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/rpgmg/ - RPG Maker General #186

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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 (embed)
Even More Updated DLC Pastebin
http://pastebin.com/91QntR9H (embed)
More Resources
http://pastebin.com/PznwN93Q (embed)
Katakura Hibiki Resources
https://drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Pixel Art Tutorials
http://pastebin.com/SuXCN3pf (embed)
Generators and other useful resources
http://pastebin.com/aeg28Ktm (embed)
[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:
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
>>
plz help


Please play it before reading these rules and tell me how you do. Then read the rules for spellcasting.

https://mega.nz/#!g0EQ3LBC!fFFSWodG97equt5-r9V9XcX1rRLIgbg85Pj898E1woA

To explain combat:
In order to use a Spell wih release you must first "Channel" a "Symbol" (Mantra maybe?) .The spell you "Release" depends on the "Symbols" you have Channeled,
You start out knowing only 1 "Symbol", but you get more the more as you level up.
When you "Channel" something, you also get a defense boost. Arast and Uman raise your Defense. Eth and Ophir raise your Magical Defense.
All spells cost 10 MP to cast. All characters and enemies have 10 MP. Spells and the basic attack deal 10 extra damage if you have 0 MP (you just attacked). so it is best to wait until the enemy uses a Spell before launching your own.. Maybe I should make it so the damage reduction is MP*Luck so it is better scaled for llater fights?
The basic attack costs no MP and is instantaneous, but recovers no MP either. Maybe I should also give it some extra power boost if you have "Channeled" something? I am afraid it might become better than the Released spells because it doesn't consume your "Symbols"ยท
For now you recover HP by walking on the Red Carpet, but in the final game you'd recover HP at the end of each battle.


Not implemented yet:
All enemies look the same at the start of the battle, but they might reveal themselves if you hit them with the default attack, or use one of the spells that reveal identities.


Is it fun?

Any suggestions to improve it? Should I forget about the "enemies are initially hidden" stuff and focus on the predictions? Should I instead use the transformations to focus on the predictions? Should the "rewards" for guessing the opponent's moves be greater? What could I do to help the player understand the system?

What does this system "feel" like? I don't really have a story for it yet. I had thought about demons, fairies and robots.
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>>167089141
And if you think the idea for the combat system is bad just tell me. I have other concepts to work on, so if this is the worst, I might as well continue with some other projects.

Also, while I am not sure about the "Hidden Enemies" myself, the Physical Attack becomes a tad bit useless without it.
>>
Considering donating $5 to check out Yanfly's sample project. How is it? And will it work properly on version 1.3.0?
>>
The stuff in the Season 4 Pass isn't showing up in MV? Why?
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;_;
>>
>>167089141

About to leave for work but I'll try it out this evening
>>
Stop dying while I'm not home thread-chan
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>>167089141
>Release Ophir
>Nothing happens
Uh, okay.

I guess I can see it working for some sort of support character but I don't know if I would enjoy the entirety of the battle system like this.
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>>167102150
Ophir gives them -25% offensive debuffs (and would transform them into their "real forms" if that was implemented yet) but it doesn't show up on the text box.

Or did it say something like "Failed Spell"?

>I guess I can see it working for some sort of support character but I don't know if I would enjoy the entirety of the battle system like this.
Well, the idea came from the Ninjutsu skills from Final Fantasy XIV, in which it is just one of several options available, but I thought I could turn it into a Rock-Paper-Scissors-esque system to make it more fun (Channel also works as a mini-block against Spells/Physical attacks if you are faster than the opponent, which you are in most cases). And that could only really be done if enemies use the same battle system as the player.

Maybe I should work on making that clearer.to the player? Like the enemies take different poses depending on what they just did? Or maybe I should work on making the differences in damage more meaningful?
>>
>>167089607

Considering it's updated every week, I doubt the most recent versions will work on anything less than 1.3.4 or 1.3.3. Why not just update?
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>>167103810
Also, do note that while I made all the enemies in the """"demo"""" attack at the same time (out of laziness, I guess), they would have different patterns in the actual game, which would make things a bit more... puzzley.

Should I try to release an example with the three enemy types having individual patterns?
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>>167104805
Yeah, variety would be good.
Would the full game would have more partymembers with different "channels"?
>>
>Want to make progress
>Can't stop playing Yakuza 0
Uh, it's for research
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>>167105027
I am not sure, but there aren't any planned currently. Actually the issue is that I don't have much planned OTHER than the combat system.

At first I was going for a creepy story in which the enemies were demons that the protagonist would have to "exorcise", and I thought a single playable character would be best for that kind of story. But the combat engine feels considerably less creepy than I imagined, and the fact enemies would follow repetitive patterns makes me view them more as robots, golems or zombies than demons, and there is no reason why there couldn't be more characters in such a story.

The engine would require some retooling if I add an additional character, but it wouldn't be too difficult as long as they draft from the same pool of 5 Channels (actually, if I were to add more characters I would make them rely on Equipment so the player can customize things). Do you think that would spice things up?

