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/rpgmg/ - RPG Maker General 131

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Thread replies: 645
Thread images: 138

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>Maymay edition.

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, Cover Art DLC, Essentials DLC and Pre-order Plugins:
http://pastebin.com/QtQnqvf5
[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
Pixel Art Tutorials:
http://pastebin.com/SuXCN3pf
Other useful resources:
http://pastebin.com/TyAHmtW4

[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

The /rpgmg/ podcast (Updated every Wednesday):
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

/rpgmg/ Chain/Collaboration Game!
Status: Part 13 (The finale) 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
- Firgof !aFqhsxkECQ

Currently working:
Silent Maid !ztOzYBnEEw

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe

Last thread >>134235747
>>
>tfw tons of vague ideas but no real way of tying them together into an actual coherent video game, like a string of towns i want to connect by railway but absolutely no idea what 'track' is.
>>
How are you making your game's climatic battle memorable?
>>
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some progress
>>
Anyone remember a 2014 indie entry game called "Trapped"? I'm trying to find the creator's name but can't seem to find anything.

Furthermore, has anyone actually gotten to the "end" of the game without glitches?
>>
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Here's a battle background. Free o' charge.
>>
>>134923774
i dont think moving your camera really fast while taking a pic makes for the best background.
>>
>>134921787

Ah, I played that one. I was enjoying the hell out of it, but never made it to the end because of glitches.

I loved that the enemies had vague names like "rubbery thing." It really grounded things. What a cool game.

Anyway, I don't know anything about the creator. Sorry.
>>
v1.1 crack where?
>>
Bumps
>>
Die
>>
Do we have an official Steam group?
>>
>>134931897

I think we just have the wiki. What would a steam group really do?
>>
>>134921787
Didn't this guy make it?
http://frankiesmileshow.tumblr.com/
He calls it "Weekend RPG", but he renamed it Trapped for the contest.
>>
>>134932003
Create a chat room to share dank maymays?
>>
bampu
>>
Why didn't you update the DLC Pastebin with the MV DLC I posted last thread?


https://mega.nz/#!Yo5AlLxZ!yzS3PMn144EGsj9LMnXeaaJ_ZxyTGgbIvFf3Y4Z0YRw

It's the audio DLC from the season pass.
>>
Bumping before this dies

OP's picture is stupid though
>>
Banpu
>>
Still wanna remove that damn Magic from my vidya game
>>
>>134916785
>already dead
>>
I know this is kind of a bad thing to ask, but do any of you guys know any commercial games or places that have sprites I can use as side view battlers for my enemies?

Most I found are extremely small and don't look right next to the player's.

I'm just making a silly game with my friends as main characters to learn my way around MV.
>>
>>134944129
Ragnarok Online has a million sprites you could use, with animations and everything.
>>
>>134925513
Agreed. Probably one of the few indie RPG games I've enjoyed because of the insane things you could pull off like releasing the psycho scissor lady in addition to basic music that fit the mood.
>>134932965
Yes! Thank you so much. I'm glad to see that he's still working on the game.
>>
Blimp
>>
Wtf don't dead
>>
What, besides here and the official forums, are good places to visit about RPG Maker (MV)?
I miss the old days with tons of unfinished games made with rips from Dragon Ball games.
>>
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Post pics of your main character(s).
>>
>>134943021
>>134949751
>>134950825
>>134953417
That OP pic is an abomination. This thread shouldn't be allowed to live
>>
>>134956924
>He says that whilst bumping the thread
Sasuga, anon.
>>
>>134956924
Yeah it's not the best choice for the OP pic
>>
>>134955589
Why is her head so tiny in relation to her body?
>>
>>134958890
foreshortening
>>
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How's /rpgm/ tonight?

Finally got my menu and first sprite sets running like I want to. So satisfying.

Working almost every day on a demo or proof-of-concept atleast.

>>134955589
>>
>>134960959
Finished my partner system, and now I'm sketching some concepts for said partners.
>>
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>>134955589
>>
>>134962813
nice
>>
also I just evented a type of block that can be "grabbed" holding a button and then pushed or pulled. The conditional branches for this thing are a mess but it works fine, I guess.
>>
>>134962930
thanks man
>>
>>134964076
What's your game about?
>>
>>134964373
a knight and his childhood friend, a rogue, get involved with demons and shit invading their nice rural countryside looking for shit, meet a mage and a cleric and a bunch of other party members, go on wacky adventures, save the world from the demons, etc, pretty generic really
we haven't really fleshed out the details of the plot yet though, primary focus at this point is just art and figuring out if what we want from gameplay is feasible in rpgmaker
>>
/rpgmg/, should I make a really silly game or a serious one?
>>
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>>134958890
A mistake, most likely. I did make a different sprite for her for a different project, though.

>>134966167
It's up to you, really. Whether a game is serious or not isn't really indicative of its quality.
>>
>>134966167
Honestly a silly one may be more fun to make and easier if it's your first attempt. It'll be less grueling to plan out a story if you're just bs'ing and having fun with it.
>>
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>fuck this we're out.
>>
>>134966167
Make a funny one.

It's probably better if you only do self referencial jokes 1 or 2 times in the entire game. Try doing an absurd world or/and absurd characters and likeable main character(s).
>>
>>134967803
I had this stupid idea of you being a drunk Slav getting abducted by British Chavs, and with the help of Stalin reborn as something, you go and save the world from British Chavs.
But that's just my autism speaking.
>>
>>134966167
Sillier games are always more fun to make, but that's probably just me.
I don't trust my own abilitites to write a serious plot so I just went with something that doesn't take itself very seriously, but at the same time tries to follow a solid cohesive plot.
>>
>>134968274
> something that doesn't take itself very seriously, but at the same time tries to follow a solid cohesive plot

Honestly I think this is the best route, nowadays there are too many indie games that try too hard to be deep and serious.
>>
Can I use static images as side view sprites? I dont want the animations, just one big picture.
>>
>>134966167
Sillies are easier to make.

But I prefer serious ones.
>>
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>>134967263
nice undertale clone
>>
>>134967263
Nice.

Pace their leave a little, maybe? Sequence them a bit more, so it's easier to pay attention to them. Use nice sound effects.

>>134970636
Nice Edgar Wright clone.
>>
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>>134970636
>glass shards instantly go under the piano

Is that a layer thing in Game Maker or something?
>>
>>134971228
Papyrus moves from under the piano too, so probably a layer fuck up.
>>
What classifies as an Undertale clone?
>>
>>134972351
A lo-fi humour driven "self-aware" shallow RPG with furry characters that may or may not also be a shallow SHMUP

Though now that Undertale is the new Hotness we're just calling what we would have called Yume Nikki clones Undertale clones instead
>>
>>134972351
Is it a video game?
If yes it's an undertale clone
>>
>>134972351
Basically anything EB inspired these days.
>>
>>134972351
I would only classify something as an "undertale clone" if it actually reused plot points from it, and it was blatantly obvious.

4th wall shit being prevalent, a race being a bunch of dindu nuffin, a guy who don't want to do what he has to do, a story about escaping from a place, an analogue to DETERMINATION, etc etc.

That doesn't mean you shouldn't be allow to use said elements, but you have to avoid making it obvious, and make it a lot more different.

I ran a tabletop campaign with a power source that had SOME similar effects to Determination, but even then it was a far call. The game was released after my campaign had been over for a while, and now I wanted to try reusing some of the characters and the story in my campaign, but I feel like I'd probably get "lol it's determination xD" comments on it.
>>
>>134972667
Fuck, my game actually has furry characters.
>>
>>134972351
A Mother 3 clone
It becomes Undertale with furfaggotry
>>
>>134974445
>Mother 3 clone with furfaggotry
Yeah, that's pretty much my game
>>
>>134972351
An Earthbound clone but without any of the endearing characters, amazing music, and good writing.
>>
>>134976119
Undertale had good music though. Not as good as Earthbound, but still good.
>>
New Yanfly Tips & Tricks

https://www.youtube.com/watch?v=2lOMn6iFvZc

league stuff but good if you want a recoil system
>>
>>134968274

>no anon don't lewd the big robot
>posts a bunch of muscle poses

You played yourself. In all seriousness, these look great.
>>
>>134972351

Every indie game that I don't like
>>
>>134970891
Hm I dunno, here's a version with sound effects if it helps you see how it sorta plays out.
No music though... probably not gonna bother with that until I get the demo finished.

https://a.pomf.cat/oswcfo.mp4
>>
>>134977667
Ah, it's a lot easier to make out with sound

If you can, could you move the blonde girl one tile forward, so she won't stand in the way of the guy when he descends?
>>
Kind of off topic but is there anything an ipad can do that a pc can't? I was kind of forced to be given one that I didnt want and I was just wondering if I could actually use it for something.
>>
>>134980426

The way I see it, you pretty much use them the same way you'd use a laptop. I guess with the "bonus" of having a touch-based interface.

If nothing else, you can use it to play Puzzle and Dragons.
>>
Finished my first dungeon yesterday, at least for the time being. I'm worried that it might be too boring, as it's only four rooms big two of which have no random encounters (one has a cutscene and the other has the boss). Similarly, I'm also worried about it being too challenging, since it's possibly the player's first time in action during the game. I'm also not sure how to make the boss a good challenge either, since at that point the character doesn't have any healing spells and only has one potion. I put a full restore at the end of the dungeon, hopefully that's not overkill.

I don't know what it is about Young Thug but he's really motivating me to keep working on this game.
>>
>>134980426
draw porn while in bed
In all serious, though, I have to assume that while there's a lot you can do on an ipad that you can do on a pc, most design stuff is best done on an actual computer, since there you have a mouse/an actual keyboard and the like.
>>
Is there an event or a plugin that lets me to change the names of Types?

MV.
>>
Is there a way to easy make an idle animation, like the ones that runs if the player doesnt input any command after x seconds?
>>
>>134982673
Needs more rooms. Give players a sense of exploration.
>>
>>134983446
Probably not any easy ways without a plugin.

In MV, I think Quasi Movement and Sprites allow your characters to have idle wait frames.
>>
>>134983171

What exactly do you mean? Can't you just use the types tab?
>>
>>134983579
I agree, but I don't just want the player to get their shit completely wrecked, especially considering there's no save point until the end of the dungeon and a death takes you back through two big cutscenes. Hmm, tricky decisions to make.
>>
In VX Ace, can I somehow limit a random NPCs movement to a specific area?
For instance, I created an event, which is just a random townsfolk and I just want them to walk around town, but not through out the entire town, but only in a small portion of it. Can I somehow do this?
>>
>>134983746
I mean during the game.

