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/rpgmg/ RPG Maker General 107*

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

Thread replies: 743
Thread images: 198

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) (embed)

Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd (embed) (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
- W.T.Dinner !LTqeha3bQk

Currently working:
- Firgof !aFqhsxkECQ

Queue:
-Silent Maid again? Some anon? I didn't quite get this.

MIA:

- !YakshaO2qs
- Anonymous PhD !!QqXzW/bDL5y

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
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What's your game's method of fast travel?
>>
>>122326390
A map.
>>
So... why arent you working on your game anon?
>>
>>122327257

>work on mv project every day for like 2 weeks after its release
>haven't touched it since

I guess I burned out. I'm also not sure where to take my story from where I am.
>>
>>122327257
I'm working on a separate project at the moment. I'll be on it eventually though. Probably Monday.
>>
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I really like how this map turned out. Ahaha...
>>
>>122327257
Wait, if your boy robots are blue and your girl robots are red, do you have androgynous robots with red AND blue color schemes? Or just give them a normal color like green? Or maybe you don't even have androgynous ones.

Watch someone call me out on a super obscure reference.
>>
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>>122332467
>if your boy robots are blue and your girl robots are red
Actually that's just for the MC and his sister, I pretty much only did that because blue and red are common "Player 1" and "Player 2" colors.
If blue robots were boys then this one would probably be a dude heh
I don't get the reference... sorry ;_;
>>
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>>122327257
I just haven't had the energy between having to work on some commissions for extra cash and gearing up to move next month.
Going to have to make a big sprint next week to get this chapter done by the 22nd.
>>
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>>122327257
I might be!
>>
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You haven't opened RPG Maker today, have you, anon?
>>
>>122337459
Joke's on you, I leave it open at all times so that the icon can mock me from the taskbar.
>>
>have a combat script and a dungeon script i want to use
>they combat script displays black for monsters and background
>have no idea how to fix it
https://www.youtube.com/watch?v=CSALQn0u9z4
>>
>>122337749
oh shit. now the back ground appears and the monsters fall off the screen lol
>>
bump for the love of god.
>>
>>122337734
Same...except so that I can work on it little by little.
>>
We've all seen our share of plus 1 Agility rings and Magical Amulets of Magicness, but what are some of your more creative magical items and accesories?

Mine is the Quick Quiver. An archer with this equipped can attack twice. not sure if I can get certain skills to proc or not with it though.
>>
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>>
I have RPG Maker open.
>>
>>122337459
Had it open for 24 hrs nonstop gam mak actually...
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huehuehue
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>>122346609
jeez
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>>122333906
Not exactly robots but yeah.
>>
>>122343231
As a joke, I made a necklace that maxed out your evasion... but also made you die instantly to anything that could actually connect.
>>
>>122343231
an amulet called Soulless Additive. Increases HP by 3x and reduces the chance of being targeted by 1/3, but increases all damage by 3x.
>>
>>122350114
>>122350603
release when
>>
>>122351763
who knows? not this year, that's for sure
>>
>>122351763
There's a demo of harpy game on the wiki. The item I'm talking about isn't in it, though.
>>
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>>122327257
>>
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Trying to create a unique magic system for my game, I ended up making this, sort of diagram of the different types of magic.
>>
Saving Bump
>>
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Well, at least I finished my dumb portrait today.
Here's hoping for lots of progress on Monday.
>>
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>>122327257
Because I want character busts and weapon concepts, but am unsatisfied with my own drawing skills. Also don't wanna spend the thousands of hours necessary to get good.

I've got five party members planned if any half decent drawfag wants to help me make them not look like ass. Physical defender and attacker are here:
http://i.imgur.com/uhw5sxW.png
http://i.imgur.com/j5A2pNk.png
The magic attacker is getting started in pic related. After that is a magic defense/healer role, then the fifth character will specialize in item use.
>>
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>>122327257
I am I'm moving the point distribution from being a separate menu into the Status menu.
>>
Don't you die on me, /rpgm/.
>>
What genres/types of games does /rpgmg/ enjoy the most and what genre are you working on?
>>
>>122364847
I like action rpg dungeon crawler thingies.

I'm working on a dungeon crawler, but its not action cause rpg maker action isn't the kind of action I want.
>>
What's a good name for a wind based MP regen buff skill?
>>
>>122367092
Second Wind?
>>
>>122367220
That sounds more like a revive skill though.
>>
>>122367092
Uplift.
Tranquil/Gentle/Spirit/[Adjective] Breeze.
Renewing Wind.


[Adjective/Noun that entails something nice happening that doesn't automatically make you think of HP] [Wind Noun]
>>
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>>122353459
Same here
though now i'm stuck between wanting to actually work on the game or turn on fallout
cuz' we all know once one starts it won't stop for awhile.
>>
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>>122367092
Winds of Magic.
>>
>>122364847
JRPGs with ATB combat, for both.
>>
>>122327257
A friend bought me Rocket League.

In all seriousness, working on it now
>>
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>>122327257
But I am. I made some music loops and I'm working on some gameplay.

Also, page 10 bump.
>>
>>122339282
More info, so we can help.
>>
>>122343231
My combat mechanics are all based items. There's a piggy bank that can be thrown and there's some chance to have money inside when it breaks.
>>
>>122377409
Sounds kind of like Riviera. Riviera was cool as shit, so I'm interested in your game, anon.
>>
>>122377298
I am using
dungeon script
http://save-point.org/thread-422.html
combat script
http://members.jcom.home.ne.jp/cogwheel/script/rtab.txt

Been trying to allow for 5 people party too. scripting is absolute madness. does what you say not what you want.
>>
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Choo-choo! It's the progress train!
Are you guys doing well?
>>
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>>122379271
None because Fallout 4.
>>
>>122343231
My setting has a liquid currency tied to the magic system. Characters can drink a bottle of money to max out their MP in emergencies.
>>
Newbie to RPG maker general!
Recently, I got RPG maker MV, and I'm really liking it!

As of right now, I'm playing around with the engine, and I've got a question.
Does the engine only recognize ogg and m4a file types for sound?
I figured that I could get away with .wav files.
>>
What would be better, to parse regular expressions from notes of a custom skill or rather to have a huge list module that contains all the custom information that a skill needs?
>>
>>122381023
Welcome to the thread. Hope we see something cool from you, soon!

>I've got a question.
>Does the engine only recognize ogg and m4a file types for sound?
Yes. This includes sound effects, background sounds and music effects (victory jingles, etc). Previous rpgm engines could use mp3, midi and wav, but not MV.
>>
>>122382634
Ah, that's no problem.
Converters are everywhere these days.

I'm hoping to make a light jRPG for my first project.
I enjoy playing with the system! It feels like a fun, creative exercise.
>>
>>122379271
You could say so. Stamped out a pretty major bug just now.
>>
>>122381023
Hi! If you need some visual inspiring games as motivations, check here:
http://rpgmg-games.wikia.com/wiki/Visually_Appealing_RPG_Maker_VX/VXAce/MV_Games

Also, I started this article but someone improved it A LOT! Thank you, Anon!
>>
>>122384573
As far as visual inspiration, I've always been a fan of the GBA Mario RPG series.
Something lighthearted, colorful, and fun! The Alphes art style is something I really like.

While I can't really do art myself, I do have friends who can help out.
...That is, if I haven't completely pissed them off, due to the fallout of the last project.

Though, to be fair, I didn't have much involvement in that. I was just a member of the room!
>>
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>>122384573
Neat page. I haven't even heard of a lot of those games.

>Also, I started this article but someone improved it A LOT! Thank you, Anon!
Brickmeister's been cleaning up the wikia since it was made. He's a cool dude.
>>
When you are writing your game's story, how often do you go back and begin to change Lore and Worldbuilding because you've gained better ideas from developing your characters?
>>
Some more scaled icons from Yanfly
https://www.youtube.com/watch?v=NNzhpPgiHLs

Does anyone know the technique she used?
>>
>>122386834
Interestingly enough I do it how I write, which isn't something that one normally does, I guess. I just create a skeleton of the lore as I build and let things happen as they will, but then yes, I often go back to flesh out things I'll make more reference to in the future.
>>
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I'll try asking again, because I've got no answer and this will be a good excuse to bump the thread.
I've reworked the base scripts of VX Ace a bit and as a result skills don't exactly work for me anymore, so I have to rework them a bit, but I can't seem to read off all the information of a skill, just by looking up its methods. So I wanted to find out, what would be a less stressful solution, for a PC, in terms of reworked skills, parsing notes on the go, to get the needed info of a skill, or having a huge module that contains 2D hashes that have all the needed information that a skill requires?
>>
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At least I can do somehting right.
>>
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>>122389604
>>
>>122390180
Do you have eight party members in battle at once?
>>
>>122392197
yeah. its a riot.
>>
>>122387068
Probably redrawing them.
>>
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>>122394158
I need make some textures.
>>
>>122394901
I may assume your goal is to use ever piece of RTP available.
>>
Hm, I think the battle system I'm gonna go for...
Is a turn based trinity system.
You know, healer/tank/2xDPS.

That sounds interesting, right?
>>
>>122396920
I have none RTP stuff to use. Depends which looks better using the perspective.
>>
>>122397265
use one of those overhead shining force like battle views for it.
>>
Hey, /rpgmg/!

I'm not a fluent english speaker. May you guys help me? I'm starting to write some of my game's lines.

https://docs.google.com/document/d/1ei_jVlJIXdlR2Q0rXIH9u3YKkKzN-Bd_sL1dx5sHfnc/edit?usp=sharing

Please, guys. Point me some errors I could fix.

Thanks!
>>
>>122402069
>Two portraits. Which one should I check?
this is fine
>The one in the left.
should be "The one on the left."
>Phew! If it was a nightmare, probably my door would be stuck with a bunch of chains around it!
"If this was a nightmare, my door would probably have a bunch of chains on it!"
>Mom always reminds me to water this little plant. But I never do it.
"Mom always reminds me to water this little plant, but I never do."
>It's my bed. My comfy and reliable bed…
this is fine
>Should I take a nap?
fine, too
>>
>>122402942
Thank you VERY much!
>>
>>122402069
Not being rude or anything, man, but why are you making it in English and not your mother language?
>>
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>>122359096
Help.
>>
>>122406943
What type of style are you going for? I do commend you for doing your own stuff, man. Keep it up.
>>
If I can make music, work RPGmaker, write, etc., but I can't draw, is there hope for me? I can't believe how integral a bunch of scribbles are to making something.
>>
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how do I get into the 'this is for practice' mindset?
I have trouble being loose and just making things for fun
I have a fear of people saying my work sucks even though it's not that big
I dunno I'm just a sensitive guy
>>
>>122407830
You could try learning to draw. Practicing in between working on your game will probably be enough to get you to a passable level by the time you're finished with everything else in the game, unless you're doing something really short.
Alternatively commissions are an option.
>>
>>122327257
Keep getting distracted by friend x wanting to play y with me or attempting to draw some concepts in photoshop and giving up after realising my "art" looks hundreds of times better when drawn on paper with a shitty pencil. Half tempted to make the whole game with pencil drawn graphics, at least with the lines.
>>
>>122407940
I don't know. Everybody says start with a small fun project before making whatever big "dream game" you have in mind, which was what I tried to do.
Then it kept getting away from me as more and more was added in. Now it's turned into the next big serious thing that'll never be finished.
>>
>>122327257
I look at MV and then I shut it down, I also do the same thing when I'm in Tyrano builder.

Mind you I'm decent or I should say below decent at drawing but I get overwhelmed when I look at the projects. Too much shit runs through my head of stuff I could or want to do that I do the same thing I do with my backlog. It's too huge so I guess I'll just go back to browsing the internet and encourage people to do their game. I'm a hypocrite, I know that.
>>
>>122406345
I'm planning to release it commercially, and I really couldn't profit in the Brazilian audience. I'll count with some north american friends to fix my grammar, and I know how bad it may sound, but it's the only way I've found.

>>122407830
How do you make music? Softwares or instruments?
>>
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So... which is better?

>Calm final boss music

or

>Fast paced final boss music
>>
>>122412675
What is the Final Boss fight like?
>>
>>122412675
It deppends.
>>
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>>122374863
And thus, Missingno was born.
>>
>>122412675
Calm music that gradually turns into fast paced music
>>
>>122413528
Or the opposite, https://www.youtube.com/watch?v=f7JPN8-IBa8
>>
>>122412675
Something in between
https://www.youtube.com/watch?v=rVYHhcYWttY
>>
>>122385764
Brickmeister did great on wiki too but Nessarosa cleaned up that page btw.
>>
>>122327257
Well thaks for reminding me , you fucker.
>>
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>>122415792
yer welcome
>>
For the rest of us who use MV's RTP I have a question.

Do you guys use the character creator for your main actors? or do you stick with the actors given by the game.
>>
>>122407338
I'm not familiar enough with different artists to have a style in mind. I'm just winging something vaguely manga.
>>
>>122416737
I use the Creator mostly for NPCs. That said, I find the default actors a bit boring, so I only have three as playable characters, while using characters from the Villains, Nature, Monsters and People sets to fill the other roles. Only one character was made in the generator.

That said, if I was doing SideView, I guess I would be forced to go mostly character generator, even if it meant customizing some assets.
>>
REVIVE
>>
>>122422951

Fuhahaha! You think such a pitiful spell can save you?! Bolt-3!
>>
I haven't touched these threads since a couple of days after MV's release. Did they patch any of the problems and bugs or change something? Anything I should know before I start messing with MV?
>>
>>122423698
There is a patch, but I still get some lag in maps with lots of water.
>>
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H-how is it going, /rpgmg/?
A-also, ignore the house's exterior graphics. Haven't finnished yet.
>>
>>122427414
WHOA JEEZ THATS PRETTY SPOOKY I LOVE IT
>>
>>122427414
I'm working on my demo's database. It's the worst slowdown I've ever been through. Jeez.
>>
>>122427569
Too much parallel mapping? I'm afraid of how much it will impact the performance in my game...

