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/rpgmg/ - RPG Maker General #150

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Thread replies: 518
Thread images: 57

File: ActRaiser2-World(Before).png (74KB, 1282x1249px) Image search: [Google]
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World Map Inspiration 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
>>
150th thread anniversary post
>>
First for work on your game
>>
First for inspiring questions:
Imagine your game has an AI as a playable character. How are you going to represent it graphically?
>>
File: 463991f50122ccfb106e50a4cd6aec1f.jpg (944KB, 1024x1024px) Image search: [Google]
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Happy 150th, /rpgmg/!

Now work on your game.
>>
>>145496175
cute waifu
>>
>>145496175
Something like Metal Gear Mark II in Snatcher.
>>
>>145496341
Will do
Later
>>
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>>145496175
Five.
>>
Anyone have any suggestion on this? >>145440571
>>
Do you guys have the link to the Story Maker crack? Can't find it on kat.
>>
>>145501051
Oh shit. It is called Storyline Creator and it is in the OP.
>>
>>145498650
Learn how to debug.

You're calling adv_obj(), and you're giving it three things:
>:huntquest001
>:obj_id1
>$game_variables[0102]

What does adv_obj() expect each of those things to be?
If it's not working correctly, at least one of those things must not be what adv_obj() needs them to be,
so what are they right now?
>>
>>145387305
Don't worry about reduced image size, since down-scaling an image makes details a lot crisper (up to a certain point). It's one of the most important things to learn if you ever plan to make visual novels or the like, with large or full screen art.
>>
>RPGM MV
>48 pixels
>32 pixels
>24 pixels
>16 pixels
I can't decide which way to go. 48 is way too high, and I can't see a way to use the RTP since it isn't true pixel art. 32 is horrible to scale up. It boils down to 24 and 16, but at what cost?
>>
>>145505464
Can you change the pixel rate in RPG MV?
>>
Bump attack
>>
>>145505464
I'm making all of my assets as though they were in 640x360, but I'll be running the game with MV's natural tile sizes at 1280x720.

Double up.
>>
>>145503740
The quest
The objective in the quest
A value

This is using the Basic Quest System by V.M.

Looking down in the script I see two sections related to adv_obj()

ef adv_obj(id, value)
objective(id).current += value
@need_popup = false if !completed?
popup if completed? && !@need_popup
turnin if completed? && @auto_complete
$game_map.need_refresh = true
end


def adv_obj(quest, objective, value)
$game_quests[quest].adv_obj(objective, value)
end

I assumed $game_variables[0102] could be used in place of a straight up number. F9 shows the variable is increasing (Pearl ABS) when monsters are killed.

I wonder if $game_quests[:huntquest001].adv_obj(:obj_id1, x).value = $game_variables[0102] will work
>>
>>145511102
>The quest
>The objective in the quest
>A value
What is "A value" supposed to mean?
What's it supposed to be?

When your event is calling adv_obj(), what is "A value"?
What is it supposed to be instead?
How would you turn that "A value" into what it's supposed to be?
>>
Damn kids these days.
Back in my day we had 1 or 2 sidequests per town and we liked it that way!
>>
>>145512081
An integer

Ok I tried one more thing set_obj(:huntquest001, :obj_id1, $game_variables[102]) works.

Having the 0102 did not work, but 102 does. I'm confused, but it works now.
>>
>>145512502
Chrono Trigger did sidequests best.
>>
>>145513298
Not him but I never played Chrono Trigger, how did it handle sidequests?
>>
>>145512949
Yes, "A value" is supposed to be an integer, but what's it supposed to represent?

It's supposed to be the number to add towards an objective in a quest.

You wanted "A value" to be the number stored in variable 102, so you should find out what's in that value.

>puts $game_variable[0102]

Then you'd get
>0

At this point, you'd realize that's not the value stored in variable 102, so you should find out why this is so and fix it.

In this particular case, it looks like it ended up being some bs where Ruby array indices can't start with zero,
but this is how you should be thinking about fixing your problems.

It ends up being much faster than waiting for someone to help you.
>>
>>145514112
Sidequests weren't obvious and the ending depended on your sidequests. I guess that is what he means.
>>
>>145514112
They were handled very organically. You would just come across them and instead of being something generic like collect 10 wolf pelts the sidequests of CT were often about interesting things like characters or objects in the world.
>>
>>145515159
I have just learned about the console, puts, .to_i, and .to_s
Thank you anon
>>
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Parallax mapping coming along nicely.
>>
I just did 15 minutes of sports for the first time in like 5 years.
Time to work on my game.
>>
>>145518768
That looks nice especially with the bridge's reflection in the water.
Your character looks kinda like a young and grumpy Zelda.
>>
Is there any MV PlugIn you guys are looking forward to?
>>
>>145523947
Diagonal movement for NPCs
>>
>>145524339
already exists bruh

https://youtu.be/PoVm4qACAxs

https://victorenginescripts.wordpress.com/rpg-maker-mv/
>>
>>145524614
>You can use Victors stuff for free even in commercial games now
Huh, that's pretty unexpected.
>>
>>145523947
SRPG plugin
>>
>>145526095
>skeleton.jpg
>>
>>145496175
Uh, clockwork Android or something like that
>>
>>145526707
>keep_hope_alive.png
>>
>>145531659
Well, that worked for Liru
>>
Am I allowed to use Kaus' tilesets for my non-commercial game? Its going to be a pain in the ass to remake all my maps.
>>
>>145533237
Nobody is going to care if you make no money from it.
>>
>>145535561
Nobody is going to care in general : (
>>
>>145537457
Don't say that my friend
>>
>>145537457
I will play your game Anon.
You only need to finish it.
>>
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>>145524614
Th-thanks.
>>
In VXA, is there a way to quickly transport scripts from one project to a new one?
I already made something but ended up dropping a release because it wasn't very good. Recently I've wanted to pick up RPGMVXA again but I don't want to go find all of those scripts I used all over again and manually reinsert them to the new project.
>>
>>145540314
Just copy the Scripts file from the Data folder
>>
>>145540832
thanks
>>
I played ~20 minutes of DashBored
It's like a trippy mix between Off and Lisa until now.
There is one thing which could need a fix, the right shoulder of Nic (viewer's left) seems to be stuck in one place while the rest of his body moves.
>>
>>145541170
I'm talking about battle animations, should have clarified that.
>>
Good night bump
>>
If an enemy doesn't have a manually input resistance to a state, doe sit default it to 100% or 0%?
>>
>>145544545
I'm going to assume 0% by default, because there's no way you need to input X state resists to Y enemies just for an operable combat. It takes less time to test than it does to post that question though.
>>
>>145498225
3 a supreme
>>
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Bumping.
>>
>>145504608
Well I do keep hearing that scaling down the image does kinda make it look better, but how do artists do drawings in really huge resolutions then? Like 4k or even more?
Also, thanks for the suggestion!
>>
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Help me out lads.
I'm still thinking of a battle system. I'm leaning more towards making it "row based" as in having three rows for tactical purposes. Front line absorb the shock from melee attacks while the second and third rank act as support.
Here's plan weapons:

Swords/Axe/Maces: Can only attack what is in front of them.
Pikes: Can attack front row from back row. Maybe give the defense skills? Like counterattack?
Zweihanders: Can attack two enemies based on skills. No shield.
Halberds: More attack power thank a pike but can also attack from second row.
Crossbows: Can attack from second row
Arquebus: Can attack from second row
Bows: Can attack from second and thrid row
>>
>>145548609
Well, what do you want help with? Seems like you already have plans.

In general, my 2p is that three rows is unnecessary and adds nothing over two rows. I've not played a game that has convinced me otherwise. Additionally, rows should only fit half the party (or in a 3-row game, if you must, then a third of the party). Make the player pay attention and care about the rows.
>>
>>145548609
I'd maybe swap the halberd and pike if you're intending on giving one defensive abilities.
>>
>>145548924
Just looking for suggestions lad
>>
>>145547825
I wouldn't know about huge resolutions, but I imagine a good rule of thumb to go by is how your line art appears when down-scaled. As long as you know how you want it to look in the final image, you can base the original scale of your drawing off of that.
>>
Bamp.
>>
B-Bump.
>>
Diagonal pixel movement plug-in, possibly buggy
>>
>>145549469
Fair enough. I should probably look into how to best scale down images without losing much quality.
>>
>>145548609
Are these characters or units? And they seem fine to me.
>>
Newest Yanfly Tips & Tricks: https://www.youtube.com/watch?v=ZvGz7_7CoMk
Thievery from FF9. Pretty cool!
>>
>>145548924
I prefer 3 rows because the middle one can be used with reach weaponry, and the back one only with ranged.
>>
>>145559107
How many people will be in the party, though? It seems difficult to me to imagine 4 people in a 3 row formation.
>>
>>145559107
Seems unnecessary. A two-row system where swords = range 1, polearms = range 2, and bows = range 3 conveys the same advantage without needing an extra row.
>>
RIP
>>
>>145547825
cuties
>>
Bump-a-roo
>>
>>145561682
>>>145559107 (You)
>Seems unnecessary. A two-row system where swords = range 1, polearms = range 2, and bows = range 3 conveys the same advantage without needing an extra row.
But then it wouldn't be a 2 row system, huh?
>>
>>145571283
i m guessing the enemy would also have rows
>>
>>145571542
Yep, this. If the enemy has two rows also, then 2-range would mean you could hit the enemy front row from your back row, or the enemy back row from your front row. 3-range would essentially be the max, enemy back row from your back row.
>>
>>145547825
In this case, they scanned it out of a book. It also looks a tiny bit blurry. At 300 dpi, a standard 8.5"x11" page is 1700x2338.
>>
>>145571542
>>145571936
But a polearm at front row would reach the enemy back row. With 3 rows this won't happen (at least until the enemy front row is breached), securing the ranged and wizard.
>>
>>145573003
Sure, but is that a problem? It shouldn't be. It's not like attack ranges are 100% of the difference between classes -- if your wizard feels obsolete because of a halberdier, your problem is not the rows.
>>
>>145547825
Yeah it's normal for an artist draw at 3k canvas size or more. It's for the best picture quality.
>>
>>145572412
That's 200 dpi fampai
>>
Which RPGMaker game has the best looking interface?
>>
>>145576212
vxa > xp > 2k > mv
>>
>>145576284
I meant a game made in RPGMaker, not the engine itself..

But yeah,MV is pretty shitty.
>>
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>>145576212
>>
>>145576385
oh, derp; well an actual response would be

https://www.youtube.com/watch?v=hStyiXYalYk
>>
>>145577438
trigger warning for how ridiculously good that game is
>>
>>145577438
That is indeed pretty good.
>>
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Asdfgh.

I have to take a break from this before my eyes start bleeding.
>>
>>145581059
it got taped on lol
>>
Magellan is posting new battlers. Now in MV sizes!
http://cyanyurikago.web.fc2.com/material.html
>>
>>145581164
Hope it holds. Maybe I'll add a easter egg in which it loosens and falls down if you tap enter rapidly.
>>
>>145581059
that's both awesome and hilarious
>>
Is there a plugin for MV for a "damage preview" display? Like, when I'm selecting a target, it can tell me how much damage the attack is going to do (or about how much it is going to do), like some strategy games have?

