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/rpgmg/ - Rpg Maker General #209

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White Mage Edition

Previous Thread >>178665782

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
https://pastebin.com/2bJ8wBsz
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

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=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV9GemiW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

The /rpgmg/ podcast:
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

Latest SteelZeroes Demo! https://www.mediafire.com/?7j353lkhfpnnx27
The Long Road demo: http://gamejolt.com/games/thelongroad/236740
Random Game of the Week | Ghosted: https://rpgmaker.net/games/9756/

/rpgmg/ Collab Project: https://www.mediafire.com/file/czw9v8wd0d5h8a9/CollabProj-2_Backup.rar
Chapter 4 slot OPEN (you should volunteer)
>>
If I want to make a lewd game for Patreonbucks, should I try to leave cutscenes and sex scenes for later like I would in regular game development process?
>>
>>179515438
If it's patreon, you're going to need promotional material.
>>
>>179515438
Your backers are going to want these lewd scenes.
>>
>>179098323
>>179434250

Did you try this anon?
>>
>>179515598
>>179516261

But couldn't the promotional material be built entirely about gameplay? I am just not the best artist, so I'd like to focus on the game deving and then hiring an artist for the sex scenes.
>>
Is there a program that I can use to make the visual effects of abilities? I'm thinking of something like after effect, but simpler.
>>
>>179516506
Well, it depends on what kind of game you are going to make.
If your main selling point is lewd then it better have lots of lewd scenes.
If you are making a traditional game with some optional lewd scenes (like after romancing a girl or visiting a brothel or something) then yeah, you could go for it.
>>
>>179517026
This. Also you have to think what is the most important feature that will atract supporters/buyers. But if you include both (lewd/gamplay) you'll have more chances IMO.
>>
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Post progress!
>>
I predict rpgmakerweb is going to die soon.
>>
>>179515438

Steps (in order)

WRITE YOUR GAME, leave lewd scenes to later

WORK OUT LEWD SCENES, you must have a basic plan before you start drawing and a damn near CONCRETE plan before going to an artist.

COMMISSION/DRAW LEWD SCENES; drawing's easier than commissioning, but odds are there's a better artist than you out there somewhere. Commissioning also saves you the time you'd spend drawing, and if you're doing EVERYTHING else, then damn right you might want to save the time.

BEGIN JEWING ON PATREON!

ASSEMBLE YOUR GAME.

PUT OUT A DEMO, ideally, your game should be completely finished but everyone expects a demo.

USE FEEDBACK FROM THE DEMO TO FIX YOUR GAME

PUT OUT FINAL VERSION

RELEASE UPDATE PATCHES MONTHLY SO YOU GET PATREON REWARDS.
>>
How do I make myself stop using the default tilesets?
I'm not an artist, and I can't really envision what tone or style I want mt game to be
>>
>>179523998

Step 0/Background Step:
Start learning about how to draw

STEP 1:

MAKE COPIES OF THE DEFAULT TILE SETS (this is important)

Step 2:
Whenever a tile doesn't quite fit with what you want, edit it until it does.

Step 3:
Learn more about sprite editing through this process until you get more confident.

Step 4
Use your increasing confidence about drawing and sprite editing to change the default tile sets. You eventually will develop more competence and confidence, and you might start to realize what you want.
>>
>>179521827
why is that?
>>
Stop watching the E3 and work on your game
>>
Do we know the limitations of RPG Maker FES?
Obviously other than no external assets
>>
>>179530090

>watching E3
>after the age of like 17
But why?
>>
>>179521827
is this a "you guys are alright" post
>>
>>179530656

What is he going to break into the server room and smash the server and maybe beat up the one IT guy there?

You can't really 'don't go to the server room tomorrow'. It's not like a public place.
>>
>>179532183
if we're going to entertain it, it could be that he's just going to hack the site and infect anyone who visits the site.

>some of you guys are alright; don't log onto rpgmakerweb tomorrow.
>>
>>179532391

Ah, perhaps.

But I think he's more concerned about it being dead like the Hearthstone general is dead.
>>
Naw, I'm just saying they're waning in their duties.
The v1.5.0 update was 5 days ago and they haven't announce it yet, still waving the 1.4 update banner.

Caz, the lead ReStaffer, admits the ReStaff is inactive because she's not around. Which is basically saying, "I'm not responsible enough to find a replacement."

And ever since the FES release, more people have noticed there's a big asterisk after The Official* RPG Maker Forum, and realized it doesn't mean what they think it means.
>>
>>179534686
A shame, really
>>
Does anybody else feel like writing the villain's backstory, objective and plans first makes other things much easier?
>>
>>179540962
yes. nobody cares about the protagonists. it's all about a compelling villain.
>>
Does anyone have the new modern tileset they just released for MV? The MV graphics packs are hard as fuck to find pirated versions of, VXA packs are everywhere. And does SumRandomDude ever come here?
>>
>>179545149
>srd
doubt it
>>
>>179545149
The Japanese Festival one that looks like shit?
I've mentioned this before, but who's in charge of promoting this stuff.
>>
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>>179547260
I think he means the new one in the rmweb store.

>Created by Sherman3D, this classy tile pack is an excellent add-on to the existing RPG Maker MV material.
>With an emphasis on clean lines and essential objects, this pack will help you create that perfect light and airy feeling of modernity.
>Modern Urban Tileset includes objects and textures needed to create a hotel entrance, a modern casino and a modern boxing or wrestling ring.

*Bellhops, Casino Dealers, Wrestlers, and other modern character sets not included.
*Dragon-thing in promotional image, also not included.
>>
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Bump
>>
>>179548384
There's nothing wrong with it. It's just half-baked and ultimately useless.

>>179547260
Yeah, that's pretty bad. It's got to be someone from Degica. The Japanese store use the same images, and even has English dialogue in a screenshot for the DS+ pack.
>>
What does your villain want and how does he plan to obtain it?
>>
>>179554282
he wants revenge for the dark elves being oppressed by the light elves.

i forgot, actually.
>>
10
>>
>>179554282
She wants to capture Earth's men because she belongs to a race of sexbots whose creators became extinct.
>>
>>179559312
do those sexbots know that their creators have already become extinct?

are they only fighting for the glory of semenkind?
>>
>>179559774
Of course. With their masters dead, the sexbots needed to find themselves a new purpose, so now they travel throughout the universe looking for new masters. All the new species they find become extinct too, though.
>>
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Just played Harold vs Pax East
The solstice puzzle was pretty good, but the rest of it was bullshit, no warning, play it again and don't make the same "mistake" this time.

No thanks, I wasted enough time.
>>
>>179548384
They're always stretching for nice things to say. I wonder what kind of approval process they have to go through.
>what approval process? They answer to no one.
>>
>>179545149
Not recnetly. His buddy Skullboneslayer has, too. They've shilled each other's Patreons on here before
>>
>>179554282
He wants to prove to himself that the modern civilization was a mistake, so he crudely made a replica of the middle ages world but with magic and shit, while attempting to forcefully stop anyone from starting the age of discovery. By the beginning of the story things were going very badly so every time he fails he resorts to more extreme measures.

Pretty much is you vs a very assholish Sims player. Good luck finding out though.
>>
Don't die /rpgmg/! Your friends are cheering for you!
>>
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>>179575834
>cheering
>not each contributing to a section of the final dungeon and/or boss culminating in a cavalry moment where they all return at the very end so you truly aren't fighting alone
>>
>>179554282
He wants revenge. Against the 'final boss,' for destroying his village, and the MC, for taking away his only friend
>>
>>179554282
Rival company wants to monopolize trade and businesses in the capital, rumored to harass smaller businesses by hiring bandits or causing problems for them.
>>
Get in the bag, already
>>
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im making a part where a dialog changes depending on who is in the front of the party, does anyone know how i could go about doing this?
>>
>>179540962

Antagonists make the plot happen, so they damn well better be well made.
>>
>>179585125
There should be a checkbox for actors in the same place you check switches and variables for events.
>>
Rate my protagonists purely based on their (admittedly made in RPG maker) appearances.
>>
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>>179588463

>too retarded to actually post my image
Man, that's a good sign
>>
>>179588639
I know it's hard to change without abusing hairstyles but I cannot express with words how much I despise catpeople with four ears. Looks fine otherwise but I'm not sure pink hair meshes that well with dark skin.
>>
>>179588864

Yeah, i hate it too, to be honest. There's no reason I couldn't just edit the image to remove it, right?
>>
>>179588639
Pink hair on that skin tone makes me cringe. I'm also not a fan of that particular hairstyle with that face on the male. Dude looks too old to look like that. And then we have the cat ears and the human ears.

On a whole I'm not a fan of MV's character creator, so I might be biased.
>>
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>>179593114
you fucking gay?

but "long hair, covering eyes/face of masculine face" definitely looks bad. after a certain age, people stop wearing those kinds of bangs. unless they have the features to support it, which a strong jaw, nose and small eyes do not.
>>
Is there any way to have an enemy's stats affected by a variable to simulate difficulty?
>>
>>179594252
I said that skin tone and this is clearly not an example of that. In your character's case both colors clash too much. In this case it looks good because more than pink this is a very bright red and the eye color compliments the skin.

Don't get me wrong, it can work and I have seen examples. Just that I personally find it too contrasting.
>>
>>179588639
Is that a catboy?
>>
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Good night bump
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>>179586804
is it this? and if so what does this even mean
>>
>>179600785
It's storing the Actor ID of party member #1 in that variable
>>
>>179602401
i was able to get it thanks people.
>>
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Stop dying
>>
Post your progress!
>>
>>179610007
Soon (tm)
>>
>>179288912
One way to make this happen, in theory at least, is stretch the width of the stairway part, that is suppose to be to upper part, since objects that appear closer to the eye are bigger.
>>
>>179598076

Aye.
>>
>>179610007
Still trying to improve my artistic skills.
Perspective is not easy at all.
>>
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>>179612819
You can cheat on occasion.
It's a projection not perspective. So things aren't suppose to recede in space. But in a true projection, spheres would be elongated ovals - which doesn't fit the concept of a sphere. But cubes in a projection, being 2 squares on top of each other, don't bother people because it fits our idea of a cube having equal sides, and that's what we see.

In a cabinet projection, we give the illusion of perspective by shortening the top side of a cube by some amount; it seems more natural because we are used to seeing thing in perspective. But we don't distort the ground even though that too is technically the top side of the earth. It doesn't seem to be a problem when you put a cabinet projected cube on a square floor.
But put a cabinet projection of a fountain - the top being shortened into an oval - on a circular floor, and we notice something is wrong right away.
>>
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>>179610007

The first place where you get control of your character for more than one room is nearly done (it mostly just needs flavor events now). I have the slum started but unlike the mansion it actually needs changed some and has more than one part, since it's where most of the game takes place.
>>
>>179610007
I'm writing everything down before I do anything else for my game. I mean EVERYTHING. No real progress until then :(
>>
Storywise, I need 4 main characters.
Character dynamics-wise, I want 3 main characters.
Gameplay wise, I want a party of 3.

What do I do?
>>
>>179622175
Make it so you have to change characters in cities.
>>
>>179622175
Maybe one of them can't fight at all and joins the group for moral support.
>>
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>>179622175

One character's a non-combatant and doesn't show up in battle.
>>
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>>179622175
The 4th character is a pacifist or oath bound not to harm any living creature. They only appear in combat on special occasions as a gimmick. Like they're an exorcist, so they're only used to banish ghosts and skeletons that are incorporeal or otherwise immortal.

Ion in Tales of the Abyss was with the party for the most part of the game. As the Fon Master he would have strong mystic arts. But it weakens him whenever he uses his Pope powers, and they need him save his strength in order to break seals.
However in a new game +, for whatever reason, if you use Luke's special and press Triangle then Ion will appear and do an extension with his own mystic arte for more damage. "Perhaps I can help. "
So he's basically an optional summon during certain story portions of the game.

Additionally, the annoying mascot character for this tales game is a fire breathing cheagle. They use him for adventure mechanics to hit switches and open new paths, but he's not used in battle.
>>
>>179625953
gotta love portable switch flickers
>>
>>179625953
The exorcist thing reminds me of fighting skeletons in White Knight Chronicles. They're unique in that they only collapse for a little while but get back up again in a minute or so unless you uses a special skill or holy water on them while they are collapsed to properly banish them.
If you have neither, you can use the party chat "Pray" emote while targeting the collapse skeleton, having the same effect.

I kinda wish more online games used chat emotes as a useful game mechanic. Like, to enter a building you have to salute the guards before they let you pass. Or you can "poke" a treasure chest to see if it's a mimick before you try opening it.
>>
>>179626415
that sounds dirty and degrading. hah.
>>
Man E3 was a whole load of nothing at all.
>>
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>>179629441
I disagree with your assessment.
>>
>>179629441
yeah, a lot of it was irrelevant to me. i'm hype for monster hunter world, though.
i've also been writing and listening to a lot of big band-y jazz music recently, so i really liked the odyssey trailer music.
>>
>>179622175
Why do you need four characters?

One option is to just do away with one and distribute their important bits among the remaining three characters.

However, from what you're saying, it really seems as though you want a party of three and an important npc.
>>
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making rpgs is ruff
>>
>>179633892
ver ruff
>>
>>179616050
What's up with this weird sleeping room?
>>
>>179638632
There is only one bed, the rest are mimics.
>>
>>179638632

It's where the kids sleep.
>>
10
>>
>>179514565

Anyone got all the Time Fantasy sets to share? I plan on buying 'em, but I'm currently broke and I really wanna start doing more than just writing down the concepts, database, etc. More specifically, the MV sets.
>>
How many possible party members should a good rpg have?
>>
>>179651559
Between 1 and 108
>>
>>179651559

As many as you can make up distinct party roles for.

No two characters should do the same thing the same way.
>>
Is 12 party members in battle at once too many?
>>
>>179653227

Question one: does this clutter the game unnecessarily?

