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/rpgmg/ - RPG Maker General #187

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Thread replies: 281
Thread images: 46

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What's a Bump Limit 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 (embed) (embed)
Even More Updated DLC Pastebin
http://pastebin.com/91QntR9H (embed) (embed)
More Resources
http://pastebin.com/PznwN93Q (embed) (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) (embed)
Generators and other useful resources
http://pastebin.com/aeg28Ktm (embed) (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
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Previous thread
>>167088742
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>tfw thread is kill
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Made any progress last month /rpgmg/?
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>>167173156

Not at all, February is gonna be better.
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redesigning one level... i don't even know how important it will be...
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>>167173156
Nope. Spent most of my time working on an Excel sheet for a fa/tg/uy friend of mine.
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167140517
> 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?

Oh. The game wouldn't have random battles. The original concept would have been a bit like Claymore. The city/town is infested with "demons" who disguise themselves as humans. You go around talking to people to find out who are the "demons". Some "demons" would have instantly attacked you if you approach them, some might have pretend to be humans and later use the chance to escape when you leave their room, some would lead you into traps, some might have taken hostages, etc. Thus there would be plenty of room to breathe between fights.

I am not sure about how I'd go about things now that I sorta decided against demons, though.

>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?
But would the enemies have multiple actions as well? What if you had two or three playable characters?

>Attacks deal extra damage when your MP is 0
This seems like a really good option.

>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.
These are a bit hard to balance while keeping consistency, though.
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Any one here doing an earthbound/mother/OFF/omori/knuckle sandwich/glitched/undertale clone?
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Reposting version 1.3.4
#!60dAnDqK!wjae7ieRU-AGXiU_WDLTxMnl7J-XtSG4V2QuOUBKuMk
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Post progress Anons
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Stay alive
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>>167181353
Been working on implementing the 4th party member.
She specializes on buffs/debuffs
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>>167178021
I'm taking inspiration from Mother 3 for the art style, but the tone of the game is much more lighthearted and the gameplay is similar to Paper Mario.
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>>167184589
>Heals with the power of love
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>>167173156

Actually, yes. I've made a big, horror-themed side-quest for shits and giggles. I've also made some progress on one of the optional dungeons, but, unfortunately, I couldn't finish it in January as I planned... And also - two additional thematic tilesets, some icons and battle sprites.

Hopefully, I'll be able to do more this month.

>>167178021

My game is literally a big OFF reference, disguised as Earthbound clone, but it still have a lot of elements to (I hope) stand on its own.
>>
Show me your last boss
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Tell me your story in up to 5 sentences
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>>167190957
Robots rock, aliens are dicks.
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>>167190957
Wake up
Grab a brush and put a little make-up
Hide the scars to fade away the shake-up
Why'd you leave the keys upon the table?
Here you go create another fable
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I feel a deep sense of shame every time I post in here because it's been so long and I have nothing to really show for it.
>>
trying to write an acoustic song but I need some progressions.

give me 4-5 random numbers between 1-6 pls
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>>167192013
1
1
3
5
2
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>>167192013
352163
>>
figured I'd ask here since I'm a piece of shit coder.

How would I set up an event that gives you a random item of a list of 50 or so, some repeating? or possibly a list of 15 items with different probabilities of them?
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>>167192432
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>>167192013
11111
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>>167193141
you madman
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Person who wrote the music for the Tomb of Friends demo here.

What were you guys opinion on the soundtrack?

Was it good or bad?

Any thoughts or anything you feel could be improved?
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>>167193481
Can you link your music?
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>>167193481
I think it was really fitting, I like it.
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>>167173156

I got a good start on my world map tileset, and I've been doing a lot of plot work. Act 1 is basically sorted out, except there's one bit I might cut out (I like it but it messes with the pacing).
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>>167193905
https://soundcloud.com/prutte-1
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>>167176481
Just throwing ideas around, hoping something will stick.

How long is an average battle? That's an important thing to keep track of, although you have a lot more leeway without random battles.
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>>167193481

Been a while since I played it but I remember really enjoying it.
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>>167192432
>>167192924
Did it work?
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>>167196568
You missed the part where anon wanted to be able to weight the selection so that some were more likely than others.

Here's a solution in MV that allows that.
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>>167197375
Damn that works much better. I feel like a retard now
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Only about 15 more things on the to-do list before demo time! How are your projects going?
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>>167200027
I make a little progress each day!
I was able to crush some plotholes yesterday and that feels good.
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>>167200027
I have an extremely rough all-rtp version of act 1 basically done. When I finished that I decided that I needed to buckle down and actually write the whole script before doing any more in-editor work, and I'm currently agonizing over the plot.

Writing is really hard. I can't decide how much "stop the apocalypse" this should be versus "stop a tyrannical ruler" versus "get revenge on the guy who betrayed you."
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>>167200673
A little progress is still progress! Good work!

>>167200994
Writing is extremely hard, I feel you. I think the answers to those plot questions should reflect the gameplay as well as the lore of your world. Is your game supposed to be more political? More "stop a tyrannical ruler/revenge". More adventure/party development? More "Stop the apocalypse", etc.
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Which one?
This is related to my game somewhat
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>>167202563
Completely opaque, but you should be going for zettai ryouiki instead of full stockings.
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>>167202857
That's a good idea, maybe I will do this.
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https://youtu.be/6F_IekIE4LI

New podcast, everybody! A quick trip through the "Do"s and "Don't"s of Quest Design. What was the last game you dropped, and why? I ended up with a list of about a dozen RPGs I stopped playing for one reason or another.