My game uses fixed damage calculations, so for example if you have 5 Attack and the enemy has 2 Defense, the attack is always going to do 3 damage, so I'd like for the results of the stat calculations to be displayed to the player so they can know at a glance whether their attack is going to be effective or not.
>>
>>145576385
Why is it shitty
>>
>>145583850
Well, it is not exactly shitty, I guess. It simply doesn't look as good in a PC as the other ones because it is meant to be Tablet friendly, which meant buttons and text got considerably bigger.
>>
>>145565060
in peace
>>
Is there a list of every MV battle system plugin? I need something new and exciting. Other than Yanfly's I mean, I already looked those over.
>>
I want to give the menus a different colour to make them stand out more. What's a good combination?
>>
>>145589590
B:255 and G:255
>>
How can I make MV's minimum damage 1 instead of 0?
>>
>>145591046
Global Event: Add 1 to all damage
>>
>>145577438
Hahaha, no seriously.
>>
>>145591259
What? No, that won't work.
>>
>>145573249
Not about role protecting, but true protection. I don't like how this way the halberdier could easily hit the mage.
>>
>>145591046
You could always tweak the formulas. So the damage of an attack is 1+4*attac-2*def, for example.
>>
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https://soundcloud.com/mondo-nugget/mystic-future-battle-against-a-robotic-warrior-v2

Bamp, retuned it so the robot nip twists aren't so loud. Filters are weird.
>>
>>145594646
>again with the erotic warrior
>>
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>>145594724
What do you mean by erotic? I dun git it.
>>
>>145594924
He thinks your music is sexy
>>
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Which is the correct way to put a forest next to a cliff?
>>
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Posting progress. Still pluggin away at that laboratory.
>>
>>145594571
But that won't work either because in my game, all the damage is based on fixed numbers.
For example, if you have 3 ATK and the enemy has 1 DEF, you will always do 2 damage to that enemy with your normal attack.

But I also want it to be where you can't deal less than 1 damage.
>>
>>145599102
Left makes it look ike there's a gap between the trees and the cliff, and as a player I'd try to walk between trees and cliff, so that could feel awkward.

Right version looks like the trees immediately border the cliff.
>>
>>145594303
Usually, this is unimportant because a) enemy parties are not typically constructed like player parties and b) the back row has some measure of damage reduction, often doubly so from non-ranged attacks.
But I mean, it's your game. Make it the way you think is best.
>>
>>145599376
I am always amazed at what everyone else here is able to accomplish
>>
>>145599383
In Ace, you'd use the 'max' function of an array, like this:
>[formula, 1].max
I don't have MV, but with the shift to Javascript, I assume you won't have that function anymore. Instead, you'll probably have to use Math.max:
>Math.max(formula, 1)
Where "formula" is whatever formula you were using -- in your case, probably just "a.atk - b.def", I assume.
Note that I don't have MV to test this, but it should probably work, I think. Give it a try.
>>
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>>145599102

Since your trees are 2 tiles tall, you have to imagine 2 tiles tall tree on every tile.

The left makes no sense.
>>
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Believe it or not, these two screenshots aren't from the same game! I was surprised too!
>>
>>145594924
it's just a bug with 4chan's soundcloud embedding
>>
>>145600636
Uh, i dunno how to even implement that into the game...
>>
>>145603476
In the formula box of your damaging skills. Replace their existing formulas.
>>
Work begins on my first MV custom tileset.
>>
Is there a way to get rid of the blinking box behind a selected menu item?
>>
What is the proper way to make a character's abilities change depending on the day/night cycle or the season? I was thinking of using
https://youtu.be/lnsQ9WnVruo
and just having abilities be available depending on switches? Does this sound right?
>>
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>>145606641
If you want it gone absolutely, you can remove it from the window graphic (it's the bit to the left of the cursor). If you want it gone sometimes, it's annoying as hell to fiddle with because it's not done by a single standard function.
>>
Is there a way I can create a state in MV that temporarily increases the persons level?
>>
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>>145607156

Thanks, that worked.

Before I waste time making portraits, how does this look?
>>
>>145608252
I think it looks pretty nice
>>
>>145608252
I think morale and energy should be a little bigger and more readable. The values could be a little smaller and 1 should be closer to Level.
>>
>>145608252
>>145608680
Agree. If you could do
First line: name class level
Second line: HP
Third line: MP

It could be better.
>>
>>145608252
Beautiful dialog. Do you write professionally?
>>
Tons o fun that day
>>
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>>145609204
>>145608680

Better? No script existed for this, so I had to go in the code with zero JS knowledge to change it on the menu screen and make the MP bar on the battle screen bigger so it wouldn't overlap.

>>145611589

Yes, I have to 2 novels published.
The next one is coming on the last September of this year.
>>
>>145614423

>to 2

Just 2.
>>
So far so good
>>
>>145616084
That is... interesting
>>
What would be a good puzzle for a lava zone with hot vents?
Nightmare mode: No pushing rocks to cover the vents.
>>
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>>145620503
jumping puzzle
>>
shhh

https://www.youtube.com/watch?v=RAczCrwj-_M

How important is voice acting to you? Would you put it in your game?
>>
>>145618461
>>145618461
It's not the final art style, just a test to make sure my assumptions about how the tiling works are right.

Turns out the tiles are being sourced in a very different way to the homemade map editor I wrote in java last year
>>
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>>145622492
Oh. I know that feel. Tile arrangement wasn't nearly as obvious as what I had imagined. And in many ways actually worked opposite of what I though.
>>
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>>145622263
Major thanks as usual to Karbonic, maker of Dashbored (TM), for our beautiful thumbnail
>>
>>145606952
Alright the best way I believe is to use Skill Core to have custom requirements which will check if a switch is on or not(The time switches) and allow it to be used.
Using common events to learn and forget skills is probably wasteful as players won't be able to check their opposing time skills if it isn't that time.
>>
>>145622263
As long as it's decent I can tolerate it but a bad voice acting can break a game.
Good voice acting can really make a difference, though. Liam O'Brien comes to mind, I think he is really good and I enjoyed Nier and Asura's Wrath even more because of him.
But a good voice actor can only be so good as the script he is given. If the dialogue is rubbish then all passion and emotion is simply wasted.
>>
>>145622263
No voice acting for regular interaction.

Voice acting is acceptable in prerendered cutscenes. I'd also like to see a game experiment with live action video cutscenes.
>>
>>145625315
>I'd also like to see a game experiment with live action video cutscenes.
20 years ago we have FMV games (Tex Murphy) and they fell kinda flat. With improved tech, they might get another shot.

>>145624198
>If the dialogue is rubbish then all passion and emotion is simply wasted
Unless its on purpose eg. Far Cry: Blood Dragon. Those can be fun in small doses
>>
Don't spend so much time devving that you let the rest of your life fall by the wayside
>>
>>145620503
switches that turn some vents off and some on
some vents are on the floor and shoot up through catwalks on the second floor
>>
>>145625691
But Anon, I don't have a life outside of this thread/deving.
>>
>>145626657
This is kinda cool.

But it would probably work better more naturally with stones instead of switches.
>>
New here.
Can i get the maker for free and if so where?
>>
>>145627294
Got a steam? I can send you a key
>>
>>145627078
Switches that would correlate to two sets of vents each.
Let's say make each vent fall into a group, red, green, blue, and yellow. Then have a switch toggle the state of all of the red and blue vents, and another switch swap blue and yellow. the idea would be to navigate a maze and hit the switches in such a way that all of the vents are off and you can get to the next area.
or you could only have two sets of vents and have a few switches that toggle the state of all of them.
>>
>>145627527
That is interesting. And I do have a story justification for four colors of vents.
>>
>>145622263
When is Windsor coming back?
>>
>>145628942
He was almost in this episode. He said 'Give me 5 minutes.' We gave him 15. Never showed. He's around, but his schedule seems to be rather hectic. We only hear from him on occasion
>>
I'm pretty happy with how this wall is coming along.
>>
>Have a neat fog effect for an area
>Come backs to your project months later
>Can no longer get it to work, although it still works fine on old save files that still have it running.

What the fucking how. I'm so confused.
>>
>>145632074
>Event crashes the game
>Paste into another map, works fine
>Event calls upon no switches or variables, just self-switches and pictures

WHAT THE ACTUAL FUCK, I AM SO LOST.
>>
>>145633872
What kind of error are you getting?
Do you use any scripts?
>>
Script 'Sprite_Picture' line 54: NoMethodError occurred.

undefined method `width' for nil:NilClass


I have no idea why it's doing this. It works just fine on other maps. It's just this one freaking out. I've got a few scripts, but why would it just crash this one map and none of the others?
>>
>>145634797
I actually have no idea and Google is not really helpful.
Someone fixed it by creating a new event and doing the exact same event again.
>>
>>145635601
I did that. It worked for a little bit, then broke again. This is fucked.
>>
>>145635659
Strange.
Is your maker up to date?
>>
>>145635780
I'm not sure. I'm afraid to check incase it totally and complete breaks all my scripts.
>>
>>145636210
Welp. I fixed it. And it was stupid. I needed to load up the same overlay that appears on the map BEFORE you teleport there, on the same image slot that already exsists. So... Yay I guess.
>>
How is this for a story; A grand magician with the power to manipulate time attempts to fight a great evil, unable to defeat it, he turns back time to his younger self so that it weakens the great evil. Meanwhile it creates hole in time and you can recruit people from different times.

You have amnesia of what you were fighting and the last thing you remember is when you were able to control time for the first time.
>>
>>145638941
This sounds like Madoka Magica. I love it,
>>
>>145636571
Great that you could fix it.
>>145638941
Please go bonkers with time shenanigans then, make a scene in which you try to stop yourself from trying to stop yourself from going to a dangerous path or something.
>>
>>145639567
That would be funny, I guess I'm trying to figure out the best way to move back and forth into different time area, either magical portals in one location or some kind of world map deal. I'll probably do the portal way since I might not be able to finish one with a giant world map.
>>
Anyone know where to get free music resources? Preferably jazz or something along those lines.
>>
>>145606157
Looks pretty good.
>>
>>145625315
You could always use samples from Robin Williams and craft your dialogue to match them
>>
>>145642459
Youtube.com :^)
I actually have no idea, sorry Anon.
>>
>>145505464
I seriously FUCKING HATE MV's non-pixel art, quasi-art stance on the RTP. The problem is people tend to support the RTP style the most but it's slowing the community down, looks ugly as shit and causes problems for real pixel art.

I'd prefer a 16px game scaled up but then again I prefer simple low-fidelity pixel art like gameboy games.
>>
>>145642459
Newgrounds and any site advertising they have 'royalty free musik'.
Bandcamp too, but you have to ask before using if it isn't stated you can use it.
Oh and if you get permission from someone make sure you keep record of it just in case. Weird shit happens.
>>
Good Night bump
>>
>>145622263
It doesn't fit a 2D game. 2D games and especially rpg maker games are built around simplicity and the immersion gets ruined when voices are introduced. It's weird looking at pixel sprites speak with a voice, and voice acting quality needs to be impeccible to even be considered, which no indie 2D game dev would afford. Also, why? To me, it seems like rpgmakers who want voice acting in their game does it to make their game less simplistic, but then they shouldn't use RPG maker. Fish and bicycles.
>>
Burmp
>>
>>145652585
>>
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How to atmosphere, /rpgmg/?
>>
>>145638941
>different times.
What time periods? Does the hole in space time encompass time periods before he was even born?
>>
>>145625589
Command & Conquer was great. Most of it because of FMV. Kane lives in death.
>>
>>145638941
>a roman legionnaire
>a modern MMA wrestler
>a medieval cleric
>a byzantine archer
>a WW2 soldier
>you, a time wizard
Oh my, please do.
>>
>>145639958
Just remember you have to explain why he knows time magic because time travel is pretty dangerous stuff it wouldn't be given to just anyone. As for recruiting people throughout time why was he alone to begin with? Was his party killed before him?

