[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/rpgmg/ - RPG Maker General #149

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

Thread replies: 739
Thread images: 151

File: Wood SideDoors ByAnon.png (47KB, 576x768px) Image search: [Google]
Wood SideDoors ByAnon.png
47KB, 576x768px
"Side Doors are a pain in the rear" 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
>>
Aah, a fresh thread.
>>
#149
Do these numbers count when we get deleted from existence half the time?
>>
Progress: Thanks to Anons in a previous thread, I found a good Visual Equipment script and after a lot of tweaking (and realizing I had no transparency layers on my clothing sprites, leading to redoing all of them manually in GIMP), I've got it working now. Not major to most I'm sure, but a huge jump ahead for me.
>>
>>144816441
Possibly. I just increased it from the last thread's number because that's all I know to base it on, and that was 148. We're not exactly shitposting central like /ffxivg/ is, 149 doesn't sound terribly off
>>
File: Chartest.png (174KB, 1200x528px) Image search: [Google]
Chartest.png
174KB, 1200x528px
>>144816572
Everything counts Anon.
This is what I did, it seems so little for actually some hours of work.
They are mostly placeholders anyways but I can work with them for now.
>>
Of course while I'm writing a post a new thread is made, lol.

>>144810259
No. Never ever. /adgd/ has a lot more shitposting and hostility. You'll get shit on for using an engine/language that other people don't like and if you post progress you'll get trashed on usually. I love the atmosphere here and would hate to see it end up in /agdg/.
>>
File: 1411104015534.jpg (315KB, 1920x1080px) Image search: [Google]
1411104015534.jpg
315KB, 1920x1080px
https://soundcloud.com/mondo-nugget/mystic-future-flashback

Tweaked this a bit, the hits aren't quite as loud now. Dialed back the kick too.

>>144816406
Still has that new thread smell.

>>144817438
Looks good. I'm not that art savvy but that probably took some time to do so good work! I'm a bit intimidated by the art aspect, which is why I opted to do music first.

>>144816572
Sounds dope man. Good on you.
>>
>>144818064
Thanks man but it's really nothing impressive because I just edited some sprites.
I really need to learn how to do them by scratch.
>>
>>144819185
I wondered why one of them was a midget.
>>
>>144819386
He may be small but he is very important.
>>
Has anyone figured out how to make gameplay FUN? I've felt for a long time that gameplay is always the weakest part of RPG Maker games and why successful games(Lisa,To The Moon etc.) focus heavily on story rather than combat.

How should I go about trying to make combat fun instead this generic RPG gameplay everyone has played through a million times?
>>
>>144821546
Well, depends on the people playing. Try out some games with unconventional playstyles, like YonYon's games for example.

YonYon is a japanese dev who made as many types of games with RPG Maker as he could possibly think of, all with a gender-swap theme.

There's also HLF who made three games so far and he's been trying to change up the forumula too. His first game features regular RPGMaker combat, then his second game is a stuck-in-a-house puzzle game with many ends and solutions featuring no combat. His third game, which he is currently working on, has combat where there are no level ups and enemies stay within certain difficult constant BUT player and his party can gain stat losses and boosts through various events.

Both of these peoples' games can be found on TFGamesSite.
>>
>>144821546
This is related to people always wondering how to make RPG battles more difficult, because everyone's used to

>equip the relevant status- and elemental-resistant gear
>apply (de)buffs
>dps
>heal if necessary
>win every single encounter

Practically every RPG has terrible combat, including the mainstream commercial ones, like FF, SMT, and whatever else.
Nobody would turn on their favorite JRPG, FF7, and start running around looking random battles, because they can't wait to start slaying monsters.

JRPGs make their gameplay interesting with different progression systems. Basically everything outside of the actual encounters.
>>
>>144823923
>Nobody would turn on their favorite JRPG, FF7, and start running around looking random battles, because they can't wait to start slaying monsters.
Y-yeah... no one. But I dunno, I kinda like how the combat system works in certain SMT games (Not SMT1 and the like ofcourse) and enjoying fighting random encounters atleast to some extent. Same with certain FFs where I can exploit the system for fun effects, like FFT.
>>
Aand if you're not satisfied with that, then you'd have to actually improve your combat system.

You can improve a battle system by making it require more knowledge or more skill.

>knowledge
You can make your battle system more complex by adding more elements to it, like positioning in SRPGs.

>skill
Lots of games incorporate real-time elements to their battle systems.

Some have QTEs like Mario RPG or Undertale.

Some are other genres that are actually fun, like Mass Effect is an FPS or Tales of is an action game.

>>144824579
Sure, but I doubt you'd enjoy them if you didn't save your progress afterwards. Nothing related to developing your characters by spending JP, leveling your characters, collecting items, or what have you.
>>
>>144823923
Traditional RPGs usually rely on the "cookie clicker" game play element to provide fun. Basically repeat an easy activity to gain resources which let you unlock coolstuff, and said coolstuff has the effect of allowing to gain even more resources to buy the coolstuff++, which the eventual dream of finally unlocking the Ultimate Definitive Coolstuff that more or less automatically gives you resources just by investing time.

But that doesn't mean it isn't fun. It is a proven trick on human psychology that sense of progression + some vague element of surprise provided by randomness will keep us doing something.

Children will start multiplying 2x2x2x... with a calculator in their spare time the moment they discover how. Casinos make millions with things like Pachinko or Slots.
>>
A bump a day keeps page 10 away
>>
>>144817438
Did you take the bodies and double the height?, r something more crazy?
Either way, that proportion looks good and I'd be glad to see rectangle size MV sprites.

>>144821546
Grinding, samey battles are accepted in RPGs for any number of reasons- despite not really being that fun. I mash attack through most games I play.

Maybe the story is good, or people like seeing their characters grow or feeling achievement from finding treasure and/or beating a dungeon or tough boss.

I'd say, if you want battles to be long, complicated, challenging and "fun", do not make them random.
Things get boring and tedious the more you see them.

>>144825774
Also some of those Pachinko machines are very flashy and very anime. Sometimes the visuals alone will print money / provide "fun".
>>
>>144828856
Yeah, I tested a few things and double the bodies' height just felt right.
I'm just not that fond of the chibi style MV has going on.
>>
Wake up!!
>>
>>144835107
Grab a brush and put on a little makeup!!
>>
I have a question. When it comes to games like Space Funeral and OFF, do people not mind the fact that there was pretty much no thought put into the combat?

I personally feel that even though it isn't my preference, the ease of combat is partially what made both of those games work. I feel like if they had been legitimately challenging, it would have bogged down an experience that was so heavily centered around the weird world and creatures in it.

So when making my cool quirky mcguirky rpg #45, should I really strive to make an interesting combat system, or should I just stick to basics and just hand players everything as long as they aren't completely retarded.
>>
>>144836203
>do people not mind the fact that there was pretty much no thought put into the combat
Those games, as well as others of their kind, have environments that are far too interesting to ditch because of basic combat.

As long as your world is interesting/amusing enough, nobody will care. Hopefully.
>>
>>144836203
spoilers: highly presumptuous, of course, but the crowd interested in rpgs aren't the most skilled or ____________, so they're not "really" looking for difficult games. they're looking for interesting plot/characters/settings/whatever

"Interesting" combat doesn't have to mean "difficult", btw.
>>
>>144836203
I haven't played Space Funeral but I don't think that people like the combat in OFF. It's really bland and completely forgettable.
>>
>>144836203
>When it comes to games like Space Funeral and OFF, do people not mind the fact that there was pretty much no thought put into the combat?
I do, somewhat. I kind of agree with what you say - that the simple and easy combat in those games does work for what they are, letting you breeze through them and focus on the style.

I don't think the gameplay part of either game was very well designed, though, even in that sense. OFF's dungeons in particular felt tedious. Easy and boring is much better than hard and boring, but boring is boring, and if there's nothing to the battles themselves then they'll become a chore as soon as the player gets used to whatever weirdness they keep running up against.

If you're making a similar game, I'd suggest one of two approaches: either keep the combat simple and easy, using it for flavor and keeping it rare so that it doesn't get tiring, or put the work into making it consistently entertaining and using it in a way that enhances rather than distracts from the game's atmosphere.

If you just want to make something weird, the first way is probably fine. I don't like slogging through endless random battles where all I have to do is mash attack and sometimes heal, but it takes a bit before I got bored of it.
>>
>>144836610
It was forgettable in the sense that there weren't any interesting mechanics, but the names of the moves and the actual enemy designs were creative. That much did stick with me.
>>
Working with Storyline Creator is really nice. It helps to organize your thoughts and to get a structure in there.
Good night bump.
>>
>>144828441
If only.
>>
>>144840519
I just tried the demon without realizing you can't save. Oh shit.
>>
>>144821546
Be creative, and don't be afraid to do something new. It doesn't matter if someone has already done it though; you're always standing on someone's shoulders. I have a distraction ability where if successful, the enemy will turn around to look behind them. Since they're standing the other way, you deal extra damage from behind, so it can be worth using. It's also random what he says to distract, and I'm trying to add as many funny lines to make less redundant.

Maybe you could try to implement a little skill requirement from the player as well, so they have to do something when they use certain skills (combo buttons and such).

Just remember to think this to yourself: Is this the same battle the player will have to fight for the rest of the game?
>>
File: rg.png (21KB, 972x360px) Image search: [Google]
rg.png
21KB, 972x360px
hopefully i do more than one portrait a day when i wake up
>>
Brum
>>
>>144836521
This falls in line with something I have observed recently, not just in RPGs or games in general, but across pretty much all forms of fiction in the past two decades:

Interesting characters playing off each other in a solid setting, with plot sometimes even being secondary (or just an excuse to force interactions between those characters).

Look at all these procedural TV show that have a case of the week, a monster of the week, or whatnot. They rarely live off the content of the week, but the way the characters respond to it, deal with it, and play off each other.

That's no excuse to write bad plots on purpose, I think. But look at how the general attitude to, say, the myth arc of the X-Files is as compared to many of the monster of the week episodes. Especially when taken into account what a complete mess said myth arc has become. I think the term 'plot tumor' exists for a reason.

At the same time, completely relying on procedural plot content seems dubious to me as well, as I think it lacks some of the underlying magic.

Just my two cents, I make no claims to having any idea what I'm talking about. Just something I have observed.
>>
>>144840519
>>144848059
A while back someone posted the cracked version.

Whoever that was: thank you. It will help a great deal on all of my upcoming projects.
>>
>>144836203
I am making a game with a quirky setting built around visual gags, but I don't think that is the case.

I mean, if the combat is hard and the player dies a lot needing to backtrack a lot, then that raises tension and the player is less likely to explore (short of huge rewards). That is probably true. But it doesn't mean the simplest form of combat is necessary.

For example, my plan is to have every enemy have some kind of connection to the environment so they play off the visual gags in the scene. And since every combat started out from the mechanics before going into the monster design, with the idea that every monster would have glaring strengths and weaknesses. So, the player needs to understand what the the monsters are before launching random attacks, which in turn I hope will make him pay attention to the environment (since it plays into the monster designs).

So, for example, the rubber ducks in the beach area will counter any physical attack, and are impervious to water and electric attacks. It is obvious what element you need to use to beat them. Unless you don't figure out they are rubber ducks. But if you pay attention to the area, there are giant bars of soap laying around and lots of bubbles and foam (including other enemies that use foam to hide or bubbles to fly).
>>
>>144858960
>It is obvious what element you need to use to beat them.
Are there only 3? Because that's the only way it'd be obvious from the information given.
>>
>>144859826
There are four. But the other is neutral (until you find the Rubber Duck inside a bubble variant).

And come on. Rubber vs Fire or Rubber vs Ground?
>>
>>144860094
I don't see any reason why hitting a duck with a rock would be more effective than hitting it with an oven. Ducks are water-type, so neither should work all that well.
>>
>>144821546
That's why I'm making an action RPG.
>>
>>144860272
Rubber ducks are rubber-type, though.

Plus, you could always try beating it with ground and then checking in the almanac and seeing it is weak to fire.
>>
>>144821546
I've been wanting to steal some of the mechanics from FFXI, Mainly skillchains and magic burst.

https://youtu.be/I6UuABAPWmk?t=7s
>>
On a vaguely related note, I'm also not a big fan of going through areas in RPG Maker games, at least when they're RTP. Something about the act of walking/running around and exploring a dungeon just feels off to me, for whatever reason, in a way that isn't the case in the final fantasies or dragon quests.
>>
>>144854508
You're definitely onto something. There are way more Law and Orders in the world than Twilight Zones. There's a reason why so many copies of those procedurals are allowed to exist: They're simple, and go down easy. Plots get people thinking, and thinking takes effort, which the general audience can't always afford (or want) to do. Even the critics on the Hollywood Reporter talk about how they haven't bothered to start Great New Show A, but have completed their entire DVR backlog of Big Bang Theory. One requires active engagement to fully enjoy, and people's attention spans are getting stretched enough as it is. Side note: I love the Twilight Zone, but only watch a few episodes a few times per year

I also believe writing for TV has become really homogenized: The new Muppets show could have been done with real actors and a different name, and nobody would have known the difference. It's another case of using an established brand to jumpstart a production (Powerpuff Girls, Ghostbusters) without remembering what made the audience like it to begin with. (Teen Titans GO! is an exception, because they're *fully* aware of what they've done)
>>
File: M.png (6KB, 400x100px) Image search: [Google]
M.png
6KB, 400x100px
Bump.
>>
>wake up
>page 10
no
>>
Newest Yanfly tips & tricks: https://www.youtube.com/watch?v=Obs1kOtpnqk
It teaches you how to transfer a party members status effects to an enemy and their remaining turns.
>>
>>144821546
>>144849374
This is why I wholeheartedly believe that people that are inexperienced with RPGs as a whole are perfect people to design them (as long as they understand how basic balance works).

It's easy to fall down the rabbit-hole of how RPGs combat, stats, equipment, progression, etc should behave when you've been so conditioned by other RPGs over the years.
When somebody that isn't well versed in the genre tries though, they usually tend to think of more creative ideas involving combat or progression and thus make more interesting games as a whole.
>>
>Storyline Creator
lol

https://www.kickstarter.com/projects/434922482/storyline-creator
>>
>>144874137
That's a bit sad
>>
>>144873791
Do you have any examples of that? I do agree with what you're saying, but it'd be nice to look at some of those more creative games.

You could argue from the other position, though: once someone's done a 'traditional' RPG, there's the chance that they'll want to go beyond that, and bring in ideas from elsewhere.
>>
How do you guys go about your healers?
I'm love healers but I'm afraid dedicated Healers will turn my game into a stall fest bar obvious counter mechanics but if every boss has the same anti-healing mechanics that is lazy.

Would be limiting heals to something of the nature of a Limit-Break or making them very expensive MP wise be a good solution? People like offensive gameplay more then defensive.. so..
>>
>>144874569
Take into account that RealTimeBoard exists, which not only allows you to do what Storyline Creator does(which is literally just a simple mind map), but it's also free and has tons more features, including the ability for multiple people to work on a project at the same time.
>>
>>144875653
cooldown
>>
>>144875653
It depends on you, there's so many ways healing has been done and can be replicated in RPGM.
You can do DnD style healing, or the very similar FF style. Hell, event "x limit per battle use" system even. There are so many ways to customize this
You could do large draw-backs, like expansive MP you mentioned, or maybe either debuffs on cast (and even delayed casts) or till next action. That limit break could work too.

You could also limit how much HP can be restored and even set it to scale based on who is healed. Maybe make it a nice skill to use, but not something that can out-heal damage. There are many different games you can reference for ideas, like Darkest Dungeon for example.

Just like, play around and see what works for YOU.
>>
File: bibisco.jpg (83KB, 1228x562px) Image search: [Google]
bibisco.jpg
83KB, 1228x562px
>>144873791
>Do you have any examples of that?
Sorry, I don't really have any specific examples.
I guess I'm speaking more theory than actual proven ideas.

>>144874137
>>144874569
To be fair, he asked for a bit too much money considering the scope and idea of the software. It's a planning device. You definitely do not need $11,000 to make something like this. Plus he used Papyrus as his font of choice for his rewards section. The only thing he missed was to use Comic Sans with a pink color aligned to the right for his description.
I like the software and all, but man.
>>144875691
Plus there's Bibisco if you want less of a visual planner and more of a "what do I need to do" kinda thing.
>>
>>144878905
>Bibisco
Eh, that's more like a set of questions that you could just copy and paste somewhere else and never have to use the software again.
>>
I hope you all have a wonderful time working on your project
>>
>>144875653
Don't do what Breath of Death VII did. The healer was the most powerful attacker and spellcaster in the game, as well. However, you needed to heal basically every turn, so they'd be on healing duty until you got a spare turn to do some decent damage.
>>
File: 1459820614103.jpg (60KB, 640x640px) Image search: [Google]
1459820614103.jpg
60KB, 640x640px
>>144883535
>Breath of Death VII
>Cuthulu Saves The World
You mean these gems were RPG Maker games?
>>
File: 1296885279952.gif (332KB, 500x273px) Image search: [Google]
1296885279952.gif
332KB, 500x273px
>>144884340
>Guy is asking for advice on RPG Combat
>There are RPGs that weren't made with RPG Maker
>>
Anyone try to remake/make a card game, kind of like: Shandalar, MtG, Yugioh, etc?
>>
>>144884340
Zeboyd used their own engine, IIRC
>>
File: conceptart.jpg (226KB, 1048x1113px) Image search: [Google]
conceptart.jpg
226KB, 1048x1113px
Sorry for my shitty art.

I haven't really done any concept art on my main character yet and I'm kinda torn between two styles.
The MC is supposed to be lazy and really doesn't enjoy having to do anything that involves leaving the house. If he has a choice in the matter, he will usually turn down jobs and requests.
The game is also a little quirky and strange, so I originally drew all the eyes as circles instead of normal eyes or anime eyes.
The left version has normal long hair and a sort of "too cool to do anything" look to him. The second version has a "really lame" look to him and has a mullet instead (because mullets are pretty lame).

Which looks better?
>>
File: index.jpg (431KB, 1046x1125px) Image search: [Google]
index.jpg
431KB, 1046x1125px
>>144884993
I have played around with similar systems. The main one I worked on for a long while used both cards and dice.
When trying to implement a TCG in RPGM, there's basically nothing of any use in the existing classes, so it more or less has to be done from scratch. I'm not gonna lie, it was too tough for me -- I eventually gave up on bothering with an RPG frame and just worked on getting the game playable with real cards. I do want to go back to the project someday.
>>
>>144887317
Oh, I have experience with working on a TCG game using real-life templates... but yeah, was wondering about working within limitations of RPGM system, especially since both VXAce and MV offer so much in scripting possabilities. I mean it would be easier to do it outside of RPGM, but that would take the fun out of it.

Thanks for the input anon, do you still have the prototype of that projects you worked on?
>>
>>144884993
There are a few, like Tomoaky's, and I was working on one at one point. https://www.youtube.com/watch?v=g05gmQeZibU
After I finish my current project, I'm likely returning to it.

>>144887746
It's actually just as difficult/easy in RM than out of it. RM just comes with everything else, like item inventories and menu systems.
>>
File: Capture.jpg (167KB, 1184x639px) Image search: [Google]
Capture.jpg
167KB, 1184x639px
>>144887746
In terms of the rules implementation, I threw it straight in the trash. After struggling with hacky-bodgy air-quotes solutions for a while, I decided it wasn't salvagable anymore. Trust me; my Ruby skills were not up to snuff.

However, I did go on to re-use the maps and such for an entirely different game. One of the few projects I can call "finished", though it still leaves a lot to be desired.
>>
>>144888656
And actually, the inspiration for that project is Deus Cards, made with RM2K.

It's got some gamebreaking bugs, and the balance is terrible, but it's still one of the most impressively evented games I've seen. Definitely worth checking out for anyone interested in RM beyond RM. RM2K.

https://www.youtube.com/watch?v=P7wji1X36AM
>>
>Hear about LISA
>Decide to buy it
>Start game
>Walk to the left
>Die

What a short but enlightening experience.
>>
I'm using Falcao Pearl ABS Liquid v3 for a combat system. I noticed that loot drops persisted between area transitions, with the drops staying in their relative location on every single map. I know little about scripting, but I did find the section of the script partaning to resetting aspects of the combat system, including drops. I'm unsure how to call this, but I was able to copy this section of the script and throw it into every area transition event: $game_player.enemy_drops.clear

Am I being unobservant and there is something in the documentation I missed?
>>
Is there an easy way to make a status effect restrict the character from being healed?
>>
>>144896780
If you download Yanfly's Special Param Formula, you can edit healing parameters. https://youtu.be/a90vP0jVWIE

So this way you can just:
>Create new state, let's call it: "No heal"
>Set it's parameter to "Recovery Effect 0%"
You can then test by creating a skill that afflicts a user with this state and test any healing item on afflicted user.
>>
>>144897715
Yeah that does it, thanks.
>>
>>144899435
Good to know, but too bad this is a "all healing or no healing" solution.
I haven't tested yet if you can make conditional disable of healing, like say for example not be able to use healing magic BUT be able to heal using a physical attack or item use. Or any other combination of the three where atleast one is allowed and the others are not. Would be interesting, right?
>>
>>144900172
yeah the only thing I could imagine that you could do there would be adding an event that would remove the status as part of the attack, do the healing then re-add it with the same amount of turns or whatever remaining.
>>
>>144900412
Can always work on a javascript that recalls the source of the healing and acts based on assigned permissions. Basically saving you the work of manually having to edit everything yourself.
>>
File: undead naga 16.png (9KB, 592x424px) Image search: [Google]
undead naga 16.png
9KB, 592x424px
Making spooky enemy sprites and eating cheap shrimp noodles. A patented wednesday evening
>>
>>144901203
Waaaay too spooky Anon
>>
Any mana-like plugins?

