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/rpgmg/ - RPG Maker General

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Thread replies: 747
Thread images: 103

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#151
Rate my tileset 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
>>
First for ded general.
>>
>>146032191
I tried my inept hands at making a tileset for my new side project which sprung from the stupid idea of dealing damage to enemies by compressing their sprites.

Not too sure about the gold-plated contacts. They throw in some nice color, but I feel like they don't fit universally.
What do you guys think?
>>
>>146032718
Speaking of ineptness, first time making a thread here. So that's what the name was for.
>>
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>sea tiles now tiling well
cool
>now to animate them!
but I am already sleepy...
>>
I missed you all.

>>146032906
I think the contact are fine but the color is just a little off.
>>
>>146032718
I think they could fit better if you made the green of the circuitry plate brighter by adding more yellow.

Note that most players don't know or won't care what color circuits are. They just know them from movies and other vidya where they show up in blues and liteblues. Real world accuracy should almost always step aside to visibility and aesthetics, IMHO.
>>
>>146033203
>but I am already sleepy...
So you get to animate them after you wake up. Progress sounds like a great reason for waking up to me!

>>146033315
>>146033491
Agreed. I'm not particularly going for realism in the first place, just threw in a few elements I saw on various pictures of circuit boards, partially for variety's sake because green on green is already rather monotone.
>>
>>146032389
Not going to happen!
>>
>>146033203
Should the waves cover all the "wet sand"? I am trying that right now and it doesn't look well.
>>
>>146034768
i'll make sure this gets deleted before 50 posts
>>
In MV, is it possible to run a Common Event at the end of every battle? If so, how?
>>
>>146037469
find the function where scene_battle is processing the victory sequence. there should be plenty of places you can make your changes.

inside the function you chose, add a line that turns on a switch.

finally, have your common event trigger automatically from that switch.
>>
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>>146038123
I don't know anything about actually modifying the Javascript program data. I don't wanna fuck something up I don't understand.

Also can anyone confirm for me that this is should be producing the effect I want?
>If Mari is in the party and not dead, the game will run a common event upon battle end (when I figure out a good way to do that).
>Depending on which weapon Mari is using (only one is listed so far), it will add to a variable.
>When variable hits x value (depends on weapon), new skill is learned.
>When other weapons are equipped, it should do nothing to the other variables.

I THINK it's working fine based on what I've checked so far, but if someone could just confirm for me that continuing on like this should work fine, that'd be great.
>>
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Progress
Watch out for clumsy security bots
https://a.pomf.cat/rqtmqg.mp4
>>
>>146040440
I want this game and I want it now.
Also, it should be "Hey there, buddy!" with a comma.
>>
>>146040440
Took forever to load. Really dig the camera control, man. Almost feels like a cartoon
>>
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New tune incoming.

https://soundcloud.com/mondo-nugget/mystic-future-my-beloved-peasant-village

Something more upbeat than my usual fare.
>>
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>stopped practicing drawing for over a month now
>maybe I'll just continue working in game
>realize making more progress means a bigger backlog of art to be made
>mfw
>>
>>146043065
>also in art-hell
Fuuuck original assets.
>>
>>146040440
Seriously man you have to be a top game dev just making a side project and hanging out here with us. If you're really an amateur dev you're like one of those unsigned geniuses and I'd be wondering how you've gone undiscovered for so long.
>>
You must not die, not with only 20 posts.

Guys talk about your minigames should you have one.

Also, any good pixel art tutorial?
>>
BUMP

Share with the thread what you'd consider your most interesting party member.
>>
woo lad
>>
>>146051684
I don't have a party. Your character is player created. Nothing to share :ralphhurt:
>>
>>146051684
Klodd the Guardsman. He starts out as this brutish character who rarely speaks more than a one at a time, using his strength and durability to smack faces. As the story goes on he slowly gains confidence in his less physical side, and it turns out he's a natural at healing magic, slowly transitioning him into a paladin as the game goes on. In combat he serves as a tank that doesn't want to take hits. He deals more damage at high health, and later on he gains ways to heal and shield his allies based on his current health, so he's kind of an anti-tank in a sense, still providing durability and helping keep his party alive, but doing so through other means than just tanking hits like the other tank(s) in the party.

Fleish the Abomination has some interesting stuff going on too. He's a Frankenstein-inspired flesh golem with the ability to bring out different sides from the parts he's made out of, so he can serve as a spellcaster, a physical hitter or a tank, and can swap roles mid combat, but it takes him a few turns to hit his potential as either role, and he lacks the pure power of the more specialised characters.
>>
>One of my characters dies.
>escape battle
>"<Character has died>."
>Game over.

I... What? I have no idea where this flag got set. I'm confused.
>>
>>146049417
Minigames are fine, as long as there's a point in doing them. Money reward or collectables, or other things. Optional grinding is an amazing time sink for players to waste their time on.
>>
>>146058196
Maybe it is the main party member?
>>
>>146059908
If anyone is the main party member, it wasn't the one that died.
>>
>>146060797
Is he the starting party member?
>>
>>146036390
Good luck bump
>>
Time to experiment with events
>>
>>146049417
Way back in like 2005 I made a bubblewrap popping minigame for an RM2k game. It cost like 500 GP to pop each bubble, but there was a 10000 GP prize under one of them.

I didn't know how to do random numbers at the time, so it was always the same one.
>>
>>146049417
Brothel mini-game.
>>
>>146069854
And now that I don't need to bump the thread with urgency, you basically have different costumers with different tolerances to bargaining. So it is a bit like a memory game after a while.
>>
>>146040440
This might actually be one of the better looking rpgm games when it comes out.
>>
I meant to ask this yesterday, but oh well.

Tell me about your characters' fathers! Dead, missing, actually a good dad?
>>
>>146074685
Main character's never met him since he got separated from him while he was an infant in this universe's equivalent of the Titanic which left the father stranded in another continent with no resources whatsoever and one less arm. They get reunited shortly after the main character gets a kid of his own.
>>
>>146074685
For some reason, portraying my characters' parents is always something I seek to avoid in any way. A matter of focus, maybe, but I wish I knew why.
>>
>>146074685
Main character: Dead as fuck. Raised by a single mother.

Second party member who occasionally becomes the MC: Alive and well, but got captured and brainwashed. He meets his parents later on in the story and it's not a very happy meeting.
>>
>>146074685
Affectionate parent, but probably not present enough in her daughter's life, so he attempts to compensate in other ways. He might die in the story depending on a couple of decisions.
>>
>>146074685
Mother dead. Genetically inherited disease which makes her allergic to magic. MC has the same disease.

Father renounced to his military post, faked death to care for MC till he got strong enough to survive. (around 14) then left him in the care of a former subordinate to search for a cure.

He's a good dad, even when you get cured, he stills sends you powerful healing items, until you meet him and he joins your party.

For once I don't want to play the dead/absent parents trope in rpgs but it's hard to.
>>
>>146080723
>and he joins your party.
I didn't know I wanted this, but I want this so much.
>>
Page 10, go away
>>
Took a nice long break from my game, checked out the VX Ace master script list and every link is dead.

I suppose I could just learn scripting on my own.
lol no fuck that
>>
>>146074685
Both of his parents are dead. In fact, the family of every single one of your party members is dead. They're all war orphans.
>>
>>146049417
I'm still trying to think of a fun cooking mini-game(difficulty and variance depending on the recipe) to complement the restaurant management aspect of my game.
>>
>Hoping I can make charming enough games to quit retail
>Thinking 7-10 bucks per game to sell more games
>Lately RPGMaker games are being sold for 2 bucks
>This is going to make people go "Why get this rpgm game for 7 when I can get this for 2?"

Well... I guess I'll just go for the low hanging fruit and just put anime tits on my screenshots and flood steam....
>>
>>146074685
He runs an inn and is pretty nice most of the time, when he drinks too much he gets a little melancholic.
>>
>>146087026
>>Lately RPGMaker games are being sold for 2 bucks
In a way, that reveals what the creators think their games are worth: a throw-away amount of money, not more.

>This is going to make people go "Why get this rpgm game for 7 when I can get this for 2?"
Quality will always win in the long run. It's like asking "Why buy a proper game when I can buy Bad Rats for something like half a dollar?"
>>
>>146087026
5 is a decent enough price. If you set it too low, people will have really low expectations. You may think this is good, but really it's bad because people might think it's just a throwaway game they'll buy, play for 10 minutes, and then uninstall and let it clutter up their steam library. 5 is at least "This is either an old game or a small little project that will give me a few hours of fun."
>>
>>146087026
Just sell it for 100 bucks then people will think it's a bombastic AAA game :^)
>>
>>146088153
>In a way, that reveals what the creators think their games are worth: a throw-away amount of money, not more.
Not the other guy, but to be honest, I'd probably give my game for free, if it meant more people would play it. But distributing it in Steam seems like a good way to get more people to notice it, so selling it for chump change just makes sense to me.
>>
>>146091460
I get that, and it does make sense.
However, I think there is a well-documented effect people experience when faced with something that appears to be cheaper than it is supposed to be (and not currently on discount).
I wish I remembered specifics on it or what this effect is called.

It just makes you wonder why a game that promises at least 10 hours of gameplay (looking at Storm of Spears RPG which recently appeared on Steam) costs only 2 bucks (and even less with the current 40% discount).
I don't want to claim anything bad about this game, it's just an example that stuck to my mind when I saw it on Steam

We might just be stuck in an economic world where selling yourself short makes you look like you don't have great things to offer.
But then there's the actual artistic-creative side of wanting to reach the most amount of people with your works, so yeah, it does make sense giving it away for (close to) free.
If you look at the amounts of money famous works go by, there seem to be some clear connections in peoples' minds between worth and price. Sadly so.
>>
I want to do something with my weapons but I'm not exactly sure how to go about doing it... (Using MV)

How can I make weapons which improve the effectiveness of a particular skill(s)?

For example...
Let's say I have a Flame Sword. If you have the Flame Sword equipped, it makes the Flame Slash skill do 20% more damage and have a 80% chance of inflicting Burn.

If I have a Status Rod, I want to increase the chance of states 5, 6, 7 and 8 affecting an enemy by 20%.

Those are just examples, but I think you get what I'm after. So how can I go about doing this sort of thing? What sort of formulas do I need?
>>
>>146074685
He wishes his son would come back home. They all do.
>>
How long would it take to play through what you got in your game so far?
>>
>>146095038
Five hours, roughly, which is way more than expected. At this rate the game will end up as a 60 hour epic.
>>
>>146095038
Uh
2 Minutes?
;_;
>>
>>146095038
About 10 minutes.
>>
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>>146040741
>>146040972
>>146072469

Thank you anons! That kinda stuff helps me keep going.

>>146046917
Not really, I'm just an amateur who has tons and tons of half-finished shitty rpg maker games behind him, enough to learn how to do certain things.
>>
>>146074685
Your dad was not ready and never wanted to become a father, so your mom left him and moved to a big city in another country while she was pregnant with you. After birth, your mom soon develops severe depression and becomes an alcoholic. After one of her late-night drunken orgies, your mom just suddenly stops coming home. You think she’ll come home soon, but days turn to months. There’s no news regarding her whereabouts and it may be too late to call the police. Will they even help? She’s most likely dead in a ditch somewhere. You drop out of high school and find a job as a waiter to pay for your exorbitant rent. You are about to be evicted from your apartment when you receive a letter inheriting your dad’s restaurant who went missing(and is presumed dead). It turns out your dad was investigating some sinister plot regarding the recent outbreak of beasts on the small island nation; and the game’s story revolves around you stepping into your dad’s shoes figuring it all out. You meet his spirit to give you some inspiration at some point.

Holy shit, before writing this out, it wasn’t supposed to be THIS depressing. Thanks, anon.
>>
>>146095568
>>146095543
It's alright. I started making my game 1.5 years ago, and it's still just around 30 min long (if I piece all the scenes together).

>>146095229
>5 hours
Congratulations, your game is now a AAA game.

>>146095903
Those half-finished shitty games made me a better developer. It's a long road, bub, but we can do it.
>>
>>146063631
Nope. Totally optional.

I remember seeing a "if party member dies you're fucked" flag but I don't remember where.
>>
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>>146095903
>>146096978
Aye, without all my half-finished shitty games, I wouldn't be able to put the kind of skill behind my real dream project that I'm able to do today. Granted I'm still no master by any means, but I've definitely improved from my early days.

So here's to hoping that everyone's shitty, unfinished projects lead them down the road to creating a not-so-shitty finished project!

And as for me, I'm taking baby steps towards that not-so-shitty finished project. Pic related, now I have 5 party members in the menu.
>>
>>146098197
Most people use the magician's design from the starter pack and I wonder why.
>>
>>146098615
Because she's cute.
>>
Why the hell did the RPG Maker forums have to make their classifieds private?
I hope they let me in.
>>
>>146099952
I think they did it to stop predatory publishers like IP-Builders.
>>
>>146100298
who?
>>
>>146100495
Long and very interesting story. Here's the quick and dirty version.
>A bunch of people (like 50+) get emails/PMs/etc from a company called IP-Builders offering to buy the rights to their RPG Maker games, even offering $1000 for shitty tech demos.
>Some of these people take the shady deal. Others spread the news of the shady deal. Eventually RPG Maker staff finds out about it and posts a sticky on the forum advising people against taking the deals because the contracts are super shady and there's so many people getting $1000 offers for 30 minute tech demos that it is most likely a scam or something.
>In said thread, many users share their stories, most of them negative, telling about bad contracts and the publishers being overly pushy.
>IP Builders' reps get banned from the RPG Maker forum. So they take to social media, Reddit, etc, and swear that they are totally legit businessmen - while simultaneously insulting, threatening and in some cases, attempting to blackmail people who speak out against them.
>They end up releasing some people's games on Steam and shit and rumor has it that some of these games had content changed without the creator's consent and in some cases even broke the games.
>IP Builders then begins releasing games under a shitload of different names for no apparent reason, such as Epic Quest Games, EQ Games and various others, and seems to kill off the IP Builders name.
>Sometime after this, the sticky thread on the RPG Maker website about them gets nuked of all comments with a notice that they received a Cease & Desist from IP Builders' lawyers and they demanded that they stop "Defaming" them.
>They still continue to prey on foolish, uninformed RPG Maker devs to this day, under different names.
>>
>>146103174
Damnn. I remember hearing a bit about that.
>>
Bump
Stop dying
>>
If I decide to use Ace instead of MV, what will I be missing of exactly?
>>
Thread's dying awfully fast
>>
>>146107932
Mobile/Click support.
Some Scripts not made yet.
A worse (IMO) RTP.

That is it.
>>
>>146108390
Is including the RTP in the game itself a meaningful bonus or is it not that imporant?
I'd to share my game without it requiring any extra downloads.
>>
>>146108808
You can share your game without including RTP in Ace, but it is extremely heavy unless you begin messing with your library, which is somewhat tedious.
>>
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>>146109215
Guess I know which one I'm using, then.
Thanks for the info.
>>
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Is anyone here an active member on the RPG Maker forum? I can't believe this fucking barrier to use the classifieds. I really need to commission some scripts but I don't have the time to pretend to be an active member of the forum.
>>
>>146111221
I haven't been on an RPG Maker forum since RRRevolution died.
>>
>>146111221
How complex we talkin', fampai?
>>
What's a good dev process to avoid burnout/wasting time/writing yourself into a corner?

