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/rpgmg/ - RPG Maker General #202:

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 733
Thread images: 166

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RPG Maker MV 1.4 Repack
https://mega.nz/#!CgESnSzb!ZBeyWAWbLE5qQOsKAe3Y5WU5BFC0BQXtfBJOoiWiWsg
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
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:
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A


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

Tomb of Friends demo: https://pep.itch.io/tomb-of-friends-demo

The Long Road demo:
http://gamejolt.com/games/thelongroad/236740

/rpgmg/ Discord:
https://discord.gg/CPvWzJK
Chain Game: Chapter 1
https://www.dropbox.com/s/p7ljbsji7tqgdxa/CollabProj.zip?dl=0
Chapter 2 in progress | BSTAnon
>>
>>173411825
ok so let run this mechanic by you

I like the idea of rewarding the player for the variety of enemies rather than the amount. In a story you might see someone who slays dragon and thus has skills to counteract them.

I'll try to explain this

>you fight an enemy, perhaps it's a flying insect
>you select an 'observe' command in battle
>it uses a move like double team to raise its evasion
>if the player observes enough of these moves they learn a skill
>such as ''True Aim'' that never misses

lets try this here
>>
extra bump for notice
>>
>>>172764664
>>172764664
>172764664

previous
>>
I'll samefag one more time to try and get this going.
if it doesn't work I give up.
>>
Fuck, and I was about to make a new general with updated stuff. Oh well.
>>
Can someone PLEASE share a file to dl to some FSM tilesets ect. Id really appreciate it.. I have no DLCs besides the ones in OPs links.
>>
>>173411858
Sounds kinda neat
>>
>>173419287
thanks, I'm not good at programming but I think it will be reasonable to do.

if i give each attack archetype it's own exp value..
>>
>>173419519
https://victorenginescripts.wordpress.com/rpg-maker-mv/enemy-skills/
>>
If I use MV, can I also use resources that were compatible with VX Ace?
>>
Is the link to the chain game in the OP not working for anyone else, or is it just me?
>>
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>>173411825
I know the thread isn't Tech support, but I have to ask.

Does the MV repack in the OP work? I constantly get a black screen when I playtest or try to export and play.

Googled the issue for an hour. Nothing works. Better yet this problem seems to be common. Even better every problem seems to be caused by something different for different users, so no way to establish a possible bug or cause.

Is it just me?
>>
>>173411858
Sounds like an interesting idea but I get the awful feeling I'd be obliged to collect every possible observed skill. It might be worth considering it as a passive skill, possibly with a player stat that increases likelyhood of learning (wisdom or perception for example).

Imagine taking a magnifying glass, ecologist or beast-master to the local swap to study dragonflies. What you learn from them might be useful against the raging dragon you foolishly agreed to vanquish. Know your enemy.
>>
>>173424003

It works, Your graphics card might not support the Opengl or Openal or whatever rpg maker uses. Try deploying the game and seeing if it's only the test that's breaking.
>>
>>173425472
Yeah the deployed test game does the same thing.

Here's the funny thing. I had an older version of MV on disk I forgot about. 1.05 I think. And as you can guess it works like a charm. Thought I'd update the thing and now I have diddley dick.

Oh well. Maybe it wasn't meant to be.
>>
>learning the new scripting language
>make a very basic actor
>HELL YEAH I FEEL LIKE A GOD
>>
>>173426058

Well that's just strange, I don't think they changed the requirements so if you were able to play it before there should be no issue now.

Does this happen on every project you make?
>>
>>173426058
>>173429031

Try this. Go here
http://www.rpgmakerweb.com/

Download the trial for rpg maker mv, Test to see if the trial is broken as well. If you can test something with the trial with no black screen then it could be an issue with the crack for some reason.
>>
So I'm pretty much done with my game and it's already on Steam Greenlight, but I was wondering where would be some good places on the internet to show it off, for publicity reasons.
>>
Someone have a link to the Fantasy Heroine Character Pack?
>>
Help
>>173423748
>>
>>173435620
>>173423748
Gone for me, too.

Paging Dr. LeoHeart
>>
Is anyone else nodev here?
>>
>>173437352

I dev but not in RPG Maker. I just like playing RPG Maker games.
>>
I haven't seen Virgodev for a while
Did she died?
>>
>>173422927
thanks

>>173424306
passive skill might be better
>>
>>173437792
He/she rarely posts here, but has an active tumblr. Gained a pretty big following in no time
>>
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bump
>>
>no screenshots in the thread
keep us alive
POST PROGRESS

I would but I'm at work
>>
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>>173424003
>>173429991
>>173429031
>>173426058

Well FUCK me with a cactus!

I decided to fuck around some more and it kinda worked?

But only projects created in v1.0. v1.4 just can't make projects for some ungodly reason, but it CAN run v1.0 created ones.

I think it has something to do with the js folder. Older one works, newer one doesn't. Obviously
something will brake in a matter of time if I keep using the older one with the newer version.

Who ever programmed this utter mess ought to be hanged on a tree outside the company office to set an example. Fucking hell.
>>
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started working on a game, my biggest effort was on the aesthetics, what do you guys think?
>>
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>>173440694

Why not.
>>
>>173442678

Looks pretty nice! Inspired by Space Funeral, isn't it?
>>
>>173442678
Thought it was Space Funeral from the thumbnail.
Looks cute.

We're getting a lot of mspaint devs lately, not that I'm complaining.
>>
>>173442948
>>173442948
Yes, A LOT of space funeral influence on the art, really love that game(OST influnced as well)

and yes, around 90% was made on mspaint, im really a noob when it comes to making rpg maker games, is there something """wrong"""? i wanna correct myself as much as possible and make a great game

>maybe vinesauce will play it one day
>>
>>173443474
>>173442920

Ops forgot to tag you and tagged the other guy twice ayy lmao
>>
>>173443474
If you're going for the Space Funeral "it's supposed to look like that" aesthetic I don't see anything wrong with it.

Is the main character a skelly?
>>
>>173443664

Yes, all the characters in the game are actually, it started out as a joke too, but then i started making real "lore"
>>
>>173424003
I remember having the same problem with 1.3 or something.
I think I fixed it by making a new project and choosing a different project folder.
>>
>>173424003
I have the same issue and can't find a fix either. Projects made in 1.3.4 work fine, though.
>>
>>173411858
Or maybe, to discourage learning EVERYTHING, using the observe command gives you the CHOICE to learn the skill after combat. But, every skill you learn explicitly makes it harder to do [something]. Learn more skills or something.
>>
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>>173411858
BoF3 did this but you learned the move like a Blue Mage instead. Also, everyone could do it.
>>
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Never give up
>>
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People have made some wacky stuff in RPG Maker
>>
How come even if I set my Invocation to -999 my character still goes first? VXA with Yanfly plugins.
>>
>>173456152
I always see stuff like this and think, surely at some point it would have been easier to do it in Game Maker or some other 2D engine instead of trying to work around RPGM's limitations, right?

Still commendable that they do it.
>>
Post progress
>>
Okay a little looking around i just found out the Quasi Demo i linked in the last thread was kind of old which is why it didn't work very well. Here's the updated Quasi plugins with a better updated demo. It's good shit.

https://forums.rpgmakerweb.com/index.php?threads/qplugins-latest-qm-regioncolliders.73023/
>>
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>>173461387
Almost done, should finish tonight.
>>
>>173462334
Doesn't look bad but it feels like that his forehead is too small.
>>
How easy is it to just draw a background and apply invisible walls over it? Not that custom tilesets are impossible, they're just a pain when aiming for a non-sprited style.
>>
>>173467964
Pretty easy
>>
>>173467964
That's called parallax mapping, and it's relatively simple.
>>
Give me your story in up to 5 sentences
>>
>>173472950
Asshole wizards make a tower that grants wishes.
Asshole wizards backstab eachother and die.
Some shitlord wants to resurrect his waifu.
Some bitch knight wants to save her kingdom from a depression.
Some fuckwad wizard wants people to notice him.
>>
>>173462153

Okay so some of his old plugins have been dropped so here's my suggestion if you use his plugins.

Get rid of his QRegionColliders, QCollisionMap and QMovement from the new stuff, And grab his old Quasi Movement from the old link here

https://github.com/quxios/Quasi-MV-Master-Demo/tree/master/js/plugins

You want the old one because for some reason Quasi decided to drop support for his QuasiRegionLock and his QuasiDepth plugins you can find those at the link as well and they require the old Quasi Movement plugin. The old Quasi Movement plugin is coded together with his RegionColliders and Collisionmap plugins so you're not losing those by getting rid of them and honestly QuasiRegionLock is one of his best plugins.

RegionLock allows you to set numbered regions to each individual NPC by adding a simple comment in the event with <region=region#> so you can have say a huge city with hundreds of random NPC's walking around only specific areas. So JoeShmo down by the drug dealers house will walk randomly only on region 8 squares and Grandma Josephine can be 80 tiles away walking around in region 25 which is sidewalk only and Car events are traveling on region 3 (the road). It's like Yanfly's region restriction plugin but instead of blocking tiles it allows tiles for specific events to walk on.
>>
>>173472950
Nympho adventurer girl seeks bestiality
>>
If I use MV, can I also use resources that were compatible with VX Ace?
>>
>>173474132
MV uses 48x48 by default while Ace uses 32x32.
You could edit them a little to make them fit.
>>
>>173476283

It's tough to upscale because to upscale perfectly without the pixels getting screwed up you have to double the size so 32x32 would need to go to 64x64. taking them to 48 just sucks.
>>
>>173443474
>maybe vinesauce will play it one day
what a sad goal
>>
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Can someone post a download link for the collab game since the link in OP is down currently?
>>
>>173477769
I have a pitiful upload speed, I'm sorry
>>
>>173478554
It's the thought that counts.
I can wait about 4 hours, if you want to try anyways.
>>
>>173477769
I can. About to get off work. I've got google fiber
>>
>>173479920
I appreciate it dude.
>>
>>173427474
Good feeling, innit?
>>
>>173480749
What's the best upload site to use?
>>
>>173481364
I typically use mega.nz, but anything's fine. Dropbox, google drive, whatever.
>>
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>>173481880
sorry it's taking so long. I had to take a huuuuuuge shit. But I'm uploading now, my dude
>>
>>173481880
does this work?


https://mega.nz/#!h3xmjRjS!L1fLVmz0ER9mCQ7DkO9HGgP5hOkZbp-3a2gWT2tzvPE
>>
>>173483189
Not him but yes, can be downloaded just fine.
>>
>>173472950
Bubbly and geeky shark lass cosplays as a hero she admires and is then dragged into saving the world as she is mistaken for that hero.
What costume she wears determines her class and maybe will lead her into a different adventure.
Potentially duels the real hero in the end who seeks revenge for the impostor stealing their spotlight, and wins.
>>
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>>173483189
Thanks for taking the time, my dude.
>>
>>173483489
NP. listen for me on the podcasts....
>>
Studying anatomy sure is fun
>>
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>>173484180
I'm sure it is
>>
>>173483660
That's a pretty cryptic suggestion considering I don't know who you are, but alright.
>>
>>173484268
Oh, I'm not doing THESE kinds of studies. yet
>>
>>173473645
Thread bump and good taste thumbs up to this anon.
>>
>>173473645
Tell me more. I need to know more.
>>
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Took me a few hours but i finally figured out Qsprite and the Qsprite app. Took me forever getting this test spritesheet though, There's very few 2D games with diagonal movement, Finally got one from a DS game.
>>
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Good night bump
>>
>>173493372
looks good
>>
>>173493372
It's amazing the different diagonal movement makes to the look, looks so much better already.
>>
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>>173493372

If anyone wants the spritesheet, It's from Lock's Quest. I had to invert a few things horizontally so the bottom 3 rows are backwards where all the other rows are 6 idle, 6 walk and 6 run animation the last rows are are 6 run, 6 walk and 6 idle and they need to be inserted right to left not left to right.

I had to upscale it as well since it was kind of tiny.
>>
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Live.
>>
>>173456152
Never finished.
>>
Is it possible to make a battle system similar to say, the Heros franchise? Or something where tactics are based on battlefield positioning rather than character stats?
>>
>>173505007
Which Heroes franchise?
>>
So recently I went back home and met family and played Danganronpa and it inspired me to draw my portraits in a similar style in one of my games.