Question two: Do the threats you face warrant so many party members?
>>
>>179653227
i have a hard time caring for micromanaging that many units.

those battles had better be over in one or two turns.
>>
I'm updating the collab project with the new MV 1.5.0 files.
While I'm at it, I might do some things with the maps.
I just combined the Chapter 2 prison floors 1-6 onto a single map.

Keeping maps separated by chapter is kinda nice. But unlike the last collab, there's a bit of a overlap between chapters that reuse locations and allow for backtracking. It's not as linear as the last collab project was were whole chapters were pretty much self contained.
So I'm not sure it's the best organization method.

I guess that can be pretty intimidating. So I want future collaborators to know that their only responsibility is to move the story forward, and it doesn't have to be 100% finished when you're time is up.
Like, here I am. My turn is over. But there's no reason I can't debug previous sections and fix things for continuity sake.
And you don't have to address or make acknowledgements to things that were said in previous chapters. I mean, we want to be respectful, but it might be difficult to pick up what other collaborators have laid down.
For example, in the prologue the King says to do "that method" for dealing with the shadowfey. But if no one follows through to explain what "that method" actually is, we can just edit it out in later revisions. It's a minor hanging thread we can snip off by erasing that line, no big deal.
Or conversely, chapter 2 was focused on Jaye, if no one wants to explain what happens to her next, I will gladly add in a side quest or work in scenes somewhere somehow, just to tie up any loose ends.
I gotcho back.

It's kinda like an Ouiji board I guess. No one person is guiding it. So even though Silent Maid and the other collaborators were pushing in one direction, it might end up changing and going somewhere completely different. But they still had an influence and it's in a different position than if they hadn't touched it at all, right?
>>
>>179653898
>micromanaging.
That is what I hated about games like Agarest War and Cross Edge.
They have 20+ party members, you only use a handful. But they all gain exp regardless of them being in the party. So after every boss battle you you got 5-8 characters that just leveled up and you're forced to allocate stat points for each of them before you can resume the game.
It's a terrible idea.
>>
>>179652714
Thanks, I'm aware of that. But how many are too little and how many are too much?
>>
>>179653227
Yes. Unless it a strategy game where you fight maybe 40 battles total in the entire game.
>>
>>179656297

Too little is less than two, always; there needs to be someone for the main character to talk to unless isolation and loneliness are themes of the story.

Too many depends on the nature of your game. As I said: what's too clunky? What makes things too easy?

It depends. The answer is different from game to game.
>>
>>179653898
Battles are infrequent, think sub-bosses and bosses only. Perm death also. It's like an endurance test.
>>
>>179656523
My game would be something like Darkest Dungeon but with world exploration.
>>
Would you people think that players would get angry if they were locked out of certain events if I don't specifically tell them that it's going to happen?

Say, my game has a calendar, the likes of Rune Factory, and I guess Harvest Moon. For example there's one event where the hero has to save a companion who's been captured for experimentation. I didn't put anything besides the usual "Hurry the fuck up if you want to see her again" If he does it in within a quantity of days depending on how strong is his bond with her, he saves her, if not he arrives too late and has to kill her corrupted form in a boss battle.
Unlike Persona,the game continues and the player has to live with the regret that he chose to grind materials or whatever over a friend. Would the player get pissed that I didn't spoonfed him that something bad would really happen?
>>
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>>179659414
I think it would be perfectly fine because you warned the player beforehand by having a character say "Oh shit we need to do this ASAP Joker."
It's their fault for dicking around doing different stuff.
If you want to be a little lenient then have a somewhat innocent event somewhere before where the outcome is also determined by how long the player takes.
>>
>>179659414

My advice to you: demonstrate in a less serious event that if someone says 'hurry up' they don't mean 'whenever you like'.

Lots of games are guilty of saying WE NEED TO HURRY HERE NOW but the claim is toothless.

TEACH the player that time constraints are real, and they will learn
>>
>>179659414
I would.
Another reason I hate Agarest War is that there are hidden time conditions that you would never know about unless you use a guide. The game has a "turn" counter that goes up every time you enter an area. So you're ~suppose~ to level grind in dungeons where the turn counter can't go up. But there's no in-game instructions to tell you the "right" way to play.

I was already halfway through the game before I looked up a guide. So I effectively missed out on unlocking most of the cgi scenes as well as recruiting certain characters
I'm still picking away at it, there's no way in hell I'll ever want to replay it. It's so long that RPG review sites had to make an exception to their rules about playing a game to completion.
>>
>>179660320
>>179663030
I thought in doing something like that but then again, how would the player know that the outcome wasn't scripted?
>>
>>179664997
Just do some earlier events where you have consequences like "hurry up or you won't get free ice cream" or "hurry up or the racoon will run away with your pumpkin". The player will learn to hurry up.
>>
Some games assume players will have some kind of pre-knowledge about a the genre and game mechanics to expect certain things.

If you've played a reasonable number of action games, you'd be pretty familiar with the double-jump ability and recognize "I can't make this jump yet, I'm suppose to come back later."
But for newcomers who are playing adventure games for the first time and aren't familiar with the concept. They can waste so much time trying to make a jump. And is some cases, actually making the jump before they're suppose to by some fluke, and break the game because the developers failed to signpost "Amateur Climbers Forbidden, [High Jump] needed. "
>>
>>179665283
That's my point. How will the player know, even in those examples that there was actually a choice? Players tend to roll with what they get. Let's go with your ice cream example. We got two options

1 Player gets icecream. He doesn't wonder what would happened if he didn't hurry up because he did.

2 Player doesn't get icecream. Welp, I guess I wasn't meant to get that icecream in the first place. Fucking scripted events.
>>
>>179667834

You can't make an idiot not run into a wall. You can only paint the wall, wait for the idiot to go to the internet forum and ask HOW DON'T I RUN INTO THE WALL and then someone will be like 'idiot it's a timed event'.

And he'll be like HOW WAS I SUPPOSED TO KNOW?

And then he'll be banned for retardation.

My answer assumes you're dealing with an individual who uses his or her grey matter.

If you want to communicate to an idiot, you just have to come out and say it. But by that logic, you can't have any subtlety anywhere. Basically, don't worry about idiots too much.
>>
>>179667834
Put a distraction in the way.of the ice cream, and then have the character offering the ice cream explicitly reference the fact the player chose the distraction instead of the ice cream. Then maybe repeat the event some days later. Perhaps now making the distraction less appealing (make it an item that is useless in multiples)
>>
>>179667834
>NPC tells him he took X amount of time
>NPC comments that he's surprised he actually made it in time
>NPC comments that ice cream generally melts in Y amount of time
>>
>>179667834
Use bold color phrases to tell the player what the objectives are.
>>
>>179669090
>>179669189
That's a good idea, thanks.
>>
>>179667834
In games that run on a schedule, there's usually a courtesy prompt.
"You just remembered you signed up for today's tournament match"

After all, it might have only been a few hours in-game. But in reality, you could be picking up from a save file that's weeks old and could have easily forgotten by then.
>>
>>179670419

A 'quest log' is always a good idea.
>>
good lord, i hate discussing game design with rpg-exclusive developers, or even just reading their discussion.

i feel like i can only respect opinions from people deeply familiar with high-level fighting game and perhaps RTS gameplay. everyone else is completely retarded when it comes to logical thinking, or something.
>>
>>179670856

...did you mean to post in the AGD thread?
>>
>>179670856
Are you talking about us or someone else?
And if it's us, what were you expecting to find in a thread that says "RPG Maker General" in the title?
>>
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weeks. Or years.
>>
>>179671162
nah, you guys are cool. probably. i just tune out anything that's not progress posting, or a scripting question. i don't recall reading anything too offensive here.

i had the displeasure of browsing the official board's design forum a bit, though. but back to work. perhaps a demo within the week
>>
>>179670856
Your logic might not be universal.
It could be culturally exclusive.
>>
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>>179671967
But we've got 30+ years of infamous game design faux pas to learn from.
>>
>>179671967'
It was a fundamental concept being discussed.

Why is the Defend command so unused in RPGs? Monsters will keep relentlessly attacking you regardless of whether you defended or not. They'll still be alive. You're better off just constantly attacking.

In third-person shooters, how do you stop someone from camping and peeking around corners? They're completely invisible to players running up to the corner, but fully visible to someone completely obscured by the wall. It's a completely lopsided situation, thanks to the camera.

In fighting games, how do you stop someone from just running away and blocking everything? While attacking, you commit yourself into an attack, leaving yourself vulnerable. When moving closer to the opponent that's running away, you leave yourself vulnerable by being forced to let go of block.

In RTS, how do you stop someone from just rushing constantly? SCVs, marines and bunkers? What is the optimal response from a competent player? Is there any guaranteed solution to this cheese?

The less familiar you are with thinking about things at a fundamental level, the more hack-y your solutions will be.
>uh, how about defend provokes enemies into attacking them, and performs a counter attack when attacked.. it also restores mana?
>uh, make towers have +50% armor for the first 10 minutes? then players will be forced to stay away from the opponent's bases
>uh, how about you make the person running away for 30 seconds in a row lose all of their super meter? now they're forced to fight
etc
>>
>>179674817
Listen to the podcast (in the OP) if you haven't already. We bring up Defend in shows with obvious titles (8, 14, 27). The worst part of Defend is in certain games where it doesn't even activate until that character's turn, making it useless against the fast enemies it usually is trying to defend against (you'd just try to finish off a slow enemy).

Bravely Default gives you a turn, which is nice. The subject of the upcoming podcast (Sacred Earth: Promise) boosts your HP and MP if you choose to Defend. MP is especially important, since you can extned your attack chains by burning MP (and one long chain is better than two short ones)
>>
>>179676280
i do remember listening to one where it was discussed in depth. legaia's one of my favorite games, since it was my first ever JRPG, but it's like the prime example of the complex/bloated type of solution to this problem.
>reduces damage taken
>increases evasion
>increases (effective) damage output
>restores mana
>depending on accessories equipped, it can do a plethora of other things, like restoring the health of the party, adding a damage multiplier, removing status ailments, counter attacks are activated if attacked, ...

through a combination of all of that, you have finally have (an overloaded) Defend option that's actually attractive.
>>
>>179678081
I think Defend worked better in the overall scheme of old-school JRPGs, where death was a Really Bad Thing and random enemies were capable of getting your characters from Nice N' Healthy to Very, Very Dead.

I'm currently replaying Lunar, and I like how Defend is also the command that lets you move your characters around the field. They sort of understood that anyone who wants to move (without using Attack to move toward an enemy and attack them) must be fleeing danger.

Legaia's Defend really does sound like a mess. Shame you still have to Attack to beat the game, with how good Defend is on paper
>>
>>179678081
>legaia
already like you

If you want a reasonable defend option, Wild Arms 3 had a thing because the entire party used guns.

Defend reloads your clip to full. If all you did was attack, you'd end up with the very weak melee hit that was barely accurate, and the damage of the Gatling special attack depended on how much ammo you had in your clip.
>>
>>179678081
legaia's defend did so many things they didn't outright mention.

>>179674817
having defend also increase resistance to status ailments is critical to making sure it actually does the obvious job properly.

Defending to restore MP is not bad, but that can easily result in grinding fights to fullheal the party. I like the idea of linking amount restored to damage you take while defending, but there's a danger of being needlessly complicated.

Increasing speed/actions is definitely a good choice to reduce the overall action cost of defend. A stacking speed buff that only stays in effect for 1 turn, 2 with particular accessories.

In games where enemy MP is seriously implemented, outlasting them becomes a viable tactic. Enemies often have far too much MP, and it's not wrong to assume that certain enemy types are also worn down instead of constantly on full tanks. Survive(or mp drain) 2-3 hits, and their moveset gets cut to a third.

In games with field effects, I also think it would be good if defending gives you some measure of control. Like if every party member has an element, defending shifts the field in that direction. It's hard to get it into a single element AND exploit damage bonuses, but it's easy to shift the field away from an element a party member is weak to.

Now that I think about it, having Defend increase the success rate of Running in the next round would also be convenient.
>>
It's an old discussion that comes up now and again.

Without changing what the defend command does, (You) the design, in order to make the defend command useful, have to manipulate enemy behavior via switches and special conditions.

The oldest trick in the book is the countdown. "The enemy is charging to attack" giving the player warning to defend.

A more elaborate set up would be a mime / mirror / shadow version of your heroes that copy your actions. The harder you hit, the harder they hit back. So one possible strategy would be to poison them and just ride out the rest of the battle by guarding. (Or attacking yourself)

By today's standards that would be a pretty "advanced"
But back in RM2K days, "advanced" was elaborate animated sideview battle systems and damage displays that were all done with events.
If you guys ever see the inner workings of The Legend of the Philosopher's Stone battle system, it'll make other rm projects look like kindergarten glitter & glue crafts.

El-Sato (Deviantart) had made some fancy custom battle systems in Rm2k way back in the day. Plus he did is own pixel art, I considered him my senpai.
I'd show you his old work, but it's long gone off the internet at this point. And his rm2k project files were on my family's old Win95 computer. Yikes, I feel old saying that.
>>
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>>179681651
No joke. A custom menu system on rm2k is impressive by itself. But a Custom Battle System? All done by events?
I don't think most people can appreciate the amount of work put into crafting something like that.
>>
>>179682318
The windows, the numbers, equipment text.
Those are all individual pictures.

Displaying numbers is a trivial thing to do in Ruby and Java.
But as a RM Event System, it's a ridiculous amount of variables and conditional branches and show picture commands to display numbers in those positions.
And then, to even make the numbers roll up, down, and even bounce after stat changes.

