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/rpgmg/ - RPG Maker General #157

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

Thread replies: 471
Thread images: 73

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No one can be arsed to make these threads anymore 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
>>
What are the most important traits in a hero?

(serious question. I need to put them as trackable variables to check who is the most "heroic" character at any given time)
>>
>>148487161
I'm just too shy to be the OP
>>
>>148488927
same; as a newcomer, i don't know what it means to make one.
>>
Time to post your progress Anons
>>
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>>148490610
Been drawing some weapons this afternoon.
>>
any good RGSS tutorials you guys know?
>>
>>148487161
>>148488927
>>148489161
I just didn't want to shill the podcast again

>>148488797

A hero needs to put others before themself. That could be Kindness, Wisdom, Mercy, Generosity, etc. Do they go far out their way to help those in need? Do they show restraint in emotionally charged situations? Do they compliment people, even if those people show poor fashion choices? How good are they at resolving disputes? If they're racist, do they let it affect their work, or do they soften up? Do they use the Grant-Any-Wish MacGuffin to cure a sick child, instead of on wealth or power? There's a million ways to tackle it, as there's a million situations where a person can be a hero
>>
Anyone still need Katakura Hibiki's Lords of Darkness Pack?
>>
>>148491750
I'm listening to the latest podcast right now and I'm glad that they got it together again.
Anyways I think my least favorite villains are the ones who taunt you needlessly throughout the game like "Muhahaha you weaklings will never kill my [Henchman number 3]" or "Muhaha you were too late to get [magical trinket]. Now it's mine."
>>
>>148490689
yeah...

I like it
>>
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What is the most Bethesda thing you have ever done?
>>
>>148490689
Looks pretty good
>>
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>>148494191
I made this interface with a tileset instead of pictures because I didn't want to bother with positioning everything with xy coordinates.
>>
>>148494191
you mean like making huge sprites to make events work as a second parallax layer?
>>
Anyone know how to make it so an event will only move towards a player when the character isn't facing them? Using RPG Maker VX Ace.
>>
https://www.youtube.com/watch?v=bavZbQHbuOk
Here comes a little motivation
Turn on the subtitles
>>
>>148497501
1. make the enemy face the player

2. if (player facing up and enemy facing down
or
player facing down and enemy facing up
or
player facing left and enemy facing right
or
player facing right and enemy facing left)

do nothing, since they are facing each other

else

step forward once
>>
>>148500150
Thanks. It's not an enemy though. It's an orb of light I'm making for a puzzle room in the first major dungeon in the game. You have to get the orb to a certain spot. When that happens, the door unlocks and the orb vanishes. However, the room is built like a maze and you can't move the orb by touching it. So you have to find a way to guide the orb through the maze without it causing you to be trapped in a dead end. You can talk to the orb and it'll reset the room.
>>
>>148498978
Oh, I'm pumped up! Time to dev!
>>
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>>148487161
>spend the whole day drawing and coloring a fancy background for onscreen stats
>in game it ends up microscopic and you can't see practically any of the detail at all
Why do I even bother?
>>
Which professional RPGs do you draw inspiration from?

Lately I've been itching to do a lot of golden sun-style puzzles.
>>
>>148502682
The Final Fantasy series (1 through 6 and Tactics), The Dragon Warrior games for the NES and SNES. A lot of NES and SNES era RPGs really. Right now I'm changing the class system in my game to resemble the one from Suiken Densetsu 3.
>>
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How is your character affected by the story?
>>
>>148502682
Lucasarts and Telltale adventure games. They're not exactly en vogue right now, but the databasing and crunch is somewhat simpler, so I can focus on writing and other fun stuff. Maybe later I'll graduate to having actual combat.
>>
>>148504198
By the end of the game you either murder an innocent person by helping your friend or you do the ethically right thing but lose someone you care for.
>>
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>>148502682
The Ar Tonelico series is a really mediocre rpg. But I like the blend of Visual Novels elements. I was obsessed with it's milieu and mysteries for a long time. I want to take it's fantasy world mechanics and do my own thing with it.
>>
>>148502682
>Saga series
>Earthbound
>Xenogears
>>
>>148502682
Ar tonelico mostly. I like the fantasy aspects and how some mechanics are mixed with the setting.
>>
>>148502682
I liked Dark Souls Gift character creation choice. I implemented something similar for my game but I offer fewer consumable option choices and instead offer early access to certain Key Items. Things like a mirror that lets you see ghosts that offer Dark Souls message style vague advice in dungeons, a Magic Rope that lets you go down into wells and deep pits, a key that is important to a quest, etc. You can find all this stuff normally during the game, but if pick the right gifts you can get into a few higher level places early if you want to.
>>
>>148502191
For all it's worth I like it Anon.

>>148502682
Recettear
Deus Ex
Ace Attorney
Yeah, these are not strictly RPGs but I don't care.
>>
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I'm going to assume this is how robot boys consume icecream.

grats on your first? r34
>>
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>>148490610
New track baby! Also been fixing maps and loading tunes into the game.

https://soundcloud.com/mondo-nugget/mystic-future-the-icy-wastes
>>
>>148513327
TOO LEWD
>>
>>148513327
Oh my
>>
>>148513327
Here's hoping I get some R34 done for my game. I'm a total perv...so I accept it.
>>
>>148514392
I have some disconnect where I just don't sexualize things that I'm already aware of in other contexts. Porn is all well and good, but in my mind, lewd things simply do not happen behind the scenes in non-lewd stories.
>>
>>148514731
I can see your point, I just don't feel the same. A lot of people are different. I look at porn for just about everything I'm interested in, yet I have a brother who refuses to look at porn all together.
>>
I'm making an H-game where the protagonist is in his senior year and his goal before graduating is to create a harem and to captivate as many love interests as possible and in the end, create a huge orgy.

What kind of characters would you like to be love interests? Keep in mind, this is a school setting although not everyone has to be in student.
>>
>>148514731
What about in stories where stuff is implied?
>>
>>148515030
I like shy girls and yanderes, although a yandere wouldn't be a good choice for a harem.
>>
>>148515030
Does the MC have some bullshit power like hypnosis? If so, I'd like to request a tsundere, It feels great breaking them.

If not, a chuuni would be good. Way too few in games.
>>
>>148515030
Yandere that has all the information on the other girls and the main character is forced to go to her whenever he wants to check the stats or know more about them of other love interests.

Her love sharpens everytime he talks to her.
>>
>>148515030
A girl that is actually a guy pretending to be a girl because they're a pervert just like you
>>
>>148513327
[drawing other people's characters instead of redrawing my own] bump
>>
>>148506775
Your opinion is what's mediocre.

>>148507517
Except for the fact the series isn't actually fantasy, but sci-fi. Everything in it has an explanation in the series' universe's own form of science instead of chalking stuff up to unseen forces or handwaving it as "a wizard did it".
>>
>>148520451
Ah you're right that was my mistake there. But shouldn't it be more Sci-fantasy since it mixes a bit of both and try to explain it with the science of that world?
>>
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Truly a revolutionary piece of software
>>
>>148521825
Okita does things to my dick
>>
Today's soundtrack:
https://www.youtube.com/watch?v=Sz07wNL1plU
>>
>>148502191
I think that most people play in fullscreen, so it isn't wasted (it might look a bit like shit rescaled though.).
>>
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>>148515030
>>
>>148526835
That brings me back
>>
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One more portrait done! On to the next one!

>>148513327
eeep
I love it!
Thank you anon! saved it!
>>
>>148520451
Like FFX's pyerflies, and Tales of the Abyss's Phozons. Ar Tonelico's "wave science" is a fantasy world mechanic like how Star War's midichlorians power of The Force.

And no, Star War's isn't sci-fi.
Science Fiction is speculative fiction that focuses on the use of technology. It's not a setting. They made up the term Science Fantasy just to make people happy.
A story with spaceships.
A story about spaceship.

Ar Tonelico's stories involve using "feelings" to shape the world. The tower acting as a "server" for cosmospheres sounds similar to The Matrix and Virtual Reality. But on closer inspection it's based on collective unconsciousness and planes of existence, vibrating crystal energy, shit that came straight out of the New Age book section.
>>
>>148501162
By enemy he means event.
>>
How would yo go about mapping a mountain with the MV RTP?
>>
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>>148537514
lots of cliffs of varying heights. "lots" and "varying" being key words.
>>
>>148521825
>>148522981
Okita?
>>
So I had to uninstall Steam from my computer and I hear that you can't run RPG maker without it. Is that still true?
If I buy RM from their website so I can access it offline, I have to pay again?
>>
>>148537821
>>148537514
What's the best RPGmaker if all i want to make are maps?
>>
>>148537961
That picture has Fate's rendition of Souji Okita, a.k.a, Sakura Saber.
>>
>>148538662
I think people say XP, because it has more layers.

