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/rpgmg/ RPG Maker General 105

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Thread replies: 754
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I literally copypasted the previous OP edition

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 (embed)

Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd (embed)

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
>>
>>121329308
>Post something on Sunday! Info: http://rpgmg-games.wikia.com/wiki/RPG_Maker_MV_Day
This needs taking out of the op.
No one seemed to be interested/didn't finish.
>>
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
>>
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Any pixel artist here want to get commissioned?
Need lewd sprites/animations.
>>
>>121329760
Overworld sprites*
>>
>>121329760
Seems unlikely. Most of us aren't even using custom art for our own games. You'd do better looking elsewhere.
>>
>>121329760
>>121329878
Which is it? Overworld or lewd sprites?
>>
Just popping in here to ask a really quick question. Does MX have better font support now?
As in, bitmap/pixel fonts not being automatically blurred to shit, and/or higher resolution font rendering? Or is it still the same as VX Ace?
>>
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>>121329760
>This again
>>
>>121330165
Er, meant MV. Bump all the same.
>>
>>121330129
BOTH
>>121329962
True, but never hurts to try.
>>
>>121330165
>Does MX have better font support now?
>As in, bitmap/pixel fonts not being automatically blurred to shit
Still as bad as Ace. If not worse. I had a pixel font I was using in Ace and it looks like shit in MV. There is a font plugin that may help this, but I haven't tried it out.
>higher resolution font rendering?
Dunno. Fonts do seem to be sharper in MV, but every font gets antialiased, so it still isn't good for pixel fonts.

>>121330169
Just ignore it. It'll go away. I've given him all the advice he needs to get his arts, but he doesn't seem to get it.
>>
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>>121330514
>Just ignore it. It'll go away. I've given him all the advice he needs to get his arts, but he doesn't seem to get it.

I'm sorry I just want to offer my fellow general posters the chance at some honest work.
>>
>>121330465
Are you the guy with the Harry avatar I've been yacking to on gmail?
>>
>>121330697
Harry...Potter?
But no.
>>
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Just remember
>>
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>>121330807
I am
Sprite obvious placeholder
>>
>>121330737
>Harry...Potter?
No.
>>
>>121330925
Is she... is she gonna fuck a snowman?
>>
>>121331147
It doesn't have to be a snowman.
>>
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>>121330925
>Snowman about to get the D
>>
>>121330925
Someone should give her a blanket or something. Or maybe her boobs are like, heat insulators? Do boobs work like that?
>>
>>121331505
Boobs are no more heatsinks than they are coolsinks.
>>
>>121331756
That still doesn't answer my question.
>>
>>121331850
Then I pity your high school education. Short answer: No. Boobs do not work like that.
>>
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How's this idea?

The protag is a vampire and has been a vampire for quite some time. He almost never drinks blood, but because of it he's very weak, but he can get short term boosts from bloodpacks in battle and permanent stat boosts from draining bosses. Also, he doesn't have the sun weakness, since that wouldn't be very good for gameplay and original vampires didn't have it anyways.
>>
>>121332581
Bakemonogatari's protagonist?
>>
>>121332581
Replace blood packs with sardines, and you have Valvatorez.
>>
>>121332581
>character profile: almost never drinks blood
>combat built around consuming blood all the time
>>
>>121334282
Sounds like the character is the kind of guy to run from a fight than the kind to face it head on.
>>
>>121332581
>>121334282
>>121334560
These points somewhat important.
Unless what you do can be made into a Blood gauge of some sort - the character focuses on getting super bloated on bosses and needs to more or less coast on the blood meter (used to use skills/fuel passive HP regen) until the next boss, making it imperative to wisely pick your mob fights (running often) and dissuades general grinding, kinda? Doesn't sound like it would be a typical JRPG character if the combat revolves around something like that, though.
>>
Could someone guide me through how to recreate Witcher's Dice Poker in VX Ace, please? I want a gambling system that is fun and challenging.
>>
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>>121329760
Are you still here? If so what style for sprites do you need? I work with pixel art and sprite animations.
>>
Poorfag reporting in.
For anyone who's bought CelIanna's Ancient Dungeons pack, is it worth the $25?
>>
I put v[19] =+ z; in a damage formula for a skill
Why is v[19] resetting to Z everytime the skill is used?
Z should be getting added to its existing total every time
>>
>>121339421
+=
>>
>>121339583
Tried that, then using the skill doesn't change the variable at all.
>>
>>121339421
MV or VXA?
>>
>>121340180
MV.
>>
>>121339690
Try initialising the variable, i.e. setting it to 0 at the beginning of the battle. For some reason, MV variables don't exist unless you do this.
>>
>>121340428
Hey, that worked! Thanks anon. I didn't realize variables actually needed to be set, I thought they all defaulted to 0 and could be manipulated freely from there.
>>
>>121340428
While you're still here, I don't suppose you know how to enforce a universal cap on a variable?
>>
>>121340836
A true universal cap is a bit hard, but if you just want to cap a particular variable while incrementing it, you can use something like v[19] = Math.min(v[19] + 1, CAP).
>>
>>121341109
It's gonna bloat out the damage formulas a bit but hey, it works.
Look at this crazy shit:

x = Math.floor((b.hp * (((b.bat + (b.atk * 10)) - (a.bdf + (a.def * 8))) * 0.01)) * 0.3); a.gainHp(-x); z = Math.floor(a.hp * (((a.bat + (a.atk * 10)) - (b.bdf + (b.def * 8))) * 0.01)); v[19] = Math.min(v[19] += Math.floor(z / 10), 100); z
>>
>>121341109
Sorry, one more quick question: I know that it's possible to implement If branches into damage formulas, but I'm not quite sure how.
I'd like to have an If branch during the part of the formula that changes v[19].
Specifically:

If an enemy is using the skill, z is subtracted from v[19] rather than added to it.

If an ally is using the skill, z is still added.

Feel free to tell me to fuck off if I'm asking too many questions though.
>>
Aww man you can embed youtube videos in rpgmaker MV, but when you hit play it says sorry there was an error. Wonder if there's a workaround.

As a shitty webdev it's really fun tinkering with MV since it's renders games in a node-webkit. Can finally relatively easily pause and seek in videos, always frustrated me.
>>
>>121341847
s = a.isEnemy() ? -1 : 1; v[19] = Math.min(v[19] += Math.floor(z / 10) * s, 100)

Of course, then you might have to use Math.max() to make sure it doesn't go below zero...

I strongly recommend you get Yanfly's Skill Core so you can shove all of this in the notebox instead of the damage formula box.
>>
>>121342176
>I strongly recommend you get Yanfly's Skill Core so you can shove all of this in the notebox instead of the damage formula box.
I did consider that, but that's using the Action Sequences, right?
Don't you have to set up all the graphics and animations when you're doing that? Or is there a way to only specify mechanical stuff and leave all the visuals at their default state?
>>
>>121342327
No, there's a notetag that allows you to execute arbitrary code when you use a skill. The action sequences are part of the Battle Engine, which is a different plugin.
>>
>>121342461
Ohh. My mistake. I'll go look into this then.
I sure hope you're still here in about ten minutes, anon.
>>
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I just finished Space Funeral.

Does this game have an explanation?
>>
>>121342461
Started fiddling with it. It does seem like it'd be muuuch tidier to do things this way, but there are quite a few issues as well.
The a.gainHp(-x); part of my formula stops being accompanied by a damage popup, v[19] is altered even when the skill misses, and the skill seems to be broken for enemies (always does 50 damage for some reason).

So I might have to stick with the formula box method, even though it's clunky as all hell.
>>
>>121343454
Yeah there's actually a bug with that plugin that treats everything as a Before Eval instead of what you specify it to be, which I suspect is the cause of some of those issues. (Yanfly hasn't noticed this, which I find a bit amusing.)

Anyway, if you're fine with the damage formula box then just go with that. A small warning though, if a battler has one of those skills, make sure you don't ever set them to autobattle. They will actually execute that formula to decide what move does the most damage.
>>
>>121343790
Thanks for the warning. I don't intend to have autobattle in my game so I should be good.
Thanks for the help, too. All I need to do is add the Math.max in the right place and I think everything should be working perfectly.
>>
>>121343235
It was a typical RPG world, but the pursuit of greater forms of existence ultimately broke everything down.
You go sort out shit over in the City of Forms which is where all this trouble started.
Basically, Plato is saying, "Damn the RTP graphics, damn graphics at all, go and follow your dreams"
Seriously. Theory of Forms.
Also, great soundtrack.
https://www.youtube.com/watch?v=e2FSqFxXeTY
>>
Do ALL skills use that 'well, what is it' animation? I want a skill that uses the same sword swinging animation as the standard attack.
>>
>>121345075
Wow, seems like the only way to do it is with Yanfly's plugin. That's such a basic feature that you really wouldn't expect to need a plugin for it.
>>
If anyone download the version of Battle Commands I posted yesterday, it's broken beyond all fuck.

Please re-download: https://www.dropbox.com/s/czmjwaugjzcxwfv/BOB_BattleCommandList.js?dl=0
>>
>all hyped to make a new game
>look around other projects
>they all have custom graphics, custom plugins and shit
>i'm using DLC and RTP graphics and free plugins made by others

Way to kick a man while he's down
Do people even give a glance to RPGMaker games done with default stuff these days?
>>
>>121329467
Try giving a larger timeframe
Let's make the goal finishing a game by Christmas, as a gift to the fellow posters
>>
Variable 19 needs to be increased by 20 whenever an enemy dies in battle, and decreased by 20 whenever a party member dies in battle.
Besides creating a thousand If branches for every party member who could conceivably be participating in a battle, any ideas?
It'd be so great if it was possible to just write 'if guy in party slot #1 is dead'.
>>
>>121348171
It's not like graphics are all that make a game good, the writing and gameplay are pretty defining factors too.
>>
>>121349428
It doesn't matter how good your writing or gameplay are if people never even test your game because "hahaha using RTP using the char gen what a chump"
>>
>>121349631
You know that's only some of the folks here right? A lot of people don't even know what RTP is and can't even tell if a game was made with RPG Maker. Hell, I'd still play a game with RTP so long as the rest of it was good.
>>
>>121348171
>>121349428
>>121349631
>>121349727
>>121348776

Just make the fucking game and worry about original assets when it's finished. Common sense.
>>
>>121349784
>basing an entire game based on default art assets and changing them when the game is over

That's terrible advice, man.
>>
>>121348171
Marketing. Also, writing and coding. As has been said before, if you make something good, its easy to attract talent for the assets you lack.

For example, you can't even play my game yet. It's a Youtube series.
youtube.com/user/253entertainment
The combat is still way unbalanced outside of these highly-scripted boss encounters.

However, I did a good enough job pushing the project to get auditions from voice actors I feel I didn't deserve. At the end of the day, you have to give the audience an experience. It's about the whole overcoming the sum of its parts. Your belief in your project will drive it forward, everything else be damned.

>>121349631
There will always be people ready to deride you for using stock resources. This is RPG Maker, after all. They can complain 'til the cows come home, but the people who have RTP games up on Steam are laughing all the way to the bank. They believed in their project, and they completed it. That's the bottom line. If RTP helps you *finish* a project, then use the RTP and let the haters hate. A finished RTP project will always be superior to an unfinished, unreleased dream game with half-completed assets. Always.

Believe in yourself. Believe in your project. Do what is necessary to climb the mountain and release a finished product.
>>
>>121349865
Unless you're making something with a narrative specifically tied to its aesthetics, graphics are and will always be a secondary feature. There is no downside to focusing on your game's presentation after the mechanics and content are finished.
>>
>>121349865
Not that anon, but I don't think it's that bad, what makes it that much of a problem?
>>
>>121349865
With enough business sense they can compile a demo and use that as leverage to commission an artist/composer. Nobody said the whole game had to be in a finished state to find outside help.
>>
>>121349985
>There will always be people ready to deride you for using stock resources. This is RPG Maker, after all.

Look at LISA, it uses custom graphics and people still complain about how it was done in RPG Maker.

Just finish your game, if you can hire someone to make custom assets later then cool, if not then work with what you have. Maybe your next project will be better.
>>
Ideas guy here with a mindblowing video game idea.
So, for my game.
Seriously guys, listen to my idea.
Okay so, there's this teenager okay.
Guys you have to listen properly.
So anyways, there's this teenager who becomes the chosen one and is the only one who can wield the giant sword of the chosen one. In order to restore peace, he goes around the world destroying evil and gathers companions to defeat the evil lord from hell.
What do you guys think?
>>
>>121350475
There's no ancient evil that awakens?
>>
>>121350385
This, seriously. I can imagine someone on /a/ lambasting animators for taking photographs and filtering them to use as backgrounds. Any kind of perceived shortcut can get you flak.

>>121350475
Epic. Simply epic.

Not completely original, but it can work. Who is the main character? How did they come to find out they were the Chosen One? What's the Evil Lord from Hell been up to before the Chosen One begins their quest?
>>
>>121350631
The ancient evil was always residing on Earth and no one was aware of its presence!

>>121350670
The main character is Tyrone Smith. People acknowledged him as the chosen one when the Kool-aid tattoo was shined upon his wrist. The Evil Lord, Kyle King Klamson was gathering resources and followers to conquer the land above! It's all up to Tyrone to restore order and peace in the land of Srove Gtreet!
>>
>>121351019
If you make the main character a transgendered animal person then I think you'll get a really strong following and make it big!
>>
>>121329308
VX ACE had the best bunnygirl
>>
>>121348776
Nevermind, I just went with the clunky approach and made a shitton of if branches.
>>
Anyone using MV right now?
Is it any good?
>>
>>121352451
bruteforcing things is the rm2k3 way

i miss my gigantic common events
before scripting became a thing i was top of the crop, dammit
>>
>>121352587
Way better than VX
>>
>>121352587
Crap. Not worth even the trial. Stick with RPG Maker XP.
>>
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>>121353307
>RPG Maker XP
laughingwhores.bmp

Also, my Battle Status Ex plugin has finally reached version 1,0. In the screenshot, you can see the 3 supported face states (in order from Debug1 to Debug3) Waiting, Inputting, Undecided.

Notetags, Actor:
<BattleFace state: index, graphic>
State is the actor's current state in battle. See the states section for more info.
Index is the index of the face in the faceset. It starts at 0 and goes to 7 by default. The first face in a faceset is 0 and the last one is 7.
Graphic is the filename of the faceset to use for this face. It must be located in the img/faces folder.


Get it here: https://www.dropbox.com/s/iexkxn16f0yz8ze/BOB_BattleStatusEx.js?dl=0
>>
>>121354050
compatible with yanfly battle engine stuff?
>>
>>121354050
can i suck your dick
>>
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>>121354123
Yes, but you have to set the YEP_BattleCore parameter 'Lower Windows' to false for it to work properly, otherwise the skill selection window is retarded.