It's so beautiful, I want to cry.
>>
>>179674817
>Why is the Defend command so unused in RPGs? Monsters will keep relentlessly attacking you regardless of whether you defended or not. They'll still be alive. You're better off just constantly attacking.
Play Disciples II. It's basically an Strategie game with turn based RPG fighting screen.
In this one the defend button is actually useful.
>>
10
>>
The defend command is useless because people expect the engine to do all the design work. Leaving enemy behavior up to basic RNG.
>>
>>179674817
It depends on the battle system. Even something as simple as giving two actions per turn would make a defend command viable. But they're usually only used for big telegraphed attacks, which is honestly sad.
>>
Stop dying dammit.
>>
>>179692760
then that alone isn't a solution at all. the difference is just "you wasted half of an attack" instead of "you wasted an attack".
>>
>>179694824
Alas, you're right. Guarding is a stupid command if you put it that way. If guarding somehow exhausted your opponent it would make some kind of sense to do it. A guard that buffs your defenses or some other stat makes one wonder why not use said buff instead, since both are the same waste of a turn, and buffs might be cast to the whole party.

Then again it might be the same shit with debuffs and what I said at first.

Who the fuck guards in a RPG?
>>
>>179695510
One of many problems is how cheap healing is.
You don't have to worry about a little more damage if you can easily heal for a hand full of mana afterwards.
>>
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i'm filling out a "attacks this unit does on this enemy speed, on paths with this shape" chart, and I just realized the "straight path", "90degree corner", and the "180degree turn" values I use in the path field spell out ILU.

late night ilu bump. <3
>>
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>>179698873
>>
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Good night bump
>>
>>179524701
Can you subdivide step 0 in more steps?
>>
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i was gonna make a game where you can get
temporary townsfolk to join your party but i want to use the side battler, does anyone know where i can find side battlers of the default MV people?
>>
So, is there a consensus on how shit MV is?
Should I just stick with Ace?
>>
>>179674817

>not having 'wind up' or 'power' attacks that force or incentivize use of the Defend command
>>
>>179701492

Easiest way to learn how to draw is to start drawing shit around you.

Learn how to draw shapes, too, since if you can draw shapes you can draw most things in the world.

An actual artist can teach you better than I can; I am but a learner myself.
>>
>>179704609

Honestly, it's not bad.

Admittedly, if you already have Ace and you already like Ace, there's no reason you CAN'T use Ace.

I mean there's probably some fag working on a AAA quality game in 2003.
>>
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I'm watching a Japanese let's play to one of the Off fangames.
The way she says Batter-kun is adorable.
>>
>>179708406
Should I start drawing with a pen or stick with computer programs?
>>
>>179708904

I prefer drawing on actual paper, but that is me.

If you have drawing equipment and it is electronic, then use that.

Ultimately, learning which you prefer to do is a learning experience.
>>
Tall (realistic proportions, so no XP type) characters:
16 pixel wide? (x3 for MV)
24 pixel wide? (x2 for MV)
48 pixel wide?

How to work with the color palette of MV? It looks like a mess to color.
>>
>>179554282
She want to save the planet by sacrificing 30% of the population.
One of the sacrifice is MC's family. I'm sure you can guess where this is going.

The planet need heat energy after a freak star accident that cause the planet orbit away from its solar system.

Before it happens, humans make a pact with Gods to supply the planet with heat energy and stuffs. In return the Gods demand human sacrifice every 200 years.
>>
>>179554282

The first one wants to create a society that entertains her, where anyone, human or not, can achieve success by merit rather than blood.

The second one wants to understand the place of monsters in her new Empire.
>>
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Guess, I'll bump with my first map. Not quite filled out 100% but close enough.
>>
>>179711997
It's not bad but I would take away ~50 % of the trees
>>
>>179711997
keep the trees, but don't let there be any cliff height inconsistencies.

if you look at the right side of your map, it's both a "1 height" cliff, and a "2 height" cliff at the same time.

it's a lot more lively than my beginner maps, though. i was a big fan of big open maps.
>>
>>179711997

Are the trees intentionally planted?

If so, they should have more space.

If not, they should not have a relatively fixed pattern.
>>
>>179712558
>>179712675
>>179712704
Thanks for the feedback.

I feel a bit silly making that cliff height mistake.
>>
>>179548384

Yeah, that's the one. I'm surprised there isn't more piracy of the graphics packs going on. I would probably buy them after my game was finished, but I don't feel like blowing my money on assets I may never use.
>>
>>179514565
Is this the cracked version?
>>
Why doesn't your game have a pacifist route? Don't you want those sweet Undertale audience bucks?
>>
>>179717419
I wonder, why was Undertale so successful anyways?
>>
>>179711997
Why would someone build a statue on this dangerous place?
The ground easily sag in cause of the water soaked earth.
>>
>>179718468
The author already had an established audience because he had a popular webcomic, and the game included meta-elements and nostalgia-throwbacks at a point in time when those things were at their peak.
>>
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>>179715424
I'm not. Just because someone puts a price tag on something doesn't mean there's a demand for it.
If you're going to sell workout equipment, hire bodybuilders to make it look like your product actually does something.
If you're going to sell rpg maker tilesets...hire someone who can make an appealing map out of it.

And by calling it "Modern Urban Tileset" Degica is only shooting themselves in the foot, because they're telling you they can't be trusted with accurate descriptions.
>Dissatisfaction Guaranteed
>>
>>179718543
Remnants of a civilization from before the great flood. Idk.
Use your critical thinking skills.
Or your imagination.
>>
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>>179718734
*worked on a popular webcomic

Toby did a lot of music for Homestuck, but didn't draw much of anything for it. He did still have that audience, though.
>>
>>179717419
I want to make a lewd game with a pacifist route based on Marquis de Sade's Justine, where it is basically never-ending humiliation and ntr for the player choosing to be spare his foes.
>>
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"Hey guys. It's me, Aldo! Remember when I was the fresh new look for MV before it turned out I was just promotional material and you got Harold instead.
How mad are you?"
>>
>>179652145
you forgot the squirrels you monster
>>
Hey guys
PIXELART IS AWESOME
>>
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Added this visual aid at the start of the Collab Game.
It doesn't need it, but it doesn't hurt either.
>>
>>179728817
I love these types of QoL upgrades
>>
>>179717419
Because there are people you can't reason with. In my game's case, let a certain villain boss off twice and don't let the party member who's obsessed with revenge kill him, and he'll reward you by killing one of your party members the next time you find him.
>>
kai monkeys random dungeon generator is perfect and I would love something similar for MV
>>
>>179717419
I actually like the idea of making putting some elements of pacifism. But it would probably be a game entirely focused around that, exploring different interpretations of it and the flaws and hypocrisies of each.

You can capture people, but you can only keep and feed so many. You can maim, but that is likely to kill them or end their functional lives. Not everyone is willing to talk, particularly when their view of you is colored by the atrocities you've committed. Someone who sneaks past an army to reach the leader is generally considered an "assassin" rather than someone to talk to.

But talking DOES work, if you take the time to understand one another. Honor and simple Decency have their place on the battlefield. One can lead by example, and inspire others to do the same. Owning up to ones' mistakes is crucial to establishing trust. And you have to actually trust someone other than yourself, not because you're so damn amazing that you don't care if they betray you, but because you have faith.
>>
>Dying
>>
>>179727961
So it is!
>>
What do you do when you have a good idea for a plot twist in your game, but you know that including it will easily increase the length of your game by a good 50% and probably add a number of plotholes to the story?
>>
Why are the preset things of MV so limited like hairstyles, facial features and colours?
>>
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>decide to port my ancient RPG Maker 2003 project from 10 years ago over to MV for fun
>realize I can just drop the old RTP charsets from Rm2k3 directly into MV and use an amazing Yanfly script to scale them up and make them look good in a 1080p game window
>also realize that the order the characters are facing in Rm2k3 charset images are in a different order from MV
>now have to painstakingly move sprites around to make them face the right way and also remove the solid colored backgrounds from the old RTP, for every characterset
>have to do similar things with tiles, facesets, sv battlers, etc

It will be worth it. I love the look of old Rm2k3 RTP and I'm making my own edits as well. I'm surprised this scaling script works so well.
>>
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>>
What's the best way to convert VX tilesets to MV?

I'm trying to scale them using GIMP but they continue to come out blurry
>>
>>179745830

http://www.kickbackgames.com/mvfu/

Youi're welcome.
>>
>>179740346

One, they're supposed to sell DLC.

Two, they're supposed to be a basis. Since you can use the assets freely, they expect you to modify them if they don't fit your purposes.
>>
>Link for VXAce is dead

Okay..
>>
Are there any basic guides to sprite/tileset editing around these parts?

I'm not an expert but I'd like to start producing my own content even if my own content is literally 'RPG maker stuff but slightly different'
>>
>>179744473
Grass!
Leaves!
Snow!
...Skin?
B̴̩̣͍͞͞L̺̻͙̩̝̀Ó͚̼O̴͖D̢͎͙̦̣͇̹̜̼!
>>
>>179746990
open sprite/tileset in gimp
make changes
save sprite/tileset
>>
>>179747071

That was the idea I already had. I wanted a guide, possibly with some do's and don't's, not some no name patronizing me.
>>
>>179747040
I haven't seen Zalgoposting in a long time.
>>
>>179747207
okay, buddy boy. btw, since this is the entry-level software, RPG Maker, there are, in fact, people that visit /rpgmg/ that weren't already aware of how easy it is to add new images to their project. sorry you weren't one of them, hun.
>>
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>>179746990
The question's a little broad. It'd be easier if you had a specific thing you wanted help with, but a couple of things that are pretty much universal:
* Make sure not to mix pixel sizes. (see picture for a How Not To)
* Make sure to have a consistent light source. (Typically above or above and to one side of the characters.)
* Always save your work in a lossless format - png is good. Jpg will ruin everything for you because it compresses shit.
>>
>>179749120

Thanks. That'll save me ages of hitting my head against the wall.
>>
>>179748479
I can believe that. But sometimes, you just gotta b̺̩̘̳̖͐͛̓ͫu͈̒s̛͓̟͙̳͕͎͆̇̒̿t̺̖̜͎͇͈͆͂̏ͫ out the c̰͂́̚l͔͔͉̹̓̕à͙̱͓͐̎̏̊ͯ͋ͅs͈̻̞̤͓̍̾̓̉s̮̯̈́ͪ̑ï̺͓̺̻̰͆͋ͫ̄͂̍͘c̢̭̖̓ͨͪͭ̏s̯̓̄ͩͫͬ.
>>
>>179749317
No problem! Good luck with the pixlin'.
>>
I just decided to add a Transformers reference to my game. What was the last pop culture reference you threw into your game?
>>
backup
>>
What's the big difference between XV and XVAce?

Since the Ace link is dead I got XV instead.
>>
>>179753013
At this point, what ISN'T a pop culture reference?

Jojo's aside, I mean, that's obviously a high art reference.
>>
>>179754945
From my understanding, XV is buggy as shit. XV Ace is pretty much the Patched version of XV that they shilled as a new version to make more bucks than they would have if they just released the Patch. Even 2003 and XP are better than vanilla XV, AFAIK.
>>
>>179753013
While I do have some references here and there I have to wonder when exactly is something considered pop culture? And when is it a dank meme?

>>179754945
XV is like the no longer supported beta of Ace.
I went legit a long time ago but maybe this will help you.
https://pastebin.com/nr4un2J4
>>
>>179755426
And they have the nerve to sell it 10$ off on their site.

>>179755985
>that link

I won't regret downloading that right?

Thanks.

I plan to go legit as well but I want to mess around with it first like MV and see which one I'm more comfortable with before I buy it.
>>
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reading XV and XV Ace is triggering my autism bump
>>
What kind of tablet do you guys use?

I plan to buy one so I can practice making my own sprites, because drawing with a mouse isn't fun.
>>
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>>
>>
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>>179759603
>pen
i used to believe the "always go with wacom" saying in my earlier days. used several wacom bamboos. pressure levels are just memes, though. i'd never factor in pressure levels above 256 in any tablet purchase decision, even if you're intending to do more traditional drawing.

>screen
if it's in your budget, i'd heavily recommend a screened tablet over a screen-less one. it's (almost) fun to draw again when using it.

i personally use a surface pro 3 with its "garbage" 256 pressure level, n-trig pen, and it's been the perfect drawing device.
>>
I want to have a series of flashbacks about my character's childhoods.

They'd be kinda long and far less combat intensive than the rest of the game so at first I was thinking about having them be optional when you rested at the inn like Lost Odyssey's Thousand Years of Dreams.

But they're waaay too important to the plot for that.

And the game kinda has to be en media res because otherwise there'd be a hell of a long time before the player got to combat if we just started at childhood and worked our way up plus the last flashback kind of has a mindbender for a plot twist that would ruin it if I showed it before the present-time events of the game.

So what's the best paced way to present these to the player?
>>
>>179764584
I would make them skippable, but splice some information in the regular dialogue/descriptions so the context is not entirely lost if the player skips stuff, as well as give the player more control over when he sees the scenes. Kinda like the Pokemon Mystery Dungeon side-missions or the memory crystal thingies from FFX. Once unlocked, they can be played at any given time.
>>
>>179554282
He wants the corruption of the land to continue in order to appease his god. He plans on doing that by manipulating what the hero thinks is a journey to cleanse the land.

>>179610007
Major breakthroughs. Wish Yanfly made his damn comics years ago. I've just been writing the story and making a walkable path from A to B for my main character with exposition at every "checkpoint". Today I've got dialogue covering up to 2 more of these checkpoints.

Honestly though getting your villain and heroes motivation to do the things that make a plot compelling and taking your hero from their hometown are the hardest thing about starting your plot and since I've done that I've been moving at the speed of light.

>>179622175
The FFII route where he only pops in during certain parts and then joins permanently right at the end.

>>179653227
In a standard turn-based game, yes.

I would have liked a more serious version of Final Fantasy All The Bravest though, and something like that could work with like 20 characters.

>>179659414
permanent missables with small triggers to miss are the bane of my existence. I'm a completionist though. A game like yours I would have a FAQ on the other monitor at all times.

