Don't leave me again!
>>
>>163113138

That's coming together nicely, anon.
>>
>>163081557

Sorry for the late reply.

Well I have been looking for an alternative for writing my stuff down. I use Linux and I like to keep my workflow on this OS. I boot up Windows 7 for playing games and making my RPG maker games. I want something that is pretty compatible for cross platform. Sometimes Word and OpenOffice or LibreOffice will corrupt files or make them formatted weird. I was thinking of saving my stuff as PDF's since they are stable and won't corrupt easily.

I have not yet started using LaTex yet but it looks simple once you learn the tags. I want to be able to get down all of my ideas and not be too worried about formating. At least at the beginning. Since I'm not yet using LaTex I'm using a program called Plume Creator to outline the general story for my game. Also I'm using Centx to plot out the actual dialogue since it lends it self to quickly format and export PDF's with script writing format.
>>
>>163118908
Whoops, I meant Celtx, not Centx.
I don't even know what that is.
>>
>>163118908
Don't underestimate the Power of Plain Text(TM).

http://pastebin.com/uxDVn1J7
>>
>>163120387

Wow. I like that a lot. It kind of reminds me of Emacs. Especially with the lists thing.
>>
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>>163120387
>public static void main(String[] args){

>System.out.println("I love you.");

> }

Oh gosh
>>
Alive
>>
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What do you guys think of this interface?
It still needs some adjusting of course, but I mean the general layout.
>>
>>163126395
I prefer vertical lists of options rather than horizontal.
>>
>>163126395
I think it looks alright
>>
How the fuck do I actually write a story
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>>163126395
Any chance you could get the top more like this? The varying amounts of squishedness on the options is triggering me.
>>
>>163131153
Don't worry, I'll fix it. Like I said, needs some adjusting.
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>>163131637
Oh, cool. That aside, I think it looks good, but "Galt" after the gold is redundant and a bit distracting - I imagine it'd look cleaner if you just remove it or make it Galt: 0.
>>
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I'm working on a section of my game where you get sucked into a painting, and as such I'm redrawing a lot of the tilesets and sprites I'm using to give the area a more unique feel.

Drawing your own stuff is hard! But part of me wants to make my whole game like this now... at least then it's MINE, yknow? I'm not using any body elses art.... but I do really like the 16-bit style tilesets I've been using until now.

Argh! Game dev is hard!
>>
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>>163126395
maybe it's just me
>>
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>>163126395
try this.

made pictures bigger
Moved LV and class around
>>
>>163132440
I will, I will. Like I said, needs adjusting. I literally JUST installed the script when I made the screenshot.

>>163133245
That's actually a feature of the script. But I'm thinking of ditching the 4 existing characters entirely and making the game have a class swapping system with characters who change costumes when you change classes, so I won't be using the face graphics in that case.

Also I'm surprised you actually took the time to draw that.
>>
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>>163133245
>>163133657

I just think vertical menus look better.
>>
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>>163133986
how about this?
>>
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>>163133986
Well... this script doesn't appear to allow vertical menus...

This is what I'm using.

http://www.rpgmakercentral.com/topic/729-msx-scene-menu-mod/

Here's how it looks now. Better?
Also um.... I can't seem to figure out how to get it to remove the Galt line and change Gold: 0 to Galt: 0 (the name of the currency is supposed to be Galt).

Can anyone look at the script and tell me how to fix that?
>>
>>163133102
Dude!!! I've been following your game for a few threads now.

For what it's worth, I think if you adopted the MS-Paint style graphics you could show a lot more character in the world and characters than you could with the 16 bit pixel graphics...
Especially if you want each of the slimes to have unique personalities. Just my initial thoughts.
>>
>>163133986
It certainly gives it a more "classic" look. Though, it should probably be on the left for authenticity.
>>
>>163134770
Try line 410 of the script for the Gold label.
>>
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>>163134991
Okay that managed to change Gold to Galt but... I'm not sure how to get rid of that second Galt...
>>
>>163135191
I can't into scripts but maybe try fucking with the currency_unit bit in
> draw_currency_value(value, currency_unit, 4, 0, 120)
?
>>
>>163135468
Yeah I think that's it. I bet if you replaced it with a pair of empty quotes '' it would be left blank.
>>
>>163135468
>>163135571
Nah that just makes the 0 disappear.
>>
>>163135742
can you paste lines 408 to 420 from your code so we can see?
>>
Don't forget to push your work to your remote repository, anon-kun! You don't want to lose all your work to a freak hard drive failure.
>>
>>163135856
draw_currency_value(value, currency_unit, 4, 0, 120)
draw_text(4, 0, 120, line_height, "Galt:", 0)
draw_text(195, 0, 120, line_height, "Steps:", 0)
draw_text(390, 0, 120, line_height, "Time:", 0)
change_color(normal_color)
draw_text(195, 0, 120, line_height, $game_party.steps, 2)
@total_sec = Graphics.frame_count / Graphics.frame_rate
ora = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
tempo = sprintf("%02d:%02d:%02d", ora, min, sec)
draw_text(390, 0, 120, line_height, tempo, 2)
>>
>>163136270
Oops, at the top above that says "contents.clear" on 408
>>
>>163136396
maybe get rid of line 410
>draw_text(4, 0, 120, line_height, "Galt:", 0)

and see what that does
>>
>>163136507
That line shows the "Galt:" at the beginning. That's what he wants to keep. He wants to get rid of the label after the number. I'm pretty sure that line 409 should do that.
>>
>>163136669

Well he's drawing "Galt" twice.
409 draws what his database says is his currency, which is "Galt". I think that
> (value,
draws the number of that variable
> (currency_unit
will draw the "Galt" he wants

line 410 is drawing "Galt" specifically and puts it at 0.
>>
>>163136994
409 draws "0Galt"
410 draws "Galt: "
Put it together and you get "Galt: 0Galt"
He wants "Galt: 0".

The way to do that is to change line 409, replacing currency_unit with an empty set of quotation marks:

draw_currency_value(value, '', 4, 0, 120)
>>
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>>163137267
That one did it! Thanks!
And thanks to everyone else for trying to figure it out too.
>>
>>163094273
>I have to wonder who your audience is, then.
Anon, you do realize this is "nobody actually releases anything: the general" right? Who cares what he works on for a hobby.
>>
is there anywhere I can find old /vg/ RPG maker games? Also which games are the best?
>>
Today's Song of the Day (The Artists Are Fucking Furries Edition):

https://www.youtube.com/watch?v=4jBDnYE1WjI
>>
>>163139410
How do you decide on songs anyway? Any reasoning behind it or do you just pick songs at random?
>>
>>163139885
It's whatever strikes my fancy that day. Maybe it's been stuck in my head, or maybe I already played it five or six times that day, it just depends. I try to filter my choices to things that aren't too niche or overplayed on the radio, but there's nothing special to it.
>>
>>163140062
I see.
Well most songs you post are unknown to me so I often hear something new, that is nice.
>>
>>163140551
Glad to hear. That's kinda my goal; I got the idea from some guy who would do "thread theme song" in the Insomnia GoG sales, and I found a bunch of cool songs because of him like

https://www.youtube.com/watch?v=9GhtZt2HYkM
>>
Which show has a greater influence on your game?

Bojack Horseman or Jojo's Bizarre Adventure?
>>
>>163140928
The 3rd Presidential Debate of 2016
>>
>>163140928
>Which of these two shows you haven't watched has a greater influence on your game?
Jojo, of course.
>>
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>>163139410
>Bald dude starts to dance
That was a good one.
>>
>>163141237
Yeah great to see that Dobson can enjoy life.
>>
>>163140928
Well, I don't know what Bojack Horseman is so I have to go with JoJo.
>>
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>>163141320
That's HIM?
>>
>>163142852
No it isn't him. Or is it?
>>
>>163143467
Don't toy with my fragile emotions like this, anon-kun!
>>
So... does anyone have the Game Character Hub RPG Maker DS DLC?
>>
>>163144309
I'm sorry Anon-chan! I won't ever do it again.
>>
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>Hardworking /rpgmg/ dev
>>
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>>163147639
>somebody finally mentioned a manga I've been searching for (for like 3+ years) by name
>super excited, rereading it now
Progress!
>>
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You are working hard, yes?
>>
>>163149920
Hardly working, comrade!
>>
I'm having a crisis here guys.

What do you think I should do? Regarding this post >>163133102
>>
>>163150287
If it's any consolation, I do like the bottom portrait's are better. While it will be a pain in the ass, in the end, if you actually complete and release your game it'll feel worth it, because it won't look & feel like just another churned out RPG maker project.
>>
>>163150287
Wait, are asking if it's worth it or something like that?
If so yes, it is.
>>
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Hello it's me shit anon here to promote my shit
https://www.youtube.com/watch?v=NRblmci0CJk

>>163072015
CCA RPG
Play as a dipshit college student and fight teachers. Equip students and recruit contraband.

>>163074943
Sounds like a book more than an rpg anon haha. But still I'd be down.

>>163126395
How nostalgic are you going with this? Have you tried different fonts?

>>163133102
>>163150287
Just an idea have you tried removing the black outlines and just blurring the remaining colors a bit?
>>
>>163150603
I honestly thought about giving up making it a game and just making it a book. I'm really into writing right now and it may just be easier to do that.
>>
>>163149920
Mostly just writing lots of notes. I have a few themes for each character that I want to cover (taking initiative, not being afraid of death, trusting your friends, not blaming yourself when things go wrong, dealing with betrayal), but no real ideas yet for stories to explore those themes.
>>
>>163139410
>The Artists Are Fucking Furries Edition
I have noticed this too.
>>
How would you make a boss battle feel grand anon? More than just another HP sponge or a puzzle boss, how would you make it a boss that feels gigantic to fight and that feels deserving of the title of final boss?
>>
>>163152848
Have him kill one or some of your characters. Also maybe put a time limit on the battle. It puts stress on the player.
>>
>>163152848
>entire game is completely devoid of magic, and divine intervention is the best you can hope for
>after tons of skirmishes balancing weapon against weapon, you get to the boss
>who throws a fucking fireball into 3-4 of your guys
If that's not a nut-kicker, I don't know what is.
>>
>>163151119
I've considered doing the same, but my writing style wouldn't really cut it in book format, but would be perfect for an RPG. Problem is i just suck at coding and eventing to make a proper story happen the way I want it to.
>>
>>163153093
he just fuckin throws a fireball at your hero kek.

I could imagine the youtube let's players overreactions to that shit as we speak.
>>
>>163152848
Have the final boss mind control your party members, so your MC has to fight them one by one and defeat them all, only to be mind controlled himself and then need the rest of the party to team up to take him down, before one shotting the final boss because he's basically a pencilneck geek style character who can't take a hit for shit, and he used up all his magic/energy/whatever mind controlling your party members.
>>
>>163152848
A long and hard but not unfair fight. If it is the final boss then the stakes are as high as they can be, everything needs to indicate this. You must give the player the feeling that failure is not an option. Music is very important, as well as the dialogue before and maybe during the fight.
If you have a dungeon leading to the boss then that dungeon needs to be very intense.
Also while it's pretty much a trope at this point I do enjoy bosses with multiple phases/forms.
It forces the player to make a new strategy while being pressured by an even stronger version of what he/she fought just before.

On a related note, I finished FF 15 the other day and was really disappointed by the last boss. The first phase was fighting him on pretty much equal terms which was good but it soon turned into another gimmick fight with "hold O to win". Come to think about it the only main story boss fight which was fun was against Aranea. Left a really bad taste in my mouth.
>>
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>>163152848
Not some anthropomorphize abstraction of darkness or chaos or whatever. That's more of a force of nature than a personality or will.

I mean, if it is "evil personified" at least make sure it's done something evil. If it's just come into existence, have it bit the head off the edgelord that summoned it.

Actually. One writing tip I picked up from somewhere was to let the worst case scenario happen - and then make it worst.
So, for example, the hell dimension has just opened up. Now you could save the day at that point by slaying the final boss or whatever.
But instead, your waifu turns traitor and stops you. Time skip 6 months, humanity is enslaved, your waifu got knocked up. Everyone blames you. They killed your dog and fed it to you.

Now! Now you can kill the final boss.
>>
>>163155927
>They killed your dog and fed it to you.
Over the fucking line, man.
>>
>>163155927
>But instead, your waifu turns traitor and stops you. Time skip 6 months, humanity is enslaved, your waifu got knocked up. Everyone blames you. They killed your dog and fed it to you.
[x] genuflect
>>
You enjoy playing games with loads of text, right?
Good.
>>
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>>163156398
Writing 101: Kill your darlings.

Breath of Fire IV did something beautifully tragic. From the very beginning your 2 other party members are looking for their kidnapped princess (Who is their Sister and Girlfriend, respectfully.)
The room she's held in is above this floor of fleshy organs - to cut your way through and climb up you're instructed to get a special sword for killing immortals.
You finally reach the princess and it looks like she's ok. She thanks you for getting the sword and all that. How about leaving the princess and her boyfriend alone for a minute in this room with a queen sized bed...
>>
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>>163158165
Turns out she's more than ok. She's actually, immortal. with the side effect that her body keeps growing. And the fleshy room you just climbed up was her lower half. Now you know why she's always seen in bed. Why you had to get an immortal killing sword. Why she asked her sister to leave them alone. The boyfriend, who has been really torn up about not protecting his princess, has to kill her with his own hands.
And when he leaves the room, he doesn't tell the sister what happened.
>>
>>163158165
>>163158394
What the fuck
>>
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>>163158394
>>
>>
>>163137884

Fuck you anon, I'll release my game once its done.
>>
>>163160431
>>163160507
*pomf*
>>
>>163158165
>>163158394
I don't want to undermine you but Kill your darlings mostly refers to cutting stuff which isn't needed. Stuff that you (the author) really like but doesn't fit in the overall story. This can be a character, a phrase or even entire chapters. Sometimes you need to let go and disregard these ideas.

However, killing loved ones can have a really strong effect if it is done well. It allows for immense character growth while also affecting the player.
The problem is if you fail to affect the player then your effort will be wasted, even worse it can work against you.

I can only talk for myself here but I get annoyed by deaths which were put in for cheap drama/shocker moments. Most recent example would be Lunyafreya in FF15. She had like 5 minutes of screentime and these were all done in flash backs like 10 years ago. I wasn't able to bond with her but even worse she died a pretty pointless death. It didn't change the story at all. The more I think about FF15's story the more irritated I get, it's an absolute train wreck.