Perhaps use the "Accidental time fracture opens from 2 powerful ancient spells clashing and sucks up both you and the bad guy and sends you to different times" or something along those lines and prevent the player from using the power at will. Once you save someones village or something the hero there decides to follow you for whatever reason and because time is still fractured you could have it so if you go back to the battle location with the recruited member it reacts to the power of having a Hero from that time follow you and you time travel once again however this time the world is shitty because of the badguy which time traveled to a time period and took it over so any time after his take over is going to be dark. (I know it's cliche)

Perhaps if you want the fight to be solo you could make it so instead of recruiting party members you could absorb their fighting spirit or soul or whatever in a mysterious stone which reacts with the fracture and allows you to travel to a new location. After collecting a couple of people some old scholar or something sees the stone and explains it to you so then you're able to access the heroes power to change your character into a super version of yourself with combined powers and abilities of you and heroes.

You could even get villains to join you because you know the enemy of their enemy kind of thing because once that big bad takes over everything not all the villains are gonna accept this guy.

Eventually you'll find a way to control how to use the time fracture to travel to specific locations and go to either places you've already visited or new ones. One of those locations could like send you flying back with dark powers and you'd know that's the final area.
>>
How can threads be real if bumps aren't real?
>>
>>145622263
I'm thinking about putting random snippets of voices like "Interesting..." or "What?!" but definitely not full lines of dialogue. That would just waste disk space.
>>
Happy belated anniversary, /rpgm/!

>>145642892
I agree with the art style. It's the difference from having your game look stylized and having your game look like a Flash game.
>>
>change the font
>have to go through every single piece of text to make sure it doesn't go outside the border
>have to keep going in-game because it shows the vanilla text in the editor

Please tell me there's an easy fix for this.

Please.
>>
>>145656934
overlays
>>
bmup
>>
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So... I'm having a bit of a problem...

I tried to get back into working on my game, after a long hiatus, but all of the sudden, my battle system (Yanfly CTB) is broken.

Last time I worked on it, the battle system worked perfectly fine. I added no new plugins since the last time I ran a gameplay test, nor did I change any plugin settings. The ONLY things I've changed are stats for the characters (I put everything really low. I want to have really small numbers in my game) and changed around a couple skills (none of the default important ones though).

But yet now every time I load into a battle, the game softlocks like in the picture. It won't load the action select window and won't progress past here. The characters are still moving and the music still plays, but nothing happens.

If I disable Yanfly's CTB battle system, the normal battle system seems to work just fine. What's the problem here? I didn't change anything to do with the battle system plugin. Well, I did update ALL of my plugins, but that's only AFTER I first noticed the softlock, but updating them didn't fix the issue.
>>
>>145670478
Word wrapping plugin maybe?

https://youtu.be/xkRKqmbulD4
>>
>>145675056
What's your agi range? Did you change the CTB settings to match it? Yanfly's CTB "ticks" down in the background until someone hits 0. The speed of ticks is dependant on your settings, and ticks needed depends on actor/battler agility. By having very low AGI and the default tick settings, turns would take almost forever to load.
>>
>>145676645
Maybe that's the problem...
Actually my agi range is very low, but there's a point to it. Out of the 5 characters, each one has a 1 agi difference from the others.
Kelt = 5
Ilsha = 4
Mari = 3
Luda = 2
Sana = 1

So in general I was kind of hoping for the turns to generally be fixed in that order, with enemies mixed in where their agility fit in. Then, certain equipment could provide a character with AGI+1, AGI+2, etc, and the equivalent of Haste status in my game gives AGI+1.

So... if that's not going to work then... what do I need to set the plugin settings to in order to make it work?
>>
>>145679023
To add, AGI is fixed. It'll never increase as they level up. In my game, the only stats that increase on level up are HP and MP. Everything else is determined by equipment. Just like my previous game Slay the Dragon.
>>
>>145679023
In the CTB plugin there's a "per tick" setting. Change that to something like 1 + ( user.agi*0.1) I guess, to have a set rate with a small bonus based on their personal speed stat.

Or you could set it at a set rate and then make the initial speed dependant on their agi value.

Under Turn, you'll want to set the full turn setting to something very low with those agi values. I'd suggest something like 10 assuming there's no AGI growth in the game.

The Full Gauge setting decides how many points they need to collect to get to act. Assuming the formula above, Kelt gains 1.5 per tick. And a turn has 10 ticks, so he'd gain 15 ticks per turn. If you let them act once every 10 points he'd act 1.5 times a turn while Sana acts 1.1 times per turn.
>>
>>145679678
To expand on this, these are my settings. I'm running a base agi of 10, with a 20% per level growth, so 10+2*level. Max level is 25, so a normal base agi at that point would be 58. Then gear add some on top of that, putting you around 80 if you go for agi items specifically, and around 12-13 at level 1 most of the time.

>Per tick: user.agi
Simple enough, lets a 20 agi character act twice as often as a 10 agi character.

>Full Gauge: Math.max(5000, BattleManager.highestBaseAgi() * 300)
Basically, a character needs to accumulate 5000 points, or 300 times whoever has the most agi in the fight at the moment, whichever is the higher number. This means the system will scale properly with agi throughout the game, and not let everyone act way more often than once a turn in the late game.

>Full Turn: 500
A turn goes through 500 ticks. At 1 tick per agi and 10 agi as base value, that means a completely normal value user will. at the start of the game, act once per turn. Overall most characters will act more than once per turn later on, as they get faster, but since actor/enemy turns aren't the same as battle turns anymore that doesn't matter for anything but combat events.

Rubberbanding is turned on, with
>Minimum Speed: 0.5 * BattleManager.highestBaseAgi()
Meaning a slow character will never be slower than acting once per the fastest character's two actions. This is to prevent just speed stacking from breaking combat, together with:

>Maximum Speed: 1.5 * BattleManager.highestBaseAgi()
Same idea. A character cannot be buffed to a point where they're more than 1.5 times as fast as the fastest character's base agility, to avoid speed abuse.

On top of that, in BattleEngineCore, Timed States and Buffs are set to true, and turn time is once again specified as 500, to make sure their duration matches normal battle turns.

Those are the important settings for setting up Yanfly's CTB system, and you'll want to figure them out ASAP.
>>
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Sketching some summons.
They're mostly based on colors, such as Yellow and Ruby here.
>>
>>145681851
plz make a lewd game some day.
>>
>>145681851
You have a gift anon
>>
I'm trying to make an enemy that always goes first without overloading Agility so the party can escape.

For normal attacks its obvious, set attack speed to 999.

But for skills, I've tried setting Invocation to 2000 and -2000 and the party seems to go first regardless of the two above. Even when I set Agility to max.

How do I fix this? Using VX Ace.
>>
>>145681828
Not him, but thanks. Still too much for me to understand. Let's say I want a simple turn D&D-like where at the start of battle everyone rolls a d20+agi and that's the turn order for the rest of the battle, with anyone only acting once per turn. How to do it?
Assuming the D&D example, initiative ranges from -5 to almost +15.
Thanks
>>
>tfw number-color synesthesia So messing up balancing because certain number colors are ugly together
>tfw doing this subconsciously and didn't notice until today

I'll never balance this shit correctly. Dammit.
>>
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This took a dangerously long time to do essentially a couple hours of work.

E3 needs to stop being an excuse for inactivity.
>>
>>145685907
But we all care about E3 here
>>
>>145659675
So far all I have is 3 characters, the starting party as they continue to go on.
>Time wizard
>Barbaric Eskimo
>Town guard where the wizard resides

>>145661982

I already have the big bad planned and stuff, as for how he knows the magic its more like he's a super special snowflake since not everyone can manipulate time and those that can don't even know about it. I want his skills to change the enemies level and weaken them.

Hopefully I'm good enough to where I can make beating enemies puzzles via level, like when they reach a certain level they aren't immune to certain elements and stuff.
>>
>>145685907
I like her facial expression.
>>
>>145682030
Teasing is better than porn anon.
In my opinion at least.

>>145683108
thank you anon
>>
>>145685008

I haven't tested this myself so it's not guaranteed to work, but it should be something like this at least.

You'd use a set tick rate. of, say, 1, and have the actors needing to accumulate 50 points total for an action. Have a turn be 50 ticks. Increase this if agi can be higher than 30. So everyone acts once a turn always (but using a move that fills your ctb bar would still give you an advantage, should you want to allow for that).

Set the Initial Speed setting to "Math.random(21) + user.agi". This will randomize a number between 0 and 20, plus their agi, for each actor and enemy.

No need for rubberbanding settings if everyone only acts once a turn and the tick rate is set.
>>
>>145685907
Needs bigger titties
>>
>>145685907
Can she cast meme magic?
>>
>>145692385
https://www.youtube.com/watch?v=uuJyY9X8URY
I'm quite fond of konosuba's "Explosion!"

It's partly why my "ranged attack" character is still a mage.
>>
>>145694820
Why is anime so shit?
>>
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Just downloaded "more frame" plug in for MV... if I were to adopt 6 frame cycles, the work just increase by order of magnitudes. Even with only 4 character in this animation style (other NPC will be drawn in similar style but use regular 4x3 sprites) I guess I won't know how much work really until the rest of the game is layed out.

I am brainstorming on how to use battle interface as some sort of "interaction" rather than fights. Like talk to girls, interaction like hugging or heavy petting.

I am thinking about replacing battlers with large animated sprites and extensive customized menus . You either raise or lower your intimacy level depends on how you do from these encounters, and sex are like boss fights.
>>
Time guy here, what do peoplpe think if I don't use real live locations? I planned on having atlantis and realized that isn't realistic and figured using fictional characters in fictional locations make more sense.
>>
>>145699568
Atlantis was (most likely) a complete myth in the first place, so depending on your theme, it wouldn't necessarily feel out of place.
Games like Illusion of Gaia used several mythological places to great success, for example.
>>
>>145699568
Most definitely the best idea.

That said. Atlantis had a stand-in in Chrono Trigger, so if you are going to have one too, you should probably at least use it differently.
>>
>>145696562
Some shows don't take themselves seriously.
>>
>>145699568

You don't have to go for either completely historical or completely fictional. You can include (semi)fictional history.
>>
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Been playing with lighting lately. I really like how much more interesting it can make a map.
>>
>>145701531
That's probably what I'm going to do. The main 8 that I have are very easy to notice timezones or locations. Some things will seem like it's historically accurate but not...if that makes sense.
>>
>>145701553
I feel like most of the RPGM community agrees with you, but personally, I abhor post-processing of any kind on pixel art. It's even more off-putting than mixels.
>>
>>145679678
>>145681828
It works now! Thanks :)
>>
>>145701553
>HOLY SHIT! SHINY BREAKABLE OBJECT!
>HOLY SHIT.. SHINY BREAKABLE OBJECT!

>NOT FUCK WITH THE BLOODY THING! IT MIGHT EXPLODE!
>NOT FUCK WITH THE BLOODY THING.. IT MIGHT EXPLODE!
>>
https://www.youtube.com/watch?v=Iq3_phBQA_Y#t=2m10s

Platinum beat me to making a cuhrayzee bullet hell!
>>
>>145704761
Fuck I can't watch that, I want to avoid spoilers.
>>
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I've been wanting to make a game that focuses exclusively on dialogue trees and player choice. I guess you can say it's like a Telltale game, but my many inspiration is going to be classic CRPGs and Alpha Protocol. Aka player agency and choices will actually matter and affect the story Unlike Telltale games, and it will have an espionage focus to it.

