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/rpgmg/ - RPG Maker General 114

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Thread replies: 226
Thread images: 35

File: painting_lit.png (904KB, 614x852px) Image search: [Google]
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I'm running out of SFW rpg maker art to put as the thread's image edition.

Also, 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
>>
First for, how can i add a crafting system?
only with the even't system im good to go?
>>
Second for tell me about your game's story.
>>
>>126768084
The strory of a General who wakes up in an abandoned bandit camp, seriously wounded finds out that his kingdom got completely destroyed and now with the troops he has left uses that bandit camp as a base to reconstruct his beloved kingdom.
sorry if my english is bad, need to sleep
>>
My game is like 20 minutes long but almost an entire GB when I "deploy" it and try to upload it to like mediafire

What am I doing wrong
>>
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For serious though about that image problem. Most of what I've got left is stuff like this. It isn't very SFW.
>>
>>126768931
delete assets you aren't using. anything you aren't using should be gone. ESPECIALLY music and image files
>>
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Faux first person game guy here, upgrading to 640x480 after all. I'm not 100% happy with the perspective (I think it's too low), but other than that, it works.

Each square would be roughly 3x3m.
>>
We didn't die for a second thread in a row. Yay!
>>
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>>126772083
And this is how big a door (1x2m) would be when standing right in front of it.
>>
>>126769189
I only have pics of my own game, although they aren't as appealing, and I don't want to be that guy who opens a thread with a picture of his own game for self-shill. Although I don't mind when others do it. Show me your moves.
>>
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progress bump
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>>126779440
All of my progress is design document. I have none to post, sadly.
>>
>>126779440
Are you voice acting for your game? what is your game about?
>>
>>126781420
It's a webseries, made in the PS1 version of RPGM. It's called Defeat the Darkness. Adam is my co-conspirator, so he has a lot of lines.

youtube.com/user/253entertainment

We've been working on it for about three years now. Almost done! Hopefully!
>>
>>126781420
To actually answer your question:

>Sucked in game world
>One of us knows the game inside and out
>The other's a fish-out-of-water
>We break the 4th wall and try to be funny
>Breaking the 4th wall ends up creating problems later

It relies on a lot of tropes and RPG knowledge, but hopefully people who don't play them can still follow it okay. It's also character-driven, since the 'plot' is basically on rails.
>>
fuck's sake the thread is brand new
>>
If you get stuck on some aspect of the game because you can't find the perfect solution (say a certain level, a certain boss, certain aspect of your battle engine), do you:
Leave it there and move on to work on a different aspect of the game and return later.
Solve it no matter what
Half-ass it and go on.
>>
>>126788001
>Leave it there and move on to work on a different aspect of the game and return later.

Always this. Hell, I do this even if I don't get stuck. I'm always rotating what I do, which probably isn't the most efficient but it's how I do.
>>
Help me with a name, /rpmg/.

I need a name for the title of a character's job. They are one who can communicate with the Gods. I don't want to use Priest/Priestess or Prophet. I considered something like Speaker but I'm sure I can get something better sounding.
>>
>>126789451
What does this god in your game do? Or are they just a typical almighty type?
>>
>>126789451
First thing that came to mind for me is a boss from Bloodborne called Celestial Emissary. Maybe that name could work for you, too.
>>
>>126768084
main character is a godling that, in the process of awakening his powers, accidentally erased a city from existence. he goes catatonic with grief, and the majority of the game takes place in his mental prison which, due to his powers, has become a physical alternate world that begins leaking out into the real world.
>>
>>126788001
All the times that happened I'd end up sparking up an alternative when trying to fix the problem. The alternative is usually as good as what I wanted.
>>
>>126789451
Devotee?
http://www.thesaurus.com/browse/prophet
>>
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Well, I wish I could do a better job than this - but this is about the limit of my ability right now.
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>>126791058
Looks leagues better than anything I can get
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>>126789569
While they are indeed the typical "almighty, creator of all" type, this character's job is to make a prayer to the Gods so that they may have a particular wish granted.
>>
>>126768931
what >>126769456 said
just be careful not to accidentally delete something used in the game, or it will crash when it tries to find said asset. you'd be surprised how many people do this.
>>
>>126792427
Celestial Emissary as >>126789902 said would be pretty grandiose if that was your aim. If you're looking for something less so, throw an adjective on Speaker. Sky Speaker, Spirit Speaker, Earth Speaker, etc.

Shaman also works if your people are less civilized for the same purpose.
>>
Anyone here ever actually use a mode 7 script? Would you recommend it?
>>
>>126789451
Invocator
>>
>>126789451
Metatronist
>>
Anyone here play dragon quest 3? I'm thinking of recreating the whole "answer questions and get a class" system but the more I think about it the more I realize it's going to be SUUUUUUUUUPER tedious, anyone know an easy but effective way to achieve the same goal?
>>
>>126794814
Just use the questions and have the answers correspond somehow to the classes you want (or possibly the four 'main' types (fighter/thief/healer/wizard)) and store the answers in different variables then just use whichever is highest to determine the class.
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>>126795283
it's not so tedious with just a few classes, and if I want that ill probably have to slim it down, I think I might be able to do something crazy with values but thats probably a lot more work than its worth as well
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>>126795550
Yeah if you've got a lot of classes that you want to choose from that makes it significantly more difficult. But variables are likely going to be your best friend either way.