While I have played BoF4 I can't remember a thing about the story. I only remember Fou-Lu.
But her death really sounds tragic, what happens afterwards? How do the characters handle the situation?
>>
I've never made a sprite before in my life, but today I fucked around with the idea of making all of the graphics in my game by myself. Here's a first attempt at a human sprite... I'm pretty pleased with how it went.
>>
>>163161942

Damn it slime guy, now I'm doubting myself and thinking I might as well make my own shit too. I was fine with rtp prior to this!
>>
>>163160853

Should have watched the movie. She had plenty of screentime there.
>>
>>163160853
>cutting stuff which isn't needed...but you really like.
That too. But you don't want you're prefect character to stay perfect. Bad things have to happen to them for conflict sake, e.g. Doctor Strange's car crash ruined his career as a surgeon and he effectively hits rock bottom before learning about magic.

>what happens afterwards?
Well that concluded the B plot. which made you aware of what the Governments and wars were working. Using "The Endless" to shape the world.
If this was Final Fantasy X, you just got through Bevel and learned an ugly truth. You're still fugitives on the run. The Aeon's (The endless) tell Tidus(Ryu) that he has to beat Sin (Fou-Lu) to end the cycle of death and destruction and free the The Fayth (The Endless)

The conflict drives the story forward. At least in the direction of someone or something that'll tell them what to do next. You make it look like everything is falling apart, but really the pieces are all coming together.
>>
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Good night bump
>>
>>163162386
Try it! It's v rewarding even if the end product isn't "good", it's at least yours. Which is nice.
>>
>>163165093

Most likely no. I'd go for something of the style that ancient dungeons or germania dlc has, which is far beyond my skill level and I can't be satisfied with some simple stuff.
>>
>>163165567
Depends on the kind of game you're making, I guess. Mine is a very goofy/lighthearted game so the simple (bad?) art would work for it more than something serious.
>>
>>163165739

Simple does not equate bad. Art you're using for your game suits it well. If I tried to push in simple art like that for my game, it'd be jarring, since it's a fantasy game that does have grit to it. I settled for darkened and slightly desaturated rtp+some FSM tiles.
>>
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Any muslim clothes for women and men? can't find any :(
>>
>>163166902
I've painted the hijab, decent? Or does it look like a trash bag?
>>
Thread Healer used Bump!
/rpgmg/ recovers 9 pages!

Wew, that was close
>>
Bump-a-doodle-doo! Let's work hard again today, /rpgmg/.
>>
>>163175335
no
>>
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>>163177434

Did I fucking stutter?
>>
Is there any good autotile tutorial for RMMV?
>>
>>163167397
it's pretty bad desu

use more reference material
>>
Ey, niggas. I need a bit of help. I want to make a tutorial where player would be forced to use certain commands at certain points. I don't want them casting fire while the mentor is expecting them to use Attack Focus and then next turn to attack.

How would I go about disabling/guiding player's hand? I know I can force actions though battle eventing, but that does not include picking from the menu screen at all, so I'd like to avoid it.

I use Yanfly's stuff, so perhaps there's some plugin commands and shit? Help a nigga out.
>>
Trying to make a game with OCD is hard :(
>>
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>Nobody is talking about tomb of friends
>>
>>163185848

I've been working a bunch of double shifts at work, literally haven't even had time to download it
>>
>>163185848
If I haven't played the first one, will I not understand big parts of the second game?
>>
>>163186649
There's just a few nods to the original iirc, and there's a quick recap at the beginning
>>
>>163185848
This breaks my heart, but I understand people have stuff to do.
I updated the demo by the way, if any of you downloaded it and didnt play, grab the new version!
>>
>>163165093
mate.

Make this the main artwork, it is gorgeous and suits your game super well.
>>
>visit itch.io
>see hundreds of other projects better than mine
>no views
>see hundreds of stupid not-a-game, muh feelings simulators
>hundreds of comments and lets plays from excited fans

Why even breathe
>>
How do you go about naming characters/enemies?
>>
>>163193161
Mostly variants of real-life names.
>>
>>163190143
Don't give up!
>>
How cute is your game?

Show us.
>>
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>>163186920
Don't be sad, I played it and absolutely love it!
Feels like a proper sequel and I enjoyed every second of it.
I was sad when I reached the end of the demo.
My highlights were the ticket seller, Not!Mettaton and the Bromance.

How do I get this guy?
Do I need to befriend the musician to the south first? If so how?
>>
Any other Berliner devs?
Stay safe mateys. Glad I came home early to make progress.
>>
>>163205162
Did something happen?
>>
>>163205327
Yeah, some dickheads tried to ruin christmas
If I die before playing Steel Zeroes or Slime Quest I will be mad as hell
>>
>>163205162
Glad your save, brohemoth.
>>
>>163205579
Please stay safe and healthy Anon.
I'm also working very hard on my detective game so you can look forward to that too!
>>
>>163204634
Thanks for the feedback!!
Here's a tip: Gamble your life away. That's a good way of making friends.
>>
>>163204634
Oh wait no, you got that secret boy already. Did you play with the arcade cabinet in the casino?
>>
>>163209117
Yeah I did.
I assume I'm missing the guy in the hotel who needs a healing beat.
>>
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>>163212274
Delete this, Horo with clothes is just a random shitty anime girl with animal ears.
>>
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Stay alive
>>
>>163205579
Oh gosh, anon :')
I'm working hard to get a demo out soon! Please stay safe out there.

>>163187174
Wow, thanks!
I think I am going draw my own art, I feel it gives the game much more charm.
>>
Oh, it's one of these fast moving nights.
>>
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Hey /rpgmg/
I've achieved first-base, releasing a demo on my RPG gay porn game.

It's up on itch.io
mutation.itch.io/scarlet-dream
>>
>>163217770

Going to download this as soon as I can peel my family off of me.
>>
>>163218010
>Mom get out I want to download this gay porn game

>>163217770
I'm not sure if I will enjoy it but I will take a look at it, just for you Anon.
>>
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Ehehehe
This is like one minute into the game but I already like the music.
Props to you for including (optional) voice acting and drawing art. The battle animations are nice too.
But I think I stumbled across a bug.
>>
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This is what my camping looked like after I could move and decided to camp and to talk to the party.
>>
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I like the foliage you have used on the edges of the screen, it's simple but very effective.
I also walked onto the field and destroyed some crops, this isn't like my Harvest Moon games.
>>
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I see what you did there. But man I really should learn moonrunes one day, all these untranslated games make me sad.
Little typo here, should be too instead of to.
Also the voice acting stopped, did I break something or is this intentional?
>>
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It's really nice that you can interact with lots of things in this house. Found a new book and a drawing.
>>
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Wait a minute, this design.
>>
Okay, time to finally sink my teeth into the Tomb Friends 2 demo. Really loved the first one, hope Mega Meanie will show up again at some point.
>>
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These guys were pretty tough.
I noticed that when the group does the victory pose this spawns beneath Myr.
Seems like a little graphic bug.
>>
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>>163222083

It's silly but I got a little emotional over this.
>>
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remember that insult mechanic from sly cooper 3?
>>
>>163219992
Whoa thanks for all the screencaps and playing. I was going with the simplified black background because the campground is accessible from a few areas. The cutscene before was just an exception to look good- but I may change things if I can nicely do backgrounds for each area.

>>163220891
Not everything is voice acted, since there's a lot of little optional dialogs everywhere. I'll try to get all the important things voice acted.

>>163222415
It's supposed to be the lid of Anthier's flask. I'll try to make it look better to reduce confusion.
>>
>>163223217
Maybe I should have used a spoiler for the picture.
Oh well.
>>
>when the player dies he is teleported to a "room" with a single door where a Grim Reaper-like character is waiting for him
>items in the room that the player can inspect give him clues regarding whatever challenges got him killed
>when the player leaves the room he is teleported back to the last save point
I want to do this but I am certain that it is going to be bug ridden no matter what. Would it still be worth it?
>>
>>163223264
You are welcome. I'm enjoying the game so far. But I must admit I'm really struggling against the normal enemies.
Is there a way to rest before the boss fight?
Am I supposed to grind somewhere?
>>
>>163223902
If it's MV, I've written a script that lets you call common events at the end of every battle. Different events can be called for success, fleeing, and party wipe.
>>
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>>163223952
The campgrounds heal you up- including the one right before the boss, and I tried to build it so you are about ready to beat the boss when you get there.
>Also the house with the book and picture too.
I'll double check with others playing and may ease up on the difficulty. Thanks for the feedback Anon.
>>
>>163224539
I must have missed the campground right before the boss then.
And I got the earth spell now so I think I can do it!
Does drinking raise your crit chance? It seems like it.
>>
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>>163222870

I love this game.
>>
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Found it, I was simply blind.
Time to get revenge.
Even if I liked the bad end that occurred.
>>
>>163224152
It is MV, but the issue is that no matter what I do, some flags are bound to get misplaced when the player has 60+ different ways to die.
>>
>>163224779
>>163224779
Afraid not. Crits are currently a static percent chance.
The drunk status does increase Strength and hence damage- so think of it like Berserk.

>>163225092
Kick their asses!
>>
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>>163225465
Did it.
I think the fight is fine.
I tried messing around with the Heart Numbing Blade. It worked against the Golem but then it decided to hit itself and then it wasn't charmed anymore.
Kinda funny actually.
>>
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That's neat I like that idea.
>>
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There is even some gambling.
I like it.
Oh apparently it doesn't show the current amount of money I have but only the amount before we started to play.
>>
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>sadface.png

I enjoyed your demo and want to play more someday!
Keep up the good work Anon.
>>
>>163227449
Huh! I'll get that fixed. I think I can guess what the problem is, at least.

>>163228441
Well thanks for playing the demo and documenting your adventure.
>>
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>>
I need music
Give me some of your finest songs
>>
>>163236417
https://www.youtube.com/watch?v=XUhVCoTsBaM
>>
>>163236417
https://www.youtube.com/watch?v=2EIVlwP4fNI
>>
>>163236417

I've had this on repeat all day long. I sing it when I'm walking, taking a shit, reading this thread, and trying to write my game.

Get ready for the ride.
https://www.youtube.com/watch?v=SeZRUhbeX2U
>>
>>163236775
>>163236871
>>163237062
Thank you Anons.
>>
>>163217770
I played it. Oh boy, where do I begin?

Kudos for the picture show at the beginning. But the presentation could use some revisions.
It's not clear if it's a flash back or a dream sequence.
I had to rewatched closely to tell if he had that the neck tattoo at the beginning. Because. for all I know, he always had it and it's just glowing because I killed a guy? Am I cursed? Was I teleported? I don't know. IMO, you should move the title card after that sequence so it's understood as a Prelude; otherwise we assume the story is continuing right after that. But they don't act like they just killed someone. Captions might help too, "Elsewhere.." "Later..."
I know you named the areas "Tala Forest" and "Kagua Pass" but they're not reference in-game. Well, "Kagua Pass" is mentioned on the sign once you get to town, but the player won't understand what it is.

The rest of the demo basically goes:
"So about that elf we're looking for..."
"Oh no, bandits."
"Made it to town. There's the elf." End of demo.
I can't say I'm captivated. I know nothing about the characters -- except that one likes to drink. You didn't establish any problems that need fixing, or questions to answer. No motivations.
You got to get that important stuff down right away. People forget opening scenes because it doesn't become relevant until 2+ hours later.

The rape ending, from what I can tell is non sequitur. Feels irrelevant to the story. Maybe it would feel more grounded if you named the assailants or at least have a reference somewhere about a gang of human traffickers.
>>
>>163239450
I should add, this is all pretty typical of a demo. Missing context and stuff. Like, I've seen games that failed to mention the characters were sisters. One game had a character that could see into the future, but it's never brought up until late in the game, and it's like -wat? They've had this power the whole time? I guess it was suppose to be implied because their class was "sage"?

But people feel stupid about it because in retrospect it seems like an obvious oversight after working on it for a long time. And all the previous playtesters said nice things about it, but now one wonders if they were paying attention or even cared about making the game nice.
>>
>>163239450
I agree, it feels like the story is already like 2 or 3 hours in while skipping the character introductions and the beginning of the main story line.

Did you get any of the items which could have been sold for money? I didn't.

As for the rapey stuff, I don't think that it needs to be connected to the story. The party was just unlucky and met an unfortunate end. It's not like the bandits were hiding their intentions.
However giving the player a fair warning about human traffickers in the area would make sense.
>>
>>163239450
>>163241501
Excellent. Thanks for the harsh critique, I've been needing it.
The problem with story hooks and such is larger then a quick fix, (Aside from the title-card thing, I'll do that now.) so I may end up doing a second demo version way later which includes the first dungeon will hopefully hook.
Thanks for the honest feedback, though!
>>
>>163239450
Excuse me. I said prelude. I meant prologue.
>>
>>163242774
I guess it depends on your idea of a quick fix. There's not a lot there to begin. It might feel like a lot because you had to write it from scratch, but an editor could reword the entire thing in no time to convey more meaning.

I mean, it could fit on a 2 page word document probably. You know what? I'm going to find out.
>>
>>163244427
Problem is, I need to get VAs to voice lines again, or edit and draw cut scenes appropriately. Raw writing would be quick, sure.
>>
>>163244568
Not him but you would need to get them to voice lines again anyways, right?
It's not like anyone expects you to have an extended demo with full voice acting within a week or so.
What I mean to say is take your time and write the story without worrying about the voice acting.
>>
>>163209571
Check the trash cans.
>>
>>163245101
NANI?!
I thought I did that.
Will do.
>>
>>163244986
Aight, fair enough. The main point is just to give people a taste and improve my game.

In any case, thanks bunches Anons!
>>
>>163245101
Worked, now I have seen the ending.
Thank you Anon.
[Anon is now your friend.]
>>
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Good night bump
>>
How the fuck does someone make music for his game if you have no experience whatsoever making music
>>
>>163217770
Only played up until the second camp spot, but so far it's a bit slow for my tastes. Enemies take a lot of hits to kill - a trio of bandits is practically a miniboss encounter. At the same time, your gameplay is pretty basic, so the fights aren't even particularly interesting. Not a fan, sorry to say.
>>
>>163248252
That's going to be difficult. But like any other skill, you can probably get decent at it if you spend enough time and effort. Pirate some software and start fucking with it.
>>
>>163244568
I don't think you need to redraw cutscenes. Just make the dialogue more informative.

I didn't realize this wasn't the beginning of the game. Hell, I didn't realize the MC was mute! Of course, no one brought it up in the demo either. Just that one part in narration "Myr made noiseless attempts to communicate" I just figured that meant he was gagged or something. If I wasn't transcribing it to a word document I wouldn't have picked up on it.
(it fits on 5 pages, fyi. Not even 2000 words.)
(If anyone is curious, Final Fantasy 7's script is roughly 150 pages, that's mostly dialogue. Naturally, Visual Novels with blocks of narration are going to be longer. )

You should probably change the text box to distinguish dialogue, monologes, and narration. Or at least change the font style. Some games tint everything when characters think to themselves.
>>
How often do you actually find yourself using the guard command in a typical rpg?

