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/rpgmg/ - RPG Maker General #158

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: 390
Thread images: 62

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Maze 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
>>
Hey Bubbles, how is your progress?
>>
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Hopefully I can get this to the demo stage by the end of the month.
>>
>>149018675
Looks great, I'm looking forward to it
>>
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What do you consider good dungeon design?

hopefully not this
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Work on your game, anon!
>>
>>149020394
I am!
>>
What do you name your potions/ethers/etc? I'm torn between standard fantasy names or food items.
>>
>>149020394
But it's so hot
>>
>>149020093
What abomination is this?
>>
>>149022463

>Labyrinth of Touhou ver 3.01
>>
>>149023098
I was just asking about the dungeon itself
>>
Do you sometimes wish your characters were real?
I do.
>>
>>149025141
My characters are actual furries and probably wouldn't be able to integrate into our society which is why I must protect them.
>>
Which talking weapon seems cooler?

Bow that turns into a deer-like creature.
Sword that turns into a snake-like creature.
Dagger or Boomerang that turns into some kind of bird.
Shield that turns into a lion-like creature.
Warhammer that turns into a ram-like creature.
A weapon that can transform into different weapons as well as some kind of animal.

The weapon is wielded by the hero.

And which one is more flexible for dealing a variety of attacks?
>>
>>149028795
I would go with the dagger because that would be really cool.
>>
>>149028795
I'm going to have to vote bird too. That sounds pretty neat.
>>
>>149020093
you have to go back. The random encounter rate must be at least zero.
>>
If I wanted to lean how to create music, where would I start?
>>
>>149021187
I went with different kind of foodstuff.
>>
>>149021187
not sure i'm having potions. too boring.
>>
>tfw you get the difficulty of a boss juuuust right
>>
>>149044134
Getting the balancing right is almost art.
It sure is just as hard.
>>
Good night bump
>>
Don't you dare dying again!
>>
TOMB OF FRIENDS 2 CONFIRMED
>>
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>>149024689
It's even worse than it looks, since you have to go all over the place to push switches on and off so you can push other switches on.
Also it's not a proper 3d maze, which would have made this a little bit more interesting to play through, and the eyes on the portraits still concern me.
>>
>>149025932
Mine too, holy shit
>>
Death imminent
>>
Good morning, /rpgmg/. What's on your dev agenda today?
>>
>>149055676
Not doing any deving today. There's a sale on the Anno franchise on Steam, so I'll get the gold version of 1404 and spend my day diving back into it.
Too hot to dev anyway.
>>
>>149055676
Drawing some sprites for the main characters. Not sure what I'm going to do after I finish up those just yet - probably will set up some mechanics-related stuff in my game.
>>
So does anyone here know how to make event world map animation sequences properly?

Basicly I want a animation to loop until player presses a button x times, then move to new animation to loop till button pressed x times, then the animation is finished.
Making this at the event aint so hard, though..

But for some reason the animations when finished and begin to re loop tend to flicker, like missing frame style, which looks really ugly and I'm getting rather desperate with it
>>
>>149025932
Yiff in hell, furfag.
>>
>>149060529
Show how you're setting things up right now, and we'll probably be able to see what's going wrong.
>>
New Yanfly Tips & Tricks: https://www.youtube.com/watch?v=2e5J3o_KMzg

Now this is a pretty neato effect. I can already picture various classes taking advantage of this skill.
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>>149062089
>snakes on a plain
>>
>>149062089
I don't much like that effect at all. The removal of information makes it very feel-bad for the player. And balance-wise, it's the sort of effect that walks with one leg on each side of the fence dividing unbeatable and downright useless.
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>>149062049
Well Ive had many different setups but even when I test with things, its like
the problem is that the animation always flickers when the loop restarts.

like I kinda just need to somehow make it so its looping and looping with script or something and then have the script call to stop it and call new one, but scripts like that Ive had trouble finding a working one
cause either I get the missing frame type of flicker or I cant stop the loop

so im just confuse
>>
>>149063284
I agree. Yanfly keeps using ideas from Action-based rpgs that use skill timers and strategies based on DPS. It's not going to work in a turn based system.

No damage for 3 rounds? That really breaks the game. You'd just need a revive item and a character could absorb all the damage at 1hp. Your healer would be out of a job.
>>
dun die
>>
>>149066536
They're also from MMOs where enemies and strategies are more recurrent. And meant to be used in conjunction with other factors like #of players, geography, timing.

In a regular rpg, a counter-measure skill for poison will only be useful in a few instances. Like, I've played games where only 1 enemy in the database was weak to Earth, and you don't even have a magic-user when you encounter it, so all Earth attribute magic & weapons were essentially shit-tier

A thing like Plague touch were you pass on a status effect sounds useful. But again, it's a turn based system, so unless the enemy can inflict status, you'll just be wasting your turns hurting yourself. It's really only useful with Poison, or Slow.
Petrify, Paralysis, Stop, and Mute wouldn't let you use the skill in the first place. Zombie status probably came from an Undead enemy to begin with. Blind is only good on magic types.
You can pass Doom over with the countdown at 1. But how often will you encounter that skill? That's really more of a Boss skill and they're unlikely to be affected by instant death.
>>
>>149066536
>>149063284
I disagree somewhat. Sure, it is a hard effect to balance as a regular MP-based Skill, but I don't think it'd be particularly broken as a limited Item or if turned into a sort of status ailments that targets enemies exclusively, in which case it serves more as a quirky debuff.

And if you are afraid of it making healing obsolete, you could always tie it to a "Stop" drawback and remove the double damage instead. That way it is as if your character was "removed from time" for a while, which could be a cool skill for Time Mages.
>>
>>149018320
Shit's been rough. Problems happened and I've been kind of unable to work on the game much lately. Still trying to get it done, but I don't think I have any sort of date. My bad.
>>
>>149071371
*meant to say, Blind is only good on melee types

Also, unless the effects last the whole battle, it probably wouldn't be useful pass on a effect that will just wear off in a few turns. And if the skill activates at the start of a turn, that's one less turn the enemy will endure.
>>
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Thinking of setting up a tumblr for my game. I'll post it later if I decide to make one.