I'm going to say if your game resolution is covered by VXA, then use VXA. If you need higher, then use MV. They just have different quirks to them.
>>
>>148538973
Currently using MV and being my first RPGmaker it seem a bit too blocky.
>>
>>148539023
>rtp is blocky
The others will be just as bad. See >>148537821
>>
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>>148537821
Yeah, that's what I was thinking.

Progress so far on my first pass. Obviously still a long way to go.
>>
>>148540773
just make sure your tiles actually make sense. rpg maker can't be trusted with autotiling itself properly.
>>
>>148492909
I do
>>
>>148502191
Looks nice to me, anon-kun.
>>
We must not die yet /rpgmg/!

Bump 2
>>
>>148542994
https://drive.google.com/open?id=0B8wON8Oiau1eTEY2Q3lxZGwxNGM

Here ya go.
>>
I want to implement a calendar system. While this is nothing new, (Harvest Moon, Persona) I want important events to happen in specific dates and to have repercussions (Not game over) should you fail to clear the objective in time, while leaving the player with no more clues than the usual "It's urgent! You should do it ASAP". Is this a good idea? Is there any game who has done this before, from which I can take a reference?
>>
>>148549301
You sound like you got the right idea. I'd make the warning 3 or so days before the deadline though, at least in most cases.
>>
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Ok then... not counting edits, I guess these are about all the portraits I'll need for the main characters on this demo.
On to finish the villain one and then I can get to finish the dungeon.
>>
>>148550279
Goddamn, these characters are way too sexy
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=711981479

Polandball RPG. This looks pretty fun.
>>
>>148552731
Ugh I HATE Polandball
>>
New Yanfly Tips & Tricks https://www.youtube.com/watch?v=7rLUnyYJgoY
>>
>>148550279
I need those hips in my life.
>>
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Guess this is /rpgmg/ - Robots edition, then.
>>
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>>148513327
Ok. It's time.
>>
>>148513426
I like it, you really hit the atmosphere of a (relatively relaxing) ice level.

>>148515030
Either a nurse or a female teacher, don't forget the stockings.
>>
Trying to get rid of the name box during dialogue, but can't figure out a way to display character names inside potraits without blocking too much of the picture.
>>
>>148568018
Maybe vertical on the left? Due to faces being much thinner than shoulders, there is always a bit of blank spaces in bust pictures.
>>
You guys are my only friends
>>
>>148572619
I understand the pain.
>>
>>148572619
/rpgmg/ discord server skype group or steam group when
I think itd work well considering ths general is pretty small and even /agdg/ has a steam chat
>>
>>148573526
I have steam, but this computer refuses to run Discord or Skype. The only decent video chat software it runs is oovoo.
>>
>>148535138
Yet wave science has set rules that are taken from the wave-particle duality from this world and that behave in predictive ways just like the elemental particles and waveforms us here. To want to chalk it up to mere fantasy and dismiss it as such is the epitome of ignorance and stupidity.
>>
>>148573526
i've seen people talk about it more than once, and other people say it'd just make the threads die much more easily.

so it's not necessarily "even /agdg/ has a steam chat" it's more like "/agdg/'s able to have a steam chat"
>>
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>>148570515
Actually, is there a way to move the name box further to the left? Yanfly's Message Core only aligns it to the left but doesn't allow me to set a position manualy.
>>
>>148502682
It's not an RPG but the story in these songs inspired me.

Part 1: Princess
https://youtu.be/q46Osg9C4pA

Part 2: Servant
https://youtu.be/NwnyPIbt1BA

Part 3: Princess's regret
https://youtu.be/R4shMkF0ymk

Part 4: Servant's hell and re-birth
https://youtu.be/gNWAIJk2pEE

They all tell one story if you watch them in order.
>>
>>148574723
I guess steam chat was a bad example since thats always live chat 100% of thd time while discord snd steam can be delayed. And I don't think it would hurt the thread overall , if anything it'd let anons have a closer bond and organization which would make up for slight decrease in posts.
>>
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>>148540773
Work continues. Current task is finding all the spots where the platform heights don't line up properly.
>>
>>148574723
adgdg steam chat would just be a bunch of losers though
>>
Is it possible for a main character to develop a personality while being still sort of a self insert?

I mean this by restricting certain choices as his "personality" forms, according to dialogue choices, which events he triggers and his relationships with the rest of the party.

Dunno how to put it, I guess the closest that comes to my mind is the VN Rewrite's MC. I'd be happy to create someone similar.
>>
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>>148578004
agdg steam chat is where all the real devs go instead of the thread
>>
>>148580137
I thought that was IRC?
>>
>>148580316
I don't go to IRC but I guess both count, basically either of the two chats are better than the thread the vast majority of the time
>>
>>148580019
Yes it is possible but you need to be a good writer.
>>
>>148581031
More like all the time. At the chat's very worst is better than the thread's best

Don't even care about grammar in that sentence.
>>
>>148573526
A Discord/skype/whatever server is a ticket to drama, which people will then leak into the thread. I've seen this happen in many generals.
>>
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Desert and mountain layouts are done. I'll pretty them up some more later.
>>
>>148588552
Looks pretty good
>>
Will your game feature a linear story or do you have some story branches in there?
>>
>>148591398
My game is completely non-linear and doesn't really even have a main story.
>>
>>148591398
Stock standard JRPG that goes in a line. But it's worth it!
>>
Good night, /rpgmg/. I promise I'll work on my game tomorrow.
>>
>>148591398
Linear. There are side stories in the form quests and extra dungeons though.
>>
i want to use the CTB from yanfly but i need to get some expierence i cant get FFX i wonder theres some others alternatives that uses this system that can play
>>
>>148588552
Maybe slap a brown tinted fog layer on top of that for a periodic sandstorm effect?

>>148594991
Lord of the Rings: The Third Age is a shameless FFX clone.
>>
>>148595242
thanks even if is bad i could learn
>>
>>148595431
I've heard it's actually pretty good. It's just so exactly FFX's gameplay and it only came out like two years later.
>>
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>tfw you reward the player doing sidequests with potions and short swords
>>
>>148591398
8 routes, based on if you end up settling somewhere, where you settle and how involved are you willing to be in the current crisis (There's other hero doing the heroing for when you say fuck it) The true endgame necessarily has you nipping in the bud all other problems before they happen, so you can do the shit you wanted to do in the first place.
>>
>>148596375
What kind of rewards should the player get instead?
No wait, how should side quests be handled instead?
Talking to a board which has a notice that the player has to kill 5 boars for 200 gold is pretty mundane and boring. But going into the forest and finding a man who is attacked by 5 boars and ensuring that he survives is much better even if the reward is the same.
>>
>>148600646
New party members, making people there like you and lowering prices, granting access to new zones. This is not an MMORPG, rewards may vary a lot instead of your usual +2 silver dagger, +3 plate mail and potion, which most RPGs nowadays are forgetting.