Here's a list I've come up with. Don't know if it's any good.

1. Come up with a concept for a world.
2. Write a story. Make any changes necessary to (1) to support this.
3. Given (1) and (2), plan the general "level design" for the game, including rough map geometry, boss fights, etc.
4. Begin rapid prototyping. Make areas that are just barely playable, then move on. Go for breadth, not depth. Don't worry about combat balancing or anything like that. Don't worry about blocking out complex move routes, those will change later.
5. The big one: Iterative refinement (art assets, mapping, databasing, encounter balancing, etc.).
>>
>>146111607
I need three.
First one being something that allows the play to toggle on and off a mode that automatically skips text they had already read on their second/third/fourth/etc play through, like visual novels often have.
>>
I can't come up with a job title for the ruler of this empire. My first thought is just "Emperor" but he's also the highest wizard in the land. I want a title that encompasses both of those.

He is advised by his council of Archmages, who receive reports from Inquisitors and their armies of Accountants.
>>
>>146112241
>I have the personal belief that bad writing begets bad writing, so if you shrug and say “I can fix this up later” to progress more quickly, the important parts that follow it will also become bad. Even when you do revise, because you have that bad foundation, all you can write is “an improved version of a bad sentence.”
>Fafoo

I can't get behind a "broad strokes" approach. Work on one element until it's good and ready, and only then move on. That way, the difficulty curve of creating slopes down rather than up, because you can use your good work as support the further you go. With a broad approach, the difficulty curves upward as you become overwhelmed, since everything you make ends up making more work.
>>
>>146115237
Fair point. I do worry that a process like that will mean I never get anywhere though, because stuff can always be improved.
>>
>>146115404
That's true, too. The way I see it, as long as you aim for "good" or "very good" rather than "great" or "perfect", you'll make progress, even if slow. Every skill that works as intended, every character that you figure out, every script modification you need -- it might amount to 1% or less of your game, but it's never 0. Whereas if you take a "fix it later" approach, you can have ten hours of content and still be at 0% progress, because none of it is worth playing.

There is of course merit to planning, storyboarding, etc., and if you see prototyping as a more hands-on version of that, I think it can be worthwhile. I don't personally use anything but heavily-indented Notepad files for planning, but if you're a visual or tactile person, it could probably be useful to jam stuff into the editor as you think of it. Just as long as it's thought of as planning rather than doing.
>>
Wake up, /rpgmg/! It's your fourteenth birthday; your coming-of-age trial is today! You can't be late!
>>
>>146114497
High Magus?
>>
>>146118843
But I want to sleep dear mother.
>>
>>146118843
I'll go back to sleep if this isn't a porn game.
>>
>>146114497
Pontifex Maximus?
>>
>>146118843
>>146119736
Now I want to make an intro where you have the option to go back to sleep until the next day.
You wake up in the middle of the night with the house in flames, and battle against end-game tier enemies, being obviously defeated and getting a Game Over. If you don't sleep, you come back from the trial to find the town burned down. This is the way the game truly starts.
>>
>>146120917
I'm all for choices with grave consequences like this bump
>>
Any fun rpgm games under an hour long?
>>
What are your games influences? I'd say the game itself is influenced by the Kirby series, SMT, Animal Crossing, and Undertale
>>
>>146123754
Ace Attorney and Danganronpa I would say.
>>
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I'm going to make it big!

I'm going to make it big and sell my game on steam and make a million dollars! You'll see! You'll all see!

All I gotta do is get out of this rut and everything will be fine!

You'll all see! I'll make it bigger than Notch!
>>
>>146125149
Do it, get out of that rut.
>>
>>146074685
The two people from the real world are assumed to have normal families. The princess' father is the king, who is naive and a little quick to trust (he had to raise taxes after giving too many 'adventurers' money to go rescue his daughter). The rest of the cast never had a family coded in, and it's a crucial plot point.
>>
>>146118843
My main character is like, 30.
>>
I suddenly have an urge to name characters after my fellow Free Company members in FFXIV. Please stop me.
>>
>>146130975
If the names are fitting then go for it.
>>
>>146111476
I know that feel
>>
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>tfw tileset shaping up nicely
>>
BUMP
YOU WILL LIVE
>>
From Yanfly's latest update, did this fix that problem some anon had with their UI icons in the last thread?

>Fixed a bug with RPG Maker MV’s inherent ‘drawTextEx’ function. By default it calculates the text height and then resets the font settings before drawing the text, which makes the text height inconsistent if it were to match the calculated height settings.
>Without this change, anything that utilizes different font sizes through text codes used for GUI purposes may have inconsistent vertical centering.
>>
I wish I could make a game as fast as bob ross could paint a nature scene
>>
How long is your game clocking in at currently?
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>>146140031
0:00 after a couple months of work
>>
Another month, another Summoner of Sounds entry, except I didn't make it in time. :( Because of my retardedness, I'm making this one royalty-free for commercial use, not that anyone's ever gonna use.

The theme this month was battle, so here's a battle theme:
https://soundcloud.com/cats777/desperate-battle-for-justice

Tell me how shitty it sounds. I don't know if it's my soundfonts or what.
>>
what's the most memorable battle in your game so far and why?

>>146074685
actually relevant to the main story. not necessarily a bad dad. but his whereabouts are central to the plot
>>
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>>146142646
The Rat King. It uses its tail to summon more rats. You can wind up cutting off the tail if you hit it a few times
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>>146143113
Here it is with the tail missing
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>>146144082
Aw, I feel a little sad seeing him like this.
>>
>>146140575
>mixing
Yeah, the overall sound quality is meh. The good thing is nothing sounds blatantly wrong; it's just.. whatever.
I'm guessing you don't do much toying around when it comes to mixing, apart from possibly reverb. verb, eq, compression, blahblah..

The soundfonts chosen are generally okay, depending on your goal (like a SNES/PSX era song?), but you could look for better sounding stuff. The biggest problem to me was how weak the snare sounded; the rest of the instruments chosen can even stay the same.

>writing
Your overall writing is really good, and you're clearly knowledgeable when it comes to composition. You know how to make every instrument contribute interesting notes.

The main issue I found with your songs is that while you know exactly how to choose "what" notes should be played, you don't dictate "how" they should be played.
Any time you're writing for an instrument that's not struck (pianos, drums, bells, harps, etc), you have vibrato and pitch bends(!) to work with.

It's particularly noticeable because you're using a guitar for the lead, and it's missing the "color" that a real guitarist would add to that melody.

>lead guitar written without, then with extra "flair"
https://clyp.it/f3rpvvmj
>>
>>146146219
oh and also, this includes chiptunes. it's a big part of how you give flavor/soul to even electronic synths.

https://www.youtube.com/watch?v=csisM0fshrU
>>
>>146136978
Holy shit! Thanks so much for posting this!
I'll check when I get home, but this sounds like the exact issue I've been having.
>>
VA-11 Hall-A was just released bump
>>
Seem to be a lot of musically inclined folks around here, so I'd like to ask; is there a guide or list of tips and tricks for a beginner messing around with FL Studio so it sounds good?

All I'm good at is using soundfonts on occasion.
>>
>>146148886
What is this game, and why does it look and sound so ridiculously good?
>>
>>146149762
It's a cyberpunk waifu bartendering VN with robot girls pretty much.
>>
Good night bump
>>
b
>>
>>146155149
c
>>
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hey guys, remember me? remember tomb of friends? probably not, but i just started working on something else. I'll keep you updated!
>>
>>146157362
I remember it my friend
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>>146157362
I couldn't find the last friend.
So I'll always bee in the tomb of friends.
>>
I'm worried that by the time I finish my game computers won't be able to run it anymore. I know it's a VXA game but everything's MV now. Will Windows 13 or whatever is out by then not be able to run it? Will the last two years have been a waste? Am I just a paranoid bitch on the internet? Yes to that last one at least.
>>
I'm trying to make a boss have an attack where he (re)summons a minion into battle, and he re-uses it if the minion is dead... After a few turns. What's the easiest way to do this? I wanted some added strategy of being able to stop him if he tries, or preventing it with a status effect on a dummy enemy, but god damnit, I'm having a weird amount of trouble with this.
>>
>>146157981
if we can still run DOS games, we'll be able to run rpgmaker games.
>>
>>146157981
Given that modern computers still run RPGM 2000 games just fine, I wouldn't worry. Whenever computer architectures change too much, the old ones are emulated anyway, like with DosBox.
>>
I see you're trying to get to page 10.
You need to collect the four crystals of elements before you can do that.
>>
>>146157362
Played it, found all the secret boys, got the real ending, loved it to bits.

Can't wait to see your next project
>>
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bump with good names
>>
this general can't be THIS dead, come on guys
>>
>>146164568
Hopefully it means that everyone is busy working on their games
>>
>>146164568
I'm sorry. I've been caught up in the latest episode of the Mighty No. 9 debacle.

If anyone is thinking about using Kickstarter, be sure to keep in mind that it can bite you hard!
>>
>>146157362
I just played it now.

I really liked it.
>>
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>>146164901
Just be realistic and stay within your skill level. Things will turn out great!
>>
>>146157362
Just played it.
Der can go to hell.
>>
So, a while ago I had a discussion with some anon regarding whether Rubber Ducks were obviously electric-proof or not. The anon insisted that they being water-beings would probably cause the player to interpret them as weak to electricity.

In the game I also have a "Glass" status ailment that works as a variant of Petrification/Stone that makes the target immune to electric damage. Would the Rubber=Immune to electricity be clearer if the Glass status was substituted by Rubber? There are three rubber enemies in the game in total, but there are no Glass enemies in the game at all. Also, I am not sure about how many people know Glass is an insulation material
>>
>>146170038
My first thought when I see "Glass" is that whoever has it is going to break the second they're hit, and not anything to do with insulation.
Go with rubber, but if you have something like Rubber Duck, you'll need to put the emphasis on the Rubber part when it comes to the design.
>>
>>146170038
I agree with >>146170882, glass being immune to electricity is not obvious at all.
Ducks are usually double-weak to lightning (being water-y and air-y), so you really need to emphasize the rubber part if you want that to cancel it out.
>>
bumb
>>
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Let's say I wanted to display this menu in a very specific spot instead of the middle of the screen. Is there a plug-in that gives me more options?
>>
>>146146219
Yeah, I'm notoriously horrible at mixing. This track lacks some oomph. Anyone know of a good 90s-style drumkit soundfont?

I have to figure out how to do vibratos and pitch bending on my app.
>>
>>146146219
>written
people write their music?
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That feel when you have awesome ideas, but can't draw shit.
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>>146176713
That is kind of what blank sheet music is for.
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>>146181076
I just play something until it sounds good enough and record it. Didn't know writing music was much of a thing amongst amateurs. Also not knowing knowing how to read sheet music is also partly at fault.
>>
>>146114497
Go with Almagest. Double points if the emperor/mage goes with starry/celestial-themed attacks.
>>
>>146114497
Here are some silly suggestions:
Wizeror
Wizerator
Magerator

Thank you, thank you, I'll be here all day
>>
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Post maps, old or otherwise.
Bump.
>>
What do you guys use to edit the js files that MV uses. Totally not used to it
>>
>>146187843
notepad++

just something with configurable tabs and background/font colors is good enough for me.
>>
>>146174285
Make changes to Window_TitleCommand.updatePlacement for the position.

Window_TitleCommand.windowWidth for the width.

It's very simple, so don't be afraid to look at it, or I'll be disappointed with you.
>>
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>>146176713
>>146183467
the three layers of being a musician are playing, writing and producing.

in this thread, i've seen people good at playing their instrument, but don't do much else apart from writing for their own instrument.
there are also people good at writing, and are clearly coming from a strong musical background, but are new to producing, like >>146140575
then there's people that, like me, started with no skill/knowledge in music and jumped straight into a DAW.

writing doesn't necessarily mean physical sheet music, btw. i still can't read or play music.
>>
>>146188637
The menu in my screenshot is a custom choice. I'm using a custom start up plugin that allows me to start on a map instead of the title screen. I guess what I'm looking for is a choice plugin that allows me to move the choice window to more places.
>>
>>146157362
Yes, I remember Tomb of friends.
Because I enjoyed it
>>
I don't usually like the resolution of RPG Maker but I think I can work in a good cartoony style.
>>
>>146177889
You could always use stick figures or geometry.

A triangle with a circle on top could be your main character..
>>
I bump you!
>>
Work on your game
>>
>>146196408
Not game examples (since they are made by people who probably could make much more intrincate drawings but simply stick to a minimalist style), but you could look at some of these animations for inspiration:

https://vimeo.com/107395294
https://www.youtube.com/watch?v=Jf0-Os95Z4U
https://www.youtube.com/watch?v=1IUX0Qy-IDM

Or you could look at Space Funeral
>>
>tfw you want to make something but have no idea what
>>
>>146186764
>r tomb of friends
those are some nice textures
>>
>>146201417
Do something short then post it.
Something creative, I dunno, try making a game with a single map, or single playable character, maybe just a series of scripted battles. Its up to you.

Best way to get out of the rut and its fucking fun.
>>
I'm back from work. Did you all make good progress?
>>
>>146202290
I surely will
Later
>>
Do you have a basics tutorial in your game (for controls and such)?

I tried making one, but it just sounds boring to read through. I think I might just hope that people know how to play an RPG when they play my game. I know I can make it optional, but it still just sounds horrible.
>>
>>146204289
Well, for some (maybe even just one person) your game may be the first RPG Maker game they play.
So an optional tutorial would be very helpful then.
>>
>>146204289
A couple days ago, we had someone post an RPG made in a different engine, and people couldn't even find the menu button. If it's new to you, nothing is ever obvious.
>>
>>146157362
how many friends do i need for the secret ending? i have 131 after getting dog god, secret boy, and super secret boy
>>
>>146209048
132 now after omega secret boy
>>
Hey, does the "reduce screen flickering" option in VXA have any adverse effects when turned on? It helps with the little bit of screen tearing that a big map was causing but I don't know what else it does.


>>146204289
The player starts with an item in their inventory which tells them about how to play. I may include a very short intro splash on key commands though.
>>
tips on animating water? seems so daunting compared to still tiles.
>>
>>146204289
Unfortunately, I'm going to HAVE to include a bunch of obnoxious tutorials in my game because the way skills are learned and is rather odd, to say the least.
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>>146166603
But anon, that's just his way of expressing love...
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Does anything happen if you give your character a certain name in your RPG?
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>>146211003
I went a bit lazy here and there is no real flow in the animation outside of the "beach line", but if I were to do it again, I would start out with the area inside the big dashed line square and ensure that there is flow in the animation of the three frames.

Then, and only then would I start out creating the "bright" of the waves near the beach, which should be dictated by the "main tiling area" (bdls) and could have more freedom due to the wave "breaking".