Shoutouts to Karbonic for the thumbnail, and Tomb Dude for being an awesome dude.
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>>167207823
>What was the last game you dropped
Every game I've played in recent memory teebeehonest
>>
>>167207823
Not the last game I dropped but I really disliked Castle Crashers.
Controls were an absolute mess on the PC and the gameplay was one giant clusterfuck, I lost sight of my character a couple of times because of effects everywhere, wasn't very fun. But the worst part was the attempted humor of the game. Defecating animals are not funny to me at all. But the devs really like this and even put this in their next game.
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>>167207823
I stopped playing Wild Arms because the combat was way too slow. I played through it a long time ago, but just can't bring myself to watch 10 second animations. I also think that sprite/pixel work looks leagues better than the ps1 era low-poly. Some games did it well but WildArms was not one of those games.
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http://store.steampowered.com/app/554600/
Why haven't you learned Japanese with the power of the RPG Maker yet?
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New screenshots!
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>>167196568

>>167192924 worked for giving a random item! gonna try to combine with the other screen posted to make it show the info of what you got
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>>167209313
I played Castle Crashers for a bit, and what really got me is how THIN everyone is. Hitting something a tiny bit above or beneath you is a crapshoot. It's supposed to be a casual game, but it's hard to relax while playing with both the wonky hitboxes and the on-screen chaos
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>>167211604
>http://store.steampowered.com/app/554600/
Does it just teach katakana? I already know katakana.

Fuck the identical-looking ones though. ソ & ン ; ツ & シ
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>>167216373
Yes but there is also this.
http://store.steampowered.com/app/438270/
I haven't played them, though.
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Other than work ethic, what's everyone's weakest skill when it comes to RPG maker/game making?
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>>167217008
So these games basically teach the alphabet and act like they're teaching japanese.
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>>167217060
Making music
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>>167217060
coding for sure although I'm pretty bad at almost everything
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>>167217060
motivation
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Bump it
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>>167217060

Probably story. I can come up with an overall plot, but actually putting it together is really hard for me.
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I am trying to finish my story for my game, I have a plot outline, a very simple straightforward objective for the player some good lore hidden around the place for players to find on their own ect.

However where I am struggling is the right amount of edge, I may or may not be pic related and want some angry ass protagonist. The plot's main theme is nihilism, the man who set the stage for the game and the big bad wanted to end the world because it was fucked. Rather then preach "you have to have hope hurr durr" I'd rather the morale be "You have to deal with harsh reality and make the best of it." without falling into the protagonist rut of "friendship :)" or any other bullshit like that.

Is that /too/ much?
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>>167221961

The internet meme-fueled mentality of I'm-too-cool-for-sadness shouldn't influence your writing. Just let whatever you have to "say" be organic/not forced. Let the events play out and speak for themselves. If the story is sincere while being sincerely dark, then there's nothing wrong with that.
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Hey, general question that doesn't belong here but I want some help. I'm a retard and have a virus that keeps on creating a file in my local appdata and is consistently running two regsvrs that I can't stop. I can't go to a previous restore point. What can I do to get rid of this?
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>>167222609
Genuflect
Which anti virus are you using?
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>>167223797
Haha
Microsoft Security Essentialsâ„¢
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>>167221961
You can do that but the execution will be difficult. You have to show how the world is fucked in a way that won't be cartoony, yet not ambiguous enough that there will be some player who will think "hey, this isn't such a big deal and everyone are being babies about it." Same with MC. Making him go full edgelord with no redeeming qualities, will make the players unable to care about him.

Also that "you have to deal with harsh reality" is some kind of hope you create yourself, so the line dividing what you want and don't want to do is blurry.

My advice is that you write at least three paragraphs of your plot and read them aloud. If you're cringed by them, then you need to rework them. But the idea is good if you can pull it off.
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>>167224047
Search for the virus' name on the Internet and find out what can kill it
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>>167224539
The name of the folder it creates is "3aba497". It also created Abkpworks and Esdtion folders, which I've managed to remove. Searching up either of those names brings up nothing.
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>>167224775
Download Malwarebytes Anti-Malware
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>>167225217
Oh man I thought the free version was a trial and I already went through the whole trial. That should work, sorry for being a retard.
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>>167202563
Second last one. Also don't listen to the anon. Pantyhose is love.
>>
What is your MC's greatest fear?
>>
Reminder to back your shit up in multiple ways. My laptop died and my last backup on the cloud was from September, so I thought I had lost way too much progress.

Thankfully the HDD was not the problem, so I was able to recover everything and I'm going back in to work on it.

Don't ever give up.
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>>167229540
Glad to hear that your project isn't lost.
I can't really use a cloud service, because my upload is really slow but I do have an external HDD which I keep up to date.
>>
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Good night bump
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bumble bump
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>>167202563
5th one (top right).
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>>167221961
The World Ends With You is one of the few RPGs that did this right. Neku is a snarky asshole for most of the game, but he learns to open up in a fairly believeable way. Your MC doesn't have to open up much, but they do need to get less annoying to the player as time goes on.
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>>167231396
good morning bump
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Does anything special happen when the player dies in your game?
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>>167243009
I'd like it to be where they go back to a checkpoint and lose their currency, but they can work their way back to the area they died at to find their currency again.

