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/rpgmg/ - RPG Maker General #148

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Thread replies: 745
Thread images: 145

File: Lina Inverse builds an RPG.jpg (73KB, 736x416px) Image search: [Google]
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"Fun Things are Fun" Edition

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

[MV] Base Resources, Cover Art DLC, Essentials DLC and Pre-order Plugins:
http://pastebin.com/QtQnqvf5
[MV] Season Pass DLC
https://mega.nz/#!Yo5AlLxZ!yzS3PMn144EGsj9LMnXeaaJ_ZxyTGgbIvFf3Y4Z0YRw
https://mega.nz/#!ZxhjiaBD!lGIZEztZ8fhyyl9NuEoQ_TDw0BGa0LB6wEaSxmY01lo
[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/
Storyline Creator
http://www.mediafire.com/download/dtlzmd145cr4sz6/SLC.zip
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 other Wednesday):
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

/rpgmg/ Chain/Collaboration Game!
Status: Pt. 14 (The Real 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 !ztOzYBnEEw
- Joakim Morgen !!4elh6dhvavq
- W.T.Dinner !LTqeha3bQk
- Firgof !aFqhsxkECQ

Currently working:
Bubbles !u696zUYxpM

Version 13B: http://www.mediafire.com/download/89tsrb5ka31g36h/rpgmgcollab_v13B.zip
>>
firsteelerino
>>
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Post maps.
>>
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>>144194686
It's only missing the water. Your map's pretty comfy, though.
>>
What do you think will be the main demographic of your game?
>>
>>144196571

People who like shitty games.
>>
What would be the best way to have an upgradeable town?
Should I just change the map every time? I'd have to make hundreds of maps for every possible combination.
>>
>>144198929
Parallax mapping probably, I mean you COULD make tons of the same maps with minor upgrades but just changing the parallax would me better.
>>
>>144198929
One way that folks never seem to mention (this has come up several times before) is just covering up the buildings, then removing the cover once it's fixed. Put the pretty-looking building on the map, then put an event over it with the graphic of a trashy-looking building. Or even no building. Or even both, on different pages. Then just change a var or switch tied to the pages and poof, new building.
>>
>>144196571
Me.
>>
>>144198929
You can:
Make multiple maps
Add parallaxes to hide buildings.
Change tilesets

I don't think there are other options.
>>
>>144201091
Oh. And I guess you could make groups of events that re-position themselves around the map.
>>
>>144198929
Have a few spots with events that change from something like windows have boards with nails > Normal > pretty flowers
And so on.

You could also have a section of the map inaccessible until you get to a certain point, too. Like fence off an area where more people move in later.

>>144176037
Your map doesn't seem to have any focal point or direction. You could move the hill by the entrance right so it's more over the edge of the map, and connect more of the grass patches so they're not like a million little patches of woods.
>>
Can I mix multiple VX and MV tilesets in one map using the TileD plugin? Can it create pixel-based collision detection for pixel-based movement? If so, there's no reason to even use the vanilla map editor anymore other than to have the external maps imported.
>>
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>>144202775
weeds.
I cannot type, goddamn. Here have a map of mine.
>>
>>144203116
You can mix tilesets so long as their the same size, I haven't tried for pixel-movement, but it might be possible since TileD was made for any sort of 2D.
Only problem I can think of is it's a little annoying to place events when you can't see what the map looks like.
>>
One of minor locations in my game. I made it as part of expansionpack /remaster of my RPG.
>>
>>144203949
I know double walls are realistic, but aren't they consuming too much space? Are they plot relevant?
>>
I'm bored.
>>
>>144207703
It's time to work on your game!
>>
>>144196571
I'm hoping for an older/mature teen audience, ages 17+ who enjoy storytelling, SMT-inspired gameplay, character develolment, and a plot revolving around dilemmas of individuality and militarism

but realistically it will probably be eaten up by shitty kids on Tumblr instead due to having bright colors, an anime-inspired art style, a ~strong female character~ party member and a ~lgbt~ party member; they will inevitably ignore the plot and its nuances, and the fact that said transgender party member has killed multiple people in his experiments, and said strong female character is an abrasive asshole who stereotypes others, and they'll tell people to play the game because "uwu it has lgbt characters and strong ladies!! U should play it because some of the characters are black omg"

I may be slightly jaded
>>
>>144196571
Weabs
>>
>>144196571
me
>>
Gladiator guy here. Now I have my character graphic and 3 armor pieces (For out of combat.)
Top, bottom and armor.
I'm thinking of using these:
http://forums.rpgmakerweb.com/index.php?/topic/50259-visual-equipment/
and
https://galvs-scripts.com/2015/11/01/mv-message-busts/
Is this doable for someone with little/no experience? How hard would it be to rig these up to work together, not to mention tracking armor status?
>>
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Jumpy jumpy bots
https://a.pomf.cat/phjykb.mp4
>>
>all the code is uncommented and most of the """documentation""" is just JSON object definitions
Nice
>>
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>>144196571
Folks who like animal people are Furries.
What do you call someone who likes robot people? Robophiles?
>>
>>144211345
>doable for someone with no exp
If you can script, yes; if not, no.

You'd have to figure out how the Visual Equipment plugin determines how to draw faces/chars, then apply that to the bust plugin.

>>144212764
lol Which scripts are you trying to learn, anyway?
>>
>>144213080
I'm trying to figure out the battle system so I can rewrite it. I've read over the code a couple of times and I think I understand how it works, but at a code level I'm not sure how to begin changing it.
>>
Getting way ahead of myself, but is it possible to animate the enemies?
>>
>>144216770

Of course.
>>
>>144216770
I assume you are using MV
http://forums.rpgmakerweb.com/index.php?/topic/47991-animated-enemies/
>>
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>>144196571
Edgelords, Waifufags, People who like convoluted plots dealing with Nihilism, Tumblrtards who think the big bad is empowering to women, Tumblrtards who think the big bad is derogatory to women, Manlets, Devilmaycry fanboys, SMT fanboys, autistic people.
>>
>>144217370
So 4chan in general then?
>>
Is it possible to have the screen shake by pixels in rpg maker? I always found that 32x32 shake to be kinda... cheap and distracting, as if it's just panning the camera left and right by one tile.
Can it be applied to battles too?
>>
>>144218772
Yeah pretty much. It wasn't intended but I'm pretty sure the first three things + autism covers everyone on this website.
>>
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redraw complete
>>
>>144223294
You may want to fix the left hand of the left sword maiden
>>
>>144218993
I'm using VX Ace by the way.
>>
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>>144224248
the left one's being completely scrapped for the right one lol

atm, the only thing i'm seeing that needs fixing is the spear's left leg
>>
>>144224923
I see, in that case you did good.
That's a nice Miku
>>
>>144211836
yay! glitches i have 0 fucking clue how to fix ( except for the last one )
https://a.pomf.cat/qtsiit.mp4
>>
>>144226363
What're you using for pixel movement and the jump mechanic?
>>
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>>144194686
Comfy.

Here's a test map with some tiles I drew recently. I guess it shouldn't be too hard to figure out what country the game is set in.
>>
>>144227086
GaryCXJk - Free Movement for the pixel movement, and the jump is done via events.
>>
Post progress
>>
>>144196571
RPG Maker fans
JRPG fans
Weebs
Indie gamers
>>
>>144230551
My progress is coming to terms with the fact that it's going to be tough to make a shit game much less one that can please my cynical tastes
>>
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>>144230551
>>
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>>144230551
Still obviously working on it
>>
I know it's bad

But does anyone have a link to VX ace so i can use it for free a torrent or mediafire

I want to buy it
i really do but i just can't afford it right now
>>
>>144228101
IDK how often you deal with pixel coordinates as opposed to map coordinates, but a fix to your current jump system would have to be using them.

If the player's jumping onto a platform's far right side, you only allow them to jump if
>player's collision box pixel width + player's pixel x-coordinate < current tile's right most pixel x-coordinate

If the player's jumping onto a platform from the far left side, you only allow them to jump if
>player's pixel x-coordinate > current tile's left most pixel x-coordinate

Then you'd either manually edit every jump event near an edge with the appropriate check, or use a passability check to the left and right of the jump destination.
If the tile to the right of the jump destination is impassible, use the first check. If the tile to the left is impassible, use the second check.
Or you could do the "RPG Maker dev" solution, and specifically place your jump events only where there won't be issues and give the jump event some graphics.
It might even be better, because it'll give clarity of where you can or cannot jump.
>>
>>144224248
The redraw looks great- not only does that fix all the proportion issues, but it's got more direction and movement to it. The old one was all over the place.

You've got a lot of black clothes though. I wouldn't recolor anything unless it actually is visually a problem, when you use these cut-ins.
They are cut-ins right? I can't remember...
>>
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>>144234198
>>144224923
Wow I just cannot direct my comment links or whatever these are called.

Here's an old XP icon sprite I made for a friend so my post isn't useless.
>>
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>>144234198
Yeah, they are.

I'm actually not decided on anything color wise yet, especially how the sword girl's just Miku, like >>144226140 pointed out. Even specific details are mostly up in the air.
>>
>>144234629
Do whatever with the rest, but ya gotta keep the middle one in black. It's the rules.
>>
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>>144196571
Perverts and people who are furries but don't want to consider themselves as such
>>
>>144234437
You should reply to wrong posts more often if that results in you posting more pantsu
>>
I'm trying to script something for battle in mv, how do I reference the currently selected enemy?
>>
Bumb
>>
What's the most interesting area you have planned out in your game?
bump
>>
>>144246048
Underwater dungeon where you have to collect 33 pieces of a statue head
You move incredible slow and the pieces are hidden in the environment.
One piece is a random drop from the enemies so you won't find all if you run away all the time
>>
>>144237315
https://www.youtube.com/watch?v=SLo44DfAvfY#t=6s
>>
>>144246582
Slowed movement isn't the best idea for that. It just sounds tedious.
>>
>>144248159
It absolutely is.
The only purpose of that dungeon is to annoy the player.
>>
>>144248393
I can't imagine anyone wanting to play your game.
>>
>>144248393
Better be a joke game then.
>>
>>144248393
Do you also have a time limit counter to the player drowning?
How about two boss fights in a row, with the first one being a long, drawn out one that consumes the player's MP, and the second one coming out of nowhere and demanding the use of a lot of MP-consuming abilities?
And maybe also having the prize of the dungeon being a super secret weapon that would have been ideal for fighting these two bosses?
>>
>>144246048
A spooky forest infested with psychoactive plants, scary monsters that inflict mental states, and a weird hermit with a loose grip on reality living in its deepest and most psychoactive reaches. Face your fears there and you'll come out as a Berserker.

Becoming a Rogue requires you to break into the School for Scoundrels (too obvious?) through one of the locker rooms, then sneak to the admissions office without getting caught.
>>
>>144246048
As I call it, The Forest Of Anal Cancer.
There is no real rhyme or reason to the map. You need to navigate through a very confusing series of maps. Exit to the Left room and you might end up looking up from below. Several rooms to look like the beginning and several to send you back to the actual beginning.

You interact with wisps to change the teleport path. The more wisps you reach the easier things get (lucky for you) so simply spending time on the puzzle makes progress. It's possible to skip the dungeon if you are clever enough to get it first try, or help an npc on a sidequest. (That may or may not involve an incredibly difficult boss.) The monsters in the forest are also assholes. They spam status conditions and have a chance to unload all of them at once on you with a special skill. Luckily this shit is near the end of the game.
>>
We need more Windsor in the podcasts
>>
>>144196571
The way things are moving currently, probably the Undertale crowd.
Which is a scary thought. Time to redesign my entire game.

>>144246048
>When you realize your game doesn't really have interesting areas.
Time to really redesign my game.
>>
>>144196571
Probably tumblerinos and furries
>>
>>144256634
Is your game about hugging enemies?
>>
>>144257580
No but it goes for the pseudo-wacky style that UT and the Mother games share and has a similar humor style to UT.
>>
>>144257847
You poor thing, was it intentional?
>>
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>>144258849
Not really. That kinda humor style is just right up my alley so I just did what I know and like.
Unfortunately that means I might attract the wrong crowd or give off the wrong impression if I ever finish it.
>>
Wouldn't parallax mapping bloat the size of the game, since you'd have multiple images covering each map instead of having just one tilesheet for multiple maps? Or is that one of its few downsides.
>>
>>144259952
Yes it would bloat the size somewhat but it will look much, much better
>>
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Shit, is it even possible to make an interesting cave with the RTP?
>>
>>144259078
What's it about? Give the sparknotes version.
>>
>>144261025
No.
>>
>>144261025
Curve some edges and godspeed. RPGMaker hates interesting things.
>>
Tell me why I shouldn't use level 9 compression on my PNGs.
>>
>>144263353
More compression requires more processing power to decompress.
>>
>>144263435
I'm sure everyone's gaming PCs can handle it.
>>
>>144259078
Alright. Not really familiar with sparknotes, but this is the gist of it:
>Color is stolen from world long before protag was born.
>King is one of the few people that have lived through it and still live.
>King tasks protag to discover the cause of the loss of color and to restore it.
>Protag does this.
>End.
>>
>>144265606
That sounds neat. Good luck on finishing it.
>>
>>144253583
He and Souls have mostly been MIA since they started collabing on a game. I miss him, too. We need the comic relief
>>
>>144265806
Thank you anon. I'll try for you.
>>
>>144196571
It'll probably be /rpgmg/.
>>
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>>144246048
I'm gonna do a techno dungeon. Think Sanctuary Fortress from MP2 and that will pretty much be it in RPG form.
>>
>>144266393
Can you do me a favor and not remind me of spider guardian?
>>
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Party split point!
>>
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>>144271535
I lucked out, never had to fight the super bullshit version of it, only played the trilogy edition.
>>
>>144272517
Please do some Mario and Luigi RPG puzzles.
>>
>>144272558
It's for the better. Boost and Spider Guardians were just OP'd by a few overlooks. It wasn't real difficulty like some of the more enjoyable and rewarding bosses, looking at Quadraxis and Emperor Ing. That shit was the best.
>>
>>144263435
Maybe for large HD images. Probably negligible with 7kb spritesheets.
>>
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>>144272767
Cosigned. Also the Dark Samus Battles. I like the idea of a recurring foe throughout the game. Mine will have a few as well.
>>
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Babby's first split party puzzle is just about done. I just need to bug test it.
>>
>>144275197
Completely forgot about the Dark Samus fights.Probably one of the reasons 2 was my favorite of the Prime series. Hopefully you can convey a similar feeling with those fights in your game, looking forward to it.
>>
Someone did the math on the long-ass ladder in Snake Eater and came up with this image, they said it was something like 411.95 feet long.

I have a question, about how long is the meaning of life rope in Lisa: The Joyful? Assuming the height of Buddy is something between 54 and 62 inches
>>
>>144275283
are you proud of this? *shoots you*
>>
>>144278676
*its a hologram*
>>
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>>144275805
I'll do my best, I have a few ideas rolling about on how to go about it.
>>
>>144275283
Nicely done, but you'll probably want some explanation as to why the party has to split.
>>
>>144281272
The following party would fall to their death. It'd be good to actually show the player that, though.
>>
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>>144196571
Chubby chaser,milf lovers, Thicc fag etc
>>
>>144282931
Did you make this? holy shit
>>
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>>144283127
Yea
>>
>>144283852
>>144282931
THICK
>>
>>144283852
oh shit

where can I follow your development?
>>
>>144283959
No where, on hiatus at the moment
>>
>>144284219
At least make a tumblr or something so I don't miss it when you post your game
>>
>>144281272
There's a brief tutorial text explaining that since each tile can only be stepped on once, the other person will need to take a different route. You see it the first time you step on the Switch Point.
>>
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>>144284272
Nah not feel like to open an account for this, these is all i got atm
>>
>>144285041
>wielding a sword
>so thick, she still slashes with her heels
>>
>>144285041
If you ever decide to work on your project again make sure to post your progress then
>>
>>144285041
>scarred tits
I didn't know I needed this. Hot diggity.
>>
>>144286539
Will do
>>
bump command
>>
You get a bump
>>
>>144246048
Each city is supposed to be interesting but probably either the laboratory or seattle, but actually literally on fire
>>
>>144282931
>>144283852
>>144285041
It is... beautiful. How you did the animation?
bump
>>
>>144286171
>sword is actually a weighted pole used to counterbalance her THICK
>>
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What are the comfiest cities you've seen /rpgmg/? I'd like to focus on a handful of city maps as the world setting for a game.

