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/rpgmg/ RPG Maker General 104

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Thread replies: 751
Thread images: 187

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Do you regret it yet?

Post something on Sunday! Info: http://rpgmg-games.wikia.com/wiki/RPG_Maker_MV_Day

RPG Maker MV is out. There are bugs concerning auto tiles and music for some people. There has been a patch recently, so try reinstalling if you have MV on Steam.

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv

Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

Base Resources: https://www.mediafire.com/?ndx431biclng833

Cover Art DLC: https://mega.nz/#!NhlnyZhS!VOOR6OvkVZYG6el9dzU8mELBBblqc8iSdthZNNMZK94

Essentials DLC: https://mega.nz/#!h1snEB7C!u89Cv_duppE6QBUC1N1ZKWxnccUfPK-1Fu8TAySj6ic

Plugins: http://www.mediafire.com/download/afcef53z4d2retv/RPGmakerWeb_plugins.zip

RPGMMV Crack: http://s000.tinyupload.com/index.php?file_id=94706179999319730759

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia

Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/

Art Resources
http://pastebin.com/FgVGxTqW

Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd

Humble Bundle DLC
https://mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

RPG Maker VX Ace Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

/rpgmg/ Chain/Collaboration Game!
Status: Part 11 is up.

Done with their part:
- RPG Maker Maker !!nHmJbtdk7T2
- Cortop !QqL8nX9URE
- Duwang !yP15zzo8dA
- MEands !!sbyw5zs4GtT
- Alexander Guy !swIUti/LTA
- salt !AOUYhrDYgU
- Double Anon !WAnon.pOpQ
- Crunch !I1tYcLS8Ts
- Comp !MEJ8qE/3h
-Silent Maid
- Joakim Morgen !!4elh6dhvavq

Currently working: W.T.Dinner !LTqeha3bQk

Queue:
- Firgof !aFqhsxkECQ

MIA:

- !YakshaO2qs
- Anonymous PhD !!QqXzW/bDL5y

Version 11: http://www.mediafire.com/download/7p2d1t02r8cuadr
>>
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First for pic related.
>>
>new thread instantly dead
>>
BELIEVE IN YOUR DREAMS
MAKE YOUR PROJECT COME TRUE
>>
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Man, getting the zooming behavior I want is like pulling teeth. I'm not sure MV's default zooming scripts (which come with Scene_Map) were actually tested rigorously.

Well, at least I fixed the flickering messagebox issue. With a couple more tweaks I think this 'glitchy monitor' addon will be ready to distribute.
>>
https://www.dropbox.com/s/38i3gf6z5y72thx/iconset.png?dl=0

that big VX ACE tileset everyone and their mom used (it's not perfect but works well enough for me atleast)
>>
>>121074095

This looks super creepy, neat.
>>
>>121070349
Whoa, Dingaling came here?
>>
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>>121068206
in case anon didnt see it..
>>
>>121074739

Huh uh, that was an AMA on some other chan. But he answered literally every post in the thread like some kind of maniac. It was great. Here's a link to the archive if you're interested.

https://archive.is/HCDCI
>>
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My good coder friend made me a basic move blocks onto switches script/plug in. Sweet.
>>
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>>121075051
>>
Is there a way besides parallax mapping to create light sources?
>>
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Come on people. Post Screens!
>>
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>>121076141

I wish I had something more interesting to show, but I'm finally almost through making my MV game's opening. Just one or two more scenes and it'll finally be time to open up the world and let the player do whatever they want.
>>
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>>121076141
>tfw no ship tileset
>>
>>121076982
kek'ed I love VX Ace style so much more than MV especially the characters.
>>
>>121074937
Have you tried to download the updated Yanfly Core Engine plugin? I don't really know what's the rendering error there.
>>
Just dropped by to play the collab game.
The pirate beginning is pretty comfy.
>>
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>tfw you have a desire to create but you have no story to structure a game around.

I feel like I need to take a writing class.
Like I have ideas for stupid shit like final boss battles and individual characters but I don't have a place to put them exactly.
Should I just make them anyways and see how things pan out?
>>
>>121079058
I often just fuck around making whatever I want until something comes to me, then I just tweak whatever I have to.
>>
>>121079058

Figure out a conflict for your story and then build around that?
>>
For that anon that made the Hime cut and has a carpet in MEGA. I can't download FG_RearHair2_p20__c1_m003.png from the Face/Female carpet. I get an error everytime with that file
>>
>>121079735
Yeah, something seems fucked with the MEGA folder. Sorry about that.

I mirrored the whole pack here: http://www.mediafire.com/download/v96i53ms0akxi7i/Mon%27s+Character+Generator+Expansion.zip
>>
>>121079058
Me too. I'm now making most of the assets because it's fun to make, but I'm pretty afraid to be unable to write something interesting.
>>121079446
Me too, but it doesn't work for me.
>>121079464
Tried. Didn't work.
>>
>>121080316
Thank you. This assets have been very helpful.
>>
what battle system are you using?
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>>121074513
Thanks, anon. Hopefully it'll look better when it's at its intended 'closer zoom'. I'd show it off right now but uh, well, it's not really working right.

I just can't seem to get the screen's zoom offsets to math up uniformly with the center of the player character - so it works right now but it's still a bit poorly offset.

Anyone interested in a link whenever I've finished working out the kinks to this plugin?
>>
>>121080316
female only?
>>
>>121081349

I'm definitely interested in using it if you're willing to make it publicly available.
>>
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>>121079058
>tfw you have a desire to create but you have no artistic talent to create the world or characters
>>
>>121081794
>tfw you have a desire to contribute art but you realize you don't have much artistic talent
>>
>>121081794
What's your game idea anon?
>>
Starting a spionage/adventure game project. Should I go with VXA and it's extensive library of tuts and pre-made assets/scripts or give MV a chance?
>>
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>>121081794
>>121082063

People loved Space Funeral and its graphics are pretty noticeably MSPaint.

>>121082191

VXA would probably be for the best.
>>
Anyone got a link to game character hub?
>>
>>121081614
Of course, anon. I was always intending on sharing this. MV's at a stage of community mod development that the more successful implementations of new stuff there is, the more implementations of other cool new stuff there will be in the short run.

I've been posting progress here if you'd like to bookmark the thread: http://forums.rpgmakerweb.com/index.php?/topic/46679-attempting-to-port-a-crt-effect-from-vxa-to-mv/
>>
>121065571
>New guy here, I have a question, please dont bully and send to FAQ because there is no example there.
>I have almost everything I need in RPGMaker, mainly the fact that it is actually realistic for one person to do some smaller game, i have to make some compromises but I dont give a fuck about
graphics,yet I do care about design and especialy faces and bodies of my main protags...
>What I need is that my chars dont look like Manga,Anime etc..
>I dont want big heads,small bodies and eyes.
>Yet, I do want them to be detailed and player to be able to see and reckognise various facial expressions (in-game, not picture above speech bobble)?
>Is there an example of good pixel technique someone used already in RPGMaker(and it looked good), so I dont have to invent warm water.
>Any pic or idea where to start would be more than welcome...

>P.S.
I> also dont want caricatures or stick man, something more in line of Flashback,Murder, Another world(yet , I want face to be reckognisable),, I know its not much pixels to work with, but I did studied how Bitmap Brothers ,Psygnosis and the rest of the good old crew tackled with that problem..

You seem to already be in a better path than I am, and I have been toying with this program for about a year, to be honest.
>>
If I were to make custom sideview battlers in the future, would using 3d models look weird? I can't sprite for shit. I would use simple textures so the models don't look off
>>
>>121078581
yeah im sure its the most recent one i even re-downloaded just in case
>>121076141
pic related i know its shit but yeah....
>>
>>121083472
No dude that would be rad as hell.
Make a proof of concept and post it.
>>
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>>121076141
O-Okay.
>>
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>>121076141
Take a .webm
I made a rock paper scissors event.
>>
>>121082274
>dat tileset
No... just no.

I'd post the vomit girl, but I don't want to mess up what has been a good thread (until this point).

Seriously man, people actually have this low a standard?
>>
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>>121081794
>tfw you have decent world building and art skills and tons of ideas but can't figure out how to make an npc face a certain direction
>>
>>121083772
It would be even better if you show picture of her hands, not just instant you win/draw/you lose. Even a placeholder graphic is OK.
>>
>>121085162
I'm not really good at drawing but I'll take that in consideration, thanks.
>>
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>>121083772

>you lucky bitch
>>
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anyone got this resource pack handy?
>>
The intro to my game is a granny walking her grandson through the woods into an old theater while she explains some stuff about how society works. It's quite a walk in a straight line. Is there something I could do to make the cutscene less boring?
>>
>>121086078
If your game is fantasy, have creatures, maybe even monsters appear in the woods hidden in the trees, but not attacking.
>>
>>121083531
>that fucking tree autotile
>those fucking shadows

how can be a product be so fucked up?
>>
>>121084923

People like the game for its weirdness and entertainment value and content, enough to look past the shitty graphics.
>>
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'Sup, /rpgmg/?
I'm feeling bad. I like so much, the design of this shitzo:
http://cocodoco.chu.jp/material/s/ghost.html

And I'm ripping it of, but in my game's art style. How much of a fucker do you guys think I am?

Thanks?
>>
Is most classical music considered public domain?
As in, can I use classical music in my game with no repercussions? I don't think those pieces are anybody's property, are they?
>>
>>121085091
click on the image of him facing that way. lol
>>
>>121085654
I have it. it does not have anything for UI though. they kinda lied.
>>
>>121088656
Are you going to sell your game?
If not then you shouldn't care :^)
Check what songs are public domain, maybe some of them are copyrighted.
>>
>>121088384
It's a ball with a basic face, tail and stubby hands.
It's not exactly the pinnacle of design.
You're stealing the most basic concept of a cartoon ghost.
>>
>>121088887
Yeah, I know. That's the point.
>>
>>121088881
>Are you going to sell your game?
Not unless I feel like I have something worth people's money, which isn't the case just yet.
But I'd rather be sure either way.

I guess I'll just google every piece I want to use and see if anybody owns it. Thanks.
>>
>>121088823
Aw. Well, would you be okay with giving it out?
>>
>>121088656
The problem with this is while many classical scores are in public domain, their orchestrated performance are not.

The solution to this is to find public domain scores and use your own software to record them.
>>
>>121089387
Good point, thanks for bringing it up.
Do you know any decent software that I might use for this? I only know FL Studio but I'm not sure if it's suited to classical pieces...
>>
Guys, yet I know it would be a pain in the ass to start learning how to make music (via software), I'd like to try. What programs do you guys use to make some cool chiptunes or even not-chip tunes?

Thanks.
>>
>>121076982
looks pretty good dou.

>>121078685
It's actually a pretty good game (I may or may not have a part it in it), there's a few shaky bits and unbalanced bosses, but it's impressive we actually made a decent thing together.
>>
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The year is 20XX and everything is interfaced into a single master-data network known as ELOHIM.
However now ELOHIM is dying and corrupting the entire world in the process.
Are you a bad enough dude to shut-down ELOHIM before it corrupts the 'World-code' completely, destroying all life as we know it?
Also demons are involved.


Please give some feedback.
I'm also a big fan of black backgrounds with white outlines, so that will probably be prevalent in the game's final art-style.
>>
WTB none chibi character graphics for MV
>>
>>121090092
I make shitty loops with this: http://boscaceoil.net/

>>121090814
I like it. What's the gameplay gonna be like?

>>121090867
>wtb
dude wat.
>>
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>>121090814
What is shutting it down and why should the MC care? Can you show more about the setting?

I too am a fan of black background white outline. This is a piece from an abandoned project of mine.
>>
>>121070094
>Do you regret it yet?
Jokes on you: I've only been using the trial!
I might buy it when glorious nippon gets it and it's out of beta though. I have really annoying audio delay with MV, so I ain't buying it yet.
>>
>>121091057
It'll play hopefully like a SMT game. Where you recruit enemies to fight for you.

>>121091484
I don't have much more written up on it unfortunately.
As for the MC I just planned on him being a nameless Joe who gets approached by a demon and told that shit's gonna hit the fan.
>>
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Still deciding on the combat. Although will probably go with Phantasy Star 4 style.
>>
>>121091057
Thanks (about that site). Will try it tomorrow. Also, did you used it in "Hunting"? I hope so. Thank you again.
>>
>>121092915
Not Cortop, but thanks for SMT, and not Persona. Looking forward.
>>
>>121079058
My game has no story. You basically make it what you want.

>>121081794
I'm using the most basic art program my computer has and a mouse to make my game. Even "bad" art can make a game memorable in a good way.
>>
>>121093050
>not shift clicking those tiles so they fit the perspective
Shiggity diggity do, anon.
>>
>>121093064
Ha. Hahaha. No. That would imply any sort of musical skill.
The music from Hunting is from Legend of Heroes 3 + 4. If you want an example of the loops I make, check out my other game on the rpgmg wikia.

>>121081794
I make NES style graphics and it still takes time to make. It's not "difficult" I suppose though. You could try making gb style graphics, since it's super low res (16x16) and uses a tiny palette (depending on who you ask 4 colors). I have some artistic skill, though, so your mileage may vary.
If all else fails, do a Space Funeral and call it abstract/dadaist style.
>>
>>121093050
Shit nigger how do you make stationary light sources in large, scrolling maps?
>>
>>121086674
its my first project im just doing what i can with the rtp and some custom things here and there
>>
>>121090814

I'm interested.
>>
>>121093707
My good friend made a plug in for lights.
>>
http://forums.rpgmakerweb.com/index.php?/topic/47991-animated-enemies/
This is amazing.
>>
I was just looking over the last few posts of the old thread and it looks like I missed a few posts about my demo. If you guys are still around...

>121064007
>I like the way your game is shaping up.
Thank you!
>the style of the status windows and whatnot kind of clashes with your custom art
Yeah, I know. I'll be changing the gauges etc. I'm having trouble making a pixel font look good in MV, but I'll definitely be implementing one at some point.
>menu navigation is a bit clunky sometimes (display relevant information whenever possible, and minimize the number of button presses the player has to make for any common choices).
I tried to mitigate this a little using Bobstah's command list plugin (thanks dude) by having some commands sit on the command list without entering a new menu. I'm going to keep experimenting with this definitely.
> Also, I felt the random encounter rate was a little high
That was intentional for the demo. I figured if the encounter rate was low, the player could easily make it to the end without encountering any gameplay. I hate frequent random encs, so I'll be either making it less random or simply lower the rate.