I mean outside situations where a boss spends like eight turns charging followed by a popup going "A/N: I just remembered that I put a guard command in this game so y'all better use it or you're dead next turn!!"
>>
>>163250654

It depends on how hard the game is on average, honestly. I more or less always have someone defend if their health is low enough that I have to spend time healing them.
>>
>>163250654
Not much, but I want to make it useful so I made a helmet that makes Guard block 70% damage instead of 50% and increases your resistance to debuffs
>>
>>163250654
I use guard when a character is basically useless except for dampening the enemies' damage out put.
Although, that's rare. And more than likely I'll have a stash of items, so they can switch to healer.

FFXIII's Sentinel was only useful because it use real-time combat and switched roles on the fly.

Some games Guard includes a small heal. But items are a lot rarer. So you get down to 1 enemy and spend some fast turns to recover health before moving on.
>>
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>started fiddling around with VX months ago
>get a hang of it, managed to get some parallax map going
>started working on sprite
>invovled with tons of project, have to drop it
>feeling like wanting to do more about it and learn more stuff
>trial ended please enter keycode

Welp.

>https://mega.nz/#F!pMtBySob!LRDxnJagDT36eWnF9Ur0LA

Hows MV? Is it much easier to do hand drawn map than VX?
>>
.pmub
>>
>>163248252

I've also been trying to make music. Music is so much harder than drawing. Drawing at least seems manageable. Music is as tough as 3D modeling.

What do you use to make music? I've been using LMMS https://lmms.io/
>>
>>163248252
Make 8-bit NES music with the multitudes of free programs online to do so.
>>
>>163260396
I thought about that but no. Would be cool, but no. I'd rather make my own murmuring voice and whistles into the game's music.
>>
Damn it, why are MV assets all more or less RTP edits? Do people dislike the opportunity to make neat looking grounded colored walls&floor tiles?
>>
>>163263079

MV has only been out for a little while. I mean it's been a year, but compared to other versions that's not much.
>>
>>163267838

Hm, I guess that is true. Ah well, I'll just go back to working on my game.

Also, I'm still looking for someone affordable to do portraits for MV. If any of you know of someone, let me know.
>>
Today's Song of the Day won't get out of my head:

https://www.youtube.com/watch?v=wqd-Y6m5xEc
>>
>Wake up
>Page 10
No Anon
>>
>>163090907
Can new NPC's be used if you create them from the Character Generator?
>>
used Bump!
>>
>>163276458
(But it's not very effective!)
>>
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>>163215074
Fantastic, can't wait.
>>
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My day was pretty awful and it's way too cold.
I'm gonna include something nice in my game to compensate.
>>
Dev Talk Time: Boss Motivations

I just recently watched Street Kings. Great movie, that. I recommend seeing it instead of reading this post, but for those who don't mind spoilers, read on.

At its most simple, Street Kings is about two cops who cannot be bought and will do anything to do the right thing. Although they were once partners, ideology differences split them apart. Keanu Reeves (umf) believes in bending the law to get the results they need, while Terry Crews (UMF) believes the law absolutely must be upheld. After Crews goes to IA about the underhanded methods the police force is using, he ends up promptly murdered by gang-bangers with Reeves on the scene, leading the police force to quickly cover up the murder to prevent Reeves from being falsely accused as retaliating for being ratted out. Bothered that no one is actually looking into the killers, Reeves goes out on his own to track them down in personal vengeance, under the law.

Boss motivations. We're getting there, I promise.

So things happen and more things happen, and finally Reeves uncovers that the people who murdered his old partner were actually deputies, at the order of his best friend (and the "boss" of the movie) - the police force commander. In the confrontation scene, Reeves finds a whole stash of drugs, money, and more hidden in the wall at the commander's house. And when he confronts the commander about it, well, that's what really got me.

His accusation surmounts to something like
>You murdered Crews, you sent my own team to kill me. All this so you can store more money for yourself in your wall?

But the commander is taken aback. Yes, he had Crews killed, but money had no part in it. All that stuff in the wall, all of that money, it was strictly for the police - Reeves' team. It's the bribe money that got them out of scrutiny. It's the bonds that stop the court judges from interfering with them. It's the money that pays for the retirement of those who leave the force.

cont.
>>
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>>163280615
The commander had dirt on everyone who could have stopped them - not for personal gain, but to let Reeves team do their thing. In his own words
>This is what let you reach the unreachibles, touch the untouchibles. All those scumbags out there who thought they were beyond the law weren't beyond US, because of THIS.
Everything Reeves had done and been able to do was because of that stash. And when Crews brought in IA and threatened to close this open door, that's why he had Crews killed. If Crews had his by-the-book way, they would never be able to reach those people hiding in all the legal loopholes or who bribed the judges and so on.

Now, I'm probably doing a poor job explaining this, but it came across as very symphathetic. What is Right versus what is Necessary was a constant theme played across the movie, especially between Reeves and Crews. Reeves and the commander believed in what was necessary, and this was the power that made them able to do so. Honestly, in that scene, I didn't want the commander to be killed. I felt he was very right in what he was doing.

That is a boss motivation done right.

And then Reeves shoots him. Not because he disagreed, not because he felt this was over the line, but because the commander had Crews killed. His old partner. His old friend. It was personal.

And that too is how a boss motivation is done even better. Your goal as a dev is to make a boss believable, justified, and even sympathetic - however, he must cross a line. The player MUST have a reason to see him dead, no matter how right he is otherwise. That is how you do you boss motivations.

Just my thoughts on it.

End Dev Talk
>>
>spend more time finding ancient Greek words to name my characters than actually working on my game
>haven't done a lick of math or calculations
At least they're only for straight-up proper nouns rather than every single little thing. It's still way too easy to get distracted when you're working on a special snowflake setting.
>>
>>163283149
have you looked up the snowflake style of outlining???
>>
What do you think about the end of a game making the MC's lover a wheelchair-bound slobbering vegetable with 0 chance to recover?
>>
>>163280615
>>163280778
I think I'm going to watch this movie.
Sounds pretty good.
>>
>>163284170
Pretty sad
>>
>>163284170
depends on if she deserves it and/or the MC stays with her
>>
>>163284170

It would be hilarious if there was a love triangle between childhood friend and crush and the MC gets stuck with his brain damaged crush after breaking his friends heart.
>>
>>163284362
>depends on if she deserves it
No. Innocent person.

>>163284484
That is a pretty good idea.
>>
>>163284639

>No. Innocent person.
Oh. Nah fuck that bitch dude. Her "life" won't be much different with or with the MC. give him an option to bail if you can.
>>
>only day off work for two weeks is Christmas day
It's nice to be making some dosh over the holidays, but I'd really love some time off to make good progress on Slime Quest :<
>>
>>163284883
So what you're saying is to make the classic "after he leaves for good, tears start dropping from her eyes" scene?
>>
>>163285504

If she has the ability to still cognitively function, then yes. It's hard to give a vegetable emotion since they can't speak or move. But yeah giver that ole "Indian seeing someone litter and the single mournful tear steak down his face to make eye contact with the camera" trick. Also make her portrait look directly at the player.
>>
>>163284639

Yeah it's a common type plot in Japan to have the childhood friend lose. There was this anime i watched once, This guy gets turned into a girl by some aliens after getting turned down by his crush. His childhood friend has always loved him but kept her distance and pretty much was just his shoulder to cry on when he got turned down. After he became a girl the crush ended up liking him because of some strange plot thing and his childhood friend looked past his gender change and still loved him but he chooses the crush over the friend in the end breaking her heart only to be turned down once again by the crush and because he broke his friends heart he also lost his best friend. There is a happy ending but if there wasn't it would have been satisfying to get the bad ending.
>>
>>163284170
So tragic it is stupid, which means it would be either funny or incompetent depending on the tone of your writing.

If you want it to be touching, leave her wheelchair bound, but no slobbering vegetable.
>>
>>163284170

A bit needlessly edgy, isn't it? It sounds more like "well MC looks like you don't get the girl now!" without her really being treated properly as a character. Like, killing off a female character to further a male character's is a bit over done.
>>
>>163286378

I'd rather see the MC get cucked by the bad guy, Turn down every girl that wants him and then defeat the bad guy to finally get his old used up already pregnant female.
>>
>>163286090
I said that because it's easy to notice that the wheelchair-bound person is kind of super common in fiction, or the character just straight up dies, but you never see between the two extremes.

>>163286378
What if i kill off the MC too
>>
>>163287341
Why not let them live both happily ever after?
>>
>>163263079
You know there used to be DA groups devoted to making graphic resources.
But the people who managed those groups disappeared. So no one providing direction to say, "this month's theme is WINTER"
And without managers no one can create a MV folder category.

And so what you're left with is a bunch of people who want to advertise their projects and flood the group with Donut Steel oc's and countless screenshots of forests and interiors that are all just permutations of the same tilesets and recolored head swapped sprites. No quality control what so ever.
>>
I want to make a short game to end this year but I have only decided on its core mechanics:
1) Enemies "hide" their true identity at first and only reveal it when they perform special attacks or when you hit them with items/spells that force them to reveal themselves. But there are also some clues regarding the identity of the enemy in its original form.
2) CTB with "Ninjutsu" spells (http://ffxiv.consolegameswiki.com/wiki/Ninjutsu), that basically require the player to perform multiple actions that have no effect of their own to cast a single large spell.

The idea behind these mechanics is to make RPG CTB combat spoopy and memory oriented. Enemies would be cheeky cunts who pull off all sorts of tricks to distract you.

What would be a good idea for the story? If I can't think of anything else, I think I am just going with exorcist arrives to village that has been wholly taken over by demons.
>>
>>163289424
An exorcist battling demons would make sense.
Or maybe a scholar/linguist found an old magic book written in some lost language.
By deciphering the book he unleashed these shadows and now he has to seal them again.
>>
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As soon as I sit down to try to get some story planning done, I get a text from someone who needs me to install a hard drive.
>>
>>163293664
I know that feel.
Yesterday nothing happened the entire day but as soon as I wanted to make progress 5 different things needed my attention.
>>
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Tell me something about your main character.
What makes him/her unique?
>>
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Sorry to betray you guys but I've been actually working on my game in the last few days and came around with a very tiny playable test demo thing with about 15 minutes of content. Would any of you anons be interested in testing it? <3
I couldn't fix a lot of thinga related to collisions, and I don't really know what to do, but well

https://www.dropbox.com/s/dtjuk2bwi7pp80n/Virgo.rar?dl=0
>>
>>163297323
He had his head chopped off before the begining of the game.
>>
>>163297323
They're the only human character in the game.
>>
>>163298859
>Working on a game
Absolute madman

Downloading now
Gonna play it soon
>>
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>>163298859
The SE was turned to 0 by default for me for some reason
Anyway, let's start the game
>>
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The Batter would be proud
>>
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What a charming art style, I really like it.
The menu looks pretty good, too.

Apparently we are a young girl but nobody acknowledged our speech at the beginning besides the trusty (and tasty) companion
>>
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What a cool guy, I ran around and found some coffee. That is what lolis drink, right?
>>
>>163297323

His entire drive is proof that even if gods pitch in to alter memories via magic, personal will, feeling and most of all, oaths(which are a big thing, especially if you swear by gods or your own power) will be made manifest.

MC swears by old gods and new, with his family and man that had killed his father in a battle at the last war's end that he will avenge his father. The man calmly accepts this and hands MC the sword MC's father once had, with a simple "Whenever you are ready".

Fast forward 3 years. MC is arriving in Rathsbane. His mothers meddling and pleading had ended with his memory altered, but he had fled home, driven solely by the feeling of obligation to learn more of his father's passing and right that wrong. To that end, he seeks the man from before, believing him to be the one that could help him become stronger and eventually bring his father's murderer to justice. Man himself too had his memories altered, so when they do meet, they feel like something is amiss, but cannot place the feeling. Course, MC and party turn to adventuring and the main plot, but as things go on, slowly the oddities begin to mount until their memories reassert themselves. By then, MC had come to see the man as a father figure, which makes it al the more dramatic.
>>
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A loli can restore her purity by guarding with her shield. Good to know.

Time to talk to business Satan
>>
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That escalated quickly.
>>
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I like how battles look in this game, the sound effects are nice too. Sadly I'm having no music at all.

Salary Goat uses the immense powers of bureaucracy but I shall win.
>>
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I found some very violent protesters.
>>
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>>163305758
>purge
>>
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>>163306390
I purged them alright.
>>
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Our loli isn't fond of clocks.
>>
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So she purged it.

Also in some animations she seems to vanish in battle.
>>
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Hey guys, the demo for CCA RPG is finally up.
Please try it out and give me any and all feedback!

Also would it be cool to post my content again every time there's a new RPG maker thread?
I don't know any etiquette or anything that happens on /rpgmg...

>>163150603
http://officialbrandonly.tumblr.com/post/154716158852/cca-rpg-download-masterpost
>>
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We have infiltrated the enemy base, our mission is to punch Capricorn in the face and seize the building.
This place is fueled by coffee and there is a giant big ice cream feedstock in the room to the left of us.
>>
You can sit on this bench. How nice.

A snowman in this room gives us an infinite amount of Yogurt!
Anyway, moving on.

>>163307027
Posting progress is always good. Tell us about your game.
>>
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>>163307840
Ha, I forgot to take a screenshot.

I found a new weapon and I like how the loli thinks about that.
>>
>>163304220
Well that's because the game has no music yet, sounds feel terribly out of place in this barren auditive wasteland

>>163304409
I ship them together

>>163304837
Thank you!
>>163305006
>lolis
Technically she's a grown woman (at least that's what she thinks)

>>163305284
I wanted to make guard something special. Infact, I strive for every mechanic to be meaningful in some way or another, mostly following that dude from Downwell when he talks about giving each mechanic at least 2 functions.
>>163305758
Sorry! music isn't in yet, I'm still waiting for the music-man's reply about working with this project!

>>163306974
That's because of a terrible bug called sorry forgot to put her idle in the spritesheet until I'm done animating everything :(
>>
Fellow /rpgmg/ers. Tried /v/, got no reply.

What is the difference between the "grind" of regular, traditional Final Fantasy games (which most people I know who play the game hate) and of Final Fantasy Brave Exvius (a mobile title which the majority of the game is a very, VERY slow grind held behind an energy bar)?

Pinning the cause on something like "it's just mobile gamers" doesn't sit right with me. I think there is something I can learn and apply from the contrast.