Also here's an enemy I just doodled up
>>
>>149071371
A major issue there is precisely that enemies are often though up starting with their concept and then given vulnerabilities. I personally believe that is the backwards approach. Enemy Battlers should only be conceptualized once you already have your Skill Sets ready, and be created specifically so they can be faced with your Skills at the time.

I do note that things like conceptualizing enemies weak to Earth is somewhat harder than enemies weak to Fire, Holy or Lightning, so I make Earth skills balanced accordingly by being more powerful than other skills that cost the same MP.
>>
Post examples of dungeon gimmicks you've put in, or want to put in your games.
>>
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>>149075136
>traps
>>
Made a tumblr for my game because I'm an attention-whore

http://mirroredsoulgame.tumblr.com/
>>
>>149075136
Not implemented yet, but I want a swamp area in which you have a limited amount of time to walk in the water before you catch the attention of crocodiles and other random encounters.
>>
>>149078306
I would have gone with a blogspot myself, so you can get anonymous posts. It is far more friendly to users of this thread who might not have tumblr accounts.
>>
>>149071371
I think the thing with Yanfly taking ideas from MMORPG's, MOBAs, etc that are action based is to show you that it can be done. It's up to you how you want to balance it for your game. That said, for the promised guard skill, rather than make it last 3 turns, I'd make it last 1 turn instead. Making a party member invulnerable for 1 turn can make a huge difference even if the party member will receive all the damage at the end of it. His tips & tricks are there for us to see who is a sheep and who isn't if we decide to follow them.
>>
dont die
>>
>>149049042
YES
>>
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>>149078306
I like the fire dude. Very gba-era Pokemon.
>>149078934
>I would have gone with a blogspot myself
I kind of agree with this. Getting communicating on tumblr is quite poor. If you want comments and critque, blogspot may be better. The only downside to that is lack of visibility. People are more likely to stumble across a tumblr blog.
Alternatively: why not both?
>>
>>149061090
Oh boy, you're going to hate my game
>>
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We have cutting edge text box technology.
>>
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>>149075136
The floor crumbles after a single step, so each party member has to take a different route through the room.
>>
>>149087374
This looks nice, did you make that yourself?
>>
>send a build of my game to a friend to test while i'm at work

>realize i sent him one from June 6 rather than the most recent build

fuck.
>>
>>149088482
Better break all contact now and leave the country.
>>
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>>149087907
Yes I did. I'm still trying out different frames for potraits though, not sure what looks best.
>>
>>149025141
My protag killed her daughter and copes with her guilt through alcohol. So, no.
But knowing how society is now, she probably does exist somewhere.
>>
>>149073496
I like him! Little pineapple man. What are you calling him?
>>
>>149088662
I prefer the first one this is a little too intrusive.
>>
>>149088662
I think it looks weird to have some of the portrait visible under the frame.
>>
Work on your game Anon
>>
>>149091529
I am.

Currently I'm busy getting annoyed by Javascript and prototypal inheritance.
>>
>>149089254
What do you mean?
>>
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>>149089023
His name is Shroot. (shrub + root. it's a portmonteau)
>>
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>>149092006
I mean I wonder if it would look better for the frame to be *around* the portrait instead of on top of it. Here's a quick shop
>>
What would be the best way to handle a special limited skill? Is there a script that lets you put a cooldown on a skill? The build-in TP system kind of sucks.
>>
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>>149075136
Creepy, vague notes.
Bonus points for making my own notebook paper pattern?
>>
>>149093275
Can only a single person use that skill? If so, here's a roundabout way:

Have the skill call a common event
have that common event give that character a status effect
In that status effect, set it to forbid that skill
Set the status effect to wear off after a certain number of turns/actions
>>
>>149062089
neeeeat
>>
>>149092353
I'm likin'
>>
>>149092726
It looks nice, but I think the frame around the name is a bit excessive
>>
>>149094728
i can't see how. as opposed to what? making a separate name window? having the name float around without a background?

why would you not incorporate the name text along with the face and message body?
>>
Progress.
>>
>>149095137
The name part is Xbox huge, they're saying. It would look better if it wasn't so tall.
>>
I'm thinking of adding a system that only lets you select a few skills instead of being able to use all the ones you gained by leveling. You'd have to make compromises and some skills will work better against certain enemies. (revive or buff spell/the next boss can be burned but is resistant to poison).

Would that be more engaging than the standard system or just needlessly limited? It won't be like Pokemon where your skill choice is semi permanent, you'll be able to switch at an inn or something. It also gets rid of the fire/fira/firaga problem.
>>
>>149093527
>>149093275
you dont need the common event
just add "a.add_state(n);" before the damage formula
n being the id of the state that forbids the skill
the benefit of this is that you can have more than one character with the skill
>>
>>149093527

Won't that reset every battle?
>>
>>149095893
It's a common idea that sounds much better on paper than it plays in real life.
>the next boss can be burned but is resistant to poison
This sort of thing is exactly why equipping skills kinda sucks. It only leaves you with two scenarios: A) you don't know the boss's status rates beforehand, so you can't use that information to decide which skills to bring; or B) you do know the boss's status rates, so you'd have to be a complete idiot or a challenge runner to not just pick what you're told to.
In both cases, choosing your skills does not add any strategy or complexity to the game. It actually removes it. Your fight against the boss is going to be less interesting than a scenario in which you were able to bring both poison and fire and do some trial and error with them.