If not, how good is Yanfly's combat system? Im trying to make a mix between SoM/SD2/3 and SMT.
>>
>>144901808
Did Yanfly even make an action battle system?
>>
>>144904626
I dont think so, but I could probobly find some compatible add-ons to make the next best thing and my friend can probobly tweek the code.

It would just be a million times easier to find a mana-like system.
>>
>>144886774
The art's not bad, but it definitely needs more work done with it. If it matters, A looks better though B's hands are slightly nicer.

I can't really recommend the anime-style circle eyes if the rest of the art style isn't going to compliment it in a unified manner.

Only other advice I have is to work on his eyes more, make them "closed" more but not actually closed, and shrink the pupil size down to a proportionate level.
>>
>>144901203
Pretty nice, though the hands look really tiny and not like bones
>>
>>144906006
Thanks. That's true, I'll fix the hand size. Had to tone down their color apart from the rest of the body because the left hand had the same color scheme as the ribcage.
>>
>>144884993
I think I will try to make something based on the Tekken Card Game at some point. But I am still not sure. I want a combat system for a lewd game that can simulate completely owning a monster girl in a fight and taking time to molest her for funzies. So something like, it plus a Taunt mechanic seems like it could work well enough. Although it might be necessary to extend the periods during which the player and enemy are vulnerable. So, perhaps a mana or charge system could be incorporated.

MtG and YGO require evaluation of non-convertible resources (card advantage, life points, mana parity/tempo, resources necessary in the graveyard or battlefield) can't really be translated into each other all the time and also demands certain opponent awareness (am I fighting a combo, control, aggro or midrange strategy? And what does that mean), so I think that it would be really hard to make an AI that can put up much of a fight. Even in the official games, the computer usually needs "mind reading", broken/stacked decks or special rules to be a challenge. IMO.

Maybe if you went with a simpler engine. Just placing the top card of your deck as a resource/land every turn, fusing the Main Phase and the Battle Phase, making all blocks 1 on 1, etc.

Or maybe just go with "every game is a puzzle" approach and give the opponents scripted decks that you have to disrupt.

>>144886774
I say go with B and try the old Archie or Scooby Doo eyes (just dots and upper eyelashes). I guess the character reminded me of Shaggy a little.
>>
>>144905853
when find come tell
>>
>>144908040
I'd actually say it's incredibly easy to create a competent YGO/MTG AI without those cheats you mentioned.

The majority of the actions made in those games aren't ambiguous decisions. If you have a card, then use it; if not, then don't.

>certain opponent awareness
This would be the only thing interesting about writing the AI. This is pretty much what determines the "personality" of the AI, and determines in what manner you can "game" the AI.
>>
How much screen time does the hero need with their mentor before the mentor is killed off?
>>
>>144908040
Speaking of AI, the Shandalar game I mentioned? Really bad ai, sometime the enemy will buff your guys for no reason or make some really weird misplays. Good game that I suggest checking out regardless though.
>>
I made this forest way too fucking big, but I'm already a good way into detailing it, and I don't want to throw out all that work. Maybe I'll just crop it down to the completed area.
>>
>Want to start making some custom art
>Know I could never match RTP style
>Don't want to have to make custom art for the entire game

life is suffering
>>
>>144911669
Honestly, people will like your game more if you made the effort of having your own custom art even if inferiour to the built in resources. And if you keep at it, you can only improve.
If you got a game like this Llama Wars, for example, it can be really charming. https://www.youtube.com/watch?v=_OueW8IoqCM
Ofcourse if it's something like World of Nora... then it just looks painfully bad.
http://theworldofnorathegame.blogspot.nl/?zx=421e92cf190d3043
That said, the guy has been improving if you look at what he's been posting in progress reports and the clown that he has drawn came out really well. So who knows where it'll go, all I know is this guy's game is buggy as shit in ways that could've been easily fixed long-ass time ago.
>>
>>144911669
It'll just take a lot of time. You have a lot of time. Do it.
>>
File: Bored Gaem.png (102KB, 1016x570px) Image search: [Google]
Bored Gaem.png
102KB, 1016x570px
>>144884993
I recommend not doing it. My events for this is miles long. And creating a non-retarded AI is pain. This one is loosly inspired by triple triad from FFVIII, but only the 3x3 format.
>>
So how exactly do I go about starting to develop a game and in this case more specifically an RPG?
>>
File: sabasdrawn.png (19KB, 144x144px) Image search: [Google]
sabasdrawn.png
19KB, 144x144px
>>144913781
>>144912203

Alright, you guys have convinced me. Pic related is my first attempt at a custom portrait for the party healer.
>>
>>144914886
Do you have RPGM yet? It's easy to start anywhere, so choose whatever suits you best.

Personally, I always start a project by hammering out the unique mechanics. I like writing and mapping too, but I'm a designer at heart. Once I've nailed down the implementation for some interesting tricks, the story and setting will naturally develop from there.
>>
>>144915584
That's actually not bad, not offensive to the eye. Don't give up anon, hand-drawn stuff like that can easily fit with the ingame tilesets.
>>
>>144909858
>If you have a card, then use it; if not, then don't.
That is exactly what the AIs usually do in those games and it is one reason why beating the AI is piss easy in the official games. Using all your cards leads to over-extension. Torrential Tribute and Wrath of God (and all other mass removal cards) absolutely devastate the computer. You don't really want to commit too much to the board in either of those games against a human player, because every human player carries mass removal. In fact, a lot of the "skill" involved in Aggro vs Control matches in MtG is in baiting the opponent into using mass removal (and not falling for the bait in the Control deck's case). And even when you have no mass removal, different cards have different values, so they can't really be played with the same disregard against opponents that can easily destroy them. An elf deck going "Forest, Heritage Druid. End Turn" against a Red deck is just asking to have its face smashed. Even losing 5 life would be preferably to risking the Heritage Druid.

In YGO you also have tutoring and fusing/synchronizing/xyzing, which are parts of every important strategy for the past 8 years or so. Decks and Extra Decks have become toolboxes of sorts, where you need to pull off a combo and find answers against your opponent's combos. If the AI doesn't know how to do this. It is fucked. against human. Each YGO turn can have anywhere from 3 to 20+ choices due to all the absurd tutoring.

In MtG you have lots of playable preemptive disruption in the forms of discard and counter spells that are only really effective if you know what the opponent is up to and can evaluate the situation regarding the likelihood of a card coming handy to the opponent or not, given their mana situation.

And that is why the developers usually rely on giving final bosses things like 4 times your HP or demanding that you beat them with preconstructed decks that don't have cards that will demolish them.
>>
>>144916552
Would you say getting it down on paper first is best to start? Also go does one limit themselves. I have tons of ideas whirling around in my head.
>>
>>144917074
>Would you say getting it down on paper first is best to start?
Not him, but yes. Even the stuff you don't plan on using. You'll forget it in a few months/years. Get it down while you have it
>>
>>144915584
STUDY
ANATOMY

I dont care and dont want to hear "but my style"
I dont care and dont want to hear "but I'm bad at realism"

You will not lose your art style. You will have a better understanding of how things work and YOUR style will improve the way you want. I promise even if its hard its worth it.
>>
>>144917858
This - Get one of those wood posing dolls, either online or at a local ikea (yes they have them for sale somewhere in their store, I've seen palettes of them) - They're used as a reference for how things realistically bend, turn, and interact, and it actually does help you a lot.
>>
>>144917074
I personally use Notepad rather than actual paper, but yeah, it helps keep things orderly.

If you have a million ideas, my recommendation would be to throw out 999 997 of them. When you're getting started, too many directions will only slow you down.
Decide on a game genre, a literary genre, and a motif, write them on post-it notes, and paste them to your forehead. (Metaphorically.) When your scope seems to be getting out of hand or a new idea strikes you as canned bread, evaluate everything in relation to your three core descriptors. If an idea is not in service of the core, toss it into a different txt file, close it, and don't look at it. It'll be there if you need it (but you probably won't).
>>
>>144917502
>>144919403
Thanks. Good advice.
>>
>>144905872
>The art's not bad, but it definitely needs more work done with it.
It was just a quick sketch to show the difference in styles.
>rest of the art style isn't going to compliment it in a unified manner.
Whoops, guess I accidentally forgot to mention that. Right now everyones' placeholder sprites have circular eyes.
Thanks for the advice.

>>144908040
>try the old Archie or Scooby Doo eyes
Hey, that's not a bad idea! I might see how that'll look.
>I guess the character reminded me of Shaggy a little.
Huh, I didn't make the comparison but I definitely see it. Neat!
Thanks for the input.
>>
I still can't figure out how to fix my insane lag from common events. Anti-lag scripts don't seem to work. Please let this suffering end.
>>
>>144913972
The problem was that you were trying to event it. lol
>>
I believe in you, /rpgmg/.
>>
>>144925527
This.
>>
Is there anything stopping me from uninstalling and reinstalling RPG Maker and getting another free 30 days?
>>
>>144926312
Some text file they leave somewhere in your system.

You could find it, delete it and install again, though.

But it would be easier to just hack it.
>>
Hm, looking over at "Play Movie" event... looks like all I am limited to doing is:
>Playing the movie
>Restarting the movie mid-movie
>Locking player controls
>Locking background NPCs in place
That's kinda annoying.
>>
File: asdfghjkl.png (28KB, 199x441px) Image search: [Google]
asdfghjkl.png
28KB, 199x441px
>>144925527
Im glad you do because I do not.
I've barely started and I have to make ll the charicters, all the tilesets all the overworld sprites all the attack animations (I've never touched animation so I'm terrified) all the comic-book like cutscenes all the fucking everything.

And then somehow find a composer who is actually going to give a shit about composing rather then running off the cash and making some forgettable soundtrack.
>>
Getting back to work on my VX Ace project. I know how to reference a character ID via script call, but is there a way to reference someone in a certain party slot? I'm trying to make a piece of equipment that, for every turn you have it, it buffs your attack and lowers your defense until you're hit, which then resets all stat bonuses to 0... But it's proving problematic.
>>
I need a good artist for my waifu farm simulator/Rune Factory rip-off.
Anyone know of anyone who I could commission for this?
>>
>>144821546
I find this kind of funny, actually. I was kind of getting bored with jRPGs. You know what actually sparked my interest in the genre again? Etrian Odyssey. EO does very little to innovate. It doesn't try to reinvent the wheel. It's pretty standard with its combat. What makes its combat fun is that every encounter is a threat. It's challenging, offers interesting class choices, and allows you to make unique builds.

So maybe, your RPG DOES NOT need to reinvent the wheel. Maybe you just need to use what you have well.
>>
>>144928516
Hime actually has interesting plugins that can help you emulate an Etrian Odyssey experience, now that you mentioned it. Like for example you can have equipment for sale that appears when certain conditions are met, such as say when the player has "sold 5 rat furs".
>>
>>144927574
>And then somehow find a composer who is actually going to give a shit about composing rather then running off the cash and making some forgettable soundtrack.

I'm always looking for good practice and I'm sure other musicians in the thread wouldn't mind helping out once in a while. If you need a song, just ask and maybe one of us will do ya' a solid? You never know.
>>
>>144928062
$game_party.members[x] should work
>>
>>144930047
Cool, thanks. Is there a way to have it check an array of characters? Like, can I have it scan all party slots 1-5, and if it finds the item on a certain character, it stores that value to a variable. I could then call that variable to $game_party.members[x] to apply a buff.

God damn this feels like it should be simple but it's not.
>>
>>144929565
I'll keep it in mind. Its going to be awhile though.
In development / art hell for the next six plus months.
>>
File: ds.png (15KB, 617x360px) Image search: [Google]
ds.png
15KB, 617x360px
tsun tsun
>>
>>144935090
>sweating man.png
>>
I'm bored.
>>
Go away page 10.
>>
>>144935090
R34 when?
>>
Work on your game
>>
>>144935090
dude SHE ISNT WEARING A BRA
>>
>>144944013
gasp!
>>
>be a lazy bum and do nothing at all
I'm sorry
>>
Got my first major boss fight up and running. He's a shadow wizard, who summons three immortal shades at start of combat, then uses them to do most of his damage. Not that he's weak by himself, but leaving the shadows to attack makes him almost impossible to deal with. Luckily, pushing a shadow down to below 50% health puts it in stasis for two turns, healing it but making it unable to attack. Now, two turns in Duality is something like 6 player actions total, so it's a lot of time to do something else. Problem is that while you're focusing on a shadow you're not dealing damage to the main threat, who is the only one you can kill in the end. So you have to balance keeping shadows down and damaging their summoner.
>>
>>144948006
Sounds like a very tough boss fight.
Is the party strong enough to handle it, though?
>>
>>144948392
Yeah, I've run through it several times with the resources given to you at that time. If you're fully leveled/geared for that point of the game you'll be able to handle it easily (if you know how to manage the shadows). If you're a bit below where you could be you'll be able to scrap through it if you play it really well.
>>
>Want to make item management a thing
>Yet doesn't want to make players fuck themselves over

Is putting the resupply point a distance away a good penalty to avoid people constantly hitting the "I fucked up" button to cheese the game?
>>
>>144948702
That's very good. I often have the problem that I make bosses way too overpowered, balancing fights is really hard to do.

>>144951384
It sounds like the player is absolutely doomed if they use a potion too soon. Maybe you should be a little more lenient.
>>
Anyone have any clue where these tiles are from? They're not the samurai pack, and I don't know of any others that would have bamboo.
>>
>>144921808
I can't script, yo. Tried to learn it, but I'm too stoopid.
>>
>>144956978
Why so blocky?
>>
>>144959570
It'd be better than nothing and I don't have a the months it'd take me to make tiles for one map.
>>
My inTENt is to bump.
>>
How much backstory do the characters in your party have? What are their goals after the adventure is over? Do they have relatives and friends outside those involved in the main quest?
>>
>>144966115
I don't want to weigh down the game with plot slaves, so I plan for most of them to come from sidequests or straight-up recruiting. The more complicated the sidequest, the more plot. So hired goons' life story is pretty much irrelevant, while your potential waifu has a bit of a history.

Either way, I want to keep it relatively simple. Piling on backstory doesn't necessarily mean a better-rounded character. How they react to their backstory and their current story is more important.
>>
File: Ship.png (181KB, 384x768px) Image search: [Google]
Ship.png
181KB, 384x768px
Sharing a ship tileset for MV, coz I'm nice like that.

>>144956978
The fox looks familiar, which makes me think it's from the samurai set, but on checking it the bamboo tree tiles are from there. There's just bushes and stuff. Maybe it's a custom tile?

>>144959570
Ace RTP style. All is blocky. All the time.
>>
File: Grove_Outside_E.png (367KB, 768x768px) Image search: [Google]
Grove_Outside_E.png
367KB, 768x768px
>>144967813
>are from there
*aren't from there, I mean.

As penance for such a dumb typo, here's some more boat tiles.
>>
P. 10? Not on my watch!
>>
>>144971278
>>
>>144971278
You're slipping.
>>
>>144974190
>>144971278
Beat me with a second. I retract my claim.
>>
>>144951384
Seems like something you'd have to fix in balancing. I mean, if things get bad, late in the game you could have items that satisfy multiple roles. Weapons that heal you with damage dealt, potions that satisfy hunger while also recovering HP, or whatever.

Also, rather than making a closer resupply point, you could make it so enemies can take items as bribes or as part of a trade, or establish smaller "recycling machine" points, where you can dump useless items to gain money. Which would feel a bit better than just throwing items away.
>>
>>144966115
I made a family tree and history for each character. It'll make the impact of their deaths that much greater.
>>
File: 1465328115908.jpg (32KB, 557x612px) Image search: [Google]
1465328115908.jpg
32KB, 557x612px
How is MV? Is it worth it because of the new features, or should I stick to VX because of all the scripts?

I'm not gonna make an RPG per say. Most of my favorite RPG maker games focused more on the world/atmosphere than combat so I'm looking more to make an adventure game style. I guess IB/Yume Nikki is an easy comparison, though I kinda want it to have a Metroidvania sense of progression. Or well, progression in general since Yume Nikki and it's clones don't really have any.

Would such a game be easy to make with MV? Or would I need a lot of scripts to accomplish it. Here's some things I'd like to do gameplay wise.

>Change the equipment system. Selecting powers in Yume Nikki from the menu was kinda like selecting camo in MGS3. I want an easier way to switch between items on the fly.
>I kinda want to change all the stock RTP assets including menus and text.
>Free form movement. There's 2 scripts you can sorta mash together in VX to be able to move around in 8 directions freely ala Chrono Trigger or something, but I'm not sure if MV has this.
>Multiple currencies.
>>
>>144979921
I'm gonna assume by VX you actually mean Ace, because no one in their right mind uses VX.
What you want to do is very simple and could be accomplished in any version. Unless you're a cool kid and use a console / handheld RPGM.
The main draw of MV is the ability to distribute on mobile. In most other respects, it's extremely similar to Ace. The only other thing is that some folks prefer MV's scripting to Ace's by a significant margin, but that won't affect a simple project like yours.
>>
>>144980543
Resolution, built in sideview support, steady flow of plugins matter too.
>>
File: bowiesubwayj.jpg (248KB, 1263x844px) Image search: [Google]
bowiesubwayj.jpg
248KB, 1263x844px
>>144979921
>How is MV?
2 steps forward, 1 step back like all rpgm iterations. The only way you can know is by trying it out.
>should I stick to VX because of all the scripts?
No. In my opinion, MV has a far wider variety of scripts now, compared to any rpgm. Most scripts I've used from Ace have been remade for MV. But if there's a specific script you want that hasn't been converted to MV, you're shit out of luck, obviously.
>Here's some things I'd like to do gameplay wise.
>Change the equipment system. Selecting powers in Yume Nikki from the menu was kinda like selecting camo in MGS3. I want an easier way to switch between items on the fly.
Make a parallel event that activates a common event when you press a certain key.
You can do this without scripts with Ace, but you may need to use a keyboard plugin with MV depending on what key you want to use. It's not difficult to do, but I can rustle up an example if you want.
>I kinda want to change all the stock RTP assets including menus and text.
Easy enough. You can use numerous plugins to do this, but if you want to move windows to specific places, you might need to mess with the base plugins. It's not difficult though, all you'd be doing is changing some numbers.
>Free form movement. There's 2 scripts you can sorta mash together in VX to be able to move around in 8 directions freely ala Chrono Trigger or something, but I'm not sure if MV has this.
MV has plugins for both 8-way tile movement and free movement like chrono trigger. They shouldn't be hard to find.
>Multiple currencies.
I recently found a plugin that does this, but you could do this yourself with multiple variables. The plugin I was talking about can be found here: https://rpgmakermv.co/resources/sek_moneydivision.868/
I haven't used it myself, though, so I don't know how it works.
>>
>>144966115
Yes, the MC has parents (which are divorced however) and a bigger sister. None of them are involved in the story at all.
>>
File: 1465169902135.jpg (63KB, 600x600px) Image search: [Google]
1465169902135.jpg
63KB, 600x600px
/agdg/ here. Be honest, why aren't you using a proper game engine like unity or unreal? They're

>easier to program
>more customizable gameplay and graphics
>better dev support/community
>software updates
>your game won't be instantly disregarded as an rpgmaker game

Just curious, not looking to argue.
>>
>>144982218

Because the amount of extra effort needed to do a similar-to-RPGMaker-game in another engine isn't worth it when the upside is basically that some asshats won't judge your game based on what its engine is named.

Also this RPGMaker bias isn't as widespread as people around here seem to think. Hell, most people on Steam don't know what RPGMaker is, not to mention RTP.