A "Skinner's Box" effect may be all that it is about, but I wanted to pass the question along to others and see what they thought.
>>
>>163307840
Shit, that's a bug, thanks anon, haven't noticed yet. Second event page didn't require the self switch thing.
>>
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>>163308230
I have no idea what the attributes do but her cuteness should be much higher.
>>
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Some collision bugs in this room but you said to expect this.
>>
>>163297323
He goes to college... Shit.
>>
>>163307027
There are plenty of modern day tilesets out there. So you can have actual toilets instead of wash buckets. Classrooms. Dormrooms. Computers. TVs. Vending machines.

Sprites wearing Ball caps. wife beaters. Suits. Lab coats. Police Officers. Final Fantasy XV characters that were made 5 years ago since the game has been in development for 10.

No excuses!
>>
>>163308434
Attributes should be explained as they become more relevant to the gameplay itself on the red pillars!
So far Patience, Ambition and Versatility are all both offensive and defensive stats, as each skill calculates damage by taking into account the user's Ambition vs enemies' Ambition for a Cardinal skill, same for Versatility on a Mutable skill and Patience goes with Fixed damage (not in this build yet)

Destiny deals with all recovery from items and skills and you can't hit a cute target in the face when they smile at you, can you?
>>
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Little typo here, should be snowman.
But somehow I want to give him a bug.

>>163308868
Yeah, I found some horoscopes and they gave me some info.
>>
>>163308682
Aw dicks, collision has been hell to do right now without resorting to collision maps tons of places have invisible tiles preventing movement in some direction because RPG maker can't allow star-marked tiles to add collision themselves for some reason
>>
>>163308991
I meant hug of course.
Anyway, moving on.
>>
>>163308732
Oh damn lmao, are you playing the RPG right now as we speak?
Well anon I just wanted to get the basic structure down.
Much much later down the line I plan on repainting the entire game with my own art and making my own music.
All in the vain pursuit of steam money!

Does that count as a excuse or am I a cucklord fagget.
>>
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That's pretty deep.
We also witnessed something horrible but you need to play for yourself to see that.
>>
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He seems to be filled with DETERMINATION.
>>
>>163307027
CCA RPG update.
The file you're gonna download already has a bug on it. Nothing too big. Updated 0.01 file going to be loaded by 10pm standard mountain time.
>>
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>Hard working /rpgmg/ dev
>>
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I found a Japanese heretic, he is going to be purged.
>>
>>163308282
Mobile games are glorified vending machines. Only instead of getting a random toy capsule you get a random character/weapon/something.

They're slow because you're meant to pay to win. On top of the fact that the story is released episodically. FF Mobious, for example is only up to Chapter 3.
So you can pay money and advance quicker. But you can only progress so far. So you'll have to comeback in a few months to see the rest of the story.

They tweak progression as time goes on. If you play an app that's 3 years old, you'll be drawing a lot of 3-4 star whatevers from the start. If you had played during the release you would have had 1 star crap.

Also. Social-RPGs are a completely different game and will probably never be relevant to rpg maker.
>>
>>163280778
I don't think you necessarily even have to make the boss cross a line. Like in your example. The protagonist felt the boss had to die, you didn't. The protagonist doesn't have to be right, just -interesting-.

(Though, some people will get very upset with you if you don't make it insultingly clear that they are on the one true right side.)
>>
>>163308991
He'd melt if hugged.
That's the sad life of a lifeless creation.

>>163309339
The game itself is a parody of life, sadness and the empty hallways of destiny forever uncertain.
Not really, it's just silly, don't expect anything

>>163309875
You found the self insert
>>
>>163310169
Reeves only killed the commander because both Crews and, more importantly, Chris Evans were killed. That is the line that was crossed.
>>
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That's it. He was a total pushover, he tried to heal himself once but I'm not sure if it did something.

I enjoyed the demo for what it was. Sure it's rough around the edges here and there but I think it has potential.
Virgo is pretty cute and while I have no idea why she wants to purify the world(s?) I like to see her succeed.
The setting is pretty interesting and allows for a lot of possibilities.
Even if no one else says it, keep working hard on your game Anon!
>>
>>163308282
Traditional grind for the most part serve to either pad out your time playing, or buffer your progress on the way to the next important milestone.

You hear about a lot of games doing it wrong because if it was done right, no one would actually notice it. Kind of like music.

I have no experience with Brave Exvius, so I will refer to another mobile game I've played, Terra Battle. The energy bar is there to stop you from "progressing" or "grinding", and to be honest, you're likely to finish the main story as long as you bring a balanced team that's properly leveled and maybe at least job 2 or 3.

The endgame of that is to "perfect" your favorites or whatever your own goal is. There's no real goal anymore other than one you've given to yourself for these sorts of games. By the time you clear the main story, you're gonna feel like abandoning the game at this point would be a waste, so most people continue to play with their own goals in mind.

tl;dr:
Traditional = Grind to get to the goal of the game.
Mobile = Grinding is what you feel like you wanted, because stopping now would leave a void and a feeling of loss.
>>
>>163310965
He casts a buff on himself to gain heals as counterattacks for a bit.


And a HUGE thank you! I'll do another build when the game gets less buggy and when Capricorn is ready so she can actually make an appearance and be purged!

Really really appreciate it, so happy that the game was at least enjoyable. Gonna work with Ambition on it to make it happen.

Also, she wants to purify everything because of cleaness OCD and lack of symmetry, except for Ginger, who's been made identical on both sides by Virgo herself.
>>
>>163286904
Berserk?
>>
>>163310351
Yes, for the -protagonist's- motivation. I mean you don't strictly need one from the -player's- perspective.
>>
>>163311925
Oh, I misread your point. Yes, I agree with you. I meant to encourage that interaction where the player (meaning the MC, the protagonist) has sufficient reason to ignore that "The Boss shouldn't be killed" feel I (the viewer, the person) had at that scene.

I'm am terrible unclear on these sort of things. I should have used protagonist there.
>>
>>163311547
You are welcome. I'll even be extra nice.
I am also going to make a reference to your game somewhere in mine. It will be subtle, though.
I'm going to do this with as many other projects from here as I can.
>>
>>163310108
I understand all of that. But the question is why enjoy the mobile title with those things in mind and the game goes like a money printing machine, while traditional titles with no energy/paywall suffer from people not enjoying the grind? Where lies the difference?

>>163311123
So stop and the effort you put into the game is lost. Isn't that the same as what you get with traditionals? Or is it BECAUSE there is no end to the game that sensation is invoked?

Which is not exactly a bad theory, mind you. Doing a massive amount of content at breakneck speed then padding the game with a monotonous grind is how WoW lives on to this day.

Hopefully others will get involved with their thoughts...
>>
>>163312391
I love you
What are your projects, anon? So we can mutually reference each other and generate hapiness
>>
>>163312979
I have neither a name nor something I can show, yet. The storyboard is taking way too long.
Watch our for a game where the MC is an inspector, though. Because it WILL happen one day.
>>
>>163313718
Good luck to you, fellow anon. I'll keep an eye on it!
Keep several short deadlines and try to focus on fully finishing small groups of areas at a time, at least that's been working for me recently to get shit done.
>>
>>163312597
A generation raised on instant gratification and entitlement? The raise of attention disorders?
Hah. I've heard kids say that rpgs would be better if you didn't have to work to unlock everything.

No, seriously. I'm pretty sure 40+ hour rpgs are dead because kids today have attention disorders. Like, When I was a kid I'd sit in-front of a TV for hours until my parents dragged me away. My niece puts on a Disney movie and asks if it's almost over within 10 minutes.
My Nephew downloads a bunch of free apps. Plays them once and deletes them in the same day.
They don't pay attention long enough to learn the rules. Video games, card games. Sports.

Mobile games don't require any skill. You just confirm. confirm. confirm. That you want this. this. and this. And when you don't want it anymore, you convert it to points to get more stuff.
>>
>>163314508
Another very fair point.
>"It takes too long."

I am taking feedback to heart. As a working man myself I can understand to some degree the attraction of a game that you can spend five minutes playing, feel like you got something done, and go back on your shift.
>>
>>163297323

He wears a motorcycle helmet the entire game, and you never see his face.
>>
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Updated the christmas-themed dungeon crawler I made last year.
Here's the link:
http://www.slimesalad.com/forum/download.php?id=3884
>>
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>>163312597
>I understand all of that. But the question is why enjoy the mobile title with those things in mind and the game goes like a money printing machine, while traditional titles with no energy/paywall suffer from people not enjoying the grind? Where lies the difference?

Final Fantasy 1 was explicitly designed so that every new town gave you something: New spells, new equipment, new enemies with new weaknesses. The carrot is the new thing, whatever it is. Dragon Warrior 1-3 did this well, too, though it was more story-focused.

In a typical mobile game, almost no thinking is required. A level of Angry Birds can be beaten with enough random tossing. RPGs, easy as they are, still reward you for applying things you picked up over the course of the adventure. Whether it was trying a Lightning spell on a fish boss, or paying attention to an NPC's promise of treasure if you follow their directions. It has the same reward system as reading a book. Mobile games, much like a bad RPG, are grind for the sake of grind.

Disgaea lets you grind to level 9,999 if you want, but it's designed for people who like grinding. Pokemon is a grind if you don't learn elemental weaknesses (ie apply a modicum of thought instead of exclusively running your starter). A good grind gives a sense of satisfaction; a closing of the book. Mobile games are designed to be infinite, and therefore cannot ever be 'finished,' which frankly is pretty unsatisfying.
>>
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I haet myself :v
>>
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>>163321092
>>
>>163318520
I'm not good at dungeon crawling at all. But I'm having fun.
>>
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>>163320420
I prefer to call it training. And games that do it well let you build and customize characters differently. Skill trees and such.
I think thats the appeal of Diablo and MMO's -- lots of replayability and different character builds.

In Digimon World, being based on 90's keychain V-pets, they had limited life spans so you were constantly starting over from an egg anyways. Of course there were a lot of variables the determined what it evolved to. You could either get a literal crap digimon, or a hunky beastman.
>>
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>>163327612
reminds me of Donnie Darko
>>
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>>163327612
Hump -- I mean, Bump with rpgm resources next time.
>>
>>163285804
Is this...
is this Kashimashi?
>>
>>163297323
Every character in my story has a tragic flaw that lead to their death.
The main character has no tragic flaw, thereby making him the most guilty for his own fate.
>>
>>163329087
>clearly outlined dick
That's in a resource pack? Or am I fucking retarded?
>>
>>163330924
Just look at his face Anon.
The artist clearly knew what he was doing.
>>
>>163330401

Yep
>>
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I'M WORKING HARD AND MAKE LOTS OF PROGRESS
IT FEELS SO MAGNIFICENT
AWOOOOOOOO
>>
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What don't they want us to see?
>>
>>163335192
I never got why they skipped a whole set of actors in the battlers
>>
>>163335567
They're also missing the Genie? from the Evil set.

Also, in the Scifi DLC under facesets it has SF_People2 but there is no SF_People1

I did find Gatcha and Slotmachine sample games buried in the system files. But they're in Japanese.
>>
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Good night bump
>>
>>163336769
Good night
>>
>>163298859
This looks great, I love your art! I'm downloading it now :D
>>
>>163336013
Actually I think the "Genie" was just suppose to be a regular Sultan. They're completely missing desert people, despite having desert towns.
Unless, maybe he transforms into the Irongiant? Although that's kind of a leap from a turban to a thing striped like an Egyptian Pharaoh's headdress.

The Vampire is missing a Faceset. Werewolf.
The 4 Elemental Sprites. The Angel. And The Lamia. The Zombie too, I suppose. But I don't think all the monsters need facesets. Just the ones that could potentially talk.

I've already mention how there are no appropriate sprites or monsters to go with any of the Snowy tilesets.
Except maybe werewolves, and I guess Actors3_3 and _4 because they're obviously suppose to be Odin and a Valkyrie.

And not a black person in sight. tsk. tsk.
>>
>>163330924
It's an edit.
>>
>>163339078
>It's an improvement.
FTFY
>>
>>163337437
I miss RPG Maker XP with overworld sprites for every single monster and battlers for every single actor
>>
UGH I can't seem to find motivation to work on my game.
How do you all break through the motivation block?
>>
>>163343981
Why the motivation isn't there for you, anon? Maybe getting to understand it will help. In my case I just stare at the game intently until I get an idea or just want to work on an area that needs fixing. Mapping new areas of the game instead of finishing one that you are working for a long time always helps as well.
>>
>>163343981

Start a new game every damn time.
>>
>>163344450
I've actually started making progress now by instead of working on the part of the game I'm stuck on plotwise, I'm going back and fleshing out stuff I saved for later (quests, NPCs, etc.)
>>
Would it be possible to set up Persona's "One More" mechanic as a passive skill for only one character?
>>
Are there any scripts for MV for visual equipment? I've been looking to make a hentai game for a long time but I can't script for shit.
>>
>>163346903

Can't you just make a basic script using the default game stuff to change the image of a character when you change gear and then make multiple different images. Seems to me like the hardest part about making visual equipment is actually having to draw the same character in like 28 different pieces of clothing.
>>
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>Want to make a game
>Can't even decide on what version of RPG maker to use
>>
>>163349994
VX Ace, it has more resources and active community
>>
>>163350105

So VX Ace for an overall best experience with resources. I assume XP if i want to make a pokemon game and MV if i want cell phone games?
>>
>>163350360
I guess so, have fun and read the OP if you need stuff
>>
bumping from page 10
>>
Is there some way to make a party character that NEVER gets attacked by the enemy? I don't mean that it dodges everything, i mean that the enemy don't even consider it.
>>
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>>163353290
Set the TGR parameter of that character to 0%
>>
>>163346903
http://forums.rpgmakerweb.com/index.php?/topic/50259-visual-equipment/
>>
>>163353397
TGR stuff is pretty interesting, I wish I could change it more dynamically though, ya know, some bosses maybe are smart enough to know which characters they should be hitting to make it hard for you to stomp them
>>
Hey, can anyone here help me out with setting up Moghunter's Battle Hud for 1024x720 size?

I've installed it, as per instructions with aid of google translate, but it just sits in it's original size there. I even put in the little costum numbers they noted to put down for a size change and that works. The HP/MP/TP bars are set in the proper place.