>>179674817
Legend of Dragoon's defend restored 10% of your health. Since you could only carry 15 of an item with you, it was the most useful defend I can remember in a turn-based game.

>>179765373
Oh yeah those memory crystals in FFX were pretty damn important to some character's backstories but completely optional. Maybe I'm not so fucked leaving it as an inn menu option.
>>
>>179764584
I recommend >>179765373

Explicitly declare when new flashbacks are unlocked. Flashback characters have their own stats, and either keep them consistent even if you repeat the flashback, or just flat out remove EXP for them.

Give them mechanical benefits in the form of secret hideouts that are only unlocked when you play the flashback. Inside are items that are gimmicky but possibly synergizes with new stuff, or simply rare ingredients/consumables/doodads.
>>
>>179766750
>a more serious version of Final Fantasy All The Bravest
how would it be different from, say, Brave Frontier?
>>
Mapping interiors took longer than expected.
>>
i'm hitting the hay early tonight.
>>
>>179773435
k
>>
backup
>>
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Monster Tower anon here.
After losing my harddrive and all the files on it, I've been in a slump. But I managed to find enough of everything for the first game, so I'm just retouching some things here and there, mainly with the design and how to navigate it.

I'm trying to find the larger variant of this set, but no luck so far.
>>
I'm such trash with RPG maker and I haven't finished a game even though i've been using it since RPG maker 95, but I still love following this general and I'm excited for the collab project
>>
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I've finished my plans for a 1-2 hour short RPG in a sort of Dragon Quest style. Light hearted, not too serious. Colourful. That kind of thing.

The only problem is I'm not sure what sort of art style to use. I hate the MV RTP and I sort of want to use the 2000 RTP for some reason...

Would you guys play a game in with 2000 RTP graphics or would I be cast out of the thread forever?
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>>179783980
Well those are the graphics I'd use for my own game so yes, I'd play it.
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>>179783854
I too am excited for the collab project. You WILL be participating, right anon?

>>179783980
The art is fine as it's not 100% lazy. Only like 80%.
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>>179784214
Nah senpai, like I said, I'm trash, so I wouldn't feel comfortable. I will be cheering everyone on though!
>>
Anyone have any experience making a very large RPG?
Like 100 hour length.
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>>179788810
Is it your first time here? Because you really shouldn't make your first game 100+ hours long.
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>>179788938
Even when you are experienced, I would restrain from making it this long. 60 hours at best. At least for the main story.
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>>179788938
>>179789117
Yep, first time.
And I know, that advice goes same for everything.
It's not good to make a 2 hour movie without making some short films/music videos first.
I get it.
But this is the only thing I want to make.
I don't plan on making a 100 hour main story.
Maybe like 50 with lots of side content.
I was looking for some advice on how to plan out a big project.
>>
How do i git gud at RTP mapping. Like cities and such.
>>
>>179649919

Really? Nobody has 'em? Afraid of pixel art or what?
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>>179789332
>I get it.
If you did get it, what exactly do you think you're doing??

Besides, length doesn't reflect quality.
>>
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>>179789332
Try making a decent game that's even 1 hour long and you'll soon realise just how much work goes into it- even with tools like RPG Maker, it takes ages to make something decent with even 1 hour of playtime.

If you set out with the intention of making a 100 hour game without prior experience, you will fail. I don't say this to be mean, I'm just being realistic.

Try small stuff first. Make a game with just 1 town and 1 dungeon and see how you go. Then once you've got a feel for it, go from there.
>>
>>179789332
I know it's not what you want to hear but you'll have the experience and knowledge of being able to plan out a big project by finishing a bunch of small projects.

Everyone's first RPGM game should be a simple slay the dragon and save the princess with one town with a few stores, a dungeon with a few enemies, and MAYBE a world map transition between the two.

Then you should expand from there.

And honestly any project that results in a game that's longer than 20 hours shouldn't be a solo venture.

There are sooooo many people here who wanted their first project to be a killer game with dozens of recruitable characters, sidequests out the wazoo, and mechanics that would change JRPG history, that worked on their project for months, years, and then scrapped it because a new maker came out, or they got bored, or something about it simply wouldn't fundamentally work.

If you want advice for basic planning have a basic idea for gameplay. Then a basic idea for the story. Expand upon the gameplay using those two as your guideline and once you've got an outline for exactly how your game is going to play, expand the story.

Then your finishing touches are going to be constant tweaking; adjusting for difficulty, class balancing, and optional content on the gameplay side. Followed by dialogue tweaks, pacing, and storyboarding on the story side.
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>>179789750
>If you did get it, what exactly do you think you're doing??
I did say this is the only thing I want to make.
I understand that it's not a great idea but it's what I want to do.
>Besides, length doesn't reflect quality.
I know, I never implied otherwise.
I just have an idea that I want to do and I think it's going to be long.
I thought I'd ask for some advice on planning a large project.

>>179790047
>If you set out with the intention of making a 100 hour game without prior experience, you will fail.
Maybe.
I'm not saying its easy.
I'm not saying my game will be any good either.
I just want to make what I want to make.

>>179790298
>plan out a big project by finishing a bunch of small projects
I understand and you're right.
I want to do things my way though.
I'm not trying to act like I'm right, I just want to do what I want to do.
>a game that's longer than 20 hours shouldn't be a solo venture
I have people who I can call upon.
Money if it requires it too.

I have all the basic stuff down.
Outlines of everything and such.
I was kind of looking for something slightly more intermediate.
Like, is story or gameplay more important to RPG plan?
Would it be more gameplay like:

>battle system and items
>story treatment
>mapping
>story script
>trigger & actions
>artwork & sprites
>lighting
>tweaking

Or something more story and art focused, like:

>story treatment
>story script
>artwork & sprites
>mapping
>battle system and items
>trigger & actions
>lighting
>tweaking
>>
>>179791159
http://yanfly.moe/comics/

Read these if you want something to get yourself started on something. Just remember it's a lot of suggestions, not a solid rulebook. If you have other questions afterwards, feel free to ask again.
>>
>>179791816
Thanks.
I wouldn't have thought to look in webcomic part in that OP link, but it's quite useful.
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>>179791159
>Like, is story or gameplay more important to RPG plan?

Unless your game is as gameplay-lite as a Telltale game or a visual novel, the gameplay should always take precedence. Meaning that planning out the story beforehand is FINE, however if you must sacrifice something fun or profound gameplay-wise to make something in the story work, you're making the wrong move.

If you've got a full outline that's actually fantastic, although I'm skeptical of an outline when you may not know the extent of what RPGM is capable of. Or more importantly its limitations.

If you're serious about this I'll tell you the way I'd try to accomplish it. I however am by no means saying that I'm an expert on any game scope beyond indie (and honestly you'll have trouble finding anyone who is within this thread).

First and foremost, make a project called sandbox to test out stuff in your main game.

Then make a debug room in your main game as well.

I'd start by making the most linear path through your game the player can take. I'm talking making FFXIII look like goddamn Daggerfall. Remember that things we take for granted like town NPCs, treasure chests, shops, and even skill development systems are all OPTIONAL.

You should be able to move from town to dungeon, to town, to dungeon, etc (or whatever path you have set up in your plot, you get the picture) all the way from the opening to the ending of the game without going off the beaten path.

It might seem like we're focusing on story here, but for 97% of games traversing the world is the primary form of gameplay introduced to the player. Here you'll be able to add in small things to gameplay like if you want your PC to be able to jump or use skills/tools for puzzles.

Don't worry about assets for now, just use RTP. If you spend time/money on assets before this step you might end up scrapping everything because you'll see that you'll constantly be tweaking and adjusting crap as time goes on.

>continued next post
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Good night bump
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>>179783980
That's fine as long as the game is fun! I'd definitely consider doing SOMETHING with the grass, though, that tile repetition is so painfully obvious.
>>
>>179792286
The priority following traversal to me would be UI. Again the things that a player sees first are what is most important to me.

So whatever unique things you want to do with all the menus in your game, whether you want your speech to be in bubbles or full character busts I'd lay the groundwork for here (with filler assets if you're taking a more artsy route). Every window and menu should be customized to your liking before moving on.

Once that's done, my next step would be to take the plan from combat in my outline and implement it in the game.

Go back to the linear path you've made and focus on each area. Make and balance your enemies and bosses. Then add some things off the beaten path to help your player. A shopkeep that sells this or that to help with enemies here. Some alternate paths with treasure for the boss. NPCs that tell give you hints on what the enemies on this area like or don't like to do.

This step will take an eternity, but at this point you have a working game. Polish your mandatory dialog and story a little bit.

If you've got any extrinsic gameplay systems (crafting, minigames, etc), nows the time to implement them and balance their rewards and how those rewards effect the difficulty of enemies. After everything is balanced...

Sidequests! Which is unfortunate because sidequests create an exponential amount of work. But they're what make good games great right?

The fact is they're going to completely fuck up all your great gameplay balance because unless you're doing something completely different, sidequests make your characters stronger and grant rewards. Because gameplay wise why else would a player bother doing them?

So figure out where in your linear path you want to place your sidequests. And then repeat the above steps that you did for making your game for those sidequests. A linear path that gets you to the end of each sidequest and then add the "optional" stuff to them afterwards.

>cont
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>>179792741
You'll have to go back and balance the main game after each sidequest and then balance the SIDEQUESTS after you add new sidequests too.

You'll also have to balance the story. What the fuck!? you might ask. Well does it make sense in our story's canon if our hero goes on a sidequest to slay the dragon king before rescuing the princess? Will the dialog of the king in the next cutscene he's in reflect whether or not you've done so? Think about those kinds of things.

whew. Your Alpha for your game is done! Now polish fucking everything. You know exactly down to the wire every asset that's going to be in your game, every enemy, every NPC, every PC, every town, building, tile, etc. Wipe that ugly ass RTP out and replace it all with custom artwork and assets.

Once the art is all done focus on music and sound effects and menu sounds. If you want to go that extra mile you may want to revisit your cutscenes one last time to edit them to fit the mood of the music playing.

You can do fun shit in this step like all the battle animations and stuff. Basically any art stuff that you already didn't cover when you went to do UI

Now you've got a Beta. Play through your game multiple times. Bug test it. Have your friends bug test it.

If you're planning to sell your game (which my god you should with the time and money you'd be pouring into it at this point) use this guide:

http://aveyond.com/downloads/How-to-Sell-your-Game.pdf

Shill on kickstarter. Shill here. Maybe use them patreonbux and add some anime cutscenes to your game.

I still think you should have some smaller projects under your belt first and I'm PLEADING with you to take us up on that. Or at the very least consider breaking your game up into parts. I believe scripts/plugins exist where you can transfer your character's stats, inventory, etc to sequels Golden Sun style.

Whatever you decide, good luck
>>
Does your game have a deep lore or just a little background?
>>
>>179792286
>>179792741
>>179793036
>I'm skeptical of an outline when you may not know the extent of what RPGM is capable of. Or more importantly its limitations.
That's fair.
I'll be honest and say no I do not know its boundaries but I have an alright knowledge and there's nothing I think will trip me up.
If I encounter something, I'm flexible.
I'm not planning on making a high tech game, just one that tells a story.

But thanks for taking the time to pour out some advice for me.
I've copied all your stuff into a word document so I can look back on it when I need some reference.
>>
>>179793413
Just one last piece of advice

A game like Final Fantasy V took over 30 million to make, with a team of more than 50 people working on it for a year and at MAX even with sidequests the game is like 30 hours. Now, Enterbrain has done a lot of the engineering parts for you on the budget side, and obviously changes in technology have made things cheaper, but remember that 50 hours is a looooong time so don't try to stretch things if you're not hitting that quota.
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Does anyone have these tiles?

http://www.dlsite.com/home/work/=/product_id/RJ165626.html/?unique_op=af

I can't find a free download anywhere, and I don't really wanna pay 3000 yen for them, even though they are really nice
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>>179708860
Link?
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>>179791816
The tips of that comic look promising, but man the jokes really suck.
>>
Using Beer, Wine, and Liquor in place of healing items is okay, right?
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>>179800402
Not if you want minors play your game.
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>>179800402
>>179800450
clearly, it should be a different type of fermented good.

>cabbage
>sauerkraut
>kimchi
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>>179800402
>>179800450
Or if you're a liver.
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Could someone explain the purpose behind the highlighted script in the image?

I ask because with this event in place i don't see any turn left/turn right actions. It seems like it's meant to portray someone as shady before sneaking into a house but it doesn't actually do that in-game.
>>
>>179800450

Does this mean I should not have played Harvest Moon at like 7 and fell in love with Karen the alcoholic, because if so I was victimized by whoever made Harvest Moon 64 and I would like to file a law suit.

>>179800498

Obviously cheap salty meats are going to restore MP which let you perform criminal acts and shenanigans
>>
>>179800617

3 frames is... 1/20th of a second
You're going to want to up that to 30 frames (or more) to get more of the 'glance around' feel.
>>
>>179800617

It's set to make the door (which can't turn) turn, rather than the player..
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>>179789386
Learn how the tilesets are meant to be combined.
Some people think there is no wrong way to use tiles.
They're wrong. So very very wrong.
>>
>>179802129
I don't see the issue with the house on the left. I mean, I would give it another tier or something so the roof isn't such a giant flat space but it's not like you don't get houses with flat roofs in hot countries. Sloped roofs are only really a must in countries with heavy snow.
>>
>>179802437
The top part of the window is designed to be freestanding, not set into a wall. You can tell from the way the shadows are placed and how it has a to surface.
>>
>>179800617
It's the door opening animation. If you look at the graphics sheet of the door, the door swinging open is equivalent to a person turning at those orientations.
>>
>>179802652
Oh, I see what you mean.