To animate the "deep sea" you start out dividing the "main tiling area" of the "shallow sea" into four and pasting it broken down behind the shallow sea so you can use it as reference to create continuity between both.
>>
bamp
>>
Don't die bump
>>
>>146123754
Witch and the Hundred Knight and Fate/Grand Order
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>>146220943
This sounds interesting, while I know next to nothing from Fate aside from a girl named Saber I've played Witch and the Hundred Knight.
Tell me more about your game.
>>
I should be working on extending the plot forward, but I keep coming up with more introductory and/or flashback stuff instead.
>>
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Bumping again.

What's your opinion on monster girls?
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>>146223285
They make me wonder how they came to exist.

Is it a monster that happens to look human? Is it a human cursed to become a monster? Is it the offspring of two different species?
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>>146223285
I like very much them but I'm also a pervert
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>>146222020
I'm making a game with witches as the focus. The protagonist lives in a country that has been at peace for about 300 years after having a war against a god. He meets a young witch by chance and has to join her in a journey to a land where only demons and monsters live. By helping the witch, the protagonist may or may cause his country all sorts of misfortune (nothing catastrophic though) for completely selfish and petty reasons.
The party consists of bunch of idiots and outcasts who all join you in your journey for their own trivial motives.

The protagonist himself is kind of a dick and acts very nonchalant about almost everything that goes on. The witch is an airhead who lived her whole life away from society and lacks any trace of common sense.

As for Fate/Grand Order, while I don't like the game as a whole, I did really like the way it handled some aspects of the combat, where debuffs are very relevant to battle and weaknesses are very important things to consider unless you want to get killed.
Also the way it handled equipment, with it not making much of a difference in stats, instead granting all sorts of bonuses and modifiers to skills and certain attacks, some of them very situational.
>>
>>146226926
may or may not*
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>>146224489
They are almost always cute because that is how monsters of their species look like in their world.
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>>146226926
This sounds pretty cool, I'm looking forward to your game Anon.
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>>146223285
Monster Girls are a primary focus of my game, so...
>>
How do I make physical attacks more interesting and differentiate them from magical attacks? I mean, I don't really want my mage to have Thunder: deal electric damage to 1 foe and my Warrior to have Thunder Blade: deal physical electric damage to 1 foe
>>
>Last podcast was about voice acting in games
>Somehow they didn't talk about voice acting in foreign languages or what effects dubbed works can have on people, if some works are best in their native tongue and whatnot

Felt kinda lackluster
>>
>>146229947
speed, range, etc.
>>
>>146230161
We also didn't have any actual voice actors. It was a fun episode, but it lacked meat and didn't live up to potential. We will revist this.
>>
>>146223285
I've always liked the mostly human kind (catgirls and the like), but more monstrous sorts like harpies and centaurs have been growing on me recently, too. If I had any kind of artistic talent I'd probably be making a game about them myself.

Maybe one of these days I'll actually get around to learning. The task seems intimidating, though. Every decent artist I know has been practicing for most of their life.
>>
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tfw pixel art is still fucking you up

a-atleast i can still make music
>>
>>146231338
It's never too late to start drawing Anon.
>>
>>146229017
>these hips
Hello there boner
>>
>>146226926
You, I like you.
>>
>>146230246
Speed (priorities, I assume) is a good idea, but doesn't really work in CBT, which is what I am using right now.

Range does work to differentiate physical attacks from magic, but feels a bit like a drawback on physical moves and isn't that good to differentiate one physical attack from another physical attack from the same character.
>>
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I've been making some icons, but I was having trouble picking a color scheme for the icon frames and backgrounds, particularly for the instant cast skills.
I'd appreciate any feedback on these or what color combinations to use.
>>
>>146235625
The last ones are the only good looking ones, IMO.
>>
I feel page 10 clinging to us
>>
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I'm back again my dudes, still working on my game for RPG Maker 2 (SFC version). Anyways, I'm again looking for some more help on my story. Here's the bare bones:

Have to rescue someone from the Nightmare World (in my game, there's three worlds: Nightmare, Dream, and the normal world)
---->
Find out that people from the Nightmare World have started invading the normal world
---->
The Nightmare World people move onto the Dream World

I just need a couple of things to explain or rewrite:

Why would the people from the Nightmare World (the Nightmare Brigade) suddenly decide to invade the other worlds? What was stopping them from doing this earlier?

Why should we save the Dream World after saving the natural world? (I was thinking of somehow tying the well-being of the natural world; maybe the natural world can't be saved until they save the Dream World)

Also, I welcome any other input on my story. Other ideas include:

>giving you an ally at the start of the natural world quest that reveals himself as a double agent using you to invade the Dream World

>almost dying at the end of the natural world quest, and being taken to the Dream World where you have to recover your party

>merging the Dream World and natural world quests, allowing you to complete them in whatever order you wants

Pic somewhat related, one of the rooms in a dungeon I designed. I tried to give it an OoT Forest Temple vibe since that's probably my all-time favorite video game dungeon.
>>
>>146229017
Do you post your art anywhere else?
>>
>>146234881
>speed doesn't work in a CTB
Sure.
>>
>>146238615
Well, I assumed you meant like priority. Like an attack that always goes first or always goes last. You can make it so the next attack comes sooner, but that is the same as just raising the character's speed.
>>
>>146238202
The minds of all people are transferred to either the dream world or the nightmare world when they sleep, right?
This should be reason enough to stop the nightmare forces.
As for why the nightmare forces can attack, maybe some sort of seal was broken or has worn off after a long time.
>>
>>146239041
I just got an idea: someone from the natural world infiltrated and became the new leader of the Nightmare Brigade. Maybe he was somehow able to rally the forces when no one else could
>>
>>146239562
Sure that works, maybe the nightmare forces lack motivation by default and a human with DETERMINATION can control them.
Better give him/her then a good story as to why they are doing this.
>>
>>146032191
Any script to make tales battle system?
>>
>>146240498
I'm thinking of having him be a powerful army leader that left for the Nightmare World so he could gain absolute power. That way, I could fit in the theme of "absolute power corrupts absolutely" to help explain his reasoning. Anyways, thanks for the help!
>>
Dying is verboten!
>>
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>>146238202
What sort of creatures populate each world?
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>>146244383
And what is the relationship between them? Do the Dream and Nightmare worlds predate humans? Do they predate life? Or were they created by it? Maybe both and dreams gave shape to something that always existed?
>>
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I make only the best of graphics
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>>146245076
Your game is already art.
>>
>>146244383
>>146244548
The Nightmare World is populated by various monsters as well as Nightmare people (essentially humans, except EVIL!!!). Dream World will be only Dream people (essentially humans, except GOOD!!!). The natural world is just like our world; humans and animals. Both the Dream and natural world will get invaded by beings from the Nightmare World though.

The Dream and Nightmare World are essentially parallel worlds that we visit when we fall asleep. Its lore isn't really that important, I'm trying to only explain the necessities so as to not overwhelm the player with textboxes (good cutscenes are pretty much impossible to do in RPG Maker 2, so I try to make them short and succinct).
>>
>>146245989
What can I say? I want to make an art game.
>>
>>146246567
I guess that works. Regarding why the portal has opened, you could say:
Humans used a (sleep manipulation? dimension distorting? VR?) machine for some reason (entertainment, preventing or fixing some kind of real calamity, winning a war) and that weakened the dimensions.
Humans tried to open a portal to the dream world, but that opened both worlds.
It was going to open up anyway because time has passed, stars were right, the chosen one was born, etc.
Nightmare dwellers always wanted to pass and finally managed.
Dream dwellers opened the portal to the human world and it also happened to open the nightmare portal..
>>
>>146229017
For the best
>>
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https://soundcloud.com/mondo-nugget/mystic-future-boss-battle

Been messing around with sound filters and mixing. I had no idea there was so much more to tweak with. Been toying with the idea to go to school and get taught proper, maybe get some courses on graphic design or art studies so when it comes time for the art I'll be more prepared.

Also behold my awesome map skills, forgive the RTP, use your third eye and try to imagine awesome looking spritework in its place. I also plan to make it look less blocky, so it's more a framework than anything else.

It's gonna be the protag's hangout/sick-view-of-the-city screen. Will be the first area that the player gains control after the intro cutscene.

Question:
When drawing maps, do you prefer to layout all the ground first, then chests and goodies? Or do you plant them as you go? I've been doing a mix of both, haven't been able to settle on one.
>>
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>>146236457
How about this?
>>
>>146223285
It can be enticing

My game will have a succubus/siren lesbian couple
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>Update to 1.2.0
>Need a key again
>>
help me pirate this
>>
>>146252384
Please support gaming companies (especially one with a niche such as this) by legally purchasing the software to promote future releases.
>>
>>146252883
>$80
>>
>>146253114
>spare change
>>
>>146253910
I'm sorry I thought this general was for indie game developers
:^)
>>
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>>146223285
Fairly indifferent. Good or cute ones will stand out I suppose. I plan on having an android girl as an initial party member if that counts. She'll serve as the teams medic. That is... until she dies saving the main protagonist. Androids are gonna be their own "species", of the oppressed kind. Mostly used for labor and... other means. Emotionless, but capable of reasoning and with unique personalities, or programming or whatever the fuck you call it.

>>146204289
The prologue will be the tutorial, but in a way that won't seem like an obvious one. For the most part anyways, there may be a few for key commands, but not many, and in depth stuff can be handled via an optional training room or something ala FF7.

>>146235625
I like the top and bottom two rows, particularly the skull one. Looks like it'd be cool for poison status. maybe for the instant cast stuff put a lighting bolt in the corner or something like that.

>>146250991
The note one makes me want to play Banjo Kazooie. I think the other version of the skull one looks better.

>>146176713
I try to, I'm getting better at it, and with more free time to practice soon I can only get better.

>>146177889
I know that feel.

>>146140575
I love the melody and the instruments that you used for this. It does sound kinda flat though. Not bad overall though I think.

>>146146219
>https://clyp.it/f3rpvvmj
This comparison is night and day! How the hell do you do that on FL studio or any mix software. I wanted to do something like that for this

https://soundcloud.com/mondo-nugget/mystic-future-my-beloved-peasant-village

but for the life of me I haven't figured out how yet. I wanted a Yoshi's Story guitar strummy sound but couldn't seem to wrangle it.

>>146149073
Learn some music theory if you haven't already, that's what I did. I also bought a nice keyboard to practice on, feels way easier to come up with melodies and such when you can actually play on something.
>>
please help me pirate this
>>
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>>146251559
By the way anon would this be too fetish-y? I'd like to pretend my game can be good enough to gloss over fanservice but I'm afraid I'll scare off people who'll see an anime babe on the screenshot preview and go "oh its one of those anime tit games I'll just pass it"
>>
>>146254938
http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
just for you anon ;)
>>
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>>146254225
I've made a few more. I think limiting the colors was a better idea.
>>
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>automating parameters, like pitch bends and volume, in FLS
For things natively in FL, such as volume and pitch, you can just right click the knob, then choose either "Edit events" or "Create automation clip".
The left window is edit events, and the right window is the playlist window showing various automation clips that'd run alongside the single pattern block.

Pattern events are tied to pattern blocks and uses the pencil and line tool to draw their curves. Automation clips use various curve types to generate their curves.

I'd recommend automation clips.

>other stuff
Some soundfonts/synths/libraries use different articulations depending on the velocity of the note.

http://www.gregjazz.com/upload/ugk2.rar
For example, this clean electric guitar soundfont has muted notes at low velocities and vibrato at max velocity. I used to use it all the time, but moved onto other stuff.
>>
Good night bump
>>
How do I make an enemy transform from one to another when it dies? Making a battle event that runs when they have 0% doesn't work, nor does Yanfly's battle transition thing.
>>
>>146260054
Make them resist the death/knockout state, then make that exact same battle event.
>>
>>146260278
This is fucked. For some reason they're just disappearing. What the hell?
>>
>>146260054
In the enemy tab, make them immortal in the part where you put things like elemental resistance or state immunity.

This is not the same thing as being immune to the death state.

It's in the enemy tab, not troops.
>>
>>146259012
Good morning bump.
>>
>>146118843
>tfw game starts like this

Fuck. It's my character's 16th bday though. To add to the trope-vomit he gets a mysterious message in a dream right before his mom wakes him up
>>
I moved from a pirated VXA to a legit steam one. How do I change name input in my game from Japanese characters?
>>
>>146268535
Nevermind, found the fix :^)
>>
>>146255539
Just don't put the titty monsters as the focus of the trailer and feature them in less than 10% of the promotional images.
>>
Hey guys. Any RPG MAKER MV 1.2.0 crack?
>>
>>146223285
Not really into them. Sticking fuzzy ears on someone is boring and 90% going to be an annoying character, and going the other direction (too much monster, not enough girl) makes them unattractive.
As with everything, though, there are some exceptions. I don't mind non-animal-type monster girls, like elves / succubi / vampires / etc.
>>
>>146272440
Just google "how to not be a cheap pirate".
>>
>>146260054
>Making a battle event that runs when they have 0% doesn't work

It should, but make sure you also have a "full recover" in there so that the enemy gets all its health back.
>>
>>146273949
>$80
>>
>>146274179
>spare change
>>
>>146274276
I'm sorry I thought this general was for indie game developers
:^)
>>
>>146267520
Play with the whole trope if you feel it's too trite. Play with our expectations of it, so we go "Oh no, not this aga- wait, what?!"
>>
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Now that I have come to grips about the tileset not going to be 100% accurate, I have been making leaps and bounds in terms of progress. yay!
>>
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Do you guys bite the bullet and make maps that have long straight paths, or do you try to make natural looking areas and just accept that the edges will by jaggy?
>>
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>>146223285
I am into body horror, so I feel sad that the rise in popularity of monster girls amounted to making monster girls look like regular girls in Halloween costumes
>>
>>146275205
I didn't know there was a tileset for MV already. Is there any advantages to making a Pokemon game in RPGM over using the romhacking tools?
>>
>>146276053
>Do you guys bite the bullet and make maps that have long straight paths, or do you try to make natural looking areas and just accept that the edges will by jaggy?
The latter. I'm personally suspicious of areas within natural material that look too straight.

Also, holy shit, my procrastinating knows no bounds. I'm seriously considering Minecraft for sketching out worldmaps, towns, dungeons, and so on... justification being that it's simpler to just put blocks there bit by bit.
>>
>>146254225
>I wanted a Yoshi's Story guitar strummy sound but couldn't seem to wrangle it.
Strum an actual guitar and reduce the quality until it sounds like a SNES? Audio engineering is so exotic for an outsider
>>
>>146276438
There isnt a tileset yet. This be a WIP.
No real advantage that I know of, I just love the Asthetics.
>>
Worldmap (think Chrono Trigger) vs. no worldmap (think Secret of Mana)

What are your pros and cons for each?

I'd say worldmap gives a sense of direction and scale, while a lack of a worldmap may potentially be more immersive, but also potentially more confusing and easier to get lost in.
>>
>>146277553
Secret of Mana has a world map, you just only explore it from the air. A better example would be Pokemon or Earthbound.