>>122427541
> Not sure if irony or compliment.
T-thanks!
>>
>>122428298
Demo is using default assets. I'll make custom assets once I feel the demo is worth continuing.

btw the webm reminds me of the littlest prince.
>>
>>122424401
Is there a patch outside of Steam? I've been using the pre-order version from the source and I don't know how to go about updating that.
>>
>>122428298
nah, I mean it, its pretty good
>>
>>122428960
There was a patch in kat that came with the crack I used, and I just installed it over my current version.
>>
>>122429271
which one was that?
>>
Anyone know the rpgmaker game I'm thinking of?

It involved the sun going out I believe, I wanted to try it.
>>
>work for several hours on my game
>leave to visit in-laws
>come home to computer having restarted
>nothing saved

RIP Progress and motivation
>>
>>122431360
this is why you save when ever you change something or every five minutes
>>
>>122431486

Yes. I actually thought I had. Created a full cutscene and thought I tested it. Apparently I had not. Time to work on it tomorrow.
>>
>>122431360
I keep everything backed up on a usb. Just incase. Hell, I kept stuff on CD-Roms back in the rm2k days. And with free time in computer class I'd save event system tutorials and graphic resources to a floppy disk to take home.
>>
>>122412675
Calm for epic, gigantic battles, fast pace for OH SHIT ITS ON NOW battles

Calm:
https://www.youtube.com/watch?v=bCYkpZ5vNrs
Fast Pace:
https://www.youtube.com/watch?v=Elb6A7iT6P0
In Between:
https://www.youtube.com/watch?v=z6M2xt_Ks4Y
>>
>>122431360
>>122433657
>not backing it up in Dropbox or some other free cloud service.
>>
>>122435232
It's not even like I lost the files. My computer just restarted and I lost the progress I'd made thus far. I have this same problem playing games- forgetting to save.

Also the receiver for my wireless headset broke today. And I'm also the anon who lost their job Thursday. Things come in threes, so hopefully shit's done happening.
>>
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>>122427414
nice undertale copy
>>
>>122435232
>internet connection.
The day you need it is the day you won't have it.
>>
>>122436072
Thanks!
>>
>change a tilset image
>go into game
>it hasn't changed
wat. its the right file cause there is no other.
>>
>>122438319
Change to a different map and then back, it doesn't update immediately.
>>
>>122438385
i did. i even restarted the editor. its wont change. this is spooky.
>>
Has anyone designed any male face shape graphics for the generator that don't look like grizzled middle-aged tough-guys and look like slightly-effeminate JRPG protagonists? I mean I don't want to go full-tranny for my main guy but I also don't want him to have a giant chin.
>>
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>>122438616
>>
>>122439108
I've been using the girl generator for the faces and then just making the sprites in the male generator, it works well enough.
>>
>>122439275
halp
>>
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>>122440956
So i altered it again. the bottom part changed but the top remains the same.
>>
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>>122441280
well its strange but the top part of the wall texture cannot be altered. how the fuck it remembers it I don't know.
>>
>>122442902
ah fuck it. found out there is a new editor. gonna try that
>>
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>>122445985
fuck! the new editor sure is unstable.
>>
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>>122447049
Can't add animated water afaik.

Wat do?
>>
>>122448250
Don't depict moving water.
>>
>>122448250
Can you make transparent tiles? If so, make the bottom half of the background animated water.
>>
>>122449329
yeah i can. how do i make a paralax animated?
>>
i gotta figure out how to make it mach up nicer with the grass..
>>
Making characters with realistic flaws is hard. I feel like my characters are low-level chess AI: Perfect until they perform a random fuck-up out of nowhere. Not even a realistic flub, either. It's so beyond context that it feels forced. Then again, if Hollywood movies can get away with it, maybe I'm just overthinking things...

>Spectre
>"I wanted nothing to do with my father's work"
>"Which is why I'm well-practiced in firearms and kept tabs on what he was up to"
>>
Why do you hate scripting so much, /rpgmg/?
>>
>>122459046
I can't pick it up naturally like I feel like I do with other things so I don't want to spend the time to learn it, especially since I don't need it to accomplish what I want in RPG Maker.
>>
>>122459046
Programming grinds my autism in the worst ways. I don't think God wants me to do it.

>Have modded some small games and ROMS successfully with either stat changes or new graphics through ROM editors for Zelda 1/FF1

>Play Flash games on Newgrounds where you have to program a robot to navigate pathways
>Pull some clever optimization but ultimately felt like it was frustrating

>Try RoboWar off a free games site
>Can barely write a robot that knew how to intelligently move
>Had trouble coding a robot that could move intelligently, much less calculate shots or avoid enemy fire

>Try to learn Javascript
>Hello World program from Java's own site crashes
>Find out years later that my version of Java was out-of-date, which is why it didn't work

>SpaceChem
>Equivalent to torture before the end of the demo

I hate coding, and I get disproportionately angry when a tiny detail throws everything off. I'll leave it to someone else
>>
>>122459694
>Game Maker
>Start making the demo game
>Importing everything and writing values felt like pulling teeth
>Still a step or two less complicated than coding
>>
>>122459694
>2005
>Buy a computer from Wal-Mart
>Comes with a Python parser
>"What the fuck is Python?"
>No internet, never bother learning/using it
>>
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>>122459694
>>122462006
As a code monkey, this baffles me.
I really enjoy fucking around with code and eventually seeing how it starts working bit by bit and doing what I want it to do.
>>
>>122464767
Different strokes for different folks, really.

I view coding as a means to an end. I don't want to discover the deep subtleties of a language. I just want it to do what I ask, which is probably why I had zero trouble with graphical engines (outside of SpaceChem) and all the trouble in the world with actual parsing.

Much respect to you for understanding how all that stuff works.
>>
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Haven't done a thing all morning.
>>
>>122473045
What are you having trouble with? What was the last thing you worked on?
>>
>>122473436
I'm one of the people trying to draw. (Can't make music or script either, but tons of those sources are available for free.) Things were going well for months until I hit this point, and it's like a brick wall.
Also don't wanna shell out hundreds of dollars at deviantart getting commissions on what's supposed to be a fun little hobby project.
>>
>>122476185
What about a little practice? I mean, do you have any experience with Photoshop? If don't, try to lurk a little on Deviantart, specially in categories like 'pixel art', for example. Also, check this to get some inspiration:
> http://rpgmg-games.wikia.com/wiki/Visually_Appealing_RPG_Maker_VX/VXAce/MV_Games
If you choose something simple, but that will make you feel happy while practice, I'm pretty sure it will result in something cool. Not trying to be romantic or something about game design, or anything else. It's just that I notice this in my own creative process and really think you should try. Also, if you have any difficulty, post here and anons will try to help.
>>
Searched around and couldn't find anything.

Is there a "learn and replace" plugin for MV yet?
There was one for Ace, basically you'd add notes to skill to make them replace others skills. For example, you level up and learn Fire 2, which replaces Fire 1.
>>
>>122477483
there is nothing vor MV .

You could be the first on this race for at least ending the game.
>>
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Alright, so I get adding new presets to the generator well enough. What about colors? Can you add any or just change what's already there?
>>
>>122481610
And by that, I mean like adding an actual "red" for hair color, or white for hats/clothes.

Not like "I what the top of the hat to be changeable."
>>
>>122481610
>>122481743
gradients.png in the generator folder is the colors used. You can't add new colors to the selection afaik, but you can change the colors to whatever you want.
>>
>>122481920
Damn. Alright, thanks. It can't be too bad though - you can just swap different gradient sheets for each character.
>>
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Finished a portrait after hours of procrastination... how slow are you in your game?
>>
>>122482752
Just about finished redoing a cutscene that was lost yesterday. I liked it better how I did it before but I can't remember the dialogue from the first time, so I'll just deal and touch it up later.
>>
>>122482752
Considering I still need to learn how to draw and make my own art assets, I'm a few years behind the schedule.
>>
>>122482752
Just trying to finish up writing the final sections of my games' story in the design document. Taking longer than it should because of disgusting real life people wanting to do shit with me.
>>
>>122483082
I should really make one of these. I'm just letting it organically grow to see what happens next. Probably not the best design philosophy.
>>
>>122483241
Some people do it, some people don't. Give it a try and see whether you're more comfortable with improvising or planning it out on paper and then stick with whatever you like better.

Personally I work better with a document, planning every detail out. I hate deviating and improvising as I feel I can sometimes go too far and end up making sections/characters/whatever that feel out of place among the rest of the project.
>>
>>122482752
Enough. Gotta make a hotel website and it's killing me to make this shit when I could be living the dream.
>>
Yanfly's plugin poll is up
https://www.youtube.com/watch?v=NaBx4qWON1E

Can I ask you guys a favor? Even if you don't use MV, can you help vote for the Gab window? It's something I really really really want for MV and it's been something I really enjoyed using in Ace.

Thanks if you do, I fucking owe you guys one!
>>
>>122484650
Pretty much everything there is better than gab. Even status core and more drops.
>>
>>122484650
Nice! Visual HP gauges! <3
I was about to vote in Status Menu Core and Extra Enemy Drops, but instead of the second, I'll vote on Gab Window. Just for you, anon.
>>
>>122481610
It could just be the 3/4 view, but MV's character creator looks worlds ahead of Ace's. That shit was just shameful.
>>
>>122486496
I <3 you
>>
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>>122484650
I don't get why so few people want the button common events. It seems great combined with the Main Menu Manager and I bet you could do cute minigames like dancing and shit.
>>
>>122491684
I do want it - but I want the gab window more
>>
What else do you put in a design document aside from story, characters, locations and gameplay ideas? How fleshed out should this thing be?

Also bump
>>
>>122495767
Depends on how large your team is and how confident you are in your ability to design gameplay.

Could range from even less from that to much much more than what you're listing.

TDDs include discussions such as standardized controls along with justifications for those controls, UI and UX design, etc. GDDs can include things like retention cycles and other such loops and how they're meant to co-mingle with the gameplay/story and why they're justified.

Standards and practices for how and where to place doors/savepoints/etc. Considerations to have for designers making levels as regards to the game's pathfinding and AI, etc.

GDDs and TDDs can be enormous and expansive and can cover a whole lot of crap - but you only need that much detail and work if you're working on a very large game with a large group of people working in a space where everything hasn't already been invented yet, mechanically and otherwise.
>>
>>122495767
Put a deadline.
Watch how much faster you work rather than nothing at all.
>>
Man, this thing is intimidating. Why is this little collab thing making me worry just as much as whenever we launch a new game?

I really need to learn how to relax.
>>
>>122497102
That's what happens when you get a deadline and think people are waiting on you. :3
>>
>>122489852
Looks nice
>>
>>122498382
would look nicer if i could get the water to animate. XP has no built in tileset switcher sadly and i can't get this script to work. http://www.gdunlimited.net/forums/topic/2051-change-map-tileset/ =) halp!
>>
>>122498282
Both of those things are true though.
>>
>>122499075
little help, guys? not sure what command I use and where I put it.
>>
>>122491684
I voted for Button Events, too. The mass just don't like eventing and would rather plugins make their games for them with as little work as possible instead.
>>
>>122495767
I just have 2 text documents.
One, that's purely technical and is just a list of changes to the engine that I've made and still need to make.
The other one is just ideas, base story and character bios.
Everything else I just usually make on the go unless it's something really interesting and big, so that I can't fully implement it in one go, then I just scribble it down in some other txt file and check upon that.

>>122501334
Sorry, anon, I'd help you but I have zero experience of working with RPGM XP.
>>
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>>122501538
>>122491684
>>122492125
Out of curiosity, isn't this what you're looking for? It's one of the plug-ins already included.
>>
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>>122497102
I know that feel broseph

But it only makes you work twice as hard. Which is good because I like to slack off.
>>
>page 10

Fags.

Keep your gay ass general in check or it's gonna dissapear.
>>
>>122504607
Nope. You're looking at a context-clue plugin. The Gab Window is a little dialogue box which auto opens, displays, and closes on demand in the topleft corner.

Yours requires interaction/context, the gab window requires neither.
>>
>>122504607
No, that's just for the mouse. Yanfly's button events from VX Ace were ones you can bind to keys and shit to do fantastic things.
>>
Yanfly posted this on her patreon as an open beta for anyone who wants to try it out.

http://yanfly.moe/beta/YEP_X_SideviewEnemies.js

Apparently, it lets you use SV actors to replace enemy graphics and they're even fucking animated. This one totally kicks Rexal's out of the water because it doesn't require you have to matching filenames for both the SV Actor and SV Enemy and reduces the bloat on your project size by a ton.
>>
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Now there's a proper "you fuckin' kiddin' me?" edit.
>>
>>122515285
Highly fuckable / 10
>>
Is it possible to do a text scroll sound in 2k3?
>>
>>122516760
>Have sound effect (like a 'blip')
>Go into Audacity and space blips as fast as the text scrolls
>Make ~150 sound files, for anywhere between 2 and 300 blips
>Add the correct sound file for each line of text
>Pray nobody mashes through the text and discovers your secret
>>
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>>122516382
Do not fuck the robots please.