For example, is there a way to change the names of Elemental Attributes or States, so that the player were to discover them during the game's progress, instead of finding out what all of them are called in the Status window?
>>
>>134985124
https://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/
>>
>>134987080
Not really an option for me. Still, thanks.
>>
>>134977667
don't forget to make the car alarm turn off
>>
>>134982786
>>134981152
Thanks guys. Guess I'll just move my aeak emulators over and use it to puddle around then. Maybe free up some of my laptop's HDD space
>>
you're not the protagonist fighting the first boss, you can't die yet!
>>
>>134990012
It doesn't
Because the owner of the car didn't turn it off
He fell on his boss' car
His boss is the lady with pink hair.
Although the alarm's volume does fade a little bit
>>
>>134972351
A form of rule-based entertainment primarily played by electronically manipulating images produced by a computer program on a monitor or other display.
>>
So can I not put the player on the left side of the screen? Fuck this final fantasy trash.
>>
>>134996405
MV? I'm sure there is a plug in for that. But having it on the left doesn't make it any less Final Fantasy. Right side just looks better for most people.
>>
pomf
>>
>Antagonist's worldview and actions make them the enemy of the protagonist
>However if they were hypothetically in control of things, they'd actually be a better ruler of the game-world than the current one, it's just that they're more dedicated to toying with the protagonist than taking over the world because they realized long ago that it's essentially impossible for them or anyone else to take over, their only attempt is a token one to further toy with the protag further.
>Basically two stories loosely tied together (Protag vs Antag, Protag 'saves' the world.) with one ending in success of sorts and one ending with things not better nor worse than they were at the start.
I'm not sure if this is something I can make coherent, let alone enjoyable to play or interesting.
>>
things that go bump on page 10
>>
>>135007546
let it die, the OP image is sinful
>>
>>135007714
only if you promise to make a new one within 10 minutes of death
>>
>>135003743
I think the idea of an Antagonist toying with the protagonist just because they've got little better to do is a good one. Recently watched an anime called Rokka no Yuusha and one of the main antagonists in there has layers and layers of convoluted schemes to the point where the other antagonists question what his goal really is.
>>
Guys whose games are being well criticizing, and everybody else, please, don't just post your screenshots and answer people about your games, but participate giving opinions, advices, etc. Many of us are just focusing on our games, but let's help the others. Please.
>>
>>135012628

Sure, what do you wanna talk about
>>
Is it better to be too hard, or too easy?
>>
>>135022137
I like too hard if the game's focus is gameplay.
>>
Enemies auto scaling (but within a range, to avoid mithril armored bandits or ragtag evil sorcerers) or not?
>>
>>135023371
depends where
>dungeons
no
>Roads you cross once or twice
no
>overworld you revisit over and over with a significant chance of encounters each time
yes
>>
buump
>>
I'm using this script for pixel perfect collision for characters chasing me because the one in RPG maker detects if you're either moving while touching an event or if you walk into it, but not whenever it touches you.

http://forums.rpgmakerweb.com/index.php?/topic/34975-cidiomars-perfect-pixel-collision/

I'm using making the event a paralllel process and running and if there's a collision between the event and the player and it works.

However it takes a bit to react, like half a second, which is too much since I let my character sprint. The player is 2 spaces away after collision and it just looks wrong. Any ways to either make this smoother?
>>
Can someone post some good mapping tutorials? I fucking suck at mapping and I definitely need some help.
>>
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Do you think this is good boss music? I just made it and was wondering what people thought.
https://soundcloud.com/dr-doomsday/negative-five-second-warning
>>
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>>135012628
I can't really help much because I have very little knowledge of things like scripting or art, but I can give opinions.

>>135022137
I say the main story should be easy and side content should be hard.

>>135023371
Scaling enemies is kind of tricky. You don't want your player to feel like they're not getting any stronger throughout the game. Unless it goes along with the story, it'd be weird that the entire world grows stronger right along with you. I'd say avoid it.


I made a ghost.
>>
>>135036372
I don't know the tone/theme of your game, that boss, or anything else, but I really like it. However, I do have pleb taste, so I don't know how valuable my opinion is.
>>
>>135036372
IMO, the beginning is too quiet. If the song started around the 17-18 second mark, it'd be better (to me). Other than that, very catchy and enjoyable :)
>>
>>135036665
Imagine LISA with robots
>>
>>135036731
Yeah, the first 17 seconds are the intro that'll play once. Everything else will be a second file that loops.
>>
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I suck at mapping.

So I decided to take some of the sample maps and use them as inspiration. And uh... kind of copy them wholesale and modify them as I need.

Does this look okay? If not, tell me what's wrong with it.
>>
>>135037971
Your shading is off in several places.
>>
>>135037971
Looks good, but look at your shadows and compare them to the example map.
>>
>>135038417
>>135038432
Specifics?
>>
>>135040267
the shadows on the sides of the houses don't go far back enough for a building of its height, for one.
>>
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>>135040267
Enjoy
>>
sweet dreams
>>
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>>135041140
Thanks.
I redid the one building to make it 2 floors.
It's supposed to be an orphanage. How does this look (for an orphanage)?
>>
r8 my boss theme
http://vocaroo.com/i/s0hPf60qsdhM
>>
>>135045753
I like it, but it doesn't connect as a boss theme in my mind.
>>
>>135048182
Can you elaborate a bit? Is it lacking intensity or something?
>>
>>135045753
Fantastic
>>
So what do you guys think about MV in comparison to VX Ace? Is it worth going from one to the other?
>>
>>135049532
Not him, but I he probably thinks it lacks some grandiosity.

I really like it thou, I can easily see it as a boss theme for non-monstrous bosses, if that makes any sense.
>>
>>135049532
Not him, but I think it lacks that certain "oh shit" factor. It's not a bad track, but to me it doesn't quite reach the "this guy will wreck your face" level of intensity.
>>
>>135052246
>>135051928
I guess I can understand that. I'll probably make another theme for the main plot important bosses which are supposed to be big shit. Thanks for the feedback.
>>
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>Start fucking around with VX Ace
>Hey, maybe I can actually do something this time instead of giving up early on like when I was 12

>Oh looks like I can handle the battle system and the likes easily en--
>Realize I have to deal with making music and making sprites
>mfw

Now I remember why I gave up in the first place.
>>
>>135054716
You gotta believe in yourself!
>>
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How can I fix this issue with events constantly being rendered on top of other objects? Do I have to draw that or can I just use some sort of setting to tell these events to get rendered before the stall?
>>
>>135054716

Nobody is naturally good at making sprites. Only way to get good is to practice. If your first ones are so bad you don't even want to look at them, that just means you're one bad sprite closer to making good ones.
>>
>>135056638
Flag those counters as... well, counters, in your tileset settings. Make sure the events are set to same as player too.
>>
>>135057113
Tried flagging those as counters and the events are still being drawn on top. And yeah, the event priority is set to the same as characters.
>>
I'm trying to decide what to do here: Do you people preffer games with lots of debuffs/status effects or do you preffer to have a limited number of them to use or worry about?
>>
>>135057669
How's the passability set for those stands in general? You could set the front as star passability and then block them off with invisible events to make sure a player doesn't wander into them
>>
>>135057887
I like lots of status as long as they're all useful at least occasionally
balancing status is kind of tricky, though, it shows with how many games just make bosses immune to almost everything
>>
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>>135058019
O, you're right the passabillity was set to X, instead of the star. And I just set the inside of the stall to star, luckily the part of the stall is actually on a different tile, so the I can set the front as just not passable. Thanks a lot, anon!
>>
Is it a good idea to have your item/skill/anything descriptions be done in first person from the PoV of the protagonist, only giving a vague description of what can it do?
>>
>>135059415
Yeah, I love this kind of flavor text.
>>
>>135059415

Depends on the tone of your game, I generally like that kind of thing unless it's a really serious story in which case it can be kind of obnoxious
>>
>>135045753
Needs a faster attack to give it some oomph. Too much reverb/delay, even if you're going for the SNES feel.
>>
Newst Yanfly plugin: https://www.youtube.com/watch?v=zMrBaZKtvcU

That battle test extra functionality makes this plugin alone worth using
>>
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>>135061620
>>135059545
Well, the PoV is through the eyes of a girl who lost nearly everyone important to her due to a particular group killin'em.

So not only is she mad, but she's also as snarky as she used to be before it happened, explaining the descriptions.
>>
I'm pretty new at this, so forgive the kind of stupid question:

In MV, what would be the best way to make a song start playing when someone uses a skill? Common events?

If it makes any difference, there would be multiple skills/songs pairings.
>>
It didn't die while I was asleep, remarkable!
>>
>>135063408
Hm. I'd probably shoot for a common event. You could rig up a script to do it as well via notetags or whatev.
>>
>>134980426
Only multi-touch comes to mind, assuming you mean a PC with just a mouse and keyboard.
>>
>>135059415
>>135062475
Doing it like that adds personality to the character. It's a neat narrative device in games. Off the top of my head I remember Ghost Trick using it.
>>
Should I keep using VX Ace or use MV for a new project? MV runs like ass on my laptop but it seems better.
>>
>>135065248
Yeah, that seems to work. thanks. The song only starts playing after the animation, but I can work around that.

Would it be possible to make one common event to handle all the skill/song combinations or would I have to make one for each?
>>
In VXA there's scripts to make common events play before the attack, maybe there's something like that for MV. Oh yeah, as someone who uses common events on attacks a lot, I recommend making a conditional branch to make sure you are in battle, otherwise the common events end up playing outside of battle if the battle ends during the attack portion. Or at least that's the case in VXA.

Probably hard to do it in a single CE since you'll need ways to flag the skill so that a CE can check which one you used. I.E. you would have to give the actor a different state for each song, then have the combination CE check which state the actor has to know what combination to use. Maybe there's some combo attacks plugin that would make it easier.
>>
>>135072909
Was for
>>135070924
>>
>>135070420
How much time or how big is your game?
>>
>>135072909
>>135073567
I actually bothered to look at Yanfly's scripts and his Action Sequence Pack 1 has a command to have a song play before an action. Much easier than dealing with multiple events.

Thanks for the help anyway!
>>
>>135073697
I just want to start something new for once.
>>
>>135074952
It's better if you go for MV then. You can even have people play your RPG on an mobile, which will make it more accesible and more played.
>>
How can I make a enemy attack that only target one actor everytime it's used?

It cause a state that only one actor is vulnerable to, so I could potentially make it Hit All and make everyone else 100% resistant to the state, but I wonder if there's not a way to make an attack only hit one character.
>>
>>135077718
I'm not quite clear on what you mean, could you restate that? You can't just make an attack a single target?
>>
>>135078981
Say you have an actor that is vulnerable to, like poison.

EVERY other actor is immune to it, however.

How can I make it so that one enemy can use an attack that deals poison, but that everytime it use it, it will only target the actor that CAN be affected by poison, and never target the actors that are immune?
>>
How do I make a fake death screen?
>>
>>135079391
fade to black, start the gameover music, import the gameover graphic into your pictures and display it as a picture before fading back in?
>>
>>135079172
Why would you dick over the players like that? Assuming it's some random, dumb monster, of course.
Otherwise, I'd imagine:
If
PoisonAttackPotential == False ##The game has not yet found if a member of the party is vulnerable
Then
PartyList = Get.PartyID ##Places the ID for the current party characters into a vector
PoisonVulnerable = Var(PartyList) ##Creates a vector with either 0 (false) or 1 (true) if the character is vulnerable to poison. Use whatever you used to denote this in character creation.
If
Sum(PoisonVulnerable) == 0 ##Checks if any member of the party has poison vulnerability
Then
function getAllIndexes(PoisonVulnerable, 1) {
var indexes = [], i = -1;
while ((i = arr.indexOf(0, i+1)) != -1){
indexes.push(i);
}
}
var PoisonTargets = PartyList(indexes) ##You now have a vector of all characters in the current battle that are vulnerable to poison
PoisonAttackCheck = True ## Ends the loop

There's more you can do but I'm fucking tired right now.
>>
>>135083153
Nah, it's a particular boss. And thanks.
>>
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Well this is going poorly.
>>
>Right, I'm ready now, I've engaged in some senseless consumerism, and now while I wait for delivery it's finally time to start MY RPG!
>Right now.
>Immediately
>As in at this moment in time we will open RPGMaker and commence the creation of an electronic game
>You know, I still don't really know what I'm doing... Maybe I should do some research so that I don't make something horrible
>Yes, research. That's what we need, we need to play some RPGs to get the right idea of what'll make ours good!
>And, unlike actually looking for and reading things on research, this will show us what we should do, interactively!
>Even though we've played RPGs before, it can't hurt to broaden our horizons can it?
And thus, Anon never did start creating an RPG, for anon was afflicted with the status effects 'Procrastination', 'ADD' and 'Chronic Laziness', made all the worse by the fact this game has no healing items.
>>
tfw debugging other people's scripts
>>
>>135086169

Tfw asking the script creator for help and he calls you retarded.
>>
This board sure is fast today.
>>
>>135086531
>"just read the instructions on the script file"
>It's not like others that clearly put instructions, he just put a link to ad fly in the end of the script with the instructions

I don't remember which script was it but that sucked. And the shitty script didn't even work
>>
>>135088692
The worst is when there is a script with a glaring game-breaking bug, but in the forums everyone just says "great script!" showing they didn't even try it out.