Also, is there a way to have RPG Maker use 4-sided diamond tiles rather than squares?
>>
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>>144299074
Here is the preset ;)
>>
>>144302552
Why does your style remind me of Skullgirls?
>>
>>144302086
2k3 has isometric mapping built in, IIRC. It's not great, but its there.
>>
>tfw my game idea is a Megaman Starforce ripoff

I wanted to make a world where data packets are carried by literal planes (virtual planes) as an alternative to Internet.
Protagonist would find one of them going rogue because Evil Co. is doing evil. Then he can pilot said virtual plane by turning into data.
Sounds retarded, but that's all I came up with.
>>
>>144304873
>2k3 has isometric mapping built in

Pretty sure it doesn't.
>>
Newest Yanfly plugin: https://www.youtube.com/watch?v=LCm9FiRokWg
Made for eventing encounters. This can be handy if I used evented encounters.
>>
I wish I had progress to post.
I wish I was gainfully employed.
I wish making progress was my gainful employment.
>>
>>144310829
This. This so much, oh god
>>
>>144310829
I wish this general didn't hit page 10 so fast.

Bumping for justice and truth.
>>
>>144246048
One of my areas has a research lab built on top of a magical ancient temple, so there will be a mix of old fantasy and modern tech.
>>
Should I create a blog for my game even though I have no art right now and most of my progress is on writing and brainstorming?
>>
>>144320904
No. Wait until you at least have some concept art. People usually need visuals of some sort to stay interested these days.

Besides, blogging your writing as progress is a quick way to accidentally spoil parts of your game and make people uninterested if they've read the blog when the game comes out.
>>
My progress right now is learning how to parallax. I'm using TileD for mapping and trying to understand how to autotile on this bitch. Might be worth it.
>>
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bump
>>
>>144310829
With enough finished works on sale, you'll be collecting dollars for the rest of your life! Then you can move somewhere with crushing poverty and live like a king for nickels a day!
>>
I ' M B O R E D
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B
O
R
E
D
>>
>>144327919
try working
>>
>>144327919
work on your game
>>
>>144324871
Why does the South-Western island have two hands?
>>
Work on your game
>>
Are you a hetero/homo, male/female?

How do you feel about the following character types? Do you find them appealing/interesting?
>clearly depicted as female, but declared as male; Aikawa from Prunus Girl, Jun from Happiness!

>extremely feminine builds; generic shoujo leads

I have a feeling I'm really still appealing to a primarily heterosexual male demographic. Which is fine, as one, but I'm just curious.
>>
>>144336283
>Are you a hetero/homo, male/female?
Yes
>>
>>144336428
Thanks for the input.
>>
>>144336283
I prefer my characters to be Gemigender Drakefluid Neutrois that identify as blor/blirz/blytzelf.
>>
I have both a levitate skill and a grappling hook in my game. What can I use for one that I can't use for the other.
>>
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>>144336283
It does things to my dick.
Glad to have them on any game.
>>
>>144337968
As a hetero male?
>>
>>144337647
Levitate is used for levitating over chasms and holes I would say.
A grappling hook is used to get to a higher place and is not usable all the time.
>>
>>144336283
I am a hetero male and I am fine with bishies and traps as long as they aren't the ONLY build in the game.
>>
>>144336283
The villain of my game is exactly like that.
>>
>>144336283
I'm a cismale and I'm not a big fan of that faggy shit. I prefer dickgirls myself.
>>
>>144336283
"Draw a girl, call it a boy"-style characters are usually annoying garbage, but on very rare occasion extremely cute. Pic related, Ryou da bes.
In my experience, their fans are 99% men who would say they're straight. That'd include me, I suppose.

By the by, it's because you use words like "hetero" that you get responses like >>144337421. Ain't nobody in the real world talks like that.
>>
>>144336283
I don't care about stuff like hetero/homo anymore. If my dick likes it then my dick likes it.
And my dick likes boys who are girls.
>>
>>144338243
>the crossdresser is the villain
TRIGGERED

>>144337421
Thank you, fellow neutrois.

>>144338971
>use words like "hetero"
>Ain't nobody in the real world talks like that
..What? The only more "normal" term would be straight/gay. Plenty of regular people use the terms heterosexual/homosexual.
>>
>>144339320
Heterosexual, yes. "Hetero", no, not outside tumblr.
>>
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>>144338971
Ryou does look somewhat like a boy, though.

I know fans of Idolm@ster guessed correctly that he would be the trap Idol just from his artwork and weight long before it was announced officially.
>>
>>144338025
Liking traps is kinda gay depending on your point of view, but yeah, hetero.
>>
>>144339606
That's part of his appeal!
>>
>>144339320
>TRIGGERED
Yes, I considered the fact that tumblr would probably see it as insulting, but I swear I'm not doing it to piss off SJWs. I just like those kind of characters and I wanted to make a dangerous and ruthless villain who looks delicate and unthreatening at first glance
>>
Would people enjoy a battle system like SoM, except instead of a single static recovery time, attacks would drain a fraction of stamina, which recovers over time?
>>
>>144341153
Yes. Plenty of games have stamina bars, like fotm, Dark Souls.
>>
>>144341274
DESU, I actually haven't played a lot modern games, except for grand strategies.
>>
>>144340785
I don't think there'd be any issues with it personally. Griffith from Berserk is bishied as fuck, and he also makes for a great villain.

I've personally always wanted to make a nature-themed androgynous elf villain. Kinda like Psaro the Manslayer, but more like an ecoterrorist rather than a misanthrope / monster supremacist.
>>
>>144341829
Personally, I don't consider bishies like Griffith to be in the same category as cute boys like the ones >>144336283 and >>144338971 mention. The appeal is greatly different; bishies are mainly popular with young women.
>>
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>>144342258
Well, you see Griffith's muscles very early on in Berserk, and he is already very well built, so you don't get to consider him much of a trap. But his face is about as effeminate as Miura's style gets. He is even identical to the girl from the Berserk: Prototype manga. Especially during the occasional gag cuts that Miura sometimes does where he simplifies his art a little.

However, the thing that makes you take Griffith seriously is that he is competent and powerful. Which in his world demanded a well-built body (at least while he was a human). But if you are writing a story in a more fantastical setting where humans can use magic, you don't actually need the character to be muscular to be powerful, so I think you could get away with the skinny trap build, just like any villainess gets by with the seductress body.
>>
Working on a project and seeing progress is actually fun
>>
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>>144336283
Everyone in my game is going to be a robot.
Unless I throw in monstergirls.
Would anyone want mostergirls?
>>
>>144351027
Yes
>>
>>144351027
It would feel too random for me, judging from that webm. But if you think they can fit...
>>
>>144351598
Imagine a "humanity is gone, subhumans have evolved, find out why" scenario
>>
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>>144351773
>subhumans have evolved
>into attractive humans with quirky traits like animal ears and animal-like extremities
I am sure a lot of people will like it, but I like speculative biology and xeno-anthropology too much for that.

Maybe if they were genetically modified creatures designed as a slave race and have managed to survive somehow. And they were either slime-girls or insect-girls. I think that'd make sense.
>>
>>144354030
>slave races
slave to the dick?
>>
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>>144351773
>Robots from mines, foundries, and all manner of factories have had their routines halted as infrastructure breaks down
>A few have gone out in search of why the humans have let things fall apart
>Humanity went full furry as part of a fashion fad and lost the higher functions required to maintain their creations
>You killed them all, and deactivated yourself after wiping your memory banks.

Having been reactivated you will pursue the mystery of your lost memories, only to rediscover the shameful legacy you thought obliterated. Can mankind's legacy be preserved? Or will removing their shame from the universe require you to burn the world with atomic fire?
>>
>>144351027
>>144351773

I was thinking of doing something similar. I would recommend "Blame!" https://bakabt.me/torrent/175622/blame

If you're really into the whole humanity is gone earth is now different. I won't ruin it for you because it's sort of a mystery all the way through but it does have a ton of robots, cyborgs and other things you'd expect to see. Good reference material.
>>
>Listen to random music while working
>RJ144766 Ultra Endurance Cum Explosion 01.mp3 comes up

I'm not sure if that is a good thing or a bad thing
>>
>>144356164
post the mp3
>>
>>144355806
I was planning on making it more lighthearted, but thank you!
>>
>Sakura Dungeon
>lewd dungeon crawler project
FUCK TIME TO SCRAP THIS PROJECT
>>
>>144358123
I seriously doubt that it will be any good.
>>
>>144355425
Sure. It could explain why there would be more female than male ones too, if the anon wants to go that route.
>>
>>144358921
Hot
>>
>>144358123
You can always just pander to furries to make a quadrillion bucks.
>>
>Figure out how to give the Player a family name
>Feel accomplished

It's the little things.
>>
Should I:

>Let player choose their starting build from presets.
or
>Have their preset starting build be chosen with a few personality questions.

I'm planning to have the player choose what stats they gain from leveling up, so the starting build doesn't really force you into anything in the long run.

inb4 Dark Souls ripoff
>>
>>144364663
Do both. Will appeal role players and strategists alike.
>>
>>144358123
I seriously doubt anyone who would potentially play your game would mind another lewd dungeon crawler in their lives.

Seeing as I'm getting one started up myself
>>
>>144305297
My mistake. I was messing with some kind of RPGM around the turn of yhe millenium and it had isometric support. All it did was take existing tiles and stretch them diagonally. The cool part was that because of this, it was tile-based and any map could become isometric/normal at the click of a button
>>
Does anyone have a good resource/tutorial on how to actually USE scripting in RPGM? MV specifically. Every tutorial I find goes over unrelated shit or the wrong kind of scripting. I have scripts downloaded and enabled but haven't a damn clue how to add them in or make actual use of them.

I'm also trying to figure out how I store something like equipment status to a variable that I can call on later via scripts to change displayed pictures, but without knowing the previous thing about implementing it, it's a moot point.

I'd like to just steal VH's strip script but I can't get to it apparently
>>
These threads die down way too easily. Cut it out.
>>
>>144371278
Post some progress yourself, then.
>>
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>>144371525
Remapped my entire protag's house recently, made it less bland and more open, redid the bathroom and TV room entirely. More default assets than I'd like, but meh.
>>
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>>144372056
2nd floor. Not sure what I'll ever do with the laundry room, but it's there.
>>
>>144374705
How do those doors into the side rooms look in game?
>>
Guys, I'm new to MV.
How do I use the characters generated by the character generator?
When I save the setting it only creates a .json file.
Do I need to import them somehow?
>>
>>144375204
Like shit, frankly. Normal bad when I use the original doors, stretched as hell when I use the resized ones. I really don't want to change it though but I might have to.
>>
>>144375857
Export them instead, usually piece by piece (face, sprite, etc) and insert them into the proper project folder.

I also highly recommend getting GCH if you intend to do any real and manual customization of sprites, it's a very useful tool.
>>
>>144375857
The JSON file saves your parts so you can load them to make edits later. You export them using Face Image, Walk Character, etc.
>>
>>144376695
>>144376759
Got it, thank you Anons.
>>
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>>144375204
>>144376527
I found some 2tile high doors, looks better than before but that tiny bit on top that's not covered bothers me still.
>>
How do I switch the order my maps appear in the left side view thing?

I'm using RPG Maker XP.
>>
>>144377789
I won't be much help but the only way I've found to make any kind of rearrangement of order is drag and drop until they're in the right order. I'd like to know a better way too, even with sub-map designations
>>
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>>144377606
Part of the problem is that side view perspective in RM just doesn't make sense.

In pic related, note the autotile overriding I had to do to make the rug seem more plausible.

I've also drawn in what I think a proper side-view door would look like. Note that the doorway is really two tiles wide, despite the fact that the player can't pass the southern half. What you're seeing is the top of a pair double doors.
>>
>>144379946
I should really get on making a side perspective door. At first I had it just as an open space, but that looked dumb and ended up making it a solid wall (don't need to access the room anyway). Both ways that I did it gave me criticisms.

Doors are rough in RPGM.
>>
>>144379946
Perspective wise this looks awful. A single rectangle would work better imo.
>>
>>144379946
Side view is a better idea but how to implement it properly is another question entirely. That's not bad but it should be worked on to look more natural.
>>
>>144368951
Well I figured out the picture display script using a commont even and equipment variables. Now I have a question:

Is there a way to have this running all throughout the game that doesn't involve calling the common event on every map?
>>
Does anyone still use 2k3?

I dunno why, but it seems attractive to me. Aside from the image restrictions, it just feels the most intuitive and familiar.
>>
>>144383963
I like XP more.
>>
>>144383963
>>144384235
All RPG Makers are great and equal. Except VX, that one doesn't exist.
>>
>>144203949
>>144203185
Hot damn! I'm filled with both envy and resolve to step up my game after seeing these two shots.
Well done, guys!
>>
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Made a new track, wanted to do a cute shop theme, will probably use it for something like that. Kinda wanted to do a gameshow theme but ended up with this instead.

https://soundcloud.com/mondo-nugget/whatre-ya-buyin
>>
So I'm trying to decide if I should get MV or not. Did a quick google search to see if the type of battle system I want has been built yet and didn't find anything, and this is the determining factor of whether or not I get MV now or later.

So does anyone know if anyone's built a combat system like Final Fantasy Tactics Advance (preferably) or Fire Emblem?

For those that don't know those games, it's a combat system where all the units are on a grid and they move around to fight.
>>
>>144386539
I like it, would totally buy stuff there.

>>144388072
Sadly it does not have a tactics battle system and I think it would require some heavy scripting to accomplish something similar.
>>
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>>144388072
As far as I can tell, it's set up more like classic Final Fantasy games and Dragon Quest I think. With side views and turn based combat. You may be able to get the systems you want through scripting possibly. I'm not 100% on that though as I'm fairly new to this.

>>144388313
Thanks man!
>>
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>>144379946
This look any better you think? I'm kinda set on side doors either way so I'll have to make the most of it
>>
>>144389001
Not him but that is even worse.
>>
>>144389001
Looks retarded desu
>>
>>144389236
>>144389390
Damn. Thanks for the brutal honesty though fellas. Any ideas to make it suck less while still looking like a 2-high doorway?
>>
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>>144389390
>desu
>>
>>144389543
>Being triggered over little words

baka
>>
>>144379946 looks better than >>144389001

You get the "thin slice" doors to look better by just animating them opening and closing. Then your players will eventually get desensitized to how "bad" they look. They'll just think, "Oh, here's a door." later on.
>>
>>144389535
That does not look like a 2 high doorway. It instead looks like a section of the wall was cut out and replaced with a door mural where the wall was removed.
>>
>>144386539
Sounds good! Good job mang.
May want to lower the volume of the saxes so they mix better with the other instruments though. Kinda startled me with their volume at first, haha.
>>
>>144389974
>>144390289
Sounds like a plan then, thanks!
>>
>>144391151
Apparently there exists no such thing as an existing side door tile that I can find, people would rather work around it than make a simple tileset that animates a door opening sideways instead of up and down...you'd think after..how many years has RPGMaker been out? That someone would have. Guess I'll have to try to make one myself.

I'm curious though, >>144379946 how do yours work if a player actually moves through them?
>>
Do I go to sleep or do I continue to work?
Help
>>
>>144391991
Both. Sleepwork.
>>
>>144391963
>how do yours work if a player actually moves through them?

That's just a mockup in gimp. I feel like sideview doors are completely nonviable in MV, unless there's a way to get 2k3 style ceiling tile behavior.
>>
>>144392290
Well shit theories don't help fix things.