>You come across a beggar in your travels. Do you:
>Give him a few coins (+1 Priest)
>Take what he's gotten (+1 Thief)

But depending on how many you have that might not be feasible. It's been a long time since I touched DQ3.
>>
>>126794814
I did. It seemed pretty streamlined to me. There was a guide in my old Nintendo Power about how the questions picked one of 5 starting points and spread around from there into one of the 5 scenarios. From those scenarios, your personality was decided. Doesn't seem as tedious as mapmaking or battle-systems
>>
>>126795923
Correction: There's 8 secnarios.

However, I remember it only took up 2 pages in Nintendo Power. It was a spread. There couldn't have been that many questions.

On that note, nobody on GameFAQS pushed the boulder as much as I did. It can be pushed up to 40 times, at which point it vanishes. I believe there are personalities for 10, 20, and 30 pushes, as well
>>
>>126796878
you the real hero boulder pusher ;_;7
>>
What would be the best way to make follow-up skills (such as Etrian Odyssey's Link and Chase attacks) in MV?

Is it possible for attacks to trigger switches?
>>
>>126789451
It depends of what he can do but, oracle maybe?
>>
I think I've given myself a self-imposed mania.

Let's keep working hard, /rpgmg/~!
>>
What's a decent program for making sprites and sprite sheets?
>>
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>trying to learn how to make my own music
>feeling completely overwhelmed
This fucking sucks, man. I don't even want to profit off of my game, I just want to release something free to enjoy, yet even if I don't charge for my game I'd probably get in trouble using actual bands or soundtracks for something I put up for people to download.

Fuck. How do people like Toby Fox have the time and ability to develop an entire game and still compose an awesome soundtrack on top of it.
>>
>>126802067
A certain music maker (I have no idea who, a friend of a friend I guess) gave me some advice for when I tried to start making some music on my own.

"Follow your heart."

Yeah, so nothing can really help other than following what sounds good for you.
>>
>>126791058
I'm not sure this is better, but at least it's a little more atmospheric. With this thing done, I can focus back on the /rpgmg/ collab again with my full attention.
>>
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>>126802804
Whoops, forgot to attach the image.
>>
>>126802067
Going to once again suggest Mario Paint, because its simple and will give you a starting point instead of sitting there slackjawed wondering where to begin.

https://www.youtube.com/watch?v=Ic01Vhiyrb4
>>
>>126802378
It's not just the creative process, though. I'm struggling to wrap my head around the technical process. I can't play instruments, and without giving up something else in my life I seriously have no time to learn any.

I'm limited to using software and piecing music together note-by-note, but I don't know where to start. I don't know how to accomplish certain sounds, (particularly vocals and chanting and shit. I don't necessarily have a chorus on hand, but I don't know how I'd be able to do something like that digitally.)

It makes me wish I could just go through and see the software/process of every indie composer, particularly the one-person ones like Undertale.
>>
>>126803926
>Start by learning a program to piece music together (like Mario Paint Composer)
>Ask voice actors (either ones lurking in this thread, or on BehindTheVoiceActors, or VoiceActingAlliance, or elsehwere) for some choral chants ('ooo,' 'aaah')
>Auto-tune as needed in Audacity
>Splice chants with Mario Paint music in Audacity
>???
>Profit

Like anything else, it takes time and dedication
>>
>>126803926
Don't focus on songs with "vocals" in it. That's not what people get drawn to when they listen to music.

Songs are made up of notes and chords, and chords are just multiple notes played at the same time.

And the most memorable songs can be hummed by people.

Especially because they can be hummed by people.

While a lot of modern songs have a lot of "elements" to them, it's very often following a main melody while everything else is there to support it.

-----

I suppose if you really have to figure out the technical aspects of it, I need to ask you about your experience with things like rhythm games. (Dance Dance Revolution, DJMax, similar)

btw Toby uses one of the versions of Fruity Loops (FL Studio) but unsure which. He's also put up a tutorial on how to use it.

http://tobyfox.net/Tutorials/FLBasicTutorial.html
>>
>>126805209
>That's not what people get drawn to when they listen to music.
I don't care what "people" get drawn to when they listen to music. I want to make music I like. Music that I imagine when writing scenes and designing bosses.

Not to snub my nose at your advice, the rest of your post was helpful, but I'm making this game for me as much as I am making it for anyone else.

>btw Toby uses one of the versions of Fruity Loops (FL Studio) but unsure which. He's also put up a tutorial on how to use it.
That's actually good to hear, I'll check it out.
I'm not crazy about Undertale itself, but it's soundtrack was out of this world, and really made me want to try my hand at creating/composing music.
>>
>>126768084

MC's best friend is split into a bunch of pieces and turned into monsters. Navigate a megalopolis to hunt them all down so you can put him back together while also getting caught up in a battle against a doomsday cult hellbent on awakening an ancient evil .
>>
>>126805209
Very good advice, and I'd like to add to it that some basic music theory will do you a lot of good.

Check around youtube for like a music 101 class, you'll be surprised how far this will take you.
>>
Live!
>>
How can i make an inventory system?
For example, every time the Mc goes to sleep stuff like food will get lower, if it was 65 then tomorrow it will be 50 or so, any way to do this? and to make it grow so it will be from 50 to 60 or so?
>>
>>126811563
Variables are your friend. As far as a way to make it show, you might need to just set it up with a text box. There's a way (I just woke up so I forget how) to show a variable's contents in your text box so you could do something like:

>You're lying down to rest. You have X amount of food left and after resting you will have Y left. Do you still want to rest?

Or something along those lines. There's also ways to get it to display on the menu, but having it be an actual item might make it more difficult. What maker are you using?
>>
>>126812735
im using MV and i just want it to appear in a menu as.
(Food pic here) Food x48, not really need it as an actual item or usable. and now that im thinking about it, maybe i should just make it as a day system, something like.
Food: 20 days left or so
>>
>>126813529
Unfortunately you might be on your own with MV or wait for another anon. most of my experience falls in RMXP, with a little in VXAce.
You'd probably need some custom menu dealie to show that. But then again I have no idea with MV.