>>121354253
a-anon, i
>>
>>121354623
Yes, but you have to set the YEP_BattleCore parameter 'Lower Windows' to false for it to work properly
I've been using both and it seems to work fine with lower windows set to true
>>
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>>121354831
Try opening a skill window. It will be crunched up in the bottom-right corner of the screen.

This is what it should look like.
>>
Is there a resource pack for the generator with more facial expressions?
>>
>>121355014
Doesn't do either of those things for me. Instead the skill selection window overrides the main command window and appears in the same place, bottom of the screen, but not 'crunched up' and not towards the right.
And I'm fine with it, looks good.
>>
>>121354050
>>121355345
Regardless, I added a parameter to allow people to leave the Skill Window alone. I also fixed an issue with skill window columns. Sorry!

New Version: https://www.dropbox.com/s/cbtnap25b0imynz/BOB_BattleStatusEx.js?dl=0
>>
>>121355735
let me please suck your dick
>>
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>>121355735
Thanks brah
>>
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>>121355781

I'm going to start my socketing system plugin now, because Yanfly's item upgrades plugin is not what I need, because reasons.
>>
How do I git gud at making maps?
I spend the entire day making a simple map anyone else would have made in 10 minutes.
>>
>>121357361
Well, you have two choices

>How do I git gud at making good maps?
By spending an entire day on it instead of 10 minutes.

>How do I git gud at making maps?
By exploiting the Load tool.
>>
will there be more rpgmaker mv updates/patches?
any bugs currently known?
>>
>>121357491
>By exploiting the Load tool.
wait what
how?
>>
>>121358174
Load a sample map and either play around with it until it no longer looks like a sample map, or copy out parts / use parts for inspiration on a greater map. It's a tool to be used.
>>
>>121358365
where can i find sample maps
>>
>>121358434
same place you make new maps just right click.
>>
>>121358434
Right click where you make maps and click "Load" instead of "Create New Map."
>>
>>121358536
>>121358609
wow
just
wow

i honestly didnt knew about this
>>
>>121336462
Now I'm here, what's your email?
>>
>>121354050

I'm not very familiar with MV
I've installed the javascript
But where should I enter the battlething notetag ?
>>
>>121359421
In an actor's "Note" field. If you open the database, select "Actors", then select an actor, you should see a text field in the bottom right that you can type in. Put the BattleFace notetag there.
>>
>>121350475
>the evil lord is the mc's big brother
>the sword is evil and will eventually turn mc into another evil lord
>his companions manipulates him to destroy people they dont like
and the biggest plot twist:
>the game has zero lolis
>>
>>121359643
>the game has zero lolis
why would anyone ever do that?
>>
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Why does the game place these so oddly
>>
>>121359829
>the final boss isn't the evil lord
>the developer was the evil lord all along
It all makes sense now
>>
>>121359829
Not everyone is a degenerate.
>>
How can i download the NotDLCpack2 from mega? it always give an "file too big to be reliable something" error
>>
>>121360058
Because you need to actually place them on a grid and not just throw them on an image-file willy-nilly.
>>
>>121360372
I didn't place em, I bought them from a site, I thought they'd place em properly
>>
>>121352587

I like it but a lot of people with computers from 1985 have trouble running it. Download the trial.
>>
>>121343790
>>121343790
>>121343790
Yo, I just talked to Yanfly and submitted a bug report, it's fixed now. Works perfectly.
>>
>>121360468
Well in that case you got ripped off because they fucked up good.

Are you using them with the version of RPG Maker that they made it for?
>>
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>>121360468
>I bought them
>>
>>121329474
>leave post overnight
>not a single reply

;_;
>>
>>121361602
That is pretty normal. This thread is not a very good place to ask for playtesting. Presumably, because everybody is occupied working
>>
>>121361602
Well, there's only the intro so far, so not much to say about it. Though I think the text is scrolling a little bit too fast, maybe it's because I'm an ESL, but it would be nice if it scrolled a tad bit slower.
>>
Any SRPG plugins for MV yet or is VX Ace my best bet for making one?
>>
>>121362243
MV is still new
give it time
>>
>>121355052

Anyone?
>>
>>121362243
That's a very complex modification. You're going to have to wait a while before one is available for MV - especially if your 'bar for entry' is something like GubID's system for VXA.

>>121364868
There's lots. Go grab stuff all willy nilly here:
http://forums.rpgmakerweb.com/index.php?/forum/131-rpg-maker-mv-resources/
>>
>>121364868
You can get more resouces from the forum, but I haven't seen any pack that has more than 10 new useful resources. I am even thinking about releasing the few I've made to make my elf slaves.
>>
>>121365062
>>121364986

I could find plenty of stuff, but barely any mouth/eyebrow resources. It's all hair and stuff.
>>
>>121364986

It's not exactly my bar for entry.

I don't know JS at all, but part of me wonders if doing it via copious amounts of events is possible.
>>
>>121365190
If you think of bathing in the eternal fires of hell as 'a hot bath' then sure, you could create such a system using events with enough time.

Just be sure that your 'masochist' checkbox is firmly ticked before doing so - especially if you want to include an AI for enemies and NPCs in such a system.
>>
>>121365301

Oh well.
>>
>>121365190

You probably could make a SRPG through events, but really, it's probably easier to learn JS than do something like that.
>>
>>121365525

Every time I look at the scripts they scare me. Programming in general scares me.
>>
>>121343235
A good question would be... Does it need one?
>>
>>121365615
Event-code is just programming with macros/safety rails. It shouldn't scare you that much once you get to learn a couple bits of the language you intend programming for.

The Control Variable command, for instance, is just: "$gameVariable[indexOfArray] (add/sub/mod/mult/equals/etc) (number to add/sub/mod/etc)" and then a semi-colon.
>>
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>>121359551

Is this what I am supposed to write ?
>>
>>121365913

Well okay, you gave me a bit of inspiration to at least check out javascript.
>>
>>121366626
I recommend you ease in via guided tutorial than just start straight up reading up on the syntax for the language and et cetera.

Build yourself a little foundation before you try and figure out how to apply your newfound knowledge to RMMV.

https://www.codecademy.com/learn/javascript
>>
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>>121366047
Yes. Is it not working?

Also, socket system progress pic. Building my own scene with windows was so much easier than I was anticipating.
>>
How many of you are actually trying to make a game to sell?
>>
>>121367551
I am - but it's not the MV project I'm working on right now. What I'm doing right now is just stretching my legs and exploring MV for the time being.
>>
>>121367551
not me
i'm not talented enough and almost none of my assets are original by myself

i just want to have some fun and if possible make others having fun with my game too
>>
>>121367551
I'm working on a free game that ties in to my wife's graphic novel. It could be a factor in book/online sales, so I guess the correct answer to your question is "kinda."

If it goes over well, I'll probably work on my own original concept.
>>
>>121367551
The tilesets/pictures and the scripts are not mine so my game is going to be free as in free of charge.
I don't have the confidence to think people is going to play my game so that also kills the motivation.
>>
Having a hard time editing sprites because im immensely untalented at it.

It was pretty easy to remove a characters arms and make it look like they were in an armbinder for VXAce, but MV's sprites are bigger and that makes it more difficult.
>>
Bobstah, I'm not making a request here, I'd just like you to tell me how easy/hard this feature would be:
Scrolling numbers. Meaning instead of just going from 200 to 100 HP after an attack, you go 199 198 197 196 rapidly.
>>
>>121369129
You probably want it styled like Earthbound, where if you heal before 0 HP, they live.

I'll talk about how hard it would be to do it without that.

Right now, there are no threading (timers in JS, basically) running that you can re-purpose for your own needs. You would have to modify the basic scene to call an update function inside of whatever loop is that waits for user input. You'd need to make that function empty at the Scene Base level, then overwrite the prototype at the Scene_Battle level.

Inside of Scene_Battle, you'd need to create a new object representing each actor currently in battle. Then, you'd need to set the actor's current target HP (meaning damaged or healed), and the amount that was done. Then, every action taken against said actor needs to evaluate the current HP tick, how many more ticks are remaining, and how much we are changing it on top of that.

I'd rather write a Dark Souls style messaging system for MV (which I'm totally going to do eventually).
>>
>>121369808
Oh, no, I didn't mean scrolling numbers in any gameplay context. I meant pure cosmetics. Most RPGs do it.
>>
>>121370047
>I'll talk about how hard it would be to do it without that.
I described how to do it without any gameplay context, anon. It would be much more difficult to do it with gameplay being a factor.
>>
>>121370047
Like, your Hp goes from 200 to 100 in the span of a single second, but if you were to pause it during that second you might see a '164' or a '139'
>>
>>121370202
Oh, sorry, reading comprehension is patchy today. Thanks for the answer.
>>
>>121369808
Since I got a similar question as the other anon, I'd like to ask to you, Bobstah. Another feature I that like a lot, in Earthbound, is the 'SMAAAAAAAAASH' text and sound when there's a critical hit. How hard could it be to script it? As the other anon, not requesting, just asking.

Just to clarify, I'm not making neither Earthbound/Undertale styled game.
>>
Would there be a way to circumvent the game-over screen?
Like rather than being sent back to your last save and reverting all your earned xp, found items, etc etc. it sends you back to a checkpoint.
>>
>>121371503
Playing a sound on crit should be really easy. The special text would be a little difficult, and I'm not entirely sure how screen flashing works. It's probably just a function.

It would be easy to add a combat message that says SMAAASH! and play a specified sound effect during critical hit while flashing the screen once or twice. It wouldn't be all fancy, though. Drawing a picture inside of the message window might work too.
>>
>>121372095
Isn't that already built in? Just set a "When Defeat" condition to a fight that teleports you back to an X,Y:M coordinate that you stored in variables.
>>
>>121372134
I was more interested in a battle animation that makes, letter-by-letter, the word "SMAAAASH", but understood. Thanks!
>>
>>121373709
Oh, battle animation should even be easier.
I'd say that a good fit for what you want would be 'Common Event on Crit', then you could add the animation etc there.
>>
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Planning to complete this battle bg today.

>>121374539
But how could I detect if player's (or enemy's) attack is critical? Sorry if it's something ridiculously simple.
>>
>>121375125
It would have to be done via a plugin. There isn't any way to do so through eventing.
>>
>>121375125
That looks really nice, man.
>>
>>121375517
That's sad. I'll try and fail after that. Thanks!

>>121375565
Thanks!
>>
https://www.youtube.com/watch?v=01rRuUvv1-o

Someone make this possible for MV!
>>
Just gotta wait for one more plugin to come out and everything I had planned for my combat system will be implemented.
>>
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Hell /rpgmg/, I'm using VX ace with Mog's EX weather script (http://www.atelier-rgss.com/RGSS/System/ACE_SYS08.html), and I'm having some weird problems which are hard to figure out because I can't find any relevant posts online, so I'm gonna ask here.
Basically, I'm using this script for the much better than RTP rain effects, and for the most part, I'm happy with them. I have the rain script call on a parallel process in an event, and normally it looks good, but when I open a message box, the effects get thicker and brighter, as seen in the picture. I'm trying them in a new clean project so no other script is interacting with it. Also, the rain is basically invisible in a still which is why you can barely see it in the image. I'm beginning to think that its faintness is a result of me running the rain script in a parallel process and not an autorun event, but I really prefer the faint version. I don't really expect anyone to know how to help me, but if anyone here has used this script I'd appreciate anything you could tell me about how I'm being retarded.
>>
>>121376405
>I'm using VX ace
lol
>>
>>121376574
He said Ace, not vanilla VX anon.
>>
>>121376574
Is this really what this general is devolving towards? Not even him, just disappointed in you.
>>
>Photoshop suddenly keeps crashing even before opening
>Have to download a new one
>Can't work in a sprite I needed
>Work in something else
>Lose motivation because I don't want to skip things
>>
>>121358650
[email protected]
>>
>>121375890
Here you go, anon. A Critical Event plugin, just for you:
https://www.dropbox.com/s/j4anz1cnom0iyxn/BOB_CriticalEvents.js?dl=0

Make sure you set the parameter!
>>
>>121377115
Just use GIMP.

The only thing you need to know is that you "save" images with the "Export" option, not the "Save" or "Save As" ones since those don't let you choose desired filetype.
>>
>>121377206
http://save-point.org/thread-422.html

make this
>>
>>121377115
I get that way a lot, where I get hung up on a specific idea or problem and then have trouble ignoring it. The reality, I find, is that it's always worth it in the long run to work on SOMETHING while you have motivation. That being said, this FUCKING RAIN GARBAGE is really annoying.
>>121376574
>>121376895
>>121376850
So I'm starting to wonder if the faintness of the effect when used as a parallel process is even intentional. I would not be surprised if something else is going on here. It could be that the version of the effect displayed during the text boxes and when using autorun for the weather is the correct one, which isn't worst case scenario because i can always draw my own rain sprite, but that raises the question of why this happens in the first place, IF that is the case. Sorry if I'm ranting, but typing stuff out helps me think.
>>
>>121377457
No.

pls no bully
>>
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>>121377676
>>
>>121377115
Today I pay the fee to use PS, because I work with it. But you can download the trial via Creative Cloud, and substitute the amtlib dll. it's pretty easy.

>>121377206
Holy shitzo, Bobstah! Thank you SO much! Will try it now! Thank you again!
>>
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>>121377917
>>
>>121378083
No problem. I tested with a standard Show Text common event combat upon crit. In theory, you should be able to do anything from there.
>>
>>121377206

You're a good and handsome man
>>
page 9 bump
>>
Lads I'm going to do it, I'm going to make a harry potter game in rpg maker.
>>
>>121384062
The absolute madman!

A proper Hermione Trainer?
>>
>>121384153
No more XXX game projects until I finish my current one.
I just want to make something where the mudbloods are wiped out.
>>
>>121384264
>No more XXX game projects until I finish my current one.

boo
>>
ROWS PLUGIN WHEN
>>
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It's being hard as fuck (literally) to make hand-drawn animated enemies, even those simple fuckers. Afraid of how hard will be animate the main character (that probably will be a bear). Also, the battle background still incomplete.
>>
>>121389360
digging the pop up letters
maybe animated enemies is too much work?
>>
Is there a script yet that lets you select locations from a world map?
>>
>>121389889
you dont need a script for that
>>
>>121389521
Thanks! I think it is, but I'm trying to keep them simple, making it much easier.