I did find this though: https://fanofrpgmakermv.wordpress.com/2016/04/02/rm-mv-ressource-side-door/ - Problem is, he made that really weirdly. It's on the wrong tile and is twice as high while "closed" as it is while "open"
>>
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>>144392632
You've convinced me to try and make a side door.

Pic related is progress so far.
>>
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Why put opening and closing doors at all? could just do this.
>>
>>144393631
Good start! I tried using the one above and it's so tiny...then I tried to resize the door sprite to fit better and it looked even worse, like a growing door instead of an opening one.

I would love you forever (and credit you if you want) if you make one and post it for the general public to use. It's something so simple we've desperately needed yet it's never been done properly, always worked around.
>>
>>144393889
Realism, aesthetic touches, something different. For a bedroom you'd want a door for privacy and going through an underpass hurts that immersion.
>>
Good night
May your muse kiss you in your sleep
>>
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Getting all the eventing done for these double doors was a big chore.
>>
>>144393631
Btw, before you get further into it, remember your entrance way is two tiles wide, but your door only covers one tile.

From your character's perspective, they're looking at an entrance blocked on the left side by the door, and they could just walk around it to the right side.
>>
>>144396260
See >>144396196
>>
Is there any way for me to do percent chances in 2k3, or am I stuck with guarantees?

I bet it's right there in front of me and I'm just dumb
>>
>>144396561
Percent chance for what? Skills to activate? Or just like random number generation?
>>
>>144396601
Fuck me, I should've actually explained that. I need some sleep.

Percent chances for debuffs to afflict an enemy with an attack that also does damage.
>>
>>144396812
Each enemy has a "state rate" in their stat that shows how susceptible they are to status effects.
>>
>>144396989
Shit, I knew it'd be in my face. Thanks anyway.
>>
>>144354030
>ugly ones, but yeah

Golden.

Bump
>>
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>>144384536
You know, I miss RPGM GB2. I should really go back to it someday.
>>
>>144389001
If all the map doors are side ones, why not redraw the map to use normal doors? Tilting it 90 degrees.
>>
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>>144391034
Thanks brochacho. Noted on the sax, I'll lower it a bit, gotta get some good headphones so I'm not at the mercy of shitty laptop speakers.
>>
>>144394059
>>144396196
I kind of think if you're displaying the full height of the walls, then you should use the underpass together with a door opening sound and small delay to moving through that tile. That way you have visual cues with the carpet and wall that something is there, and you have audio and movement cues that you're interacting with a door.

If you really want to add something extra, you could have the underpass part of the wall, at half opacity so that the player can see the door animation and the character passing through.

Animated side door is the way to go though.
>>
Yanfly's newest tips & tricks: https://www.youtube.com/watch?v=viPPQACdZfA

He shows us how to do charging skills with the ability to interrupt them!
>>
>>144418295
That's pretty neat. I'd also like to see something close to some recent MMORPGs like Blade and Soul or Wildstar, where you need to use 2 or more attacks of the same kind to cancel a charging skill.
>>
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Is there a particular version of RPG Maker that's preferred over others? Or do they all have odd quirks and specialties?

>pic unrelated
>>
>>144423783
They do have peculiarities, but for the most part, you won't go wrong with just choosing the latest (MV, which boasts mobile platform support) or second-latest one (VX Ace, which has had support for many years now and therefore has the most resources / scripts / tutorials etc. available). The differences aren't so important that a project would only be feasible in a certain version, or anything like that.
>>
>>144396260
His is, mine weren't two wide, so the first double door would've been great.

>>144396196
How did you achieve the single & double doors? Do post or share.
>>
Bump from page 10
>>
>>144423783
What >>144424040 said - MV is the newest and provides not only more platform support, but also allows Javascript instead of just Ruby for scripting. Also, bigger, nicer looking tile sizes.

VX Ace isn't bad, and it's had years of content and scripts developed for it, but it's slowly falling to the wayside like so many versions before it.

They DO all have their differences, some older versions are better at certain things than newer ones are, mapping, etc, but in the end the newer ones tend to be better "overall"
>>
>>144427736
One more!
>>
>>144424498
Here are the WIP sprites for the doors.

A touch event on the top door causes both doors to trigger move events and enable passthrough. Then a self switch is enabled on the top door so that its priority is set from "same as player" to "below player."

In an ugly bit of kludge, the self-switch-enabled page (at below player priority) runs a parallel process to check if it happens to be facing down. If it is, self switch A is turned back off, so that it returns to the default "same as player" priority page. This isn't the only way to do this, and it's probably not the best way.

A spread of touch events in front of the door trigger to close the door again when the player walks away. There's one right in front of the door for if the player walks into the room and back out, and ones on each of the tiles adjacent to that one for the possibility that the player opens the door but doesn't go through.
>>
>>144431649
Just looking at my sprite sheet, I realized that the bottom 8 pixels of the up-facing pose for the top door get cut off.
>>
>>144431815
Wait, no it doesn't. I'm a dummy.
>>
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>>144412236
Try a Koss KSC75. They look really dumb admittedly, but I swore by mine for a couple years before they died a couple weeks ago and they sounded really fantastic. Cheap price too like around $15 usually on Amazon.
>>
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Are there any areas in other pieces of media that you're emulating, referencing, or just trying to get the same atmosphere of in your own games?
>>
>>144435790
>inb4 63 Undertales
>>
>>144435790
I'm referencing some books and movies but the allusions will be very subtle and may or may not be recognized by the player.
>>
How big a cast is too big a cast.
>>
>>144440373
Suikoden had like 100+ Characters so go as big as you like
>>
>>144435790
Innistrad. A little.
>>
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Guess I'll have to tile bushes the more traditional way after all, this is just too close together.
>>
>>144435790
There is a bit of the Dark Tower going on, Kirby, Klonoa, generic fantasy and pretty deep in SMT territory at some points.

One of my story gimmicks is fooling the player into thinking its a generic fantasy (at first) but it ends up the a sort of dream world with a sci-fi backstory.

My issue right now is the bigbad didn't do nuffin (aside fucking over everyone on her planet and wiping their memories out of grief) However she set in motion plans to fix it. (How the PC is involved) I've found a way to mask it all and maker her threatening but my problem is, once you know her backstory there is no reason to fight her. (Besides the fact she wants you to kill her because she cant live with what she did.)

Should they hook up?
>>
>>144431649
Looks good :) I'm not sure why you have such a complex event for doors though, the base one I used in vx ace works fine with a few sfx updates in MV, door opens, player moves "forward" 2 squares after the waits end then it closes

Do you have a name you want to have under creditting for the door?
>>
>>144442943
Give the player an option to join her right at the end.
>>
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>>144431649
I seem to have an issue with these..walking through puts my player's head under the door since it's taller than a standard MV sprite - Any ideas how to layer it better?
>>
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>>144435790
Salamanca
>>
>>144443318
You cant really join her though, because by the time your there she initiates the fight. I could give them the choice to kill her, but I have plans to have her join the party for postgame stuff.
>>
>>144435790
FF9 for the comfy, alive feel of city spaces like Alexandria or Black Mage Village.
>>
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>>144443709
Nevermind, was as simple as removing the ! from the filename and using that version.
>>
>>144435790
I'm pretty much going for if you took SMT, Pokemon Mystery Dungeon, Mother 3, and Gurren Lagann and put them in a blender and turned it into a fine paste. With a few punches of The World Ends With You because everything I will ever make ends up influenced by it.
>>
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>>144445505
I tried to picture such a combination, and I could only come up with pic related.
>>
>>144445505
So, Undertale?
>>
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>>144431649
I put a little wood finish on it but I'm terrible at the detailing part (inner channels, doorknobs, etc) so if anyone wants to use this as a base feel free and post the result.
>>
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>>144447901
Lazy but accurately-placed door knobs + a mirror for facing the other side
>>
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still working on my tileset guys
did this v v quickly to test a bit more of how it'd look like, but mapping is not really my thing right now

let's all improve together friendilereenos
>>
>>144450493
i made shadows in literally 1 minute in photoshop after i did the map, don't think they'll look that rushed all the time
>>
>>144450493
I think that many shadows are displaced and you could use some shadow in the house interior. Bushes in the inferior part of the screen looks cool shaded, but the darker shades look too dark to be cool. The shadow of the house's roof is very rounded, but the roof is squarish. The stones also look painted in the grass.

Other than that, I'm liking a lot!
>>
>>144450493
Honest feedback, I hope it helps:

The shadows do look a bit rushed, but they're also very inconsistent. The Door Shadow makes no sense, the house's shadow would cast further and at an upward slope angle, and those trees to the right wouldn't be half-shadowed, the house's shadow would cover them completely. The rest of the tileset looks so nice but the shadows/shading sticks out noticably, take your time and even it out, focus on edges too, not in the middle like those back trees.

Also keep in mind, like the overhang shadow from the roof, it wouldn't be wobbly like that, it would be a straight line, and that patch of unshadowed on the main roof shouldn't be there - also, the side roof wouldn't be shadowe in the back, you have to remember the direction you want your light source to be coming from and make sure it's applied all over in a unified manner.

The shadows are all that bothers me though, the rest looks really nice so far.
>>
>>144435790
Devil May Cry, Monster Hunter, Etrian Odyssey, Vindictus, Touhou, I mean Undertale
>>
Reminder to back your shit up online or on an external drive. My HDD officially died after only a year and a half. Taking all my work with it.
>>
>>144451504
>>144452468
great, thanks!
as i said, it's the tileset i'm working on, i don't know if anyone here was on the previous thread, but i uploaded a bunch of tiles i'm making right now, but they're not shaded

I wanted to check what would a map look like with my tiles (i don't even have rpgmaker i'm just here for the cozyness and i'd like to put the set on steam one day. I just like making pixelart)
So I made a map very quickly and added the shadows on photoshop just to have a rough view of how would it look like with effects added after the mapping
i just threw some strokes randomly (i even forgot to add the trees' projected shadows lol)
the important thing here is the tileset, i'm glad you guys like it!

But you're right i gotta fix those rocks
>>
>>144453228
Yeah, I'm the dude who first said you should post it. Actually, I'm very glad 'bout what you're making. It's getting very good. Keep up with your best!
>>
>>144452867
Welp. I'm sorry to hear this.
I always hear these horror stories of people losing all their work, gonna will make some back ups later.
>>
>>144447479
I wish Undertale had Gurren Lagann in it, that would be sick

>>144445925
That's about right, just need some space elves and put it in a technicolor cave
>>
>>144453497
thanks!!
I've seen tilesets are often sold on steam for about ~$10
Do you think I can still sell it if I post some of the progress here before?
should I?
I don't think i'd sell it too expensive and I'd like to give it for free, but dammit a couple bucks would really make my day

But I'd like to show it before, get some feedback, see some maps made by someone else to see my work a bit "from the outside"
>>
>>144456262
>monsters and humans live in the Underworld/Overworld respectively and the precise reason for this is long forgotten
>the protag is the first human in a long time to enter the monster territory and is treated as an invader because of that
But it does.
>>
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O shit waddup

I haven't posted here in ages. How's life, guys?
>>
>>144456673
wow that looks sweet
>>
>>144456496
Honestly, my answer is yes. The only thing you'd have to do is get a little better with shading. Also, keep in mind that most of the packs are big, with tiles for interiores, exteriors, dungeons and stuff.
If your intentions are about selling your stuff, you could get a topic on the classifieds area of RPG Maker Web forums.
>>
So annoying finding an appropriate portrait style for 360p resolution.

I was trying to display the entire torso, but it leaves way too few pixels for the face.
>>
>>144457761
You could increase the game's resolution, could you not?
>>
>>144458071
I could.. but then I'd have to actually create 720p assets for everything else.
>>
Work on your game Anon.
>>
>>144443102
>I'm not sure why you have such a complex event for doors though
>door opens, player moves "forward" 2 squares after the waits end then it closes

For me, I don't want the player to be moved forward automatically. They should be able to open the door, then either walk through the door or not on their own.

>Do you have a name you want to have under creditting for the door?
This is just a little prototype to make sure I have the perspective right. Consider it public domain. I'll probably wind up redoing a better one with another frame of animation and proper art.
>>
>>144461108
But I just got home. I need to recover from the 109F temperatures before I can be creative.
>>
>>144444918
I thought the ! was necessary if the character graphic wasn't the standard 48x48 size. Apparently that's not true though. I do notice that the whole sprite gets shifted up a few pixels without the ! for some reason. Weird.
>>
>>144464027
Without the ! the graphics are raised by 4? pixels or something iirc.
>>
It says use \| to have a pause for a second when displaying text in MV.
But what is that |?
Not on an English keyboard by the way.
>>
>>144465790

It's a vertical bar character. shift+backslash on a US keyboard.
>>
>>144465983
Aha! I was able to find it. Thank you Anon.
>>
>>144463516
Nice to know I'm not the only one suffering in AZ's heat

>>144464027
I think the ! just decides how it's layered, it did shift without the ! but it didn't layer wrong either so that's all probably part of how it works
>>
>>144456589
I mean in terms of visual and tone, they really aren't alike. I just wish Undertale had more exciting graphics.
>>
>don't have willpower to sprite art
>Medieval: Warfare is not available, Dungeons still on the making
>RTP is too eastern for what I want
I'm in Art Hell.
>>
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>>144463280
Well I and I'm sure many other makers down the line certainly appreciate ya putting it out there, something we've needed for an obscenely long time yet noone ever did.
>>
>>144468730
I opened the webm in fullscreen. Only true sprite art is the character, no? Even default assets aren't sprite art, since they don't scale up well.
>>
>>144468929
Right now yeah the character is the only commissioned asset besides the door. The rest is a mix of RTP and scaled up VX Ace sprites I was using before I upgraded the project to MV, I know it needs some work and probably rescaling but that's later
>>
Page 10
Warning
Page 10
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>>144471434
I really wish we had a way of keeping these threads from dying off against all the shitposting dramafests like ffxivg that bump us down besides a bump.

How about people post something from their project they want to show off and/or brag about?
>>
>>144473250
>Attempt to boss music.
>It's shit.
And this is why I haven't yet put it up.
>>
>>144473250
>How about people post something from their project they want to show off and/or brag about?

Well, I'm pleased with how my "Split the party to traverse the crumbling floor" puzzle is going. I posted a webm of an earlier version the other day. Since then I've done a little more work, like making sure all the puzzle's switches get reset properly if you have to start over, and I've adjusted the locations of various chokepoints.
>>
>>144473250
I WOULD IF I HAD PROGRESS TO SHOW
>>
>>144473250
Uh, I made a dialogue based character creation.
And know I'm pondering which resolution I should use.
The characters are somewhat small at 1920x1080. And I'm not sure if the maker can work well with big maps and parallax mapping.
>>
>>144474357
I saw that webm earlier, simple and nice usage :)

>>144474412
Get crackin' then!

>>144473991
You're always your own worst critic. Give us a listen and see if it actually is.
>>
>>144474638
1024x768 is a nice middleground, still bigger than older RPGMaker standards but not gigantic either. 1280x720 is a nice youtube-friendly format if you ever want to think about it being streamed or LP'd. If you're using MV it may be moot anyways since you can just maximize the window or resize manually.
>>
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>>144473250
>post progress
Okay. Here's a cave I made.
>>
>>144474835
>Game getting streamed or LP'd
Man, I would love that. Then not only 5 people know about my game but maybe 10.
>>
Trying to come up with a message that semi-cryptically gets across the idea that "next turn, the Rat King's tail is going to start summoning additional monsters." It needs to all fit on one line. I'm fine with it sounding a tiny bit Engrish like Final Fantasy 4's writing (I think it's charming).

Two things I've tried, neither of which I'm happy with:

"Vibrations in the tail summon a swarm!" (This is good, but it's then weird that the first add doesn't appear till next turn).

"The sound of scurrying draws closer!" (This doesn't imply that the tail is the cause).
>>
>>144476012
>tail's tapping on ground like sending message!
>>
>>144476012
>You see the tail swinging and feel the ground shaking.