Wish I could help more.
>>
>>126814047
don't worry, you already helped me, il try playing with the events and variables to see if i can get what im looking for
>>
So I have a class who's skills/stats change depending on the element that it can scan from an enemy.

What are some good element-centric class names?
>>
>>126816721

More info required:
Your setting's apparent Time Era
Your setting's level of Technology
Your setting's level of Magic
>>
Is there any script or plugin like Sands of Destruction's quip system? You basically equipped these one liners to the characters before battle that had certain trigger conditions and when they activate, the character would say that one liner and then gain a certain benefit depending on the buff.
>>
>>126817160
Time Era: The Near Future

Technology: Higher tech than present, technological breakthroughs were accelerated by magic.

Your setting's level of Magic: Very high, most people a have at least basic control over magic.

The "element change" is done by a tool that senses the aura of an enemy, and based on the wavelength the user changes to adapt.

If it helps, the party you play as is a squad in the army, and throughout the game are given tasks ranging from exploring the unknown and assisting the local police in whatever area you're in to taking part in sieges against enemy fortifications, as well as anything in between.
>>
>>126818218
Sorry about the run-on sentence, spouting out ideas comes with a cost, I guess.
>>
anyone know any good resources with a similar aesthetic to the character designs of that phone game "Lionheart tactics"?

the game itself looks like freemium garbage but ill be damned if their characters don't look cute as hell in their art
>>
>mfw computer just died with hard working project inside

It's been nice, guys
>>
How much left on that collab chapter Firgof?
>>
>>126821080
Everyone always learns to have a backup the hard way.

Just get a gmail account, get Google Drive, and save your project files there. Takes like 6 minutes to set up.
>>
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>>126772083
And yet another mock-up, because the last one was much too low and it ended up irking the fuck out of me. This one works well for like three rows, then goes all fucky. Working on that now.
>>
>>126818218
Thermite Lancer = Fire
Plasma Waver = Lightning
Hydro Blitzer = Water
Zero Sniper = Ice
>>
>>126823847
how are you doing that?
>>
>>126823926
Paint.
>>
items?
>>
https://www.youtube.com/watch?v=KGSBkNmS9wE

Nice elemental battlers from Aekashics.
>>
https://www.youtube.com/watch?v=ZT0ASNy3CqM
progress on my undertale clone. added some music that seems pretty fitting

>>126803926
>technical process
My current instrument set is http://pastebin.com/eFT1scnh
But you really only need a DAW and some soundfonts. Soundfonts are enough to take you really far.

The only thing an instrument will help with is knowing what kind of notes that instrument will tend to play. I have a keyboard (that I can't play), but I don't really use it at all when writing. Just horribly singing an idea I have and writing it down is good enough.

>creative process
YT vid for the absolute basics of theory. I used to do a lot of reading on the more advanced theory topics (modes, modulation, blahblah), and I remember a lot of other beginners doing the same, but it was borderline pointless. At the time, I was (still am?) way too low level to apply those concepts properly. You can start studying more about theory once you can write a generic pop song that you honestly think people would actually like.

It's much better to just start studying MIDIs of songs you actually want to mimic. vgmusic.com's not just for stealing songs to throw in your rm2k project now?!
>>
>>126826958
They look more like Spirits/Summons, desu.
>>
One last time, because I forgot everyone's answer the first time and now I actually have RPG maker MV

So, say I want to make my maps hand-drawn. I scan the image I drew in, so we have that file, and that's what I want to use as a map, no tiles involved, no usage of the tile sets, just maybe invisible things for collision detection. Can someone give me a step-by-step on how exactly I would perform such a task?

Similarly, how would I do the same for an actor file, with face stuff and walk around sprites?

Many thanks in advance
>>
>>126833575
The guy who's developing The Long Road (Leo) can easily tell you, as all of his maps are pre-drawn rather than an actual tiled map. If you see his name pop up before you get an answer, definitely ask him.
>>
fuckin'... bump again
>>
>>126837515
Why is your phone so goddamned loud?
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>>126837820
There's people with bad ears in the household and they need to be able to hear the phone
>>
What are common events? im a newbie and i forgot what they were
>>
>>126841387
You know event commands that you put in per event? It's those, except not tied to an event and they can be called from anywhere - and even can self-start/self-stop themselves.
>>
>>126798078
I don't think any of the names mentioned so far really work. She isn't one who just listens to the Gods and preaches about them. Her job is to literally speak to the Gods and tell them of humanity's wishes. They don't really speak back to her except to acknowledge that they hear her prayers.
>>
>>126789451
Envoy?
>>
>>126842407
Chosen Mediator?
Divine Receptionist?
Sky Secretary?
Holy Bureaucrat?
>>
>>126842013
i see, thanks for the info, now i know how and where to use them
>>
>>126843049
No prob and good luck, anon!
>>
>>126842407
Shrine Maiden
Holy Maiden
Diviner/Divineer
Gospelite
>>
>>126842407
Medium?
>>
>>126833575
I will be posting a tutorial for you soon, so stay tuned!

Bumpan with a song.