>>121389889
Like the other anon said, I think you wouldn't need a script for that. What exactly do you want to do?
>>
>>121390234
>>121390082

I guess I could make the player's sprite into a cursor while on a world map, but that might be really awkward.
>>
>>121390714
I don't think, so. Did it a lot, in RK2k3. Really don't think it would be awkward. I hope there's a mode-7 plugin for RMMV soon, then we will be able to reproduce Secret of Mana/Demon's Crest/FF travelling systems.
>>
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Coming up with tessellations that don't look like poop is hard.
>>
>>121391689
Looks cool. What's your project about?
>>
page 9 bump
>>
>tfw your two new plugin posts on rpgmakerweb haven't been approved but a lot of other people's have
>tfw i have no face
inb4 nice meme arrows, friend
>>
>>121395382
>>You should make a javascript keylogger and kill them all.
>>
Someone please encourage me to keep working.
>>
>>121395832
Give up, you're not going to get anywhere
>>
>>121395832
Keep working, dude. Tell us about your lewd game, and we're get weird boners.
>>
anybody making earthbound/undertale clones?
>>
>>121395983

Sorry, there's nothing lewd in my game.
>>
>>121395832
I was supposed to make a game demo within a week of MV's release. I'm not done yet.

Suffer with me.
>>
Anyone else want to do a MV Christmas game jam?

I want to experiment with some gameplay elements that I want to use for the game I am actually working on. It'd also help me get more familiar with MV.
>>
>>121395832

Give me one of your characters I'll draw fan art!
>>
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>>121395764
Oh, they did approve the post. It was pushed off the front page almost instantly.

Also, if that anon who inspired this battle look is around, your plugin's thread is here:
http://forums.rpgmakerweb.com/index.php?/topic/49459-bobstahs-battle-status-extended-10/
>>
>>121397925

I think you already did.
>>
>>121397660
Would be cool.

>>121398106
The power of fear. Great script, btw. Will obviously use it. Congratulations.
>>
>>121397660
i'd be up to it
i'll even restrict myself to using only the sample maps and default DB stuff to grant myself to finish something
>>
>>121398771
>>121398908
Awesome. I'm in, then. I'll try to make a Christmas-themed game that's at least 30 minutes to an hour long.
>>
>>121399152
Someone could set a Wikia page + a 1st post announcement for it, then.
>>
>>121399338
I've literally never posted anything to a wiki. Anyone else feel up to it?

Also, my socketing plugin isn't gonna get finished if I have to into wikia.
>>
>>121399338
>>121399492
dont we already have a wiki in the OP
just add a page there
>>
>>121398523
So? I'm currently not doing much
>>
>>121399492

Sure, I'll make a short Christmas game. I might actually get it done if it's 30 minutes - hour.
>>
>>121376405
My only guess would be that perhaps talking doubles the rain effect, causing the sprites to overlap which makes them appear thicker since it's transparency is cut in half.
>>
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Wtf RPGMAKER XP can do this yet it was never duplicated for later makers?
>>
>>121404226
because you can use other engines to make 3D crawlers
>>
>>121404226
But it was.
>>
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Random webm
>>
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Not sure if I'll keep this dialogue, but it's progress nonetheless.
>>
>>121405281
thats not a boat, its a raft
>>
>>121405281
Cool. Just think it sucks to have the name of the map, as if you were changing it (and I know it's because of the raft's graphics).

>>121405429
VERY nice art, m8!

Does anyone know how to remove the effect of when an enemy uses a skill. I think it plays when the player uses too, but I think it sucks a lot.
>>
>>121405429
Hrm. The text implies she didn't use the light switch, but I'm missing how the lights actually turn on.
>>
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Should be putting my little monitor effect out in the released section of RPGMW and up on here pretty soon. I'm just relabeling stuff and commenting things at the moment to make sure people can rip this simple thing apart if they need to.

>>121398106
Here's hoping mine gets in just as nicely.

It'll be a zipped archive because it includes some default art assets. Hope y'all like it.

For now, I need to quickly finish up this last bit of failed work today and get an invoice written up.
>>
>>121406369
>the name of the map
Just noticed this was happening, now is fixed.
Not really changing the map, just moving the actor from the land to the water. The graphics are just the actor getting a new sprite and the raft becoming transparent.
>>
>>121406782
oh yeah, forgot to explain that, she claps her hands.
Can't really show that via screenshots.
>>
>>121407465
Oh, good. I like that kind of humor. I just couldn't see how it fit together.

Your game is looking good, robutts.
>>
Admit it! Your games will be full of memes!
>>
>>121408237

It wasn't going to be, but thanks to your post it will.
>>
>>121408237
I'd rather not?
>>
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>>121408237
thats not how it works
to make a really great game you have to remix existing memes or create new ones, like undertale did.
>>
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>>121408237
of course
>>
>>121408530
Judge me, but I didn't played Undertale. What kind of memes does it have?
>>
>>121408720
Homestuck memes
>>
>>121408776
Explain
>>
>>121408989
I'd really rather put that part of my past behind me, thanks
>>
Why does no one ever make field map tilesets? Why? Why? Why???
>>
So much creativity around here, and I'm just like, uuuuuuuh.
>>
>>121409374

I have a lot of creativity in my head, but I lack the talent to do anything with it.
>>
>>121409374
Hi there!

You seem to have made a bit of a mistake in your post. Luckily, the users of 4chan are always willing to help you clear this problem right up! You appear to have used a tripcode when posting, but your identity has nothing at all to do with the conversation! Whoops! You should always remember to stop using your tripcode when the thread it was used for is gone, unless another one is started! Posting with a tripcode when it isn't necessary is poor form. You should always try to post anonymously, unless your identity is absolutely vital to the post that you're making!

Now, there's no need to thank me - I'm just doing my bit to help you get used to the anonymous image-board culture!
>>
>>121408720

None he's just shit posting
>>
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>>121409845
im sorry but im pretty sure the dogs and the skeletons have created a lot of memes
spaghetti
>>
>>121410438
hOI!!
i'm temmie!!!
and this is my friend,
temmie!!
>>
>>121409083
If you don't explain, you're full of bullshit.
>>
>>121410740
I could not give less of a fuck if you believe me or not, son
>>
>>121410938
Then you're full of bullshit. Fuck off.
>>
>>121411114
Wow, you're angry for some reason
You should calm down or you'll die early
>>
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>>121411205
I'm not angry at all, actually. I just type angry, I guess?

I'm actually more tired, if anything.
>>
XP users have the best looking games.
https://www.youtube.com/watch?v=s3SQI-FU-7w
>>
>>121413763
Doesn't matter if the game never comes out.
>>
>>121408720
Gutsman Ass.
>>
>>121413763
Or the most stylized anyways. Everyone else uses default graphics, or if they download a script like Mog's menu system they don't even change the presets.
>>
>>121413763
But they can't 16:9, can they?
>>
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Last progress pic of the socket system for tonight. Thoughts/suggestions?

It took me a few hours because I had to rewrite my socket inheritance.
>>
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>>121415221
It's been possible with hacks for years, but the "official" forums won't approve. Just like they don't approve of ripped graphics and chase off anyone who wants to make an authentic looking fangame.
>>
>>121415284
Stop, dude! STOP! Kidding. Thanks for the awesome plugins! But what's the difference of your plugin to Yanfly's?
>>
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>>121416303
>Stop, dude! STOP! Kidding.
>>
>>121416414
I'm a foreigner. I don't know how to use words.
>>
>>121416303
You can get the items back out of the sockets, and set a gold price to socket an item to imitate a shop.

Also, I'll probably go crazy with prefix/suffix stuff too.
>>
>>121413763
XP also has built in fog effects etc. not to mention you can have every tileset used in one area.
>>
>>121417073
thats the only thing i miss about XP and earlier: mapping
it was easier and better
>>
>>121416969
Icons. Icons everywhere, please.
>>
>>121417945
It will have icons for each socket, and if the socket is filled, an icon for the item filling the socket instead.
>>
>>121392438
Main plot: A clown who fights weredragons.
Overarching theme: Humanity's pointless attempt of dominating forces that are inherently beyond its control.
>>
>>121418367
I love you.
>>
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>>121417073
User animations for skills AND weapon animations.
You have no idea how useful this is.
>>
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XP sure is fancy.
>>
>>121419153
>we will never have proper map layers back
>>
>>121419240
=(
>>
>>121419153
>removing map layers
Who thought this was a good idea? The mapping in VXA and MV is garbage
>>
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>>
>>121368424
You should just go to any forum with a resource request board for something small like that.
Recolors, Icon formatting, Title screens, Character art. I mean, people use to do that stuff for free.

Use to. They're not all high school students with too much free time anymore. More like, 30 sumthings with kids and money problems.
>>
>Working on a game
>Come up with an idea that I like better but would require trashing everything I've done so far
Every goddamn time.
>>
>>121427537
https://www.youtube.com/watch?v=ZXsQAXx_ao0
>>
>>121415284
If you want some sprite art for that system lemme know and I'll toss some stuff together for you for free. I'm feeling generous because I got paid for the first time in forever for making an /rpgmg/ anon a sprite on commission.
>>
>>121427858
yes.. I am that guy! I want Dinosaurs! make lots!
>>
Any good hut tiles? For like a tribal village?
>>
>>121421561
This pisses me off so much.
Why the fuck won't the RPG Maker devs release default assets that look like XP? This is what everyone wanted. Not the chibi horse shit that VX Ace and MV have.
>>
Where were those pictures with the names of all the cover art characters again?
>>
>>121427993
Haha, sorry. I'm in more an interface sprites sort of giving mood.

>>121430269
They're more partial to the whims of their fans in Japan and I guess people appreciated the chibi/anime art style in VX/VXA more than XP.

They'd probably consider releasing XP assets - if they knew there was profit beyond covering the costs to make a suite of XP-RTP style assets.

Also, it's worth noting that the assets shown in those shots came from the community - not the company. Inquisitor's tilesets are amazing but they're also not official.
>>
As someone whose never used RPG Maker before should I just start out with MV? The resources at the top of the thread seem outdated and don't talk about it much.
>>
>>121430269
The XP RTP was the most boring one of all visually. All the good stuff like the tiles in that screenshot were made by users.
>>
>>121431694
There should be a trial for both VX Ace and MV. Try out both and then get the one you like the best.
>>
>>121430269
Kids these days don't know what's good, that's why. Back then (<2005) RPG Maker had touch of Berserk in its arts, that's why they came up with semi-gritty tileset.

These days everyone wants to make SAO fanfics, that's why MV is all about expressive bubbleheads and everything is done in soft color and gradient.
>>
Am I wrong in assuming I would need some kind of plugin in order to implement something similar to Etrian Odyssey-like binds in RPG Maker?

In case anyone is unaware, binds are like status ailments tied to different parts of the body (head, arms and legs) and when you're bound you're restricted from using abilities that use that body part (along with other effects, leg binds lower evasion and stop you from running away)
>>
>>121433747
That seems to be the case.
>>
>>121431069
http://www.rpgmakermv.co/threads/mv-character-gallery.230/
>>
>>121433667
RM95 was the only good RPG MAker
>>
File: snacksthumb.png (22KB, 85x104px)
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Din Din here. Just dropped by to say that the collab is going great. Fixed most of the suggestions you guys told me to fix. Will have it by Monday.

Hopefully.

Don't kill me if I show up a day later though.
>>
>>121435726
Day or two is fine, so long as it doesn't take too long after the deadline.
>>
>>121435726
Shit, really? How fast do people finish their work on these collabs because that's crazyfast.
>>
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>>121437450
Really? 2 weeks is plenty of time if you're not occupied with work, classes or anything else to be honest. Besides, most of the work is already done. It's basically continuing the story and map building, unless you decide to go the extra mile, which I'm kind of doing too.
>>
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>>121438297
DiM took me about 5 months to work up about an hour of content. Ouroboros:TS took me about 1.5 months and wound up at 40~ minutes.

Granted the above games are totally custom and all their scenes are hand-painted. Like just this one image from O:TS took me a whole afternoon to make and its contribution to that game is about 20 seconds of gameplay.

I don't normally work with just the RTP itself and it looks like each chapter is about an hours' worth of content. I'm concerned about how long it'll take me to get an hour in to the game if it took me 5 months to get an hour with totally custom content.

I dunno it's just shocking to hear how quickly you've put all that together compared to how slowly my prior work has gone.
>>
>>121438773
I'm sorry. Please don't be angry at me.
>>
>>121439293
I'm not angry. I'm impressed and a little intimidated.
Just kind of taken aback and wondering how much more gameplay content I could've made in the past two years if I used mostly RTP assets.
>>
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>>121438773
>>121439513

My chapter (Chapter 9) took two and a half weeks. It is probably one of the shortest chapters too, but I was eventing the main custom feature into a satisfying working state.

Some of the "long" chapters are just padded with battles anyway so you shouldn't really base yourself on those for the length.

tl;dr, Don't worry about how long your chapter has to be, if it's good and memorable, it'll be fine.
>>
How do I check if a character step on a region in MV?
>>
>>121438773
>>121439513
To be fair, it is kind of advised to be done with your chapter within about two weeks in that wiki page with the rules. We won't enforce it but it's generally encouraged to try and get it done in that timeframe, lest we have a repeat of that one incident.
>>
>>121441806
>incident

You can't just say that and not tell us what happened, anon. Fill us in.
>>
File: b2QQ9L2.png (420KB, 976x914px)
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It's so damn...open and plain.
>>
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So, when we talk about cliches, it's usually centered around character tropes, but what about map tropes?
>>
>>121442025
I worded that in a really overdramatic way, didn't I?

Well it's not much but it did almost kill the collab game. One of the guys took a few months to get his chapter done and it was kind of mediocre in the end. It honestly caused a lot of the interest in the collab game to flat out die for a long while. That chapter's the reason we even have a suggested time period for working. There was no limit before that.
>>
I guess I'll just do my best! And stay under 2 weeks!
>>
>>121442214
kek
>>
should I buy rpg maker XP
>>
>>121441474
By putting an event on that region and select on-step-into interaction (as opposed to on-button-pushed).
>>
>>121442214
Cultural cliches causes map cliches.

See? It's about the usual elves, the usual dwarves, the usual hobbits, the usual orcs, the usual dragons. Unusual creatures causes unusual maps. If you look at very old DND books (early Greyhawks, or the ever-venerable Spelljammer) it's full of maps that were anything but 'cliched'.
>>
>>121442557
I think you saved it without knowing it. Having a 2 week deadline streamlines it, forces the contributor to work on it and discourages goofing off.

When a contributor offers to help, then you know they have time off to actually work on it because they know about the deadline.

So thanks anon. Whoever you may be.
>>
>>121444462
It wasn't me who decided on the two week thing. I believe Duwang and another person, Cortop perhaps, were the ones who decided to set up the limit. I showed my support for it but I didn't decide on it personally.
>>
>>121444584
Nuh uh, it was all you!
>>
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>>121442557
Wait, is this why that one chapter was ridiculing the author of the previous chapter? It never occurred to me that such a thing happened to this collab.

I assumed it was the collab I was in, which did die...R.I.P. Alicia and Byrne
>>
>>121445320
>I assumed it was the collab I was in, which did die...R.I.P. Alicia and Byrne

I was wondering what happened to that one. I recall we had a similar 1-2 week timeframe to work on things from the beginning. although I left before my part ever came around because I just go so burnt out creatively through my own game I just had nothing to offer.
>>
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Alright, I'm deploying this monitor add-on.
If you have any issues please let me know.