But then I'm not sure if that ends up too easy, or too punishing. I don't even know how doable that is in the default MV system. Maybe I'll just have it cut their currency in half with no other extras.
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>>167237385

Some kind of change in the MC needs to occur as the game progresses. I think an equally interesting one would be an initially optimistic and determined MC who eventually evolves into a jaded and cynical anti-hero as the world shits on him would be interesting.
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>>167243009

I'm too afraid of "nerfing" difficulty by making death less significant
>>
Do you guys ever self-censor planned plot/visuals in fear of potential backlash?
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>>167250857

Not really. What did you specifically have in mind?
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>>167250857
never, but I'm not worried about sales, so...

guys important question -- is RPGMV worth it?
I found myself getting increasingly frustrated with the limitations of RPGVXAce but I can't code worth a damn in Ruby...

what are the pros and cons of upgrading my project ~15% of the way through the game? is there anything I should know about MV that might be a dealbreaker? Price really isn't an issue
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>>167251710
oh shit, I just read that the default tile-size for MV is 48x48 and not 32x32... what the fuck? that can be changed, right? why would they not make it a power of 2????
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>>167251996
It can be with fixed but it's not perfect. If you've created your own assets it might not be as bad because you can tweak them to make them bigger. But if you got them somewhere else... might be a little more work.
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>>167252683
>It can be with fixed but it's not perfect.
can you elaborate? I assume you mean you can't mod the map editor to work with 32x32?

its just dumb on their part, not making it a factor of 2 and then making it impossible to use all the old pixel art assets... virtually every RPG in existence ever created uses 16x16 or 32x32..
>>
>>167253207
Well 48x48 is a power of 16...

But a YouTuber has gone through trying to change the MV size to XV Ace. It's also kinda enjoyable seeing how me messes up.

https://www.youtube.com/watch?v=453AovzHXBE
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>>167254254
its standard to use scaling like
2, 4, 8, 16, 32, 64, 128, 256, etc

no idea why they chose 48x48
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>>167254453
I don't know. Either use XV Ace, Change your game to 48x48 and use MV, do what the video said or cry about it and don't make any progress.
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>>167250857

I've had to stop myself from making a lot of dick jokes. For a while, I felt like I should make some female characters to balance out my all-male party, but then I decided that that would just bloat the cast and take screen time away from the characters I've already got planned out and created this project for to begin with. My next stories and concepts will have more girls, but this one being a sausage fest is fine, it even suits it thematically more or less.
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>>167254453
>cry about it and don't make any progress
then I would be like you :(
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>>167255178

BTFO BY CRYBABY

how will I ever recover....
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>>167254254
that wasn't me but how does event handling work with the resized tiles? still the same?

the rpg maker forums are down so I can't view the thread about it
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>>167255465
Everything looks the same in the editor. So it looks like you're working in 48x48 but the output is 32x32. Eventing still works the same on the grid, provided your characters are also in 32x32
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>>167255607
The characters don't affect the ability to make events, to clarify. I meant to say that the characters will be bigger so the alignment to some events might be off. It won't affect functionality, just the look.
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>>167255729
>I meant to say that the characters will be bigger so the alignment to some events might be off. It won't affect functionality, just the look.
which could be fixed by making the characters and event sprites the right size, right?

or are you saying the collision boxes are still 48x48?
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>>167255995
Yeah I meant to say that all the images in your game(unless you want them to be big) should be 32x32, just like int Ace. So character sheets, tilesets, and other sprites should be 32x32. As far as I know, the game is changed to run in 32x32 mode so it's identical to Ace. So the resolution will be smaller but will function exactly the same.
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Is your game comfy? What are some comfy aspects of your game?

Also, what really makes a game comfy, in your opinio? Is it just the visuals? Or can gameplay mechanics and plot elements be comfy too?
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>>167256169
great, thanks. will just have to wait for the forums to be back up
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>>167256175
My game has roadside campfires, because I found the comfiest feeling in Dark Souls was resting at a freshly lit bonfire for a minute or two.
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>>167256175
A shitty computer
>>
Man figuring out how to start the game is really the hardest part
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is there no option in Rpg Maker MV for transparency color...? when importing a custom sprite sheet? god thats annoying if I have to go and delete all the space around the sprites and make it literally transparent in Photoshop
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>>167256175
Everything plays into being comfy. Think of it like a play, you have:
Music
Sound Effects
Gameplay
Dialog
Graphics

All of these things contribute to the "scene". I've found that when making comfy scenes, it helps to make a really comfy song first and then make the rest of the scene while listening to the song.

Comfy aspects in my game include:
First area is a farm house that you can jump on things, explore, paw around. Softer colors and natural tones. Relaxing music and cute sound effects. Fireplace. I've been told it looks comfy.
>>
Are there any references to other games in yours?
>>
>>167266736
Tons. Movies and music too!