>121064746
> what will you (the dev) do to "reward" the player for the hunts?
Right now, there is a very rudimentary cooking system. There will definitely be more crafting type stuff. I'm not planning on having shops (the gold window in the menu will be removed of course), so this is the only way to get items, aside from minor items like berries.
>Also, will the game keep track of the players' hunts?
I was going to add a bestiary to the demo, but ran out of time (I was gonna post something on sunday even if kills me). It will be added post haste. It would be pretty easy to add a kill count and rewards for it.
>>
>>121094654
Shit, guess I'm fucked.
I'll have to wait until some java wizard makes it for MV.
>>
>>121094881
Agreed. I'm making some sv monsters, now, using the RTP as base. It's pretty hard, to someone who lacks the sense of art (me), but rewarding. I'd be happy if it made me see less RPGM battles with rpgmaker-generated-pixel-art-SD-graphics vs hand-drawn-RTP-graphics.
>>
>>121094881

Oh, that's pretty neat, I like it. Maybe I'll try it out in my game just for funsies.
>>
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is this really all the side view states i can have?
>>
>>121095843

I'm way more annoyed that we can't have unique sprites for the characters, we're just stuck with with those stupid overlays. Even rm2k3 had that, for crying out loud.
>>
>>121095843
open in an editor and change the hue
hue hue
>>
>>121095843
No. Lurk here:
http://forums.rpgmakerweb.com/index.php?/forum/135-js-plugin-releases-rmmv/

There you will find a plugin I don't remember the name or author, that will solve your problem.
>>
>>121095843

Poison
Blind
Silence
Berserk
Confusion
Charm
Sleep
Curse?
don't know
>>
>>121096773
Fear is the last one
>>
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>>121076141
Might as well link my Halloween game again:
http://www.slimesalad.com/forum/download.php?id=3793
>>
>>121097242

I'll take a swing at this in a bit. About how long?
>>
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>>121076141
Not really a screenshot, but I'm trying out Aseprite. I dunno how I like it compared to graphics gale yet.
>>
>>121097362
Less than an hour; depending on how you go through things it ranges from mildly difficult to trivial, so don't expect to be caught up on stuff for very long.
>>
>>121097481
Hi, again! (been talking a lot with you)
Have you ever tried Pyxel Edit? Bought it some time ago and find it very cool and useful. Very good interface, though.
> pyxeledit.com
>>
>>121098945
>Pyxel Edit
Never tried it, but I'll give it a go.
Aseprite has a pretty poor interface and the file browser is annoying. The only thing that really looks useful is the onion skin tools. Animating in GG is awkward so if Pyxel Edit can do that well, that would be cool.
>>
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>>121099390
I find Pyxel Edit's features pretty cools. Onion skin, tile preview, animation support, etc. I've bought it only because of the features' page and this screen.
>>
>>121097481
Is it free, at least?
>>
>>121100564
Aseprite? No, but I can upload it if you want. I have an upload of GG as well.
>>
>>121094942
If I can add anything to the battle commands list to make this a bit easier, please let me know, anon-sama~

Also, in general, I hit a bit of a roadblock with my Battle Commands script. I was working on adding icons to the commands, but the way the actor menu is coded, I'd have to custom-write some stuff for each plugin. I can get icons to show up pretty easily as long as they are manually specified.

Does that sound decent to everyone? I want the perfect solution, but I haven't been able to find one without writing in a bunch of checks for various plugins.

I'm definitely open to suggestions, here.
>>
>>121100881
I'm a little obsessed with icons, so I think it will be (almost) perfect. I even wish there was a way to surpass the icon limit.
>>
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>>121100881
>If I can add anything to the battle commands list to make this a bit easier, please let me know
Hmm. One thing that would be nice, is for a help window (the one in my pic) for the default skill/magic commands/window. So if I highlighted the skill command that opens up a new menu, I'd see that help window. Did that make sense?
I dunno how difficult/possible that would be, though.

For your icon thing, I'd want to specify them anyway, so that's fine by me.
>>
>>121100108
holy shit that looks like a good program.
Now if only there was an equivalent for bit-era sounding music and sound effects.
>>
>>121100738
That'd be neat. What's GG?
>>
>>121102147
Graphics Gale.
>>
>>121101779
There's bfxr for 8bit sound effects. You can make some decent sfx with it. Everyone uses it though, so you might get some shit from some people.
Chiptunes however are a pain in the ass. The most intuitive program I've seen is Org Maker. It has a simple piano roll (unlike famitracker), but it's still difficult for anyone who isn't well versed in music. Give it a go and see if you can wrap your head around it.

>>121102147
Aseprite: https://mega.nz/#!vVgxESQD!Lrfr6RPMULIrOSZwVHJpmVVd51qOtJ9CFbzCImcz87A
GraphicsGale: https://mega.nz/#!PUJB2YZA!v7dZNhbtlsbFGJiFow7_dXsKSkmWxNEz7THNUCjvGEY

Both programs are cheap to buy though, so you know, if you like em...
>>
>>121101767
>anti-clockwise
>>
Is there an easy way to do the "event touching an event" trigger that doesn't involve scripting?

I already know about checking the objects X and Y coordinates for block puzzles but what about if both objects are moving? Like a bullet hitting a moving enemy?
>>
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do you guys like my map?
>>
>>121102835
I guess that's wrong? Anticlockwise looks so weird though.
>>
How's this for a 10 second pitch? "SOMA and Undertale's baby, shoved into the SCP Foundation metaverse." Is that phrasing interesting or just confusing?

>>121102587
Don't forget Paul's extreme sound stretch. You can get a lot of mileage out of that program if you can learn how best to use it.
>>
>>121096421
This man speaks truth

I'd change the saturation and lightness too :^)
>>
>>121103062
Sounds like you're trying to ride the coattails of other games' successes
>>
>>121103062
So, it's an undersea horror game with Earthbound quirkiness and Lovecraftian monsters? Or do you mean gameplay-wise, not thematically?
>>
Thumbnail looks like a little creature
>>
>>121103002
Not enough meaningless doodads for flavor.

too plain/10
>>
Man, I really wish the cover art characters had multiple expressions. Gonna spend tonight making a few expression edits for Rob, I guess.
>>
>>121103062
>SOMA and Undertale's baby
Don't do that
>>
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>>121103002
United Kingdom/10
There is too much forest, like you said,(you usually don't get so many trees on the coast either) it's very linear/claustrophobic and there's not much decoration. It doesn't look very fun to explore.

You should research how other games present them. Here's Actraiser 2, for example. There's a nice mix of rivers, forests, grasslands, mounts etc, while still being pretty simple.
>>
>>121103062
It sounds like the perfect memegame
>>
>>121103556
theres 4 opitional places to go and that place in the middle of the map with cracked cobblestone
im gonna have the party fall through there into a underground dungeon

>>121104054
the island on my pic is one of the smallest parts of the map i have the layout done allready but i didnt put it all into rpgmaker yet

and yeah ive been planing on re-playing/playing some old rpgs to get ideas for my maps
the problem with that is that i either rip it off completely or try to make something original and fail
>>
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Any artist interested in working on a porn game?
I'll take care of everything but the art.
>>
>>121104778

Only if it involves gay sex between men and robots/monsters/aliens.
>>
>>121104778
>Idea Guys General
>>
>>121104965
>Literally using a buzzword
>>
>>121105030
>Wanting to make a game and then expecting someone else to do all the hard work
>>
>>121104931
We can do robots/monsters/aliens, but no gay sex between men. Unless they're traps.
>>121104965
>>121105115
A game doesn't solely consist of pictures, friend.
>>
>>121103047
If I'm correct its counter-clockwise
i think.
>>
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Newfag here, just created my first parallax. What do you guys think?
>>
>>121105184
People aren't going to play an H-game for the gameplay
>>
>>121103047
I believe counter clockwise is the correct term.
>>
>>121105267
Obviously they are, or they would just look up the CG set on sad panda.
>>
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>>121103478
Some theme, but mostly gameplay. It's an 'alien planet' horror game with lovecraftian/gigerian monsters and is mainly about xenophobia (on both sides) - and whether you're willing to potentially risk life and limb and go the extra mile to try and understand the world or stick to what you know and fight your way out of it.

So basically whether you're more willing to sacrifice your human-ness/life to spare their world or sacrifice their world to spare your human-ness/life. There's other stuff involved but that's the omnipresent theme I wanted it to revolve about.

>>121103467
Nah, I've had this idea for a while now (since '12). I just haven't found a way to make a good run of it yet - Undertale and Soma both indirectly demonstrated some interesting ways to approach things I was having trouble hurdling over in the story and mechanics. Them both being successful does show me there's a potential audience for what I want to make, which is something I was pretty pessimistic about before, and I won't deny it's given me a bit of vigor to give it another shot.
>>
>>121105267

The entire point of H-Game is the GAME part. It's the satisfaction that comes from unlocking the h-scenes.
>>
>>121105363
Which, you know, they do
Even then, if it's played in game it's usually for the purposes of listening to voices, which I'm assuming your "game" isn't going to have
>>
>>121105262
I like it!

Then again I've always wanted to do parallax mapping, but have 0 photo editing skills to make my own, so i'm usually envious of any that aren't tilesets.
>>
>>121105676
Actually it would, for the main protag anyway.
>>
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>>121105267
Are you saying people played Sengoku Rance for the porn?
>>
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>>121104965
Let's not do this again.

>>121104778
If you want an artist, I suggest you make a prototype game and then look for artists.
All the artists worth their salt will already be busy or working on their own projects. If they're going to work with a stranger, they at least need to know they're not wasting their time on someone who's lazy, unreliable or a poor writer/designer. You need some proof that's you're worth working with.
It's a little offensive to barge into a thread as a nobody (so far as we know) and ask someone to make your art. A lot of us are struggling to make our own games, so even if we have the skills, we'd need a real incentive to work on someone else's game.
The great thing about rpgmaker is that anyone can use it and make something. Most artist could make their own game on their lonesome if they wanted to, thanks to these easy to use game engines. Why should they work with you?

>>121105363
Exactly. People like the interactivity that games give you and it makes porn more involved/exciting. Why else would MaidenSnow Eve, Rance and Violated Heroine be popular?

>>121105293
Ohh, I see. I got google hits for anticlockwise and counter clockwise, so maybe it's a regional thing. I'll fix it.
>>
>>121105714
I went from knowing nothing about RPG Maker to parallax mapping in three days. It's not really so difficult, more incredibly time consuming. You really don't need art skills either, I certainly don't have any.
>>
>>121105727
>Only MC voiced and none of the girls
Failed before you even started

>>121105753
Rance is entry level as fuck and isn't good in either department
>>
>>121105871
>Failed before you even started
MC is a girl homie.
Why the fuck would I bother voicing a male?
>>
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>>121105871
>isn't good in either department
Say that to my face and not the internet nerd.
>>
>>121105871
Not the guy you were talking to, but...

>Rance is entry level as fuck
Granted.
>isn't good in either department
Well, that's just, like, your opinion, man.
Could you suggest some H-games that have good gameplay?
>>
>>121105262

I'm not sure what I'm supposed to be looking at here but this forest looks amazing.
>>
>>121106081
H-games don't have good gameplay, they're for getting your rocks off, which is the entire point I've been trying to make
Either go full H-game or full game-game, trying to half ass both sides will get you nothing
>>
>>121105262
Those blurry rescaled (?) trees look bad. The rest looks great.

>>121106247
Okay? Then why make a H-game? Why not just a visual novel, if you want pictures and voices?
>>
can someone pin point the exact moment when idea guy went from "dude with vague idea who doesn't wanna do any work" to "anyone who isn't the artist"

this generation changes definitions way too fast i cant keep up
>>
>>121106247
>>121105871
>>121105267

I think Hentai Game general should have a word with this guy.
>>
>>121106472
When his only pitch to recruiting an artist was:
>Any artist interested in working on a porn game?
>I'll take care of everything but the art.
As far as any rational person can assume, he has nothing to contribute. If you do, then you should prove it.
And you can make a prototype without the hanky panky cgs. This guy has no excuse.
>>
>>121106665
>take care of everything but the art
>nothing to contribute
o-okay
>>
>>121106725
>Do everything but the most important part of the game
Want a medal?
>>
>>121106820
we are talking about a game and not a comic right
cause it sounds like your talking about a comic
>>
>>121106820
What makes it the most important? Can't make a porn game without art, but you can't make one without the game either, dipshit.
>>
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>>121106820
>most important part of a game
>not the gameplay
>>
>>121106398
They're from Celianna's pack, and they're normal sized. Though they did seem a bit blurry to me as well. Do you know where I can find a few good tiles?
>>
>>121107219
With how video games are heading these days, gameplay it put last.
>>
>>121107219
artist are the definition of arrogant
>>
>>121106876
>>121107013
>>121107219
Here's the thing, if you don't have good art, unless you make something completely revolutionary gameplay-wise (which let's not kid ourselves here, you won't), then there's no draw to it
People there to fap aren't going to care about the gameplay and the bad or non-existent art won't keep them, and people there for the gameplay won't stay because if it's just generic RPG Maker stuff why even bother? Either that or they just don't care for the sex stuff, dunno
>>
>>121106725
Okay, I'll do your art.

What, you want to see what my art is like first? Are you accusing me of being some kind of art idea game? Wow, the definition for art ideas guys is changing too fast!
Yes I am mad.

Also, rpgm is dead easy to make a game in. Making a game in rpgm is not an awesome skill. I did some very extensive eventing for my game, that a total newbie would be daunted by and it's still something that would be easy to learn. So, off the bat, we can say the only thing you are bringing is an idea and writing.
What's your writing like? What's your game design like? Can you write ruby or javascript? Have you finished a game before? Even just a demo?

We had someone like you a few months ago. He said he had an extensive story ready to turn into a game. He had recruited someone in collage to adapt some of it into a comic, but that didn't work out, so he asked here. We NEVER saw how good his writing was. We NEVER saw how good his game design was. He said he worked on it for YEARS and yet he had no portfolio or pitch to show us.
This is what you sound like. Would you work with this person? If you would, you've either never tried to work with someone on a serious project before and had them balk out or you're trusting to a fault.

>>121107219
For a hentai game, it is very fucking important. Would you play a porn game without good art?
>>
>>121107013
The art is the time consuming part and where 90% of the effort will be into any H-game. And using RPG maker to tie it all together isn't exactly rocket science and does the vast majority of the remaining 10% for you.
>>
>>121107542
>We NEVER saw how good his writing was
I know exactly who you're talking about and he did actually post his writing. It was about some chick living in a world without violent/sexual media, and it was pretty decent
>>
>>121107542
See this is the thing, you guys instantly assume he had nothing to show for it. If I was going to work with an artist, I'd get in contact with them, and ask/talk to them about it. For all we know the guy has several games to show off.
>>
>>121102587
Naisu

thanks lad
>>
>>121107721
Really? I must have missed it. What was his actual writing like? I mean, skill wise? Not his idea. This is what's important.

