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/rpgmg/ - RPG Maker General 113

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Thread replies: 749
Thread images: 141

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RPG Maker MV is out.

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

/rpgmg/ Chain/Collaboration Game!
Status: Part 12 is in development.

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

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

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
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(In case >>126138205 didn't catch it in the other thread.)

I'm doing fanart for yer vidya games, so post characters and as soon as I get to yours I'll draw until I pass out.
>>
What kinds of attacks would a raccoon have?
>>
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Sadly this is a little blurry because I'm on my phone sadly, but I did work on this map earlier today.
>>
>>126143550
Mugging attacks, evasion buffs, enemy aggro.
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>>126138521
I love your little dude! I can't wait until the game's out or you at least have a demo available.

>>126143550
Throwing trash?
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>>126143752
God that's cute. I look forward to this game too, it looks great.
>>
>>126143752
You are awesome! Thanks for drawing this :)

I'll definitely be doing a demo first. I want to make sure I'm going in the right direction with gameplay and mechanics since I don't really plan to use any fancy scripts or anything. It's a game all about free-roaming the world and chasing butterflies which lead you to treasure and other hidden goodies.
>>
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>>126143435
Oh man, that's great. Thanks, dude.

Anyway, I've done a good amount on my game. Got the last map done up, got all the armor sorted out, drew almost all the enemies I still need to draw, and even fixed a really nasty bug. Hopefully I can finish this thing up by Christmas Eve.
>>
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>>126138528
I fucking love your character designs, dude. I can't wait for a build on this, too.

Drawing all of your characters is absolutely making me grow attached to all your games.
>>
>>126145783
Awww shit, that looks awesome, thanks!
>>
>>126145783
Oh, shit. That's everyone. Well, I'll go back to playtesting then! Thanks for showing me your characters, everyone!

>>126145891
No problem! He's adorable!
>>
>>126143550
Something with rabies.
>>
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Is she cute, pure, and innocent yet?
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>>126145783
Take your pick, I'd be surprised if any of my designs actually do anything for anyone.

Only the upper left autumn elf is a girl.
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>>126148028
Aww, what are you talking about? They're all adorable!
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>>126150194
NOW I'M VERGIL--I MEAN MOTIVATED.

Thanks arty anon.
>>
Arty anon is going to sleep. Have a good one everybody!

And Leo - I got a little ways through the alpha before realizing that I can barely stay awake, so I'll finish up tomorrow and send you all the feedback in one go.
>>
>>126147502
Seems about right. Looks fine.
>>
>>126011276
> The guy who was making the lewd robots game

Laptop broke so until I get that fixed, I aint makin' any progress on it.
Oh well... want me to do some shitty sketch on paper?
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In which I write about boss plans that are related to the story.
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>>126155662
Is that fucking Gurren Lagann Reference you glorious bastard.

Those skills sound pretty cool. Hope the boss looks as cool. inb4 it's a literal sword
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>>126155662
Hey. Hey Silent Maid.
Fight the power.

Also, I was sort of expecting a One Punch Man reference - this is an unexpected turn.
>>
>>126156275
>>126156550
>>126156658
>>126156775
Caught your deletes.

And we are definitely going towards that territory with how I'm writing everyone for this.

Oh, I guess I have to change those battler sprites now to add that that headgear.
>>
>>126157181
It was horrible. Every time I thought I got it right, it was wrong.
>>
Right back up you go
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The theme song for these final face sprites of Selia's:

https://www.youtube.com/watch?v=3-ah5xJz6ZU

Capturing a look of horror like this is unpleasant for me - usually I do terrible things to characters which deserve it. She most certainly does not.
>>
smokers in your game?
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>>126155270
You didn't lose any data, did you?
And yes, do some sketches. Lewd ones. Preferably with mind-control involved.
>>
It is not yet time for you to die, thread.
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Anyone have any tips for keeping events from becoming spaghetti? I've already got events with tons of nested conditionals and jump statements all over. I would love to treat the jumps like function calls but there is no way to return to the previous context.
>>
>>126163240
I might have some tips for you on that tomorrow if you're willing to wait for them. For now, it's 5 AM and I'm hitting the sack. See y'all in 5-7. Don't let the thread flatline while I'm out.
>>
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How do you trigger screen shake in a script in VX ACE?
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>>126167395
>No native screen shake
PS1 version wins again!
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Can VX Ace projects created in the English version be opened in the Japanese version? Or are there compatibility issues?
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I'm making a game for my first year of college. These are the party member graphics I'm working with. Any good?
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>>126160407
Nah not really, it only really had physycal damage in the upper part and I had to take it to get repaired.
>>
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the ghosts faction is ready and today I finished the Ghost/Desert war events.
Now I need just to complete the events for all the other possible wars they can engage (jesus...).

While I'm working on ghosts I've designed Orc town.
Things are getting cramped in the Princess KIngdom!

Follow the updates @ towerkc''dot''blogspot''dot''it
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>>126172591
I like your art assets, but the fact that you're using the default tilesets and message boxes is sapping my interest away.
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I'd really like some feedback on this tileset. I improved a few things since last time I posted.
>>
>>126172739
IT'S STILL A BETA!
No really, the art sucks, I know (but I used the default tileset only in the world map).
>>
>>126172852
Looks a hell of a lot better than anything I could make. The bits at the top of the pillars look a bit like they're sticking out further than you'd like, though. That's the only criticism I can think to give, it genuinely looks really good to me.
>>
>>126167973
>>126167395
It does have screen shake though. It's there in the event menu. Not sure what you mean by in a script though.
>>
>>126173073
Thanks, anon :)
I don't like using pre-rendered graphics but since I suck at 2D art, it's my only chance.
>>
>>126173239
I think he might mean he's using a script that interferes with it. I've had that problem, but only with scripts that give you extra options for dialogue box functions.
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>>126172852
It's me again.
Is XP still popular? I'm making my game on XP because it's the best version to suit my needs. But I'm a bit concerned about this. I hope people won't think it's outdated or anything.
>>
>>126174193
nobody minds. just make sure it looks good.
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>>126174193
You're two versions behind now. If you think it's gonna result in the best game it doesn't matter, though. Ultimately the tools you use to make the game aren't important, the quality of the finished product's all you need to worry about people judging you on.
>>
>>126174323
I don't like the way VX and MV handles tilesets. It doesn't suit what I'm trying to achieve at all.
>>
>>126173586
>>126173239
I have a script that triggers a sound when you try to walk on an unwalkable tile. I wanted to add a screen shake effect for fun.
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>>126174634
Make a common event that shakes the screen then call it on script $game_temp.reserve_common_event(id)
>>
>>126174839

I fucking love you ! Thanks!
>>
>>126175048
You're welcome ;)
>>
So anons, what makes your game's battle system different from all the rest?
>>
>>126176209
Nothing. I don't want to use scripts ;_;
>>
>>126176209
I'm experimenting on a system that rewards you for just fighting rather than winning. You still get EXP for winning a battle, but you'll also get random stat increases during a battle. So the longer you stay in battle the stronger you'll get. I'm also trying to use element slots more creatively. Classic Fire, Water, Earth, etc are still there but I'm also using things like Hit, Cut, Stab, Bullet, Soundwave, Armored Enemy, Flying Enemy, etc.
>>
>>126176867
>the longer you stay in battle the stronger you get
This doesn't seem like a good idea to me. What's gonna end up happening is that the player guards every turn and winds up spending several hours in one low-level encounter trying to max out their stats. That's not fun.
>>
>>126176209
I don't know. So far it's a somewhat mix of VH and MSE.
I'll try and play around with it some more, but for now I'm ok with what I have.
>>
>>126177024
I'm aware of that. That's why I said I'm experimenting. If I can't find a way to avoid exploits, I'll cancel the idea.
>>
>>126176867
>>126177024
I would assume those stat buffs are temporary and disappear after the battle is over, no?
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>>126177453
I'm not sure. Like I said, I'm still experimenting. If can't find a way to make this work, then I'll cancel this idea. I really don't wanna make an unbalanced game.
>>
>>126177549
You could make the buff limited in number of times it can be applied if its temporary. like you can have a maximum of 5 stacks or something. Hell you can even start off lower and then increase the stacks as you level like a skill.
>>
>>126178207
That's an interesting idea. I'll try that.
>>
>>126178275
Actually, building off that, if you're making the stat buffs permanent you can put a stack on how many you can get in one battle. Have a message box say something like "you've gotten all you're going to out of this battle" or something, or don't even, just put a limit on how strong you can get off one fight.
>>
>>126176542
I think no equipment should be obsolete. All weapons/armors should have different ups and downs but none of them should be better than the other. It should be all about using the right equipment at right party member at the right time instead of "oh, I found a better armor. Now I can sold the previous one"
>>
>>126178507

Going on from what you're saying, you could assign a level value to each enemy, and then increase or decrease your odds of gaining stats based on your character's level.

So if the enemy is level 10, a character who is level 5 would be more likely to get stats, while a level 15 character can't get stronger by fighting an enemy they're so much stronger than.
>>
Any of you guys play MARDEK? It wasn't made in RPG Maker but I think it has some really good ideas you could use to influence an RPG Maker game.
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>>126179340
That may need some heavy scripting :(
>>
>>126180252
to be fair if he's entertaining this idea at all its going to need some scripting.
>>
>>126180252
If you can take the time to learn how to do it, though, then you know how to do it forever. That's how you grow as a game developer.
>>
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Which test box and what color?
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>>126181401
Oops, I meant "text box"
Which one looks better and what color should I pick? Or should I just leave it gray?
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>>126181696
I like the top one, try some transparency before looking at colors though
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>>126181401
Bottom because the borders of the top one are slightly irritating.
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>>126181930
I don't like transparency ever since I played FF8
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>>126181401
Second one's better. I'd make it gold, it's a less boring color. If you make it grey, that's like telling the audience "you shouldn't pay attention to this".
>>
>>126182096
Speaking of that - I want a little transparency still but I wanted to make my text boxes much less transparent, is there a number I can change in the system scripts without finding a custom text box script somewhere? That would be stupid.
>>
>>126184436
I don't know what version you're using but there's a way in XP. In Window_Message class, find "self.back_opacity" and change it something between 0 - 255 to determine transparency. Also, if you want the borders to be transparent as well, you can change "self.opacity"

Again, this is on XP. I don't know how to do it on VX or MV.
>>
Any "D&D" resources? I can find tentacle beasts with multiple penises but not a single Gnoll or Hobgoblin worthy to use.
>>
What are some free or piratable tilesets that go well with the original VX Ace tileset?
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>>126193435
>>126193271
Make them yourselves, lazy fucks.
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>>126193271
If you want to clean her up and finish her, I do have an old hobgoblin portrait you could use for a battler.
>>
https://www.youtube.com/watch?v=npBsjJwod8Q

Some new battlers. Good shit here and it looks like we'll be getting a nice batch of resources every Tuesday. Seriously, things are looking up for MV as a whole. Yanfly powering the plugins and his buddy delivering battlers. All we need now is a dedicated tileset creator and we're set for the best RPG Maker yet.
>>
>>126193271
>>126193435
>>126196401
You faggots are the reason why RPG Maker isn't recognized as a serious game engine. Make your own goddamn graphics.
>>
>>126196785
Uh, you're also the reason, anon.
If they're not comfortable in their art enough or don't have enough time to make their own graphics for their game all you're encouraging them to do is slap stuff together as best they can.

In what world does a 'serious game project' look thrown together? At least by using available assets they can ensure a bare minimum level of quality.

Not every game needs completely custom graphics to be great; this goes double for non-commercial projects.
>>
>>126197512
You're right. But when people go to Steam and see every RPG Maker game looks the same, they think it's some child's toy rather than an actual game engine. It makes both RPG Maker and its games seem worthless. Good games doesn't get the attention they deserve because of this.
>>
>>126197783
If all that were true, Unity wouldn't be taken seriously either. The reason why you're not seeing larger teams take on RM is because it's built to help people with very small team sizes, modest budgets, and serious time constraints. The reason why you're not seeing many serious projects is because there's not many people who can actually and successfully one-man-army develop a game. It has less to do with RM than you think; it has much more to do with who it is most useful for.
>>
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Jesus Christ, do I hate working with UI's.
I have a separate point in my menu, with a separate scene and window, where I can distribute points across character stats. I don't really like that idea, so I'm trying to bring all of that over and combine it with the current Status menu and Jesus Christ, is this ass.
>>
>>126200841
Yes, menu screens are a pain in the ass. I finally made mine sort of like a combination of dq1 and ps4 and then just said fuck it.
>>
>>126201105
Guess I'll just fiddle around until I get something out of it.
>>
Should I make the game playable first or eye-candy (new icons, battlers, item descriptions, fluff buildings and unimportant NPC) it first?
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>>126202395
Gameplay first, everything else later.
You can't build a house without making a strong foundation first.
>>
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Man, I really need an editor.
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>>126202395
do gameplay first
(you need to have SOMETHING for item descriptions first though, just to help YOU out)


personally, i'm making a "demo" of sorts that has the full package, just to keep it as a reminder of what my end goal is. For the majority of the game though, I won't start polishing until after i actually get the foundation down
>>
Is there a way to easily modify the experience table on MV? I want to implement a custom XP table, but can't seen to find a way without messing up with plugins.
>>
>>126202928
Yikes, no offense Firgof but you really do.
>>
>>126204661
None taken. I know it's a weakness.

I'd certainly work a lot faster with one too. I can edit and proof my own work to be snappier - but it takes me a lot of time to pare down what I want to say to its most essential and relevant portions. Lots of time invested into rewriting dialogue bits and so on with this chapter. I've rewritten the introduction 4 times and it's still longer in the tooth than I'd like.
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>>126205016
I feel you, I had to rewrite a few scenes as well because they just took too long. Its such a fine balance between wordiness and perfection.
>>
>>126205153
Yep. I often get two characters involved in talking to each other and, especially if they're in an antagonistic relationship, it can just go on and on as they keep grating against each other.

It's particularly hard with Mitch because he's a little inquisitive and I can always feel his character wanting to ask follow up questions so long as there's time to put them out there.
>>
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>>126202928
If you can't make it short, make it snappy. This is where re-writing helps: You know what you want to get across, but adding character to it takes a little extra thinking.

>>126205446
Metal Gear?!
>>
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>>126205897
Yeah, I can be a little 'Kojima' at times I've noticed.