What games/movies/etc inspired you recently?
>>
Should I use Saikawa or are there better tile editors out there?
>>
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>>173500545
>>
Any plugin or script of custom battle system similar to Chocobo Dungeon 2?
>>
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Progress on portraits bump
>>
>>173517824

Well there's this plugin here

https://forums.rpgmakerweb.com/index.php?threads/map-generator.51808/

Which lets you set up and generate a map that's similar to a mystery dungeon map. You could use it and some sort of modified Action Battle System that makes enemies stop and go when you do. Sadly there's very few battle systems for MV right now. You'll probably have to use common events and switches. I suggest checking out the demo for the map generator to learn how to use it.
>>
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>>173522551
Actually I want the battle system itself not the random map but thank you anon.
I will look into ABS for now.
>>
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>>173522886
Learn Japanese
Read this RGSS3 script
http://maidensnow.web.fc2.com/scripts/scripts.html
>>
>>173500545
Literally who
>>
>>173500545
>extremely generic anime girls that couldn't look more uninspired
>iconic
>>
>>173477509

I-i can dream!
>>
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>>173520696

>this is all my effort in a portait
>>
>>173528062
Well I'm sure it fits the style of your game well.
My game is visual-novel like so it fits my game.
>>
How much re-used assets are you willing to tolerate in a free game before it becomes jarring, especially if it's a quite big, open game?

By "re-used assets" I mean using the same sprites for different, unimportant NPC's , same icons in the inventory for different items etc.
>>
>>173533570
I don't mind recycled assets as long as they're palette-swapped.

No two enemies, skills or items should have the exact same icon just from a gameplay readability standpoint.
>>
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Arrows were a mistake. But it seems I'm making some progress towards direction-specific tiles.

Also, namefaggotry.
>>
>>173494232
Holy shit, they're re-releasing this game on modern systems, including Steam.
>>
>>173534501
At least 1 out of 5 arrows look normal
That's progress!
>>
http://store.steampowered.com/app/612070/

It seems weird whenever RPG Maker games show up for sale on Steam.
This looks hilarious, and certainly not in the way intended.
>>
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>>173539509
>The game artwork uses 16bit pixel style
>>
>>173540125
nothing wrong with 16bit. the artwork even looks okay.

.....just okay, though.
>>
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Work on your game
>>
>>173539509
I dunno, unless these are stock graphics this screenshot alone says it has more effort put into it than 99% of RPG Maker games.

And it's a 2 dollar game. There's people trying to sell RTP dogshit for more than that.

>All those normalfags in the reviews mad that it apparently contains guro elements
kek
>>
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Finished that portrait. Right is the size in game.
Now I'm going to work on the sprites again.
>>
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>>173546063
Is she supposed to look lifeless and hollow?
>>
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>>173546505
Yeah, those eyes say she's ready to kill.

Do the shinys help her look less spooky?
>>
>>173547083
Better!
>>
>>173547083
Is she a robot?
>>
>>173547083
Yeah that looks good.

She looked like she was under mind control before.
>>
how to keep from being overwhelmed by all the work i have to do
>>
>>173547083
>the nicest girl you'll ever meet

>>173546063
>twisted fucking psychopath
>>
>>173548654
Decrease the scope of your project
You're not gonna be able to make a 100-hour epic
>>
>>173548654
Break it into chunks. Take regular breaks. Take care of yourself.
>>
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>>173539509
>>173545094

It appears to not be RPG Maker but instead is Unity.
Also it's fucking awful.
>>
>>173549776
Creator is Chinese so they obviously can't into English, but they might as well have used a machine translation at that point.
>>
>>173547083

Yeah now she doesn't look mindbroken from all the rape.
>>
I still have $1.86 steam credit and I'm buying /rpgmg/ games in the price range. If you have a game on steam lemme know. I'm holding onto the money until something crops up.

I think I'm going to attempt my own sprites and tiles for my game. I was gonna use the default rtp stuff but i keep running into instances where i want a tile that doesn't exist.
>>
>>173553939
There was another RPG but it was around 10 bucks iirc
>>
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Hardest fight in the trilogy?
>>
>>173555886
I had more trouble against other bosses, but can't remember their names anymore.
There was a spider boss which annoyed me a lot.
>>
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Why aren't you working on your game?
>>
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>>173563042
Because I'm not sure I want to keep using RPGM anymore.
>>
>>173564218
If you're actually making an RPG I advise you stick with RPGM.

I tried making my own RPG framework and even with tools like Game Maker setting up all the necessities for an RPG takes ages.
>>
>>173564849
I probably will stick with it. I'm just getting a little irritated with mapping limitations is all.
>>
>>173540714
It's not that, the graphics are okay, it's the wording of the sentence.
>>
bumpa
>>
Stay alive
>>
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The next podcast (the 26th) has been recorded. But the next next one will be Items. What's y'all's opinion on items?
>>
>>173563042

I just finished recording a podcast, I was busy with that.
Not the RPGMaker podcast.
>>
>>173576539
i looooooove flavor text.

For consumables, I like what Nocturne:Rebirth did. Items are powerful and purchasable, but you have a very small maximum(9). They also play differently since half of them are HoT effects compared to instant magic.
Talk about the concept of supplies and resources through games. Compare and contrast with food from Tales series, or any others you know.

Crafting is neat, but if the drop rates are too low without a more reliable method later on(purchasable, redeemable with cheap loot barter, etc.), the loot volumes are too high(100% drop rate, but you need 50 of them and 200 for everything), or the crafting process itself is just too clunky, I'd rather it just not happen.
What purpose does crafting items serve in your games?

Is there a more streamlined method to use items for stories/quests? It's always sucked to go into your item bag to find one item only for it to be the wrong item/place/time and need to do it again later. Pokemon's hotkey system.....kinda sucks. Any other examples?
>>
>>173576539
I love having lots of different items even if some of them are basically the same.
More games need to have usable items which are not healing items, like grenades or magic stones which enchant your weapon with lightning or something, the more the better.
I also agree with the other Anon about flavor texts, they are great.
Descriptions should be clear though, I don't like vague explanations like "heals a small amount of HP" or "use this when you are in danger".
And if the game has a crafting/upgrading mechanic it should be clear what can be sold for money and what not.
>>
>>173576539
I like needlessly large inventories. Any game with inventory management (SaGa, Riviera) always makes it far too restrictive. It's not even about the durability; it's about not being able to carry enough stuff
>>
Does using the vanilla tilesets give out bad impression?
>>
>>173576539
Nobody uses items, even if they should.

And in cases where players should use items, 90% of them prefer to grind.

What a paradox.

It's sad especially in games where item use is encouraged, like the Atelier games I've played.

>>173581046
Often yes, but also depends what you're trying to sell. I hear that learning Hiragana rpg did okay even while using default art, because the art wasn't the point of it.
>>
>>173581046
Only if you're charging money
>>
>>173581226
>It's sad especially in games where item use is encouraged, like the Atelier games I've played.
oof, that's true. those bombs actually pack quite a punch. I find that there's several key reasons why it happens for Atelier specifically, though.

>vague power tiers
it's hard to tell how strong each tier of bomb is, how long it remains relevant and how strong they are relative to each other. Sure, bigger is better, but then you get elemental bombs and even that nano bomb which is the second strongest raw damage bomb.

>vague modifiers
same problem, but compounded further since it's hard to get a clear read on how to get the best mix of traits. Range is all well and good, but if you can't finetune damage noone will want to use it.

>crafting materials for other stuff
because hoarding

>not in theme
They put so much focus on one unit(usually the crafter) being good at using items that it contrarily makes it feel inappropriate to use with everyone else. There was a huge encounter design opening to allow human enemies to use items players both have and will get later to make it feel more like it's a normal thing to do.
>>
>>173581226
>>173581227
Good point, I'll try making some then
>>
>>173566945

What kind of limitations are you dealing with?
>>
How do I make art (as in battlers, etc.) without a tablet?
>>
>>173581770
>vague power tiers
Magic has that same thing going on but apparently no one has a problem throwing out Firagajahazas or whatever.

The rest of what you said sounds spot on though.
>>
>>173582116
hey, ra-ga-ja-za has been consistent for over a decade, and games like SMT at least make it clear that Named moves are better than generic spells.

But atelier has things like bombs losing in raw power to......spiked fruit.
>>
>>173582208
Oh yeah, those Nues or whatever are insane.

Maybe one day, someone will make a consumable item-centric game and set a good standard or at least provide a good time.
>>
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>>173581991

I actually made a webm showing the smooth stroke feature on Gimp. Helps when using mouse. Smooth Stroke and using the paths tool with 'Ink' and simulate brush physics checked makes drawing with a mouse much better. Just have to set the Ink tool's brush size before using the paths tool. This is mostly for drawing actor portraits and parallax mapping.

For pixel drawing you can click View and turn on Grid View and you can change the Grid size by clicking Image and going down to Configure grid.

Align your sprites easier by using a 48x48 grid then lowering it to 24x24 this way you see a line down the middle of the 48 grid for aligning your sprites.
>>
>>173582893
Shit thanks man this should help a lot
>>
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Do any of these look good to you? Lemme rephrase that...
You open your inventory and see these. Which one do you equip?
>>
>>173583594
#2.

#1 is a pirate eyepatch or a really lewd woman's thong with jewelry instead the usual strings's material.
#5 is a magic crab pincer
>>
>>173583594
The second one
>>
>>173583594
>Nothing but loinclothes
I better have special dialogue with my party while wearing any of them
>>
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Good night bump
>>
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Video game references ftw
>>
>>173586875
I don't follow.
>>
>>173586875
....damn, I got it. His face seems a bit stylized, which I suppose is par for the course.

I am NOT going to ask you if that is an accurate horse wiener, nor ask you to make it accurate.
>>
>>173586909
https://www.youtube.com/watch?v=WsSLQ-YYCBo
>>
>>173587705
upper kek

what the fuck is this voice acting
>>
>>173587064
That is indeed what horse benis looks like.
>>
I swear if i ever complete my game i'm gonna put some of those
>fire boss
>"let's get HOT!"
kinda shit.
>>
I'm heading to sleep but i leave with a question. What layer is the star passage on? It's above and below the player.
>>
Naming the best weapon in a weapon class after historically significant individuals: yea or nay?
>>
>>173589745
You could be original by using uncommon historically significant individuals
>>
>>173589121
https://www.youtube.com/watch?v=SaMvjQZRTfw
>>
>>173589745
Name the second best that, then the best related to the theme of your game. Different weapon class, different aspect/perspective.

That's my preference.
>>
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What do you think of these Spell Icons?
>>
>>173593846
Too small
>>
>>173411825
>>
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>>173597694
32x32 is the default
>>
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>>173597694
Here, I stretched her out for you.
>>
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>>173598104
>when you move the cursor over it and it changes to a hand...
>>
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>>173598104
What kind of game are you making, anon?
I'm super interested in this.
>>
>>173599924
I'm not. I'm just dick'n around. Making shit for a laugh.
>>
>>173600185
What? People do that?
>>
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Rate my city. I'm using doodads and the front buildings are not visible until you pass them via region events.
>>
>>173581989
The squareness of everything. I'd like to be able to make curved pathways, but even if I use a pixel movement script to allow the player to move independantly of the grid, the path will still have awkward invisible corners and such because of the grid-based passability.
>>
>>173605474
The height of some buildings is messed up. For example, that white one in the middle top should either be just one-tile-tall in the front or it should e three-tile-tall in the back.

You probably could use less variety of tiles to make the setting more memorable and the tone more consistent. If you want variety, I would recommend you to pick 3-4 types of materials, and recoloring them to create different buildings.
>>
>>173605474
It looks less like an actual map, more like a "look at all these house tiles I have" showcase. I get wanting to have variety, but cities don't generally look THAT random.
>>
>>173606925
>>173608556
Thank you, I'll try to redo some buildings to make it more unified.
>>
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>>173605990

Would you like me to teach you the wonders of collision maps and making any shape impassable?
>>
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>>173609812
Yes please.
>>
Drawfag here
Can I help with someone's project?
>>
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>>173610562

I can also teach my methods on depth mapping to change layers dynamically depending on where you walk so tiles/parallax images can be above you and below you wherever you prefer, I just figured this one out today. Just gotta try and add more layers to the plugin so you can dynamically change more than just 1 layer. So you'd be able to place a tree in layer 20 and another tree on on top of that tree in layer 22 and walking behind the trees they'll be above you. Walk in front of the first tree and it changes your priority to 21(above the tree) but still below the second tree and another priority change for the second tree to set your priority to 23(above both trees)

It will take me some time to edit the plugin though so the depth thing will have to wait. For now let me just whip you up a quick demo for curved collision maps. The plugins are not mine but i edited one of them.
>>
>>173611186
Do you have some previous work? I'm just curious before I ask anything.
>>
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>>173612829
In vidya? no. I tried once but I got nodev'd hard by the codefag and he just stopped repying to my messages

here's a random drawing
>>
>>173613972
That looks great and brings me feelings of inferiority. I may as well go back to trying to make concept art.
>>
>>173614553
just practice my friend
>>
>>173563042
The urge to masturbate is stronger
>>
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>>173563042
because the realization that no matter what i provide to the world be it game or a picture or even things only i can give it will never be enough hit me again
>>
>>173619995
Anon go see a therapist instead of farming (you)s for personal gratification for months on end.
Unless you're not that anon.
>>
Collab game will be done by the end of this week.