Rest though, looks like crap. I suppose I can forcibly resize it, but I'd lose out on quality of windows and there's suppose to be a way to just do it though the plugin itself. Help me out?
>>
>>163343981
Find a friend to shake you until you work.
Other options include:
>Keep track of progress weekly
>Find something more important that you want to do less, so you can put it off in favor of RPG making.
>>
>>163343981
Ugh... like, uh... maybe you need to just, like... focus. or something? Idk... *sigh*

UGH
>>
BUMP III!
>>
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WIP for another henchmen's portrait.
Jessie, a rather calm and arrogant jester who instead of being extroverted and fun-loving like her brother, prefers to give out sublte or passive aggressive jabs at people.
She's the villain's right hand man ( or woman ) and a force to be reckoned with, considering her ability to corrupt and brainwash robots.
>>
>>163329087
Never realized that Helen's Mysterious Castle actually used resource packs.
It was still fucking glorious at everything tho. Anyone knows anything with the same battle system?
>>
Overworld chibis or the same proportions they have in battle?
>>
>>163363680
>considering her ability to corrupt and brainwash robots
I found the fetish insert!
>>
>>163365912
The battle proportions in the default are still chibis, But I do like those more than the 50:50 head:body ratio of the default overworld sprites.
>>
>>163365921
i wont deny that.
>>
>>163366897
c:
>>
>>163359469
It's not like he's putting off homework or some other responsibility.

The nature of the comment tells you he's not lacking motivation. He wants it, but can't bring himself to do it.
That's depression and can lead to anxiety. And if it gets really bad you'll find it difficult just to even out of bed. Almost like a lack of willpower or vitality.

The only thing we can do for him is give him meaning and positive affirmations.Which sounds like something a hard ass drill sargent would use against you to toughen you up.
But it's not manual labor, its a labor of love.
Sure, with discipline you can run your motor without oil, but it's going to ruin it eventually. A little recognition and acknowledgment provides some lubrication.
>>
>>163363680
We need to go thiccer
>>
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How hard should a boss be?
>>
>>163375872
Bad boss: huge HP bar, grindfest
Good boss: strong attacks, but bearable with good healing/buffing
>>
>>163375872

Sexier = harder fight.
>>
>>163375872
Depends on many things
1. How much far you are in the game? If it's the first actual boss fight, then just a more difficult enemy - if you are midway, start considering what strategies and formations you want the player to use
2. The party abilities, like, if they have something like Protect, make sure there is a boss dealing a crapton of physical damage
3. Items and equipment you can get, is there a certain set of equipment to make the boss easier? Are items enough for you to survive a long fight?
4. Story relevance, If it's just a big monster, it's better to make it act like a big monster, but if it's a story relevant battle against an antagonist, you want a memorable and difficult challenge
>>
>>163369194
aw thanks, that's a nice way of putting it!
also >he
>>
>>163375872
See:
>>163376813

It really is relative.

First boss in the tutorial? Shouldn't really be.
Last boss in the secret dungeon that only opens when you find a certain sword in a "New Game +"? Deliberately overtuned.
>>
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So this may or may not be a dumb post but I've googled this a bit and haven't really found a clear cut answer. I have some sprites that I would like to use but for some reason they bug out left and right whenever I make them move. This one for example has two sprites but one cut in half when I try to use it on top of the aforementioned bugging out. Any help would be appreciated.
>>
>>163378283
I had a bit of a similar problem the other day (my tiles were bugged), so maybe I can help.
Basically the engine expects your spritesheet to have a certain format, i.e. it looks for a certain sprite at one specific position in the sheet.
The best advice I have is to look for the RTP files on your computer, take one of the default sheets as template and paste your stuff on top.
>>
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>Wake up
>For some reason a toe really hurts, maybe the skin is a little chipped somewhere
>Have an eye-leash in my right eye
>Stubbed another toe
>See the thread is on Page 10 again
>>
>>163378487
Sorry that didn't help at all man... maybe it has something to do with the placement of the sprites or the size? I still don't entirely know how VX Ace handles it's spritesheets.
>>
How much would this intro make you cringe? (for some kind of Dark Fantasy setting)
>On the seventh day God had finished his work of creation, so he rested from all his work.
>And on the eighth he woke up confused in a landscape he couldn't recognize
>>
>>163378283
Well, for starters the default is set to use 3*4 sets of sprites. So if you try to use 4*4 sprites, without a Plug In or a mod in the script itself to tell the game that you are adding extra walking frames, it isn't going to look at the right "cut" of the image, but pick a piece from both models in the middle for the standing animation and displaced images of the models on the right and left for the walking animation.
>>
>>163355427

A bump for this. Maybe someone'll be kind and leave an answer for me to read in the morning.

>>163375872

As hard as you set it? I mean, depends what you're going for. Like anon said, if it's a big dumb monster that's basically a HP spoonge, let it be that. If it's an intelligent antagonist type and you want him to be a challenge, make it more difficult. I'd not go too crazy on HP pools tho'. Nobody likes a boss fight that lasts 10 rounds with nothing but basic attacks sufficing to settle it.

>>163383449

Kinda cringy, but passable. I would not shriek autistically over it, though I'm sure some jackass will chide you over clear biblical influence.
>>
>>163383449
I would be interested.
3/10 Cringe ... but sometimes it plays to your benefit.
>>
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Does anyone else feel like their project is too ambitious?
>>
>>163386659

Yeah, but I don't really have a deadline, so...
>>
>>163386659
I do.
This is why I started another project which is supposed to be smaller but it really isn't anymore.
>>
>>163386659

I feel like my project isn't ambitious enough, I'm not even really making my own game. I just threw on Pokemon Essentials and started making maps with no clear idea for the plot of the pokemon game I'm making or anything.
>>
>>163387830
Make it lewd.
>>
>>163386659
I actually worry that my project may not be ambitious enough. I have a soft spot for simple, classic RPG's like Dragon Quest I-III, but I feel like I may be in the minority.
>>
>>163386659
mine is too ambitious considering how I suck at game dev
>>
>>163387673
Same.
>>
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>>163373621
I'm aiming to have some variety with the body shapes.
>>
>>163392989
How do I marry this alien?
>>
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Why do you try so hard to die?
>>
Bumper question.

I'm tired of trying to do fantasy rpgs so I've decided to attempt a small zombie survival game (original, I know) set in the early 2000s.
>No battles, equipment, levelling or anything
>Mostly just events, exploration and dialogue
>Characters have a set of attributes that influences what tasks they're best suited for and how they react to situations
What are some essential scripts for me? I'm on vx ace.
>>
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>>163393625
by letting her drink you
>>
Okay, I'm gonna try to buckle down and actually do some writing.
>>
>>163399567
Well, everything you posted can be done with switches/variables pretty easily.
Maybe look at parallax mapping scripts for making maps.

>>163400045
Lewd!
>>
>>163400045
She can suck me dry any time
>>
>>163343981
Get started. No seriously, you don't just start when you have high motivation. You get started first and then motivation will get to you eventually. Before you know it, you'll have something partially done, then that'll be your excuse to not stop before you're done.
>>
>>163378283
VX Ace uses 3 columns and 4 rows. Your spritesheet doesn't work because it's 4 columns and 4 rows.
>>
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Work on your game
>>
>>163404408
What are you gonna do if I refuse? Shoot me?
>>
>>163404408

It's late, I'm sleepy and I'm relaxing to the soothing sounds of Japanese people preparing giant snail.

https://youtu.be/PqcmM-a0br8
>>
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>>163404702
No, someone else.
>>
CCA RPG dipshit here.

Is there any way to update player game files without making them download and play the whole game all over again.

I made a patch last night and now I already have to make another one, I don't want people to lose all their progress.
>>
>>163405441
I'm not sure. Depending on the bug the save(s) should be compatible. But if it is something major then I really don't know.
>>
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Remember to make back ups Anons.
>>
"Fear not the inferno, my brothers and sisters. Some may die, but through unity you may overwhelm your foe.The victors shall feast."

Too hokey? It's the Rat King encouraging the swarm.
>>
>>163410789
Is this a bad guy?
Power of friendship sounds a little good guy-y to me.
First half is good though.
Second half, maybe something like:
"May we all make a meal. Either of them, or ourselves."

idk I'm p drunk but I think that's decent enough. What you have is not cringy, it'd be plenty passable for combat dialogue. You do you.
>>
>>163410789
I'm more impressed that the Rat King can talk.
Is it part of a speech before something big goes down or is it a rallying battlecry in the midst of a fight?
>>
>>163411306
Convincing the other rats to ignore the scary fire magic the heroes can do and keep attacking
>>
>>163411484
Ah, so the inferno is not a metaphor for death but a very real thing.
>Some may die, but through unity you may overwhelm your foe.
Is not very convincing. It's like saying "oh maybe you can do it, maybe not."
>>
>>163412029
"you shall overwhelm" then?
>>
>>163412163
I think this would be better, yes.
What about using "we" instead of "you"?
This would reinforce the feeling of unity I would say.
>>
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How do you like your plot and backstory?
>>
>>163415813
Lightly seared. Salt and pepper.
>>
Slime Guy casts heal!
The thread recovers 8 pages!
>>
good night bump
>>
>>163405441
They wouldn't be very good playtesters if they just played through it once.
>>
>>163421123
True but people generally play demos to get exited about the game not to go on bug hunts.
>>
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Good night bump
>>
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Working on some stuff while its raining :)
>>
>>163425941
I think the white cat door stands out a bit but other than that, very nice.
>>
>>163427509
ty! its a major work in progress, the color works in the room it connects to so idk what to do with it :P
>>
Today's Song of the Day:

https://www.youtube.com/watch?v=s97Mb1TZqbU
>>
>>163425941
For some reason you don't see many "lateral" games in these threads. Wonder why.
>>
>>163429958
'cause rpg maker is for generic looking rpgs and generic looking rpgs are isometric. Wouldn't want to be original or anything!
>>
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We livin'
>>
we need to bump so how does this idea sound?
I have equipment (16 of them) called Convictions, and you get 1 after a major plot point. You only get one of each and they have very specialized effects and go into their own type of equipment slot. They are also unsellable. Sound good or no?
>>
>>163438535
Need more details, for now it sounds like just sn alternate Accessory slot
>>
>>163439618
These are essentially accessories, yes, but they provide more specialized effects. For some examples:
>Confidence: Decreases chances of hitting, but each successful hit in a row doubles ATK.
>Anxiety: Heals for extra HP, but takes extra damage each turn they have a negative status effect.
>Duty: Can no longer run from battles. Stats are increased.
>>
>>163439895
Sounds cool. I might steal them
>>
>>163439895
Cute idea
>>
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>>163441679
nah

>>163443387
thankies
>>
>>163445110
All animes should die
>>
Voice acting, yay or nay? I'm planning a short cutscene in which a thief gets his arm cut off by an angry shopkeeper for stealing, and I'm thinking about using the Scout's "MY ARM!" scream from "Meet the Engineer" to give the scene a little more oomph. I'd do some voices myself if I had the right equipment, but I don't so I'll have to settle for archived quips.
>>
>>163449182
Nay if you are gonna use external clips
>>
>>163449182
That sounds more like the laughing kind of oomph if the player knows where the sound's from.

Voice acting is tough. I would say probably THE toughest part of making a game - it needs to be really good to add anything over pure text. (Or, be so bad it's good, but that has its own problems.) Unless you can pull together a good-sized bunch of skilled actors, I'd give it a pass.
>>
>monsters speak some weird language that basically amounts to pig latin + shifted alphabet
>all their dialogue is unnecesary flavor, maybe some clues and jokes too
Would you bother decyphering it at any point?
>>
>>163455161
I had a half a mind of doing the same thing with spellbooks in another game I was drafting, but it seemed like a bit much.
>>
>>163455161
No. That sounds even worse than Al Bhed and Al Bhed was already awful.
>>
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>>163363680
Aaand done
>>
>>163452646
He could just hire people like Steve Blum or whatever
>>
Anyone know of some SRPGs with firearms other than Advance Wars?
>>
>>163455917
Well, Al Bhed was only spoken by like 5-10% of NPCs. Demon-language would be at least 25% of the text, so you'd have quite a lot more examples.

Moreover, I could try to switch things around so they sorta make phonetical sense rather than "olppxrk" jargon.
Making it so vowel sounds are replaced exclusively by other vowel sounds, for example.
>>
If I buy MV on steam can I still import files ect not from steam? Like someone had FSM packs and shared them here could I open them in MV on steam?
>>
Can anyone share FSM or any other DLC packs?
>>
>>163421835
Yeah if you're talking about real games.

This is another one of those words the rpg maker community uses inappropriately. Like "Genre" or "Features"

9 out of 10, a rpgm "demo" is a proof of concept they started marketing in an amorphous development state. A mix of Alpha or Beta.

I've joined a lot of projects as an artist. Everyone pretends to be further along than they actually are.
Like, they have a dungeon but they haven't written a story past that point. Waiting and weighing the potential of everything.
And I have to tell them that's stupid. "You can do anything, But you can't do everything."
Eventually I have to abandon people like that after so many months because their project kept growing and growing. Or the project leader thought they could just start-over anytime he wanted.
Lol, people volunteer to make "the game" not "any game".
>>
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>>163461072
>tfw guilty of doing this by not having my plot actually plotted out
>>
>>163461072
>>Actually have 80% of my entire story figured out
>Had a game started with just all the basic map/layout almost done, like 70% of it, the rest was just go back and maybe add more cosmetic tilesets
>>Had 40-50% of the scripts all set
>>Computer decides in its 9 years of life to just suddenly fuck up and die
>>Lost everything since HDD fried at the same time, don't know if it's related so no backup
>>Over half a years work gone
Welp.. Time to start over..
>>
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>>163461072
I haven't joined any projects but I have to wonder, shouldn't it be easier to avoid mismanaging projects like this if you have more people on your team? Especially when you have people like you who have experience.

Anyway I'm hoping to do everything right, I have a clear destination in mind and know I won't make THE game but rather a hopefully enjoyable game.
>>
>>163465606
>shouldn't it be easier to avoid mismanaging projects like this if you have more people on your team
Look at /vp/'s fangames for an answer to that.
>>
>>163461067
FSM: Town of Beginnings Tiles
http://fas.li/5kjzT
>>
>>163429958
Its pretty difficult to pull off, there are a ton of problems with the engine for games that try to do this sort of thing. I've been able to work around most of the issues but the gameplay will never fully be what I want it to be. Isometric is quite a bit easier to work with.

I'm a huge fan of Wonder Boy in Monster World and Zelda II, games that mix side-scrolling, lite platforming with rpg elements.

It plays way better than it did isometrically though, at least for my game.
>>
>>163462118
Pointing this out for you as well as the others in this thread, upload your work daily to dropbox or some other kind of file storage website. That way, if everything goes south hardware wise, you only lose a day of work at least.
>>
>>163461072

What do you do? Portraits and stuff? Parallax?