As an example, here's what it looks like when I go back and rewrote that dialogue. Now I'm going to have to go back and rewrite it again I think, but first I need to get that dialogue sequence to its conclusion.
>>
>>126206895
Sounds like a good plan. One thing about what you have there, though - Mitch's question seems rhetorical. "Why is she full of dark magic?" is never answered. Or is it touched on later in the conversation?
>>
>>126207457
Just doesn't feel like it was directly answered. The statement directly following his question is the answer to it; it's because it was answered more generically than specifically. As I wrote, I could really use an editor - I'm sometimes not lucky and stuff like that gets by me. :P
>>
>>126207720
If you want to be generic, go full Kojima and just have him say 'Dark Magic...' which means he's thinking about it, but not bothering anyone else for an answer.

I'll stop bothering you now lol
>>
Good morning /rpgmg/! I didn't sleep through the whole day like a lazy piece of shit, the clock just says 6 PM because of, ah, daylight saving's time!
>>
>>126204520
No. You would basically have to make a new experience table with Variables, Common Events or JavaScript.
>>
>>126197783
This is how I feel about 90% of indie games period. There comes a point where every other fucking indie game is graphically 8-bit retro to cash off nostalgia and that gets me tired and sick, too.

I'd pick the RTP any day over the overused 8-bit nostalgic crap as long as the gameplay is solid.
>>
I'm completely new to this, but should i just focus on one RPG maker or is it okay to mess around and experiment with 2 different ones or should i just focus on one? With the steam sales I'm considering getting VXA and 2k3 , the latter mostly for nostalgia
>>
>>126213972
yeah but at least one is actually made by the game's developers.

to each their own i suppose
>>
>>126214868
Being made by the game's devs has little to do with it when the point is it's still overdone. The thing that gets me about the 8-bit indie games is that right from the get go, they feel cheapened out because you KNOW they're cashing on your nostalgia.

To me, cashing on nostalgia isn't a strong point for the game. It's a cop out, and an even bigger cop out than using free resources for RPG Maker games.
>>
>>126215638
I don't think its just that though, I think there are limitations as far as the game devs are concerned. Really the only option for many devs is to use RTP or to use 8-16 bit graphics because of how much easier they are to learn to do.
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>>126160407
Any specifications?
>>
Up you go.
>>
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>>126143061
Enter the squad for the girl route
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>>126219203
Girl route?
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>>126215779
This. Plus, there is value in knowing that the graphics were tailor-made for the story, because it means there were more design choices and thought put in the object.

You know that you are fighting a cockatrice because the dev thought cockatrices would make the most sense in the ecosystem, or because the dev thought that an encounter with a cockatrice would be fun, or teach you something about the mechanics, etc. In case of a RTP game, unless the RTP pool was huge, it seems more likely that you are fighting a cockatrice because the dev needed to make the most out of his library of assets.
>>
>>126219359
Ah. It's from my game. You get to different squads if you choose the male route of the female one.
>>
New person here, I have a question if the thread isn't dead.

How do you go about doing the writing for a game? Is it like writing a script?
>>
>>126221096
I write my games like one, yes. Lots of people write differently; write however works best for you - the real trick is always in the editing.
>>
>>126221096
I write a lot of dialogue on the fly, but when I do plan stuff I write it like a screen play. It's the most logical format for an audio/visual medium.
>>
bampu
>>
We're closing in on a full month since MV has been released. How is it treating you all so far?
>>
>>126224512

Didn't it come out way longer ago? I liked it from day one. It's got some ugly bits, but at least the mapping is better than vxa.

I would probably have a much worse opinion if I had had the same shitty experience 90% of the anons itt had, tho.
>>
>>126224512
Haven't been able to use it much yet due to being so entrenched in the collab game - from what I used I don't regret my purchase:

Disclaimer: I'm a developer in the industry and have spent thousands of dollars on development and production/engine software.
>>
>>126225470
What games have you developed?
>>
>>126164954
If its not much trouble I would be grateful.
>>
>>126225582
First, you should describe what common stuff you're trying to do, maybe with a snapshot of some of your code so I can better feel how you like to use the engine.

>>126225556
Star Ruler and Star Ruler 2.
>>
>>126225696
I mean, I also have developed a smattering of personal/hobby projects [mostly incomplete prototypes and a handful of functional, 30+ min games] but those are the only two professional projects I've been attached to. Been using RM since 1999 - before I even dared dream of actually working in the industry.
>>
>>126225696
I knew that name sounded familiar. I like the SR games.
>>
>>126225987
Thanks, anon. I'm sad they had to end the way they did; I guess that's the price of trying to forge new territory.
>>
>>126225696
awesome I'll have to get those two. thanks Firgof
>>
>>126225696
Here's some pseudocode to illustrate the kind of dialog/event trees I am trying to make, albeit I intend to use a lot more branches.
http://pastebin.com/WKYCmZ1t
>>
>>126228158
I figure you'd be best served by is using a combination of Common Events and Vars/Switches to emulate function calls. Would you like an example which follows the example you've posted here or do you get what I mean?
>>
Could any script anon help me modify Yanfly's FTB so that as opposed to using all if your attack points for the turn to be over, you can end your turn whenever and save attack points for next round?


Also how the shit do I get the MP bar to disappear? I've got no use for it, I really only want the HP bar.
>>
>>126228524
I think I get what you mean as far as passing variables into the common events by using the global variables. How do I get the map events to react to what happens in the common events? Should I set variables from the common event and have event pages check against those?
>>
Hey guys, how would you go about unit recruiting? Should I make a crapton of base actors with an event that customizes them and adds them to the party or is there a way to create actors ingame?

Using MV, if that helps.
>>
>>126228954
Oh nevermind, if I am looking at this right it looks like the common event executes in the context of the calling event.
>>
>>126229512
Yup. Ideally, common events used in such a context would self-manage.
>>
>>126229158
The first. Unless you can Script.
>>
You know, after sleeping, I realized something.

I've never actually watched TTGL, and that one line was probably more coincidence than anything.

But now I feel the urge to have everyone say it.

Dammit, I'm already pandering to people and I haven't even started yet.
>>
>>126229946
You should do more blatant pandering.
>>
>>126214127
Every engine has its own shortcuts and quirks. Pick the one you're most comfortable using. I'm using the PS1 version and basically nothing's going to carry over to a newer engine after I'm done. Hell, buy them all and see which one you like. Losing features you won't use is nothing compared to liking the environment.

>>126221604
Holy cow, are you me?
>>
>>126231460
There's actually gonna be plenty of my own pandering, not just from TTGL.

"Nanomachines!"
>>
>>126234185
What a roller coaster these later chapters in the game are. 0 -> 60 -> 0 -> 60
>>
>>126234254
It's the best kind of pacing. You can't get great climaxes without slower points in between.
>>
>>126234254
60?
>>
>>126238086
As in the phrase "zero to sixty", referencing how fast a car can accelerate. An arbitrary number indicating that the plot gets intense.
>>
my new year's resolution is to make a game, no matter how rough
>>
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Hope everyone's having fun working on their game. I've been busy all day away from home, but I came home and managed to make some new tiles.

I promised a picture of something not nature-y in the last thread, so here's... something. It's some sort of cathedral that hasn't been visited in a long time. I'm planning on adding things like spider webs and cracks in the wall, and maybe some dead plants too, but here's a preliminary of the main area. You can find and explore the place yourself for treasure, or perhaps a kind butterfly or two from the forest nearby will tell you where the REAL treasure is hidden throughout the cathedral. They know everything, after all.

Perhaps you will even find something far greater than you ever could've imagined...
>>
Motivate me to sprite, guys. This shit is boring as fuck. How do you even begin making tiles?
>>
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>>126243902
Just dive in. One you get into the flow, you'll realize what you need to do
>>
>>126243902
I can only explain how I started but, I've slowly been creating a tileset while I've been developing my game. I started with a grass tile and a path tile. Then I made some objects like trees and rocks. I didn't make them all in one go though: if I got bored of building a tile, I'd draw some objects or do another part of design (maps, database etc). After making some staple tiles, I'd just start making them as I needed to. Now I have pretty versatile tileset for my game.
>>
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How are you guys doing? Any progress?

I'm coming so close to completing my jam game. Hopefully I can finish it today and then playtest it thoroughly tomorrow.
>>
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>>126249437
Doin alright. I've been working on this thing for about three months now, got two weeks to finish it. I think I'll be done with another sixteen hours of work.
>>
Does anyone hate when they're lured in by lewd, but it was all a ruse, and the game kicks your ass?
>>
>>126249437
love the look of your game, really cool palette
>>
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>>126249437
Getting close to being able to release this thing. Just have the ending and then some largely ornamental things to get done and I'll be set for a release... that I might add onto in the new year.
>>
>>126251984
Wow, that looks nice. I love the look of games with tiny color palettes. I've been tempted to do a gb style game for a long time.

I'm looking forward to your game!
>>
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>>126253046
It's hard to do right. Last time I tried it resulted in a messy failure of design.
>>
>>126251984
looking forward to this as well, very difficult to do well with such a limited palette. you have a lot of talent.
>>
How the fuck do I get the .dll files I need into my system for this without having to deal with the pay-2-fix stuff? I've downloaded like three different programs and each time it's always had pay bullshit.
>>
>>126255323
What? What DLLs?
What pay-2-fix shit?
>>
>>126255579
My computer is missing some .dll files it needs, so I've been trying to get them installed but it's not so easy. And by pay-2-fix bullshit I mean programs that make it seem that they'll help you, but then say that you have to pay x amount of money to do it.
>>
>>126256015
You shouldn't need any special dll files for rpg maker. What dll does it say you are missing?
>>
>>126256015
Which dlls specifically are you missing?
>>
>>126256156
Qt5Qml.dll, Qt5Quick.dll, Qt5Core.dll, and Qt5WebEngine.dll.

I could be having this issue because I upgraded to Windows 10 a while back, but I'm not 100% sure.

I realize this isn't the best place for tech support, but I did try googling + I don't want people on /g/ to call me a retard if I try to make a thread.
>>
>>126256405
I don't mean to be rude, but have you tried reinstalling rpg maker? Are you using the steam version?
>>
>>126257132
I'm trying to use the cracked version in the OP since I'm a piratefag.
>>
>>126257220
That's odd then. I'm using the trial + the crack and I just needed to install the trial and then apply the crack.
Sorry, I'm not sure what's wrong.
>>
>>126256405
>Windows 10
>>
>>126257373
Thank you for trying to help anyways, anon. I really appreciate it. Sorry to have taken up your time.
>>
How different is MV from the previous RPGMaker programs?
>>
>>126257913
Pretty different but not that different.
>>
If you guys wanted to do a last boss battle that felt really large scale, what'd be the best way to do it? A few things come to mind, such as Kefka's Tower from FF6 and Bizarro Sephiroth from FF7, where you need more than one party to do it but I can't think of a way to implement that into RPG Maker. What would you guys do?
>>
>>126260196
My final "boss" battle is going to be each character individually getting through a situation that is unique to them. For example, the healer will be forced to triage patients in a certain amount of time. The tank will need to take the beating of his life, etc.
>>
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>>126260196
If you want an RPGMaker example, OFF did it really simply.
Tiny character sprites, large boss sprite, shift the camera around from side view to front view.
Maybe still a little too small for what you're planning on but it might be worth a look at.
>>
>>126261121
Well that's more of an aesthetic thing. I was wondering more about a gameplay wise way to do it. It's still a good idea, but it'd feel like every other boss gameplay wise.
>>
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>>126251868
Your kind words keep me going. I hope you guys enjoy it when I'm done.

But now it is time for lunch.
>>
>>126260196
Do it the Unlosing Ranger way.

Never lose, even when you die.

https://www.youtube.com/watch?v=8wn6NYU7QeU
>>
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Does this battle layout look okay?
https://www.youtube.com/watch?v=29D7FAt1b64

(keep in my this is XP and graphics are work in progress)
>>
>>126268796
Nevermind, I found a wonderful battle script. I'm finally dropping that horrible system! :D
>>
In VX ACE is there anyway to make portraits smaller? resizing the images does nothing.
>>
>>126196785
>You faggots are the reason why RPG Maker isn't recognized as a serious game engine.
Actually it's because of how the engine forces you to use a lot of default scripts and if the dev doesn't want to use those then in 90% of cases the dev just looks for an already pre-made script instead of making their own.
In other words, a babies first engine is usually considered the one where you don't really have to do all that much to make most of your game, because most of it is already done for you. For instance, Unity is also often considered as a babies first engine, because of all the "drag & drop" that you can do there, whilst in engines like EU you have to assign most things through scripting.
>>
So... What's gonna happen with Eilian and Thomas? Does Silent Maid's chapter touch on that at all?
>>
>>126277215
They'll show up. And then soon after I'll be dismissing them because other than them and the Cat possibly being in the same organization, I don't feel like they're too important to the plot.
>>
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Finally succesfully moved the point distribution straight into the status scene.
>>
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this is a nice menu
>>
Sometimes I wonder if some of the older collab game makers are still around, like RPG Maker Maker, Duwang or Cortop.
>>
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>Almost done with all the scripting for the demo
>All that's left is finding out how to script sprite animations
Oh boy, oh boy, I can't to start working on actual maps and a scenario.
>>
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18 battlers finished. Over 63 to go (well, technically I only need four before I can start working on the first area, but still a lot to go).
>>
>>126280868
game
>>
>>126289245
Luna Engine
>>
Yo /rpgmg/,

My game has clone units the party can recruit, and because this is army tech it needs a cool acronym. Does the name sound like something an actual army would use?

"Presenting the BRAVO Units - Battle Ready Androids designed for Variable Operations. Designed for mass-production and maximum effectiveness on the battlefield, these modifiable living weapons can be customized to suit any situation."
>>
>>126290089
You could probably do without the 'designed' part of the name. If you don't, BRADVO would make more sense there. Then again, I'm not really knowledgeable with acronyms and how they work properly.
>>
>>126290457
Yeah, that makes more sense, actually. Thanks for the help.
>>
alive

progress
>>
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Butterfly game guy here (I should really just name myself that when I post). I decided to spend a lot of today on battle aspects for my game. As such, I've made my first enemy battler.