There was an anon a few threads back with a problem like that. In a fresh project, script would cause the game to crash whenever you killed an enemy. Turns out there was a missing "!" in one of the conditional statements...
>>
>>135089149
really ought to check what they're scripting and base their test cases on that.

I mean you can't really account for other scripts unless they're super popular like yanfly's but if it fucks the base then of course that's a big problem
>>
>>135088619
slow memes
>>
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sketched some villanious ladies.
>>
How do you design your maps?

Do you draw them out beforehand, or just play around with the RPGMaker editor until you've got something you enjoy?
>>
>>135094187
Playing with editor till I like it
>>
>>135094187
Depends on the type of map. Sometimes I just come up with a theme and build around that, othertimes I'm building around a puzzle, and other times I just mess around until I get something that 'feels right'.
>>
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>>135094187
Depends, on rpgmaker 2k3, i planned my maps on mainly on how they were interconnected. I was inspired by Paper Mario 64 on the map design, simple routes with loads of crossroads and new abilities to unlock more paths.

Now i just fiddle with the map editor until I find something that looks cool.
>>
How to make Skill usability depend on second equip slot?
Trying to make the second slot for secondary weapons.
>>
>>135098892

Make a equip requirement or make the character learn the skill while yoi got it equipped.
>>
>>135094187

Usually, my areas have a central "point." Like in a city, town hall. I figure out where on the map I want that to be, then build everything up around it.
>>
>>135094187
I give it a reasonable size first, then the more treasures I want there to be in it, the bigger I make the map. in 60x60 maps I got 10 treasures, so it's worth it exploring
>>
>>135094187
Dungeons I kinda do taking inspiration from others. Mostly NES RPG Dungeons since that's what most of my games' difficulty level is at.

Towns and such though, I try to think of how the town began, and what role it plays. If it's a coastal city, everything begins with the sea port, so most of the larger buildings and the inns and such are near the seaport because that's where the workers would have stayed when they were building it.
Basically figure out what was built 'first' and then organically build the city from there deciding what was needed next, etc
>>
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>>135094040
Looking great as always. How evil are you planning on making them? Having a well-written antagonist is just as important as having a well-written protagonist, after all.
>>
Do you make puzzles often? How do you plan them? Inspiration from another you've seen before? You make it around a script/plugin you found? You had the idea of it before? How did you come to that idea?
>>
>>135103565

Even though I played about half of the professor Layton games and have watched a good chunk of detective Conan, coming up with good puzzles, tricks, and mysteries still completely eludes me. Damn shame.

I usually just focus on making my areas interesting to make to for it.
>>
>>135103912
I have to throw some once in a while so it's not just walk from A to point B with random encounters in between
>>
>>135104024

Well, of course even I can come up with basic stuff like sliding block puzzles, "go here and press a button to open a door elsewhere" etc, but that always feels kind of pointless to me, since I always fully explore dungeons anyway.
>>
Is there a way to replace the "no damage" message based on the attack used by the enemy (and ideally without scripting)?

Let's say for silly example purposes:
[Enemy] hit player with a fish!...There was no effect on player! > [Enemy] hit player with a fish... There's something fishy about [enemy]!
>>
>>135104394
I put alot of treasure for exploration but even then I know some people will not care, usually those who don't play many RPGs so I have to take everyone into account.
>>
>>135103912
I tend to make overcomplex/overclever puzzles so I often have to spend time refining the idea into its simplest form. I feel like the best puzzles are obvious once you 'speak the language'. The more 'busywork' puzzles like pushblock puzzles and the like I'm not a huge fan of because they feel like I'm just putting them in to make sure the player spends time doing some menial labor rather than advancing the plot to pad my playtime.

Anyway, here's me creating and tweaking one of my older puzzles. Maybe it'll inspire you?
http://imgur.com/a/cOYhJ
>>
>>135104519
Not without scripting. You can check Modules>Vocab to see how it works normally.
>>
>>135103260
They're not necessarily evil, just working for the villain that's all.
The game itself will be separated into chapters like Paper Mario, and one of the requirements for the good ending is to befriend them all once their chapter ends to make them like Earth enough to defect from the big bad ( all of the villains are aliens )
>>
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>>135105656
Makes sense to me. Keep up the good work.
>>
Is there any event or plugin that lets me change the name of an Element Type or Attribute/State Type during game?

May sound really irrelevant, but I really need that.

RPGM MV.
>>
live
>>
>>135044001
Looks pretty good! Definitely gives the orphanage vibe.

>>135084028
I feel your pain brother.

>>135094040
I love it, you capture that sexy/bratty look so well (plus the thick, this is my fetish).
>>
Are there any MV plugins that adds some kind of rhythm game type of mini-game?
>>
>>135110692

Only tangentially related, I remember downloading a "DDR" type game made in rm2k(3?) back in the day. That shit blew my mind, even if it was a bit finicky.
>>
>>135110692
There's this: https://atelierrgss.wordpress.com/rmv-theatrhythm/
>>
Okay, I caved and bought MV. Looking at Yanfly's plugin list now and totally overwhelmed. Everything looks good to use. What do you anons recommend?
>>
>>135113498
I asked that same question a few days ago.

The response I got was effectively:
>design your game first
>figure out how you want it to work
>get scripts accordingly

Stressing out about what scripts to take or trying to use them all will basically just lead to inaction so work on the game first, then grab a script when you need it to do something.
>>
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It's me again. I gave up on being original, at least for now. I have an almost complete sv_battler sheet for the last (right-most) attempt in less than 1/10 of the time "lost" through all the tries.

Chose a relatively famous DB32 color palette (instead of trying to learn color theory 101) and will keep the FE sprite for consistency and easiness of frankenspriting.
>>
Curious on how well RPG Maker MV handles Low Stat numbers, like Mario RPG style.
If not well and there's no plug-in for it, is there something that explains the damage algorithms and stuff?
>>
>>135116515

>>134899061
>>
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>>135096787
>You're still around.
Look, all I'm saying is that jotuns and snu-snu are my fetish, and your image is doing things to me.
>>
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I bet you thought when you convinced an enemy to join you that those of the same type would all share dialogue. You thought wrong.

This is the most exciting and challenging part of my entire game to include. A dynamic, background-supported personality system. It was the very first thing I had planned when deciding what game to make, before I knew anything else about it.
>>
>>135036841
I would suggest cutting that entirely and make it its own loop or a MSE that play's before the actual battle starts.
>>
>>135120095
Nope.

>open in audacity
>create bookmarks at the beginning and end of the part you want to loop
>select all the space between them
>now go to "edit metadata"
>create two additional metadata listings
>first one called "LOOPSTART" with a value of whatever is in the box right under "Selection Start" in the main window
>second one called "LOOPLENGTH" with a value of whatever is in the box that was directly to the right of the last one
>finally, export the whole track in .OGG format

Depending on how accurate you were in your selection, the song should loop perfectly as a BGM. Unfortunately MEs do not loop.
>>
You write your own damage formulas, and changing the other formulas (like how speed/luck works) are some of the easiest kinds of scripts to make.

In short, it's simple.
>>
>>135120827
meant to reply to >>135116515
>>
god damn bump
>>
>get good idea for game
>want to start scripting it
>realize I don't have rpg maker vx ace on this comp
>"guess I might as well try the new one instead"
>10 hours left

T-This will be worth the wait right?
>>
>>135126869
download it on pirate bay mang. The one that says english in the title for it
>>
>>135127051
Pirate bay is down for me and it's been down for a while.
>>
>>135127265
again? that sucks
>>
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You've been working on you game this weekend, right?

Right?
>>
>>135127338

That's a gorgeous BG. I've slowly been chipping away at my srpg. Finished setting up player movement, haven't felt like slapping together a menu for attacks so I've been being lazy.
>>
Any good MV games worth playing for research purposes?
>>
>>135129927
Check Steam. That's not meant ironically. Those games are finished.
>>
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>>134955589
>>
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>irl work being shit
>told to pick up the pace and everything
>collab chapter progress delayed again.

I am working on it though, but real life sucks.
>>
>>135094040
The one on the left is mai waifu.
>>
>>135094040
>>135133745

The one on the right for me.
>>
>>135132490
My irl work is pretty much working on my game.

It's pretty nice being allowed to use your laptop at work.
>>
>>135143327
Lucky anon.
>>
How do I make people interested in my game
>>
>>135147014
Make a good trailer, or make an intriguing screenshot.
>>
how can I disguise a fetch quest to make it feel less monotonous?

>>135147014
release demo, make sure the plot doesn't drag its feet in the beginning
>>
>>135147294
Allow and actively encourage that it be done as you make progress throughout the main game's story
>but it's needed to get story progress at one point and isn't available until then
General White please fuck off of game design, PLEASE
>>
>>135147014
Good visuals and audio are the first thing to grasp peoples' attention.
>>
>>135116464
the last one looks good
there's nothing wrong with using the fire emblem base as long as you learn from it and push it in another direction eventually
although, a lot of people wouldn't care either way

and using existing palettes is never a bad idea, we're using an NES palette and it looks a lot better than the colors we were using originally
>>
>>135150015
Thank you. bump
>>
>>135113498
Depends. How much experience do you have with RPGM?
>>
What are some good alternatives to common status effects?

Poison doesn't exist in my game, and I replaced it with an Infected state, which deal less damage per turn than Bleeding.

Crippled reduce Agility and Defense, Armor Break also reduce Defense but by a higher percentage than Crippled. Crying prevent a character from moving for a few turns but can be stopped by using the Slap skill on the crying character.
>>
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>>135156928
My game will probably have a Selfless/Soulless ailment, that pretty much prevents your character to use any skills and disactivates abilities. It will be a pretty big deal in my game and you can probably only heal it with an item.

It's one of those "oh shit no you didn't" asshole enemies.
>>
>>135157374
Funnily enough, speaking of asshole enemies, the Crying state only work on one character, who lost nearly everything.

The only way it can be inflicted is with the Insult/Taunt skill, which is exclusive to the enemy.

They're actual assholes.
>>
>>135156928
try making effects contextually if you want some unique things
like, design a weapon, player, or enemy, and give them appropriate status
that said, most things have been done in some shape or form, looking up obscure status from older games on wikis or some site

I think the only really unique status I have is a buff called Lion's Share, which make the tank with the skill take half the total damage of an AoE on your 4 or 5 man party
>>
How can I remove the TP bars from the menu screen? I tried checking the main plugins but couldn't find the appropriate sections.
>>
>>135154812
I've used XP, VX, and Ace for quite a few years so I know what I'm doing. I'm just wondering what plugins best fit the traditional jrpg.
>>
>>135159497
YEP_CoreEngine.

Menu TP bar: false
>>
>>135161784
Well, shit. Can't believe I missed that.

Thanks, man!
>>
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So RPG Maker forum added some silly rules in order for you to use the classifieds.

Are there any scripters here who would be interested in being commissioned for a handful of scripts for MV?

[email protected]

I can go more into detail on what I need through emails, so shoot me one if you're interested!
>>
>>135156928
Nervous
Refuses to get close to enemies. Can use Magic and Items, but cannot attack
>>
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>>135133745
>>135136892

The shape shifter shadow creature and the pedophilic jester lady who mindfucks little robot boys/girls into becoming her assistant? Alrighty
>>
>>135170604
>pedophilic jester lady who mindfucks little robot boys/girls into becoming her assistant

My boner can't handle this much want.
>>
>>135170604
Sure it isn't a lewd game?
>>
>>135170604
Your art always has so much volume just from form alone, how do you do it, man?
>>
If I don't care about mobile support and just want to make some windows game, should I care about MV or stick with VX Ace?
>>
>>135175242
Probably.
>>
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Finally got the dialogue/choice windows to behave. Now I need to settle on how I want to do area transitions.
>>
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>>135174406
Lots of implied kinky stuff and fanservice, but no straight out pornography.
>>
>>135118442
Yup i'm still around. Haven't worked on the game for a while but yeah. Snu snu is good.
>>
>>135131280
Which ones were made in MV?
>>
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>tfw absolutely no motivation

Seriously can't get anything done with my game if I don't pump myself with caffeine beforehand. Shit sucks.
>>
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How does a protagonist that focus on debuffing enemies via a Stance system modifying their primary attack sounds like? No special debuffing attacks, just changing their primary attacks to deal different effects.