After suffering a sudden, shattering loss, your friends arrive at the the base of a great mountain. With your little body in their hands, will they be able to carry your fading life to the home that lies on the other side? Do they believe in your friendship enough to sacrifice their lives for you?

https://soundcloud.com/jowey-342490524/mountain-pass/s-sXb2w
>>
What do you guys usually do to come up with classes? I only have 4 classes so far and I feel like there should be more.
>>
>>126844020
Damm, how long have you been making music?
>>
>>126844298
Off and on for most of my life. I'm 29 and I started learning acoustic guitar when I was 16. Took music classes on and off for fun in college (and they said it was a waste of units!), so I have some formal training. Also have quite a few friends who taught me things.

Thanks for that :) I think I suck, everything I make I think can be better. I only notice the imperfections haha.
>>
Where can I find MV resources? The links in the pastebin are for Ace.
>>
>>126844030
The most important thing about classes is preventing overlap. To achieve this, think of one thing you want the class to excel at and be about. For example, a cleric is about defeating the undead, almost everything about the class should point back to this main philosophy.

What are your classes so far and time/setting? How many more classes do you need? Are you using custom scripts? What version of RPGMaker?
>>
>>126844776
Here is a start, hope this helps!

http://forums.rpgmakerweb.com/index.php?/forum/131-rpg-maker-mv-resources/
>>
>>126845217
Sorry, I really should have made the question more specific. I'm looking for sprites that aren't from the character generator.
>>
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>spend hours fixing retarded bug
>>
>>126844020
Thank you very much, LeoHeart. Greatly appreciated.
>>
>>126846872
The sprites are pretty complex this time around. It's gonna be a while to get anything that isn't a famous character or somebody's OC
>>
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So having played a bunch of rpg maker games lately (Ariadne, Magica etc) I got the urge to just poke away at something of my own.

I got VX Ace, but the tiles that comes with it are obviously lacking. I took a peek in Ariadnes tileset and found a few nice ones for interior.

Does anyone know if this is a set that is buyable somewhere or if these are custom tiles for Ariadne by the creator? I can just use them straight up, of course, but if there's a pack with them I can buy I rather do that.

Pic related, some of the tiles used.
>>
>>126847380
Ah, okay. Another question, I want to use the cover art characters but they contrast so much with other sprites. Does anyone actually care about this?
>>
>>126847757
i don't really do but i think that the less contrast the better no?
>>
How can i make it so that at the start of my game only the Mc is in the party?
>>
>>126847757
Your in-game art needs to be as consistent as possible. Anything that looks a little out-of-place to you will look absolutely foreign to your audience
>>
>>126848290
Database > System > Initial Party
>>
>>126848621
Ah yes!, dunno how i forgot this, i think i need to rest
>>
>>126847561
Have you tried looking at the .txt files that come with the game? Usually the assets that are being used in those games get credited in some readme or credit file.
>>
>>126848745
It happens to all of us at some point. I can't tell you how many times my brain just forgot how to do the simplest thing while starting at my screen.
>>
How to make a crafting system?
only events work?
>>
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r8 h8 and appreci8 my title screen
i like dithering and the color purple
>>
>>126847353
I'll be posting this on my blog later as a permanent place of storage, but here you go. As promised, a tutorial of how to make custom drawings your art for RPG Maker. This will all be assuming you have MV, but there are a LOT of similarities between versions.

Step 1: Importing and Preparing your Picture and Plugins

Scan your drawing and/or make your background, make sure that the dimensions are all divisible by 48 (this is different for Non-RPGMaker MV games). For example, the resolution: 480x960, produces a map that is long and narrow vertically. This allows you to know how many “tiles” your image will be. Later on, I'll show you how to get around the entire tile system and use pixel movement but, for now, we'll just assume you're sticking to the default 48x48. You can ascertain how many tiles your map will be by dividing your image's dimensions. For example, if your image is 480x960, divide 480 by 48 and you get 10, divide 960 by 48 and you get 20. This means that your map in RPGMaker MV must be 10 tiles wide and 20 tiles high, so make sure the maps you are making are equal to the resolution of your images. The map size can be changed at any time by right clicking and editing the map in the map list.
Place your images in the img\pictures\ folder.

Now that your image and map are all prepared, the next thing you need to do is download and install the “Bind Pictures to Map” plugin (be sure to give the creator credit!). You can find it here: http://mvplugins.tordamian.com/plugins/bind-pictures-to-map/. If you don't know how to install a plugin, there is an easy tutorial to be found here: https://youtu.be/ym_qA6hO5d0. Be sure to read the plugin documentation at the plugin download link I provided. Familiarize yourself with the event commands that you will need to use on every single map you make.

Make sure the map you made has the “outdoor” tileset. This will make it easier later.
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>>126853308
really nice, what is your game about?
Also a question for everyone:
How can i make aa raid system where depending on the army you have and defenses, and the force of the enemy you can win or lose?
>>
>>126847353
Step 2: Binding a Picture to the Map

Now that your map is scanned/created and put in the img/pictures folder, and you have created a new map with the tile length and width that correlates with your picture resolution, you are ready to bind it!

Create a new event anywhere on your map (I prefer the upper left corner). Set it to run parallel. This event should consist of the following lines in this order:

Make it show a picture (1) , select the picture you want to use as a background. Make sure opacity is 255 and blend mode is set to normal. X Y should be 0 0, location upper left, scaling 100%.

Make it run a plugin command, and enter the following text: BindPictureToMap 1 below_characters

Set it to erase event.

The first line will call your picture and determine where and how it is displayed. The second line uses the plugin to make the picture your map. The third line prevents the event from running non stop, freeing up system resources. It will still run every time that you enter the map.