How does it look? It's supposed to be a tiny tree that can walk around, I guess. Right now. I'm working on some sort of spooky ghost monster for the cathedral seen here:
>>126243319
>>
>>126292748
Looks really pathetic-looking. Perfect for an early monster.
>>
Finally making some progress on rhythm game. I'm pretty excited to finish scripting and start working on the art, music and story.
>>
>>126292748
What kind of a battle system are you using?
>>
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Keeping the thread alive with Ramen the Raccoon.
>>
Alive?
>>
>>126297721
Basic VX Ace battles because I'm trying to make everything myself and have zero scripting skills :/
>>
>>126284153
I'm still here, I just don't use my trip very often.
I'm working on my chirstmas jam game at the moment, and then I think I'll go back to making my hunting game.
>>
>>126293521
>rhythm game

This makes me curious. What other extremely modified RM games are being developed right now? Anything that doesn't use the default battle system, unless HEAVILY modified.
>>
Bumpan with music from new area:

Base music:

https://soundcloud.com/jowey-342490524/on-the-outside-looking-in/s-I8RS6

Battle Music:

https://soundcloud.com/jowey-342490524/strange-twilight/s-LgAx9
>>
>>126309439
I can't give much criticism because I don't know much about music, but I really like that first track.
>>
>>126309924
Thank you! When the music plays you are basically roaming around outside of houses that are lit up, with people inside loving their animals. You are on the outside alone and abandoned, roaming this rural road at night. I was trying to capture that feeling of being awake for too long and feeling strange.
>>
>>126309439
>>126310116


Both of those are really good. They convey the emotion you want to properly as far as I can tell.
>>
I haven't bought it yet (I'm saving up holiday money), but how easy is it to make new tile sets and sprites in RPG Maker MV (or in general, but specifically MV)?

i'm looking to make an RPG out of hand-drawn pencil sketches or something like that, so it'd be nice to know if I can scan things in on paper (the ideal) or if I'd have to do them in an image creation program in a specific way.
>>
>>126309439
Very nice. Very nice.
>>
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Anyone wanna help me name something?

I'm trying to come up with a rival faction for my rpg.

They're essentially like a combination of Team Rocket from Pokemon and the Red Ribbon Army from dragon ball and they're the first threat before the aliens come along.

Problem is I can't come up with a good name for them.
I feel it needs to sound neat or catchy in a way.
>>
>>126311171
the Wrong or Right company
>>
>>126310850
>>126310669
Thank you so much!
>>
>>126311171
F Troop
Guile Battalion
Badd Company
>>
>>126311171
Sonic Strike Squad
>>
>>126312084
or
Or Super Strike Squad

Or Super Squad

Super Sonic Strike Squad
>>
>>126292748
'Sup?
I really like its design. The only thing buzzing my eyes is the pillow shading in the leaves. I think you could do some details, like leaves.

>>126243319
The pillow shading in the wall is bad, too. I hate drawing bricks, desu,
>>
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>>126243319
>>126313445
this is my brick texture you can use as reference if you think its good
>>
>>126310804
anyone?
>>
>>126310804
YOu can do that easily with MV by parralax mapping
>>
>>126314829
I'm doing it, but with a tablet.
>>
>>126315392
Yeah, just make sure your maps are divisible by 48 and use bind pictures to map plugin.

hell with quasi movement plugin you dont even need to make sure they are divisible by 48
>>
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Final area bamp.
>>
Anyone feel like posting some images of things they made the the MV RTP? Trying to understand what tiles can be used for what. Things found in any RPG like shops towns etc would be helpful
>>
>>126324591
This is some good work using the RTP

http://imgur.com/a/KLcJk
>>
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>>126311171
Haven't decided on that name yet but bumping with a custom battler of Mr.General in the bottom right.
>>
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>>126327850
Better
>>
>>126328460
much better, i noticed how you made it less flat
>>
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>>126328460
>Mixels
>>
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>>126327850
>>126328460
.
>>126329217
???
>>
>>126329770
Mixels is when you have 'pixels' of different sizes, for example in your one, the outline compared to the details on the hat. To a lot of people, (me and that guy up there included) it looks sloppy and poorly done. Try to make it so that you have a consistent size for each 'pixel'
>>
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>>126330171
You read my mind.

>>126329770
Nothing grinds my autism more than mixels. By using a specific pixel size, you are obligated to maintain that size. Using anything else looks tacky and out-of-place. Yes, it means your faces will lack detail, but trust yourself to be creative and work around this limitation. For example, I've tweaked the character you posted. Please study this, and observe the design choices made. I moved the yellow notches on his hat inward to give them a proper outline, and made his moustache as detailed as possible with 5 pixels.

By keeping your pixel size and placement consistent, your game will look much better
>>
>>126332412
Also want to add that when using a specific pixel size make sure it's consistent throughout all resources, backgrounds, other sprites, etc. Even something like having a different pixel size for the background can be jarring sometimes.
>>
Speaking of mixels.
I'm making a 16x16 pixel game on rmxp which is, by default, 32x32, so it will be technically a mixel game, which can't be helped unless I went down to rm2k3 which I don't want to do, because I'll lose a lot of gameplay detail.
>>
>>126334201
16x2 is 32.

just double the size of all your work.

boom!
>>
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Is there a way to allow only one actor to consume certain items in MV?
>>
>>126334365
When you double it, if you're using photoshop remember to set the scaling mode to nearest neighbour so that it doesn't become blurry.
>>
>>126334365
To be more specific, pixel art must be multiplied by the power of 2, which means 16x16 can be scaled to 48x48 without any mixels. Funnily enough, this means that rpgm 2003 rtp scales better than VX Ace rtp for MV use. Go figure.
>>
>>126170480
Looks good, although maybe a bit too much like earthbound. Either way its nice, you may want to add a bit more shading, though.
>>
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So I'm making a OPM game where you play a hero and you just try and become an S ranking basically. It's gonna be boss heavy with minimal mobs and pretty linear for now.

so I made this faceset to trial some stuff and in the database I try click on it but it doesn't load. Why is that

running MV
>>
>>126340174
Double click?

Else you gotta put that png in the game folder.
>>
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Is there a template or guide for the size limits of 2k3's battle sprites? I cant really find anything on it.
>>
>>126340174
I tried it on my editor and it works fine. Are you sure you have it in the right game folder?
>>
>>126340752
>>126340678
yeah I do boiz it must've needed to load or some shit thanks y'all
>>
This might be a really stupid question, but which event command allows me to show an Actor's face onscreen in MV?
>>
>>126340885
In the message box? Make a message box and pick a face.

On screen in general? Make a picture and use "display picture".

Otherwise you'll have to elaborate on what you want.
>>
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bumping with garbage racoon named ramen
>>
>>126341134
>ramen's belly is all tight
Does... does it have a poop attack?
>>
>>126341302
lmao nah, not goin there with this game.

maybe if you fight a monkey though...
>>
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I don't know if this is old news but since there's a lot of new people picking up MV, I thought I'd let you guys know about this.

If you're having audio delay when you start bgm/sfx/etc on a map, there is a fix!
First, add this to your game: http://forums.rpgmakerweb.com/index.php?/topic/46515-preload-manager/

And then add this beneath it: http://forums.rpgmakerweb.com/index.php?/topic/51422-webaudio-cache-experimental/?p=508507
>>
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this tiles pretty well, no?
>>
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>>126343410
it became this
>>
>>126344532
You can see the tiling if you look close, but it's passable.
>>
>>126344686
I'm parralax mapping so i always go over my tiles with some brushing to break up the tiling, so these kinds of tiles work perfect for me.

thanks for taking a look at it :)
>>
Hey FAGGOTS! You wanna make a game? You really think you're dumb shit could POSSIBLY make a game with enticing level design or engaging plot that another human being would ever wanna play on the same level as ACTUAL GAME DESIGNERS who GET PAID did back in the 1980s?

Well, let me share a little secret with you. You're right. My younger brother who is a big Minecraft gaming fag has been pestering me to start playing this shitty game called Undertale by Toby Fox (sounds like a furfag) and I've gotta say, it has an engaging gimmick where you're never resigned to simply mashing buttons, but the game is a pretty fuckin' boring slog from left to right for the overwhelming majority of the game. There are rarely parts of the game where you are not simply going from left to right or maybe up and a down a little bit.

All the fights are super fuckin' easy and I haven't needed to use a single a item or health pickup. The most shocking thing about this tepid game is that people actually spent money on it, when there are BETTER games MADE BY YOU GUYS, that you're releasing for fucking free.

I mean to be fair, he probably built his own game engine with the active time minigame fight thing, but that gimmick only gets you so far, when your story is okayish, and your levels are so damn linear.

Why is this fuckin' game so popular? I mean I appreciate that it's kind of funny and quirky but it really just makes me wish I was playing Earthbound, which does the same damn thing only better.
>>
>>126345387
Hi Toby. I played your game. It was a solid 7.5/10. Please restrict your shilling to /v/. Thank you.
>>
>>126345683
>Hi Toby. I played your game. It was a solid 7.5/10. Please restrict your shilling to /v/. Thank you.
I was talking about how Undertale is pretty crap compared to RPG Maker games. That's not really shilling, bro.
>>
>>126345683
>Hi Toby. I played your game. It was a solid 7.5/10.
Why? What about it deserved that high a score? I give a 3/10, to be honest. The active time battle gimmick is basically just a shittier version of WarioWare.
>>
>>126345387
I rarely say this, but gimme a break.

The guy made the game in Game Maker, he didn't make his own engine. Its pretty much the equivalent of an RPG maker game.

Though you are right to assume that one of us could theoretically make a game just as complex and interesting, you are missing a very key piece of the puzzle. It takes talent, resources and TONS of time to build even a game like Undertale. Even though I dislike some of the things in that game, I can seriously appreciate the amount of work that went into it.

Better is relative, and I think Undertale is one of the best games ever made. It deserves all of the praise that it gets.

Undertale aside, if you think you can make a better game, by all means go ahead. I promise you'll be crying home to mommy once you get through your first 30 mins of polished gameplay.
>>
>>126345869
The battles in Pacifist got tedious, but it has some unique qualities. It says a lot when everyone compares it to Earthbound, which came out two decades ago.

>>126345757
With all the threads on /v/ going every which way, I'm not so sure. It just needs to go away for a while.
>>
>>126345959
>I think Undertale is one of the best games ever made.
Fuck off. Seriously. It's okay if you LIKE the game, but BEST GAME EVER MADE? Fuck off.
Off the top of my head, better games than Undertale:
Final Fantasy: Literally any game even faggy Mystic Quest.
Dragon's Quest
Earthbound
Super Mario Bros 1-3
Contra
Zelda
Gradius
>>
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>>126345387
>Why is this fuckin' game so popular?
Undertale is popular because Toby already had a big fanbase, thanks to his involvement with Homestuck. I personally mostly like it because of the 4th wall breaking shenanigans.

>I mean to be fair, he probably built his own game engine with the active time minigame fight thing
No, he used game maker and also physics bullets (ie the ones in Touhou) are not difficult to make, so I wouldn't even give him that.

7/10 It's good game. I liked it, but we've already had this conversation.
>>
Y'know we have an undertale general as well as /v/. Why don't you go take this there?
>>
>>126346204
>Y'know we have an undertale general as well as /v/. Why don't you go take this there?
Because I don't want to be bombared with an echo chamber of faggots who refuse to acknowledge anything bad about this game.
>>
>>126346237
I'm afraid you've come to the wrong place, again. Most of /rpgmg/ has probably played it and the consensus has been "That's nice." We're not particularly passionate about it either way. Check the archives. It did something unique, and most of us are doing something different entirely. If you want to discuss its flaws, I suggest going to /v/.

Oh, look! An Undertale thread! I should've known!

>>/v/321255653
>>
>>126346135
>mad about opinions
can you please go back to /v/? we were fine until you showed up.

You missed my point entirely. All I was saying was that you should try to acknowledge how much work went into something before you assume everyone else can best it.
>>
>>126346453
>>>/v/321255653
>>
>>126346453
>>126346637
Thanks man. My other reason for posting was basically just encourage RPG maker guys, but I'll go browse there instead.
>>
>>126346758
There are better ways to encourage budding developers than shitting over something they draw inspiration from.
>>
>>126346758
No prob. Just bad timing, man. Like trying to discuss boy bands in the late 90's. Everyone's just sick of hearing about it at this point.
>>
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Here's a new demo of my game if you guys want to play:
http://www.mediafire.com/download/a6af8ig6goc6a94/DashBored+Demo+12-24-15.zip

A lot of new things have been added, and a lot of fixes have occured.

For timed attacks, time it with the "a" key
>>
>>126347590
is there anywhere that has more info on your game?
>>
>>126347846
Actually, not really in a compact nice place.
What's a good place to store info about it?
>>
>>126348053
Not the guy asking, but most of us have a Tumblr
>>
>>126348053
I use the rpg maker forums under the projects forums, also a good place to generate interest.
>>
>>126348053
Our wikia (it's in the op), rpgmaker.net or tumblr.
>>
>>126348491
about the wikia, am I supposed to make a new page, or just add to the list that is there?
>>
>>126346758
Shitting on other games or developers is not a form of encouragement.

Undertale's existence and popularity should be encouragement. The fact that an indie developer managed to create something technically sound and popular with one of the programs like RPGM and Game Maker that people usually assume are for making shitty anime fangames should be encouragement.

I personally like Undertale for the story, but even if you hate it, you SHOULD be encouraged by its existence. It was made in a dev program similar to RPGM, made by someone whose main talent is music, and has become wildly popular.

To you, this should mean that no matter your background nor which design tools you have access to, you CAN make something successful IF you have clever ideas, put effort into design (or get an artist to assist you), and focus on your project and BELIEVE you can do it.

Undertale - along with Off, Shovel Knight, Cave Story, Corruption of Champions, SS13, etc etc - should be an inspiration, even if you hate it or know nothing about it. Why? Because these are independent games, and YOU are an independent developer. You must recognize the importance of other independent games and respect them regardless of your opinion about their merit as a game if you want to succeed.
>>
>>126349673
Add it to the list.
>>
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Making the pet cemetery ;)
>>
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I think i've greatly improved my graphics in just the last week. For instance, before:
>>
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>>126350514
and now:
>>
>>126350514
yes, much better. you are learning :) it's fun isn't it?

I highly suggest you google "so you want to be a pixel artist"

single best resource I've find

GL
>>
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>>126343410
>>126344532
the texture is evolving
>>
>>126352434
Bump before bed don't die and merry Christmas eve
>>
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working on enemy hair.. dont mind the suit.. thats a default suit.. im gonna make her cute.. but with a twist ;)
>>
>>126350514
>>126350620
Good work, anon! You're definitely heading in the right direction.
>>
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floor and ceiling sure suck in this 3d script.
>>
dundie
>>
Has anyone thought of a name for the current collab game? It's nearing the end so I'd imagine it's a better time than any to start thinking up some. We could have people suggest names and then do a poll as to which one is liked the best.
>>
>>126363863
tales of luna fantasy 3
>>
>>126363863
Endless Heroes: Necrolith Saga
Because it'll probably keep getting more and more chapters.
>>
>>126363863
undertale 2
>>
>>126357602
YO WHAT
WANT
>>
>>126364889
I guess that's not too bad. Sounds almost a bit familiar though.

there's definitely going to be a sequel isn't there
>>
>>126367763
It probably sounds familiar because every "generic" title has already been used so we have to use proper nouns like names and such in titles.