Note: This plugin doesn't adjust/override any base window settings. There are some overlaps. Also, the default assets are scaled to work with a screen resolution set to 1920x1080.

All you need to do to install it is extract it into your project's base folder and install/enable the plugin in the plugin manager. There are presently no settings to configure.

https://drive.google.com/file/d/0B2NeAD8R97TTZUJlWjUwTFFQT2s/view?usp=sharing

(Oops forgot to include a pic)
>>
>>121446475
Is there a way to enable it for certain scenes but not all? Like character looking at a security camera feed?
>>
>>121445320
>Wait, is this why that one chapter was ridiculing the author of the previous chapter?

Yes, yes it was. Needless to say people were pretty mad at him for what he did to the collab game. I do think the hate went overboard, though at least we have a stable workflow now because of it.
>>
>>121446693
Yes. Lines 138 down are where the bitmaps are updated and drawn. I haven't found a good way to make it appear on only certain scenes yet.

A quick way to do it would be to wrap up those bottom sections in if(){} checks which reference a $gameSwitches[] variable, that way you can turn it on and off via a Control Switch event. I could do that for you if you'd like.

Right now though the script is either on or off and only applies to Scene_Map.
>>
page 9 bump
>>
ah, it's dying, it's dying
>>
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Early morning Sockets progress pic.
>>
>>121453370
Just pointing out this earlier reply/offer in case you missed it. Hitting the sack now but I'll be back in 6-8 hours. Lemme know if you're interested and if so what you'd like.

The reply/offer being pointed out: >>121427858
>>
>>121453452
I'll definitely take you up on that offer.

I'd want the art to be free to use in commercial and non-commercial games though, like all of my plugins. Does that work for you?
>>
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More progress, more icons.

Also, page 9 bump.
>>
>>121445320
Sorry about that. In retrospect, I really wasn't in a good mental state at the time, and probably should have realized so sooner, before my part of the collab started up.
>>
>>121455693
That's beautiful!
>>
Does anyone here have a complete collection of oldies RPG Makers such as 95, 2000, 2003, XP? Or at least the tilesets? I need them for... research.
>>
Hi /rpgmg/, hope everyone's having a nice comfy time working on their projects.

A while ago I started work on a project of my own and actually made some decent progress, but I hit a snag that, after spending literally two weeks trying to fix, ultimately led to the implosion of my enthusiasm. Maybe one of you can help get me back on track.

See, I have an ice-themed boss and I really wanted to make a cool ability set for it. Two of the skills were named "Freeze" and "Shatter" and they did pretty much what it says - the first one would freeze a character, then the second one was supposed to only be used if there's a frozen character on the field, and only on the frozen character.

I think I found a script that would make a skill only be usable if someone on the field has a certain status effect, but I could never get the skill to only target that specific character. Any ideas?

tl;dr: How do I make a skill which is only ever used on characters that have a certain status effect on them?
>>
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>>121457892
Thanks! Have some progress.

>>121458656
MV or VXA?
>>
>>121458968
>>121458656
Oh shit, sorry. VXA.
>>
>>121459132
Have the freeze skill set a switch, then have the enemy use a skill that calls a common event that checks the party for the first actor that has the Shattered state, then have the boss use the shatter skill on that actor.

I think.
>>
>>121459269
I remember doing that. The problem with that is that if there is no one frozen that turn, the boss will waste its turn doing nothing, and I want to avoid that.
>>
>>121459490
Have the skill that calls the common event only trigger if the freeze switch is set.

If no actors are frozen, have the boss execute a filler action instead? Whatever their standard attack or skill is, maybe. It would reward the player for not being frozen, or for curing the frozen status before the boss was able to act.

Or, change the damage formula on frozen to multiply the damage by the state being present, so that it does really low damage without the state but incredible damage with it.
>>
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XP>MV
>>
>>121459902
XP is fugly as fuck
>>
>>121459490
Why not make "Freeze" a Common Event in the first place? That way you can have a conditional branch where
>IF Frozen
>>Cast Shatter
>ELSE
>>Cast Freeze
>>
>>121459902
>All those HoMM1/2 vibes
Beautiful.
>>
>>121459742
I suppose I just wanna make it look and play out like it's not a workaround for something I was unable to do the way I intended.

I think the other problem with switches was that I couldn't set the freeze switch off if the status effect faded by itself. Which I suppose it shouldn't really be able to do, so this should work, I think. Thanks!

>>121460071
I can't believe I haven't thought of that. It's so obvious, holy shit.

I'll try it out tonight after I get back from work and report back. Thanks, Anon!
>>
>>121460225
No problem. I spent like 2 years absolutely determined to never cop out with a script for the things I wanted to do. It led to all sorts of neat discoveries on how to work around the system. Even if they seem obvious in hindsight, a lot of it just wasn't easy to realize at the time.
>>
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>>121460098
>>
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IT WORKS. Now, I just need to add the socketed item's everything to the base item's everything.

Working with menus in VXA was always a struggle for me. This is the most accomplished I've felt working on a plugin so far.
>>
>>121460846
noice
>>
>>121460846
Awesome!
>>
>>121460846
Is working with menus any easier in MV? I did it once for an in-game file import interface in Ace and it was so annoying I avoided it afterwards.
>>
>>121459969
Don't you talk shit about my 16-bit waifu.
>>
>>121461030
>>121461116
Thanks!

>>121461148
Yeah, so far. The window classes are structured much better.
>>
Alright lads. I've got it updating all the window except for help, and you can remove items that are socketed (that highlighted blank space in the bottom right).

Next up, adding an item and socket item description in the help window, then making the sockets apply params, xparams, and sparams.
>>
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>>121462181
Forgot screenshot
>>
File: bske_progress5.png (400KB, 1282x721px)
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Another progress pic.

Also, page 9 bump.
>>
>>121463837
>>121462282
Looking mighty nice, Bobstah, keep 'em coming.
>>
>>121456004
>>121446106

I think I still have the latest version of that project.

Should we go and let the legend come back to life?
>>
>>121464973
Just let it die. It sucked anyway.
>>
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>>121444140
Really? Because these spelljammer maps I find look even worse.
>>
>>121465752
>Main continent is just a giant dragon
Bravo.
>>
>>121442214
There's always going to be someone new to rpgs that'll be taken in by a giant world tree.
But a RPG connoisseur will have seen it a hundred times.

When it comes to fantasy worlds, it would be pretty boring if there weren't Floating Continents. The genre demands these things because it wouldn't be fantasy without them.

I'd like to see something done with grass plains, since I'm from the great plains. But the only thing they're good for are thunderstorms and Sunsets- which you can't really do with a top-down view. Just a giant battle field for marching armies or territory for a city on the back of a giant turtle.
>>
>>121465752
It's not cliche, at the very least.
>>
>entire game set in a single modern day English town
>entire place is completely to scale (so roughly the same size as your average RPG world)
>24 hour clock constantly ticking
>takes into account days, weeks, months, seasons, years
>all stats/mechanics are realistic spins on generic rpg rubbish
>boring stuff ie public transport, hygiene etc skipped over (so for example brushing your teeth fades the screen out for 5 seconds ingame but the clock skips 2 minutes forward when it fades back in)
>combat revolves around breaking bones/drawing blood
>if you have a knife or any weapon most enemies will flee

just need a plot

thinking about maybe having something where a portal appears in the corner of some shop downtown into a magic fantasy land which you have very limited access to, and the plot revolves around people/things/concepts from there seeping into earth

would maybe kinda resemble urban shoujo a la sailor moon

has this been done before?
>>
>>121466779
I don't wanna sound like a downer, anon, but this sounds incredibly boring. You're just making it realistic for the sake of realism. Having almost the entire game take place in just one boring, real town will get tiresome quickly, because of a lack of variety. Timekeeping is also pointless unless it influences events, in which case it becomes a chore to keep track of time, because you take your time with things.

There is such a thing as too much realism, I think.
>>
>>121467000
Some people may actaully like it though. Stop being a cunt.
>>
>>121467190
Hey, I'm just giving my two cents, no need for name calling.
>>
>>121460472
What the fuck happened to rounded corners anyway? I really don't like that everything in VX Ace and MV is made of squares.
>>
>>121466779
>thinking about maybe having something where a portal appears in the corner of some shop downtown into a magic fantasy land which you have very limited access to, and the plot revolves around people/things/concepts from there seeping into earth
There is already an anime about this:
http://gogoanime.tv/gate-jieitai-kanochi-nite-kaku-tatakaeri

>entire game set in a single modern day English town
>entire place is completely to scale (so roughly the same size as your average RPG world)
>24 hour clock constantly ticking
>takes into account days, weeks, months, seasons, years
>boring stuff ie public transport, hygiene etc skipped over (so for example brushing your teeth fades the screen out for 5 seconds ingame but the clock skips 2 minutes forward when it fades back in)
How does this impact game play? ie, what happens if you don't brush your teeth? Does your character need to acquire winter clothing for winter or he gets sick, etc?

>all stats/mechanics are realistic spins on generic rpg rubbish
>combat revolves around breaking bones/drawing blood
Give some examples of how this works. ie,
player attacks giant wolf with kitchen knife aiming to pierce the head
knife misses a bit and causes a bleeding wound in wolf's nose instead
wolf attacks and hits player gets "incapacitated leg" and "stunning pain" status. player can't run anymore
player hits giant wolf with knife aiming to pierce again
hits giant wolf in the eye
giant wolf dies
player dies from his bleeding leg a 4 hours later
>>
>>121467992
Yeah look at those mountains and then look at MV's -_- WTF
>>
>>121466779
I have to agree with >>121467000
It's one of those things that would be fun to design, but not fun to play.
Coming up with modern equivalent for stuff and applying real world expectations; it's uninteresting milieu. The players are going to be more interested in character drama, high school and superhero identities, and not the world.
I mean, they might get a kick out of name play like "Burger Queen" instead of "Burger King".
>>
So I'm having a part where a character explains their backstory, and I decided it wold be better to have the player play through it instead of it just being text. But that brings up the problem of consistency. It's a flashback, so I can't have the character get stuff and later have it disappear. How should I deal with that? Lock the inventory and experience? I do want that part to not being a complete waste in terms of progression, but I'm not sure how.
>>
>>121469529
Make them not get anything.
>>
>>121469529
you could just use a swtich that remove the items from their inventory afterwards and you can make copies of monsters that give 0 exp/money
>>
>>121469529

I dunno man, maybe give the character an unlocked something for getting through their backstory?
>>
>>121469592
>>121469749
I think he's looking for a way to make it so you DO progress in some meaningful way. I don't really think there's any way to do that except maybe making this flashback happen when you first get the character. Maybe they acquire things and then lose them, and then get them back even further in your real time story? Or like >>121469919 said, just give them something in real time after the backstory.
>>
>>121469919

I guess I could make it optional and then give a reward for completing it instead of making it mandatory and giving a reward you were going to get anyway.
>>
does anyone have a text sound effect script for VX ace? the ones i'm using keep messing up for some reason and I remember someone posting one before
>>
>>121469529
I don't know the backstory, but maybe make the character lose the items he obtains in the flashback at the end, but flag each of the items and have him lose them in a place where they can be re-acquired.

So the player dumps all his stuff in a rock near the grave of his dead friends at the end of the flashback, but before the final battle he can go pay his respects to their grave and also pick back the items.
>>
>>121470408
The one I'm using is called "Moby's Script System - Text SE V1.0", and it works great.
>>
>>121469529
You're thinking too hard.
Most games handle inventory and point systems as a game mechanic, acquired by the player not the character. So the player can use whatever they've gained without breaking immersion. Like putting on that bathing suit DLC while the characters are walking through an icy tundra.

You can also play the flashback as a story being told, with some hyperbole.
"And then she asked to polish my hyper cannon"
>that didn't happen
"shut it. I'm telling the story. Where was I? Surrounded by 10 -- no, 20 monsters!"
>>
>>121470709
I've used a couple so far and they've all been giving me the same issue. pic related
>>
>>121471021
I think you might've deleted or changed one of the original scripts that handle windows.
>>
Is there a script that lets you open up the key item inventory and use items from it, sort of like an adventure game?
>>
>>121471223
weird. I didn't change a thing
>>
>>121471453
The other possibility is that you put the script at the top of all the other scripts, whereas you're meant to put it at the bottom right above Main.
>>
>>121471580
I got it now, I put it at the bottom instead though. Thanks anyways!
>>
>>121470874
I like it when you see the same events through different perspectives. In one version a character is prince charming, but in someone else's version they're a buck-tooth hillbilly.
>>
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Give it to me straight doc, if I fucked something up on my map, do I have to map everything again?
I only used XP in the past, so I'm used to be able to cut the entire map and place it a few more tiles to the right, to center it. I can't find an option for that in MV. Even worse, I can't even go back and change the floor without deleting crap I put on top of it.
This is just a test map from the maker itself, but I think you know what I'm talking about.
>>
>>121473901

You can shift the map along the x/y coordinates by right clicking it
>>
>>121473901
its the fucking same as XP you nutter.
>>
>>121474026
>>121474398
Thanks, I just read about it somewhere. I really don't remember it being like that, but it kinda works. I still can't replace floor tiles with shit on top of it.
>>
>>121453608
Works fine for me.
>>
>>121474496
Welcome to neorpgmaker :^)
>>
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Oh, nice.
>>
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>>121476209
few changes.
>>
>>121476209

The character sprite looks out of place.
>>
>>121445320
How do you get the faces to do this? I can only export one at a time and it annoys me
>>121442074
Add more ground clutter.
>>
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>>121477685
Maybe.
>>
>>121477798

1. Make a face
2. Put it in the face image
3. Export
4. Import
5. Make another face
6. Put it next to the one you just made
7. Repeat 3-7
>>
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>>121477798
>>
>>121478094
more
>>
>>121478071
ffffffffffffff
>>
>>121478094
top left house has the wrong roof
>>
dear scripters for MV
I cannot figure out how to ask for buttons outside the standard button layout e.g. K
I tried numerous things like event.keycode(75)
then i tried adding K to the inputmapper

Input.keyMapper = {
9: 'tab', // tab
13: 'ok', // enter
16: 'shift', // shift
17: 'control', // control
18: 'control', // alt
27: 'escape', // escape
32: 'ok', // space
33: 'pageup', // pageup
34: 'pagedown', // pagedown
37: 'left', // left arrow
38: 'up', // up arrow
39: 'right', // right arrow
40: 'down', // down arrow
45: 'escape', // insert
75: 'sysk', // K
81: 'pageup', // Q
87: 'pagedown', // W
88: 'escape', // X
90: 'ok', // Z
96: 'escape', // numpad 0
98: 'down', // numpad 2
100: 'left', // numpad 4
102: 'right', // numpad 6
104: 'up', // numpad 8
120: 'debug' // F9
};

like that but that still wont accept if i ask Input.isPressed('sysk')
it works when i ask Input.isPressed('ok')
for example but i need to figure out how to setup secret passwords.