On EVERY POSSIBLE exit from your map, it is highly advised that you put an “Erase Picture: #1” line AFTER your “Transport Player” line. This makes the images clear and prevents any nastiness.
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>>126847353
Step 3: Determining Boundaries for Movement

By now, you should have a blank looking map in RPGMaker MV, with a single event on it. Since we are not using tiles, we can use tiles to determine if a spot is “movable” or not!. Simply select any tile that has open passability (a O in the tileset database), and place it whenever you want to enable movement. Leave tiles you don't want the player to move blank. It takes practice to get it perfectly right, and playtesting the map a ton to make sure you have it perfect IS necessary.
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>>126847353
Step 4: Adding a Picture on Top of the Background

It would be pretty strange if your characters floated above a rock they were supposed to hide behind, or walk right over a bridge that they should be moving under! In order to have a layer above the players, you must make a second image that acts as an overlay. This image must be mostly transparent, and only contain the pixels that you wish to display above the characters. It also must be the exact same size as the first picture, and the pixels must match up with the first picture! To make it easier to understand, pretend you are a cartoon animator and you have 3 equal sized pieces of paper. You have your background, your character surrounded by transparency, and your top layer that includes anything you want to be above the character. You layer these three images, first the background, then the character, then finally you set the overlay on top. You can move the middle sheet (the character) and it will slide around on top of the background and underneath whatever is on the top most layer!

Once you have this overlay image, go back to your event and add these two lines:

Make it show a picture (2) , select the picture you want to use as the overlay. Make sure opacity is 255 and blend mode is set to normal. X Y should be 0 0, location upper left, scaling 100%.

Make it run a plugin command, and enter the following text: BindPictureToMap 2 above_characters

Once again, make sure that all of your exits to the map include an additional “Erase Picture: #2” line.


Step 5: Getting Pixel Perfect Movement and Collision

I will elaborate on this later, but google Quazi Movement RPGMaker MV.
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>>126854065
A kid ends up in the afterlife/underworld, then has to either join the ruling party who currently act as kind of exterminators that clear the afterlife of old, withered, and diseased spirits, or the rebel party, who want to try to get those same spirits as happy and healthy as the more recently deceased. Everyone in the afterlife can control a certain aspect of nature (the protagonist eventually manages to master controlling space and matter). The final boss has control over air and the weather, and "Aeraki" is Greek for "breeze", hence the name.

Does that sound interesting? Cause I honestly have no clue.
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>>126847353
I'll elaborate a lot more when I post the blog link later tonight, but here is an example from my game.

This is the background image.
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>>126855912
yes, but the first part made me think about a copy of undertale, we'll se how it goes.
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>>126847353
And here is the overlay.
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could someone tell me all the basics of a practice game to make on my own, 'cause my current project is too big for me atm
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>>126857197
Try making a tower climbing game. You start at the first floor and must make it to the 10th or something.

Put on a town or hub on floor 5 to practice that.
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>>126857294
Will do, thanks.
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>>126856006
Thank you, that's really very helpful! Do you know the process for doing the same with actors, with face stuff and walk around sprites? (i.e, put hand drawn images in). My main question is one of sizing, like do i have to stitch together a bunch of identically sized face images for the face sheet or is it okay to have them as separate files? And if its not okay, how do i stitch together them and make sure they're equally sized in terms of x by y

if that all makes sense
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>>126857459
If you're using MV, go to Help > Contents. Go to asset standards and it should tell you pretty much everything you need to know. In your img\faces\ folder there is several stock images that should give you an idea as to the size of the files and where the borders are. If you want to use something bigger or in a different location, you need to use plugins for that. I highly advise spending a few days looking at plugins and tutorials on the offical rpg maker website (make sure you only look at stuff for the version you are using).

Most of this applies to sprites and battlers as well. Everything can be found in your \img\ folder and by going to help > contents and looking at the asset standards.

I taught myself everything just by looking at the premade file dimensions and poking around the base .js files (though that requires some programming knowledge).
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>>126857778
Thanks a ton!
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>>126858406
Anytime!

>>126857197
I also want to add to this, try to make only one playable character. It makes it A LOT easier.
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>>126857197
Alternatively, rather than this >>126857294 do something like Diablo. Stick a town on top of a dungeon and the MC (if you have only one) has to fight down to the bottom to whatever mcguffin is there.

Making short games that are a lot of 'how can I do this' is a great way to learn things. I've done dozens of smaller games that take maybe an hour to beat, just to see if a certain thing is viable and how I might do it.
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>>126859785
>>126859378
Thanks, il try after the 10 layers tower.
Btw how can i make an event so that a door only opens with a certain key? with conditional derivation?
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>>126861790
Make it so when you acquire the key, you turn a switch on. Make it so the door has a separate page for when that switch is on. If you want to make it "use" the key, -1 the item from the inventory and flip the switch off.
>>
Are there screen effect plugins? I want an effect where embers float up from the bottom of the screen in a map where there's a fire.
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>>126768084

A woman in a maid dress escapes prison, kidnaps a 15 year old boy as both her personal pilot and hostage, and meets an assassin in a miko uniform, and attempts to evade the authorities while fighting cosmic forces hellbent on controlling her.

Along the way, she learns the reason for her existence, stops WW3 because she wanted to be the one who pressed the button, talks with a pair of godlike figures, and starts becoming romantically attached to her young kidnap victim, which is bad news because everyone she's ever gotten attached to has been murdered violently because she inevitably distrusts them and can't take the idea of their "betrayal" well at all.