And of course there's gonna be a sequel. An indirect one that's gonna be the next /rpgmg/ collab project.
>>
>>126357602
What script is this??
>>
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>>126340747

Try this
>>
What would be a good name for something that is essentially Mission Control for Spec Ops units?
>>
>>126368615
http://www.celestialheavens.com/forum/10/11239
>>
>>126370359
Bless ye
>>
>>126370359
Does this work with VXAce? Not sure how VX scripts are compatible
>>
>>126371253
>>126371349
for VX Ace, you'll want the FPLE. Google it, you'll get it easily enough.
>>
Some faggot here.
About to either throw my money at rpgmaker vx on steam or throw it out the window.
I don't know shit about rpgmaker, used a demo once years ago but i'm interested.

I just want a yea or nay, you tell me.
>>
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I'm thinking about making an Action RPG next year as a sort of NYR/Hobby type deal, and I'm wondering if I should stick to using VX Ace, or pirate MV.

How are the plugins going on MV? Is anything neat being done in that realm?
>>
>>126371349
sadly no it does not.
>>126371253
ya welcome!
>>126371612
FPLE is a crashfest
>>
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>>126371976
And i'm in a slight bit of a hurry, got shit to do.
>>
>>126371976
>>126372458
If your choice is window or game, get game.

Did you actually want to make a game?
>>
>>126371976
Go for it.
>>
>>126372562
I would like to, yes.
I'm also trying to get into coding, and i figure writing scripts would help me practice.
>>
>>126371976
get it from their website for cheap?

use code santahelper
>>
>>126373097
I don't use paypal or credit cards.
>>
>>126373150
doh. why not? 85% off 8)
>>
Hey guys? What RPGMaker games would you recommend someone Let's Playing?

I'm currently doing Hero and Daughter but I'm looking to Let's Play other RPGMaker games that are basically RPG's...something like Faraway Story or Capella's Promise. Doesn't necessarily have to be fantasy p... but I'd prefer an RPG.
>>
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What's your goal with your game? What do you want your fans to take out of it?
>>
>>126373896
I suck Off's dick constantly because I love it, so.. Off by Mortis Ghost.
>>
https://www.youtube.com/watch?v=eJV39C0QYy4

New Yanfly plugin
>>
Well today was a special hell. Woke up at 8 and only just now am I actually useful. Thanks, extreme amounts of pain, convulsions, IBS, and nausea!

Back to work on the collab. I'll be streaming again for those who like that sort of thing. I'm Firgof on Twitch.
>>
>>126377569
You okay?
>>
>>126377968
No, but I don't have the money to do anything about it. Don't worry - I've been suffering these sorts of symptoms 1-2 times a month for the past six months so it's certainly not an immediately fatal sort of thing.

Still need to get it checked out but it has to wait until I get the money to check it out and get it diagnosed and then hopefully at least managed if not cured. Still have my fingers crossed that it's microscopic colitis. I've already got a non-alcoholic fatty liver I need to deal with; being able to strike whatever this is off the 'major concerns' list would be a big relief.

Also, stream going up. Gonna do the generic NPCs for the chapter today and maybe the final boss.
>>
>>126378329
that sucks
>>
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>>126381861
Decided to work on my final boss sprite first today. Found a neat posing program which made getting her pose down real simple. Now I just need to translate this sketch into something useful.
>>
>>126378329
Do yuh eat a lot of fast food?
>>
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>>126384405
Not in the past six months, no. Went to the ER and then a gastroenterologist who told me to start exercising and start cooking. So that's what I've done - though admittedly I'm not as active as I probably should be.

Still, everything's fresh, home cooked, and I've got a diet plan and am sticking to it.

Still streaming btw for those who like to watch.
>>
>>126376186
Most people build games to make people feel. That's fine, and I try to do that a little, too. As a fan of the Twilight Zone, I also want to make them think.
>>
>>126376186
Goal: To tell an interesting story with nice art and interesting characters
What I want the fans to take from it: Interest in the world and characters, emotional attachment to the story, and hopefully not a fucktarded fanbase on tumblr or something
>>
>>126373896
Last Dream was actually pretty decent. Big world, lots of stuff involved and a bunch of replay value given you build a party like FF1, but also you can customize where your stat points go, what skills you learn, etc.

LISA is also good but it's famous enough that I'm sure there are a fair bit of Let's Plays on it already.
>>
>>126376186
I want it to be something that people come back to. While getting some memories made initially is always a good thing, I want it to be something that lingers, and make them go:
"Well what if I played it again, but this time I did X instead of Y or Z?"

This is part of the reason I feel that gameplay > plot. People are less likely to replay a game once they already know the plot, unless it's got really good gameplay (in my opinion).

That's what I'm striving for, but finding some difficulty in that. Mostly trying to look at games that I enjoy replaying to find out what makes me enjoy it so much.
>>
>>126376186
I want them to be surprised by the ending I have planned, and to be pleasantly surprised. I hope that they stick with the cute facade of the game and actually play it through to the end, to understand what it was really all about.
>>
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>>126385612
Haaaaaaaaaaaaaaaaaaaaair.
>>
>>126349914
>No one is allowed to say anything bad about my favorite game because it was made by one person and millions of 12 year olds adore it.
>>
>>126394287
There's a small difference between "This game is shit" and "I wish [game] had less of [problem] or done more about [character]."

The original guy had some legitimate complaints, but he came on way too strong.
>>
>>126148028
If you're going the Half-Minute Hero route of character design, the full character portraits ought to be very grand and detailed to contrast with the sprites.
>>
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>>126391361
Agh! Well, she's almost there now. Just have some touchups to make and I think she's ready for Battle(r).

Apologies to her creator as I took some artistic liberties, since I was unsure what her full-body attire was meant to look like in detail. Some guesses were made - though I tried to figure out the style you went for and go that way.

Also my hands and feet continue to be depressingly poorly drawn to my unending disappointment.
>>
>>126394287
Missed the point again, please get lost.
>>
>>126396605
whats witht he thighs? =) looks great btw!
>>
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>>126398217
I didn't do a fantastic job of portraying them due to the bloomers, but they -are- in the right position. This is my model reference.
>>
>>126398365
I knew what they were the second I saw it, don't fret!
>>
>>126398217
Oh and thank you! This is the first battler in a long time that I might be satisfied with. It's not fantastic - but it's better than my usual stuff.

I'm putting the finishing touches on her on stream if y'all would like to come watch. Probably only 30-45 minutes out from finishing her.
>>
>>126398640
neat
>>
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after applying some shading/detail and randomizing the top edge of rocks
>>
>>126402009
That's a neat style you've got going there. Curious to see what other parts will look like.
>>
>>126401010
Thanks, anon. I hope people like the final product. Spent a while there experimenting to try and figure out what looked best but I figured it out and am now finally on the home stretch.
>>
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>>126404209
And I'm off for the night to deliver presents and such. See y'all later and merry christmas.

Recommendations and suggestions on the piece of art are welcome.
>>
>>126347590
Did anyone get the chance to play this?
I'm working on any typos / word wrap errors now, but I'd like to hear what you think.
>>
>>126406662
seeing how my grammar and spelling sucks I wont be any help =D
>>
So assuming I have no experience making games or with this software, how long will it be before I can get to the content creation element of this game? How much time will I have to dedicate to learning to code or whatever?
>>
>>126406960
> So assuming I have no experience making games or with this software, how long will it be before I can get to the content creation element of this game?
Once you know where all the menus are, you can start right away.

>How much time will I have to dedicate to learning to code or whatever?
For a simple project? None, which is the point of the program. You'd do well to learn how switches/variables work, but beyond that they give you everything you need in a nicely-wrapped package
>>
>>126406662
I'll check it out here soon, anon. Hopefully tonight but that might not be doable. But soon.
>>
>>126347590
>>126408024

Not sure if my sound is screwed up but I'm not hearing any sound at all...which might be fine if you don't want to use the default yet. Anyway, first impressions following:

http://pastebin.com/cVCSqHg9

The world is interesting, but the lack of interaction and other information about it makes it difficult to really know /what/ is going on. For a demo it was interesting enough to play start to finish. Aside from the pastebin, was there anything specific that you were looking for feedback on?
>>
Merry Christmas /rpgmg/!

As a gift, I'll reveal some spoilers about what I'm writing about for the collab. (obviously don't open them if you want it to be a surprise)

I hope you like:

GIANT ROBOTS,

TRANSFORMING WEAPONS,

people dying when they are killed,

and TOTALLY RIPPED OFF BUT THEMATICALLY CORRECT ONE-LINERS.

Happy Holidays from Silent Maid.
>>
>>126341134
I've been curious, which RPG Maker are you using?
>>
>>126394287
Anon you're responding to here.

Dude. Undertale is far from my favorite game, that slot is for The World Ends With You. I honestly feel some of Undertale is emotional asspull, and the gameplay pisses me off in places.

The point was not "you can't say anything bad about Undertale", it was "insulting the success of an independent game/developer as an attempt to motivate other indie developers is shitty because as independents we should understand the importance of independent games which get recognition, and we should see the recognition that they get and the achievements they have met as a reason to keep going, because it means we, too, have a chance."

This industry is a dog eat dog world. Corporate entities and triple-A projects dominate the market and even advanced indie teams overpower the little guys.

Even if you hate Undertale, its success means that someone with an idea got a following of people interested enough to make it big, even if his project was designed with a dev tool many consider to be for shitty, badly-made middle schooler's games - something people think about RPG Maker. And if you're serious about making games it's important that you recognize that.
>>
>>126411695
The whole sound thing is weird, it should be working :/
Try hitting F1 to see if the settings off.

I'll take your criticisms into account!
>>
Merry Christmas RPGM.
>>
>>126414427

Yep. It's interesting for what you've got so far. It felt kind of like an NES RPG just from the minimalist style and the little information you're given, and if that's what you're aiming for, it worked well. You've got enough to figure out how to get through but you're not hand-held. It strikes a good balance.

I'm just very curious into the 'how' and the 'why' of the world that our character has found himself in.

Also I'll load it up again in a little while and try to get the sound working (and also try to beat up those punks and the dude behind the bar).
>>
>>126415861
I suggest at least being level 2 and have Isaac before you take on Jimmy or the Punks

Tell me if you fix the sound.
>>
>>126411956
I needed to utilize the App Store and Google play export options so I am using mv
>>
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Happy Holidays, /rpgmg/!

Here's my christmas jam game:

https://mega.nz/#!eN4hnZxI!lW1snCD7O7a1KgJvuDfGY13YuU1wUAYRXam-GWaHWSw

I really hope this fucking works because, even though I couldn't work on it the full month, I put a lot into this and it's technically my first complete game.
I hope you guys enjoy it as much as I enjoyed making it.
>>
>>126419570
I will give this a play over the next few days. You want a pastebin review like I did up here? >>126411695

Or just some general feedback? Or any feedback?
>>
>>126419909
>I will give this a play over the next few days.
Cool, thanks! I intended to release it yesterday so people could play it before xmas, but stuff happened. I don't really expect someone to play my rpgm game on christmas day!
The game's only about 30mins, so it wont take you long to play though.
>You want a pastebin review like I did up here?
It's mostly just a christmas present for the thread, but bug reports and criticism are always welcome. The whole game has been a learning experience for me, so I'd be happy to receive some feedback.
>>
>>126420534
I'll be playing it man. Love what you do normally, so this'll be good I hope.
>>
>>126420534
I've been in a mood to play RPGMaker games recently, so I'll probably do full review mostly to give that feedback so everyone gets some for whatever they post.

Present or no, my return present shall be feeeeedback.
>>
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>>126420592
>Love what you do normally
Oh my~

Maybe some people would think it's shallow, but I wouldn't be making these games if I didn't have /rpgmg/ as an audience. I really am thankful for you guys.

>>126421719
Neat, thanks!
>Present or no, my return present shall be feeeeedback.
The best present I could ask for. Well, after unconditional adoration, but that's not very constructive for either of us.
>>
>>126419570
Title screen looks neat, but that one white dot on the knight's otherwise blue outline is kinda bugging me
>>
>>126419570
Long Road dev here, I'm going to play your game right now.

Its xmas eve, I have a hot cup of coco, I think i've set the tone pretty well.

I'll let you know what I think!
>>
>>126417119
Got the sound fixed. I think I turned it off for another game at some point, so my bad there.

However while messing around I did find a fun glitch.

https://gyazo.com/ac4613422d95616c7abfe4c26de350ea
>>
>>126422593
Also on the world map you can exit the car onto random areas. Just discovered that by accident too.
>>
>>126406026
And back. Forgot to do a couple things on her that I realized I'd forgotten while I was out.
>>
>>126419570
Got to the bunny rabbit burrow before I had to take a small break to do something with the wife.

So far, 9/10, loving the experience.

Here are my notes from up until that point.

Love everything about this.

Combat system is simple but feels unique.

Art is consistant, feel is consistant, love it!

Got confused with needing to go to key items to select the dog, thought it'd be automatic.

Like that the storyline is derived from in the way that it is.

Personal preference, but I dislike dashing in general.

Wish the text boxes that appeared when the words FIGHT! are displayed were the same as everything else.

Map design is very very good, flows well and interactable objects are put in interesting places with mob pathing.

The leveling system is nice and not cumbersome. I do wish that enemies didn't respawn though, but this is 100% personal preference.
>>
>>126423562
On the world map you should be able to exit at any time. I've been dealing with that glitch of being in the car after you enter a city for a while. Does anyone know how I could fix it?
>>
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Finished up my Christmas game. Let me know what you think or if anything gamebreaking pops up.

http://www.slimesalad.com/forum/download.php?id=3884
>>
Is there anywhere that just gives you a list of what the accessors are for scripts in MV? Like all of the $dataItems or $gameParty type lists. The help file is useless.
>>
>>126422593
Btw, what do you think of the music?
>>
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>>126406026
Alright, what do y'all think?
Too much? Too complex?
Over-designed?
>>
>>126428991
Hmm... The two 'power' things sort of clash with each other and the rest of the design. The eyes of the demon crown are a bit flat looking. Other than that, it seems pretty good, man!
>>
>>126415861
I highly suggest you replay through the demo now that you have the music working, as I think that it's sort of imperative to the tone of the game.