(also as a side note i would like to swap Z and Y because keyboard differences)
>>
>>121479681
I know, the tiles barely work so I'm just trying to work with what I can.
>>
>>121465752
I was assuming it was referring more to the overall map of the setting [ http://nerik.orpheusweb.co.uk/files/Spelljammer/Flow_map_12-06-12.svg ] rather than any of the actual planets.
And even then, I'd have to assume ones that aren't earthlike are more interesting [or at the very least less cliche] than the ones that are.
>>
page 9 bump
>>
>>121419153
Holee shit dude.
>>121421561
Christ this makes me realize how much MV sucks.

At least tell me this isn't stock tilesets.
>>
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>>121485492
Not even close to stock.

That's Inquisitor's tilesets which are arguably the most beautiful community-created tilesets for an RPG Maker product so far.

This is what the XP RTP's world tileset looks like.
>>
File: xp_village.jpg (88KB, 520x390px) Image search: [Google]
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>>121485831
And this is what a town might look like with the XP RTP.
>>
>>121485492
Yeah you would think for the price of MV that the devs would actually try to make a nice tileset.
>>
File: MV overworld.jpg (404KB, 1410x910px) Image search: [Google]
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>>121485831
Ah, thats more what I expected. Still looks better than MV though. No idea why MVs overworld is gods awful.

What the hell do they even expect you to be able to do with this? It's fucking terrible. Made this just to give you an example of how awful these tiles look when you put them together. That giant rock in the lake only fits in in the fucking 'pond' tiles.
>>
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>>121485831
Isn't that VX's overworld, though? XP doesn't have any overworld tiles in its RTP.
>>121487392
All the more reason to draw your own tiles.
>>
>>121487168

>for the price

With how much you guys throw this around I had hoped you'd know basic shit like xp being 150 bux on release
>>
>>121488452
Didn't it? I remember there being a 'world' tileset for XP. Maybe my memory's failing me.
>>
I've spent the last two hours troubleshooting an issue with the socketing system where stats weren't adding up properly. Every time I tested the game, the stats would get added together different.

Then I remembered: GODDAMN MOTHERFUCKING YANFLY'S RANDOM VARIANCE.

It was adjusting the parameters on my socket gems to be higher/lower and making me go literally bananas.

Fixed it, so the socketing system technically works. I'll be working on some neat shit now.
>>
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>>
>>121488726
Yanfly has caused so much suffering.
>>
>>121488726
So what sorts of graphics would you like me to put together for you?
>>
>>121489213
Dinosaurs please
>>
>>121489436
What is with this thread and dragons today haha.
Is that your actual request? Because I'll do it if you want me to. I can do dino-themed sprites for a socket system, no problem.
>>
>>121489658
Battlers..
>>
>>121489658
Not dragons, dinosaurs. Sorry, currently building a dragonkin kobold for an upcoming PnP campaign so dragons are on the brain.

>>121489746
Well, I mean I could try. I'm not the greatest at animals though. You sure?
>>
>>121489213
Not me:
>>121489436
>>121489746
Whatever you think would be the most usable by the most people, I suppose. Probably standard sockety stuff, gems, runes, etc. Whatever you want, really.

I'd like for there to be no border around the icons like the ones I've been posting. An icon with transparent background would be perfect, I think.
>>
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>>121489953
Forgot to check tripcode. Oops.
Sure, Bobstash. I'll get right on that.

Should have a nice set of them to show off in an hour or so and you can help guide me to your preferred style from there.
>>
>>121490434
Don't forget the Dinosaurs! =)
>>
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There will be good tilesets soon right?
>>
does anyone have a helmet and cloak tile for character creator? i feel the need to make faceless goons
>>
>>121488870
Even with his variance notetag set to 0, I occasionally get a 1 random variance. I thought I had another bug somewhere until I realized that my source socket item had an additional 1 stat here and there.
>>
Yanfly released his ATB plugin guys.
https://www.youtube.com/watch?v=78VzfSOq-Ko
>>
>>121443473
I was talking about how to make an event check if a player is stepping on a region ID. I know there was one in Ace, but it was done with a ruby script call. I want to know if there is one similar in MV
>>
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I do like the idea of using XP for world maps.
>>
>>121497283
i think if you adjusted that with a variable or an item check, that could work, like a restriction on where to travel on a boat or airship. this may require testing.
>>
>>121498029
inquisitor tilesets. You're going to confuse people.
>>
>>121496674
Wonder if SquareEnix would give Yanfly or devs that use the plugin shit for using their "patented combat engine".
>>
>>121498220
hehe yeah!
>>
>>121498029
Only if you change the character sprite as well. That guy is standing out too much right there.
>>
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Is this RTP edit too shitty?

It is meant to be a spider with human fingers instead of spider-legs.
>>
I'm bored, I can doodle up some characters send them my way.

Thanks
>>
>>121498786
It looks like a spider with bald legs and wearing 8 high heels
>>
>>121488578
Nope. XP doesn't have a world map.
But I can't think of any XP games that would have needed it. Town hubs were trending.
>>
>>121498559
>guy
>>
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>>121498886
I got this one i'm making for my short game.
She's supposed to be a warrior/fighter type character. Her name is Alicia.
>>
I'd like some input on the intro to my game. I'm worried that the intro seems to much like Tales of Symphonia. As the game goes on, it'll definitely be very different from ToS, but I'm just worried that people will start up the game and be like "This is just a ripoff of ToS!" and quit it right then and there.

>Game starts in a flashback.
>Main girl is being taken away from her home village by some priests. Turns out, she's the Chosen One (I'll think of a better name for her title later) and she has to undergo 3 years of training in order to gain her Chosen One powers.
>Main guy is childhood friends with this girl. He doesn't want her to leave. They give a tearful goodbye and she leaves the village.
>Main guy wakes up in his bed. It's the day that the Chosen One will finally come out of isolation, in order to begin her pilgrimage to save the world.
>Main guy and his female friend head up into the mountains near the village, to reach the temple at the top, to finally meet the Chosen One again after all these years.
>They arrive just as the Empire is attacking the temple. They want to use the Chosen One's power for themselves, so they plan to capture her.
>The main guy and his friend head into the temple to rescue her.
>She comes out of her isolation and the friends reunite after 3 years. They then escape from the temple.
>They return to the town, but it's crawling with Imperials. They have to escape. So they hop on a boat and sail away. In order to make sure the Chosen One can complete her mission, they will be her escorts.
>But the Imperials give chase and sink their boat. They end up far from their intended objective, and thus begins the journey!

...Thoughts? Sound good? Too similar to ToS?
>>
>>121499464
She's the new Avatar. There solved your problem, make it an avatar fan game.
>>
>>121493750
bump
>>
>>121464973
Don't know about bringing it back to life, but I'd be up for taking a look at the latest build, if for no other reason than to take a look at the events and see how some things are done, maybe cannibalize parts or even just ideas for my own works.

Though if any other people here want to start it back up, then I say why not.
>>
>>121496674
Mellye's is better.
>>
BOBSTAH MAKE A ROWS PLUGIN OR I WILL MAKE BLACK PEOPLE SLAVES AGAIN!!!
>>
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>>121498912
Better?
>>
>>121501337
the back nails mostly meld too well with the fingers and bend unnaturally, they still look like little arthropod feets
>>
>>121498392
>the design feature for characters to line up facing the opponent was inspired by formation setups from American football, and the ATB Gauge was inspired by Formula One Racing
>>
>>121501337
Doesn't look much different really. Maybe if you took out the nails, since it just looks like a spider with lady legs.
>>
>>121501063
I'm sure it is, if anon says it is, it is.
>>
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Hm. I dunno, Bobstah. I tried to go for something a little more original than the typical 'circle/diamond metal ring' - but it's got some readability issues. What do you think? (These would replace the icons they're over, the jewel in the center changes color to represent the slot's type/usage)

Also how open are you to modifying stuffs like the windows themselves? It'd be handy to be able to do some modding to this screen to increase the visibility of the assets without having to resort to very clear and bright pastel colors like the RTP default.
>>
>>121501517
But then wouldn't it look less dangerous than its first incarnation?
>>
>>121502146
I thought the point was to make it look creepy and uncanny.
>>
>>121501337
I think it's perfect anon.
Just needs some cleaning up.
>>
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>>121502410
Well, I wanted both. But creepiness is more important.

Dang. Monster/creature design is much harder than it looks.
>>
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Just got around to playing Space Funeral, but the text is all fucked.
Letters are blocky, and stuck together, making half the game unreadable.
Any way to fix the font?
>>
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>>121492701
One thing you need to learn with rpg maker is that most of the time you'll really have to either make your own graphics, or cheeckily take assets from other games and edit to your will, can't say I do the latter anymore but if you don't plan to sell your game or anything then most people won't mind.
>>
Is there a way in MV to double all event movement speed? New plug-in or so?
>>
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>>121499203
Here you go
>>
>>121503923
Giant tits.
>>
Probably late but if anyone wants a more complete database for MV then i searched around and found it
https://dl.dropboxusercontent.com/u/17078211/RMMV_data.rar

Unpack that shit into data(you don't really need stuff like tilesets or system, just equipment, skills and actors and such).
>>
>>121502046
That's actually pretty neat. I like it.

I'm using whatever the creator has set to the windows. I can change the layout, and I probably will a bit, but if I overwrite the default window settings then I have to create a bunch of parameters to fix it.

I'm using all default RTP for my plugin testing.

Also, I almost have socket type restrictions taken care of.
>>
>>121499203
Does she have a friend/sister named Lavian?
>>
>>121503923
Holy shit dude, that looks amazing.

>>121505423
No, but now that I looked the two names up, but I see the similarities. Funny because I took the name from a random name generator.
>>
>>121492701
I won't hold my breath if I were you, f-a-m.

I've been subsisting on resized VXA tiles for a while now. Even the free ones from Japanese blogs look better than MV.
>>
>>121499464
In all honesty man, the delivery of the plot matters more than the originality of the plot. Also, if the characters are sufficiently different from Collette and Lloyd the narrative will feel differently.

I recommend turning this into a y/u/ri story :^)
>>
How unacceptable would it be for a game to end without the overarching story reaching a conclusion?
Say the game is set in a world where two gods are gonna have an arm wrestling match. The game is 90 hours long and is based entirely around one of the gods getting ready for the arm wrestling match.
At the very end, the other god walks in and says 'YOU READY MOTHERFUCKER' and then it ends.
Would that invalidate all those 90 hours, assuming they were good?
>>
>>121507451
Only if there is an epilogue chapter that takes place after the match, skipping it entirely and being extremely vague on who won or lost. And only if it's a complete comedy game.
>>
>>121507451
As a TVTroper, I'd say that this is an absolutely shitty way to end the story.
>>
>>121507767
Sheeeit. I'm planning to make a game based on kind of a 'prelude' to a major event, but the prelude section is going to be so expansive and fleshed out that I probably won't have time to actually get to the major event before I either run out of time or funds.
Wonder if people would be okay with an episodic RPG...
>>
>>121508057
>>121507928
>>121507767
Better example:
What about a Fallout game that was set entirely in a vault, providing an experience that's just as enjoyable and long lasting as other Fallout games, but which ends as soon as you open the vault door?
>>
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Going to do the same as >>121498886 here when I get home [in about 2 hours]. Gimme some stuff.
>>
>Finally got an artist for CG scenes
Finally, thank god.

http://i.imgur.com/s9oEe3c.jpg
>>
>>121505295
Alrighty. I'll expand and refine that concept for you then. Anything other than sockets and various types of fittings for said sockets you'd like while I'm at it?

Recolors/regradients are easy-peasy.
>>
>>121508442
>http://i.imgur.com/s9oEe3c.jpg
jesus christ anon
>>
>>121507451
Sure, there's plenty of stories like that. As long as, in this case, the story isn't about the arm wrestling match, but the god preparing for it.
>>
>>121508298
Escape from Vault XYZ
featuring: Radroach Plisken
An Idaho Kojimbo Game
>>
>>121508969
starring sold rake
>>
>>121508861
>As long as, in this case, the story isn't about the arm wrestling match, but the god preparing for it.
Okay, I might be alright then. Guess it all depends on how the story portrays the post-game events, and how that affects the player's expectations.
>>
>>121508442
uhhhh
>>
>>121506051
I just like those two as they were sorta throwaways in FFT but they ended up being permanent members of my final squad.
>>
>>121509445
What
>>
>>121510602
Nothing, it's just really not my type of thing
>>
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nothing to see here. move along..
>>
>>121488726

Hey hoss, I hope it's not too late and not too much trouble to ask, but if you could add the include the feature of socketing skills onto equipment, that'd be awesome.
>>
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>>121488726
Think you make socket pieces that require multiple sockets? something like pic related where A1 and A2 are a single piece but takes up multiple spots in the first part. Or like at the bottom of the pic where piece A takes up two sockets but with space in between with piece B taking the spot between them.
>>
>>121508442
You the one that didn't want to name your price? So, what sort of deal did you end up getting?
>>
>>121507358
Yeah, the characters will be very different in personality from them.

It won't be a yuri story between those characters. But there will be a lesbian party member. I won't make it a big plot point though and I may in fact hide the scene that you find out that she's gay in a secret scene. It will totally be a running gag that all the girls clearly want to screw the main guy, but she never shows any sort of interest in him.
>>
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>>121512392
Hi Anon. I've got something special to show you:
http://imgur.com/a/Zazmp
(Full album of setup order is above)

>>121513395
That's a bit beyond what I'm setting out to do. Let me get the core features I want in place, then I will look at adding upgrades. I think it would be pretty easy to have one item take up two sockets, at least in theory.
>>
Has anyone ever successfully converted XP tilesets to VX Ace?
It seems XP has SHITTONS of tilesets ripped from games, you can do like.. everything
there is a package called pandoras box which has endless amounts of stuff
if only there was a way to autoconvert that shit to ace
>>
>>121516685
Wait, if you put traits into a gem stone then they transfer to equipment too?

Like if i put skills and hp regen and stuff like that then it will transfer that to equipment too? Thought only stats carried over.
>>
>>121519458
That's generally how gem systems work. Gems have stats or abilities, gear has sockets so you can customize it a bit more for your character's liking or need, or just to min-max in most cases. If you take the gear off and give it to someone else it'll carry over, but they (you) can also pop the gems out and put in whatever else that would suit them better so say, your paladin doesn't have pure strength stat gems your warrior had if they need mana regen but not the healing I spell gem that the warrior had to make use of his MP/TP when the pally was low.