I think a world map's main advantage is obviously scale:resources ratio; I don't think there's much other reason at all. The main advantage of having no world map, in my experience, is that it makes the game feel more comfy.
I don't think either method is more or less confusing or directed than the other. It's entirely up to implementation. Dragon Quest games often have entirely directionless world maps, while Final Fantasies often have very linear world maps. The same is true for having no map; Final Fantasy Adventure is very confusing, while Pokemon is very directed.
>>
>>146277553
I'd say if you're not going to have a world map you can walk around on, the player should still be given a small map like a roadmap. That could be TRES immersive.
>>
If I steal the core conflict, main characters and magic mechanics from an animu straight to VHS Shoujo OVA from the 90s, change the lore, setting and stakes a bit, flip the genders, make a supporting character the protagonist, raise sexual and horror elements to a tenfold and conclude the story with some 8deep16you mindfuckery only somebody who watched the original OVA could understand, does it constitute a fangame? Assuming I gave it for free and mentioned the OVA in the credits, could I get sued?
>>
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>>146277553
>Secret of Mana
>No world map
Nigga

SoM does a great job with immersion, because of how late you get Flammie. You get shot out of cannons and always see glimpses of the larger world, but you only finally get to explore it yourself after you get half the Elementals.

Suikoden kinda falls flat in that regard: You fly once early on, then you walk everywhere. I can't even remember if you actually control a boat, or if traversing water was automatic. There's no progressive freedom of movement like SoM has (You can teleport if you find Viki, but that's not as cool). I say try and hold off on showing a world map until the player needs it. That way, your world just seems to get bigger and bigger.

Fallout 3 would be a better game with vehicles. The size of the map means fast travel is always the best option. It's convenient, but ruins immersion.
>>
>>146278248
No and no.
What's the show?
>>
>>146278248
50 Shades of Grey did even less to hide its origins and made megabucks. By acknowledging the OVA, you make yourself liable. Don't.
>>
>>146278104
>Secret of Mana has a world map, you just only explore it from the air.
Fair enough, good point. I was mostly thinking about how you move through the world on foot in that game.

>>146278561
It's been a while and I completely forgot about Flammie. Fuck.

>>146278248
Standing on the shoulder of giants, etc.
It should only become a problem if you lift things exactly as they are, like characters that are the characters from that OVA in name, appearance, personality 100%.
What you're planning sounds like a spiritual successor at most since you're changing a lot.
>>
>>146277553
One of my favorite things about World Map is how fun it is to explore it with your airship once you get it.

A pro not mentioned yet about using World Maps, is that a World Map almost necessarily means you are going for a large scope in both storytelling and threat. An adventure that encompasses an entire world, and presumably villains that put a huge chunk of it in danger.
>>
I'm in the minority in that I think most worldmaps aren't very fun to explore.

The biggest exception is the dragon quest games with have great world maps.
>>
>>146280805
My game has a world map, but doesn't have an airship. The best you ever get is a ship that travels in deep water. In fact, you pretty much just walk everywhere or get ferried around by NPC boats for 3/4 of the game. This is justified in universe because there's a nasty war going on and sailing a ship around anywhere near enemy territory would likely get you sunk in seconds.
>>
>>146283298
To clarify, things start to calm down a little bit towards the end (in that you kinda-sorta make friends with the enemy in an attempt to craft a peace treaty) so then it's safe for you to sail around wherever you want. Airships are still not a thing though - no technology for such a thing.
>>
>>146283298
>>146283442
I don't like boats. It's no fun to "explore" oceans (because there's no actual exploring going on), so boat rides will always feel like filler.
>>
>>146284318
But with boats you can explore new islands.
>>
https://www.youtube.com/watch?v=yNHZfHNEI88
Newest Yanfly Tips & Tricks takes inspiration from Log Horizon's Thorn Bind Hostage. Love it!
>>
>>146284318
>>146285204
Not just islands.
I have no idea how to go about it, but if there was a way to implement fog of war, actual exploring could be done that way.
Islands. Ship wrecks. Sunken temples. Reefs. New continents. Mermaids. The edge of the world.
>>
>>146285204
No, with your feet you can explore new islands. With boats all you can explore is a bunch of identical blue.

>>146286769
I guess that's something, but the fact holds: it's not the actual water that's interesting. Therefore, the boat is not interesting. There's no reason not to just put the interesting stuff on land, where you can have variation in visuals, narrow/windy paths, etc.
>>
>>146287025
But the boat can carry you to new islands and down mysterious rivers.
>>
Speaking of worldmaps, is there a MV equivalent of this?

forums.rpgmakerweb.com/index.php?/topic/20264-tinys-travel-map-ttm-addons/
>>
>>146287364
Like this?
https://www.youtube.com/watch?v=rmp7jqAkiJI
>>
>>146287025
True enough. If you look at it that way, the boat is just another mode of transportation that upgrades your feet so you can walk on water to reach the interesting spots there.

So what to do? Change the way you discover things while on a boat so it's significantly different from being on land?
Maybe you have to scan for ports or shores, or objects hidden in the sea.
>>
>>146281715
I'm on your side.
>>
>>146287861

That seems a little complicated for what I'm trying to do.

I found this one though:

soulxregalia.wordpress.com/2016/02/25/rmv-waypoint-system/

It seems to do exactly what I want.
>>
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What are you working on today?

Inspired by all the worldmap talk (which is why I brought it up in the first place) I sketched out part of mine.
>>
>>146278620
Shin Megami Tensei: Tokyo Revelation (which was in turn also loosely inspired by the SMTI game). I guess I should have mentioned it, since I wanted to use some SMT mechanics like negotiation in the game, meaning the inspiration will be obvious to most players.

The things I want to keep from the OVA are:
Demons get by mostly by possessing people. They can't really materialize and simply twist living creatures to their form. People possessed by demons gain enhanced strength and magic.
The person who summoned the demons is homosexual, misanthropic and in love with the player, which is why the protag is among the "lucky" ones who weren't possessed at first.
The demon who aids him/her sees the unpossessed human as a threat and tries to kill him/her behind the summoner's back.
There is a friend of yours who was sacrificed to summon the demons into the school.
There is a group of (2-4) people who can use magic, realized what was happening and quickly contained the situation, preventing the entire city from being overrun by demons.

Things that would change from the OVA:
No Masakado reincarnation plot.
Mostly focused in the high school and surrounding area, were demons are contained.
Some areas of the school are now connected by hellscapes that ended up overlaping as well
Most of the student body of an entire high school was possessed. The objective of the summoner and his demon aid is to kill the creators of the barrier who contained the situation, in order to break the barrier keeping the high school locked and letting the demons let loose into the world.
Demons aren't all in one side and don't control possessed humans. Most couldn't give less shits about the objective of the summoner and his demon aid.
Some other people overcome their possessed status for a variety of reasons. Power of love, magical items, etc.

(cont)
>>
>>146292521

Things that would change from SMT games:
Demons are mostly OCs.
Conversation with demons is key to winning battles. Most battles start out with demons hiding their identity from you and simply showing up a human in a combat position. Their identities can be discovered by memorizing the attacks and movepools of different demons and waiting in defense, causing them enough damage to "make them come out" or talking with them and seeing what sort of shit they say. But the first two options are considerably riskier.
The player either starts out with an almost completely filled up demon compendium (boss pages were ripped off) that contains weak points and lore relating to demon dialogue .

(and I haven't really given much thought to this except for the "Possessed Enemies Mechanic", which is something I've wanted to do for a while, I just watched the OVA last week and posted that here because I wanted to bump the thread)
>>
>>146292358
I'm experimenting with art
>>
>>146292521
Aw, but you said it was shoujo.
It's a neat enough premise, anyway. I'm pretty sure that in addition to the manga and OVA, there's a PC98 game. You should probably check it out.
>>
>>146292358
Making an artwork for my main character since i don't have a single picture of him to show
>>
>>146292358
Story
It is much easier for me to work when the story is fully done.
>>
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Damn, she's got some serious oppai.
>>
How do I turn off the in-battle face icons or use a different image for them in the Ace Yanfly Battle Core?
>>
~15 minutes for page 10
This scares me somewhat
>>
The previous thread exploded before I could download the tileset guidelines.

Could someone post it again?
>>
>>146302115
It's still archived, anon
>>145495714
>>
>>146292125

So I'm trying to use this plugin but for some reason it refuses to work.
I can't switch between locations, and the standard one would activate.
Has anyone used this before?
>>
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>>146303297
oh, neat. thanks.

I'm about to try to figure out how the "convex" tiles intersect with the rest of the tiles.
>>
>>146295263
>Aw, but you said it was shoujo.
I have a tendency to add false details to things in order to hide my/their identity. Not sure why.

>It's a neat enough premise, anyway. I'm pretty sure that in addition to the manga and OVA, there's a PC98 game. You should probably check it out.
Isn't that game just the remake of the original MT and MTII? But yeah, I should probably check the manga too.
>>
Is their any way of fading picture in an out (playing with their transparency?)

I want a small picture to fade in and then fade out (like a ghost).
>>
>>146292521
>No Masakado reincarnation plot.
I don't get to be a Super Saiyan!?
>>
>>146305212
..? Of course there is. Transparency is available by default in RM. Even back in 2K.
>>
Page 10 again, what's up with that?
Is everyone on this board staying in to shitpost or what?
>>
>>146308781
Yes, a lot of threads are just for shitposting
>>
Non-shitpost bump
>>
>>146305762
Nope. I am not too fond of chosen ones as protags unless there is some twist to it. And it just seems unnecessary.

Plus, Masakado only really works in Japan, and I don't really want to set the game in Japan. No other "King in the Mountain" fits the reincarnation theme either. I gave a thought about making a supporting character Solomon, because of the sealing demons thing, but Solomon reincarnating doesn't really make sense and OC demons don't fit him well.

Moreover, I'd like to keep the horror theme, so turning into Ash, Darkman or a Fishman would be more fitting.
>>
>>146304014
Oh, wow. Are you for real? Water tiles still lag?
>>
Chosen one protagonists wouldn't go good with Megaten
>>
Don't die
>>
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Not sure which of these looks better.
>>
>>146316507
This.

/rpgmg/ is the purest general
>>
>>146316625
I prefer the bottom one because the top feels kinda cramped and makes me feel a little claustrophobic
>>
>>146316625
Absolutely bottom. Peripheral vision is critical in first-person dungeon crawlers so that the player can begin to learn the layout by eye and not have to rely 100% on the map. If you put pillars on each corner like that, every position and every facing looks much more similar, and that's very bad.
>>
>>146316625
wait a minute, that's not RPG MAKER
>>
>>146318097
I believe that is a plug in for VX Ace.
>>
>>146318097
Part of what's so great about RPGM is that it's not really possible to say that based on just a screenshot.
>>
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>>146318097
>>146318960
>>146319356

Nah, I'm the OHRRPGCE guy.
>>
>>146319480
Were you developing the HaRPG?
>>
>>146318960
>plugin
Meant script.
>>
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>>146319597
Yeah, even if it's not really being worked on all that much right now.
Definitely want to get back to it at some point, though.
>>
>>146305212
I figured it out!

I wasn't expecting a Move Picture command to handle alpha fading.
>>
>>146320019
You have so many ideas
>>
>>146276053
One on the right goes good.
>>
>>146323184
Not that anon, but having many ideas helps both against becoming too attached to a particular project, as well as with any sort of creativity block.

Not becoming too attached helps you realize that something doesn't work too well, so you can toss it out or tinker on it until it works. If you're too attached, you're usually too scared to touch it.
>>
>>146223285
I like dragongirls and werewolf girls.
>>
>>146325896
>If you're too attached, you're usually too scared to touch it.
This so much
>>
bumb
>>
>>146325896
For me it's I always want to work on the idea but nothing's ever good enough.
>>
>>146325896
>If you're too attached, you're usually too scared to touch it.
And to clarify, that doesn't necessarily mean that the idea you liked so much and that doesn't work is shit and that you have to throw it away.

It's more about being able to admit that not every raw thought that seems fantastic at first is really as fantastic. Some are. Some need to be cut down to become valuable. Like diamonds.

If you hold on to such an idea because you think you'll never come with anything so great ever again - give yourself some credit. You came up with that idea in the first place, and it even if it was randomly, why do you attribute it to luck?

>>146332280
Maybe not good enough for the too high standards you apply to yourself especially if you're a perfectionist, as an experienced consumer of many related products, but that doesn't mean it's not good enough to be successful or of creative value.

Work on it anyway. If it turns out that it sucks, then you at least know which way doesn't work. That's learning, too.
>>
pmub
>>
abMAP
>>
Motivational bump for good measure
>>
I love colour palettes
>>
>>146337895
How to create a colour palette from scratch?
Are there any good tutorials for beginners around?
>>
>>146339060
There are websites that use algorithms to create color palettes based on different patterns and harmonies.
>>
This thread will stay
Page 10 go away
>>
How do your characters' hands look like?
>>
>>146343070
Like... hands
>>
>>146344719
But are they strong or skinny? Is the skin soft or hard? Are the nails short, broken or long? Are there scars?
>>
>>146345024
Ah, now I see what you mean.
I have never really given this a thought, though.
I guess kinda soft hands with maybe some cuts from work and with trimmed nails.
>>
>>146343070
Cartoony
>>
Is there a way to change notetags using a switch or something in VXA?

I'm using a script which sets a graphic based on a notetag in an actor's notes, but partway through the game they permanently change appearance. It's purely an aesthetic change so want to change the graphic used for them as well, but that's read through the notetag so I don't know how to change it.
>>
>>146347663
It was impossible for me when I attempted it in MV.
>>
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Finally gave my battle HUD the makeover it needed.
>>
>>146348440
dope
>>
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Semester is done on college! Now I'm on vacations till august, that's more than enough time to get some considerable progress done!
>>
>>146348637
Great to hear.
How far are you anyway? You've been working on your game for quite some time now.
>>
>>146348637
somehow, this was the motivation i needed to stop being so lazy and work.
>>
>>146348440
Snazzy
>>
Here's a challenge for you:

How would you reinterpret Counter Strike: Global Offensive as an RPG Maker game?
>>
>>146351164
XCOM-style SRPG

Nobody has over 10% accuracy
>>
>>146351449
only if you're a scrub lmao
>>
>>146215351
How are you managing to have autotiles without lag?
>>
>>146351164
All the terrorists converge in the end to become a large eldritch legion of screaming faces and melty arms.
>>
>>146351164
Pachinko machine
>>
>>146351164
Something like a Bahamut's Lagoon
>>
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First puzzle in the game. The monster starts at (1). By attacking it from different sides you force it to flee in different directions. Your goal is to force it to (5) where it has nowhere left to run.
>>
>>146348440
...Share? My battle hud is default shit.
>>
>>146354648
That's a shame
>>
>>146343070
Conspicuously off screen or otherwise hidden
>>
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>>146354648
I'm afraid I can't share the windows and layout and all that, I made those myself for my game.

The plugin used to achieve everything though, is Moghunter's Battle HUD, but to make things look pretty you're gonna need some serious photoshopping and, depending on what you want to do, some knowledge of javascript to edit the plugin itself.
>>
>>146345024
Well, the bard presumably has lots of calluses from his guitar playing.

The witch chews her nails when she's nervous, and her hands are usually dirty.

The mercenary is a bit scarred and tough.

The healer has very steady hands, neatly groomed and sensitive.
>>
What races are in your game?

I've got humans, verminfolk (rat poeple, cat people, dog people, kobolds), and gods that walk the earth (about the same power level as your average wizard, taking corporeal forms has seriously depowered them).
>>
>>146355280
That could be some cool shit
>>
>>146357379
Humans, Souls, Lost Souls, and Aberrants.