Though I've already ran into a hurdle while fucking around with MV. Himework's Choices plugins seem to accomplish most of my issues, except for the fact that if you put choices in the text box (as I want, so the player will know exactly what they are saying) they are limited by the size of the text box, and it doesn't seem to be comparable with his 'large choices' plugin. Is there anyway I can hack them together or will I need to re-learn Java?
>>
>>145705846
Why do you need a plugin for choices?
>>
Is there any scripting I can use to check party size via conditional branch, or party exhaustion?
>>
>>145707562
what's party exhaustion
>>
Working on smooth corners! Right side shows the smooth corners I've made so far, left is default autotiling behavior.
>>
>>145708447
Was in RM2K3, possibly 2k. It was a measure of your overall health in a party.
>>
>>145710496
Additionally, is there a script call I can do to check if the player is moving? It's easy to do if button is held, but ... I can't figure out moving.
>>
>>145681851
>>
>write story
>design monsters
>design skills to create a variety of puzzley battles for the player
>but skills don't really fit your characters at the point in time in which they would fight certain monsters

Should I re-conceptualize the characters? Rewrite the story? Change the skills?

Leaning towards the first because I liked this project because it had the one story I was able to conceptualize from start to finish.
>>
I feel retarded

Is there a particular reason enemies don't play an attack animation when they use a skill? It flashes the screen like it says to in the animation but the visual doesn't appear. It's set to normal blending which is what I have all attacks set as, and the player can use a normal attack animation and it works fine.
>>
>>145714308
Find the element in your formula (either monsters story or characters) that can be tweaked the most effortlessly and go from there.
>>
>>145714308
There are some questions you can ask yourself to assess what parts you could change:

- is your story specifically tied to particular characters? Can you substitute the places of characters A and B and have the story still work?

- can your story only happen in the particular chronological order you wrote up?

- can the skills be swapped among characters in any way? Does it still work if you turn a certain skill from ice to fire, for example?

- are the monsters necessarily tied to the point of time you have them appear in?

etc.


Might sound a bit arcane at first, but asking myself questions like these has helped me with plotting around road blocks.
>>
>>145714694
Bump also I'm using vxace
>>
Do water tiles still lag MV?
>>
>>145717798
Look at your character's info boxes at the bottom of the screen.

Unless I'm misremembering.

In that case, that's probably the default.
>>
>>145722220
I don't understand. At the bottom of the animations? Or the enemies?
>>
>>145723869
If you are using front view style (looks like early dragon quest games), I am talking about the box in battle where your character's hp, mp, and such is displayed.

But if it really is that style in particular, then yeah, all you get will be the flashes and sound effects of the animation because that's how dragon quest did it before.
>>
>>145725946
Is there any other view than front view in VXA?
In any case, no, the animation didn't show up there so I'm assuming I'll need a script for it to show up.
>>
Finally got around to finishing the new idle pose for my heroine.
https://a.pomf.cat/mmaakc.png
Now I can start drawing clothes for her.
>>
RIP
>>
>>145726492
Consider Yanfly ACE Core ore whatever it's called if you really want it to play. It adds some quality of life improvements as well and doesn't change things too much.

There are sideview scripts for VX Ace but it takes some work to make it look good.
>>
>>145729025
Well I don't want sideview. Fontview is fine. I just want enemy attack animations to play, but I'll check that Yanfly script out.
>>
Remember to back up your progress.
>>
Before I waste my time trying to do it myself, are there any edits to the VXA tilesets that include diagonal walls?
>>
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Doing a bit of testing, trying to position the battlers for the yanfly's row system.
How does it look? Ignore teh enemies.
Both two first two rows are close together while the last row I intend to be a skirmisher or support row. Maybe I'll revert to two.
>>
Why don't we have a discord?
>>
>>145733573
Isn't this a program to chat?
Do you want to have this general to even have less posts?
>>
>>145726638
i'm on a list
>>
>>145733573
I'd be down for one
>>
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>>145734170
I didn't mean it as some fuck you, I was mainly curious.
>>
>>145733965
I don't think a discord would cause a problem for the amount of posts here. I would be interested.
>>
>>145734638
i think it would. we're already doing spam-tier posts just to bump the thread.
>>
>>145736967
Eh, it'll just be like the IRC but you can see in the past, people mainly post progress in here and it would help keep the thread alive anyway.
>>
>Doing a ton of work
>Holy shit motivation
>Jesus fuck I've made incredible progres
>Yes YES YES!!!
>Now I have to do graphical edits
>Motivation gone

Nooooooooo...
>>
>tfw almost done with a town's maps

This is a good feeling
>>
Good night bump
>>
How much will the default VXAce resolution of 544 x 416 deter people from playing my game?

I have a friend who is obsessed with their widescreen 21:9 games and pretty much won't play anything that doesn't have adjustable resolutions so I'm worried because maybe most people are like that.
>>
>>145743686
I believe the people who are going to play your game are not bothered by this because they know what to expect from an RPG Maker game
>>
I just finished 5 years of university today, and have now an MA. Time to not get a job and make some video games instead. ARE YOU FEELING IT NOW, MR. KRABS?

BECAUSE I DEFINITELY AM.
>>
>>145710319
I like it.
>>
>>145749573
I've been feeling it for two months (though in my case, 6 years and a different degree than yours). It starts to feel less good after a while.
>>
Does anyone with any JS experience know how I would use Skill Core's custom requirements to check if a switch was on and allow an ability to be used depending on that switch?
>>
>>145751668
<Custom Requirement>
value = ($gameSwitches.value(InsertSwitchIDHere) ? true : false;
</Custom Requirement>

Should do. I don't have MV, so I'm just going based on what the plugin's page says.
>>
ded
>>
>>145734627
Plain white house. Centrally spaced, and no personality.
>>
>>145733383
Doesn't look bad, though somewhat cramped, in my opinion.
>>
If I want 6 - 8 battlers in my party at once what would be the most appropriate battle system? I know Yanfly's scripts support larger parties but I'm just wondering which system would work the best with a larger party in MV.
>>
What is the colour palette for in the Window image?
>>
>>145759138
It defines the colours that you have access to for message text and similar. Put \c[0] and you get the first color in that palette, \c[1] for the next, and so on.
>>
Wasn't there an anon doing a rpg with models in this thread? I believe he posted a town and some townspeople before
>>
>>145759350
Ah, that's what it's for. Thanks a lot, anon.
>>
>>145749573
That's been me for three months now.

BELIEVE IN YOUR DREAMS!
>>
>>145759589
You mean CGI?
>>
To explain a character's backstory:
Flashback playable scene, flashback cutscenes, info dump, or spread in bits throughout the game?
>>
>>145764519
Personally, I'd avoid flashback cutscenes and info dumps as much as possible.

Info dumps (in the way of hamfisted exposition) stand out like a sore thumb and will likely be skipped by the players anyway, if possible. Same for cutscenes.

Playable flashbacks I'd keep to a minimum, too, or at least come up with a good context (warped nightmare? dream? reminiscing?)

Sprinkling the backstory throughout the game has the advantage of being able to paint the picture by various brushes.
Short internal monologues, random memories popping up, letting it come up in conversation with other characters, encountering characters from the past, having other characters react to certain actions, giving the option to read old letters, items put on display somewhere, ...
>>
Don't die.
>>
bampatsu!
>>
Hey /rpgmg/, how do you feel about mute main characters?
>>
>>145768997
Aren't they all?
>>
>>145764519
I like playable cutscene. Blackguards did it in an interesting manner: Sure, the flashback is your character at level 1 and happens even after your main story is already leveled you over 10 and 15 levels, so the flashback makes you use of a lot of tactical thinking because of the lack of abilities health, magic and items.
>>
>>145768997
They're fine in the right context. A silent protagonist brings with them a certain tone; it's hard to describe, but I'd associate it with words like "wonder", "acceptance", or "ownership". Imagine if you took Dragon Quest, but instead of the hero, you cast Nathan Drake. See how weird that seems? Even if you take a less ridiculous example, it'll always change the tone if you replace a silent hero with a speaking one.
Folks often talk about worldbuilding as if it's a literal term, but an identically-constructed world will say different things in different contexts. The way we read the game changes in relation to all its parts -- and of course, that includes the way characters are treated.

>>145764519
Playable flashbacks can be fun. Never infodump. Flashback cutscenes need extreme caution so as not to become infodumps, but also not to feel pointless or indiscernible.
>>
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>>145498225
What category would these be? 3?
>>
>>145773930
I hate to love your art style so much.
>>
>>145773930
Unless humans are blue, 4.
>>
Remaking Final Fantasy in MV with new features.
Two new Classes
> Lancer - Dragoon
> Archer - Ranger
Every class has 4 male and 4 female variants
New dungeons, bosses, side quests, abilities.

A COMPLETE WASTE OF TIME
>>
>>145777305
Nothing is a waste of time as long as you are having fun
>>
>>145778675
If you say soooooo
>>
I must make my RPG in dedication to 3PAc because no one else did
>>
When mapping, what do you consider to be the square? The basic measuring unit of MV is the square (an actor is 1x1 square, a bookcase is 2x2 squares, a throne is 3x2 squares...), but I can't comprehend a wall occupy a whole 1 square. It doesn't (lore-wise) be so thick, especially inside houses!

How do you deal with that? It is breaking my immersion and 'm still brainstorming how to deal with it (since I will go custom art).
>>
How do you deal with worldbuilding without too much exposition and long, boring explanations?
>>
>>145788867

Make the exposition optional. NPCs, environment, readable books etc.
>>
>>145788867
What sorts of things do you want to exposit for the sake of world-building? I can't readily think of a case where I'd need to explain the world itself.
>>
>>145788867
Let the world speak for itself, through the way it appears to the player, through the way it interacts with the player, through the way it goes about its way without the player.

Plus what >>145788994 said.
>>
I'm super depressed and not making progress senpai.

\tk17\ doesn't care, those shitty hGame weeaboos don't care, HongFire is kill and was terrible anyway.

I was making a life simulator hRPG on a space station but I'm having a hard time finding the motivation getting the first version out--some of the job mini-games are in place and you can access the basic rework of the combat system to sex system with a guy in the redlight district, also buy better beds, but I dunno is there really anyone who'll be interested in a game like this and if so how do I reach them?

https://www.mediafire.com/?9d7z00i6kfrk0j0

I'll call this version shit.0
>>
>>145789768
>but I dunno is there really anyone who'll be interested in a game like this
There's a niche for absolutely everything on the modern day version of the internet.

>if so how do I reach them?
Wish I knew.

>HongFire
Now that's a blast from the past...

Downloading and trying the thing as we speak.
>>
>>145789278
For example, your troop arrives at a big city. There are a lot of things going on in the background and there's a reason for the things that are going to happen there, because the player will get involved in these events. Some aspects of the worldbuilding concerning the new place would be the city history, politics, its relation with other cities or countries, different races, species or people living there, etc. I don't like when there's a NPC that stops the advancement of the game just to tell everything about the city, but I don't really know how to do it properly.

>>145788994
>>145789306
Thanks, these are some good tips.