>>121107968
> If I was going to work with an artist, I'd get in contact with them, and ask/talk to them about it.
>I'd get in contact with them
Isn't that what he's doing right now? He's trying to contact an artist in this thread? Asking in a thread is different to directly contacting someone. And if you were directly contacting someone, you'd still show them some of your work in that first message/email.
>>
>>121108189
>Really? I must have missed it. What was his actual writing like? I mean, skill wise? Not his idea. This is what's important.
That's what I was commenting on, I actually didn't care for the idea, but the writing was solid. Not amazing, but far from bad.
>>
>>121108272
Fair enough then. But he wasn't writing a book, so he still needed to show more.
>>
>>121105262
Everything besides the blurry trees looks wonderful.
>>
>>121108465
He actually posted a game he made too, that I remember cause it was pretty funny i admit i have a shit sense of humor though
>>
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Everybody's having so much fun yelling at each other that I almost don't wanna poke my head in and post this and ask "do these look okay," but I'm gonna anyway.
>>
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Rate my map, /rpgmg/
I'm still not entirely sure about the names.
>>
What does SF stand for in the SF Inside tile set?
>>
>>121108784

sci-fi
>>
>>121108596
I was watching that discussion for a good hour or so and didn't see it. He posted message after message saying he wasn't an idea guy, before then. I don't understand why he didn't show us these things in the first place.
Anyway, that guy and the guy in this topic are two different people. Guy, if you're still here, show us your stuff? I don't mean any ill will to you or that other guy, a world with more games is a world I want to live in, but come on! If you have writing and games to show off, show them to us! Prove me wrong!

>>121108678
Please do. That looks great!
>>
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>>121108984
Not that guy but I've posted my work here before, admittly it's not that good I made it for shits and giggles, but it shows I know how to work the system and can put the effort in.
>>
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does anyone have the resource pack associated with this up for download?

pretty please
>>
>>121109416
Kinda hard to tell exactly what that game is, if you don't post it or give us your name to find it.

Did you know I made a 1000hr jrpg with crafting and online features?
>>
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>>121109607
http://www.mediafire.com/download/7eqxcue9u5wnlih/BBA2.rar

I was uploading as we spoke.
>>
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>>121105564
That said, I did toy around with making some stuff inspired with a more whimsical EB/OFF-y style. It wasn't very good though - even if I did try to make it look Earthbound-y it'd probably just wind up looking weird and not scary rather than lovecraftian/gigerian.
>>
>>121109721
Why didn't you post that in the first place?
Now ask again and say that you have an example of your work. Also, some sort of pitch?
Imagine you're emailing some artist you like and you really want them to work on a game with you. How would you compose that email to get their attention?
You wouldn't get much interest if you just say, "Make my art, I'm really good at game dev".

By the way, I was looking at the last thread and I think someone did reply to you. Post# 121045741? Maybe ask if they're still interested?
>>
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>>121110325
Because I have low self esteem and I rather exchange info through private emails.

We did get in contact, unfortunately our taste didn't mix together well.

Also the basic premises I had in mind was you play out the dreams of a sexually frustrated girl, you'd choose what book to read each night, then you'd have a dream based on the book.
>>
How to start a cutscene with a blacked out screen that fades into the scene?
>>
>>121110580
>Because I have low self esteem and I rather exchange info through private emails.
Me, too. But you still need something to show to get interest, before you can get to that point.
You must understand what I'm getting at, right?
Also, don't call me an idiot, I'm only giving you advice so your game actually gets made. I can see you're not just an idea guy. If you recruit again, remember to show what you have and you'll get positive replies.

>>121110776
I'm assuming you don't want the player to be visible? I'd do it like this:
>Make blank map
>Fade out screen
>Transfer to blank map
>Set player as transparent
>Fade in screen
>(cutscene ensues)
>Fade out screen
>Unset player transparency
>Transfer to the map you want to fade into
>Fade in screen
>>
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Nice i found a use for the Ace to MV converter, It saved some maps.
It also lets you bypass the size limit back to VX' sizes. You just cant go into the properties of the map anymore once its in MV.
>>
>>121111570
Leaving aside the question of whether or not having a map that big is a smart idea, those rivers seem awfully wonky. Have a look here: http://www.cartographersguild.com/showthread.php?t=2927 for some information on how rivers tend to work.
>>
>>121111238
And how do I make a map load already tinted?
>>
>>121113325

set the opening event to autorun, make the first part of the event tint screen to black with a wait time of 0 frames
>>
>>121113398
If you don't want that split second before it tints, do the same thing mentioned here >>121111238 to hide the player transparent event.
>Fade out
>Transfer to the map
>Tint
>Fade in
>>
>>121109529
It's only as little as $1. Surprised it hasn't been posted yet.
>>
>>121113548

you could also just have it to where the hero sprite isn't even set until after the cutscene starts, and then set it up later with an event
>>
>>121113673
If it's the first cutscene, yeah. The guy asking didn't say whether it was the opening cutscene or not, but if it was the opening, you'd want to tick the player transparent box in the in the database so you don't have to discretely hide it, rather than go through the method I posted.
>>
How do you make a mobile game?
I want to make games for my friend ot play at work
>>
>>121113965
It's explained in the MV help file. It's kind of a pain in the ass though.
>>
>>121113965
What you have to do is ______________________________________________________________________________________________________________________________________________________________________________________________________________________
_____________________________________________________________________________________________________________________________________ GET GUD ______________________________________________________________________________________________________________________________________________________________________________________________________________________
>>
>MV now shows you when the text box cuts off

Holy fuck it's worth the 80 bucks just for that
>>
>>121114827
VX Ace did the same thing, even provided a line for when you used a portrait, which MV got rid of.
>>
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>>121114554
>>
>>121114554
But that was a legit question? Even if the answer is in the help file...
>>
>>121114968
I don't think it did, it was the biggest issue for me.
>>
>>121114827

You can just use a word wrap script anon
>>
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>>121115249
It did. It's what these little arrows were for. The first being if you included a portrait, the second if you didn't.
>>
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>>121115554
>t did. It's what these little arrows were for.

Holy shit.
>>
This one's been busting my head.

I'm trying to make an adventure game where the player has 4 options of interaction:

1. Generic Interaction
This is the action button push and does pretty much all interactions in the game like opening doors or picking up items (or stabbing people).

2. Chat
Accesses the dialogue trees.

3. Gamble
Challenges NPCs for a game of dice.

4. Seduce
Try to seduce the NPC into giving information or following the player.

Different NPCs will react differently, for example most females NPCs will not gamble and married NPCs will become offended (or not!) if you try to seduce them.

Now, I don't know what's the best way to do it. Should I create all possible dialogue trees inside each event-npc or what?

Also, how do I disable the Menu since I won't be using the RPG parts?
>>
>>121115658
That being said, they weren't good at what they were supposed to do. I'd use a script to change the font size down a couple of points so it would be more accurate.
>>
>>121111570
I like how your map kinda looks like a shark battling a crab.
>>
>>121115797
>Now, I don't know what's the best way to do it. Should I create all possible dialogue trees inside each event-npc or what?
I dunno. Easiest way would just be a choice option with 4 branches then go from there.

>Also, how do I disable the Menu since I won't be using the RPG parts?
I don't know about MV, but in Ace it's in the Database options.
>>
>>121114968
MV didn't get rid of it. There's only one line that changes position when you have a picture and when you dont.
>>
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>>121116085
Forgot picture. Whoops.
>>
>>121115797
If you want to be that in depth, probably go include the 4 choices in all the events you can talk to.

"Show choice" can already display 4 choices and allows for cancel to back you out of it.

For the menu, you can have an autorun event at the very start that disables opening the menu.

This is what's available to you in VX Ace, but it's should be something that's in most versions of RPG Maker.
>>
>>121116268
Get that VXAce face outta here!

Thank mercy for the new character creator.
>>
You know what fucks me up? This dependence on the player position event. Why do I need to have it present even on cutscenes?
>>
>>121116975
>Why do I need to have it present even on cutscenes?
Don't? Turn the player invisible, remove their movement, and make an event act as the player.
>>
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What's your choice?
What do you think of the room?
>>
>>121117169
>Bananaarms
"Knight of Spear!"
The room looks pretty comfy. Lower Right corner feels kind of empty though.
>>
>>121117169
Jesus Christ Super Star

Also, it's nice, but the bottom feels empty and unneeded. Maybe shrink it a little bit unless there's going to be a cutscene or something in there.
>>
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>>121117312
Thought so, can't think of anything to put there.
Wish you could rotate tiles.
>>121117450
Hmm, yeah might see how it is smaller.
>>
does anyone have some character creator resources? this game lack eyepatches and i would like to have some. plz help
>>
Why did they make table tiles so awkward?
The guy can either walk right on top of them or is stuck like a foot away if you make it impassable
>>
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>>121118060
bump
>>
>>121118060
>>121120335
See
>>121080316
If the eyepatch isn't in there, you should be able to find a link to it in the last thread.
>>
So like, I have this NPC event that gets activated by another event (which is the end of the dialogue of another NPC), but whenever I load the map, the event's sprite vanishes until it gets activated. What am I doing wrong?
>>
>>121120698
nvm fixed it
>>
>>121109529
>>121113661
I'll upload it once I get it. Seems like they send it manually to everyone who forwards his receipt.
>>
>>121120698
You have a classic example of the beginner's mistake for event triggers. Which version are you using and what are you trying to do?

Cutscene: You could just have the entire cutscene be directed by one event. An event can have other events move and act without switching between events.

If it's a bit more complex than that, feel free to explain.
>>
>>121121508
>Bite the bullet and decide to get it myself. It's only one dollar to a VN and I even kinda enjoyed what little I saw of it.
>You post literally seconds after I pledge.

Well, at least I'll get it legit.
>>
>>121121657
Sorry anon, I just saw it myself.

Anyway, did anyone ever upload the removed ecchi folder from the first release?
>>
>>121105871
>Rance is entry level as fuck and isn't good in either department
>isn't good in either department
This man's life needs to end.
>>
>>121122041
They put it on a really shady site, and I couldn't get the download to work, so file that under 'maybe'
>>
>>121122041
About how long did the confirmation from KS take for you?

Also, what's this about ecchi now? I'm a bit lost.
>>
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>>121122284
The confirmation, as in the receipt, came instantly. I payed with Paypal though, so it might take longer if you pay directly through KS, I don't know. I pledged when I read about people asking for that stuff, so I only bought it a few minutes ago. Forwarded the receipt to the rpg maker guys but I guess it'll take a while for them to send the materials.

As for the ecchi pack, I was talking about pic related.
>>
>>121122041
>>121122284
>Also, what's this about ecchi now? I'm a bit lost.
This: http://forums.rpgmakerweb.com/index.php?/topic/46372-really-suitable-for-kids/
Basically, the version of MV downloaded from the rpgmweb site had a "special" folder packaged with it. It has some kinda odd stuff in it, including ecchi vn style pictures. Turns out, this folder was added by Kadokawa last minute, so it's kind of not supposed to be there. The assets inside are from other Kadokawa properties, so I dunno what kind of license they fall under. There's the aforementioned ecchi folder, a folder of scifi/robot stuff and some vn style backgrounds. Some of them could be kinda useful. But again, I've no idea if it falls under the rpgm license.
Anyway, if you want to download it, here:
https://mega.nz/#!fBAk0BKQ!xSdPPS7c6rci1uNmkezkVnFGEjNpHkTOKc7g6kxXZOc
>>
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>>121122041
https://mega.nz/#!jlZzQACa!VdrMVsnxyxobvIFAqspgxHTHN86_J9tXmEjB_aF25DM

Here you go. I'm not the one who originally uploaded it, but I reposted it a few times. Probably should have reuploaded it on a less shady site a while ago, sorry.

I heard that it came with a music folder too, but the original uploader never followed through on their promise to put that up, as far as I know. If anyone has access to that and feels like uploading it, I'd appreciate it.
>>
>>121123091
>I heard that it came with a music folder too
Really? I didn't know that. If anyone has it, it'd be nice to have.
>>
>>121122637
>>121122983
Thanks.

Woulda been interesting if they kept those, but I suspect it might be a license thing.
>>
>>121123243
>Woulda been interesting if they kept those, but I suspect it might be a license thing.
They weren't illegally added, they just weren't meant to be there. If you look at that forum link, the mod at the end says that they'll keep the assets available.
It's more that the half-naked ladies aren't really appropriate for a product aimed at all-ages.
>>
Can an event trigger another event's self-switch?
>>
>>121125408
In the base engine? No. Which rpgm are you using? There might be a script workaround.
>>
>>121125408
If you're talking about the player triggering it, there's a script for that already.
http://forums.rpgmakerweb.com/index.php?/topic/48715-sensor-selfswitch
>>
>>121125685
Aha, I knew I'd seen that somewhere. There's also this plugin, >>121125408, which does exactly what you're asking for.

http://forums.rpgmakerweb.com/index.php?/topic/47669-set-another-events-selfswitch
>>
Is there a flowerless version of the bandana for the girl in MV's Chargen?
>>
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Some late night sketching of Yroth.
Also did an Undertale version of him just for shits and giggles - it probably wouldn't make the cut.
>>
So, what would make and keep battles interesting in a game where levels and stuff aren't a thing? I'm trying to figure out what kind of battle system would be the best for that kind of thing, so I'd like your opinions on it.
>>
>>121128051
I'd make the combats puzzles of some sort. If you're expecting the player to use their noggin more than their stats, give them something for their noggin to work on in-combat.
>>
>>121128167
Would a distance system make it a bit more interesting, kind of like the one from that Jojo fan game?
>>
>>121101767
To see if I understand it properly, you want a help window to appear when selecting a skill type in addition to a skill?
>>
>>121128348
Yeah, that's what I was trying to say. I couldn't think of the proper term.
>>
>>121128667
The notetag for that would be absolutely disgusting and look like this:
SType(Name,Some really long description about this skill type to make the help window seem useful):1
>>
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New demo version is out, lotsa new shit, but still no graphical overhaul.

https://mega.nz/#!rwYTwbJS!u9nXr5NK3mcFmP1N3yLSNZ0U7Ie0IVF1_jbXELukGaU

It's a cute war game made in VXAce, would be glad if someone could try it.
>>
>>121128269
Could, yes. Keep in mind that you'll want to add new mechanics to whatever you choose over time - or give enemies new ways to use the same thing.
>>
>>121128940
Congratulations its fucking shit
>>
>>121128940
>towergirls
Neat. I'll look at it tomorrow.
>>
>>121128940
Odd, it crashes when I try to save a princess. Says the file "PRINCESS.jpg" is missing or something.
>>
>>121128940
Did you made it?
>>
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I decided to go for a bigger resolution for my game, but the skill windows became too wide for my tastes. So I fiddled around with the skill selection menu.

I have to say, it feels easier to change things in MV than VXAce, but maybe that's just me.
>>
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>>121127985
Some more fast concepts. This time, B'zol - the Hunter.
>>
>>121128940
So why's RPG Maker VX Ace packed with this?
>>
>>121130869
>>121130107
because the compression tool of VXAce is fucking with me, or so it seems.
I'll try to fix it.
>>
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How do i tell Photoshop to paste the entire 48x48 tile instead of only the visible pixel bounding box. Its a fucking nightmare placing them back in properly when i try to remix sets.
Is there other programs that can do it better?
I've tried some other programs (e.g. Graphics Gale) but that has problems carryng over the transparency from tiles.
>>
Reuploading a fixed version, seems like a file was lost in the compression.
>>121130640
Yep.
>>
>>121131940
Photoshop won't get the transparent part because it reads it as empty. Try putting a white background underneath, and when you copy/cut the image, select the layer of what you're copying and ctrl+click on the white background layer too.