Though in the game, there's some shifting between these, so it's more like classifications than actual races.
>>
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Post screenshots lads
>>
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>>146358003
Got some fun stuff working for the battle system
>>
>>146360173
Looks cool. Are they animated?
>>
>>146357379
Humans, plant people, some weird pseudo undead who move within their sarcophages, sentient golems, angels and dragon-but-not-exactly people.
>>
>>146360379
Thanks! And they are, yeah. Some fucking how two completely unrelated scripts I was using worked in tandem to make one of them more functional than expected, I'm not complaining though
>>
Good night bump
>>
>>146362997
danke
>>
>>146364612
>>
Trying to think up events for a "life of an NPC" sort of game bump.

Most recent event: gathering firewood.
>>
>>146370164
A bunch of weirdos with ridiculous hair and cat ears talk to the player, and eventually give up, saying, "It sounds like he's saying the same thing over and over"
>>
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>>146370253
Yeah, meeting the "hero" happens a few times. Early on, the hero just questions you about everything going on in the world and waste your time for a whole day. A year or two later, they return with a "holy healer" with them and break your pots. Further on they have a rogue who steals your money, all while the "hero" tries to "unlock the Elven archer/mage character" they suspect you to be.

Each time they show up it's nothing but trouble, but they're a random occurrence so you still have plenty of time to work for food or coin, and get discriminated against for being an elf and an immigrant. Later on you get confused for a refugee as other NPCs flee the stereotypical "demon lord" and make it hard as hell to find honest work. The little events are where the heart of the game is though, since getting enough food to fill your belly is the baseline challenge; extra things like proper clothes, spare money, or a steady job are all goals the player sets.
>>
>>146370164
What about moving to a new village because your last on got burned down from evil dudes?
>>
>>146370164
The side-story of your daughter trying to find work comes to a close after the mayor hires her to be the official full-time Village Greeter, paid to stand near the entrance of the village and tell its name to all the visitors, even if they've been there before.
>>
>>146370164
You should probably give him a job to do. Maybe Item salesman? And then you could make gathering/buying items to create potions part of the gameplay.

A weaponsmith could be cool too. There are already some games about Innkeepers, so that is probably a nope, but you could visit the Inn and meet passing heroes.
>>
>>146373397
I mean, there are games about item salesmen (Reccetear) and weaponsmiths (Weapon Shop de Omasse) too. No need to rule anything out just because something similar exists.
>>
And now for another day of "I don't know what the fuck I'm doing, so let's try to learn from pixel art tutorials"
>>
>>146372573
I'm aiming to have a single city as the setting to help show off the little changes to the world as the "demon lord" corrupts it. Refugee NPCs will show up gradually for reasons like: village burned, fields withered, and demons attacked. For the player though, they just moved there because they're a "flighty" elf that wanted to live in the big capital of the humans.

>>146372978
I like the menial, a-typical RPG job idea of a village greeter. Though I think I'll keep the side stories limited to the whole "demon lord vs. hero" bit.

>>146373397
>>146373587
There are a few job opportunities from the start, but the character you play as isn't a native of the city so managing a shop won't be part of things.

Repeatable events like working a job mostly serve as a means of obtaining food and/or coin, while acting as a familiar setting to gauge the world's slow corruption and yearly changes. Temporary and seasonal work, like gathering food or firewood, eventually disappears after six game years. Either due to the world becoming barren or employers looking down on you as an elf, especially with human refugees looking for the same work.
>>
Procrastination, ho!
>>
>>146238202
Watch the animation little nemo: adventures in slumberland
>>
>>146353982
Looks annoying to solve if someone is unfamiliar with your map layout.
>>
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Hey guys, a little help please?
I'm trying to make a LISA-esque party mechanic, where you can access the formation screen from taverns. Thing is, I have no idea how to open the formation screen using events.
>>
>>146343070
Presumably like animu hands.
>>
>>146380215
Which version? From the res, I assume Ace, but you should specify anyway.
>>
>>146380215
Assuming you're using Yanfly's Party System like LISA, the script call is
>call_party_menu
>>
Would adding weight to clothing, which in turn would either increase or decrease the players move speed, be a good idea if I have a more action oriented battle system?
For instance, light armour would give less defensive stats, but would allow for the player to be more agile, heavy armour would give more defensive stats, but the player would move much slower, where as if the player were to use magical clothing they'd have little to no protection against physical damage, but they could move much faster around. I kinda like this idea, but my concern is properly balancing it and whether or not something like that would be worth the hassle?
>>
>MC goes through forest with strong teacher figure
>teacher is nomed by boss coming out from a cave near the end of the forest
>mc is left unconscious and taken to the town for healing
>sad ensues
>get some kick-ass gear
>mc decides to investigate the cave
Should the mc start out in the town and now brave the whole forest alone, or should the mc be teleported immediately to the part where the teacher figure disappeared?
Forest dungeon is about 10 minutes long to go through.
>>
>>146381262
That works, thanks!
>>
>>146381949
What combat engine are you using exactly?

If ATB or CTB, you could always just put speed penalties to heavy equipment rather than taking weight into account for the speed calculation formula. Light armor get 0 speed penalties, leather -5 speed penalty, Plate armor -10 speed penalty, etc
>>
>>146382313
>What combat engine are you using exactly?
I guess you could say it's my own, because I only use an Event Cloner by Shaz, that I still needed to modify to fit my needs, but everything else for the battle system I have I wrote myself.
>Light armor get 0 speed penalties, leather -5 speed penalty, Plate armor -10 speed penalty, etc
Nah, I more so want any time of armour, and not clothing, to add weight. I have added separate slots for armour and clothing in my game.
Like, something like shoulder pads won't really add any noticeable weight to the player and thus won't reduce the player's move speed noticeably, but if they start putting on more and more armour on top they will start to move a tad bit slower. I kinda tested it out already a bit, I'll just need to eventually properly balance it out for all the clothing that I have and plan on having, which might be a bit of a hassle.
>>
>>146381981
I'd say add some fast travel option from the town hub to various locations. Let the player decide if they want to fight their way through it all or skip.
>>
>>146381981
If you set up some interesting landmarks, the forest could be fun to retread. If not, when they touch the forest on the world map, yeah, have 'em teleport to the scene
>>
>>146381949
Would it make the game more fun? I expect it wouldn't.
>>
>>146383478
I can definitely make some combat engines more fun, though.

For example, there are games where the guy handing out boosts is the second or third slowest character, while the guy with the "attack all enemies" technique is the fastest.

It is pretty cool to load the fastest guy with some heavy armors so he becomes slower than the Buff Dispenser, so you can then finish off weak enemies in the first turn.

This also applies to bosses that dish out buff clears every few turns.
>>
>>146384274
>It can make
fxd
>>
>>146384274
Speed stat in a turn-based system is miles away from movement speed in a real-time action battle system.
Trick Room is cool and fun. Having to choose between wearing tissue paper or the Iron Boots is not.
>>
>>146348440
dat witch bitch 2 skinny
>>
>>146381981
I like the option of exploration, so I'd rather have it if the player would start out in the town, but I would also add some sort of a fast travel system, so as to not annoy the player in case they need to run back and forth a few times, just make it so that the fast travel is a consumable and costs some money, so that the player would sometimes need to explore anyways.

>>146383478
Well, I kinda think it would add a bit more to strategy and "class" difference. If the player puts more points into magic stats, then it might be better to move faster to keep a distance between themselves and the enemy, for instance.

>>146384628
But I don't have a turn based system. You or the enemy can attack each other as much as you want, there's just a small (1 second) cool down between attacks and the battle doesn't happen in a separate scene, it happens in the map scene.
>>
>>146381981
Do it like Dragon Quest V did it. Have the teacher figure escort you through the dungeon on the first try so that he kills everything for you, solves all the puzzles, and probably even finds shortcuts that you can't take later. Then when you come back, you have to do it the hard way.
>>
I want to put a stacker-type mini-game in my game. Can someone please make a plugin for that?
>>
>Want to use LMBS from Moghunter
>Can't sprite for shit
I guess I have to settle for turn based.
>>
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>>146386229
Forgot pic related for reference.
>>
>>146386229
>>146388089
What's the gameplay like for stacker?
>>
>credits scene shows the mcs using phoenix downs on everyone who died in the game
>>
>>146032191
I'm jumping to MV now.
There is no pirated version of MV?
>>
>>146390345
It's on sale on Steam right now, something like 45% off.
>>
>>146388089
That can probably be done without a plugin. Just make a map dedicated to stacker and have an event walk back and forth, Action button pressed the event walks down until reaching the bottom or colliding with another event. It wouldn't be too hard to make the stacker image and use it as a parallax map.
>>
>>146390469
Yeah but that still cost me 20% of my income.
And I don't like using steam because last time my skyrim mod get messed up because steam tried to rearrange them.
>>
>>146390884
Yeah there's a crack for the non steam version. I found it on reddit while googling for it awhile back and it was shared here at one point as well.
>>
>>146391298
I see. I'll try searching for now.
>>
So, there's some new Neo Crystal Engine out for MV. What do you guys think of it?

http://forums.rpgmakerweb.com/index.php?/topic/64012-neo-crystal-engine-%E2%80%93-basic-module/
http://forums.rpgmakerweb.com/index.php?/topic/64013-neo-crystal-engine-%E2%80%93-enemy-classes/
http://forums.rpgmakerweb.com/index.php?/topic/64015-neo-crystal-engine-%E2%80%93-extra%C2%A0stats/
http://forums.rpgmakerweb.com/index.php?/topic/64016-neo-crystal-engine-%E2%80%93-mist-charges/
>>
>>146390247
A wide block moves back and forth on top of the screen. Pressing the button causes it to fall. Then another block appears, narrower and faster than the last. The general gameplay is that you stack up the blocks until it goes to the top. The original stacker game has a losing condition when you fail to land the block evenly with the previous block.

My version will end when the set number of blocks runs out. The player is then scored based on how accurate the player is to the predetermined shape that the player had to make using the blocks.

>>146390614
I think using events for anything complicated would cause the game to lag.
>>
>>146393043
>I think using events for anything complicated would cause the game to lag.
Complicated? I thought we were talking about Stacker. You can go far more complex than that before you run into trouble; people have made full-on action games with RPGM eventing, you know.
>>
Up
>>
bamp
>>
>>146392523
If you're gonna shill, at least tell us what you've got going on. Links don't tell me anything
>>
>>146349364
Working on the prologue dungeon, can't wait to have it finished!

>>146350543
You're welcome anon
>>
>>146390884
$400/year
Do you grow your own food?
>>
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2,5 hours wasted because Steam refuses to sell me RPG Maker MV.
>>
>>146400643
You could have pirated it in 30 minutes.
>>
>>146401048
I have morals and decency.
>>
>>146401221
You could have pirated it now and paid for it later.
>>
>>146401587
Well, excuse me for not foreseeing the future.

I keep trying to buy the program with the "any moment now...!" attitude.
>>
>>146401587
This
>>
>>146401748
>Well, excuse me for not foreseeing the future.
You should know by now that Steam summer sale always equals to horrible lag, it happens every year. So all the blame is on you.
>>
>>146400096
$110/month
RPG Maker is $20

Food here is cheap af. I can eat with $2 a day.
That doesn't include electicity, water, and gas bill, though.
I save like $1 - $4 a month.
>>
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>>146402838
Not up to 3 hours, really.

Got it now.
>>
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>>146402878
Are you some street kid from Mumbai? Who aspires to create RPGs?
>>
Guys, I know shit about weapons, but a regular sword IS about as good at piercing shit as a Rapier, right? So, if a Knight has a Shield and a Sword, he should be able to deal Crushing (with the shield), Stabbing and Slashing damage, right?
>>
>>146404592
I pay my own bills so I'm not street kid.
I live in a shithole in South East Asia. Not gonna tell you which one.
>>
>>146404851

For the sake of balance you should consider making slashing and stabbing a difference between a sword and rapier.

But yes, swordfighting was mostly about stabbing in the first place.
>>
>>146405517
I only have two physical characters and the other is more of a fisticuffs guy with elemental punches, though. Nobody uses rapiers and I suspect playing the Knight will be relatively boring if I don't add the Piercing/Slashing/Blunt "elemental damage" difference. This way the player can choose between Shield Bash, Stainless Cleave and Drill Strike, instead of just Attack and some Buffs.
>>
>>146405285
>>146402878
>tfw $500/month and eating $5 per day
No longer the poorest third-worlder in /rpgmg/ it seems.
>>
>>146405285
Sorry to hear that. Now I want to play your RPGs.
>>
>>146408003
This. The Southeast Asian influence could provide some sexy results.
>>
Would you figure out that the status effect "Metallization" that boosts defense and attack at the cost of speed also makes the target immune to Lightning damage?
>>
So how easy would it be to implant a diving/surfing system in MV? Also Is there a link to that Modern Buildings tileset that came out a while ago?
>>
>>146405517
>swordfighting was mostly about stabbing in the first place.
Sword fighting is parrying and slashing mate.
Watch HEMA channel.

>>146404851
Try not to get too far with the realism.
Too much realism in RPG is asking for trouble.
>>
>>146410268
>immune to Lightning damage
No. If it were something like Stoneform, I would
>>
>>146410268
Robots are usually weak to lightning, not immune to it. Though, I guess Steel might resist Electric in Pokemon? I actually don't recall for sure. Either way, immunity is too far.
>>
I see the makers are all on sale.

Is MV any good?
>>
>>146410863
RPGMaker gives me problems sometimes where my shit would randomly corrupt and I'd have to start over from scratch. I don't know if that's been fixed or not but I noticed it happened a lot on MV than any of the other RPGMakers I've tried.
>>
>>146410863
It's meh. Not very different feature-wise, and still somewhat buggy/laggy (though it's being patched regularly). But it does have its upsides: mobile export is pretty cool in principle, and JS is so much better than RGSS3 that it's catching up in number of scripts at an incredible rate.
>>
>>146410431

HEMA is about dueling. On the battlefield there was no room for fancy tricks.
>>
>>146411148
It's blowing me away how quickly plug-ins are being produced. Was content creation this fast for VX? I wasn't around to see that engine blossom.
>>
>>146410742
>>146410448
I just want a status buff or ailment that makes shit very resilient to Lightning (and isn't something super lame like Lightning-form or Dethunder) for the sake of a puzzle battle.

The idea is that due to the Faraday Cage effect, the current would go through the surface of the conductor and then dissipate quickly on the floor without causing you more damage than heating, which wouldn't amount to much anyway since you'd be a metal creature at this point, anyway..

And the Faraday Cage seemed like a fun tidbit that could be explained by a teacher at the start of the game during a class where your character is dozing off.
>>
>>146410863
It's pretty much superior to VXAce in every way except being a resource hog comparatively. A minority of people are reporting bugs and lag though most people don't run into either.
>>
>>146411730
It hasn't been anywhere even close for any of XP, VX, or Ace. Part of it is probably just due to the community getting a lot larger, but even still, MV's rate of new plugins is crazy.
>>
What are some good RPG Maker games on sale?
>>
>>146414586
LISA
Cherry Tree High
>>
>>146414586
Skyborn is ~$4 and a pretty fun (if short) romp with good characters and decent (if kind of broken and abusable) combat.
>>
Let's have a little writing challenge.