At least that's how i'd imagine it works, going off games like diablo, etc with gems.
>>
>>121519458
>>121521236
All stats and traits transfer over from the "gem" to the item it is being socketed in.
>>
>>121521236
Yeah, i worded it a bit weird.

Meant in a "holy shit that's great" way.
Yanfly's gems require eval functions for advanced stuff and i only know one function that adds an item to your inventory(to make an infinite "reset gems" item which upon consumption gives you one more of itself, making it infinite).

Is there some kind of a glossary with them eval commands?
>>
>>121516685

Fucking radical, dude. I love you so much right now.
>>
>QtWebEngineProcess.exe has stopped working
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
>>
>>121523305
I've gotten in the habbit of pressing Ctrl+S to save after i do every thing, mapping or event related anyway.
>>
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>Put an ad on DA for pixel artist
>Make it clear it's for RPG Maker MV
>Seven people email me
>None of them have experience making stuff for MV (or RPG maker in general)
>>
>>121528118
Well to be fair MV has been out for barely more than two weeks, so I wouldn't expect a lot of people to have experience making graphics for it that weren't working on their own projects for it already.
>>
>>121528824
True, but at the very least have experience in Ace, or any RPG Maker.
They're coming at me with this huge weird animations for like facebook or some shit.
>>
Rescue from the Page 10 sea
>>
And not even five minutes after I bump the thread, it's on page 7. Good grief, when did /vg/ get so fast?
>>
>>121534873
Well it is friday night
>>
>>121529021
If they are good artists, they won't be in DA. They will go straight from college to animation business. Good colleges have partnership with the big animations out there. You never see the cream of the crop.

What we're left with are:
- Two-bit hacks with unwarranted self-importance,
- Unemployable psychos with disturbing agendas,
- College dropouts who think they can make it with what they drew in high-school.

Heck, 80% of DA don't know basic anatomy, so their drawing looks all kind of 'off'.
>>
>>121534873
Good news is it can survive on page's 9 & 10 for about 2 hours.
>>
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>>121503923
>>121499203
No one else posted so I cleaned up this one a little more. Here you go.
>>
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>check internet for MV tilesets
>>
>>121498029
Do you upscale your tiles or just use the plugin to change the tile size?
>>
>make lots of custom weapons
>realize you can only have 6 self-made weapon animations
what do?
>>
>>121539407
Replace some of the original weapon animations?
>>
>>121539602
As far as I know, I can only replace weapons of the same type, because whenever I try to replace swords with guns, the animations are all fucked up, even if they're in the right place.
I'd have to replace the original guns with new ones, but I'd like to keep them. I'm making a game with a shitload of sci-fi guns, so I seriously need more and there's still no plugin for that shit.
>>
>>121539871
Did you change the motion from swing to missile?
>>
>>121540081
Yeah but it still acted kinda weird. It works whenever I replace guns with guns. I probably just fucked something up, so that might be my error.
I still think 30 weapons is a bit poor, especially if you want to keep the stock ones.
>>
>>121535079
>If they are good artists, they won't be in DA. They will go straight from college to animation business
You're hilarious.
>>
>>121535079
>If they are good artists, they won't be in DA. They will go straight from college to animation business. Good colleges have partnership with the big animations out there. You never see the cream of the crop.

Lollllll
>>
live or else
>>
>>121442074
Condense that shit. There shouldn't be anything like that big patch of green nothing by the small pond there. And what >>121477798 said.
>>
>>121535079
right, 'cause you can get a job animating just about anywhere and accommodates all lifestyles.
>>
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>>121546895
This is how it looks now
>>
>>121547313
That's better, but the field on the right is still pretty bare. Maybe try making the pond at the bottom a bit larger to fill in some more space and add a few more loose trees.
>>
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>>121548820
Alright, added some water going to the outhouse too.
>>
>>121550289
>Alright, added some water going to the outhouse too

At least it's not coming *from* the outhouse...
>>
>>121550289
Assuming that water is where they drink from would they really want their outhouse so close to the water though?
>>
>>121550289
Where did you find the huts at, if I may ask?
>>
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>>121550701
Yep, literally as I hit submit I realized that.
>>121550730
>>
page ten bumparoony
>>
Raise from the ashes to live anew! Bumpaga!
>>
>>121560841

>not BUMP-3
>>
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>>121561239
Everyone's a critic
>>
So. I'm almost done with the intro stage of my game, but there's one thing bugging me.
When I enter a map that should have random enemy encounters and move with my keyboard, nothing happens but if I use the mouse to click where I want to go, the random encounters happen. Any ideas of what might be causing this?
>>
>>121565456
Maybe it's just luck? How are you setting up your map?
>>
>>121565456
Were you the guy that made those fate sprites?
>>
>>121565995
Map: Sewer (10x45)
Enc.Steps: 5
Troops: Rats*2 with Weight 1
>How to not get enemy encounters:
-Move with the keyboard
-Single click with the mouse where you want to go
>How to get enemy encounters:
-Leave the mouse clicked and move the player, encounter happens 100% of time.

>>121566129
No.
>>
Does anyone know if there are any good full body generators? The one with MV is fine but I could really use one that has at least a bust view of the character.
>>
>open rpgmaker
>stare at it blankly for ten minutes
>close it and watch a movie

Phew!
Another day with a lot of progress made!
I deserve this break!
>>
>>121567210
However you choose to work is up to you. No need to go projecting yourself.
>>
Congratulations! Your Kickstarter was a rousing success! Someone even splurged on the donation incentive to make a sidequest. After establishing contact, they make their request simple: "Heal a broken heart." No additional details.

Do you make it literal, or metaphorical? Does your party have a unique reaction to such a request? How would they accomplish their task?
>>
>>121569861
The party takes in in a metaphorical sense and does their best to try and help the quest giver get over their heartbreak until the NPC gets annoyed and informs them that he was talking about his heart-shaped bed that got destroyed from all the violent sex he has all the time. He was also (before the party tried to help him) too busy having wild sex to get it fixed on his own, which was why he tried to get the party to do it for him.
>>
>>121550289
Make everything less uniform, like the trees and cliff. The water looks weird as well, you could make it bigger and bend it?

You could probably squish everything a bit closer as well. Also break up the village not by cluttering stuff all over the floor but by adding levels.
>>
I still need help on how to make the game realize that you pressed a button that is not mapped like "K".
>>121479802
>>
please no rollback
please no rollback
please no rollback
please no rollback
please no rollback
please no rollback
>>
>>121573348
>>121479802
This looks like it should work, to be honest.

Do you know how to set a breakpoint in Webkit?
>>
>>121573917
Sadly, i dont know how to do that...
or what you mean by that.
>>
>>121573917
just kill me now, it was one of yanflys scripts again.
Their keyboard config invalidates anything you change in the default input mapper.
>>
>>121574304
Oh, you should always avoid editing the default scripts because plugins.

That being said, Yanfly literally overwrote the default keyboard config with his plugin. To make yours work, save this in a new JS file and import to Plugin Manager:

ConfigManager.keyMapper[75] = 'sysk';

Also, I think there might be an easier way to do this with Yanfly's Keyboard Mapping plugin, but I'm too tired/lazy to look into it.

I've been debugging and writing compatibility bullshit all night. So many plugins are putting an actor inside of itself (that's some paradox-level shit right there), which breaks my Enhanced Restrictions plugin because I make a copy of the actor/battle, apply any equipment and state changes (to prevent daisy-chaining weapons/armor), then check to see if this new copy meets the restrictions.

Unfortunately when I make that copy, it finds itself inside of itself and tries to copy itself, and finds itself inside of itself, etc. Then, the game crashes with a cryptic "Object too deep" error.
>>
I've gotten the socket system to a point the following (which I consider to be "core" functionality) is working:
Insert/Remove items into/from sockets via a custom scene.
All param, xparam, sparam, and trait boosts are copied and removed as expected.

The next item on my list is making some kind of a store, so that you can add a Blacksmith's shop into the game, or something.

The last item on my list is adding parameters to determine the following:
If Sockets is added to the main menu.
If you get items back from sockets when placing a new item in.
If you can remove items from sockets that are already filled without using a specific plugin command.

Once the above features are met, I'll be releasing it as version 1.0

Features I want to add once it is stable:
1.1 - Prefix/Suffix to socketed names.
1.1 - Compatibility with my Level Up Bonus system (then, it's a poor-man's materia system, minus linking)
1.2 - Linking sockets together when adjacent to each other.

If anyone has other suggestions, I'm open to them now.
>>
How do i check in MV if nothing is pressed?
>>
>>121569861
Literal is far too grotesque imo. Metaphorical I guess.

Um, what counts as a unique reaction though?

]>Party consists of a Fighter, a Cleric, a Mage, and a Demi-Human that acts as a secondary fighter.
>Soldier: Thanks for dealing with so-and-so monster. If I could ask a favor though, a friend of mine has been feeling down lately. I'll pay you for your troubles.
>Party encounters the broken-hearted man, "Jason" or whatever.
>Jason: I loved someone once... but... it didn't work out...
>Jason: I... I don't know what to do anymore...
>Demihuman: What's wrong with this human?
>Fighter: He seems to be heartbroken.
>Demihuman: Broken?! *panic*
>Mage: No, not that kind of broken. It's a metaphor. Um... he's really sad as a result of losing his love.
>Demihuman: Oh... I think I understand.
>Cleric: ...well, we can't just leave him here like this.
>Demihuman: Then... what about we go for a walk somewhere? That makes me feel better.
>Jason: A walk...? ...Well, alright... There's somewhere I want to go to... but there's monsters now... so...
>Fighter: Right, right, we'll protect you along the way.
>Optional Area is now accessible.

>As the party progresses through the area, Jason talks about his relationship before he became heartbroken.
>Meanwhile, the Demihuman expresses her child-like curiosity at the area and has great interest in Jason's stories (part of what she does is travel to study humans and the human world).
>Nearing the end of the area, it gets clear that Jason is developing feelings for the Demihuman.
>>
>>121577780

>After a mini-boss level encounter, they reach the last room of the area.
>Jason: ...here we are, I guess. The place I wanted to go to.
>Demihuman: Wow! This is the prettiest place around here, Jason.
>Mage: Yeah, it certainly is, but... why did you want to come here?
>Jason: ...well, this was where I confessed my feelings to that girl... but... she rejected me.
>Demihuman: *steps towards him* Coming here makes you feel better?
>Jason: Um... Not really. I didn't want to come here at first, but... I changed my mind a little while ago.
>Demihuman: ...Huh? Why?
>Jason: Well... you... you see...
>Jason: ...I'm sorry. I, I can't handle this anymore!
>Jason: Demihuman! I know this is sudden, but... I... I think I've gotten feelings for you!
>Fighter, Cleric, and Mage: !
>Demihuman: Jason?
>Jason: I know, I know! I... I shouldn't be feeling like this... but... you just... you remind me too much of her, Demihuman! I... I just... really wanted her to love me back... but...
>Jason: You, you're just going to reject me, aren't you? Well, you're not human so I guess I shouldn't have bothered trying. I'd just get rejected again, just like with her...
>Demihuman: ...[/spoiler]
>>
>>121577920

>Demihuman: *giggles*
>Jason: Huh?
>Demihuman: I was... very worried when everyone said you had a broken heart. But...
>Demihuman: Your heart, your power to love, it managed to heal just enough that you could try again, didn't it?
>Jason: Demihuman?
>Demihuman: When I first saw you, I was worried that a broken heart was like...
>Demihuman: Well, where I'm from, if someone lost their power to love, they just... stopped.
>Demihuman: They didn't die, or fade from existence... they just... stopped living. They became empty.
>Demihuman: And based on what I read from some human books... I was afraid that it was the same for the human world too...
>Jason: ...Demihuman...
>Demihuman: ...But! You, Jason, you tried to love me, didn't you?
>Demihuman: So, I'm really relieved that a human losing their power to love can just... heal itself like that.
>Jason: Demihuman... I see.
>Demihuman: Jason, please realize, I love all humans. I want all humans to live happily. The same goes for you too.
>Demihuman: So, while I can't love you back like you did for that girl, I do want you to live happily, okay?
>Demihuman: Jason, let's hug so you'll feel better.
>Jason: ...okay, I'd like that.
>After a long hug, they return to town.
>>
>>121578000

>After the soldier rewards them for his friend looking much better, he also offers the party a dinner and a night at the inn that the party automatically accepts.
>A cutscene later, Demihuman sneaks outside and goes to the back of the inn or somewhere secluded and digs a small hole.

>Demihuman: ...I was scared... scared that that human would end up like...
>She takes out a knife with the name "Jason" engraved on it, drops it in the hole, and then buries it.
Demihuman: ...humans and us... I thought we were a lot more different...

>fade to black, inn jingle, then back to the party getting up like normal.

Um... this is probably too much effort for a sidequest only thing though...
>>
Its official I have abandoned MV in favor of XP. Why did I waste my money on this rushed shit?
>>
>>121580219
Enjoy your performance issues on large maps, friend :^)
>>
>>121580219
I haven't had any problems so far, what's wrong? ... Also, stuff like bugs usually get fixed with new updates.
>>
Is there a way to empty the inventory and later give the same items back?
>>
>>121581820
something like this
$items_backup = $game_party.all_items
>>
>Start up MV
>Try the game
>Black screen

Uh oh.
>>
>>121581820
This will get you every item that the current party has:
>>121582441

It won't give them back, though. If the party gains items along the way, you can't just reassign the party's items to the items backup either. You'd need to loop through each item and have the party gain the item back again. Also, if you want equipment to be automatically restored, you'd need to do more.
>>
>>121565995
>>121566416
Found the problem.
It was Yanfly's Region Events plugin.
>>
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>>121584765
>YANFLY
>>
Damn, is there any way to have actors use a static battler like enemies? Or at least be able to attach an enemy picture over the actor ?
>>
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>>121585190
Like this?
>>
>>121585620
Yeah, do tell how you managed that, I'll suck your dick.
>>
In MV, what would be the best way to make a shop where you can buy things with something other than gold?

I have these gems that you collect as key items and I want to set up a shop where you use those to buy things, but I can't figure out an easy way to do it.

Any ideas?
>>
>>121584975
It's kinda weird. Didn't expect that making the character to do sounds when walking on specific parts would make the MV say "Oh, let's play this SE in the Common Event and ignore the fact there's enemies in this map"
>>
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How's this for a premise for a game?
If you think it sounds good, I might make it.

So, a U.S. Soldier, a Wrestler, a Space Marine, and a Football Player walk into a bar.
They order drinks, but little do they know that the bartender is actually an angry Wizard Hooligan who scatters them through different dimensions and times with his Teleportation Beer.
You play as one of the four heroes, traveling through time, space, and dimensions to round up your friends and destroy the evil lurking in the shadows, in our minds, and in our undies.
Travel to 1950's America, the Dimension of Perpetual Wackiness, the Gross Sticky Spot Under the Kitchen Table, Prime Time Television, and even Hell itself.
>>
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>>121585665
>>
>>121586754
Wait what? How does the engine interpret that as wanting a static battler? And how do I apply this using a single picture of what I want? I tried straight up using a static enemy before, and it just glitched out, as expected.
>>
>>121587540
Basically you use the larger sheet as >>121586754 suggested. Then just use the same sprite for all of the standing animations...and probably all of the battle ones too.