That would take the white background too. Just remove it afterwards.

So
Put white background underneath > marquee tool the area you want to copy > (make sure you're on the layer it's in) > ctrl+click the white background layer >ctrl +c/ctrl+x > paste > remove white background.
>>
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>>121130779
Face test for this character. Not sure how much detail I should put into all these assets, still.
>>
>>121115554
>those arrows
>ever lining up correctly
kek
>>
How hard would it be to convert 2000/2003 resources to use in MV? Would it look screwy because of the resolution differences?
>>
Any Fate fans around here? What kind of battle system would you guys think would be good for that kind of setting?
>>
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>>121130696
>SV
>>
Would people be interested in a VNS framework for MV?
>>
>>121076687
There's not enough going on on the floor tiles. Needs some tall grass or flowers or rocks to break it up some
>>
>>121130696
You should release that side skill window as a plugin, anon. It's pretty neat.
>>
>>121136152

Will do.
>>
>>121133057
Woah, that's super nice!
>>
>>121131042
Here, the crash should be fixed now,
https://mega.nz/#!q0RjVQhD!Onk07iRPvcallOlTbeaxbd3uU1yB6lbF0_IzMfsekzA
>>
>>121131940
in GIMP, it's Edit > Copy Visible

haven't used Photoshop since I converted to Stallmanism :^)
>>
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Still trying to get used to working with MV sprites.
How is it?
>>
>>121137797
Looks okay. Feel like it's missing something though. Maybe an outline?
>>
How big do you make your overworlds? How many tiles?
>>
>>121134080
Not really. There are converters to align XP and 300X graphics to ace specifications, MV uses the same layouts. You don't need to worry about resizing either, since 200X is 16x16 and MV is 48x48 you can resize it by 2n and it won't be messed up. In fact, you would have a harder time with ace resources, because it uses 32x32 and you can't resize that to 48x48 using 2n.

>>121134870
You mean Fate/Stay Night? Have you played Fate/Extra? I think that battle system gets across the servants concept in a novel way. It would be cool to adapt that into rpgm somehow.
>>
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>>121137871
Darkened the outline a bit, is this better?
>>
>>121134870
Anything but Extra's system.
A modified version of GO could be nice.
>>
>>121138164
Yeah a bit better. Though, now that I look at it again, it almost looks like the coat is too big for him, since it looks like it's touching the floor. Not sure if that's intended.
>>
>>121138265
Aren't lab coats usually full-length?
>>
>>121138631
They don't touch the floor, though.
>>
>>121138664
I get that, but it's hard to convey a few centimetres in such a small sprite. Moving it up 1 pixel just looks awkward, and any more makes it too short.
>>
>>121138631
Lab coats are more like 1/4 length, like a trenchcoat. Like that other anon said, it looks like the coat is too big for him.

>>121138241
>Anything but Extra's system.
Why didn't you like Extra's battles? They were gimmicky and could be broken with a bit of memorization, but I don't think it's a bad concept.
>>
In MV, is there any way(or a plugin if there isn't) to make a skill be selectable from the same menu as attack and items and the like?
>>
>>121139938
Yep, look for the battle commands plugin.
>>
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>>121138904
>>121138928
I can't help but see this as looking worse, not better.

>>121138928
It's rock-paper-scissors. Over and over again. That is not a good combat system.
>>
>>121140013
I think it looks better, though maybe the shading could use a bit more work if you want to put more time into it. It's fine as is though.
>>
>>121140470
Coolio, thanks. I'll stop for now and come back with fresh eyes.
>>
>>121140013
This looks great. I'd stop fussing over it and get on with the rest of your game.
>>
>>121137974
The only game with an overworld I have made was 500tilesx500tiles. That said, that game was never completed past the first continent.
>>
>>121137974
I don't do world maps. Even if I were making a traditional rpg, I'd still use some sort of map/travel system. Unless your game has an epic theme, I don't think it's necessary. Although, I'd love to hear why people like them.
>>
Ok. A couple months ago I came up with the "foreshadowed battle encounter" system, that was supposed to make Random Encounters more spoopy and encourage switching your battle party and equipment around in order to fight the incoming enemies.

Basically, the way it worked was:
Walking around. Encounter is triggered and the incoming enemies are determined.
Player hears a sound that identifies the enemy. So water splashing=slime, rat screeching=duh, etc.
Player walks a bit longer. Number of steps depends on the type of incoming enemy, but generally averages about 5 steps.
Battle processing.
Players can escape the encounter by going to a different map or hiding to "safe spots" in the map. Haven't decided whether they should be "uncorrupted/sacred areas" or just environment objects like big bushes and rocks.

I am testing it right now (in the Clown game some of you might have seen me writing about) using the Terrain Event plug in and a bunch of events and it really is playing out as just pretty much random encounters.

What else could be added to this system to make it interesting?
>>
>>121144368
I think it's ready. It's very cool.
>>
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What puzzles do you guys add?
>>
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>>121144925
You activate the exit portal by touching the pink and green gem.
You have to activate the switches in order to get to them.
Not really hard.
>>
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>>121144925
>easy
I'm going to hope you're the guy with sliding boxes. If you are, that was actually kinda fun.
>>
>>121145332
well done =)
>>
>>121144925
On a related note, a question for the thread:
do you actually like puzzles in an rpg? Do you like difficult puzzles? Would you prefer difficult puzzles to be optional?
>>
>>121145621
They usually are optional. kinda depends on the puzzle I guess.
>>
>>121109529
>>121113661
>>121121508
Alright, here's the pack:
https://mega.nz/#!ntYnSBSI!OmlfPXIqWZ9fAFX4Dds-9tfFP8A_SQ0iduJ_HJGWXuI
>>
>>121145698
I love how they said there will be things like UI parts then they added nothing like that. Bloody con.
>>
>>121145860
I also thought the tileset would be MV compatible or at least that they'd have two different tilesets.
>>
>>121145919
yep. pure bullshit.
>>
>>121145860
>>121145919
Thank goodness it was only a dollar. So, guess it's mostly battlers and faces?
>>
>>121146084
Yeah, pretty much. I kinda want to write a mail to the artist who made the tileset and ask for an MV version.
>>
>>121136023
I will be interested.
>>
>>121145860
What triggers me the most is that it's for VX ACE. You don't simply resize 32x32 to 48x48.

On the other hand MV already have sci-fi tiles from the get-go.
>>
>>121136023
Excuse my ignorance, but what utility would this add?
>>
>>121146149
I think you should do this.
>>
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>>121145698
>special muv luv pack
>no alien or a skintight bodysuit
0/10
>>
>>121145698
Thank you based anon
>>
>>121146692
Coulda been worse.
Coulda been like 5 dollars or something.

I'm kinda liking the sound effects, at least.
>>
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Help me think of a suitably generic title for my generic Dragon Quest style RPG, /rpgmg/!
>>
>>121149674
RPG quest: Dragon edition
>>
>>121149674
>title screen says Version 0.1
>exe says v0.01
Hmmmm.
>>
>>121149674
Tales of the shining luna
a link to the fantasy star
>>
>>121150232
Errors are likely to occur in such an early version :^)

Thanks for pointing that out, though
>>
>>121149674
The legend of legendary tale of [yourcharactername]
>>
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Post more screens!
>>
>>121150438
Aren't you the anon with the futuristic project?
I think I recognize that red beret and white hair.

What's your merry band doing in kebab land?
>>
>>121150707
long story
>>
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>>121150438
Here's a screen.

So, do you go directly to her house to continue the main story quest, or do you go off looking for side-quests beforehand?
>>
>>121151680
I mean C J-JAM IT IN
>>
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Anyone suggest any artist for commission? I need lewd portrait sprites
>>
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>>121152212
You still begging for porn? just dl something off the net?
>>
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>>121152369
I don't think you understood my post at all, anon.
>>
Any built-in feature that is lacking from MV which VXA has?
>>
>>121155509
Don't think so.
>>
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I'm literally loving the Animated Enemies plugin.

> Please ignore
> Bowie
> Broken BG
> Battler
>>
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>>121085162
Updated rock paper scissors mini-game, now with hands.
>>
>>121155954
> Also ignore that I've forgot that there wasn't audio in the webm, so, no Bowie.
> Also ignore the gauges aligned to the right.
>>
>>121137413
Photoshop is free, anon
>>
>>121156207
Forget photoshop. Use Krita [unless you're doing text or interface stuff, Krita sucks at that].
>>
>>121156008
Nice. I think the hands should rotate in opposite directions though.
>>
>>121156430
I wanted to do that but the rotate image command lacks that feature, it only lets you adjust the speed.
>>
Dunno if I'm paranoid but I'm afraid MV will change things for worse. RM was always a friendly environment where people shared plugins and resources and experience. Now I can see it becoming LOL LEARN2CODE FAGGIT with the introduction of JS.
>>
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>>121156742
>Krita
Yeah this could spell doom for us all.
>>
>>121156390
Krita is fucking great for digital painting, better than photoshop. Actually shopping photos may not be so great, though; I've never tried.
>>
>>121156965
Ma che.
>>
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I hate trying to design forest/nature.
>>
>>121156605
Are you calling it from the event manager? I could try to create a quick plugin if you wouldn't mind calling a script instead.
Though personally I don't think it would look as good, and would try out bumping the images up and down.
>>
>>121157250
No, it's okay. Thanks.
I like how silly it looks.
>>
>>121156742
>Now I can see it becoming LOL LEARN2CODE FAGGIT
That's why I'm here, Anon. I make plugins to help people~
>>
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>>121157959
You're a fucking hero do you know that?
>>
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>>121157010
I get paid a modest monthly salary for my work; I do 90% of it in Krita. I prefer doing interface work in Photoshop CC 2015 though because the auto-guides and auto-snapping make evenly spaced/perfectly-aligned stuff fucking nothing to do.

Krita by comparison has a really laggy move tool and its text tool is basic and superclunky [clunkier than GIMP]. In terms of results though, Photoshop just doesn't hold a candle - especially with the guide tools, the distortion layer, mirroring, radial-mirroring, smoothing brush, etc.

It's just easier and better to work in Krita - you get much more content per minute invested. The only things really holding it back are the aforementioned gripes and a not incredibly diverse brush library community. It doesn't do filters as well and it's not well suited for touching stuff up but if you're making assets it pays to do most of your work in Krita.

It's about as essential in my toolbox now as Lazy Nezumi Pro - which made my life so much easier.
>>
don't die
>>
>>121156008
Very cute! I think you can do better than those Mickey's hands, but still cute.
>>
Question about MV.

Does Agility and Luck still do stuff in the default system even when you don't explicitly set them to do anything?

I was annoyed in VX Ace because Agility was semi-random while Luck slightly messed with your status effect rates.
>>
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>>121128940
>No Kobold
>>
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Who wants a 10 minute long spaghetti dinner- I mean demo of my latest game Wanky Dicks Adventure?
>>
>>121136697
>Unable to find BGM "Theme1"
>Rename the file
>Unable to find SE "whatever"
>Delete the game
I hate when this happens.
>>
>>121162486
What is it about?
>>
>>121164145
Dank memes, controversial topics, and using storytelling to explore the human condition.

Also 100% usage of stock assets and google image search. 99% earrape.
>>
>>121164551
Post the link.
>>
>>121164551
So it's an interactive Youtube Poop?
>>
>>121164747
>>121164638
>Interactive Youtube Poop
Of course
https://mega.nz/#!HgY0SaCT!hhZnKAa8o5lQOFe1ScFN94x0Iy_Z6DEqagBIrBwBR2U

>Warning, it's shit humor that only a 10 year old or a mentally retarded basement dweller would laugh at, and it's REALLY LOUD.
>>
>>121164903
Forgot to mention it's in two halves. Half 1 is shit and was made at 4am for shits and giggles, it ends when you crawl through the log. Half 2 actually has 10% more effort in it.
>>
Goddamn, it's so difficult to make a generic soldier.
The generator doesn't really have options to make your character NOT look like a hero destined to save the land from the ancient evil.

Guess I'll have to make a frankenstein with the default generic soldier.
>>
>>121157198
you shouldn't let the areas so open
>>
>>121168142
why?
>>
>>121168360
Less is more, dude. Try to design the maps in a way that the player can intuitively know where he must go. Since you're not making an open world project, the best thing to do is to keep things in a straight sequence of events.
>>
>>121168568
>handholding
NO
NEVER
FUCKING WALK AROUND YOU LAZY CUNTS
>>
>>121168678
>smart, lean design is handholding

pls go
>>
>>121168678
Handholding != linear design
>>
>>121168360
it's a forest. these areas aren't open. there should be trees everywhere. just put them an grass, flowers, stones.
make forks on the ways like a maze.
>>
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>>121162486
>take shrapnel to the both knees and left shin while trying to tow a fallen friend out of combat
>after healing and PT, can still barely walk but decide not to use cane
>start gaining weight due to impossibility of exercise
>stay on base with a desk job
>people take pictures and write shitty comments about him
Not cool, anon.
>>
So, thinking of getting MV.

How is it compared to VX Ace?
>>
>>121168814
>>121168958
you guys are so lazy.
>>
So, I have this cutscene where Character A says someting and then prompts the Player to get inside a box when talked to. After the player is in the box, another cutscene happens (the box is beaten many times) and the player get out. Now, Character A should start a new string of conversation/cutscene events, but I don't know how to do it.

It's currently organized like this:

Char A event: blah blah blah and the prompt
Box event: the player gets inside and the box is beaten
>>
>>121169218
Shit, but cool shit, like the kind you take after 2 weeks of "cleansing" diets with grass, seeds, and oils.

But either way, still shit. It's only redeeming factors are the very limited character generator and how easy it is to use and modify plug-ins. I'm nearly hoping for an MV Ace at this point which fixes the stunted generator, actually takes advantage of the mouse support, and offers a resource database like VX Ace pre-order stuff. Also, increased map sizes and reversal of the database limitations would be appreciated if nothing else.
>>
>>121169409
Sure we are, anon. Sure we are.

>>121169598
Just start the dialogue after the box is beaten and the player emerges? Unless you're saying this conversation occurs while the player's in the box?
>>
>>121169409
It's actually harder to streamline a map and make it linear without feeliing cheap or offending the player's wit. It is still necessary so it can be navigated intuitively.

learn2gamedesign
>>
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>>121169598
>prompts the Player to get inside a box
>>
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Is anyone else having performance issues with MV? I had some slowdown here and there with VXAce in battles, but with MV it's like I'm always in slow motion even if I'm wandering a field with nothing or no one in it.
>>
>>121169890
I was fiddling with the trial version and the menus lag like crazy. Walking worked, but everything else has at least some lag to it.
>>
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I don't know if this is ok for a city map.