They're not particularly strong either, they just got a knife to shank peoples with.
>>
>>135184967
I lose every bit of motivation whenever I think that there will always be someone better than me at what I'm doing
>>
>>135187631
There probably is.

But the fact is they're probably just as lazy and vain as you are, so why not rather be that guy who actually gets something released for once?
>>
>>135187583
Sounds like FF13
>>
>>135188123
Well shit. I never played FF13.
>>
Anybody just plug all their music in to the sound test and just listen to all the variations pitch-shifting does?
>>
How the hell do you make it so that when using the action sequence plugin, if an enemy dies in the middle of a combo attack, you don't perform the following hits? You would think it wouldn't be that hard to alter the death break action so that it counts for enemies as well.
>>
>>135183698
The RTP sticks out like a sore thumb (and games already out for the engine are almost all RTP). You'll indentify them on sight.
>>
>>135187583
I find it nice.
>>
>>135187631
That's a 50/50 for me.
Sometimes it deters me cause I'll never make anything as good, and sometimes it motivates me
>>
Speaking of motivation, I wanted to make a game that focuses around it, since motivation (or lack of it) is a big thing in my own life.
But now it'll instantly be seen as trying to copy Undertale's determination, and I want to kill myself for not making the game a year or so ago
>>
>>135193995
I was on the same boat not too long ago. My game has been called an Undertale ripoff a couple of times, but the folks in these threads gave me an important piece of advice: execution is more important than originality
>>
>>135194529
>execution is more important than originality
especially in this genre.
>>
PLEASE
>>
>>135198920
I BEG YOU
>>
>>135113498
>>135159975
I would say Core Engine, Battle Core, and Main Menu Core and work from there
>>
>>135200981
WE'RE DEAD
>>
how's this for a sad sort of battle theme?
https://soundcloud.com/zelada/purple-sword

it will only play at a very specific battle, that you only get if you've fucked up(path leads to the worst ending)
>>
>>135203856
YOU'RE A G-G-GENUINE DICKSUCKER
>>
>>135205136
Feel it sounds a bit neutral regarding the sadness. Does convey a bit of the "fucked up" though. Like I could see it feeling really creepy with a bit of creepy build up.
>>
>>135205136
Not sad, feels more like a tense battle against something or someone you really want dead.
>>
>>135188123

That game's combat is a lot better than it gets credit for, once it finally opens up and lets you play it. I think if they hadn't labeled the fight command "autobattle" it wouldn't have scared people off so badly. The game really is more about switching stances than choosing attacks, and it was fun as hell imo.
>>
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1 7 13
2 8 14
3 9 15
4 10 16
5 11 17
6 12 18

4 (guard) needs animation on cape.
1, 5, 6, 13 are animated so quickly even default RPG Maker doesn't use different sprites for each frame.
10, 11, 12 is more like a dance than using item or casting skill.
14 is ridiculous, only saw that after animating.
17 the sleep is breathing too quickly, guess I'll make it immobile like 18 (death).

What more can you say to me?
>>
>>135210848
Okay, that stuff looks pretty darn good now.

I personally would've preferred it without the hood though.

And I probably would've added some kind of lunge motion to 1.
>>
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Been working on a new tree sprite,
what do you think?
>>
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>tfw I realized that with the Stance system I've got, the main character is technically better as a support character than a jack of all trade, with the other two current characters being much better at combat

Oh well, I guess that's a nice change from the usual jack of all trades.

Granted, she's also the only one who can use a bullshit power source allowing her to get two exclusive buff and a party wide heal at the moment, so it's not all bad.

But I'm really liking the stance idea so far.
>>
>>135211852
That's good, it lacks details and volume, you should put more contrast on the colors for the leaves like hints of yellow and dark green on the leaves but yeah, it's good
>>
>>135210848
nice FE sprites
>>
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>>135211839
Thank you. The hood is quite a necessary accessory for this thief, so I had to use it.

>>135212914
Thank you (?). Yes they are frankensprites of FE, I tried making my own but it took too much time. It's still the first sheet of a party of 4, with animated enemies too.
I had to choose between originality and celerity.
>>
>>135212042
you could always have her abilities evolve in someways down the road to give her a bit more of the traditional jack of all trades power.

if that's what you want, that is
>>
>>135213982
She'll probably get Jack of all Trades abilities later on, but at least at the beginning of the game she'll probably be stuck as support and scratch damage/debuffing.
>>
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>>134955589
Tomboy MC
>>
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Added stats for my character. Now I actually need to put these stats to use.
>>
>>135220124

>TIMES HAD SEX
>>
>>135220124
I will, one day, make a lewd game in RPG Maker. But at the time I think I will use TP (or MP) as Lust and call defeat when Lust = 100.

Good job using the variables. Really would like to know more.
>>
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>>135221738
Maybe one day, when I'll stop being lazy I'll go full autism and make a stat system similar to VH.

>>135222217
>I will, one day, make a lewd game in RPG Maker.
Through dick, unity. Do it!
>But at the time I think I will use TP (or MP) as Lust and call defeat when Lust = 100.
That's one way to do it.
>Good job using the variables. Really would like to know more.
Thanks. Technically I just edited the Game_Actor script and added some custom variables, then drew those in Window_Status.
>>
>>135210848
Good work. You're improving pretty fast, I'd say.

17's animation looks a bit odd to me, but it'd probably look better immobile, like you said. Just give the condition an animated ZZZ effect or something to differentiate it from death and it should be good.

10-12 look kind of weird to me too. Maybe if you change the arm in the middle frame so it's a blur, it would look more like he's tossing an item into the air? That might look better. I dunno. I think other Fire Emblem sprites might have frames you can use as a reference for motion blur, but the only ones I can remember are the weapon-spinning critical animations.

>>135211852
The very top of the tree almost makes it look like it's... leaning back, to me? What with more of it being on the right side, if that makes sense. Maybe that's just me. It's good other than that, though.

>>135222217
>I will, one day, make a lewd game in RPG Maker. But at the time I think I will use TP (or MP) as Lust and call defeat when Lust = 100.
I was thinking of doing something like that too, only the purpose of raising an enemy's TP to 100 would be to make them orgasm, reducing their HP, or stamina. The goal being to exhaust them before they do the same to you.

But I've been hesitating to get a start on it, since I'm not sure how to alter the battle system to that degree, and I'm not sure if it would even be a good system once it's finished. It might be a lot of work for nothing, so maybe it would be better to go for a simpler route with my game... or maybe that's just an excuse to be lazy.
>>
>realize my idea for a story is reasonably sound, but since it wasn't originally conceived as an RPG it's remarkably linear and very obviously so.
not sure if i should go back and rework things to be more open/explore-y or just accept my lot and press on.
>>
>>135227130
Many good RPGs are linear. The very first ones were linear as hell. Didn't stop Dragon Quest or Final Fantasy from getting popular.
>>
buump
>>
>>135220124
Did you script this? Making a lewd game myself.
>>
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Hi /rpgmg/
Just made my first custom background. What do you think?
This is where the character wakes up (he's a robot) (not the one on the hook)
>>
>>135235437
I can't really see much of anything. I know it's meant to be a dark room, but lighten up the shadows a bit.
>>
>>135227575
>Many good RPGs are linear. The very first ones were linear as hell. Didn't stop Dragon Quest or Final Fantasy from getting popular.
Were they? I remember the first Dragon Quest and Final Fantasy being somewhat open; there was an order you were expected to do things, but they gave you room to explore and figure out where to go next, I thought. It's been a while since I played them, though.

But anyway, I agree. Linear isn't necessarily bad. Just... don't do FFXIII: Hallway Simulator levels of linear without good reason.
>>
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>>135235905
Okay, here's this
>>
>>135236326
Not the same anon, but that looks better to me. I thought the original had too much contrast between the light and shadows, which made it hard to make out much detail.
>>
>>135236326
Pretty good, I like everything except for the rusted metal wall. There is some mixels going on between that and the rest of the picture.
>>
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>>135239301
How about now?
>>
>>135188923
Yeah, it's a stance dancing game. You have 6 roles (stances) that you switch between and each one does a different, very specific thing.

Commando - Deals non-elemental physical and magical damage and maintains the Stagger meter's level (it's a thing that will cause the enemy to stagger if you max it out, leaving them more vulnerable).

Ravager - Does elemental physical and magical damage and raises the Stagger meter (however if you do not supplement it with Commando attacks, the meter will drain away quickly).

Medic - Heals shit. Can't attack in any way.

Synergist - Casts buffs on allies. Can't attack in any way.

Saboteur - Casts debuffs on enemies. Debuffs also do damage.
>>
>>135239968
Its still mixels. On the wall, every pixel = 6 regular pixels in the image. It is also a clash of style. Did you make it yourself? I think you should maybe try to remake it in the same style/method as the other assets you made (they're good!)
>>
>>135241494
Oops, forgot one.

Sentinel - Tanks stuff. Aggros enemies, etc. Can't attack in any way (but can learn to counterattack).
>>
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>>135241626
Honestly, no, I took a texture for a metal wall and resized it. How about this, though?
>>
>>135242701
It's a little basic and untextured, but it works A LOT better than what you had before. Now, your pixels are all the same ratio and the graphics look consistent. Much better.
>>
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>>135242701
Try this and lemme know how it looks?
>>
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>>135243703
Hey, thanks chief! How'd you get this?
>>
>>135243703
It's a bit dark, and needs your details, but you shouldn't give up on the rust! I liked it :)
>>
>>135244236
Just messing around with different brushes in photoshop for about 5 mins. The more you work on stuff like this, the easier it gets and the more you figure out little tricks.
>>
>>135244396
Ah, I really should get something like that, I've only been using paint.net
>>
Also, are people gonna call this a LISA ripoff? Doing a 2D game in RPGM is a genre, right?
>>
>>135244839
Who gives a fuck? make your game. Everything is inspired by other things, Lisa ripped off super mario world 2. Just make what you want to make, it's a waste of energy to think about such matters. IMO, that energy could be spent making the game.

Hell, Undertale is widly popular and it borrowed a TON from Earthbound.
>>
>>135244957
I didn't say I wasn't gonna do it, I was asking you if people would immediately draw a comparison to LISA. But thanks for not saying it's shit, btw.
>>
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>>134955589
>>
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>>134955589
This was a really old version
>>
>>135244839
Nah, man. Everything is an Undertale ripoff these days. Get with the times.

...But seriously, it'll probably be fine. LISA is old enough now that I don't see people referencing it all that much.
>>
>>135245237
It looks awesome, thats why I want you to make it :)
>>
>>135246526
Thanks, I'm
>>135036372
btw
>>
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Why is mapping so hard, /rpgmg/?