Also, a question for all the anons. Is there a screenshot plugin that will capture doodads as well?
>>
Do you also have some very unexpected enemies in your game?
>>
>>163472782
A small kitten that stalks you like a serial killer. She wants nothing more than to lick your eyeballs.
>>
>>163472782
Yes i have a giant armored "rock" shielded knight that is fast as fuck and super frail
>>
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There is something calming about simply eventing conversations and shit. I've just got to do that now, set up npcs at their houses and streets, with a few lines of dialogue. More important ones get more than a few and all will get affected by global talk switches as the story progresses, so they'll talk about something else eventually.

Just now, finished a talk with the owner of the Dock District inn/whorehouse. Without one of the party members, it's a simple enough conversation. If a certain party member is there too, you get to see a fun little tidbit where the madam ignores girl's jibes and writes it off on party member's tits envy. MC cuts the conversation short before his companion starts throwing magic about.

>>163472782

Maybe. I'm not telling.
>>
>>163465606
No because it's a bottle neck of micromanagement. Doing one thing at a time, for someone who doesn't know what they want (but they'll know it when they see it.)

>>163469860
I prefer to stick to front-view battlers. I did sprites for a while. But I limit the amount of original content I put out because A) I can only treat it as a hobby and B) it tends to sabotage development.
>give them an inch, they'll take a mile.
They'll invent characters for you to draw. if you let them.
Ask for gratuitous sprite animations.
They see all this potential open up and the project would grow to fill it.
>>
>>163477424

I see. I had been debating going front or side-view. Now that I've put in all this work into setting up different looks of the weapons via one of Yanfly's plugins, I figured I'd stick it out with the Side-View, but I kind of feel that chibi player characters clash with the look of the opponents too much.

It's nice to have the skill to draw tho'. Myself, I can write. Drawing is difficult cause I lack a tablet, which I can't do the digital stuff that'd be better. I've taken to Akashic's battlers as a good alternative to basic out of the box stuff.

An' post a few of your battlers. I'm curious what style you're goin' for.
>>
>>163457251
Actually, hire only Steve Blum, for all the dialogue.
>>
>>163457278
Final Fantasy Tactics had some primitive ones.

Super Robot Wars has them mixed in with a lot of other shit.

Valkyria Chronicles? Haven't actually played that one, though.
>>
>>163457278
Does Live A Live count as SRPG?
>>
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>>163071752
>http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia

>link to game links to steam game purchase page

pfhahahahahahahahahaa my man do you think i'm going to buy this shit pahahahaha what
>>
>>163483453
No, I don't actually. I don't intend to buy any game either. But I do think you should fuck off. You sound like a complete tosser.
>>
>>163483453
When my game releases everyone in this thread will get it for free, and I (obviously) won't care if people download it for free. But I will hope that it does get some steam sales, mostly because a % of the proceeds are going to no-kill animal shelters and small veterinary clinics in rural areas.
>>
>>163483927

Hey that's the dream man, I'd buy your game if i had money but I'm literally jobless and broke.
>>
CCA RPG dipshit here, didn't even see the feedback guys, thanks.

>>163407112
Just so you know the second after i posted that post I just realized it was mostly just a matter of moving the save file to the upmost folder. Now im encouraging people to actively save as much as humanly possible.

>>163421123
True true, but i dont want people to loose a large amount of progress. Right now it's just my small group of friends playing it and while i enjoy the fact that like one of them is willing to replay it over and over again. I also don't want them to have to restart progress, I dont know I guess I just don't wanna let them to loose steam I WISH i could hire proffesional game players lol.

>>163421835
Yeahhh the word demo really is misleading but it's alot better than "game in progress play this please im begging you"

>>163461072
That's so true man, I guess the only solution is to be more transparent about where you actually are and be humble about it? As a creative faggot myself, my goal i suppose is to above all else. Not be a cunt.
Let's hope I make it to that goal lol.

>>163462118
>>163477424
It's a hard knock life. DUN DUN. Just kidding, my sincerest sympathy to the both of you men.
>>
>>163483453

>being so poor that you can't spare a few bucks to support an anon's game
>trying to dickwave about this fact itt

Who do you think you're impressing, anon?
>>
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>>163478647
It depends on what people are asking for. I rarely do anything for myself, even outside of rpg maker.
I've pretty much retired from doing XP battlers now, since no one has a desire for them. I've been meaning to make MV battlers, but I've managed like 1 and a half in like 2 months because, life. Actually it's been a struggle to anything the last 3+ years. Hoping 2017 will be better to me.

This is my first and last original, non requested, Human XP style battlers.
>>
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It's almost Christmasu!
I hope you all are doing alright.
>>
How good are the modern tilesets on MV?
>>
What kind of music is your game going to have?
Post some examples
>>
>>163494067

Mostly just RTP right? ;_;
>>
>>163494067

I tried making music once, Used LMMS https://lmms.io/ and found out it's actually really crazy hard to make music.
>>
>>163494067
Going for thematic and emotional, somewhat trying to stick to folkish instruments.

https://soundcloud.com/jowey-342490524/mountain-pass/s-sXb2w
>>
>>163494356

I should clarify the act of making music is actually super simple just click a button and you get music but making the "music" sound like actual music instead of sounding like someone smashing their hands and face on a piano is really hard.
>>
>>163494356
Yeah, I can't do it. I can come up with like a two second thing that sounds alright, but how do I make it into a full song?
>>
Tomb Dude, if you're around, please keep making ToF2 because it's some of the most fun I've had with a game in a while. Charming as hell. My only complaint is that the Cool Dude isn't very user-friendly. I don't mind having to move the arrow around to each option manually, but if I could close its submenus by just pressing cancel, it'd be great. Every time I make a friend, I go check their profile right away, so that's a lot of

>open menu
>walk up to friend profiles
>walk to the friend profile I want to see
>walk back up to cancel
>walk to power button

It'd get rid of at least the one step, which'd be cool. But yeah, great demo and eager for the rest.
>>
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To those anon's still composing their story:

Are you using structure? I thought the 3 Act Structure seemed well but too ambiguous. I actually moved to the 5 Act Structure and am loving it.

I started writing some of my game, making maps and have half of Act I made. Also do you write out scenes for each part of your game?

Currently I am writing like this:

*Act I
**Scene I
** Scene II
** Scene III
** Scene nth
*Act II
**Scene I
** Scene II
** Scene III
** Scene nth
*Act III
**Scene I
** Scene II
** Scene III
** Scene nth
*Act IV
*Act V


Once I have this outline I'm going to write the actual dialogue for each character.
>>
>>163497905
I still have no idea where my story is going. The party has an initial objective (get to the top of the mountain to fix the magical orb) and I have a few dungeon-y areas between the start of the game and the mountain. I don't know what I want to happen once they get there (I'm thinking the hero's old mentor shows up and betrays the party or something). I have a vague idea that I want to have character-building arcs for each hero, forcing them to confront their fears. I just don't have any plan yet on how to write those.
>>
>>163498210
Honestly, for this game, I'm just writing it as I'm coming along. WRITE now(pun intended) I'm just sitting in front of my text editor and trying to bang out a story. First it started as a summary of the parts I knew. Then when I got to a part that was unclear, I just thought about it until something came to me. Then when I was satisfied with it, I just wrote it down. Eventually you get to a point to where you have a huge paragraph (or you break it up so that you can actually organize and understand it) with a lot going on.

What I posted above is how novelists/screenplay writers organize their story. Look up the 5 Act Structure, aka Shakespearian Structure. That helps a lot in knowing how a story should go. I also write out each scene to get better detail of what I'm actually trying to write.

Think of a scene as the way it's used in movies: it's a setting that is viewed by the camera. In the case of a game, especially an RPG Maker game, it's what is visible in the frame.

For example, one scene could be the dungeon area you've mapped out. In that scene you can describe(in words) a basic description of the dungeon, what the characters feel when they get there, plot developments and dialogue that happens. If you're in the early planning stages, you may not have any dialogue and thats okay. Just write a 1-3 sentence summary of the map/cut scene/event you have in mind.
>>
>>163497905

My story has what's basically a road trip format, where there's an overarching goal but for each new location there's something they've gotta do before they can move on. Sort of like each new island in One Piece or each new island in DQ7 I guess? So it's a matter of coming up with a bunch of scenarios, and writing out 3 acts for each of them. Other than that, it's just the beginning and end, then maybe postgame if I still want to work on it.
>>
>fussing over minutiae because I'm afraid to start programming my battle system

That sounds like a lot of fuckin work!
>>
>>163499093
I think that works pretty well. In a game, unlike a story, you need to have tension and resolution over and over so that the game keeps going. Although there will ultimately be an end, you can't spill the beans too quick or the game loses it's mystique.

Have you been outlining it or you just write as your program?
>>
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>>163499642

Just writing really, really loose outlines to get everything in order, then do it as I go.
>>
>>163500291
Yeah that sounds like me. Although... I write the outline as I go along too!

Steven King is apparently a "pantser" and writes 2000 words a day. Although he is more of an exception than an example.
>>
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>>163500391

I'd probably be a "pantser" if I wasn't such a lazy fuck who's been in the planning phase for more than a year without actually committing to physically making stuff until very recently, honestly.

>mfw starting a big project for the first time since high school
>>
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You guys have been at this for awhile, what do you think? Does this work for a main character? Will people hate me using a modified generator head?
>>
>>163500638
My game started out as a joke game. It was supposed to be practice for the other game I'm writing. The other game is still in the outlining phase. The joke game was just to get back into the groove of making things. Then as I kept trying to learn things, make challenges for myself to solve, it eventually got to the point to where what I made in my game was actually becoming a story, or at least the potential for one.

As I've told another anon, I'm not even programming anything yet. I stopped to outline the story. I'm writing that as I go along and give enough detail to be satisfied with what's going on. It also works as a guide for what the dialogue, maps, cut scenes, items and pacing that I will program into the game. So far I'm in the middle of Act II. I'll know when it's time for Act III and continue until I've written the ending. Writing scene by scene is also really fun.

I couldn't program without an outline. Being a pantser writer is WAY different than being a pantser programmer. The former is much easier than the latter.
>>
Any good sideview battle system script that is not tankentai?
>>
Tis the season /rpgmg/, how about some talks about making battles interesting?
Both spicing up the vanilla system or
Battle-systems that you find nigh necessary.
Totally just fishing to fix my own battlesystem.
>>
Steam Winter Sale has VX Ace for 6.99 if any of you want to pick it up.
>>
>>163501852
I use MV's side view system, with the following tweaks:

>The command window just shows all the character's skills, rather than the Attack/Skills/Defend/Items options
>No MP (the mages can only cast spells, so I don't want them to be stuck with nothing to do)
>A focus on stance-switching (mages have access to two elements which they toggle between, the soldier toggles a tanking mode)
>Full health recovery after battle (since the mage can do free heals anyway)
>No exp (so battles are more about tactics rather than statistical superiority)

I like the way the default battle system makes you choose actions for your entire team at the start of the turn. It forces you to think ahead, rather than just reacting. I might set up some sort of onscreen indicator of turn order though, as it's frustrating when you're not sure if a party member can be healed before they're hit again.
>>
>>163501852

I've found that I enjoy cooldowns way more than I enjoy mana. That and super moves with a meter that builds up. Oh, and if your cast is big enough, giving them special bonuses when certain party members are in the same team is fun too.
>>
>>163497905
I do this except with briefer scene notes.
>Who's in the scene.
>What are they doing.
>Raise question about ___ here
>Revival answer when? (Scene __ )
>Establish character's relationship
Things like that. Then I write dialogue. And if it's short and wholly expositional - so be it, sometimes that's the way it's got to be. It's an rpg, not a sitcom.

Also
I type in Microsoft Word and apply Styles like (heading2) to the scene titles. Not only does it look neater but it automatically pins it to a list in the search window so I can easily jump to it that scene when I need to add or change something.
>>
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>>163503358
That's what I'm working on now. Although my format, at the beginning, is to write it in third-person perspective narration form. I like using a basic text editor for writing my first outlines. For one, it can be opened on practically any computer/phone/device and the files are small. But also there is a charm to just writing without worrying about formatting.

However there gets to be a time when format is necessary. For that I use the desktop version of Celtx. I use the screenplay format inside the program. It makes it so incredibly easy to plot out the scenes from there. It applies the correct formatting that you need. You can cycle between writing scene lines to dialogue lines to action lines all by using TAB and ENTER. If you're familiar with the format, it works incredibly well. Plus you can skip around to all the scenes you have in the entire document and even export and save your script as a PDF for storage or sharing.
>>
>>163497905
I recently started writing it like a play script because that's the heart of my formal writing education. It's been working pretty well so far, good for nailing a specific feeling for each important seen. Non-important scenes are mostly improved and thought about then edited through the editor. I am not an expert on the subject, but it helps that my story isn't exactly complicated.
>>
>>163504945
I totally understand. I'm new to the format but it's become so simple that I can't believe it. I'm a verbose writer so it's easy to get lost in thoughts and wander around not quite knowing how to tie it together. The script format helped me structure my ideas better as scenes, since games work in the same vein as movie scenes and plays. It's so easy to write a slug line, write an action line and then get into the dialogue. Forget writing three paragraphs describing all the shit that isn't really necessary. You don't need to describe the look of the scene since the GAME is the description. Although I do find that using brief descriptions helps when later writing cut scenes and making maps.
>>
>>163505264
Glad I'm not the only one, for me it kinda goes like this:

BOY: I don't want you to go!

-Car Swerves-

FATHER: We're getting rid of the damn thing, and that's the end of it!
>>
>>163494839
new thread
>>
>>163507732
We have over 200 posts to go Anon-chan
>>
>>163500827
it looks ok, but i mean if you can draw like that, why not take a stab at drawing the face by yourself?
>>
>>163501852
Diversificate your party by giving them unique abilities but also unique stat distributions.

Make bosses require you to keep using certain abilities and certain party/equipment settings
>>
>>163494734
That's quite nice!
>>
>>163510246
Thanks! Every time I listen to it, I want to go replay Wild Arms lol
>>
>>163500827
I don't care as long as it looks good, but that's distracting since the hed is obviously pastede on yay. The colours don't match the body, and don't mix dithering with smooth shading argh.
>>
>>163501852
Make your characters unique, both visually and mechanically.

Don't waste my time. Keep fights short and brutal, animations quick and snappy.

Just those will go a long way.
>>
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Good night bump
>>
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It's so cold that my hands are all stiff, gotta warm up.

>>163511798
Goodnight!
>>
Woah, Don't die.
>>
>>163518090
Y-you too
>>
I'm gonna bump by asking how you came up with the title of your game
>>
>>163520221
Seconded, it's still Project1 here
>>
>>163520221

Generally i just throw words together until it sounds good.
>>
What do you guys do with your Luck stat?