In my case I want to make top down turn based combat RPGs. It's a fun genre and the kind of game I've always wanted to make. So why would I not use the engine that lets me do it easier than the others? Plus I'm bad at code so it'd take forever to do anything in another engine, while I can just fiddle with premade plugins in RPGMaker and reach a somewhat unique end result.
>>
File: 1423256957988.jpg (19KB, 245x176px) Image search: [Google]
1423256957988.jpg
19KB, 245x176px
>>144982218
Just because shit-flinging bumps our mostly-dead general doesn't mean it's worth doing.
>>
>>144967813
>>144968029
Nice. I had resigned myself to using a carriage instead of a boat for my game's opening but these are perfect. Where are they originally from so I can give credit though?
>>
>>144982218
>easier to program
For someone who knows how lol
>more customizable gameplay and graphics
If you can code
>better dev support/community
We have a pretty good one for our engine
>software updates
So does RPGmaker
>your game won't be instantly disregarded as an RPGmaker game
Yeah, it'll just be instantly disregarded as a unity game

In all truth: I like RPGs and I'm good at art but not coding or programming logic. Why spend extra time making the rpg bits work when I know there's an engine which will give me a solid base and let me tinker from there?
>>
>>144981397
Yanfly and few others also made their own version of multiple currency plugins. I suggest looking up all the released plugins of this kind and checking out their javascript codes so you can customize it to your liking.
>>
File: comfy bunker.jpg (83KB, 736x526px) Image search: [Google]
comfy bunker.jpg
83KB, 736x526px
>>144982218
The only people who care about game engines are other devs. Consumers only care when an engine is notorious for some reason, i.e UE's hideous texture pop in or blind hatred of Gamebryo (which is only seen as bad, because of Bethesda). Also, rpgm has always been a strange self-fellating community, in that the only people who play rpgm games are people who MAKE rpgm games. The community has changed a bit over the years (thanks to some break out hits, like To the Moon and LISA), but it's still mostly true. My point is, the engine isn't all that important, as long as it works for your game.

If you're making a turn based jrpg, you can't go wrong with rpgm. It has a very elegant message box system, all the rng is calculated for you and has pretty much everything you could ever need for an FFstyle rpg out of the box. It's a waste of time to code that all yourself, unless you want to seriously deviate from what rpgm offers.

To directly address your questions:
>easier to program
This is a moot point. 99% of rpgm users do not touch the programming side. I've used game maker before and it's is far more complicated to use than rpgm and also doesn't have built in features that accommodate the creation of jrpgs, unlike rpgm.
>more customizable gameplay and graphics
This is true. If you want to make something that you cannot make with rpgm, you should switch to a different engine. But if what rpgm offers is what you need, then why program it all over again? Just to say you made the engine? What's the point?
>better dev support/community
I'll agree with dev support, but rpgm has a very strong community. In fact, because we have little to no dev support, the community has to look out for itself. Rpgm in the west would have died over a decade ago without such a strong community.
>software updates
This is false. MV has updates. Whether they are timely or useful is another question altogether though.
>your game won't be instantly disregarded as an rpgmaker game
See above.
>>
>>144982218
Because rpgmg doesn't know how to program at all.


But as someone who does know, and is familiar with other engines, I'd still use RM over GM for my 2D projects.

GM comes with simple physics to work with, so it's easier to get things running and bumping around.

RM comes with everything else you'd want in a game, like menu screens, message systems, and an integrated database. And the fact that GM comes with physics isn't even that big of a deal, since you can import Box2D into RM.
>>
>tfw there's only one ABS plugin for MV and the creator doesn't want to do AI party members
>>
>>144983156
>Where are they originally from so I can give credit though?
They were both assembled by this person: https://rpgmakermv.co/members/jodis.5126/

>>144986143
Rpgm abs systems are notoriously clunky. You're not missing out.
This is one of the few times I would highly suggest you use a different engine.
>>
>>144985657
>Box2D
How do I put that in MV?
>>
Is 4chan alive again?
>>
>>144991793
Did it die? Welcome back, I guess!
>>
>>144992131
What are you making?
>>
>>144992131
Eh, it was ded for me apparently.
Just might have been my Internet, though.
>>
>>144875691
I think the biggest downside of RealtimeBoard is that there's no offline mode.
>>
>>144985657
>But as someone who does know, and is familiar with other engines, I'd still use RM over GM for my 2D projects.
really? I've been having an easier time with GM recently than with RPGMaker

I was trying to make an unusual battle system in RPGMaker last time I used it and found myself fighting the engine too much

though to be fair I may just be worse with RPGMaker code overall
>>
>>144995856
Chiming in on this discussion line as a CS minor with experience in scratch coding, GML, and RPGM...

When it really comes down to it (and I mean REALLY, as in, when you're working far outside RPGM's out-of-the-box functionality), the difference is entirely one of preference. There is nothing that either engine can do that the other can't. If you're "fighting the engine", just ignore it -- you can write your own classes and methods, intercept the game loop at any point, load entirely external libraries, whatever. If you felt like it, you could write literally any program completely from scratch and stick it inside of an RPGM game. And of course, the same can be said of Game Maker; you can write literally any program in GML as well.

What I'm saying is this: when you choose a Maker, you should do so entirely based on what it provides. When you go outside of the default, your choice ceases to make any practical difference.

I'm of the opinion that the object-oriented interface of GM is fantastic for most game genres as a way to logically organize a modular system of moving parts. I'm also of the opinion that RPGM's default classes are a huge head start towards an elegant user experience. Neither really has a downside; it's more accurate to say that they have different upsides.
>>
>>144994940
That's also a pretty huge downside.
>>
Post progress
>>
>>144997526
yeah, I think I'm just more comfortable with object oriented programming; for as much as I love RPGMaker, I could never get used to programming with it

>>144999279
I would, but I'm basically a nodev since switching engines
>>
>>144999279
But I'm afraid I will be bullied
>>
>>145001260
>>144997526
..RM's structure is object-oriented, though? To a fault even, with how deep you sometimes have to search to find where some function even came from.
>>
File: 1353435158811.jpg (146KB, 1280x720px) Image search: [Google]
1353435158811.jpg
146KB, 1280x720px
>>145002296
There are no bullies here Anon, don't worry.
>>
File: bully.webm (1MB, 900x506px) Image search: [Google]
bully.webm
1MB, 900x506px
>>145003012
Akari's the biggest bully, though.
>>
>>145002661
I didn't say it wasn't. I referenced GM's "object-oriented interface", but I mean that literally -- GM's actual GUI is based on objects.
If you've never used it, imagine RPGM, but events didn't exist and you just stuck instances of classes on the maps. That's basically how GM looks. It's a difference of organization.
>>
>>145002661
it's not as explicitly though, is it? almost all my projects have had the majority of their work done in events and scripts, the objects don't seem as front and center as in other engines

and for basic stuff you can make a whole game without ever opening an object's code

I just never thought that RPGMaker lent itself as well to working through objects, but I'm not too experienced with them in it so I might be wrong
>>
blump
>>
Does anyone know of a script for VXAce that will let me show enemy descriptions during battle? I've found stuff that shows stats, but I'd like to have one under the initial combat options (fight, run away, auto battle, then something like examine) that just gives a brief description of your opponent.
>>
Still in the very early stages of making this tileset, but it's getting there.

bump
>>
>>145010348
Looks ace!
>>
>>145010348
snes/10
Good job.
>>
>>145010348
looks nice, enough detail to look serious but doesn't look too busy
>>
Hey guys, I've seem to have encountered a strange problem with Yanfly's skill cooldowns plugin in MV. No matter what combination of plugins I use, I can't seem to trigger the cooldown with the proper tag in the skill's notes section.

I have it activated under Yanfly's skill core plugin, which is the requirement. Strangely enough, I've used the same combination of plugins with a test project and the plugin works. Any ideas what the problem is???
>>
File: 1464483454693.png (849KB, 1443x1080px) Image search: [Google]
1464483454693.png
849KB, 1443x1080px
>>
>>145011194
Nevermind, I'm retarded. The plugin by default includes the first 7 skills in the database as bypass cooldown skills.
>>
Does anyone else vastly prefer the old RM2k/2k3 chipsets? They had so much more colour.
>>
>>145014353
You're not the only one, they sound great and I selectively use many of them in my current project. Though honestly, my preference might be fueled partially by nostalgia.
>>
>>145014353
I agree, they had much more charme
>>
>>144957149
If you managed to recreate something like that with an event, you're intelligent enough to learn how to code
>>
What is the favorite sport in your game's world?
>>
>>145020098
In the whole world? Hell if I know. What's even the most popular sport in the real world? I'd guess football, but I really have no clue. There're a lot of sports, y'know?
>>
>>145020098
Huh, I have never thought about this.
Only thing I have going on is a board game similar to chess which is played 1 vs 2 or 2 vs 5.
>>
>>145020098
It's a toss up between small scale gladiatorial contests in the more settled regions, and hunting dangerous game everywhere else.
>>
>>145023365
Sounds really bloody. Is the MC also a fighter looking to prove himself in battle?
>>
Bump
/vg/ needs more pages
>>
How long have you guys been visiting /rpgmg/?
I think I've been here for like 3 and a half years now or something like that.
>>
>>145028313
That's a good question.
I have some problems with remembering stuff but let's see what I can recall.
I remember a tripfriend called Germanfag or something like that. And I'm pretty sure the Elona general was alive back then. I also remember a guy who made a game with a very cute slime girl as the protagonist.
Probably something between 2 and 3 years.
>>
>>145028313
I crawled in here about a week ago when I got RPG Maker.
>>
>>145028313
Around the time I decided to actually do something with RPG Maker, which was, coincidentally, shortly before Undertale's release.
>>
How do I make a good first person dungeon crawler?
>>
>>145032802
Engaging gameplay, well crafted traps and puzzles. The story is not as important as the visuals I would say.
Reward players with porn
>>
File: 1392493674160.gif (329KB, 140x160px) Image search: [Google]
1392493674160.gif
329KB, 140x160px
>>145025629
Nah, the MC is an elven immigrant, just trying to make a living as an NPC in a human city. She has the bad luck to be living at the same time some Lord of Demons and some Hero are doing battle for the fate of the world far away.

Shit sucks when you're just trying to get by and the world is slowly being corrupted.
>>
>>145028313
2 years, I think?
I dunno what I could date myself with... Obviously, I've been around longer than the collab game. I don't remember exactly when we started that.

>>145030732
>I remember a tripfriend called Germanfag
Yeah, he comes and goes. I saw him a few months ago, I'm pretty sure.
>>
That Liru game was released.
>>
>>145036115
Forever ever.
>>
Mentlegen, I present to you a sample of
my work in progress, Pariah's Creed.

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

The idea is that these bonus bosses have multiple lives, which can be dealt with by either dealing damage, or using special limited use skills to remove a life directly.

Turn on CC for explanations.
>>
>>145028313
September-October last year.
>>
File: 10.png (335KB, 1462x684px) Image search: [Google]
10.png
335KB, 1462x684px
sketching some villains
>>
Is there a good hooded character sprite out there for MV? Need something to represent the player character pre-customization.
>>
>>145036992
Goddamn how long did I take you to get that good?
>>
>>145020098
Because of the city's economy and living space issues, no one participates in actual sports anymore. Most everyone is too busy being absorbed into conglomerates and are busy with dull, dead, gray existences.
>>
>>145014229
Did he dead?
>>
>>145028313
probably like 1month a couple years ago, then another month up till now
>>
>>145028313
Since before they were numbered (and they started at 16!). I used to help event things, since I use the PS1 version and it has no scripting capability.

"I don't know if there's a crafting script for VXA, but this is what I would do..."
>>
>>145036398
I missed the "turn on CC for explanations" and was like "well that's some gameplay right there."
>>
Im at a complete loss on where to start.

I made a joke project, learned the system as I went along and think I should be fine once I get some add-ons to fix up the combat and add a bunch of stupid gimmicks.

However I'm very discouraged in making a setting. While I have a bunch of ideas, ways the story could effect gameplay, lore, little details into several settings ect. Im scared they will be too similar to things that already exist.

The one appealing to me the most right now is a cyberpunk merged into a virtual world brought upon by an artificial man-made god. But I'm scared It'll be compared to DDS because the battle system I'm set on is Turn Press + Phantasy Star IV, my story and characters are absolutely nothing like it and the added mechanics would widen the gap, but I'm scared none the less. It has the most potential of the three, some amazing designs that aren't yet on paper, and a few plot twists.

Another idea is a very "decision and punishment" as my friend calls it, persudo-fantasy. As its got some heavy sci-fi elements. However there is a choice to side with the villain and end the world to fulfill your own desire along with an alignment system that I can only imagine the raving swarms of retards comparing it to Undertale.

My final idea is a dream/astral-setting that is almost entirely linear (It was originally a web-comic idea) while the plot is more original and developed, I dont think it transitions well into an RPG at all. Not without a lot of work but at that point I'm pretty much redoing the entire plot.
>>
>>145040528
> Im scared they will be too similar to things that already exist.
Don't be, people would rather play a solid game that doesn't try to be original than a game trying to be different or meta without anything of quality to back it up.
>>
>>145040528
Don't worry about it, I say.

Everyone gets their ideas from somewhere, and every game is going to have some things in common with others. What matters is that your game has a style or twist of its own, which it will if you put effort into the game as a whole, just by virtue of its creator being someone else. People might make comparisons, especially if it's similar to some fad game at the time of its release, but if you're not deliberately copying anything you'll be fine.

Like >>145041561 said, there's nothing wrong with being generic, anyway. A standard but well-executed story can still be great.
>>
>>145040528
Stop to be scared about that stuff and simply work on your project, you can't invent the wheel anew.
I get that you feel the need to be original and make something completely new but that mindset is blocking you.
If you get compared to other games then so be it. As long as you don't make a carbon copy of another game then nobody will say a thing.
>>
>>145041561
>>145042169
>>145042225
Alright then, I'll get to work on it as soon as I wake up.
>>
>>145042689
Stop posting in your dreams Anon.
>>
>>145043014
I cant, I just sleeppost every night.
>>
Years and years ago, I made a silly little RPG on RM2K3 that took place in modern times, featuring four kids who discovered 'artifacts' that gave them unique fighting capabilities -- Essentially giving them classes. Each character was similar but not identical, and each class could only be given to one character. What made it fun though, was that instead of four kids getting classes of holy warriors or the like, the classes were just archtypes of typical kids. Instead of warriors, thieves, mages, and clerics, there was bullies, class clown, computer dork and goth kid. The more I've been thinking about it, the more I've realized it's kind of a fun idea and I would like to revisit it...

... Problem is, I don't want to start a new project. Life sucks.
>>
>>145043398
But Anon I would like to play your game.
>>
File: gameover.png (612KB, 816x624px) Image search: [Google]
gameover.png
612KB, 816x624px
I should be working on actual game content, but instead I'm making art assets.
>>
File: 10.png (59KB, 441x502px) Image search: [Google]
10.png
59KB, 441x502px
>>145037307
I've been drawing since I was a kid so I had an entire lifetime to work and get better I guess...
Also I made a space detective that the player takes control of in-between chapters, going to bed now, bai.
>>
File: image_34.jpg (176KB, 599x880px) Image search: [Google]
image_34.jpg
176KB, 599x880px
>Try to come up with simple idea
>end up making it too complicated to pull off
>try to scale down only to get locked in a cycle of increasing and decreasing the scope and entire premise of the project several times over.
>Get overwhelmed with Project X and start to drift away from it.
>Get a good idea for a project I decide to role with so I can finally do a thing and not worry about Project X.
>The cycle continues anew
Wake me up inside
>>
>A monster hunter and her mentor are hunting a monster in the woods
>They get ambushed by an enemy gang of bandits
>The mentor gets killed
>???
>The hunter winds up helping a pair of mages who have to take a magical stone to the desert

I can't figure out how to bridge the gap and get the party members all together. I'm thinking that the bandits maybe want to use the hunter to steal the stone from the mages, but I can't really think of a way that all this could unfold.
>>
>>145047404
>Hunter fights
>Gets badly injured
>Mages show up and drive the bandits off
>Hunter wants to help them in return
>>
>>145047404
Have the hunter/mentor scene then flash forward a year. "After grieving, the hunter became a sell sword and found her way into the service of two mages."
>>
>>145047404
>I can't figure out how to bridge the gap and get the party members all together. I'm thinking that the bandits maybe want to use the hunter to steal the stone from the mages, but I can't really think of a way that all this could unfold.

Maybe the hunter is a member of an important guild or distantly related to the mages? Something that would put her in a position to possibly get close to them, when they normally stay locked up in their wizard towers or whatever. So the bandits think the can use her to steal the stone, threatening to kill someone she cares about if she doesn't go along with it or something.

I dunno. Might be interesting.
>>
Good night bump
>>
File: loveuguise.png (59KB, 960x864px) Image search: [Google]
loveuguise.png
59KB, 960x864px
>>
File: sm.png (21KB, 692x360px) Image search: [Google]
sm.png
21KB, 692x360px
;D

probably changing those pauldrons and breastplate
>>
>>145039793
He is kill
>>
>>145047404
Hold off on killing the mentor.
>mentor held captive by bandits
>hunter sent to steal the magical stone so that the bandits aren't prime suspect
>hunter encounters the mages: skirmish with mages? captured by mages?
>hunter returns with mages to free mentor
>fight with the bandits
>mentor killed
>time to repay mages for their help and aide in their journey.

I personally like the idea of the hunter using an underhanded tactic to fight the mages and buy time to escape with the stone. One of the mages calls after the hunter, and the hunter says something back that let's them know where he'll be meeting the bandits. Then when the bandits get the stone and try to eliminate the hunter & mentor, mages show up in time to save the day. Enemies become friends, adventure ensues.
>>
I'm working on my own little game and would love some advice if anyone can help.
I'm making a barracks in my game, and want to have a soldier follow the player around when they're in there. Making the npc follow is easy, but the problem is there are multiple entrances, and I would prefer if he was right next to the player when he enters and not in a set location. Is there a way to do that? I'm using VX Ace
>>
>>145056892
Really loving the face and the whole package
>>
File: SS11.gif (3MB, 611x467px) Image search: [Google]
SS11.gif
3MB, 611x467px
Some music for the evening.

https://soundcloud.com/jowey-342490524/mountain-pass/s-sXb2w
>>
Daily reminder that databasing and balancing is the most important aspect of game design, with plot, graphics, and music coming after in that order.
>>
File: 1448728274056.jpg (81KB, 593x539px) Image search: [Google]
1448728274056.jpg
81KB, 593x539px
>Download RPGM
>See everyone failing to finish their projects
>Not gonna happen to me i swear I'm gonna finish all my projects!
>Open up my RPGM
>Suddenly all my ideas forgotten
>Any ideas i come up with are shit
>Create a character
>Make 1 sprite
>I'll do more tomorrow after i come up with more ideas!
>>
>>145070769
That's why you write everything up in a GDD, then implement it. Don't write the plot first; work on basic setting and game mechanics and save the plot details for later.
>>
>>145064520
I love it. It gives me the vibe of a sunset. Pretty comfy tune.

Lots of people here have started sharing their progress in music, so I thought I could try as well. https://soundcloud.com/hoodlumbandit/time-to-strike/s-3vr6m
>>
File: Mediocre.gif (2MB, 500x333px) Image search: [Google]
Mediocre.gif
2MB, 500x333px
Has anyone got their hands on RPG Maker MV? How is it?

Pic related?
>>
Newest Yanfly plugin: Element Core
https://www.youtube.com/watch?v=M2yP8S5cYx0

It's been 107 plugins and Yanfly still provides features that are a "must" for me. The feature creep is way too strong. Anyone else having this "problem"?
>>
>>145071083
Well i was skeptical but it's actually really nice. Small changes here and there but the add-ons are just flooding the internet thanks to the switch to java.
>>
>>145071440
I really wish there was a "download all" for the Yanfly plugins. I want all of them but i don't want to download all of them individually because it would take forever.
>>
>>145028313
A few years. It's really hard to keep track, especially since all my early work exploded along with my old laptop a year or so ago.

>>145040120
I still mentally think of you as "I Only Use PS1 RPGM". I liked that name, very on-the-nose.
>>
>>145056892
Very cute, but I agree on the armor. Especially the breastplate; the pauldrons are okay.
>>
>>145072223
There is. He posts the link for it each time he makes a plugin update:

https://www.dropbox.com/s/ihnfafxhvfpq39f/-%20YEP%20English%20-.rar?dl=0

Despite that, I would still recommend going through each individual plugin and downloading only what you need. It's a damn big library and I don't think people need 100+ plugins to put in their game.
>>
>>145072021
Oh I like the sound of that. I was worried that add-on stuff would come slowly and it would be better to stick with RPG Maker VX
>>
Any good scripts for showing variables and text on screen? I tried using CDR's "show variables" script, but it drops FPS really hard. Like so hard
>>
scump
>>
>>145071083
MV is superior to the previous RPG Makers but still fails at being good without needing tons of scripts/plugins.

If you ask me, MV is worth getting for Yanfly alone because the guy's library is huge, has variety, and extremely solid. http://yanfly.moe/yep/ He also allows them free of use for commercial purposes.