Besides doors, should I add more clutter and stuff or leave it like this and move on to NPCs?
>>
>>121169718
>>121169598

I will just upload the events and you'll see what I mean.

http://imgur.com/a/xKLsi

Also it's playable here:

https://www.dropbox.com/s/l4osshla7bal78w/Cutscenes.exe?dl=0
>>
>>121170363
Why don't you use a switch after the event has occurred and condition-branch off of that?
>>
>>121170321
I'm sure some people will quickly be demanding clutter, but I'd say the choice depends on what you're trying to accomplish. Filename says it's a base. Is it a strict, professional base that would probably have a sterile environment? If so, it's fine as is. Is it casual, with the occasional presence of civilians? Then adding clutter would probably be best.

If it's high traffic, maybe some debris would be appropriate. Authoritarian? Maybe some propoganda posters. Average joe base? Maybe some instruction signs.

But to the question, I think it has a clean, sterile look. If that's appropriate for that base, then you're good to go.
>>
>>121170363
Like the other anon said, the "box" cutscene should turn a switch on as it concludes, and you should either have a new event page or a conditional branch that runs when that switch is on (or off, as the case may be).

For example, under "Character A"
>Conditional Branch: If Sw:Box Beat=OFF
>Text: GET IN THE BOX
>Else
>Text: new string of conversation/cutscene
>>
>>121170321
What type of city will it be?

That is, should the streets be lined with rubbish - cans, food packets - should there be trash cans for public use? Signs, posters?

Just the little details in general can add up.

It looks pretty good though.
>>
So I reckon the devs Still haven't fixed the issue with play test slowdown? It's really frustrating to move at 50% speed just to test an event
>>
>>121169218

You're in luck, you can download the trial and find out free of charge right now.
>>
>>121170791
Yeah, I wanted a clean look for a kind of sterile enviroment.

Thanks anon.

>>121171054
A city/base that's perfectly clean/pure.

You're right about the details, I should add some things like the trash cans at least. Thanks.
>>
>>121170645
>>121171050
Guys I did not ignore your answers, I just had a pickle and will be getting back at you in a moment.
>>
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>>121172113
>rushing back to make sure we aren't offending by silence
Cheese and crackers, batman. Welcome to 4chan, newfriend. You won't fit in quite yet, but you'll get there slowly.
>>
>>121171973
If you want to emphasise the cleanness, you could try some lighter colouring. Not pure white or anything.

But, again, if you have a specific reason for the aesthetics, don't change it.
>>
does anyone know how to get rid of the address bar during playtest? its kinda distracting
>>
>>121172407
Are you playtesting in a browser? F11 should do the trick. In an exe? Fullscreen it.

Otherwise I have no idea what you're talking about.
>>
>>121172407
F4
>>
400 posts in one day
pretty impressive
>>
>>121172791
stop samefagging
>>
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>>121173350
I chuckled.
>>
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>>121172586
I meant this, F11 won't do anything and its still there even when I fullscreen it. It wasn't there before.
>>
>>121174402
Weird. Have you tried clicking the bar before pressing F11? Some programs lock out things like that while inside.
>>
>>121169793
>>121169409
You could also try to design a map that looks really simple and easy to follow for any player, but that offers secret extra rooms and rewards for players who want to invest their time exploring and investigating stuff through small cues.

That will be even harder, though.
>>
Hello all you glorious faggots.

Take this plugin before I release it on rpgmakerweb. It's called Bobstah's Enhanced Restrictions, and you can grab it here: https://www.dropbox.com/s/fmmjeqdk2tqmk4m/BOB_EnhancedRestrictions.js?dl=0

Here's a copy/paste of the plugin help:

Introduction

Allows you to restrict a piece of equipment by actor ID,
class ID, Stat (mhp, atk, etc) minimum value, Stat maximum value,
other weapon equipped, other armor equipped, switch on/off,
variable minimum value, variable maximum value, and a
custom Eval option.

You set the restrictions on Weapons and Armors. See the Notetags
section for more details


Notetags

A group of restrictions is contained between the <Restrict> tags.
You can have more than one group of restrictions per equip,
and the actor only has to meet one set. If you want
multiple restrictions, use a single group.

If desired, you can prefix any Restriction with an !.
This will cause it to check the opposite of what you
specify. If you use it with Actor: 1, for example,
anyone but Actor 1 can equip the item.

You can also replace anything after : with Javascript code
inside of $(), like so: Actor: $(yourFunction();)

You can even combine the two: !Actor: $(yourFunction();)

Below is all of the available options:
<Restrict>
LevelMin: X - Minimum level.
LevelMax: X - Maximum level.
Class: ID - Actor must be class ID.
Actor: ID - Actor must be this ID.
Weapon: ID - Actor must be wearing this weapon.
Armor: ID - Actor must be wearing this armor.
StatMin(Symbol): X - Stat Symbol must be at least X.
StatMax(Symbol): X - Stat Symbol must be at most X.
Switch(ID): On/Off - Switch ID must be on/off.
VarMin(ID): X - Variable ID must be at least X.
VarMax(ID): X - Variable ID must be at most X.
Custom: $(codeHere) - Run some Javascript.
</Restrict>
>>
>>121174703
Examples

Let's make an Evil Sword that anyone but our Paladin, Actor#1, can equip:
<Restrict>
!Actor: 1
</Restrict>

Next, let's make a piece of armor that someone can only wear at level 5, 6, 7, 8, 9, and 10:
<Restrict>
LevelMin: 5
LevelMax: 10
</Restrict>

Building on that, let's go all out. The following example will allow any class but class#1 to equip it as long as their atk is high enough, variable#6 is at least 10, and switch#4 is turned off:
<Restrict>
!Class: 1
VariableMin(6): 10
Switch(4): off

Lastly, we'll check to see if an actor has state#3 using the eval feature:
<Restrict>
Custom: ($a.states().indexOf(3) !== -1;)
</Restrict>
>>
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Working on a new potential character template for my game. Having trouble deciding on the shape it should be - I can't make the head as proportionally small as I'd like it to be without being then unable to draw facial features.

Additionally I'm not sure if I can get my color palette right. It's very low contrast right now with this very pale skin tone - I'm worried the identifying features are getting kind of lost.
>>
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>>121150438
It's not in the project yet, but I'm excited, so have an image I just made.

It's the first Old Norse passage I ever saw/translated, and thus it's the first that I'm putting into my game/language learning tool.

Don't fall for it's sweet lies. This language is tits-ass-balls difficult.
>>
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>need to make a world map
>>
>>121174547
Yeah I tried that, still there. I must've pressed F11 once and now its stuck.
>>
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>>121174986
>tfw typos
Christ, how embarrassing. The one I translated originally was edited a bit, so I didn't even notice
>ok var efniligr maðr.
was actually
>ok var inn efniligsti maðr
Not that anyone cares, but "inn efniligsti" is, as I see it, a weak superlative adjective. Thus, it should be "was the most promising man."
>>
>>121175967
nerd
>>
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>>121176085
You're making me blush.
>>
>>121174985
He is definitely too pale now, unless you plan to make the whole game use a desaturated palette for some reason.
>>
>>121175563
No you don't. Make a bunch of areas that connect to each other consistently.
>>
Live!
>>
>>121135806
I love frontview as much as the next guy, but if I were to make a frontview game I would just go back to VXAce where frontview can actually look good :^)

>>121136160
I would, but my coding is kinda bad in a sense that I have to use game switches to keep things from falling apart. I'll consider it when I git gud enough to code something relatively compatible.
>>
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>>121177558
How's this?
>>
>>121174985
Like the other anon mentioned, it's too pale. But it's cool, rather than that. I just think you should've used a larger character as base.
>>
>>121180006
I would but I'm trying to keep it within 48px^2, which means this is as big as I can get.
>>
>>121179840
I'm guessing you just modified the X, Y, width, and height of the skill window to be on the right?

How about the actor portraits? Custom images, or are you taking a slice out of the actor's face?
>>
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>>121174986
>more typos
Now I'm a little booty-bothered. In the one I first translated, it read totally different.
>Ingólfr gaf Herjólfi land.
In my quick breeze through, and not expecting the original to be backwards, I got that mixed up nicely.
>>
>>121181047
I had to modify not only those, but also the max columns for skill/item menus. This would be less complicated if it weren't for that fact that I needed to check if the current scene was the battle scene; in the main menu, I wanted to have two columns+ instead of one.

M-maybe if you could tell me how I can check the scene without using an actual game switch I can make this into a decent plugin somehow...

Actor portraits was a bare-bones edit replacing drawActorName with drawActorFace. Ideally I would use custom images, but I'm kinda lazy, so putting that off until later, maybe.

Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
this.drawActorFace(actor, rect.x, rect.y + 1, 144, rect.height - 2);
this.drawActorIcons(actor, rect.x + 156, rect.y, rect.width - 156);
};
>>
>>121180234
Actually, it might be too big for a body model as well, since it doesn't leave much room for hats/helmets/weird haircuts.

That said, I don't think the difference in collision areas would be noticeable if you used 56x56 or even 64x64 characters.
>>
>>121181856
I really like the way it looks, so I might turn it into a plugin. Would that be ok with you, anon-sama?
>>
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>>121182151
I'm more than fine with this. You would be doing a service to everyone and me.
>>
>>121179980
Much better. Except for the features missing from the right view.
>>
>>121182151
>>121183465
And, this is just out of sheer vanity, put a small design credit to 'Withlove' in the event this is made a thing.
>>
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>>121076141
Not really a screenshot, I'm just trying to get some portraits redone.
>>
>>121130779
>>121133057
That's VERY cool, m8. I'd like to see more of it.

>>121130696
Nice!
>>
>>121185523
I like that style. Very nice.
>>
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Wish I could draw like you guys.
>>
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>>121185523
Why can´t you just draw porn, hips-anon?
>>
>>121186294
Will do. In the meanwhile if you'd like to peruse some of my other stuff, I've put up a thread on RPGMakerWeb containing artstuffs that I'm alright with other people using.

http://forums.rpgmakerweb.com/index.php?/topic/49228-firgofs-discount-art-and-sprites/

>>121186584
If those are your trees I wish I could draw trees like yours haha.
>>
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>>121186741
I had no idea that image was a .gif when I posted it.
>>
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>>121186741
You're not looking hard enough
>>
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>>121187152
How hard am I supposed to look, anon? I can't find a tumblr, nor a booru, nor a HF account to satisfy me.

In all seriousness, keep being awesome, robutts.
>>
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>>121186584
Practice makes perfect.
>>
>>121187514
http://vidyart.booru.org/index.php?page=post&s=list&tags=pedrovin
>>
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>>121191596
You're the worst best kind of tease.
>>
>>121186743
Nice! I know that the tool doesn't make the professional, but - just for curiosity - what software do you use?
>>
>>121191596
You are a fucking god.
I love your art though. It's like Mega Man meets Shantae. Sexy as fuck.

I'd kind of like to see you draw a robot-ified version of Shantae...
>>
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>>121189694
>Cowtits
>>
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>>121150438

I still need to fuck around with these colors more
>>
>>121192448
nice earthbound/undertale copy
>>
>>121192561

I took some inspiration from Earthbound/Mother 3's art style, yeah. How does that make it a copy of something I've never even played?
>>
>>121192854
It's an RPGM meme. Just ignore it.
>>
>>121192448
Did you make those sprites yourself? If you did, that looks great.
>>
>>121191596
nice

practically convinced to stop working on non-lewd games now.
>>
>>121192129
Krita.
>>
>>121186743
It's always so interesting seeing the persona differences for people on 4chan and off.

Over there, you have a name, you sell commissions, you give stuff for free - and over here you're just another face in an anonymous crowd.

I unno. The 4chan effect always takes me by surprise. It's the same feeling I get when I realize I'm talking to people halfway across the world as if they were in the same room as me.
>>
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Old Norse anon here. I finished all the writing for Lesson One. I'm working on the early quizzes now and should have a proof of concept ready soon.

Also, page 8 bump.
>>
>>121196996
Well, I do have a trip on here (this one). People just always get annoyed if I leave it on, so I turn anonymous whenever it's not absolutely necessary to establish my identity.
>>
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>>121161009
No one can confirm or deny anything about this?
>>
>>121192448
That little girl is nearly as tall as a tree
>>
>>121198151
I haven't played around with it - but why don't you just set up a quick encounter with two actors, one with 1 luck and the other with max and have an enemy cast "target: all" status effects to see if there's an effect? I'd only take a few minutes to test your questions.

I'd do it myself, but I don't have any vested interest in the native combat system.
>>
>>121198289
You could almost say she's a big girl.
>>
>>121198289
arent most games like that
>>
>>121198612
>>>/tv/
>>
>>121198349
I cannot probability. Asking for an answer seems like it'd be much faster.

Plus VX Ace has some weirdness included where it compared your luck with the enemy's luck when it did that stuff.

If I knew how to test that, then maybe I'd be less stupid.
>>
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>>121199301
Fair answer. I'm sure you've tried googling it by now. I'm kind of surprised there's been no official answer on it.

That said, if everything else in MV is anything to go by, it probably wasn't changed. They seemed to do their best to fully recreate VX Ace minus 1. They didn't even put in the modicum of effort needed to make click events, when the integrated mouse was their largest selling point.
>>
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>>121183465
>>121184909
I finished what I could tonight: https://www.dropbox.com/s/cbtnap25b0imynz/BOB_BattleStatusEx.js?dl=0

It probably has compatibility issues. Check the help and the params. Defaults look like the attached screenshot, tested at 1280x720.
>>
if you put something up on patreon
is your game no a commerical product?
>>
>>121201314
Grey area. I'd expect it'd fall on what your subscription method is (per item or per month).

If they're not specifically paying for it then it's not technically being sold commercially, I guess. Though IANAL and it's still grey.

When in doubt: Contact the folks who'd care about whether your thing is commercial or not and see what they think.
>>
someone use this then post how the fuck you got it to work I AM THE ONLY PERSON ON EARTH THAT CAN'T GET THIS SHIT TO WORK

http://forums.rpgmakerweb.com/index.php?/topic/48593-kaus-ultimate-overlay-v103-lightfogparallaxground-layers/
>>
>>121201314
If it's only available to patrons it's a commercial product, sure, since they have to pay to get it.
If the game is available for free, then I'm pretty sure it's not, since the payment is optional.
>>
>Overlay Switch ID set to ON.
What does this mean?
>>
>>121201314
http://www.thehelpful.com/creativecommons/what-is-commercial-use.html

You're making money from it. So yes.
>>
>>121203840
If he doesn't charge for the game and gives it out for free regardless if people pledge to his patreon, then it's not commercial.

If it's "you need to give 5 dollars a month to get the game" or something, then it is
>>
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>>121200127
Thanks dude, this looks cool! I might just use it.