Or you can make the sidequest interesting by itself. The game I've seen tackling sidequests the best has been Chrono Trigger.
>>
Bumparoo
>>
>>148601206
I haven't played Chrono Trigger, how does it handle side quests?
>>
>>148601518
Shit you do in one epoch has repercussions in the future. Say, you find a town full of human hating monsters, but if you do a sidequest and kill a demon lord minion whose descendant is the human hating mayor of said town, their attitude towards humans change and the item shop which used to overcharge you now almost give it's shit for free. You do sidequests to see how the world around you changes, also to learn more about your characters.. And for the rewards of course, but that's beside the point.
>>
>>148601932
This is exactly how side quests should be. This is much more interesting than just some petty coin.
>>
>>148601932
I really like how Chrono Trigger handles side quests like that. The Witcher 3 is also good when it comes to making side quests interesting.
>>
>>148605146
Most contracts were interesting in Witcher 3 but I found the normal side quests to be kinda lackluster on gameplay part. You basically just fight some monster(s) or run around with your batman senses activated to find an item/monster(s) Not all of them were like that of course but quite a lot.
>>
>>148502682
Current one is mostly Digimon World. Although the lore is turning out a little bit too much like a Terry Pratchet take on Legend of Zelda for some reason. Which is somewhat annoying because it is going to blur out the parenting themes.
>>
Is there any trope you like?
I kinda like the "there is something behind that waterfall".
Do you think people should avoid certain tropes?
>>
>>148515030
I've always liked dominating groups of female friends or family members, using each one to help me "recruit" the others and adding a layer of betrayal.
>>
>>148608127
avoid stupid ones like invisible walls.
>>
>>148515030
Tsundere
Yandere
>>
>>148608127
Not exactly a Trope (or maybe, I am not sure), but I love having the ability of using (some) attacks outside of battle for some kind of effect. Even if it is for pointless vandalism like clearing trees.
>>
>>148608127
I like the killer clown trope where the goofy/weird characters you get are one of the strongest characters in the game.
>>
Okay, so how do you decide text boxes?
>>
>>148613481
As in design?
Luckily I'm not there yet.
>>
>It's 10 am
>I'm really tired and need to sleep
>Don't want to stop working on my game
Fuck
Good night bump
>>
Has anyone ever had a problem with yanfly's smart jump? The height region thing isn't working at all.
>>
bump of life
>>
>>148619743
>>
L i v e
>>
country bumpkin
>>
>>148608127
Most tropes are alright. There's a reason they become tropes -- it's because they work. Of course, they don't all work the same way or serve the same purpose, so you do have to be selective.
Cave behind waterfall is awesome, I agree.
I also really like the metal slime: an enemy that is rare, runs away, and is hard to kill, but awards a ton of EXP or other rewards if you manage to beat it.

As for tropes to avoid, it's all about knowing what you want to convey and avoiding things that run counter to it.
Don't make your hero chosen by prophecy if he's supposed to be an everyman self-insert.
Don't send the player after four crystals or seven temples if you don't want to be seen as a direct follower of the classics.
And so on. Tropes are a critical part of genre fiction, but you have to make sure you WANT to be participating in that genre, because you will be judged as if you are.
>>
>>148591398
Story is linear, gameplay is not if that makes any sense.

I decided to have noticeboard quests, but I'm making them as fleshed out as a main story would be and giving them a lot of attention. They'll have their own casts and stuff.
>>
>>148627128
exactly
to add to that, deliberately playing tropes can be just as useful for setting your tone

if you have a character be chosen by prophecy or set after four crystals you can subvert the expectations that come with those things to make interesting settings, either as a parody or as a dramatic twist
>>
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Maybe this is the project where I get further than the starting area folks. I certainly got further in figuring out how to event cutscenes than before.
Now I need to figure out how to change the font. Good luck to all you people who're way ahead of me, I admire your spunk!
>>
Don't you dare dying again
>>
>>148632328
Please do something about your text box. I don't think you should use a white text box if your text is white with a black outline.
>>
>>148608127
Protagonist gets separated from his friends and is alone for awhile.
>>
So fellow unmotivated makers, what are you goals for this weekend?
>>
>>148640219
Actually finishing a chapter in my game. Won't happen I'm sure.
>>
https://www.youtube.com/user/ongakuconcept/videos
for the musicians, just found out about this channel. only glanced at a couple of vids so far, and it seems like pretty easy to consume material.
>>
>>148640219
figuring out how my overworld is gonna work
I've been considering something like Valkyrie Profile but I'm not so sure using RPG Maker is the best idea for it
>>
>>148640219
-experiment with textboxes
>>
>>148640219
I had a sudden flash of inspiration yesterday evening while working, for a whole game structure / plot; I hastily jotted down notes on it before going to sleep, but now I have to go over it again, fill in the blanks, and make sure that it still seems good now that I'm actually awake.
>>
>>148647068
I'm doing a similar thing now, making passes at an idea every so often is a great way to get perspective, because you come back to it from a different angle if you give it time
>>
An important reminder.
>>
>>148647068
I had this happen at work, during a tiring session of overtime.
>>
>>148642123
I took AP Music Theory back in High School so a lot of what this guy's talking about seems familiar. Not sure if I should pursue trying to make music again or just focus on what I can do. I feel like composition should be left with the people who've worked with music all of their life.
>>
>>148653259
happens to me a lot at work, too
my phone is full of drafts of random ideas I get while on the clock at this point
>>
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>>148645510
Draw some portraits and maybe finish some maps if possible.
>>
>>148647068
>and make sure that it still seems good now that I'm actually awake.
This is a good thing. Sleeping is a great filter to weed out bad ideas that seem good at first.
Ideas that persist a few nights of sleeping and thinking it over are usually keepers.
>>
Is there a scripting tutorial that teaches how to add things like a change equipment option during combat?
>>
>>148654385
Yanfly has a Change Equipment script, actually
>>
For RPG Maker VX Ace, is it possible to make it so a skill will force an enemy to run from battle?
>>
>>148640219
I need to finish spriting my main character and then hopefully finish spriting the first room
>>
>>148655182
Nevermind, I found it.
>>
>>148659654
never
>>
>>148640219
I want to get most of the attack animations dealt with [at the very least getting the base form of them done], and maybe draw out the in-battle graphics for the two characters in my demo.
>>
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I love Persona's textboxes
>>
>>148663462
I like them too
>>
But what game has the best textboxes
>>
Has your protagonist a phobia of some sort?
>>
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>>148650610
..Oh, I thought this was the important reminder.
>>
>>148671039
Work. He'd much rather get drunk and hang around the local masseuse than actually practice magic. The first part of the game is centered around repaying his bar tab and other petty debts. Of course, it gets weirder from there.

Yes, he is based on me.
>>
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Bunch of new DLC out today. This in particular looks good and worth buying, so of course it's not part of the Season Pass. Why did they even have a Season Pass?
>>
>>148675421
Oh. It's been out a couple days apparently and they just sent out an email advertising it today I guess.

Probably going to break down and buy the tile pack. Seems to match the RTP nicely and has way better barrels, crates, cliffs, etc.
>>
>>148671039
Developing attachments to people.
>>
>>148673054
That's the second most important thing to remember.

Of course, the third thing to remember is Maradame sou uke
>>
>>148676259
Post it when you buy it. Personally, if I like it enough, I'll buy it, but after being burned by the Season Pass, I'm not buying a damn thing from them until I've had the chance to test it out directly.
>>
>>148574523
Uh no. Songstones convert H-waves into D-waves. Basically, bringing the Astral Plane into the Physical Plane e.g. manifesting emotions. They were just selective with their terms to not sound paranormal.
>>
>>148675421
someone upload this ASAP plz.
>>
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Done with all the portraits for this demo.
Prologue dungeon is pretty much at 50%.
We're getting closer.
>>
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>>148681513
Sounds great, looking forward to it
>>
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>>
>>148681713
>>148681909
>>148682146
Just upload it as a zip somewhere, like Mega or Mediafire, so it can be posted in the OP.
>>
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>>148682243
I don't want to host them myself anywhere long term.
>>
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>>
>>148502682
Earthbound, Animal Crossing, and the Mario & Luigi games.
>>
>>148682970
Is that everything or is there more?
>>
>>148502682
Tales of the Drunken Paladin
>>
>>148684656
There are a few more. I will post the rest later
>>
Who is your second party member, and why do they decide to join the hero's quest?
>>
>>148688469
i don't have a reason for ANY of them to be partying yet.

they're just hunting for no reason right now.
>>
>>148688469
A swordswoman from the prison colony who escapes from her town, parents, and lover, to quest with Our Hero for no other reason other than it looks like fun.
>>
>>148688469
It's a thief who fully intends to rob you and leave you behind.
>>
>>148688469
A useless monster from a race that only exists to be slaves and meat shields. He joins you to hide from his last master that wants to kill him for a lot of reasons.
>>
>>148688469
Some guys kidnap him and force him to team up with the first party member because he meets the criteria to become the hero of legend.
>>
Where can I find MV games made by /rpgmg/?
>>
>>148688469
Childhood friends who simultaneously get dragged into a big mess.
>>
>>148688469
He's a newbie adventurer on his first job, which consists of snooping around a forest with the protagonist, then he gets turned into a chicken by a witch and disappears.
He joins back later.
>>
>>148693165
On Steam :^)
>>
What would you say the point or moral of your game's story?
>>
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Noob question here but in MV is there a way to make a fence type thing where you can walk in front and behind it BUT with a 2 tall character? I tried all the obvious settings but they all have one problem or another. I have a feeling if there's a solution its probably pretty hacky or there is none at all right?