Way too many to list them all but the game itself was inspired by a Johnny Cash song:

https://youtu.be/I3sNHiu_FsU

Lots of references to 90s animated films like:
Brave Little Toaster
All Dogs go to Heaven
The Secret of Nimh
An American Tail: Fievel Goes West
The Rescuers

And non-animated films like:
Beetlejuice
Home Alone
Homeward Bound

Games that are referenced:
Chrono Trigger
Many Final Fantasy's
Suikoden
Earthbound
Undertale
Phantasy Star

Also weird things like, all the bats in the game have names that somewhat resemble famous scientists.
>>
>>167266736
Oh it's a lot
The brand of cola I like.
Half the setting is some kind of bastard child of Lovecraft and Strugatzki.
Most of my characters are based on friends or other people I know.
The main character swings an electric-guitar which references FLCL
I'm pretty sure theres plenty of STALKER that made it in, like exploring industrial ruines.
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>>167256175

The fundamental premise of my game is so dark that I'm trying to balance it out with all the peripheral elements being a little more comfy
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woohoo finally got some icons... with pictures.
>>
I need to make a skill for my tank but I have a hard time thinking of anything. It's a party of four members and everyone should have 10 skills. What else can suit his skillset?

1) Challenging Roar: The tank is targeted by all the opponents

2) Panda's Mantle: Shields the entire party, letting them absorb 30% of incoming physical damage

3) Second Wind: The tank fully heals himself and his DEF and MDF are buffed

4) Comfort Cloak: Applies HP regeneration on one ally and gives them a 50% chance to reflect magic spells

5) Alpha Claws: Deals damage, causes fear and disorientation

6) Deafening Roar: Disorients all the opponents, has a small chance to stun

7) Butcher's Feast: Scratches three random opponents, has a small chance to cause bleeding

8) Beast's Mantle: Boosts the entire party's ATK and MAT

9) Claws of Fury: Deals either very low or very high damage and pins the opponent to the ground

10) ???
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>>167270514
a skill that raises his defense by 2(or whatever number) but lowers his attack by that much as well. Basically super buff his defense at the expense of attack
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>>167266736
Mostly just anime. It's an RPG and borrows a lot of tropes, but I think the only real VG connection is my emo character. He has a spell called Sonic Edge, and his pallete black and red (like Shadow the Hedgehog)
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>>167270747
I was thinking of something like that, but Second Wind is too similar.
>>
How long will your RPG take to beat when it's finally finished?
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>>167262957
No. MV assumes images are 32 bit.
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>>167254453

48x48 has the advantage of being evenly divisible by 3. It's also a pretty comfy size to work with. I always felt VX was a bit too small, and 64x64 would be too big.
>>
>>167274319
It's also almost never used by anyone, professionally or otherwise.
>>
>>167275756
Well, if you're making your own assets like you should, that's not a problem.
>>
>>167276086
It would be a problem for someone who's made stuff in normal sizes like 16x16 or 32x32 before.
>>
>>167276246
Hasn't been a problem for me
>>
>>167276371
>works on my machine
Okay
>>
>>167276520
I'm just saying there's nothing wrong with 48 other than it being "different"
>>
>>167276818
I mean there is, and I've already said why. If you need another reason, you can't easily upscale 16x16/32x32 sprites to 48x48 either. And plus, what's even the point of making an unusual sprite size the unchangeable standard for an RPG Maker-type program? It only inconveniences people. You can adapt to it, but you shouldn't really have it for what the program is.
>>
>>167276246
I know there is a plugin that changed the tileset size, but I had to use a zoom-in plugin as ell since it seemed too small.
>>
>>167270514
Doubles/Triples Max HP, set DEF and MDF to 0.

Gives a buff that makes Spells that heal target ally also heal the Tank.

Absorb the next status ailment inflicted to any party member.

Deals damage and reduces the opponent's elemental damage.
>>
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Why aren't you staying on page 1 to 9?
It's much nicer there.
>>
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Repostin'

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.
>>
>>167280563
Heyy that's pretty good. The second one sounds cool but I don't know how to implement it, so maybe I will go with the first one. I was also thinking of a skill that recovers MP to all the party based on the tank's MAT, but I can still add both, one as part of his skillset and the other as a bonus given by equipment.
>>
>>167282901
yanfly did a video about it. Healing link or something.
>>
>>167283156
Oh yeah, this one:
http://yanfly.moe/2016/01/13/tips-tricks-healing-link/

Too bad it's just for MV, I'm using VX Ace
>>
>>167266736
I'm planning to reference:
Soul Calibur II
World of Warcraft
Undertale
Team Fortress 2

and may add more as I go along.
>>
Is there a way to track movement?

I'm trying to track it for a tactical turn based project. The basic idea being that each step, after a movement action is declared, increases a variable up to a threshold that would complete the event when reached and end an armies movement for the turn.
>>
>>167286178
Sure. Set a variable equal to the x, another equal to the y, and if either the x or y changes from what you set, add 1 to the tracker and re-declare the x and y.
>>
>>167256175
The entire setting is dull, gray, and desolate.

The comfiest it gets is when your party members and you take a break by a bonfire to chat before moving again.
>>
Post battle music
>>
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>>167285485
>Undertale
>Team Fortress 2
Christ
>>
>>167288130
If I don't end up making my own music I will definitely use this for a boss battle:

https://www.youtube.com/watch?v=wvgHKkTTGO4
>>
been using yanfly's doodad plugin.