Who should I pass it on to?
>>
>>173610562

Okay i threw something together quickly. I'll make a better one later. Just make a new project and copy the game files over to it.

https://drive.google.com/file/d/0BwcnBdQ0M48ZVDlQSTFqS1ZhRmc/view

It should be good enough. The plugins shouldn't conflict with much. I know Terrax Lighting conflicts a bit and yanfly's Region Restrictions doesn't work but the plugins worked with pretty much everything else i tried.
>>
>>173611186

I might have a couple holes you can fill in, in terms of art.
What sort of stuff do you like to do? Do you like monsters? Doing people? Robots? Dudes? Chicks? Monstergirls? Chinese cartoons?
>>
>>173622374
nope not that anon, just a depressed edgelord frustrated with his game
>>
>>173623314
Thanks senpai. What are the terms of use for these scripts regarding commercial/non-commercial games?
>>
>>173622970
I volunteered earlier to do chapter 3, so I guess me.
>>
>>173624541

Oh sorry, Here i almost forgot to add that.

For QuasiMovement, It's an older version because i like it better and it's compatible with a few other plugins that depend on it but it still follows the same terms as the newer version

- Credit Quasi, Quxios or Emilio Islas.
- Free to use, modify and distribute.
- Do not claim the Plugins as your own.
- Plugins can be edited/modified but can not be claimed as your own.
- Any additional terms in Plugin must be followed.

For the Bind Pictures To Map plugin since it's one of the free plugins

Credit “Tor Damian Design” for all the plugins you use, both commercially and non-commercially. How you display the credit is up to you, but make it so the player doesn’t have to search for it.

You are free to:
Share — copy and redistribute the material in any medium or format

Adapt — remix, transform, and build upon the material
for any purpose, even commercially.

The licensor cannot revoke these freedoms as long as you follow the license terms

I didn't make either of the plugins.

Here's the links if you wanna be sure

http://mvplugins.tordamian.com/plugins/bind-pictures-to-map/

https://quxios.github.io/#/plugins/QMovement
>>
>>173623476
I really like monster and character creation
>>
>>173631039
What are your prices, or are you the type that just does these things for fun?
>>
>>173632123
i'd do it for fun, but the project has to be interesting
>>
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>mfw the thread is doing better than the shitty Discord
>>
>>173632771
Why are discords so doomed to fail?
>>
>>173633042
because you have a name. Plus you can't say how you really feel because some shitty admin is gonna ban you for "hate speech".

that's why the failing reddit is going under
>>
don't die
>>
>>173635481
>>
I'm bored.
>>
Where did you get your inspirations from?
>>
>>173641796
Right here in the general.
>>
>>173641796
Usually i'm playing some game and suddendly i think "hey, wouldn't it be cool if..." and i create.
>>
>RPG Maker i $80 bucks
oh my
Do they get on sale?
or should I just pirate it?
>>
>>173647156
Pirate it first
>>
>>173647156
They do go on sale quite often, Like every year around Christmas. You can pirate until it goes on sale. That way you can work on a game before you get it and continue once you buy it
>>
Almost
>>
>>173641796

mostly space funeral on the aesthetics
but then on the music side im inspired mostly by aphex twin
>>
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Any tips for getting motivated?

I'm always bumming myself out that I'm a lazy bum.
>>
>>173653387
Work out before you start to work.
Obviously a "I'm getting pumped" kind of work out not a "my feet hurt and I'm tired" work out.
>>
>>173653387
https://www.youtube.com/watch?v=U4Ue08j1PG8
>>
>want to make progress
>can't stop watching Animes
H-help
>>
>>173653387
The journey of 1,000 miles begins with a single step. Getting started will feel like it takes a lot of time, but as you try to work more and more you'll get efficient and you'll feel like you're finally doing something with yourself.

>>173660413
Start taking notes while watching anime.

"Could I make that into a mechanic?"
"Why is this plot so garbo? How would I fix it?"
>>
>>173641796
"While you're being creative, nothing is wrong. There's no such thing as a mistake, and any drivel may lead to the breakthrough."
- John Cleese

"I have never consciously separated casual users and hardcore gamers when I design a game. For the past 20 years, I have always been trying to make games so that anyone -- as many people as possible -- can enjoy them. ... I cannot help but say that I love my job of making games from the bottom of my heart."
- Takashi Tezuka

"Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world, and all there ever will be to know and understand."
- Albert Einstein
>>
How do I make simple RPG Maker battles more interesting? I'm code dumb so I'm mostly focusing on my characters and story more than the fights, but I still don't want every encounter to be a slog of pressing z over and over.
>>
>>173661274
Introduce challenge.

>Enemies that you have to run from under a certain level or you'll die
>Tough enemies that become trivial if you hit their elemental weakness
>Enemies who induce status effects and should be killed quickly to prevent them from inflicting too much harm
>>
Stay alive
>>
>>173661274
Player volition, the player needs to exercise choices and still get the job done. The problem with FF13 and the Megami Tensei games is that there's only ONE right course of action. You got to Break the Enemy and hit them with their Elemental weakness. It's a boring chore!

Luck & Chance a.k.a Gambling. This can tie in with the player making choices. Do I play it safe, of go the risky route that could backfire on me? What a pleasant surprise, attacked x3, nice!
>>
bump[
>>
When is your game finished Anon?
>>
>>173674560

in just a few more months. the main story part is almost finished
>>
What is the most emotional scene in your game?
>>
>>173679435
It's a VN sort of game. About 70%-80% through of relationship building with any of the characters is when it starts to peak for them.

This is around where they either have doubts on themselves or they have outbursts.
>>
>>173679896
Can the player influence the story/characters by making certain decisions?
>>
>>173680487
Well the basics of the "gamey" side of it is:

-The better a character does in the character's event itself, the sooner the next event can happen.

-A playthrough has a set number of in-game days, and you have to get good relationships with enough of them by the end to avoid the bad ending.

-Doing badly in the outburst events can make that person need a lot of coaxing to get to the next event, or they just refuse to show up for a long while.

In a way, it's pretty similar to Persona 3. I'm thinking that it could be better, but I'm trying to keep it simple.
>>
>>173680910
Sounds interesting, I would like to play it someday.
>>
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Is there a plugin to make choosing menu faster in a single button?
Z - Attack, X - Guard, A - Skill, S - Skill 2, Q - Item, W - Run
>>
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Good night bump
>>
>>173679435

There are quite a few feels scenes in my game, but my favourite is when the MC(and the player) realizes that his mentor figure was dead for the whole game and had been replaced by someone else. The impostor is his friend who had to impersonate him to ensure that the secret the real mentor died protecting was not revealed.
>>
>>173624013
Then I apologize.
>>
>>173667651
>Gambling
Slot machine battle system when?
>>
>>173686475
It's not really gambling if you have nothing to lose though.
>>
>>173687070
You could lose the battle.
>>
>>173681163
I'd like to finish it someday as well, but I keep shooting myself in the foot. I'll try to set some time for it one of these days.
>>
I always liked the Instant Death Roulette ability in Tactic games.

Although with RM the scope of the battle animations are limited to Target or Screen. You can't really do stuff with variable targets. You know? Projectiles from Caster to a Target anywhere on screen. Multi-hit spells like FF8's "Meteor" that do random damage. Stuff like that and getting a cursor to cycle through all targets would require a plug-in that weren't made with customization in mind.
>>
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>>173683537
Good morning bump
>>
Is there a theory on game design textbook I should read
>>
>>173697887
Game design is so all over the place that there are likely several conflicting flavors. However, if you're looking to plot your story, I highly recommend 'Screenplay' by Syd Field. Much of what he says about movie scripts translates directly to making a good story in an RPG
>>
i made a little boss thing
went a little overboard on the post processing but i kinda like the over-produced sound more than the generic midi sound
http://picosong.com/ikiY/
>>
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>>173679435
Probably the third-to-last boss fight. It's against the Mirrorlord, the game's big bad. The fight seems hopeless until your sidekick, previously thought dead, steps in to kick his butt. It's revealed then, finally, that the sidekick is the Mirrorlord's son - who, while feeling morally conflicted about felling his father, knows it's the right thing to do.

After you defeat the Mirrorlord, your sidekick requests to stay put at the Mirrorlord's resting place for a while. He comes back to your side shortly after tho, because it's revealed all too soon that the Mirrorlord had one last backup plan.

If I get a good writer on my team I can maybe pull this off well
>>
>>173611186
Shit that'd be great.

>>173702828 here. Maybe you could do promo art of some of my monsters, and maybe design the human characters as well. Got contact?
>>
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>>173702828
>>
Some part of me wants to make a language learning game. What mechanics would work best for this?
>>
>>173705585
There's an RPG on Steam that's about learning Hiragana. Might be worth it for you to check it out and see how they did it.
>>
>>173705996
How possible is it to make a game that is not story based? I've seen that game before but never played it
>>
>>173706515
Sorry Anon, I never played it either so I wouldn't know. Just a tip, nearly everyone learns better when they're engaged in the subject, so I wouldn't throw away the story from the beginning.
>>
>>173704720
Oh shit nice catch
>>
>weapons for a gunslinger, with different weapons as "spells"
>basic no-mana weapon is revolver, with critical hits fanning the revolver for extra shots
>AoE group attack is dynamite
>massive-damage attack is shotguns
>fastest multi-hit attack...

Uhhhhhh.
Shit.
>>
>>173705585
>>173706515
https://www.youtube.com/watch?v=POuBUsoEQag

>>173715559
UZI? Though since you're using dynamite and not grenades or bombs it must be in older days.
>>
>>173716659
That's actually pretty cool. Pokemon is some weird stuff now.
>>
>>173715559
If it's a game with a Wild West setting, you could always use a Winchester rifle for fast multi-hit attacks. Or a Gatling gun.

https://youtu.be/EJkm1JuOoUM?t=1m5s
>>
>>173715559
>AoE gunslinger attack
>no duckfoot gun
>>
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>>173716659
It's not so much "older days" (the protagonist is an immortal gunslinger) but rather "low tech". Anyone can get their hands on a shotgun, revolver, and make some explosives. Rapid-fire weapons are...a little more difficult.
Uzi might work?

>>173722564
Ah, the winchester. A solid weapon.
The turks actually did something similar to that in real life, with a long barrel and a long ammo tube (I think pic related is 15 rounds), encased in brass and filled with water for cooling. They'd then modify the levels so that every time it was cocked it would fire a round automatically.
Cool shit.

A gatling gun would be hilarious, if only for the mental image of carrying that huge thing around in an inventory pocket and then using it to simply run enemies over.
>>
how to set random encounters??
>>
>>173723074
>They'd then modify the levels so that every time it was cocked it would fire a round automatically.
They did the same in some Western movies and TV shows.
https://www.youtube.com/watch?v=wtbdfypVy38

Of course, another cool weapon would be one of those volley guns, like the one in Django.
https://www.youtube.com/watch?v=EUeCnpkjEV4

For more low tech choices for rapid firing weapons, look into early machine guns (Maxim, Browning etc.). They're not that much more advanced than revolvers and shotguns.
>>
The last two pieces you have read/watched/played are now the setting for your new game.
What would it be about?
>>
>>173726976
Nazi loli takes over the world by befriending cute and lovable elemental monsters which do her bidding.
>>
>>173726976
>Dresden Files
>Gundam Unicorn
>Humongous Mecha wizards
fuck yeah
>>
>>173726976
>Kobayashi's Dragon Maid
>Doom 2

Uhhhhhh.
A cute-'em-up where you play as an office worker in a world that has been taken over by an army of dragon maids from another world. Utilizing Low-Ordnance Violence-Eradicator weapons, you go from level to level, pacifying the maids and taking down the bosses, making them fall in love with you and building up a harem opposing army to combat the Emperor of Demise and save Earth.
>>
>>173726976
Jokes on you, I have only played my game.
>>
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>>173726976
>Keira Weekly by Sparrow(fem-ogre happily working as a cumdump) + Monster Hunter
>>
>>173726976
>People's Court
>Kare Kano
Ace Attorney, where you play as the judge and everybody does lots of expressive bickering
>>
>>173500545
>>173523790
>>173526781
futabu
>>
>>173726976
>Nier Automata
>Inferno Cop
NANI?!
>>
>>173698392
whats the best flavor of game design.
>>
>Bridge of Spies movie
>Cocoon movie
Retired spies come out of retirement for a crazy old time. Literally the RED movie.
>>
>>173726976
Snow, Glass, Apples and Warau Salesman?