If you don't plan on using scripts/plugins, stick to VX. The basic editor is almost no different than the previous RPG Makers except being a little more HD and coming with a default sideview option.
>>
File: change.webm (3MB, 1920x1080px) Image search: [Google]
change.webm
3MB, 1920x1080px
>>145076912
Well there is one change to the editor that's quite nice. We get same layer textures that have alpha channel making them not overlap other textures. This allows you to make mountains with the tiny corner pieces to make the corners not abruptly end and still put grass on top of it and the grass won't erase the tiny corner piece.
>>
>>145078906
I still would have prefered the XP editor. lol
>>
File: Successor_39_s_Legacy (6).webm (2MB, 773x467px) Image search: [Google]
Successor_39_s_Legacy (6).webm
2MB, 773x467px
I made the song for the final dungeon.

http://vocaroo.com/i/s1g2eRb3uMk6

Thoughts? Also here's a webm of my game
>>
>>145080172
Reminds me of an XBLIG game.
>>
>>145080172
clyp.it is the new goto anonymous sound uploading site; vocaroo ruins the sound quality of anything

>mix
square synth sounds too loud, especially since it's the only synthesized instrument; rest is fine afaict; vocaroo

>writing
the noise at the beginning with the organ is odd; what is it supposed to be? wind?
i like the rest; it's pretty interesting; wouldremix/10
>>
I'm trying to do a parallax map. How do I do A4 stuff? Like, the A4 Tree tiles specifically. I thought I could just use PS's pattern brush but that doesn't seem to work for that kind of tile.
>>
File: dragon quest heroes bianca flora.jpg (108KB, 1366x768px) Image search: [Google]
dragon quest heroes bianca flora.jpg
108KB, 1366x768px
>>145083542
Help /rpgmg/! Who should I marry? Bianca would make my son look like a Super Saiyan, but FLora would make my daughter look like loli-Bulma. I can't decide!
>>
>>145086608
Mistaken quote, oops. Playing Dragon Quest 5 for "research", if it wasn't clear.
>>
>>145086608
What's wrong with their eyes?
>>
File: rpg template.png (46KB, 1326x1580px) Image search: [Google]
rpg template.png
46KB, 1326x1580px
I made a template so you can easily sell people on your RPG, or just compare ideas.

Feel free to add or exclude information as you see fit. After all; you should only reveal as much as you want to.
>>
>>144979921
>>144980543
I swear, everyone here acts like the mobile export is the biggest feature of MV, but from what I've heard, it's sketchy at best and buggy and laggy at worst.

I'd think that having a larger resolution and yanfly's script that allows a more modern aspect ratio would be a huge selling point. When I try to show my game off to my friends, I get funny looks since it's a tiny-ass 4:3 window (using VX Ace) and fullscreen scripts make it look like a fullscreen DOS game.
>>
>>145088753
If it's really important to you, arbitrary res can be done in Ace (albeit hackily).
I prefer using pixel art assets, but high-res pixel art isn't happening and non-native res "solutions" are garbage. Ergo, low-res is better.
>>
>>145089446
Yeah, I guess I didn't think of trying to make pixel art on a bigger resolution. I imagine it can still be worked around.
>>
>>145088753
For my game I'm using a very small resolution with a 16:9 aspect ratio and I don't think it looks that bad, even upscaled to 1080p. I'm giving the player the choice to change resolution, anyway. The most important thing for me is to make sure the pixels don't get stretched or distorted when upscaling.
>>
>>145087785
Moe doesn't exist in three-dimensional form.
>>
>>145090883
Yes but why are they retarded?
>>
>>145091452
Because that anime style doesn't translate well to 3D
>>
>>145091631
Yes but why make them 3D if it's going to make them retarded?
>>
File: 1376340058867.png (89KB, 249x281px) Image search: [Google]
1376340058867.png
89KB, 249x281px
>>145090883
>>145091452
>>145091631
>>145091820
>>
I can't seem to get rid of the basic attack skill.
I want different weapon types to have different basic skills. Is there a way to do this without plugins?
>>
>>145095250
You can't remove the attack command without a plugin.

Really, why not just use a plugin? Yanfly's Weapon Unleash makes it a cinch to do exactly what you want.
>>
>>145095818

I try to use as little plugins as possible, but if there's no other way I don't have a choice.

Weapon Unleash doesn't seem to let you change a skill for weapons. If I add <Replace Attack: x> on the actor screen it works, but not on the weapon screen.
>>
>>145097035
It should work on weapons. That's the whole point of the script. It even takes its name from a similar mechanic in Golden Sun, where specific weapons would use certain skills.
>>
>>145097629

Turns out I didn't have the right weapon equipped.
It's working perfectly now.
>>
How do I justify 'magic' in a world where magic is rare?
I have a bard who has skills to (de)buff and heal (health is called morale for it to make sense), but how would I do fireballs and all that stuff?
>>
>>145100436
Why are you writing magic to be rare if you want the player to shoot fireballs? Answer that first.
I guess there are two options: give them magic because "we're protagonists, fuck you", or give them stuff that looks like magic but isn't (maybe chemical concoctions?).
>>
>>145100782

Not having some form of magic limits the combat options.
I don't want literal fireballs, just replacements.
>>
need to know more about your world
>>
>>145101417
Go alchemical. Fireball is just a flame grenade.
>>
theres any plugin for MV that make the auto flag character uses skills instead of just attack?
>>
>>145100436
Why do you think you need Fireballs?

If you want types of damage and don't have magic, add things like "Piercing", "Slashing", "Smashing", "Projectile", etc.
>>
>>145102983
Quirky, self-aware and totally not UT-like.
>>
>>145111274
Niiiiice my friend
>>
http://yanfly.moe/2016/06/08/tips-tricks-plague-touch-guild-wars-rpg-maker-mv/

I'm trying to test out the skill here but keep getting an unexpected token } error which is confusing since all the brackets seem to square up at the end.
I've got all the necessary plugins turned on, would plugin load order matter? or do I just not have the code in the right place?
>>
>>145074726
No one? Just any way to draw text/variables on screen would be fine. I can't seem to find anything anywhere.
>>
>>145112657
Not sure exactly what you're looking for but have you checked https://atelierrgss.wordpress.com/ ?
>>
>>145112657
It's be a great time for you to learn.
>>
>>145102983
Pretty much >>145111274
We're all fucked.
>>
>>145113449
Displaying for example HP and EXP on the map screen. CDR's script allows for variables to be shown (and they atuomatically update if the variable changes), so it's a really neat script, it's just that it murders your FPS like no tomorrow. This is outside the default battle scenes, just fyi. I should also be able to display it freely with x/y coordinates.

>>145113837
I'd love to learn how to, but I don't know how to learn how to.
>>
File: ss+(2016-06-10+at+07.14.35).jpg (315KB, 1098x839px) Image search: [Google]
ss+(2016-06-10+at+07.14.35).jpg
315KB, 1098x839px
>>145114558
Something like this?
>>
>>145115482
If the text/variables can freely be placed anywhere on the screen, then yes. I don't need a hud, just the ability to display numbers freely on the screen. What script is that?
>>
>>145117161
Well I believe those ones there are a hud, however that page I linked earlier does have a plugin for event text, so like displaying text or pictures above events. Otherwise its mostly just hud stuff that you could maybe turn on and off.
>>
>>145118061
Yeah, it seems like it. I'm tempted to make pictures of numbers and find a way to implement those as substitutes. But I don't really want to export 1000 pictures of numbers (unless I find a smart way to re-use the same 10 digits). I blame CDR for making such a useful script this laggy.
>>
>>145118472
Using 10 digit images to display arbitrarily large numbers is a fundamental RPG Maker skill.

You use the division and modulo operations to get the digit you want. Then you display the images you want based on those digits.
>>
File: ss+(2016-06-11+at+03.04.02).png (214KB, 1936x1056px) Image search: [Google]
ss+(2016-06-11+at+03.04.02).png
214KB, 1936x1056px
>Redrawing the idle sprite for the 4th time now
Drawing is hard business.
>>
>>145120217
I hope that is going to be a cute girl.
>>
>>145120085
If it's a fundamental RPG maker skill, why is there zero information about it anywhere? I can't seem to find any tutorials or even mentions about it.
>>
File: clothing.webm (2MB, 1096x616px) Image search: [Google]
clothing.webm
2MB, 1096x616px
>>145120861
Yes, I have done some things previously, like webm related and am now trying to fix up a few things. I'm just still not sure if whether or not I can properly colour and shade, especially clothing.
>>
Question: Is the attacking character passed as a parameter or anything? Is that data stored anywhere and can I access it via scripting?
>>
>>145121365
Is that an HRPG?
>>
>>145121740
Yes, that's what I'm aiming for.
>>
Wow, it's back.
>>
>>145123285
I missed you.
>>
>>145120961
I've been waiting forever to post this.

This is how people did HUDs back in the day before scripting was available.
>show picture
http://www.pokecommunity.com/showthread.php?t=41777
https://rpgmaker.net/tutorials/83/

But nowadays, you have too many script options.
>scripts
http://www.rpgmakercentral.com/topic/2302-xs-variable-hud/
http://forums.rpgmakerweb.com/index.php?/topic/34812-variable-display/
>>
File: 10.png (109KB, 305x231px) Image search: [Google]
10.png
109KB, 305x231px
I've made a radar thingie!
Now you can start battles whenever you want, giving the player control over that makes it so you can take your time exploring the place and start a fight whenever you want to.
Don't go around full pacifist though, otherwise the boss' gonna kick your ass.
https://a.pomf.cat/lyoxfh.mp4
>>
>>145125430
Are the monster encounters located in specific tiles? Seems pretty nice.
>>
File: hot hips.png (101KB, 478x310px) Image search: [Google]
hot hips.png
101KB, 478x310px
>>145127916
Nah, every 180 frames or so theres a random variable value between 0 and 3.
If the value is 3, then a encounter warning appears, if the player presses S, there's another random variable at 0-3 with different encounters.
Hard to explain but.. hopefully you got the idea.
>>
Just a heads-up that Kaus is big stupid doodoo head.

http://forums.rpgmakerweb.com/index.php?/topic/63375-important-people-that-have-been-using-kauss-asteria-tileset-do-not-use-it/

I'm so glad he gave me a refund yesterday.
>>
>>145128906
God fucking dammit.
>>
stop dying and post progress or inquiries
>>
>>145128906
This sort of stuff gets me feeling awfully anxious about my own tiles: while I don't actively steal stuff like was done there, I do tend to reference preexisting tiles when I have issues drawing stuff, and I have to wonder if that would end up falling foul of these sorts of things.
>>
>>145128906
Huh
What do you do as a dev in that case? Assuming you already have your game on Steam or something.
Make a patch so it changes graphics?
>>
>>145128906
Honestly i have to stretch it a bit just to see the similarities. I don't think it's stolen art, The trees are only partially similar and that can easily be because they're both palm trees.
>>
>>145138561
Siding with this guy. I don't really see it.
>>
File: 1405940688545.jpg (1024KB, 1920x1080px) Image search: [Google]
1405940688545.jpg
1024KB, 1920x1080px
>>145102983
Condensed to the barest essence, one half is gonna be like Akira, the other will be like the original Dragonball.

>>145080172
I like this. Sounds like it could be the final dungeon in a pokemon game. Synth is a bit loud but I like the melody. Nice work.

>>145064520
>https://soundcloud.com/jowey-342490524/mountain-pass/s-sXb2w

Whimsical, if the gif is what your game looks like then it'll fit right in. I like the violins.

>>145071036
Sounds a bit like something outta Kingdom Hearts. I like fast piano stuff.

>>145134445
Working on a new track, but its going slower than I would like. What do you guys do when you feel mentally blocked on an aspect of the game you are working on?
>>
>>145128906
This is Hanzo Kimura we are talking about. Back in VX.net he also pulled this shit and stole a lot of other artist's works. I wouldn't put it past him for doing the same here.

He even once claimed that the Odin Sphere OST was his game's OST.
>>
>>145064520
Hot damn- I really really like this! Sounds really roomy!

Is that guitar recorded or sampled? It sounds really good!
Also what library are those pizzicato strings from?
>>
>>145102983
A conglomerate of widely unrelated areas with no sort of pattern or consistency and very sparse population density. It's the unfinished universe of a tentative god that can't settle on how he wants to plan it out, thus it's little more a mish mash of ideas.
>>
File: arttheft.png (242KB, 609x466px) Image search: [Google]
arttheft.png
242KB, 609x466px
>>145138561
There's a difference between both of them being palm trees and one being a barely edited version of the other.
The rock's even more blatant thievery.
>>
Good night
>>
woo lads
>>
File: protags.png (15KB, 784x480px) Image search: [Google]
protags.png
15KB, 784x480px
These two are siblings.
One is supposed to be a boy and the other a girl.
I'm not a pro sprite artist, so help me out a bit.
Can you tell which is which, and what can I do to make them look nicer?
>>
>>145145142
Left is guy, right is grill?
>>
>>145145224
Correct
Good, at least I conveyed that much
>>
I need to work on drawing shit at the same scale so when I shrink it down the line thickness is consistent
>>
File: Map.png (697KB, 4228x3480px) Image search: [Google]
Map.png
697KB, 4228x3480px
>>145102983
It looks like this. Most countries combine multiple real life cultures. There are 9 deities and they are mostly dicks. There used to be 10. Almost every fantastical race and creature is the result of genetic engineering / magical experiments by an ancient precursor race that is mostly extinct but evolved into multiple subraces of elves. Their entire continent exploded because of mysterious reasons and the sea of small islands that remains is the most dangerous place on the planet. There is more to the world's geography then is shown in this map.

Almost none of this is relevant to my currently planned game but there will be in-game books with lore to read about. Every game and story I work on going forward is going to be set here. The current game is going to be set around that highlighted area.
>>
>>145090883
But that's false
>>
>>145145142
If i didn't see the guy on the left, and knew that you shaded the faces in that way,

I'd have thought that was a hipster dude with a shadow.

If the shading's complete, then you should probably get rid of the face shading.

The shadow above the guy's eyes seem kind of odd, too.
>>
File: protags.png (6KB, 640x320px) Image search: [Google]
protags.png
6KB, 640x320px
>>145149678
>I'd have thought that was a hipster dude with a shadow.
I didn't draw a shadow on either, unless you mean the darker potions on the face, Those were to make it seem a bit less flat.
>If the shading's complete, then you should probably get rid of the face shading.
I am confused by how you worded this
>The shadow above the guy's eyes seem kind of odd, too.
Taking that into account, the idea was to make him seem tired

Correct me if I'm wrong, but the bit about chopping the face shading was directed at the female, right? I assumed as much because perhaps it looked more like a 5:00 shadow, if you catch me
>>
Is there a way in rpgmaker 2003 to create a skill that doesn't display its name? Just plays the animation and does the effect. I could have sworn there was a way to do this.
>>
vump
>>
File: ss+(2016-06-11+at+02.27.26).png (18KB, 872x508px) Image search: [Google]
ss+(2016-06-11+at+02.27.26).png
18KB, 872x508px
>>145151045
Well, when you're working with this small of a space and this small a palette, there's definitely less you can do to indicate gender, but there's definitely some tricks you can pull if you're trying to communicate gender.
>>
>>145155116
OP's is better and I can easily differentiate which is intended to be the male and which is intended to be the female, anyway.
>>
>>145155236
Only because he told you that one had to be male and one had to be female. Yes, I think if you give people this information, most of them will default to the one with longer hair- but if you're not signposting the fuck out of her gender, I guarantee most people will assume that it's just some edgy teen boy with long hair.
>>
>>145124276
That first tutorial was exactly what I needed. Thanks, anon!
>>
Saving bump
>>
>>145159826
as .png, I hope.
>>
>>145145523
Most definitely.
>>
>>145125430
Is there a way to know the recommended number of pseudo random battles before facing the boss? I dislike grinding.
>>
>>145155830
I like the things you did to her face, but the hips make her look a bit too adult. From their clothing, I imagine both are somewhere around 10-12, so her hips shouldn't be that curvy.
>>
>>145164306
The area before the boss has a level warning, like... say... you're near the boss room of that dungeon, a "Lv 6 Danger Detected" red text will appear near the "Status" sign, that way you'll have a pretty basic idea of how strong you must be.
There will also be "High Danger Zone" areas, where you'll be finding encounters in the radar everywhere, in case the player purposively wants to grind.
>>
>>145162014
Naturally. No one likes JPEG artifacts!
>>
Guys how do I parallax map I don't want my map looking all square.
>>
>>145166263
http://www.rpgmakercentral.com/topic/12299-getting-started-with-parallax-mapping/

This is a tutorial that helped me getting started with sketching my maps out by using rough parallax images. Maybe it suits your purposes, too.

Works out pretty darn nicely so far.
>>
.bmp
>>
File: jpeg.jpg (8KB, 480x360px) Image search: [Google]
jpeg.jpg
8KB, 480x360px
>>145164947
>>
How many enemies per area is too many? How many is too few? I mean, finding new enemies is always fun, but if I have say twenty new enemies in just one dungeon, the player will probably have issues remembering what each does, right?
>>
>>145171276
The answer to that depends on how grindy your game is, and how long each encounter lasts. You generally need fewer enemies if battles tend to last for a while, but if they are killed within 20 seconds, you could have a bunch of them, as long as they can be possibly avoided. Play through the dungeon with a timer and decide whether it was too tedious or if you want to let the player be more efficient.

I don't mind ginding as long as encounters are fun and varied.
>>
>>145171276
Absolutely. Depending on how big your "areas" are, anywhere from 3 to 10 might be best? Like, one or two per floor of a dungeon, making up 6 in the whole thing, is about how early Dragon Quest games do it. But then, enemies in DQ are all very samey, so they can get away with as many as they want, really. Pokemon works in a similar way -- no other game has 700+ enemies, but it's fine for Pokemon because you only really need to memorize something-teen types to know how to approach any number of new Pokemon.

>>145172115
I think anon meant how many enemy types, not how many encounters.
>>
Newest Yanfly T&T: https://www.youtube.com/watch?v=qDJRIjdYxxE

It's effects like this that can make your games more interesting than the regular boring old Cure, Cura, Curaga, etc
>>
>>145171029
Why does this make me think of an RPG where you defeat enemies by applying JPEG artifact damage, and you defeat them once they're not recognizable anymore...
>>
File: DQV Bianca waterfall cave.png (220KB, 362x1088px) Image search: [Google]
DQV Bianca waterfall cave.png
220KB, 362x1088px
On today's episode of "Learning from Other Games"...

I ended up choosing Bianca. Not for the superficial reasons I thought about yesterday, but because the game properly took the time to characterize her in a way that stood out greatly from the rest of the game.
It might not look like much, but pic related is something that did not exist in Dragon Quest before. As you explore dungeons with Bianca, she's not just another HP pool -- she comments on stuff repeatedly, in a way that's entirely pointless mechanically. Considering the overwhelming samey-ness of Dragon Quest party members, especially in V with the monster-capturing mechanic filling most of your slots up to this point in the game, Bianca's presence absolutely stands out. When she's around, the game changes from rollplaying to roleplaying, so to speak. That's something special.

tl;dr -- in a video-game-ass video game, it's the little moments of sincere character that stand out.
>>
File: jiiii.gif (4MB, 400x335px) Image search: [Google]
jiiii.gif
4MB, 400x335px
>>145070959
This. Every project I've had significant progress in has started with a mechanic. I use that mechanic as a theme for the game, then I worry about plot, characters, etc.
I didn't used to make GDDs, but I've started doing it with my recent project and I've found it very useful. I have 2 documents: a "manual" with details on mechanics in my game and a checklist of mechanics that need implementing. I find the checklist to be particularly important, because it lets me see the big picture, while the other document lets me flesh out mechanics and figure out whether they are worth implementing.

>>145071083
I like it. It's a clear improvement over Ace. Not quite as significant as VX>Ace, but it's still mostly a step forward.
I haven't bought it yet, because the audio lag hasn't been fixed yet. Once they move over to the new gfx renderer, it should be fixed and I'll buy it then. Not buying a broken product though, soz.

>>145125430
I like this system a lot. Reminds me of Wild Arms 3, but with even more player control.
>>
Rise and shine
>>
>>145171276
I'm making a dungeon crawler, and so far, I have 4 monsters per 3 floors. The floors are fairly short and the "theme" of the dungeons changes every 3 floors, so the dungeon is basically composed of chunks. Kinda like stratums in Etrian Odyssey. I worry that 4 monsters is too few, but I want to focus on having a few mechanically interesting enemies, than a bunch of shallow ones. I don't know how players would feel about that, though.
Is a few monsters with strong identities more interesting than a wide variety of monster graphics?