Now I just need to figure out where I should have my party stand, they look weird all the way out there on the right.
>>
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Jesus why is it so hard to find someone to commission for portrait sprites
>>
>>121200127
How exactly do I use this?
>>
>>121202864
It could be still be considered promotional, part of the sale, even if it's not directly what their buying.
You really have to keep your business and your personal interests separate or you could be accused of using MLP fanart or whatever to advance your career.
And if your business is fanart, well, you should already be aware of those hazards.
>>
Man it sucks waiting for all the old, good scripts from Ace to get redone for MV
>>
>>121079058
>mfw fags can't write

Bitches don't know 'bout my writing secrets.
>>
>>121204964
First what are you actually looking for?
How much do you believe the price should be?
For how many pieces are you trying to commission?
>>
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>>121206518
>What are you actually looking for
Portrait sprites, lewd ones.
>How much do you believe the price should be?
Art is hard enough to objectively price, you want me to do it without even seeing the work? I'll pay what seems fair for the quality. Silly.
For how many pieces are you trying to commission?
Depends on the prices, five minimum though.
>>
>>121206809
Well, it would be useful to know what your budget is. How much would you pay for top tier sprites at most? Finding an artist to commission isn't hard if you've got the money.
>>
>>121208107
I can't really say, it's bad business practice.
>Say you have/can pay (for example) $250
>Someone who would have required much less money will now bargain harder because they know you have the money
>>
Is it possible to make double edged skills in MV yet? Like the Lunge skill from the tutorial that also decreases the users defense?
>>
>>121208215
If you can't provide a budget range, few artists will consider even following up. You could have a max budget of $50 or you could have a max budget of $500.

If I don't know what sort of money you're willing to put down, I don't know if it's even worth my time asking about it.
>>
>>121208215
A portrait commission rate in hentai foundry is usually 15$ for linework and 25$ for color.
>>
>>121208615
If you can't take the five minutes to even discuss it, then you're not someone I want to commission.
>>
>>121208215
The problem is you're not putting yourself in a prime position to negotiate. If there are two or more good artists, you can instigate a bidding war. Trying to hold your cards so close to your chest is only going to make it hard to find someone.
>>
>>121208741
You seem incredibly self important, and let me just say right now that people probably aren't going to want to work with you like that
Remember, you need them more than they need you
>>
Anyone know how to store TP into a variable?
>>
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>>121209126
I'm self important because I don't want to put myself in a vulnerable position to be taken advantage of but someone saying "You're not even worth my time asking because you won't do this for my benefit" isn't at all?

Okay dude.
>>
Anybody else ever get that feeling when you just make a throwaway character for like one scene but he turns out so good you want to justify keeping him around?

I just made a merry band of idiots in a pub that were just gonna serve as chatting fodder for the MC, but they're just so lovable in their own idiocy and in being shit soldiers.

I'm gonna make at least one of 'em into a party member.
>>
>>121209834

Not really but I have a huge problem with constantly redeeming minor villains and having them become awkward friends with the heroes.
>>
>>121209834
Maybe they could keep showing up in other taverns? Recurring shit like that in RPGs fosters deeper attachment to the material.
>>
>>121208741
If you want people to pass you by, you just keep doing what you're doing. You wanted to know why it's so hard to find someone - I'm telling you: what you're doing is throwing up red flags. To me, what you're presenting to me means you're paranoid, you don't actually have the money, or you're not really sure about investing money into what you want. None of those I want to deal with - especially since all of the above can mean I potentially won't get paid for the time I put in.

I've been on both ends of negotiating for art contracts. If you can't provide even a ballpark figure things get awkward real fast. It's fine to not want to be taken advantage of - everybody wants what's best for them at the end of the day - but refusing to even state a ballpark figure says to me that you're wanting to take advantage of -me-.
>>
>>121210109
Hey, for the most part, if minor villains aren't going to die, you might as well redeem them for comic relief.

>>121210379
Good idea, though there aren't really going to be other taverns for a while for story reasons.
But I guess I could make them end up in the same hubs as the MC through bullshit reasoning. It's a good chance to make the world a little bit less serious than I was making it, I suppose.
>>
>>121211040
Introducing another party member not only takes time and work to balance and implement, but also takes away from his charm as well doesn't it?
If what makes them lovable is that they're a merry band of idiots, removing one of them from the group and putting him in his own spotlight sounds like a bad idea.
My vote is for keeping them as recurring NPCs if you want them to appear in the game more.
>>
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>>121210697
>You wanted to know why it's so hard to find someone
Think you misunderstood, I meant because I'm looking around and can't find one, not because I'm putting out ads and no one is replying.
Also I have a very good feeling you're not an artist and your poorly thought out and close minded opinion is completely irrelevant if not for the fact that I took the time to reply (see now that's something someone self important would say).

I don't actually have the money because I won't throw my budget around like a fucking moron? How the fuck would you even react to if you were an artist who got an email off the bat for a commission? Would you just ignore it or crumble to dust?

As someone who as actually commissioned thousands of dollars in art over the last 6-7 years I can confidently ask you to stop shitposting.

And on the slight chance you ARE an artist, remember this, a commission is a two way street, you are not doing someone a FAVOR by allowing them to pay you for work.
>>
>>121211248
>As someone who as actually commissioned thousands of dollars in art over the last 6-7 years
If you have so much experience commissioning art, how are you having trouble finding an artist to draw sprites for you if you got the money?
>>
>>121211531
Because I've never commissioned sprites like this before. My go to artist aren't familiar with the work and their art styles don't fit what I'm going for.
>>
>>121211248
Here's a thought, instead of bitching and spilling your awful personality all over the thread, how's about you learn to make portraits yourself, eh?
>>
>>121211668
Here's a thought, if my posts are bothering you so much, how's about you stop replying, eh?
>>
>>121211193
Hmm, yeah, good point.
The reason I thought about making one of them a party member is because I'm not sure how I can write the plot in a way that they all get to live for everything that comes afterwards.

Picture something like "technologically advanced troops invade a medieval fort and either kill or abduct everybody inside."

Maybe I could put them out on patrol alongside the MC while it happens or something. I dunno, I'll figure something out.
>>
>>121211860
They're not bothering me, I was giving you advice. You'd probably have better success trying to learn how to draw instead of whining, just saying.
>>
>>121211248
>because I won't throw my budget around like a fucking moron?

Where did I say anyone wanted to know how much money you have? All anyone wants to know is the range of money you're willing to spend. Not the precise amount - just the area of money that you want to work around.

If most of my stuff I charge $500/pc for, then yes I want to know in advance if you're looking to spend $50/pc. It's a waste of both of our time to even talk otherwise. I'll just turn you down and move on and you probably wouldn't want to pay me even if I dropped my rate to something like $250/pc because I'm so far outside your budget.

As someone who has worked on behalf of a company who has spent tens of thousands of dollars on art, music, etc. in the past 7-8 years I can confidently ask you to stop thinking you know everything when obv. you don't.

> remember this, a commission is a two way street, you are not doing someone a FAVOR by allowing them to pay you for work.

What is this even meant to mean. Who thinks you're doing them a favor by you paying them in exchange for their time? Do you work exclusively with people who are fresh out of college and who're looking to pad their portfolio with past clients and such?

Also
>How the fuck would you even react to if you were an artist who got an email off the bat for a commission? Would you just ignore it or crumble to dust?

If the e-mail doesn't include any mention of pay or a budget, then yeah I'm just going to delete it. Not worth my time if they're not willing to put in the effort.
>>
>>121110580
>our taste didn't mix together well
Any specifics?
>>
Who wants to bet that this is the same guy that was trying to make a porn game yesterday?
>>
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>>121212016
Do you seriously expect me to believe you work for some company and you don't know the basics of negotiations and deals? Putting out how much money I'm willing to spend puts me in an position to be taken advantage of, that's not paranoia, it's common sense.

This is how it should, and often does goes:

>Hey, anyone interested in doing (x)?
>I might be! Here's my work, and I want this much.
>Sure/Nope/Can you do it for this much?
But sure, if you have a chip on your shoulder, or think you're above taking less than five minutes to talk about things, you might not want to go that way. It's funny how self important you are, considering you can't even draw.

>>121212429
No.

>>121212541
It is.
>>
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>>121213062
>This fucking guy
>>
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>>121213202
>Not even an anime girl
Step your game up.
>>
>>121212016
Fuck it, I'm not him, but what could I get for $10?
>>
How the fuck is this price negotiation bullshit even a thing? Literally 100% of commissions I've seen go like
>artist opens commissions
>lists prices for sketch, line art, flats and fully rendered work
>accept people who approach them

I have literally never seen an actual artist ask how much they'll get paid, they're the ones who are selling something so they set the price and it goes from there.

To the dude who's actually interested in buying commissions, you're asking in the wrong place. A good 90% of the people here are working exclusively with rtp, that should be your first hint.
>>
>>121214352
Finally someone with some sense.
Yeah I know, but it's one of those "hey why not, only takes a few seconds to ask" so I just post once in awhile.
>>
>>121214352
This is exactly how it goes.

But we're on 4chan so everything is backwards.
>>
>>121214592
It's just one guy who consistently shitposts.
>>
i have no clue whats going on
but commissioning is hard these days
so many artist just don't do them anymore and rely on patreon
>>
>>121214684
I'm not super active here, so I'm not aware of shitposting, but the anon from earlier in the thread isn't exactly wrong when it comes to prices.
>>
>>121215127
Patreon killed art.
>>
>>121215127

Patreon doesn't have anything to do with commissions, does it? I thought it was mostly just for privatizing art, like "hurr patrons get to see the full version/get to see the comic pages early" etc.
>>
>>121215456
>Patreon doesn't have anything to do with commissions, does it?

If you have a patreon, you don't need to do commissions anymore, assuming the patreon is remotely successful
>>
>>121215456
Yeah, but people are stupid and actually fund people with shit patreons so the artists stop doing commissions.

Patreon isn't bad, but the way artists use it is.
>>
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>>121213062
That saying about assumptions applies really well here.

>>121214352
That's because what he's describing is contract negotiation, not commissions. Commissions aren't typically negotiable - though if the artist is nice they might work with you. Most aren't willing unless you're getting a pricey piece.

>>121214153
$10-15 in my books gets you a clean-line ink or portrait (chest-up) of a single character/object without BG depending on the complexity of the piece and how soon you need it done. Alternatively, it gets you an inked background (example attached, though it's pretty complex and the tree would be properly blocking lines). Takes me about 1-3 hours for a piece on that level so it's actually beneath minimum wage sometimes for me in profit.

I might raise my prices one day when I feel like my skills warrant it. At the moment though I feel what I charge is pretty fair for what I offer. I'm not an amazing artist but I can do the work, my schedule's flexible, and I enjoy it.
>>
>>121217374
Oh, I was talking about sprites.
>>
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Would it be better to make my game more steampunkish or more realistic to the wild west lads?
>>
>>121217639

I think we'd need to know a bit more about it to help you decide
>>
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>>121217515
Ah. Well, I can do sprites but I'm not great at them. A portrait like this I wouldn't charge more than $10 for, if that's useful information for you.
>>
>>121217902
>a face
>portrait
>>
>>121218057
Yes?
>>
>>121218057
Well, yes. I'd call something that includes more of the chest and so on a bust, if that's what you're pointing out?
>>
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>>121218246
Like this is a(n incomplete sketch of a) bust to me.
>>
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>>121218519
>>
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>>121218519
That's more of a waist-up.

A bust is like this.
>>
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>>121218637
Sorry, don't have many busts to pull from here. Most of the stuff I do is portrait or full body - the only busts I have are ones that I've done for practice rather than for display.

This is the only other semi-recent piece I've done of a bust.
>>
>>121218896
I stand corrected by popular opinion then.
>>
>>121217902
But like, overworld sprites and stuff?
>>
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>>121219308
I could give it a shot but that's one of my lingering weaknesses in RM art - I'm not a fantastic pixel artist. This is a map I made from scratch for a VXA game if it helps you gauge my abilities as a sprite artist.

What kind of sprites are you thinking about? Symbols for towns, character sprites, markers...?
>>
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>>121076141
Posting map before going to sleep.
>>
>>121220225
You've made some good progress on that map since you last showed it off. Still think it might be a bit too big.
>>
>>121219768
Probably characters, maybe a tileset, but that's probably extreme.

But warning you now, the characters would probably be furries.
>>
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>>121220728
Furries aren't a problem for me, though I might have some anatomy-related issues that may take some work to resolve with the characters.

Money's money.
>>
Speaking of bust art, is there any MV scripts that have them co-exist with dialog boxes smoothly yet?
>>
>>121222376
Like this one?
http://forums.rpgmakerweb.com/index.php?/topic/48901-galvs-message-busts/
>>
>>121222708
Yep, thanks lover.
>>
>>121222768
No prob, anon. Hope it works out for you.

>>121220728
If you don't feel comfortable discussing it here further for whatever reason feel free to drop me a line at [email protected] and we can yack some more about it.
>>
I haven't been around these threads for a while, and I'm sure it has been asked before, but- I purchased VX Ace and Luna Engine, but should I be ditching that for MV? MV is objectively better in every way, right?
>>
>>121223828
Yep.
Can't speak regarding Luna, never used it, but MV > Ace
>>
>>121223828
The autotiling solution is kinda wonky but that's my only major complaint.
>>
>>121223828
Not really. MV and VX Ace are almost the same aside from graphics, desu. And MV has had reported performance issues. So I'd suggest trying the trial of MV before you buy it.
>>
If you buy RPG Maker you have complete rights over the stock stuff right?
I'm thinking of doing an ero game that consists of you fucking the monsters/characters from the stock assets
>>
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>about to get working on my rpg maker because i got really busy with college shit
>there's already a newer rpg maker
>poor as fuck

i guess i'll just stick with my inferior software
>>
>>121226191
You can use them however you want within games made with RPG Maker, but you don't have "complete rights" over them.
>>
>>121226758
Yeah I worded that weird, I just wanted to make sure I can have them fucking eachother
>>
>>121226373
But you can just download a demo and paste the cracked .exe over it. The link to the crack is in the OP.
>>
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are there any good essays on simplifying items and combat dq-like jrpgs? rpg maker's over-stuffing of combat attributes is super-distracting and i feel like a good lecture or something would get me into the mood to ignore all that shit

pic from my inspo folder unrelated i'm a recovering idea guy
>>
>>121227427
but i wanna make it all legit
although honestly it'd be my first project ever so it's pointless trying to monetize it
>>
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Why can't I get these cliffs to look good, fuck.
>>
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>>121228154
Well here's my first project ever. The visuals are shit because I'm just using the stock stuff while I learn to use the program, but I'm doing other cool things.

Here I added a side quest to get a scroll, a unique type of equipment that teaches the user a skill while equipped. There are a few things that are more complicated than I expected, like having an NPC say a unique thing before and after a cutscene. But I'm having fun figuring things out and most stuff is flowing pretty smoothly.
>>
>>121226827
Not unless the game is made in RPG maker. It's stated you can use the assets however you want in RPG Maker, even between versions, but you can't take them outside of it.

That being said, I doubt they'd find out, much less do anything against it.
>>
>Still can't flip tiles in MV
>>
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Tiny Tokens!