Unless it's Sniffer
>>
>>122518976
Robots are literally made for sex.
>>
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>>122519028
Do NOT fuck the robots!
>>
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>>122520475

Literal dialogue from a NPC

>Some people tend to ask robots if they have... you know... "parts"...
>Well, if their creator is a perv then I suppose they can under the excuse of "realism", but that's unlikely, for industrial units that is... I'm not sure about domestic units though, as I'm not one.
>But there definitely are "special" robots out there who do... you know... "that" with humans for the sake of giving their
creator a buck or two, on places where it's legal that is.
Both the MC and his sister are "domestic units", so assume what you want.
>>
>>122521218
>>122521040
I know what you're assuming and I know what I'm assuming, friend.
>>
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>>122521542
I dunno, what are you assuming, anon?
>>
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So... why should I hate you villain to the point of wanting to kill him/her?
>>
>>122526582
Because he's a homosexual hellbent on making the entire world gay.
>>
>>122327257
Burned out after re-making my game, I have to work in the final part soon™
I should be done by the end of this year hopefully.
>>
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>>122526582
Reminding me I don't even have one yet.
>Party finished, along with setting, skills, items, states, combat system, and a couple towns and dungeons with puzzles.
>No plot.
>>
>>122526663
That bastard.
>>
>>122526582
Because she is a loli and all lolis must die.
>>
>>122526582
Because the villain is the entire reason that the world is overrun with monsters that are far stronger than the normal humans can manage, let criminals from another world run amok in the human world, and the worst part is that the villain is just chilling in their lair without any concern for what happens to you or their forces.
>>
>>122526582
His childhood friend accidentally got a crush on one of the protagonists. At the end of the game, all the protagonists want to do is leave. The villain, being immature as he is, would rather see them dead.
>>
>>122526582
You're an emotionally fucked up kid trying to find your mother who went missing a year ago, when the villain leads you on a ruse the entire game claiming he knows your mother and can help you find her, but ends up trapping you in the final room and telling you that not only was his mother dead the whole time, but he killed your mother.
>>
>>122533179
*not only was your mother dead

I don't know how I fucked that up lol.
>>
Oh man I'm glad I found this thread.

So I have VX Ace on Steam, now that MV is out, should I just download all the DLC for VX I don't have and continue using that?

Or should I look into procuring a copy of MV and work from there? Is there a significant difference?
>>
>>122537480
Read the features. Download the trial. Not trying to be rude, but this will certain be the best way to answer if there's a significant difference.
>>
>>122538918
No you're right, I should have done that first.
>>
Is there a way to make an storage system in MV? or a way to need items in order to attack, think Rosa of FF IV.
>>
>>122533179
Sounds too broody for me just going by that description.
>>
>>122533179
I could see it working if it was done really well. The details would make or break a plot twist like that. Jar Jar would've made a good Sith Lord if his initial setup wasn't so clunky
>>
>>122526582
Because they're an important character in your party and has the best skillset. Only that you can't use them on the final battle since they are the final battle.
>>
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>>122527519
>Coming up with the party, towns and dungeons before the plot
>>
>>122527519
You can go the FFTA2 route and just have adventure for the sake of adventure. Hell, Season 2 of Slayers was all about finding a relic (Claire Bible), and it was still an enjoyable anime. Excuse plots can be leagues better than badly-written ones.
>>
>>122526663
can I let him
can I take it up a notch and make the entire world bi
or even outright kill the earth's sex drive entirely
>>
>>122526582
>to the point of wanting to kill him/her?
You don't. You can just become her sex slave or make her your sex slave.
At least that's how I have it so far.
>>
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You can now create maps with TileD for MV. http://forums.rpgmakerweb.com/index.php?/topic/50752-tiled-plugin/
>>
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Where are all the MV games

I wanna play an MV game
>>
>>122544697
I think the simplest way would be having a check at the start of every turn in battle to see whether a certain item is equipped, then learn/forget the skill based on that.
Outside of battle, it'd probably take a parallel process.
>>
I've thought of an idea for a boss fight but I'm not sure if I can do it properly:

Boss is a Tank and a Sniper.
Tank and Sniper each have different skill sets.
Party not allowed to target the sniper because too far away or whatever.
Battle ends after Tank is defeated.

For some reason I think this was possible in VX Ace but I've not made enemy battles in a long time.
>>
>>122526582
Almost-mindless creature perpetually in pain.
Would probably kill itself if it was still capable of feeling anything other than mind-numbingly hatred and pain.
Would probably end up killing all/most humans in the continent, or even the world, if left unchecked.
>>
>>122565549
Not sure how you could totally disallow an enemy from being targeted. If you just give him 100% evasion and magic evasion, he could still be hit by "certain hit" types of skills.

One sure-fire way I know to do it would be change how the "substitution" flag works to protect allies at <=100% instead of the default <=25%, which would have the tank jump in front of all attacks that would target the sniper, even if they're group-hitting attacks.
>>
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Hey, /RPGMG/! How is the last map you've made for your game?

Mine is a alternate version of your house, after you talk to the boy with the same visual as you (besides he's like your shadow).
>>
don't die
>>
>>122571350
I'm actually not spending a lot of time making maps 'nice' right yet. I'm getting their general layout down and any important events before moving on.

I'm trying to get the plot all lain out and then go back to add battle systems, tweak interactions, fix up dialogue, etc so the game will be done (and playable, if not lackluster) at first.

So right now, my maps are like most dicks. Functional, but not exciting.
>>
>>122571350
>How is the last map you've made for your game?
Test map.
I'm still working on scripts at the moment. Actually I haven't done Jack Shit in the past few days since I've been following world politics.
I need some motivation to go finish some of these scripts.
>>
>>122575592
Probably you're right. I couldn't do it like that because I really feel that each part should be visually complete before I start a new one. But as I said, you're probably right.

>>122576630
What kind of scripts? How there's no RPG Maker ISIS game until now?
>>
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>>122571350
Looking Good!

I'm just testing a custom plugin to take into account how many chars will appear on the vehicle raft. So mostly a test map of a stage where it's applicable.
>>
>>122577471
Cool! I miss many VX / VX Ace plugins, on MV.
>>
>>122577353
Yeah it helps a lot that I'm not really a visual guy. Presentation's important and all but what good's the presentation if the game's never finished, y'know?
>>
>>122577353
>What kind of scripts?
Well since I've changed a lot of shit in the scripts, the current way the skills function don't work for me, so I have to rework the skills completely. Another few scripts that I'm fucking around with at the moment are the Status menu scripts. I've made a point distribution system, but the problem is that it's a separate point in the menu and a separate scene. I just want to make it so that when the character gains a new level, the player can just go into the Status menu and upgrade their character from there.
When I will be done with those things I'll be around 85 to 90% finished with scripting my game.
>How there's no RPG Maker ISIS game until now?
Good question. No idea, maybe the recent events will spike some interest in removing ISIS in videogames as well?
>>
How to make a chicken event zeldalike?
send help
>>
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>>122571350
A house for 2 old people.
>>
Quick question, what's the latest version of MV?
>>
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>>122576630
Just a test map for getting different script and events working
>>
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>>122583009
>IMPLYING THEY PATCH IT
>>
>>122577471
neat, would you mind uploading it?
>>
>>122584505
They patched it a few days after release, right?
>>
>https://twitter.com/RPGmakerweb/status/666705781782396928
Wut? Is there a built-in way to do NG+ now?
>>
>>122587859
No idea about MV, but, as far as I know, VX Ace doesn't have one. So I'm working on making one for my own game.
>>
>>122587859
I don't think so. They could just ask it anyway though, Someone is going to make a New Game + script for MV. If there isn't one already maybe that post will inspire someone to.
>>
>>122561984
Sorry, busy trying to get this collab contribution to not suck.

>>122565549
Are you going to queue up for the next contribution to the game? If you are I'll make sure to package things neatly for what you were describing you wanted to do a few threads ago.
>>
>>122565549
I'd love it if RMMV had a way to implement rows in combat. Melee can only attack the front row. Ranged could be in the back to prevent getting hit by melee attacks. Stuff like that.
>>
How come I can't find any Steam Badges for this game on the marketplace? Every forum thread and even some developer posts claim they exist but I can't even find the game on the marketplace.
>>
>>122593134
I mean MV. Whoops.
>>
>>122571350
How long did it take for you to do all those custom sprites and backgrounds? Did you just draw them with a mouse or what?
>>
>>122427414
How do you do that smooth camera following? What's the script called?
>>
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>>122593474
I use an Wacom Bamboo. Pretty cheap and useful. The scene from the screen shot (with main character and the animations) took me about four hours. It's less than it seems, 'cause most of it was me undecided about coloring and easy stuff.
>>
>>122595058
> http://forums.rpgmakerweb.com/index.php?/topic/49461-mbs-smooth-scroll/
>>
What kind of off-hand equipment do you have in your game, besides shields?
Examples are censers, books, hidden daggers, things, like that.
>>
Someone post a MV game that I can play. I only found one on the steam community and I played it and I liked it.
>>
>>122598354
Current plan is:
>Large shields - blocking reduces most damage, and lasts until you do something else.
>Small shields - blocking reduces damage slightly and triggers a counterattack, but is removed after 1 hit.
>Books - passively raise either magic or item proficiency.

My scan-like skill is used by a foreigner in the party. His enemy readings are total shit unless the player gets him tutored enough, after which they become pretty useful. He obviously can't equip books until that point either.
>>
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>>122571350
It's an overworld hub. Barring the district on the left which is strictly for lewd, each door will lead to a different world.
>>
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>spent all this time digging through the archives to find a vague post that didn't work too well in Ace because of pathfinding but will work great in MV because of pathfinding
>all they way back in September, I find >>116621531

>that script call doesn't work in MV anymore
>>
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>>122601715
And Shaz to the rescue. Finding included plug-ins that do the exact thing I want something to do is a great feeling.
>>
>>122600519
Reminds me of final fantasy
>>
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Icon Bump
>>
Why are world maps so hard.
>>
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>>122615890
literal world building
>>
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>>122615890
I guess that they usually require a lot of planning ahead in game play, world building and story.
>>
>>122616812
>>122616853
Yeah. I'm mostly just whining as I reached that point with mine. Trying to figure out where to go, when the player will get access to a ship, if I'll have boats, that kinda thing.

I'm just building as I go, so this is the first time that there's actually showing the scope of the game.
>>
>>122615890
I think that's because people try to make it massive instead of making it fun.
>>
>>122616853
Would you know what program was used to generate that map? It'd be nice to have on hand.
>>
>>122620029
http://donjon.bin.sh/fantasy/world/

It is not that good, though. At least in my experience it tends to create huge Pangea-like landmasses while most games tend to need continents.

It might actually be best for games that don't need world maps and can simply make use of a single region, continent or archipelago
>>
>>122620029
Not him, but this can be useful too.
http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/mapgen2.swf
>>
>still no multiplayer capable rpgmaker
>>
>>122623484
>he wants even more SAO fanfiction games
>>
>>122623484
> MV has websockets.io
Let that sink in.
>>
>>122584523
I would anon but I still need to write instructions.
>>
>>122587859
>>122588079
>>122588692
What would a NG+ script be, anyway, besides checking if the "NG+" switch is flipped? I could do that on the PS1 version, for Pete's sake.
>>
>>122626426
I guess that at the bare minimum you would need to turn on the NG+ Switch while returning every other variable and switch to their default values.
>>
>>122628351
PS1 version got you covered, baby

>Switch 1-499: OFF
>Switch 500: ON

You can't level down characters, but you have 15 character slots, so it would be trivial to start the game with Lv 1 clones (as long as your total party throughout the game is 7 members or less).
>>
>>122577887
I don't think Ace had a script like this before?
>>
>>122630847
Sorry. I thought you were just customizing a existing plugin.
>>
Is there an easy way to convert the VX Ace DLC into working with MV or will it just work automatically, or will I have to do some tinkering?
>>
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Sorry, guys. I tried to use just the monsters included in the collab's battlers folder - but I just wasn't able to nail the type of abstract 'feel' I want for the enemies in this section to have so I'm going predominately custom with the battlers (e.g. the attached pic).
>>
>>122592412
Remind me again what you mean by packaging things neatly? I'm totally queueing but I have backup storylines in case the next chapter isn't what I expected, don't worry.
>>
>>122637761
Ah I meant making the end of that chapter end with a focus on Zaria and Agana.
>>
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Bumping with some MV RTP bullshit. How are the games going boys?
>>
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>>122640341
Going OK, I guess. Just trying to get all my figurative ducks in a row. For instance, right now I'm trying to get the faces to light up whenever flashes occur but otherwise be mostly obscured. I haven't discovered the 'magic settings' just yet.
>>
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>>122640619
That immediately reminded me of Phantasy Star.
>>
>>122637872
Well, do it if you want but it doesn't necessarily have to. I can work with whatever.
>>
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>>122641582
Neat. Never played a game in that series before.
I'm kinda just using my usual quick-paint style here just so I can belt these out quickly.
>>
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>>122640619
Looking good! Very good battler for monster. I was expecting something cool when you posted the image, but not THAT cool.

>>122640341
Better than I was expecting. I'm polishing some animations. This one is when my MC gets some item on the floor.
>>
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>>122642284
Thanks! I'm not sure all of them will come out as nicely as I'd like them to (for instance this Battler) but at the very least they'll look cleanly put together.
>>
>>122459694
>>Try to learn Javascript
>>Hello World program from Java's own site crashes
>>Find out years later that my version of Java was out-of-date, which is why it didn't work

JavaScript is completely different to Java.
>>
>>122643685
FFFFFFFFFFFFFFFFFFFF--NOOOOOOOOO

But I'm actually hyped.
>>
Get the fuck out page 10
>>
>>122645769
I try to not forget anyone when I'm writing for another universe.

Mitch is also doing his best to not forget anyone - which in this chapter will prove a problem for him.

I'm growing apprehensive on whether I'll be able to do what I want justice in the time I have though. By my clock, I've only got until the 22nd to get this thing in but a more realistic target for what I'm planning would be more like the 29th.