What about sidequests and side-stories? For instance, during your stay in a city, you'll be able to do quests not directly related to the plot to discover about people, history, economics, society, etc.
>>
>>145790276
Let me know what you think Anon, I am also the author of Open Fist\Closed Palm if you remember that game from the HongFire dayze.

Walk to thepillow on the bed to sleep and regen AP, the green text monitor to connect to the mesh (there's nothing there but an annoying tutorial and then an empty series of mazes of cyberpunk internet to wander, adding filler content before "first release").
>>
>>145790356
>the city history, politics, its relation with other cities or countries, different races, species or people living there, etc.
I don't care about any of those things, except insofar as they directly affect me. Therefore, you don't need to spend any time on them at all.

History? Skip it.
Politics? I'll say hi to the king naturally as I wander around.
Relations to other places? If it's actually important, I'll notice the barricade I can't pass or border crossing I had to go through.
Races, species, people? I've got eyes.

What's important to realize is that 90% of what you come up with does not belong in the work. It's good to come up with, but not good to write.
To quote Sam Barlow (who was pretty sure he was quoting Hemmingway): "If you know something about your story for a fact, remove it from the text."
>>
>>145791457

There's no harm in making it optional.
Have a library somewhere for all the boring text.
>>
>>145789768
Gonna download and test it later
>>
>>145790541
Some initial notes (I'm holding off from a first impression until I've explored a bit more):

- I spotted a spelling error in the Poor Side tavern, the girl that asks you whether you've done anything with a woman before ought to say "intimate"

- The doors are a bit hard to identify as doors.

- As long as you're doing shit.0 versions, I'd be putting up a line that lets you know that you can use the mouse to move, too. I just figured that out by accident (and I'm loving it!)

- Another spelling thing: The guy in the redlight disctrict (to whom you have to deliver the package) ought to say "Welcome to our fine establishment"

- The graphics switching during the fight with test john are a bit jarring, but I'm guessing those are placeholders anyway so something's there.

More later
>>
>>145792119
Great anon. Let me know what you think of it.

>>145792208
Lolwut you can move with the mouse?

*I* didn't know that!

Thanks for the spelling error feedback, doors have been tricky cause the modern tilesets don't really have a door "meant" for them?

Poor side grocer* is the main playable job btw, and courier for creepy dude in entrance to Commercial.

*trashcan out front of psg has an id you'll need to do 2 of the 3 possible jobs the Manager gives.
>>
>>145792515
Yes, works rather nicely, too.

There's also a lot of wall tiles that can be walked on in that undertown thing.
Also, are you supposed to be able to walk the walls in the Poor Side? Because you can walk up that white net thing and then walk around on on the walls.
>>
>>145794442
Oh gosh no.

I have done essentially no testing on underside, I will have to do something about the net that lets you onto the walls.
>>
No Yanfly plugin today? That's a first.
>>
>>145789768
Regarding development forums, you could try Legend of Krystal or Hypnohub. In order to keep publishing releases, you would probably need a blog or a Patreon. Possibly start an account in Patreon, Blogspot and/or Tumblr.

Regarding the game itself. I think you need to establish an objective for the player early on. I don't really see why I'd want to suck off dicks in mazes.
>>
>>145799226
The eventual goal of the game is making money and progressing in a non-linear fashion--the sex is mostly for money, either through "dating" or open prostitution, but I was also thinking of other predicaments.

Was definitely hoping t'start a Patreon, do you think tk17 3d images and base RPG Maker assets can fetch a patron-base there thou?

I will add some sort of an intro that establishes motivation--maybe an outstanding debt or "storyline" based on progression of days?--to an initial release.

HypnoHub is an interesting suggestion, but is this the kind of content they're interested in? I've had light hypno in my previous content but there's none here yet and it's not the focus.

LoK is a good idea, I will probably post there if\when I really get the furst release out.
>>
>>145799226
>Hypnohub
Bro. I love you.
>>
>>145800956
>Was definitely hoping t'start a Patreon, do you think tk17 3d images and base RPG Maker assets can fetch a patron-base there tho
There are several games with RTP and 3D art that make 1000+$ per month in Patreon, even if the game play amounts to Meet and Fuck tier dialogue and decision making. That said,they do look overall better than your game and narratively give you a reason to want to fuck the female characters, though.

Check /aco/'s Western Erotic Games General to find them.

Also, fanbases are built over time and by becoming part of the "daily life" of your fans. You want people who think regularly about you and your game. If you want lots of fans, you create a blog and update with news of your game every few days for months. Even if it is just a new CGI still, this new content will mean they will check your blog every week.

Appealing to fetishes like mind control and hypnosis is also an easy way to attract fans. Fetishists are often starved for content, so they are willing to dish out extra money to be catered to (hence why furry games tend to do great even if the content is trash).

>The eventual goal of the game is making money and progressing in a non-linear fashion--the sex is mostly for money, either through "dating" or open prostitution, but I was also thinking of other predicaments.
Yeah. You need to show the player the super-awesome shit he is going to get by collecting money through your game's narrative
>>
>>145777305
Important questions that must be answered.
1. What does Lancer/Dragoon do that makes it unique?
2. What does Archer/Ranger do that makes it unique?
3. Why isn't there a Blue Mage? That'd be a nice thing to include, I think.
4. Can Thief steal now?
5. Do you have any way to save in dungeons?
6. How do you plan to mimic the inside rooms from FF, where you can only see inside them when you enter them but the room itself is visible from outside?
>>
>>145802367
OK, I see what you're saying I think--this is good, I can do this.

On visual quality: I see some of them using 3DCG which everyone basically told me made my games trash-tier the last time I came round 4chan way asking. Is it the quality of the 3d images or how I am choosing to present them (bad\no transitions, lack of expository text, etc)?

>plot

Hmmm... I could make the plot being you're hypnotized on a bet/dare to make a certain amount of money, the caveat being before the hypnosis you claimed you wouldn't turn to being a whore. Reels in the hypnohubbites if executed competently, frames the money progression, in the intro I'll show what the high life looks like on the station to give the players a sense of loss/drive.

I can set up a Patreon but I think I'll need to get my release 1 together before shilling for money, or should I build
>hype
on those forums for a day or so?
>>
Is there a plugin for MV that will let me put a skill on the combat menu? Like, I want to have a free Steal skill that sits on the menu, so it'd read like...

Attack
Steal
Skill
Defend
Item

How can I accomplish this?
>>
>>145802561
1. What does Lancer/Dragoon do that makes it unique?
Jump, lances, dragoons get some skills from future FF dragoons
2. What does Archer/Ranger do that makes it unique?
Extra damage on enemies in the air. Bows have increased accuracy. I'm thinking ranger is going to get some sort of other skill. I just dont know yet.
3. Why isn't there a Blue Mage? That'd be a nice thing to include, I think.
I want a Blue mage. Its probably the one I wanted to add the most. I might add it later, its just I would have to add skills for it to learn as well. I would like them to learn them from enemies obviously but there are not that many enemy skills i can think of.
4. Can Thief steal now?
Yes, and learn Jutsu instead of black magic as a ninja. Thinking og a Theivery skill from FFIX as well
5. Do you have any way to save in dungeons?
FFI has saving everywhere doesn't it? I was going to try and kep stuff like that the same. Why?
6. How do you plan to mimic the inside rooms from FF, where you can only see inside them when you enter them but the room itself is visible from outside. Im going to try and get that to happen. If it doesnt work out I'll have to have two maps for every town an inside and outside one
>>
How do I make world maps that don't suck?
>>
>>145804075
1. Examples of some Dragoon skills you plan to use?
2. Maybe give it Aim - Attack with slightly less power that has 100% accuracy.
3. Just go through the list of enemies in FF1 and find skills that look interesting.
4. Thievery is broken though. Maybe give it Throw?
5. No, at least not in the original version. You could only save at Inns.
6. Sounds acceptable.
>>
>>145800956
You can start a Patreon off that stuff for sure. There's some RPG Maker games that use 3D Custom Girl and make about $1k a month. https://www.patreon.com/user?ty=h&u=2583450 This comes to mind. However, you have to explain specifically what that money is going to be used for to give people an incentive to support you.

I downloaded your game and tried it out, too. Right now, it looks extremely barebones, but as you mentioned, it's an early build. I would like to give some C&C. Mind you, I will be rough, but this is because I see good hopes with this one.

1. This is the 21st century. Don't use a 4:3 resolution. If I want to fap, I'm going to fap to to HD stuff. Download Yanfly's core plugin to increase the resolution size to 1280x720 at least.

2. The dungeon crawling system seems really confusing with all the nodes. I'm also remotely bothered that the nodes aren't all just one tile. There are some that span multiple for seemingly no real reason.

3. Traveling to different node areas gets confusing and I got myself lost. The places all look the same to me. Give it a little bit of a background. Make each section support a theme or something.

4. Like >>145802367 said, implement some appealing fetishes like mind control and hypnosis. There's a lot of hype around shrinking and giantesses, too. Even if you don't like some of the fetishes yourself, make something for everybody.

5. Don't soft launch your Patreon. Build a good base first. You'll have to eat up a few months gaining nothing. A soft launched Patreon is hard to gain traction with.

I hope none of these points offended you, anon.
>>
I'm page 10 and I'm here to ruin your day
>>
>>145749573
same, except without the degree; farewell, 30k
>>
>>145806693
A few bumps a day
Keep page 10 away
>>
>>145796719
He just posted: https://www.youtube.com/watch?v=1ulEROh_Ll4

Pokemon switching mechanics! Go!
>>
>>145804948
The dungeon crawling bit with the web is pretty under-developed, but the idea of theme-ing them could make it both more navigable and more fun, I like that.

I shall head your advice anon-sama, downloading Yanfly as we speak.

No anon this is good, I would rather honest feed back. I will work to improve the game.

Given the abundance of niche fetishes I figured a $20\$30 reward would be mesh Tables with a mini-storyline and pocket world (1-3 rooms) devoted to that fetish.
>>
>>145803005
A lot of it is presentation.

You are for some reason focusing on the guy getting the blowjob, which I don't think makes much sense unless you want to attract the female market. You want to build up your female character and her expressions, instead.

I am not sure what the red light district is supposed to be. Some walls and ceilings look like what you would find inside the vampire lord's chamber in a rpg, but you also have construction columns and maybe concrete or sticks, and other walls are concrete. And then you have the CGI image which looks like a different place.

>plot
That works as background on the character, but isn't really a plot.

>hype
You do need to show something that looks more enticing if you want to build hype. Wait at least until you have the intro and some rooms look like you want them to look in the final stage of gameplay.
>>
>>145808168
Yeah the Redlight district, honestly all of the districts have been hard to keep a consistently sci-fi look to. Some of the dressing is very hap-hazard so I'll probably wind up cutting down on it or adding different tiles\walls to the different parts of it.

>plot
I guess I hadn't really wanted to make a plot, but then it's not like I can just make Space Slut Simulator 2017.

>mFocus
Yeah I should probably be focused more on the femme, I lost my eye for making solid shots cause tk17 makes it soooo much easier to do than my old methods with 3dcg I wasn't paying attention to nice shots just volume.


It's also worth noting those scenes endings are "dynamic" do you may just have gotten one of the male-centric ones but if it's a turn-off it'll sink the game just as surely.

The more I consider the feedback the more I think I should probably re-consider my design philosophy moving forward, less generic and more personal in terms of characters.
>>
>>145804075
Okay first thing you need to do is NEVER POST ABOUT THIS WITHOUT BEING BEHIND A PROXY!