>>145172345
Now you mention it, Pokemon is pretty genius in how it handles monster types. You have a ton of variety, but once you figure out what type it is (and often you can do this just by looking at it) you pretty much know what approach you need. I suppose all jrpgs do this with elemental types, but Pokemon does it in a way that's far more opaque. Might be worth learning from this, if you want to add tons of monsters to your game.
>>
>>145181818
It's good for monsters to have strong identities, but that sounds like too few. Or rather, to clarify -- is it 4 monsters per 3 floors PERIOD, or 4 NEW monsters per 3 floors? I think it might be okay if you're mixing new monsters in with old ones (including ones from previous strata), but if there are only 4 in total, that's too few. 1 enemy on the whole floor, with 2 every third floor? Not gonna fly unless it's a boss rush game.
>>
>>145174993
That would actually be really hysterical. I want to see this.
>>
File: ShadowTower8.jpg (345KB, 1280x1024px) Image search: [Google]
ShadowTower8.jpg
345KB, 1280x1024px
>>145182376
The plan so far is that 3 monsters from the previous floor would be replaced with new ones. So, if you had a rat, a skeleton, a slime and a wolf as possible encounters on floors 1-3, you would encounter a slime and 3 new monsters on the next 3 floors, and so on.
Why keep one old monster for new troops? Well, it doesn't seem like a lot, but with 6 chunks that I've planned so far, that's 6 less monsters I need to design. It saves a bit of work. You still get to see 3 new monsters per chunk and you wont see all the old monsters unless you backtrack to grind for items/exp.
My plan for balance is that the player steadily moves forward without much backtracking, though, so hopefully you wont see old monsters very often. There are mechanics where you can collect items to get rewards, but the main goal is to explore the dungeon. So there's some traveling back and forth, but I don't want the game to be a grind. My main way of attending this is by having frequent warp points. So if you need to find 10 rat claws for a sidequest, you don't have to slog through a ton of a unrelated content, you can just warp to the rat nest and beat up some rats.
I suppose my goal is to keep content fresh with a modest amount of assets.
>>
>>145155116
This anon is objectively right. When you're working at such a small res, you're pretty much working with symbols.
As >>145149678 said, you can really only tell the left sprite is a girl because she's vaguely more feminine compared to the right sprite.
However, if they're meant to be kids, there isn't going to be a big difference between them anyway. You shouldn't put child bearing hips on a 10 year old unless it's a porn game, of course. It looks silly. I suppose the easiest way to make her look feminine is to give her a skirt and/or long hair. If she's meant to be a tomboy, I guess you can't do that though. Despite all this rambling, I think your original sprite is fine.
Just my 2c.
>>
File: bags.jpg (69KB, 681x383px) Image search: [Google]
bags.jpg
69KB, 681x383px
>>145151045
Your sprites didn't have shading on them anywhere else besides the on the faces, which breaks your sprites' "rules". This means to keep the rules consistent, you'd have to interpret the facial shading as something else.

If you're finished with your sprites, and you didn't intend for there to be shading anywhere else, then you should consider removing the facial shading from all sprites.

If you plan to apply more shading, then the "rules" will have changed on your sprites, and the notion of stubble will disappear.

If you wanted to make the guy seem tired, you could try putting shading underneath his eyes instead, because that would indicate bags underneath the eyes.
>>
>>145190081
you are very helpful, thanks anon
>>
Work on your game
>>
>>145193935
okay sir
>>
File: Untitled.png (38KB, 1159x442px) Image search: [Google]
Untitled.png
38KB, 1159x442px
Should we trust him?
>>
File: would I lie.gif (1MB, 480x204px) Image search: [Google]
would I lie.gif
1MB, 480x204px
>>145194349
>>
>>145194349
[x] Doubt
>>
I need some sprites of statues, does anyone know where I can find any?
It's not as easy to google as it sounds.
>>
File: 1465530961886.jpg (167KB, 690x460px) Image search: [Google]
1465530961886.jpg
167KB, 690x460px
>>145194349
>baww I stole stuff and claimed it was mine in a community that hates that and I'm sad!
>>
File: Successor's Legacy.png (21KB, 633x394px) Image search: [Google]
Successor's Legacy.png
21KB, 633x394px
Could someone playtest my game?

http://www.slimesalad.com/forum/viewgame.php?p=121526

I've made it a little past the third boss, so that's at least 2 hours of gameplay.
>>
>>145195687
Sure, I'll give it a go. Will report back with thoughts later.
>>
>>145195687
I'll play it. What is "HotOHR"?
>>
>>145195289
Which engine/res? 32x32? 48x48?
>>
>>145196125

MV

Doesn't matter, anything will help.
>>
>>145196059
It stands for "Heart of the Official Hamster Republic". Rolls off the tongue, I know.

Basically it's an annual competition to see who can create the best RPG in the span of a few months. The game is my entry.
>>
>>145196589
I see, thank you.
>5 - 18 fps with nothing happening
It's like I'm really playing Ocarina of Time!

Is there a menu? I feel like I'm missing some controls or something in this engine. (Found the debug menu though.)
>>
File: RYwM2Fk.png (4KB, 48x96px) Image search: [Google]
RYwM2Fk.png
4KB, 48x96px
>>145196430
I have this. You'd have to add it to your own tileset though.
>>
>>145196757
You can speed up the game by pressing holding control and plus, or slow it down by holding control and minus.

Also, esc is the menu button.
>>
>>145197490
That's cool, but it doesn't just change the framerate, it speeds up the game. Also doesn't seem to work in battles.

Escape is a dumb button, thanks for the heads up. I wiped in the cave because I couldn't figure out how to equip anything and had to start over because I couldn't figure out how to save.
Feedback #1: Tell the player the controls.
>>
>>145197765
Duly Noted.
>>
File: successorslegacy0001-2.png (24KB, 960x1200px) Image search: [Google]
successorslegacy0001-2.png
24KB, 960x1200px
>>145195687
This cave's geography is fucked.
I'm shooting arrows out of my sword.
Having fun so far.
>>
Is there any battle system plugin for MV that mimics the way that FFX-2's ATB works? Where each character has a default ATB length, but then certain skills have a charge time that adds an additional ATB to charge, or some skills cause the next turn to have a longer ATB to charge up?
>>
>>145198073
There's only one attack animation you get to have for your character, so you gotta make do.

It looks pretty cool anyway, you gotta admit. Glad to hear you're having fun!
>>
File: 1361755556587.jpg (201KB, 932x1403px) Image search: [Google]
1361755556587.jpg
201KB, 932x1403px
>>145198073
>>
File: successorslegacy0002.png (8KB, 960x600px) Image search: [Google]
successorslegacy0002.png
8KB, 960x600px
>>145195687
You should put one of these in the town.
Why can't I equip the hat or cane?
>>
File: successorslegacy0003.png (8KB, 960x600px) Image search: [Google]
successorslegacy0003.png
8KB, 960x600px
>>145198817
Oh, never mind.
>>
File: successorslegacy0004.png (11KB, 960x600px) Image search: [Google]
successorslegacy0004.png
11KB, 960x600px
>>145199036
Encounter rate is pretty high.
Mayor, please unlock your house.
>>
>>145195687
How do I revive characters? I can't find an inn and the only hp/mp revive I've found is before the boss in the cave.
>>
>>145199802
Also, what do I do after finding the mayor?
>>
>>145199981
Oh, nevermind. I figured it out. You have to go to the castle town.
>>
File: successorslegacy0005.png (8KB, 960x600px) Image search: [Google]
successorslegacy0005.png
8KB, 960x600px
>>145199501
Yeah, encounter rate is way too high.
Desert enemies are wrecking me and I have literally one option and therefore can't possibly be doing something wrong.
Every time I get this encounter I press F7.
>>
>>145200514
How do you go to Castle town? I tried going there but the bush is still in the way
>>
File: isthatapenis.png (699B, 80x73px) Image search: [Google]
isthatapenis.png
699B, 80x73px
>>145195687
I made it to the sand temple and I'm taking a break. Thoughts so far:

>The rain background sound is odd. Why isn't it constant, instead of fading in and out?
>The face pictures are nice.
>It's a little jarring that the text bloop noise only happens sometimes. I assume it only makes a noise every line? The result feels inconsistent.
>The way the character wiggles his legs on the save screen made me giggle. I dunno if that's a good thing.
>The trade and barter system in the village is unique. I like it.
>Are the raccoons meant to have dick and balls? S-sorry.
>Chest disappear when opened. It's a bit jarring, but not a big deal. I just expected to see an opened chest, instead. It's just aesthetic though, so nothing to worry about.
>Music is very midi-licious (not necessarily a bad thing, I find it nostalgic), but the town theme is really nice. Good melody. The music on the whole is inofesnive at worst. Although, it's inconsistent in whether it loops or not, which feels like a mistake rather than a design choice.
>Encounter rate is too high, imo.
>It took me a moment to realize you could walk past the bush on the way to the castle town. Maybe remove it?
>Some items don't have descriptions. You obviously know this, but they should be in before you share your game.
>The items that do have descriptions are too vague. They need more ultilitarian descriptions like "heals 10hp", before you add flavor.
>The cave reminded me of a Pokemon cave. I dunno why. All the elevation, maybe? It was a good cave.
>The boss music pretty crazy (in a good way!) but way too loud.
>The difficulty spike in the desert is a bit much. Or rather the low exp gained makes it tedious to level up enough to survive more than a few battles.

cont next post.
>>
>>145202724
You can go below the bush. Yes, it's that dumb.
It's dumb even if you figured that out, because you wouldn't think to try going there after the mayor if you had seen the orb, since you can't pass the orb in the forest.
>>
File: successorslegacy0008.png (5KB, 960x600px) Image search: [Google]
successorslegacy0008.png
5KB, 960x600px
Hahahaha no thanks, I'll walk through the wall instead thanks.
Don't ever put random encounters in a puzzle room. Especially not when battles are part of the puzzle.
>>
File: thatbushTHATBUSH.png (63KB, 959x601px) Image search: [Google]
thatbushTHATBUSH.png
63KB, 959x601px
>>145202843
>FPS is low, like other anons have said. Engine problem, I'm assuming.
>Sometimes my characters would take damage and I couldn't figure out why. Does the poison point armor inflict damage on you or something? There's no warning in the description, if so.
>I just noticed there's an i on my dude's atb bar. What does that mean? Is it related to my above comment?
>It's diffcult to tell if an enemy is poisoned. There is no visual indicator, other than the enemy getting hurt and, since it's atb, it can be difficult to tell what is hurting the enemy when. This may be an engine issue though, so I can't hold it against you, if it is.
>There needs to be more hp/mp restore points or have healing items be more powerful. I suggest you put a healing spot in the forest village and in front of the sand temple.
>Spells don't have useful descriptions and I can't tell if a spell is effective against an enemy or not.
>This encounter >>145202184 can be pretty harsh, because spells are expensive.
>The flippers were pretty neat. I'd like to see more stuff like that.

So anyway, that's my thoughts. I kept playing because I liked the visuals (they were crude, but colorful and fun) and was curious as to where it's going to go. At the moment, though, it's just too tedious to be fun. I hope you don't give up, though. You can make this into a good game.

>>145203279
I didn't get up to here, but that's a terrible faux pas. It's not fun or difficult. It's just tedious.
>>
>>145202845
>It's dumb even if you figured that out, because you wouldn't think to try going there after the mayor if you had seen the orb, since you can't pass the orb in the forest.
Also, the mayor doesn't comment on the forest orb, but does comment on the desert orb that you can't open. It's inconsistent.
>>
File: successorslegacy0010.png (10KB, 960x600px) Image search: [Google]
successorslegacy0010.png
10KB, 960x600px
Yo templar buddy guy, don't tell me this was all a big misunderstanding and then still let your guys jump me at random.
>>
File: successorslegacy0011.png (14KB, 960x600px) Image search: [Google]
successorslegacy0011.png
14KB, 960x600px
>>145204296
Alright, some praise is due. I definitely expected you to make me walk through all the still-active puzzles amidst the still-active random encounters to meet this guy again.
>>
File: successorslegacy0013.png (12KB, 960x600px) Image search: [Google]
successorslegacy0013.png
12KB, 960x600px
It's very unclear when screen edges are transitions and when they're not.
I probably shouldn't be able to get this chest like this.
>>
File: successorslegacy0016-17.png (38KB, 960x1200px) Image search: [Google]
successorslegacy0016-17.png
38KB, 960x1200px
This is the order in which I saw these scenes.
I've kinda had no idea what's going on for a while now.
>>
File: successorslegacy0018-19-20.png (21KB, 960x1800px) Image search: [Google]
successorslegacy0018-19-20.png
21KB, 960x1800px
All three of these screenshots are softlocks.
I figure I'm done with this game for now.
>>
https://soundcloud.com/grayburg/castle

soundcloud bros, do you get random Firstname Lastname females liking and following right after an upload? i'm guessing they're bots.
>>
>>145206391
Well, thanks for the feedback! And I'll definitely try and fix the things you mentioned. Beat the Boarzerker, huh? His chapter was pretty hard when I playtested it; I commend you.

As for the game softlocking at that message and your ability to teleport to a black space, those are extremely egregious errors on my part and I'll fix them ASAP.

Once again, thanks for playtesting! I'll respond individually to everyone's notes in the next post.
>>
>>145203442
>The rain background sound is odd. Why isn't it constant, instead of fading in and out?
It was supposed to build atmosphere IIRC. If it's garish, I could change it I guess.
>The face pictures are nice.
Thanks!
>It's a little jarring that the text bloop noise only happens sometimes. I assume it only makes a noise every line? The result feels inconsistent.
Engine problem. I tried to fix it but it only seems to want to make the noise if the text box is big enough. I hate it too, trust me.
>The way the character wiggles his legs on the save screen made me giggle. I dunno if that's a good thing.
Haha, I'll take it as one.
>The trade and barter system in the village is unique. I like it.
Thanks!
>Are the raccoons meant to have dick and balls? S-sorry.
N-no. It's supposed to be his stomach and the beginning of his tail. Sorry to dissapoint.
>Chest disappear when opened. It's a bit jarring, but not a big deal. I just expected to see an opened chest, instead. It's just aesthetic though, so nothing to worry about.
Yeah, I figure it's nothing too big.
>Music is very midi-licious (not necessarily a bad thing, I find it nostalgic), but the town theme is really nice. Good melody. The music on the whole is inofesnive at worst. Although, it's inconsistent in whether it loops or not, which feels like a mistake rather than a design choice.
It's really neither; I try to get them all to loop but some just don't seem to want to. Which is odd 'cuz others do.
>Encounter rate is too high, imo.
I figure I always find myself at just the right level to defeat a boss when I playtest, so I don't want to make players resort to grinding to get there.

Second half in next post, then >>145203442
>>
>It took me a moment to realize you could walk past the bush on the way to the castle town. Maybe remove it?
Yeah, I'll do that. I get a few complaints about it.
>Some items don't have descriptions. You obviously know this, but they should be in before you share your game.
I'll do that too.
>The items that do have descriptions are too vague. They need more ultilitarian descriptions like "heals 10hp", before you add flavor.
I may do that. RPG's aren't really the "let the game speak for itself" type of game, so yeah, I think you're right on this one.
>The cave reminded me of a Pokemon cave. I dunno why. All the elevation, maybe? It was a good cave.
Thanks!
>The boss music pretty crazy (in a good way!) but way too loud.
Thanks again. I composed it about a year or so ago.
>The difficulty spike in the desert is a bit much. Or rather the low exp gained makes it tedious to level up enough to survive more than a few battles.
You're supposed to use magic on the crabs, BTW. That's how you one-shot them. I figure it's tough to strike a balance between "too hard" and "too easy".
>>
>>145208276
I didn't actually beat the Bear. It was extremely impossible, so I figured it was a meant-to-lose battle and lost. But then it wasn't, so I F7'd it.
>>
>>145209035
>I didn't actually beat the Bear. It was extremely impossible, so I figured it was a meant-to-lose battle and lost. But then it wasn't, so I F7'd it.

O-oh. I'm sorry. Whenever I fought him I always found him easier than the 6 simultaneous hog soldiers that came before it.

...damn. Seems I got a lotta work to do.
>>
>>145208612
>I figure I always find myself at just the right level to defeat a boss when I playtest, so I don't want to make players resort to grinding to get there.
This isn't a reason to have such a high encounter rate. What you should do is reduce the encounter rate to at least half, then rebalance the enemies and bosses accordingly. Based on what I played, I'd even say to weaken them a bit more than you think is according.

>>145209261
I F7'd them too, but I didn't think twice about it because I'd been F7ing normal mobs for a while. I did fight for real every time I met a new enemy, but they were universally crushing since the desert, so they all met the same fate pretty quick.

A lot of my combat complaints could be addressed by making it less "press space a lot". Don't think you just need to turn down the numbers; rather, look to areas other than numbers that can turn the tide. Like, give the hero some damn skills! Turn down the ATB speed a bit! (Actually, test that first because it might be my fault for playing at 3x framerate.) Make the enemy party sizes smaller! Put a heal point in the forest town and the swamp! Etc.
>>
>>145209701
Will do!

Thanks for the feedback, again. I gotta go now, but rest assured I'll take your advice into account!
>>
File: comparison.png (120KB, 640x480px) Image search: [Google]
comparison.png
120KB, 640x480px
Already changing the artstyle again, oh well. The right building and character are new and their style somewhat inspired by a certain run and gun video game series. As for the walls, so far I've only drawn the border pieces, they'll get more detailed eventually.
>>
>>145208884
>You're supposed to use magic on the crabs, BTW. That's how you one-shot them.
Yeah, I figured that out, but you can only use magic 10 times or so, so if you get a few of those encounters in a run through the area, you'll run out of resources and then you're fucked. This is made worse by the lack of inns.
I generally just felt very underpowered when I reached the desert, even though I bought the new arms and armor. The exp gains from the monsters weren't much higher than the ones in the forest, so it didn't feel like I was underleveled.
>I figure I always find myself at just the right level to defeat a boss when I playtest, so I don't want to make players resort to grinding to get there.
As >>145209701 said, this is the wrong attitude. Why not halve the encounters and double the exp?

>>145210059
The right graphics look better. I really like the soldier sprite. Nice work.
>>
>>145213258
>>
File: RipeTintedAmericancurl.gif (288KB, 320x240px) Image search: [Google]
RipeTintedAmericancurl.gif
288KB, 320x240px
>>145139635
>He even once claimed that the Odin Sphere OST was his game's OST.
Lol, what?

>>145194349
He's trying to play the sympathy card. He is not breaking down and crying. He got caught and is tying to play everyones' emotions to get off scot free instead of being a man and owning up to his mistakes like one. Don't relent on the refunds until you have every single penny back. See if he still acts all sweet and sorry then.
>>
>>145195687
Oops, forgot to reply to this. I'll test it and right up some notes.
>>
>>145128906
The ice cave is such a straight rip it hurts.

What if we're using his overlay plugin? Is some of the script stolen too...?
>>
Tell me something about your MC's love interest
>>
>>145206791
>https://soundcloud.com/grayburg/castle

Yeah they're bots, I get all excited when someone likes something I put up, only to find it was a bot.

I then get sad.
>>
>>145195687
> Framerate is pretty bad right off that bat and is very noticeable.
> Maybe have a quick image flash on screen when you start a new game that shows the controls? I'm used to Z and X being action and menu respectively and someone who doesn't play RPGM or OHRRPGCE games might not know the controls (yeah, I know the play will figure it out in like 5 seconds but it doesn't hurt to let them know).
> Having your starting weapon being random chance? Interesting. Not sure if it's a good or bad idea, honestly.
> Esc feels like a bad menu button, especially having space as the confirmation button. I feel like I need to stretch my hand accross the keyboard.
> The volume setting in the menu confused me for a bit, since all the other options you press space on. Maybe have the volume option open up into its own menu instead of being a bar on the pause screen?
> Entering the Northern Quarters from the south and moving to the side sends you back to the previous area.
> I'm... not sure about the piano in the music in the Northern Quarters... It's a bit distracting.
> When people speak, there's a little "bleep" that happens sometimes. Not always though. Not sure what's up with that.
> I'm shooting arrows with my sword? This a fancy-ass sword.
> I like the battle music.
> I want to equip the top hat.
> After getting the flippings and swimming through the water, the right side of the area leads nowhere, but looks like it should.
> Ended up using XPadder and a PS2 controller.
> Combat kinda boring so far. Just kinda masking space and winning.
> Health continued to drain while the boss was playing his death animation.

cont...
>>
>>145195687
>>145222254
cont...