My setting is already KINDA like that.
>>
>>173730860
Would play.
>>
>>173738167
Mint Chocolate Chip
>>
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>>173726976
>Love Live
>For Honor
>>
>>173746383
>>
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Stop dying
>>
>>173749501
If you want to stop dying, you'll have to kill me first
>>
>>173753209
But people die when they are killed Anon
>>
>>173754893
https://www.youtube.com/watch?v=2ncbTAnnUs8
>>
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>>173754893
>>
>>173757616
Fucking kek
>>
>>173757616
Why do those baseball players have muskets?
>>
>>173758868
Why don't real baseball players use muskets?
>>
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>>173727712
Are we talking about this loli?
>>
>>173762162
That's not a snowy trench! That's a piece of cake!
>>
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>>173763645
>>
They can't hit a baseball, much less a musket ball
>>
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>>173749501
Is it the same girl?
>>
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>>173768142
Yes please
>>
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Good night bump
>>
>>173771589
Senran Kagura version is superior.
>>
>>173773567
disgusting. How can such sloppy drawing compare to Yui's craftsmanship!?
>>
Good morning bump
>>
Some asshole is making noise outside my window! How am I supposed to nodev like this?
>>
>>173703042
Do you have Discord?
>>
reminder:
add >>173271612 to the op
>>
I'm considering getting into making RPGs, what's a good RPGM for a newbie ?
>>
>>173791131
As I am only a newbie myself, I decided to try MV. It's more user friendly than I thought it would be. However, the majority of graphics resources are for VX Ace, so creating your own assets will be more difficult.
>>
>>173791131
The PS1 version. It's UI is very well-designed, and you'll never get lost.

It's really hard to share your games, though, so after you learn the basics upgrade to a PC-based Maker
>>
>>173791131
They're almost all the same, usage wise. Everything after VX had quick events and generators, and extremely basic tiles that are basically just walls and floors.

MV's plug-ins are fairly plug-and-play compared to XP and VX scripts. It's easier to play around with plug-ins, turn them on and off, and change settings without scrolling through a wall of code that you don't understand.
>>
>>173787938
Close the window,
>>
bumpdyne
>>
>>173411858
Do this, but limit how many skills the player can have at once and allow them to deny a skill or choose which observe slot to replace.
That way you get the positives of this system without making players wanna grind out for each observe ability
>>
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Work on your fucking game, anon
>>
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>>173803095
die
>>
How many people are actually working on a game here? Like 5, maybe 6 people? What happened to the dude who last posted a screenshot of a weed shop in his game?
>>
>>173805525
I would be working on it but I have to juggle some other things today.
Though I also don't even post stuff here when I AM working because I'm ashamed of my art and lack of progress.
I imagine I'm not the only one lurking with that kind of situation.
Though now that I posted all this I feel obligated to post stuff next time I crank out more content
>>
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>>173805525

I am. Got some nice graphics for it today, too.
>>
>>173805525
I am working, but I also have to juggle work and school. Not all of us can be neets with unlimited free time.
>>
>>173806210
this is true. I basically had made a foundation for my game when I was NEET. But now i have a job and it really sucked my motivation. Also I'm trying to learn a language and have other hobbies. Maybe it'll all come together in the end
>>
>>173806428
This shit so hard.
I fucking hate working full-time, on a good week I have the energy to put maybe 10 hours totl of gamedev time in.

We look down on those devs who make Kickstarters or Patreons or whatever but the truth is that's probably the way to go.

Even when using an engine gamedev takes so much time to make anything decent, and that time doesn't exist unless you're a NEET or you've convinced the internet to pay for your existence.
>>
>>173805525
My job promoted me, so more work. Though I recently asked for my old job back because it was killing my free time.

Haven't even opened RPGMaker this month.
>>
>>173806880
Kickstarters and Patreons, if they are successful, pretty much let you work on your game full time. There is a benefit to that and also the pressure of delivering a game on time and showing people that you can actually do it.

I won't say it's impossible to make a game unless your NEET though. I agree that it's hard, but you just have to really prioritize your time and cut out the stuff that takes away from your dev time. That could meet not hanging out with friends, not going to events, stop spending frivolous time on the internet, waking up earlier and going to bed later. You might be surprised how much free time you have. All of that comes at the price of burning out and losing all social contact with the world. I don't know if it's all worth it, but it might be.
>>
>>173807457
>All of that comes at the price of burning out and losing all social contact with the world.
That's pretty much how it was for me. I ended up in the mindset of thinking "I could be working on my personal projects/writing/improving my art right now" instead of going out with friends on the weekend and stuff like that. I don't think it's a stretch to say that you have to ultimately pick between Work + Friends and Work + Personal Goals. Unless you're one of those Patreon guys than I suppose you can have just Personal Goals + Friends.

I don't feel satisfied having most of my relationships fade away, but I know I would feel even more unsatisfied if I didn't properly pursue my creative goals. I assume most of us here lean towards the path of creativity over socialization, so you guys better dedicate yourself to your project and not idly waste away your free time after work watching shit anime or staring at memes, cause I'll be angry at you.
>>
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>>173807457
>and losing all social contact with the world
But if i had none to begin with then i'm all set!
>>
>>173805525
"Working" is probably too strong a term... but I am making progress on one.
>>
>>173806121
I'm trying to storyboard right now, also trying to figure out how to include a battle system since my original idea didn't include one and was strictly story based.

I might just give up on combat altogether.
>>
>>173809508
Meant for
>>173805525
>>
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>>173808395

>I don't feel satisfied having most of my relationships fade away
>I would feel even more unsatisfied if I didn't properly pursue my creative goals

I mean, they aren't mutually exclusive. It's relatively easy to maintain relationships, especially this day and age. All it takes, minimally, is a like on a post, a text every few days and a few conversations. You can still dedicate most time to the game ddev life though.

>>173808703
Join a dev community and start making some friends. You have to be a little lonely, anon. I am here for you.
>>
>>173806880
Even then, having a kickstarter requires already requires significant development time to show proof of concept, or incredible charisma and networking. There's no easy way.
>>
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>>173808395
>>173807457

My last girlfriend broke up with me because she wanted me to give up gamedev time to give more time with her.
Being alone hurts.
>>
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>>173813492
My last and only girlfriend didn't really care for my hobbies either, so I know the feel somewhat. Once you become immunized to tfwnogf you'll be fine. If you're serious about just like making game, a real relationship is just a roadblock for making progress unless you can miraculously find a partner who has the same passion as you and can work together with you (not happening).

A few years ago I worked together with a programmer and a musician (with me being the graphics guy) and made a few Kongregate games among other things and it was a blast and it felt great. But now the programmer is married with a kid and works full-time (although he did say he missed making games with me, it's just not realistic anymore) and the musician hasn't updated his music page in over a year since he started dating some annoying normalfag woman who hates video games. Both of them used to be my best friends and now they don't have time for anyone but their job and their woman, which is fine, but I refuse to become like that.

Being alone doesn't hurt if you're actually making progress. But if you're just twiddling your thumbs all day the despair will set in, and when it does, ask yourself this: which would hurt more, not having a partner or giving up on your passion that differentiates you from any old normalfag?

I'm going to just like make game and no succubus can tempt me away from my dream of producing unplayable kusoge.
>>
Luck stat affecting how much money/items enemies drop, of course combined with items that raise the stat.
A decent idea or terrible design?
>>
>>173817048
It's ok with a stat distribution system, Shitty without.
>>
>>173815302
Gonna miss the kissing and hand-holding, though.
Sex doesn't feel too much different from masturbation, but I can't kiss and cuddle with myself in bed.

Oh well, I'll just put waifus in my game to make up for it. Maybe one day one of them will magically become real.
>>
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>>173818352
>I can't kiss and cuddle with myself in bed.
Body pillows exist for a reason, anon.
>>
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>>173818352
A small sacrifice compared to giving up making video games. You made the right choice, anyone that asks their partner to give up their creative hobbies has serious issues.

Don't let it get you down. I can't wait to play your game one day, Anon.
>>
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>>173818726
>>
>>173813492
You still have us Anon.
Just imagine every poster to be a cute (Anime) girl
>>
>>173819960
Except for me, imagine this particular post being written by an old man with poor hygiene.
>>
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>>173819960
I'm a cute girl (neckbeard)!
>>
>>173818847
>>173818726
>>173819960

Th-thanks, I'll keep working hard.
>>
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>>173819960
I'm not a girl, but I can pretend to be one on the internet.
>>
>>173555886
No, fucking Belzebuub was the hardest.
>>
>>173805525
I'm still planning things.
>>
>>173813492
>Wanted you to stop pursuing your goals to have more time for her
Dodged a bullet there
>>
>>173576576
Do you wanna shill them here?
>>
What creative name (in the sense that they're not just called a "Magic Gunner") would you give a class that uses both guns and magic, assuming the technological level is around the industrial era?
>>
>>173826684
I made a similar class for my game that fires spells in the form of consumable bullets. In mine they're called "Hexslingers".
>>
>>173826684
Arcane Gunslinger
Bullet Mage
Persona user
>>
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>>173819960
>>
>>173826684
Runefuse
Hexlock
Spellshot
Arc Caster(for mortar types)
Powdermage
or go the other way and use Sniper. Some jobs just reached the point where EVERYONE doing it uses magic as a matter of course.
>>
So how do you peeps go about map design? Do you have them already imagined before you start? Do you wing it? Or do you draw a quick concept first? Or something else? I kinda just wing it and take it from there but its hard mang.
>>
>>173828620
>Dungeons
My old process was coming up with a linear path, complicating it with some kind of gimmick that creates roadblocks or branches, then adding side-paths with optional rewards.
My current process is a mix of that and http://yanfly.moe/2017/03/08/comic-lets-make-a-dungeon/
all things considered not much has changed, but that comic did give me some good habits
>>
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>>173826684
Boomstick Wielder
>>
>>173826684
Fuckbringer

I'm going to keep suggesting it until somebody actually uses it.
>>
>>173832882
Honestly, fuckbringer would work really well for the way I'm designing the "dark mage" class in mine, but I'm not sure if I wanna make the class name that vulgar and out of place
>>
About what percent of max MP is too damn high for a 30% heal move?
Assume MP items are just slightly harder to come by than HP items
>>
>>173834586
Are there other heal spells?
>>
>>173834809
all of the heal spells are percent-based if that's what you mean
>>
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Post some maps you like, my dudes. Or anything really.
>>
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>>173838996
>>
>>173838996
As much as this place pissed me off while playing, I still have to admit that pretty much none of the annoyance came from the level design itself
>>
>>173839420
Those fucking trees
>>
>>173840335
Not him, but the trees were never a big deal to me. It was always the Spinny Robos and UFOs fucking me up.
>>
>>173840335
What the other anon said
Status ailments in Earthbound will always be my least favorite part about that game. At least Mother 3 toned it down.
>>
>>
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>>173838996
>>
>>173842849
I wonder why there's so few indie games with sprites in the style of SNES-era RPGs.

It's always either Earthbound-style or NES-style (but with too many colors).
>>
Christ I love XP's RTP graphics so much. Rounded corners for cliffs and caves are so fucking gorgeous and natural looking. VX RTP and above were a mistake.
>>
>>173844918
SNES style takes effort and skill, and not every indie developer has the latter, nor enough of the former to put into graphics.
Earthbound is very simple so the style is easier to mimic than a Square RPG.
At one point I considered NES graphics myself to make things easier. And I would the authentic palette to stand out from others

Many devs have the excuse that it's "paying homage to retro games" but in the context of RPGs this is pretty much, without exception, utter bullshit. Nobody looks back on NES RPGs as a golden age, so I find it hard to believe someone aiming for RPG fan nostalgia would pick that style over the SNES's graphics.
>>
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>>173845430
I actually sometimes prefer the NES aesthetic to SNES. Most SNES games look extremely gaudy to me and I personally think Final Fantasy 1/2/3 are more interesting to look at than 4 and 5.