Rate it on a scale of 10 to "What the fuck are you doing?"
>>
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>>135247534
Progress.
>>
>>135244839
Yes, desu.
>>
>>135244839
Anyone who knows about LISA
Namely because the art style is also really similar, complete with the wasteland aesthetic.
But execution is more important than originality in RPGs, to an extent. I wouldn't be pissed by the LISA similarities and I'd care even less if you were tasteful with this and tried to be somewhat original.
If there's a drug called Glee or something that overt I'd close out the window and get your game off my hard drive.
>>
>>135251331
Don't worry, it's gonna be very different.
For starters, all the humans are gone.
>>
>>135253536
>/m/ world
Not my thing but I plan to try any /rpgmg/ game that gets completed so best of luck. Who knows, I might like it anyway, somehow Xenoblade appealed to me.
>>
This has probably been asked a million times already but is there any reason for me to use MV if I don't care about mobile? VXA seems way more appealing just based on the sheer volume of tutorials and scripts out there (in particular MV seems to have fuck all when it comes to useful documentation for plugins, and there aren't any tutorials out there that I could find). Hell, all the discussion on here seems VXA centered for that matter.
>>
>>135253664
I, for one, would convert to MV fulltime if someone would crack the 1.1 update with that sexy resource manager
If you don't mind manually putting shit in or paying for the damn product I'd still suggest MV, otherwise VXA certainly has its advantages, and you pretty much said them all.
>>
>>135253536
Sounds like LISA
:^)
>>
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>>135254204
Simply ebin
>>
>>135253536
>2D dystopian wasteland
Sounds like Lisa
>>
>>135250028
>>135247534
That's a lotta empty space there, bro.
Maybe try to condense it a bit?
>>
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>>135254645
>dystopian
wrong
>>
>>135212042
>>135216756
>Just realized I can give her a Combo stance in case she need more DPS or access to actual shanking techniques

Feels great when you suddenly get sound ideas.
>>
>>135254810
I buy it
I mean if robots take over wouldn't they make everything better? Unless their intelligence is made human-like they're destined to fuck up less than us because they don't take as much to maintain and they'd probably be less greedy.
>>
>>135255038
They would only make it better for themselves
>>
>>135255874
...they're all that's left, who cares?
>>
>>135256092
Certainly not the humans, that's for sure.
>>
In a 2 person party, how does it sound to have one party member be basically relegated to support because they can't directly attack the enemy "dark monster things" while the other party member can?

Does it sound too annoying? I'm afraid the support character will become boring to play as. (thinking of using CTB for this)
>>
>>135257020
but they're all gone >>135253536
>>
>>135257425
Wait I misread I thought you were implying there was some human versus robot conflict going on
>>
How hard would it be to make a piece of equipment recover an actors hp on a kill? (The ring of evil eye in dark souls is an example, using VX ace btw)
>>
>>135257180
Why not change the support role? Against one type of enemy A attacks and B supports, and against other type of enemy B attacks and A supports.

>>135225460
(About the FE rip) Thank you. I just don't known if I keep the FE rips until game is finished before improving on it or if I keep focused on art. (I'm waiting Yanfly equip skills).
>>
>>135254701
It'll be filled in with stuff. This isn't complete yet. I'm asking how the overall layout looks.
>>
>>135259324
not hard at all
also I believe yanfly has a script for it
>>
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>>135260389
Progress and changes. Thoughts?
>>
>>134917787
Well what are the towns you have in mind? The anons here are almost always super helpful!
>>
>>134965527
DESU this setup can be pretty damn great. Laxius force has it and it\s so good it's quite literally the reason I'm even interested in making a RPG maker game. I need to make my art look even borderline tolerable before really dedicating myself to the game tho.
>>
>>135263791
it's starting to come together
though it's hard to judge specifically without context, and it still looks a bit empty, but I'm sure you'll be changing that soon enough
>>
>>134977095
>Powerful item
HAH. The video is super useful otherwise thanks for sharing!.
>>
>>135264027
>Laxius Force
never tried it, but it looks interesting, gonna have to check it out sometime

and yeah, I don't doubt the setup can work, but it's still admittedly generic conceptually
it's more of a character driven story setup, which works well for the cartoony style me and my friend are working with
>>
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>Using characters from a tabletop campaign I played with friends in the game I'm making

>However the two friends' characters got their avatar (and design) from other stuff so I need to change them to not have them be ripoffs

>can't draw for shit anyway
Well shit. This is going to be a problem. Especially since I planned to have multiple portraits, especially during battles with states.
>>
Also, is it worth getting the new RPG maker or is VX Ace still good? I don't want to spend any money if I can help it, but it seems like there is a lot of support fro mthe new one as far as plug-ins go.
>>
>>135264905
VX Ace is still good.
>>
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>>135264475
I'd love to help you but I'm having the same issues you are more or less. But here's something I can do, if you think you absolutely can't make anything on your own, I'll help.
>>
>>135265196
I'd appreciate the help, but if you have your own problems to sort out, don't worry.

Besides, I barely started, so I can stand to have placeholder shit for a very long while. Maybe I'll actually be able to make the portraits myself at some point by sheer luck, too.
>>
>>135265315
Nah, my "problem" is learning how 2 art. I don't put in enough practice.just tell me what you want and I\ll try and make one or two images and we will see what to do from there. Also the res you want them in would be helpful.
>>
>>135264475
you could always try to commission portraits if once you make significant progress with the other aspects of the game
>>
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>>135265462
Well, thanks, though I need to ask my friends how do they want their redesign, but they're both asleep so I can't ask.

However, I wanted to have the portraits facing in a similar way to the starting character portraits in the RTP, so "side view".

I do have a portrait for the MC that's original, but it's facing forward instead, which isn't exactly what I want. So, if you could redo it to have it more of a side view, that's be great.

Res is the same res as VX Ace portraits, I don't remember the exact solution.

Thanks, though. Appreciate it.
>>
>>135265638
>>135265462
Either way, I have to go back to work, so I'll check up on the thread later. Still, thanks.
>>
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Done-ish? Not including chests and such.

Plus there has to be some somewhat open areas because the game has visible encounters.

Thoughts?
>>
>>135269031
looks really nice now, still has a bunch of paths without being barren, and enough landmarks to give a sense of direction
>>
>>135269031

Very good use of RTP. You missed shadows on the uh... middle left raised part, though.

8/10 would explore twice.
>>
What is the syntax for factoring a character's level into a skill formula in MV? a.level? a.lvl? something else?
>>
>>135274093
It's "a.lvl" in Ace, but it should be the same in MV
>>
Also don't die please
>>
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>>135276416
CLEAR!
>>
I'm confused about Yanfly's CTB Plugin. There's so many damn notetags and shit and they all kind of sound the same. Which are the ones I would need to use to:
- Create an attack that makes the user move back 1 space on the turn list from where they would normally have been?
- Create an attack that makes the targeted enemy move back 1 space on the turn list from where they would normally have been?
>>
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You can do it, anon!
>>
>>135282442
You really think so? T-thanks
>>
Thread's dying again
>>
>>135282442
Wanna se my meme game? You'll hate it!
>>
>>135286398
I do!
>>
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I was thinking of changing how the inn would work in my game. When the player talks to the inn keep, they can buy a room for a day. When the player buys a room for a day, they get a key, which is an item that gets added to the players inventory. Then when they stay for the night, they have to go back to the inn keep and give back the key. If they don't give back the key, they can return at any time to the inn and stay the night there, but they risk the chance of getting caught. If they get caught they will either have to pay a huge fine for will get thrown into jail and will potentially get raped.
Is it a good idea or would I just be wasting time here?

>>135234829
>Did you script this?
Ah, yeah. Though it's mostly just editing the default scripts.
>Making a lewd game myself.
Nice, what it's going to be about?
>>
>>135289139
It's a meme vidya game for a facebook page/group that relies on the personalities in it, you sure?
>>
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I made my one and only item vendor. It's supposed to be a hand sticking out of some sort of portal thing, eager to take your money and throw items/treasure/garbage at you. That probably isn't clear with how not great I am at making sprites. I like how it turned out for now, though. He'll be hanging out in the save game hub.

Have a nice day, everyone! :)
>>
>>135291637
>Ah, yeah.
Teach me anon.

>Nice, what it's going to be about?
Pretty much a standard "lust degree" one with combat intimacy, except based around my favorite fetish since there's like only one game for it.

>Inn
Seems a good idea. H games are all about the events so I don't see how it would be a waste of time.
>>
Making sprites for giant robots is harder than i expected
>>
More Aekashics!
https://www.youtube.com/watch?v=rn-1oFH2CAw

That Kraken animated battler is friggin amazing!
>>
>>135293206

It's a dang nightmare. I can't hardly design them to begin with.
>>
>>135293206
Mecha pretty much force you to actually draw 3D objects, whereas with humans you can often just wing it.
>>
does anyone know of a script for vx ace that adds random affixes to equipment? kinda like diablo
>>
>>135295017
Like this one?
http://forums.rpgmakerweb.com/index.php?/topic/22682-random-equip-affixes/
>>
>>135295538
oh wow thanks anon
>>
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Tried to go with a 3x3 city concept but ended up with a 5x5 + Castle in mind because I needed space
>>
>>135292308
the sprite is clear enough, maybe a little animation of the hand gesturing to come over would make it clearer, but the base is totally readable
>>
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>>135266941
Here is the lines for it. I can downscale it after I finish the colors.
>>
>>135298309
Well it's not apparent on the portrait, but she actually got long hair. Though, otherwise, it's pretty good. Good job.
>>
>page 10

Everyone sure is hard at work.
>>
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>>135301110
Hard at work indeed
>>
>>135298691
Yeah I noticed it but I am not yet sure how I'd deal with having her collar, hair and the scarf all prominent at once. I'll work on that a bit later. I hope you aren't in a rish regarding this.
>>
>>135302178
Oh, no, it's fine, I'm not going to complain when you offered to do it for free. Besides, other than that, it's pretty good too. Take your time.
>>
>>135264027
>Laxius force has it and it\s so good it's quite literally the reason I'm even interested in making a RPG maker game.
I keep forgetting I got that on Desura ages ago. I'll have to actually try it one of these days.
>>
>>135263791
In the top right I think there might be a wrong shadow on the cliff.
On the very left, the stone that blocks the 1-tile path should ideally be half in the shadow as well.
>>
Bimpu
>>
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Post items/equips from your games and let others review it. Explain their reasoning too.

This one is not an item but an accesory equip. In the game I'm working on you can equip 2 accesories which have kinda unique stat changes.

This one is made because revives are rare in the game, so if you die in the middle of a dungeon or a fight, you won't get EXP or will have one less man to fight with, reducing heavily your chances of victory. It kinda mitigates it at the cost of taking up one accesory slot as well as being one use only before breaking and disappearing from your inventory.
>>
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>>135311745
This is the starting accessory of the MC. I really need a better icon for it.

Like everything in this game, the description is in first person, and give a vague hint that it can do something else : It completely negate the Crying affliction because it reminds the protagonist of home. I plan to have most equipment have hidden functions only hinted through descs.
>>
>>135311745
Why did you call it after a steroid hormone? This is bizarre.
>>
>>135312191
it's a bizarre game, also a running joke among friends after we saw a movie where they climb mount everest and some guy kept injecting himself with it to survive the cold

>>135312190
Alright. Btw what did the luk stat do? It doesn't improve crit chances to me
>>
>>135312671
LUK affect resisting status afflictions and the ability to ditch these out too, if I remember right.

Which is convenient, the protagonist specializes in debuffing.
>>
>>135312190
Aw shit my main character has a scarf too as the starting equip. Was it made by the character's mother?
>>
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>>135313385
Shit, that's a good question.
The character was pulled from a campaign I ran via tabletop, and her mother was never really mentionned save for her dying when she was very young, so not remembering her that much. But now that you bring that up, that's a distinct possibility, since the scarf was also never explained.
>>
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>>135311745
Here's another one

I pulled it straight from tf2, but changed the healing mechanic so instead of 25 hp per kill, it returns 33% of the damage dealt as HP. You're much more frail to burst damage, which is what usually bosses have, so it's best used in random battles.

>>135312828
I have many debuffs in my game and luk barely does a thing for me. Wonder why.
>>
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>>135311745
It's a key card to a hidden facility. The main characters try but ultimately fail to sneak into it.
>>
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I'm wondering if I should add additional party members. I'm the one with the debuff/stance focused main character.