Square is lawsuit-happy and they WILL fucking send you a cease & desist if you show ANY progress in developing the game. Get a blog or something and NEVER POST ON IT WITHOUT A PROXY. And never post here saying "Here is updated build of MY game", instead, post like "Oh hey, that FF MV guy updated his blog."

If you really want to do it, you need to protect yourself from Square's lawyers.

Second of all, here's some ideas for a Blue Mage (based on FF's bestiary). Some of them are from other games in the series and some are used by actual enemies in FF1.

Actual abilities in FF1:
Gaze - Inflicts Paralysis. There's actually a bunch of variants all named Gaze but this one is obtained early on. Or you could make all variants give the Paralysis + Poison effect when learned.
Blaze - Fire damage to all enemies. Used by a bunch of stuff in Mt. Gulug.
Icestorm - Ice damage to all enemies. Used by the White Dragon and some other stuff.
Thunderbolt - You get the idea.
Mind Blast - Damage + paralyze. Used by Mindflayer.
Flash - Used by Deepeyes. Blind to entire enemy party.
Poison Darts - Poison to entire enemy party. Used by Manticore.
Earthquake - Low chance to inflict instant death on all enemies. Used by a bunch of stuff.
Atomize - From Warmech. Massive damage to all enemies.

Stuff you can throw in:
Goblin Punch - Goblin, Goblin Guard (Probably the first Blue Magic you'd learn). Typically deals damage + more damage if the enemy is the same level as you.
Aqua Breath - Any number of enemies found in the sea. Make it be like the FF9 version where it's basically Demi.
100 Needles - Throw in a Cactuar enemy and give it this. 1000 would be too OP for FF1, so make it 100.
Mighty Guard - Raises party's defense and magic defense (but not as much as as Protera and Shellra on their own). Teach it to some random enemy. Need to get it confused first.
>>
>>145804452
Some Dragoon skills from FFIX are
>Lancet - MP drain and physical damage
>Reis Wind - Regen on party
>Luna - Berserk on all enemies and allies
>Dragon Crest - Attack ignores defense
>Cherry Blossom - non elemental magic
Throw is a good idea, i wanted ranger to have it but ninjas normally get it, and ninjas already duelwield and have jutsu.
Should i restrict saving to world map and towns? Aim sounds good just not a reason to choose an archer
>>
>>145810249
That's not what Dragon Crest does. It deals damage based on how many dragons you have killed. This, like Thievery, is a really bad idea because it could be grinded to hit for max damage every time.

The problem with having a bunch of skills like that in a game like FF1 is that you don't really ever need them. For example, the Warrior should be good just beating the shit out of everything with it's physical attack. It doesn't need any other things, that's what it does.

Lancer/Dragoon doesn't need them either. A typical Dragoon has high attack power (though not as high as a Warrior would have), some of the best defense in the game, and a Jump skill. Look at Kain. Did Kain need anything else? Nope, he didn't.

I say make it so that Lancer gets Jump and Dragoon simply gets High Jump, which wouldn't be any different outside of a power boost. And maybe give it a little White Magic.

If it were me, that's what I'd do. Then I'd also give Warrior a Cover skill that lets him cover for allies, and Knight would upgrade to Sentinel which would cover and drastically cut physical damage.

Thief would have Steal and Ninja would get Mug and Throw.

As for Archer/Ranger... Maybe give it debuff attacks like it gets in FFT games? But again... does it NEED them? If it were me, Archer would be able to do almost as much damage as a Thief, but have worse defenses an evasion, but better accuracy and be able to be put in the back row. Being able to hit for respectable physical damage from the back row, and hit virtually every time, is really good.

Also, I had an idea for Blue Mage/Blue Wizard.
Blue Mage could have Peep, which would reveal if an enemy has a Blue Magic that you can learn. Blue Wizard on the other hand would upgrade to Manipulate, which, when used on an enemy, would FORCE that enemy to use that attack on said Blue Mage. But it would only work if you didn't already know the skill.
>>
>>145809339
Those sound good, I didnt remember some of those. I javent started on skills yet. Getting resources together first. I'm not going to try and sell this ir anything. Are they really going to attack me? Aounds lame
>>
>>145808730
Regarding the consistent image of the world, I see it is somewhat base on Tron, Star Trek and some other styles and ideas that might now be considered retrofuturist, And while retrofuturism isn't a fetish by itself, it is certainly a fanbase with people that are willing to throw money.

This means you could try to watch the Tron: Uprising tv show, google for Tron fanart and retrofuturism to see what other ideas you find to your liking. Some guy in this pinterest seems to have collected some girls in futuristic space/cyber suits:
https://www.pinterest.com/pin/444519425697733686/

Maybe also look at these tv tropes pages:
http://tvtropes.org/pmwiki/pmwiki.php/Main/Zeerust
http://tvtropes.org/pmwiki/pmwiki.php/Main/RaygunGothic

Futurama poked fun at the style rather often and also featured brothels a few time. You should probably check it out as well.
>>
>>145812480
They totally will. They've shut down tons of fan projects that were being done for free. Best of luck to you, Anon.
>>
>>145811108
Well Freya gets a physical move that ignores defense. I don't remember what it was called i guess.
I suppose I could just give dragoons jump and be done with it. But i feel like I should give all the classes cool stuff. I don't want someone to feel like they chose wrong at the beginning and have to restart. Already planned for warrior toget cover. Thanks for all the input btw
>>
>>145814668
What if you did something like... allowing the player to change classes at the church?
>>
>>145815115
Oh god... But there needs to be a cost, like a heavy one. Do they keep their levels and what about the items that raise stats like HP and MP? Sounds like a lot of numbers to keep track of
>>
Okay.

So I want the title screen to be the first map. When the player hits New Game, the menus disappear and the camera pans down to the first cutscene.

Is there a plugin for this? I tried a few plugins but they were doing what I needed
>>
>>145815418
Let HP/MP raising item effects stay.
Let them keep their levels and all of their learned stuff.
But how about just make it cost a chunk of Gil? like 5% of your total gil to change one character's class?
>>
>>145817242
Problem with percentages is that the player could buy all their weapons, have only 5 gil left and change thier class for less than a single gil.
>>
>>145749573
>5 years of university and a MA
>I'm on my 10th semester/4th year and only have an AA
Im not gonna lie. I pretty jelly.

Congrats though man, good luck in the world of the learned!
>>
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>>145819273
Depending on the subject, a MA may mean pic related.]
Like mine.

But regardless, congrats to anyone that successfully slogs through the college / university system.
And my greatest sympathies to anyone that gives up beforehand. Been there, too. It's just not for everyone.
>>
>>145820983
I did all of the classes and haven't gotten around to applying for graduation. So whenever i get to doing that...
>>
>>145820983
What's your major? I'm currently working on a Bachelor's in Graphic Design. Currently have an AA in Commercial Art

Probably both will be useless in the end oops
>>
>>145821507
Philosophy
a.k.a.
Good luck applying that in the business world at all.
Graphic design should always keep you some doors open, at least.

>>145821245
Sounds like it's just a matter of formality, so that ought to count as being done with it.
>>
Quick guys. Give me an interesting enemy design (gameplay wise) that you haven't been able to use yet.
>>
Remember to have fun
>>
>>145824204
Dude does higher damage if you have been an asshole. Like more damage to more negative moral choicea you have made. Maybe you should have helped that orphan buy a sandwich. You could also reverse it to be more damage for not being an asshole.
>>
>>145818083
This is true. What about a cooldown? Like, you need to fight x amount of battles before you are allowed to change again?
>>
>>145826604
That sounds good. Or maybe make people do side quests (most likely fetch quests) to get an item to trade for a job change? Time is more valuable than gil
>>
>>145824204
Creature with some kind of thermal vision and huge strength. Every turn it will attack and (more than likely) knock out any character who hasn't been targeted by an ice attack since the last turn. but If all player characters are frozen, it jus tcasts weak healing spells on itself.

(yeah, I got the idea from Kagewani)
>>
>>145825772
This
>>
Post progress
>>
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>>145832527
>>
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I've been working on making some diagonal tiles, and... Holy shit, it doesn't actually look too bad. It's not perfect, but still, it's better than EVERYTHING IS A SQUARE.
>>
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>>145835668
There, slight improvement.
>>
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Parallax vs using actual tiles. Which is better and what are the pros and cons?
>>
BAMP
>>
>>145838190
>Parallax

PROS
>Unique art
>This is a huge pro for getting noticed

CONS
>Will look different/better than tiled maps, forcing you to parallax many of them to keep consistent
>Very labor-intensive

-------------------------------

>Tiles
PROS
>Recyclable. Can be used on many maps
>Simple to implement passability

CONS
>Overuse will make your maps look bland/samey
>Won't look as unqiue as a hand-drawn parallax
>>
I need a collective name for monsters that are based on strong emotions and/or lack of emotions. Any suggestions?
>>
>>145843505
FEEL
So you can use the line I know that feel
>>
THIS IS PREPOSTEROUS
BUMP
>>
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>>145576212
Lunatic Dream is one of my favorites.
>>
>>145841178
Pros for Parallax:

You can totally get away with sketching out the maps first, so you can work on the layout before you have to commit to anything or end up having to rebuild a lot of stuff.
>>
>>145843505
https://en.wikipedia.org/wiki/Echthroi
>>
>>145838190
>>145841178
Is parallax something other than having a foreground/background image that moves at a different rate than the rest of the map? It sounds like an alternative to tiles the way you're comparing it.
>>
>>145853270
That's parallax scrolling, and while that's a much more understandable application of the word from its normal English definition, the RPGM community uses it differently. "Parallax" here essentially just means "background image". So, parallax mapping in RPGM means drawing a map as an image rather than using the map editor's tiles. (If you both load a parallax image AND map with tiles, you DO see parallax scrolling, which is why the editor calls the BG a parallax layer -- but folks in the community usually don't do it this way.)
>>
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>>145853270
>Is parallax something other than having a foreground/background image that moves at a different rate than the rest of the map?

It's exactly that.
However, it can find a secondary use in functioning as a background image that scrolls along just like tiles do, on practically the same map layer as tiles are.

The parallax type of scrolling that RPGMaker uses is locked via a script so it behaves in the desired way.

This is one of the parallaxes I use for sketching out my maps at this point, because I want custom art assets and making a tileset first would take ages and get me nowhere.
>>
>>145853937
Rotate the picture 90 degrees clockwise and it looks like a monkey sticking its tounge out.
>>
>>145576212
I think the most impressed I am by UI and the amount of stuff that's put into a game is MSE.
>>
Do you have any special role playing aspects in your game?