Take a classic story (such as a fairy tale or myth) or a historical tale and re-imagine it as a JRPG. Feel free to take liberties, but it should at least be "based on" a classic story.

Tell us the general plot.
>>
>>146414413

Or because of Javascript.
>>
>>146416370
>Little Red Riding Hood
>Story progresses more or less as normal
That would only be the first chapter, though, since a surprise guest chracter is a bad way to kill the final boss
>>
>>146416370
Well fuck. I like my idea so much I don't even want to spoil it to anyone for the off-chance it may turn into an actual game.

So, brief version:
You are Abel, after you have been killed by Cain. Somehow you are still alive, and you try to kill Cain in return, while he tries to kill you even deader.
>>
Summer bump
>>
>>146416370
Lewd /ss/ adaptation of Cuchulain's training tale.
You arrive to Scatach's Island, fight through the wilderness and meet a catgirl. You beat her and she becomes your mount.
More wilderness and you meet another boss. A giant or something that guards the bridge to Scatach's home.
The bridge is some kind of minigame. I am not sure what kind.
Once you meet Scatach, you have to do some puzzle with the help of her daughter to manage to catch her off guard and have her become your teacher at sword point.
She gives you ten lessons. Every lesson is a dungeon with some monster girl boss, that you explore alongside Scatach.
Once you are done with your lessons, Aife's three daughters arrive to cause some trouble, so you beat them.
Then Aife is the final boss.

You are portrayed as some kind of shota Rance.
>>
BAMP
>>
How do you have new characters join the party in a natural-seeming way? I'm thinking the hunter will overhear the mages talking about needing to find a way to get to the desert, and offer to escort them, but I can't imagine exactly how it will play out.
>>
In terms of licensing, can I use stuff from one RPG Maker's RTP in another?
>>
>>146424025
Only if you both RPG Makers.

You can't use them for other engines, I think.
>>
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>>146424025
For the PC versions, yeah. Not so sure about the console / handheld versions, but I'm using it anyway.
>>
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>>146424106
>Only if you both RPG Makers.
I'm set then
>>
>>146423639
>excuse me, but I couldn't but hear you talking...

Come on, you can be more creative than that...
>>
>>146424880
This would be perfect for a DnD parody.
>>
>>146423639
Maybe switch to his POV a little before he joins in so you can see his thoughts and get some additional motivation.
>>
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>>146380215
I really like how this game looks, anon.
>>
what are your thoughts on rpg maker games being sold on steam? do you think it's honourable to be profitting off of a game that you built off of an engine that is meant for people that aren't really programmers and has the stigma of looking crude.
>>
In VXAce, is there a way to remove "<name> Counterattacks!>" or "<Name> takes no damage", preferably attack specific? I have a lot of flavour attacks that don't do actually do anything, and it feels off seeing those messages.
>>
>>146425583
A game made in RPG Maker is like Kraft Mac N' Cheese. It's a little simple, but in the right hands can still be really enjoyable. Some people will read the instructions and still manage to fuck it up. They shouldn't charge for the meal, but sometimes they do. They, however, do not and should not diminish the efforts of talented individuals who wield the same ingredients. A good meal is worth paying for, even if it came out of a box with instructions.
>>
>>146425583
>do you think it's honourable to be profitting off of a game that you built off of an engine that is meant for people that aren't really programmers
Absolutely. As long as you don't throw out stuff you made in a week using RTP and bog standard gameplay, it is still a tool for creative expression, and that's its point.

Some paint with a brush, some draw with a pencil, some make art digitally. If you have issues with hand-eye coordination, to stay within that metaphor, why not use a tool that helps you compensate for that fact and allows you to still be creative with your ideas?
Even if you don't have these issues, it is a valid tool in my opinion.
>>
>>146426165
I'm also using ace battle if that helps/changes things.
>>
how do I make an rpg that has no level ups or exp but still have character growth?
>>
>>146426721
Item drops that teach skills.

Lots of equipment.
>>
pitch me the game you're making
what makes it better than all the rest out there?
>>
>>146426165
That stuff is in the Vocab module. But to make it per-skill... Well, you probably won't find an easy implementation outside of scripting. I think you want Game_ActionResult, to find where the vocab is added; put conditions to change it based on the skill ID.

>>146426721
Start by figuring out why you want that, and go from there.
The obvious answer is equipment progression, but I don't think that's interesting on its own.
>>
>>146427441
I found where in the vocab module it is, but uh, I've no idea what to add with game_actionresult, or where.
>>
>>146423639
>Mages need way to get to the desert
>NPC: "Oh XYZ knows how to get there"
>Find XYZ
>>
>>146426721
Add-ons and modifiers to equips, robust crafting system
>>
>>146427283
undertale for weabs instead of furries
>>
>>146429178
10/10
>>
>>146429178
So you're gonna drop a chunk of the audience, and add none to replace it? That doesn't pitch well.
>>
Work on your game
>>
>>146429414
>Implying furries matter.
>>
>>146432205
But Anon, somehow they are loaded with cash.
>>
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>>146432205
weaboos cannot compare.
>>
>>146432678
This really shouldn't surprise me, but holy shit...
>>
>>146432678
I am kinda disgusted.
And somewhat intrigued because I like some cosplay action.
>>
faith in humanity lost bump
>>
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So where exactly do monster girls fall on the furry continuum anyway?
>>
>>146436097
On the awesome spectrum. Certainly in the art department. Wow.
>>
So I'm trying MV out, played around with Ace a bit in the past.

Some core scripts or plugins or whatever I am interested in are Yanfly's Lunatic scripts from Ace, namely ones like Protection and Punishment.

Basically for those that don't know these two scripts gave some pretty cool tags that focused on damage prevention (such as limiting how much damage the target of the ability takes) and punishment for actions (such as taking damage when attacking). Are any of these currently available or actually possible with the base software?
>>
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>>146436097
10%
>>
>>146436842
Yanfly already got you covered for most of his own MV plugins. If he hasn't ported his VX Ace scripts over yet, he will eventually.
>>
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>>146437030
Oh shit. Wrong scale.
But the most important aspects of not a furry is the face. While you stay in the Thundercats territory, you are not a furry yet.
>>
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>>146429178
So a kid falls down a hole populated with Guts and Lum?
>>
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>Finally get to the point where I'm enjoying the dialogue I'm writing
>>
>>146436386
Thanks. If you're interested, there's going to be a lewd version of this game as well.

>>146437191
True. Have no real desire to go full furry for this thing [although there may be some heavily-furred monsters here and there], so I think I'm safe.
>>
How do I imply someone's actually old without them looking like they're old? I don't want to just say "they're however many years old".
>>
>>146439475
I dunno. Have em say something like, "I've been doing this for thirty years and I've never blah blah blah"
>>
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Working on a "Big Cat"... Rate
>>
>>146439475
Relatively slower reactions. Lack of impulsiveness. Thoughtfulness. Absentmindedness. Expertise. All in varying amounts depending on how old that character is supposed to be, of course, and how that ties it into their actual personality.

>>146438941
Seriously. Even just those four non-animated sprites make my imagination go wild. And that has nothing to do with a lewd version. It's not a deal breaker for me, but saying I wouldn't be interested is lying.
Definitely interested.
>>
>>146440524
Would pet
>>
>>146440524
Liger/10
>>
>>146440142
That's exactly what I'm trying to avoid.
Imagine a mage that looks like a little girl but is actually I dunno, maybe 50-70 years old.
>>
>>146441472
How much of a mystery is this to the player and the characters?
>>
>>146441472
Add more lore to the game (wars that occurred 40 years ago, some King who lived back then) and have the character reference them.
>>
>>146441282
Close ;)
>>
So, there is that pub in my game and it's kinda important because the party will be there a couple of times.
Long story short I need a name for the second bartender.
And I thought, hey instead of assigning a random name I could ask the thread if anyone wants her/his character there.
I would need the forename and the surname, however.
>>
>>146442536
Llewellyn van Dorn
>>
>>146442642
Would fit nicely I think.
I'm not sure if the name is female or male, however.
And the color of the hair and the eyes would also be nice.
>>
>>146443141
It's a male name. He has brown hairs and hazel eyes.
>>
>>146443261
Alright, got it.
Thank you for your input.
>>
>>146439475
Several ways.

You can have them reference shit that the player knows would have happened way before their time.

You could have a mutual acquaintance recall something they did a while back

Really depends on how much the player should know and if you want it to be a big reveal
>>
>>146441773
Her real age being different from her appearance clues in the player about how their perspective is that person's "soul form" because the player starts as a soul.

It also helps explain a lot of backstory lore like:
-why an older looking character calls her a big sis from the same orphanage.
-why the gluttonous party member keeps calling himself fat and out of shape despite looking average in build.
-why she says she has a twin sibling of sorts, yet acts unusually quiet around a certain party member who is visually older looking.
>>
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Came here from the steam sale. If I wanna make a shitty Yume Nikki ripoff, whats the easiest version to do it in? 2003? MV? I have javascript experience but I assume MV doesn't have the sort of libraries that the older versions do.
>>
>>146445012
MV's scripts are already close to matching what the older versions have. However, the graphics are more detailed (48x48) and resources are rather scarce. You'd be better off using VXA or XP and making people in Game Character Hub
>>
... Does RMVXAce not have a scroll camera function? How the fuck? Am I blind?
>>
>>146445406
Can you use lower detail tilesets/character sprites if you want in MV? 48x48 sounds like a pain to draw our compared to something lower like 16x16.
>>
Finally got my main menu looking how I want it...
Added a play time, location, and help window.

Now, back to work on the next demo...!
>>
>>146445718
You can take 16x16 and magnify it 3x, sure, but then you'd have to do that for everything (tiles, characters, etc.) or it'd look ugly.
>>
>>146446301
Thanks
>>
>>146445718
While it's possible to use any size for characters you will need a plugin for the actual tiles size.
>>
>>146446269
Did you finally figure it out? Well done, anon.
>>
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>>146358003
An optional mini dungeon found right next to the main city in my game. Still have a lot of decorating to do because I've been focusing on puzzle design but there's the layout. It's in the dark but if you bring a torch you can light braziers to make it easier to find your way. There's 4 puzzles, a few quests and a boss fight in there. Hoping to do like 50 or so optional dungeons of this size.
>>
>>146449908
>50 optional dungeons
Woah, this would be a lot.
How many mandatory dungeons are you planning?
>>
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Where were you in 1993?
>>
>>146449908
Will there be backstory or lore or bonus character content for the optional dungeons or are they just there?
>>
>>146450789
Not even born :^)
In a small town near Phoenix, Arizona for the most part of the year.
>>
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>>146450752
Most dungeons will be optional. I'm trying an open world mercenary type thing. There will be a main quest with a few larger required dungeons but it won't be that long. You open it up by doing quests to gain Renown.

>>146450823
Yeah there's going to be lore. The game takes place in the red square area on that map. Ingame books will describe other places. There's three little stories involved with this minidungeon that will continue elsewhere. There's a Necromancer cult hiding in the lower level (that door right near the entrance takes you there.) but you can't get to that floor until later on. There's a really strong evil spirit boss sealed in the skull statue in the lower left corner and if you examine the other destroyed statue you realize that a second one was sealed there but escaped recently. Lastly there's a group of Knights buried in the bottom right tomb and if you go around the dungeon examining their statues you will learn about them and how to solve a puzzle to get some treasure.
>>
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>>146449908
Goodnight Bump with slightly refined map I guess. A ghost is going to tell the party there's treasure in that room at the end of the spike hallway. Every spike tile deals a small amount of damage. When you get to the other side the gold turns into spooky things and you get attacked by ghosts.
>>
>Watch 7 Samurai
>Kinda want to make a samurai game now
>Just started with another project
Help
>>
Good night bump
>>
>>146455187
https://www.youtube.com/watch?v=sBILe0MZDJ0
To this day, I still can't tell you why Samurai 7's opening theme is so amazing. There's something special about it. Like even if you have other favorites, you can recognize it's not just another random anime theme song.

It's not even because I'm a fan of the show or artist, because I actually found practically everything about the show boring/stupid.
>>
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Oh, and water tiles are absolute shit.
>>
STOP DYING
>>
Hey guys I'm making a purposely bad RPG, but I'm putting in a lot of effort into so I feel conflicted now.
>>
>>146461096
There are plenty of bad RPGs.

If you're trying to make a good bad RPG, then of course you're going to put in a lot of effort.
>>
pondering legality bump

ZUN's been cool about people creating and selling doujin work of Touhou at Comiket, but I wonder if he'd be cool me including an optional cameo boss battle.

Anyone happen to know if there are any western devs that have used Touhou material in commercial projects?
>>
>>146462542
Isn't all his work free to use for commercial projects?
>>
>>146462652
I feel like that's definitely something I could've read randomly a long time ago, but I've never really seriously considered it.

I always just thought of it as being "Japanese devs don't care about what happens in Comiket".

It just seems like it'd be different for releasing it to an online platform like Steam. Though I guess there are plenty of musicians that sell their TH arrangement albums online already.
>>
>>146462542
I did some research and apparently you need his permission for commercial projects but Steam is a complete no go.
Selling physical doujins at events is apparently fine.
>>
>>146463535
Ah, damn. Guess it was as I thought. I did notice a void in the Steam store of TH material, despite weab material existing there.

Thanks for the confirmation.
>>
Trying to make a party system similar to Dragon Warrior 3's where you go to a designated place and recruit party members, and excess members stay at the place until you decide to put them into your party.

Anyone know if this is doable without plugins? Like, I can probably do the part where you go to the place and recruit party members, I'm just not sure about the part where you remove them and they go to a list of inactive party members, if that makes sense.
>>
>>146463968
What specifically are you having trouble with? You can do it easily just with choices. (It'd be smoother to make if you used a plugin that lets you set conditions for choices, but you can certainly go without if you really really feel the need.)
>>
>>146463968
It'd be tough without plugins, you'd need to make fuckloads of actors... at least 4 per class/gender... Eg 4 male warriors, 4 female warriors... etc.
>>
>>146445451
Not that I'm aware of. I typically set up 'cutscenes' which have events act as the characters, and then make the player character invisible and use them as a makeshift camera, that way the speed and direction of camera action can be controlled however the player character can be in a move route
>>
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woof woof
>>
>>146465242
Woah, you definitely do not. You only need a number of actors equal to the maximum you can recruit. You just change their class and graphic as needed when they're recruited.
>>
>>146463968
Let me clarify here;
So let's say you have 5 characters.
You have characters 1-3 in your party.
Do you want character 4 and 5 just milling about around the tavern when they're not in your current party?
>>
bamp
>>
>>146463968
This seems pretty easy to do with Common Events and without any need of new menus.
Create Location.
Create 8 events (or one for each party member) with 2 conditions each:
Condition 1 (switch marking them as not a party member), walk around the room doing some activity.
Condition 2 (switch marking them as a party member), hang around at a "designated party member table".
When you talk with one of these Events, you offer (at least) three options "Talk", Join Expedition/"Leave Party" and "Nothing", with the second option changing their current condition.