It's less a game and more interactive shitposting. Pic related is in the first chapter of the game.
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>>126863290
>murderise.
idk why but that made me lost the rest of my sides
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>>126863290
>interactive shitposting
i'm in.
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>>126823926
>>126824180
Here's yet another try. The horizon line is obviously much too high, but I might just say fuck it and put a permanent blocky HUD over the biggest part of the bottom 120px, kinda like the early Fallout games.
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>>126864298
>>126863528

This picture sums up my game, I believe.
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>>126866268
SO RANDUM! XD
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>>126864898
Maybe like so?

>>126866268
Gotta agree with >>126867175, it's pretty "lolsorandumb xD".
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>>126867808
>>126867175

I'm planning to rewrite a lot of the dialogue. Just to ensure the plot makes sense.
>>
>>126867175
>>126867808
I'd argue it's more ironic humor than cringey randomness. It's not like he's taking himself seriously, anyway. It WAS advertised as interactive shitposting.
Besides, it can be done well, i.e. the Staypuft guy's appearance in Mythbusters.
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>>126868243
This is a bit better :) the last line just looked forced
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>>126862567
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>>126869017
Please identify the version of RPGMaker you are using.
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>>126869538
MV.
>>
Anyway, once again I'm streaming the creation of my practice game at twitch dot tv slash CombatJazz0
so if you want to watch and make fun of me while I balance shields or something, come on in. There's music and pizza.
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>>126869538
>plugins
2003, clearly.
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>>126869662
https://atelierrgss.wordpress.com/rmv-weather-ex/
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>>126870030
ty! You're very helpful.
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>>126871172
YW! Took me a while to find it, it was one of those things that was in the back of my mind lol. I knew I had seen it!
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>>126869795
I'm too gay to say this in the chat but you're pretty cute.
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>>126871373
thanks
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POST PROGRESS
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>>126873250
Do those dark pixels serve a purpose?
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>>126873250
Last question, anything for a heatwave effect? I can only find one for Ace.
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How do I make a skill that can only be used if two particular characters use it?
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Firgof, doing okay with that collab game?
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>>126873725
But of course, that is where players can climb over if they are as aware as you are. There they can find items and earn more exp.
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>>126873840
No, but that should be pretty damn easy to make with pictures and events.

Just display the picture and have it move from side to side slowly.
>>
Anyone here not shit at character sprites?
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>>126877048
My worst ability unfortunately. You'll be pretty hard pressed to find people who are going to make character sprites for free.
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>>126877048
Nope!
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>>126877048
I'm shit at them, which is why I draw, sorry.
>>
Bumping with spooky forest music from The Long Road:

https://soundcloud.com/jowey-342490524/into-the-fire/s-KMq0L
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>>126880827
eww that didnt export properly, I really gotta fix up the sound levels on this thing sorry guys.
>>
What are various ways to make an RPG with 1 party member fun? I was thinking having a few weapons that each have their own special powers such as one that gives the player 2 actions per turn or a weapon that can't be used to do anything except guard but drastically reduces damage taken and combat revolving around switching weapons for different situations.
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>>126885080
That could be really neat actually. I used a bunch of states with different stances but that idea sounds fun too. Not having any one weapon be (much more) inherently powerful, but you need different weapons for different enemies/bosses.

Almost takes a platformer concept (ala megaman) and puts it into an RPG.
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>>126885080
you should probably make having more than 1 turn per turn a regular thing if you only have 1 party member
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>>126845069
Hooooooooly shit I went out, I'm so sorry. Are you still here? The answers if you are still willing to help: long post incoming

>What are your classes so far:
Pic Related:

Commander: MC's personal class. Specializes in Orders (party-wide buffs), and can sacrifice own health to give party members extra turns.

Wanderer: Specializes in skills used outside of battle.

Arcanist: Specializes in manipulating MP, using its party member's or the enemies' MP stat to do damage or heal. Can drain MP from enemies and allies.

Technician: Specializes in placing Circles, Party-wide debuffs and status ailments that casts itself remotely for multiple turns. They can make their physical attacks inflict status.

Guardian: A physical tank that provokes and stuns enemies while buffing its already insane defenses

Elementalist: A class that uses the Adapt ability to change its element to match his enemies', also changing its stats and skills.
Classes 7-12 are the classes it changes into (thanks Silent Maid for names!)

Highwayman: A class that specializes in scoring critical hits. Its skills gain special effects depending on the status effect the enemy is afflicted with.

Time/setting?
The story takes place in the Space Age. Your party is a squad in an Interstellar Army.

>How many more classes do you need?
Pic Related

>Are you using custom scripts?
Using a bunch of Yanfly Engine stuffs.
None of the classes actually need scripts to function yet.

>What version of RPGMaker?
MV.
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>>126880827
>>126880989
Sounds neat to me so far!

What did you use to make it?
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>>126885080
One good way is to give them a lot to do. Have a crafting system, or multiple classes they can gain levels in is always a plus. Giving them full customization of their character is also always good.
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>>126886075
I actually thought of the idea from Epic Battle Fantasy, where you have to switch your weapons mid-battle to exploit enemy weaknesses.
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>>126877048
Alright, I'll bite the bullet and commission a guy I know. Bumping with the ref I sent him of my PC.
>>
>>126886917
The classes you have seem really complicated and well thought out, I'm pretty impressed by them. I've been in the mindset of keeping it super simple because of my project, but I love how technical and unique your classes are.

There are a few roles I see that could be filled:

A "healer/doctor" class. Perhaps it uses TP instead (if you're using TP) of MP depending on how MP works into your game's lore. Maybe the healer could use technology?

A class that manipulates time. With the new yanfly states plugin, you can make a class that increases the duration of your status ailments, pushes enemies turns back, pushes yours up, etc.