I've been thinking about replacing it with an "Aura" stat that affects the chances of a character getting afflicted with status effects. So bosses start out with huge Aura stats protecting them from ailments, but you would have the ability of reducing their Aura with debuffs to make them vulnerable to poison and such.
>>
>>163522014

It could be a store discount stat or something.
>>
>>163522014
I had an idea, but I am not sure how I could implement that.
Based on the total LUCK stat of your active party, you could make cheats/item pickups give more units of the same item or even add more of them.

Basically, I want a
If LUK of all active (in-battle) party members is more than an arbitrary number, then the chest/item drop gives 5 potions instead of 1, if your luck stat is way higher, so another arbitrary number, you could get a hidden weapon other than the 5 potions
>>
>>163522014
How about a "get a freebie" chance when you use items in battle, like mario rpg? Or a chance that a spell won't cost any mp or something.
>>
Bump-a-doodle-doo! Let's work hard again today.
>>
If you read this, what would you think, it's an epitaph:

"Forbidden byways are not meant to be found,
Month of Sundays in the Mary-go-round."
>>
>>163532019

It sounds like a cryptic hint to find a secret treasure or a secret boss.
>>
>>163532380
It kind of is. The premise is that two characters are looking for a secret passageway. The passage leads to a town they need to get into but can't because the gate is locked. The town is not letting people in because of recent attacks. So the two characters are looking in a graveyard to find the passage way. I'm trying to make it so that the epitaphs are clues to find the passage.
>>
>>163532019
Depending on how you start the week, monday or sunday, it could mean every seventh or first thing is what you want to mess with? Probably seventh- if you got like 30 switches.
>>
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Bumping with >official art
>>
>>163542285
Is that cum or sweat?
>>
>>163532481

I think cryptic riddles should be for side optional content. Imagine getting halfway through the game and then finding yourself stuck.
>>
>>163543452
can robots sweat?
>>
>>163544303
Depends on the make and model. But if they can't I will gladly imagine that's cum.
>>
Do you guys accept Pokemon Essentials here?

Threads made on /vp/ tend to die out quickly...
>>
>>163383449
Light cringe at first sentence, mildly intrigued at second sentence.
>>
>>163543981
Well it's fairly early on in the story.
But I'll try to make it so that everyone can figure it out.
>>
>>163546906
Yes.
>>
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Come to think of it, I'm yet to make a proper announcement regarding Steel Zeroes' episodic nature...
Wonder how most people will react to that.
>>
>>163512720
M-maybe we could h-hold hands.
>>
>>163546906
Sure, it's still RPG Maker. It was XP, right? Or did they make another version?
>>
>>163549130

Not him but I've been making a Pokemon game as well. It's still XP, You could probably find some conversion to VX ace somewhere but it's really optimized for XP.
>>
Have you guys played End Roll?

You should. It is like a good mix between Earthbound and Yume Nikki
>>
>>163548520
Honestly, despite my personal distaste for episodic games, most people seem to take it pretty well or don't mind.
>I'll still play your stupid sexy game anyway
>>
Arise again
>>
>>163508240
I can't draw hair to save my life. Not sure how to improve.
>>
I think it's great knowing that I can go back and redo a scene I wrote 6 months ago that was absolutely cringeworthy.
>>
bumpa
>>
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>Just downloaded MV to tinker around with
>Have never messed with any versions of RPG Maker before.
>Mfw all this

Yeeeaaaaah, this is gonna take some time to learn. If nobody minds though, could I get some advice on how to handle some of the numerical values, like with weapons and armor? In particular, what's a good crit and evasion rate for a Rogue class, who I'd like to have low defenses and access to only daggers and light armor, but have higher crit and evasion rates to make up for it.
>>
>>163559263
The highest crit rate I'd ever give a character would be between 25 and 34%, just enough for one guaranteed crit every random encounter (and maybe a way to boost it over 50% for boss fights)
>>
>>163559263
Every game handles stats differently.

How long do you want each fight to be? How swingy? Evasion chance is naturally going to be swingier than defense, since it's all or nothing. How many hits should the rogue be able to take if there's a bad luck chain?

I recommend setting up some sort of simulation to get average outcomes for battles.

Another option instead of straight up evasion is to reduce the rogue's target rate, so that monsters will ignore him and target other people instead.
>>
I've been playing a lot of FFXIV lately and I kinda want to implement enmity/hate mechanics so that enemies choose their targets more rationally.
>>
>>163561939
>Another option instead of straight up evasion is to reduce the rogue's target rate, so that monsters will ignore him and target other people instead.

You can do that? Huh, I'll have to keep that in mind.

Oh yeah, a thought just occurred to me. In MV's base battle system, is it game over when the protagonist is KO'd, or when the whole party is KO'd? I'd imagine the latter, that correct?
>>
>>163562374
I think Skyborne had something like this.
>>
>>163562772
Whole party.
>>
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Bumping with a portrait wip for the big bad.
>>
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Are you working hard Anon?
>>
>>163569461
Fuck naw, I'm gonna go watch anime.
>>
>>163569461
I've almost written 4k words for the outline of my story in almost two days. I'd say I'm doing breddy gud.
>>
>>163569461
No, I'm masturbating to anime girls
>>
>>163569461
I'm working hard on making a bunch of crafting and processed items for the starting area. The game has a pretty complicated crafting system - all enemies have a lot of natural drops (like meat, fur, skin, etc), that you have to process into ingredients that you can further synthesize into items.

The skill system is a mix of Final Fantasy Tactics and Persona Q, where characters only get passive skills by level up, and all active combat skills are bestowed entirely by equipment. I just got finished making all the passive and active abilities (heavy SMT inspiration, with most of the magic spells ripped right from SMT although altered to match Row-type combat), with Beast/Demon/Guardian Eye and the Tetrakarn/Makarakarn abilities.

And then I will be working on maps.
>>
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>>163569461

Tediously fixing this pokemon tileset to add transparency to these shadows on the buildings. The color used for the solid shadows is annoyingly used in a ton of the buildings colors as well so i have to go through with a fuzzy select tool and unselect all the colors i don't want to lower transparency of.
>>
>>163522014
Luck is used instead of Power on certain character's attacks. Alters chance to inflict status condition and crit/dodge. Also improves your chances that the random loot you find in the world is better than what it would have been if you had low luck.

Finally, a lot of luck is needed to unlock a certain special thing in the game (though it's totally optional).
>>
Anon from >>163570305 here - I'll only be able to be on these threads for another couple of weeks so I'll try to contribute a lot while I can.

>>163522014
Luck increases both critical hit chance and damage, although not by a large amount (my game's system uses small numbers - the highest HP amount at level 99 is only about 350, and MP only about 250). Every 2 points of LUK increases crit damage by 1, and every point of LUK increases crit chance by 1%, and CEV by the same amount.

Luk is highest in the "rogue" track (Cutpurse, Archer, and their later forms), and is highest at the Thief class, which has a LUK growth of about +1 every 7 levels, and the lowest is shared by most classes with a rate of +1 every 10 levels.

If possible, I'd have LUK also increase gold earned.
>>
>>163570481
I swear I've never seen another person put their start bar on the top. When I switched over to gnu/linux I did that. It just looks so wrong on Windows but it looks so right on linux.
>>
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Learned how to use recolor tool properly. Yay for more skin colors.
>>
>>163571879
OH.
MY.
GOD.

Are you recreating Morrowind? Or is that already created? I'd almost pay money for that.
>>
>>163571509

I've been doing it for years, After i used Linux for 6 months because my PC had viruses and i didn't have a disc for windows XP all i had was a disc i made with Xubuntu on it. I later ended up pirating a copy of XP and used my legit key to activate it because Xubuntu couldn't really run emulators very well but i was already so used to the bar being on top i had to move it.

It makes sense to have it on top really, You don't need to slide the mouse down to the bottom of the screen to click stuff and everything menu related on almost every program is on the top so it just makes it more lazy with less mouse movement. I also have single mouse click turned on because i really hate double clicking on everything to open stuff..
>>
>>163572748
I totally agree with it being on top. Especially when you press the Super key. Seeing the menu pop *down* instead of up makes sense. I also like the look of the window going all the way to the bottom of the screen. Having that space there on the bottom bugged me. Although you could just have auto hide enable and that solves that but I like seeing the task bar and what programs I have open.

Linux has gotten much better with emulators. I used to use Lubuntu because of LXDE. When my computer would use ~300MB on ram. A web browser with bunches of tabs would sometimes kick it up to ~600MB. Linux is so much better than Windows at RAM management. I moved on to Peppermint OS 7 a few weeks ago and it was the best decision ever. Waaaay better than Ubuntu or L/K/X-Ubuntu.
>>
>>163571962
Rarely ever touch this project so only two towns and dungeons mapped out.
>>
>>163573280
I couldn't even imaging doing this. The patience to make all the maps, dialogue and other stuff would be so time consuming. Would you use a overworld map to travel between towns or what? Morrowind is fucking yuuuuuuge.
>>
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>>163573394
>Would you use a overworld map to travel between towns or what?
Nah, that wouldn't be immersive.
>>
>>163573916
the madman

best of luck, my dude!
How much of the mechanics do you have working?
>>
>>163574295
You can check yourself if you want. I have demo uploaded (bit dated, but not like I added much anyway)

https://mega.nz/#!hhYX3apT!UvC7Spq9DOd8QEGO9bEg-ZRT9-WcBf91Y5K6_g1IrWk
>>
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>>163573165

Peppermint 7 does look rather good, I might try it out at some point. I've always been a fan of Linux but it just had so much trouble running simple emulators like even the genesis emulator ran like crap back then but that was literally like 6 or 7 years ago though i don't remember the exact date. Fun fact i have screenshots i uploaded to photobucket back then. Pretty sure the screenshots were saved before i started browsing 4chan regularly since i don't have a bookmark for it in the screenshots i think maybe around 2008 or 2009 probably. I don't even remember being such a massive weeb but my screenshots say otherwise.
>>
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The /rpgmg/ Podcast Anniversary Special will premiere on Wednesday, Jan. 18th! Hooray!

The basic plan is a "Where are they now/How was your holiday" sort of thing, with a special surprise or two thrown in. It's likely gonna be a big group, so we're keeping it simple.

My question to you, thread, is if there's anything you'd like to see in said special. Guests/skits/updates/burning questions/etc. We'll do our best to fit them in. Have a Merry Christmas!
>>
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>>163578291
Yes, this makes me happy!
>>
Any plugin that let me use two party or more?
The story will have them as the opposite faction in the war and you can choose who will get the good end while the other bite the dust.
>>
Would you play a game named Inveni veritatem?
It means something like "Find the truth"
>>
>>163580307
If the screenshots looked appealing and the premise was neat. What's in a name?
>>
>>163579893
I feel like you could just do that with complicated connections of switches and variables, no plugin needed.
>>
>>163581228
I think the name of a game is pretty important. It's most likely the very first thing people learn and also remember about your game.
I would say that a good title would get people to check out your game while a bad title could drive them away.
Sure the actual game and it's presentation is much more important but I wouldn't disregard the title completely.
>>
>>163576742
You should install it on a flash drive and run it as a live "cd" to see what it's like. For me, all my hardware worked and I was surprised how lightweight it is. And it has Ice, which basically lets you run websites in a browser and lets you add them as programs. It's actually amazingly cool.

Also is that pic a comparison between XP and Xubuntu?
>>
>>163584068

Just 3 screenshots of my desktop at the time i had saved for whatever reason. I threw them together since i already had gimp open fixing my tiles.
>>
I started planning out a big long-distance travel system where you would have to manage exhaustion and rations as you cross the map. Rougher terrain would require more time, and you'd be able to see enemy forces, caravans, and roaming monsters all moving around as you traveled.

But the more I think about it, the more I realize that there just wouldn't be much fun in it. The major issue I have is dealing with the party failing (running out of food, working past the point of exhaustion). What should the consequences be? Lose some money and wind up at a hospital? Be sent back to the starting point of the journey? Straight up game over? None of those feel satisfying.
>>
>>163587057
Have you ever played Oregon Trail?
>>
>>163587057

Rather than punish the player why not make it more useful to get through it without failing. Place a good piece of gear or a key to a secret dungeon or something and if they make it without failing then they're rewarded otherwise they just get the standard playthrough.
>>
Is MV still buggy and unoptimized?
Whenever I play RPG Maker made with MV, my laptop warn me that it's overheat.
And my laptop can handle Witcher 3 at 1080p60fps.
>>
>>163587670

I'm thinking Starfox secrets here, No punishment if you fail to enter the secret areas but if you do manage to take the secret path you get to fight alternate bosses.
>>
Merry Christmas, friends.
>>
>>163588024

It's still Christmas Eve but Merry Christmas.
>>
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Good night bump
>>
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I won't be around much over the coming days, but know that I am making progress and it's coming along nicely~!

Thanks so much to those who have told me they are excited to play my game!

I love you all, have a safe and happy holiday!

-Slime Guy
>>
I need some help anons. Is any of you good with plugins? I found Mr.Trivel's Gain Stats on level up and I'd like to implement it in my game, but I can't seem to get it to work. He does explain it succintly enough, but when I go by his example and put in

<ATK>
v[10];
</ATK>

Level up happens as per normal, not as intended. Perhaps I need a formula? It'd be a simple thing. I'd like for each stat to always go up by 1 + the 1-5 bonus. Melee classes will have stronger attack growths, while Magic will have weaker, etc.

Any of you can help me out?
>>
>>163591614
you too, slime guy!
shit that pic is adorable
>>
>>163591614
IT'S SO CUTE

merry christmas to you too <3
>>
>>163591614
Merry Christmas to you, too! I hope you are having as much excitement making your game as we have waiting for it!
>>
>>163594546
Maybe the Plug In is not enabled properly yet? Some plug ins require you to tick a variable on in order to trigger/override the default.
Alternatively, there could be a clash.
>>
Has any of you played a game with aesthetics akin to The Cabinet of Dr. Caligari that don't go too Tim Burton-ish? I'd like to see something like that.
>>
How do you guys decide what the maximum level should be?

For example, I know I want my characters to become roughly four times stronger during the story, but what would be the difference between going for a maximum level of 20 with stats going up by an average of 2.5 per level and going for a maximum level of 100 and stats going up by an average of 0.5?
>>
>>163611742

Length of your game matters. If you have a short game and 100 levels you'll be blasting through levels like they mean nothing. Short game=Lower levels and the longer your game becomes the higher your level should be.
>>
>>163614069
But what is the problem with blasting through levels? Wouldn't that be more exciting?
>>
>>163614296

Not really unless you make a big deal about blasting up in levels comedy style or something where at the beginning of the game there's an epic boss fight between the hero and the big bad and as the hero falls and the big bad is sitting at 1HP you end up accidentally running him over with a food cart killing him and leveling up 40 times.