>>148698830
Sometimes the best thing to do is nothing at all
>>
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>>148682970
>>
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>>148701156
last of em
>>
>>148698830
you thought this game was about horribly drawn waifus in an rpg maker game, but it was actually a bullet hell that kills you in the first fight.
>>
>>148698830
Taking responsibility for the consequences of your actions and inactions, I think.

I mean, that is what separates the villains from the heroes in the story. That and bit of luck, I guess. There are other themes regarding paternity, the evils of extremism, and never giving up., but those are sorta generic, and get representatives among heroes, villains, supporting cast, plot devices, and probably random NPCs once I get down to writing random NPCs.
>>
>>148701025
Yeah. The solution is kinda hacky.

You use a tileset for the lower area of fence, which shouldn't cover more than 50% of a tile, you mark it as an area through which the player can't walk through. Then you place an image containing the upper part of the fence with a fixed position on the map.
>>
>>148702901
I'm not sure I follow
>>
>>148698830
>the point
To fap.
>moral of your game's story
Haven't really been invested in the story much yet.
>>
>>148701346
Thanks mate.
>>
>>148698830
3 things mainly:
1. Just because someone has good intentions doesn't mean they're actually good.
2. War as a whole is a giant, stupid, dick-waving contest.
3. The most deadly weapon of war is propaganda.
>>
>>148698830
The same people who spent late aughts criticizing Twilight for being shallow wish-fulfilment are the same people who are praising Ready Player One as some sort of work of genius

Also, meaning is the cornerstone to true happiness.
>>
Nooo Bump
>>
I don't hate gay games
>>
>>148711732
ok
>>
>>148711732
Tell me about these gay games.
>>
Bumping in hope this thread will still be here when I get home from work.

I need those Town Season tiles
>>
watching evo.
>>
Good night bump
Today I made no progress and feel bad
>>
Bumping while everyone is out or asleep and the 4chins are dying bump
>>
Epic Bumping Maneuver
>>
Good morning bump
>>
>>148729215
Good morning.
Hope all ya'll projects are going great
I'm laughing my ass off the newest Kamen Rider reveal
>>
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>>148729428
Babby-AkibaRider makes Super Hero Time cry. I remember when Riders were an inspiration.

I'm making a magical girl game, so this is 100% on-topic. Absolutely.
>>
>>148698830
That even though you do whatever you can do some good, there are twisted people out in the world that will twist those good deeds and demonize you for it, and people, even those close to you, will believe those lies.

The Hero has to struggle to not succumb to hatred from being backstabbed repeatedly
>>
page 10
>>
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>>148698830
naked monster people are cool

But more seriously, it's that pushing your problems away will always come back to bite you in the end, no matter how far away you feel you've pushed them.

On a different note, how are you guys doing your battle backgrounds? I'm being lazy and just making them in sketchup, then downsizing them and throwing them in [with some touchup if I get around to it].
>>
>>148730256
I wanted to make a magical girl game, but I couldn't find any appropriate free-for-commercial-use music. Help?
>>
>>148737460
I don't have any either. But I don't give two boinks about music -- it's my last priority by a long, long margin.
And anyway, commercial? Pshaw. I'm here to make games.
>>
>>148737460
I told you to use classical music
>>
>>148740501

Classical music isn't free to use, unless you play it yourself.
>>
>>148740590
Can't you just use some kind of Synthesizer Software?
>>
Is there a plugin that lets you bring up a map at any time showing your location?

All I can find are plugins for a worldmap that lets you teleport places.
>>
>>148737849
I never said I was going to make it commercial, I just don't want the game to be taken down from somewhere or playthroughs of the game to get copyright strikes from the music. Otherwise, I'd just use music from Precure.

>>148740501
>Implying classical music fits a magical girl theme.

Man, I need shit like this:
https://www.youtube.com/watch?v=FHOZfD7mOUc
>>
>>148742716
>Implying classical music fits a magical girl theme.
It fit perfectly fine in Princess Tutu.
>>
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>>148743478
And technically it also fit with Suite Precure, but that's not the theme I'm going for. I'm going for something more along the lines of Heartcatch, Smile or Fresh, which definitely doesn't mesh with classical music.
>>
>>148743770
Second era, eh. If I had to choose, I'd want my game's sound to most closely resemble HaCha's. Songs like these:
https://www.youtube.com/watch?v=lOlzJ_GHPkU
https://www.youtube.com/watch?v=dHdHlc2wla4
...suit an RPG very well, much more so than most Precure soundtracks.
>>
>>148744983
Takanashi Yasuharu is one of my favorite composers ever, and he did Fresh, Heartcatch, Suite, and Smile.

I had considered this as a battle theme:
https://www.youtube.com/watch?v=43QNKhnzYhE&index=34&list=PL9C6B9A4F69A1CD00

And this as a final boss theme:
https://www.youtube.com/watch?v=wmvwmj9upYM
>>
>>148640219
Draw facial expressions. Pretty much it for today.
>>
>>148640219
Play around with Yanfly's battle systems and see what kind of craziness I can make.
>>
>>148701025
This is something I've been working on myself.
Take a look at the second part of this tutorial, it deals with the exact thing you're looking for and it has been working well for me right off the bat.
http://www.rpgmakercentral.com/topic/12299-getting-started-with-parallax-mapping/
>>
Can I use Yanfly's with a front-view instead of the side view?
>>
>>148757169
Sure.
>>
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Is there a script call based way to make this cleaner or more efficient? Because otherwise I'm gonna have to make branches for each enemy in a troop and then each ID and that seems like it'd get messy.
>>
MV PROTIP:

You can set the "Knockout" state to "Remove at battle end." KO'd party members will be restored to 1 HP after fights, just like Super Mario RPG.
>>
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Progress on prologue dungeon is almost done! All I need to do to finish it is add cutscenes and the boss battle.

Once I get it fully done I'll give this game a proper announcement on RPG Maker communities.
>>
It's really easy to get people to make music for you for free when you have a presentable project.

Just keep working on your game with stolen music until you're ready to start looking.

Music is the worst excuse to not dev.
>>
How many places are there in your game? Not map count, but unique places?

So far, I've made 7: a cave, a desert, two forests, a town, an academy, and a mountain. Still a long way to go.
>>
>>148762536
What's the title anyway?
>>
>>148765215
SteelZeroes
http://i.imgur.com/NAUWlAU.mp4
Old video, some small things have already changed here.
>>
>>148765770
pretty rad animations
>>
>>148764305
Are you speaking from experience?
>>
>>148761585
There are a few ways. The simplest idea would be to set up two arrays with the IDs of the source enemies and transformed enemies respectively. Arrays have a function called "index(x)" that you can use to find the index of the first element with a given value. Find the enemy ID in array 1, then use the index you get in the array 2 to call the transform function. (Note that if the ID isn't present, index(x) will return nil, so you can use that as a sanity check.)

The only thing is, I don't know the exact syntax you need. You need to know the enemy slot of the targeted enemy in order to get its ID and call transform on it; in a formula, that's as simple as "b", but in a common event, I don't know that the information is easily available. It might even be already disposed by that point. You'll have to figure out how to refer to that on our own.
>>
>>148766406
yes, as a musician, i tend to notice music-related posts more often. n-not that i'm even interested in working on other people's projects.

but on collab forums, whenever i see project posts looking for musicians, there are always several people looking to jump onboard.

and whenever there are musician posts, half of the time, they're willing to work for free. they're generally decent as well. as in, if you gave them some examples of a song you wanted, they'd be able to deliver something pretty good.

it's just incredibly an incredibly saturated field.
>>
>>148771928
This sounds pretty great for a guy like me, when if I finish a project I won't have to worry about the music that much.
>>
>>148765770
>Freeware
But why?
>>
>>148774313
The first demo is free.
>>
>>148775006
Also the title screen itself was made some time ago, back then the whole game was going to be freeware and use more RTP-ish graphics, I'm yet to make the necessary changes in the title screen ( hence the "2015" there )
>>
>>148775208
Give me your coolest concept for a random encounter battler.
>>
I'm trying to avoid random battles entirely or limit them in some way.
>>
>>148778916
this
>>
>>148778916
Why is that? I'm curious because a lot of people seem to dislike random battles but I don't mind them at all.
>>
>>148783537
The biggest problem I have with random battles is that they can get tedious very quickly. I don't think they are INHERIENTLY bad but I prefer more controlled encounters or at least a limit on random encounters, like fight 20 battles and then they're rarer.
>>
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i want to learn make image-based user interfaces for in and out of battle but i really wouldn't know the first place to start as far as actually implementing it or learning the basics

using mv, any pointers?
>>
>>148785395
Do you think onscreen encounters make it any better?