A "weapons master" class. Perhaps they can use a large variety of weapons and armors? Maybe they can dual-wield two handed weapons? Or they can unleash weapons and use abilities based on what weapon they have?

A "summoner" class would be extremely neat too, difficult to implement though.

Maybe a class the "possesses" enemies, and allows you to charm them and/or use different abilities depending on the enemy possessed?

Telekentic/mind control?

At this point I'm just throwing things at the wall to see what sticks, because my ideas are usually a lot less complex than what you've already come up with. Also, I'm fairly unfamiliar with the setting. The only game I've played that was in a somewhat similar was Phantasy Star IV, and the classes in that game were really weird or nonexistent.

Whenever I find myself at a lack of creativity for classes, I usually look at Bravely Default or Final Fantasy Tactics classes for inspiration.

Hope this helps at all, let me know what you've come up with!
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>>126886997
A mix of FL Studio, Garageband, and custom fiddling with Audacity.
>>
Tell me about your game's final/secret/hardest boss, /rpgmg/
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>>126767990
You can, but it would be a pain to do without scripting. You could basically make a key item like an anvil and have it open a common event that contains crafting menus. Depends on how robust we're talking here though
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>>126890892
Final boss: a skull with a cape made of clouds that doubles as wings and also allows him to generate miniature thunderstorms and tornadoes, which he uses to attack the player. He was a superstar/idol who was just about to make it big when he died, so he's having a temper tantrum in the afterlife. He's fought at a high altitude so water attacks turn into ice, fire attacks are weakened due to low oxygen, earth attacks fail because of a lack of earth, and air attacks simply don't affect him. After a few failed attacks the player figures out how to attack the boss using space itself.

I promise it makes sense in context.
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>>126888574
Wow thanks, there's some really interesting ideas here!

Healing is something I'm having a hard time thinking of an interesting class mechanic for.

The Time Mage class seems really cool, actually, though it sort of requires me to get the CTB plugin and I like the base battle system a lot.

The Weapons Master sounds cool, I'd like it to be switching weapons mid-battle, how could I accomplish that though?

The Summoner was insanely high on the list for classes, yet I had no idea how I was going to accomplish it. I was thinking about making the class gain different buffs by calling on the aura different monsters that it encountered (this eventually became the Elementalist)

I was originally going to have two Arcanists, one for HP(Red) and the current MP-focused one (Blue), but I thought balancing the Red would very quickly get out of hand.

I have yet to play Bravely, off to a wiki. Honestly a lot of ideas for classes stemmed from Disgaea and Etrian Odyssey.

Getting worried about post length, setting/plot is pic related.
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>>126890892
An ancient evil sealed deep underground. Honestly the party shouldn't have been down there anyway, but curiosity and greed got the better of MC so they had to go deeper.
>>
>>126890892
I have a fetish for heavy metal music, so the secret boss is Polaris, "namesake" of the Megadeth song "Rust in Peace... Polaris". He's a galactic conquerer who is summoned by civilizations developing nuclear weaponry, and he consumes them, absorbing their power. Of course, he ended up in generic RPG land and had a taste of magic, and he wants more.

The first 50 turns are literally song lyrics turned into attacks "Ruler of Land" is a powerful earth based attack with a chance to stone, "Ruler of Air" is a wind based attack with a chance to windsweep, "Rust in Peace" applies the Rust debuff to everyone, etc

Once you survive 50 or so turns, it turns into a straight DPS race with what few resources you have left as he spams the high damage AoE Eradication

The main issue is his three unique Debuffs; Rust is applied halfway through the first phase, is incurable, and does not go away until you win. It saps 5% of everyone's HP and MP each turn. Disease is super-poison; it lasts until you cure it and removes 20% of your max HP, while Nuclear does the same to MP. The big trick to the battle is that normal antidotes and blessed waters remove Disease and Nuclear just like they would Poison and Cursed, which negates a lot of his threat (he goes from impossible to just really hard).
>>
>>126888753
nice
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>>126890892
My postgame is going to be full of powerful bosses, but I'm avoiding having any single one of them be the most difficult. I want them all to be difficult in different ways, as I don't want the player to run into that classic problem of "I just beat the strongest boss in the game and unlocked a cool item but now there's nothing strong to use it on."
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>>126890892

The final boss is variable depending on a player choice It's either the main character herself, or the other members of your party who are defending themselves from her murder attempt.

The secret boss is Jesus, after you collect all the "holy" weapons and armour that appear throughout the game, and bring them to a church. After 2000 years of slumber, he asks to spar with you to get back into the whole "bringing not peace, but a sword" thing. After you beat him, the Second Coming of Christ happens, which is a non-canonical ending. Pic related is one of the items needed.
>>
>>126896854

Also ignore the Nazi Gold currency. I swapped that out for dollars soon after the picture was taken.
>>
Quick question before I head off to bed; is summoning other monsters into battle a thing that can be done, and if so, how?
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I LOVE WOOD
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>>126897373
I'm interested in this
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>>126890892
My game's planned secret boss is missingno combined with the will of a perfectionist powergamer. He gained all his strength similar to how most players did, but eventually errored out and turned into a being with stats far surpassing the intended limits of the game. As he communicates to the party, he states how he didn't mind becoming an anomaly, but has grown bored of having no worthy challenges anymore, hence he fights the party.