Say 3 main characters, each of them starts out with a "relic" that lets them cast a single spell, then they find each other and learn that the relics can be combined to cast more powerful spells? Then they collect 10 "relics" and equip them to fight some villain? (there would need to be a twin for each symbol because gameplay).
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>>167107670
Yeah more characters would allow for more depth.
The decisions in combat need to be meaningful especially if you can only do something every 2nd turn.
I think you are onto something and it could be really fun. Keep at it.
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Why are we dying so fast?
Quickly, talk about something.

Question. Are you confined to a specific number of tiles in a tileset?
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>>167112570
>Question. Are you confined to a specific number of tiles in a tileset?
What do you mean?
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>>167112570
Yes a tileset can only hold so many tiles, that is why I don't like using them.
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>>167113145
Heck. Is the same number of tiles the RTP gives? I don't remember where I read you could increase them but it seems it wasn't meant to be.
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What's your favorite character class?
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>>167113908
Mathmatician or Blue Mage.
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>>167113908
What's the class who blows a kiss?
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>MFW my game will turn out to be probably 25-30 hours of gameplay.
>MFW I'm not sure if I'll ever finish
>MFW even if I do will it be any good? Will anyone care?
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can u guys recommend some good, comfy RPG maker games?
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>>167116613
I will care

>>167116786
OneShot is pretty good
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How do you come up with names of characters?
Places are somewhat easy for me but characters aren't.
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Does anyone know the Script Call command for Set Move Route in MV? Particularly, I'm after the Repeat = 'true' part of it.

I know how to do all the individual stuff inside the move route, like setting transparancy, change image, set opacity, and even the Route commands themselves, but doing so skips the Wait, Skip, and Repeat parts of the Set Move Route option.

And because this type of question is almost always met with "Well why bother with a Script Call at all? :^)", the reason is because I want to reference the events by variable instead of repeating the same code xx times for every possible enemy.
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>>167118796
random name generators will get your creative juices flowing

one method that lots of game designers seem to use it mixing-and-matching names from real life people, e.g. Isaac Clarke from the ps3 game dead space (Isaac Asimove + Arthur C Clarke)

sometimes i take inspiration from people I knew in high school, as weird as that sounds. matching personalities. its all subjective
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>>167115456
Geomancer

>>167118796
Five methods:
1. Steal them from characters in other media (Just try not to make it too obvious, like Mario, Cloud, or Neo)
2. Find names that match the character either through books... (Sophia = Smart)
3. ...or real life (Casey/Curt/Tyler = Assholes)
4. Random Name Generator (or Captcha, apparently)
5. Make shit up
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>>167118796
I usually come up with rules, and then conform to the rules, to try to simulate language. So for pic related, it's a gendered root and suffix system. If you take the root Uri-, which would probably have some significant meaning in their language, you can make Uriel for a girl and Urien for a boy. Jatof- becomes Jatofi for a boy and Jatofa for a girl. It also gives me the wiggle room for a guy with the name Kanes or Bales to get quips like, "But isn't that a girl's name?"

It also works with my random npc generator I used for parts of the game. It rolls for a root, then adds the gendered suffix depending on their gender.
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>>167113908
Dragoons are awesome. Especially when they have dragon related powers.
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There's so much fine tuning that goes into making something that isn't absolute shit how does anyone ever actually finish making a game of any decent size?
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>>167121513
By working hard and diligently
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>>167121513
There are a couple of finished games out there. Most of us are in nodev denial.
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>>167121513
Narrow your scope. Do one thing well. Now that you've mastered that one thing, you can apply it to everything else.

People don't learn to sing while playing guitar. They learn to sing, they learn to play guitar, they mesh the two together at some point, then they make magic.
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>>167124340
True that. I played guitar for 3 years and couldn't sing at the same day. Then one day it just clicked. Life works in mysterious ways. You just have to be patient as well.
>>
>>167088742
Use this for the next OP please. Not the guy who made it, though.
#!60dAnDqK!wjae7ieRU-AGXiU_WDLTxMnl7J-XtSG4V2QuOUBKuMk
>>
How are you people liking your plots? Do you have something complex and intriguing or something just to keep the game moving?
>>
>>167126060
I'm working on a game where the story is the most important part. So for the past few months I've been working on a storyboard almost daily.
I'm hoping to achieve a nice balance between nice/comfy and intriguing/interesting.
Hopefully at least one person will like it.
>>
>>167126540

Does storyboarding actually help? I just write the skeleton of events extended far out into the game to make sure the occurrence of events are properly "in sync" with the story, but I mostly create the the details on the fly.
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>>167127092
It does help me I would say, in my previous projects I was just winging it with little to no preparation. But these were more traditional games which didn't really need a storyboard either.
I just want to do everything right this time.
>>
>>167126060
I'm confident about the beginning and the end, How to keep interest during the middle part is what's making me suffer.
>>
>>167128975

I try to always have something happening more or less. Like I try to never have the player just plowing through a filler dungeon, mostly because one of my biggest weaknesses is dungeon design, but also because I'm too paranoid about telegraphing the idea that "what you're doing is just filler". Or to at least have whatever is happening have some measurable connection to the larger story arc.
>>
from now only people with finished games can post in here.
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>>167130924
Don't say that. The thread will die again.