I found myself doing a lot of mazes, so I decided that I will let the player interact with the environment a bit to create landmarks.
>>
How do you change the background of the interface?
Changing the top-left part of the window image in system doesn't do anything.
>>
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>>145859812
You must be doing something wrong, because that is exactly how you change it. Hence why resource packs come with files like pic related.
>>
>>145860435

I forgot the colour range goes from -255 to 255 and not 0 to 255. Setting it to 0 made the background show up.
>>
>>145859228
sounds neat
is it like scratching an X or some other visible mark on a wall or floor?
>>
>>145861865
A bit more vandalic than that. Spider webs you can clear, vases you can crush, vines you can cut, etc.
>>
why am i getting 11kb/s when i extracting the tales of a drunken palidin zip file using 7zip?
>>
>>145868847

You need to download more RAM.
>>
>>145824204
A fight against two bosses. The catch is, one of them is "on your side" He will cast massive attack buffs on your party which cause loss of defense and max HP, and drain allies MP to power his attacks towards the other boss. He will also drain your party's HP should you try to off him. The win condition is to kill the other boss, whose attack powers up each time it's his turn. Also has an insta-kill.
>>
How do you come up with your "group dynamic" without making it into a standard straight man knight, trouble maker thief, etc?
>>
dun die
>>
>>145803292
Help?
>>
>>145876382
I believe you can do it with the default engine. Just give Steal Skill Type None
>>
>>145791702

Lore only works if it serves the purpose of forwarding the story or theme, and the secret is to only expose as much as necessary.
>>
>>145878327

A video game isn't a book or movie. The player isn't forced to read everything.
>>
>>145877098
Okay but how do I add it to their combat menu?
>>
>>145495714
bumping threaad
>>
>>145879701
I don't know if there is a Yanfly plugin for that since I still use Ace but I think this thing does what you need: http://forums.rpgmakerweb.com/index.php?/topic/46510-bobstahs-battle-commands-customization-v20-new-weapon-armor-state-commands/
>>
So I've finished up the skill list for my Blue Mage (as I said before, she's not really a "mage" so much as a jack of all trades.) I tweaked some stuff around, but I think this is a decent list of skills and I'd like to know what you think.

Keep in mind that in my game, there are only 3 elements - Land, Sea and Sky.

(All names are temporary. Most of them will be changed.)

(She starts only with Parallel Draw and Energy Pulse)

Parallel Draw - Drains a small amount of HP from the enemy and will learn a new Parallel Art if the enemy has one. (Her skills are called Parallel Arts)
Pinpoint Strike - Deals weak physical damage that can never miss.
Heavy Rend - Deals strong physical damage, but has low accuracy.
Dividing Edge - Reduces one enemy's HP by 1/4 of their maximum HP.
Galt Magnet - Attempts to steal Galt from one enemy. (Money is called Galt)
Rock Crusher - Deals Land physical damage to one enemy.
Bubble Breaker - Deals Sea physical damage to one enemy.
Wind Slasher - Deals Sky physical damage to one enemy.
Energy Pulse - Deals non-elemental magic damage to one enemy.
Stalagmite - Deals Land magical damage to all enemies.
Aqua Tower - Deals Sea magical damage to all enemies.
Gust Raze - Deals Sky magical damage to all enemies.
Glimmer - Restores HP to one ally based on the user's current HP.
Blessing - Restores a small amount of HP to all allies and removes some negative status effects.
Lucky Cheer - Applies a Luck buff to all allies.
Curse - Lowers all enemies' Luck.
Fireworks - Deals fixed damage based on the user's level.
Binding Thorns - Deals non-elemental magic damage and inflicts Paralyze on one enemy.
Sacrifice - Kills self and deals massive neutral damage to one enemy.
Lucky Break - Deals fixed damage based on how many Treasure Chests the player has found. Potentially the most powerful attack in the game.

Thoughts? Any names you think are good or ones that need to be changed because they're so terrible?
>>
Work on your game
>>
>>145881773
I would think thorns would be land type.
I'll never, ever use Heavy Rend, and I doubt anyone else will either.
What's the use of Luck? Could be very useful or utter garbage.
>>
Is there a script that brings up the options menu?
>>
>>145881773
How important is Luck? I feel like its one of those things that is either worthless or can break the game
>>
>>145884038
In my game, the three elements have skills split up like this.
Land: Rock, Fire.
Sea: Water, Ice.
Sky: Wind, Lightning
Everything else is non-elemental.

So for example, a Water Slash and Ice Blast count as being the same element.

Heavy Rend will be mostly useless, as you expect, BUT there is a weapon that you can get for her which boosts her accuracy, which will make it more reliable.

>>145886915
Right now, Luck doesn't do anything but the default crap because I haven't edited it yet. If I can find a script to mess with it's effects, it will affect Critical Hit rate, Steal rate, Counterattack rate, and Escape rate.
>>
saving bump from a non-creator
>>
>>145883576
yes sir ...
>>
>>145889072
My autism recommend that either you alliterate your elements or change Sea/Sky so one of them isn't with S.
>>
>>145894267
I agree. The usual trio is "Land, Sea, and Air" anyway, right?
>>
What would be a good subject for the next podcast?
Who would be a good guest to try and lure onto the show?
>>
>>145894267
>>145894574
Air doesn't really work with Lightning though. Sky fits better for a Wind/Lightning combo element.

Also things like God of Air and Temple of Air sound stupid.
>>
>>145897604
Make it Soil, Sea, Sky?
>>
>>145897604
>Also things like God of Air and Temple of Air sound stupid.
Spotted the millenial
>>
>>145897317
Discuss RPGM games that are not RPGs.

>>145897604
>Air doesn't really work with Lightning
But fire works with land? Nuh-uh. And it's not like God of the Sky sounds cool.
>>
>>145897317
Themes and Settings

- What settings are rare in RPGM circles, which haven't been done at all, and why? (e.g. Are there many cyberpunk or post-apocalyptic games at all?)

- Light-hearted themes versus more serious, possibly even philosophical themes. Which ones are more popular, which are more prominent, and why are those mostly the light-hearted ones when there's so much potential on the other side, as evident by literature (think Arthur C. Clarke, Philip K. Dick, Jules Verne, etc.)


>>145897847
Or expanding on that, influences from non-RPGM games that could very well translate well into new RPGM games and mechanics.
>>
>>145897709
But God of Soil and Temple of Soil sound stupid too...

>>145897817
Wha?

>>145897847
It totally does work with Land. Cause, you know, lava and shit underground.
>>
>>145901160
Fire isn't lava, and if it's by location, then lightning also works fine with air.
>>
So hey, just starting out with RPGMV, what are some plugins you guys consider "essential"?
>>
>>145622263
That was great!
Was my first episode as well :)
>>
>>145901594
>So hey, just starting out with RPGMV, what are some plugins you guys consider "essential"?
Technically speaking the best ones are usually the ones you write yourself, because you can make just enough amount of difference in them to make the gameplay or even the UI unique, even if not by a lot.
>>
>>145901160
It's your game, dude. I just said that my autism tingles seeing LSS (Land, Sky and Sea) instead of SSS or XYZ (three different starting letters).
>>
Is it possible to make a simplified top down version of PS2 Berserk with just eventing? In other words, I'm wanting an action game with a big distended hurtbox as your weapon.
>>
>>145906979
Of course. One of the most well-known RPGM action games, VH, was made in 2k3. 2k3 has no scripting support at all, so it's all done via events.
>>
>>145906979
Why not just do it in a game engine that's better for this stuff? :/ Seeing people making ABS games in RPG Maker makes me frown.
>>
>>145909347
only thing different about other makers is that they give you even less to work with than rm.

you'd have to do the exact same work with or without rm. the only benefit is being able to make a platformer in two seconds.

but you'd be missing everything else that rm comes with, like menu screens, message boxes, a database, etc.
>>
>>145904783
Wait until you realize that 3 of your party members have names that end in A.
>>
>>145901160
>>145904783
>>145911084
Sand. All land in your world is now sand. Hope you haven't mapped your game yet.
>>
>>145901594
I don't actually know if it exists for MV, but for me in Ace, modern algebra's message formatting / word wrap script is number one.
>>
>>145901160
Ocean instead of Sea then?
>>
>>145894267
Air/Land/Sea
Sky/Ground/Ocean
>>
>>145889072
This is perfectly fine, IMO.
>>
>>145897847
You mean horror games? Walking simulators? I'm not aware of games that make the most of the engine outside of Cherry Tree High.

>>145898858
Last episode was pretty light on deep discussion. I think we could make that work.

>>145902417
Glad you liked it! Welcome to /rpgmg/!
>>
>>145916198
Thanks. I mean, I get what people are saying, but I reeeeally don't think that Sea and Sky both starting with S is that big of a deal...

>>145913257
Well that's obviously the greatest solution of all! Why didn't I think of that!?

Anyway, I'm trying to come up with some skills for my Knight, a tanky melee class. This is what I have so far:

Cover - Protects allies from physical attacks until your next turn. (Starting skill)
Provoke - Causes an enemy to focus it's attacks on the user for 3 turns. (Starting skill)
Reinforce - Restores a moderate amount of HP and grants a defensive buff to the user until their next turn.
Shield Breaker - Deals physical damage to one enemy and removes Defense and Magic Defense buffs.
Iron Guard - Makes the user immune to physical attacks until their next turn.
Counterattack - Passively grants a 25% chance to counterattack physical attacks.
Counterstrike - Passively grants a 50% chance to counterattack physical attacks. Stacks with Counterattack. (There's also a weapon that gives a 25% chance to counterattack so if you use that you will have 100% counterattack rate)

What else could I use?
>>
>>145917570
Regarding counter-attacks: Bravely Default gave a 100% counter rate, and boosted damage, and I still had trouble justifying its use. Counters are cool in theory, but barely useful in application
>>
>>145917882
It's passive though. You don't actually have to activate it.
>>
>>145916621
>horror games? Walking simulators?
Sure, those work. I'm working on a simulation game, personally -- like a "Princess Maker meets social links" kind of a dealio. And there are also adventure games; we have at least two adventure games under development in this thread, right? That spooky-looking game set on a train, and that one that looks like Famicom Detective Club. I think there are plenty of games and plenty of genres to talk about.

>>145917882
There was that one all-physical boss that you could smoosh with the guaranteed-dodge skill + the counter-whenever-you-dodge skill, though! That was kind of fun.
>>
>>145918941
>we have at least two adventure games under development in this thread, right?
I'd prefer to talk about released games, because the listening public would have a point of reference. If one of them wants to come on, though, they're free to join us.
>>
Trying to make my own character sprites. How the fuck do I draw symmetrically?
>>
>>145919760
You draw half the character and then mirror it.
>>
>>145919595
Well, I just used our thread as an example to show what's possible. You don't have to center the discussion around specific games at all; you can anchor it by genres, or you can talk about the engine itself, and how its built-in systems are conducive to a lot of different kinds of interaction beyond just battles.

If you take that angle, you don't even necessarily have to ditch talking about RPGs. You could talk about non-battle interaction within RPGs, too. There are plenty of big-name examples for that: skill checks in cRPGs, platforming in Mario RPGs, bug-catching and fishing in Yokai Watch, dancing with Anna in Earthbound Beginnings and with TEC in the Thousand-Year Door, the festival minigames in Chrono Trigger... The list is endless.
>>
do you design the entire map manually or do you include a degree of random generation or otherwise simplify things?

a world map, especially a good one, seems a daunting task.
>>
>>145922606
I've never made a World Map, but you basically need to have some semblance of your story before you even go there. The specific shape and geography however can use the aid of one of the many fantasy map generators you can find online.
>>
bumpity
>>
Heyo, you likely don't remember at all, but I once declared that I was going to try to expand the ds-style sprite resources. Then I fell off the face of the planet into FFXIV and only recently began to claw my way out. Felt bad for not getting much done, but better something than nothing, so I put together what I did finish, cleaned it up, and tried to figure out how to compress the folder. So here you go, the resources with my small additions added in.
http://www.mediafire.com/download/d30i8ktlf83zjv8/Ds-style+sprite+expac.7z
>>
>>145922606
I just draw map chunks as needed.
>>
>>145925604
Just noticed I let Body-57 slip into there without finishing the gold design on the bottom rows, sorry about that. I have a bunch of things I cut until I finished them but I missed that one, so hopefully that'll be amended in the future.
>>
>>145925604
>>145926102
Cheers for getting something done

Make sure 'in the future' is in your future, mate
>>
>but the thread refused to not die
>>
What would you call a state that deals passive wind damage?
Like "Burn" for fire damage or whatever.
>>
>>145932867
Asphyxia? Miasma?
>>
>>145932867
"Winded"
>>
>>145932867
How do you even put passive element damage? I've been looking around and the only thing I can find is the same thing the poison does with reverse HP regeneration.
I'm using MV by the way.
>>
>>145933517
>Miasma
I like it, thanks anon.
>>
>>145873863
For me, only one of my characters is human.
>>
>>145873863
All of my characters are either idiots or assholes.
>>
>>145623081
Are those pixels accurate for where sections of autotiles are separated?
>>
>>145936703
The geometry in the background, if you resize the image to 50%, yes. The grid seems to be off by 0.5-1.5 pixels at some points for some reason (probably because I resized it).
>>
Question time!