Has a collab entry ever gotten an extension after that one time where a guy nearly killed the collab by never turning over their part?
>>
>>122648213
Sometimes. I think WT Dinner needed a couple extra days a while back. If you think you need an extra week, it better be on our desk on the 29th. Along with those pictures of Spiderman, Parker

The big thing is just to keep the thread informed. Keep posting, and we won't have to wonder if you're alive or dead.
>>
>>122626426
>What would a NG+ script be
Well, my plan for NG+ is reworked mob/character stats, perma death, a limited number of times that you can save and the NG+ will remember it all whether or not you delete the save files.
>>
>>122649986
Sounds like a decent overhaul, then. Just for fun, let me try to figure out if all that is possible in the PS1 version.

>reworked mob/character stats
Brand new dungeons, with their own encounter tables. As you leave town, it checks if the NG+ switch is on, and transports you accordingly. As above, character rebalances could be L1 clones

>perma death
Characters revive with 1 HP after battles on RPGM PS1, so permadeath can only occur if you have one person in your party (forcing Game Over), or the party wipes to an Event Battle (a set encounter, like a boss), forcing you to get a brand new party.

>a limited number of times that you can save
Like in Resident Evil, you have Ink or Save Crystals or something. A physical item which is used up when saving

>and the NG+ will remember it all whether or not you delete the save files
Tricky. The only way I could see this happening on PS1 is if we go back to the Game Boy/NES days and you use a password or code (revealed at the end of the game) to unlock NG+. Of course, this means anyone who looks up the secret can play NG+ right away, if they so choose.

A script sounds far more convenient.
>>
>>122633939
Just to be on the safe side, use MVFU.
http://www.kickbackgames.com/mvfu/
>>
>>122648719
If that's all, that's no problem for me.
>>
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>>122650895
>>122648719
I appreciate the help, btw. There's some pieces of art in this thing that I'd really like to spend a little more time with before I put this out there - and I haven't even finished the rest of it yet.
>>
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>mfw I realize that the music with 03 prefix is from rpg maker 2003
>>
>>122650554
>Like in Resident Evil, you have Ink or Save Crystals or something.
Wouldn't you need to edit the menu scene in order to not be able to save straight from the menu? Technically that's already a little bit of scripting that needs to be required to be done.
>you use a password or code (revealed at the end of the game) to unlock NG+.
This is actually pretty cool in its own way, even if it's just for nostalgia's sake.
>>
Using skill learn script by Yanfly, but have a small problem so i hope someone here knows JS.

I am doing a
>learn Fire 2 and forget Fire 1
kind of thing.

I found a command to forget a skill but how would i check for skills that i already have?

Wouldn't want player to learn Fire 1 after forgetting it. A learning condition
>can learn if player doesn't have fire 2
should do what i need but i don't know how to check for that.

Here's where i found some information
http://forums.rpgmakerweb.com/index.php?/topic/50546-yanfly-skill-learn-system-question/

But guy there uses switches to handle that, which is not the most efficient route.

>>122652779
You can disable save menu and make player use save points during NG+.
>>
>>122652779
The PS1 version lacks a Save menu. If you want them to be able to save anywhere, you need to strategically place events so they can always check the ground and save, or set a few events to Follow: Fast so they can save as long as one of the tiles is in their vicinity (though telling players to mash the button until it works is a little hokey).

Again, this is all just theorycrafting. I'm not actually planning to make a NG+ in the PS1 version. I just like demaking features to see if they're feasible
>>
>>122628351
>>122629548
In Ace (and I'm guessing MV too), you can't change other events' self-switches. Simply changing back levels/variables/switches would still leave a lot of puzzles solved and people talked-to.
>>
>>122655219
Well you can, you just need to use a script call.
>>
>>122655219
Self-switches for PS1 have a before/after state, and that's it. The easy workaround for NG+ is just using global switches (1-500) and ignoring the Treasure Events (one-time self-switched events) option entirely
>>
RM veteran since 2k here

Why the fuck do waterfalls look like shit in MV? Anyone got a good sprite for the stream at the top of the waterfall? Whoever designed them fucked up and made two splashing water animations instead, and they barely look okay.
>>
>>122655689
What's the script call for MV?
>>
>>122662130
var key = [mapId, eventId, "A"];
$gameSelfSwitches.setValue(key, true);
>>
>>122652378
>>122643685
>>122640619
Shit dude, that looks amazing. Can't wait to see what actually happens in the chapter. And as the other guy said, so long as you release the chapter on the 29th, it shouldn't be too much of a problem. Try not to delay it any more than that though.
>>
>>122663745
Seconding this.

And bump
>>
If you weren't bound by time, artwork and programming restrictions, what sort of game would you be working on?
>>
>>122670028
A game to surpass the metal gear.
>>
an HD remake and/or sequel for Legend of Dragoon
>>
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>>122670028
Probably an RPG set in my homebrew world.
>>
>>122662740
Just tested and it works perfectly. I can finally use variables for important things.
Much love.
>>
>>122670028
An Undertale copy.

>>122670419
Kek!

>>122672421
Cool!
>>
>>122670028
Puzzle-platformer beat-'em-ups, something like Viewtiful Joe where the combat is satisfying/enjoyable. I might fuck around with Game-Maker at some point in the future.

Either that or a JRPG with some abnormal gameplay mechanics thrown into the combat.
>>
>>122652883
It seems he answered your question in the thread you linked.
>>
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I'm thinking of doing the combat for this chapter a little differently. I'm hopeful that folks'll find it new and entertaining.
>>
>>122670028
A true successor to FFT. I struggled through FFTA as a kid, despite hating the new mechanics. FFTA2 is 9 steps forward, but 2 steps back, which unfortunately keeps it half a mile behind the PS1 original
>>
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Ahahaha. I forgot to check out his edited face-sprite in combat. Poor guy - you can only just see him underneath his own statbar.
>>
>>122673874
I would give money for this. I'm actually currently forcing myself through FFTA.

The original was so good. In every way. If SimRPGMaker 95 was worth a shit I might try something with it once I finish or give up on my current creation.
>>
Anyone know of a way I can make my text white in MV? I have a black background and for some reason I'm having a lot of trouble making all the text visible. You'd think this would just be an option but I'm thinking I might have to change the actual font to be white... which is also more difficult than it sounds.
>>
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I know in Ace you can put into the text box \C[0] (or different numbers for different colors). Don't know if it's different for MV though.
>>
>>122676460
It's the same.
>>
>>122679697
Meant to respond to the guy above me about turning text white, but somehow deleted my reference link.
>>
>>122679697
>>122676460
I can't do that for the title screen and menus though. I'm trying to navigate the js files looking for the value of the text but I'm really coming up short.
>>
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Project is going well.

http://forums.rpgmakerweb.com/index.php?/topic/50078-the-long-road-early-development-feedback/
>>
So for those of you in the middle of creating games, what worked for you the best in terms of learning the basics?

Did you use tutorials or was it just a case of tinkering and feeling your way through it?
I simply ask because I'm curious at what methods of learning people have.I tried to get into VX Ace last year and was following a tutorial but it didn't feel like it was explaining enough to me, I was getting the gist but it would be like "Okay we'll create x class of character" and explain the process with screenshots, but the thing I'd get hung up on was I needed exact numbers on everything, it tended to just be like "Now make Y class and Z class" and for a detail oriented like myself, I'd get hung up on the lack of specific details regarding stats and getting an idea about balancing, so I eventually lost interest.

I sort of feel like I need a tutorial that literally goes through every detail and assumes nothing.
>>
>>122681412
I just fiddled around with the program until I learned, this is over the course of 10 years.
>>
>>122681412
I've been RPG Making since RM95 and have all of the console releases as well. Made probably four games now, all of which are lost to time, sadly.

For me, I learned by doing. "What if I made a game like this? How would it work?" And then moved onto try it. I make a lot of 'example' games where it's not meant to be a full game, but just seeing if I can do the concept that I have in mind.

It's mostly dependent on how you learn though. If you want to find a tutorial for everything...I don't know if you'll be able to find such. I know that XP and VX Ace at least, if you hover your mouse over just about anything it'll tell you what it's used for. So you can learn just be seeing that way.

Is there something specific that you wanted to /do/ with it? If you wanna make a dragonquest game, just make a town or two, a dungeon or two, and just see how the game evolves.

If you want something more intense...do something more intense. The power is in your hands, anon.
>>
>>122682215
This is exactly how I started. I copied, I dissected, and I mutated.
>>
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>windows update
>this happens to my torrented vx ace

Is this an easy fix guys? I'm completely dicked if I have to start over with the same resources.
>>
>>122681412
Basics for getting used to the system? Starting with the goal first is good. I'd have an idea of "I want to do X," then try it myself. If I couldn't figure it out after a couple hours, I'd start googling.

Also I keep text document for things I want to implement. They're black if I haven't attempted them yet, red if they turn out to be too difficult to include, yellow if I'm working on them, green when they're finished and in the game.

There is all sorts of shit people don't tell you though, so test for yourself if you're not certain. Are stat relationships are additive or multiplicative, where do elemental sources draw from and when are they used, how does aggro work, etc.
>>
>>122681103
It looks neat enough. The art style is simple but it works for what you're trying to convey.

The animal ensemble doesn't particularly appeal to me but I'm sure it will to many. Though if the 'system' is interesting enough I"ll still give it a try.
>>
>>122683542
Thank you :) I appreciate your feedback. I'll be sure to update as development progresses!
>>
Where the fuck is my animated battleback plugin?
>>
>>122682823
>>windows update
why.jpg
>>this happens to my torrented vx ace
Have you tried changing the format for non-unicode programs? Maybe try setting it to japanese or something. Though no idea if it will revert the damage caused to your project, anon.
>>
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>Need a ggod combat script for front view in VX ACE
>All scripts are side view
>find this
>Download
>its a side view demo
>>
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>Wasted a whole week and only wrote down a couple of lines of codes for something that I could've finished in half a day
How do you combat laziness, /rpgm/?
>>
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>>
>>122689658
Nice. Is it just one part/map or is the whole game centered around horror and survival?
>>
>>122691971
just a map part. trying out "textures"
>>
>>122689658
Wait you can do 3D now?
>>
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Hey, /RPGMG/. What's your "shop" like? Any ideas for a cool custom shop?

Here's my shopkeeper, but I'm not satisfied with built in shop in MV.
>>
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>>122692346
Jooooiiiinn uuusssss
>>
Sorry for this noob question, but how do I not trigger a touch event that I already walked on the other tiles I copy pasted it onto? I have it on two other tiles.
>>
>>122693445
variable condition
>>
>>122693656
can you tell me how? Sorry if its a bother, I'm still kinda playing around with this.
>>
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>>122694424
>>
>>122693656
>>122694424
Or one switch set to be 'on' after you've done so on one tile, and then create a second page on all of the events that trigger only if that switch is on, and are blank, so that nothing else occurs.
>>
>>122694424
use add event page and add the variable check to it. make the 1st event page add the vairable.
>>
Should I purchase MV or VX Ace for christmas anons? I just want to tell a story without the extreme dedication of conventional game making.
>>
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Man it's weird to be making maps without image overlays. It's so restrictive.
>>
>>122695104
I would say XP as its under half the price and just looks superior.
>>
>>122695112
>image overlays
what?
>>
>>122695104
If money isn't a big issue, I'd recommend you to go with MV. I'm having more time having fun and developing with it than I had with VX Ace.
>>
>>122695112
why are you making maps without image overlays?
>>
>>122692885
It's a McDonalds knock off that's actually a front for weapons, drugs, and other random shit.
>>
>>122694756
>>122694850
>>122694901
holy shit I'm so confused, but I'll pull through! thanks guys!
>>
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>>122695513
like this
>>
>>122695729
so its a copy of the undertale motel shop?
>>
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>>122695834
>>
>>122695834
I'm not seeing it
>>
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My game will have a video arcade as a map. What game titles should be available on it?
>>
>>122695632
Because the collab project doesn't come with an overlay script. I'd use my favorite (GDS' Ultimate Parallax) if it was in there (along with my favorite fog, weather, etc. scripts). I'd add that script but I'd better not let myself - because if I let myself add one script there's a whole bunch more I'd like to add and that way feature bloat lies.

>>122695834
>>122696094
More like this, in my case.
http://imgur.com/a/l30Eg

The first image is what the map normally looks like, if that's unclear.
>>
>>122696050
Saving an overlay as .GIF. In MS Paint.
>>
>>122693445
>>122695772
Not sure exactly what you're doing, but here's some facts.

If "touch" is set to the same priority as the character, it triggers when you attempt to walk into it (even if you can't). Above/below character priority triggers when you actually step on it.

If you're trying to make it so you can't touch the other two after one of the three has been pressed, I'd use a global switch.

An event will run its right-most tab that has the conditions met, so make all three of the events have a tab to the right with the condition "switch blah-blah has been pressed," and nothing in that tab.
>>
>>122692885
In the one town I've made so far there's a convenience store that sells food and a department store that sells weapons and armor.
I'm also thinking of making some kind of pawn shop that's actually the only place to sell junk, but I'm not sure since it would mean forcing the player to visit a third place whenever they want to get more supplies which seems a little tedious.
>>
>>122696187
>More like this, in my case.
>http://imgur.com/a/l30Eg
WHOA THAT'S NEATO
how did you do that?
>>
>>122696187
>http://imgur.com/a/l30Eg
How do you add overlays? always wondered.
>>
>>122696594
I just output an image of the map, paint on top of it, export that painted image to a file and give that file to the parallax/overlay script that I've chosen to run.

The script puts the image underneath the player and over the map (or in GDS' UP's case, anywhere you'd like it to be) and whenever the camera/player moves, the script moves the image to match.

In effect, you get an image laid directly on top of your map. This lets me do things like static lighting effects with no performance cost and little details which would be annoying to put in to the tilesets.