Does anyone else's game run really slow and janky from it? all of my transitions to maps are really bad when I don't have a fade.
>>
>>167288678
ah I knew someone's panties would get in a bunch

I also forgot to add:
Castlevania: Lament of Innocence
and I plan on referencing some music, including
Coheed and Cambria
Dream Theater
Circa Survive
>>
>>167293138
>I knew revealing my embarrassing taste would get me a (you)
It's not exactly rocket science
>>
When you transfer your player to other maps, what type of fade do you use, if any?
>>
Arise
>>
>>167294024

I've never even bothered to check the different fades, but I guess there's a few different kinds. Like a zoom in would be good for going down some stairs.
>>
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I want to make sequels to my game one day... but I want to give it the Jojo treatment and have every "Part" be sort of a different story in the same world with a different protagonist.
Thoughts on that?
>>
>>167217060
art
>>
>>167297874
Would the different parts have a connected story?
Introducing a lot of new characters every time would be a lot of work I imagine.
>>
>>167173156
Wrote out a rough outline of my game and got started on the first area.

>>167202563
Left

>>167217060
Art and Music. Eventing and coding I'm great at. Story I can kind of bruteforce to fit everything else. Tilesets, sprites, animations, etc is all going to have to be outsourced. Music I'm just going to use some license free shit that's literally all over the place.

>>167228361
Not living up to her potential. Her homeland being destroyed.

>>167243009
You lose half your loot upon party KO like in Dragon Quest. If it's just a single party member, the most common ways of bringing them back from KO will inflict a weakness debuff which significantly reduces their stats unless you go to a clinic to bring them back. So "phoenix down" spam during boss fights isn't a great strat and getting knockout before you even hit the boss would make players head back to town.

>>167250857
No. My game isn't risque or anything though. Even if it was I wouldn't.

>>167256175
>Is your game comfy?

I'm aiming for comfy.

What are some comfy aspects of your game?

Most nostalgic RPG tropes and elements the target audience is familiar with.

>Also, what really makes a game comfy, in your opinio? Is it just the visuals? Or can gameplay mechanics and plot elements be comfy too?

Grandia is the comfiest game of all time.

Here's why:

>Kid cast
>Early teen romance
>Adventure being the theme; you can feel it from the character's motivations, to the music, to the artstyle
>Humor
>Difficulty is kind of easy; you know you can sit and make progress without stressing out

Easy difficulty is the only thing my game won't have. Towns will be kind of a reprieve for the player though and I'm hoping to make them feel like a breath of fresh air.

When it's raining out and you're curled up in a blanket though, Grandia is the perfect damn game for maximum comfy.
>>
And tutorials on animated enemy sprites and their placement on the screen?
>>
>>167261131
Yes it is. And then adding new characters to the cast and having to develop story arcs and motivations for them to stick around is equally annoying. And the villain's and their motive. Everything besides those things is just gravy though.

>>167266736
It's heavily an homage in terms of flow, story, and playstyle to early FF and DQ, but otherwise I'm trying to keep it self-contained.

>>167270514
Cover like Cecil's paladin ability in FFIV. You could also go with Sentinel which stops hp from hitting 0 for a certain time, but stops all other actions.
>>
>>167298687
Sequel would take place 150 years after so yeah, new cast.
>>
I JUST lost my job and my project is half done, is patreon a good way to get extra money??
>>
>>167299703
I'm sorry to hear that Anon
>>
>>167299946
Thanks!, I will try on Patreon i live on a really shitty country anyways, with $150 trump dolars monthly i will live well.
>>
>>167301991
Well you can always try, right?
You could also try making a Kickstarter but you would need to make a really good page.
>>
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What are your financial goals /rpgmg/?

10k sales for $15 here.
>>
>>167302965

For me it's a hobby I plan to make $0 from.
>>
>>167302965

I really only have myself in mind for my game, so any recognition beyond my own enjoyment would be okay. I don't really need it, though.
>>
>>167302965
>$15 for an rpgmaker game
Better be a damn good one.
>>
>>167303925
What is a "good" RPG maker game?
>>
>>167304059

Professional grade
>>
>>167304158
Is there any example of such games?
>>
>>167304059
A good game, like anything else.
>>
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Why couldn't they just give us an option to just use animated monster sprites and position them on the fucking screen.

How is such an important feature missing???
>>
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>>167294024
I just use the default effect mostly. However, I also use instant transfers sometimes to hide map trickery (video related)
>>
>>167305045
look for animated battler sprites if you're using MV
>>
rpg maker forum is up, if anyone was wondering when it would come back up
>>
I've designed 6 quasi-boss monsters today, how is that for progress?
>>
>>167306658
That depends. How cool are they?
>>
>>167305216
That blurry effect while walking looks terrible, how do we fix that?
>>
>>167302965
10k sales @5.99 a pop. Steam takes 30%, an additional 5-10% is going to charity.