See? It's on page 9 already.
>>
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>>167130924
>>
Is it okay with you /rpgmg/? Are we really okay with letting our dear general die without a fight?

What do you guys like the most about your MCs?
>>
>>167132420
He is allegorically me. Some events in game will likely be based on real life ones.
>>
I've been toying around with the idea of making an RPG based in an age of post-space exploration, like a gritter Mass Effect scenario, but the resources for such a project just don't really exist
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>>167133043
If they don't exist it's time to make them.

Share them here when you finish please.
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>>167127092
Not him, but it's nice to have the main events written down. Then you just have to worry about stringing them together
>>
share your rmdev success stories anons
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>>167133503

I have a game the story of which I've been working on for over 13 years. I got about 3-4 game hours into development in RMXP, but decided to switch engines to VX Ace and effectively decided to dump about 3 years of work in the process.

Oh, wait. That's not a success story.
>>
>>167133686
why the switch, scripts?
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>>167126060

I thought I had it all planned out, but when it came time to write it out I'm having trouble getting just the basics how I wanted them
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>>167133686
Same here, except 4 years and from VX Ace to MV.
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>>167133812

Honestly, a huge part of game development to me is finding the right music. If an RPG doesn't have good enough music, I consider it to only be wasted potential, and RMXP has this irritating thing where it can't remember where in a song it was interrupted, so for example, entering a battle, winning, then re-entering the map would start the map music all over again and if it was a sufficiently complex piece of music, it pretty much ruined whatever was playing at the time - there's a work around for it in Ace, but not in RMXP. That was the "straw that broke the camel's back". Beyond that, Ace is just a better system. Less lag, more functionality, better in a lot of various ways.
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>>167134116

Why the switch
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>>167134446
I got suckered in by the "It can be ported to mobile" thing. Also because of the resolution.

Looking back I was such an idiot.
>>
>>167134189
Well that actually sounds like a valid reason to swap imo. since I assume trying to script patch this functionality wasn't really feasible for you
>>
Stop dying! Late night bump.
>>
>>167135651

The closest you can get is to have it play in one audio channel, stop it, let the battle music play in the another channel, then resume play in the first channel, but it never worked and it was just a janky mess.

And besides, because of this thread, I decided to look back at the old project, and XP's presentation is just quite a bit poorer than Ace's in ways I didn't see before, but now are glaringly obvious.

But playing through it again after a couple years, I still think it's a compelling story, thankfully.
>>
Since I've got some good progress on my world map tileset, it's time to start working on a cave tileset. Here's a WIP of a cave wall.
>>
I want to hold the hand of your MC
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>>167139371
Which one? The self-destructive outcast who ruins her own chances at happiness, or the timid one who doesn't know how to take initiative?
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>>167089141
For a game intended to recover HP to full at the start of every fight, animations need to be faster. You need a way to quickly burn through both sides' resources so that random battles don't turn into slogs.

If enemies use predictable patterns, what variety do random battles give? Since you recover to full after every fight, is it only the enemy selection? What if a player has already fought every iteration multiple times, would there still be a "point" to the random battles?

I feel that one action per "round" is too little for this kind of tactical fighting. My suggestion is to have 2 or even 3 actions per "round", but most spell require 2-4 symbols channeled/mantras chanted before release. The problem is the 0MP extra damage thing. Maybe you can't channel after release until the next round?

For attacks, here's my suggestion:
>Attacks deal extra damage when your MP is 0
>If you have 1 symbol channeled, your attack takes on the property of that symbol
>If you have multiple symbols channeled, your attack gains all those properties, but you lose all channeled symbols. You can channel again in the same round.
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>>167139592
Both, because I have two hands
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>>167103851
Managed to use the repack in the OP to update to 1.3.3. Unfortunately, the season pass doesn't seem to work on that version. >>167091336
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>>167139371
You really don't. She's a morally ambiguous teenage vampire.
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>>167139371

Anon, that's lewd.
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>>167139371

He's literally a mass murderer.
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>>167143493
well it'll be hard to murder more people with only one hand.
>>
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Good night bump
>>
Anyone got a working link to the Humble Bundle 2 mega? The one in the pastebin doesn't work.
>>
what do you appreciate the most when playing an rpgm game/demo?
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>>167151503
An engaging hook that sticks early on.

I've encountered my share of demos that only have their hook by the end of their demo, as if it's some sort of twist for the story.

The hook could be the art style, music, story, gameplay, or something else. As long as it has a good hook, then it is a good demo in my eyes.

Even some rather decent games I have passed up because the hooks for them were either really flaccid or took WAY too long to develop.
>>
>>167132776
Are you me?
Thread posts: 78
Thread images: 10


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