Disband your party whenever you enter the building, or at least disable the caterpillar
>>
>>146446301
This would also apply to text font, no? How to do it?
>>
Newest Yanfly plugin:
https://www.youtube.com/watch?v=-RDXb01MY8U

Call Event from RPG Maker 2k3
>>
STOP FUCKING DYING
>>
>>146471152
neat
>>
>>146471152
why is flying dreams tits so big?
>>
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Getting minigames to work is so satisfying!
>>
>>146474347
Minigames are pretty sweet
>>
>>146473739
FlyingDream R34 when?
>>
>>146476342
Uhhhh
>>
can you make 3d games in this?
>>
>>146470962
No.
>>
>>146480157
Technically speaking, yes, but don't. Native support for 3D is nigh-nonexistent, so for all the work you'd be doing (and the clunky, slow payoff) you're much better off using something else.
>>
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Is your main character this cool?
>>
>>146455118
Don't forget to dim the lights and maybe use some sort of fog overlay in your underground dungeons.
>>
What is your current battle system?
>>
>>146446269
HP and MP bars are unnecessarily long. Make them as long as it is required to keep them informative. I.e. so that the player will realize when he has low HP, fairly HP, much HP and so on.
>>
>>146483004
Paper Mario-like, fixed main character and switchable partners. Skills have different input systems, like "press Z at the right time" or "tap Z repeatedly to fill this bar", and every character attacks immediately after selecting an action.
>>
>>146484672
>Skills have different input systems
Oh shit I want this kind of system.
Is there a script for guard command for MV or VX Ace?
Think of Legend of Dragoon but you press button when under attack.
Or you can see Ar Tonelico 2 defensive phase.
>>
>>146485005
I'm not sure but try looking at Galv's timed attacks script. It has a function for the guard command too
>>
>>146482563
Depends if you play them as a cool upstanding person, or a lazy good for nothing vagrant.
>>
>>146485468
Thank you
>>
>>146036340
You do this by including the wet sand on the water tile.
>>
>>146275205
that looks great
>>
>Wake up
>See we are on page 10
This is not okay
>>
>>146032191
Okay, I'm starting MV.
Where do I put these Base Resources, DLC, and others?
>>
Tell me something about the first town the player can visit
>>
>>146426721
You mean like Zelda?
>>
>>146426721
Power ups, stat and skills gained through pickups (potions? blessings?)
>>
>>146491502
It's also the only town the player can visit, though events take you out of it sometimes.

>>146491929
No, an RPG.
>>
>>146492146
Zelda could be considered an RPG using some definitions of RPG.

Depending on what I call an RPG, a game with level ups through grinding unrelated to story progress, I might say your game isn't an RPG.
>>
>>146494606
You're allowed to define any word you want in any way you want, but you should be aware of when your definition is unique to you (and therefore largely useless).
For some definitions of "definition", your definition isn't a definition!
>>
>>146494914
Sure, but when a community wants to discuss anything, you need to layout the terminology being used.

So we need to know what >>146492146
wants to mean when he says "No, not like Zelda. Like an 'RPG'".

What the hell does he mean by "an RPG" that doesn't have "level ups or exp", but would not be described by "like Zelda"?

That's why I brought up definitions.
>>
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>>146495427
First examples that come to mind are TCG RPGs. Pokemon TCG 1 and 2, CFC 1, 2, and DS, the various Yugioh games, Weiss Schwarz Portable, etc.

The RPG genre has always had a muddy definition, but I think a good standard is that the player character becomes better at a thing by doing that thing (almost always battling, but other stuff too in some contexts). In other words, the player's skill and the character's skill are notably different things that change independently of one another.
>>
>>146496382
>player character becomes better by doing a thing, such as battling
Devil May Cry is an RPG.
Call of Duty is an RPG.
Gran Turismo is an RPG.
>>
Hey, got an idea for the guy with the robot game.

You should take a jab at Mighty no 9 and the whole "Crying like an anime fan on prom night." and "It's better than nothing" fiascos.

For example, have a villain call for a bunch of their minion bots to assemble. They show up, but it's all the half-broken, possibly-retarded rejects. Then have the minions say "We are at your beck and call, sir!"

Followed by the villain going "...Well, it's better than nothing..."

Also, maybe include a dialog line somewhere, possibly from an NPC where they talk about some tragic event from their life and they say "I cried like an (x) fan on prom night!"
>>
>>146498175
Have you heard the phrase "RPG elements"? Because there's a reason it's used.
>>
>>146498350
What distinguishes those games from TCG RPGs?

Why can't Devil May Cry be an Action RPG, Call of Duty an FPS RPG, and Gran Turismo a Racing RPG?

shitpost bump. The original solution to this spam would be for >>146492146
to say he means "No, I don't mean Zelda's method of progression, which is through clearing plot points. I mean I do want to have some sort of grind-able progression system, but I don't want it to necessarily entail levels and experience points."
>>
>>146498320
too memey, and I don't think the thick robots should be tainted with that. it's got amazing potential.

almost to the point where i'd consider contributing to it if it gets farther along
>>
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Where to find more resources, especially clothes, for the MV character generator and a guide how to set shit up.
>>
My game's going to have 4 dungeons, 4 bosses and about 3 NPCs. Is this too big of a scope?
>>
>>146498736
It's about the core. A game with RPG elements (like DMC) has a different focus (like stylish action). The RPG stuff is minimal. Calling DMC an RPG makes about as much sense as calling Ocarina of Time a platformer.
In a TCG RPG, the RPG progression / structure is the focus. In many cases, it's the entire game. They aren't another genre with RPG elements, because there is no other genre underneath.
>>
>>146500545
That's basically discrediting anyone who enjoys playing card games. Is that what you're intending?
>>
>>146500865
And actually, you're basically saying the shittier the battle system is, the more of an RPG it is.
>>
>>146500865
It's absolutely not; I love TCGs and other tabletop. What it's doing is saying that TCG duels are effectively an RPG battle system.

>>146501171
Alright, now I'm done responding. I expected better of /rpgmg/.
>>
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So with Yanfly's Skill Core you can make it so skills cost a % of your max HP/MP/TP, but how could I make it so skills cost a % of the character's -current- HP/MP/TP?
>>
>>146504158
Custom HP cost tag, "a.hp * whatever"?
>>
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>>146500545
>The RPG stuff is minimal
>In a TCG RPG, the RPG progression / structure is the focus

I'd say from a purely RPG progression / structure perspective, Gran Turismo 3 is way more of an actually fulfilling RPG than Pokemon TCG. Its story is just primarily told in the backstory/lore/universe, and the cast is comprised of cars.

>Pokemon TCG
>challenges
9 dungeons(gyms, elite4), ~4 different enemies per dungeon, 1 boss per dungeon (leader)
optional endgame super battle (imakuni)

>story progression
you start with a choice between 3 sets of equipment
you start with 8 dungeon, then unlock the final dungeon

>player power progression
after battles, you gain 10 random equipment pieces (opening boosters)
sometimes you gain specific equips for certain plot battles (bosses)

>endgame grind
collect 200+ equipment pieces

>Gran Turismo 3
>challenges
70+ dungeons(events), ~3 battles(races) per dungeon, several enemies per battle
11 optional endgame super bosses (endurance races)
10 optional dungeons (rally races)

>story progression
you start with a choice between.. several characters
you unlock more dungeons by progressing the plot (obtaining higher licenses)
you start with 12 dungeons available, unlock 9 more, unlock 16 more, unlock 14 more, unlock 10 more and the 10 super bosses, then unlock the final 4 dungeons

>player power progression
after battles, you gain currency
spend that currency to hire new party members (cars)
spend that currency to heal your characters (oil change)
spend that currency to upgrade your equipment (parts), spread among 10+ equipment slots
recruit new party members after clearing particular dungeons, and after optional super bosses (car prizes)
customize your characters stats (tuning), which correlates directly with what equipment is being used

>endgame grind
collect 700+ party members, each with their own equipment
>>
>>146505295
>bigger number of things, therefore more of an actually fulfilling RPG
It's a racing game.
>>
>>146506716
You don't even need to look at the fact that it has a bigger number of things. That's not even something to pick at.

It specifically has more of a plot structure than the "actual" RPG. Pokemon TCG has only two significant plot arcs: before you unlock the Elite4 and after.

There's a currency system used for upgrading equipment, recruiting party members and HEALING.
>>
>rather than leveling up to learn moves, ALL spells and skills are learned from one-use items found in dungeons
Pros: Incentives exploration.
Cons: Could lead to the player missing on important moves for some fights.

What do you think?
>>
>>146507948
This is mainly a missables issue. It's up to you if you want to aid the player by making missed items obtainable afterwards through another means.
>>
>>146507948
Depends on if the abilities you can discover have multiple points.

This effects how fun exploration is but maybe you could have a radar system which tells the player if there's a move to discover nearby.

Depending on how diverse you ability set is, the player missing out on an ability is not the end of the world.
>>
>>146507482
>Pokemon TCG has only two significant plot arcs
So? It only even needs one. What kind of nonsense measure is that? Pokemon delivers its narrative in an RPG-esque fashion (travel around, interact with NPCs, read dialogue). It features a challenge for the hero to overcome. Literally nothing else is required. I can't possibly agree that because GT gates you from certain races at the start, that somehow makes it more of an RPG.
>There's a currency system used for upgrading equipment, recruiting party members and HEALING.
So it has money. And? What part of that makes it more of an RPG? RPGs don't need money.

Plus, casting cars as party members but Pokemon cards as equipment is a joke. They're at best the same; really, Pokemon cards are more "RPG-y", because they have associated skills (abilities) in addition to just different stats (which seems to be all the rationale for calling cars people).

>>146507948
It can work. Paper Mario has almost all its skills come from equipment, with no way to permanently learn them at all -- in that regard, just having TMs is less strict. The skills you get from plot progression in PM are almost all terrible, too, so they don't affect your play very much.
>>
>>146505295
Simulations have spreadsheets, but they're not RPGs
>>
>>146508553
You are specifically the one who said RPGs have a focus on an "RPG progression / structure". That is explicitly the only thing I'm addressing, and when I do, you say "So? And?" Are you forgetting what you're even saying?

>delivers its narrative in an RPG-esque fashion
Now you're trying to change the point that RPGs are supposed to contain aspects like "traveling around, interacting with NPCs, reading dialogue"?

If that's the case, then you're removing the grind-filled dungeon crawlers with the most minimal "RPG-esque" aspects.
This then goes on to push adventure games like Zelda to be more of an RPG than several games.

Is that what you're now trying to say?
>>
>>146508553
>Pokemon cards have stats and abilities
>Cars only have stats
You'd still be doing yourself a disservice if your point is that "RPGs have progression", because then apparently your cards have one static set of abilities and stats.
Cars have a growing set of stats that improve through different builds, equipment (and require healing outside of battles).
>>
>>146510434
Ah, so that's the rub. We mean different things when we say "progression / structure". I say "So?" when you bring up plot arcs and money because those things are entirely unrelated to what I mean when I say progression. Progression means stats going up, skills becoming available, equipment becoming available, and other things of that nature WHERE those things contribute to an increase in options, ways of play, and/or decisions. Emphasis on "decisions". That's why I don't agree that gated races, oil refills, and tune-ups are especially significant progression: they do not increase the number or difficulty of decisions the player makes.

(To clarify, no, I don't believe narrative is a core RPG element. If I read you right, we seem to agree there, so we can drop that angle of discussion.)

>>146510948
The cards themselves don't progress, but your deck does, and it does in a much more diverse and interesting way than a car does. Both deck construction and turn-to-turn play tend towards more options and harder decisions as you progress.
>>
>>146511636
>RPGs have to focus on progression, be it through stats increasing, skills obtained, equipment available
>progression has to result in an increase in options, ways to play, decisions
This certainly does exclude several games, like racing games.

It ends up killing several early-era RPGs and brings up several games as being more RPG-like than what's traditionally considered an RPG. You can probably guess what examples I'd use, or even come up with your own.

I'm tired of being contrary now, btw. It's really too easy to argue from my side.
>>
Work on your game
>>
>>146504703
That wasn't exactly it but I got it figured out. Thanks anon.
>>
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What's your game REALLY about, /rpgmg/?
>>
>>146516654
It's about innocence.
>>
>>146516654
The road to hell is paved with good intentions.
>>
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All this talk about Pokemon TCG just makes me wish there was a way to make Pokemon TCG in VX Ace/MV. I would totally be down for making a new Pokemon TCG video game with newer cards.
>>
How can I make it so characters don't gain random TP at the start of a battle?
>>
>>146516654
About the NPC you accompany.
>>
>>146518097
I mean, it's possible to do. You could even event it if you wanted to avoid scripting. With hard work, you can make your dream a reality!
>>
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>>146516654
As well as other things.
>>
>>146519236
I'm absolutely interested
>>
>>146516654
Mine is about crushing cysts in the depths of the Earth.
>>
>>146516654
Brunettes = thieving niggers
Colored hair = pure aryan blood
>>
>>146491502
First town is your hometown a backwater place in the woods.

Second town is a fishing town where I'm thinking of having a real simple fishing minigame (think pokemon R/B/Y)
>>
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>>146521584
I'm still not entirely sure about ghosts, but lesbians and lesbian orgies are my top priorities. Also, I'm trying to make the actual gameplay somewhat interesting, hopefully, by trying to put in all kinds of mechanics into it.
You can disregard the character and clothing sprites, those are old and I'm redrawing everything from scratch.
>>
>>146523761
>That .webm
Sweating man.png
>>
>>146523761
Cool
>>
How can I set specific buff/debuff values instead of the shitty default "25% + can stack twice"?
>>
>>146516654
It's about not letting your dreams be dreams, not losing your way, and never giving up.
>>
>>146526795
It would be ironic if you wouldn't finish it.
>>
what unique battle mechanics have you implemented in your game?
>>
>>146516654
Think before you act.
>>
I have never play FFX-2 but people keep saying it has a good battle system. Can someone say why?
>>
>>146529332
It's been like 10 years or so but I remember you could change your outfits in battle so you had more skills available.
Each outfit had different attributes/skills to them.
Kinda like FF 13-3 I would say.
But I could be completely wrong, it's been a while.
>>
>>146516654
A person who was imprisoned and raped for several years might fare better than normies in the event of a Lovecraftian cataclysm
>>
>>146529332
In FFX CTB, the character's next action is dependent upon their last used action, like in order of speed, defending > attacking > spells > overdrives.

FFX-2 incorporates this concept into the ATB, and also adds startup/cast time.

Each character can also switch classes mid battle.