Lots of those games have unavoidable enemies.

What if the game lets you avoid every encounter by moving around the enemies. You could then let the player turn off random encounters entirely if that's your desire.
>>
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>>148786147
Uub?
>>
>playtest MV for a freshly made project to see how it is
>lag delay when opening and closing the menu

Please tell me someone's worked on optimizing this or something...
>>
>>148788381
Install Yanfly's core engine
>>
>>148788259
no, just a generic thug character with a mohawk from some dbz game.
>>
>>148787487
Random encounters have a very different approach when it comes to designing the game in comparison to onscreen encounters because each one have their own tricks.

For example, you might not be able to control how to ambush enemies with random encounters but with onscreen ones the player can do it very clearly by attacking the enemy before starting the battle or touching the enemy from behind, but this also means the creator has to tinker the difficulty more or else this could make enemies too easy to defeat with ambushes.

There are more problems with onscreen and random encounters other than "they're annoying".
>>
>>148783537
I think it's because RM users are terrible game designers. They make gigantic maps but leave the default encounter rate alone meant for a 20x20 map.

Also if i remember right, the earlier makers had a built-in Escape punishment. So escaping = a higher encounter rate. Like, a 50% chance the next step would be a battle.
>>
>>148789040
You could allow the player to press a button during the random encounter's flash freeze for the same effect.
>>
I believe in a future with random encounters but they need to step their game up.

No more of this press Fight to win nonsense, that shit ain't interesting and I'm not talking about my friends with it
>>
>>148792881
you could start by removing the FIGHT command entirely
>>
>>148792881
Whether or not the encounters are random has absolutely 100% nothing to do with a game's combat mechanics or enemy design. "Mash A to win" is entirely unrelated to whether or not encounters are random.
>>
I feel that thinking about random encounters on a per-battle basis isn't the best way to go. Having a system that requires intense strategy for even junk encounters - which is what that train of thought leads to - is a path to players being mentally drained by the game, and that's even less fun than a system where you can win through regular attacks.

bump
>>
>>148798024
Maybe making the random encounters simple and the more important battles more complicated could even it out a little more
>>
ive been planing on making a game for years now but only got into really basic programing. what are the limitations to what you can do with RPG maker?
>>
>>148799720
There are limitations to RPG Maker but because of plugin support you can do a lot more with it
>>
>>148799720
like if i wanted to, could i make a game like say chrono trigger, saiken densetsu 3 or bomberman?
>>
>>148800036
I've seen chrono trigger battle system script or something like itt in VX Ace, so probably.
>>
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Does anyone know how to do a battle system like the one in long gone days? Is it some plugin?
>>
>>148800036
>>148799720
You can do anything with the MV engine, but if you are going to do bomberman, you'd probably have an easier time starting from scratch.

Chrono Trigger should be feasible to do in MV if you know JavaScript, though.
>>
>Write some dialog
>NPC asks the MC why he has chosen to do what he does
>Can't come up with a satisfying answer
This is not a pleasant feel.
>>
>>148804108
Transfer that feeling to your character.

If it's something he should be ashamed of do an old fashioned "I... I don't know" *eyesink*
>>
>>148802510
I'm pretty sure it's the standard battle system and that's just 4 enemies with an event in the troop so when body/head dies all the enemies die.
>>
>>148804562
While this is certainly a possibility it feels like a cop out and his reasoning is kinda important later on so I have to give it some serious thoughts.
>>
Lets say i have a full story of a game,
what are the first steps to think about
and where do i begin?
>>
>>148808303
Download the client?
>>
>>148808303
try writing it down and you'll have a better idea of whether you really have The Full Story of your game
>>
>>148802510
I think the dev used to post here, maybe he'll pop up. The parallax effect on the background looks like one of Moghunter's plugins.
>>
Me I am writing out stories and attempting draw styles.
>>
>>148809327
The whole HUD screams Moghunter.
I know because I'm using it.
>>
>>148814614
meant to quote >>148809915
>>
>>148808303
Make the story happen in game
>>
>>148808303
Have beta readers look at it.
>>
Sunday ngiht again. Please tell me there will be another
>>
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>>148820210
There will be as many Sunday nights as you want Anon.
>>
>>148820504
Yay
>>
>get drunk to shake off stress from work and writers block
>next morning
>find notebook with a few pages of brainstorming
>it's enough to work off of

drunk me is a true bro
>>
>>148808303
Know what your game objectives are and check if the story can accommodate them.

I've seen people try to make adaptions of fantasy novels, and they just don't work out. Takes too long to get to the action usually. Or the main character is a slave/solider with zero agency. Or on ship in space or sea for 90% of the story. Time skips, party members never come back.
>>
>>148688469
He's the tsundere childhood friend of the protagonist. He joins because he's the tsundere childhood friend of the protagonist.
>>
>>148823120
Somehow I had to laugh at this.
Thank you Anon.
>>
>>148688469
a nun from a holy order of swordswomen

the hero joins her quest because she frees them from prison after hearing they defected from the evil faction they were once a part of

the nun is more a main character, but they're the second party member rather than the first.
>>
aand now that evo's over, i have no excuse for being lazy again.
>>
>>148825603
Work on your game
>>
>>148825603
I know the feel

Luckily I am doing fun stuff
>>
Dont die before I get home bump
>>
>>148827560
Better hurry up Anon, page 10 is apporaching.
>>
I'm developing my game in two languages, English and German.
My question is would you guys like localized names for characters (when appropriate) or would you prefer all names to be more or less Germanic?
>>
>>148828743
Localized unless your game has a heavy German styling to it.
>>
>>148828743
I wouldn't want to play as Jimmy if the character's original name was Jinnosuke.
>>
Bumpo
>>
It's that time of the year again
Time to bump
>>
>>148828743
This is a choice that every localization editor has to make. It's becoming more and more common these days to leave names alone even if they're of no real relevance, but there are still cases where changing them is beneficial. If they're allusions an English-speaking audience won't get, for example, or if your game's target audience is young.

The core principle of localization is always this: try to make it such that a player in one language will have the same experience as a player in another language.
If a hypothetical first-year undergraduate nerd wrote a paper about your game, they should ideally write pretty much the same paper no matter which language they played the game in. That's not easy, but it should be your goal.
>>
>>148809327
this
since ironing out the pieces of an old story to make a game, I've ended up basically doubling the size of the story out of necessity
it's surprisingly easy to gloss over things in text
>>
Today I will get something done, I promise!
>>
>>148834768
what time
>>
https://www.youtube.com/watch?v=zuDIauzAU5w New Yanfly Tips & Tricks video. This brings the question to me:

How are you guys making your healers different from the healers found in other games?
>>
>>148845078
Time to bump
>>
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>>148846146
One of our healers also gets a lot of spells that involve sacrificing allies or buffing them with big downsides
He heals and revives people so he can use them as fodder rather than actually supporting them, basically
>>
>>148847553
That could be neat
>>
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Testing out the battle system for my SMT style game
>>
>>148850934
But instead you collect bucket hat guys?
>>
>>148850934
looks like a solid base
>>
>tfw you get too distracted by details most people won't even notice anyway and don't get anything done
>>
>>148828743
Originally intended names are always better. Localization is cancer.
>>
>>148809327
>>148822703
>>148840826
thank you for the tips. i do have the story written down as mayor and minor points of interests and some of them have a description of what happens in between. i cant be too specific in the plot because things will change depending on in-game decisions.
ive planed this game for a very long time and making it will take a very long time
>>
How many characters is too much?
It has happened that I was reading a fantasy series and at one point I had to decide which characters I thought were the most important and I had to remember, and which to forget about because there were just too many. (and for some I guessed wrong)
Because a game is visual it should be less of a problem, but there's still only so many you can remember.
>>
>>148856145
There's no hard number. It depends greatly on the length of the game, how memorable the characters are, how distinct the characters are from one another, how much the player realistically has to care about whether they remember them or not, and other such things.