Is this too long?
>>
>>144477715
That's just about the longest that can fit. I don't think second-person narration is appropriate here, but maybe something like "Rat King's tail swings. The ground shakes."
>>
>>144474704
>You're always your own worst critic. Give us a listen and see if it actually is.
https://clyp.it/gueajfri
You brought this unto yourself.
>>
>>144478478
Joke's on you, I like it.
>>
>>144478478
What part of it do you not like?
>>
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>>144473250
I've got too many vague concepts floating around in my head. The simplest one I could implement is an investigation/infiltration adventure, but even then I can't decide on a specific plot.

Another part of the problem is that I'm more familiar with tabletop WRPGs than JRPGs (save Pokemon and Paper Mario), and tabletops generally fit better in the turn-based tactics/strategy genre than RPG Maker's default JRPG setup. Getting something approximating Neverwinter Nights or Baldur's Gate would require dozens of plugins and common events that I haven't gotten a grip on yet.
>>
>>144479389
Feel like it may be a bit too simple after the transition. And drums seem kind of off like it may be out of place.
>>
>>144475134
A little generic but not bad. Needs some grey rocks mixed in for flavor.
>>
>>144477715
I'm not a fan of the wording, personally. Something more along the lines of:

>Rat King's Tail rhythmically thumps a cry for assistance!
or
>Rat King's Tail thumps the ground, rallying his minions!
>>
>>144479947
Just do it anon! Make the kind of game you'll have fun making and playing by yourself. Then use that experience to develop the kind of game that around 5 people on this whole planet might want to play.

I believe in you.
>>
>>144478478
Actually not bad, though my opinion is that it is a little on the simple side, but also A) the Drums are much louder than the violin, and B) I feel something besides a violin would be more fitting behind drums like that. Something deeper, maybe even non-string instrument. Bear in mind I'm not exactly musically talented.
>>
>>144479947
Do like some guy on /v/ did a few weeks ago: Make a thread and have people decide on shit like the Plot for you. Or set up a roulette for yourself, then post and use the post digits to decide what to use, e.g; 10-20 = scifi plot, 30-40 = western plot, etc

If you can't decide on things, find ways to have the decision made for you, be it mechanically by RNG or organically by another anon.
>>
>>144480812
>A few weeks ago
You talking about the guy who randomly makes threads and keeps developing (further and further) an RPGMaker MV game based on thread comments?
>>
>>144480905
Something like that yeah. I only saw a couple of them so I have no idea if it's done or even still going or not though.
>>
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>>144435790
Mine is gonna be a love letter to all the games I've played over the years. Its hard to define, but I think it'll be pretty gud.

>>144433878
Sweet, already ordered one. Thanks dude!
>>
>>144479980
Well, what kind of song are you trying to mimic? Like, what could you be using as a reference?

>drums
The current drums sound like standard tom toms used in a modern drum kit. If you were going for an orchestra/march sound, then the drum you

>too simple
I think apart from the drums, all you have are the "high-pitched bass?" and string lead.

The high-pitched instrument plays the same thing, so the song stays in the same chord the entire time.
There are songs that stay in a single chord the entire time, so idk if that's what you're intending, but most songs don't.

I tend to write overly "fat" songs, but I'd say to always have like a bass instrument, a chord-defining instrument, another random background instrument, a lead instrument, and drums.
Right now you just have a "chord-defining instrument" and a lead, so the low frequencies are nonexistent, besides the tom toms, which aren't providing anything tonal, just noise.
>>
>>144478478
The beginning with the male choirs is good. Ominous. Like you're about to get your shit fucked.
I'm not sure what kind of mood the rest of the song is trying to convey. The chord progression seems... off? And if there's a melody it's not sticking with me.
Volume levels are really off as the other Anons pointed out.
It's a solid framework though, don't get me wrong! Needs a bit of work though.

Any attempt at making music is a good attempt! I believe in you Anon!

>>144482313
>already ordered one
Nice man! Just so you don't end up like I did, if you start hearing buzzing in one of the ears, you can pop off the clip and take the foam off. Sometimes a little hair likes to get stuck in there so blow in it. Thought mine were broken for about 2 months until I learned that.
>>
Wait MV has no fullscreen option?
>>
>>144484609
The default button is F4, F5 is now restart. Used to be F5/F6 for resize and F12 for restart.
>>
>>144484696
Alright.
Thank you.
>>
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>>144478478
It's not so bad, I get the vibe you are going for, I kinda like the desperate boss fight feel. The intro makes me think of Metroid Fusion and it sounds cool. The drums are kinda loud, I have that problem with composing sometimes as well.

https://soundcloud.com/mondo-nugget/boss-battle-futur3-wip

The chords in the latter parts are hard to follow. I can almost make out a melody but something feels like its missing or the timing is off.

Tweak it a bit, but don't be discouraged, everything you try is knowledge that you retain.

>>144484078
Cool, good to know. Also lol at Guy.
>>
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>>144480578
>>144480812
I have a time/place chosen (modern-day/near-future U.S. with a post-cyberpunk style) and a relatively fleshed-out set of antagonists (see below), but no solid protagonists.

The antagonists are the Concerned Citizens, a loose "movement" of numerous cells (paranoid neighborhood watches, disaffected college students, gangsters, and worse) that "keep the peace" by spying on their neighbors and persecuting anyone that differs from their view of the norm. By the time the plot begins, the Concerned Citizens' ad-hoc spy rings have taken on lives of their own and are waging information warfare on the government, the public, and each other. Everybody is watching everybody else, and the only way to survive is to become a Concerned Citizen yourself. Even then you'll have to deal with other Citizens that don't appreciate you snooping on their private lives. Snitches get stiches, after all.

Beyond that background, though, I don't have many specifics. There are specific Citizens with their own goals and varying levels of danger, but the player character and their motives don't exist yet.
>>
>>144485910
If you're so concerned, make a generic protagonist. Or use char gen random button to create as many characters as you can, then play around with what you got. Just have fun, don't worry. This is a stage of self-improvement, even a poorly self-drawn stick representing the character can work!
>>
With MV's "save as image" option on maps, is there any way to make it go full resolution? It's at about 50% scale.
>>
>>144487259
I don't think so, pretty sure you need a mapshot plugin.
>>
do we need a bump?
>>
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Is my game art yet?
>>
>>144491695
>Those normal walls
Sorry anon, not artsy enough and your protagonist looks too white and too gendered.
>>
>>144492223
But that's a woman who identifies as an Apache Attack helicopter.
>>
>>144493160
That's still way too gendered. Try to look into tetris blocks for some inspiration, like the dancing chair looking one.
>>
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Stuff.
Would anyone happen to know how to remove the "best" option from the equip menu?
Alternatively, is there any way I can make descriptions more than two lines long so they can fit in the bigger window? The database only allows me to write 2 lines.
>>
>>144476012
>The tail beckons for backup!
>>
Is there any in-story reason in your game to explain why your player can use revive items and spells on his mates during a battle, but not on NPCs/Characters who die in some cutscene/event?
>>
>>144495936
They don't really die, they're just "down", or too injured/tired/otherwise out of it to continue fighting.
>>
>>144495680
For more cryptic just say "The tail beckons..."
>>
2k3 newfag here; can I alter stats by anything besides half or double, or am I stuck with these extremes?
>>
Is it wrong if Echos607's voice gives me funny feelings?
>>
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I swear this is not an edgelord thing.
>>
>>144499695
Does "Trigger" do what I think it does
>>
>>144499775
Trigger is a subset of skills that are meant to subdue snowflakes- former humans who have transformed into what they believe they are inside.
>>
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>>144499695
>>144500035
>mfw
>>
>>144499695
I already like your game.
>>
>>144500035
>snowflakes- former humans who have transformed into what they believe they are inside.
This is actually really hilarious. I no joke have thought of putting a gender choice and have the third be "snowflake" for people's created genders.
>>
>Figure out how to make larger sprites (a very crude and noobish way, though) and how to make them work

I feel good
>>
>tfw have energy to work on game
>tfw suck at writing and don't know how to string hero along from point A to B

At least I'm good at gameplay balance.
>>
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T r i g g e r e d
>>
FYI: In RPG Maker VX Ace's script editor, under Game_CharacterBase, line 325, you can lower the animation speed for walking if you're bothered by those twitchy animations. 1.25 seems to work quite well.
>>
>>144506943
That's an angel sanic? Marvelous.
>>
>>144510159
Any downsides to that? With twitchy, what do you mean?
>>
>>144513642
Especially if you use non-standard charsets, you might notice that the animation goes too fast and sometimes even seems to skip frames. With that variable, you can adjust how quickly the animation goes.

No downsides to that that I know of.
>>
>>144473250
While posting progress would be ideal, the problem is that we or at least I don't make enough progress.
Another thing we could post in place of bumps could be something we've learned from another game we've recently played. That's more achievable, I think.

I've been playing Hero 30 Second. One neat thing about that game is how it mixes things up a lot more than the first game. The series' conceit is that you have 30 seconds to beat each stage; in the first game, that was because the bosses were casting the Spell of Destruction to blow up the continent, and it had a 30 second cast time. In the sequel, there's still some levels like that, but there are also levels with other gags, like being underwater and only having 30 seconds of breath or being out late and only having 30 seconds to make it home before curfew. It's nothing more than window dressing, but it goes a long way in making the game feel more fresh and engaging.
TL;DR flavour makes a big difference in fun.
>>
>>144503132
post details then, half the general is idea guys and writers who can help
>>
>>144516954
Half Minute Hero is more of an arcade/puzzle game than a standard rpg though, even if the lesson still stands
cute and fun game though that gets a lot of mileage out of super lowfi pixel art

also I would post progress too but I'm not working in RPG Maker currently, I just like this general more than AGDG
>>
>>144517313
Nothing wrong with learning from non-RPGs; hell, some of us aren't even making RPGs. I'm making an adventure game, and I believe at least one other anon is as well.
>>
>>144517313
>>144517671
Have you guys ever played YonYon's RPGMaker games? That guy made so many types of games using RPGMaker, all puzzle-oriented, it's interesting.
>>
>>144499695
>>144506943

Just as a warning, while this doesnt seem to be the case here, it's easy to go from "anti SJW" (for lack of a better term) to edgelord territory.
Again, this doesnt seem to be the case right now but be careful with that
>>
>>144517671
If anything, I'd say drafting inspiration solely from RPGs would be a bad idea, since you will be providing nothing new to a RPG Maker player. You'd have to rely solely on a very improved execution.

Pollination from ideas not typical to the genre on the other hand could enrich your game with more interesting mechanics and even underlying philosophy.
>>
>>144520738
> "anti SJW" (for lack of a better term)
It is called "sane people".
>>
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>>144525062
You know what I'm trying to say
>>
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>>144473250
The story for this is the best thing I've written plot-wise, and thus far the some of the best art I've ever shat out. Even if it takes literal days.

I've been doing a lot more studying lately and still want to get better. But if I can figure out a way to get an appealing battle system and musician the project might actually not be shit.
>>
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i made this game theme and was told that it rpgmg would like it
https://soundcloud.com/user-795244489/beach-theme-waves
its designed to be looped indefinitely. what do you guys think?
>>
>>144526263
Sounds a bit like a music box. Is it for a sad flashback or romantic moment?
>>
>>144526525
alot of people have said it would be good for a sad flashback so i guess it could be used like that. i could remove the waves and add a different sound effect like rain or just have the music box by itself depending on the scene i guess
>>
>>144526913
Well, it depends on the significance, I think. I've seen some anime, Speed Grapher I think, that used a sad music box theme for an action scene. And it made sense because the music box was some memento from the villain's little sister.
>>
https://www.youtube.com/watch?v=mbdsDJShcEg Wow, Victor ripped off Yanfly's plugin so hard. This guy has no shame.
>>
>>144526913
I really like it anon! With a rain sound in the background it would definitely sound like something from Animal Crossing.
>>
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>>144527502
i see. i guess you can repurpose it however. if you wanted the version without the waves then here you go :)
https://clyp.it/4h0yfnaa
this one is shorter because i didn't loop it
>>
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>>144527773
thank you. ill make it with a rain sound then.
>>
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>>144525606
It sorta looks like he's standing on a hill, Is he supposed to be standing on a hill? I'm shit at drawing so i can't really do it but i think it would look better if his feet were on a flat surface.
>>
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>>144527773
here it is with rain
https://clyp.it/izvyftjq
>>
>>144529201
I can tweek it yeah, he was supposed to be on a cliff ledge looking over the BBEG's fortress, but I haven't gotten that far yet.
>>
>>144529576
Oh okay the cliff makes sense, I wasn't sure so i judged it on a flat grassy field area. I think it will look fine when you're done.
>>
>>144493978
A-anyone? ;_;
>>
>>144530814
Which version are you using?
>>
>>144530996
VX Ace.
>>
>>144531080
Have you tried just poking around Scene_Equip? I can't test it at the moment, but you should be able to comment out the handler for the optimize command. Most command-based menus in Ace have a create_command_window function (or something similarly named) that sets up all the buttons.
>>
>>144531080
>>144531318
I'm sorry, forgive my being dumb. Had a bit of a brainfart there. That'll disable it, but if you want it gone completely, you should look for where the command is added in the first place: the make_command_list function in Window_EquipCommand. Commenting out line 33 should do what you want.
>>
>>144529425
Niiice. Honestly that theme got stuck in my head pretty quickly, nice job
>>
>>144532525
thank you. do you prefer the beach version (>>144526263)
or the rain?
>>
>>144532951
Rain version, but they are equally good for me
>>
>>144531713
It works anon! Thank you so much!
If... If I'm not being too annoying, do you know if there's a way to fade in the menu faster? Seems like it takes 60 frames by default to appear in the screen and I'd like it to be either half or have the menu appear instantly.
>>
>>144533647
In Scene_Base, there's a function transition_speed. Lower number = faster.
>>
>>144533647
>>144534618
Oh, and looking at it again, you also need to change the value of 'time' in the fadeout_all function. Apparently fades in and out are different, for some reason.
>>
>>144529425
I really like this.
Could be easily turned into a terrifying horror song, too.
>>
How have your characters' personalities changed over the course of writing your game?

I was originally planning for the witch to be timid and the healer to be serene, but now the witch is like a rebellious teenager and the healer is timid.
>>
>>144541125
Originally, the villain was a member of an evil organization acting under orders from an unseen higher-up, but now he's an ordinary civilian / stalker creep.
>>
Alright, I haven't done anything in weeks.
Time to attempt to work on my game again.
>>
What are your favorite rpgmaker games?

Yume 2kki is a bitch to prepare to play but fuck it's great
>>
>>144544534
Have fun Anon!
>>
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>>144544706
This one was great
>>
Just had a power brownout. Let's see how much progress I lost.
>>
>>144547858
Only a few minutes of dialogue writing. Thankfully, it saves each time you test.
>>
>>144547281
Isn't this also coming to Steam?
>>
>>144549758
Yes from what I've heard
>>
>>144526263
short and sweet; very cute
>>
>>144551891
thank you so much :). I made it short but loopable so it can play without stopping but im thinking of making my next one longer.
>>
Do you give your heroes family names?
>>
>>144500035
I know your game is a joke (...at least I'm pretty sure it's meant to be comedic), but that's actually a pretty cool idea for a game, thinking of it. A sort of surreal horror thing where people who get too lost in their fantasies end up realizing them, inevitably in some disturbing and monstrous way.

But Hitler fighting special snowflakes with offensive jokes works too. I'd play it.
>>
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>>144535491
Thanks a lot anon! That really helped out!