The limited colors and abundance of black can be pretty cool, and I'd love to see some indie games that tried to have as high quality graphics as possible while keeping on-palette.
>>
Where is the podcast Eggman?
You said there would be podcast.
>>
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>not making your game in PLATO style
Forget NES, if you wanna be real retro you better style your game after the first RPG vidya of all time.
>>
>>173846317
Has a dev ever chosen this style for the purpose of embracing its unique qualities though?
It feels like it's always either platformers or RPGs that aren't aiming to impress graphically. I'm not saying NES can't look good, I'm just saying it's easier to make convincing NES graphics than convincing SNES.
>>
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>>173846547
Ask, and ye shall receive:

https://www.youtube.com/watch?v=1JCvzMJlqQA

This was a fun talk. The last half hour is basically how to get a Kickstarter off the ground. Highly recommended listening.

The GLITCHED guys are still awesome people, and I hope they find success when they finally launch this bad boy. They've kind of built their lives around it. It's like a baby that they're all raising at once.
>>
>>173846675
That's true. I'm sure it's 99% laziness but I wouldn't mind playing some RPGs with the limitations of the NES but decent gameplay.

Since, you know, most actual NES RPGs have 0-depth gameplay where all you do is grind. And most RPG Maker games for that matter.
>>
>>173846837
Ah, sweet.
Does this game have a release date yet?
>>
>>173847204
Feb. 2018. They swear they're still on schedule
>>
Bamp
>>
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Stay alive
>>
Okay, but does your protagonist believe in antidisestablishmentarianism?
>>
>>173856190

My cowboy don't really have much of a mind for fancy thinkin'. He just knows two things, shooting demons and helping pretty ladies.
>>
>>173856190
No because he has Pneumonoultramicroscopicsilicovolcanoconiosis
>>
>>173473645
Violated Heroine?
>>
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>>173826684
Spellshooter
>>
Is the version of MV in the OP the full version? Old comp died and so did my copy of RPG Maker
>>
>>173859995
It should be, yes.
>>
DON'T
>>
>FES is being localized
Welp
>>
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>>173862893
Welcome to 2008?
>>
>>173863302
I prefer P3P
Solely because of FeMC
>>
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>>173863302
I meant RPG Maker, dummy.
>>
>>173862893
>>173863483
What's this?
>>
>>173845382
You're a mistake.
>>
>>173864057
3DS RPG maker
>>
>>173864171
Oh man, I need this. My autism demands it.
>>
>>173864057
owo
>>
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Good night bump
>>
>>173859052
Doesn't sound like you ever played it
>>
>>173863458
But FeMC is not canon
>>
>>173863458
I prefer p3p simply because it has a better battle system to 3/fes
>>
>>173842361
I really love Mother 3's pixel art. It's so simple, but so charming. I'm thinking in using the same simplicity for my project.

Speaking of which, I've been writing lore for years and I think I have something in the league of TES.

At the moment, I'm slowly advancing with classes and abilities. It's really difficult to balance them and have to think about parameters and enemies.

I don't know how far I'll make it.because I don't want to waste my good (and possibly only) idea.

What would you recommend? To start with your dream game (and possibly one that could make lots of money)? Or to start with smaller projects?
>>
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>>173726976
>Ranma 1/2
>Isekai no Seikishi Monogatari

Sounds like a fanfiction, or more-or-less a replica of Isekai with more gender-bending and arranged marriages. Could be fun though. Tenchi Muyo and Ranma always seemed nearly interchangeable.
>>
I read somewhere that it's bad practice to use game variables and switches in scripts, what's a different way to use a variable that can be called by all scripts? Using VX Ace at the moment.
>>
>>173870351
How is one supposed to make scripts without variables?
>>
>>173870405
I mean $game_variables / switches, like the ones used in the RPG Maker UI
>>
>>173868430
It sounds like you are aiming far too high for a first project. Most people seem to and basically all of them either abandon the project upon realizing they will never finish it or they just crash and burn.
Get some experience, start out small and actually finish a few projects first. You don't need to get anything to release out of those (not even for free). They are just to have you realize how much work it takes, what you realistically can and can't do, and maybe to tinker around with a couple of ideas you have, which might make it into your big project later on or turn out to be shitty in practice and will end up scrapped. But if you can't finish these small projects, you will never get anywhere with that grand game of your dreams and many fail to even complete a simple, short project.
So definitely start small or I can almost guarantee you won't get anywhere.

>>173870351
It's only bad practice if you want or expect others to use your scripts as that may cause conflicts. If this is just for your game, it doesn't matter at all.
>>
https://mega.nz/#!UUdFFKwT!T1YthGo91XWk_jBsSryAGp3MG2VqWM_CXWd9zaEg6Dc

forsaken journey again
>>
>>173871091
Go on a trip to Banes Island directed
from the Asgurd Kingdom.
>>
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>>
>>173870993
>It sounds like you are aiming far too high for a first project. Most people seem to and basically all of them either abandon the project upon realizing they will never finish it or they just crash and burn.
Get some experience, start out small and actually finish a few projects first. You don't need to get anything to release out of those (not even for free). They are just to have you realize how much work it takes, what you realistically can and can't do, and maybe to tinker around with a couple of ideas you have, which might make it into your big project later on or turn out to be shitty in practice and will end up scrapped. But if you can't finish these small projects, you will never get anywhere with that grand game of your dreams and many fail to even complete a simple, short project.
So definitely start small or I can almost guarantee you won't get anywhere.

Thanks, anon. That's a really great advice. And it's true, my project is really ambicious. It's basically a 2d TES. And even if the idea disgusts me a little bit, I'll follow your advice.

The problem is that I've been working in that project for so much time that I don't know if any other good idea will occur to me. I guess I should play more games and see if something turns out.
>>
Does anybody know how to make an ability animation in which the user sends a projectile towards the target enemy and then it explodes upon contact?
>>
>>173871498
>>173871262
>>173871091
How many hours long is this?
>>
>>173871934
Most people have really ambitious ideas for a first game, usually because they want to create the game of their dreams but don't yet know what they can realistically achieve.
Those small games don't even need a particularly good idea or even one of your own. You can make a simple dungeon crawler or steal ideas from somewhere else. They are not really for release after all, just to get some experience.
Having to put the idea you even want to start gamedev for on hold does suck, but in the end it'll pay off, as you will be able to tell what you can and can't do and can therefore reduce your dream game to something you will be happy with and able to finish.

>>173871262
Sorry to say, but I think that map needs some work.
>>
>>173871091
You might want to get rid off the ferns or swap them for something else, as ferns don't grow in a desert. They will be found most prominently in the tropics, since they like it shady and damp/wet.
>>
>>173539509
>>173540125
Am I missing something? This game looks perfectly fine for an RPG Maker game. Aren't there some devs here trying to get their games on Steam?
>>
>>173873442
My exact thought. The game looks really good. Dunno why you shit on it.
>>
>>173872330
>Those small games don't even need a particularly good idea or even one of your own. You can make a simple dungeon crawler or steal ideas from somewhere else. They are not really for release after all, just to get some experience.

I get what you say, but the thing is that I need money this year. And my dream project was supposed to give me that money.

Now I have to think of something short, easy to make, and that somehow has quality.
>>
Is RPG MV worth it? The only thing that makes it different and useful for me is the fact that you can change the resolution to whatever you like.

I'm using big assests which don't fit well in VX ACE. The low resolution makes my game look as if it was zoomed in.
>>
>>173873725
Making money with games is pretty hard, even if you have your huge game to sell. So I'd recommend not going in there as a means to make money, as that mostly ends in disappointment. Sure, try to sell stuff you made, but most will only make a few bucks and usually not on their first ever project.
>>
dead
>>
>>173877307
Because everyone is working hard on their game!
>>
Might have to bump this a little
>>
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>>173826684
gun mage
>>
>>173826684
Are the guns and magic related? Or is it a mage that happens to use guns?

If they aren't related, I'd say something like Explorers, because they're studying not only fancy equipment like guns, but magic as well
>>
>>173826684
Scioneers
>>
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>>173828620
I prepare a general plan, based on Mark Brown's Zelda dungeon graphs.

https://youtu.be/fqKGl6exyyY?t=2m11s

I wing the actual dungeon construction, then make adjustments from there. Once I'm happy with it, I place all the doodads and events.
>>
>>173864064
I'm sorry for your awful taste
>>
>>173886383
I'm thinking they're not totally related. Maybe they imbue bullets with spells sometimes, but mostly they just wield both magic and guns.
>>
>page 10
Is Sakan a good tool?
>>
What adult parts in the character generator be compatible with the kid generator?
>>
bumps again
>>
>>173845382
Yes. XP's tilesets were actual "sets" too. Where as VX just lumps everything together to hide the fact that the closest thing to a "set" you'll see is matching wall and floor tiles; and leads to people making terrible design designs.
>Every building a different style.
>A piano in every house.
>>
>>173894164

I haven't used it, but from the way it looks I have a feeling I'd agree with this review

>Is the programm worth the money?
>NOPE
>Its usefull if you forgot to add one thing to a tileset or want to switch something out, but for MAKING one its really bad. At least at the moment (24.3.17).
>But are the parts worth it?
>100%
>Even more so if you are using Yanflys Doodads.
>Just buy it, take the parts from the folder and be happy.
>>
>>173871262
BANES?
>>
>>173423748
>>173436884
Shoot, I'll re-upload it tonight. Sorry guys! Sister had a baby yesterday, been nuts.
>>
>>173906040
That's terribly inconsiderate of her. Think of the one whole anon on 4chan being inconvenienced by that baby, LeoHeart's sister!
>>
>>173908509
Hah, I mean sorry I haven't been around. I miss it here. Too much to do!
>>
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Yo, could that one anon working on the puzzle game that posted a while back post the super BS one about fire wood?
>>
>>173906040
That means in 18 years we can have another rpgmg dev.
That's only like 200 threads or so
>>
Would anyone be willing to try the demo for my game? It's an adventure/puzzler game and I want feedback to make it better.
>>
>>173912992
Yeah
>>
>>173914212

Check it out:

https://mega.nz/#!iM8yiC5b!88DOoRSBa9z29sM1K7zdsANt7dTxqRsg5nwOrYqPfZ8
>>
What's a decent free program for making music?
>>
>>173914686
gotchu bro

https://lmms.io/
>>
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I want my succubus enemy to have her image different from normal "hihihi <3" poses people use.

Which of the two is the best in your opinion?

I've considered the V-with-tongue too but eh.
>>
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>>173915087
Sweet. Thanks anon.
>>
>>173920182
Unless it's a porn game those are 2lewd
>>
>>173914438
first thing i can tell you
>that sound when you pick up an item
pick something moe subtle
>>
>>173920182
Second one
>>
>>173914438
Better than what I was expecting. Action mechanics in RM suck though.
>>
Anyone has a nice looking medieval helmet for RPG Maker MV? You know, the type of helmets that covers the face of random soldiers. All the helmets I've seen show the damn face of the character.
>>
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bump
>>
>>173920182
Do all three.
>>
>>173441394
Sup /woo/?
>>
>>173920182
Finger on tongue.
>>
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Well, I'm bored. It works, I guess, but for some reason making this combat system isn't exciting me as much as my sRPG system or even my custom turn based one. I think the only thing I learned from this is how much easier things would be if I just knew how to properly create and use functions.

Oh well. I think I need to talk a long break from RPGM and get back to writing or studying or something. I barely even touch this thing anymore.