These work pretty much the same as Mini Medals from DQ. The demo I'm working on at the moment is going to be fairly short, so I've hidden six of these in it... If you can find them all you win a secret prize ;)
>>
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Cozyness
>>
>>121232161
Puff-Puff?
>>
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>>121228475
Try something more like this.
>>
>>121232754
Probably not in the demo, but yes.
>>
>>121161009
>>121198151
>>121199301

So I tried a battle with a maxed luck enemy.

I casted 100% poison. It all hits.
I had the enemy cast 1% poison to me. It pretty much all fails out of 10 rounds or so.

The database's tooltip for luck says it affects status effect occurrence.

I don't know anymore. I really want a definitive answer for this. I'd rather change luck to a different stat I want to use.

At the very least Yanfly said something about Agility and has a plugin to change how Agility works.
>>
>>121234232
If Luck works like in the PS1 version, its used primarily for evasion and (possibly) crit chance. Resisting status effects has its own stats (M DEF in the PS1 version).

I hate how the only games to make Luck worth anything are a few roguelikes and New Vegas
>>
>>121204992
You put the plugin in and adjust the parameters if desired. Did it not work for you, Anon?
>>
Page 8 life support bump.
>>
>>121231048
>Still can't alter HSL of tiles on the fly in MV
Publishers are really shady these days.
>>
>>121200127
>>121204679
Some early morning progress, but I'm about to head in to work. New version does magical things with the battle skill window, but it is still largely untested.
Get it here: https://www.dropbox.com/s/cbtnap25b0imynz/BOB_BattleStatusEx.js?dl=0

Next, I want to add neat things to the bottom of the skill description to indicate skill type, element, scope, power, and effect, like the screenshot it is based off of:
>>121130696
>>
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>>121239843
Forgot the screenshot.

Also, bump.
>>
>>121240240
Damn, Bobstah, it's great!
>>
>>121240240
Which plug-in do you guys use to have the face of the chars in the battle menu?
>>
>>121240240
>>121200127
>those non-seamless battlebacks
Anybody happen to know of any that are seamless?
>>
>>121241152
You just have to make the battlebacks scale to fit the screen, I think one of Yanflys plugin updates has it. Might be the core one.
>>
>>121240730
It's the one I'm working on to port this anon's mods into a plugin with his permission:
>>121130696

Download link is in this post:
>>121239843

Also, it's literally two posts before yours, and the post you replied to linked the post with the download.
>>
Do you guys mind if I copy some of the database from the collab project for my own project?
>>
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Adjusting the parameters a bit on Yanfly's Battle Core and on this plugin gives a pretty nice result.

I changed the Home Position X of Yanfly's Battle Core to:
Graphics.boxWidth - 346 + index * 32

I changed the Step Distance of Yanfly's Battle Core to 96.

I changed the Skill Width of my plugin to 325.

(Also, bump)
>>
Page 8 bump.

Wake up, faggots!
>>
>>121246162
I'm awake and still trying to figure out how to write an easy as fuck plugin and the fact that i cannot write it by myself is killing me.
I just want too add 2 options to the options screen that manipulate in-game switches/variables.
>>
>>121246284
You have to add a command handler to the option window. You can find this inside of Window_Options.prototype.makeCommandList

You need to add a command handler, like so:
this.addCommand("Switch name here", 'Your Custom Symbol');

Then, under Window_Options.prototype.processOk, you need to add a check for your symbol first, then call the parent function. Kinda like this:

var aliasWindowOptionsProcessOk = Window_Options.prototype.processOk;
Window_Options.prototype.processOk = function() {
var index = this.index();
if (this.commandSymbol(index) === "Your Custom Symbol") {
//Use if branches etc to set yo' switch
} else {
aliasWindowOptionsProcessOk.call(this);
}
}
>>
>>121243421
I had no hand in making the collab, but I'd say as long as its noncommercial they probably won't mind. Maybe credit /rpgmg/ or direct them here when someone comments on how awesome Asset X was
>>
In XP and VX i could use F1 to make a menu popup, is it gone in MV? Nothing happens when i press F1
>>
Got some fancy shit happening now.

When your actor is waiting their turn to choose an action:
http://i.imgur.com/TIf95AQ.jpg

When your actor is choosing an action:
http://i.imgur.com/TIf95AQ.jpg

When your actor has chosen their action:
http://imgur.com/a/N5KL3

This system keys off of the internal actionStatus code, so any value of that could be set as a BattleFace in the notetag.

Get it here, as always:
https://www.dropbox.com/s/cbtnap25b0imynz/BOB_BattleStatusEx.js?dl=0
>>
>>121250012
Actor choosing action is this, not what I listed there:
http://i.imgur.com/w0kW0vq.jpg
>>
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>>121250012
godspeed man
i got it >>121246284
to work somehow. Not entirely how i wanted it but i can even read the value of my new option switch via a script, good enough for me
>>
>>121220553
I might have. I've only come up with roughly 30 characters to populate the town and I'd need a bit over 120 to make it a realistic / not empty place.

But it is still largely a practice game, so if the Town ends up a bit underpopulated, it would not be THAT bad.
>>
page 9 bump
>>
>>121237082
i meant that I don't really know how to insert plugins, my bad.
>>
>>121252830
In case you missed it, plugins are only for MV.

To use it, place it in your project's js/plugins folder. Then, open the Plugin Manager (green puzzle piece at the top of the RPG MV window), double-click on an empty row, and select the plugin from the drop-down.
>>
>>121253146
Got it, thanks.
>>
>>121253329

Good morning rpgmg. Let's work hard again today, too.
>>
>>121254915

Sowwy, that wasn't supposed to be a quote.
>>
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>>121255013
mfw I cba at all today
>>
>>121243421
Personally I don't mind, but I've only worked on one chapter. I guess you're free to use anything from there if you want.
>>
Are there more face resource for the generator?
Right now the only facial expressions you can make are indifferent, slightly irritated, happy and happier.

The one posted earlier didn't have any.
>>
Wait so you can't have a spell that can target allies OR enemies/
>>
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>Almost done with all the scripting for my game
>Start thinking about the story and throwing around concepts
>mfw
It's actually a lot harder than I thought.
>>
>>121257256

I have a similar problem.
I have a lot of plot points and characters in mind, but I'm not sure how to connect all of them.
>>
>Trying to make skills
>MV doesn't auto the formula anymore

How the fuck do I know what to put here now
>>
>>121257256
Make a puzzle game, you don't need a story to make a game.
>>
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>>121257365
I had a few ideas previously, that I've been scrapping and remaking over and over again, but it's quite hard to plan this stuff out from start to end. Guess I'll need to take a few days free from scripting and drawing, to plan all of this out properly.

>>121257664
But then I'd lose the point of working on scripts and character designs for the past 4 months.
>>
>>121257575
Ugh this is so fucking stupid.
I can't get anything to do damage
>>
>>121258956

Just copy it form other skills and change it.
>>
bamp
>>
Jesus finding a half decent artist who is actually opened for commission is impossible.
>>
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>>121262640
How much you paying?
>>
>>121262640
http://www.kiwibon.co.uk/#!commission/c1ata
>impossible
>>
>>121264170
10 thousand dollars.
Money isn't the issue

Finding an artist that:
-Has work I like
-Is opened for commission
-Is willing to draw what I want
-Doesn't mind the art being used for possibly commercial use

Is almost impossible
>>
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>>121264170
>Missile tits
>>
>>121264302
Haha. Oh wow. You've got some bad luck - I just refreshed that page and they're closed now.

It's going to be tough finding someone right now, yeah. Lots of people are ordering christmas presents and whatnots right now.

If you're shooting for the 10k range though, you might consider branching out and looking in to actual art studios like Massive Black.
>>
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>>121262640
Just continue working in your game and I am certain you will find one within the months/years it would take you to finish it.
>>
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>>121264320
Why would they mind it being used commercially if they are being paid?
>>
>>121264568
It's fine, I had no interest in that art anyway

>>121264612
I'm already pretty much done with the game.
>>
>>121264649
That's a good fucking question, but artist will be artist.
TONS of rules for commissions is "You can not use this for commercial use"

Commissioning art's law is heavily in favor of the artist, which is retarded.

It's like the Mexicans you paid to put your house together having some say in what you do with your house.
>>
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>>121264612
>finishing a game
>>
>>121264649
He's on the commission tier of artists; weird rules and not-exactly-professional-behavior is to be expected.
>>
Is it bad that now I'm lurking in /his/ all the time, looking for stuff that can be used as lore in my worldbuilding?
>>
>>121264901
No. A good artist copies; a great artist steals.
>>
>>121264654
Well, then work on a different game while you wait.
>>
Why the fuck can't I hear the sound effect when I'm select one to use in an event?
>>
>>121265295
Bugs which haven't been fixed yet.
>>
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>>121264901
You damn well better be including Chinese battle-barges.
>>
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why is my HP range so fucked up
>>
>>121255987
I need information on this girl's hair
>>
>>121265913
Don't worry, in-game it works.
That's just a visual bug, happens to me too (This is VXA right?)
>>
Bobstah, would you be willing to make me specialized plugins in exchange for pictures of my breasts? They're quite large.
>>
>>121266915
>in exchange for pictures of my breasts? They're quite large.
This is what I got out of that. Thanks for the chuckle, anon.
>>
I just spend an hour doing research on names for my characters.

I need to actually get something done.
>>
>>121266691
yeah i'm using VXA

thanks
>>
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I just made the beginings of an apocalyptic roguelike sort of game over the span of a few day-long binges on cough syrup. What I mainly want to know is if the game is laggy, because I only have about 10 events on screen at once but it still lags on my computer, but then again my computer is pretty slow.

So far the player can:

-Choose between a few different classes, which is a mainly cosmetic difference right now.

-Travel between towns, scavenging through abandoned buildings, and visiting the non-working inns and stores.

-Initiate dialogue with characters

And not much else. Right now I'm working on looting mechanics and the addition of a few dungeon types like ruins and castles.

https://www.mediafire.com/?l2d58igfos1071n
>>
>>121266915
This
>>121267176

Also, what kind of plugin are you looking for? I've made two plugins by request so far. If I can find the time and if I think it will be useful, I wouldn't mind doing it.

You should show everyone your breasts, anon.
>>
>>121270245
Is there like a master plugin list with all your plugins in it?
>>
>>121271031
No. I signed up for that stupid mvplugins.com site and all of my stuff is there, but I hate using more than /rpgmg/ and the official forums to maintain it.

I have a few webhosts that I could slap a site down on, I guess. I just don't see the value in it, especially at this point with my three released plugins (and one alpha/beta plugin).
>>
>>121271031
>>121271605
Oops, 4 plugins. I'm losing my mind trying to get these icons added to the Battle Command List.

Battle Commands: https://www.dropbox.com/s/czmjwaugjzcxwfv/BOB_BattleCommandList.js?dl=0

Battle Status Ex Alpha, inspired by Anon:
https://www.dropbox.com/s/cbtnap25b0imynz/BOB_BattleStatusEx.js?dl=0

Custom Stats:
https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0

Enhanced Restrictions:
https://www.dropbox.com/s/fmmjeqdk2tqmk4m/BOB_EnhancedRestrictions.js?dl=0

Level Up Bonuses:
https://www.dropbox.com/s/hchid4j96jye7y7/BOB_LevelUpBonuses.js?dl=0
>>
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I think my script works okay now and not to terrible.
It adds 2 custom options to the options menu that you can name.
It probably has horrible syntax or leftovers in code please dont kill me. pls fix it for me
I also have no idea why some of the code is sill inside it or what it does. It's leftovers from the yanfly thing i opened and used to base my options on.

http://pastebin.com/BN8EtzWL
>>
>>121272109
I didn't see anything that looked out of place, and the code was mostly neat. Good job for your first plugin.

Now you need to modify your parameters to take switchName=switchIndex separated by commas, then add all of the switches to the menu. Like My Switch 1=1,My Switch 2=2, etc.
>>
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>>121272761
Thanks!
Its funny how releasing this tiny bit of code makes me feel good.
lost my passion for coding in highschool because various things but i start remembering why i wanted to learn it in the first place.
>>
>>121264772

It's because you "idea guys" want to make a killing off the possibly iconic work of the people hired to do it. It's not the same as putting up a house because you're not selling the house several thousands of times over. Bad analogy bro, sorry.

Either work out a contract where they see a percentage from sales or be prepared for tons of stipulations/higher commission rates.

Or learn to fucking draw; all the creative NEET geniuses sing sad songs about how the world won't give them the time for their vision but you're not dedicating anything in the way of learning a skill. Get over yourselves and work as hard as the rest of us. That's the thing about game design; you have to bust your ass and be skilled in at least a few ways to get anywhere. If you don't have the work ethic or aptitude to do creative things then don't expect people who are more hard-working and marketable to bend over for you.
>>
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>>121257365
SWITCHES SON

ALL I KNOW HOW TO DO IS USE SWITCHES AND EVERYTHINGS GOING GREAT
>>
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>>121274283
imo checking quest progression is easier by using variables instead since you only need 1 variable for a whole quest but a billion switches to check for quest progression.
in other words
var1 = 0 //Quest not initiated
var1 = 1 //Quest phase 1
var1 = 2 //Quest phase 2
var1 = n //Quest phase n

until its finished.
>>
>>121274682
Thats a pretty good point. I just finished making a quest that had to use two switches because of that.

Hahaha! Now I can use switches, self switches, conditional branches, AND variables! My repertoire grows.

I should really stop making every single NPC a dialogue project.
>>
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>>121274283
>>
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>>121275150
MV supports FIVE THOUSAND OF THEM!

THE POSSIBILITIES ARE LIMITLESS!
>>
Battle Commands version 1.9 is out. It's a significant rewrite of the code because I was an idiot and decided to run like 15 regexs every time it drew the battle command list.

Get it here: https://www.dropbox.com/s/czmjwaugjzcxwfv/BOB_BattleCommandList.js?dl=0

New things:
It draws icons, which makes the command window really tiny. I might make it larger at some point.
It should be a lot faster on slower devices.

New Notetag things:
Any command except ActorCmd can be prefixed with iX-, where X is the Icon Index to use. Example:
i15-Skill:5

Any command except Attack, Guard, Items, and ActorCmd can have (CommandName) after the command to rename it. Example:
Skill(Jump):5

You can combine the two:
i15-Skill(Jump):5

Go nuts, break it, complain to me, and I'll fix it.
>>
>>121275274
VXA also supports 5K switches
>>
I would like to make it so only a specific class can use an item.
>>
Is there a script yet for VM that lets you bring up a key item menu?
>>
>>121275475
It's on my list to add to my Enhanced Restrictions plugin. Give me like 4 hours, got shit to do anon.
>>
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>>121275475
>common event

>conditional branch actor x is class (the one you want)
switch ITEM = ON

>conditional branch actor y is class (the one you want)
switch ITEM = ON

^(repeat for every actor)

>conditional branch: switch ITEM = ON

"use item"

Else>
Play sound: Buzzer

----

Item > Call common event.