Also... got around to organize some character sheets.
>>
Is there a way to have the text appear at a slower speed?
The pause/wait commands is not what I need.
Using MV.
>>
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>>144558295
And one for Ms. Salty Robot too
>>
>>144553454
I did feel like I wanted the song to "go" somewhere earlier, like maybe https://clyp.it/chre11ez
>>
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>>144559034
And one for the other folks.
Gonna stop spamming now and I'm sleepy already, good night everyone! And good luck with your games.
>>
>>144559780
>https://clyp.it/chre11ez
i see what you are saying. there wasn't much development. i composed it in a short amount of time just as a demo work but i am thinking of expanding on the ideas in the original and making it over a minute (non looped)
>>
>>144560312
i think you def should, because it really is a cute song lol

what are you, anyway? just a musician? are you also a game developer?
>>
>>144558295
>>144559034
>>144560264
I'm really looking forward to your game. I know that you have been working on it for quite some time now.
>>
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>>144560482
just a musician :)
>>
>>144520738
It's a fine line to walk, but I'm trying to keep it in mind. I'm really shooting for the tone of space funeral, only a little bit more emphasis on the comedic elements.
>>
>>144557976
It's sort of both. I don't want to give the whole of the story away, but I had two distinct ideas.

One was being persona non grata Hitler in a society run by Snowflakes and examining comical the inequity and hypocrisy that exists within said society.

The other was a post-collapse scenario in the same world where most of the people have lost their individuality to the Snowflake process and become twisted versions of what they think they are.
>>
Another brownout! This time my power went out while I was fucking around with the character generator, so nothing of value was lost.
>>
>>144563719
>Brownout
What's the difference between that and a blackout?
>>
>>144563926
It's out for such a short time that some devices might even stay on.
>>
>>144563994
I see.
Hopefully these brownouts won't corrupt any files.
>>
Do any of you use version control stuff like SVN or Git for your project?
>>
For doing attacks that charge up what is the best way of doing it?
Should I have a [Start charge attack] then next turn they seal all but the [use charge attack] and [continue charging] then have like three different versions of the charge attack depending on how long it has been held? That is what I'm thinking is the solution right now but I'd like to avoid having 5 extra skills for one attack.
>>
>reading Irish mythology stories
>learn about the Geis
>this is so cool
>but can I add it to a game?
>best thing I can come up with are the FFTA rule system

Is there any story element you wish you could add to your game through gameplay, but can't?
>>
>>144560264
Those sprites are amazing
>>
>>144567491
I've been tossing around the idea of trying to recreate Sengoku Rance gameplay in RPG Maker, It seems possible but I haven't actually sat down and started trying to do it because I'm pretty sure I'd need to script a bunch of stuff myself.
>>
>>144566145
[Charge] adds to a variable.
[Release] deals damage based on the variable.
>>
>>144566145
>I'd like to avoid having 5 extra skills for one attack.

Don't be afraid to do that. You've got 9999 slots in the database for a reason.
>>
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>Yanfly officially on death watch
>>
>>144569054
>you did this to him
>>
>>144569054
>Yanfly will die and Victor will copy all plugins
>He wants money if you use them
>>
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>>144569132
>>
>>144569270
You just made my brain boil good job
>>
I know just enough music theory to really want to try and make my own music, but I'm sure it would be awful.
>>
>>144570383
do it if you find it fun
>>
>>144570789
I find it fun to fuck around on my guitar and piano.

I don't find it fun to lay out tons of notes in software.
>>
>>144569054
Where is that from? I don't see it on his site.
>>
>>144569270
Knowing Victor, this probably isn't far from the truth. The guy will want you to cough up your grandma's inheritance for his scripts. We need Yanfly to keep greedy scripters in check.
>>
>>144568458
How should I remove the previous stages of the attack though? I want the amount of targets to increase with each charge but I don't want you to be able to use the worse versions once you've charged it up to like three.
>>
>>144566145
Are you using MV? Because if you are, Yanfly did a Tips & Tricks on how to do charging skills with even a way to make them interruptable if your dudes get hit a certain way:

https://www.youtube.com/watch?v=viPPQACdZfA
>>
>>144569270
>>144573459
In the VX Ace era. But now on MV he's releasing for free his plugins, although I think he's lost on what do now and is making his versions of YEP.
>>
I'm never gonna finish this intro cutscene. It just keeps going and going.
>>
>>144573896
In the VX Ace era, Victor used to release his scripts for free. When Yanfly burnt out, Victor removed all his scripts, then made them intentionally incompatible with Yanfly's works, copied them, and started charging for them. Yanfly is the one keeping the greedy scripters in check and we are thankful for that.
>>
>>144575451
One of the gods in my setting will be named Yanfly, God of Charity and Goodwill.
>>
>>144563545
Well, you have my interest.

I never thought I'd say that about an RPG Maker game where you play as Hitler and tell rape jokes during battle, but I guess there really is a first time for everything.
>>
>>144575451
Lmao, that really happened? Fuck Victor.
>>
>>144571045
His Patreon, looks like. Not sure what was wrong, but I hope he starts taking things a bit easier.
>>
>>144567491
Not really a story element, but I really want to create some Civ-esque sort of game with Fire Emblem elements. It's a very ambitious idea, though, and I'm still struggling with basic-level eventing.
>>
>>144578158
There were some other details missing. Victor went as far as rerouting all of his script links to go through Adfly and the Linkbucks for even more revenue from his users, including his paying ones. After going through both and wasting everybody's time, it leads to a dead Dropbox account so you have to buy his packs to get it.
>>
>>144575451
Fuck, I was going to use his SFont plug in to keep the pixel aesthetic of my game. Guess I'm not now.
Any plugins you guys consider essential to your game?
>>
>>144582106
At the very least Yanfly's CoreEngine and MainMenuManager
>>
>See my horrible, horrible art in the maker
It will be worth it, right?
Right?
>>
>>144581296
Truly a Lawful Evil behavior.
>>
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>>144526263
>https://soundcloud.com/user-795244489/beach-theme-waves

I really dug this. The image was befitting, makes me wanna play SMB3. Pleasant to listen to, and I like the melody. Multipurpose too, could double as a flashback theme and stuff. Nice work dude!
>>
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>>144569054
>Yanfly will die in your lifetime
>>
>>144587684
Yanfly will always live in our totally not dead projects
>>
Is there a way to prevent the Random Enemies option for skills from hitting the same enemy twice?
>>
Currently working on two boss battles.

One is a demonic blob monster that has multiple HP bars, and when one is depleted, he summons a powerful monster blob- as if bits of him were breaking off as you kill off his "lives".

The other is a Necromancer who uses a girl as a human shield- if she takes any damage, she dies. Your options are to either mercy kill her, use a skill that will break her bonds but not kill her (and there will be hints as to how to do that).

Of course, your thief is savvy enough to realize, after a fight, you can just use a revival item to bring her back to life... But she'll still be traumatized.
>>
>>144590140
To make the second fight nasty you should give the boss an ability where he drains HP from the girl every few turns
>>
>>144590605
Oh wait scratch that I didn't realize she'd have 1 HP. Damn that fight is already nasty; you can't ue any multi-target moves
>>
>>144590140
Interesting.
Do you get something if you manage to save her without killing her?
>>
>>144590605
He's already going to be sucking HP from the heroes, and she is supposed to have like, 50 HP when you're dealing 100+ with the weakest attacks.

>>144590728
There are moves that only affect certain monster types... including undead. The force holding her is considered undead. Your healer learns spells that deal light damage to only undead. See where this is going?

>>144591018
Increased rep with the town and the Lich gets so pissed and distraught that his limit break charges slower.

On a feels level, his taunts about how the party and he are so alike fall flat- you cared enough to save the girl, he's just a coward.
Whereas if you let her die, he'll point out you're willing to sacrifice innocent lives to achieve your goals.

You know those games where there's nothing you can do to save someone, and all you can do is angst over "what am I fighting for?"

Fuck that shit.
>>
>>144586139
thank you. i love smb3 and now you've made me want to dust off the cartridge and play some
>>
Okay.. I need to just keep telling myself "this isn't a love project".

Time to just yolo the faces. Almost a week of nodev
>>
>>144585586
Worse than this guy even?
http://theworldofnorathegame.blogspot.nl/

As long as you don't use shitty 3D like TK17.
>>
>>144593560
Making resources for your project pretty much counts as developing in my book.
>>
How long must my rpg be to be considered a proper rpg?
>>
>>144596061
31 seconds.

{spoiler]I consider Half-Minute Hero an action game
>>
Complete newfag here. In therocess of getting inspired and brainstorming writing fucktons of ideas in waves and sketching shit out as it enters my brain throughout the day. I am making an rpg with a ton of ideas that might or might not work.

Ok on to what I wanted to ask/get an opinion on: Should I feel okay about taking direct inspiration from games? Like straight up taking some mechanics from battle systems and whatnot?
>>
>>144596061
Well there's really long shitty games so i don't see why there can't be good short games.
>>
>>144596971
Yes, don't be ashamed of getting inspired by other games.
Lot of (starting) devs feel they need to be original no matter the cost. By copying other games you learn a lot and you will most likely come up with something that is your own after all because you begin tweaking and changing stuff to your liking.
However, if you release something which is pretty much a carbon copy of another (popular) game then it will be seen as a fangame or something like that.
>>
>>144596971
Well consider who's going to be playing it. 4chan, reddit, tumblr and maybe a few youtube people. I'm not saying your game will be bad I'm just saying if you have something fun and you're inspired you should make it because nobody is going to care unless it's a straight copy of a game and a boring copy at that. You should just express your imagination in your work and not care about money straight away. Try to have fun with your games.
>>
>>144596971
There is nothing wrong with improving an existing idea. The question is if you're improving it or giving a worse experience. If your experience is worse, why would anyone care for your game when the source material is better?

Only guidelines I suggest is:
>It has to make sense for your system to work. You will be called out if you just put in "Materia" in your game with no reason why it's there.
>There is no rule that says a copy is always worse than the original.
>More is not always actually more. Too many systems can ruin a good experience.
>>
>>144597808
>>144597875
>>144598247
Alright thanks. Yeah I expected that there is no shame in taking an existing idea. I do want to make sure it is enjoyable for as many people as possible even if its realistically only a handful of people that will actually play it.

One more thing I would like to get an opinion on. I was thinking of making a game with a mix of 2d and 3d . Like 3d environments and 2d sprites. What would help me achieve that best?
>>
Anyone know where I can commission sprites?

I've tried Asprite, but I'm just so fucking shit and 0 artistic ability. I'm willing to just pay for these fucking sprites and graphics.
>>
>>144600598
By the way, I know I can just google and get results, I wanted to see if any of you have experience or can recommend someone in particular.
>>
Would having equipment that changes your appearance be too difficult/too much work? You know like swapping helmets, gauntlets, shields, and weapons etc? I mean of course it will be alto of work to make each individual piece and stuff but what do some of you think?
>>
>>144601884
There are plugins in MV for this already. I believe one is called "Graphics Changer". For other engines, It probably exists but I'm not too sure.
>>
>>144601884
I think it's neat to have but I'm not sure if it is worth the work.
>>
You guys know Yanfly's tutorial on how to increase stats via the learn skill menu, right? I have a couple of questions because I'm not well versed in coding.

I want the cost of the stat being bought to scale with the character's level. Is there a formula I can use that emulates RPG maker's exp curve thing and put that as a cost? Where do I plug that in as a cost for the skill itself?

And is there a way to level up the character's level for each time the stat upgrade is used? I feel like I have to adjust this part that adds to the stat but I am not sure.

I wish to emulate Dark Souls' leveling up mechanic somewhat. Sorry for being inept.
>>
My demo is nearly 1 % done.
That feels great
>>
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How is this lookin?
>>
>Listen to Aria De Mezzo Carattere (FF6 Opera)
>Shed manly tears.
I have no idea why this touches me so but to stay on topic:
How do I create emotional scenes? How do I manipulate the player's feelings the most efficient way?
>>
>>144456673
You script that or event that? I've gotten to the point where I could event that fairly easily, but it'd be admittedly tedious.
>>
I'm probably going to regret spending 2$ on the usui's "Patreon" for his materials.
>>
>You'll never have a soundtrack this good
https://www.youtube.com/watch?v=TnLAC5AJPuM
>>
Are there any RPGs out there that will help prepare me to make my own?
Obviously I need to play the highlights of the genre, but is there any RPG that after you playing, you learned something that you could use in your RPG?
>>
>>144613641
Every. Single. One.

Seriously, I have taken a lession of either "what to do" or "what not to do" out of every game I've played.

From the top of my head, here are some great ones:

Phantasy Star Series
Mother Series
Diablo Series
Wonderboy In Monster World
Final Fantasy Series
Undertale
Ultima Series
Mana Series
SaGa Series

Shit, even games like Castlevenia can be inspirations.

I've also found that cartoons, movies, books, anything can inspire you and help you develop your game.
>>
>>144613641
To directly answer your question though, I think either Mother 3, Phantasy Star IV(and/or Lunar) or Final Fantasy Tactics (at least for me) have given me three distinct ways of telling a story through gameplay.
>>
>>144608595
Man, Simba really let himself go ...

it look good. What is it?
>>
>>144608595
>>144614901
>>144614994
You're alive!
(Unlike the general in most hours of the day.)
>>
>>144615130
Haha thanks, it's a work in progress :P

The game is "The Long Road". In the process of massively overhauling a lot of elements but progress is going well. Here is a very outdated link to the older version of the project:

http://forums.rpgmakerweb.com/index.php?/topic/56376-the-long-road/

>>144615224
Yup! Finally able to spend some time on the game and will be posting as often as I can. Going to bed for now though, glad to be back!
>>
On vxace what's the script call to enable/disable skill menu access?
>>
>>144613641
There's something to be learned form every game. Which game you should play depends on what you need to learn.

One series that I feel is often skimmed over without a critical eye would be Pokemon.
Pokemon uses a few very simple tricks that few other RPGs emulate -- for example, it has random encounters, symbol encounters that seek you out, and symbol encounters that you have to activate willingly. Each of these encounter types has a specific role in the game's balance and a specific meaning to the player, both mechanically and flavourfully. By balancing these three types, areas are much more interesting and diverse than many other contemporary RPGs. (For reference, Pokemon Gen I was roughly contemporary with Final Fantasy VII.)
>>
>>144615608
Can't you just do it through eventing? Page 3, System settings > Change menu access
>>
>>144618009
That's for all menus. I only want to restrict skills menu for a bit.
>>
>>144618663
Ah, I misread. I don't know the command for that, but I think Yanfly has a skill restriction script that can probably disable certain/all skills, although you'd still be able to access the menu ... He does have a custom menu script too that probably can customize the menu as well, but I haven't tested it.
>>
>>144621245
I don't think he ever made a tutorial for it, but if you're using his main menu manager, go to the Menu 15 parameter and change it from

this.needsCommand('skill')

to

this.needsCommand('skill') && $gameSwitches.value(10)

Now, depending on whether switch 10 is on or off, it will be enabled if on and disabled if off. If you don't have any party members in your party when you access the menu, it will be off, too.

Let me know if it works, anon.
>>
>>144621615
>main menu manager
Isn't that MV script?
>>
>>144589785
Are you using MV? Yanfly made a Tips & Tricks for that to make the same enemy unable to be hit in a random spree.

https://www.youtube.com/watch?v=Xtean74QjTk
>>
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I feel like I'm rehashing stuff I've been showing for months but with different art, but a bump's a bump. Hope you're all having fun!

>>144615440
Good to see you again!
>>
>>144608617
You have to get them attached through story elements first. One example of really shitty work at getting the player emotional was FF7 when Aerith died, There was almost no story with her and when she died it felt pointlessly dramatic.

You'll want to build characters up, Tell their story, Give them ambitions, Give each one personality be sure to attach the main character to the other characters so when the character dies the player feels sympathy.

Same thing goes for if you want emotional love stories you still want the characters to have it all. Obviously. Music plays some part in it but usually you remember the music because of the moment and not the other way around.

Sometimes even if you have very little backstory you can still attempt to make the player emotional through assumptions. Make the player hate a character through personality and then hit them with the truth of the character. Making the player judge a book by its cover can create emotional scenes.
>>
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i'm starting to put this into separated files in a format that's easier to import to MV
>>
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here goes another one
>>
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and the last one for now
>>
>>144635808
some lines appeared there idk why
>>
>>144605169
My project actually uses it as well, but it's been a while since I've looked at it.
http://pastebin.com/icGJU0xe

>And is there a way to level up the character's level for each time the stat upgrade is used?
Inside Learn Cost Eval, you can see that's where the action is really happening, so that's also where you want to include your extra effects.