Be careful, theres one really loud song when you meet the tv guy. I've already fixed that, but it's still there in your version.
>>
>>126428991
Damn that looks amazing. Great job.
>>
>>126432017
About to post the video of me making the thing on youtube if y'all are interested. Cut the 5 hours down to 6~ minutes for the impatient and yet curious.
>>
>>126419570
Whenever I load my saved game and try to enter a different screen my game gets stuck on the "now loading..." screen.
>>
>>126432268
that much?
>>
>>126432296
It's hyper-hyper-speed.
>>
Testing tripcode
>>
>>126419570
So I fixed my problem with getting stuck on loading screens, and it has to do with the preload manager.

Apparently it is a very common problem with the plugin, so I went into your js/plugins folder and commented out the entire plugin. My save now works perfectly.
>>
>>126419570
Found a bug, the events on these two tiles don't transport the player correctly.
>>
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>>126419570
Forgot screenshot.

Also the $squid.png file has its boundaries out of wack. At least on the top row, one row of pixels pushes over into the next frame.
>>
>>126419570
Not sure if it was intended, but using a candle cancels a battle. Kind of makes the thing a bit redundant.
>>
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Welp, finally got my world map figured out. Got classes and stats done, got the cast ready to go. Not alot but it was progress, have a good night /rpgmg/
>>
>>126419570
If you time it so that you fight a monster at the same time that you arrive on a tile with the canoe, the animation will bug and you will be on land in the canoe.

If a player holds a directional button while they are respawning from being dead, they can move and glitch out animations. To prevent this, set player movement to wait during the duration of the event and make sure it is autorun instead of parallel.

Love the "ending" game is fun enough to make me play to find the other :)


Test the transporting from the map with the bunny burrow to the north map using the upper left transport events. Many of them are buggy, I got stuck in a pile of rocks, and others teleport you back to the map you were just at.

When you enter the cabin, if you are holding up you can move forward extra tiles, this bugs out the "move player forward" of the event and can freeze the game.

The golems sometimes bug out while fighting, declaring victory when you havent one you and you have to re-fight them.

1 screen north of the starting screen there is a bugged tile in the upper left ocean that transports you into rocks

Not sure if this is a bug, but if you kill an enemy and leave the item they drop where it is, exit and come back, the enemy will not respawn and the item will be there instead.

Menu access during the cabin cutscene (when a certain something is emerging), causes the event to freeze and the game as well.

If you die in the final area, returning to the cabin and triggering the event again causes the game to freeze and the save to be permanantly broken. =(

The way you incorporated the real final battle was... amazing to say the least. Very pleased with the final fight.

The real ending was very plesent, I loved it!

Excluding the bugs, it was 9/10, thanks for the lovely present.

Keep making games, you have talent!
>>
>>126434638
Good work, anon. It always makes me happy to see people make progress they're happy about in this thread.

>>126432451
Sorry, going to be another 10 or so minutes. It's taking a lot longer to render than I thought it would. Also, I edited it and added some simple stuff here and there to jazz it up.
>>
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>>126434812
And uploaded. Hope y'all enjoy.
https://youtu.be/5IqXMikHeg8
>>
>>126435592
Damn, that's neat. Good job man, still looking forward to your part.
>>
>>126435592
Great job man. I thought I was gonna have to draw her myself, but at least now I have a reference.

Also:
>>126411757
;)
>>
>>126437667
I thought you could use a battler of her so I went full monty.
>>
>>126437667
Whoops, forgot linking to a post negates the use of spoiler. Well, spoiler.
>>
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Thoughts?

It's not done, but I'm heading to bed.

Won't be able to work on my game tomorrow unfortunately =(
>>
Don't die
>>
>>126437702
While I do need visuals for her, I'd still need to draw some new stuff for my plans. She's gonna be featured heavily for most of it, after all.
>>
>>126438193
Really like your style, especially the wall. But the bench is kinda off. Loved the tree. Great work.
>>
>>126440135
Thanks! I'm probably going to give the tree some more color so it fits in better.

I'm getting much much MUCH faster at making assets too! Everything on that screenshot took like 1 hour of work.
>>
ded
>>
>>126442093
rip
>>
Merry Christmas guys!
>>
>>126445364
Let's keep the festivities coming with a bump.
>>
post

your favorite character from you own game
>>
>>126448436
No art of it but he's an incredibly grouchy and androgynous guy who semi mistakenly believes that the main character destroyed his village when he was a child and tries to kill the mc as a result.
>>
>>126427726
>>126429449
From what I heard it was good and did add to that tone. Honestly the barren silence almost added something really mysterious in the first section because there was just...nothing. It was weird but oddly fitting but I"ll give it a replay here after Christmas weekend is over and let you know my thoughts.

>>126425910
>>126419570

You two, too.
>>
>>126445364
Thanks, anon, you too have a Merrcy Christmas!

>>126448436
I only have the main heroine for my game, so far.
>>
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NPC Bump
>>
>>126450468
Why not use the Old Man assets from the RPGM forums?

That old man just looks like a woman with a fake beard.
>>
Alrighty. This christmas morning I feel like I should get a little more practice in since yesterday's art was so successful. I've got 3 more major art assets to do 'til I'm finished. Let's make that number go down a notch today.

Stream will be up soon for those who like to watch. Firgof on Twitch.

>>126451649
Ever wondered what an -old- Incubus looks like? Well, there you go.
>>
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>>126451649
Link? I have no idea what you are talking about. If it looks better I probably will want to use it. Making old people and children is horrid with the generator.
>>
>>126454196
http://forums.rpgmakerweb.com/index.php?/topic/47456-old-man-resource/
>>
>>126425910

Only had a little bit of time to play before the Christmas festivities.

- The font seems to be a little outside the boxes
- Intro dialogue switches to Norn but doesn't change the speaker picture
- 'Disembodied voice' might should be 'Disembodied Voice' as it's a proper name
- Battle is neat and interesting. Reminds me of gameboy or NES, which was likely the style you were aiming for. It works, I like it.
- Post-battle has some portrait issues on who's speaking
- The tutorial 'dungeon' is neat. I like the oldschool exploration style. Reminds me of Etrian Odyssey
- The guide says the passage is one-way, but it's definitely two-way.
- I was only able to find 50/53 spaces in the tutorial dungeon
- Found the menu by accident- might be worth mentioning during the tutorial maybe?
- Combat is fun but slightly difficult. A good match for this kind of game.
- I really like the oldschool FF1-style magic system rather than MP.
- I like the small flash when you have new gear to equip in a slot
- When you /can/ equip something, the box surrounding the character is grey, but is orange otherwise. Might choose another color other than grey because that seemed to me that you couldn't equip it.

So far I'm /really/ enjoying this game though. It reminds me, as I said, of a Christmasy, NESy, Etrian Odyssey and I'm finding it a lot of fun. Solid fun so far, I'll give a final rating when I'm finished but I haven't found any bugs outside of the portraits not switching with the speech, as mentioned, and the text sitting weirdly in the box.

I'll be out for the next few days but hopefully Sunday night or Monday I'll be able to finish and give more feedback.
>>
>>126454643
Okay, that's great to hear. All the things you mentioned are pretty easy fixes; let me know if you find any more things along those lines.
>>
Doing another stream today, this time of Graff's battler, if anyone would like to jump in. Stream's already up.
>>
>>126454625
Thankies
>>
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>>126448436
She's a cute drunktard
>>
>>126448436
Don't have a picture of him on my phone, but
transsexual who was enamored by how science could change him into the man he felt he always was, and so becomes a scientist to help create mechanical bodies to help people survive catastrophe. You find him trapped deep underground in an abandoned and dusty old military lab, where one weapon of said military follows the party and nearly kills them; he fixes their bodies and joins their cause.
>>
>>126448436
She's a old traveling kitsune who loves to collect and trade ancient treasures
>>
>>126448436
A homeless girl in part one of my game is the main character of part three. I don't know why she is my favorite, maybe its of how much work im putting into her side quests.
>>
>>126448436
Don't have any yet. Still figuring out the battle system and all appropriate things beyond.
>>
Relatively new, I have a question about doing Fire Emblem style party synergy stuff. I want certain party members to get bonuses when another party member of a similar type is also in the party. Is there a plugin available for this?
>>
>>126448436
he's a prison warden that lives inside the MC's mindscape, is the second party member, and has no arms. instead, he has lightning hands.
>>
>>126459162
What the fuck
>>
>>126451987
Don't you mean old succubus (male)?
>>
>>126461620
What, the transsexual part or the robot part? I know it's weird, originally he was just a random party member to jazz it up but I ended up liking him.
>>
>>126463514
Succubi are female. Incubi are male.
>>
>>126465672
It's a joke on a porn image series. The demon introduces itself as a succubus (male).
>>
>>126425910
Okay, uploaded a slightly fixed up version. As usual, let me know if things are messed up.
>>
Live!
>>
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>>126469178

Liking it so far =) found a bug!
>>
>>126472669
Thanks for catching that.
>>
https://www.youtube.com/watch?v=BAuNGByOFGw

Even on Christmas Day, Yanfly continues to give as the gift that keeps on giving. And this time, holy fucking shit. 20 lunatic notetags. A situation for everything and more than we can even account for.
>>
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>TFW clicked on the steam store to see if RPGmaker was on sale before hastily leaving because I remembered the BS with the logins

IS it on sale, /rpgmg/?
>>
>>126474720
Do you honestly want to try and buy something off of steam at this moment?
>>
>>126474720
It is, I can't remember how much but it was like $15 for ace.
>>
I'm going to copy Undertale and use arrangements of one song throughout the entire game.

https://soundcloud.com/grayburg/celes
>>
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He was tough!
>>
>>126476456
good job
>>
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Fuck yeah, land canoes!

>>126425910
What engine is this even using?
>>
>>126478867
The ohrrpgce, because I'm a hipster and have to use a different engine from everyone else.
>>126476456
Nice. How are you faring outside of bosses?
>>
Is there any value in buying VX Ace if I've already pirated it?
>>
>>126480385
Well, there's steam cloud support in case you lose your data from your HDD, if you buy the steam version, other than that not really.
>>
>>126448436
An antagonist who taunts/mocks/sometimes helps the PC over the intercom system after you stumble into his lair while searching for your lost sister. The 'help' is mainly giving access codes to doors to allowtrap you further inside, but will occasionally grant a useful item. It can also lead to deathtraps, so listening to the advice is a bit of a gamble.
>>
Christmas Spirit!
>>
Should I even bother learning Ruby for RPGM at this point?
>>
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>>126487586
Christmas Spirit?
>>
>>126179398
Nice to see somebody who played it
In my opinion, the best RPG game in flash, strongly considered implementing some of the ideas the elements, the way it has to show character depth, the contrast of old-school graphics+nicely animated battles and the shitty puns :^)

Don't even consider looking into what it's become now, MARDEK ends at 3 for your own sanity
>>
>>126487932
Only if you're never switching to MV. RGSS is dead.
>>
shi
>>
>>126489991
I guess Javascript is going to be a more useful in the long run anyway. Thanks.
>>
Any advice on making caves look good?
>>
>>126487932
Not worth it. Ruby is slower, less flexible, and not for MV.

Just go balls in deep for MV. Like super Hard Gay balls in deep for MV. You'll get so much more mileage out of MV than you will with Ace because:

1. Screen Resolution Size. This is fucking 2015, almost 2016. If you want to be stuck with 640x480, that's fine, but I don't.

2. Mobile and Net Capability. MV comes with support for this inherently and that is a major strength. The casual gamers outnumber the hardcore gamers and the casual gamers use cell phones and web browsers for games more than strictly PC downloaded only.

3. Plugins. The fucking plugin system is so much better than the piece of shit incorporated ruby script library we had to deal with in XP, VX, and Ace. And guess what? Making plugins is way easier, more efficient, and intuitive than scripts in ruby. This is probably why there's such a huge volume of plugins being pumped out by people like Yanfly, Tsukihime, DoubleX, Galv, and the list goes on.

I'm not here to convince you. Instead, I'm just telling you to do yourself the favor by not learning Ruby and going only JavaScript if you had to make a choice because you'll get more mileage out of it.
>>
>>126498164
Welp, guess I'll have to pirate it then until it's more affordable.
>>
rez
>>
>>126498712
What? You didn't get any Christmas money?
>>
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>>126496485
As with anything, looking at what caves look like in real life is your best starting step. They are never as dull as they tend to be in the vast majority of RPGs, and there's plenty of variation on what caves can be like.
The RTP certainly doesn't help with making them interesting, though; I'd say start with having lots of different levels in your caves, with alternating large and small areas, and go on from there.
>>
>>126376186
I want them to form strategies and play through the game multiple times because it has enough strategic and tactical options to warrant multiple playthroughs.
>>
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Added multiple expressions.
>>
Merry...!
>>
>>126510383
...Hanukkah?
>>
In MV how would you set more than one battle theme/set boss music?
>>
>>126511547
In the PS1 version, a boss fight would be an Event Battle, which is when you set its fight music as well as choose the enemy fought.

but if MV can't do that...

I win again!
>>
>>126513937
You'll never win, PS1 bro.

MV can change battle bgm easily, but anon just doesn't know about the event command that specifically does it.
>>
>>126514034
>>126513937

I found it. Just really new to MV and I have a bad habit of tryong to hard code all my solutions rather than use events.
>>
>>126514563
brute force
>>
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I'm enjoying this new posing software way too much. Heading to bed, /rpgmg/. Keep things alive while I'm out, alright?
>>
>>126518000
What's the software called? Looks pretty useful.
>>
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>>126518502
Came up with this in just 30 minutes. Its certainly useful - it's just a question of whether you're willing to pay for it.

Program's name is "DesignDoll".
>>
>>126519261
neat
>>
>>126519261
We are not giving Mitch a relationship triangle with those two sisters.

Please leave that to the fanfiction.
>>
>>126519261
>>126522285
Well. That's certainly an interesting development.
>>
so how does MV stack up to VX Ace
>>
>>126522887
As far as I'm concerned, the biggest fuck up with MV is that it only supports .ogg extensions for sound. Why the fuck did they do that is beyond me, since practically everything supports both .mp3 and .vaw, hell I'm pretty sure that even most things have no problem reading .mid files.
So yeah, VX Ace it is for me.
>>
>>126524159
Are there any problems when converting mp3s to ogg?
>>
>>126524420
Not that I know of.
>>
Can I use the project files I created in a pirated version of MV in a legit copy?
>>
>>126524986
yes
>>
Pixel artist here, anyone want something made/editted? Bored as hell atm.
>>
Just curious Silent Maid, after you're done, how close would you say the collab game is to completion? Or at the very least the conclusion of the Necrolith arc
>>
>>126526112
After my chapter, the only thing left is the Necrolith itself and how to approach it.
>>
>>126526537
Cool. I'm interested to see how this'll be ending.
>>
>>126527148
The one thing I can tell you with great confidence is that approaching the Necrolith after my chapter is gonna be a really big problem or outright impossible unless everyone works together along with "a secret hero that's only revealed in this chapter".