If I don't, the story would essentially be a frail 17 years old girl with a knife trying to take revenge on superpowered beings, all the while being infected by a power source that may or may not kill her in the long run.
>>
Progress!
>>
>>135323037
Nice
>>
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Have anyone else been following the development of this game? It's getting released very soon, and I'm so excited!
>>
>>135326279
what game is this?
>>
>>135326647
It's Pocket Mirror.
>>
>>135326647
http://pocketmirror-project.tumblr.com/
Pocket Mirror. Here's the official Tumblr.
>>
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Amazing what a little color change can do.
>>
>>135333605
cute
>>
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Manual Mazes. Not even once.
>tfw I don't like the generator mazes
>>
Is it possible to make online games with rpg maker?
>>
>>135341951
no
>>
>>135341951
Yes.
>>
>>135341951
maybe
>>
>>135341951
Ignore the maybe and no. I've seen it. There are plugins. It is possible - it's been done.
>>
bumpity bump
>>
>>135341951
>>135346606
What online RPG Maker games have you seen? I'm curious.

Somewhere I got the impression that it was impossible until MV, but I might be wrong.
>>
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Dev Blog Time!

I finished most of the "rough" events leading up to the entrance of the first dungeon ( which is more or less just a short tutorial dungeon to show how the rest of the game is gonna play out ) Mostly the player getting out of the house and meeting some people at the town to get clearance to go inside the dungeon.
Next will be polishing up the title screen to make it more pleasant and maybe alter some things in the save/load menu so it won't look too RTP-ish ( hopefully I can pull that off with my awful knowledge of scripting, if I can't I'll most likely have to commission someone to do it )
After that I’ll be working on some new parts of the intro that involves the villain getting close to Earth ( main villain is an alien invading the planet )
Then I'll polish up the events leading up to the dungeon, like connecting areas a little bit more and adding some new npcs to make the world feel a bit more alive.
After that It'll be time to work on the battle system... now we're in a bit of trouble here, because so far the game is meant to have a 2 character party only, and if I can't get the battle system I have in mind working I'll have to scrap it and go for the ATB ( Active Time Battle ) route and go back to the original plan I had for it of the game having a 4 character party, so we'll see what happens.
If I do go for the 4 character party route, that will mean scrapping this healing menu entirely (https://www.youtube.com/watch?v=y4QtzDPdgXI ) since for some reason the game staggers to death when the menu is closed after showing HP and MP information of more than 3 party members.
>>
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>>135356540
A lot depends on whether I can get things working or not, if I can't get X working I'll have to scrap Y and change Z, and that's something I gotta live with, please bear in mind that I'm no programmer and I don't know the first thing about RGSS coding, meaning that whatever I have in mind must be done strictly via RPG Maker's event system, all those menus I made such as the shop and healing were done via events . I’ve always considered myself more of an artist and assets guy than a programmer or composer, which is something that might make for some turbulent times considering music is one of the things I do want to get right with this, but that also means I have to actually learn how to compose, since as of the time I write this I know literally nothing about making music, and I can’t afford commissioning someone to make a soundtrack for an RPG, especially since I’d most likely look for something with quality in it, and most composers seem to charge stuff like 100$ a minute or something, and I can’t for the life of me pay all that money, especially for a game that’s being made as a hobby in my free time.
Thanks for sticking around for a update and sorry about the wall of text!
>>
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I changed my vendor sprite a bit. It looks much better now (to me, anyways). I made a little slide show of your first time meeting it. Does it seem funny? This character is going to have a lot of funny dialogue.

>>135311745
I feel like this should say "Breaks after use."

>>135312190
Good ol' lucky scarf. I like it. The I in 'It' should be lowercase, or remove 'but' and replace the comma with a period after 'design.' I think 'someone' instead of 'another one' might also look better here if you're saying someone else made it.

>>135314537
Looks good, but the stat description in the first sentence seems weird. The Note was the only reason I knew what it meant.

>>135315098
Nice sprite! The period after Guest should be in the quotations, though.

I love seeing people share things. If you haven't shared something from your game, be it a small item, an important character, or even just an idea, you should! I'm sure everyone would love to see/read it :)
>>
>>135326279
I played the demo and it was eh. I completely forgot about it.
>>
>>135356540
robot anon, do you like drawing your characters sexy, or does it just sort of turn out that way?
>>
>>135360606
I try to make it cute, then add a bit of lewd to it, skintight clothes and bodysuits are usually the first option.
>>
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>>135311745
Here's my first weapon. The character who narrates the entire intro and shows up occasionally throughout the main story gives it to you (if you do the main story, which is optional).

Goodnight everyone! :)
>>
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>>135361412
humorous item entries?
>>
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>>135311745
This is one of the gamebreaking endgame items from Festivus; it lowers your spell power, but duplicates any action you take.
[OHR, because I'm a special snowflake]
>>
Boy guess it's time to shill my music

Basically, I started work on a game over theme, but then it became this, and now I'm debating making it the main theme instead
https://soundcloud.com/goodmanjones/the-bravest-are-the-ones-who-fall
>>
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>RPG Maker devs in charge of making animations.
>Have to fix them all.

It's a casting animation. Now with 99% less huge.
>>
>>135363089
yeah, all the animations start stupid huge for some reason. at least it's easy to scale them down.
>>
Hey guys, I'm trying to work on an item that works like a smoke ball in Pokemon - lets you escape battle. But, I don't want it to let you skip bosses. Unfortunately I don't know how to make it work and it lets you run from everything. How the hell do I get this working?

>>135357354
Love the comedic timing, it's great.
>>
How does elemental weakness/resistance work in MV?

For example...
Let's say I have a Fire Sword equipped which is of the Fire element.
And then I have an Ice Slash skill which deals ice elemental damage.
If I use Ice Slash while equipped with the Fire Sword, and the enemy is weak to Ice but resists Fire, what happens?

Does the damage equal out? (i.e. if they take 50% more from Ice but 50% less from fire, it does normal damage)?

Does the skill element take preference? Does the weapon element take preference?

What if the enemy in question actually completely nullifies one of the elements?

How exactly does this work?
>>
>>135364949
make it call a common event that checks a conditional branch that marks whether you're fighting a boss or not. use a variable or switch that is set/altered at the start of battle. if the condition is met, show a message that it failed, and have nothing happen
>>
>>135365253
from my experience, skill's will always use their own damage formula and element, using the base stats of a character. this will overide any other damage formula the character would have for their basic attack, making the element on a weapon moot. this is generally how all rpg's work.
>>
>>135365895
I'll try that, thank you!
>>
Holy shit the status ailment system is bad in MV by default.

>Uses icons to notify the player
>Cannot have multiple icons the same time
>No poison damage from walking, etc.
>>
>>135363089
Do you mind sharing the animation template for the resized version?
>>
>>135368512
How do I do that?
>>
>>135370216
Well, did you use the ingame animation settings to resize it or did you resize it manually?

If you used the ingame animation settings there's no reason to share it I guess, but if you manually resized it you'd have an image file for it. Either way it's fairly easy to just do it in the editor but making a smaller resized set of animations would be pretty useful in general.
>>
bump?
>>
>>135370482
Oh, yeah, I just did it manually in the editor.
>>
Text. how much is too much? I'm trying to keep most character dialogue focused on themselves and what's happening around, and keeping most exposition and lore limited to books and scrolls, stuff the player doesn't have to read through, with a few exceptions at some important points in the game.
>>
>>135376330
Completely depends on the game and quality of text. Generally speaking, the later you get in a game the more text you can get away with, since once you're invested into a character you're more likely to care about their thoughts and reactions and so on.

I personally like having only the "mandatory" text forced on the player. As in, instructions on where to go and what to do and why with some minor flavouring. Anything else should either be presented in a way that doesn't disrupt gameplay (See Yanfly's Gab plugin) or to the side if the player actively looks for it. But then again, some people love Baldur's Gate and it's basically a book with some gameplay attached to it, so I guess that works too provided the quality of text is high enough.
>>
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I've got a problem with Victory Aftermath.

When I level up, there's a blank square that appear next to the >.

Meanwhile, the equip screen, which also got arrows to denote differences in stat when equipping, works fine.

Anyone know the issue?
>>
>>135376330
depends on the setting
if you have any particularly large piece of text, try to add a scene change or music along with it so as to warn the player that they're in for a long one
>>
Ok but bump
>>
>>135326279
The team is too big. It will never get finished.
>>
>>135341951
MV is coded in JavaScript, which is what HTML5 websites are made of.
>>
>>135379114
Look for that block. I had a russian letter instead of the block. It's just a string.

Б

It was that letter
>>
>>135384809
Well that was weird.

I added a space before and after the >, and it removed the block.
>>
I'm planning on buying MV from the main site before the end of the month. Anyone have any coupons I can use?
>>
>>135263791
The height of your cliffs are too uniform. Take the formation on the right, which is three stacks of two high cliffs, It's be better to stagger them so that the cliffs get gradually less steep further to the top. Also you should avoid tangents with water.
>>
>>135353381
None that have launched. But the scripts are there if you look for them. Most of them are for XP and VX Ace.

https://www.youtube.com/watch?v=cTTZQdZm36U

https://www.youtube.com/watch?v=ZzcIpNXd-lo
>>
>was making a farming game
>stardew valley comes out and completely dominates

:((
>>
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So what would you put as a seeling point of your game, anon?
>>
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>>135396260
it just works
>>
>>135393448
Make it anyways

My game is about underground creatures wanting to not be underground, but undertale isn't going to stop me, because I know my story and content is different enough that despite that coincidence they aren't the same

Just make sure it's YOUR brand of farming game and you'll be fine
>>
>>135397846
Thanks anon, ill try to give it a unique twist
>>
>>135396260
it's free
>>
>>135393448
Make it a Hentai farming game. That'll sell ya some copies.
>>
>>135393448
There are too many farming games made in RPG Maker already. There was one made in some IGMC.

Here's one on Steam:
http://store.steampowered.com/app/423770/
(getting negative reviews saying to get Stardew Valley instead)
>>
>>135399789
But Drop Factory
>>
>>135393448
make your game free, so you get followers
>>
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>>135244839
>>135244957
>>135251331
The problem with this is Undertale and LISA are both very recent, while Earthbound (even Mother 3) and Mario World 2 are not.
Even the games Undertale references (Earthbound, Cave Story) are old at this point.
That said, Earthbound-likes haven't lost steam yet, so who really knows.
>>
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Anyone have any ideas to spruce up the rooms in my dungeons? RPG Maker 2 doesn't really have that many different options for map tiles, and the things they do include (pianos, bookcases) don't have fit in a dungeon. There's also event tiles, but there's not really much interesting there besides some fire animations that I'm already using elsewhere. I'm trying to worry less about design because that's probably the biggest disadvantage RPG Maker 2 has, but stuff like pic related is a little too drab IMO.