That seems like an easy thing to fudge with shadows though. The in-game tool might be too big though.
>>
>>179802890
Well, that's also one of the preset events you can quick-make, which is why it's there. New people can look at it and see how it's supposed to look at a basic level, then they can change it on their own.
>>
How would you achieve effect triggering on hit (with a % chance of happening)? Among others, I want to make a slime that has a chance of splitting when hit. I'm unsure what would be the best way to proceed. If I can't do that, then it would "split" into small mini-slimes (which I know how to do with enemy summons, but I'm unsure how to properly trigger it).

Secondly, I have a stacking status that makes you covered in slime and I want a graphical representation of it. What would be the best way to do it? Changing actor sprite seems like a lot of and not very good performance-wise.

I'm using RPGMV (and if that matters, some Yanfly plugins).
>>
>>179783980
I'm using the charas/battlers of 2k3, so yes. I'd play a game with these graphics.
>>
>>179805858
If you don't want to write a whole paragraph of "know-how" I would appreciate even a tip or pointing me in the right direction so I can go from there. Thanks in advance anons.
>>
>>179805858
>How would you achieve effect triggering on hit
maybe you should look up counter abilities, then just modify the counter attack into the splitting.

>status ailments
is changing actor sprite really a bad idea? Animations should rely on body parts rather than actual sprite graphic.
>>
>>179807217
>>179805858

You would think slime division would be the most obvious and easy shit ever to make. I mean fucking Dragon Quest 2 had it so it should be a basic thing RPGM just has.

You'll want to look at some of Yanfly's enemy reinforcement plugins, possibly his advanced enemy AI plugin, and all the shit he wrote on skill plugins

worst case scenario if you can't figure it out, go to his latest tips and tricks video (if he hasn't made one for this already) and request exactly what you're looking for and keep your fingers crossed that senpai notices you in a few weeks
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>>179802129
In MV they label tiles to be less confusing, But they botch the arrangement so bad. Missing Labels. Missing tiles. Tiles that shouldn't be included. Chaotic letter system.

In a previous thread I went over how shuffled the Dungeon tilesets were.
But the inside set is just as bad, probably worst.

This isn't even everything wrong with the sets. The longer I looked at it, the more things I find.
>>
>>179812902
It's really hard to say way happen.
Like at the top of this image, there's a Wall A and Wall (unlettered. suppose to be B) crammed between K and L.
At the end of the next row the Tent and Stage walls, O &P following H.
Obviously O&P were suppose to follow N, but didn't because A&B are there.
>>
Show me your self made tiles.
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Does your rpg have unique lore? Is it influenced by something else than D&D or LotR?
>>
>>179815343
They're not for free :^)
>>
>>179816096
I'm trying to think of fictional races outside of your typical dwarf, elf, orc bullshit, but it's tough. Thinking about shelving that idea for another project.

I like the idea of Zora from Legend of Zelda and would like to make a race like that without being blatantly obvious what I'm copying.

Dryads are another one that I'm thinking about. Or at least some kind of tree/plant people.

But I'm too creatively bankrupt, I need a concept artist to just draw the shits up with the most basic description until I like one.
>>
>>179817046

BUG PEOPLE
B U G P E O P L E
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>>179817345
Yeah maybe.
>>
>>179816096
Not really unique but I went for a setting with different humanoid races, instead of humans, elves, dorfs and orcs you get humans, cathumans, fishhumans, foxhumans and the like.
>>
To people planning on having cool fantasy races in their game, i seriously hope you let me use them in my party.
>>
>>179820087
3 humans and one non-human. If I ever return to the game's world the sequels would have a more even distribution
>>
>>179817046
>>179817923
It's difficult because races have to be coherent with the setting they're in.
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>>179820087
What the fuck is even the point otherwise?
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>>179821123
Those are his wives and daughters? Funnily enough since humans are pretty much non-special in my game I decided to make their lore "superpower" the sluts of my world.

Humans are the only beings that can have half-breed babies with other races
>>
>>179816096

>unique lore
It's based vaguely on the Slough mod for Hearts of Iron 4.
>>
>>179821545

They're paramours and daughters. The butch elf in the party wants to fuck him but she's mad at him for not fucking her, so naturally she wants to cut that bard's dick off yo.
>>
>>179821647
What's that about?
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>>179821852

It's a poor industrial area with drunks, cheap stores no one wants to go to, and high violence despite being in a first world nation.

The main character gets buffs from getting drunk off of her tits.
>>
>>179821852
>>179821937

https://en.wikipedia.org/wiki/Slough
>>
So what's the deal with the collab?

Does it have a wiki or an infodump site?
>>
>>179825765
Don't overthink it.
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Roll for some classes you could include in your game
>>
>>179829757
10
>>
>>179833481
>81 thief
..but i specifically chose not to include that, because ff: crystal defenders already has thieves. i made the bard generate mana as the "increased resource generation" unit
>>
>>179829757
roll
>>
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>>179834468
?
>>
>>179835156
You know what you must do
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>>179834468
>trapmaster
That'll be our little secret 'kay, /rpgmg/ ?
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Mandatory kek
>>
>>179837891
>>
>>179840295
>>
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Work on your game
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Thalzon's Battlers are actually starting to look less crappy.
His humans are still missing something to be desired. But he's finally starting to shade his monsters in a way that doesn't look like they're made from sculpey.
>>
>>179844935
i don't wanna
>>
I deployed my game so that my friend could test it, but the deployed version didn't include the windowskin. I've sent the file to him manually, but I'm worried that other resources will be missing as well.
>>
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Steel Zeroes dev here.
Over the last few months I've been working on another side project I want to have done by the time halloween comes around, and I got a small demo done, it should be around 20 minutes long, 30 tops.
This is meant to be a small game based on an old webcomic of mine, the basic premise being that of a spooky castle that you can't escape and you must get a special gem on top or you'll die in 12 hours.

I have a demo ready too, and I need to know if there's stuttering issues like the first demos of SteelZeroes.

https://www.mediafire.com/?n32ssapqaa5jr95
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>>179815343
H-here you go
>>
>>179846812
If you check exclude unused files, it only keeps files that are referenced in the database, maps, events.

Not files that are used in scripts and plug-ins.
So for example, the collab project uses a plugin that replaces the cursor with a pointer.
The pointer graphic would be excluded in this scenario.
>>
>>179846970
I'll give it a look later!
>>
Are there any Nazi resources available? Sprites, Flags, enemies ect...

Asking for a friend.
>>
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>>179853874
I know of these Battlers.
http://cyanyurikago.web.fc2.com/material-letzt-batallion.html
>>
>>179846970
bump
>>
I made characters in MV using the presets as placeholders until I stop being lazy and get out of my comfort zone.

I even have retarded descriptions next to them, showed them to some friends I've told I was making a game.
>>
b
>>
Why do I feel like adding plotlines into my game that might turn it into a clusterfuck?
>>
>>179865791
Don't do it anon
>>
What sort of "spells" would the characters in a Raypunk setting use?
>>
>>179869186
>Raypunk
Is that a thing now?
>>
>>179869271
Yeah, the entire world is powered by Ray Romano and everyone is resisting it because everybody is SUPPOSED to love Raymond.
>>
>>179829757
Rolling for justice.
>>
>>179829757
Rolling reroll if anything with magic.
>>
>>179869271
I think he means Retro-Future, but with rust instead of chrome? Assuming "-punk" means dystopian.

Use old-timey language. They had ray guns, not lasers. The imagination of society then hadn't developed past radios and black & white TVs. Everything ran on Tubes and wires. Transmissions and Codes. Blinking lights and gauges. The kind of speculative fiction that would eventually become the first star trek episodes.

Terms like "Automatic" and "3000" sounded sophisticated and progressive.
They were just breaking the sound barrier. So words like "Sonic Boom" and Mach 1...2...3...were relevant.
"Photon Torpedo" is pretty archaic sounding, but they borrowed a lot of Naval terms for Star Trek. Space "Ship". Not space car or space plane. But in other media they might us the terms "Rocket" or "Rocket-Ship"
Radioactive Elements were buzzwords. This stuff paralleled the emergence of New Age crap about "vibrations, frequencies, and Higher dimensions". A lot of that junk is still circulating today. The lost civilization of Atlantis. UFOs. and other paranormal stuff.
Everyone wanted Moldavite because it was slightly radioactive. They figured these things had regenerative properties.
My grandma has an old comic of bugs bunny finding a lost civilization under the south pole that was kept immortal because of their Radium crystals or something. Disney's 2001 film Atlantis and it's crystal tech was a cliche trope from the 40's that everyone was using, including Superman.
It wasn't well know that radiation destroys DNA. That knowledge would later give use superheros like Spider-Man and The Ninja Turtles who got their powers from mutations.
>>
>>179829757

Imma need to do at least one roll.
>>
i want to work on something fun, but i have to finish this project, don't i? bump
>>
>>179875810
Your actual project is not fun? Drop it?
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>>179875810
How far along is your project? Why is it not fun?
Sometimes you just need to power through boring or tedious parts of development so you can get back to the fun parts/finish your game. If you've just started though, at least see what you can salvage from this project before dropping it.
>>
>>179875810
Yes and No.
Looking back on the last 10 years of my life. I don't have any pride for the things that I have completed. The sense of accomplishment wears off pretty quickly, after a year it would just feel like some mundane thing I did.
On the other hand, the regret of projects I never finished, let alone start, can haunt you forever.

At least, that's how it is with me.
I guess I'm the type that's motivated to avoid displeasure. Rather than try to feel good.
>>
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Good night bump
>>
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Why don't you do what you dream?
Call my name. Please. Save us.
>>
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>>179879481
it's the tower defense project, and i'm not *really* questioning dropping it.

>>179879835
i'm actually at the "fun" part now, where i have the basic programming done, and artwork's mostly out of the way.

since i'm the creator of the "puzzle" of each stage, i already know the solutions to them. i know how much dps each unit can output, and i present challenges accordingly. i know how many resources the player will have after each wave, and i increase the difficulty accordingly.

oh, it's wave 3, and the player has up to 50 dps available? i'd better spawn monsters that only require up to 50 dps.
gee, looks like i was right. that's exactly what was needed.

my previous projects were more action oriented, the shmup and atb tcg, and it was always fun to playtest things. the fun in playing a tower defense (a puzzle game) is figuring out the optimal formations to solve the challenges presented to you. and since i already know those things, since i'm the one who made them.. i don't get any enjoyment out of testing things.

solution: get blackout drunk, design stages. next day, sober up and try to solve them.
>>
Any recommandable animation programm to make animated tiles?
>>
Anyone played the 3ds rpg maker, and can custom music be used?
>>
>>179890912
Photoshop.
>>
>>179896037
If it's anything like custom graphics (ie you have to make them) probably not. I can't imagine FES coming with a music maker, even though it likely has a graphic/sprite maker
>>
Unlocking new classes as you progress through the game? Yay or nay?

I don't want to the original classes to become obsolete though
>>
Basic Rules of RPG Maker General for rookies:

1. Even on the rare occasions when it looks good, no one will like the default assets ever.

2. WORK ON YOUR GAME

3. Make your game unique.

4. Know your antagonist before you know your protagonist.
>>
>>179899212
3/10.

>1. Even on the rare occasions when it looks good, no one will like the default assets ever.
Plenty of people are at least fine with the default assets and some have explicitly expressed a fondness for the 2k/3 rtps in this very thread. I certainly agree that custom graphics are better! But you CAN still use the rtp and even make money selling your game.

>2. WORK ON YOUR GAME
This is the only thing here that should actually be taken as a rule. Work on your game or you'll never finish it.

>3. Make your game unique.
Make your game GOOD. Unique is very, very unlikely after thousands of years of humans making shit up and decades of electronic rpgs.

>4. Know your antagonist before you know your protagonist.
This may work for some. It may not work for others! It is not a rule by any means.
>>
So, I was told that it was a good idea to look at classic RPG's for design elements. Which ones are good? I have never played any of them.
>>
>>179905023
Why on earth are you even making an RPG then?
>>
>>179905204
I had a game idea. Isn't that enough?
>>
>>179905436
I suppose it is, if you can pull through.
>>
http://tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/WriteAVideoGame
>>
http://project-apollo.net/text/rpg.html
How much of this applies to your game?
>>
>>179899212
>4. Know your antagonist before you know your protagonist.

I agree with all except for this. Not every story is man vs. man or man vs. himself. Man vs. nature it's important to know your antagonist still, but not usually as much as the protag

But goddamn RTP assets is lazy. Totally agree there.
>>
>>179905023
>>179905436
What kind of game are you trying to make?

What basic RPG elements are you trying to incorporate. There are dozens of RPGs to play through.

Pitch me your basic concept and I'll shoot you the best ones to accomplish what you need to do.
>>
Goddamn it, my secondary character has an appearance but my primary doesn't yet.
>>
>>179907302
I was thinking of a generic fantasy epic. I know I won't be skilled enough to make the kind of story I want, so I'm trying to learn the functions of MV first as well as get experience making the various parts of the game.
>>
>>179908113
If you want to get the absolute most basic story and gameplay tropes down the games you'll want to play are:

>Dragon Quest
>Final Fantasy IV
>Breath of Fire

These are listed in order of the easiest to copy the gameplay systems in RPG Maker to the most difficult if you're not averse to looking up plugins/scripts (if you are FFIV's ATB will be harder to copy than any of BoF's systems).

All of these games are good in their own right, but while FFIV and DQ would definitely be considered trendsetters, they've been copied so much to the point that the elements they brought to the genre are considered cliched at this point.

Essential isn't the right word for these games, but play those 3 and you'll have a very quick understanding of the genre.

When you've got a project or three under your belt and are ready to level up

>Chrono Trigger
>Suikoden
>Suikoden II
>Golden Sun

Add in things that are harder to do graphically and gameplay wise like minigames. Suikoden II is also an example of the start of the PS1 era where JRPGs started having more grounded, detailed, and serious plots so check that out when you're ready for your magnum opus
>>
>>179898715
What are your opinions? Perhaps advanced classes would be better?
>>
>>179909129
Thank you for that analysis, I would've been lost on my own. At this stage, I just want to get a feel for how RPG's should feel, or what gameplay elements are fun.
>>
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>>179514565
>>
>>179890912
GIMP. Three frames is hardly animation.