Yes I hate me too.
>>
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>>126522285
Wha???!
You'd rather they come to blows over Mitch? You monster.

Nothing's happening between her and Mitch - I just found the idea entertaining.
>>
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Transition Bump
>>
>>126528632
Might just be me, but Mitch looks rather young in this picture.
>>
poison
>>
How can I store an event's name in a variable via script call?
>>
Is there any tutorial for the new Rpg maker or are the VXA good to go
>>
Question; is there a way to put hand-drawn images into the sprite sheet of a character, for, like, walk cycles and stuff? Or does it have to be that specific small sprite size (that i do not know what it is)
>>
>>126535210
They can be whatever size you want so long as it follows the same grid pattern. I.E. for example, if it's a single character sheet, it needs to be in a 3x4 grid.
>>
Good night.
>>
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Genbump
>>
how do I learn to make music for my game
>>
Working on starting a new game soonish, what size should I make my overworld spirtes for characters in MV?
>>
>>126541041
If you want to learn using music software, Mario Paint is simple and fun:

https://www.youtube.com/watch?v=hil1F2T19GY
>>
>>126541793
MV's tile size is 48x48, so use that.
>>
discuss choice and consequence elements in your game
or choice and consequence elements in one rpgm game you liked and one game you hated
>>
>>126546316
The choices are set from a plot standpoint. The characters must make them to advance the story. However, the theme is the conseqeunce of these choices, or rather the 'implications.' I don't want anyone to be too right or too wrong: just stupid.

From a non-RPGM game, my favorite game that handled choice was Suikoden. You had the freedom to kill former Imperial generals (or recruit them), and if you were forced into a choice they had several lines of dialogue lined up if you chose No, so it would only start looping after 3 or 4 No's. They didn't try to exceed your expectations like Mass Effect did. There's 2 endings, and who you take with you hardly matters. It was honest with itself, and did as much as it could.
>>
>>126546316
Initially I just wanted to give the player more control over their character than just pressing directions on the keyboard, but now that I think about it I'll probably try to implement some sort of "alliance" system where the player can either fight for the current ruling party or the rebels.

My question is, how do you make the bad/evil/rude choices seem interesting to the player?
>>
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>>126530516
I hadn't yet figured out how to work the various knobs and buttons in the software, so I was going with the default models provided.

Now, though, I've got a graff-alike. It's more like his stunt double though - I can't get his face to show up properly in the blending masks they provide for the face.

Also I made his head a little larger because it's hilariously tiny in the original battler.
>>
>>126551585
My bad route is basically like the dq1 bad route only the game doesn't end after you pick it
>>
Why RPGM instead of Game Maker?
>>
>>126551585
It's rarely done right. I think the best way is "You got something you wouldn't have otherwise, but the game will call you out for being a dick."

>Zelda: Link's Awakening
>Bow is super-expensive
>Can steal it for free
>Your filename is changed to THEIF
>Always referred to as THEIF by NPCs
>If you re-enter the shop, you die, and will not get the best ending

>Paper Mario: Thousand Year Door
>Whacka Bumps are really good healing items
>It's implied you kill the Whacka if you smack him too many times for his Bumps

>Final Fantasy Tactics
>There's a mission early on to save Algus
>Your dialogue options:

>"We have to save him!"
The mission becomes much harder (Because Algus must be kept alive)

>"We have to destroy the Death Corps."
Your units all get a permanent boost to their Brave stat (+10 for the battle, +2 for good), and Algus can fall in battle without a Game Over. However, both he and Delita remember your decision, and really get under your skin about it at the end of Chapter 1. They'll be mad at you anyway, but they'll have much more of a reason. The Chapter 1 finale and its progression are mechanically unchanged no matter what you picked. The only difference are some text boxes.

So if you can live with being a jerk, you get free stuff.
>>
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>>126552596
I'd like to take a moment to point out how fucking enormous Graff's Scimitar is. I mean, now that I've had to pose it I've come to realize it is literally as tall as he is.

>>126553587
If I'm making an RPG: GM doesn't come with a dialogue system, pre-built character data and data tracking, a visual databasing solution, a map editor (the room editor is so terrible it doesn't even count), or assets.

I say this as someone who's get a lot of money invested into engines and such, uses GM:S, Unity, UDK, RPGM - whatever best fits my project, and who's been working with RM since '99 and GM since '04.
>>
Still no TRPG plugin for MV yet?
>>
I've been considering adding a recruitment system where you can recruit any enemy you want to join your party if certain conditions are met, but I've got some questions about implementing it:

Should only plot-relevant enemies be eligible, or should I include random encounter enemies?
Should recruiting them be your choice (i.e. Pokemon, using a specific item or skill or such) or "their choice" (i.e., say, PMD, where they can request to join you if conditions are met)?
How many characters is a good amount for the total pool you can recruit from?

And, of course, any tips on doing this well?
>>
>>126557976

>Should only plot-relevant enemies be eligible, or should I include random encounter enemies?
If you're going to include random enemies, you have a lot of work to do, since players will expect EVERYONE to be recruitable

>Should recruiting them be your choice (i.e. Pokemon, using a specific item or skill or such) or "their choice" (i.e., say, PMD, where they can request to join you if conditions are met)?
Either is just fine

>How many characters is a good amount for the total pool you can recruit from?
More than 10 for a 4-person party. You want to demonstrate variety.

>any tips on doing this well?
Don't even attempt to balance them. Some will be better than others. Pokemon learned this, and has mostly benefitted. You can beat the game with almost any team, but statwhores will be statwhores.
>>
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So I just bought and opened RPG maker VX Ace.

When do I make the next LISA?
>>
>>126560303
RIGHT NOW! HOP TO IT, SOLDIER!
>>
>>126560303
When you commit to a project, execute it well, and are satisfied enough with the result to show it to the world - and then subsequently people like it enough to tell other people about it and/or you get on Steam.

After that, it's up to a whole bunch of other factors that don't fit nicely in a 4chan post.
>>
I know it's a day late, but Merry Christmas everyone! And soon to be happy new year :P
>>
>>126557976
Sounds like a nice idea if executed well

>Should only plot-relevant enemies be eligible, or should I include random encounter enemies?
You either go all out and make everything recruitable or make a clear distinction (eg. only human-like enemies)

>Should recruiting them be your choice (i.e. Pokemon, using a specific item or skill or such) or "their choice" (i.e., say, PMD, where they can request to join you if conditions are met)?
I personally feel like it should be the player's choice, in a way that fits whatever setting you are working in, have you actually played PMD? fuck defeating some pokemon 100+ times until the recruit message pops, and especially, fuck wandering through a low-level dungeon having every defeated enemy asking to join

>How many characters is a good amount for the total pool you can recruit from?
It it doesn't affect the quality of the game, you are the only limit (personal recomendation, force at least a minimum of plot-relevant members to be present)

>And, of course, any tips on doing this well?
Do your best!

(if you need some reference, look into Shiren: The wandered for NDS, it has a nice way to make enemies playable by eating their meat, it may be a good inspiration)

To be fair, I considered at some point a similar system, where you can recruit generic people to aid you (eg. Swordsman), those had no name, and if defeated in battle they would be gone forever (another one could be recruited, of course)
>>
>>126551585
By introducing interesting characters in the side of evil. Or by having a grey and ambiguous morality in the story.

In stories where good and evil are clearly defined, an evil path just ends in tragedy. Say for example the demon path in Soul Nomad.
>>
>>126541041
At this point I'm going to find a billion hours of royalty free classical music and use that for a soundtrack.
>>
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Merry day after Christmas /rpgmg/

Do you have any snow/ice related worlds in your games? Remember, It's not an overused biome if it's comfy.
>>
>>126566074
Final boss is based on air and weather, so naturally the battle is high up on a cold/snowy mountain.
>>
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>>
>>126566505
It's a STONE Luigi.
>>
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>>126566581
>>
So what kind of gifts did y'all get? Anything RPG Maker related?
>>
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>>126566734
COAL
>>
>>126566998
Did you CHISEL it?
>>
>>126566734
A friend bought me VX Ace and told me I had to make a game. Hopefully he likes Dragon Warrior!
>>
>>126566734
I got money, which I COULD use on music or tileset commissions
Or I could just spend it on more vidya and call it “”“market research”“”
>>
>>126566734
I got a keyboard. Hopefully I can make some music with it. I'm excited.
>>
>>126566734
I got 10 lbs. of pancake mix and a gallon of syrup. I need to buy some chocolate chips. Won't be going hungry for a while!

Nothing else I got would be beneficial to my coding sessions.
>>
>>126575536
I jelly
>>
>>126566734
An electric guitar, and RPG Maker MV. I'm going to use the former to compose music for my game probably
>>
I keep getting

type Error
Failed to execute 'getImageData' on 'CanvasRenderingContext2D': float parameter 1 is non-finite.

Whenever I try and switch to my magic menu while I am battletesting against troops in MV.

I am able to pull up the menu if the character has no spells and am only using the animations that are baked into RPG maker MV.

My plugins are:
YEP_CoreEngine
YEP_BattleEngineCore
YEP_SkillCore
YEP_RegionEvents

Although I already tried to disable them and was still running into the issue, there was a bunch of people in the comments for CoreEngine talking about encountering the same error message however the guy said he fixed it and to download the new one, I tried that but am still encountering the error.
Any help would be appreciated,
>>
>>126524420
You will lose additional quality because mp3 and ogg are both lossy. Try to get the file in WAV or FLAC before reencoding to ogg or mp3.
>>
In MV have they made it easier to search for variables and switches and such?
>>
>>126576659
What guitar?
>>
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So any good enemy battlers come out for MV yet?
Already kinda maxed out the use for the ones that came out with the game on release.
>>
>>126582937
I'm not sure yet, basically my parents, who right now control my purse strings, have given me what amounts to an "IOU one guitar that's not too expensive" to be used within the next week or so. It'll probably be a seven string, since I'm a gross metalhead and I'm planning to make most of the music in my game some kind of metal.
>>
>>126566734
I got money + chocolates.

Then the day after onwards I was repeatedly nagged for being fat and not exercising.

Like fucking hell, I wish my folks understood that I'd rather spend that time on actual progress rather than exercising to lose pounds I'd only gain back because I'm too fucking busy to be interested in losing weight.

Yes I'm mad.
>>
https://www.youtube.com/watch?v=HaUCIaEMzhs

New Yanfly. I'm so fucking torn about using this or not. I hated Golden Sun but I love the Weapon Unleash system. I'm never going to be able to finish creating my game with all these plugins constantly coming out with shit I want badly for my own game.
>>
>>126586775
Don't exercise for them. Exercise for you.

It gets your blood flowing, which boosts brain activity. Try it sometime, anon!
>>
>>126341868
Thank you for this anon :3
>>
>>126589441
Whenever I see new Yanfly stuff, it's always so impressive. He's a good coder, but more than that, I think he's a good marketer because the way he shows off his plugins is uncanny and seriously makes me want the plugin for my game project even when I think I had all I needed. I've seen the Weapon Unleash scripts made before in VX and Ace and they didn't interest me a single bit but for some reason this was different.
>>
>>126566734
Nothing but a morning of extreme nausea, dehydration, spasming, pressure, pain, and nearly passing out several times. Food later that day was good though, can't complain, and I got to visit with family.

I guess the biggest 'gift' I got was the Zaria battler - which I suppose turned out pretty nice. I guess feeling like you're going to die really puts the oomph back in your need to excel. I wouldn't recommend it though.
>>
live!
>>
I pledged 2 dollardoos to Yanfly's patreon.
His videos are so cute
>>
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sorry if off topic but

Is there a single Yume Nikki clone/fangame that isn't trash? I found .flow and Yume 2kki very underwhelming and Lcd Dem is the only one I've played that I thought was passable and you know how that went.
>>
I'm kind of worried about sfxs in my game, are there any sfx packs that you guys recommend?

I'm downloading some from the pastebins but I'd like to know you guys opinions in case something's missing there.
>>
>>126608312
The creator did that as a publicity stunt
>>
How do you get actors/enemies to walk forward to their target for an attack?
i see it all over and can't figure it out?
>>
>>126593326
Sorry but when I exercise, all I can think about is "this time could be better spent on things I actually care about".

Besides, they're not asking me to exercise for them. They are commanding me to with no concern for my own thoughts. If I don't go along with them, they'll never stop nagging me to do it. It's a fucking mess.
>>
>>126611042
Get a treadmill and watch TV/youtube/etc while doing it
>>
>>126610436
I don't know what you are using but most scripts have a "move to target" line before executing the attack then you play the attack/skill animation normally, followed by a "return" to the starting position (usually a jump).
>>
>>126611260
I'm on MV, and really? None of my enemies or actors move to target, they just nudget forward a bit, punch the air then back up.
>>
>>126611094
Their idea of exercise involves walking around the block with them instead of using an exercise bike that's already around.

I honestly cannot comprehend them.
>>
>>126611297
Ah I use VX Ace. Still, same logic, you find the line where that nudge happens and find a way to change it so it moves to target/enemy instead, the rest plays out the same.

This is assuming you know how to work with plugins obviously.

I'd check it out myself but I never downloaded MV.
>>
>>126611297
YEP Action Sequence Pack?
>>
>>126613968
Which one? I got all three turned on
>>
Jeez animations for spells/attacks are so damn large with the side view battles.
>>
>>126613983
Not him, but the second one, check the instructions, there's an option for move forward, move backward and move target.
>>
Sorry for not replying to feed back earlier. As might expect, been kinda busy.

>>126422238
I didn't even notice that. Easily fixed.

>>126424080
>So far, 9/10, loving the experience.
>Love everything about this.
Thanks!

>Got confused with needing to go to key items to select the dog, thought it'd be automatic.
I wanted to tie the dog to a key instead, but using keys other than shift, confirm,cancel , page up and page down is a massive pain. At least compared to vx ace.

>I do wish that enemies didn't respawn though, but this is 100% personal preference.
It's so you can get as much money as you like. I suppose I could do it another way, but you don't need to back track that much, so it's not a big deal I think.