Blasting through levels seems redundant but it can be fun if you want really really big numbers in your game. like each hit does 100,000+ damage with big bold numbers and all your attacks are super flashy.

Example
Disgaea
https://youtu.be/DPy63tYTRfw

Makai Kingdom
https://youtu.be/QcwS9bePvPM

But if you want a more serious game you'll want your numbers to feel good like every few levels matter. You'll weaken the level up if you earn them to easily in a serious game.
>>
>>163072562
LaTeX works well for turning notes into a document for easier reading, since it's just plaintext with tags. But you can worry about that after you've got notes to typeset.
I could help if you've got questions, and possibly also upload a style I've been using for making quick readable pdfs.
>>
>>163576742
>I've always been a fan of Linux but it just had so much trouble running simple emulators like even the genesis emulator ran like crap back then
If you ever try out linux again, give mednafen a whirl. There's no GUI (just an OSD), but it runs beautifully on my laptop (an i5 Thinkpad x201, so old but not ancient.)
>>
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>learning Javascript is too hard
>I'll just rewrite the engine in C++
Yeah, that's it brain.
>>
If you die in the game, a loli mocks your failure.
>>
>>163617050

Cool, I'm glad someone saw that.

Well I'm still thinking about using it but right now I'm just using gedit to write all of my notes. I guess I'm already using the plaintext format, just not the tags yet. I have about 4k words so far but I think I'm only 1/4 of the way done for the outline.

I am actually using another program to format everything into a screenplay format and export to PDF. I would like to make my outline a PDF though since it would be easier to read and share. I kind of get the basic concept of LaTex, I just need to learn the tags to get it formatted. I'm on Linux if that helps any.
>>
>>163620989
In a sexual way?
>>
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>>163620989
I bet she would mock me even if I didn't die
>>
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>Want to make an RPG
>Been so long since I've done any spriting that I've completely lost the touch
>Struggling even to edit stuff from other games into something passable
>Consider doing little drawings instead
>Even if I can make the characters and enemies look good the maps and tile sets would be a nightmare
ah heck I'd have never gotten excited about making an rpg if I'd known I'd have to put in effort
>>
>>163628560

It's alright anon. Little effort goes a long way. I spent a few hours today simply putting together a workable tileset from rtp&fsm. Now I have outside and inside done and I'm quite happy with it. Especially since for outside I can freely interchange rooftop, forest page or whatever it is I need for C&D.
>>
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Merry Kurisumasu Anons!
>>
How do people make top down action games in RPGMaker? By that I mean Zelda style ones, with action and combat in an overworld instead of phasing into a turn based battle screen.
>>
>>163632870
Either learning to program or being autistic and spending 80 hours Common Eventing.
>>
>>163343981
Get started and stop relying on motivation. Discipline is an acquired skill...
>>
>>163633620
>>163633620
Or using an ATB system someone else programmed.
>>
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>>163554694
Trace over it and remake from scratch anon. Also here's some feedback.
>>
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Hello, anons!
Been a long time since I last posted in here but I'd never forget you.
Hope you all have a nice christmas or whatever festivities you're into!
>>
>>163641929
Thanks anon, I'm hoping to avoid holiday chaos myself. Hope you have a fun time, yourself though~.
>>
>>163641929
Is Paper Monk still going strong?
>>
>>163554694

Practice Dragon Ball Z hair. Just draw the head of every character every day copying as much as you need to until you can draw the hair without needing to look at the images for reference. DBZ hair is incredibly simplified compared to most other styles and everyone knows it enough that nobody is gonna be upset if your games have the iconic thick spikes. I mean once you get DBZ hair down you can just use it to draw your favorite hair styles only with thick spiky bangs and such.
>>
>>163644231
it is! it's called dreameerie now and still in develpment, but recently we only did balancing and system tweaks (for farming, fishing and foraging) so there wasn't much to post about.
>>
>>163653670
That's great to hear!
It will always be Paper Monk in my heart
>>
I refuse to let you die
>>
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Good night bump
May you all have a merry Christmas.
>>
christmas bump
>>
I'm taking a break from devouring ham to bump this thread! Don't you die on me, dammit
>>
>>163578291
get yanfly as guest
>>
I remember someone posting place to make music.
Anyone still have the link?
>>
>>163669060
https://lmms.io
This?
>>
>>163669353
Maybe that one. Thank you anon.
>>
Reading the forum because my project use CTB

>ATB and CTB is discontinued

>I know you don't like it, but could you make a turn-based version instead of tick-based?
>You could leave the tick based versions without support (for those who prefer it) and continue with the turn-based one.

>Yeah, I'm thinking about it. I do see the demand for people to want instant commitment upon selecting actions.

>Still no plugin made

Welp, goodbye my project.
>>
>>163670335
Why not this?
http://forums.rpgmakerweb.com/index.php?/topic/58464-instant-turn-battle/
>>
>>163670420
It looks interesting. Thank you anon.
>Set under yanfly plugin
After all of yanfly plugins or just the battle engine core?
From my experience, placing battle plugin below everything invite bugs.
>>
Work on your game.
Or else this thread will be known as "Vaporware thread" forever.
>>
>>163671879
I will Anon-sama but I have to leave my house soon.
But I probablywill make some progress after I get back.
>>
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Can I just upscale the character so they become bigger than the tile and make them always "above" the event behind them?

Pic related. It's from VX Ace, though.
I'm using MV.
>>
Have you ever bought video game related merchandise?
What kind of merchandise would your game have?
>>
>>163670556
To be honest, I don't think there's ever such a thing as 'bug-free'.
>>
>>163678142
Plush dolls of the characters. Anime does it a lot; I think my game could do it, too
>>
So has anyone gotten his hands on Animation Collection 2: Quantum - that wants to share it with everyone else?
>>
Merry Xmas everyone! May all of your wildest game making dreams come true!

-Leo Heart
>>
>>163670556
It actually works to set it under all your other plugins. DreamX does some great support and I highly advise the add on for creating faster paced battles.
>>
>>163678142

It would be cool to get figures and body pillows. But i would rather die than see Funko pop figures of them, though.
>>
>>163678142
Pogs, Body pillows, PEZ dispensers, Nendoroids, Tamagotchis and Oppai mousepads.
>>
How do I install DLC4?

I tried copying the generator folder from the dlc4 to my rpgmakermv's generator folder, but the Kid tab doesn't appear.
>>
>>163678142
I hope you're not that teenage nodev who comes in here once in a while looking for kickstarter stretch goal ideas for the game he's barely started.
>>
>>163690439
I always fantasize about that stuff but never post it
>>
>>163678142
Digital merchandise might be nice for some of the Anons here.
Make some artbooks (If you're an art-devs), desktops/wallpapers, or like the Japanese fandisk things...? Oh, and maybe something like a soundtrack for music-devs.
>>
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A portrait WIP for the main villain!
>>
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Dear /rpgmg/ - I can't seem to find the source for a series of RTP edits for RPG Maker XP. Does anyone know where this one and the rest of the set are from?
>I can also share more if you're working on a person project or something.
>>
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>Page 10

>>163697438
Bumping with more of the mystery edits.
>>
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Does anyone have the Casino DLC tileset from Humble Bundle #1? The mega link in the pastebin is dead and I wanted to set up Sumrndmdude's Slot Machine plugin lol.
>>
Guys, I'm a little bit drunk, I've eaten too much and I'm really tired but I want to say that I love you all.
Even if we are just random Anons you all are very important to me.
>>
>>163708793

Thanks, anon. Love you too. The RPG Maker community might be small, but it's something fun to bond over. Merry Chrimbus.
>>
>>163708793
Right back at you buddy. Cheers.
>>
Tell me about your strongest non-boss enemy.
Where does it lurk?
What does it look like?
Can it drop something cool?
Is killing it hard?
What makes it hard?
>>
Alive
>>
>it's an "i know exactly what story i want to tell but i have no idea how to make it in to a game" episode
how do I make games feel like games and not just vaguely interactive movies?
>>
Up you go
>>
>>163722759
A vaguely interactive movie can be fine too.
What is your idea about?
Where could you have some very interesting mechanics?
>>
>>163697438
>>163702232
Pretty sure those were by Mack.
>>
>>163722759
>vaguely interactive movies
We call those Visual Novels, anon

IMO you should write down your idea, and see if it wouldn't be better served as a novel. If it absolutely needs game elements (maps/variables), I'm sure you'll find a way. FF7's ATB wasn't part of the plot. Just remember that. Do what you need to make it fun.
>>
>>163728462
Mack or Looseleaf. I think they're the same person. I don't have my bookmarks to confirm.
>>
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>>163080962
i dunno why i just wanted to "red line" your pic/sprite. I thought the simplicity was so nice. I liked your image.

I didn't do too many edits. I didn't want to mess with her head because I saw how differently your character would look. Also I don't know what a kobold is.

So what I did. The #1 MAIN thing I focused on was the shoulders. Making them more slender. #2 was more cosmetic and NOT needed, but I gave her a pronounced eyelash. #3 I made her obi/sash wider. #4 I made the bottom of her yukata? curvier. Lastly #5 I just made her feet smaller.

If you see this or if it helps in anyway then I'm glad to have helped.
>>
BUMP.

Also if you could insert your character into any final fantasy game.
Which game would it be and what abilities would your character have?
Strengths? Weaknesses?

Blatant self inserts are allowed, but will be fuckn memed on.
>>
>>163731453
Nice!
>>
>tfw going to sleep without having made any progress
>>
>>163738373
What's your excuse? My excuse is that I got a PS4 for Christmas and spent all day playing Bloodborne and Until Dawn.
>>
>>163738841

Not him but my excuse is that I'm trying stupid shit like turning RPG maker into a platformer
>>
Street Kings is a really good movie, I enjoyed it a lot.
>>
>>163741879
>turning RPG maker into a platformer
Use fucking Game Maker for that instead of RPG Maker.
>>
>>163745576
Not him, I'd agree, but isn't game maker much more complicated?
>>
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Good night bump
>>
https://www.youtube.com/watch?v=MuxTHYrvbaE

Do you guys enjoy triumphant reprises?
>>
>>163745864
Not that anon but Game Maker has more templates and tutorials about platformers so he'll be able to catch up easily.
>>
>>163746524
Yes
>>
just a little more
>>
If I just want to test out a battle system to see if it is fun, should I try it in the most simplified form or in an actually challenging form?
>>
>>163752486
The answer depends on what you're testing exactly.

Are you testing whether a particular mechanic works as intended? Simplified form.

Are you testing whether all the mechanics together make for an enjoyable experience? Then I'd go for the form that is closest to what the player will experience.
>>
Any plugin that limit item you can bring to battle?
One character can only bring 4 item.
>>
Where can I find an MV plugin for weapons that run on ammo, like guns which can adjust how many bullets you can reload on certain actions?
>>
Forgive me /rpgmg/ for I have sinned. I have not worked on my game at all this month.
>>
>>163745576

Where's the challenge in making a platforming game in a program designed to make platforming games? Trying to make a working platformer with RPG elements in a program signed for traditional RPG games is way more intriguing.
>>
Did medieval pants have pockets?
>>
>>163758859
>Did medieval pants have pockets?

>http://www.medievalchronicles.com/medieval-clothing/medieval-peoples-clothing/peasants-clothing/
>Medieval peasants clothing in early medieval times was made without pockets to put things in, this led to there being a wide choice of pouches or purses being available that were usually made out of cloth or possibly leather which medieval peasants could put their small important items or precious items in such as bronze and silver coins.
>>
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>>163728462
>>163728758
Thanks for the assist- but no, Mack/Looseleaf looks a little different- they've got darker eyes and are a little wider and smoother.
Those are straight up RTP edits for animations.
> Image: An example of an old looseleaf sprite back when the generator was online.
>>
>>163753927
You just reminded me of Final Fantasy Legend.I think it'd be fun to try and re-create that in RPGM
>>
bumo
>>
Question: How important is it for you to have someone who can revive other characters? At what level do you think such an ability should be learned? early? midway into the plot? near the end?
>>
>>163767731
How common is death, and how expensive is it to reverse? No matter what, it has to come well before the end, when the player will have found out their own method and will either be frustrated or not care they they *finally* got a Revive spell
>>
>>163767731
Very important, the party healer learns Raise around the 3rd boss fight, that is at LV.8
>>
>>163767731

I think I'm gonna do it SaGa style where you just use any healing item to revive characters, but make them a little more scarce (full HP and status restore after every battle).
>>
>>163757024
I'm pretty sure most people care more about being practical and making a game in the simplest and / or most effective way possible rather than purposefully complicating development.
>>
*bumps into you*
W-watch where you are going, b-baka.
>>
>>163774710
S-sorry. I got l-lost in your eyes.
>>
>>163775523
Only a few posts left
>>
>>163779039

I've got ctrl-f ready to go.
>>
Arise
>>
>>163768035
>>163768263
>>163768679
Generally, you won't die too much unless things go tits up. Revival is mostly managed with ressurection items that are kinda expensive but still affordable. Only two characters have ressurection skills, one of them unlocks it early but you only get access to them on certain routes, and the other unlocks it near the end, but it's a strong group revive/autorevive.
>>
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>>163771620

But if you do it in RPG maker you get the cool RPG stuff already built in.
>>
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Done with the big bad's portrait.
>>
>>163790681
Pretty cute Anon.
>>
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>almost 2017
>dying a few posts before the bump limit
>>
oh no

I have made pretty ok progress on my game, and then got an idea for another game
and I know if I work on the new game I'll shelf the old game for a long time
>>
>>163799531
It never ends. There is always a new idea you like better than the one you are working on.
>>
I love you all.
Merry Late Christmas
>>
>>163799531
Write down the idea so you won't forget them.
>>
>>163800407
I love you too Anon
>>
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>have the plot
>have the gameplay
>have no art / music skills whatsoever
>still going to make the game with my own assets, no matter how
>>
>>163801243
dude look up udemy tutorials. I found a few for things I'm interested in. they have a free JavaScript tutorial if you're interested in that. Also the other tutorials on art/music/ are pretty cheap right now. like $15 or so. There's also torrenting if you're into that
>>
new thread?
>>
>>163801243
Same here
It's going to be great
>>
Come on guys
>>
>>163805553
https://www.youtube.com/watch?v=0248pUAteWk
>>
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so you can make dungeons.
you can make fun and challenging enemies.
you might even be able to make your own art assets.
scripting too, even.
but can you map?
>>
>>163811826
Maybe we can find out in the next thread
>>
Whoever makes the new thread, please update the following:

The /rpgmg/ podcast (Returns January 18th):
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A
>>
>>163812504
It's your job now Anon.
>>
>>163812942
k

>>163813973
>>163813973
>>163813973


Someone bump it with "Where's the Collab Game finale?"
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