Also, I asked this earlier, but how many rooms should I have in my dungeon? Is four decent sized rooms and two small rooms ok for the first dungeon? I don't want the player to immediately get his shit wrecked.
>>
>>135403063
Post the tileset so we can see what we can work with?
>>
>>135402862
Are there any recent Paper Mario-like games? Boy I sure hope not, because that's what I'm making.
>>
>>135405103
Paper Mario: Sticker Star
The new Barkley is coming out, so that.
>>
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>>135404205
I don't really have the time to screenshot and crop the whole tileset because there's 256 tiles and only 12 available onscreen at once, but here's a sample. Each tile is 4x4, and you can essentially make any sort of maze you want. Some of the tiles have things like tables or thrones in them, but like I said, those aren't really useful in the dungeons.
>>
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>>135405267
Looked it up and thankfully it doesn't play like my game at all. I can still make something unique... or at least I hope so. I'm dying to show some screens but it's still all placeholdery and I want it to look presentable first
>>
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>>135406163
Take your 'open' sections of wall and make fake walls/columns
>>
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What do you think of very low stats that at best reach the hundred at the last level?
>>
>>135407607
I fucking love it. I wish more games would use low numbers
>>
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>>135407607
I think it's bretty good.
Mine's aren't as leveled down at first, but each stat raises from 2 to 4 and I'm giving more emphasis on items buffing your stats than leveling up.
>>
>>135407527
I've already done that in some of the rooms. My biggest technique right now is switching between very open areas and very constricted areas, though I'm not sure if this would make the dungeons seem more varied or just come off as gimmicky.
>>
Changed the lighting of the room to match the character, got the front parallax to work, and made the character sprite's movements more fluid
>>
>>135409187
That looks great
>>
>>135409374
Thanks!
>>
>>135409187
Minor correction
>>
Post enemies in your game

In my mimi game I'm putting chen appearing in a map in the game as a random encounter. She debuffs you then hits you and charges for a next debuff. It's kinda repetitive since it's on one of the first dungeons so I'm making them more straight forward, but since it's not the first dunegon, it starts showing the debuffing.
>>
>>135362815
What soundfont(s)?
>>
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>>135412989
woops forgot pic
>>
>>135413213
You need to have a honk sound effect play when she's defeated.
>>
>>135414389
A slow honk. Sounds like a good idea
>>
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>>135412989
here's one I just implemented
it's a squid that uses charm status
>>
>>135411382
What changed, exactly?
>>
>>135356540
>>135356732

Wish I could help you, anon, but I'm overwhelmed by things myself.
>>
>>135357354
I love it!
>>
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>Check "Delete unused assets" in MV
>It deletes used assets
>>
>>135416487
Made the hooks less blocky
Also converted them from meathooks to industrial style (no pointed tip)
Added a transparent gap between arms and body during walking animation.
>>
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>>135416531
It's cool anon, I'm glad enough as it is that people cared about the wall of text I posted.
>>
>>135420723
Yo, just saw your update.
I'm >>135411382
but I'm also
https://soundcloud.com/dr-doomsday
and I'd be willing to work with you for a cut of the profits.
Would you be interested in further discussion?
>>
>>135416390
I've seen too much hentai to guess what will come next...
>>
>>135421176
How are Supes and BroQuest doing?
>>
Time to cast Heal on this thread.
>>
>>135424823
Doing well, thanks.
Things are getting done.
>>
>>135427851
It might need Healmore.

But that brings up a question. For Dragonquest players, what about the one spell that's a revive spell...only it has a chance of failure.

Or enemies (even bosses) with insta-death spells. Are they things in your game? Why or why not?
>>
>>135429531
Surprising. Haven't heard from you people in probably 6 months. Best of luck
>>
>>135429816
We merged with NRAF, btw
>>
>>135312190
And while I'm at it, since I'm making progress, here's the Phase Distorter, a key item.

As it says in the description, it allows to interact with shit like teleporters.
>>
>>135430232
If that's the other BroQuest team, I heard about that back in September. Or is this *another* merger?
>>
is there some kind of chatroom for /rpgmg/?
>>
>>135429769
Borrowed something from FFXIV where your res spells and items give you weakness upon revival. So forget about bringing 99x Phoenix Downs into battle and winning.

Insta-death is only something the superbosses have and only if you completely try to bypass strategy. For instance they'll have minions that you have to kill in a certain number of turns or they'll start spamming their super moves which are pretty much insta-death
>>
>>135432993
>weakness upon revival
That's actually a really neat idea. I like it.
>>
>>135432993
>>135433126
>"I've seen things"
>upon returning from the dead, the character have a reduction of 20% of all his stats for 3 turns. The effect is cumulative.
>>
>>135432106
nah, it was a while ago. btw, you interested in that help?
>>
>>135435073
I'm not lewd robot guy, lol. This is Marpix. I was part of the Slack group in April last year before the merger. Just wondering if Supes ever got his shit together. I admire his ambition, but I'm not good enough as a writer to reign him in and connect all his ideas
>>
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Another nail in the game's coffin.
>>
>>135435528
Yeah, I remember you! yeah, the team's going well. You could probably email him if you want to.
>>
>What not to do when making a rpgm game.
>>
>>135448795
>using default damage formula
>>
>>135448795
>using default RTP
>>
>>135448795
>make an undertale clone
>>
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>>135448795
>Using default characters
>>
>>135448795

>worry that your game might be derivative
>telling a story that isn't genuine, that you don't care about
>just adding a bunch of fluff scripts without seriously considering whether your game actually needs them
>>
>>135451148
fuck you, leather man, Im gonna use all the default characters
>>
>>135448795
>using default
>>
>>135448795
>not believing in yourself
>>
>>135451148
I like using default fudge off.
>>
>>135448795
>worrying so much about details you stop making progress

N-Not that I'm speaking from experience or anything.
>>
>>135454312
I've always wanted to try making a game with the default characters, actually. Maybe even limit myself to the default database entries for everything. It probably wouldn't be an overly serious project, but it might be an interesting creative challenge.
>>
I know that people can get stingy with using RTP graphics, but what about sound effects? Do you mind hearing some rtp SE in a game?
>>
>>135455790
Im kinda doing that but just the characters
>>
>>135448795
I was expecting real advice. Something like
>don't do that thing without first doing this or you'll be doing twice the work.

>>135456772
I hate the battle sound effects with a passion. It's the same sword clangs, chimes, and whooshes, for over a decade.
And it's not very pleasant on the ears
>>
I want to make an rpg!
>>
>>135459361
I tried getting a resource community into foley recording once. All I got was some stone rubbing sounds and clanged some knifes together.
>>
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>>135459851
What are you doing here then? this is the "hey guys is my game an undertale clone?" general
>>
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>>135412989
A mage, plus a good chunk of variants (since I'm doing a form of enemy scaling in my current game and don't want to go down the palette swap route)
>>
>>135461154
Actually, you're also mistaken, this is the Bump General
>>
No one has coupons for RMW?
>>
>>135456772
Sound Effects are like the easiest thing to replace. Just switch them out.
>>
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>>135421176
That sounds cool, although i'd like to try out making my own music to see if I can somehow like it, if I can't I'll seriously consider contacting you, if thats ok.
>>
>>135464506
Fair enough, I understand completely.
I wish you the best of luck with it, and should it prove too challenging, I will be here to assist.
>>
>>135432993
I'm aim to borrow from breath of fire and have characters revive with reduce max health by a percentage, but I aim to lower their overall stats as well, cumulatively if possible. since I want dead to be dead in my game, downed characters are simply badly injured, and I want to reflect that. Resuscitation kits can revive characters with a penalty outside of battle, withered world tree leaves and spells can do the same in battle.
To revive a character without penalty in or out of battle you'll need the ultra rare Pristine World Tree leaf or a high level, high cost Miracle spell.

Naturally both are being monopolized by a church.
>>
>Anon are you, Actually actually working on you're game?
>>
>>135467438
yes
>>
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>>135467438
Yarp.
>>
>>135467438
afraid not, works kept me busy and drained, overdue housework included. I should have plenty of time tomorrow though.
>>
>>135467438
First town done, first dungeon done (kind of you clear a boss on the first floor and then come back to finish it off later in the game. Everything up to that boss is done).

Next step is cleaning up dialogue and character motivations for that beginning part.
>>
>>135467498

>Anon, do you actually think i'm going to believe this bulshit.
>>
>>135468628
I'm making item rarity colors, get off my dick
>>
What do you guys work on first when you open up rpgmaker? Mapping and events, or scripting/items/character shit?

I wanna find the most logical place to start
>>
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>>135438875
I'm pretty busy at the moment, but I'm glad you guys are doing well. If you're absolutely desperate for a writer, I'll see what I can do.

Happy Still Technically Wednesday, everyone! New podcast down the hatch:

https://www.youtube.com/watch?v=55ibt85VX8c

Paper Mario's combat system seems to be very popular and loved. What a shame the series has fallen so far, and so fast. Maybe one day, someone can do it better.
>>
>>135469037
database
at least for me
>>
>>135469215
I don't know how the status is exactly - I'm just the music guy, so take my words with a grain of salt.
anyway, glad to hear from you again.
>>
>>135468756

>GODDAMIT ANON IM THROUGH WITH THIS BULLSHIT
>>
>>135468756

>GOD FUCKING DAMMIT ANON, I'M, LEAVING I CAN'T PUT UP WITH THIS SHIT ANYMORE
>>
>>135470354
I want to slap that face
>>
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Working on polishing some cutscenes.
>>
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>>135471123
Also these.
>>
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>>135468628
>>135469420
>>135470354
>when anon avatarfags a snapping turtle
>>
>>135471067

EYQUTEQHBVSDNJHUVBEWHUGFBEAHJUFBHUAEBFJBSDBHUAEBHUAEHIBEHUFBUHUHHFIEI
>>
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>>135471531
Anon I hope your game lets me do horrible things to this being of anger
>>
>>135471480
>>135471750
>>
>>135469420
>>135470354
there, I drew a thing so you can SHUT YOUR HOLE
>>
>>135472302
Chill man, its just satire
>>
>>135472395
it still got me to draw something, I haven't drawn anything in the past six months
>>
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So how do you handle health recovery in your game?
muh fantasy potions?
muh realistic first aid equipment?
stuff food in your mouth to heal bullet wounds?
>>
>>135472596
all of the above
>>
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>>135472532

>SIX MONTHS
>>
>>135472596
No physical wounds because you can't die in the simulation. Your capacity to understand your body and the world around you are what's at stake. The less sane you are the less of a reliable 'narrator' the game is.

MH is hard to heal - it mostly heals over time (barring a few recovery options like engaging in puzzles or dialogue - hopefully with saner characters unless you feel like gambling) but especially traumatic events permanently lower your MH; there's no coming back from those.
>>
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>>135472596
a medkit from bad company 2.

I like my MP recovering "potion" better
>>
>>135473110
I know, its pretty sloppy now that I take a real look at it
>>
>>135472596
Mostly food, but also the gooey remnants of your enemies' souls.
>>
>>135469215
>~29 minutes in
>get outside
Now there's some good advice, the best stories come from experienced worldviews.
I'd much rather read the 40 year old Nomad's novel than a 14 year old basement dweller's shitty poems
>>
>>135472596
You can either wait for your health to regenerate slowly, directly from the infection you're suffering (Your body is slowly decaying but until it's gone, your wounds regenerate) or shove medicine that, while it should work decently on other human beings, due to said infection works a lot less than it should.

Or you can use the MC's Healing (which is kicking the powersource infecting the MC into overdrive) that got a chance to give you basically DaS's Toxic.
>>
>>135472596
Food: permanent stat increases
Drink: % based HP recovery
Alcoholic drinks: % based MP recovery
>>
1.1.0 crack (should work on 7 but I won't care if it doesn't)

http://www3.zippyshare.com/v/LVu3F0WK/file.html
>>
>>135472596
healing items are generaly cheap tonics, poultices, and what ever you can craft from more exoctic, often magical substance. they mostly don't heal a great deal but they're cheap and accesible. Healing magic is high cost, but heals a lot in one go.

I did this because I basically end up using healing items between battles in most games to save my healer's mp, so they could heal during combat. often i'd think "why don't a just stock up on mp recovery items an just restore the healer's mp after healing?"
granted, some games have very expensive or rare MP recovery items, but I digress. I mainly wanted to make the two feel less redundant in comparison with each other.

I personally feel that recovery items should never outstrip healing magic, exempting very rare(non farm-able, cause that defeats the point) special items that you can keep in tow for particularly dire straits.

On the other hand, I dislike how many games simply have healing magic be an alternative to items to save you money between adventurous romps, costing a piddly amount of MP to have characters back up to full. Hence why I intend to hike up the cost of spells immensely in comparison to conventional norms to make those Heals MATTER, and not to be taken for granted.
>>
>>135472596

In my srpg, there are two healer characters: one uses basic first aid, the other is essentially magic. There are also healing items you can equip to anyone. The third option is to send them over to the Bus unit, where they can recover both HP and energy, as well as being transported further than they could've gone by foot. The bus can also attack enemies, though getting into fights using it isn't always viable, since it's game over if it gets destroyed.
>>
>>135472596
Potions, spells and food all heal people.

Potions can be used in and out of combat, but aren't very powerful compared to their cost.