If you'd like to see how I paint my maps, I've published a little album showing off my painting process for one of the largest maps in Dim. This one took me about 9 workhours to paint. http://imgur.com/a/Ev1dG
>>
>>122696169
Parodius.
>>
>>122697801
Nice job. very alien. =)
>>
>>122697801
whoa jeez
what script did you use?
>>
>>122698513
don't you just add a "!" to the image filename?
>>
>>122698513
GDS Ultimate Parallax. It's my favorite.

>>122698681
VXA's parallax stuff can fix to the map, yes - but it renders *under* the map and in empty spaces, not over it. You could do a show image, I guess(? Does that work with maps that are large enough that the camera moves around?), but I prefer having it done via a script so I can let it deal with all the stuff involved in turning on/off layers and so on.
>>
>>122698847
show image would sort of move with you i think.
>>
Bumpddy
>>
Sometimes, I think my 18~ years of experience is more a hindrance than a helper.

I wanted to make some spikes which go up and down in a particular sequence (one after the other, like a wave). While they were up, the player would take damage if they walked across - while down they take no damage. Easy enough, right?

So I started working on it and the first thing I did was grab the amount of seconds that had passed since the game started and think to myself 'now if I modulus this I'll get a repeating sequence for each integer I give the modulus function - which should make a ripple'. More and more framework planning started to emerge to solve the potential issues and edge cases resulting from collisions of modulus results and so on.

And then I realized I could just have them all controlled by 4 parallel processed events, give each of them a different amount of Wait at the beginning, and just do a looping move event sequence with the actual events having a player touch event and so on.

Solution A took me about an hour's worth of planning and thinking and might've taken me another hour to get perfectly working. Solution B took me all of 5 minutes and a couple of switches.

So, just a reminder: Work smarter, not harder - and the smart way to do something is often simple.
>>
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What is the best RTP, and why is it XP's?
>>
>>122692885
There's a special shop where these three brothers will try and buy various things from you. It's sort of like a pawn shop, I guess. It'll look like an attractive offer since they pay well, but in actuality, all of the items they offer to buy from you can be traded elsewhere for much better things. It's a giant scam, basically.
>>
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>>122696027
>McDonalds knock off
>first thought is Undertale
Play more games dude, fuck
>>
>>122705248
Actually, I think it's 2003's.

>>122705856
Pawn Stars? Kek'd.
>>
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>>122705248
Because it actually had full tile "sets" that didn't skimp on things like doors, openings and exits, corners.

VX just gives you wall, floors, and a few obstacles. Put everything on the same sheet and hoped you wouldn't noticed how little you actually had to work with.
>>
>>122708935
Looks like the conditionals are checking whether the player's position is on random variables, rather than on the spike's location.
>>
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Can't get the water to animate no matter what i try.
>animated panorama?
>doesn't work because of 3d
>switch tilesets on repeat
>doesn't work

Need to come up with something.
>>
>>122708935
>Parallel process for every spike trap
Doesn't that creates a lot of lag?
>>
>>122710448
That'd depend on the number of spike traps.
I can't imagine a reasonably small amount of them would take too many cycles.

The real problem would be in uniformity due to RMVXA being mostly single threaded. They need to be processed in a stagger rather than a big batch if I want to avoid lag spikes - and optimally I would disable them when they're outside of the player's view.
>>
>>122710741
I think a single parallel process could sit off to the side invisibly and do everything, regularly checking the player's location and turning the spike events.
>>
>>122711021
This, you can check for terrain id like in this http://blog.rpgmakerweb.com/tutorials/regionids-spike-traps/ tutorial
>>
>>122711021
Yes, but doing it that way means if I add or remove a spike trap I would need to update that event as well.

It being a large parallel process event being processed at once might actually be more latency-inducing than separate, staggered, parallel processes depending on the configuration and number of traps.
>>
>>122711290
Actually they took some shortcuts I hadn't considered which help it retain its performance - this implementation is arguably better than my own, although it's a little more work.

I'll switch over to this system, thanks.
>>
>>122708935
You're not using event pages, or custom Move Route, or Trigger:Event Touch.
looping in a parallel process?

needless X & Y variables, you're actually duplicating something that you check with a script call if really need to you need to, like for line of sight. But not for touching.

Your problem is that you're comparing the plyrX to randVar and not ThisX.
>>
>>122712409
>looping in a parallel process?
Attempting to forward-solve any potential 'gaps' when the player is moving to but hasn't yet arrived at the spike's map coordinate in the second or so that the spikes are up. Player/Event Touch would resolve this but also doesn't run autonomously while not in contact.

>needless X & Y variables
Lots of the things I do are unnecessary if I used script commands more often - but I don't enjoy using script commands in rapid development as they fail more often than when I use event commands (due to user errors in syntax, etc).

For instance my random variables are unnecessary to store in a strict sense - but it's more accessible and easier to rapid-develop for me if they are. Some people prefer typing this stuff out - I prefer macro-ing. I'm doubtful anyone will mind if I use a few more bytes of memory storing a few variables and switches.
>>
Where are the devs of Hunting and that Adventure Time game?
>>
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What's the name of the third game, guys?
>>
>>122714304
Thunderstruck.
>>
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Page 10 bump.
>>
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Three character profiles out of five are now up. Still looking for a drawfag.

hindrance-rpg
.
blogspot
.
com/p/character-profile-3-jettatura
.
html

The spam filter's being a pain in the ass about my link, so maybe this'll work.
>>
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Post random art that you are using as inspiration for your game.
>>
I cast Bump
>>
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well maybe this is a bit too much of an art style clash.
>>
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>>122722443
Posting something else.
>>
>>122722443
Unfortunately, most of my stuff comes straight from my head.

>>122726560
It is a bit juxtaposed, yeah. You can pull that off if you're clever about it. See: 'Who Framed Roger Rabbit?'
>>
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>>122722443
>>
>>122726560
Nah. Tis ok.
>>
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>>122726847
>tumblr
>>
>>122727660
so?
a lot of good art is on there
what's the problem?
>>
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>>122722443
>>
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I finished my degree so I'm back.

I don't have anything new to show, but I have been able to rip sounds and music from the official Adventure Time games on PC so get ready for a pseudo-voiced rpg vidya gaem.

Planned companions:
Ice King (Defensive Magic)
Flame Princess (Offensive Magic)
Marceline (Something to do with music)
(?) Bubblegum (Support Magic)
(?) Lumpy Space Princess (???)

Opinions more than welcome.
>>
>>122730558
>Marceline (Something to do with music)
a bard
>>
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>>122407940
>>122409017
>mfw this is me
>>
>>122730785
Good point.
>>
>>122714304
Zapper
>>
>>122714304
Lightning Rod
>>
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>Stuck between several ideas for an RPG
>Want to do them all but not sure which one to start with
>"Oh I know I'll make vague descriptions of them in /rpgmg/ and see what people think is best
>mfw I'm suddenly terrified by the prospect of such an act

Autism is one hell of a drug
>>
>>122733252
we will steal everything!!!
>>
>>122733353
It's paranoid autism that and more "bawww what if they think all of them are shit", afraid-of-judgement autism

but now it's gonna be even harder for me to be able to do this, I fucking hate myself
>>
>>122733448
*It's less paranoid autism

Jesus Christ. Fuck it, I'm just going to bed.
>>
>>122733448
Give us a one-sentence description of each; we'll help!


I realise that, with Yami's skill-shop script, I should be able to let party members learn skills based on variables such as who you have currently unlocked as a party member.
For example, Finn might learn a singing skill if you have Marceline, or a love-related skill if you have Flame Princess.
>>
My brain is always more suited to creating something new from an existing thing.

Like when I think of what I want to do, I want to take one of the Final Fantasy PSP remakes or Chrono trigger or something and make a new game out of all those assets, tinkering and changing as I go.

At some point I'll finally stop being lazy and start learning RPGM, I think I'd like to make a game in the style of the GBA Pokemon games or DS Pokemon games, there is something so pleasant and polished about that art style, but obviously it wouldn't be a game about catching monsters.
>>
>>122733720
I feel you there, friend.

Obviously I'm currently working on an Adventure Time RPG, but I've done a Pokémon fangame in the past and toyed with ideas from other IPs as well.

There's something neat about retooling a world you love in your own way.

Interestingly all of my writing is original, and I don't do fan-fiction at all.
>>
>>122733656
Maybe in a week after I've recovered all of the spaghetti that has erupted from my pockets and have hopefully become forgotten.

Goddamn, you guys are nice
>>
>>122714304
Shazombie.
>>
>>122412675
https://www.youtube.com/watch?v=SmVls2heTbU
>>
>>122357532
>>122334470
I'm late to the party but this is good sir.
>>
>>122730558
I think it's great. Also, this ( >>122713993 ) is me and I'm really happy to have you back. Keep up with the good work!

>>122731237
>>122731421
>>122734861
I went with Firgof's suggestion (Thunderstruck), but thanks!

>>122733448
Someone once posted a print of an Austin Jorgensen's motivational post on 4chan saying about his will to make Lisa. Basically, it's about:
1 - if you really think you can make something interesting and unic and want to stay focused on it, go with your idea and stay on it.
2 - if you're really insecure about it and you think it could be a lot better, or you're uncertain if there's something really wrong about any mechanics, story, narrative, etc., post here. We're try to help. I was feeling very uncomfortable about posting my shitty graphics here (because they're shitty and because my english is shitty too), but since I've posted I feel more motivated to keep working on my project. It's my suggestion.
>>
Yanfly's new tips n tricks is actually pretty damn useful. This gives me a lot of ideas.

https://www.youtube.com/watch?v=hdwjbnP3TH4
>>
>>122735771
>Also, this ( >>122713993 ) is me
Aw man, I didn't see that post. Hopefully I'll be able to get some solid work done over the next few weeks.
>>
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>mfw I want to make something weird but somewhat coherent like OFF or Goblet Grotto but I'm devoid of creativity
>>
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Anyone else inspired to make the next Undertale? I worked a ton today on sprites and plugins. I come from a digital painting background, so I'm eager to do learn overlays tomorrow.

My biggest problem is probably the battle system. I like full on combat like Earthbound and it allows for some interesting narrative potential, but RPG Maker has always had really stale combat. I want something like rolling HP counters, rhythm combos, or some Mario RPG thing to make the combat a little more interesting.

Anyone else have that issue? How can we move past this? I'm considering commissioning a programmer to code an indepth plugin for me that will make the game fun and unique.
>>
>>122738680
Not really, I like a more default medieval sort of RPG, but I do enjoy the crazy secrets that Undertale has, being an MGS fan.
>>
>>122737961
I've completely abandoned (common) coherence, for my project. It wouldn't work, in my case.

>>122737356
Good luck. Hope to see something cool! (:

>>122738680
I don't blame people wanting to make an Undertale-like game. Actually, I've played Undertale for the first time yesterday just to see what were people talking about. I found it pretty cool, desu, and I've always loved Earthbound. I just don't know why people don't get bitchy about all the DQ and FF clones. It's really cool to see games like Undertale and Lisa inspiring so many devs, in my opinion.

When I was playing Undertale, I've pressed a switch that turned the lights off and it was something REALLY simple that was in my game before I've played Undertale. My first thought when I've saw it was "oh shit, I must remove it from my game". That's ridiculous.

Anyway, lurk for Mother 4 if you need any inspiration and good luck in your project!

>>122739380
Maboy
>>
>>122739793
>Removing tiny details because another game did them
Heresy

>McDonald's puts ketchup/mustard on their burgers by default
>Everyone else is a McDonald's clone

>Fatburger adds 8 toppings unless told otherwise
>"Just improving on the McDonald's formula"

>Stacks Burgers has a large selection, but leaves them plain unless you ask
>"An interesting twist on the McDonald's formula"

We have an entire genre called "Rogue-like," and everybody's fine with it. Undertale was not a first for most of its ideas, but its definitely the most successful. Your light switches are just dandy, anon.
>>
>>122738680
Why do people want to replicate indi games that nobody offline has heard of?

Why not Final Fantasy, Star Ocean, Atelier, Tales, Pokemon, Shin Megami Tensei?
>>
>>122742253
>nobody offline
Nobody cares what the congo and uzbekistan things
>>
>>122742253
undertale is popular in rl
>>
>>122742253
Anon, there's almost a guarantee that any game we make will also be online only. I think the reason most people compare their projects to undertale is because it seems like it's a lot more in our league if that makes sense. Let's be honest, if we were going to make the next final fantasy or dragon quest, we wouldn't be doing it in rpg maker.
>>
>>122742253
Because its really popular online. Like, super popular. And its fans (as degenerate as they are) are loyal, rabid, and ready to spend. We're all online, so its all we ever hear about, too.

Everything but FF and Pokemon on your list are niche tiles: Even if they're good, they'll have trouble gaining traction (and popularity, and sales, etc.)

I found a lot of things wrong with Undertale, so I'm not ready to copy them. He already has that fanbase. It'd be like trying to write about vampires after Twilight.
>>
>>122742253
I'd like to make a game like Star Ocean but with a proper sci-fi setting, honestly. I wish there were space-age RPGs that didn't use magic and rubber-forehead aliens.
>>
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>>122742349
No body cares about rpg maker games either. App store rpgs at least get noticed by someone, even if they're garbage.
Maybe having a price tag (and anime portraits) is all you need.
>>
>>122747838
Honestly anime portraits with tiddy girls are enough.

Frankly if my AT game were exactly the same but with sexualised portraits of the female characters people would probably support me on patreon to make it.