Good luck, friends.
>>
live
>>
>>173933180
rip and good luck
>>
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How about this?

https://forums.rpgmakerweb.com/index.php?threads/hiddenones-mv-resource-warehouse.47255/
>>
>>173940148
meant for
>>173925549
>>
>>173933180
Stop quitting your projects Anon
>>
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>mfw my daily calorie goal was 2,210 and I still need 2,024 but I need to go to sleep
>>
Don't die over night now.
>>
What fun stuff should I put in my rpg? Suggestions?
>>
>>173948046
There's a baker in the first town, and every time you complete a major story event there's a different cake on their table
>>
>>173948046
You can walk in on this guy taking a bath.....in slime goo. He says it's for his complexion, but nobody in the party believes him.
>>
>>173948046
A date with a cute maid(en)
>>
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Good night bump
>>
>>173948046
I always love when I receive from time to time messages from the NPCs telling me how they're doing in their own adventures
>>
>listening to long RPGM tutorials in the background while I work in RPGM not to absorb knowledge but just because I like their soothing voice

A-Am I the only one?
>>
Revive! Revive this thread!
>>
>>173952350
Which ones?
>>
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>Using RPGM2003 because it'll limit my overly-ambiguous mind
>Names have a relatively tight character limit
>"Oh, I probably can't make Hakkapeliitta fit"
>mfw I can fit all but one letter
>>
>>173954224
Presently, Redweaver.
>>
>>173952350
My brother likes to put certain youtube nutjob when he does his stuff because that
>>
>>173954508
>Hakkapeliitta
what kind of name is that
>>
>>173959268
Hakkapeliitta (Finnish pl. hakkapeliitat) is a historiographical term used for a Finnish light cavalryman in the service of King Gustavus Adolphus of Sweden during the Thirty Years' War (1618 to 1648). Hakkapeliitta is a 19th-century Finnish modification of a contemporary name given by foreigners in the Holy Roman Empire and variously spelled as Hackapelit, Hackapelite, Hackapell, Haccapelit, or Haccapelite. These terms were based on a Finnish battle cry hakkaa päälle (English: strike upon [them]; Swedish: hacka på), commonly translated as "Cut them down!"
>>
>>173954508
Too bad rm2k3 has limited text character set.
Otherwise you could find some special letter combinations
in the character viewer. For example the lower case roman numeral ⅱ (will 4chan display that?) is one character but it's not in the MSPGothic western character set.
>>
Unityfag here, but I'm making a citybuilder/rpg crossover thing. Can you guys recommend a good and free tileset for terrain/landscape stuff? I've been browsing sites like opengameart for days now, and of course I found some nice things, but it's never really "complete" or "all-purpose" and I'm getting frustrated.
>>
For a generic jrpg, do you prefer playing as a male or female MC?
>>
>>173961954
Depends on how lewd the game is. Jk but either way outside the Atelier series, JRPGs with female MCs are relatively uncommon.
>>
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>>173961954
Girl, so that I can pretend I was the cute girl that I was always meant to be
>>
>>173961954
The generic male jrpg lead is among the most boring things in existence. As long as it's a good, engaging character I can care about, I don't mind what they have in their pants, but failing that, give me a female one so I can at least have some variety.
>>
>>173961954
Give me the option, but do what Pokemon does and don't change any of the character dialogue so there's girls wanting my at my junk either way
>>
>>173933180
what plugin
>>
up
>>
>>173971270
>>
>>173961954

It's more important to have a developed and interesting character.
All things being equal, though, I like boobs.
>>
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Working on maps
>>
>>173982006
I like this art style. It's simple but... comfy.
>>
>>173982006
Looks nice.
>>
so how about that new kendrick album
>>
>>173987652
>>173987673
Thanks m8s
>>
What is your game's target demographic?
>>
>>173992896
Reverse neckbeards
>>
>>173992973
...elaborate.
>>
>>173964639
I'm pretty sure generic male JRPG lead is a dying breed these days. Even when the MC is male it feels like 90% of party members and supporting characters in RPGs now are anime girlz. Also 99% of RPG Maker that aren't just RTP diarrhea have female protags.

Maybe during the PS2 era it would have felt like a varied choice but now it feels like the norm. And they all have to be cute so they all look exactly the same and the only design decision is what hairstyle they have. The novelty of cuteness is lost when everybody is cute, then it just gets boring as fuck.
>>
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>>173992896

Me.
If anyone else enjoys it, hey, bonus.
>>
>>173992896
lonely virgins in their 30's
>>
>>173992896
You are
>>
>>173992896
>>173993830
>Me
Sounds about right.
>>
>>173994235
But virgins in their 30s become immunized to loneliness from being lonely for so long
>>
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>>173997860
Who told you that?
>>
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So I picked up an older project I had but I lost the notes I had written about it, so I can barely recall where it was going and I have to make the lore up from what I remember.
It was a straightforward quest game where the quest just brought you to pick up an item on a certain map and it slowly builds up lore. But I can't remember all the other quests (aside from the first one I put in) and how they tied into the lore.
>>
>>174004173
Sounds like that project's fucked my man
>>
>>174004173
Now you can make new quests and rewrite your lore!
>>
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>>174004756
>>174004816
>There are two types of people, kuma
>>
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>>173993768
I think that's because JRPGs are becoming more synonymous with Dating Sims. So the MC ends up being an androgynous blank slate meant to fade into the background. While the player explores relationships.

I think silent protags work in Adventure games where they have very little human interaction.
But in RPGs it's grating to see NPCs getting chummy, envious, or even fall in love with a silent protag. Idk, its weird, I can see NPC as actual people but I can't imagine myself as the protag. Even when it's a Robot serving as your Avatar to engage with the characters across dimensions (or the 4th wall), I'll imaging it as someone else on Earth controlling the robot - not me.
>>
>>174006245
I see silent protags as potatos. And seeing characters forming emotional attachment with it is just silly.

A character just confessed their love for me, and I'm like...(blank)
NPCs celebrate my victory and I'm like...(blank)
A self-proclaimed rival is swearing payback, and I'm like...(blank)
>>
>>174006856
I concur
>>
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I need a name for this little fella
>>
>>174008972
Spermhood the Enlightened
>>
>>174008972
Majin Boogey
>>
>>174008972
Edward Cockhands.
>>
>>174008972
Bob.
>>
>>174008972
Jimbob.
>>
>>174008972
Jimboy Bob.
>>
>>174008972
>>174009372
Majin
>>174009459
Edward
>>174009260
the Enlightened
>>
>>174008972
Jim-boy Bob-Billy
>>
>>174008972
Jim-boy Bob-Billy the Second
>>
>>174009739
This one
>>
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Hay /rpgmg/ what do you think about this type of naming convention?
>>
>>174012317
redundant
>>
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>>174012317
>>
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so I'm trying to play space funeral and the fonts real bad
>>
>>174012317
Hurts muh eyes and my brain

What are you trying to do here, display Race / Class / Sex / unit number all in one string?
>>
>>174013897
yup
>>
>>174012317
>lizardMAN swordsMAN
>(F)
>>
>>174013981
Is sex necessary clutter? I can't imagine it being relevant information to gameplay.
>>
>>174014162
It is, in a game about catching and breeding monsters.
>>
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>>173969303
It's not a plugin. It's an event, done from scratch. Well, technically several events, but it used to be one, and I split it for quality of life convenience.

One common event read inputs, whether I pressed an attack button or clicked on its icon, which called a second common event called Ability Master List (which kept track of the name, cast time, damage, icon, sprite, cooldown, etc. of all the abilities), and with the information obtained from the AML, it would cast the spell or start the cast bar (which would cast the spell on completion - or be interrupted if you moved before completion). If it was a projectile, it told a 3rd common event to generate a projectile sprite (the image of which was given by the AML), and it reserved a picture number for that sprite while moving it a certain pixels per frame speed (also given by the AML). That same common event also checked each tile each projectile was in to see if any of them were touching a map event (IE, if region event info != 0), and if they were, they'd do their damage or effect to that event.

I feel like I'm explaining a lot, but it was over all pretty simple.

Pic related is the main event responsible. As you can see, it's a pretty tiny thing. Had I more motivation, I'd put the cooldown-setting stuff in the AML where it belongs, likely controlled by a condition, but the current thing is a remnant from when it was all controlled by 1 common event.

The only plugin I ever used was a short thing I made myself that let me use any key on the keyboard in events (in this case, WSAD and 1-5). I showed people how to make its like in my script call lessons a few weeks back.
>>
>>174014552
I wish I knew as much as you...
>>
>>174014492
My favorite genre
>>
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>>174016698
>I wish I knew as much as you...
Here, take this knowledge.
>>
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>>174016710
Mine too

Come to think of it, I'm surprised there are no monster-raising games made with RPG Maker. At least none that I'm aware of.
>>
>>174017009
Wow! Thanks Anon! Are you willing to share more of your practical wisdom?
>>
>>174017398
Yeah, if you've got something specific. The thing is, everything I know and everything I've done can be found in that info pic. Understanding it would do more than me trying to explain other stuff. For example, I made those posts before ever touching the real-time combat system I just worked on, but said real-time system doesn't do anything new - it uses all those same principals, and was built exactly how I expected it would be. I think that's part of why I got bored of it so quickly - I wasn't learning anything new by it.

And on a side note, I'm still really super new to all this stuff myself. I'm shit at programming, and last year I was just a basic RPGM dev like you and anyone else here, who considered script calls to be "that programming thing I'll never touch." Then I needed a script call for something, and I learned how to do something else with it, and then something else fit and there, and then this other thing became so easy, and then... One year later of slowly trying this and that, you get that image.

And I'm still a scrub. I recognize quite clearly how much easier everything I do would be if I knew how to properly use functions. All I need to do is put a few functions in a plugin, then refer to them occasionally in the real code/event/whatever I'm working on. It's like a basic essential of programming I've never touched, and I need to get on that asap.

But yeah, long post again

>tl;dr Ask me anything.
>>
>>174018289
>Ask me anything.
What is your most favorite sci-fi movie?
>>
>>174018407
Probably Serenity, unless there's something big I'm forgetting. It's been a long day.
>>
>>174018289
How do you make custom based turns?
>>
>>174013785
>Your nolher and I lhink you ghoul d I eave
What did he meant by this
>>
>>174019102
>turns
In what context?
>>
>>174019338
The context meant in >>173933180
>>
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Progress bump
>>
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>>174019451
Oh, turned-based combat? That's probably the easiest; I did that long before I ever touched a script call. Frankly, I didn't (and don't) like the RTP turn-based combat system, so I built one from scratch. (Albeit, it'd be a helluva lot easy to do nowadays if I were to remake it with script calls)

I reserved several of the game's variables to be "enemy stats." Pic related, Exhibit A. Then there was The Big Loop, as I called it. Just before TBL, I displayed a background picture and displayed another picture for whoever my enemy was, and then begins The Big Loop.

So the first time TBL is run through, nothing really happens except at the end, where it checks the player's and the enemy's life (and other stats) and draws them (fancy way of saying Show Picture x9001 times) over the background, setting up your usual stat display stuff. Pic related, Exhibit B. Then it checks if either the player's HP variable or the enemy's HP variable is 0, and if it is, it breaks loops and does the victory/defeat schpiel. Of course, in the first run, nobody has 0 HP, so it sees Switch: Player Turn is OFF, turns it ON (and Enemy Turn OFF, which it already was) and loops back to the top, where now the player gets to make his usual choices. Attack. Magic. Seduce. Whatever choices I wanted it to have. I used the regular in-game Choices event command because I was lazy, but I always intended to change it.

Anyways, the player does his thing, then it goes back to the bottom, checks if someone died, sees Player Turn is ON, turns it OFF, and turns Enemy Turn ON. Now the enemy, depending on its type, does some attack. If it had multiple abilities, it was weighted. Random Number betweeen 1-100. If <50, do Attack, if >50, do Fireball. That sort of thing. Then bottom, check life, Player Turn is OFF, so it turns ON, Enemy Turn is OFF, repeat.

The Big Loop.

I also added player-controlled (but later CPU-controlled) allies to the Player Turn and Enemy Turn, which automatically attacked.
>>
>>174020764
Tell me more
>>
>>174021246
>>174019451
Later still, I did... I don't know the right name of it, but it's something a ton of people ask plugins for. Basically, each person in the combat had a variable that tic'd down every loop. Depending on your speed (and the speed of your last move), the base number counting down could be higher or lower, but once it reached "0", it was "your turn" to attack. So a really fast character could attack two or three times between a slow character's attacks.

That was a remarkably simple feat, done as easily as I just explained it. Of course, since it was my own system I built from scratch, it was far, far easier to add to my turn-based combat than it is to add to the RTP system, but there it is.
>>
>>174021246
May I see a webm of this in action?
>>
>>173988570
i liked it, kinda underwhelming if you consider TBAP but its a radio friendly thing

kendrick is confirmed on my game so this is not off topic
>>
>>174021684
Mmmmmaybe. I broke the shit out of it before moving on, and that was years(?) ago. I might be able to find an old form that still works.
>>
>>174021708
Don't worry he's releasing another 1 on Sunday
It will be NATION
>>
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>>174021684
....yeah, I broke the shit out of this. I'm going to keep trying though.
>>
>>174022282
I appreciate the effort. Godspeed scriptanon.
>>
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>>174021684
Ah, here we are. This is in the middle of a transition and testing stage, when I was adding Hate and Hopelessness stats, so they didn't have a proper stat display and relied on messages. Also, this is apparently before I fixed the thing where the enemy's HP wouldn't update until after both the player and ally had attacked, but oh well. HP still updates between turns.