There's also the monster catching system where you can use any 'monster' found in the game in your party, even ones like Leblanc and Seymour.
>>
Is there any way to make skill descriptions more than 2 lines long?
>>
>Slashing, Piercing and Blunt Physical Damage aren't actual elements (although they are sorta described like that in the skill descriptions)
>instead they just use different formulas for damage calculation
>Slashing: (default) 4*a.atk-2*b.def
>Piercing: 2*a.atk
>Blunt: 10*a.atk-10*b.def
>this allows flame slash, flame shot and flame punch to feel like different moves

Am I fucking myself for when balancing comes, am I not?
>>
>>146534672
Balance is a matter of experimentation
>>
>>146534672
http://yanfly.moe/tools/armorscalingcalculator/

You should probably use Yanfly's armour scaling plugin. a.atk - b.def formulas ... Personally, I feel they aren't very good.
>>
>>146534672
>100 ATK vs 100 DEF
>200
>200
>0

>100 ATK vs 50 DEF
>300
>200
>500

>100 ATK, 80 DEF
>240
>200
>200

>100 ATK vs 120 DEF
>160
>200
>0

Minor buffs to Blunt and Piercing might be in order. Or at least a way for Blunt to swing less wildly (8*a.atk-7.5*b.def)
>>
>>146516654
All comedy is derived from fear
>>
>>146535263
>armour scaling plugin
I guess I could use it for the default and piercing damage calculations, but I suspect I am going too quirky with too many damage formulas for armor scaling to not just further cause confusion. I mean, I want Earth-elemental attacks to be blunt physical attacks that account for my character's magic stat and the enemies' physical defense, I feel like the Rogue should have some attacks that are based on its speed instead of attack, and I was considering a "don't hit yourself" attack that causes blunt damage accounting for the enemy's own attack.

>>146535524
Well, I kinda want Blunt to be fucked over against enemies with large defenses, while Piercing should be useful mostly against such opponents.

I guess Blunt is indeed probably too swingy, though. I should probably go with K (constant that changes depending on the attack) + 6*a.atk - 6*d.def.
>>
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>>146516654
You can't save the world without fucking it up first.
Also pic related.
>>
Okay.

The player walks up to an NPC and the NPC says three text boxes, but this is a one time event
If the player talks to the NPC again the NPC will say a new fourth text box.

How do I set this up? I tried using events and self switches but the second event page just activated after the first one was done right away
>>
>>146538356
>but the second event page just activated after the first one was done right away
And this is wrong?
Do you want the three text boxes not to be displayed consecutively?
Just use another self switch for each text box then.
>>
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>>146482831
Oh yeah that's the whole point of the dungeon. The fog overlay doesn't seem to carry over to a screenshot but it's there. All my encounters are on map so monsters are chasing you through the dark constantly. You can double your view range if you bring a torch to light in the lit brazier by the entrance, and then light the other braziers all around the dungeon with it. They're spaced out so that they are useful landmarks to find your way around.
>>
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>>146538961
My objective is to have the three text boxes display consecutively the first time the player talks to the npc, and then default to another fourth text box from thereafter.
>>
>>146539191
Now make a new page with the condition self switch a on and put your new text box there.
IIRC it would need to be on page 3 now because the maker reads the event pages from left to right
>>
>>146538356
Set a Self Switch for the NPC's event to On, create a new event page that has that self switch being On as a condition, have the NPC say whatever you want him to say the 2nd time he is talked to on that page.
>>
>>146516654
Well it's about contemplating design while making almost no progress ending in the creation of ideas that lead nowhere except more design trouble.
>>
>>146529332
Fastest paced version of ATB in the series. Allowed for chain attacks so you could hypothetically keep interrupting your opponent to the point where they couldn't hit you back if you navigated menus fast enough.

You could switch jobs on the fly in the middle of battle, plus it carried over the strategic element of FFX's CTB where your moves effected the entire turn order and flow of battle.
>>
Good night bump
>>
live
>>
BAD THREAD, BAD !!
STOP TRYING TO HURT YOURSELF !!
>>
still trying to get yourself killed
>>
>>146516654
It's about SOMETHING.
>>
Do I have to get a straitjacket for you, thread? You're becoming a threat to yourself and others...
>>
How many magic attacks/skills becomes too bogging?

If I have over 20 spells, would it be better for the player if the weaker spells were forgotten?
>>
>>146561749
Yes. I'm having trouble thinking of 20 spells that would be useful at endgame, unless you had 8 elements and that character did the healing as well
>>
>>146562184
>Fire
>Ice
>Lightning
>Wind
>Earth
>Water
>Light
>Dark
>Another 8 spells, as above, but they hit all enemies
>Heal
>Heal Everybody
>Revive
>Restore all status
>>
>>146540507
The problem with this is that when I put a Self Switch A On at the end of the first event, the second event plays right away after the text boxes on the first event are done
>>
>>146564913
Second event is on auto run or parallel.
>>
New Yanfly Tips & Tricks: https://www.youtube.com/watch?v=MLNGTicOMWU

Doom effect. So gonna add this to my game.
>>
>>146498320
There are plenty of references thrown in there ( such as a broken sign that says "Gary's Hot Soup Dinner" ) so a MN9 ref doesn't sound like much of a stretch.
If I do make it however, I'll probably go for something that's a little bit more subtle, though I'm not sure what I could come up with, but I'll pull through.


>>146499113
C-contributing, anon?
>>
>>146565376
neat
>>
>>146564120
and that doesn't even get to various buffs and debuffs
>>
>>146499260
Try this:
http://www.mediafire.com/download/62hz30z8bezeqao/Generator.7z

It contains all the commercially-allowed generator resources without the ones that alter the model too much(furries, children, etc). Simply replace your Generator folder with this.
>>
Why is your hero the hero?
>>
>>146573863
He's not. He's merely the protagonist the player gets to control. There's more going on in the background and whether said protagonist gets to become a hero is up to the player in the end.
>>
>>146573863
She was at the right place, at the right time, and most importantly, had knowledge the right stuff.
>>
>>146573863
At the start, you think it's because he just so happened to be at the wrong place at the wrong time to get wrapped up in crazy shenanigans.

But eventually you find out he was actually the one who told the main antagonist to follow their dreams years ago, which he didn't know would cause them to plot an evil plan years down the line.
>>
>>146573863
because he is a bee
>>
File: wall thickness.jpg (126KB, 527x564px) Image search: [Google]
wall thickness.jpg
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Which looks better? When I think about it logically, I think the top *should* be better, because it preserves a constant wall thickness. But it just looks weird.
>>
>>146575209
I do love things like this.
>>
>>146575594
how about you build you map around not running into situations like that
>>
>>146575752
Where's the fun in that?
>>
>>146575594
first one's more appealing.
>>
>>146575594
Tough pick indeed. I'd go for avoid the situation policy as well, but if you insist, the lower one. There is no reason for that crack to be there, other than for aesthetic purposes.
>>
I'm bored.
>>
>>146580254
dashbored
>>
>>146564120
If you can hit everything with just one character, why bother having more than one?

>>146573863
She's the only demon lord who didn't get a personalized confinement [she's too new to the job for that sort of thing], and getting chucked into the same pile as all the other really weak demons did isn't exactly something she takes lightly.
>>
File: anotherterribleidea0016.png (19KB, 640x400px) Image search: [Google]
anotherterribleidea0016.png
19KB, 640x400px
bump
>>
Almost there bump
>>
>>146580634
>Owners: 508 ± 994
I don't know if this is good or not good for an RPG maker game
>>
>>146583357
Holy shit, aready this much? I'm happy for the dashbored guy. This gives me hope for my game
>>
>>146583006
I like this new aesthetic
>>
>>146583357
It's unreliable data, is what it is. Due to the way its data are collected, SteamSpy doesn't play nice with small numbers or new games. If you read much about the site, they're very upfront about their shortcomings.
Note how the margin of error given is greater than the estimate itself? That should be a clue that tells you not to put any stock in the numbers. (Unless you think negative four hundred people is a reasonable estimate, of course.) There's only one thing you can learn from that entry: at least one person owns the game. That's because if no one did, it wouldn't appear in SteamSpy's database at all.
>>
>>146585109
oh...
>>
So in MV, I want to make system where your characters don't level up, but rather you spend money to upgrade them/find upgrade items to use on them, such as unlocking new spells for your healer or upgrading a character's stats. I'm pretty sure Yanfly has a plugin that disables leveling or something similar, but I'm thinking the rest of it can be done with simple event making?

My concern is making it so you can't buy the same upgrade again for a skill you just bought, limiting the amount of times you can upgrade stats in a given time frame/between missions or whatever, and increasing the cost to upgrade the character in specific ways again.
>>
Use Gubid TBS for my game.
Now I just have to worry about the story.

>>146562184
Status effect that affect bosses.
I recall Final Fantasy 12 does this and it's brilliant.
>>
>>146586136
All that can be handled with eventing with little issue. For levels, just set the max level to 1 in the database, or make enemies give 0 exp. Some of what you want (like changing shop prices) would be easier with a plugin, but you can wrangle through it with common events too.
Personally, I'd not worry about that kind of fancy trickery anyway, and just balance the party's access to money instead.
>>
>>146580634
>>146583357
>tfw you were more advanced than dashbored guy last year, but he already finished his game and you haven't even finished a dungeon
>>
>>146587236
Same
>>
>>146587236
same
>>
So is greenlight the only way to get a game on steam? I doubt it would be easy for an RPGmaker to get through.
>>
>>146590683
I'd say it's very easy, especially if you don't use any typical RM assets and the default menus.
>>
>fixed the Self Switch problem
I figured out what the issue was. I mixed up my plugins and caused some funny issues
>>
>>146590683
Greenlight is super easy to get through if your game actually seems like a good game. If it looks bad it's only kind of easy. And yes, it's the only way unless you're a big name developer.
>>
How do you write a story of a group of bros travelling around the world and getting into wacky adventures?
>>
>>146592206
Take inspiration from Stardust Crusaders
>>
>>146592206
Slayers
>>
>>146592282
Yeah, that's what I'm doing.
>>
File: hunter's wood puzzle.webm (3MB, 1280x720px) Image search: [Google]
hunter's wood puzzle.webm
3MB, 1280x720px
So far so good on this puzzle
>>
>>146591219
This. If you can use a different artstyle for the graphics, menus, and text then it will avoid that "Ugh, RPG Maker!" reaction
>>
>>146592206
This can work out pretty well, go something a bit freeform where you have various plotlines the group can follow. You can have an overarching story thread, but have it be something simple.

With a story like this, the meat should be in the adventure as a whole, the destination should not overshadow this. Hell, a fun thing you could do is make it so the overarching story's conclusion is completely underwhelming, but the adventure as a whole is just completely insane.
>>
>>146573863
His brother is involved with some shady shit that he wants to stop.

>>146580254
work on your game
>>
File: poisonsword.png (413KB, 1024x1024px) Image search: [Google]
poisonsword.png
413KB, 1024x1024px
So how do you guys go about designing your enemies?
>>
File: 1445967515351.png (322KB, 591x716px) Image search: [Google]
1445967515351.png
322KB, 591x716px
>>146597265
I don't because I can't draw.
>>
>>146597265
STOP
CHICKEN
SCRATCHING
>>
>>146597607
Yeah, I know. This is just exceptionally chickenscratchy for me, but I do try and refine my sketches a tiny bit before getting to the point of putting down actual lines on them [while this has clearly not got to that point yet]
>>
>>146592206
Play earthbound
>>
>>146593343
The idea of your puzzle is good but the paths are too long. Very tiring for the player to keep pressing right and down, left and up etc.

Smaller map.
>>
>>146602264
No need for a smaller map, just a less clunky route , honestly. Otherwise what you need to do becomes too obvious
>>
>>146592206
There's a webcomic like that
>>
>>146597265
by making spreadsheets of whatever random thoughts I have throughout the day

as for drawings, I've been trying to convert sketches into pixel art. I'd try making portraits, but I still can't really get a hang of drawing with a tablet and making smooth single lines though not quite as bad as that pic in excessive lineyness
>>
>>146597265
I start out with the mechanical or conceptual need. ie, "forest creature that teaches the player that some monsters reflect elements" or "swamp monster that roars and resists electric damage". Then I open a notepad and begin typing swamp creatures and things that resist electricity (or reflections and forest animals, in the first case).
If I can't find two concepts that tie to each other easily, I go to thesaurus and look for related words. So, I go from reflections to echoes, for example.
Then, when I have decided what things I am combining, I go to google to look at what other people have represented these concepts and pay attention to ways in which they could be integrated in one creature. Say, tons of pics of cocodriles
I then look at the folders I have saved in my computer of hundreds of images from the series that I am trying to imitate in style, and see if there are any similar creatures (arthropod, reptilian, slime, etc) and try to use similar cartoonization.
Then if it looks ok, it is done. If not, back to step one.
>>
>>146604227
sauce
>>
>>146606093
i dunno there's lot of webcomics like that like 8-bit Theater
>>
>>146606026
that's a good way of explaining it
I try to do that kind of process too, I think starting with 2 things gives you an immediate leg up on design and not enough people seem to take advantage of how effective it is for making something feel unique
>>
File: 10.png (251KB, 540x414px) Image search: [Google]
10.png
251KB, 540x414px
Would you let him teach you?
Here's some progress for today, will try and finish the rest tomorrow!
https://a.pomf.cat/bzhnmo.mp4 (embed)
Placeholder music as always, that's some eurobeat song I had laying around.
>>
>>146608176
looking good
>>
>>146608176
If it were possible, I wouldn't even change the music. Fits right in!
>>
>>146608176
ETA on the first demo? I'm REALLY looking forward to playing it.
>>
File: autotiles.webm (547KB, 1920x1080px) Image search: [Google]
autotiles.webm
547KB, 1920x1080px
>VXA, 50x50, 4 different tiles; perfect updates
>MV, 9x9, 1 tile; hideous disjoint updates

This isn't just me, right? Are people using MV just not using autotiles?
>>
File: 1446660823625.png (12KB, 254x166px) Image search: [Google]
1446660823625.png
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>>146608176
The face seems off-model somehow, but I can't place it.
>>
File: 10,3.png (89KB, 411x154px) Image search: [Google]
10,3.png
89KB, 411x154px
>>146608412
>>146608531
Thanks, I doubt I'd keep it though.
It has lyrics.

>>146609092
ETA?

>>146610225
Huh... I see... well if you can somehow think of a reason then feel free to say it! If anything, the third face does look a bit weird to me and I might redo it.
Any sort of criticism is welcome!
>>
File: luke.png (273KB, 902x420px) Image search: [Google]
luke.png
273KB, 902x420px
>>146610517
I think it's the hair. His hair doesn't look as swept to the side (if that makes any sense) in the concept art. Speaking of which, is it supposed to be synthetic hair or just a metal headpiece?
>>
>>146610517
>ETA?
How long until we can play the first demo of your game? **:3**
>>
>>146610826
Huh... I suppose I can see the logic behind that, I guess "shortening" the lenght of the hair there doesn't sound like a difficult task, given enough time on photoshop.
And yes, the hair is synthetic, same goes for their skin ( since some folks seem to have asked whether they're "naked" or wearing clothes )

>>146611058
Might have it done around the end of the year, I dunno.
>>
>>146611115
It looks like a pretty simple fix. I think the concept art is also a bit "glossier" than the in-game face.
>>
>>146611307
Yeah, he looks like he's lubed up a bit in the concept art, heh.
Well alrighty, will look into fixing the hair in the future! Though for now I'll work on finishing sketching the rest of the portraits I'll be using for the demo.
>>
>>146611436
No problemo, compadre. Might as well end the thread here.
>>
>>146609295
I hate autotiles
>>
We need a new thread
>>
>>146609295
It was changed in 1.1.0 above temporarily because a lot of people were getting lag issues. Resulting into some fugly animation.
>>
>>146613250
this
Thread posts: 747
Thread images: 103


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