For example, Pokemon games have hundreds upon hundreds of named characters, both humans and Pokemon. It works because you don't actually have to remember nearly anything about almost any of them. But Pokemon is the exception, not the rule -- in most cases, you should aim to cut as many useless characters as possible.
>>
Is there a way to change yanfly's battle system so that it shows a different image (like a bust, or a battler image) instead of the actor's faces?
>>
>>148854764
yeah, it can take a long time, but you're going about it the right way
especially with branching stories, spreadsheets or flow charts are really helpful to use
>>
>>148856145
Well, there are certain tricks to helping the player remember characters, such as meaningful names, recurring family names and backgrounds, sigils, color-coding, allusions to each other in dialogue, etc. If your game allows this, you can probably get away with adding a little bit more characters.

That said, while I don't think it is necessary to purge characters too much, if you don't have any interesting or fun words to put in a character's dialogue box, then that character must go. Or at least be fused with someone else.
>>
Missable or choice exclusive party members: Yes or no?
>>
>>148864302
The consideration for "yes" increases if your game is good enough that I'll play it more than once. It also increases if the game is extremely broad, such that my experience and Bob's will not resemble each other much at all.
In most other cases, I'd strongly ask if you have a very good reason.
>>
>>148865140
You pick a protagonist, the rest don't appear in the story. some events go in a different way depending on who you are, so some characters end up joining you while others don't. Would that be good enough?
>>
>>148865948
>>148864302
Not the other guy, but if you explore different areas depending on whose side do you lean towards, face different bosses and learn different things about the world, I believe it is enough.

I'd also advice you to make sure that these characters have some kind of arc of their own. It annoys me a bit how missable characters are always just there.
>>
>>148864302
if they affect the game in meaningful enough ways to warrant a replay, yes
if not, it's not a big deal usually, but it feels pointless in that case imo, especially if it's choosing one over another, because then one guy just gets overlooked
I remember one of the old fire emblems did that, made you chose between a guy and his brother, but the story difference was marginal and one was a much more useful character so the other one may as well have not existed at all
>>
>>148856145
Suikoden had 100+ characters, so you will be fine with whatever number you want.
>>
>>148873354
Suikoden is a perfect example of how to make tons of useless and forgetable characters and a good reference on what Not to do though (you have to unlock every single character to get the good ending in those games, and a lot of those characters are either very easy to miss forever or what you need to do to unlock them is simply impossible to figure out without a guide).
>>
Anyone know where I can contact the guy who made this game other than itch.io

https://pep.itch.io/tomb-of-friends/comments

The guy who made it is called zizou, but I couldn't find him anywhere else.
>>
>>148875189
He comes here sometimes.
>>
RIP
>>
Now that I have a cosmology, calendar, pantheon and a bunch of other minor details I can finally continue working!
No, there must be some other minor detail I can use as an excuse to not do any actual work..
>>
>>148878901
Just design a cool battle
>>
>>148878901
No, no, no, you have it all wrong.
If you use more minor details as excuses to not get any actual work done, you'll never finish your project, and all of your time creating the cosmology, calendar, etc. will have been wasted time.

And you weren't wasting your time, you were making progress. So make more progress now!
>>
>>148878901
You have an excuse when you are finished with your game.
>>
Don't pretend to die
>>
>>148878901
Make family trees and timelines for your characters.
>>
>>148705378
wut
>>
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Aekashics posted some new monsters: http://www.akashics.moe/librarium-weeklies/librarium-weeklies-animated-objects/

I actually like this set. It's pretty swell and can be used for a small Alice in Wonderland type of arc. Gives me quite a few ideas. Me likey.
>>
How do I write a good joke?
>>
>>148891609
Create and subvert expectations. Humor is a bit like Horror, but considerably harder.
>>
>>148891609
Rip off Andrew Dice Clay
>>
If this thread dies, can I have your stuff?
>>
>>148894769
No.
>>
>>148894769
No I like my sprites

They are mine
>>
>>148890326
I like it
>>
>>148878901
Someone didn't detail the origins of language...
>>
Post progress Anons
>>
I cleaned up my text sequencing
>>
Is there a way to have characters walking and the background moving, but neither actually moving? I want to have a scene with characters talking while walking.
>>
>>148903989
You can make the map loop either horizontally or vertically on the map menu
>>
So, my game is mostly a take on a particular type of jRPG. Drafting most mechanics from 2 franchises of the genre.

But the setting and characters as I've built them up so far seems to be drafting things mostly from a rather different series that is not even a jRPG and thus has nothing to do with the planned mechanics.

So, what do you think? Is it fine if a game that is mechanically and spiritually a parody/take on a genre, plays out in setting akin to something rather different? Would this attract people interested in both genres or leave fans of both disappointed?

Should a game about a Fairy raising a human child to become a hero be closer to Digimon/Monster Rancher in setting, or is it fine if the population, monsters and enemies of the world end up closer to Zelda?
>>
>>148905152
i don't see a difference
>>
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eating break

wolf and dragon boss afterwards
>>
>>148905152
>Fairy raising a human child to become a hero

Isn't that technically OoT? Like, kind of? Zelda-style would be just fine, amigo
>>
>>148905152
I think both would be fine
>>
>>148909430
Kinda. But you play as the Fairy. And the mechanics are all Tamagotchi-like. So you feed your human, play with him to bond, make him train, scold/reward him and ensure that he doesn't work out too hard, Then you gain powers and "evolve", depending on your human's character development. The battle system also involves both of you fighting, rather than relying on the human or relying on the fairy.

So, it is kinda like Digimon from the Digimon's POV.
>>
>>148908330
Aekashics is an enemy in your game?
>>
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currently working on a sound test script, very barebones as you can tell from the screenshot. but it does work! next will be adding volume adjustment and maybe sound test for SE, ME, and possibly BGS. other features should be volume and pitch adjustment, and probably a rearrangement of the menu since this is ugly as sin
>>
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>>148912825
the very first monster, as a matter of fact!

more like a generic cute slime monster, so poring x toro
>>
>>148913195
>Poring x Toro
I'd like to see that.
>>
>>148890326
Urge to make Alice in Wonderland subplot rising
>>
dundie
u
n
d
i
e
>>
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>>148917772
Right now I'm listening to https://www.youtube.com/watch?v=lmRQAiYfqO0
Actually, I never listen to anything specific whilst working, just something that fits the mood.
>>
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How would I go about creating a minigame from more or less scratch and then port it into mv later on? I know all I need to do is make a game in javascript but I assume there's some specific framework I need?

>>148850934
I envy your skill
>>
>>148920612
You'd probably only could use the base logic with, probably the base code, nothing involving graphics or alike, just the logic, because I'm guessing that MV is using a lot of custom libraries, which you minigame probably won't be compatible with.
>>
>>148920612
you'd be working with pixi.js, but it doesn't actually make sense to think about it entirely out of an mv context, because so much is built on top of it. there would be no reason to not use mv's scenes or whatever.
>>
>>148921047
>>148921232
I guess that makes sense
>>
>>148850934
what game is this
>>
Thing is about games with 100+ recruitable party members is you simply can't give them all extended backstories or character arcs because that would take up too much of the story's time.

There are major characters and minor characters and if your 86th party member is a French chef with a stupid catchphrase then so be it.
>>
>>148923102
Presumably his own.
>>
Okay so some questions involving VX Ace.

A) Is there an add on that will let me add my own custom animated enemies rather then just play with the static ones?

B) Anything that will help me make a mana-like / zelda-like or am I better off with Game Maker?

No, I cannot afford MV.
>>
>>148925871
Do what we all did.
Pirate MV.
>>
>>148926061
this
>>
>>148925871
Yes to both those.
>>
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>>148926061
i sure didn't, but i bought into the "release on mobile!" hype. i don't even plan to support mobile devices for this project.

anything blatantly wrong with the dragon?
>>
>>148928940
Any tips where I can find these? I haven't seen any.
>>
>>148928979
I think the dragon looks fine.
>>
>Assumed that a cryptex is something old
>Learned that is actually comes from The Da Vinci Code
Now I'm not sure if I want to use it as a puzzle or not.
>>
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I'm trying to get better at facial expressions for the character portrait, but I don't think I was able to quite hit the nail on the depiction of anger.
>>
>>148928979
man, it sure is going to look silly with trees and wolves floating around in a shmup.

wonder how i'll keep it from looking silly..
>>
>>148932014
she looks mildly annoyed
>>
>>148932014
Two portraits don't convey the labelled emotions, and two are just symbols for the emotion you want to convey. Study faces.
>>
>>148935009
which are you talking about? the only other one you could be talking about is the 'disingenuous' one, which i don't see anything wrong with it.

it looks like a typical anime face that could be used for that situation.