That's not to say that equippable skills are never fun or interesting, but they're never quite as fun or interesting as you expect them to be.
>>
>>149095137
>>149095627
Agreed. With your name font being that small, you could stand to take a few pixels off the top.
Otherwise, I love what you've done.
>>
>>149096315
Not if you don't tell it to. That's what the "remove at battle end" tickbox is there for.
>>
>>149096747

>a scenario in which you were able to bring both poison and fire and do some trial and error with them.

There would be nothing stopping you from doing that. You can have any combination of skills. And it's not like that will be the only way to beat the enemy, it'll just make it easier.
>>
>>149096031
>just add "a.add_state(n);" before the damage formula

Holy shit. The formula bar can do that? I assumed it was just some very stripped down thing that could just read stats.
>>
If user.removeState(ID) gets rid of the state on the user and target.removeState(ID) gets rid of it on the target, what's the scope command for ALL enemies? I want to script a state for a hero that gets rid of a certain other state on all enemies, but I can't for the live of me figure out what the scope for that is called.
>>
>>149097387
it can do a hole lot of stuff
here are some guides:
http://www.rpgmakercentral.com/topic/8986-skill-ideas-you-can-do-with-custom-formula/
http://cobbtocs.co.uk/wp/?p=271
>>
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It's fully animated!
>>
How do I work on my game when I have a cat on my keyboard
>>
>>149100903
Press the updog key
>>
>>149100903

Press F13
>>
>>149020534
>>149044134
>>149088662
is this what a gamemaker game has to look like?
im not saying the art is bad but i really fucking hate it
>>
>>149100978
what's the updog key?
>>
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>>149101398
this is what games should look like in my opinion
>>
how do I make battles fun?
>>
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>>149101398
There's a couple factors:
The RTP doesn't look great
The autotiling rules enforce very blocky looking maps. It's a huge chore to override the autotiling on every single map.
>>
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>>149102661
shit man i recognize this from anywhere. it's the desert that salsa and lardass go to in mother 3
>>
>>149097160
You're not seeing the whole picture. Sure, you could bring them both in a limited-skill system, but then you'd have to give up on other spells. The whole definition of limited skill slots is that you can't bring everything. By limiting the player's options, you're creating a scenario in which a reduced amount of trial and error can occur. The specific spells in question don't matter. You can make up any example you want.

If you can win with any setup, it reduces the strategic value of pre-selecting skills even further, because the player who wins on the first attempt will not have an opportunity to explore any of the options he did not bring to the battle the first time.
>>
>>149094728
>>149095137
>>149095627
>>149096812
I actually agree with the people saying that it's too big. Because it is pretty big. I originally intended for it to be much smaller like in pic related, but then it wouldn't work properly. I couldn't figure out how to modify the position the name box gets drawn in, so I just drew part of the text box to cover the space where MV draws the name box until I can find out how to actually move the name box or the name itself.
>>
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posting progress. a volume control script i've been putting off for too long. i'm satisfied that i figured out a way to do it
>>
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>>149104335
And I forgot my picture
>>
Window_Message

I've been having trouble trying to make a simple plugin in RMMV. Specifically, I'm trying to make my own little nameplate window that sits on top of the message window.

As a base, I copied everything I could find relating to Window_Gold into a new plugin, and renamed it Window_Name. The game runs fine, but naturally the plugin doesn't *do* anything yet.

Then I tried to add Window_Name as a subwindow for Window_Message by redefining Window_Message.prototype.subwindows (adding it to the returned array) and Window_Message.prototype.createsubWindows (actually constructing the window).

Now, when I try to run the game I get:

"TypeError: Cannot set property 'y' of undefined"

Looking at the stacktrace (http://pastebin.com/WX9ZVy86), the error is being thrown in the function Window_Message.prototype.updatePlacement() when it tries to update the position of the gold window.

I don't know exactly what I'm doing wrong. I'm assuming that somehow when I redefined Window_Message.prototype.subWindows(), the goldWindow is no longer being defined?

Here's the full source of the plugin so far:

http://pastebin.com/REEAyM4t

What am I doing wrong?
>>
>>149105305
Redefine Scene_Map?
>>
>>149102000
not much whats the up with you key
>>
>>149108791
Do I need to make any changes to it?
>>
>>149105305
I think I solved my problem.

When referring back to the old version of the overridden function, I was doing:
_Window_Message_prototype_createSubWindows();
when I should have been doing:
_Window_Message_prototype_createSubWindows.call(this);
>>
I want to make progress but I can't function properly in this heat.
Please send help.
>>
>>149110857
Show us a screenshot of your local weather forecast
>>
>>149110927
You have to do better than that if you want to kidnap me.
Nice try.
At least 32°C until next week with little to no rain.
>>
My nameplate window is showing up!
>>
>>149114642
That's pretty neat.
Was this hard to do?
>>
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>>149115352
The hard part was trying to understand the codebase and figure out what stuff calls what other stuff. Notepad++'s "find all in all open documents" was super useful.

Things I had to do:
Create the Window_Name.
Add the window to the list of subwindows for the standard message window.
Add an escape sequence so that you can trigger the nameplate to appear by putting '\~' in the textbox.
Make the plugin command to let you change the name.

Things I still need to do:
Make it so it can parse special sequences like \n[1] inside the name box.
Figure out how to change the default "window opening" animation, which is a bit slow.
>>
>>149115753
Care to share?
>>
>>149116581
http://pastebin.com/jS10MxX7

Here you go. I can't promise you'll find it useful.
>>
>>149117296
Thanks
>>
What would you say was the *worst* RPG Maker version?
>>
>>149119846
I think it was this
http://ftpmirror.your.org/pub/misc/sonniss/
And this
http://www.sonniss.com/sound-effects/free-download-game-audio/
>>
I was thinking about doing some Let's Plays of my own RPG Maker games (...would that be Developer's Commentary instead...?) in order to test out my new mic.