I've looked into it, the games under $10 tend to sell more copies and actually make more money. Most people wont buy an RPGMaker game for $15.
>>
>>167306658

Not too bad
>>
>>167306717
>How cool are they?
As they're all freshly designed I cannot tell with certainty, will have to revisit them in a couple of days but as it is;
1 is so cool I am thinking of a way to make him part of the main cast
1 is cool enough to make multiple minor appearances
3 are solid designs
1 not cool enough to be a Boss but too cool to be a regular encounter
>>
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Crows!
>>
How long does it take for your game to compile? I'm in VXA and it's a good 30 seconds now.
>>
>>167307701
Love your artstyle!
>>
>>167307715
>implying I am that far into deving I actually opened MV yet
>>
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>>167307948
Thank you! :)
>>
>>167306842
>10k sales @5.99 a pop. Steam takes 30%, an additional 5-10% is going to charity.
+tax
+discount

Is it really worth all the effort and time?
How long have you been working on your game?
>>
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>>167308647
Been working on the game at a good pace for about 10 months, if you exclude the few months I had to stop. Of course it's worth it! I'm in a situation where my living expenses are insanely cheap, so even making 10k makes it so I can afford to spend another year working on something without worry. Not only that, but it's been insanely personally rewarding and fun to learn and make the game. I have other projects lined up afterwards that will take advantage of all that I have learned.

The only other option to increase $ made is to put a lot of effort into marketing and/or raising prices (which could backfire). I donno, I just expect nothing special but hope for the best. Who knows? Maybe it finds an audience and people love it.

Finally, my main goal for this is to give everyone something to experience from my own creation. I want to tell a story that makes people feel things. It's a way of not feeling alone.
>>
I used a script in VXA that let the field music play continue instead of the battle theme and victory music that I could turn on durin critical sections.

Is there something like that for MV? I can set the battle music to the field music and it continues fine, but the Victory music (even if set to None) interrupts it, and makes the Field track go back to where it was pre-battle which is jarring for a vocal track.
>>
Using Ace. Is there a way to restrict individual equipment within a type by character?

Like, I want to make a type called "Titles" which would basically be an accessory that changes your nickname and stats accordingly, but each character would have their own specific set, and it looks like if I just have them all equip the type they'd all be able to equip everything.

Surely I don't have to create a new type for each character?
>>
Son, I found your copies of illegal acquired Makers under your bed.
We need to talk.
>>
>>167312450
No officer, they're both legal
>>
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Good night bump
>>
>>167302965
Looking at that Steam stats page for various RPG Maker games you're actually setting your sights way low.

I plan on charging 6.99 and getting 30k sales within the first year, and since steam games have crazy "legs", 100k lifetime. My game's budget is veering towards between $3k and $10k. Steam takes a 30% cut, so I'd be hoping to make that back very quickly.

>>167304059
Ara Fell
The Burning Grail

And I'd still feel a little hesitant about paying more than $10 for either of those. If you think about it, usually on sales you can get a high budget game like Final Fantasy X (or hell most of the FF series) for less than $10. You have to be wary that you'll be competing with RPGs in general, not just RPGM games

>>167307715
Aiming for 10 hours from a to b. With 15 hours sidequest completion
>>
Does MV have a plugin yet for Suikoden-esque actor inventories? Basically each character can only carry 6 items into battle with them, but outside of battle have a bag of items they can all share from.
>>
>>167321768
While we're at it, how about game over spawns you in the clinic of the nearest town, and you lose half you're gold? Is there a plugin for this?
>>
>>167321768
>>167322241


Found the fix :^)

for the first:
http://mvplugins.com/plugin/McKathlin/Custom%20Game%20Over

for the second:

https://galvs-scripts.com/2016/05/05/mv-actor-equip-items/

in case anyone else was interested
>>
>>167322241
This seems possible to just Common Event, desu, but I'd check Himeworks' game over events.
>>
>>167310373
You could in 2k3, but not in Ace. Either find a script or just make a type for each character.
>>
I'm thinking of using a linear battle system where after you use 4 characters in a battle they need a cooldown time to force the character to use other fighters.
How would I go about doing this with events or common events? Each battle is planned out, no random encounters.
>>
>>167330601
>>
>want to be original and not have the "magic" command be called...well, magic
>no cool enough words come to mind when thinking about it
fuck
>>
>>167331662

Don't fix what ain't broke, man.
>>
>>167331662
Mana is a common alternative
Saa is a force used in ancient egyptian myths that basically is the equivalent to Magic
You can go full weeb and use Chi or Chakra or "x" energy (spirit energy, astral energy, celestial energy, etc)
Sorcery is another synonym. Witchcraft. Conjury.
>>
>>167331662
oh I saved a text file fore those

Inua
Odic
Soma
Vril
Astra
Vis
Vim
Aetronics
Aethonics
Leytronics
Thaumatechnics
Heuristics
>>
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>>167331742
B-but look how cool it is when you take a random italian word and use that instead

>>167331963
Saa sounds pretty cool.

For some reason i'm using a few Greek words for some skills, but magic is just Magela or Magikos and that isn't different enough.