>so, who ate my cookies?
>u-uh, i have no idea!~ *whistling*
>>
>>148932014
Look up the Facial Action Coding System, it's a scientific effort to detail which facial muscles are involved in the various emotional expressions.
There should be charts and pictures floating about.
>>
Good night bump
I hope you all made progress today
>>
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Bumping with today's progress.
>>
Bamp
>>
>>148857129
I still need help with this, there is nothing on the internet for that battle systems.
>>
don't die
>>
Bamping this thread
With no survivors
>>
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>>148940449
I'm sorry Anon, but I got a few issues with your tiles.
1. The glare in your windows should follow the same line, yours look jaggy because the outer ones have a lower angle then the one in the middle, also teal is not a good color for glass, try something like the color inbetween your bricks and adjust the glare accordingly
2. The shadow on the stones doesn't match the direction of light your building suggests, I flipped the portion of the path leading to the door to illustrate this
3, This is probably subjective but it I feel that this makes your roof look like a take-off playset kind of thing which makes it look unstable
4. See 2, the direction of the lighting contradicts the direction suggested by the rest of the building, this is very minor but you should decide on a direction and stick with it for the rest of the tiles

Your bricks look neato though
>>
>>148948105
>I'm sorry Anon, but I got a few issues with your tiles.
Not at all, I'm grateful for all feedback. Still relatively new to this, so there's much to learn.

The glare (and the glass) is a placeholder. It's a prerequisite to get me working on details at all.

As for 2 and 4, you're right, that's what I get for emulating without thinking. Especially since no one's doing light straight from above, as far as I can tell which I'm doing for reasons that have nothing to do with laziness or being inept.

Third point I've been experimenting with, and I kind of agree. Other solutions I have don't look all that great yet, either, so change is in order.

Thank you for the comprehensive feedback!
>>
>>148929139
RPGMaker forums.

Or Google Animated Battlers Script RPGMaker and Zelda Script RPGMaker.

Note that I do think you are better off in Game Maker for making Zelda.
>>
The MV character generator is about fifty thousand times better than the Ace one, but does anyone know if there have been any additional resources released for it? It'd be great to have more variety.
>>
>>148949848

The thing with lighting in the classic 3/4 perspective is that while it comes directly from above in most cases ( outdoor areas for example) you are seeing 2 planes of any given object, the top directly hit by your lightsource, and the front, indirectly hit by your lightsource. So you are actually not lazy or inept, you are doing it right-ish, you just need to be more consistent

I'd recommend these for further reading if you are interested:

http://opengameart.org/content/chapter-3-perspectives

http://opengameart.org/content/chapter-4-shadow-and-light

As for the beams, no idea what to do with them. I tried removing the edge and it just looks bland. As you can see on the left in my previous post, adding more intersections makes it look like sandstone, and I'm not sure if that's what you are going for.
>>
>>148950751

I'll upload my entire generator folder.
Give me a sec.
>>
>>148953302

mega.nz/#!5kxxnZxA!yJA7lO33Mc0P8CZdDLvzt6lvIFKfIYfaZICJnY4rn1A

There you go.

They're of varying quality, and there's more parts than icons so the icons are all fucked up, but there should be a bunch of usable stuff in there.
>>
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PROGRESS

Is this okay dialogue?
>>
>>148954367
Yo, many thanks, anon! /rpgmg/ is good people.
>>
>>148952506
>So you are actually not lazy or inept, you are doing it right-ish, you just need to be more consistent
I was trying to say that there is an actual, physical reason in my world why light is coming only from straight above. This clashes with me trying to learn shading from examples that have their light source to the top-left.

And about those beams, I think they generally need more blemishes or a different texture altogether. Their main point was to not have bricks all over the front wall, and it escalated from there.
>>
>be at work doing boring shit
>have a shitton of inspiration, think of some great dialogue
>get home
>it's all gone
>>
>>148956368
Also, to clarify:

>physical reason in my world why light is coming only from straight above
As in: sun is not moving across the horizon as it does for us. It remains in place, straight above.

>>148952506
Those tutorials I've been using already, but I guess my mind is still waiting for something else before it all clicks in place.
>>
>>148956398
yep

writing it down helps but would be an awkward conversation if your coworkers found it

fuck work
>>
>>148957009
Yeah, I guess I didn't interpret the straight from above thing literally enough, but I get what you are saying.

I admire that you want to integrate world building into the actual representation of the world from the audiences perspective. I'm just wondering if there are more convincing ways to do this, like choice of colors for example, since you seem to create a world in a constant state of noon, if I'm not mistaken, choosing bright washed out colors might do you better service in that regard than shading alone.

As for the beams, I'd suggest settling on a material you want them to be made out of, and trying to achieve the look of that, alternatively leave them alone for now until you are confident you can pull them off the way you want to.

>I guess my mind is still waiting for something else before it all clicks in place.

Just keep practicing, experimenting and applying the knowledge you have, you are bound to get better that way, as long as you are persistent
>>
>>148958513
>I'm just wondering if there are more convincing ways to do this, like choice of colors for example, since you seem to create a world in a constant state of noon, if I'm not mistaken, choosing bright washed out colors might do you better service in that regard than shading alone.

Good point, colors are another topic I'm approaching with baby steps. The current color palette is copied from somewhere else as well, as picking colors because they looked nice and altering their brightness for highlighting and shading led nowhere.

The world, however, isn't exactly in a constant shade of noon. There is a proper day and night cycle, but it does not happen with the world revolving or the sun moving to the far side of the world.

While all of that is relevant to the plot and setting, it's not supposed to dominate it (like a world in which there is no night would, as it would affect and alter all life on said world). It's supposed to be noticable, but not overwhelmingly so.
I hadn't considered also portraying it through washed-out colors before though, so thank you for the suggestion.
>>
>32C
>34C tomorrow

Kill me
>>
>>148956056
Some phrases do sound awkward:
"Hurry into town"
"This hurts to say"
"Say it and get it done with" - "(Just) say it and get it over with" or "Say it and be done with it" I'd suggest instead

As for the other two, not sure what's missing but it sounds off.

Chuckled heartily at "What's your problem" though, that's gold.
>>
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This is my first time adding new tiles and I cant seem to comprehend how to make these clifs wider and longer than pictured. What am I doing wrong?
>>
>>148956056
>whatevs
>>
>>148963830
It seems to me like you placed them in the wrong type. Autotiling translates each image differently. The cliffs are only tiled properly if placed in Outside A4. I think.
>>
ded
>>
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>>148967015
Ah I see. Okay then I guess these arent the tiles I needed then. I need the stackable cliffs with snow on them. All I have ATM is dirst and grass. Pic related.
>>
>>148963667
The "get it done with" part is because the main character's a grizzly detective who talks like that. Y'know, with the chicago accent and everything.

I get what you're saying on the other 2 though.

>>148964935
Again, this is attributed to the character.
>>
>>148972473
No, that is not a valid excuse. Hard-boiled detectives do not speak that way. You do.
>>
How many of you are doing RPG Maker as your full time?
>>
>>148974356
Full time?
>>
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>>148935009
Please explain. I am mostly trying to do some simple expressions, for comedic effect, kinda like the other anon described, but I could definitely try and improve.

>>148935763
I'll look into that, thanks!
>>
>>148974356
If you mean as a full-time job, then no. That's highly unlikely.
If you mean spending most of my free time using the program then yes, I get about 12 hours a week on my project because I have to work.
>>
>>148972684
I guess it does sound kinda shitty. I'll change it.
>>
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New enemy design
>>
>>148970847
You could always edit them together.
>>
>>148976987
I think that guy was trying to say you're using the symbols as a crutch
I can kind of see what he's getting at, because without the ? on the confused one, for example, it doesn't immediately look like a confused face

I mean, context would make it obvious even without it, and you're clearly going for over the top comedy expressions, but I get where he's coming from
>>
>>148979523
Is he okay?
>>
>>148979523
If I pull that sword would it die?
>>
>>148981825
Well, maybe it's my choice of words, but I just really like expressions like pic related or >>148919743 and I wanted to give them a try as well, but I don't exactly know how to categorize them, so I just went with the first option which I could think of. The symbols on top are just additions which I thought would kinda add to comedic purposes, if needed. Though I guess I might be overdoing it. Thanks for the explanation though!
>>
>>148985064
what you're doing makes sense, though I agree you may be overdoing it
expressions like this are very context sensitive though, so I'm sure they'll look fine in practice, but I think that the pic in your post and the one you linked a both a little more subtle than yours currently
keep at it though, you've been getting a bit better since last I saw you post that girl
>>
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>>148985960
>expressions like this are very context sensitive though, so I'm sure they'll look fine in practice
I'll try and see how it looks in game and then I guess it will be easier to see if I need to change anything.