Thing is, I don't know the first thing about recording audio and video for such a thing. What software can/should I use for it? Any sort of help would be appreciated. I'll post any videos I make here, of course.
>>
Anyone have a way of getting RPG Maker 95 running on Win10? I'm in the mood for a nostalgia trip.
>>
>>149121676
OBS is really good whether or streaming or recording videos to upload later.
>>
>>149121676
I think Fraps is good for recording stuff, but then you get xbox huge .avi files.
>>
>anon making a name window
>anon making a soundtest scene

i like seeing people actually learning to script
>>
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Is this better now?
>>
>>149122812
>Text color matches the window
All of my why
>>
>>149121130
VX
>>
>>149122812
looking better. Hopefully that text changes
>>
>>149122163
If it's a 16-bit program, it can't run on a 64-bt OS (which I assume Win10 to be). You'll need an emulator similar to DOSBox. Does Wine have a Windows version?
>>
>adding in gameplay systems to the battle system
>>
>>149130225
Such as?
>>
>want to do many things
>but I will never progress in any of them
My motivation keeps getting sapped away...
>>
>having fun
>then have to do sprites

2 sprites every day
>>
>>149130345
JUST DO IT
>>
Is your game's story all the way planned out? I'm quickly running up to the edge of what I've plotted so far.
>>
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>You can store a text string inside a variable using the Script option and quotation marks
That was useful. I've worked with RPG Makers for years and I'm still learning new stuff.
>>
>>149132759
>You can store a text string inside a variable using the Script option and quotation marks
I know some of these words.
>>
I'm incredibly new (stupid), how do I make a JavaScript file from copying raw text?
>>
>>149133708
Copy your raw text into a .txt file
Change the .txt into .js
>>
Does your game have any weird gimmicks?

the player is asked, if possible, to bring their computer outside and play it near plant life of some sort. not because of any actual mechanics in game, but purely to get the player outside and appreciate the beauty of plant life. Also the game is very much based around a floral aesthetic and doing so compliments the game. how pretentious am I? ;_;
>>
>>149134890
thank you, you saved me a lot of trouble
>>
>>149051462
Are you making an Undertale ripoff too?
>>
>>149135323
No
>>
>>149135157
You get a gun somewhere at the start at the game.
You can threaten people with it but that will backfire and result in a game over.
>>
>>149135157
That is adorable
>>
>>149135157
I agree with the other Anon, it's actually rather cute and innocent.
>>
>>149020093
Hard to say but I like it when rooms serve multiple purposes, so you have to come back to certain rooms (or there's a central room that you keep coming back to) etc., and when rooms connect nicely i.e. there's a shortcut that you find later on in one room that joins an early room. I don't know if I expressed it properly but I like it when things "connect".
>>
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Post screens lads
>>
>>149138909
I am really excited for your game, anon. Every time I see a screenshot, I get motivated to make my game just as good looking
>>
>>149138909
But I haven't made any progress
I'm sorry
>>
>>149138909
I've made progess by starting over again.
Gave up on the standard VX Ace resolution and now I'm learning the basics using 16 pixel tiles instead.

Also managed to start a blog documenting how much I suck at making pixel art, but I won't be an attention whore and advertise it here.
(Not that there's anything wrong with it, I just won't do it.)
>>
>>149138909
But I'm shy, and I would probably get a reaction like this one anyway >>149061090
>>
>>149144712
Well, if you keep posting here anyways then referring to your blog would be kinda redundant.
>>
>>149145089
I don't intend to litter this thread with my suckiness, that's what the blog is for.
>>
Bumparoo
>>
>>149144034
bad you
>>
>>149149187
What humanoid mythological creature embodies predation the most?

I was thinking of just going with Beastmen or Werewolves, but I am feeling like Lamias/Nagas could work better, since draconian aspects could be slapped onto them.
>>
>>149150629
Beastmen and werewolves are associated with carnivorism so I'd go with them.
>>
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>>149150629
When you say "predator", I say "werewolf", and I'm not even a fan of them. They just have that angle on lock.
>>
Is there a way to add a map command to the main menu showing your current location?
>>
>>149152614
There are various scripts/plugins to add common events to the main menu. Yanfly has one for both Ace and MV, I believe. That'd do you fine.
>>
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>>149018675
>>149095361
>>
>>149121130
Definitely VX.
>>
>>149121130
Super Dante.
>>
>>149095361
Is this the HarPG?
>>
>>149121130
Definitely VX for sure. It was a farcry from XP's mapping system. It's a shame that VX Ace and MV were more based on VX than XP.
>>
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>>149153615
It's a first person dungeon crawler where all the enemies are monster people. Hopefully I can pull things together by the end of the month [and if not, hopefully in the 2 week grace period the contest I'm submitting it for allows].

>>149154785
Nah. Right now there's not even any harpy random encounters [though there's four harpies that are going to be part of some search quest near the end of the demo]
>>
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>wiki up the Republic and Plato for about 1 hour
>shoving philosophy into the story
>mfw
>>
>>149158610
>wikipedia
Just read it, Anon. It's not that long, and it's one of the most-referenced pieces of philosophy ever. If you ever want to read Descartes, Nietzsche, or Kant, you won't be able to escape Plato.
>>
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>>149158610
>>
>>149158610

The cosmology of my world is based on the theory of forms.
>>
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Baitle.png
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new enemy design!
>>
>>149161490
cute
>>
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>>149161850
Thanks anon
>>
>>149161970
Is this a clown?
>>
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Quick question: how obvious is it as to what's going on here?

bump
>>
>>149167934
I would guess that Palion is a character, who has skills Pana, Fros, Revi and MDF Up, with Pana and Revi being attacks, and Fros and MDF Up being passive boosts.