> I have the mayor. A quick exit out of the cave would be nice.
> Dude at the entrance said he'd reward me if I saved the mayor. No reward though.
> All townsfolk are saying the same thing.
> Mayor's house is locked even though he's in my party.
> I don't know where to go.
> I don't know where to go.
> Can't do anything with the orb and a bush blocks the way to the Castle Town.
> Town leads nowhere and the southern woods lead nowhere.
> Maybe I'm just retarded, but I don't know where to go and I've been wondering for at least 5 - 10 minutes.
> Random enemies are really frequent. I feel like I could take on the final boss with all the grinding I'm doing while hopelessly lost.
> I'm really lost, Anon :(

Overall it was pretty fun although tedious. Some minor issues here and there. Really didn't know what to do, though. I'm sure after a few improvements, it'll be a lot better. Don't let critique discourage you. I believe in you, Anon! Even though I didn't see much past the first boss.

>>145206791
>>145221880
>they're bots
Aw, man...
>>
File: Screenshot 2016-06-05 21.37.31.png (383KB, 806x628px) Image search: [Google]
Screenshot 2016-06-05 21.37.31.png
383KB, 806x628px
>>145218468
It might be. There's no evidence of it yet, though.

>>145221508
It's forbidden love. Well, if I was going to add a love interest, it would be. Alas, I am making a story-light dungeon crawler, so it isn't really appropriate.

How many of you are going to have romance in your games, anyway?
It seems to be mandatory for most commercial rpgs, but there's usually no reason for it, aside from a few exceptions. I suppose it resonates with most people and they expect it?

>>145221880
Yeah, I've had that happen before. The only people who have favorited me are people from /rpgmg/, so it was suspicious off the bat.
Still made me kinda sad when I realized...
>>
File: 1460004837301.png (786KB, 1061x597px) Image search: [Google]
1460004837301.png
786KB, 1061x597px
>>145222738
Though there's one feel I find more conflicting and it's

>Someone who is 100x better than you complimenting your work

I don't know if it's a good feel, or a bad feel honestly.
>>
>>145222957
I know that feeling. It usually feels patronizing or like they're just encouraging me. I guess the latter is fine, though.
>>
>>145222738
>forbidding love
You mean purest love.

I kinda want to give the player the option to have a romance but I don't want to force/push one.
>>
>>145222401
I also played some of the game, It's fun but that fuckin bush "blocking" the castle town entrance was annoying even though i figured out i could walk down and walk past the bush i figured it out after getting the mayor.

Also there was this stupid ass orange rat in the cave that would flee from battle before my action bar filled and as soon as i got the mayor i went back to the rat thinking he would talk to the rat or something and turns out he actually charges the action bar much faster and can kill the rat. Nice little secret. This might be why it makes you walk back out of the cave.
>>
>>145226941
>walk down and walk past the bush
Well, fuck me. I'll be sure to remember that when I play it again.

>orange rat
Yeah, I saw it once while making my way through the caves but I never saw it again. Didn't even think that the mayor would kill it. Pretty neat, though I'd say that the chance of encounter for it is pretty low then.
>>
Are the means and the motivation of your villian actually justified?
>>
>>145229908
she really just wants to get to know the mc, but is shy about it
>>
>>145229908
Depends on how you look at it. Her plan is presented in a very grey-area kind of way. To put it simply: The world is corrupt, disgusting and has virtually no hope of ever repenting for it's sins... so why not just kill them all and put everyone out of their misery?
>>
File: grid.jpg (19KB, 339x337px) Image search: [Google]
grid.jpg
19KB, 339x337px
Hi everyone, I'm going to test out RPG Maker 2003 by making a small game and I've got a question about its 256 color limit.
If I use this 16x16 grid (as reference for each color I've used in the game), can I basically choose any color I want for each square as long as it's limited to 256 colors?
>>
>>145233401
i haven't touched 2K/3 in a long time, but iirc, it's not simply a matter of only using that many colors.

for example, if you opened up paint, filled it with a single color, and saved it, that wouldn't count as a file being under the color limit.

you need an editor that can see the file's color palette data, like iDraw3.
>>
>>145233818
I just looked up iDraw3 and it sounds perfect for RM2003, thanks!
>>
Woah Black Betty
>>
File: gimpcolorindexing.webm (3MB, 1920x1080px) Image search: [Google]
gimpcolorindexing.webm
3MB, 1920x1080px
>>145233401
>>145233818
Gimp has color indexing which can use the indexed color palette of the game. I'm not very knowledgeable with RPGM 2k3 but I've learned from M.U.G.E.N that the palette has to be the exact same for everything because if even 1 color is off it fucks up the colors.
>>
File: 1412983980352.jpg (225KB, 1680x1050px) Image search: [Google]
1412983980352.jpg
225KB, 1680x1050px
>>145206791
Yup, happens to me too. Get REAL listeners and other garbitch. What a waste of resources.

>>145222957
>I don't know if it's a good feel, or a bad feel honestly.

I take it as good. Music folk seem to be pretty chill from what I've seen so far.
>>
>>145239149
Really good way to keep the palette of a previous image is to simply save the indexed image with the palette you want to use and then open the image in Gimp and create a new layer and delete the old layer this will let you draw with the colors of your old palette because the image with the palette may be deleted but the palette remains and you can just save the image with a different name when you get done.
>>
What was Dreaming Mary made in?
>>
>>145242719
VX Ace Lite.
>>
Good night bump
>>
B-bump?
>>
File: ICannotWork.jpg (144KB, 510x565px) Image search: [Google]
ICannotWork.jpg
144KB, 510x565px
>Finally have time to work on game.
>Finally, someone has made a boat tileset that I need.
>Procrastinate
>MFW
>>
>>145248570
Work on your game Anon
Just think of all the 5 people who will play your game
>>
>>145221508
It's up to the Player's choice.
>>
>>145250875
>all the 5 people who will play your game
That's not very encouraging :(
>>
>>145253464
Let me rephrase that
Just think of ALL the 5 people who will play your game!
>>
So I've been thinking of making an RPG and wanted to use RPGM for the job, the thing is, I want a game that works with an isometric view, like Disgaea. Is this possible with RPGM or should I just give up on that idea? Are there options for making a RPG like that?

I really like that perspective for some reason.
>>
possible, but if you had to ask, not really.
>>
>>145255105
I know that feeling way to well.
But I'm here to disappoint you. While I have seen one or two scripts for isometric turn based RPGs akin to Disgaea I'm not sure if they were ever finished or very feasible to work with.
You might have more luck without the isometric view, though.
>>
>>145256076
I see, well, I'll keep looking to see if there's a way to make a game like that without needing a programmer or a lot of coding experience, if there isn't I'll just use RPGM.
>>
What stereotypes do you dislike about RPGs that involve anything like cyberspace, virtual worlds, insides of computers, a tech-theme like Rockman.EXE, and whatnot else?

Also: bumpu
>>
>>145263490
someone else will say technobabble

the main thing i wouldn't like is the lack of color diversity
>>
>>145259708
Well if you were to do it in RPG Maker MV you'd need plugins. If i wasn't so sleepy I'd figure most of it out. The biggest issue is that there's currently no plugins for MV that adds SRPG combat. Once MV has an SRPG plugin you can likely create one using an assortment of these plugins.

http://yanfly.moe/yep/

https://victorenginescripts.wordpress.com/rpg-maker-mv/

And a ton of Parallax mapping with some really janky workarounds for camera control as you'd need to rotate the entire parallax and have like 10 parallax images from different angles.
>>
>>145250875
Haha, you just guaranteed me at least 5 players! No backsies!
>>
>>145267809
Make that SIX! Don't let me down now.
>>
pmub
>>
So MV is the new thing?

what's it like
my games focus around story and map more than combat
is the world building better, is it easier do tilesets from VX ACE fit MV?
>>
>>145274465
It's almost exactly the same.
The tile size has increased from 32x32 to 48x48.
>>
>>145274584

Ok cool, so i could add more shit per tile?
that would be a huge improvement.
why hasn't everybody moved onto it?
>>
>>145274761
I mean you technically could, but... That's not usually how it works. Bigger tiles are used for more detail, not more stuff. (Or in the case of the RTP tiles, the same amount of detail but blurrier.)

Folks are hanging back for a variety of reasons. MV has yet to have a major sale, it's buggy / laggy in various areas, and while its collection of resources is growing at a record rate, it'll still be behind Ace for a while yet. Plus, projects can't really be transferred over.
>>
>>145265512
Well I don't want an SRPG combat, I just want to work the game with an Isometric camera, work worldbuilding in that perspective instead of just top-down.

Thanks for the links I'll check them out and see if I can come up with something.
>>
>Want to make a game
>got great idea

>it's going to be sci fi airplanes, fighters jets and bombers in the roll of normal stuff.
>an ACECOMBAT RPG

>swordsman
multirole intersteller fighter
>Rogues
JET Helicopters and Air superioirty craft
>mages
AWACS
>Healer
NANO SWARM DRONES

>can't draw spaceships or jets to save my life
FUCK
>>
File: free-shrugs.jpg (50KB, 449x642px) Image search: [Google]
free-shrugs.jpg
50KB, 449x642px
>>145277363
So start practicing drawing spaceships and jets.
>>
File: HAAAAA.png (36KB, 1045x451px) Image search: [Google]
HAAAAA.png
36KB, 1045x451px
>>145278104

yeah, nah.
>>
>>145277363
There's some nice pixel art planes and stuff here: http://nanikasiratkool.web.fc2.com/automobile/mobile02.html&usg=ALkJrhjq8Xp7FYgUN5IdaG9NySmESKaD6w
>>
So I'm trying to use Yanfly's CTB battle system and buffs and states seem fucked. They seem to end randomly rather than at turn's end. I can't find an explanation anywhere explaining how to fix this.

Am I retarded or is this a bug?
>>
>>145280695
Oops, lemme try that again: http://nanikasiratkool.web.fc2.com/automobile/mobile02.html
>>
>>145280770
They end based on when during the turn they were applied. Also make sure your tick settings are set correctly. They're either in battle core, the CTB plugin itself or buffs/states core.
>>
>>145280812
>http://nanikasiratkool.web.fc2.com/automobile/mobile02.html

mate, that's sick
i can totally use these
cheers
>>
>>145282584
No probs, dude. I hope to play your AC rpg sometime in the future.
>>
>>145275349
>MV has yet to have a major sale

It was half off a couple weeks ago
>>
File: Cj8naW1VAAANWjw.jpg (105KB, 600x515px) Image search: [Google]
Cj8naW1VAAANWjw.jpg
105KB, 600x515px
>>145278921
Got a good chuckle, but I still think you should try with a bit more conduct than paint.

There's plenty of mech material etc. to take inspiration from that you can without any prior knowledge just slap together into something scifi reminiscent like airships, just gotta commit and do it. As a starting point you can trace some pic and then edit/experiment with it to get a grip of how it feels to draw something you haven't done before. Sometimes I grab a template of some object like a trashcan then draw over it making an exhaust thruster or some shit. For me it's just a matter of making something that will always look bad while not finished but will start to look better the more you work on it, and I have to look past the fact that it looks bad to a start in favor of it becoming something better later. Yeah, really elementary, but acting on it is really the hurdle and just doing it is the point where you start to improve.

It's always unpleasant to look at your own drawings when its something new, especially if you dont put soul into it or don't really try. Most of the time I don't even practice, I just draw something and polish until it looks decent and learn along the way, maybe use it as an asset. Practicing in its own right sounds and is sort of unappealing, but it matters so "mm... nah" is the kind of counter-productive thought that everyone has, but when doing it anyway is when things shape up. There are many ways to get better at drawing something new, so just 'practice' sounds cliche and monotone as fuck but there are many ways to do it. Even if its just some idea that you threw out, I think just starting to draw airships or vessels etc. is a good idea if you want to try out ideas, if not just to check if its worthwhile. It applies to most things.

Maybe a dumb and obvious tangent but whatever (English isn’t my native language). Shia Labeouf, asian clam man and all that, but its kind of more than just about corny motivation. "just do it bro"
>>
File: 2spooky.png (5KB, 111x127px) Image search: [Google]
2spooky.png
5KB, 111x127px
boo
>>
>>144982218
Because my project is 2 years old and its too late to jump ship. Besides, there is a sizeable community for rpgmaker horror games which get somewhat special treatment.
>>
>>145274761
>why hasn't everybody moved onto it (MV)?
Some people are mid project and have invested too much time into Ace to switch over. Moving a project over to MV from Ace is not a trivial process (even with the convertor plugin) and most devs don't think it's worth it. And they're probably right. There are also many assets floating around that aren't compatible with MV, without some awkward resizing.
Other than that, it's the same reason why there are still people using XP or 2k3: personal preference.
If it weren't for the bugs (chiefly slow down and audio lag) I'd say that MV is the best rpgm yet.

>>145286203
That ghost looks really fed up.
>>
File: no spook today.png (4KB, 159x179px) Image search: [Google]
no spook today.png
4KB, 159x179px
>>145287172
>That ghost looks really fed up.
A friend told me the same, but added "with life".
>>
File: Plane.png (88KB, 1280x1000px) Image search: [Google]
Plane.png
88KB, 1280x1000px
>>145285207
Yeah, that thing was just as a joke.
I'm not the worst drawer in the world but i really do struggle with vehicles like planes, tanks and helicopters

I'll give it a go, like an actual honest to god go
But one thing remains...
how in the hell am i going to make a huge ass plane in the game

THIS plane here http://nanikasiratkool.web.fc2.com/tilesets/C2cargo.png
which >>145280812 anon posted a link to is PERFECT and exactly the design i'm going for, scale and all but as you can see it's fucking huge
that would be a tileset just on it's own

how would i go about putting that in the game...
>>
>>145248570
This should be the mascot of our general.
>>
>>145288674
You can put it in however you want -- hell, use it as a character, why not? It's your game, nothing's stopping you.
>>
>>145289495
No i know, but i wonder how because do i put it in as a tileset, can i just slap it on as a whole image?
How big can characters be?

I need to look into this a bit more
>>
>>145289783
Characters can be any size. Whatever image you load as a character will be divided evenly into the same number of frames you see on the RTP characters.

For details like this, read the help file section called "Resource Standards".
>>
File: planestrainsandplantains.png (32KB, 780x470px) Image search: [Google]
planestrainsandplantains.png
32KB, 780x470px
>>145288674
You mean add it as a walking sprite?
If you want it to fit into MV's 48x48 tiles, I did a quick experiment. If you look at my pic, I resized 25% (using nearest neighbor, not bilinear!) and it would look pretty good if you cleaned up lines a bit. It doesn't fit into 48x48 perfectly, but it's good enough.

The original sized images are a great size for battle sprites, though. I mean, you could use them as is as walking sprites, but it might be a pain to find tiles to use with them.

>>145289783
>How big can characters be?
As big as you want. The thing to look out for is the collision boxes.
>>
>>145289982
>For details like this, read the help file section called "Resource Standards".
For MV, it's called Asset Standards. It's near the bottom under documentation.
>>
>>145277363
Why not make an RPG where the characters are or use real life planes? Something like Metal Max maybe.
>>
>>145291146
There was someone making an rpg with anthropomorphized tanks and planes a while a ago. I wonder if he's still around?
I remember photoshoping googly eyes onto one of his planes. Good times....
>>
>>145291146

I'm thinking that's easier.

In combat, everything will be changed to show that it's not people fighting, it's a plane

text will be changed to be more plane-like i.e. your standard attack is now you guns, spells are now missiles

health potions and spells are now re-routing non critical power
(i couldn't think of anything else)

but that sort of stuff would have made more sense in a more sci-fi themed game which is why i was towing with that idea
>>
File: Suffer.png (41KB, 474x259px) Image search: [Google]
Suffer.png
41KB, 474x259px
>>145291859
>#hello darkness my old friend#
>>
File: Image3.png (89KB, 631x467px) Image search: [Google]
Image3.png
89KB, 631x467px
Howdy, friends.
Long-time rpgmaker user here.
Going to transfer all my game creation files from xp to mv, which is funny, considering I've been using 16x16 resized to fit the native 32x32, and now I have to use MV's 48x48.. So I'm either going to start from scratch, use parallax mapping, or resize everything. Hopefully, whatever I do, it looks better.
>>
>>145292441
Just resize everything. If you resize 16 x 3 you end up with 48 and it will all still be in proportion.

Also, I remember you. I thought the whole storybook aesthetic you had going was neat. Nice to see you back.
>>
>>145292102
lol what did you do?
>>
>>145293485
I took that plane image from my post here >>145288674
bunged it straight into ACE and tried to manually piece it together, that image is actuaally 6 events joined together, but the side ones don't want to match up.

I forsee many a headache while i try to get this plane in the air
>>
>>145292441
Use the tile size change plug-in and change the screen size.
>>
File: !$plane.png (82KB, 960x992px) Image search: [Google]
!$plane.png
82KB, 960x992px
>>145293907
Naw man, you only need one event. Like this <<
As long as your sheet is 3 cells by 4 cells, it doesn't matter what size the actual sprites are as long as all the cells are the same size.
That's a bad explanation, but take a look at my example and it should make sense.
>>
>>145277363
I didn't know I wanted an Acecombat RPG but I do.
>>
File: IE.png (403KB, 774x627px) Image search: [Google]
IE.png
403KB, 774x627px
>>145295763
No that does make some sense

Thanks man.
I think though that some of these will be tilesets so i can have stuff overlap them like pic

I don't mean to be presumptuous or rude but was that image mean't to actually work because it doesn't, at least not that i know how to do...
but dude thanks for taking the time to explain it
>>
File: Screenshot 2016-06-12 20.40.22.png (60KB, 550x444px) Image search: [Google]
Screenshot 2016-06-12 20.40.22.png
60KB, 550x444px
>>145297685
>was that image mean't to actually work because it doesn't
Really? It works fine for me. Did you rename it? Since it's only one set of sprites, it needs the $ at the start of the filename.

>I think though that some of these will be tilesets so i can have stuff overlap them like pic
Yeah, if they're going to be objects on the map, it would probably be better to have them be map tiles.
If you want to use them as moving events/player images, you may want to use a pixel movement script that allows you to reassign the collision box, so it doesn't overlap stuff it shouldn't.
>>
>>145298194
> it needs the $ at the start of the filename.

OH MY GOD
WORKS

LEGEND
>>
>>145298498
ur welcome.
Feels good to be a big fish in a small pond lol. But seriously, good luck with your game.
>>
File: currents.png (77KB, 817x625px) Image search: [Google]
currents.png
77KB, 817x625px
>Page 10

You guys for real?
Bumperoonie
>>
>>145301269
But page 10 is so bumpy
>>
File: 1376591393295.jpg (5KB, 270x186px) Image search: [Google]
1376591393295.jpg
5KB, 270x186px
>Rendering a song and it takes at least 15 seconds to get past 1%.
>>
>>145303978
Is this normal?
Never created music myself.
>>
File: Gum Squad.png (131KB, 515x261px) Image search: [Google]
Gum Squad.png
131KB, 515x261px
What you guys think of enemies based off chewing gum with dumb names like, BIG Red, Spears and Winston Fresh?
>>
>>145305010
I'm fond of thematic naming, and I think this is a rather unique theme, so I'd run with it.
>>
>>145304526
Yeah, when you have a ton of soundfonts playing at once, it really jacks up your render time.
>>
>>145305224
I just can't think of any good names for juicy fruit and doublemint.
i also can't think of what would be better, double mint being 1 or 2 characters, or maybe even be spears brother.
>>
>>145292741
Thanks :)
Hope to keep updates going

>>145295580
I would, but I think I might like to make my game using the default 48x48. It's a challenge, believe it or not.
>>
File: Erin.png (595KB, 970x719px) Image search: [Google]
Erin.png
595KB, 970x719px
>BBE Company uses the good-aligned Shards to make energy drinks
>your party must stop them
>you can only heal through sleeping in an Inn or using a Crystal Cola
>CC is addictive, use too much and you get debuffs if you went a long time (event-based, so just walking left and right won't do) without using it
>depending on the # of CC used alongside the game, you either get a Bad End, a Good End or Better End (no use of CC)

http://www.escapistmagazine.com/articles/view/comicsandcosplay/comics/erin-dies-alone/15272-Chapter-5-11

Worth it?
>>
>>145310376
Seems alright. Not sure why you'd want to be ripping off that comic almost 1:1 though.

bump
>>
>>145313112
>why you'd want to be ripping off that comic almost 1:1 though
Not 1:1 but, even though the comic is supposed to be funny, the idea is nice - using a core (healing) mechanic as something against your (driving) plot.
>>
>>145310376
>>145313613

I like that idea, reminds me of Breath of Fire 5. If you used your WTFHAX skills too often you would get a game over.
>>
File: rain.png (140KB, 368x368px) Image search: [Google]
rain.png
140KB, 368x368px
hey rpgmg
I made new music. If you wanted to check it out, I'd be grateful.
https://soundcloud.com/user-795244489/rainy-evening-friday
do you think it would fit in an rpg?
>>
>>145305437
It shouldn't, depending on your rendering method. Especially if you're really using only soundfonts.