>I think that the pic in your post and the one you linked a both a little more subtle than yours
Maybe it's because I'm adding a bit too much shading and just general detail to the face, but part of the problem is also that when I export things into PS and then reduce the size of the image, quite a bit of detail usually gets lost in the process.

>keep at it though, you've been getting a bit better since last I saw you post that girl
I've been trying to listen into suggestions and criticism that people give me, so as to hopefully improve bit by bit. Though I still have a long ways to go. Thanks, I'll keep working!
>>
So, using Yanfly's ATB, is there a short way to set a skill to expire at the start of the afflicted actor's action?
As it is, states last a certain amount of time, but not actions, and that's not desireable for all types of states.

>For example:
>Press Defend
>Actor gets Defend State
>Defend State lasts until actor's next action

I've been trying to screw around with the State Manager and trying to come up with something myself, but I'm not yet fluid in JS and I just couldn't find a direct remove state command I could run through the state.
>>
MV's user interface is garbage and why the fuck is there no material manager or script editor bump.
>>
>>148992283
There's a material manager any of the newer versions.
>>
>>148992283
If you purchased it there is a free update to include a resource manager. There are no longer scripts, there are plugins. There is a plugin manager, if you want to edit plugins use notepad +
>>
>>148992703
Oh, really? That's great. I'm amazed that they actually took feedback in such a significant way.

>>148992797
Yes, I know that I have to use an external program. That's the complaint. It's a completely dumb, user-unfriendly step back from Ace.
>>
>>148990413
Found it, finally. user.removeState(StateID) was what I was looking for.
>>
I'm just gonna sit here and not step away from the computer until I get some real progress done.

First on the agenda:
>Incorporate the intro cutscene into the new version of the starting map

>Re-balance combat to take new spellcasting changes into account
>>
I've been rewriting this one small conversation for hours now and I'm still not satisfied.

Help.
>>
>>148995989
Good luck. Dialogue is the fucking worst.
>>
>>148996116

I generally enjoy writing dialogue, but sometimes you just get completely stuck. At least there's other things to do at that point.
>>
>>148995989
just leave it for later and focus on what you can do now. chances are you'll just end up rewriting it later anyways.
>>
>>148974356
i am.
>>
>>148982659
>>148983261
Good questions.

Yeah, he's fine. The sword only reaches his rocklike shell; it doesn't touch the body.

The enemy is based on The Sword In The Stone. There's probably gonna be an enemy based on Arthur accompanying it in battle.
>>
I need cool names for daggers. They'll be dual-wielded, so pairs of names that go well together.

One pair are called "Mercy of the Mother" and "Judgment of the Father"
>>
>>148995989

I made some progress!

One of the problems I had is that one character was only asking questions, which made it a really one sided and awkward conversation. I realised I can just make the questions into statements.

Did it cost a lot of money?/That must have cost a lot of money.
>>
>>149000648

fantasynamegenerators.com/dagger-names.php
>>
Having trouble going from

>Mages find mercenary wounded in a forest, heal her
>Mercenary thanks them. then realizes her partner has gone missing.
>Mercenary delivers a flashback cutscene explaining how important her partner was

to:

>Mercenary agrees to help mages go repair the magical orb.

I guess she'd do it because she thinks she owes them one for saving her?
>>
File: Soulsucka.png (1KB, 83x82px) Image search: [Google]
Soulsucka.png
1KB, 83x82px
Heya.

New enemy design! Pic related.

Also made a final boss theme. It's a reprise of the protagonist's theme.

https://soundcloud.com/iwilldevouryourkittens/private-eye

A bit of info on my game: in case you couldn't tell, I'm >>148979523, >>148956056 and >>148850934. The gameplay is like SMT in that you can get the monsters in your party, but rather than recruiting them in battle, they drop an item (their "soul") upon defeat which, if you get, say, three, you can expend to have the monster join your party. You can also combine souls to create new monsters.

There are 2 worlds: the shady, urban hub city (the "real world", if you will) and the myriad surreal, Yume Nikki-esque "mirror worlds" which you will enter. Obviously most monster encounters are in the mirror worlds, but there could be some troublemakers out there in the city as well...
>>
>>149000648
Are they legendary daggers? Daggers for a nuthinpersonelkid-type sellsword?
>>
>>149004102
I let your soundcloud keep playing, and I got grand dad'd. Thanks for that.

You've got some good stuff, by the way.
>>
>>149004816
Thanks anon!

I don't recall making any flinstones remixes. Funny. Maybe it's from a guy I subscribed to.
>>
>>149003892
Maybe they just hire her because they need help with direct combat, and since she owes them one, and her friend will take a time to heal fully so they can take new jobs, she agrees to charge later (or asks for an item which they didn't even knew had secret value as payment).
>>
>>149004102
That is a really great track, I love it.
For how long have you been making music?
>>
>>149006248
Depends on what you mean by "making music".

My earliest game was some shitty multimedia fusion 2 platformer I made when I was like 9 or 10, and I made some music for that on a synthesizer. I have a download link to that game if you'd like me to put it up, but beware: it's really hard because it was made by a 9 year old.

I really started getting into composition around middle school. I made songs in a MIDI program called Aria Maestosa. They sucked ass, but they had a melody.

Towards the end of 9th grade I was still using Aria, but my tracks started getting GOOD. Like, not to toot my own horn, but really good. I pushed that shitty program to its limits I swear.

I'm a senior in HS now, about to graduate. All in all, I'd say 7th grade was when I really got into it, although technically I'd been composing since I was like 7. And when I say technically, I sure mean technically.

/blog
>>
What dirty tricks are you using in your game?

I haven't found a way to have a proper "steal" skill without needing some sort of plugin, so the only time you ever see it used is in an NPC vs NPC cutscene battle where I can fake the results
>>
>>149003892

This might be a personal issue, but I absolutely loath flashbacks for their overuse and how they tend to ruin pacing.

Here is what you could do instead, make a small section of the characters traveling together, which clearly expresses the relationship between them. Make the companion a stronger character in combat then the one we are going to be stuck with, that way you give the player some motivation as to why they would want the companion back, because they are useful for the player as well.
This should create a more impactful moment of seperation as both the character and the player are immediately aware of what they lost and why they want it back, bonus motivation for the companion being a likable character, so the player also wants them back because they enjoy the dialouge/interplay/relationship between characters.

Sorry for renting abit, but I feel that most flashbacks are unnessecary and can be replaced with a bit of forward thinking

>Mercenary agrees to help mages go repair the magical orb.

>>149003892
Is a good ground to expand upon.

I'd say make them hire her as security while providing her with food and table and giving her opportunity to go searching for her lost companion in the local area.
This leads to her being around when the magic orb gets repaired and you can move on from there
>>
>>149008894

Whoops, the second >>149003892 was supposed to point >>149005304
>>
>>149008894

The current structure I've got is:
The game opens with the player controlling mercenary+partner in a puzzle area that leads to a boss battle. The party's then ambushed by the bad guy.

We then cut to the mages, who have their intro where they learn that they need to repair the orb, and set out. The mages go through their first dungeon, and wind up finding the mercenary nearly dead. The mages heal the mercenary.

The mercenary realizes that her partner has disappeared. She explains (currently with flashback) her prior history with partner and why the bad guy ambushed them

The mercenary decides to help the mages on their quest as a thanks for saving her.
>>
Tomb of friends 2 is go.
>>
>>149009962
So the mages are an integral part of your story and not just a setup for the rest of the main characters journey?

In any case, from what I understand, you could easily ditch the flashback and introduce the relationship between your characters in the opening dungeon, puzzle sections are great for this since the player won't also be interrupted by combat.
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