And Phys-1 is some kind of "Materia" that gives Palion some of those skills.
>>
>>149167934
Whoa are you casting spells or something?
>>
>>149167934
Not clear at all.
>>
>>149168763
Pana and Revi are healing spells [one generic one and one that revives the target]; fros is an ice attack spell and MDF UP is a buff spell, but yeah, that's about right.
The system I have right now involves stealing the stuff on the right from enemies, and then using them on yourself so as to change up your skills, with both the skills and the position of them on the 3x3 grid varying.
It's sort of like the system described >>149095893 , but with the addition of having to make sure you put down the skills in the right order without overwriting ones you're reliant on [as is what would happen in the example in my picture]
>>
>>149167934
After looking at it i assume that it's Pallion's skills(not sure why two skills take up one box, kinda fucks with my perception). No idea what's on the right, looks like elements but i don't see skills selected to highlight its element or item cost?. I'd assume you selected both strike+igni to combine them but only Phys is highlighted so i doubt that.

Wrote shit as i thought without deleting much if want a first impression.
>>
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Is it any more obvious as to what's going on when it's in .gif format?
>>
>>149171535
Using a Lux-1 causes the skills above the pink boxes to be replaced by the ones in the pink boxes.
>>
>>149171535
It's a little more obvious but I would still need to know the ins and outs of your gameplay systems.
>>
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How do you make your final dungeon+boss FEEL "final?"
>>
>>149176345
You can't go wrong with eldritch abominations.
>>
>>149176345
Multifloor teleport mazes, invisible one-way doors and mobs of enemies that cast low-accuracy party wide instant-death.

Personally, I like ones that feel like a "final test" that showcases what you have learned so far by throwing you into previous puzzles that now have the extra twist of being mixed with different previous puzzles. Also Boss Rush.
>>
>>149176345
Hard as fuck battles.
>>
>>149176345
I think appropriate music is the best way.
>>
>>149176345
music and some sort of text/cutscene that appropriately sets it up.
>>
for you ruby scripters in here, do any of you know why the draw_gauge function is bugged? if the rate is at 0.94 or higher, it will draw as if it were a 1.0. anything below that renders just fine
>>
>>149186224
Never tried messing around with it, but are you sure it properly fits in the window?
>>
>>149187041
lol turns out that was it. thank you anon
>>
>>149176345
This >>149182983 and also make the fight require some skill, don't just give them a retardedly high number for stats. like the good old "if it's a fire thing, kill it with ice", basic strategy, not just senselessly spamming attacks and heals.
>>
>>149171535
Kinda
>>
Oy, what's this thread doing on page 10?
>>
So everybody: who's your team?

Your scripter(s)?
Your artist(s)?
Your writer(s)?
Your director(s)?
Your designer(s)?
>>
>>149197502
All me
>>
>>149197502
>>149197792
>>
File: pagoda.gif (1003KB, 500x382px)
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>>149197502
me: scripter, gameplay/battle/dungeon design
amigo: artist and visual direction
both of us: writing

here's a screenshot showcasing a combination of our abilities. said amigo drew up all these visuals, and I made the script to allow for the animated wind effect and the scrolling background under the existing parallax
>>
>>149197502
Ultra director: ハルヒ
Every other worthless task: Me
>>
>>149197502
Me,
Me,
Me,
Me,
Me.
>>
>>149198345
neat
>>
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>>149197502
All me, though I wish someone would help me with maps, tilesets and maybe writing from time to time.

>>149198345
Looks cool.
>pagoda.gif
A fellow slav?
>>
>>149197502
>>
>>149197502
Lead Developer/spritework: me
Co-developer/creative consultant: LegacyGuy
Playtester/spritework:Bro Arms
Still willing to receieve help from other people
>>
>>149202909
Oh yeah. I had intended to get back to you on that after finishing the existing chapters.
Only, I never finished. I actually only played one day, only got a little ways in; just met Beast. I'll have to get back to it soon.
>>
What's on your agenda today?
>>
>>149205696
Go to sleep. It'll be tomorrow in a couple hours, y'know.
>>
>>149205696
To have fun
>>
>>149205696
Edit RTP battlers in photoshop.
>>
So... I am thinking that my current storyline would benefit greatly from some kind of occasional "meanwhile in the Legion of Doom" moments. What do you think would be the best POV for such a thing:
Psychic main or supporting character.
"20 and 21" type of generic grunts.
"Raijin and Fujin" type of right hand men that you have to fight at some point.
Some kind of spy hidden in the evil lair.
A prisoner who gets tortured by the villain. Until he breaks and becomes the real big bad.
You just get glimpses into the enemy fortress. No explanation.
>>
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Progress so far on my new map
>>
>>149207046
Post parallax.
>>
>>149197502
>Paying people to make your game.
>In rpg maker
>>
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So right now I've ran into a strange problem in VX Ace.
I have this bool in Game_Actor which is checked in Scene_Map for whether or not I need to update the character portrait.
I made a simple function that changes some variables and auto turns on the bool each time and I call that function from an event through script. The function works out well and the boolean turns true, but Scene_Map doesn't notice it. Where as if I take out or comment out the boolean out of that function and put it straight into the event, then Scene_Map will pick it up and notice that I need to update the graphic and will work properly.
>>
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>>
>>149208129
Oh shit, nevermind. I'm retarded, I forgot to put @ in front of the damn boolean.
I guess I can go to bed at this point.
>>
>>149208909
Cute
>>
>>149207046
Progress continues
>>
>>149158610
>Watching the RNC
>People actually believe this tripe
>All this propoganda giving me fuel for my inevitable Tactics RPG 10 or 20 years from now
>>
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Fellow MV-ers, do you ever have problems where the layering in-editor doesn't match in-game?
>>
But seriously, what is your game ABOUT?
>>
>>149216053
gameplay