Healing spells can only be used in combat, but they are very action/cost efficient overall and this serves to reward the player for healing in combat rather than menu spamming after every battle.

Foodstuff is only accessible through one of the party members, a chef. It's basically a skillset in itself, and can be used both in and out of combat. But the only way to actually gain the points to use chef skills is to use the chef in battle.
>>
>>135477858
>Implying Windows 8 and 10 are worth using.
Enjoy your malware.
>>
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I'm about to pull the trigger, guys.
>>
>>135488190
you sure you want to do that, mate? you at least played the demo, right? that's a REAL big investment. Don't get pressured into buying if you're not sure.
>>
>>135488190
Essentials is a waste. Don't buy it.
- 14 Crappy music tracks.
- 4 Crappy icons that aren't even on a proper icon sheet.
- 3 Crappy title pictures.
- Full facesets for only 4 actors.
- Some bonus tileset objects (not full tilesets) which are kind of cool I guess.

Wait till its like 75% off.
>>
>>135488190
Wait Steam sale, anon.
>>
>>135488190
Go for it, it's a good investment assuming you're not the poorest person alive.
>>
>>135489705
I just want something that's DRM-free and also provides a Steam key.
>>
>>135472596
Food, just food. Every consumable in my game is food.
>>
>>135491764
Download crack, buy on steam sale
>>
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>>135488190
I didn't even buy rpg maker huehuehue
Though I will should this get near completion.
>>
>>135488190
Don't get the essentials set. Just download it from the op.

>>135495479
Do this. Only buy rpgm when you're ready to release something or upload it to rpgmweb/rpgmaker.net.
>>
>>135495479
I bought VXAce.

When it was 5 dollars in a humble bundle 2 years ago.

Honestly best to wait for some crazy sale like that
>>
>>135495479
>>135495698
glad I'm not the only one who was planning that
it's a good thing too since I'll never release anything anyway
>>
Can you legally use the art assets of RPGMaker in non-RPGMaker games (well if you buy it, I guess)? Because I would like to make an RPG, but I would rather make my own engine instead of hitting the provided one until it does what I want. And there is pretty much no reason not to use a lot of the generic RPGMaker assets if I would need to make them all myself otherwise (a proper city tileset is a couple of days of work at least, if not longer).
>>
>>135496969
Depends. From what I've read:
Music: Yes if from DLC and not Enterbrain.
Everything else: No, unless you're talking about any of Enterbrain's other products.
>>
>>135496969
>Can you legally use the art assets of RPGMaker in non-RPGMaker games?
No. If you buy rpg maker, the rtp (incl. music and graphics) that comes with it can only be used with rpg maker made games.
I don't know about resource packs/dlc, but they should come with some kind of terms of conditions. Otherwise, you'll have to email degica or whoever is distributing the resources to find out.
>>
>>135497201
Pretty sure I saw the thumbs up being given for using graphics assets from VX Ace in ComiPo! and IndieGameMaker.
>>
>tfw beginning my minimum wage enslavement on Saturday

Finally, the era of being a NEET is over. Too bad now I'll have no time to work on my game.
>>
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>>135497741
Really? Aren't those enterbrain products, though? Where did you get this info? I'm just repeating what I've heard and found through personal research, so I might be wrong.

But I suppose the rule of thumb is that the assets provided for EB engines are legally interchangeable. So IGMaker assets could be used with rpg maker and vice versa.
Even then, if you're going to sell your game, you'll probably want to make sure and ask directly.
One thing you could do is, use rpgm's assets as place holders. As long as your game uses 32x32 (or 16x16, or 48x48 depending on the rpgm ver) pix tiles/character sprites, it'll be fairly simple to replace everything.
>>
>>135500128
>Too bad now I'll have no time to work on my game
it's not that bad, I thought I'd have the same issue, but I get all my brainstorming and pseudocoding done on the clock
depends on your job of course, but I find that my mindless job gives me a lot of time to sort out my thoughts that I normally wouldn't get during my neetlife
>>
>>135501727
They are enterbrain products, but they're not RPG Maker products.
>>
>>135500128
>tfw when working double the minimum wage, sitting in front of a computer all day, writing my design documents and storyboards, and posting on /rpgmg/.
>>
>>135503975
Also, OneNote is fucking awesome.
>>
Flying Dream from Yanfly's channel posted a nice little tool for anyone using enemy levels!

https://www.youtube.com/watch?v=dr2ghn56oA4

This will be a great help in the balancing enemy levels
>>
>>135506804
She got some tig 'ol bitties
>>
Now that MV is out, will plugin updates for the previous RMs be non-existent, since all the focus will be on MV?
>>
>>135508039
I don't think so. There's a lot of people who're staying on VXA for now.
>>
http://strawpoll.me/7106836

and discuss
>>
>>135508831
Second or third answer, depending on how the item you need is obtained.
>>
>>135508831

I chose other because there are good and bad versions of this. There's the boring grind way, and then there's the exciting "kill an enemy using this specific method" way. Like, finishing an enemy with poison changes their drop, and stuff like that.
>>
>>135508039
I'm assuming you mean scripts. Most of the scripts are left in favor of MV plugins because scripts are harder to edit with a shittier language. Javascript is miles above Ruby.
>>
>>135508039
I don't want to say definitely yes, but...
A lot of scripters appear to have moved over to solely using MV. Also, a few scripters aren't supporting old Ace scripts now.
I don't think support for Ace is dead, but there's far more MV scripts being released than Ace. Like Frigof said, a lot of people are still using Ace, so there's likely still a lot of scripters around that are using it, too. As long as people are using the engine, there will be scripters. It's just not as popular as MV, at the moment. I mean, there are still people using 2003, so I'm sure Ace will have its fans for years to come.

>>135508831
Chose option 2, but I'll share the most unintrusive way of implementing this I've seen:
The Dragon's Dogma approach!
You can accept as many quests as you want and they're all the "slay 1000 rats" style. However, you can just ignore them and they pretty much just complete themselves as you complete story quests. The quests are pretty much invisible this way, but if the player wants some extra moolah or items, they can go and proactively murder the local wildlife.
I think the most important factors you need to consider is whether it feels like a grind and if the player feels pressured to do it. These sort of quests, I think, should be there so the player can get extra resources. Not as meaty sidequests that are fulfilling from a character/story building perspective, but as an extra thing players can do if they're falling behind in lvls/gold/etc.
>>
>>135508831
I think that they're fine, and I would do them because I want the drops/rewards, but they're a missed oppourtunity

I mean, if the choice is between simple "kill 10 x" quests and no quests, then they're alright, but if there's allotment for meaningful and interesting quests with unique rewards those would be preferable every time
>>
I'm bored.
>>
>>135514478
make game
>>
And another component of the game's done.
https://www.youtube.com/watch?v=yK8AvGR0L3M
>>
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>>135514478
W O R K O N Y O U R G A M E
>>
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>>135514478
MAKE
GAME
>>
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I still need to arrange some better sound effects, but we're getting there.
https://a.pomf.cat/pkbfjc.mp4
>>
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Also... silly question but is there any way I can change the position of this thing to the right side of the window?
>>
>>135517280

Looks excellent. Having the title screen and save screen customized really goes a long way toward hiding that it's an rpgm game.
>>
>>135518434
You're using MV, right?
Try this: http://forums.rpgmakerweb.com/index.php?/topic/52984-message-pause-cursor/
>>
>>135518785
Actually it's VX Ace anon.
>>
>>135519043
lol oh. Then use this one: http://forums.rpgmakerweb.com/index.php?/topic/19856-relocated-pause-graphic/
>>
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Is there a way to run a movie before a battle in place of a normal transition?

I wanted to have different, more detailed transitions for every boss or major event.
>>
>>135521323
Hm. If you're on VXA I think the Battle Common Event script would do it. On your Global Troop you'd just have it as an instant on turn 0 which checks to see if a 'boss flag' is on and, if it is, run the movie.
>>
>>135522610
Alright, I'll give it a try. Thanks.
>>
>>135519140
oooh it works!
Thank you so much anon!
>>
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>>135323037
>Progress!
PROGRESS!
Kinda. Playing with graphics and I drew a face for the player char.

>>135517280
This looks so pro. Not overly flashy, but not boring either.
>>
>>135508831
I don't especially love them, but they can be all right, especially if completing them is often as simple as cashing in on whatever items you've picked up through normal gameplay... or there's some motivation to complete them beyond the usual rewards. I spent a lot of time completing Xenoblade's sidequests just to explore the world and learn more about its characters, and I liked seeing how the NPC's little stories progressed, even if the quests themselves were rather dull.
>>
What is the fastest way to make an MP3 work with MV?
I get why the switch to oggs and m4as, but the option for looping MP3 should've still been there.
>>
>>135527669
>What is the fastest way to make an MP3 work with MV?
Batch convert with audacity.
>>
>>135527669
Fastest way is to convert it through Audacity with the "Batch Export" option. The engine does not support MP3 files. Fastest way to make the engine support MP3 files would be to rewrite the audio handler or import a library which does support MP3 and rewrite the base files to use that library instead.
>>
>>135527669
Worth noting you can still loop OGG - and still use custom loop points. You just use Audacity and export the OGG with two custom Metadata tags for 'LOOPSTART' and 'LOOPEND'. You can get there by adding a Label track, selecting the point where you want it to loop, and adding a new label there called 'loopstart' and then another for 'loopend'. The engine is expecting the value of the metadata in the format of Samples, not seconds.milliseconds etc.
>>
Does your game have enemies with instant kill abilities?
I was thinking about giving one of my bosses this but im worried it will be bullshit to be honest
>>
>>135530590
I got one that does nothing but instant kill
at least its slow as shit and hella fragile
>>
>>135530590
No. My game only has one character in the party, so that'd be a terrible idea.
>>
>>135515237
neat
>>
Question: would a game made only with greyscale like a black and white 1980-90 book be nice?

tileset will be RTP greyscale because of reasons, but everything else custom
>>
Is it assholish to hide the good ending between, alongside a few other things, doing something the player would probably think is a really bad idea, yet it being something the MC would do?
>>
Now that I know some coding I want to try my hand at making scripts.

How does this shit work? You can't even look into the code like you could with Ace.
>>
>>135533469
which maker? MV?
>>
>>135533689

Yes. It has this weird plugin manager that only lets you add files, not look into anything.
>>
>>135530590
I have one skill in my game for the player, and at one point there's a doppelganger enemy that can also do it. That's the only time though.

I also have the skill work through a 30% chance status rather than just using the death state. Bosses are immune to the status, and the player can use aliment guard against it if necessary. Furthermore, the only enemy that can do it is also susceptible to it, only appears by itself and can be status'd and/or be quickly defeated before firing it off.

Taking from that, probably what you want to do to mitigate the "bullshit" feeling is to offer appropriate counterplay. My game only has one character and the instant kill ability is optional, so I had to offer all these ways to deal with an enemy that also has it.
>>
>>135531505
Similar stuff has been done before. If you want to do it and understand the cons and pros of not using color, go for it.
>>
>>135531773

Hiding a secret good ending is fine, but please don't make it missable.
>>
>>135537634
I plan it on making it a somewhat obvious hint on what to do.

As in :
>MC really care about her family
>Event happen that involve a family member being threathened by a boss/major NPC that's supposed to be way over your league, nobody can see you
>Choice is to either do nothing because it's obvious to the player there's a very little chance of survival, or jump in, which is what the MC would do, which is needed for the good ending and lead to fighting the boss much earlier than supposed
>Make sure there's enough hints about the MC's attachment to her family

How's that? Picking what the MC would actually do rather than trying to avoid a hard battle.
>>
>>135509980
>Javascript is miles above Ruby.
No, Javascript is above XP/VX's old, gimped implementation of Ruby. JS has some objectively shit design decisions; not just down to preference, objectively shit.
>>
Bomp
>>
>>135538074

Yeah, that kind of thing works because it's a super obvious one from a gameplay perspective: "there was a big choice earlier, wonder what happens if I choose the other one."
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