(tempting)
>>
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This is what I did today.
>>
>>122722443
>>
Finally beginning the arduous process of switching all of my parallax maps to Kaus Ultimate Overlay.
>>
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Is there a way to move the camera upwards as the characters moves up levels? I understand this is probably a limitation of trying to emulate side-scrolling but I thought that there might be a way. Obviously it looks silly to have the camera centered when Finn is on the upper-floors.
>>
>>122751931
I feel like I'm going to have to muck about with the scroll map event command and a million switches.
>>
>>122741495
Yes, I know. NOW, I know, but people tend to get so "NICE UNDERTALE COPY KEK XD" (not kidding, but being serious about it), that we feel in the obligation of making a game that don't have any traces of a popular game. That's ridiculous.

>>122748468
Actually, they would.

>>122748760
> That hole on the tree.
I love this kind of shit.

>>122751931
I'll have more fun with this than with the 3DS game, for sure.
But I don't understand, since Finn is interpreted as an actor, why won't the camera follow him?
>>
Is there a way in VX ace to check whether or not the player is currently using a menu?
>>
>>122751931
>Can't have an adjusted camera when player has character control
PS1 version wins again!
>>
>>122755057
>I'll have more fun with this than with the 3DS game, for sure.
I am taking a lot of inspiration from the 3DS game, but I want the enemies and junk to be closer to the cartoon. I appreciate that comment, though.
>But I don't understand, since Finn is interpreted as an actor, why won't the camera follow him?
Oh it follows him, but as per traditional RPG rules the camera is always centered on him, which works great until you can't see the upper-half of the room. Normally in a sidescrolling game the character is at the bottom, rather than in the middle. That's what I mean. Sorta hard to explain actually.

>>122755184
The PS1 version has that feature? Damn. Maybe I'll switch development to that.
>>
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>>122755057
Bottom picture is how the camera should look.

Top picture is me fiddling with cloud overlays.
>>
>>122755394
Pretty neato!

> Bottom picture is how the camera should look.
Where's Bobstah when we need him?
I'm certain it wouldn't be so hard to have a script that allows you to set the camera offset manually at the map's notes. But sadly, I can't even script a hello world.
>>
>>122755257
The PS1 version is supremely hamstrung compared to modern Makers, but it does have that camera function. You can't import custom tilesets, though, so don't expect anything fantastic.

I just like trying to justify sticking with it in 2015
>>
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How can I check in ruby if a number fits within a certain set of other numbers? I really don't want to make a huge cycle that will go and individually check for each number.
>>
>>122742253
Why would you want to appeal to a local audience than online audience where most of the income is???
>>
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>>122722443
I don't think I'm too serious with this picture.
>>
>>122758446
[1, 2, 3].include?(3)
>>
>>122759051
Thank you very much.
>>
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These girls'll act like an inn — they restore health.
>>
>>122713993
>Where are the devs of Hunting
I'm lurking. I'm working on my funny dog game at the moment though, since it doesn't take as much effort.
When I'm feeling better, I'll get back to Hunting though.
>>
>>122761006
Nice. My devs are back. <3
Btw, a dog game? Cool!

>>122759574
Just my opinion, but this text box seems weird. Don't know if it's the blurry-bitmap-font or the windows 95 windowskin... BUT everythink else is beautiful.
>>
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>>122761425
It's not actually blurry in-game, if that makes a difference.
The text box is from the 3DS game but I'm opening to changing it.
>>
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>>122761554
Made a quick .gif to show what I'm trying to say about the font. It's equivalent to the anti-aliasing in Photoshop ("smooth" in your example, "none" in mine). But I trust you, it will be great anyway.
>>
>>122762106
I was under the impression that I'd fixed that, but my eyes aren't what they used to be I guess.
It was much worse, originally.
I'll see what I can do to have the font without anti-aliasing, but RPG Maker is ridiculous about stuff like that. (The font is natively pixel-perfect.)
I'd like to have the game scale with nearest-neighbour when you go full-screen as well, but I'm not sure if that's possible either.
Thanks for bringing that to my attention.
>>
>>122762386
I've tried to use pixelated font in RPG Maker XP. I feel you, bro. Also, tried to have nearest-neighbour as render method to full-screen too. In MV, I know that's easy to do (NN as render method), but in VX Ace and XP... No idea.

But anyway, those are really little things that you probably shouldn't put all your efforts on.
>>
>>122763226
>>122763226
>In MV, I know that's easy to do (NN as render method)
How do you do it in MV, if you don't mind me asking? I didn't realise.

I always prefer pixel-fonts but it's definitely an unnecessary hassle to get them working.
>>
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>>122763416
> http://forums.rpgmakerweb.com/index.php?/topic/47504-how-to-remove-blur/
Maybe that's the answer.

Also, which one do you guys prefer? The one in the top is just for comparison.
>>
>>122764149
2ND. also overlay that disgusting sprite with a paper bag.
>>
>>122764149
I've just realized that there's an illumination error and it's missing the arcades from the right, but ignoring that, which one do you guys prefer?
>>
>>122764217
You're so mean. ):
>>
>>122764149
Cheers! I'll check that link out.

I like the second lighting. (image 3/4, with the colours)
>>
>>122764445
I also meant the same one just to clarify.
>>122764372
Sorry =O
>>
>>122764149
Didn't fix the font, but it fixed the full-screen rendering, so thank you very much!
>>
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>TFW making maps but no game.
>>
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If it wasn't so memey, this shitzo would have a full moveset with spaghetti attacks.
>>
So I'm in he middle of trying to play the collab game but I keep running into "Unable to find file XYZ" issues. I have the RPGmaker VXACE package installed so it should be pulling all of these default resources from there, correct? I've never had to manually copy files over into a game folder before. Does it matter where I have it installed?
>>
>>122755062
Guess that's a no. Oh well, I guess I can just make a small boolean for this or something.
>>
page10
>>
When starting a new thread, people should update the original post. My suggestion:

RPG Maker MV is out. It doesn't sucks.

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPGMMV Crack: http://s000.tinyupload.com/index.php?file_id=94706179999319730759

[MV] Base Resources:
https://www.mediafire.com/?ndx431biclng833
[MV] Cover Art DLC:
https://mega.nz/#!NhlnyZhS!VOOR6OvkVZYG6el9dzU8mELBBblqc8iSdthZNNMZK94
https://www.mediafire.com/?ndx431biclng833
[MV] Essentials DLC:
https://mega.nz/#!h1snEB7C!u89Cv_duppE6QBUC1N1ZKWxnccUfPK-1Fu8TAySj6ic
https://www.mediafire.com/?ndx431biclng833
[MV] Pre-order Plugins:
http://www.mediafire.com/download/afcef53z4d2retv/RPGmakerWeb_plugins.zip
[VX/Ace] Humble Bundle DLC:
https://mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Art Resources
http://pastebin.com/FgVGxTqW
Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd

[MV] Plugin Releases
http://mvplugins.com/
[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

(continue...)
>>
(...)

/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
- W.T.Dinner !LTqeha3bQk

Currently working:
- Firgof !aFqhsxkECQ

Queue:
-Silent Maid again? Some anon? I didn't quite get this.

MIA:
- !YakshaO2qs
- Anonymous PhD !!QqXzW/bDL5y

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
>>122783218
I just realized that I'm working on version 13.
>>
>>122783404
There's a lot to fix. I'm working (on my game kek) now, so I didn't checked it all, but tried to tag what's MV's and what's VX/Ace's. Whoever starts the new thread, please, do what you can.
>>
>>122327257
Why are your robots so sex
>>
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>>122571350
Still developing tiles, so just test maps exist at the moment.
>>
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Icon Bumping
>>
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And More Icons
>>
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thoughts on casino games?
>>
>>122791318
If its a fun way to use in game currency with rare items as rewards that'd be rad.
>>
>>122788134
those tiles look great =)
>>
>>122791318
I don't mind card games like blackjack and poker. But slots and bingo are too boring; you're not really playing.
>>
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Hey Hey Hey Icons
>>
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I have absolutely no shread of artistic talent in me, except drawing random blobs.

If it had a story that made sense of it, would /rpgmg/ play a game entirely about digitally painted blobs with blurry impressionist-esque tiles/backgrounds?
>>
>>122794051
niiiiiiiiiiiice.
>>
>>122794089
no.
>>
>>122794257
Thank you for your honesty. Back to RTP it is for me, then.
>>
>>122794089
Depends more on how well you use that style, what you do with it, and what your game is imo

"Stories about abstract digitally-painted blobs" isn't much of a game, after all.
>>
>>122794089
yes.
>>
>>122794089
I've been in the same boat the last couple months. Trying to make humans, but I always fuck up anatomy/proportions somewhere and wind up unsatisfied with the result.
Your thumbnail looked like women in burkas, so if there's a game to be made about that you could probably handle it without issue.
>>
>>122794491
Suppose that the story and game mechanics fully incorporated and involved the style. Would the art turn you off immediately, is what I'm asking.
>>
>>122795192
Whether the art turns me on or off depends on how well it's utilized.

Thomas Was Alone is a game about rectangular color blocks. It retained my interest despite this simplicity simply because it used that style well.
>>
Hi, guys.

I can't even event a scan skill. How do the game can know what enemy in the troop is the target of my "scan" skill? Thanks?
>>
>>122796148
OMG FIGURED IT OUT I'M THE BEST DEV IN THE WORLD
>>
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>>122795369
Hey, is Dognose and the rest of the do-rag crew gonna show up or is this next chapter all about Mitch again? I mean I'm not complainin' but I just wanted to know.
>>
>>122797571
> is Dognose and the rest of the do-rag crew gonna show up or is this next chapter all about Mitch again
Yes/No and No/Yes, respectively. This answer will make much more sense after you've played the chapter.
>>
>>122796863
How'd you do it? I have my own way but it seems kinda retarded.
>>
World map finally done. Fuck world maps.
>>
VX Acer and bad google.com user here.

Can someone point me to a script that removes the "___ uses/casts ____!" text line from battles? I want to do a FF-style combat where the name of the skill flashes on the screen followed by the animation and then damage text, but I need to figure out how to remove that text first. I'd prefer if the fix was just something I could find in the base scripts themselves and delete manually like I have been with other things I wanted removed, but I don't know where it is.
>>
>>122798546
That's what I'm working on too. I didn't even want to make one, but I'd rather do that than have to make that many maps and have them all connect right
>>
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>>122798060
>Agana's head
>Mitch's head

Are we going inside of your friend's heads?
>>
>>122799157

Yeah. My game's actually designed to /be/ a DQ-inspired clone, so the inclusion of a world map was pretty necessary, but I do like the feeling of a grand world. Without one, your game always feels so...small.
>>
>>122798846
I've been using
>Final Fantasy Style Battle Log │ v2.03 │ (12/12/14) William Couillard
Forgot where I got it from, but I'm pretty sure it's available for use in commercial projects.
>>
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>>122799210
It's weirder than that. You're barking up the right tree though, metaphorically speaking.
>>
I remember people talking about some removed art around the time MV was released, is that in the current trial version? If not anyone got a link?
>>
>>122798846
>>122799486

If you're just talking the base scripts...

Check in Window_BattleLog

Add in a # on line 219 and 221 and then on all your skills just used the second box. That's the only one that it'll show. Commenting out 219 will stop it from showing the 'x uses a skill' and it will only show the second box, in which case you can just put in the name of your skill.

I have no idea how it interacts with that script you posted, however. That's how you do it with just the base scripts though so might be worth a shot.
>>
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>>122799210
Maybe this look at the party status menu will help provide some context?
>>
>>122799486
>>122799928
Thanks for the help! I'll try out both of these suggestions.

Here's an audio question.

If I have a program that can edit songs, can I use it to alter things, like pitch, in the game's songs and still use them in a game I plan to sell? Or can I only use unedited versions of the songs in games I sell?
>>
>>122800614
Is Cherrno your friend now? I'm wondering why you didn't use his face portrait.
>>
>>122805305
Less a friend, more you need each other to survive. Everything that party status menu snap shows is deliberate, including the portrait change.
>>
live
>>
>>122788134
These are so cosy. Well done.
>>
>>122791318
I don't like to play them much. Grinding just seems like a better investment to me.
>>
>>122806652
Even the spelling error in Cherno's name?
>>
>>122788134
Oh that's really nice, not really my color scheme as I'm more into the FF PSP style of games but that's really cool.
>>
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What's up, /rpgmg/?

I know that's there a LOT to improve, but I'm happy about how's it going. I'm not a talented artist as some here, but if something is absolutely disgusting, please, help me to make it better.

Also, the shitframes animations and the english mistakes will certainly be improved.
>>
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>>122819323
Webm converter fucked and cutted it. Here's the rest of the file.
>>
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>>122819323
I think that it has a lot of charm to it, and you've clearly put in very much effort.

I love the alien enemy battlers, too.

I don't know what I'd say about improving it because it's an unconventional style to begin with. The grass textures are a little bit off-putting. They look better in-battle.

Pic eerily related.
>>
>>122819934
Thanks, m8. Will definitely make the grass better and less patterned. Also, I know it's very empty for now, but there will be more shit as buildings, parks and so that you can enter and explore. But thanks again.
>>
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>tfw you finally get a script to work the way you want
>>
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>>122823926
>>
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a little bit of fun progress.
>>
>>122828216
Finn and Jake are one slot? Thats kinda weird. Is there a gameplay reason?
>>
>>122828454
There are a few reasons.

They're the 'primary character' and the only one you can't switch out whenever you want, so that works better if they're one character.
Following on from that, I want people to experiment with different and interesting party members, and there's more space if Finn and Jake are one character.
The only suitable sprites that currently exist feature them as a single character.
Jake acts as Finn's 'magic', in the sense that all of Jake's offensive abilities (forming a giant fist, and so on) are Finn's magic skills.