>>149214832
yeah. does redrawing that area fix it somehow?
>>
>>149216053
It's about me never making progress and never finishing it.
>>
>>149216185
Yeah, it does.
>>
>>149216053
Uh
>>
>>149216053
The American civil war, reimagined with everyone as adorable lolis.
>>
>>149216053
At this point I think it is a [spam space to kill monsters] simulator with some cringe worthy dialogue made with barely readable english. I can't wait to finish it.
>>
>>149216746
We need this
>>
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Hey /rpgmg/, how off-putting is retarded guard AI in an RPG? I'm currently working on this maze containing guards that will fight you if you step into their line of sight. The problem is, there's a limited amount of memory and switches you can use in RPG Maker 2, so programming them to also react when you talk to them will take up either twice the amount of required memory (having one event for when the guard sees you and another event for when you talk to him) or twice the amount of required switches (one switch to make him walk towards you if you step in front of him and one switch to start the battle in either case). It would save lots of valuable resources if the guards only reacted when you stepped in front of him, while also making the guards seem poorly programmed. The only other option is putting an object behind the guard so you cannot physically talk to them (BTW, I tried making a character in my party say "do you want us to get caught?" when you talk to the guard, but the guard will automatically turn towards you if you try talking to him). Any thoughts?
>>
>>149217158
are there really no better optimizations? i know nothing of rm2, of course.
>>
>>149217158
Make the map smaller? You can devote more memory to each guard

Mix the guards? A few smart ones among the dumb ones will keep people from being dissapointed
>>
>>149217158
This reminds me. I wish someone would make an English patch for RPG Maker DS...
>>
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>>149211746
Got my "chase the monster around to open the new path" puzzle implemented in the new version of the map.
>>
>>149216053
My game is about balance, neutrality, and impartiality. I am trying to implement a system in battles that rewards or punishes the player for disturbing a balance, in the same way that Ogre Battle had an alignment system.

The plot deals with a lot of political stuff like how some people are obsessed with neutrality or being the third party, and sometimes the plot deals with impartiality.
>>
>>149216746
I'd play it.
>>
>>149217573
As far as I know, that's the best I can do. RPGM2 allows for no custom scripts whatsoever, so you really have to do your best with the tools given. It was released in 1996, so it's quite dated. The only other option is just making random encounters for the guards, but I'd rather not do that since that's what most dungeons are like already.
>>
Good night, rpgmg
>>
>>149221152
Have a pleasant dream about progress Anon
>>
I love turn-based battles
>>
>>149222264
They're great. The standard battle system is cool because it makes you plan several moves ahead to avoid overkill.

A simple example I'm planning to incorporate if I ever make a tutorial for my game:

3 rats with 100 hp each

Dave can do 125 damage a hit
Steve can do 75
Dave is faster than Steve

Best case:
Turn 1:
Dave kills rat A
Steve damages rat B
Turn 2:
Dave kills rat C
Steve kills rat B

Standard "mash the enter key" strategy:
Turn 1:
Dave kills rat A
Steve damages rat B
Turn 2:
Dave kills rat B
Steve damages rat C
Turn 3:
Dave kills rat C
>>
>>149223783
But what if you only have only one actor?
Can turn-based battle be fun too?
>>
>>149222264
I love them too.
>>
>>149224114
I think you need to be able to queue up multiple actions and watch the results unfold for turn-based battles to be fun. Therefore, a single actor would not be fun unless they have multiple attacks per turn.
>>
>>149216053
Murder and the catching of killers. Except that gets messy when turns out they're actually possessed.
>>
>>149224114
I think this would be more like a puzzle game then.
>>
>>149216053
Imp girlfriends are the best because they fit in backpacks.
>>
>>149216912
>>149218871
Unfortunately, I lied. It's just one of my dream projects. I cannot into artwork so it will remain a dream. Such is life.
>>
this thread needs a hero
>>
>>149229048
Perferably one with flaws and strengths and I believable character arc
>>
I wish I was as lucky as amada with her aveyond series (barely worth the attention and money they make), and john wizard with his terrible games full of "i'm so random XD" humor (literally the ending of their stardew valley/harvest moon knock off is the mayor selling the town he was protecting Because you are successful, so ironic) that somehow still manage to sell.

Yes, I'm full of envy.
>>
>>149229576
Show me your game anon, I will play it.
>>
>>149229576
I have never heard of these people but I have heard you.
That means you are much more important.
>>
>>149135157
The hero party each has a personal disability/condition.

Fighter: Has a health condition where he gets a hefty poison-like effect active when his TP is too high.

Rogue: She's wearing a magic restraint that gives her a paralysis/stun state when TP is too high.

Cleric: She's panicky and unstable, her MAT and MDF goes down as her TP goes up.

Mage: He's a demon that messed up a dark contract, If his TP gets too high, he becomes unable to cast spells.

I'm hoping no one thinks it's too bullshit. There's ways to lower it to prevent the negative effects from happening, but it's about careful battle management in prolonged fights.
>>
Anons, I need opinions.

When it comes to party members that aren't in the active formation: Do you like it when they get some xp from fights? full xp? no xp at all?

Optional: Why?
>>
>>149235902
if exp isn't shared, then i hope the game allows me to use any party combination i choose without ridiculous hassle.

like a boss that can only be damaged by magic damage when i can choose an active party of all physical fighters.

or a boss that has one damage gimmick that's trivialized by sacrificing one party slot for the healslut.
>>
>>149235902
I like it when non active members get some exp so they don't fall completely behind.
>>
>>149216053
Party and time management. Depending on who, your allies can leave you if you ignore their hopes and dreams, don't fulfill your promises, don't pay them or act like an asshole. Some can even turn against you given the circumstances.

Also you got a 4 year limit to reach the true ending. Your MC depending of his personality can get stressed really quickly locking the player out of choices, sidequests, and also stressing his current allies.
>>
>>149234873
Is the TP in your game Stress?
>>
>>149218023
I would love to, but rom hacking just baffles the hell out of me. The translation part is easy as pie; it's the whole getting-that-in-the-game part that I can never figure out. Though, I've never actually tried hacking RPGM DS or DS+ -- I've tried GB, GB2, and Advance, as well as some non-RPGM games, but after bashing my head against the wall for a few weeks, I basically gave up and went back to translating old anime. Making subtitles is just so easy in comparison.