>>179911458
Gameplay is what defines the genre.
RPG and Role-Playing aren't the same thing.

To call it an RPG there needs to be a focus on character progression. You HAVE to have stats that change. Without meaningful stats, it would simply be an "Adventure" (hint. hint.) in Item management.

Now what confuses people is when they look at Action games and say, "how upgrading equipment like a gun's power and ammo any different from leveling up a pokemon? Doesn't that make Resident Evil an RPG?"
No. Sure, there's a kind of stat progression. But it isn't a requirement, and it's not the primary focus of the game.

Some games, like Diablo, the player is given the choice of skill branches and stat allocation to build their character however they want. So as to fight enemies in whatever fashion they choose. Some people like that freedom. But others see it as an arbitrary choice when you can kill everything with anything, with the only difference being the animation and where you might position your character. You're just mindlessly button smashing the same attack.

In other games, a character has a very linear progression with a limited number of skills. However your decisions in battle are more meaningful, with enemies having strengths and weaknesses that require discretion.
>>
>>179898715
unlocked in this order
>basic classes
>gimmick classes
>hybrid classes
>focused but critically flawed classes
If you use passives/equipped skills to have a bit of subjob synergy, the gameflow can generally follow:
>basic will always work
>gimmicks add some unique and useful buffs to a basic party
>hybrid enables more gimmicks while maintaining all roles
>medium level basic passives power up hybrids
>strong basics and specific gimmicks keep the focused alive
>medium level focused passives make basic parties endgame viable
>high level focused passives make hybrids flexible but resource intensive
>>
>>179909129
>>179911458
no kidding, Breath of Fire and Golden Sun are some real crunchy mechanics that are hard to get into.

Good mechanics, but far from something to be attempted without a thorough understanding of coding, logic, and efficient design. And maybe some friends.
>>
How viable is a sphere grid system from FFX or license board system from FF12 as a means of character progression?
>>
>>179915103
>sphere grid
it needs a lot of freedom, or you wasted a lot of your own time designing and balancing something that is functionally the same as normal levelups. Only involving more menus and button presses.

It needs to promise varied and distinct builds, while maintaining personality between different characters(if there are more than 1 characters). I played a game called crystal story 2 that failed at this, and it shows.

>license board
even the original has some rough spots to polish. This shit is for the big boys, if you're asking if it's viable, you can't do it. Only someone who can confidently say "I'll make it work" should attempt it. There's just not many people who have such a thorough enough understanding of their own item database.
>>
>>179915103
>Sphere Grid
Starts mostly linear, then starts branching out after the "main" path of the character is cleaned out. You need to know what you're doing or else it's just gonna be a clusterfuck.

>License Board
Have fun with players only cherry-picking the best gear being sold at stores, all skills, and turning every character functionally the same.
>>
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What happened to that guy with the strategy RPG/turn-based tactics system? I've played so many tabletop games that a standard JRPG setup is unthinkable.
>>
>>179915745
>>179916542
Thanks, sounds like I should stick with classes/subclasses
>>
>>179829757
>>
>>179524701
What's a good sprite art tutorial?
>>
>>179916550
He abandoned that project and works on a TD game now.
>>
>>179540962
What if you're protagonist is the antagonist
>>
I refuse you let you die
>>
>>179921442
? that wasn't me. i've never tried to make a tactics game. i'm the guy who gave up on the shmup.
>>
>>179927127
Oh, my mistake.
I'm sorry Anon.
>>
>>179922114
what if anonymous could into english
>>
>>179927427
I don't need English to get into you
>>
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>thread status
>>
>>179932626
Everyone is just working really hard!
>>
>>179921394

Good fucking question. I'm trying to figure that out myself. I only know about drawing in general, and even then I'm still likely contracting out to an internet contact who ain't half bad and is interested in making a few sheqels upfront and a percentage if things go to the 'sales' stage.
>>
>>179922114
"Protagonist" only refers to the character that the story follows. They don't have to be a good guy or even a person. "Antagonist" is only the character that works against them. Also not necessarily a person.

Villain protagonist is very much a thing.
>>
>>179927896
I never knew you felt the same way! Let our bodies do the talking!
>>
holy 10
>>
Post music
>>
>>179938705

All I know is the concert B flat scale...
>>
>>179934240
I'm not dense enough to conflate protagonist = hero and vice versa. I'm just saying that the conflict can solely be a result of the protagonists actions, and further driven by them. There is no reason why the protagonist and antagonist cannot be the same character.
>>
>>179934426
I'd rather work on my game!
>>
bamp
>>
>>179940223
you're breaking my heart here anon, it is such a roller coaster of emotions
>>
I downloaded The Dark Side of Red Riding Hood but the font is barely legible. Is there a way to fix this?
>>
>>179943994
Search for RPG Maker 2000/2003 font fix or something similar
>>
>>179946364
I actually finished the entire game already. Is it just the 1 bad ending and the 5 true endings? What i heard about the game implied there was more
>>
>>179946725
Never played the game, so I don't know, sorry.
>>
Anon uses screech!
>>
>>179950002
REEEEEEEEEEEEEEEEEEEEEE
>>
While I know tilesets differ between all versions of rpgmaker, what about character portraits? Could VX Ace portraits be ported into MV without issue?
>>
>>179953343
You'd have to rescale them through Photoshop, 300% Nearest Neighbor then 50% Bilinear (don't use bicubic). At least that's what I did.
>>
>>179953343
The actual Faceset? No. I think the sizes are different. Unless you used a plug-in that changed the specification.

If you had the picture portrait busts, those could work since they display outside the text boxes.
>>
Review the last game you played, even if it's not RPGM:
>CS:GO
More strategy than luck, but too much of it boils down to "Did I pop out and predict where that guy was moving to?" SMGs/Shotguns are completely useless on a handful of maps, with sniping out of odd corners being optimal nearly everywhere
>>
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Given that I'm just using the standard shit from MV, is there anything terribly wrong with my main characters?

Not sure if I'm adding anyone else, but never hurts to keep an open mind.
>>
ITT we give anons ideas for sets of enemies / collectibles that aren't the 7 deadly sins / 4 elements / tarot cards / zodiac animals. I'll start:
Egypt Plagues
Horsemen of the Apocalypse
Seasons
>>
>>179962128

Various types of wine.
Various types of liquor.
Various anxieties.
>>
>>179959079
I don't see anything wrong. That said, remember that even if you want to use only the default assets, you can edit the colors a bit in Photoshop/Gimp.
>>
>>179962953

Naturally. I'm still learning, but I hope to do it a couple times to get a feel for things. Learning drawing and editing has been a pain in the goddamn ass because I'm more used to being able to swim in the deep end, but it doesn't come natural to me so the three feet deep end of the pool will have to suffice.

Thank you for your advice.
>>
>>179962128
What's wrong with the seven deadly sins!
>>
>>179962430
I love these!
>>
>>179963961

They're hackneyed, son.
>>
>>179962128
platonic solids
various types of fabrics
various types of ores/minerals
tastes and flavors
injuries
different star orbits
fashion trends
bandwidths of frequency
cloud types
textures
genetic defects
pandemics
>>
>>179965069
I'm kind of drunk and trying to figure out how you'd gather genetic defects
>>
>>179965526
monsters based on sickle cell
something missing chunks of brain, and acting accordingly in their AI
weakness to light
a giant 7 fingered hand
>>
>>179965526

You take them into yourself, of course.
>>
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>>179965526
More like monsters based on them.

http://www.zestydoesthings.com/realmonsters
>>
>>179965526
bait?
>>
bumpf
>>
>>179962128
The three graces
The seven chakras
The three daily meals
The three witches
The circles of hell
The twelve months
>>
10 good night
>>
>>179962128
One girlfriend
>>
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Good night bump
>>
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Does anyone own these Nekura tiles?

They'd fit the tone of my game perfectly but I dont wanna pay for them
>>
Can -nothing- be imported to RPG Maker FES on 3DS?

I know it's a console version and all, but isn't there anything other than what the RTP gives you to use?
>>
>>179985007
I have read somewhere that it should have an import function but I don't have FES so I can't verify that.
>>
I can make your threads bump

bump bump bump bump bump bump
>>
>>179980990
Is that MV or VX?
>>
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>>179521578
Still planning shit...
>>
>>179964434
Name 3 games with enemies based on the 7 deadly sins.
>>
>>179991520
The Binding of Isaac
Overlord
Devil May Cry 3
Dragon Age: Origins
Everything In SMT and Persona
Dante's Inferno
Dragon Quest VI
Asura's Wrath
Dead Rising 3
Drakengard 3
Breath of Fire II
>>
>>179962128
The New York subway system
1,001 Arabian Nights
The Tim Burton/Joel Schumaker Batman films
The Darwin Awards
A children's book, or a joke book
>>
I'm out of the RPG Maker scene for about 10 years but I miss the RM2k times. Games actually looked decent but most RPG Maker games that are now made look exactly the same.

Is there no way to import RM2k tilesets?
>>
>>179994952
>most RPG Maker games that are now made look exactly the same.
Blame the drought between FF12 and Bravely Default. Kids have to rediscover the limits of the genre.

>Is there no way to import RM2k tilesets?
I assume it's the same as all sprites: Scale them up to 48x48 and throw them in
>>
>>179992083
-50 points from Gryffindor for copying the VG list on TvTropes.

Sins are actually relevant in Hell settings, you can't fault demons for being demons.
Scratch off DMC, Dragon Age, SMT, Dante's Inferno
Plus you missed the point of enemy designs. So cherry picking characters that embody a sin through their actions, but otherwise look human, don't count.
Also half the list on TvTropes are schizo's seeing relationships that aren't really there.
Just because you can attribute Mental Disorders to Winnie the Pooh characters doesn't mean they were actually designed that way.
5 of 12 that happen to correspond with 7 sins, doesn't count. 8 enemeis with some overlap of 7 sins, don't count. Big surprise. It's almost like being sinful makes you a bad guy! Who knew?

Hurr dur, this one's based on a whale. Whales have big mouths. We'll just call that Gluttony. Or if Gluttony is already taken we'll attribute it to Leviathan who's classification as Envy, because Satan is all the demons or something.

I'll accept The Binding of Isacc and Overlord for following a design theme.
>>
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>>179996796
>>
>>179996796
Dude, calm down.
>>
>>179999252
Well, yeah, you kinda have too.
Welcome to society.
>>
>>179999252
>How dare someone think for themselves and tear apart a list I didn't make and couldn't defend.
>>
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>>180004929
Well to be fair, all that was asked for was a list of games that use enemies with a Seven Deadly Sins theme. You coming in after the fact and changing the rules so that "demons don't count" is retarded. Sins being relevant to demons doesn't make them not based on sins.

I mean my game features demons based on "the 8 mortal desires" because I split Sloth between lazyness and despair. That doesn't make me not a hack still using the 7.

Incidentally,
>characters that embody a sin through their actions, but otherwise look human, don't count
>I'll accept...Overlord for following a design theme

Putting aside that several of them aren't human but instead generic fantasy races, all of those guys just looked like standard members of their races (stylized because Overlord) and embodied their sin through actions. The Gluttony halfling got impossibly fat, that's about it.
>>
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Speaking of justifying design decision.
How do you defend male character designs that are all ottermode twinks with open robes with a high-cut shirt to show off abs, or no shirt at all?

I mean, people accuse games of over sexualizing women in games. But imo, its fine when the character is actually a seductive enchantress, or a vain beauty queen.
And bikini armor is a fan-service endgame reward.

I mean, 1 romeo radiating sex appeal is fine. But 6 characters? Wearing designs you'd expect to see on a fashion runway?
I've seen at least 1 RM game where all the guys had punk rockers. Wearing all black, fishnets, ect... but they didn't have the punk personalities, like one what a shy book worm. "Shy" and "shirtless" just don't go together.
>>
>>180008447
A tropical (island?) biome, emphasizing high temperatures. Wearing excessive clothing is asking to be cooked alive
>>
>>180008447
Clothing impedes magic for both sexes. The farther you are from your "natural state" the weaker you are.
>>
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>>180008447
the same way you defend a full cast of slutily-dressed females
>muh dick
>>
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>>180008447
>>
>>180008447
>>180009680
Like TWEWY: Just make it so absurd that the audience doesn't question it
>>
>>180009680

>the only argument you need for anything in a commercial work
>I wanted to and the audience will buy it
>>
>>180010648
More like,
>I do want I want
>Thank god for hipsters who buy things ironically.
>>
>>180011920

>trying to appeal to Hipsters
Sorry, but unless you're selling flannel, fake beards, shipping container homes, or cereal with weed in it you're probably not going to appeal to hipsters directly.

And seriously they will buy shipping container houses.
>>
>>180009680
I like how it has to specify -female- characters.

(And how it ignores the fact that what Yoko Taro does works for him because he's Yoko Taro, while anyone reading this shit is a no name nerd who will never amount to anything.)
>>
>>180013137
? Are you trying to say you can't just say "Because I like slutty looking guys" as a reasonable justification for adding them? It only works if you've established that you're a lol so random professional developer?

also, go back to working
>>
>>180012209
That's what I'm saying.
Good thing there's a market for crap nobody wants.
>>
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>>180012209
Are you saying this isn't the tightest shit ever?
>>
>>180013137
>implying its your name and efforts that attract the spotlight
>Not the editors and markets that put you there.

Celebrities resort to drugs and alcohol to feel good because their success was a meaningless lottery of circumstances.
Sure you got to play to win. But you were never in control.

>>180014593
Did you grow up in a shanty town?
>>
>>180014593

Nigga do you know what they put in the shit that they make shipping containers out of?

Takes years off your fucking lifespan to live in those.
>>
>>180015489

Such it is in any circumstances. Even your own individual desires were molded by things outside of your control.