What are you using?
>>
>>145315013
I like it a lot! Your piano stuff is great. How long have you been making music?
>do you think it would fit in an rpg?
It sounds pretty sentimental, so it would work for a flashback or a romantic or otherwise heartfelt scene. It's not really sad, but more bittersweet and a little bit playful. Kinda nostalgic.
I could also see it working as a laid back town theme. Maybe when the hero returns to his hometown after a long while.
>>
File: anime coffee 1.png (540KB, 1280x720px) Image search: [Google]
anime coffee 1.png
540KB, 1280x720px
>>145315863
>I like it a lot! Your piano stuff is great. How long have you been making music?
thank you. I've been playing piano for about 11 years and I guess making music for like 8 (hard to say :p)
since i was young basically.

Thank you for the feedback. I find it really helpful to hear from people making games how it would fit into their vision of a game and I really value their wisdom on it. Some have said it sounds like a cut-scene but not something that would actually fit into gameplay.
>>
>>145315013
>do you think it would fit in an rpg?
not really. your songs are really just solo piano pieces rather than background music for a video game.
if you're really interested in writing music for video games, perhaps you should try writing a fully fleshed out song. melody, accompaniment, bass, percussion, etc.


it's definitely the kind of music i listen to while working, though, and it's really well written.
>>
>>145316279
>Some have said it sounds like a cut-scene but not something that would actually fit into gameplay.
I agree with that sentiment, but at the same time there's no reason why you can't be more creative or unconventional with your soundtrack. We all have preconceptions of what a desert or a forest should sound like, but that doesn't mean you have to follow those expectations to a tee.
What I'm trying to say is, I'd totally play Piano: the RPG.

Anyway, maybe the next step you need to take is a full composition, with multiple instruments. More volume and variety.
>>
File: 1376337594822.jpg (35KB, 180x200px) Image search: [Google]
1376337594822.jpg
35KB, 180x200px
I made a thing

https://soundcloud.com/nathan-s-music/ominous_boss

I think it's boss music but I don't really know. It's supposed to start ominously then pick up a bit as you progress in the fight if it even is boss music.

>>145315424
FL Studio 11.
Then it must be my mixer effects, if it's not the soundfonts.
>>
>>145315013
>>145316279
I really like it and I agree somewhat it would be really good for a romantic flashback or something alike.
Would also make a great song for the credits assuming it's a good end of course.
>>
>>145318129
Thanks and I never thought about the credits but I can picture that.
>>145317329
Thank you and I have been considering the concept of unconventional background music a lot lately
>>145316985
Thank you for the feedback. I think you are right in that it may not have been the background music that I intended it as.
>>
>>145318010
The default rendering options lead to the horrendously long rendering times.

The simple solution is to set the Quality's Resampling field to "Linear". It might seem like you need something higher, but try listening to it yourself and see if it's an issue.

Anyway, nice song. It's definitely boss music.
>mixing
You'll probably end up noticing it yourself when you listen to it with fresh ears, but the volume is kind of imbalanced.
Drums are too far in the back, especially the kick and snare, thanks to verb and low volume.
Piano's bass notes are really loud, and I'm not sure if it's my speakers (they tend to mess up often), but I think it's panned too far left.
Especially for something holding such an important role (providing the bass line).

>writing
In particular, I really liked the drumming and its variations. The best part is definitely the piano break after the horn's section ends. badass lol
>>
>>145318010
Absolutely sounds like a boss fight, I really like songs in general which utilize bells.
I'm not sure how to describe it but something is off about the instruments or something. They sound kinda cheap and low quality.
>>
>Realize that for the first 30 minutes or so my game is basically a VN with lots of reading and some decisions here and there
Fuck
Maybe I should throw some more gameplay in there.
>>
>>145319440
Wow, thanks for the advice!
>Quality's Resampling field to "Linear"
I know having 512-point sinc is overkill, but won't putting it at 2-point kill the quality. I'll still give it a shot though. Hopefully the sacrifice won't be too bad, haha.
>mixing
Parts of the song have tuba mixed in with piano, so that may make it seem like it's loud. I'll tweak the piano a bit though. I'll also bring the piano in towards the center a bit more. I wanted to give it some room, but I may have gone overboard.
Thanks about the drums. I didn't notice before but now I do.
My headphones have strange EQ and my subwoofer on my speakers is kinda busted, so having a second pair of ears to point out this stuff helps.
>writing
Haha, thank you!

Thanks for the tips, man! I'll work out the kinks later today.

>>145321071
>They sound kinda cheap and low quality.
Hm, well it is MIDI, so maybe that's why? It might also be the soundfont that I used for the instruments.

>>145322826
If it's entertaining/captivating, I don't see a problem.
>>
>>145322826
throw some nip slips in
or is not that kind of visual novel..
>>
>>145323482
check out these soundfonts if you want something fun for making game music
http://www.williamkage.com/snes_soundfonts/
its all NES game soundfonts from the original games
>>
>>145318010
>https://soundcloud.com/nathan-s-music/ominous_boss

I like it, and the mix is pretty good, though my only complaint is the drums on the right side of the mix don't have enough punch, though that could be my headphones.

something I'd fight pokemon too, that's for sure.
>>
>>145323482
Well, I hope it will be entertaining after all I want you guys to have some fun.
>>145323502
While I could do that at one point it absolutely isn't that kind of game.
>>
>>145315013
A really nice piano piece, certainly something suited for a "quiet time" moment, or at the very least, a credit sequence of some kind.

It's a song that you can deflate to.
>>
1. Art
2. Mechanics
3. Plot

Which work on first?
>>
>>145324736
Go circular. But either Mechanics or Plot is a good start.

Mechanics->Plot.>Art->Mechanics->Plot/Art ->Plot/Mechanics/Art>etc

Or

Plot->Mechanics->Art->Plot/Mechanics->Etc
>>
File: 1442104915239-0.png (2MB, 1451x2145px) Image search: [Google]
1442104915239-0.png
2MB, 1451x2145px
>>145324736
>2. Mechanics
We have a winner. You're making a game, aren't you? After that plot, so you have a framework for putting in your mechanics, and finally art. Although, art can be worked on throughout the project, as long as everything stays the same size.

>>145322826
Ever heard of in medias res? If you're worried, throw the player further into the story where it's more exciting and then go back to the slow stuff. It's important to grab the player's attention and if they player has no clue as to who these characters and places are, they're not going to be invested in your exposition.
>>
>>145324736
MECHANICS > ART > PLOT
no exceptions, plot plebs
>>
>>145326052
I'm >>145325498 and while I did say Mechanics>plot>art, I kind of lied. Being mainly an artfag, I usually rustle up some player graphics and stuff for testing. It gets me in the mood of my project.
But if you're not artistically inclined, I don't suggest you do the same. It's not worth worrying about until you absolutely need it, if it's not your forte.
>>
>>145324547
thank you for the feedback
i really enjoy hearing what you guys think of my music and will take your advice on how to improve

I'm not sure I understand what deflate to mean, sorry could you explain to a dummy like me?
>>
>>145324736
Cant draw
No idea how the engine works
Coding? lol no
Create few heroes
Make emotion faces for them
Write dialog for them talking eachother just to deepen their characters

Give up, go away, do something else

Write some more dialogs
Characters look horrible
Recreate them and all their face sheets

repeat
Unlimited face works
>>
>>145327184
>No idea how the engine works
How the fuck? It's rpgm, it isn't hard to learn.
Mvisioned on youtube has a ton of tutorials, if you don't know where to start. There's also some written tutorials on rpgmweb. They're all for Ace, but the editor is basically the same.
>>
>>145327581
Yes, its not hard to learn
There just is many things im not aware of
When I find something new I usually do simple events experimenting on it

today it was simple animations by moving layered pictures
>>
Plot progression depends on the player obtaining a rare drop from an enemy.

Y/N
>>
>>145326778
Oh, like deflate in general, just putting your feet up, and listening to a good song to slow you down.

Usually something that sets a relaxing atmosphere, and if it's being used to set a scene of "slowing down and taking it easy" a solo piano piece, especially one like that, is the perfect way to do it.

It's like something you listen to in a lounge, it sets the mood, it's inoffensive and conveys an emotion of safety and calmness.


tldr; It's chill as hell, and really good.
>>
>>145331190
>N >N >N >N >N >N >N >N

Seriously, that shit's the worst. RNG should never impact the main plot outside of battles.
>>
>>145331190
what kind of game is this
how long would it take
>>
>>145331456
>gruelling plot battle
>no heals remaining
>if this hit crits, you win; if not, you lose
>>
>>145332326
Comedy-Parody, I guess. Tone is somewhere between Parodius and Mother (1).

I don't know how long it would take. Neither the map nor the enemy that could drop the item have been designed yet, and even the character skills might change a little.
>>
>>145331190
Nope
>>
File: 1287861022273.jpg (85KB, 796x719px) Image search: [Google]
1287861022273.jpg
85KB, 796x719px
>>145333475
If it was meant to be a joke that drags on until it outstays its welcome and then wraps back around to funny again, it might work. As a dumb gag.

But as a serious design decision? No. Just, no.
>>
>>145338051
>I'm not even watching #E32016 this year. All it does is generate hype for upcoming disappointments.
>>
File: mudada.gif (86KB, 200x200px) Image search: [Google]
mudada.gif
86KB, 200x200px
>>145338051
>8gag
>>
>>145338051
Speaking of E3, will MV 1.3 be announced in the Kadokawa conference?
>>
>>145338173
Yeah, I just realized what I did. /rpgmg/ is the only place on 4chan I go. I was just bumping the thread, anyway.
>>
>>145338249
I seriously doubt it. But it would be nice to get a definite date.
>>
>want to buy MV
>almost 90 dollars CAN
nope
>>
By the way, what ever happened to that OHR guy with the OHRRPGCE game?
>>
>>145340097
YARR HARR FIDELDIDI Anon
>>
>>145340195
>We can’t find that track.
>Did you try to access a private track while not being signed in?
Maybe the track has been removed.

Uh Oh
>>
File: 1394028762207.jpg (120KB, 800x450px) Image search: [Google]
1394028762207.jpg
120KB, 800x450px
https://soundcloud.com/nathan-s-music/ominous_boss_version2

Guess I'm so retarded that I uploaded the original version a second time. Oops.

So I replaced all the instruments, made the drums clearer, lessened some of the bass on the piano, tweaked the volume of all the instruments, and adjusted the panning a little.

Does it sound better now?

>>145340407
Yeah, sorry about that.
>>
>>145340230
I dunno, last time I tried ARR MATEY I got a nasty virus
>>
>>145340491
This is really a great song Anon, would totally rip and use for my own game. (Don't worry, I would never do this)
I really like the change of pace as soon as the trumpets come in. You did good.

>>145340642
ARRRRR
Which crack were you using? The one I got from here was totally fine.
>>
>>145341787
which crak was that
>>
>>145341963
The .rar was called wreck_my_car or something funny like that.
I don't have the link anymore but I'm sure someone else can provide
>>
Is there anyway to lower the tile resolution in MV?

I might end up drawing the tiles 24 by 24 then doubling their size.
>>
File: november.gif (885KB, 245x169px) Image search: [Google]
november.gif
885KB, 245x169px
>>145341787
Thanks a ton anon <3 It means a lot.
I wouldn't even care if someone ripped it as long as they didn't claim they made it.
>>
I've BOTTLE OF RUM'd my RMMV, thanks all
>>
>>145344451
https://www.youtube.com/watch?v=EB37CvARO24
>>
Good night bump
May your dreamgame come true
>>
File: Untitled.png (88KB, 546x417px) Image search: [Google]
Untitled.png
88KB, 546x417px
I'm using Yanfly's item script. Is there a way to disable the subcategory feature?
>>
>>145340491
General advice for anyone: always compare your mix to a professional track you'd like to sound like, and make appropriate changes.

For the actual song,

It's good that the piano's lower notes aren't as prominent now, and it's definitely still a change I'd recommend,
but now this leaves the lower frequencies relatively empty.

Songs need the bass area filled to give it more.. meat, to give a foundation for the rest of the song, to give the song weight, or whatever.
It's usually covered by the kick drum and a "bass" instrument, such as a synth, a bass guitar, a cello, the left hand of a pianist, a bass vocalist, etc.

There definitely are still instruments that exist down there, such as the kick and tuba, but the most prominent by far are the tom toms.
I guess kind of like how the existence of facial shading on an otherwise unshaded sprite lead to the interpretation of stubble,
the existence of really deep tom toms in an otherwise deep-frequency-less song leads to an interpretation of the song lacking any bass? something like that.

Really long-winded way to say, thicken up some stuff in the lower frequencies (like I suppose the tuba, but I've actually never written for a tuba).
I personally don't notice much of a difference in the kick and snare, but that could very well just be a bias I have towards dance-y/rock-y music with very noticeable drumming.

This might actually stem from the fact that you mix on headphones. I've only experienced low-quality ones, but aren't they generally lacking in bass compared to regular speakers?


hopefully i actually work tomorrow, and not just bully people all day
>>
>>145348278
if you're familiar with scripting elsewhere,

the fix basically involves making sure the control is transferred directly from selecting item in the main menu to the window that's normally brought up after the subcategory is chosen.

instead of "activating"/"enabling" the subcategory window, you'd just activate/enable the deeper menu that occurs afterwards.

also, i have a feeling you'd need to change the way that item list is populated, because you're no longer selecting item categories to split things into. so just make the [determine if the item should be included in the list] function always return true instead of actually doing a check.
>>
Bump
>>
File: 1443060781483.jpg (58KB, 520x539px) Image search: [Google]
1443060781483.jpg
58KB, 520x539px
Looking for alternatives to gamemaker, how viable would it be to create a roguelike in RPGmaker? The combat is also pretty nonstandard. How flexible is the script?
>>
Hey, musicbros. Any cool VSTs you recommend? Preferably free and legal.
>>
>>145353707
100% flexible, there are no limits. Making a roguelike in RPGM would be significantly simpler than making one in GM.
>>
>>145357718
Sounds good, I'll check it out then. Which version should I get? Is there any way I can get in trouble for pirating the newer one and then selling a game made in it?
>>
>>145358343
Pirate it now and buy it when you're ready to publish your game.
>>
>>145358343
For someone entirely new to RPGM who seems to have an interest in scripting, you might as well get MV. Ace is also an option, but its scripting is more arcane (it uses a custom Ruby variant, where MV uses real javascript).
I don't believe I've ever heard of someone being prosecuted for selling RPGM games without a license, but it is theoretically possible. I wouldn't worry about it; game dev takes quite a while, and I'm sure MV will have a major sale at some point before you're ready to ship.
>>
>>145358456
>>145358487
Sweet, thanks.
>>
>>145358456
>>145358487
Wait, actually hold on. How do I pirate that version? It's not in the paste and it doesn't seem to be on piratebay (it is but there's no seeds).
>>
How long do you think a regular battle should last? Game isn't very grindy, and encounters aren't random.
>>
>>145360318
Long enough to not be an annoyance and short enough to not be an annoyance.
It's not possible to answer this question outside of the full context of the game. The only advice I have is to look at other, similar games which you think are paced quite well.
>>
>>145360318
I think if there are no random encounters then it could last whenever

Just as long as the enemy doesn't feel like an HP sponge
>>
>>145360318
if encounters are fixed you have the luxury of making them longer if you want
in general, encounters usually want to be very short, but by making them static or uncommon you can add more depth to them
>>
>>145361626
>>145360427
>>145360849
The idea is try to figure out what moment is "this battle has become tedious" and avoid that moment.
>>
>>145360427
>>145360849
>>145361626
Thanks for the responses. I'm trying to balance damage, and it doesn't take much adjusting to cut down a battle by a lot of time. I usually think that if the battle music loops (if it's over 2 minutes) then it's considered a long battle, and if it doesn't play halfway, it's rather short.

>>145363869
Indeed
>>
File: new.png (4KB, 524x452px) Image search: [Google]
new.png
4KB, 524x452px
Converting my 16x16 to 48x48

So far, got a few layers done, in rough.
>>
>>145340193
I'm still around. Just been slamming out some RPG Maker-compatible tiles in the hopes that I can sell them off once I get a set of them to some degree of completion.
>>
>>145363869
yeah, though I think that moment can be very different depending on how your game is set up
in some rpgs, encounters feel annoying whenever you don't wipe the encounter first turn, in others several turns can still be engaging

I remember one game that full healed your party every encounter but made the encounters quite challenging several turn fights requiring skills and spells and it still felt engaging several turns in because you weren't just spamming attack
>>
File: image.png (101KB, 800x1043px) Image search: [Google]
image.png
101KB, 800x1043px
Hey my dudes! I'm not dead! Just been moving house and working heaps, so haven't had any time to work on my thing let alone post updates.

anyway, what are some of the more interesting skills you've seen in rpg maker games? Both for enemies and player characters- I'm currently trying to figure out what each party member is gonna bring to the table and having a tough time, tbqh.
>>
>>145353707
>Alternatives

Well Project Spark is pretty cool though it's basically just a 3D RPG Maker built around Fable

http://welcome.projectspark.com/
>>
I want to make some really whacked out battles with extra systems like environmental conditions
>>
>>145365393
Honestly, nothing is coming to mind. RPGM skills, in my experience, tend to follow one of two patterns: super basic elemental spells, or super complicated states and prereqs and buffs until EoT and priority and... etc. Neither is very interesting, though the former is at least fun in a well-tread way.
>>
>>145373770
People just need to move away from the Fight/Magic/Defend traditions of turn-based battles and rethink turn-based battles entirely. Only then will the JRPG genre rise again.
>>
>>145364401
I prefer when battles are tactical. There was earlier an anon that wanted to use only 4 monsters per dungeon floor and was afraid it could be too few.
I agree, unless a fight with 2 monsters type A + 1 type B can be more different than a fight with 1 type A and 2 type B.
This way you can use as few as 4 monsters per floor, but (assuming only 3 per battle), the possibilities for different tactical approaches goes up to the dozens.
>>
>>145374886
This.

A game should also get more complicated as it goes on. If you're at the final dungeon and you're still using the same tactics as Dungeon 1 then damn
>>
>>145340193
Do you mean that guy with the killer NES-styled graphics
>>
File: collage_sprite.png (238KB, 864x384px) Image search: [Google]
collage_sprite.png
238KB, 864x384px
Been working on some sprites, I drawn them in much higher resolution and scale down to 288 sprite sheets, which is double the size of normal MV's sprites. The effect didn't came out as well as I had hoped.

I had hope to use Ren'py for something, but it was just not enough, I wanted to be able to make character go places and interact with things, Renpy is too complicated to do that in Renpy.

I am mostly an art guy and not exactly good writer or coder unfortunately.

I just wanted to make my own porny harem game damnit.
>>
>>145378402
You got art skills and there's someone out there that wants to make a porny harem game too. You can find that person and team up
>>
>>145374330
I don't think that's necessary. The JRPG genre has had some extremely strong titles in the last couple of years, and many of them use very traditional commands. Etrian Odyssey Untold 2, Bravely Second, Shin Megami Tensei IV, and Pokemon ORAS are all sequels which use the same command styles ad their predecessors, and yet they're all very strong titles, arguably the best in their respective franchises.
In the expanded JRPG space, you also have games like Fire Emblem Fates Conquest, which succeeds in places recent entries have failed precisely because it takes inspiration from older entries instead.
Then, if you look at JRPGs which try for something all-new, you find mediocre titles like Paper Mario Sticker Star and Final Fantasy XIII.

Rather than desperately searching for something new, excellent games are more often born when developers remember where they came from. The bloodline of every great game can be traced backward very distinctly.
>>
File: serious e3 samurai.png (71KB, 290x300px) Image search: [Google]
serious e3 samurai.png
71KB, 290x300px
>>145378402
I dunno, they look pretty awesome to me. Make it with rpgm. You don't need to know how to program. If you just wanna make ecchi, you don't need great writing.

Make your dream game come true. Only you can do it.
>>
Take a break from E3 and work on your game.
>>
>>145381603
But Anon I was asleep until now.
Did they show anything good at the E3 yet?
>>
>>145382369
Not really.
>>
File: Untitled.png (58KB, 748x525px) Image search: [Google]
Untitled.png
58KB, 748x525px
I wonder if these are ok to use.
>>
I'm having trouble coming up with a skillset for my Blue Mage type character (though she's not really a "mage", she's a hybrid between melee and magic, but she learns skills in a typical Blue Mage manner). The idea is that she's supposed to fill in as a secondary character in any given situation. Need another melee damage dealer? She can do that. Need another offensive spellcaster? She can do that too. Need a little backup healing? She can do that too. She also has a lot of utility stuff like stealing items and gold.

But that's just it. My game has 5 party members (once you recruit them all through the story) and they are always in your party at all times, and they all have distinct roles, except her.

MC: Melee attacker with a full set of elemental physical attacks (though the game only has 3 elements) and a full set of status-inflicting physical attacks and other attacks to capitalize on those conditions.