I haven't used MV but I assume it's similar to how 2k3 operates in that regard. Just need to make sure your spritesheet is the right size and aligned properly.
>>
>>121587627
If that's true, can I scale up the size up in multiples however much I want to fit my sprite?
>>
>>121588070
Should be able to as long as the sprite sheet is the proper size and aligned right. Some of the other MV users might be able to say different but judging from how >>121586754 looks, it seems that as long as you've got it the right size to contain the battler, you're fine.
>>
>>121493750

I need to know this as well.
>>
>>121584765
>>121584975
You guys need to chill. This isn't Yanfly's fault. It's even listed on the instructions within his site:

WARNING: Keep in mind that if you apply this in areas with step encounters, it will not cause the encounter countdown value to go down. This is how RPG Maker MV handles it. The same way if you were to lay out your map with touch-events that trigger common events, the encounter countdown value would not go down either. To get around this, within the common event used, place a script call with $gamePlayer.updateEncounterCount().
>>
I seriously hope you guys are not using flat healing in your potions: the bump
>>
>>121594553

I have both.
Flat healing is cheap but useless later on.while percentage healing is more expensive.
>>
>>121589506
Wow, I'm stupid. I was on Yanfly's page and I missed that. Thank you anon
>>
>>121594553
Neither flat nor percentage really satisfy me.

What other options are there?
>>
>>121604605
Maybe a passive skill?
You recover health over the time if you're not fighting. If you use random encounters it would be hard to abuse it.
>>
>>121585839

>show room type area
>examine item
>shopkeeper is like "oh you like this item?"
>store gem amount in variable
>"it costs 30 gems (\v[x] remaining) "
>check if the player has enough using a conditional branch

Rest should be fairly simple
>>
Are there more character generator parts yet?
All I can find is that one pack on the forums with some female parts.
>>
Bundlestars is having a Degica sale, if anyone's vaguely interested. Various DLC and engines (not MV)
https://www.bundlestars.com/en/games?publishers=Degica
>>
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Is there any way to make it possible to have an event that can zoom in (and out again) when needed for visual effect? Essentially changing resolution dramatically so the character takes up a much larger space and looks more pixelated?

I don't know how to code it manually - if there's some kind of script I can just plug in and play that would be great. (In MV, obvs)
>>
>>121604605
A base value that's healed, plus some extra percentage?
>>
>>121609582
I don't think it's hard to make one. Why not make some?
>>
>>121614430
>>121614430
Perhaps try this script?
http://forums.rpgmakerweb.com/index.php?/topic/48267-mbs-map-zoom/
>>
>>121604605
What I have is potions that add a state to the user that heals them a little each turn for a few turns. Better potions heal more HP over fewer turns.
>>
Here's a question for you all: How are you adding longevity to your game?

I'm personally making a game with unlimited things to do. There's no real story line except the one you create as you play. I'm just curious how others are making their game longer, whether it be side quests or just an incredibly long story.
>>
Yanfly just released his Damage Core plugin!
https://www.youtube.com/watch?v=wIvAoxFDaw0
>>
>>121615540

If I could make any I wouldn't ask for them.
>>
>>121616653
The good ol' grind.
You have to fight a lot to advance.
I don't want the game to be long for the sake of making you play more time. If you beat the game in 1 hour then that's fine.
>>
>>121616971
Time to make a Disgaea rpg
>>
>>121616653

I don't. A game doesn't have to be 100 hours long.
>>
>>121616653
Side quests are the way to go.
>>
I love an RPG with good, satisfying grinding.
What RPG Maker game has the highest quality grind?
>>
>>121616653
The game I am working on right now will have multiple ways of solving the same problems, hopefully leading to replayability.
>>
I have two questions to help with my project. I'm working in MV currently

Are there any extra outfit/custom designs for the character generator to use?

And are there any "timed button attack" scripts for mv yet? the default battle system is plain and boring.
>>
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Alright, holy shit. I'm the kind of person who usually gets what he wants when it comes to getting something from a computer.

In this case, I wanted Ace pictures to work in MV. As we all know, every Ace asset is 75% too small, which means upscaling, which means shit quality. On the left is what happens when you upscale using common algorithms (as found in PS, GIMP, or other quality tools). The left wasn't good enough for me. It's blurry, it looks like shit in the program. That's not what I want.

So I tweaked, I played around, I experimented, and holy fucking shit, look at what I managed to get on the right. Just look at it. It's fucking beautiful. It's not perfect, but it's. fucking. beautiful.

I'm the kind of man who gets what he wants.

So anyways, if anyone has some Ace assets they want resized, I'll take some requests. For now I'm going to go one by one through the stock faces. If the Ace assets can be found at high res already, please tell.
>>
>>121629143
oh shit, that looks really good. how about the DS faces?
>>
>>121629143
Damn man, that's nice.
What's the secret? I tried to do the same thing but never got to make it look good.
>>
>>121629143
Shit, there was a lot of noise to clean up, but here is the first one, ready as I can get it.

>>121629972
The secret is to never underestimate the devotion of japs to their waifus. They've made some damn good software for this thing, but hot damn if it isn't a bitch to find.
>>
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>>121630965
>that hair on the first portrait
Fucking unacceptable. I need a comparison.
>>
>>121630965
waifu2x?
>>
I never got why they got rid of the ceiling/wall sbeing passable when going through them vertically but impassable horizontally that they had in 2k/3.
>>
>>121631308
Yeah, it started with that by getting it up to x2, then downsampled in GIMP. But I keep finding different flaws with different backgrounds in the transparency. Gotta keep tweaking it.
>>
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Going to start on a game where you play as a zombie.
>>
>>121631760
It doesn't work. you need to increase the pic by 300% then reduce it by 50% to get rid of the shitty seams
>>
>>121631760
waifu2x isn't exactly obscure.
>>
>>121632909
You'd think so. But when you're trying to remember a program an anon mentioned 4 months ago for really good supersampling, you'll find zero help from google or anything else.
>>
So many ideas I got for games I can't do cause the art assets don't exist, fuck.
>>
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>>121632608
Crimefighter Zombie?
>>
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>>121633243
Yes!
Well I mean not like a modern day crime/mystery thing, but technically.
I literally just finished the lastest episode if iZombie when I decided to do it.
>>
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>>121632714
You sure about that? I'm just now starting to realize the shitty parts are from the base photo itself.
>>
>>121633143
Being an ideas guy is suffering.
>>
>>121633864
can you guys please seriously stop acting like everything that isn't the guy who draws pictures is an idea guy
>>
>RPG Maker is a top down view
>All the Parallax backgrounds and vertical

where's the logic
>>
>>121634027
Well, can you make music or script?
>>
>>121634254
To be fair the RTP parallax backgrounds are ass in general.
>>
>>121634306
no anon
i l complained only about art but in reality i cant do anything

where is your fucking common sense fool

if i couldnt do anything i would have said "boy i got all these ideas but actually making a game is tough"

but instead i only said the art cause its the only thing i cant do
>>
>>121634027
>Can't do music
>Can't do script
>Can't program
>Somehow not an ideas guy
>>
>>121634586
>can't do art assets
>somehow not an ideas guy
>>
>>121634586
see
>>121634529

arent you embarassed with your assumptions
>>
>>121633143
Use the RTP
Stop being so spoiled about resources and learn to be creative.
>>
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>>121634306
>>121634586
>Not being able to draw for some reason leads to the conclusion you can't script, do music or work RPG Maker in general.
>Implying art isn't literally the least important aspect of a video game.
>>
>>121635094

It's the second most important thing.
If a game looks like shit I probably won't play it.
>>
>>121635536
Well you're a casual, so your opinion is irrelevant.
>>
>>121635720

I don't know, you're mom said I was pretty hardcore last night.
>>
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>>121629641
These, right?
>>
Why do all the faces look left by default? They're supposed to look right.
>>
>>121636489
because retarded design
>>
>>121635094
Graphical detail is certainly not too important, but artstyle definitely is.

People are drawn to nice-looking character designs and interesting environments. Especially in RPGs where characters, monsters and environments are everything.

Unless your game's name is Rogue or Dwarf Fortress, being aesthetically pleasing or visually engaging (which even low-res pixel art can be) is definitely high up on the importance meter.
>>
Anyone got this halloween tileset? I don't wanna spend 10 bucks on it
>>
>>121635094
Drawing is easily the simplest skill to acquire out of those. Any normal human should be able to draw decently after 200-300 hours of dedicated training. Or at least to copy a drawing and style.

Plus, the statement of "I CANT do this, so I CANT do that. Nevermind the fact I havent seriously attempted the second statement (and possibly the first). Poor me. " clearly shows a defeatist's attitude.
>>
don't die
>>
>>121645240
ok
>>
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>>121645184
>Any normal human should be able to draw decently after 200-300 hours
Aww man, I've been trying to art for years but anything I make still looks like a turd with eyeballs.
>>
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>MV released
>They are still releasing none MV stuff in official website shop
>>
I've tried sifting through the resources a bit but I still haven't used RPG Maker and I have some questions. These are more directed at MV because it seems like the version I'm going to get.

1. Are you restricted to tilebased movement? If so are there plugins or scripting methods to have a more free motion based movement system.

2. How dynamic can the combat systems be? If you know javascript, and have plugins, etc. are there more interesting methods of combat systems then just the usual turn based menuing combat? Can movement be involved with the combat if you're creative enough?
>>
>>121651301
Nigga, there's a fucking 20 day free trial for MV, use it.
>>
>>121651301
>2
If you know javascript, you can do whatever html5 stuff you want. MV games don't have a runtime or exe or anything. It's just an html page.
>>
>/rpgmg/ on page 10
Stop with the cliche's already.
>>
>>121629143
I hate to break it to you man but I was converting the high res vxace and rmds/ds+ assets to 144x144....But gj~
>>
>>121651301
1. Yes, you still are, but Huddel made an awesome pixel movement script that lets you move off the grid. You can find this amazing shit here: http://forums.rpgmakerweb.com/index.php?/topic/46493-super-orange-movement-pixel-movement-with-custom-features/

2. Battle system now comes with sideview option. You can turn it off, but why the fuck would anyone do that unless they're making a 1st person dungeon crawler? You can use Yanfly's Battle Engine to create fucking amazing animations, movement, camera, and a bunch of other shit if you're willing to invest some time to study all the metric shitton options she gave us. You can see more of her amazing shit here: https://www.youtube.com/playlist?list=PL1nGayyJbMLY0a6T6_pzF1qxx77MUq8-L
>>
If I use pirated resources for a commercial game and give proper credits, is there any way they'll ever try to check if I even own it?
Do I have to provide some proof of ownership within my game files?
I have some random shit from Humble Bundle and I'm not even sure which of my resources are legal anymore.
>>
>>121629143
>I'm the kind of person who usually gets what he wants when it comes to getting something from a computer.
>I'm the kind of man who gets what he wants.
>Basically just used waifu2x and tweaked it a bit

Holy shit, you make it sound like you're some kind of master hacker
>>
>>121660362
You don't know the struggles, mang. I tried over a dozen programs and every possible setting along the way, grasping for any sort of progress.

You don't know what mentality that sort of battle puts you in.
>>
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>>121662372
To be honest, I'm pretty sure bicubic smoother in Photoshop gives you the same results.
>>
>>121659976
It's best if you don't use them for commercial.
>>
>>121535524
Now color it.
>>
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Best I can do in Photoshop but it should be easier with waifu
>>
page 10 bump
>>
>>121659976
If they want to see if you legally have a license to use the assets, they'll just audit you. I have no idea how likely it is for enterbrain to actually do this.
>>
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Bumping with mini-game webm

Winning money in my game is pretty hard at first so I thought a gambling system would be fine.
I was too lazy to make the mini-game to work with 3 dices to fully copy the chinchirorin minigame from suikoden but with only 1 dice I managed to copy the same trick rules and implemented a debt system where you have to pay your debt (incase you lost enough money to get in red) if you want to play again, although making a webm of that would be complicated because the probability of losing that much is low.
>>
>>121673497
Fading in and out seems kind of lazy.
Make a cheap animation effect with the dice.
>>
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Suck there' no love for zombie when it come to stock art, but here's the start of my zombie game.
>>
>>121674620
Will there be lewd scenes?
>>
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>>121675458
Nah, this will be a regular RPG with some halloween/spooky theme to it.
I'm actually working on a porn game though, I'm using this as a means of taking my mind off that/something to do while the artist do art stuff.
I'll probably have the main character show up in the porn game though as a kameo.
>>
>>121610330
well, i got some shekels to spare
>>
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>>121674620
Well, there's a Zombie NPC in the SF set. And it's a zombie kid, to boot.
>>
>>121676478
Oh wow how did I miss that.
Thanks anon
>>
Any scripts come out for MV that let you use summoning spells during battle?
>>
>>121677257
AFAIK the animation for fifth tier spells already resemble summoning.

Unless you want FF8-style summoning, then you need a script for that.
>>
>>121677390
I don't need an animation, I want the character to summon like a rat to join the party for that battle
>>
>>121518698
http://www.ezmash.net/Dev/RPGMaker/VXAce/RMXPAceConverter.zip
>>
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Shit forgot to check in this evening. Glad I didn't miss W.T. Dinner saying 'btw I'm done here's my part'.

Got a little too sidetracked working on this character portrait.

What sort of weird or unique races will you be putting forward in your games, /rpgm/?
>>
>>121679248
I like it, but her head is as long as her torso.
>>
>>121679478
Is that really a problem for a beastman?
>>
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>>121679478
Nah, just as tall as her ribcage. Wanted her to have a somewhat larger head because she's a very thin character with not a lot of muscle - but I didn't want to depict her as 'emaciated'.

So instead she's just kind of 'stunted' and has a little bit more 'infant traits' that'd normally be lost over time, like the head/chest ratio. (spoiler because underwear)
>>
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>>121348690
>>121397660
Sure we can do this.

Make a game, finish a demo, whatever. Give a Christmas gift to the thread.
I made a quick page. I'm not good with this wiki stuff, so if anyone wants to make it look nice, feel free:
http://rpgmg-games.wikia.com/wiki/Christmas_Jam
Also, I'll add other suggestions for rules and such. Just reply to this post or something.
>>
>>121681314
I'm busy with NaNoWriMo right now, but I think starting Nov. 25th and finishing Dec. 25th would be cool
>>
>>121681459
Sure, I've added that time frame. A month to make something is fair.
It's up for discussion though.
>>
>>121585839
>>121605932
I thought about doing it that way, but I really need it to be a menu-based thing. Ideally the same layout as the normal shop menu, though I guess I could do it with a fuckload of message-choice branches.