Admittedly, it's the struggle against outside factors that defines us, even and especially when we fail.
>>
>>180015613
But it looks cool. That's all that matters. [/sarcasm]
Also some people would say "fuck you" for using your brain to form an opinion. *cough* >>179999252 *cough*
>>
>>180016502

I can't talk too much shit, admittedly. I want to live in a log cabin, which is just as hipsterish these days.
>>
>>179995626
There's a plugin that let's you use 32x32 tiles. Just google "32x32 tiles RPG MV"
>>
>>180004929
What does moving the goal post has anything to do with self thinking?
>>
>>180018936
Objectivity. Just because something fits doesn't mean it works.
You know? Like slop shots in a game of pool.
>>
>>180018936

Ironically, moving the goal posts is at least enough awareness of both your argument and the surroundings to know that you've made the wrong play.

Not saying it always works, mind, or arguing that you're wrong.
>>
>>180013292
I'm just laughing at the gamergate garbage. Of course you can put anything you like in your game just because you like it!

But who you are changes the light such statements are seen in. Yoko Taro can get away with saying that because it comes attached to a game widely praised for its writing and characterisation. It wouldn't be as well received if it were coming from someone who doesn't display those qualities.
>>
>>180021860

One thing to consider, of course, is that the sort of socialists who fall for gamer gate things are probably more likely to steal your game than purchase it, especially if they get into power and institute some of their restrictions on people who work hard receiving the proper pay.
>>
>>180021860
i don't know what you mean by "gamergate garbage". what are you referring to?
>>
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>>180022781
<- This.
>>
Finally gave my protagonists names! Jesus that feels harder than actually programming an event with multiple outcomes.
>>
Correct me if I'm wrong. But isn't Japan's market like, very gender and age specific? Like Otome games are made for a female audience in general.

But elsewhere, there are more expectations to accommodate all audiences (with appropriate age warnings, of course)
>>
>>180022781
>>180023859
(If you're asking me what gamergate actually IS, I'm sorry, but it's way too much bullshit for me to get into. Just imagine the most hilariously insecure reddit manchildren on one side and the kind of tumblrites who claim to be "triggered" by anything that even mildly upsets them on the other, all screeching at the top of their lungs and throwing poo at each other.)
>>
>>180023859
that doesn't clarify anything. what exactly are you "laughing" at?
>>
>>180020903
Anon1 asked for examples for computer games that use the seven deadly sins and anon2 devlievered.
Doesn't matter if he looked on tvtropes, wikipedia or knew from the start.
Also changing the rules afterwards is, like anon2 said, pretty cheap.
>>
>>180024020
Eh, sort of. Most entertainment media, in or outside of Japan, is targeted at some specific audience. Sometimes other groups just decide to jump on. MLP is a pretty obvious example in the west, but you get it with Japanese shit as well. Sailor Moon was a show aimed at girls, which for some strange reason became popular with boys. And I'd wager a lot of people who play rpgs, to be topical, are past the typical target age group for them.
>>
>>180024043
I already said.
>>180013137
>>
>>180024020

Admittedly, in the level most people in these kinds of threads (on this or other websites), we're at the level where the best we can hope for is some general appeal to internet niches.
>>
i like how this thread discusses gamedesign more than adgd.
so anyways, i'm having a problem with the health system, i'm trying to be creative with it, instead of meat points it's actually luck/survivability, a person can stay alive in a fight either due skill or pure luck, any creature will die if it got an sword to the face, but instead of getting damage, the sword just missed or made scratches, but i don't know how to add armor to that especially with attacks that penetrates armor, i like to keep things simple, having effectively two health bars seems messy.
tl,dr : what's a better way to explain a "human" being a damage sponge story wise
>>
>>180024020
our "general audience" material is just different. japanese general audience material is the moe shit shit.
>>
>>180029112
does simple accuracy/evasion rates not apply to what you're thinking of?

stronger attacks have higher accuracy. armor increases evasion. whatever
>>
>>180024045
Textbook Asperger. Can't see the forest for the trees.
"I did exactly what you said. You never said anything about..."

The point was to prove it was cliche. Anon2 found a lot of examples, but didn't examine them to see if the themes were used intentionally, and if so, was it by choice or a prerequisite?
It's not cliche to fill hell with sinners. That's only natural. It's hell.
>>
>>180029413
yeah there are no misses, when two professional fighters are facing each other each attack will land, evasion and blocking does increase survivability but doesn't negate the damage, but you can't evade/block forever, i'm trying to avoid a scenario where a veteran fighter misses without the need to worry about balancing evasion and accuracy
>>
>>180029112
I would use States representing "Shields" that can be destroyed with attacks, like in modern shooters.

Alternatively, make it so most attacks have a random chance of causing the KO'd state, and the chance of getting KO'd increases the more your HP (Armor) is reduced. So, the character can survive with 0% HP (Armor), but it increases his chances of getting KO'd in future attacks.
>>
>>180030168
shields might work in a high fantasy setting, being KO'd based on rng doesn't sound like fun at all and the only think it'll do is forcing people to save scum, just thinking about it makes me remember all the rage i've felt whenever i lost because of death effect
>>
>>180029112
i don't quite understand the health mechanic you're wanting
>>
>>180031959
Well, the anon seems to want something with very high variance. To be honest, I don't think it would work well unless you have many units in the fight and lots of revival methods to balance out said variance. Also note that the KO success rates wouldn't be linear and would be 0 for characters with full HP.
>>
>>180029484
touché
>>
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What was the last video game you genuinely enjoyed?
Got any ideas for your game from it?
>>
>>180036214
Latest Fire Emblem, and no, nothing in it would really fit.
>>
>>180036214
Kamidori, it's so damn long with a lot of content and interesting quests, i didn't remember being bored at all, now the only way i can enjoy an rpg is for it to have unit movement, sold me on crafting system and counter attacks too
>>
>>180036214

Fallout 4.
Aside from alcohol having benefits (which I got from my own drinking experiences) and criminality having a payoff, not really.
>>
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>>179846970
Some screenshots for it.
>>
>>180036214
The Ar Tonelico games under perform in so many ways. But I like the idea of diving into someone's consciousness/dreams and playing out a visual novel to unlock new abilities.
Although the later games were a snore-fest, and the symbolism inside the unconscious had little impact or importance outside of it.
>>
>>180036214
A ton, but I have low standards. The newest game I've played that I've liked a lot was Horizon: Zero Dawn, but I probably won't implement any of that into my game.
>>
>>179674817
>In RTS, how do you stop someone from just rushing constantly? SCVs, marines and bunkers? What is the optimal response from a competent player? Is there any guaranteed solution to this cheese?
RTS iis just a turn based game where theres 3 or 4 turns per second and its whomever is more young and autistic gets more turns, and therefore probably wins. If you're getting rushed its because you're squandering dozens of early turns
>>
>>180044440
wrong answer. those questions are posed as problems for you to solve when it comes to fixing imbalances in various options a player has when making gameplay decisions.

>how do you make spamming attack not be so strong in an rpg?
>your solution: whoever attacks the most wins, so attack faster

that doesn't solve anything, except the thread's need for bumps.
>>
>>180045063
>those questions are posed as problems for you to solve
I can't fix Starcraft, motherfucker. I'm just telling you how it is. If you're getting marine rushed, it's because you have some nebulous non-strategy or idea of gameplay flow in mind that you shouldn't be attacked intensely or continuously by the 4 minute mark because you'd rather SimCity up to carriers or some shit. It's solved by evaluating the APM of you and your opponent, and analyzing how many more "turns" they took to actively kill you with all the options available as quickly as possible, and how you're not playing counters in a timely fashion to respond.

A fifteen minute SC2 match could be broken down to its individual commands and scenario information known to the players to paint a picture of a slower, 6-hour analog of Civilization, and in some Civ games players end it with military options in the stone or medieval ages.

I think a lot of people look at the art and building elements of Starcraft and envision a very different game than what it is. The single player maps don't help these misconceptions either.
>>
>>180045635
from my real world experience in WC3, orc blademaster rushers and tower rushers had very little experience in transitioning into a long-game strategy if their early efforts failed and hurt their economy. When I learned to loo for and counter WC3 rushes, 3 out of 4 times the enemy player quit because they just wanted fast wins for portrait unlocks or something. An incentive which probably hurt the mulitplayer scene in the first place, by driving players to play in a way and intensity that many found unpleasant.
>>
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I like the overworld exploration and quests and story progression, but the random encounters are tedious and grindy. How viable would a RPG Maker game be without combat? If the story was awesome, world was fun to explore, you have entertaining dialogue and meaningful quests and a feeling of progression thru other means, would it work for you?

LISA and Undertale have grinding battles to a pretty low amount, and make me think they could be ditched altogether
>>
>>180045635
they're called thought experiments, my friend.

take a theoretical mechanical god korean kid vs another theoretical mechanical god korean kid. they're both capable of playing the game at the maximum apm.

how would you balance a game so that rushing wasn't the end-all-be-all strategy?
>>
>>180046205
there are plenty of games without combat. those random sospooky horror games and to the moon, and whatever else.
>>
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>>180039995
Also a small gameplay video for it!

https://youtu.be/kJT73LNVFIE
>>
>>180046205
There's so much other bullshit in JRPGs besides combat that make them good.

Have good minigames, crafting, quests that don't require combat, resource gathering, fishing, and all types of other shit

Towns are great because it's like a poorfriend's means of sightseeing, but even better because it's sightseeing in a fantastical world. You get all the benefits that people love about travel from JRPG towns (seeing the sights, learning the history, knowing the people, testing the food, etc) and you could just expand on that

Hell if Recettear: An Item Shop's Tale got rid of the combat and expanded upon the capitalism it would have been better for it, so maybe even go that route.

Seriously there's 100 different ways you could make a plot for it too.
>>
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>>180032497
If you've ever played D&D, you might be familiar with the meat points vs. hit points disparity. The long and short of it is that "meat points" are actual health; if these go down, you have been injured. You're just tough enough to take the attack and remain standing. Meanwhile "hit points" are explained as a more abstract from of health: through a combination of luck, meat, skill, and maybe armor, you're capable of taking a certain amount of hits. "Yeah the attack hit, but due to several factors wasn't bad enough to incapacitate you." If it helps, you can think of hit points as a resource that you spend to avoid taking real damage. The sword hits you, but you spent 50 points to say "no it didn't." Which opens a whole other can of worms in what the heck healing magic does.

You know how people sometimes make jokes about video game characters taking a sword through the face and staying up? Or how people will find it weird that Aeris dies from getting stabbed once when every member of the party might take hundreds of stabs in gameplay? That comes from people not really differentiating between hit point loss and actual injury. As far as I can tell, that anon wants a health system that is very obvious about the fact that the characters are still human and will die from getting stabbed, but at the same time isn't a game of rocket tag where whoever gets hit first immediately loses. And also isn't a game of 90% of attacks missing, even though that's effectively what's going to be happening. More or less he seems to want fights to be wearing away at each other's plot armor until someone takes a real hit, and is having trouble fitting real armor in the equation.
>>
>>180040646
It sounds to me like you didn't even actually play them.
When you say that stuff like the reasons for Finnel's personality being like she is or the repressed feelings Ion had were unimportant or had no impact on the game at large, it only serves to show off your ignorance.

And while they might be lacking in gameplay, to say their characters, stories, music and worlds are nothing special is the height of stupidity.
>>
>>180048858
REEEEEE
you fucking casuals.
The combat is the only thing that makes it an RPG in the first place!

Take out the combat, and it changes the genre to...whatever secondary gameplay it uses. Could be Adventure, Dating Sim, Card Game. who knows?

Without out the "RPG" it falls off people's radar. Doesn't get reviewed by RPG journalists that would have promoted it to an entire demographic.

It doesn't matter if it's a good game by rpg standards, if it never reaches it's target audience.
Sure there are audiences for Dating Sims, but they probably have different criteria for what makes a good Dating Sim. Not the same standards the RPG fans would have judged it by, which could end up hurting it's reception.

It's like that Transformers movie that was highest grossing, but worst reviewed. They marketed to to everyone, but it wasn't made for everyone. The people that it was made for were outnumber by the people it wasn't made for. So naturally, most people who saw the movie had something to complain about because it wasn't made for them.
>>
>>180053891
Stats are what make it an RPG fuck off.

You could have a game with cooking where the stats effected quality of a meal, the speed with which its made, and the quantity of what you get from the ingredients and call them something like palate, ingenuity, and perception with combat as a secondary minigame where you get the ingredients and it'd still be an RPG

Even if you took away combat and got the ingredients through another means it'd still be an RPG

RPG is a fucking misnomer, who gives a flying fuck what journalists have to say.
>>
k
>>
>>180054446
No. You're a retard.
It's stat progression. And if that progression optional, then it's not the central to the gameplay. Which means you can't call it a RPG.
What you just described is a SIM.

If you want to be a game developer, learn how to categorize. Your "feelings" on the subject aren't the defining factor.
>>
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>>180053536
*cracks knuckles*
There's got to be a troll here pushing everyone's buttons. But I'll stand by my opinions and defend them to the death.
I have Platinum in Ar NoSurge. And the only reason I don't have one in AT3 is because "100 Hours" and "Max Gold Value" are Bullshit Trophies.
>>
>>180058347
Max anything are stupid trophies. Most games, I'll end a single play through at 70-80% trophies.