Black Mage: Does offensive magic obviously. Also has a couple magic-based status-inflicting spells.

White Mage: Heals and buffs shit. Can also use one offensive spell.

Knight: Tank. Powerful physical attacker with tanky skills. Can also debuff and stuff.

Meanwhile...

Blue Mage: Elemental physical attacks, elemental magical attacks, a healing spell, item and gold stealing, and weird situational stuff like a Demi-like spell and a luck-buffing spell. Of course, she's never as good at these things as anyone else is.

Do you guys think this is okay?
>>
>>145383030
If you're going commercial, I would highly advise against it.
>>
>>145383030
>Hey please use it
>Please it's safe
>Please

I wouldn't recommend it nonetheless
>>
>>145381603
The real E3 doesn't start for 21 hours or so.

>>145383047
That's fine. Kids these days with their MMOs and stuff, they want everything to be about "roles", but it really needn't be. Learn from DnD -- 4e is never as fun as ADnD, 3.5e, or 5e, even though 4e has the "best" combat. It's not a wargame, it's a roleplaying game.
>>
>>145383047
So a jack of all kinds character then?
Sure I can dig it.
>>
>>145383047
Is she always in the party? If so, then there's nothing wrong with a jack of all trades. If not, will people swap her out for more specialized characters? Why would they take her?
>>
File: Peter Chu.png (2KB, 100x162px) Image search: [Google]
Peter Chu.png
2KB, 100x162px
>>145305010
made yellow
>>
File: Doug.png (2KB, 81x152px) Image search: [Google]
Doug.png
2KB, 81x152px
>>145385351
Doublemint
>>
>>145381603
Never, I want to watch announcements of crappy middle-of-the-road games that I'll never play
>>
File: ss+(2016-06-13+at+10.10.00).jpg (309KB, 1936x1056px) Image search: [Google]
ss+(2016-06-13+at+10.10.00).jpg
309KB, 1936x1056px
It's kinda sad how I waste hours adding detail to just one character portrait and realize that most detail will be lost because of VX Ace's tiny resolution capabilities.
>>
>>145387305
Fuck this looks great.
Teach me how to draw Anon.
>>
>>145383047
This depends on the encounter, dungeon and boss designs.

Assuming a party of four: Do you have dungeons and bosses who will want you to go with 3 Attackers and a Healer? Do you have ones that have 2 Mages, the MC and a Healer? 2 Healers and 2 others?

Also, what is her stat growth? I mean, I get that she is the second best at everything, but how far behind does she stand. Depending on the formulas used to calculate damage, somebody who stands in between the Black Mage and the Knight's physical output might be as useless as the Black Mage when fighting a boss.

And one thing I've always liked about Blue Mages is the "Weird" attacks. Things that deal damage based on unusual things like number of monsters you have killed or money you own, give weird status effects to enemies, or have exclusively combo-friendly uses (say "increase an enemy's attack by 6 levels").
>>
File: 1331681557490.jpg (47KB, 358x547px) Image search: [Google]
1331681557490.jpg
47KB, 358x547px
>>145387525
Thanks!
I'm kinda new to drawing myself and am just using a shitton of references, both real life photos and other people's drawings.
>>
>>145387305
Very nice, friendo. Are you the guy who was making the blue haired loli game? This is an improvement, if so.
>>
>>145387305
Can always be used for promotional material outside the game, too, no reason to give up on that magnificent level of detail.
>>
>>145388343
Thanks! Yes, I'm redrawing everything from scratch, changing the artstyle, somewhat, as well as trying out new things that I've picked up recently. I just hope I won't mess up the clothing this time around.
>>
>>145384232
Yeah, except for certain areas where the party is split up, once she joins, she's always in your party. Your party of five, once together, is your final group pretty much.

>>145388248
Party of five, as I said. Her stat growth is average across the board, so she has better magic attack and magic defense than the physical dudes, and she has better physical attack and defense than the magical dudes.

Also to note is that in my game, weapons aren't necessarily "better" than the last one you picked up. Each one has special traits instead of just increasing your power. So this Blue Magic chick has a pair of weapons that allow her to specialize into one thing or another. One of them boosts her attack power, but drastically cuts her magic. And the other one does the opposite - boosting her magic and making her attack worthless.
>>
File: HP thing.png (4KB, 340x140px) Image search: [Google]
HP thing.png
4KB, 340x140px
I'm trying out different styles for HP bars. How's this?
>>
>>145388698
That's a good idea. I guess I could also take all of the full resolution images and just use them in an omake kind of thing. Just need to probably lock the zip file behind a password and give away the password upon finishing the game. Thanks for the suggestion.
>>
>>145390541
Blue and red is a bad combo. Is it 60% full or 40%? Different people will answer that differently.
>>
>>145389894
>Her stat growth is average across the board, so she has better magic attack and magic defense than the physical dudes, and she has better physical attack and defense than the magical dudes.
This is still a broad range and you should still watch out for the appropriate values. For example, say Black Mage as 50 attack points, Knight 100 and "Jack" 75.

If you have a formula for physical damage like the default one: "4*Attack-2*Def", against a boss that has 100 defense, the Knight will be dealing 200 damage while the Blue Mage will only deal 50, which is much, much worse. So, in order to be "almost as good as the Knight, but not quite", you need her to have an attack of roughly 90 that could deal 160 damage to the same enemy.

This is all I was trying to remind you.
>>
File: HP things.png (35KB, 438x604px) Image search: [Google]
HP things.png
35KB, 438x604px
>>145391378
60%. Vote now on your phones.
>>
File: WGfwL.gif (6KB, 500x146px) Image search: [Google]
WGfwL.gif
6KB, 500x146px
>>145392903
Make the blue part see through and it would be good.
>>
File: HP things 2.png (36KB, 442x586px) Image search: [Google]
HP things 2.png
36KB, 442x586px
>>145393153
I think I like the red that way.
>>
>>145393384
>>145392903
Depends a bit on your other stats and flavor of the game. Red is the one that reminds me of a material, fleshy object, but I could see purple, dark green(not pictured) or dark blue (not pictured) as the HP of a zombie, angel, demon or robot. Some games occasionally go fro green hp bars if they plan to make them go red when they go low.

Orange and yellow feel more like energy, so you usually would use them as TP or an alternative source of energy to MP

Light blue and light green have some kind of ethereal feel that makes them best for MP, but dark green and dark blue can sometimes be considered good for MP as well.
>>
>>145393384
me too, the red looks good now that the background is clearly empty
>>
Is everyone just busy watching E3?
>>
Are you ready for the RPG Maker MV Ace?
>>
>>145397947
No
>>
File: hp things 3.png (20KB, 404x296px) Image search: [Google]
hp things 3.png
20KB, 404x296px
>>145394553
I've also seen games use different HP colors on player versus enemy (red on enemy, green on player)

I was thinking of using orange (probably a bit more fuller shade) as energy, but since I'm using a one-man party with HP/Energy, I feel like red/orange are too similar, so blue would be the most aesthetic choice, despite the connotation.
>>
File: 1465850742812.jpg (114KB, 1280x720px) Image search: [Google]
1465850742812.jpg
114KB, 1280x720px
>>145397836
Ubi just finished and the only good things were South Park and the snow boarding game. We got 3 hrs til Sony, so time for dev!
>>
>>145392903
What made this the most jarring for me was seeing more or less the same highlighting on both sides of the bar. That might just be what makes it the hardest to decypher, as none of them stand out as more solid or more empty than the other.
>>
>>145402195
As a matter of fact, I could totally see the blue "empty" portion being the filled substance.

It's like you can even see it curve as though it has substance even.
>>
Work on your game
>>
>>145404945
E3
>>
>>145404945
I don't want to show off absolutely everything I'm drawing for once, though.

>>145377620
I'm still here. That NES-styled harpy game is on hiatus right now as I do other things, though.
>>
I never knew there was a SF III! But now I know why I keep up with RPG Maker instead of going a 3d engine... 2D games can maintain the beauty of the artwork through ages, but 3D games...

https://www.youtube.com/watch?v=v92G67Hqpso
>>
>>145407850
To be fair that was the Sega Saturn
>>
>>145406645
What other things are you doing?
>>
>>145405075
Your game is much more important than the E3
>>
>>145413612
>my game is more important than nothing

That's the nicest thing anyone has ever said to me.
>>
Time to elude death once more
>>
File: Capture.png (117KB, 1037x734px) Image search: [Google]
Capture.png
117KB, 1037x734px
My goal today was to learn how to make a crude health bar via events. 2 minutes later, I'm out of things to do.
>>
File: 1340256135732.gif (303KB, 480x360px) Image search: [Google]
1340256135732.gif
303KB, 480x360px
>>145417089
you're ahead of schedule, anon!
>>
>>145417089
Now make the rest of your game
>>
File: 1435964338267.png (47KB, 872x595px) Image search: [Google]
1435964338267.png
47KB, 872x595px
>>145417918
Yeah, I guess. If only drawing numbers on screen was as easy.
>>
File: Dashlogo.png (10KB, 827x185px) Image search: [Google]
Dashlogo.png
10KB, 827x185px
DashBored is now available on Steam!
http://store.steampowered.com/app/490860/

Woo! That took a while.
>>
>>145420252
I'm going to support you
>>
>>145420252
grats
>>
>>145420674
>>145422953
Thanks! It really means a lot to me.
>>
This E3 is really nothing at all.
>>
Don't expect much at e3
>>
>>145425565
>>145425832
Sony's officially won. Now get back to working.
>>
>>145426552
At least we got South Park 2.
And huh, that's it.
>>
>>145420252
I will definitely be buying this in a bundle.
>>
>>145429371
Official /rpgmg/ bundle when?
>>
File: 1291800376821.gif (18KB, 237x190px) Image search: [Google]
1291800376821.gif
18KB, 237x190px
>>145420252
Congrats!

>>145429487
A bundle implies there's more than one game. 2019?
>>
File: 1465149243787.jpg (89KB, 960x1280px) Image search: [Google]
1465149243787.jpg
89KB, 960x1280px
Everything is daijoubu Anon.
Please don't give up.
>>
QUICK
I need a good name for a pub
This is your chance to help me with my game
>>
>>145432320
The Head
>>
File: barrierharpy.png (536KB, 1024x1024px) Image search: [Google]
barrierharpy.png
536KB, 1024x1024px
>>145411839
A lewd monster girl-centric dungeon crawler, and a more typical rpg that has some degree of party customization.
Neither's that far along, though I do have a fair chunk of the graphics for the second one drawn up.
>>
>>145432320
The Plucking Twangers
>>
>>145433767
Oh, so you're the one making that.

Now I have TWO games of yours to look forward to. Gee, thanks a lot, anon. My backlog is bad enough as-is.

Or are there two people making lewd dungeon crawlers around here?

Either way. Good luck with the game design and stuff.
>>
>>145432320
The Barking Pegasus
>>
File: 1464813608581.jpg (112KB, 1200x750px) Image search: [Google]
1464813608581.jpg
112KB, 1200x750px
https://soundcloud.com/mondo-nugget/mystic-future-battle-against-a-robotic-warrior

FINALLY finished something new. Feels gud man.

Wanted to try my hand a multi-phase theme of sorts. Also dabbed a bit in the SFX bin.
>>
>>145436784
>erotic warrior
i'm sure it feels good
>>
>>145419195
http://www.pokecommunity.com/showthread.php?t=41777

This is the answer to your troubles
>>
>>145436784
This is really cool, makes me want to fight this boss right now.
>>
>>145438497
Hey, that's not bad. I've done 4 variations of a similar event, each "better" than the others in different ways. I'm definitely going to keep this one in mind; it's certainly cleaner than the others.

Thanks!
>>
File: 1401245153979.jpg (151KB, 960x754px) Image search: [Google]
1401245153979.jpg
151KB, 960x754px
>>145438046
So good... I've been slamming my head against my keyboard stuck on this fucker for days. Finally have had time off enough to relax and focus better.

>>145438908
Thanks man, too bad he doesn't actually exist yet. I have his fight thought out on paper though. It'll be dope.

>>145432320
Rib's n' Rum.
>>
>>145439516
>http://store.steampowered.com/app/490860/
No problemerino, anonino. Now please tell me what that script call in your crude HP bar event is. I'm curious if it's better than having 50+ slightly diferent pictures of a HP bar to call for each change in the percentaged HP variable.
>>
>>145385529
>Doug
>Not Dave for bonus meme cred
>>
I'm figuring the first is messy, but the second does nothing. What am I missing?

Works:
Conditional Branch: Variable [0102:Thing] >= 1
Script: adv_obj(:huntquest001, :obj_id1, 1)
Control Variables [0102:Thing] = 0
Exit Event Processing

Does not work:
Conditional Branch: Variable [0102:Thing] >= 1
Script: adv_obj(:huntquest001, :obj_id1, $game_variables[0102])
Exit Event Processing
>>
>>145440080
Get out of my post, Dashbored.
>>
>>145440621
This is the new way of advertising.
>>
PAGE 10 SAVE RAVE
>>
>>145442807
untz untz
>>
File: Capture.png (5KB, 1044x39px) Image search: [Google]
Capture.png
5KB, 1044x39px
>>145440080
That's just the basic script call for the "Show Picture" event. In pic related, bottom explains each section, top is an example of it in motion. $gameVariables.value(n) is just a way of referencing the Variable N from the engine.

For all the currently known script calls, see
>https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit?pref=2&pli=1#gid=0

As for how I'm using the script call, I set Variable 1 to the % of Actor1's current HP, then scaled the X Axis of the picture to match that percent. So 100% life is a full bar, 50% life is half the bar, etc. For obvious reasons, this works best with monochromatic health bars (hence crude), but I was pleasantly surprised to find the scaling doesn't affect the origin of the image, so you don't have to worry about it repositioning or anything.
>>
File: 2016-06-06_15-13-36.png (536KB, 1602x897px) Image search: [Google]
2016-06-06_15-13-36.png
536KB, 1602x897px
So far, accessible game content clocks in at 17 minutes.

It's amazing how many problems you find while you're in the middle of recording a gameplay video.

I had my friend sit down the other day and play through what I had so far. He managed to find a problem where you'd get an immediate game over if party members were removed and the last remaining party member had 0 HP. He also found a typo in the very first line of dialogue.
>>
File: 1360644625228.gif (1MB, 169x168px) Image search: [Google]
1360644625228.gif
1MB, 169x168px
>>145444223
https://www.youtube.com/watch?v=89tgpzE4qkY
>>
>>145444696
>typo in the very first line of dialogue
I know that feel
>>
Good night bump
Fuck it's way too late
>>
>>145447627
It's almost noon here.
>>
3am bump.
>>
>>145450114
more like 5am
>>
>>145450134
Not at best coast.
>>
>>145450114
>>145450134
It's 7-quarter, silly people.

>>145450192
Beast coast here.
>>
Today's topic it: Regional pride and prejudices.

Do your RPGs have them?
>>
>>145450540
Should it?
>>
>>145450540
I've never made a game with a large enough scale to consider it.

>>145451975
Now this is a much more interesting question. I don't know.
>>
>>145451975
Shouldn't it?
>>
>>145450540
Same as >>145454340
My game is set in one island and there are only 3 population centers. That said, the Island is a bit of a melting pot, so there should be some racial tensions, even if they aren't important to my game.
>>
>>145450540
The larger one I'm planning will likely have them, as many significantly large areas are more or less isolated from each other and mostly self-contained for who knows how long.

However, this leads to the question: about what, and how will they tell that someone is a stranger?
>>
File: tempfield.png (2KB, 69x79px) Image search: [Google]
tempfield.png
2KB, 69x79px
So I thought of asking you guys a little on this cause I figure there's some experience on this sort of stuff here;

I am working on a small game with rpgmaker xp, like got my stuff going pretty well and all in most regards...

Tho gameplay wise I am bit dumb'd as I am aiming to to avoid combat and go with more of stealthy + puzzle route with the whole "dont get touched by the monsters"
But how does one make it not so dull? I dont think like switch puzzles or avoid patrolling/hide in bushes alone cut it really, and those get old really fast.
as I really dont want to do combat, I really have had hard time thinking of the fun factor for gameplay in that regard cause I want something not so annoying/boring in order to get the plot.

Any tips?
>>
>>145461253
Instead of switch puzzles, you could try various distraction puzzles the player has to figure out.
As in: with what can I distract the slime monster so it won't eat me? Does it react to canned food? Marbles? Bird sounds?

Similar to how point and click adventures present problems and puzzles. Maybe just not as cryptic...
>>
Page 10 bampu
>>
>>145461253
Stealth has plenty of potential if you are creative with it, I think.
>>
>>145461604

I like that luring /distraction idea a lot.
That actually gives me a really good idea for a game mechanic that could be used in many ways for this game
>>
>>145461253
What is your game about? Do that. As in, if it's horror, have chases; if it's comedy, have wacky minigames; if it's drama, have dialogue choices; if it's romance, have sim aspects or quizzes; if it's adventure, make exploration and movement fun. If it's about puzzles, then just have other sorts of puzzles! There's an unlimited number of puzzles in this world.
>>
I've managed to make a menu from eventing with pictures a long time ago, but I kind of stopped once I got to the inventory. Now to figure out how to work a proper inventory menu with automatic filtering of items/re-arranging them to the top of the list. Fuck me.
>>
In lewd RPGs:
Sprite Sex or CGs?
>>
>>145450540
My game takes place in a country that's welcoming to all, because it's under severe debt and needs tourists.
>>
>>145476262
Both! But CGs are priority. Ya gotta have something pretty to look at.
If CGs don't fit your style or your ability, the large, detailed sprites VH uses in some scenes are an excellent choice.
>>
>>145468207
Glad to help

>>145476262
Agreed that there should be both, at least in some capacity.
>>
File: totally normal treasure chest.png (385KB, 585x685px) Image search: [Google]
totally normal treasure chest.png
385KB, 585x685px
>>145476262
If you can do detailed sprite bonking like say Kurovadis, then sprite sex is cool. Otherwise, CGs with descriptions/dialogue.
Demon Master Chris (although, I'm sure other games have done this, this is the only specific title I could think of) had an interesting compromise between the two. In battle (which were basically default rpgm battles), you could strip the enemy's clothes (there were several levels of layers to strip iirc), so you'd end up with a bit of interactivity, but still had some nicely detailed artwork to look at.

How are you going to implement lewdness in your game? Just cutscenes? Or is it part of the gameplay?
>>
File: tempfield.png (3KB, 81x81px) Image search: [Google]
tempfield.png
3KB, 81x81px
>>145469360

Lewdness
But I aim to try make it humorous so wacky minigames could work
>>
>>145476262
Both
Well done sprite sex gets me rock hard
>>
File: Untitled.png (7KB, 320x240px) Image search: [Google]
Untitled.png
7KB, 320x240px
>>145478207
>If you can do detailed sprite bonking like say Kurovadis
...Are we thinking of the same game, here? The one where the character's sprite is 24 pixels tall? It's a good game and the sprites are appealing, but they're no more detailed than RPGM's default. Kurovadis is good because it's a fun action game.
>>
/v/ is going bonkers right now because of Zelda or so.
What happened?
>>
>>145480895
It's a very extensive demo of what looks to be a very fun, very pretty game.
>>
File: userImgA.png (383KB, 746x720px) Image search: [Google]
userImgA.png
383KB, 746x720px
>>145480583
Yeah, I must be mistaken. I was thinking of a sidescroller game that had big pixel graphics. Kurovadis popped into my head for some reason, but it was definitely higher res than that.

Well, whatever. My point is, if you can do some nice animations with (relatively) small pixel graphics, then go for it. If not, focus on CGs. Better to do one of them well, than both of them half arsed.
>>
>>145481158
That's great, I'm looking forward to it.
>>
I won't let this thread die that close to the bump limit
>>
Go away page 10
>>
>>145487757
Hello page 10 my old friend
I've come to bump this thread again
>>
Don't die on me now
>>
>>145487808
no
>>
>>145476262
Sprites
>>
>there will never be fan art of your game
>>
>>145493132
But if it exists, there will be porn of it, no exceptions. Thus, there'll exist porn of your game, and if you don't create it yourself it will be fanart. Thus there will be fan art of your game.
>>
>>144821546
Rip off Barkely Gaiden's/Mario RPG's mechanics for combat as much as possible.

Timed button presses for attacks and give every special attack a mini game-ish thing to keep shit interesting and engaging, and make each character feel unique.

Good fucking luck figuring out how to code all that tho
>>
Up, and up it goes
>>
Quick a new thread
>>
File: pumparum.jpg (35KB, 515x550px) Image search: [Google]
pumparum.jpg
35KB, 515x550px
>>145493132
>mfw when I have shitty mspaint fanart of my game
>>
>>145495379
I'll do it, gimme a sec.
>>
>>145495543
>>145495379
NEW THREAD:
>>145495714
Thread posts: 739
Thread images: 151


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.