I mean, ideally, they'd be separate, but I'm trying to keep the game pretty simple to make it easier to actually finish.
>>
>>122828454
>>122828836
Oh, and Jake has abilities that he can use on the overworld, which means that you need to keep him around, but it'd be a >wastedslot if he were separate.
>>
>>122828963
I was just thinking how in the show they often get separated feom eachother. Maybe that could be status effects (Jake being down means no magics). Also i guess Jake suit works better with one slot too.
>>
>>122829827
Yeah you're definitely not wrong. It's just a simplicity thing since, like much of the RPG Maker community, I get carried away with complex ideas and never finish anything. I'm trying really hard to constrain the scope of this project.
The story is simple enough too and will (by my own design, obviously) never require them to be apart from each other.
I was thinking of even having a reason for Jake being unable to move on his own, but then it doesn't make sense that he uses his powers in battle, so I scrapped that idea.
>>
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>>122721402
Drew up some fanart! I actually like your style though.
>>
>>122829980
I really think it's better to Finn and Jake act like a single character, not only because the limitations, but for mechanics sake.
>>
>See Firgof working earnestly on his chapter.
>Realize my own plans might be too much of a change from the seriousness of the chapters before it.

Not sure if I should stick with that plan or use a backup plan that's a bit distanced from those chapters.
>>
What do you guys think of a game that's in black and white? I come from a drawing background and kind of want to make something that looks unique, but I have no fucking ideas.
>>
Guys. I fucking hate trying to sprite.

I thought this shit would be easy. I have great ideas for maps and charsets, but I'm a terrible artist.
>>
How would I call the skill menu from an event?
>>
>>122835431
VX Ace or MV?

>>122773607
Um... are you this same guy?
>>
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>>122835342
I know that feel..
>>
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>>122837108
>>
If you could get one asset done professionally free of charge (art, music, programming, etc.), what would you pick?

Currently I'd want art, but my dream game would need a fantastic programmer
>>
>>122840960
That's too tough for me to choose! If I don't think about it then I'd probably pick music. Otherwise I'd be stuck thinking for days about what I'd really need.
>>
>>122840960
combo of my 3 fave scripts that clash with each other.
>>
>>122840960
music

amazing music has the power to turn a mediocre game into a cult classic
>>
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>>
Help me, /rpgmg/.

How do I make RPG Maker 2000 tilesets looks good in MV?

Tried waifu2x, still looks awful.
>>
>>122840960
Music.

More specifically, I'd want my game to have anime style OP and ED that is actually sung by an actual woman (not Vocaloid).

And the OP would play during the final boss fight.
>>
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Shit isn't finished but it was both pain and fun to make.
>>
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I was hoping my drawing skills were finally up for it - but my anatomy is still too poor to pull off some of these battlers the way I'd like them to appear. Oh well - I can at least make art for them in the more static front-view poses.
>>
>>122844951
play it in low rez?
>>
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Hey uh - how graphic/violent can we get in the collab game? I have in mind a fairly gruesome scene here (nothing gorey - just y'know blood, bodies, etc) and wasn't sure if it'd be allowed, given the rest of the game so far.

(Pic is of the scene so far)
>>
>>122847837

That doesn't seem offensive to me. After all, there was the whole part early on with a whole town of people getting eaten and instantly turned into bones .
>>
>>122818731
Damn it, no. And I've been spelling it like that all throughout so far.
>>
>>122847837
Don't think there's any problem with blood or gore.
>>
>>122836923
MV
>>
>>122844951
I'm using scripts that change the resolution and scripts that change the tile-size. I would do that.
>>
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>>122848287
>>122847989
Great! That means I can do everything I wanted to do in that scene, including the portraits. Thanks, y'all, for your input.
>>
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>>122833349
Oh, sorry. Didn't see your post until just now.
I'm only making this chapter so serious because it clashes so harshly with the tone of the prior chapter. It gave me a good set-up by with some levity - and I'm taking that levity and smashing it through the floor.

You can't have good tragedy without a little bit of comedy and light-heartedness after all.

Following this chapter up with something not quite as dark but also not as crazy, humorous, and self-deprecating as Ch11 should bring it all back into balance with the tone of prior chapters. I'll make sure to curve myself 'upwards' out of this dark hole near the end of the chapter so you don't have to make a harsh transition to the lighter tone you're implying you'd like to go with.

Phew. This is why I spend hours editing the dialogue in my projects to make things concise haha.
>>
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>paying 3x the price for an inferior product
XP is the best
>>
Guys, wtf is the R tab for? Im new to RPG Maker. I see tabs A, B, C, and R. What the hell is R for?
>>
>>122856003
R(egion). Think of it as painting numbers onto your map which you can refer to with Conditional Branches and so forth. E.G. "What region ID is (a tile coordinate)? If it's 4 deal 10 damage to the player and set their status to 'AGI down'."
>>
>>122830394
Damn, son. That's nice. I like the wrinkles and hair. I think being bad at those (and meh shading) is what's making mine look too smooth and flat like stiff plastic.
>>
>>122835310
You mean like grayscale or black and white hard contrast?

And really, both styles could be done really well or really bad, and anything in between.
>>
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Im just starting to use RPG Maker for the first time, Ive got MV.

Theres some things I really dont like. The tiles are confusing, Im using the dungeon tile set, but I cant make holes in the ground and have the background show through. So Im forced to use "walls" as the ground (as you can see in my picture).

Still, I have high hopes that I'll be able to make a really enjoyable game with this engine. I just wish RPG maker was more powerful than it seems to be, especially when it comes to resolution and such.
>>
>>122859889
>>122835310
I've never seen an RPG in the style of Sin City. Hell, closest video game is probably MadWorld.
Make a gritty noir game and I'd play it.
>>
>>122860772
desu that map looks fine, some height issues notwithstanding. The only real bad part that I see are the waterfalls, though that's not really your fault, more MV's crappy waterfall tiles.
>>
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I gave up on a pixel font and honestly I think the game looks much better for it.
>>
>>122862897
shift click on the offending tile to place the waterfall
then next to thew waterfall in the back area just right click then normal click it. it should fix the glitch.
>>
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>>122863194
>>
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>>122863363
Now in 1080p!
>>
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>>122863218
>>122862897

Could you two explain what you both mean?

What height issues does my map have?

And what "glitch" do I need to fix?

Thanks guys.
>>
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>>122863658
>>
>>122864208
Ahhh I see what you mean, yea I was wondering how the hell to fix that. Thanks so much man.
>>
>>122864793
Welcome =)
>>
>>122756949
>>122755394
What exactly are you after, now?
>>
>>122867691
Dinosaurs
>>
>>122867934
Why do you torment me with dinosaurs, Anon?
>>
>>122868424
=(
>>
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>>122867691
When you go up the stairs, the camera stays centered, so it looks funny (like this). The picture in the post you quoted is what it ought to look like, and I've very awkwardly done that with events, but it doesn't really work.
Another problem I have is that on shorter maps, being able to scroll them by the camera by a single square is really awkward — I'd rather just turn it off.
I basically just want camera control, because the sidescrolling stuff is awkward with an RPG camera.

Please don't feel obliged to do anything; those are just my current challenges.
>>
>>122868653
Is it near the top of the map or something?
>>
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>>122868745
Yeah. The house is three stories high, so there are two ladders going 'up'. My current solution is to have an event at the top of each ladder that immediately scrolls the map up 7 spaces but that doesn't really work after you use it the first time and try to use the ladder again.
>>
>>122869141
But if you're at the edge of the map, and the camera tracks up, won't it just be nothingness up above?
>>
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>>122869460
Nah, there's enough room for the player to be at the bottom and the camera to be moved up.

Pic related:
Top picture is without the event, natural camera, character is centered.
Bottom picture is with the event, camera manually moved up 7 squares.
>>
>>122863194
>>122863363
>>122863517
Way better! Good font choice.

>>122867691
You're like Batman and you've helped me once, so I thought you'd have some wise words to that anon.

>>122868424
Kek'd again!
>>
>>122869873
Is there a reason you don't make the map taller to autoscroll the camera?

>>122870848
I wasn't upset or anything, I wanted to make sure I understood exactly what you wanted.
>>
>>122873137
Would that work? There's plenty of map left above the middle layer and the character is still centered. I'm not sure I understand.
>>
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>>
>>122873684
Oh, you want the camera moved up so that the character isn't centered. Is that correct?

Sorry, I misunderstood earlier.
>>
page 10
>>
I've been digging around but I haven't found anything so far- are there any VX Ace scripts that would show a 'collection' of various items in the same way a bestiary catalogs enemies?
>>
Do all the RTP characters use the generator graphics? I really enjoy the rtp style of the generator for the battle sprites but it's very limited when it comes to clothing options.

Does anyone know if anyone is working on creating more generator parts?
>>
>>122863194
>>122863363
>>122863517
Shit, son. I'm not even that big of an Adventure Time fan, but I'd totally play this just off of how good the graphics are.
>>
crunchy cocks
>>
>>122891701
>Average RPG Maker game NPC dialogue
>>
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>>122891868
Speaking of, I'd like to apologize in advance for the dialogue of this next chapter. I'm doing my best to make it polished - but there's a lot of it and I may not have time to proof-read and edit everything (e.g. varying dialogue depending on whether Mitch/Cherno is presently knocked out).
>>
I've got a rough game idea for the Christmas game jam. Anyone else planning on starting next week?
>>
>>122892454
>well and alive
>alive and well
>>
>>122892695
That's the sort of thing I'm apologizing in advance for, yes. I might miss stuff like that here and there in my rush to get everything done and polished.
>>
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>>122892936
I am doing my best to make sure none of my placeholder dialogues are still in by the time I'm done though.

Man, I kinda want playtesters for this thing. Is that a thing that's been done before?
>>
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You're not allowed to die.

Also another teaser of the art for Chapter XII.
>>
>>122894284
Playtesters? That kinda what community forums were for before social media made everyone egomaniacs looking for a stage to stand on.
>>
>>122902323
...Sans?
>>
>>122904571
Cherno
>>
Revive.
>>
This thread is so wonderfully generous, positive, kind, constructive & productive. Why must so much of the rest of 4chan be so...shitty?
>>
>>122912881
Because you suck too much cock, faggot.
>>
>>122913001
Wait I thought this was /feg/ and you were being sarcastic, whoops.
>>
>>122912881
Because 4chan is what we make it.
The thread's this way because that's the sort of people who're contributing to it.
>>
>>122912881
Because everyone here is basically in the same boat (trying to make their own game by themselves) so we all understand each other.

Or at least that's what I make of it.
>>
>>122912881
Looks great! That's Awesome. You're soo good. What a good idea.
>>
Is it possible to change the menu throughout the progress of the game in 2k3?

I know the guy who made Oneshot did it, were there mods involved?
>>
>>122917172
>Looks great! That's Awesome. You're soo good. What a good idea.

> Maybe you could also do X, Y or Z.

That's what makes this place not shit. Constructive criticism & encouragement.
>>
>>122877652
Sorry I went to bed. Yeah that's it. It's kinda tricky to explain.
>>
>>122920675
Yep. None of us are as good at making games as all of us.
>>
>>122887542
Cheers! They're mostly ripped from the 3DS games but with some special effects to make them suitable for high resolution. I'm pretty happy with the style.
>>
Happy Friday everyone! Hope you're all encouraged to work on your game!
>>
>>122921110
Thanks. Doing my best.
>>
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Hrm. I just can't figure out how I want to do this tileset. Every time I edit it it comes out kinda 'bleh' where what I'm looking for is 'foreboding, weird'.
>>
Would you guys be partial to an ero game featuring... HOT GUYS instead of hot gals?
>>
>>122928625
I wouldn't play it personally but if that's what you want to make you should do it.
There'd definitely be an audience for it.
>>
>>122928625
fuck off back to the hentai general
>>
>>122925548
Download Krita if you wanna edit stuff
>>
>>122929539
No bully.
>>
>>122929643
Is Krita better than Photoshop? I'm really accustomed to Photoshop but I'm trying to learn pixel art. At the moment I'm just drawing with pencil tool lol.
>>
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>>
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>>122933924
We've come a long way from this.
>>
>>122933924

What currency is that? Did they even have currency in that show? I've never watched it long enough to figure out anything.
>>
>>122327257
no ideas

lf ideas guy
>>
>>122935280
Oh! I keep forgetting to change that. It's just a broken icon because I changed the format of the sheet. It'll just be gold or something; I don't think the show has a specific currency. I'll double check though.
>>
>>122935280
>>122935423
Turns out they use regular ol' dollars.
>>
Is there a way to get rid of 2003's atrocious action meter battle system?
>>
>>122891701
Well there goes that name. Hoped nobody saw that no one saw that mishap on my phone but I guess that'd be too much.
>>
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>>122937653
=D we all saw it!
>>
>>122940950
;_; it's hard to spot mistakes on a shitty phone
Anyway, don't trust any messages from the Crunch trip then, consider it officially compromised. I'll still stick around and if I feel the need to put on a trip again, I'll let you know if it's me.
>>
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>>122929643
Am using Krita. Was just trying to make the mood I needed through filters rather than painting - but I guess painting'll be the way I go.
>>
>>122941480

I hope you don't mind but I'm preemptively writing dialogue for the next part. To ensure it doesn't clash so far, I'm writing about Agana's BFFs party arriving at Death's Cradle. When did you say you were passing it off?
>>
>>122943395
>Death's Cradle
Ah, is that the name of the place where Zaria is extracting Despair from the captured party?

And yes, that should well mesh quite well with the final arc of this chapter.

I'm hoping to finish by the 29th - about 7 days from now.
>>
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muh might n magic town
>>
>>122943805
Yeah that's the name of the location.

Final Arc, so last few chapters huh? I almost want to keep it going for longer but I guess it can't be helped since the hype is reaching the climax point.

That date is fine by me. I can prepare stuff accordingly.
>>
>>122944641
I'm afraid you mistook my meaning. There are two arcs in this chapter (one for Mitch, one for Cherno) and so by 'final arc' I mean the arc that overlaps with your introduction.