Who are each of your party members inspired by?
>>
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>>145937880
Kelt = Zidane (FF9) + Lloyd (Tales of Symphonia)
Mari = She's not really based on anyone in particular. She's just a generic bossy-but-cute, mildly tsundere anime girl.
Ilsha = Hard to say... I know the idea of her character kind of originated from somewhere, but I can't really place where. She's basically just a generic ultra-kind, ultra-gentle "chosen one" type character. But she's not like Colette at all. I guess she's sort of Yuna-esque, but not really.
Luda = Literally every stoic "I will protect you to the ends of the earth" knight ever to exist.
Sana = She is literally Kid (Chrono Cross) + Yuffie (FF7).
>>
>>145937287
cool; looks like i'm working on tiles next
>>
Good night bump
>>
>>145937880
Me
My friend
jRPG and Disney stereotypes
My ex and jRPG stereotypes
DonteFuckYou.jpg
Arial from the little Mermaid mixed with Brittany from Daria for extra ditz
>>
Holy shit. I JUST realized in VXAce that field/dungeon music picks up where it left off after a fight, and doesn't go from the start.

That's amazing.
>>
>>145937880
Aside from the main character, they aren't really inspired by anyone. I'm just trying to make interesting, unique characters.

The main character however, is a inspired I guess by Rance, and uh, that voice in your head that just wants to blurt out mean things at the top of your lungs any time you hear someone say something / look at someone / do anything.
>>
>>145937880
They're not inspired by anyone, though their names are all musical references.
>>
>>145937880
Didn't have anyone in particular in mind, but we've got
>The hot-headed witch who's always getting in trouble at the academy
>The incredibly meek healer who can't stand up to the witch
>The guilt-ridden hunter who couldn't save her mentor

Not actually implemented yet, but planned:
>The bard who actually plays all the game's background music
>>
I've been thinking about RPG battle systems. I started planning out a complex system involving a very fast-paced ATB where you'd queue up multiple actions in a row, and things like positioning and stance were important (it's faster to hit the enemy right next to you than it is to run over to the guy on the other side of the map, it's faster to cast the same spell twice in a row than to it is alternate).

But I'm worried battles would either be too short to make all this tactical stuff interesting, or would devolve into "queue up the most optimal action like 10 times in a row. Cancel the queue if you need to change tactics for some reason."
>>
>>145937880
Nakajima Megumi, Han Megumi, and Hayashibara Megumi.
>>
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Experimenting with enemies.
>>
>>145836220
Looks good!
>>
Does anyone have links to all of Kaus' Tilesets?
>>
>>145925604
Oh, these are for the character builder, are they? Cool stuff, anon.
>>
>>145950502
You just described FF13.
It sucks.
>>
>>145773930
>asimov
Mein Neger
>>
>First big dungeon has a huge section finished
>Finally time to give what I've got a test run!
>Play for 30 minutes of straight progress through the dungeon
>Promptly get destroyed

Welp. I wanted it to be difficult. There're a few things I need to tweak, but ultimately, I did because I got cocky/risky.

One step closer to a demo I'm happy with.
>>
Okay guys a little tipsy this fine morn and I came up with a cool plot and I'mma do it
Your dad (the feared COMMUNIST Necromancer Cappy Bowchief) tells you if you
want
to be loved to destroy the govt of Scotla- I mean Freug Swigton. You
get your scrunglicious pals together and destroy shit and he's like
"wow, I still don't love you", and then he makes you go and destroy the
other 6 countries govts and shit

I'm gonna try to squeeze cool ass effects and shit for battles, it'll be great if I actually bother to finish even the beginning of it trust me
>>
>>145954463
If I may...
After destroying the first country, your father still doesn't love you and you discover that 5 other countries were destroyed by your bastard brothers. You finally realize and now must defeat each brother and your dad to save the world.
>>
Hey guys, can anyone help me with this? It's triggering my OCD.

In the Yanfly Item window, why is the text misaligned like this? Does anyone have any idea whats causing this?
>>
bump
u
m
p
>>
Anyone know which method is being called when your party receives a new item in VX Ace?
>>
>>145962154
$game_party.gain_item($data_items[n], amount)
>>
>>145937880
Originally I was going to make a 2deep4you game where all the party members were based on the same person at different points in her life (and that person was loosely based on my grandma), but then decided against it and started drafting from more common RPG archetypes (mostly from Wakfu)
>>
>>145962396
Thanks a lot, anon.
>>
>>145937880

All my main characters are based on mythological figures. So if you pay attention and are familiar with their stories you can guess plot points in advance.
>>
>>145733383
probably there is not an Ace script for row battles as good as this one: I would need one.
>>
>>145956704
Still can't figure this out, it's something to do with the way smaller-sized fonts line up with icons. Lots of other windows behave like this. Really annoying.
>>
>>145963068
Now I want to make a game where all party members is you from alternate dimensions, where in one you became a firefighter, a soldier, a burglar, a scientist, a trap celebrity...
And you, as the player, only discover this when facing the BBEG that also is you.
>>
Newest Yanfly plugin: https://www.youtube.com/watch?v=D_jpffLfRgQ
More common event menu setups!
>>
RIP in piece
>>
>>145968595
Sounds cool. Reminds me of "the One" a bit, though.
>>
>>145952069
Damn. You're right. I don't know what I want then.

I used to really like the Final Fantasy X/Super Mario RPG thing where it was turn based, but people's turns would come up organically based on their speeds, and some people would be able to attack more often than others. It felt like a good compromise between ATB and turn based.

On the other hand, the traditional RPG Maker/FF1 style of choosing actions for your entire party, and then watching a round of combat play out, is interesting too. It forces you to plan ahead a bit more and to worry about wasting actions on overkill.
>>
>>145952069
I'll interject saying that I actually really liked 13's battle system and that it being bad is a subjective thing.
>>
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Trying to make a visual novel using RPG Maker MV. Is there a plugin that adds the "skip already seen text" function like a lot of VNs have? If not, any suggestion on someone I can commission to make it?
>>
>>145975204

Why not just use a VN engine?
>>
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>>145975353
Because I prefer to work with RPG Maker, it's just this one function it's missing that's holding things back.
>>
>>145975204
>Is there a plugin that adds the "skip already seen text" function like a lot of VNs have?
Don't think so

>If not, any suggestion on someone I can commission to make it?
Yanfly
Victor
Skullboneslayer

Here's an event-fu way to do it:
>Use a Global Save script to track player's progress across save files
>A switch for every scene
>If Switch X is on, present option to skip scene before scene starts
>>
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>>145975508
Oh yanfly does commissions?

I didn't know global saves existed, I'll look into that if I can't get anything else, thanks anon. I'll look into those people too
>>
>>145975508
Better than a switch, use a variable and increase it at key points.
>>
>>145963717

How strongly are your characters based on those figures, or how much influence do you draw from their general themes and myths?
>>
Anyone know the contact infomation for Galv the scripter? I feel like a retard but I can not find an email anywhere.
>>
>>145979105
https://galvs-scripts.com/
Probably his FB or Patreon would be the best way to go.
>>
>>145979521
Yeah I know of that site but it has to way to contact him, I wanted to avoid facebook but I guess it's the only way.
Thanks
>>
>>145979601
>I wanted to avoid facebook but I guess it's the only way
Welcome to the Identity Age.

>Have 3 or 4 online aliases
>Thanks to Steam/Skype/FB/4chan/forums, everyone knows at least two of them
>Can't truly be free unless I make a unique name for each and every platform
>Even then, if I make friends, we're back to Step 2
>>
Work on your game
>>
>>145984950
But I'm feeling really discouraged by my lack of progress in trying to make a tileset
>>
>>145984950
I actually have today. Not enough to post progress, but a non-zero amount, which is more than most days.
>>
Tell me something about your MC
>>
>>145979105
PM him on RPG Maker's official site. I've PMed him there a bunch of times and always gotten a response within a day or two.
>>
>>145989283
She fights primarily by yelling at her foes about love and justice.
>>
Non lewd Female butler academy simulation game
Y/N?
>>
>>145989283
Well he's half cat and half bird
>>
>>145991892
Y!
But really, I'll support basically any simulation game.
>>
>>145991892
>female buttler
Isn't that a maid?
>>
>>145986178

I feel you. What does not having the tileset hold you back from doing next?
>>
>>145995094
I dunno, I just feel that the default MV tilesets are basically worthless. I want to progress on making game content, but I don't want to continue mapping when I know eventually I'll need to redo it all.

I guess I could just work on the next "meet this new party member!" cutscene.
>>
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>>145994943
>>
>>145996454
That's exactly the reason why I turned to parallax mapping.

While it's more effort in the long run, it's significantly easier to get started, because you can just sketch out the map and work on the details and tiles outside of RPGM whenever you feel like it without having to worry about doing things over down the line.

It takes a bit more planning since you can't just do drag and drop, but it got me to at least work on maps instead of fussing that the default tilesets are worthless to me, and that making my own takes too long and didn't get me anywhere either.
>>
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>>145997058
Yeah, I'm seriously considering parallax mapping.

Here's a quick mockup I made earlier of the first room of the first cave. It'll definitely be a lot of work to detail all the walls and stuff.
>>
>>145997251
It's easy enough, you only need a script to lock the parallax so it doesn't scroll along in a different pace, and a special tileset for determining walkability... and that's about it.

My mockups look even more squared, and I guess once you start filling in details you can actually translate that into creating a tileset from that, i.e. reusing certain parts and only making certain irregularities and edges unique.

At any rate, it allows you to simply create maps without having to worry about anything, loading them up in RPGM, and then filling them with events and making them walkable.
I went from not making a single map in weeks to making four maps in four days.

http://www.rpgmakercentral.com/topic/12299-getting-started-with-parallax-mapping/ is the tutorial I used for it, it's simple enough, even for complete novices like me.
>>
>>145997979
> you only need a script to lock the parallax so it doesn't scroll along in a different pace

Pretty sure with MV, you just put a ! in front of the filename to force that behavior
>>
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My game has (up to) 5 active party members at any given time, but the menu will only show 4 at a time. How can I get it to display all 5 at once?
>>
>>145998109
>Pretty sure with MV, you just put a ! in front of the filename to force that behavior

Ah, I'm using VX Ace. But that makes things even more simple. I like it!
>>
Do you like your characters one tile tall or two?
>>
>>145998742
Decidedly more than one tile tall
>>
>>145998742
1.5.
I don't have a strong preference.
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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/


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