To find out how to level up your character, you'd look into Game_Actor. The function "forgetSkill" is also in here, so you know that you can use other functions in here in a similar way. There are a few functions you can use that are related to the character's level.
>>
>>144608617
Montages
https://www.youtube.com/watch?v=EEYm2zA7h_k
https://www.youtube.com/watch?v=2PD7qi8VK_o
https://www.youtube.com/watch?v=0dtca6ENbww

Joking aside, I think the other guy is right.

But if you want some extra help, consider the sort of things that make YOU sad.

Truncated dreams and hopes are one of the main things you miss when somebody is gone. For example, if you and your grampa loved a trip to a certain place and wanted to go again soon, it will be very painful if he died a few days after you had bought the tickets and before you could show them to him. So, to make deaths more tragic, you show that the characters had some kind of feasible goal that would have been fun to do, but is no longer possible due to one's death. In order to do this, of course, you need to make the player enjoy the time with the characters. Which is done through cute scenes, humor and fun game play.

Surprise is also important, in my opinion. If you know a certain person is already dying, you won't let the "dreams" and "hopes" from up there to build up, which lessens the impact of the death quite a bit.when it comes. For example, when you learn a loved one has terminal cancer, the hardest parts are probably when you first learn the news, rather than when they actually die (although I guess this depends a bit on your personality). That said, if a character is sick, he could always pretend he is much healthier than he really is. Which adds a bit to the surprise, if they suddenly collapse some time later.

Regret I think is also important. You will feel worse if there was a way to avoid a terrible event, but you sorta overlooked it. You can experience this occasionally in Simulator games, but I feel like RPGs usually fail in this account. Partially because most characters are story relevant, and that invincible story boss is genuinely invincible or the alternate path around the forest is truly blocked with some kind of obstacle that you couldn't have surmounted anyway.
>>
>>144637048
Mementos that remind you of the gone character's presence are also important, I think. And while not helping to the scene, will probably help to the general mood. An empty chair in a table is the sort of thing that make you cry after a relative passes away.Your dog's or cat's empty food bowls are the things that make you gasp after they die. A way to do this could be doing things like having the dead character disappear from the game's intro screen, having the main character adopt the dead character's pet, or showcasing the absence of a certain catchphrase in conversations/routine by having a "..." when it would have usually popped up, etc.

During the scene itself you can also help the player recall memories by having the characters and seemingly the world recall certain happy scenes from earlier. For example, alluding to the time the characters managed to get a hold of the McGuffin, reminding you of a previous scene where the dead character saved the player or simply having the weather suddenly become the same as what it was when you first met.
>>
>>144635331
I really appreciate you're taking advices seriously. It's getting way better. Congrats, dude.
>>
>FF7 when Aerith died
Fucking spoiler that shit, man.
>>
>>144644271
>Aerith
Seriously. I didn't need to see that done to Aeris at this time of the day.
>>
>>144646151
Æris, you mean.
>>
I'm bored.
>>
The way this thread is going, we should be talking about Final Fantasy TEN.
>>
What's everyone's opinion on Kaus's tilesets?
http://forums.rpgmakerweb.com/index.php?/topic/50703-asteria-tileset-expansion-bayer-town-interior-released-tileset-count-13/&page=1

I plan on permanently replacing RTP with it.
>>
>>144650107
They're fine. Better than RTP, I suppose. But man, I just can't get behind the kinda-painted-kinda-pixel-who-knows visual style that MV resources tend to use. It's just so ugly.
>>
>>144650107
Looks interesting, I'll try it out.
>>
>>144650107
Looks better than the tilesets I am making.

But I'll keep working on mine. Since my game has a different art style altogether.
>>
bumb
>>
ded?
>>
What are some settings that you would like to see used in JRPGs more?
>>
I have uploaded demo2 for my little project since its been long time. It's quite short so feel free to download and give some insights if it's complete waste of time or if I should fix something.

https://mega.nz/#!hhYX3apT!UvC7Spq9DOd8QEGO9bEg-ZRT9-WcBf91Y5K6_g1IrWk
>>
>>144656043
A description would be nice. What is it?
>>
>>144656479
I'd say it's like Morrowind, but in 2D.
>>
>>144656479
A fangame. It tells on download page.
>>
>>144656043
Nice job, Only thing i didn't really like was the mudcrab. Seeing a 2d cutout of a 3d mudcrab really threw me off.
>>
>>144650107
A pretty RTP. Since I don't want the chibi characters, it may clash with anything else.
>>
>>144656043
It would be cool if you made RPGM graphics from Morrowind's texture files. It'd probably look like shit.
>>
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>>144600598
I still have commissions open. My contact information is here: http://feenick.tumblr.com/contacts
>>
>>144608595
Leo my man! Glad to see you're still around! I like the lion.
>>
>turn on computer
>antivirus tells me I have a worm
>antivirus also tells me it doesn't know where the worm is and so can't remove it

Panic.exe

I really hope it doesn't affect my files, I'm terrified of losing shit. I back it up often but, still, I'm worried, if my laptop dies or gets some shitty malware I'll have my game files but not any way to keep working.
>>
>>144664854
What kind of worm?
Which antivirus are you using?
>>
>>144662515
Just out of curiosity, I ran some numbers. By my estimation (though you didn't make it easy with that Large category), it'd be anywhere from 6000 - 24000 dollars for enemies, based on the numbers I found in a semi-random sample (AKA: the commercial game spritesheets I happen to have handy on this PC). That's not counting recolors, since I figure most folks can manage that on their own.

I don't really have any idea what money is, so this isn't a commentary in either direction; I just wanted to know and felt like sharing.
>>
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>>144665985
>24000 bucks for a game 5 people will play
>>
>>144665985
It really depends on the style that would be used: if it's large but not that detailed I'd probably be able to lower the prices a bit, but if it's like FF6 and similar late-era SNES games those prices are definitely staying where they are.
Which game spritesheets are you referencing, anyway?
>>
>>144666243
Well hey, maybe it'd pay off! The commercial games on which I based the lower end sold about 120 000 - 150 000 copies, while the higher end sold around 11 - 13 million. Therefore, spend 3x more and you'll sell 100x more!
Disclaimer: this estimated data on number / size of enemy sprites has absolutely nothing to do with the sales of the games in question.

>>144667067
I intentionally underestimated for the large sprites, as the references I used were of higher detail and often larger (up to 200pix for some of them) and I didn't want to misrepresent you in a bad way.

The games I looked at were GBA and DS games, but I think it's more fun to leave them unnamed. With all these hints, you can probably take a good guess at what they were, I think!
>>
>>144665187
I use Microsoft Security Essentials. The worm is win32/autorun.zg which seems to be ransomware but I can't figure out how to get rid of it because even though my antivirus found it it's saying it can't quarantine it because it can't find it in the location it's in.

Kinda panicking because ransomware isn't something I have the patience to deal with, I don't know what sets it off or how to delete it, I really don't want to do something wrong
>>
>>144664854
>Worm

Damn dude i haven't seen a virus in years. Download Malwarebytes and scan your PC. If that doesn't help type msconfig into your windows search function and set the PC to launch in diagnostic mode and then restart the PC, Simply run Malwarebytes and scan after launching diagnostic mode. If Malwarebytes is unable to help you, Go download GMER and scan with GMER.
>>
Haha bump
>>
>>144671465
lol we're going to get deleted
>>
>>144672006
woo lad
>>
>>144668704
Thanks dude. I'm running another Microsost Security Essentials scan to see if it catches it but I'll do that after.

I also haven't had a virus in years which is why I'm kinda spooked by it, I always have shit like Adblock and Noscript to stop shit, don't permit automatic downloads, and it's kept me safe for years, I can't even think of anything that I could have opened or downloaded to get it, I've literally only downloaded skype since my last system scan which at this point wouldn't surprise me if that shit downloaded a virus with it off of the official site. Still, I'm nervous
>>
>>144674872
I know this feel.
I once fucked my system completely because I looked up some tutorials for fucking flash. Had to do a system recovery and all that jazz,
>>
>>144675221
God I hope nothing too drastic happens. Especially since it's apparently ransomware, but it hasn't done anything yet, so I'm really terrified it'll fuck my shit up if I can't deal with it quickly.
>>
>>144680000
4 zeroes means we can't die, right?
>>
>>144681814
That's right! A hero NEVER dies!
>>
>>144681814
Right Anon and this is where we post music we listen to while we work. You are working on your game, yes?
https://www.youtube.com/watch?v=Niruwh4UwS8
>>
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Does anyone use Yanfly's row formation plugin? How are you using it, what do your rows do? I'm trying to come up with a way to make rows a core strategy in enemy encounters and party composition, but I'm not too sure about how to achieve this. I do like the idea of melee attacks not reaching the back rows, but am unsure about ranged and magic attacks if they can completely bypass this restriction at less of a cost. Possibly reduce damage to front rows or limit magic to utility? I thought about using the area of effect plugin, but it feels like if you're using a concept like AOE you might as well use a different battle system altogether.

Also trying to figure out how to get a tank to properly tank. I figure locking melee attacks to front and middle rows relies on yanfly's taunt, which is passively applied to party members in all rows except the back. What I want is for the tank character to have a kind of 'engage' ability that locks them and a specific enemy in one-on-one combat, so they can only attack the afflicted enemy, and that enemy can only attack them. The strategy would be for the tanking character to focus down one, and at later levels more enemies, to prevent them from attacking other party members in the first and second rows. This, again, requires taunt, but would mean for there to be some kind of double-taunt effect active, which I'm not sure is possible. One permanent effect for preventing melee attacks to reach the back row, and one temporary or toggled effect for duelling.

Pic related. Game seems to be doing a pretty cool thing with rows.
>>
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Making tilesets is going to be much harder than I thought, isn't it?
>>
>>144683645
Run with it. Make the next Gingiva or Space Funeral or whatever.
>>
Could I request a script from someone for ACE? It's a level up system, but I want it to do what Final Fantasy Legend III did with monster meat. You don't get EXP, but instead there's a % of monsters dropping their parts for you to consume and depending on what you eat, you'll get a parameter boost(s) like you would get from a level up.
>>
Had this idea for a battle system, but I can't code for shit so I'll show it to you guys.
I guess having an ATB that only moves when you hold down a button could also work.
>>
>>144684080
I'm pretty sure you can do that without scripts.
You should be able to create items which give you status bonuses like +1 to strength or something.
>>
>>144684284
I think you could actually Common Event this.
>>
hey if anyone here used to go to gamingw and maybe still has old rpg maker games from there please reply, thanks
>>
I wanna make a game called Sacred Blue because my French friend said sacre bleu and I thought that'd be a funny name for an RPG

But I need help making a plot
>>
>>144686787
So, you only have the title yet?
>>
>>144686787
Post apocalyptic future where humans fight for water ala mad max.
>>
>>144687261
Yes. I had an idea that involved like, a fantasy kingdom being invaded by aliens. I guess
>>
>>144686787
You're the son of a pirate whose all crew and ship was killed/destroyed by a rival ship. The shipwreck went to an island, where you grew up with fishermen. Upon reaching 15 you learn about your true origin and set sail to avenge your father's legacy, in the search of a hidden treasure.

Sacred Blue could be:
>the name of the ocean, sacred because it is the primary source of food
>the name of the treasure, think One Piece
>the name of your father's ship, that you can repair after a milestone in the game
>all of the above
>>
>>144684605
Haven't dug deep into RPG Maker's systems so I'm not quite sure how that could be done, but I'll look into it.
What if I tried doing it with status ailments?
>>
>>144686787
You should make it about blue-blooded aristocracy and the sacred burden of royalty to rule over the masses. Max out your irony anon.
>The only way to win is to trample the rights of commoners and line your pockets with gold.
>>
>>144690776
>The only way to win is to trample the rights of commoners and line your pockets with gold.
Just like real life, woah
>>
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>>144690967
Nah, real life is literally about being inclusive and social. Whether you're a eukaryote incorporating mitochondira, an animal hunting in a pack, or a member of a tribe/kingdom/empire working to the benefit of the whole. Winning by trampling social systems is what cancers and sociopaths do.
>woah
>>
>>144688596
I thought about your problem for about a minute and this is what I came up with, try it out and see if it works.

You'll create an event in every battle troop that is triggered every turn (Trigger: Turn 0 + 1) which triggers in the first turn and every turn beyond that.
Create a variable for each character named COOLDOWN <name> or anything else you want, just make sure to keep it recognizable.
Then in the troop event you do the following

In the beginning of every turn every actor receives +1 to their cooldown variable (to a maximum of 6), then create an if trigger if the actor has 5 or less ATB charges you force the WAIT action on them, otherwise they can take their turn as normal.
To REMOVE ATB charges you must make sure every actor has a set of abilities that's unique to them and add a common event to all of them that triggers when used. This common event should reduce the number of ATB charges by whatever number you set (a normal heal is 1 charge while ULTIMA SPHERE OF SPOON removes all 6, just as an example).

There's a LOT that can go wrong here but in theory this should work.
>>
>>144683645
show us what you used for the tileset to this and we'll help you fix it
>>
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bumpin
>>
>>144693335
>It's High Noon
>>
>>144683556
The game in your picture, Darkest Dungeon, also has "taunt" with the templar knight guy. In rpg maker terms, it gave himself a debuff that raised his target rate.
The other similar thing is just the dog guy's ability to cover the entire team.

So... you're kind of on your own with that duel thing. Let me ask you though, what is stopping the rest of the enemy team from disrupting your "1-on-1 duel" by pelting you in the face with spells and arrows? What's your party doing while this is happening? Are you kind of just expecting your tank to take one of the enemy guys to the side for an honorable duel while the rest of your party fight with the rest of the enemy party?

It sounds really unfeasible and unrealistic on multiple levels.
>>
>>144684284
I assume that this is how battle systems like Final Fantasy Tactics A2 work internally. They just don't have a visible bar. Instead, it shows a queue of who's coming up next, and your action determines where you'll be put back in queue.
>>
>>144683514
I'm reworking my first boss' music. It's both my work and what I'm listening to.
>>
>>144683556
If you're using Yanfly's row formations, you can use his selection control, too. The plugin lets you restrict attacks to only being able to attack the front row and stuff regardless of taunts. It makes for good tanking mechanics.

The way I have mine set up is in 4 rows as my battles are usually 4v4 deals. Using the Row Formation states I've added bonuses for them:

1st Row: Melee attacks can be used here but can only attack the enemy's front row. There is also a slight AGI boost here. I'm working between deciding if it should be 10% or 15%. Both work really well though so I might go with the lower number to keep things safer on the balance side.

2nd Row: Mid-ranged attacks like spears and polearms can reach from here but once again, can only attack the front row. There is no AGI boost, but these party members get the benefit of being not the front row.

3rd Row: Basic attacks can no longer be used unless you're using a ranged weapon like a bow or crossbow. There aren't any AGI benefits here, but the party members in this 3rd row will take decreased damage from physical attacks. There is no AGI boost here either.

4th Row: Like the above, basic attacks can no longer be used unless you're using a ranged weapon. The party members here take even more decreased damage from physical attacks, but ranged attacks here will also deal decreased damage. On the other hand, magic damage is increased from here as party members can concentrate better in the back. The downside is, there is a -10% AGI deduction.

tl;dr my party lineup goes like this:

Tanks/Fighters, Mid-Ranged Fighters, Archers, Mages
>>
>>144693518
The idea is vaguely based on D&D 4e defender mechanics. Defender roles, such as fighters and paladins, would get an ability that would 'mark' targets, with the number of marked targets increasing as the character levels up. Marked targets would usually receive a penalty for attacking anyone other than the defender character, which might also be something I could try and implement if I had any good ideas, but basically the idea is that the tank character tries to take control of battle. The tank is good at taking hits, so they will attempt to make as many enemies attack them, without immediately going for the default 'all enemies attack the taunting character' approach. At the same time, I want to replace mp with stamina, and see if I can give the tank abilities that put them in guard mode. Guard mode would then drain stamina rather than health from attacks until stamina goes below 0 when guard breaks. This would be a very bad thing because I intend to have characters become winded at >0 stamina, missing out a turn and leaving them vulnerable, like in dragon's dogma. So tanks want to balance engaging as many enemies as they are able, then manage health and stamina to take hits and block damage without losing too much health or stamina.