This is how I'd do it in VXA, I don't know if MV works in the same way.
>>
>>121276272
Forgot to add
switch ITEM=OFF after the "use item"
>>
What's with the creepy laugh sound effect?
>>
How do I check for General Keyboard input/Gamepad input in javascript so i can change some UI elements via a parallel common event?
>>
>>121276272
Does call common event work in battle?
>>
>>121278980
Yes, but after testing it that common event only works if you only have one actor in your party and I have no idea how to make it check what actor is the one using the item.
>>
Can someone please upload Game Character Hub?

Thank you very much!
>>
What would be a good allegory for the dichotomy of chaos and order in relation to the establishment of human society?
>>
>>121234232
Wish they added a way to add more or take away some of the primary stats. I hate the idea of luck in rpgs. I also wanted to add two different stats for attack recovery being Speed and Wit. Defense would only be a stat you'd find on gear and actually be damage resistance. Other than that the basic stats I'd want would be Strength, Dexterity, Constitution, Mind, Intelligence and Charisma.
>>
>>121282585
see custom stats here
>>121271937
>>
>>121283028
Neat!

Does it remove the stat for Luck? I always thought Moral would be a better stat and something that would change depending on choices or events in the game.
>>
I can't believe I can't fucking test sound effects.
This is so annoying
>>
>>121283412
It doesn't remove Luck, nor does it modify various built-in formulas. Sorry, anon.

>>121275475
I released version 1.1 of my Enhanced Restrictions plugin, which lets you restrict the fuck out of item usage and equipment.
Get it here: https://www.dropbox.com/s/fmmjeqdk2tqmk4m/BOB_EnhancedRestrictions.js?dl=0
>>
>>121284383
Jeez, Bobstah. I hadn't seen that you've added icons to the Battle Commands Optimization plugin! Thanks!
>>
>>121284042
What do you mean? I have tested mine.

Or do you mean like testing them while background music plays?
>>
>>121286523
I mean like when you go to "play" a sound effect in the event to see what it sounds like, and nothing fucking plays for any of em
>>
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I'm a complete RPG Maker newbie and I was planning on making a modern day game but looking at the SF tileset in MV is inspiring me to do something more interesting. Like playing as a rogue sexbot in a dystopian future.
>>
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>>121287391
That's a great idea, you should go for it. and include a mother/daughter scene
>>
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My coder friend has released his ligthing plug in for everone =) please report any bugs to the forum.
http://forums.rpgmakerweb.com/index.php?/topic/49339-terrax-lighting-system/
>>
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>>121281342
"Domains under heaven, after a long period of division, tends to unite; after a long period a union, tends to divide. This has been so since antiquity."
>>
>>121284886
You're welcome!

Since I'm an absolute madman, I updated Enhanced Restrictions again. Now you can add the same restrictions to skills (and items/equipment as of the previous version)

Link: https://www.dropbox.com/s/fmmjeqdk2tqmk4m/BOB_EnhancedRestrictions.js?dl=0
>>
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These threads are getting lewder by the days.
>>
>>121287968
That's good, isn't it?
>>
>>121275697

Anyone?
>>
>>121287391
Mono?
>>
>>121289957
Yup.
>>
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Taking a shit load of time to finnish this battle bg. What's your current WIP, /rpgmg/?
>>
>>121290789

That's looking nice, anon.
>>
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>>121290789
A loli monster girl hell bent on taking over the world. One playground at a time

Yup!

Just kidding I got nothing this isn't a WIP just an old image I did back on the SMITE gen.

Though your stuff is looking good, and the other stuff I'm seeing so far by everybody else.
>>
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>>121290789
Just finished my actual work for the day so I'm back to work now on RPG maker related stuff. I've got a test piece I need to make for the anon I was yacking to last night ( >>121220728
) and I want to finish up my character template for MV and maybe see about pluginizing my CRT/LED monitor script.
>>
>>121292461
Thanks!

>>121292707
That's sad. Liked the plot (and the image) a lot.

>>121292814
Dude, I can't even understand what you're doing, but you post some pieces of good shit! Keep up the good work.
>>
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>>121290789
Making various Elemental states only to find out that you cannot buff damage for specific elements, only resistences
>>
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>>121294181
Unrelated project. I work for a games development company and that's for a project I'm making pre-production art for.

Thanks, though. Here's hoping the guy who contacted me likes what I can do. I could use a little spare money right about now.
>>
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have my icon set with random shit in it
its mostly the standart MV thing
>>
>>121294879
Loved the buttons! Thanks!

>>121294535
You're welcome. Cool textures. Don't know shit about what kind of game could it be, but liked a lot. Is it mobile?

>>121294336
That's sad...
>>
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>>121295387
Nah, PC - a potential VR-focused project. I haven't done any textures yet for this asset set - it's only about 20% complete at the moment and is flat-shaded materials and lighting only.
>>
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Is there any good way to make a map go from snow into grass mid way?
>>
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>>121296927
Small cave, or literally have a transition from snow to grass like so
>>
>>121297289
They don't have a transition tile though, which is what I' mtrying to get around
>>
>>121297439
Then either make your own, or make a cave.
>>
if you need the full database with all attacks etc
http://forums.rpgmakerweb.com/index.php?app=core&module=attach&section=attach&attach_id=25421

DO NOT COPY THE MAP DATA OR YOU WILL LOSE YOUR MAPS
>>
>>121295828
Noice!

>>121296927
It doesn't seem very hard. Maybe some copypaste in Photoshop solves your problem.
>>
>mfw I ofund out you cna copy paste sections of the map by holding right mouse button and draggins the box over an area of any size
>>
>>121298334
Oh fuck, thanks. I knew that was possible somehow but I couldn't figure it out.
>>
Any tips for a first time sailor just messing around MV and trying to make his first game? Any link to a bunch of good tutorials i can follow, good scripts and stuff
>>
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>>121290789
Working on a design for my sexbot character.
>>
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>>121299704
>Not a redhead
So close to perfection.
>>
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>>121300191
Thanks. I considered it because red is almost always my first choice for hair color when designing a character. But that's also why I wanted to try something different.
>>
>>121299704
Nice body shape
>>
>>121300691
I don't have the red fever but boy, red hair really improved the design
>>
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>>121300691
Perfect.
>>
>>121287752
Thank you based coder friend
I desperately needed this.
>>
>>121294879
nice
>>
>>121264320
What are you looking to get made? Is it tilesets, portraits, or full illustrations? Also what is your game about?
>>
>>121287391
>people making houses as single boxes, without wings
>the houses are also plain
this triggers my autism, every time.
>>
>>121294535
Oh shit that looks fucking great.
Gimme your contact details, I might need a good artist soon family
And no I'm not that butthurt anon who threw a shitfit over prices, I actually commission artists frequently for my startup.
>>
>>121297289
Make something and parallax map, nigger.
>>
Help me, /rpgmg/

How do I store a string into variables? I don't want to rely on predefined strings.
>>
>>121302591
Sure man. Drop me a line at [email protected].

>>121303157
Page 3 of event commands, Run Script.
myString = "blah";

You should be able to check 'myStringName' from that point forward by referring to it that way (e.g. myStringName = "Another blah blah";) . It'd be more useful if you could store it in $gameVariables[] - but unfortunately that array only accepts numbers.
>>
>>121303452
Will the string get saved into savefiles?
>>
>>121304119
Don't believe so. You'll need to either serialize it into an object which is already saved by savefiles or get the save-maker to specifically save that variable.
>>
>>121303452
I'm not gonna annoy you just yet, since we're still sorting out production with our current artworks. We make tees, you see.

If we manage to get everything on track and get some decent returns, I'll surely come knocking on your door. I really like that concept art of yours.
>>
>>121299704
Madick.

>>121300840
Agreed.
>>
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>>121304447
Cool, keep me posted. I'll keep an eye out for you.
>>
How to make a catch the rat puzzle that is challenging?

I'm thinking something like Chrono Trigger but contextually I have a much smaller place to use.
>>
>>121305413
Make a battle with custom commands where you have to do shit like APPROACH, FEED IT CHEESE, STAY STILL, LUNGE in a specific order so you catch him.
Kinda like Pokémon Safari Zone, but in puzzle form.
>>
>>121305413
Make it more of an exercise in logic than an exercise in controls mastery. You could make it something like a 'navigating slippery ice' puzzle - except that instead of the player navigating the ice, it's the rat you're trying to guide to a specific coordinate.

Is that helpful?
>>
>>121305413
Make the player use magic/items to block away possible escape routes for the rat.
>>
>>121305660
>>121305743
>>121305985

Geez, that's fast feedback. Thank you guys. Should've given some context:

The game is interactive fiction, that means mini games and sidemissions during cutscenes.

In this scene, he's stuck in precarious, miserable boarding house as a boy and is facing starvation. He must catch this rat to eat it in order to last one more night.
>>
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>>121303157
>>121304119
In MV?
$gameVariables.setValue(100, 'my string');

It'll get saved, but you won't be able to use the editor's normal functionality for variables, as it expects numbers. For numbers, everything past the decimal gets truncated. false, null, undefined, NaN, and the empty string get turned into 0.
>>
PATCH TO FIX SHIT WHEN
>>
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>>121076141
How do i get rid of the shadows?or reposition ?
>>
Wait, how do you make SV not use player sprites and use graphics like that?
>>
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>>121308464
>>
Would people be interested in a battle system based around poker

i'm playing around the idea and so far it's kind of interesting but i have no idea how many people know about poker rules out there or not
>>
>>121308871
Oh SSSSSSSSHIT, that helps me a lot.
>>
>>121308871
which program should i use to resize stuff without losing quality?
>>
>>121308907
how does that even work?
>>
>>121309079
Resizing pixelart is different from resizing anything else. You need to use photoshop or any software that can scale to the nearest neighbour. MS Paint does that by default if you set the spritesheet's size to 2x.
>>
Man the remixed songs from RPGMaker2k3 are really really good
>>
>>121308185
100% transparent png replacing \img\system\shadow1.png and shadow2.png. Or some other simple coding way I couldn't figure out.
>>
>>121309235
There are normal attacks and stuff but at the beginning of the battle you draw four cards. Every turn you draw one and discard one or trade with your other party members to form a hand. If you make any combination from poker you do a special attack. Different decks give different elemental properties to your special attacks. You can use your own money to "bet" and make the special attacks more powerful too
>>
>>121309487
Thank you!
>>
>>121309241
i have photoshop, how do i scale properly?

i'm betting i can't just resize it with image properties it seems.
>>
>>121309859
Yes you can, but you need to set blending to Nearest Neighbour (preserve hard edges).
>>
>>121309859
CTRL+ALT+I
200% in height and width.

>>121309848
You're welcome, m8!
>>
>>121309596
That sounds pretty cool, I had a similar idea but instead of poker I thought about making it about riichi mahjong because normal people don't know about the game so I could introduce it in a tutorial and make it feel like something new. But I quickly abandoned the idea because it felt like a lot of work.
>>
>>121309079
http://www.drububu.com/tutorial/scaling_pixelart.html
>>
Back to page 1
>>
>>121313216
>How could I make a simple gambling system? Something like the dice poker game in Red Dead Redemption? Also, how would I enable the player to cheat sometimes?
A shit ton of eventing.
>>
How's that collab game going?
>>
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>>121318739
Good point. Are you about, WT Dinner? Everything okay?
>>
>>121298334

>mfw I found out that you can copy and paste entire event tiles from project file to project file, making project ripping simple af
>>
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>>
Is there a better way to change what a character says once he's interacted with but to use self switches? It looks like a dumb way to make it.
>>
This question is more about organization.

How should I organize my maps in order to avoid long-term fuckery? For example, there are places that will have multiple cutscenes set in it but with different props and characters and events. Should I make multiple copies of the same map, one for each iteration... Or what?
>>
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>>121320353
>not just giving it a temporary name and changing it later in the database
>>
>>121320737
If there are a lot of cutscenes occurring in a single area or if they're really elaborate, I make a copy rather than use to field map. It makes it easier to test, too.
>>
>>121320353
What's your game about? What's the main character's names? Just use that. All you need to start is a placeholder name so you know what you're loading up. I have no fucking idea what the title of my game is going to be and I've already put weeks of work into it.
>>
>slogging to make a Demo
>when I should've finished this within a week of MV's release.

Uuuughh... everyone's gonna make me feel bad for being slow...
>>
>>121321896
Stop being such a loser and make game.

Nah, I'm kidding. It's your game, it's up to you when you work on it and release stuff.
At least you got some progress during that week, right?
>>
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>>121318739
Just changed hands a few days ago. Haven't heard anything yet. I'm still prewriting and pre-arting stuff for my run of it.
>>
>>121308907
I'd be interested.
But what kind of poker are we talking about here?
I only really know Texas Hold 'em.
And will it let me make Kaiji: The RPG?
>>
What's the best way to share a demo with you guys? I know it's dropbox but how should I compress/save the project?
>>
>>121319453
But can you copy paste event tiles across RM versions, for instante from VXA to MV?
>>
>>121322989
This art not being related to that game, of course.
>>
>>121322989
>I'm still prewriting and pre-arting stuff for my run of it.
Neat. I'm looking forward to see what you come up with. Remember, go crazy and do whatever you want!
>>121324041
I guessed. It looks good though!

>>121323778
If you're sharing an MV game, you'll need to zip it up before uploading. I don't believe MV can make an exe file like Ace does. If you're using ace and not just sharing the project folder, you'll need to compress the data in the editor. You can choose to add the rtp with your game or not, but if you do it adds some 200+mb to the package. If you're sharing with friends you'll want to do this, but if it's just the rpgm community, you don't need to. When Ace compresses your game, it outputs it an .exe file. Most of us around here know that rpgm games are benign, but a lot of people are wary of exe files. You may want to zip it up before uploading. It looks less shifty.
As for uploading site, I use mega personally, but mediafire and dropbox are popular too.
>>
>>121324559
So I compress it without RTP, zip it and upload. Thanks anon that's exactly what I wanted to know.
>>
>>121324559
It'll definitely be weird for me. Despite having clocked some 8-12k hours in RPG Maker products over the past 20 years I don't usually put combat front and center for my games. Not that I don't know how to build such systems, being an avid RPG fan and having been on both sides of the table in PnP RPGs for most my life.

Either it'll be a bit more puzzle-y/linear than the rest of the game or I'll introduce a section-specific mechanic to that portion of the game and weave around it to tell my chapter of the story, I bet. I'm not really in to the whole spreadsheeting monsters and troops to ensure balance is just right and to make sure the player doesn't over or under level in the area.
>>
Making game is not exactly hard, but it's a laborious task.

I'm having a blast tho.

Project NeueBauten (stupid project title) is an interactive narrative adventure based on the story of the most interesting man to have ever lived.

Bonus points for anyone who guesses who is him.

https://www.dropbox.com/s/efd3z88zxxfatlh/NeueBauten.rar?dl=0
>>
new thread >>121329308
Thread posts: 751
Thread images: 187


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