It also might be that the fact that my game has no special energy or power whatsoever, so i never thought about giving it a name before.
However...
>>167332149
....Thaumatechnics made me think that a word that holds all kinds of moves, magic, physical or whatever, would be much better than one that only includes magic. Like the "Battle Arts" from Xenoblade. Arts sounds cool too.
>>
does anyone else have graphics troubles on Windows 10?

like, weird colorful pixels popping up everywhere, and occasionally the game screen just turns black

Nvidia graphics card, if that matters...
>>
>>167334114
Which RPG Maker? Do you have a screenshot of the problem?
>>
>>167334789
MV

I dont have a screenshot because it happens really quickly and kind of randomly

just picture a bunch of tiny rainbow pixels popping up and disappearing on the screen like snow. and then the game window goes black. sometimes it comes back after going black, and sometimes I have to close it out and restart to fix it.
>>
>>167316956
>I plan on charging 6.99 and getting 30k sales within the first year
That's a shit load of money.

I guess I am aiming for 10k because I have no connections in the gaming world, so getting my game out to more then a handful of enthusiasts no matter how well it's done seems impossible.
>>
>>167335096
Taking a look at SteamDB those numbers don't appear too farfetched

https://steamdb.info/app/278530/graphs/

https://steamdb.info/app/524850/graphs/

Of course those games have been out longer than a year, but I plan on spamming the shit out of advertising for my game too to hopefully boost numbers. And I'm thinking the budget will be a bit bigger than those games too.

And then of course an example of how cheaper is better for sales numbers regardless of quality even if you're using RTP:

https://steamdb.info/app/391260/graphs/

Or you can have an extremely very well received game at normal price:

https://steamdb.info/app/206440/graphs/
>>
What is the size of a single portrait in MV?

Why is information like this not available on the internet and why are all their forums down?
>>
>>167336315
because MV fuckin sucks
>>
>>167336315

Open mv, press f1, and type "resources" in the search.
>>
>>167336379
>>167336868
Cropped it myself, one is 144x144
awkward size
>>
>you will never know how the collab game ends
>>
>>167341425
You could write the ending and dev it yourself.
>>
>>167173156
Did literally nothing as I was working overtime almost every day.
>>
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>>167216373
It helps to have a glance at the way they were derived; they also have the same stroke order as their hiragana equivalents.
>>
>>167328189
Anyone?
The mechanic story-wise would be that after each battle the 4 characters that just went need to rest and should be replaced by 4 different characters.
>>
Thoughts on this song I'm working on?

https://soundcloud.com/iwilldevouryourkittens/the-crack-in-time-wip

It's not finished yet but I kinda like how it's coming along.
>>
>>167349867
How many characters are there in total?

Assuming there are more than 8, I'd personally create a false map to which you get teleported after battle. Then have the player choose the party by talking to four other characters with the "leader" character. The characters who just fought would be made unselectable by being moved to an area in which they are seen resting..

Personally, the idea by itself doesn't make me excited, but if you design your game and story around it, it could prove like an interesting additional layer.
>>
>>167351125
It seems like it could be an interesting battle theme.
>>
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>>167351593
Thanks anon!
>>
>>167351125
That's pretty cool, I like it. You should finish it!

Are you interested in making music for other projects?
>>
Would a dynamic play style (changing between SRPG, ATB and standard RPG) work with a nonlinear/open-ended game?
>>
>>167351428
Thank you. There are 45. I'm leaving the art for last to get the story down first with placeholders.
So that would involve attaching a variable to each character and then checking if the character was in the previous battle through the variable? Or maybe switches.
>>
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feeback pls
>>
>>167355551
Less empty space.
>>
>>167355551
Needs a dancing clown
>>
Show me your biggest enemy
>>
>17 minutes for page 10
Wew
>>
>>167352678
Oh, sure! Why, are you making something I could do music for?
>>
>>167355551
I really think that sticking to gameboy colors is the way to go for a monochrome game, like pic related. It's not bad at all! There is a lot of empty space. Add maybe rugs? Tile floor? I assume it's an office building.
>>
>>167352930
Maybe. Care to elaborate?
>>
>>167351125
>https://soundcloud.com/iwilldevouryourkittens/the-crack-in-time-wip
This is by far your best work yet. I love it as a battle theme. Up the lead piano volume slightly, lower the backbeat volume slightly. I feel like there is one too many instruments in the song, but that's just me. It's a little busy.

Overall if I encountered this track in a game I'd be pretty happy with it.
>>
>>167341425
>>167344803
We are coming up on a year. I would almost be okay with a walking simulator, as long as it got a frikkin' ending
>>
>>167334995
Sounds like a video card problem to me. Have you updated your drivers recently?
>>
>>167359969
Maybe so. You are really creative with your music and I imagine you would do a fine job.
I think most pieces would be somewhat slower and maybe a tad more somber than your usual tracks, though.
I have no musical talent of my own (I can hardly read notes) so I would have to give you long explanations for the scenes/characters/fights.
>>
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I'm having a problem with events.
Pic related is an event where you add a character to your party.
Page 1 is asking to add a character to your party.
Page 2 is if you chose that character, but still have free spots on your team.
Page 3 is for if you chose the character and have no free spots.
Page 4 is supposed to be what happens if you have 4 party members but not the event's character.
Another event parallels checking the party member variable.
For some reason all my events are skipping page 3 and jumping to 4 once it hits 4 party members even though the switches are still on.
Send help, please.
>>
>>167366971
Events use the last page they can. If page 4's conditions are met, it won't even look at page 3.
>>
>>167366971
If I remember correctly the Maker reads the pages from right to left.
>>
>>167367403
>>167367458
I did not know that, thanks! I flipped pages 3 and 4 around and it's working!
>>
>>167366463
Gotcha. Well, hmu at [email protected] and let's talk!
>>
Stay alive
>>
Does a game really need a lot of story to keep you moving? Most games are about crystals or something. I think the characters are more important in a RPG than the actual thing they're doing
>>
Humble Bundle 2 link is dead. I would appreciate the Classic School Tiles.
>>
>>167372956
Of course you don't need a good story, see Undertale. (although Undertale has terrible characters too, but they line up with that Homestuck style of humor that retards gobble up like candy) You want at least a thin layer of story to give purpose to the game. Then it's your choice from there: you can focus on giving weight to a setting, to a set of characters, expanding on the story, whatever. When you start to combo those together you can get a really neat experience. But you don't have to, especially if you're a dude making an RPG Maker game in his spare time.
>>
I keep seeing a lot of hatred for MV.