>>126432290
>>126432714
Well, that sucks. I had some eternal loading times while testing but I thought I had fixed them. It's a shame that it's the preload manager, because I get audio delays.

>>126432850
>>126432945
>these two tiles don't transport the player correctly.
Easily fixed. I think I need to check a lot of the transfer events. I kinda just turned my brain off as I made them all. It's a tedious thing...

>>126433332
Nah, that's a bug. Thanks for reporting it.

>>126434808
>If you time it so that you fight a monster at the same time that you arrive on a tile with the canoe, the animation will bug and you will be on land in the canoe.
lol I can fix this.

>
If a player holds a directional button while they are respawning from being dead, they can move and glitch out animations. To prevent this, set player movement to wait during the duration of the event and make sure it is autorun instead of parallel.
Will do!

>
When you enter the cabin, if you are holding up you can move forward extra tiles, this bugs out the "move player forward" of the event and can freeze the game.
Can be fixed easily.

cont...
>>
>>126434808
>The golems sometimes bug out while fighting, declaring victory when you havent one you and you have to re-fight them.
Bah, I think I know what's wrong there.

>Not sure if this is a bug, but if you kill an enemy and leave the item they drop where it is, exit and come back, the enemy will not respawn and the item will be there instead.
This is normal. I don't really like it though, so I might change it.

>Menu access during the cabin cutscene (when a certain something is emerging), causes the event to freeze and the game as well.
Nice catch. I'll just temporarily disable the menu or something.

>If you die in the final area, returning to the cabin and triggering the event again causes the game to freeze and the save to be permanantly broken. =(
Yeah, you shouldn't get that death event there. You should just die like in the final boss. I might make it so you just respawn at the start of the area though.

>The way you incorporated the real final battle was... amazing to say the least. Very pleased with the final fight.
Oh, I'm really happy about that! I know I wanted a climatic battle, but I was unsure how to incorporate my battle system with it. I'm glad I did a good job!

>Excluding the bugs, it was 9/10, thanks for the lovely present.
You're very welcome and I will be releasing a fixed version within the next few days.

>Keep making games, you have talent!
Oh man, don't say that! Jeez.
Thank you, though.

To everyone that played my game and reported bugs, I really appreciate it.
>>
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>>126614262
Man I've been re-reading this yanfly page over and over and I just can't figure this shit out.
>>
>>126615392
Well, t's not just a plugin that will do it. It's an action sequence you must change in the Attack skill. Yanfly posted his (her?) version for us to see:

http://forums.rpgmakerweb.com/index.php?/topic/46691-pre-made-yanflys-action-sequence-sharing-and-discussions/#entry470695

All I had to do was copy/pasta that bit of code and it works like a charm
>>
>>126615680
Thanks homie, you're a life saver
>>
So does the RpgMV have big changes or can i use the tutorials for VXAce?
>>
How do you guys give "life" to your characters ?

I'm trying to do it via item exposition, but it doesn't sound very good to me.
>>
>>126616879
seeing how i don't gent an answer il move to VXAce for now
>>
Just wondering if anyone knows the script call to remove an actor's equipment in a specific slot in MV?
>>
>>126616879
MV and Ace are fundamentally the same as far as the editor is concerned. So yeah, tutorials for Ace will carry over to MV.
>>
>>126619856
ok, i just installed bot to see by myself but thanks anyway
>>
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>>
>>126617097
For characters, I go by use screenwriting tools.

What is this character? What do they like and dislike? If they went out to a restaurant, what would they order? What do they want most for Christmas? What's a good way to brighten their mood after a long day? What's the worst thing that could happen to them today?

Once you come to understand your characters, you can give them a lot of personality
>>
>>126621843
Beautiful.
>>
>>126622909
cheers! =)
>>
Is there a way to give an event presidence over another one? For example If you purchase a certain item from a store you will be booted out of the store menu and some text or a battle will happen.
>>
>>126626105
You would have to either use Scripts or to create the store through common events, I think.
>>
>>126611401
They probably just want to spend time with you
>>
A few questions:

What are your usual workflows/processes for mapping?

Also how big do you guys make your maps, is it better to split a big area into a bunch of smaller maps?
>>
>>126639164
I don't really plan things out unless they're, say, towns or buildings or puzzles that actually NEED planning, but I do have a general vision of what I want. Also I've found that it's best to alternate between big areas and small areas.
>>
where the fuck are the waterfall events? i can't find it in the RpgMV
>>
How can i change an event so that a chest only gives gold one time and not every single time?
>>
is the thread ded?
>>
>>126642750
make it so after you open it, self switch A is turned on, then create a new event page with self switch a on.
>>
>>126642965
don't know how to do that desu, tried some things but nothing
>>
>>126643449
Right click a space in event mode and make a Chest quick event. Look at how it uses switches.
>>
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>>126643449
This is what the first page should look like, something like this.
>>
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>>126645585
then you click New Event Page

and make this.

With event pages, if the conditions are met, the higher page # gets priority.

So in this case, if they chose to open the chest, it gives them the gold and then flips self switch A (we use self switches so we dont waste switch slots on little things like chests).

Then after self switch A is flipped, it automatically makes the event operate under the page that has self-switch A checked. This allows you to change events based on how the player interacts with them.

You can also do this with NPCS, so the first time a player talks to them they say something then flip self swich a on, on that new page they can say something else!
>>
New Yanfly

https://www.youtube.com/watch?v=Caxknt8rdRk

Region battle back utility plugin. Makes life a bit easier.
>>
>>126645686
>>126645959
thnaks bro!, had some problems with the order but now everything is fine.
>>
Have they fixed or at least acknowledged the audio delay issues yet?

Have they realized what a terrible idea it is to make a casual babby phonebrowser RPG Maker and made it work for PC the way it should yet?
>>
>>126647214
You're very welcome!
>>
>>126648771
Just use VX Ace if you despise MV. It's not like it's suddenly vanished or anything.
>>
>>126648771
amen. i ditched mv. its a fucking bad joke. worst of all it just runs like shit on phones anyway.
>>
>>126652968
MV is still better in almost every single way. I don't want to be forced back into VXA, especially when there's only one glaring issue left in MV.
>>
>>126656119
What are some of the benefits of MV over Ace?
>>
>>126656119
what's left?
>>
What do you guys listen to while making a game?
>>
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So far what I've got done
>>
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As for my graphics. The notepad at the bottom is the story im writin.. But that's secret ;)
>>
>>126659831
Really nice bro i love the look of it.
>Writing a story in notepad
Why? why don't you use office?
>>
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How to not be stealthy
just a test. very work-in-progress
>>
>>126656173
Look at >>126498164
>>
>>126659831
I love your game idea, very very cool. Keep up the good work!

>>126659451
What is this supposed to be, a bat?

>>126660689
I really like your game thus far, looks fun :) Nice animations
>>
http://strawpoll.me/6380135
>>
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>>126661746
It's a dress.
>>
>>126662814
OH the sprite looks great and so does the dress. I was just confused because the sprite was missing and I've got animals on the brain LOL

nice work
>>
bimp
>>
I have two questions.
1. How can i add scripts now in MV?
2. Where can i find scripts or learn how to make them?
>>
I need a break from deving. Would say it's been a good day in terms of productivity, but I feel like I need to play a RM game for inspiration.

What are some worthwile RM games, other than Lisa, Ib, Yume Nikki, To The Moon and A Bird's Story?
>>
>>126667164
Space Funeral and OFF are big ones
>>
Anyone's a Patreon of Yanfly? I really would love to see what's in the (future) Row Formation plugin.
>>
>>126667164
If the ones you listed are the type of game you're after then >>126667468 has you. Otherwise, Last Dream is a good FF1 clone. Beyond that I can't think of any that really stand out.
>>
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Anyone else using the Yanfly plugin that makes it so when someone uses an ability it makes them glow for like 2 seconds.

Anyway to edit that?
>>
>>126671064
I'm assuming you're talking about the cast animation? Just change the animation ID to something else in the plugin's parameters.
>>
>>126672424
Which plugin is it exactly?
I turned off the animation for magic in the core plugin but it didn't seem to do anything
>>
How can i make the group bigger? i want to make it of 5 persons and it seems i cant
>>
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>>126673870
Download http://yanfly.moe/2015/11/20/yep-29-party-system/

and you can change it in the plugin setting
>>
>>126674016
i don't even know how to add plugins
>>
>>126674137
Click the English Dropbox link
Top right blue "download button"
save it to your js/plugin folder for the project.
>>
How difficult is it to put custom sheets and stuff into VX Ace?
>>
>>126674331
thanks for the help then
>>
>>126675060
Not at all.
>>
Oh god December's the worst time for everything.
>>
>>126678856
Why?
>>
is this thread always this dead?
>>
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>>126680938
Of course. Everyone's too busy making their games to post.
>>
>>126681262
i see, i stopped for today and i just noticed it
>>
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>>126680938
we're here, just busy getting some more holiday things out of the way before I get my ass back to the grindstone, this is what I did today.

>>126681262
Isn't it fun when you realize you're getting better every day?
>>
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Gods, am I loving that program I mentioned earlier. Drew my character's updated portrait while I was at today's pen and paper game. Wish I had more time for this collab because I'd love to redo some of the art in it with this program in mind.
>>
Is RTP that bad if you cant into art?
>>
>>126684540
It's very nice if you can't into art. You'll just get complaints from people about having a similar look to other RTP-only projects.
>>
>>126678889
Unlimited Party Works.
Paperwork is in overdrive.
Feeling of no progress.

Yeah.
>>
>>126659337
Go Shiina stuff. Their works on Zestiria is nice: https://www.youtube.com/watch?v=eKOJbeymd4M
>>
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hey all, have some preliminary, very rough character sketches for the portraits I'm going to be using (the entire game I'm planning on being in this sort of coarse, sketchy, pencil'd in style, however, since I can't pixel art for shit and i want it to look distinctive)

i can't scan it in at the moment since i don't have access to a scanner at this moment in time.
>>
>>126686348
I always like to see people using their own art. Can't wait to see this in pixel version :)
>>
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two more quick sketches; this is just an example of how i plan to have the rooms look (which is why i asked before if it was possible to scan in actual drawings and use them as backgrounds, although it wont be this sloppy, promise)
>>
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and the final gross prototype i will hit you all with is this portrait scheme of The Warden, your only party member for like a good 30-40% of the planned game.

he doesn't have arms, instead he's got electricity.
>>
>>126448436
A 'thief with a heart of gold' girl
her introduction is pickpocketing a kid who just bought a necklace for his mother. she then hears the same kid talking with a neighbor that its to cheer his mom up since it's her and his dead father's anniversary. she feels guilty and takes it back to him, saying he dropped it, and to be more careful.

the hero saw the whole thing and tells her she's a nice person. she get's embarrassed and runs off.
>>
another day of nodev
>>
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http://strawpoll.me/6382276
>>
>>126694792
>tfw I can't select all of the above.
>>
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>>126694792
>0 votes for games without combat systems
And here I was recently super-interested in trying something like this.

Would it really be that boring?
>>
>>126696660
It's very hard to do well, what was your idea?
>>
>>126696898
Honestly I didn't have any thorough ideas yet, just thought that a combat-less RPG would be fun to try out.
>>
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>>126684157
Well, while I'm not done with her yet I think she's turning out a little too lady-of-the-night due to her attire. Might have to reinvent her clothing a little.

Spoilered because suggestive clothing.
>>
>>126698019
that's hot
>>
>>126697586
The problem is, there's an oversaturation of walking sim/yume nikki-like games in the rpgm scene. If you can add interesting puzzles or some other gameplay mechanics, I'm sure people would be interested in playing your game.
My games sure as heck don't have traditional combat systems and people seem to like 'em.
>>
>>126685540
Damm, this really gets me hyped for work and more creative
>>
Do you guys use custom drawn animations? or at least fiddle with the animation database? I see the same old animations no matter which RPG maker game I play.
>>
>>126697586
If you plan on eliminating the battle system then you need something else to replace it, like for example, investigation, detective work, a lot of choices and branches that define where you go and what happens, etc.

The other thing is, people think that games without battle systems end up in yume nikki clones automatically so that may be why the poll ended like that.

>>126698019
I honestly can't see anything female on that thing, barely the chest. Also, is it just me or did you give her 2 right feet?
>>
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>>126701134
100% custom everything
>>
>>126698019
Do you use a graphic tablet?
and if yes, what brand?, wacom?
>>
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>>126701453
Her feet don't really have a 'sideness' to them like ours do, owing to her kobold heritage (dog feet, specifically, don't have much for 'sideness'). It'd be like if your hands had an even number of equally spaced fingers - your left would look exactly like your right.

Also haven't drawn in her hair yet in that pic (I went back and redrew her line art so I could start from somewhat-scratch with her gear) but it is similarly feminine.

>>126701982
I use the largest Monoprice tablet on the market.
It's very affordable if you're looking for one. I used to be on an Intuos 4 Medium though - before the power cable stopped working.
http://www.monoprice.com/product?p_id=6815
>>
>>126702590
>Her feet don't really have a 'sideness' to them like ours do

Try to keep the proportions of the fingers then, because despite what you said I still see 2 right feet and that's an anomaly when you distort human anatomy creating monsters. I think you should make the last finger on the left smaller to avoid it looking like a thumb.
>>
>>126702973
Ah, that's mainly an illusion due to the perspective, that her camera-most toes are the largest. They appear bigger because you can see the whole toe whereas on the other toes you can't really see the whole thing; the perspective also shrinks the overall size of the toes the further they are away, which means they also reduce in size at a linear rate - or are supposed to anyway; this can also give the illusion that her toes are larger/smaller depending on which one you look at.

I can see where you're coming from but I'm not quite sure how I'd fix that confusion without just making her have toes of varying size or changing the posture of her feet - which I'm not really wanting to do at this stage.
>>
>>126703179
Fair enough, it still looks weird to me but it's your art.