So in other words, if anyone can figure out the programmy bits for any untranslated RPGM, by all means hit me up.
>>
>>149241227
Pretty much. I initially called it Intensity and only the fighter had a negative effect to start with, but didn't match every character.
>>
>>149225781
;_;
>>
What's your stance on secret characters?
>>
>>149248012
I tend to be iffy about them because they are usually devoid of character development or team chemistry. But if you can give them that, or if there is a character who has that, but doesn't join the party, then sure.
>>
>>149248012
I like to have fun with them, since they're so obviously removed from the main plot.

>Trick a yeti into following you everywhere

>Pay a ninja mercenary 50,000 GP

>Do a silly sidequest right before the final boss, and the girl who joins you has no idea
>>
New Yanfly Tips & Tricks video is out: https://www.youtube.com/watch?v=ppsWk8noBS8

It teaches how to make the paralyze effect from Pokemon where it's a random chance of stunning the character.

>>149248012
I used to like them as a kid. Now, as I've matured and started playing games, I find them to be rather pointless and contribute very little to games if done wrong (see Chrono Cross).
>>
>>149253090
Funny; as I've matured, I've come to appreciate meaningless things a lot more. A lot of the best things in life are meaningless.
>>
With "get location info", if you get the event id of a tile, what happens if there are multiple events stacked there?
>>
>>149253882
I don't know, but why not test it and find out? Stack a few on purpose, use the command, then print the variable (or check it in debug mode). You'll probably get the answer faster that way.
>>
It feels great to finally be confident enough to dive into scripting (or at least wade in the kiddie pool).
>>
>>149253090
If you watch all the Yanfly videos you could start getting creative
>>
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I've got a flexible, re-usable, block pushing puzzle framework going.

You can push any block to any hole without needing to do a whole bunch of checks for which hole it is. A block in a hole makes a platform that people and other blocks (that was the tricky part) can move over freely.

The only other thing I need to think about is persistence. What happens when you leave the map and come back?

That'll have to wait till after work though.
>>
Speaking of yanfly: Is it possible to change what images are used as portraits during battle? I can't find any info on how to do it anywhere, and every other person who has asked elsewhere never got an answer, or were told to use another script.

I just want to use bigger images :(
>>
What is your game's final dungeon? What is it's significance?
>>
>>149255997
It's not as hard as it seems
>>
>>149225259
sounds like a fun game

>>149235902
global xp is always a plus because it encourages you to switch party formations for practical reasons instead of sticking with your main team because they're way stronger
>>
>>149256670
You really do. I'm kind of glad I watched his Tips & Tricks videos or else my battle system would end up hella bland. I'd probably just do that same ol' Fire 1, Fire 2, Fire 3 shit and had left it at that.
>>
>>149263710
What does Yanfly's dick taste like?
>>
>>149264440
Fluffy
>>
>>149257721
You're the one who asked previously, using MV, right? I looked into YEP_BattleStatusWindow.js a little bit a while back. It's really set up pretty heavily around face images; it basically loads the whole party's face images into a bitmap, then blits it in chunks based on the face width parameters set in Window_Base. It's not impossible to modify it for what you want, but honestly, it's probably less effort just to do it from scratch instead. There's not much in the plugin that you could use without alterations.
>>
>>149253090
You're probably coming from a generation that grew up on Young Adult books & movies which are structured as character stories (About young adults; not for young adults)

You don't need character development to tell a story.

Chrono Cross was an event story.
You can also have milieu stories and idea stories.

Milieu, Idea, Character, Event.
M.I.C.E.
>>
Is there any way to make a skill deal more than one element of damage in VX Ace?
>>
>>149266238
That's true. Maybe I'm just old fashioned, but I admit, sometimes mundane stuff is nice, too. I'll try to keep an open mind. :)
>>
File: seapvi.png (541KB, 1423x700px)
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Aekashics has made some nice sea monsters for us to use: http://www.akashics.moe/librarium-weeklies/librarium-weeklies-sea-creatures/
>>
>>149216053
Four warriors of light whos names and faces are chosen by the player awaken in a field with crystals. They go on a journey to return light to the crystals which also brings order to the world.
>>
>>149216053
Pixel boobs I guess.
>>
>>149265315
I'm trying both MV and VX Ace. Ah, that's a real shame. I guess it isn't really worth the effort.
>>
>>149270716
his stuff is great but doesnt match the rtp artsyle so I find it hard to use
>>
>>149235902
If you expect me to ever use them, full XP.
If it's a monster-collecting game or similar, no XP.
>>
Page 10 is the killer
>>
Next puzzle involves repeatedly unlocking new shortcuts so you can survive excursions further into the desert
>>
I know you guys make RPGs here, but I'd like to know where I can find a single player RPG where when I level up I can put points into certain stats like stam or agi ect.

Also, has to be one where the enemies around me don't level up with me, so no skyrim.

No final fantasy either.
>>
>>149277456
Multiple games in the Shin Megami Tensei series and its various subseries do it.
>>
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>>149277904
Dont want that, either.

Something like this, but not final fantasy.
>>
>>149278963
This isn't the thread for your selfish, poor-taste whims.
>>
>>149271513
I thought the reason people use his stuff is exactly because they don't want to use the RTP art style.
>>
Did you take any real life examples for architecture in your game?
>>
>>149277456
Games from Compile Heart and Idea Factory. Agarest War, Cross Edge.
Pretty much any Western Rpg. Diablo. Dragon Age.