What's the best RPG Maker program then?
>>
>>167373730
Mostly up to opinion. I like XP because I used it when I was younger. I also dislike the tiny chibi characters used in VX/Ace, but I'm pretty sure you can change those.
>>
>>167372956
What you need is emotional motivation to get the player to involve himself in the game. You can do that in multiple ways, story and characters being some of them.
>>
Live
>>
>>167372956
A good story can take you far but a simple story can serve you quite well.
A bad story however can left a bad taste.
>>
>>167373730
2k3 was the best until MV came out. MV's the best now.
>>
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Just spent 3 hours working on a single player face image and it's just a regular anime styled face

How fucked am I?
>>
>>167379149
depends on if it's good or not
>>
>>167379217
It's perfect, but I'm afraid I've spent too much time on it.
It might take me over a week just to do all the expressions for the MC.

I guess assets should be my strong point anyways since I am not introducing any new mechanics.
>>
>>167379590
Don't worry you will be getting faster
>>
Is graphics all you need now? As lnog as you're having fun and making progress I guess it doesn't matter. But if you still need a lot of work to do, it might be best to do a lot of sketches as placeholders so that you can put your game together. But if all you really need is portraits then spend the time to make them look good.
>>
>>167360349
I haven't put too much thought into this yet, but basically at the beginning of the game you're told to choose a path which will determine what play styles and parts of the game are open to you. For example, if you choose the "fighter" path, then the content of the game you'd have access to would revolve around standard RPG and ATB battles, changing depending situation.
The reason why it includes both standard and ATB battles is because party members in ATB are controlled by AI, while in standard, you have full control.
There also wouldn't be one main storyline, but multiple different ones that players can decide to go through, each storyline is tied to either a path or a specific play style.
Does all of this make sense?
>>
>>167379938
Have you played evoland before? That's the only game that comes to mind that focuses on dynamic playstyles as the main schtick.

Technically SaGa Frontier 2 did it as well, but you could spend most of the game never doing duel battles.
>>
>>167379938
Yeah I gotcha. All depends on execution, really. Best of luck.
>>
>>167372956
The thing is that the characters can be influenced by the story and viceversa. A good story can give birth to great characters, and viceversa.

Example: Main quest is about finding the magician who abused of his own daughter to achieve immortality. The daughter is one of your party members. Before the events, she was a sweet girl, but now she's aloof, rude, arrogant and pessimistic, and that's how he behaves for most of the game until you get to know her background. Her story and her personality can't be separated from each other, as it heavily defines her character: without a story, she's just your typical asshole character, but thanks to her background (which is part of the story), she suddenly becomes a much more in-depth character, thus more likeable / realistic.
>>
Rise
>>
What are some games that don't look like your generic rpg maker jrpg? I only know LISA
>>
>>167382650
Cherry Tree High Comedy Club
Yume Nikki
>>
>>167382650
Pretty much all the horror games
>>
>>167382650
Nocturne: Rebirth
Revenant Gods
1bitHeart
>>
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>>167373730
I like MV. Don't see where all of the hate comes from tbqh.

>>167379149
It gets easier.
>>
File: Whaxfight.gif (2MB, 812x619px) Image search: [Google]
Whaxfight.gif
2MB, 812x619px
Smoking status condition?
>>
>>167385632
Yes.
You lose a few hp each round you smoke.
>>
File: 1482477551067.jpg (857KB, 1277x3602px) Image search: [Google]
1482477551067.jpg
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I hope your game also has such a nice ending.
>>
File: 1482144873293.gif (321KB, 400x225px) Image search: [Google]
1482144873293.gif
321KB, 400x225px
>>
Why isn't your game finished yet?
>>
>>167391829
Procrastination
>>
>>167393525
Only one way to deal with that Anon
JUST DO IT
>>
Good night, devs
>>
>>>/v/366293326
Somebody played Ib over on /v/. Nice to see some genuine video games on there for once
>>
>>167396465
I'm honestly impressed.
>>
bumpuu
>>
File: 115.png (1MB, 1280x720px) Image search: [Google]
115.png
1MB, 1280x720px
Good night bump
>>
Bump
>>
>>167391829
the fuck's a finished game
Thread posts: 281
Thread images: 46


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