MEANWHILE, the second front-row character is more of a two-hander with a 'flank' skill. Flanking ideally will only work on engaged targets, so anyone fighting the tank, and not fighting the flanking character. Flanking will reduce defense and evasion rate, possibly allow for sneak-attacks too as per D&D. However, the two-hander has less defense, and while they can take enough damage to be in the front row, they are not tanky enough to take too many hits per round. The idea is then for the tank to engage enemies so they will focus on them and are able to be flanked. This covers the enemy's front row.

Possibly continued in next post.
>>
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>>144692736
It is ok. I think I am heading down the right path now.
>>
>>144695248
> >0
I mean <0, of course. Will have to find out how to let stamina go into negatives.

>>144693518
What's left is the medium and back enemy rows, which I intend to fill with nasty stuff such as goblins throwing explosives or alchemical bullshit, casters, or assholes calling reinforcement to replenish the front row. This will be handled by the party's other two members, both of them casters with some ranged abilities. I'm still figuring out the details, but it's more of a support and debuff deal, while also supporting the two front row characters with stamina-replenishing spells, extra barrier power, hold-type spells, and the like.

Basically, the front row is under control by the party's two front row characters as long as the tank can engage enough enemies. If there are too many, the second front row character is able to take a few hits, but not too many. I'm considering having the medium row in physical attack range or not, though with reduced physical damage or higher evasion rate. The back row cannot be attacked by melee attacks, but is still vulnerable to ranged and magic. The enemy's back rows are limited to ranged attacks and can only be attacked by the party's casters or when the enemy's front rows are defeated.

I'm not sure if that answered the question, but that's what I've come up with so far.
>>
>>144694530
Ah, that sounds like it should help. Thank you.

Rows seem reasonable, and mostly what yanfly had going in the video. I wonder, though. 3rd and 4th rows cannot use melee attacks, yet can still take physical damage. Does that mean enemies can still use melee-attacks against 3rd and 4th even though party members can't reach them, or is this for something else?

I'd considered something like reduced ranged and magic damage against front-row targets, just as how back-row targets take reduced physical damage. Not sure if that makes as much sense, though.
>>
>>144695248
>>144696153

>4e D&D
Barf. I hope you realize transposing one game's system to a different system isn't always a good idea. I remember a level 1 fighter with AC 22 and was nigh unkillable most of the time, while an Orc throwing a javelin that crits you was basically instakill.

Still, if you are adamant about this, I suggest your tank giving himself the target rate up debuff while he marks enemies with penalities. I'm sure you can use lunatic mode to make marked units deal less damage unless the target has the target rate up tank debuff.

>>144696831
>I wonder, though. 3rd and 4th rows cannot use melee attacks, yet can still take physical damage.
Just because you're farther in the back doesn't mean a bullet or arrow goes any slower. Yanfly's rows can let bows and crossbows shoot whoever.
>>
Remember to have fun
>>
Remember not to die while I sleep, /rpgmg/
>>
>>144701079
How can this thread be real when you are asleep?
>>
Remember bump
>>
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https://soundcloud.com/mondo-nugget/mystic-future-flashbacks

Seems the muse only strikes past my bedtime lol. The new headphones are dope as shit, glad I got them express.

Also have a tentative title for this shit. At least for now.
>>
Hey /rpmg/ I was thinking of trying to make an incredibly quick game with MV, but I hate the tilesets and made myself rectangle/tall sprites. I was thinking of parallax drawing everything, but that is the opposite of quick.
I have my gameplay mechanics done enough, and I'm using assets from my old project to speed up the process.

So are there any cool tilesets for taller sprites about?
>>
>>144705604
I know this feeling, I am most creative deep in the night when there is that special silence in the air.
Also I like your song.

>>144706038
I'm also working with taller characters, how tall did you made them?
Sadly you need to make the tilesets yourself, I believe.
>>
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>>144707749
Thanks dude. Yeah, something about the dead of night really gets the juices flowing. Too bad though, have a 12 hour shift to look forward to in 7 hours.

Fuck.
>>
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>>144707749
The frame is 85px tall. So just under two (MV) tiles. It's based off Kaizer sprites, but due to what I've found of them I have no idea if they were community made or what usage would be. (so I just based my base off of theirs.)

At least my entire game takes place in a single tower, I guess I'll draw the parallaxes but make sure I can copy/paste all the chairs, tables, skeletons and what have you.
>>
Bump-a-rum!
>>
>someone you're trying to get close to has been constantly ignoring any requests to meet up sometime for lunch

What do you do when your mood completely kills your motivation to continue working on the game?
>>
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>>144683514
https://soundcloud.com/grayburg/tsuki-no-akari

Though admittedly, I spent more time making my work music than actually working.. At least it's more progress than what I've had all week.
>>
>>144714738
Accept that I ought to stop buggin someone who won't even give me the time of day and realize that being a cool game dev will get you all the bitches so you should be devving instead
>>
>>144714738
Being creative is a great way to lift your spirits so I would advise to work on it anyway.
>>
>Dev for some time
>Arm stats to hurt
Fuck, maybe I should go to sleep after all
>>
This is RSI, you need to do stretching exercises every hour.

Here is a link:

http://phraktured.net/molding-mobility.html
>>
>>144720652
Getting older sure is awful.
>>
>>144714791
I don't understand spoken moonrunes but that song sure is relaxing.
In fact it is so relaxing that I'll go to bed now,
Good night bump.
>>
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Bumping with my pleb taste in music

https://www.youtube.com/watch?v=bA6wnbBfiOQ
>>
Virus dude here. Want to thank that anon who gave me suggestions on what to do, it looks for now that my shit be clean. Thank you. I backed all my stuff up just in case but I'm just happy it didn't go badly.
>>
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What's that? Page 9 pleb music bump?

https://www.youtube.com/watch?v=JAd--mEjcco
>>
Bump :)
>>
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>>144527738
>Victor Engine
>pic related

>>144587684
And Victor and Shaz will never go away.

>>144585586
Let's see it, faggot.

>>144608595
Oh, hey! Welcome back! Last I heard you were ill. I hope you're doing okay.

>>144230551
What? I only come here to slag off scripters.
Seriously though, I'm gonna get started on some stuff today. Maybe post progress later.
>>
>>144732614
>And Victor and Shaz will never go away.
Shaz' Smartpath for MV is the only one worth a damn, last I checked.
>>
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Thinking about making a school sim in RPG maker.

you start out at home, get ready for and go to school, and interact with classmates as well as do your schoolwork. im thinking of having it be either time-based or you just choose when you advance to the next part of the day like in artificial academy. obviously no combat, but you interact with your peers and form meaningful relationships determined by dialogue choices and invisible stats.

could set it in a small suburb town to keep it simple, and focus on the storytelling and dialogue. the story would unfold entirely differently depending on what people you hang out with, if you decide to develop a love interest, if you work hard in classes, whatever.

game ends when you graduate, drop out, or get expelled. none of them are win conditions, just different endings.

would you guys play this? how feasible is this in RPGM2K3? should i use vx ace or mv instead?
>>
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>>144734612
>would you guys play this?
Yes, please. I need more friend sims in my life.
But lose the invisible stats. That's just irritating and would make aiming for new endings tedious. How are you supposed to work towards something when you don't know how close or far to your goal you are? This is just a bad idea. You can make it vague, but at least have some indication of where the player is at.
Also, I would prefer the time passing with events or when the player chooses. It sounds like you want to make a comfy game and I can't relax when I know a timer is ticking down. Another way to approach this issue is to ask: what would a timer bring to the game? Would it add to the gameplay? Would removing it be better or worse? Always ask yourself this when you're adding or removing a feature from your game.
>how feasible is this in RPGM2K3?
Very, as long as you don't mind the default menus. If you want something more professional looking (ie removing all traces of rpgm's default rpg systems), go for ace or mv. You can make custom menus in 2k3 with some map trickery and pictures, but it's very tedious and if you're not well versed in rpgm I don't recommend it.

The way you describe your game is like a cross between Persona 3/4, a dating sim and 1bitHeart. I suggest you check out the latter game, if you haven't already.
>>
>>144735689
>But lose the invisible stats

my worry with this is that it would end up becoming one of those weird friendship-meter grindfests. see the sims games for the gba (or the sims in general.)
instead of seeing the stats change directly, i want them to reflect through dialogue and interaction. that seems reasonable right?


and i agree with you that the timer would just make a comfy game less comfy
>>
>>144735940
Well the thing is, from a player's perspective they're grinding stats regardless of how you present it.
In a perfect world, presenting it in the game world with npc interactions would do wonders for immersion, but eventually your players are going to want to just see all the endings, instead of playing naturally.
You could do what Akiba's Trip does and have the results of decisions displayed beforehand, but ONLY after finishing the game once. You could adjust this and have it so you can only see your stats after so many endings have been achieved. That way, you have the player playing the game without really thinking about your game as a grind fest, but when they've had enough and just want to see the rest of the endings, they can switch on the stat menu and skip/avoid everything they've already seen.
When you're making a game with multiple endings, you want to make multiple playthroughs have as little tedium as possible, or else your player will get bored of mashing Z to skip the text, even if they're interested in seeing more of the story. Newer visual novels accomplish this by having the option to skip to the next or previous decision. Kindred Spirits on the Roof (and maybe other vns, I haven't played many) even has this calendar system, where you can pick an choose which scene you want to read next, with new scenes unlocking as you progress the main story. That's a special case, though, because you end up reading all the scenes regardless, you can just choose which route you want to read first. It's convenient and gives a little freedom to the player, but ultimately it's not an actual choice. It's a very interesting way of presenting a story though, but I digress....
If you want to a see a more videogame-y game tackle multiple endings, try Way of the Samurai. There's multiple ways to exit scenes, either by just avoiding them (by literally just walking past the event marker!), skipping them, or some other option, so I'd recommend them for inspiration.
>>
>>144737260
thanks a ton for the advice. :)
>>
>>144734612
>no combat
Why? School fight and defeating bullies can be fun.
>>
>>144735940
Folks are conditioned; if you take away staples, they'll become off-put. You don't need all the numbers to be visible, but you need something more concrete than just the dialogue.

A compromise might be to have a section of the menu that shows all your relationships described in words -- when you use words, it feels more fluffy, but it still gives players something to observe. When they court someone for ten days and see that their relationship message on day 1 and 10 are both "A new friend", they know they're doing something wrong, where if they see it change to "a good friend" and then "someone I trust", they know they're on the right path.

I also highly recommend using a strict, universal reinforcement method at the moment of the choices. For example, a squiggly bubble for answers that lower affinity and a music note bubble for answers that up it. Without something like that in place, interactions feel random and cheaty on the part of the dev.
>>
>>144737506
>A compromise might be to have a section of the menu that shows all your relationships described in words
This is a great compromise to a traditional gauges n' numbers menu. It would keep the player in the game world, but also provide enough info to keep them in the loop. The challenge with this is balancing when the message should change. After 3 correct dialogue decision? After doing them a special quest? It doesn't need to be really blatant, but it helps to have some fairly predictable pacing. Unless, of course, the character the player is dealing with is really friendly or particularly cold, but with those instances the player should be aware of this. If you write your characters well, this should be obvious though.

>I also highly recommend using a strict, universal reinforcement method at the moment of the choices. Without something like that in place, interactions feel random and cheaty on the part of the dev.
This is the only player feedback that is super important in this sort of game. You have to do this well. Even just using the show bubble command with a "ding" sfx would do. Without this, the player has no clue what their affect on the world is. Feedback is important in any game and this is your game's crunchy gun sfx or flashing boss weakpoint.
>>
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>>144737471
Sukeban Sim when?
Yes, I've already played Kenka Bancho. I wish the other games had translations...
>>
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White Knight approacheth
>>
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I thought I'd add a little flavor to attacks by having a pressure measuring device, adding extra damage to the attack the higher the dial is. You automatically miss if beneath a certain threshold and automatically crit if you land on 100 (you can still crit/miss on other numbers). I think it looks pretty okay so far.

The battle text (dealt x damage! etc) is placeholder. Lots of things are.
>>
>>144742152
Reminds me of Paper Mario.
>>
>>144696831
Hi, anon. I'm the anon from >>144694530

My logic for the physical attacks reaching the 3rd and 4th rows is because some enemies will have ranged physical attacks such as bows and crossbows or they can do stuff like throw a rock. They take less damage because it's harder to hit a target from far away.

Originally, I had buffed the physical evasion rates for the 3rd and 4th rows, but buffed evasion when stacked becomes highly imba making the members in the 3rd and 4th row near invincible for archers and rangers because of the evasion rate. Making them take less damage is more balanced in this regards.
>>
>>144742308
I haven't played Paper Mario. Maybe I should to get some inspiration.
>>
>>144742453
All attacks have action commands that, when done properly, can inflict extra damage. A Jump attack inflicts more damage when you hit the A button again just before contact, a Hammer attack inflicts more damage if you hold left on the control stick then release, etc. You need to beat the prologue before you can do them, but it's worth it.

I will warn you that it tends to have graphical errors when emulating, but they're not game-breaking.
>>
>>144742152
I thought you would fight ghosts or something like that.
>>
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https://soundcloud.com/zawazawazawachameleon/i-am-a-nice-fellow

My roommate made some music for me. I like it. Check it out.
>>
>>144745256
:)
>>
>>144745518
Very funky.
>>
>>144749802
>>
>>144735940
Take the FFXI route and make friendship similar to "fame" where there's no way of knowing your fame unless you go talk to a guy that keeps up on the gossip and such and he'll tell you how famous you are but not straight up tell you he'll say things like "You've become a household name around these parts"
>>
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I just found a sprite a made years ago. I think i made it for 2k3 but it's been so long i can't remember. I don't think i ever used it.
>>
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Hey there, just wanted to say the collab game is still being worked on. Taking longer than expected due to some shit happening in life. Don't know if I can estimate a date just yet.

Here's a little preview of what I've been doing so far though.
>>
File: Saber.png (3MB, 2036x2036px)
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>>144757169
Image of the character. I grabbed it off google.
>>
>>144757284
Hey, cool. I was just thinking about the collab this morning.
It's practically a tradition for folks to go over time and no one's waiting after you anyway, so there's no worries. Take however much time you need to make it satisfactory.
>>
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From the idiot that made >>144478478 comes yet another remaking of the same song but hopefully better.

https://clyp.it/ks1ouas4

pic is I guess closest thing to how I want the music to feel like without googling for new pictures. Off to bed.
>>
>>144758027
>>144757169
Her horizontal walks look a bit weird, I think.
>>
>>144761856
Yeah i had no idea what i was doing when i made it. It's the first sprite a ever made it's probably all sorts of screwed.
>>
Do you wanna get yourself killed, kid?!
>>
>>144765595
You talking to me?!
>>
>>144765595
>>144765760
Psssh...
>>
Anyway, do you guys have any secrets in your game? Bonus points for secret boss fights.
>>
>>144766673
Just got MV recently, so far just some regular items hidden amongst examinable objects. The game will be scarce on healing items and won't have random enounters, so it balances out.
>>
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>>144766673
My game is going to literally have hundreds of secrets (it's a treasure hunting game).

See these treasure chests (yes, they're treasure chests)? Good luck reaching them. The pathway to them is a secret.
>>
Is there an easy way to align sprites and make sprite sheets? Especially if the sprites have different dimensions (for running, attacking). I could align them using layers, but how do I make it into a usable spritesheet with equal cells?
>>
>>144766673
Yes, there will be a closed off island you can get to if you find a hidden questline. On that island is an enormous tower spanning over 200 small floors (100 above the earth and 100 below). Ever 5 floors you encounter a boss.
If you manage to defeat all bosses then the final boss of the game will be stronger.
>>
File: _V_002.jpg (130KB, 612x504px)
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>>144740527
>>
>>144769493
Make a grid.
>>
>>144767376
Is that your game's actual resolution or is it zoomed out? I remember it different. Loving the retro look though
>>
>>144265606
sounds similar to the giver
>>
>>144742152
Updated pressure measuring device graphic. Don't want to make too many details on it.
>>
>>144705604
I can already hear a difference in general mixing compared to your previous song. Good job!