Overall, not really impressive, and really easily done (although it would have been a ways easier with script calls, especially the part that displays hp and stats). It was still a fully functional system open to whatever contrived ideas I had at the time (hope & hate).
>>
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>>174021450
The protagonist is the blonde on the left, she's a new governess in a mansion where there are ghosts out to murder her, or she's just crazy, depending on various choices.
>>
>>174023172
What are the limitations of script recalls?
>>
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>>174023695
Honestly? How much Javascript you know plus how well you can read the RPGM MV's js files.

There's been times I spent hours (like 4 to 6 hours) searching for one tiny line of code in MV's js files, because I know something is possible but I cannot begin to guess the right term/variable/function for what I need to do.

For example, the projectiles in >>173933180. Although you can't tell because the map doesn't move, those fireballs are affixed to the map itself in the same way the characters are, despite being no more than pictures shown through the Show Picture script call (IE, affixed to the x,y of the window, not the game map. Despite how simple that sounds and is, it is something I am extremely fond of because of the tremendous hunt required to discover the right variables that stored the game map x,y of characters in pixels.

I used to use a plugin that would "do it for me," and hours of studying that plugin got me no closer to discovering how the process was done. In fact, the plugin was using a really roundabout method that I didn't need, and said plugin broke how pictures worked natively in such a way that I found the plugin worthless. Using the right script call solved the problem much simpler, and far more stably.

But yeah, 7+ hours to find the mystical terms "screenX()" "screenY()". Used as in $gamePlayer.screenX(). $gameMap.event(1)screenY(). That little stuff. Pic related is my memo for it.

On a side note, the plugin I now find so useless was "TDDP_BindPicturesToMap." Screw that thing. I mean, I do appreciate the effort and work, and it helped me when I didn't know better, but man, it screwed a lot of stuff up for me too.
>>
>>174023695
>>174024479
To add, "How much Javascript you know" is pretty much the end game of script calls. You can do everything the preset options do already through the script calls found from

https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0

Also, since you can plug more variables into more places, that makes this way much better than the presets, especially for things like Show Picture since you can choose the Picture Number or even filename via a variable instead of just its x,y.
>>
>>174013785
Nice twitter-tier post retard, take the time to google search your problem first.
>>
>>173576539
Might be a little late but here's my thoughts:

I feel like, if the game gives you a character like a healer first thing, the player just forgets about items unless they're MP potions. Why use the consumable when you have the relatively cheaper and more infinite mage?

On the other hand- items that you can't buy never get used. It seems a bit arbitrary to limit the player by an amount they don't know. Alternatively, maybe items that can only use one of in a battle? That way the player will only save one for the final battle, but can freely use any others.
>>
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>>174024479
>Remember that I gave you the link to that plugin back then

I just wanted to help
>>
>>174031023
You did. The sRPG still uses it, including the demo I put out back then. It was a bandage fix to a big problem I had then. I just wish it worked as intended, and that it didn't mess up a lot of weird stuff unrelated to pictures (for example, the enemy cursor was just an event transferring from place to place, but there were times when it just wouldn't show for no reason. Turn off TDDP, it shows. Turn on, it stops showing. No pictures involved, yet that was the culprit.).

Thanks for it, honestly.

Truthfully, my frustrations with that plugin is 80% responsible for me zealously believing their must be a script call equivalent that does the same, and that all plugins could thus be circumvented through script calls. If it hadn't been for you and that plugin, I wouldn't be half the person I am today.
>>
So I guess the collab game is dead? I'm pretty sure it's been a month since Leo finished chapter 1....
>>
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>>174034079
It's a shame that the plugin behaves in such a strange way but if it helped you to learn some things then all is well.

>>174034972
BSTAnon wanted to upload chapter 2 at the end of this week and I really hope that he does. It would be a shame if the collab would die so soon.
>>
Stay away page 10
>>
Stay bumped!
>>
>>174017149
Rpg maker doesn't support monster collecting out of the box very well and designing a good handful of monsters takes alot of skill and work.
>>
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It's not my job, but I'll take the mantle tonight.

Good night bump.

Today's Night Song of the Day: https://www.youtube.com/watch?v=J1W7gMWGspE
>>
>>174041165
That song is pretty good, love that last minute.
>>
>>174008972
Hoonae
>>
>>174041165
neat
>>
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>>174041165
The more the merrier.

Good night bump
>>
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Hay /rpgmg/ how many friends are in your games party?
>>
>>174046631
I asked /rpgmg/ for advice on the matter, so 8, 3 at a time. Should probably make it a 9 though so i could have 3 equal groups.
>>
I unintentionally made the main villain of my story a Jew.
>>
>>174049667
Why would the race of your villain matter? Is the protagonist Hitler?
>>
>>174049667
And you made your hero a /pol/ack?
>>
>>174049667
HOW
>>
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https://www.youtube.com/watch?v=AlKS2RrLWPQ
Oh, nice. Too bad music tend to hog spaces.
>>
>>174049667
In what sense of the word? Like, the Star Trek Ferengi kind? Like, despite having an abundance of a thing, they hoard and monopolize it in order to maintain a sense value and privilege that they otherwise wouldn't have.
And it takes a Prometheus/Coyote trickster hero archetype to steal it and spread around the world.
>>
I want to create a trial environment similar to Danganronpa's but I'm literally as dumb as a bag of bricks and have no idea how to even start with RPG Maker VX Ace. Are there any guides for creating/simulation 2.5D environments around? Or even scripts that are ready to go?
>>
>>174052086
There's actually a danganronpa style minigame in the collab if I remember correctly. You could look into that.
>>
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>>174052309
I'm actually so fucking retarded holy shit. Where can I find the collab?
>>
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>>174050528
They're one of your companions who stab you in the back and become the BBEG.
>>
>>174052086
I just finished this game today
Good shit
>>
>>174052086
https://www.youtube.com/watch?v=DmM0Y3f6OvA&list=PLUZ5gNInsv_MPwIoNOJu_yBMQZAuj-J4e&index=9

This is the kind of environment that I'd like to recreate. I know that it's possible with VX Ace, as this very video was made in VX Ace, but I don't know how I would go about doing so.
>>
>>174053403
Rather than actual 2.5D that looks like pictures -characters and background- sliding at different speed
>>
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>>174052590
http://www.mediafire.com/file/89tsrb5ka31g36h/rpgmgcollab_v13B.zip

Had to dredge this up from the depths, but it's the old VX Ace Collaboration Project!

You're looking for Chapter 9, which is entirely a parody of Danganronpa. I should know since I made it.

Also yeah, if anyone wants to actually finish this thing, please do so.
>>
>>174053970
I would've said that too, except there are scenes (for example, at 2:28 in this particular video) where you can see the backs of some of the sprites.

>>174054893
Thank you so much anon! I'll take a look at it ASAP.
>>
>>174055572
that could also be another sliding picture
>>
>>174054893
>342MB
What the fuck did you put in it? dolphin porn?
>>
>>174057585
It's like 12 chapters worth of game from about 10 devs and no art direction. Go figure that there'd be bloat from just how different devs have different tastes in music.
>>
>>174057585
It is always horses and you know it.
>>
>downloaded rpg maker
>no will to start it up
>>
>>174060062
Try become like me.
I forget what my game is supposed to be.
>>
>>174028396
Not to mention, unrestricted access to inns and other state curing locations make most healing items moot.
>>
>>174028396
>>174062108
So the only way to make item useful is by removing healer from the party and make Inns expensive?
>>
>>174028396
read >>173577186
>>
>>173411825
>this thread is a week old
>>
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New song

https://soundcloud.com/iwilldevouryourkittens/o-lord-merciful

Thoughts?
>>
>>174065712
Very harrowing, good boss music.
But? Not very memorable
>>
>>174066697
Thanks for the compliment, and I'll take that feedback to mind.
>>
>>174062910
This doesn't cover items like grenades or bombs, which gets overlooked quite quickly in most games.

During the time they're significant, they're usually too pricy to buy en masse. By the time they get affordable, your plain attacks will probably be par for damage, making the bombs obsolete.

It's a problem.
>>
>>173826684
theres a really old game i used to play on the PS1, its called Technomage. I think its a cool name for your game
>>
>>174069153
i use items
>>
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>>174046631
>how many friends
As many as possible, of course!
>>
>>174072989
I really, really like those.
>>
>>174069153
Then make bombs more powerful.
>In Ar Tonelico 2, bomb are four times stronger than my attacks and can be crafted easily.
>>
>>174072989
>Wanted animated enemies
>I can't sprite
Anyone know a place to find animated monster for RPG Makers?
>>
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>>174072989
this art style reminds me of Yo-kai Watch...
>>
>>174078257
Is that bad?
>>
>>174078257
Those characters are from a /tg/ game that predates Yo-Kai watch by a couple years, but I do see the resemblance.
>>
>>174077382
I'm afraid that's probably something outside of the realm of premade assets. Besides Holder's Animated Battlers, of which there are only like 5 monsters.
>>
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>>174065712
That cyan gargoyle-lookin' guy above Gasmask Man is pretty cool. Also is that evolved Leghorse right below him?
>>
>>174064154
Welcome to /rpgmg/
>>
>>174046631

Only three.
One's a quiet medic with an interest in fashion and stabbing things, one's an angry little brat that just wants to play video games, and one's the smuggest anime girl possible but as a robot maid.
>>
>>173788787
I do!

zephyr#0392

hmu mang
>>
>tfw you took an afternoon nap instead of working on your game
>>
>>174064154
Maybe you should post more.
>>
>>174090337
This. If you're in this thread, and not posting progress on your game, why are you even here?
>>
>>174092447
To bump, duh
>>
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>>174092447

I'm in here because I like playing RPG Maker games and talking about cool games to play.
My game isn't RPG Maker, so I don't have stuff to contribute when people talk about devstuff.
Sorry.

Here, have a rough sketch of one of the characters, anyway.
>>
>>174093223
well, what's your favorite one you've played?
girl looks cute, i'd hold hands with her.
>>
>>174092447
>>174092854
This.

Also I just started my game yesterday.
>>
>>174094052

Fantasy Maiden's Odd Hideout is probably my absolute favorite thus far.
The gameplay suffers a lot from "well why can't I fiddle with this right now?", but the presentation is charming and the do-something-different-every-day gameplay setup works really nicely in balancing both varied gameplay and story feeding. Storywise, I really like that the fucking blatant "twist" that Ange is a vampire is obvious as hell, which nicely masks up the actual twist that she's a crazy bitch hallucinating everything.
I'm also a sucker for New Game+ modes, which this one not only provided but allowed me to get a whole extra perspective of the story.

In general, I'm really a big fan of the Japanese not-horror games and derivatives thereof. I liked point-and-click adventure games, and this is a nice simplification of the format, allowing for more emphasis on story while also providing better capabilities to showcase events going on. Bevel's Painting and Ib are also great, great, great, had a lot of fun with those.

That's a boy, anon.
>>
>>174065712
The backing beat is overused in my opinion. Try mixing it up a bit.
>>
>>174095841
Thanks for the feedback.
>>
>>174069153
>>174077225

It's like you guys never heard about the Atelier games, where synthesized bombs are the main firepower the players get.
>>
>>174096469
>JRPGs where every character is a generic anime girl
I'll pass
>>
>>174094718
fantasy maiden's odd hideout is good shit
have you tried chloe's requiem? by the same guys.
>>
>>174097928

Yeah, Chloe's Requiem was also great.
Frankly, Michel is among my favorite protagonists in any RPG Maker game; despite being a kid, he's manlier and more capable than so many other dorks. I also like how, from the start, he's absolutely sick of this shit and wants nothing to do with the main plot.
>>
Who /atmospheric/ here?

https://soundcloud.com/iwilldevouryourkittens/requus

This music plays in the disc one final dungeon, where the disc one final boss dwells. I'm thinking it'll start out quiet and get louder the closer you get to the boss. The song itself is supposed to sound like music for a demonic incantation.

Thoughts?
>>
>>174099770
Pretty spoopy
But the crying cow and the singing cats feel strange
>>
>>174100581
That's the intention.

It's foreshadowing. The main antagonist is a giant bull-man and your sidekick, a cat-demon, is his son. You don't find out either of these things until the confrontation.
>>
>>174100789
Oh, I see!
In that case well done, it is definitely unsettling.
>>
>>174101208
thx mang
>>
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Holy fuck, pyxel edit is a godsend.
>>
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New monster

>>174106482
Damn that's good
>>
>>174106482
>WOWSERS
Go to school Maxine
>>
>>174106913
It's Saturday, you communist.
>>
>>174106774
I like his mask.
>>
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>>174107071
Fuck you are right
Time really flies by
>>
>>174108045
Damn right it does
Work on your fucking game you socialist piece of shit
>>
What kind of save system do you have?
Saving allowed everywhere?
Saving crystals at certain locations?
Consumable items you need to buy?
>>
>>174113447
Save anywhere in towns and other similar safe spaces.
Save anywhere on world map.
Save crystals everywhere else.
>>
>>174113447
Save every in-game night when the character goes to sleep.
>>
>>174062910
Maybe Inn prices that just scale with the amount of HP loss? It makes more sense then the steadily increasing price per town.