But RPGs will be at 30% or lower. Because their trophies aren't things that happen in a normal when a normal person plays. They're things someone with OCD would do.
>>
>>180046220
>ke a theoretical mechanical god korean kid vs another theoretical mechanical god korean kid. they're both capable of playing the game at the maximum apm.
>how would you balance a game so that rushing wasn't the end-all-be-all strategy?
the game is already balanced for that scenario. Given two skilled players that have intimate knowledge of the game's economy/units/build times, they have to decide how to approach the early game regarding which mineral clusters to search, how quickly the enemy is found, and a quick evaluation of their current and intended plan of expansion/build up versus early unit production. A heavy investment in early game units sets the player behind on stronger mid and late game units, so it hinges on predicting the correct approach to the other player and whether or not they withstand the rush. In Civ terms, it's a question of whether or not you can find the enemy cities and raise the troops necessary to take them before archers and walls go up to bunker them in, leading to later game wins of culture/science.
>>
>>180053891
>It's like that Transformers movie that was highest grossing, but worst reviewed
a little known fact is that there are graphic novels that fill in the gaps between the movies' stories. It's a big part of why so many people can't make sense of one movie to another and the plots seem so disjointed, everyone's missing the pieces in between in different media
>>
>>180061273
Bringing this back to rpgmg. It's pretty bad to leave information out of your game. Or even just wait to long to establish certain facts.

For example, I played this one RM demo a long time ago where these 2 characters are never mentioned to be married, I had assumed they were siblings because that's usually the case with RM games. And towards the middle of the game, another character was apparently psychic. out of the blue "I'm going to see into the future now"
Kind of important stuff there.
Those facts are mentioned in character profiles on the forum. But who reads that?
>>
>>180060671
The weirdest thing I had to do for an achievement in a game was apparently molest a NPC.
You rescue a girl from a dungeon, and she'll follow you around until you guide her back to town.
What you had to do was push her down a dead-end and pin her against the wall. She'll say "It's kinda tight in here"
You got a second achievement by doing it again, but with nothing equipped and wearing a Mask that lets you see "Secrets". She'll say you're scaring her.
But according to the achievement you were only "measuring" her. Yeah. Right.

That was Ys 1 on Steam.
>>
>>180063971
welp. That explains why parody Adol is such a creep.
>>
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What's your monitor's native resolution?
What resolution are you using in your OS?
What resolution is your game?

>1080p monitor
>1080p w10
>1080p game?
>>
>>179980990
Where can these be bought?
>>
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I'm starting work on a small game... just one town and one dungeon. But I want to have a lot of unique NPCs and side quests in the town. I already have a few ideas for larger quests you can do, but I need some fresh ideas.

What sort of thing would you like to see in a game like this? What do you like to see in RPGs?
Anything goes... even lewd stuff, I guess.
>>
>>180057151
The progression wouldn't be optional in the game I'm describing you pants on head asshat
>>
>>180066945
Make JDiablo I
>>
>>180066945
crops you plant and furniture/buildings you place affect the dungeon
>>
>>180066945
I wanna be able to buy a house in the town and decorate it. Though the second part maybe hard to pull off

Also I wanna be able to invite girls over for some bangin
>>
>>180066945
Crafting with events like in Gust games. Reputation with shops to get exclusive items. Maybe even a black market inside the dungeon. Puzzles.
Skill development system based on item drops and loot from enemies instead of straight up EXP if it's not a pain to manage.
I mean that's all given that your game is long and revolves around multiple dives into the dungeon to go further through different paths which is kind of what I got ahead of myself and assumed.

If it's more on the simple/quick side, then noticeboard quests will do. Most don't like them, but I don't expect too much out of indie games and I don't even mind them in AA games

On a side note you ever watch Danmachi? Look it up for plot inspiration if you're into anime.
>>
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Good night bump
>>
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Why aren't you working on your game?
>>
>>180075756

Flandre is the cutest child!

>>180078045

Because I am weak, my son, and I just got up like ten minutes ago.
>>
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Does anyone know how to make it so it moves
a party member to the front through the dialog menu i? know you could add/remove character to move them around but that wont work for what i was doing.
>>
>>180066945
Given that the game is so short, I would focus mostly on replayability. That could mean a variety of possible classes to pick from, very random item drops, different endings, etc.
>>
>>180051698
I couldn't have said it better myself anon, you made an interesting point, "plot armor" is a better name than luck or survivability, it seems that it'll be hard to avoid separating that stat and armor, i'm not sure if armor will take precedence over plot armor or not, normally armor (body armor) is the last stand where dodging/blocking/parrying didn't work, but you can make a case where it's the first thing to consider, mainly in the case of using a shield, i guess i need to abstract things ever more.
I'm not trying to be realistic more than being consistent story wise, why would anybody worry about death in a world where phoenix down and revive magic exists? why can't i use it on this character that died as a plot device when i revived him countless of times in battle?
>>
>>180078568

I'm sorry comrade, I do not remember how to move a party member to the front of the squad through a dialog menu, but I hope replying to your question and reposting it will help.
>>
>Rpgmaker crashed
>remember hitting save
>apparently didn't save
FFFFFFFFFFFFFFFFFFFFFFFFF
>>
>>180072891
>Skill development system based on item drops and loot from enemies instead of straight up EXP
how exactly? you get exp based on item drops or you unlock skill tree with certain items?
>>
>>180081810
>you unlock skill tree with certain items?

This is what I was going for. FFX's sphere grid but far less linear and without AP. All items. Different items could have a different effect on different nodes instead of needing a specific one to unlock each node.
>>
>>180078045
Still four days waiting for steam sale, so I get MV.
>>
>>180079229
You can use LP then, from SaGa.

HP functions as normal, but you can spend a free action to heal yourself at the cost of LP. Having your HP drop to 0 knocks you unconscious AND lowers LP. In the original game, you had 10+ LP, but it was near impossible to recover. Ever.

For this particular case, I'd wager something more like an average of 3 LP, and you can only recover it with intensive surgery.

>>180082154
this is a person who only wants 1 town and 1 dungeon. I don't think a leveling system of this depth is practical.
>>
>>180083934

Unless his dungeon and town are very involved, a 'sphere' system would be...it'd take longer than the maps, wouldn't it?
>>
a friendly reminder, please make your quests organic and descriptive, "get me 20 units of X" sounds awful, "I require hide of good quality to make the armor you request" feels better, make npcs take useless items you get from grinding, maybe add item quality to spice things up, quest items should only be available from certain places or as item drops from champions/minibosses, or X amount of normal item will give you Y amount of better quality item.
>>
If I were to implement upgrade classes, what would be good classes for Drunkard and Christian to upgrade into?
>>
>>180086321
Well, the "sphere" system can be just a labyrinthine map, if you don't make things overly complex. One of my unfinished games had a "skill tree" system that was a not-really physical place where the protagonist could use points gained at level up to unlock doors, which would allow her to "touch" crystals, which would give her new powers.

That said, I disagree with that anon. Skill trees are better for longer games. What I would use for a "1 dungeon. 1 town" game is roguelike and dungeon crawler mechanics, where there is a lot of variance.

>>180091298
Car crash and televangelist.
>>
>>180091298
Drunken Brawler and Preacher maybe?
>>
>>180091517

>car crash
But the place where these people live is too poor for cars!
>>
>>180091298
>Drunkard
Why should this be a class to begin with?
>>
>>180091298
Juggernaut
>ignores pain and debuffs

Christ
>sorry, I couldn't resist
>>
>>180092210

The character's a drunkard.
>>
>>180092153
Wagon crash? Hepatitis?
Barbrawler was a good idea too.

And if you make the Christian turn into Christ, then maybe the Drunkard can become a Faun/Satyr or the God Pan.
>>
>>180092807

It'd probably fit with the silliness of the setting. I suppose I'll take all of the ideas to heart.
>>
>>180091298
>Drunkard
That Drunken Master archetype from old martial arts movies.

>Christian
Moves up to being an ordained priest or minister or something. Or that one dude from Berserk that smacks people with the bible.
>>
>>180092542
And what else?
I mean he can't possibly earn his money with drinking booze.
>>
>>180094275

Unskilled laborer, but in the context of the game she's quitting her job and going on a journey with the Christian to get rich in the upheaval of society.
>>
>>180094680
Maybe it should be a whole job change instead of upgrade
>>
>>180096315

Something to consider. I thank you.
>>
Drunk will probably promote to the best class in the game, of course.
>>
post your mc house
he does have a comfy house right?
>>
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>>180102662

Uh, she actually doesn't even have a private toilet, so...no...
>>
>>180103268
Well, at least she has a bed
>>
>>180103268
is she okay anon, sounds like somebody has drinking problems
>>
>>180078045
i just woke up at 2pm
>>
>>180102662
I'm always tempted to add a secret fireman's pole behind a dresser or mirror that leads to a bat cave or a sex dungeon
>>
>rpgmaker won't let me rotate houses

That aside I should have paid more attention on a lot of things. I really like Ace's placeholder art a lot more than MVs

>show friends placeholder characters
>show them two different rooms and a small vid
>getting names down
>writing down briefs of the plot and doing small scripts and planning events
>already want to give up

I just want to stop and toss everything without finishing or start over completely new.
>>
>>180110069
>I really like Ace's placeholder art a lot more than MVs
But isn't it pretty much the same?
>>
Good night bump
>>
BAMPO
>>
post monster ideas and scripts instead of random bumps
>>
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Nearly finished the bestiary; only got the last few bosses to go!

>>179554282
His world is going through a resource crisis, so he has his top scientists invent a way to travel between dimensions so they can leech resources of another world. They of course choose earth, because the many follies and impotences of man make us an easy target.
The way he goes about this is by appearing in the secondary antagonist (main antagonist of the human world)'s dreams and presenting himself as god, giving the bad guy instructions on how to open up the portal.

Hope that's not too convoluted
>>
>>180116781
>scripts
sure. this is how i modified the display font, wrt to the outline:
1. remove the outline on black text. looks really ugly if left on
2. recolor the grey outline into a darker shade of the main color, with a slight purple tint
3. resize the outline to be slightly slimmer

>Bitmap.prototype._drawTextOutline = function(text, tx, ty, maxWidth) {
> var context = this._context
>
> var colR = Math.floor(hexToR(this.textColor) / 1.9)
> var colG = Math.floor(hexToG(this.textColor) / 2)
> var colB = Math.floor(hexToB(this.textColor) / 1.9)
> var colAlpha = (colR + colG + colB < 1) ? 0 : 1
> var outlineColor = 'rgba(' + colR +' ,' + colG + ',' + colB + ',' + colAlpha + ')'
>
> context.strokeStyle = outlineColor
> context.lineWidth = 3
> context.lineJoin = 'round'
> context.strokeText(text, tx, ty, maxWidth)
>}

with hexToR and such being helpers that convert a hex color, like #420420, into integers for the RGB values.
>>
>>180116781
How about a bump monster?
It uses level 10 death
>>
>>179996796
>>180029484
Using biblical themes is the height of cliche though.
>>
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FUUUCK YOUUUUUU bump

are you working on your game?
>>
>>180121301
you mean level 10 revive
>>
>>180124561
Oh, right
A page 10 monster uses death
>>
>>180057151
>If you want to be a game developer, learn how to categorize.
The genres were made for games, not games for the genres. So let the anon make their game without combat, and so long as you understand that no one gives a damn, you can sit there saying it's not REALLY an RPG.
>>
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>>180123601
>Comcast
I'm sorry Anon
>>
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Favorite things you like to add in an RPG.
>Make visible encounter
>The battle is against a stronger variant
>>
>>180036214
Persona 5 was a hoot, and inspired me when I was having trouble balancing the variety of skills with not making battles a complete clusterfuck. Now I've got a system where characters can learn plenty of skills, but only take a select number into battle at any given time.
>>
>>180125349
Genres were made for audiences.
People give a damn about false marketing.
>>
>>180128921
Mimics. Lots of mimics.
>>
>>180117062
Looking good anon!
>>
https://www.youtube.com/watch?v=XTfRQIc0jv0
>>
>>179846970
>>180039995
>>180047265
The sound effects are really unfitting and the voice acting fails to make things feel as mysterious as the music would imply. The art is good, though. Maybe still a bit too megaman-looking despite this game probably having not much to do with Megaman.
>>
>>180143836
>thumbnail, title, and lack of explanation heavily imply clickbait
>not allowed to watch embedded

I'm not touching that, can someone tell me what it's supposed to be?
>>
>>180145594
Leaked nudes. Harold was actually a women. Big scandal.
Rpgs cause autism.
Ctrl + F4 lets you watch embedded videos.
>>
>>180143836
pretty cool. too bad i don't personally do much with plugins apart from using yanfly's more core scripts.

and since i'm fine with just working on things inside a text editor for database entry kind of things, i don't really care that much about it.
>>
>>180145594
SumRandomDude shilling his shit
>>
>>180146630
>SumRandomDude
Oh jeez, thanks anon. You saved me from a terrible fate.
>>
He gushes over all the thing MV 1.5.0 introduces.
How it makes so many plug-ins, including his, obsolete because they only existed to overcome limitations that aren't there anymore.

The documentation for all of it was hidden away. Not mentioned in the announcements, but rather some tutorial page nobody would see.
He makes it sound like it's being suppressed by Degica because they've got their own software to sell like VN maker.
But with this, someone could make a VN plug in.
>>
>>180046205
Planescape torment is good in that regard
>>
>>180117062
I've always loved your sprites. Where do you get inspiration from?
>>
Live, and I shall live
>>
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Which style of message box do you prefer?
Always bottom of the screen, or always on top of the person speaking?
I legit cant decide which to go with
>>
>>180152470
Looking at it again now, I think I'll go with the top one. I just wish the face wouldn't massively expand the size of the text box when otherwise it'd be small
>>
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>>180152470
>pixel figure with glasses
>portrait without
FIX THAT
>>
>>180152810
It's just an event test map, none of it is final!
>>
The way your menu screen shows the map while it's open is through taking a snapshot, and using that temporary bitmap as the background image for your menu screen.

If you want to reduce the lag while opening the menu, you should use your own background. The snapshot is quite time consuming, and causes that second of dropped fps when opening up the menu.
>>
>>180152470
Definitely the bottom.
>>
>>180152470
top if you have stylized, smaller boxes with more varied expressions.

bottom otherwise
>>
>>180152470
Bottom always, maybe use the small ones above the player for notification type things? "Obtained X item!" And stuff like that, perhaps.
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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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