Some general mixing advice for the song however (sorry, I'm really anal and picky about this kind of shit haha):
The general volume was good, though I feel that the background arpeggio should be a little louder to fit well with the rest of the instruments (and the master lowered if that ends up causing clipping).
The hi-hat should be taken down a tiny bit (like only .5 to 1dB) and have a little more reverb so it doesn't sound dry compared to the atmospheric feel of the other instruments.
The bass that comes in at 1:19 or so should be made a little quieter. Its volume is really out of proportion compared to the rest of the instruments even just by looking at the waveform. Plus when you have something too loud with a lot of reverb, it's easy to accidentally make it overpowering. (I like the reverb though).
The crash that comes in at 1:50 is a bit too loud and distracting. It's a good choice but the volume should be lowered a tad.

It's good to have your music dynamic in volume, but having a couple loud instruments can really take you out of the feel of it. Sorry if it seems like I'm anal with your songs. I really like them and improving your mixing is a really handy skill to have when producing music.
Good work though, despite my ramblings!
>>
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>>144774787
Forgot pic
>>
>>144775119
A friend of mine said something about the font choice could probably have been better, but I'm terrible with fonts. Any suggestions?
>>
>>144774174
The resolution is standard VX Ace resolution (I forget what that is, though). Thanks for the compliment!
>>
>>144775339
Helvetica is always a good choice if you want good readability and don't know what else to pick.
There's a few free Helvetica variations up on the web, like Coolvetica.
>>
Would your game's plot still be enjoyable if its ending was known from the onset?
>>
>>144779760
Depends on how good you're at writing.
>>
>>144775119
Is there a reason you're using that kind of meter? Is it relevant to your game's setting?
>>
>>144779760
No
>>
>>144779819
Well, are you?

>>144779760
Nope, because it's not a plot-driven game in the first place.
>>
>>144779760
Yes. At least, I'd hope so. The games which I aspire to evoke would get a very solid "yes".
>>
>>144779901
Game is set on a train. First combat tutorial is you trying to perform percussive maintenance on a part of the engine, so you get the pressure measurement device to see when you're supposed to hit it. It just sticks from there.
>>
How do I do animated tilesets like water in parallax mapping?
>>
>>144782073
You don't.
http://forums.rpgmakerweb.com/index.php?/topic/49028-mv-parallax-mapping-for-beginners-3-part-video-series/

This tutorial explains how the animated tilesets work with parallax.
>>
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>>144775119
Would you be against using a speedometer, or whatever, that's not white & grey?
>>
File: brass pressure.png (39KB, 366x380px)
brass pressure.png
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>>144782823
Would this be better?
>>
>>144783829
That's the goldest brass I've ever seen.
>>
>>144784027
Lol, I noticed that too, so I saved it as "golden pressure" after the first one, and then uploaded the first without thinking. Hurr.
>>
File: ui.png (2MB, 1937x387px)
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>>144783829
It would, but basically you "should" make your UI elements share a common theme.

It's probably the main issue I have with your visuals atm.
>>
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>>144784841
That's fair. I have tried to take advantage of appliances and such as UI elements. My main menu for example is a clipboard. (super outdated picture)
>>
>>144785504
I really like it
>>
>>144785504
Any guides on how to create a custom menu like this?
>>
>>144790221
What engine you running?
>>
>>144790574
MV
>>
>>144790701
I found some basic ones a long time ago, but for Ace. It's easy once you learn the basics. Just search for custom menu event on youtube, and you'll probably find some.

You basically make a common event as an autorun process and make it show pictures of different parts of the menu (a background, choices, and the choices in different highlights indicating that you are hovering over that certain choice).

Then you make a variable called MenuChoice and have a conditional branch with the script "Input.trigger?(:DOWN)" and make that action increase the variable by one point. And have an opposite conditional branch with UP instead and have it decrease the variable by one point.

Each point represents which menu choice you are hovering over, so if you have 4 options (items, equip, skills, exit) and you have pressed DOWN two times, you will be over "skills" and the variable be 2 (from 0).

Make sure you have two conditional branches that control that the variable goes automatically back to either 0 or 3 (min or max) if the player presses DOWN or UP more times than should be allowed. This restricts the variable to the 4 options.

And then comes the magic. Have a conditional branch show a picture that represents your current option being hovered over (for example the black text turns to white, so you know that's your current option). Do this for all of them, and you have a pretty basic menu.

And then have a conditional branch for each possible variable and within those have a conditional branch that says: "Input.trigger?(:C)" and C being either Z, enter, or space on your keyboard, so it will check whether the player is pressing the action key when presented with a specific menu option. Then you make the action activate a new common event, and close the old one. And you repeat the process and add in flavor and animation and whatever you desire and then your firstborn son will be sacrificed by dawn.
>>
>>144792953
Comment was too long. Didn't get to say: I'm shit at making guides, but I could write a more comprehensive one that is both less confusing and badly written.
>>
>>144793132
>>144792953
After having reread it, I realize how late it actually is. Jesus. I'll try to make up for it tomorrow.
>>
>>144792953
>>144793132
>>144793390
This sounds kinda confusing but I'll look up some videos for this.
Thank you Anon.
>>
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

I'm again thinking of switching the art style because sprite art is hard.

Really thinking of this. Maybe going 16 pixels instead of the full 48 from MV. But my game doesn't need (gameplay-wise or story-wise) to have this retro style.

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

I will work on database and game mechanics until I chill out.
>>
>>144793979
Hate to burst your bubble, Anon, but pixel art is just as if not more difficult than sprite art.
>>
>>144194686
IS THAT WHICH 2 ?
please let it be
>>
>>144793979
If you stay with 48 you can use some of the RTP/find easier stuff online.
If you roll with 16 then you need to do everything by yourself.
>>
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>>144798059
Hm? I'm not sure what you're talking about. It's from the halloween game I made last year: http://www.slimesalad.com/forum/viewgame.php?p=119387
>>
>>144793979
>sprite art
If you get tired and don't like either of your choices, just quickly draw some placeholder stuff and move onto the game play or story. Maybe some better idea will pop up later.
>>
File: sofar.png (20KB, 581x481px) Image search: [Google]
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Shop theme that I made, but forgot to share.

https://soundcloud.com/nathan-s-music/store
>>
Page 10 bump.
>>
>>144799129
Happy.
>>
I need some scripting/event advice. I have no clue how to go about this, honestly.

I basically need to change a Player's Sprite visually based on their equipment. What's the easiest way to go about this?

There's the base body, then 5 pieces of clothing, Socks, Shoes, Spats, Skirt, and Shirt. I have the sprites for all of them individually and GCH to make every possible combination if I have to, but that's tedious vs complicated.
>>
>>144759039
I like it.
>>
>>144802669
You most definitely will need to make individual combinations to work with Common Events.

That said, I am fairly sure you could find a Script for this looking for Visual Equipment scripts.
>>
>>144802669
Oh, you're that anon from awhile back that's trying to copy VH. If you got any javascript knowledge you can make a simple script that checks the conditions and puts out a series of images based on the detected ON conditions.
>>
>>144803423
I wouldn't say copy VH, just a certain aspect of it, yeah. I doubt I'll have the talent or focus to go anywhere near the level of VH's depth, opensource or not. Sadly, I know no Javascript, alot of my talent lies in mapping, writing, and modifying existing things. I really ought to use some of my free time to learn that shit though, I probably know some of the basics already from dabbling in SQL and tweaking random shit over the years.

>>144803353
I think the term "visual equipment" is what I'm looking for and should be enough to find what I need, much appreciated!
>>
>>144804036
Do you have ANY coding knowledge with languages like: C++, Ruby, Java, etc?
If so, you might have an easier time learning how to do it due to similarities.
>>
>>144804254
I tried to learn C++ once and didn't get very far, but more due to a general apathy to sit through most tutorials, I learn with alot more live trial and error than I do with books and basic "hello world" tutorials - The only thing I knew was some basic SQL stuff and even that's fading slightly after non-use.

As I said though I may take the time to sit down and learn some java since it seems to come up the most often in stuff I get involved with.
>>
>>144804541
If you're interested, there are sites that let you compete with other anonymous strangers who are learning. It's a great way to get motivated and learn.
>>
>>144805030
Got any of those links handy?
>>
You won't die 30 posts before bump limit, right?
>>
>>144807921
Only like 2 days left then.
>>
Man, I hate trying to sort out what's causing fps lag. Fucking autorun/pararell process events.
>>
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>>144745518
>https://soundcloud.com/zawazawazawachameleon/i-am-a-nice-fellow


Pretty sweet, makes me think of earthbound a bit with those funky vibes.

>>144759039
Much better than the previous version. Good job man!

>>144774835
>sorry, I'm really anal and picky about this kind of shit haha

Don't be sorry. You sound like you know what you are talking about and you more than likely have way more experience than I do. I'm just glad that there is noticeable improvement with each new track I post.

Like I said to another anon a few threads back, if I wanted people to sugarcoat their critique then I wouldn't be posting here lol. I actually rather like it when you comment on my shit, everything you've said helps me in some way, so I'm grateful for that. Also the headphones you recommended are beast, so kudos.

Question, what is clipping? I've heard the term several times but I'm not 100% sure what it actually is. I assume its when beats or notes don't match up, or is it volume related?

>>144799129
Also, this is great. I love those clacky-whatcha-ma-call-ems. What software do you use to compose?
>>
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>>144810183
>>
What's the difference in calling a common event using the "call common event" or turning on its switch? I know that if you do both, your game will go to shit, but is there a reason why you could do either?
>>
>>144810259
Fuck no
>>
>>144810259
no
>>
>>144810259
I rather not. Both generals have their own atmospheres and users, and merging them will ruin both.
>>
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>>144810259
>>
>>144810259
Honestly I wouldn't care either way, but I like having RPGM in a distinct category since A) the programming language for all engines but MV is its own unique garbage, B) plugins/scripts specifically for RPGM are I feel more easily discussed in an environment which they are made for, and C) I feel like personally I'm not actually skilled enough to call myself a developer, I'm essentially a designer who has an engine I can drop art into and it works. I would like to eventually get good with actual development/coding/whatever, but I feel like that's what /agdg/ is for, going in and actually building stuff.

But if it turns out to be an overwhelmingly positive response and most want to jump over there, I wouldn't be too upset.
>>
>>144810259
>>144810715
This. Also, I'm here for rpg maker specific discussions.
>>
>>144810259
I think they also discuss rpg maker games they didn't make here right? That would have no place in AGDG.
>>
>>144810559
>>144810617
>>144810715
>>144810838
>>144810893
>>144810938
Anon from /agdg/ who made the poll here. I heard you, I was just curious.

After putting some more thoughts into it I also believe it's best you guys keep your own general as I think you all have much more to lose than there's to win. Carry on bye.
>>
>>144810259
Nope. rpgmg is filled with artists while agdg's filled with programmers.

When rpgmg has scripting problems, they're relevant only to other RM users because

1. rpgmg's practically illiterate when it comes to programming, so any advice from agdg is lost on rpgmg

2. rpgmg problems are almost always related solely to rgss3 and whatever-mv's-implementation-of-rpg-maker-in-javascript-is-called, so only someone completely familiar with the class structure of RPG Maker can help.
>>
File: 45822982_p0.jpg (75KB, 287x396px)
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I'm from /agdg/ and I think your general is very cozy! If you stayed here that would be okay but if you came over that would be okay too.

Just keep having fun. You can come over whenever you want!
>>
>>144810893
>I'm essentially a designer who has an engine I can drop art into and it works.
Most of the engines that /agdg/ regulars use are not much different in that department, some being arguebly more or less easier than RPGM, and very few posters there have actually built their own engine. Most of the thread is basically shitflinging and calling each other "lolnodev" while throwing around the most basic of code. All merging the threads would do is inflate the ego of bunch of shitposters who feel great that they are not using RPGM.
>>144811538
Scripting with Javascript in MV is pretty easy to be honest, almost all of it is low-level coding. There's a reason why Yanfly can just rapid-fire us with all these interesting plugins. I love it.
>>
>>144811625
Thanks m8, I definitely plan on dropping over there in the future with a Clickteam action game I want to try
>>
>>144811687
I know it's easy, but the majority of RM users aren't even at that level.

>Most of the engines that /agdg/ regulars use are not much different in that department
I can't imagine what you're talking about, because nothing else is as close to being as illiterate-friendly as RM. Only thing would be like Game Maker without using GML, which is a nonexistent community.
>>
>>144811625
Thanks Anon. You are okay in my book.
>>
>>144812350
>game maker
My s/o has been trying to use that shit and by far RM is easier. In general yea, RM is the only affordable newbie-friendly engine.

I like Clickteam also but unless you're friends with Captain Hook it's way too expensive to get a proper version.
>>
>>144812350
Learning some basic code for whichever language, like Java, and applying it to an engine, like Unity, is very simple and don't take much time at all. Unity also, for example, has built in example codes for people to use and even offers tutorials on getting started with coding.

Not that I am trying to argue RPGM is not on bottom-level of skill-requiring engines, but that there are plenty of free engines available (that are used on /agdg/) that take about same amount of skill.
>>
>>144812424
We are not always so bad, we have a lot of good posters but sometimes some relentless shitposting episodes. But >>144811687
>All merging the threads would do is inflate the ego of bunch of shitposters who feel great that they are not using RPGM.
he's probably right, sadly. Take care /rpgmg/!
>>
How the fuck does one even start working with player and enemy stats in this game, it feels like a mountain to try and figure out how to even start thinking about it.
>>
>>144813087
understanding your formulas being used and playtesting
>>
>>144813087
Do you like math anon?
>>
Thanks to that poll we are at the bump limit.
Someone please prepare a new thread
>>
>>144814072
I'm debating it but I really don't have any picture to use for the OP.
>>
>>144811538
>1. rpgmg's practically illiterate when it comes to programming.
I dunno, unless it's a utility that everyone can use, there's nothing to talk about.

Like, I hard coded characters to have specific equipment and skill when changing classes.
It's useless to everyone else.
>>
>>144815942
? The default scripts. That's something everyone uses, but most people don't understand at all.

Otherwise, there'd be nobody asking questions about how to do/fix things.
>>
>>144815898
Then use this
http://images3.wikia.nocookie.net/__cb20090408033537/inciclopedia/images/a/a2/RPG_Maker_-_ALEX.png
>>
>>144814072
>>144816214
Hope it's good enough.
>>
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>>144759039
It's better from what I remember it sounding like, but the violin is really too loud. Volume levels otherwise are good. Maybe some reverb would help give the piece some overall space.

>>144808498
I'm very glad to hear that I'm contributing at least in a small way to your overall improvement! You're getting better!

>what is clipping?
Beware a wall of text:
In layman's terms, clipping is where your volume exceeds the maximum limit that soundcards can handle. Once a waveform (the visual representation of sound) hits the maximum volume and goes beyond that, the wave gets cut off at the top, or "clips". This ends up causing distortion, cracking, and all kinds of bad effects. Of course clipping is the main way of generating distortion so it isn't always an undesirable effect unless your master volume clips (never let that happen). Clipping that happens post production can't be fixed. Lowering a track's original volume or pre-amp will usually remove it, however. Shit gets more complicated but I won't bore you. Pic related for a visual representation.

>Also, this is great. I love those clacky-whatcha-ma-call-ems. What software do you use to compose?
Haha, thank you! I use FL Studio 11.
>>
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>>144815898
>>
>>144817117
It's already up:
>>144816272

I just used a Side Door graphic an anon made earlier in the thread, relevant and hopefully helpful to someone down the road.
Thread posts: 745
Thread images: 145


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