This boss, the relating dungeon, and how to access the dungeon are all pretty much unrelated to the rest of the story.
>>
does RPG MV have enough good scri- i mean, plug ins yet?
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aaand it's done!
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It's animated in the game.
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>>126903467
Looks neat. Looking forward to this game.
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>>126768084
Go find a wish-granting artifact in a wild country where the land itself lives and breathes and hates you. Meanwhile you're stepping over the bodies of those who tried before you. The game itself is heavy on the resource management, with non-item healing getting beaten with a stick until potions are actually useful up to endgame, plus stuff like camping gear and grappling hooks being good purchases. I have no clue what the end of the game will look like but I feel like it'd be more of a personal struggle than anything important to the world at large, yeah?
>>
The world (or to be more exact, land/collection of lands) is desolate but still functioning, with few NPCs but non-destroyed buildings and foundations, and lots more of monsters of course. How do i make this work with the story that isn't "Post-apocalyptic"?
>>
>>126904949
Either people were killed off or they decided to stop reproducing (or couldn't). Or most of them left. I don't see any other way to do it.
>>
>>126905796
>either people were killed off

seems good.

i'll just make it a military state, like MGS.

i wanted more creative ideas, but shouldnt have expect it from the guys who go "THEY'LL STEAL MY SUPER GOOD IDEAS!" or something like that
>>
>>126897162
I'm glad to see I'm not the only one making a game that is pretty much interactive shitposting. Been holding off on posting in this thread for thinking I'd get lynched. When I'm looking at how serious and cool most of these projects are I feel like I'm disrespecting them but I actually put in a ton of work so far and I'm really enjoying working on it.
>>
>>126905935
I never think anyone going to steal my ideas, I'm genuinely trying to help you the best I can. I just think that simple ideas are just fine, no need to be overly complicated about some things.
>>
>>126890892
The final boss of my game was already dead before the events of it. And the whole world is heavily influenced by his nightmare. The secret boss can only be fought after you add him to your party. It's his nightmare given physical form, impossible to defeat, the objective is to rescue the memories of his companions before they get swallowed by it.
>>
>>126906554
>the objective is to rescue the memories of his companions before they get swallowed by it.

Not like this is a bad thing, but this really reminds me of the final battle in Undertale.
>>
who /devilish dev/ here

>each time you level up you gain a number of points
>have charisma stat that stays it can affect choices and character interaction
>it doesnt
>>
>>126904949
I dunno. A curse that turned tons of people into monsters?
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>>126907228
Now that's just lazy.
>>
>>126907228
I'm going to smack you.
>>
>>126907613
>>126907616
>have a waifu NPC in game that wants to borrow your main healing items for extra affinity points
>next area of said waifu NPC is full of enemies

M I S C H I E F
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>>126906157

I primarily enjoy writing dialogue. I like having characters banter at each other. My favourite part of developing this game has easily been the Maid and Pilot's interactions. The Maid is a sociopathic black widow rampage killer, and the Pilot is a young boy who doesn't want to kill anybody, and can only do so if the player equips him with spears.

Don't be afraid to develop what you want. It's your game, after all.
>>
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At long last, this map is finally done.

Note: Not featured are the events (npcs, effects, little animals, etc.)
>>
>>126906770
Funny now that you mention about it. Well, the only thing I can say in my defense is that the circumstances of my game are totally different. If anything my game's aesop goes something like "Unless you move your ass and try to change things, nothing will change, no matter how special you think you are" It's perfectly possible to just chill out in your house and play the equivalent of harvest moon/atelier, while other people do the heroing. Also it's easy to get swallowed in other plots, leading to normal final fantasy like endings. Said true final boss, takes a lot of shit to reach, and reaching a kinda dark conclusion that nobody, not even the hero is absolutely essential, or even entitled to a happy ending. Doing the secret boss stuff, is just to make the final boss realize the same thing too, since he was a hero and was kinda butthurt about his "happily ever after"
>>
>>126908689
I like your premise about 400% more than Undertale. Please be sure to finish your game. I love it.
>>
>>126907228
>>126907851
Sounds interesting.
>>
>>126910935
heres more from my game

>party member NPC A is nice
>is an asshole near end-game, steals your items and betrays you via selfishness

>party member NPC B is an asshole
>most loyal character in the game, supports you during a boss
>>
>>126911169
That sounds a bit cliche. Usually the really nice guy turns out to be the biggest asshole/final boss.
>>
So say in an RPG, you had a regular 4 man party and then along with that you have 4 spirits. At any point, a spirit can be equipped to an actor, possessing them and changing up their moveset. If the spirits and the regular party are to have different levels, what would be a good way to handle that?
>>
>play a game
>love it
>get really motivated to continue my rpg fresh from playing a video game
>1 hour later
>lose motivation

every time
>>
>>126912882
Tell us more about your game and your ideas ...
>>
File: healing animation test.webm (595KB, 1920x1080px) Image search: [Google]
healing animation test.webm
595KB, 1920x1080px
Trying to make animations work properly is pretty damn hard. I can't get the positioning right.
>>
>>126916352
Actually something that has hit my head right now instead of it getting hit before is that the animation object itself is part of the camera and not part of the map. This is a bit shitty.
>>
>>126890918
What scripts are out there for Mv?
>>
>>126912334
You mean like Persona? That would be tough, I don't think it can be done without plugins. Maybe by using Yanfly's class change or the equip core, linking the stats of your spirits to accesories, and equiping them in battle via eventing.
>>
>>126908140
Oh, ahaha when I was reading that I almost thought...

Ahahaha...

Well, carry on good sir.
>>
>>126920513
Well, I suppose the core concepts are similar to persona. Maybe I should just make the ghosts a static level since "they're dead and they can't grow anymore". Don't really want to draw too many parallels to it.
>>
Streaming the creation of my practice game once more, twitch dot tv slash CombatJazz0

today we're gonna do all the magic spells and enemies!
Thread posts: 226
Thread images: 35


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