I've left threads and opportunities in the story of Chapter 12 to both accelerate and delay the end of the game in this chapter so it's up to you and those who follow how quickly the final confrontation comes.
>>
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>>122944516
need do floor textures and add some stuff like a well.
>>
I want to add a class upgrade/evolution thing for my character
would I add a new class or new actor?
>>
>>122944791
That said, I am definitely shaping and making primed the trigger which, if pulled, brings about the story's conclusion. Things have accelerated to a critical point now with Chapter XI showing Mitch (and by extension his crew) were also captured alongside Agana - placing them all at an important location, primed for a final confrontation, all at the same time - presently being used to power the plot device which when fired brings us to the endgame. Agana's friends haven't yet arrived - but they've already been shown to be on their way.

Usually, all that would herald the plot's penultimate or ultimate conflict. How long it takes for us to get there and what twists are along the way haven't yet been determined - but at the very least we're almost past the point of no return now for setting up the final conflicts of the game - barring things such as a FFVI-style ending which would let us string along the plot a little further even though that device has already been kind of used with the Chernobog arc.

This chapter's story-role is mainly facilitation of that trigger and setting up the last character-related dominoes which, when answered, leave the story in a great position to pull down the safeguards and let the characters actually fight-to-win against each other. Though, admittedly, I've entirely ignored Eilian and Thomas. If someone wants to develop their characters and bring them in to the final conflict, they should act quickly or otherwise it'll be pretty hamfisted by the time we get there.
>>
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>>
>>122945789
At this point I can't even figure out how Eilian and Thomas would fit into things. I actually forgot they existed for a while, to be honest.
>>
>>122946865
They could work if I did some different things with In-control/W.T. Dinner by the notes left by their creator - however this chapter makes it clear there was no actual 'W.T. Dinner' - so that nulls that possibility; also I couldn't find a way that wasn't super-ham to work the 'there are actual story-writers bodily showing up in the universe now' angle aside from like this it all being a divine test of grandiose proportions (e.g. "It was all just a training exercise to see if you were ready to become the God of Thieves, Mitch").
>>
>>122828216
What's that front?
>>
>>122950949
font*
>>
>>122947309
I don't advocate putting creator-gods in games themselves, because people lacking weaknesses/restrictions are notoriously hard to write.

An early draft of DtD had an NPC enforcing the game rules. Having it be a vague force called 'The Implications' was a large step in the right direction.

I still need to play the collab game
>>
>>122946865

Who the hell is Thomas?

>>122947309
>>122951063

At one point, I was thinking about putting an NPC that was a maid that didn't speak that sold foodstuffs with brands based on the author names. The chapter I did before didn't really suit that NPC, but I was thinking that would fit in the next part I was writing.

Proceed or change NPC?
>>
>>122952130
Sounds fine to me. Little in-joke foodstuffs isn't even in the same category of 'potential issues' as creator-gods-who-are-the-collab-game-devs.
>>
What's new in RPG Maker MV?
>>
>>122952130
Thomas didn't show up in game yet, but he exists in the database and has a small description written up there. One could only assume he's an ally to Eilian.
>>
Does anyone know which method in RGSS3 is responsible for moving events, like the character when you press the directional keys?
>>
>>122928625
Only if they are traps.
>>
dun die
>>
What do your characters eat when they go to an Inn?
>>
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Is it a good idea to allow to allow the player to use healing skills and items, even though their character has full hp? It would just result in loss of MP or items, depending on which one they use.

>>122960126
I haven't even gotten as far as creating inns and alike.
>>
>>122960874
How throughout are item descriptions? Could the player try to use "healing herbs" to heal a state without knowing that they only recover HP?
Is there any reason why the player could want to consume MP?
>>
>>122960874
I think so (had to comment/replace a couple lines to allow it), because lots of my items are healing + some other effect, and the player might just want to add the other effect to somebody who's already maxed out.
>>
>>122961293
>How throughout are item descriptions?
I still haven't gotten around to creating items or anything like that for the game. I'm still stuck with reworking base scripts.
>Is there any reason why the player could want to consume MP?
Well, in the way that I'm making my game, the player could spam the healing skill so as to regain HP faster.

>>122961519
Yeah, I was also thinking of skills and items, that can have multiple effects on a character. So the most logical solutions for that would be either to allow the player to use them no matter the situation or allow for specific skills and items only to be used at all times.
>>
>>122961858
Is that a feature or do you not want them to spam the healing skill?

Make it less spammable if you don't want people overusing it.
>>
>>122965763
Well, I'm still trying to figure out what would be the best way to handle all this stuff.
Maybe I should put a cooldown, on skill usage or something, I'm not sure. Guess I can play around with those things and see what goes best.
>>
>>122950949
04B03
>>
>>122932007

Krita's pretty good, but for pixel art I generally use aseprite.
>>
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>>
>>122933924
It's beautiful!
>>
Yanfly has been outdoing himself quite a bit. I won't be able to help myself from donating to his Patreon at this rate:
https://www.youtube.com/watch?v=_vQq3YVdGrk
https://www.youtube.com/watch?v=V9xtBXgfrM4
>>
i still can't find a decent plugin for MV for portraits during battle scenes

it's so painful
>>
>>122986034
How would you like it to be?
>>
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Anyone know how to remove the slightly opaque border around all the text in RMMV? I noticed that >>122828216 doesn't have it and it makes the text much crisper.
>>
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>>122988089
something as simple as
pic related

every plugin i've found either is buggy to hell or has some weird ass quirk (like for three people only)
>>
Quick question out of curiosity:

Which version of RPG Maker are you using?
>>
>>122992380
Ace.
>>
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>>
>>122992380
VX Ace
>>
>>122992380
MV
>>
>>122992380
I use 2k3.
>>
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>>122993905
>>
>>122992380
MV
>>
Question: In VX Ace how do you do spells or skills that summon an ally for a battle? Middens did this, where you could summon something and it would fight in the current battle, but would disappear after the battle ended.

How do?
>>
So what happens after we finish the collab game? Do another one? Please don't let it be in MX. I'd rather a VX Ace again.
>>
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How realistic is it to get VX Ace to have online support? I know there's MaidenSnow Online, which, I think, runs on VX Ace, but I've got no idea what sort of trickery rabbit pulled off to get that to work. Any leads?
>>
>>122988374
please respond
>>
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>mfw all of our questions are ignored
>>
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>>122988374
>>123001956
I don't have mv, so all I can suggest is to look in the help documentation for what the font class contains.
>>
>>122983707
I'm already donating and I'm still considering donating more. He just posted this:

forums rpgmakerweb com/index.php?/topic/51151-open-beta-animated-sideview-enemies/
>>
>>122992380
I'm not even using RPG Maker.
>>
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What would be better, to have separate buttons binded for physical attacks and usage of skills/items or just have one "currently in use item" which could be any of those three?

>>123002252
>mfw every time I bring up any kind of question related to scripting I get totally ignored
Worst part is I can't realize if it's me who can't formulate his questions properly or most anons here don't know/aren't interested in scripting the engine.
>>
>>122928625
Not my kind of thing either, but like >>122928793
said: if that's what you want to do, give it a try. I bet you'd find people interested in it, and there aren't many (any?) RPG Maker ero games that focus on men out there. It'd be something different.
>>
>>122998994
There is a "Pet/Summon Script in the VX forums".
>>
>>123008137
It's a good idea to ask just in case somebody's had a similar problem, but it's not very likely. If we were skilled scripters, we'd probably be using some other program.
>>
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>>123010189
>we'd probably be using some other program
My problem is that I can script, more or less, but I'm still new as fuck when it comes to art, so to compensate for not being able to animate anything I'm using RPGM which I'm trying to script to hell and back. It's fun, but due to lack of proper documentation I sometimes get stuck with shit, since I'm fairly new to RPG Maker itself, outside of playing games in it. So I usually come here in hopes of someone helping out or giving a tip, but like 90% of the time I get literally no responses.
Luckily enough though, I usually firgure everything out on my own after a bit of fucking around.
>>
>>123008121
The hell?
>>
>>122992380
XP
>>
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>>122992380
PS1
>>
>>123001956
>>122988374
hey i'm late for something so i can't double check but i noticed this and from what i remember the yanfly engine core should have what you're looking for.
you can use font settings in there to remove the border.
>>
>>122992380
I have a project I've moved over to MV, but I have another that I'm still working on with Ace. The latter wouldn't benefit from MV, aside from maybe better resolution but even then it wouldn't make a big difference.

>>123012620
Shine on, you crazy diamond.

>>122946132
>>122973227
Looks pretty neat. Are you making a Might and Magic type game? Or some kind of western dungeon crawler?
>>
>>123015265
>>122988374
>>123001956
There's also a default script called 'Text Decoration' and I think I used that to make it transparent (effectively removed).

You can remove the shadow, too, but if you use YEP_MessageCore it will force enable it again.

That should be it.
>>
So I fell for the MV meme and now I can't add any music.

Send help.
>>
Anyone has a mechanic in your games that punishes the player for being too curious?
I just want to fuck up with the player so they think twice before entering a hole in a wall, my game is not even terror oriented
For example, in the first chapter of my game I give the player a flashlight and if they point the flashlight to a certain enemy outside the map they will kill the player
>>
>>122960126

One eats hamburger patty.
One eats noodle soup.
One eats chicken jerky or sweet bread.
One eats silverware.

Go figure.
>>
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>>123009041
I'm working with it now, but I can't get it to work. I put the notetags down in the skill, I use the skill and nothing happens. I've tried changing the target from enemy to ally to nothing and still nothing. I've messed with the notetags and nothing.

I feel like I'm overlooking something stupidly obvious.
>>
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Did they change how control switches work in MV or something? This event autoruns the minute I start the game long before I set the control switch On in a different autorun event. Honestly, I have no idea why this fucking sound is playing when I clearly have designated a condition.
>>
>>123018853
Insert a blank event page with no trigger to the left of that page.

See if that works.
>>
>>123017663
The player might face overleveled foes and even encounters with supposedly late-game bosses if he decides to explore the "wrong" areas too early. Some bosses even "track" the player and kill him after leaving the map if he explored too far inside at the wrong time. That said, there is a warning right before the character steps on the "dead man walking" switch that causes a music change and a "you have a bad feeling about this place" message to appear.
>>
>>123019773
Yeah I actually tried that before. No dice.

I got it working using variables. No idea why control switches weren't working. Oh well.
>>
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>>123018332
I can not for the life of me get this to work. I've even followed the post here:
http://forums.rpgmakerweb.com/index.php?/topic/27210-pets-and-summons/?p=456332

To the letter. I'm even trying this in a completely new game with no other scripts. I'm using a skill with Eric to summon Noah. Scope set to user, everything zeroed except for the actor id. The spacing and capitalization is right on the notetags (or at least it mimics the examples).

I just don't get it.
>>
>>123022579
And now it works.

Apparently you need to actually play test the entire game once, not just the battle test, for it to work.
>>
Guys, there's any simple way to allow the player to enter a string (like a hero name) and retrieve this value as a variable. I don't want to make a "name character" for "heroes" like "favorite food". Even though this seems to be the easiest way.
Basically, it's something like Earthbound, where you enter your favorite food, favorite thing, etc.

>>123023942
Happy to know you've found a way to make it work for you. It sucks to get stuck with something that you really wants to put in your game.
>>
>>123025358
As far as I know, using new heroes for all such inputs is the only way.
>>
>>123025684
That sucks. But I'll do it. Thanks!
>>
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
How the hell do you use this?

Do you just take the stuff out of the .rb file and paste it in the scripts part? Since that seems to do nothing.
>>
>>123027404
did you even read the instructions?
Press F11
Above main and bellow materials, paste the script there.
>>
>>123027665
You mean what I said?

Yeah, but it doesn't seem to do anything to actually change the visuals. I'm assuming everything is left on default and I'm gonna have to dig through a few hundred settings and tweak things?
>>
What's the best website other than rpgmaker for rpg maker games?
>>
>>123032219
seconding this, the recommended games at the OP are just a lot of titles but it doesn't give any kind of information about what's the theme of the game.
>>
Anyone know if there is a plugin for MV yet that lets actors learn skills depending on what they have equipped?

I have a game project going where you command squads/armies and the party members are Generals. You can equip different "Front Units" and "Support Units" to the generals to change their stats and teach them different skills/passives to use.

I just can't find a way to change that party member/General's skills depending on what they have equipped. (I have the Front Units and Support Units equipped as different armors)
>>
>>123033506
Thirding. I also would like to know where do you guys get your plugins other than RPG Maker official forums. I don't think that all plugin developers post their plugins at the official forums.
>>
>>123015530
hoping for it to be like might n magic =) depends what i can manage.
>>
>>123033790
Equipment Skills System Script by Fomar0153
>>
Not going to die 12 posts before bump limit, right?
>>
>>123040912
Right. But it sucks to make a title screen when you don't even know how to name your own game and you end up by giving it a cliché name and using a title screen that probably is a ripoff of a game you can't remember.
>>
>>122992380
MV.
>>
>Have a script vital to my game
>conflicts with several other scripts I want to use
>no help because rpgmakerxp
>>
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Somebody better get on making a new thread and fast. Nobody wants the thread to die overnight.
>>
Nobody has the new thread yet?
>>
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(...)

/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
- W.T.Dinner !LTqeha3bQk

Currently working:
- Firgof !aFqhsxkECQ

Queue:
-Silent Maid again? Some anon? I didn't quite get this.

MIA:
- !YakshaO2qs
- Anonymous PhD !!QqXzW/bDL5y

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
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now what?
>>
>>123049467
>>
>>122697801
>http://imgur.com/a/Ev1dG
this is like sex for my eyes
Thread posts: 743
Thread images: 198


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