Is there a plugin that lets you do message choice boxes with more than 6 options or whatever the default limit is?
>>
Quick question: What do you do if you wanna change the size of the tiles in your game? The editor doesn't seem like it would be able to change the map designer to accomodate the new tile size.
>>
How would I go about making "/pol/: the RPG?"
>>
>>121682136
http://forums.rpgmakerweb.com/index.php?/topic/49744-flare-collection-currencies/
There's this plugin that might do what you need for your original idea, though I didn't actually read through it but it seems like the same idea.

In case it doesn't work out there's this which is the message box thing.
http://himeworks.com/2015/10/large-choices-mv/
>>
>>121682709
Holy shit, thank you so much! These both look perfect
>>
>>121682679
Whatever you do, just don't make it mundane. /pol/ evokes strong feelings, and tapping into that would be your best bet.

>Comedy game where /pol/ has a new enemy: The Polish. Because reasons.
This would have the broadest appeal.

>A mostly played-straight game with the antagonist being one of their common targets (Jews, etc.), featuring their dankest memes (Like that political cartoonist, whose name escapes me).
It could serve as a meta-commentary of /pol/, and a crash course on what /pol/ is about.

>A well-researched game where /pol/ saves the world from something it correctly predicted (which has happened at least once, I'm sure)
/pol/ will love it, if that's your goal.

>A Spec-Ops style game where the only winning move is not to play. /pol/ keeps making everything worse.
Would likely be the least-popular game of these choices, because people who hate /pol/ won't learn much and /pol/ probably won't be interested in hearing how genocide might not be optimal the solution for the world's problems.

No matter what you choose, they have a very unique culture and tons of material to draw off of. Proper research will be rewarded.
>>
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>>121679616
Alright, I'm hitting the sack for the night. Shoulders and wrist are cramping up and I can't motivate myself to do more prework on my upcoming part of the collab game.

Pic attached for anyone who cares where that piece went as I kept working on it.
>>
>>121682679
/pol/ must walk from their house to 7/11, buy a Slurpee, and return without sperging out. All the 'battles' are mentally fought against their own biases. The final boss is the Indian cash register clerk. Failure to resist sperging (depending on which battle) will get them beaten up, thrown in jail, or denied their purchase, and must walk home empty-handed. No Slurpee for you!
>>
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fuck me.
I'm working so long with the RPG Maker, and now it's the fourth time i must change the engine to work competetive.

Why do i even try to compete with everyone.
I can't even javascript.
pic related, i start to jerk off again and cry myself into sleep.

and i also forgot my trip again.
fuck me.
>>
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I kinda wish the cover art guys had some different expressions.
Any artists who do similar stuff so I might be able to slap on some different expressions?
>>
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>>121687227
>That eye

Get it together Japan.
>>
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>>121687925
Any other eyes you'd change?
>>
>>121686774
Don't change your engine just because a new one came out. You'll never get done. Look at Duke Nukem Forever. Its frequent engine changes were the direct cause of delays. A one-man team will take time to release a product. Don't worry about keeping up with the Jonses.

I promised myself I'd learn VX Ace after finishing Defeat the Darkness. A year and a half after buying it in a bundle, I'm still waiting to move up from the PS1 version.
>>
Oh shit I didn't even realize this was a thing.

I've been looking for people to help me make my game.
I need advice, criticism and just general beta testing.

If anyone is interested i'll provide a link to a demo of my RPG.

Warning:If stock premade elements turn you off then this probably won't be for you as I use a good bit of premade assets.

Also stolen chrono trigger music. Have fun finding it and pointing it out.
>>
>>121690903
Post a link, we'll give feedback once we play it.
>>
Are there any good tilesets for MV yet?
>>
>>121690903
>>121692016
https://www.dropbox.com/s/7d5zcsg5kvcot27/The%20Quest%20of%20Destiny%20Demo%20V.03.zip?dl=0
Also, note. This is still in a really early stage of development. So it may seem barebones but I plan on adding much more story as well as several sidequests and shit.
>>
>>121682679
/pol/-tan, tired of how many economic migrants from sryia, afghanistan, iraq, pakistan ect. that are flooding into germany, UK, and sweden since they offer the most benefits, has had enough and won't stand for the islamification of europe. deciding that winter-chan isn't freezing the migrants fast enough, he decides to do something drastic, go back in time, join NSDAP, and help Hitler win ww2 by battling occult creatures summoned by the world jewry sometime after judea declared war on germany. /pol/-tan would fight the occult by using summoning magic of his own. basically summoning christ-chan, ebola-chan, winter-chan, rachael purity, great wall of trump, ect.
>>
>Trying to art
>Trying to make a full skull
Can someone please help me kill myself?
>>
>>121695831
Anon, that's a great skull! It might not be a human skull but all the bone details look about right for the style.
>>
>>121397660
I'd like this. I'll give it a go. Might be less garbage than the last jam game I did, "Hope Quest".
>>
>>121695932
I just need to figure out how to put the jawline in so it doesn't look totally disgusting.
Bare in mind that when I say 'art', I mean hacking pieces out of premade stuff and putting it back together again.
>>
>>121665350
>jpg
>>
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>>121695831
>>121696305
Nailed it.
>>
would rpgmg rate a PROMOTIONAL IMAGE I made?
>>
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like?
>>
>>121697404
Go for it.
>>121698079
Not bad.
>>
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here i go
>>
>>121697404
Put it up proud
>>
>>121690142
>PS1
Words fail to describe you, man.
>>
>>121698362
I think I would have to see more before playing this.
Like a map or something.
>>
>>121698524
I'm still in really early days with the actual game, I'm learning MV before I properly start
>>
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I have an idea for an RPG actually.

I wonder how interesting building a story around all the pre-made things would be. If someone else hasn't already done it.

Like how Noah's preset description mentions the evil stars and all that jazz?

Think it would be cool desu
>>
>>121700515
It could be or it could not. It would really depend on the writer's talent for tying everything together in an interesting form.
>>
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>>121700515
I was thinking of doing something similar, actually.
Though I'm torn between using the cover art guys and the RTP guys, since it's really one or the other and while cover art guys look good and have full portraits, they don't have the variety of the RTP guys.
I held off doing it with the DS stuff because I'm a lazy shit but I think I could do it with the MV stuff now that I have time.
Just need to figure out a way to not have the maps look like total garbage.
>>
>>121694057
If you talk to neko from the right side the game gets stuck because she can't disappear.
>>
>>121693028
There was that muv-luv tileset that you can only get if you spare some coins for muv-luv kickstarter. And the kickstarter is over.
>>
>>121701156
huh that's fucking weird.

Let me investigate I suppose.
>>
>>121701156
>>121701207
I just tested it on my copy of the demo and it works just fine...

So that really is bizzare.
It's the exact file from the dropbox.... sooo that's really fucking weird.
>>
>>121700515
>Noah
who?
>>
>>121687925
That looks worse
>>
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>>121701332
I started a new save to replicate the issue, and yep, it's there.

After I give her the item I can't move, or pause, or anything.
>>
>>121701061
In my game, the cover art guys are NPCs. They may participate as guest in story battles, but they won't be in your party any other time.

Nina, Eisele, Akja <- female love interest
Aldo, Hayatemaru, Franz <- male love interest
Chimg <- sells items
Frist <- sells equipments
Dilara <- sells magic
Gustaf <- allows you to change your (Dark Souls-style) covenant
Rob <- your ship's AI (ROving Buddy)

Akja and Franz are bi, you can romance them regardless of your main character's sex (which you choose at the start of the game).
>>
>>121702028
I think I know why.

She runs to the right behind the mansion to disappear.

Not sure how to fix it directly at the moment other than don't block her from the right and try again. talk to her from the south or east and no issue should occur.
>>
>>121702341
fuck i meant west.

East would be in her way.

You know what i fucking mean
>>
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>>121702113
Sounds like a good system, actually.
Are those official names or did you come up with those?
I could only find Aldo, Dilara, Eisele, Gustaf, Hayatemaru, Nina, Rob and Yaichi, but I guess they're the only ones with themes so that's expected.

>Aldo and Hayatemaru
>Love interests
I am a little concerned.
>>
>>121694057
'bout to play it but just a tip, when you're uploading here, don't bother keeping the RTP with it. You're just making the download bigger and more inconvinient for us.
>>
Anyone knowledgeable on RM2000 plugins? I was wondering if there was one to force line breaks so I don't have to do them myself as it's a huge hassle and time-consuming.
>>
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I'm trying to make an active, on screen log for my game. I took the regural battle log code and started editing it little by little, then I went out to test it out and it seems ok, except for one thing.
I create the log window in the Scene_Map script, which seemed logical at the moment, but I can't find a way to access the log from any other script, so as to add new messages to it. Should I try and move the log window somewhere else or can I somehow acces the window and am just missing something?
>>
File: wtf am i doing.jpg (754KB, 1920x1080px)
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>>
Can anyone refer me to some preferably free tilesets?
I use RPG Maker VX Ace and i'm trying to make an RPG set in a modern enviroment that the default medeval tilesets don't exactly demostrate.
>>
>>121705283
Get the MV SF tilesets and resize them?
>>
>>121705403
???
elaborate pls
>>
>>121705553
The Sci-Fi tilesets that MV has, download those and then use photoshop or something, to resize them to fit VX Ace.
>>
>>121701883
You look worse.
>>
Is it me or do the house/building tiles in MV seem less versatile?
>>
>>121696414
I didn't think anyone wants to use that. Pretty much everyone can make it anyway.
>>
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>>121698487
>>
>>121702454
Yeah, yeah, I know. I just wanted to report the issue, that's all.
>>
>>121702341
Before talking to her, store the player's X-coordinate in a variable.

And then have a Conditional branch where if you are to her right, she says something like 'excuse me' and then do a 'turn up, 1 step backward' for your player, then let her run to the right.

I can show it in more detail if you'd like but that's the easiest way to manipulate that situation.
>>
>>121706683
Your mom looks worse.
>>
>>121694057
If you consume the diamond before giving it to that girl you can not advance.
>>
File: wat do.jpg (646KB, 1920x1080px)
wat do.jpg
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>>
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>>121663237
>>121665350
I heard PS got some improvements for resizing. That's not half bad, barring the jpg and lack of transparency.

This is waifu to x2 and then downsized to x1.5 in GIMP.
>>
>>121711281
>wat do
B-but I already solved that puzzle last general.
>>
Is there a way to add more frames of animation to the game? The walk cycles for characters only use 3 separate sprites and I'm wondering if it's possible to increase that.
And I'm not just talking about walk cycles, I mean all of the game's character animations.
>>
>>121702948
Wish I could help more, but I'm still learning javascript. If you don't want to make the message window global (bad practice, but it don't matter, none of this matters) add some functions to Scene_Map that pass along the message to the relevant object.
>>
>>121712852
Not yet, but scripts to allow that will probably be ready by December at most..
>>
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>>121713140
>add some functions to Scene_Map that pass along the message to the relevant object.
That's exactly my problem. I can't seem to be able to access the currently running Scene_Map instance. Otherwise I already would've just used a function or two to manipulate the log window.
I guess I'll have to make the log window global after all.

I guess me being an ESL played off on how poorly I explained my problem there, sorry.
>>
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>>121712852
It's possible, yeah. You'll need to edit some stuff in the engine code but it's certainly possible.

I wouldn't be surprised if someone's working on a way to do that right now. Only issue will be finding a way to display it correctly in the database.
>>
>>121714003
>>121685902
>>121679248
Why does she have mammary glands and hair? Are kobolds an artificial race in this setting?

She seems pretty cute, though.
>>
>>121713780
Well that's good to know, at least I can work on my art until then.

>>121714003
Kobolds a cute, what is this for?
>>
>>121714468
It's how Kobolds are written in the homebrew setting I'm making this character for. The general race (Kobold) description:
http://pastebin.com/w4h9q9nu

The art provided for my particular subrace (Dragonkin [Song Dragon] Kobold) also has breasts so I'm going with the assumption that they're mammalian in the reproductive and vascular senses.

>>121714745
Pen and paper Fantasycraft campaign, I'm just making my character's portrait while working on kinda/sorta RTP-style coloring/blending. I might use her art as inspiration for a character in my part of the collaboration.
>>
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>>121679248
The current one is pretty much RTP creatures-only, save for the weredragons.
The one that is currently on hold has an all-human main cast, but contains djinns, fairies and giants as city-folk.

A while ago I was working on a "twist on fantasy creatures" setting for a game idea I had, but I realized that all the lore I was building would only clash with the main goals of anybody playing the game, so it is probably going to stay in limbo for a while.
>>
>>121715696
Hm. Could've sworn I saw more battlers than that that weren't native to the RTP. If that's the general rule however then I guess I'll keep to it.
>>
So any tricks around the fact you can't hear/test music or sound effects in the editor?
>>
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>>121716682
I'd probably reinstall/start a new project, because the test function works fine in the editor.

Unless you are talking about something before VX or MV, in which case I wouldn't know.
>>
>>121717656
I can't just start a new project, I'm already ass deep into one. I'll try reinstallling I guess
>>
>>121717817
No, that won't work, because the reinstall only sets it up for the next new project.
>>
>>121717817
In the meanwhile, why don't you see if sound even works in a new project. Failing that, then reinstall and see if sound works in yet another new project. Failing both of those, you're in a spot of trouble. You might have software (like the built-in muter) disabling sound in the editor or some other problem.
>>
>>121717924
>>121718119
I valided the data through steam, I was missing like over 2k files for some reason.
Redownloaded and it's fine now, thanks.
>>
>>121718267
>2k files
Christ. Albeit, I'm more curious how fixing the RTP (which Steam sees) somehow fixes problems in a project (which is standalone and Steam can't see/validate).

Well, anyways, glad you got it working again anon. I hope the missing files didn't do any internal damage to the events or code. You should do a quick run through everything in-game to make sure everything is up to snuff.
>>
>>121718548
>>121718548
Yeah I'm going to do that, and I don't know, perhaps it was just files missing from the program itself, like the root of a tree and the branches being the projects...or something.
>>
>/rpgmg/ hits bump limit in less than a week
MV truly saved this general.
>>
New thread >>121722476
>>
>>121716251
The "current one" is the clown game I started for the Jam and have not finished yet. The one with the Chickensaurus and Lawyer Pirates is on hold until I finish it.

I personally dont count battler-only creatures as races unless they are very recurring or something.
>>
>>121722631
Ah, well I meant as a battler yeah. I don't intend on creating any new main NPCs in my arc - just expanding on existing ones. I might though. Still don't know where W.T. Dinner's going to take the story.
>>
>>121679248
Does having a million harpy variations count as weird/unique?
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