Maybe I'm the only one that sees that and I'm making a big deal out of nothing. Keep up the good work.
>>
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>>126703374
I mean, it's fair that you find it weird; her feet are weird. Really, a lot of her is weird haha.
>>
>>126705201
that ass tho
>>
Why are making encounters such a pain in the ass?
its the only thing that gets me sad and makes me quit
>>
>>126660402
I could.. idk.. Just easier to get to, I guess.
>>
>>126705482
what's got you down
>>
>>126706894
idk it's just everything about encounters, making groups of mobs, changing them to make new ones, all that shit really piss me off
>>
>>126706890
Well, if you ever finish let me know by posting it in the thread, maybe i could help you steal your ideas
>>
>>126705482
I agree it's one of the most tedious parts of a traditional jRPG to do properly. All you can really go by is testing it extensively and then hoping it's not actually too hard from luck based victories or status combos that lock the hero team in a lose state.
>>
>>126705482
Which is why I made my own combat system.
Which incidentally is even more infuriating.
Kill me
>>
>>126705482
I hate trying to balance stuff
Feels almost impossible to do by yourself
>>
>>126707457
>>126708878
>>126708984
if its so hated why didn't they change it?
>>
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>>126708984
>Feels almost impossible to do by yourself
That's because it is. As a developer, there is no way for you to accurately tell if your game is too hard or too easy. You need to build some stuff for people to test. Make your game the best you can and then balance it.
>>
>>126707193
I have the mind of 10 stoned men.
I could just think of something brilliant within an hour.
>>
How can i change the brightness of a map? i want to make a room completely dark apart from a little candle
>>
>>126710705
i want to do something like >>126660689
did
>>
>>126710705
>>126711106
I made it, and here's a rough guide to how I do lights and shadows.

Open gimp. screenshot your map from the editor. Paste in on it's own layer. Make a new layer. Paint the whole new layer black. Reduce the opacity of the layer so you can see the map behind. Use the eraser (with a bit of blur) on the areas you want to be light. Full opacity on the eraser on the light source, and then make circles around that area again with less opacity to fade into darkness. When you're done, go to filter -> blur -> gaussian blur and make it around 30-40. Hide your map layer and export to to Pictures. Have a pararell process show the picture and voila! Adjust the opacity of the light/shadow layer how you see fit. Full opacity obviously means everything except the lit area is all darkness.

Feel free to ask any questions.
>>
>>126711328
Ew, typos. Also, the first instanse of 'blur' with the eraser just means using the eraser without "hard edges".
>>
>>126711328
im very new so its gonna be hard to understand all of this but thanks, with some time and trying i will get the hand of it im sure.
Also is there any tutorial out there for help?
>>
>>126711447
This one's pretty much the same as I wrote. Just experiment with it and see what looks best and works best for you. https://www.youtube.com/watch?v=VPvVth3sSCw
>>
>>126711525
thanks for the help bro
>>
>>126711447
OH! You will have to install Modern Algebra's "Fixed pictures" script (or whatever it's caled) and add [Fixed] in the name of the picture files. Otherwise the picture will scroll with the camera.

>>126711610
You're welcome. Making lighting like that was my sole reason of installing Gimp. Now i'm also using it for pixel art as well, so it's a pretty decent program to have around.
>>
>>126711683
>Algebra's "Fixed pictures" script
It seems its only for VXA, im using MV, il look around and see if theres another way
>>
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Is there any sort of documentation for RGSS3? I mean, something that's a bit more expanded than the usual help feature in VX Ace.
I really want to read upon how to work with sprite sheet animations in VX Ace, but I've got no idea where to find information on it and just looking through the scripts, I can't seem to find anything that would help me as well.
>>
Why should I hate your game's antagonist?
>>
>>126719631
My game doesn't really have one.
It's just filled with side quests
>>
>>126719631
I don't have an antagonist, its just the life of the MC as he creates his own city, starting from only a small abandoned bandit camp, don't know if i really can make this but il try with everything i got
>>
>>126719631
yes, it's you
>>
>>126719631
because he wiped a city from existence
>>
>>126719853
This might be neat, depending on how it's done.
>>
>>126720829
il try my best anon, and i swear to god and my waifu that i won't drop this project, this wont be like my book, (from wich i took the idea)
>>
>>126719631
you don't. she's a qt
>>
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Is this good for a first try at making lights?
>>
>>126721882
If you're using gimp, try to right click -> filter -> blur -> gaussian blur and set it around 30-40. I don't know how it's with photoshop.
>>
>>126721384
Both are difficult to finish so godspeed. My idea actually wraps around something similar so I'm looking forward to seeing how yours progresses.
>>
>>126712418
Nobody, I guess?
>>
>>126722171
What is your idea about?
and thanks, il try to post some progress if i can, but im sure most of my post will be questions
>>
>>126722862
Basically just trying to rebuild in a broken world. Something happens and the entire world goes to shit (think the World of Ruin in FF6).

The town you're in was cut off from the kingdom it was a part of, and pretty much everything else by the event. You were the leader of the militia in that town so most see you as the leader. You recruit the townspeople to venture into nearby areas to get supplies you need to rebuild. Each person has their own quirks/traits/flaws, and you can build the class around them or do something completely silly.

However, because they are just townsfolk, even if you get them decently high level, they don't have any plot armor- if one goes down during combat, they're done. There's no way to revive people. So either you rebuild your town and prosper...or everyone dies from your commands.

>most of my post will be questions

I've been doing RPGMaker since like... RM95. So if I'm lurking I'll try to answer.
>>
>>126723979
To be honest your idea is far better and hard compared to mine desu, i will look forward to your progress and im being honest here kek
>>
>>126724206
Well that's just the conception of it. I'm still at the foundation because I'm not sure how I want to run the battle system. The rest of it shouldn't be too hard to implement but I want a battle system that's familiar-yet-different and I'm not quite sure how I plan to do that yet.
>>
>>126719631
My antagonist is a bandit leader that infiltrated a and secretly took the place of a king so him and his men could enter the castle city. The plan falls apart when the king is killed and he has to keep doing worse and worse things to remain in control.
>>
>>126723979
I like it. It reminds me of the Pioneer Towns from the Dragon Quest series and of Digimon World for the PSX.

How do you recruit people? Do you go travel around the continent convincing different villagers to go? Do you negotiate with the Kingdom to get extra grains and stuff?
>>
>>126725068
As of right now, the only people to recruit are the citizens of your own village. Since the Calamity/Event/White Flash/world-ending-event, you've lost contact with all other towns/cities in your area due to the landscape being broken and destroyed.

It's mostly going to play within one village but I can't imagine that would be a fitting end for the game once it's 'fixed' so there will have to be more.

You will have supplies to manage, however, and certain characters may refuse to go if something isn't set where it needs to be (or maybe if something is (i.e. a blacksmith may not go with you unless there's a shortage of iron).

I'm also kicking around the idea that as you get the townsfolk leveled up and experienced, they'll become better at certain tasks. But considering I'm looking at classes like mages and fighters, I'm not quite sure yet how to equivocate that.

It's kind of a work-in-progress and slow-going because I'm easily distracted but hopefully I can finish it one day.
>>
>>126719631
That's a question I want my game to make you ask yourself.
>>
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Is it too hard to make a MV plugin?
I just want to make a custom hit formula to make my damage formula easier to handle.

Today it works, sort of, but a miss is just credited as a 0 in damage instead of a Miss/Evade from the battler.
>>
>>126719631
He gives no hecks
Especially about you anon
>>
>>126712418
I dunno, man
>>
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Is the main character of my first game cool enough for you /rpgmg/?
>>
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>>126727690
He is 2deep4me
>>
>>126725528
Is the broken landscape like a wasteland, a wackyland, or a savage land?

Maybe it would be easier to find uses for the townsfolk if you make the setting either more Sci-Fi or more Fantasy. So, you can have either Psychics, Laser Guns or Mages be relatively common. So, even the nurses and teachers have some combat.useful abilities.
>>
i fucking give up in trying to get lights, i don't have enough experience, maybe the next week or month if lucky
>>
>>126730841
Probably a savage land, I'm thinking. Mostly just a generic fantasy setting (though with some twists, can't be too generic now) with the world pretty much populated almost exclusively by monsters at this point given that the advanced races aren't going to have the ability to keep them weeded out.

Also that raises an interesting thought. My initial idea was having each townsperson be kind of a 'blank slate' where you could determine their growth via a class system, but be subtly different based on their quirks and talents.

But it might also be interesting to run it kind of how Lisa did and have each person be unique in the ways of personality as well as abilities.

I was mostly just considering some fun concepts where say, a blacksmith who would be best built into a 'fighter' type was instead built as a 'black mage' would be grumbling about 'sticks and stupid hats' given that he's in a 'wrong' class.

But that thought gives me a little more...freedom to work with, I think. I just need to decide once and for all how I want to do the combat system and that will help immensely, I think.
>>
>>126731231
Isn't the method you're trying to use just parallax mapping? Try looking into that.
>>
>>126733184
iwatched some tutorials but idk why it doesn't matter what i do its doesn't work, maybe it's because im missing some info or im not understanding everything right. what i know is that i only sleeped 3 hours and is getting the best of me
>>
New Yanfly Video!

Anyone else excited about Row Formation? Maybe there is even a skill that allows to move inside battle the actor or enemy!

https://www.youtube.com/watch?v=2W_POQMP-8s
>>
Question; I assume it would, but does Yanfly's ATB thing work with front-view? I'd like to use it while keeping my game front-view but I'm not sure if it works or not because I've only ever seen it used in side view.
>>
>>126733790
I am
>>
how do i make a skill require a state to be used in Ace? found this https://dl.dropboxusercontent.com/u/36246420/Soul%20Engine%20Ace/SEA%20-%20Soul%20Battle%20Core.txt but it doesn't do shit.
>>
For those of you that make your own tilesets, do you do your maps first and then make the tiles you know you'll need, or do you make your tiles first and then just use whatever you have?
>>
>>126719631
He/his faction are snslaving the world's people and driving them from their homes.
>>
Would you play a game with mascot as party members?
and how would you change the configuration of the class?
>>
>>126742592
also any pages where i can get faces for character creation, animals and such?
>>
>>126742592
>>126742782

One of the devs here (The Long Road guy) actually has a game where all the characters are former pets. I think it is pretty cool.

Here are some links to people who I think have some cool, free (AFAIK) animal battlers
and/or sprites:

http://genju.blog.shinobi.jp/
http://ameblo.jp/makapri/
http://cocodoco.chu.jp/main/material.html
http://countblue.lolipop.jp/gallery.htm

This blog has some cool links:
http://rpgtsukurublog.blogspot.com/

And you can find more links here:
http://etolier.webcrow.jp/link2.html
http://cyanyurikago.web.fc2.com/linkpage.html
http://www.rpgmakervxace.net/topic/2399-grannys-lists-animal-sprites/
>>
>>126742592
Absolutely, as long as the animals can hold their own in battle. Most RPGs I've seen treat their animal party members as weak supports.
As for the class, just change the name to "dog" or whatever you feel like.
>>
>>126745965
Oh i just made then into two big groups, Mascots and MG Mascots wich are magic ones, thanks for the advice, was thinking of making some of them weak at the start but after like 5 or 10 lvls at max they will be a needed member of the party
>>126744610
thanks for all the links, im having a look to everything and i got the idea of "hunting"
>>
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>>126746290
Good luck, anon!
>>
>>126733790
Hells yeah! Row Formation!
>>
>>126749891
I just realized her tail is essentially coming out of her back in that picture and now it's irking me.

Also is the green supposed to seep outside the lines like that?
>>
>>126722862
You play as a (self insert) cat who was left at a farmhouse and you don't understand why or where you are. All you know is that your owner loves you and you promised them you would return home.

Imagine homeward bound meets 90s saturday morning cartoons (kinda), with a mix of twilight zone esque plot twists.
>>
>>126752451
seems interesting, goog luck and post a demo or something when you get one bro
>>
>>126754000
I forgot my trip, but yah the game is in alpha testing right now (about an hour of gameplay so far)

you can find out more here

http://forums.rpgmakerweb.com/index.php?/topic/50078-the-long-road-early-development-feedback-now-alpha-testing
>>
>>126754092
Do you make tiles as you need them or do you have a tileset already made that you just work with? Also, I'm curious about your mapmaking process.
>>
>>126754540
100% using pictures to map and using the "bind pictures to map" plugin. not messing with tiles, but I do have a 48x48 overlay that I put on my maps to make sure collision matches up well.
>>
>>126754656
That's... Certainly an interesting way to do it. How do you plan them out?

How many alpha testers do you have so far?
>>
>>126755149
Only a handful (like 4-5). I already know what each map should look like and most of the time, during making assets for the maps, some creativity will kick in and I'll add things here and there. I have pictures in my head that I try to best replicate, that's how I map.

Also the game swaps between top down (outdoor) and side view (indoor/"dungeon"). This is a fun mechanic that saves a LOT of time on map making, because side view is so much easier to make.
>>
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>>126752016
Mhm. It starts coming out just underneath her ribcage - it's because her tail is very large compared to the rest of her body.

Haven't gone back and fixed the fabrics yet, yeah. There's still some issues here and there.
>>
Finally learned how to do custom animations from script.
Technically I'm done with all the scripting for my demo. Now I can finally start working on actual content.
>>
I'm trying to make a card system similar to Dragon Ball Z Saiya Densetsu. Are there any games doing something like that out there?
>>
>>126758351
>Are there any games doing something like that out there?

This is not the question you should be asking, don't try to be a snowflake.

Instead ask:

>Did you find game's with card battle systems fun? What did you find fun about them?

Try to improve, not innovate.
>>
>>126758616
He could just be looking for inspiration.
>>
>>126758616
I'm not trying to be a snowflake. I'm trying to see what other people have done because if the internet has taught me anything, it's that someone else already had the same idea only better. I just want to learn from other people's successes and mistakes.
>>
>>126758717
True, I guess I didn't think about it like that. I see a lot of great ideas that don't see the light of day because people are too scared to be similar to something else. I'm hoping this isn't the case.

I haven't played very many card battle systems, but in Kingdom hearts Chain of Memories, the system was not controllable enough and reshuffling was a headache. Hope this helps in any way.
>>
Can i make a rpg without using special abilities?
>>
>>126760850
How would you vary up encounters?
>>
>>126761012
Mobs? desu mine is not that focused in battles
>>
>>126760850
>>126761012
>>126762541
Nevermind then, im making some abilities myself and they are quite easy to make, didn't expect that
>>
Is there a script/plugin that allows for multiple "experience types/levels", like in Digimon World Dawn/Dusk? For instance, if you beat a bug-type, you got "bug" xp, or "machine xp" for beating "machine-types".
>>
>>126765018
You could probably do this with events and variables.
>>
>>126765093
That's what I was looking at, and I was simply wondering if something had already been written in that same vein.

Oh well, just gotta handle a bunch of variables/tables/formulas, I guess.
>>
New Thread?
>>
New thread when?
>>
New thread when when
>>
Man but I'm running out of worksafe mapshots from Dim. Fine, I'll make the new thread. But somebody else do it next time.
>>
New thread.

>>126767772
>>126767772
>>126767772
Thread posts: 749
Thread images: 141


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