>Also maybe we should just start making doctors and healers instead of inns. Makes more sense.

>>174113447
You can save anywhere where it won't break the game. Then I turn it off. I do try to make the room before a boss look suspiciously like it has a save point just to remind people though.
>>
>>174113447
My personal favorite is "save anywhere outside of dungeons".

Saving in dungeons takes away any challenge the game might have. Dungeons used to be gauntlets in vidya.
>>
>>174119123
It's funny, I was contemplating the options and came to the same conclusion but for a completely different reason
If you can save anywhere, you can end up saving at a point where you have insufficient resources to escape the dungeon, meaning you'd effectively have a dead game if you made it difficult to run from fights.
>>
>>174119123
>Saving in dungeons takes away any challenge the game might have. Dungeons used to be gauntlets in vidya.
I liked how FFXII did it; there were save points in dungeons, but some of them were mimics.
It was very rare mind you, but after that first one you were never quite as enthusiastic about finding a save point again
>>
>>174062910
Or just balance your game correctly. Mother 3 has instant revitalizing chambers and 2 healer characters, and I still found food items plenty useful in that game.
>>
>>174119754
I think the biggest reason that game gets away with how many healing options it has is the rolling HP bar. Enemies are able to do much larger damage because optimal play minimizes it, which in turn means healing is more necessary, which in turn means you need both items and healing spells to save yourself from an attack that did 382 damage to everyone in the party.
Honestly, I'm pretty angry that, to my knowledge, not one of these Mother-inspired indie games of recent history has used the rolling HP mechanic. It's easily the best part of that series' battle mechanics so this collective decision to ignore it confuses the shit out of me
>>
>>174113447
No saving, perma-death only.
beat the game in one sitting you savescummer casual
>>
>>174119426
>save point mimic
Oh god
>>
>>174113447
I don't know how it is for developers, but for the love of god: if your game is a buggy piece of shit that crashes every 30 minutes, or if it's just hard to view all the good cutscenes, I'm going to savestate before every fucking important event, just incase I want to see it again or if I want to redo a crucial build choice.
>>
>>174123121
The best part is that FF12 has the style of save points that fully restore you, so if you were low on hp and hoping to get a refresher out of it you were in some real shit.
On the flip side, if you defeat them they get replaced with real save points, so there's at least a reward for it.
>>
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>>174119426
>>174123121
>save point mimic
>>
>>174123121
I remember playing an RPG Maker game once that had a fake save point right before the final boss.

It said "Do you want to quit the game?" and gave the same Yes/No prompt as the normal save spots in the game. Fucking ridiculous.
>>
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>>174124373
Fuckin' sweet
>>
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There must be more games with robots/androids as party members.
Why doesn't your game have one?
>>
>>174126836
Won't work with my setting
Plot lightly involves time travel but I wasted my one playable character from the future on a gunner class.
No, I'm not about to redesign them to be a robot.
>>
>>174126836
>Why doesn't your game have one?
But it does.
>>
>>174126836
It does.
>>
>>174126836
Because I'm not intelligent enough to write about transhumanism.
>>
>>174124373
Nice. It's hard to even call it foul play since it tells you exactly what it does, but a ton of people would still fall for it because why would you read that text for the 97th time? That's deliciously dickish and I salute whatever developer came up with it.
>>
>>174128298
If literally every robot character in any jrpg ever is any indication, you don't need to. Give me the robot, anon.
>>
>>173563042
Because I released a demo last week, it's Easter Sunday and I feel like it'd be some sort of sin to work on muh porno vidya
>>
>>173647156
Pirate it, then when it goes on sale, buy it.
That way if any of these totally fake stories about people being caught having pirated it comes true, you have a license.

The standalone pirated version is much better than running it through steam anyway imo.
>>
>>174120357
Probably because they think including rolling HP would make them "too" mother-inspired, as if it's crossing a boundary or something.
It's a neat mechanic, but it does suffer from a significant problem - the more HP you have, the easier it is to heal from critical damage, making the game easier as you progress. You could make it so the rolling speed increases as your maximum health increases, I guess, but I feel like there's a smarter way to handle the problem.
>>
>>174130283
Fair point
I actually think the solution you offer would work, as long as you aim for the right balance between "this goes so fast it may as well be instant" and "this is so slow I'd never die". By the end of chapter 1, I remember it being pretty reasonable.
You could probably work it down to a science, getting the right percentage of health per second.
>>
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>Don't even have enough space (for state names specifically) to name a state "Unconscious" in RPGM2003

I brought this upon myself. This fault is mine alone.
>>
>>173868430
I'm sorry to be the one to say this, but you clearly have not been hit enough in life.

If you have one good idea and think it might be your only good idea, chances are it's not a very good idea.

It's like anything else, art, music theory, language; no artist ever just had a good idea for a painting and went about making it from zero, no others, just this one good idea, made it and got stinking rich.

Like anything else there is a formula or recipe for a good work of art, and to think you have this one perfect idea, this one personal song that needs to come out is just narcissism.

There are hundreds of people writing their own hackneyed, cliché-strewn fantasy land settings and even if it's amazing and solid and logically consistent, it's still going to be just another RPG Maker game.

There are some breakout games on the engine, sure, but those are very rare and you're not going to get it on your first try with no PR.

Start a small complete-game-in-2-hours project. If you can convince 5 people to play it all the way through, then start the masterpiece nobody will appreciate.
>>
>>173873725
>I get what you say, but the thing is that I need money this year. And my dream project was supposed to give me that money.

>wants to create 2D Elder Scrolls
>within a year
>thinks an RPG Maker game in this vein will sell boatloads

Hahahahahahahaha
>>
>>173868430
Start small, definitely. Get the hang of things. Find out what works and what doesn't, then apply your findings to your dream game.
>>
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Good night bump
>>
>Battlecry looks off as two words
>Rally Cry looks awkward as one
>Don't like the inconsistency between splitting one and joining the other
What do?
>>
>>174137478
Battlecry
Rallying Cry

Looks fine.

or you could just find another word for Cry.

or you could just stop using existing RPGs as your sole research in your game design.
>>
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>>174126836
I explored doll characters. Its somewhat interesting to build a character. Find enchanted parts, power sources, emotion drives.
But the dolls become passive roles in any plot. Its kinda boring.
>>
>>174137732
Great idea. I'll also drop every commonly used English word found in my game, because those have all been used before, too. My sole research can be a thesaurus.
>>
>>174138490
Great reply. If you have to take my point to extremes to try and prove its invalidity, you've lost.
>>
>>174138490
Not a bad idea for making an annoying pretentious NPC
>>
>>174138490
go for it
>>
>>174133954
What about K.O.?
>>
>>174134328
Make it a horror game. Boom instant success.
>>
I want a "Treasure Chest" system that lets players have a choice between two items when they "open" the chests.

What could be a good equivalent for a chest?

The setting is fairy-tale inspired.
>>
>>174150690
http://tvtropes.org/pmwiki/pmwiki.php/Main/HonestAxe
Also, give a reward later for taking weaker items.
>>
>>174150690
Would the other item disappear? If so place them on separate pedestals and if they take one, the other gets destroyed.
>>
>>174024479
I finally have a question for the script anon, a day late and a dollar short but, is this the way to the fabled Harvest Moon stye farm event?
Because it seems like it could be but it's been forever since I conceptualized what I needed for an event that grows with an in game clock and forget how the grow/water/etc. event would be made.
>>
>>174153519
Oh, now I remember a major block is the mechanic of holding an item on the player's head and that's how you click on the soil to plant it.
Most farm things in rpg maker have it at a predetermined list.
>>
>>174151369
Well, the idea was that both items would have somewhat similar worth every time, so an exact copy of that system wouldn't work. For example, Fire Absorption shield vs Confusion&Charm&Sleep-immunity Ring.

>>174151485
I dunno. Just randomly finding two pillars with items in a forest seems weird. Maybe I could just use talking animals that offer you trades or something like that.
>>
Sorry guys... I'm learning spanish and its taking from my dev time. :(
>>
>>174161358
Learn a real language, like Finnish.
>>
>>174165376
There are no Finns where I live. I live in a border state in the USA. More likely than not I'm going to be meeting Jose, not Johannes.
>>
>>174165376
Nearly all Finns can understand English. Why would anybody learn their language?
>>
>>174166146
>Was about to start arguing but remembered this is vg/rpgm/
Post progress!
>>
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>>174167253
>>
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Alright, so I have an event that is using multiple selfswitches and I'm using ICF-Soft Event Extension for unlimited self switches, but for some reason another event that checks which party member is at the front of the formation in a paralleled process event is making the event jump to the last page, even though all pages have the comments at the top and the plugin commands at the bottom.

Wait, I checked again and it's not the parallel event, it's any event on the same map.

Wait again! It's not just that. I clicked a couple of events on the map and nothing happened but when I equipped an item I got from an event, it jumped to the last page.

Why is this happening? I turned off any other plugins. Did I put the commands and stuff in wrong?
>>
>>174169201
Also, I originally used MoreSelfswitches Plugin or sometinh=g that basically worked the same but was older and had unfic=xed bugs so I used this one.
That on had a gif showing the paes in use and every page other than the first had selfswitch A checked off. I tried this originally when I had that script but I still ran into the same problem.
In that one they also had the selfswitches as numbers so I don't think that was the issue.
>>
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>>174165376
>finnish
>real language
>>
>>174166146
>>174166771
>>174169990
wew lads I was only memeing
>>
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>>174170308
>when meming goes wrong
>>
I'm gonna have my part of the collab finished and ready to deploy at around the deadline (Leo passed it off to me around the 22nd IIRC, I'll have it finished by the 20th at the latest)

Sorry about not posting a lot. When you're making similarly themed block puzzles there's not much to post, and it's also hard when your main computer can't access 4chan. Don't expect a lot of combat in my part, just lots of Plot Implications.
>>
>>174171379
>>174170308
>>174169990
>>
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i... can't figure out how to do the shack;;;
>>
What game has your favorite special effects for attacks?
https://www.youtube.com/watch?v=PJ42Afr_F3E
>>
>>174172707
kek, please leave it like that
>>
>>174172707
With style and dignity of course.
>>
>>174172707
nice graphics btw
>>
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Here's progress for today

https://youtu.be/1xOguN6g1KM
>>
>>174177642
what
>>
Where is chapter 2 Eggman?
You said there would be chapter 2.
>>
>>174169201
>>174169771
Alright, I messed around with it some more.
I still can't figure out why the equipment and the save button make the events jump to the last tab despite all the requirements for them
>>
>>174172707
make a shack
>>
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Guys help me make a party of 4 with some of these
>>
>>174187070
Rollan
>>
>>174187070
Rolling a bump
>>
>>174187070
Rolling
>>
>>174187070
no!! i refuse!!

wait shit
>>
so this is how we reach the bump limit now
how low these threads have fallen
>>
>>174192440
sad
>>
>>174192440
then just let it die
>>
>>174192440
>>174193365
>>174193837
Stop whining and work on your game.
>>
>>174195457
I gave up...again
After realizing i can't into dialog.
>>
>MV has been released for 1 year+
>still no good game that came out from it

Why?
>>
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IS THIS WHAT PROGRESS FEELS LIKE[/spolier]
>>
>>174196972
Wait, I remember that goat

Also we need a new thread
>>
>>174187070
Rolling for a character to draw.
>>
>>174196972
nice side walking animation
>>
>>173686475
...Crisis Core?
>>
Anyone have the MV Sakan thing for free download?
>>
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Anyone know of a plugin or simple way to use a skill or add a state in response to a certain condition occurring in battle? Ex:

>big barbarian motherfucker can't go berserk at will, but does so when conditions are met
>specifically, low hp or other status effects
>shifty mage bitch casts Fascination on him
>instead of applying the Fascinate state, this activates a class specific barbarian motherfucker thing and applies the Rage state

I just got into this whole RPGmaker thing yesterday and that's quite a few links in the OP. Which of these tutorials concerns states, skills, and counter mechanics specifically?
>>
>>174196972
Why is the goat skating?
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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