>>149280737
People don't use his stuff though.
>>
>>149282208
His Patreon and RMW says otherwise.
>>
>>149282484
People liking his artstyle and packs doesn't mean they are using that stuff in their projects. Some people just support him because they like his work, not to use it.
>>
>>149282484
RMW? How so?
>>
>>149286919
Check some of the projects in development. I see his works there.
>>
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I hate spriting...
>>
>>149288231
Seconded, Thirded, Fourthed, Fifthed, Six....ed
>>
This is kinda cool:
http://i.4cdn.org/f/grow-RPG.swf
>>
Why does everyone suck OFF's dick? It's was pretty shit.
>>
>>149291315
Oh I remember this
>>
>>149291315
Good times.
>>
Post them battle themes, guys

https://soundcloud.com/iwilldevouryourkittens/menace-to-society-battle-theme
>>
vyno
>>
>>149297405
i don't have one yet, but closest is
https://soundcloud.com/grayburg/celes-arr
>>
bumping again
>>
Desert block pushing puzzle. So far so good.
>>
Is there any way to make weapons scale of parameters the way skills do? I wanted to make it so that crossbows' regular attack scales of agility, but I can't find anything on google.
>>
>>149277456
Ginormo Sword
>>
>>149311219
Yanfly's Equipment Plug In. Check his Chicken Knife Tips and Tricks.
>>
>>149287598
Nothing on the first page.
So I searched the forum. Using different spellings just to be thorough.
>Aekashics, Ækashics, akashics
3 projects.
1 was just using them as placeholders.
>>
>>149313471
<Custom Parameters>
atk = agi
</Custom Parameters>

Should it look something like this? It's not working.
>>
>>149315663
It is an actor's parameter, so you need to reference it as such.
>>
>>149316304
so, a.agi?
>>
>>149316756
That would work, but only for damage calculation. I think.
>>
>>149316902
>RangeError
>Maximum call stack size exceeded

Whoops. This only happens if I have a.agi there. What could be triggering this?
>>
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I LIKE boss battles
>>
>>149318816
Post your favorite then
>>
>>149317621
Seems like it is looping for some reason. Maybe check the Hestia's Knife tip? I think that might be closer to what you want. Now that I think about it.
>>
>>149319392
Yeah, that one seems better. But how do I know which ParamBase(x) does agility correspond to? In that video attack is (2) somehow.
>>
>>149320205
it goes in order, but 0 is hp, 1 is mp, therefore 2 is attack.
>>
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>>149320273
holy fuck it worked. I love you man.
>>
>>149323559
again
>>
What sort of things would you expect to be able to do in a lewd game about being a tavern wench?

Do you think I am straying from the subject of interest of the player if the climax of the story is whoring your way to save the town of a band of outlaws?
>>
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since they're going to be floating around in a shmup and i'm not aiming for a serious setting, i think this is a sufficient solution.
>>
>>149092726
how'd you set that up anon?
>>
Good night bump
I feel like I'm slowly fading away
>>
>>149328697
If you need to make them float and don't care about seriousness, you could also put the wolf in a bubble or riding a cloud as well. That is what I did in a sideproject with some enemies whom I needed to float.
>>
>>149330031
Here are some of the other "problems", and friends have already given a few suggestions.

forest
>slime
>treant

snowy mountain
>rock golem, jetpacks?
>lizard

castle
>knight, pegasus?
>mage, magic carpet?
>priest, angel wings?
>humanoid leader
>>
>>149330520
>Slime
>Literally becomes a bubble
>Or looks like that guy in Balloon fight

>Treant
>Spinning head of leaves as helicopter

>Lizard
>Flying-squirrell flaps between wrists and ankles

>Humanoid leader
>Riding a large bird like Washing crossing the Delaware
>>
>>149330520
for treants and golems you could just make them so tall that their heads are at flight level when standing on the ground, there was one shmup I remember doing that with dinosaur enemies
>>
>>149330520
I think the other guy gave some great ideas, but if you need more:

Treant flown by a flock of birds or turn into a hot air balloon
Golem could have a superhero cape
Lizard could be attached to a kite
Knight could have winged boots or helmet
Mage could fly with a folded umbrella, a book or a folded paper plane or in a hot air balloon
Priest could be suspended mid-air with a sunbeam/crepuscular ray
Humanoid leader could probably go with most of the above. And also maybe riding a falling star.
>>
nobody posts progress bump
>>
>>149335393
is it really just me? i'm going to sleep. goodbye, thread.
>>
Lazy bump.
>>
>there's an RPG maker general
holy fuck, I can't believe I'm just finding out about this
>>
>>149339871
Welcome to the party my friend.
We've been here for quite some time now.
>>
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>>149339871
Shit, nigger, how can you be this slow?
>>
Bamp
>>
Other than the adventure, what do your main characters have in common?
>>
>>149350110
They like bullying the mc.
>>
>>149350110
They have the same job
>>
>>149350110
Love and justice in their hearts.
>>
https://www.youtube.com/watch?v=UW83-aplw0c Yanfly just saved my ass with this new plugin. It's like at this point, he just fixes everything by simply existing
>>
>>149350110
They're idiots. But they wanna be less like idiots
>>
>>149352494
That is great
>>
I'm been hit with a huge load of inspiration while sleeping.
>>
Bumps
>>
>>149135157
You can get monsters to join your party, like SMT.

After you defeat a monster they drop their "soul" which you can exchange a certain amount of for that monster as a party member.
>>
New plugin by Yanfly. Now you can use custom fonts from the game's folder without installing them.

https://www.youtube.com/watch?v=UW83-aplw0c
>>
r8 this semifinal boss theme I made

https://soundcloud.com/iwilldevouryourkittens/the-mirrorlord
>>
>>149362534
Not bad. Can't say how well it'd fit without more context, but if it's the semi-final boss, I'd say it's somewhat lacking in the urgency something like that should have.
>>
soooo
are there any completed /rpgmg/ games?
hardmode that are published on steam?[/spoiler[
>>
>>149363216
>Not bad
Thanks anon!

>Context
You are fighting The Mirrorlord, the guy who basically did all the bad shit that kicked the game's events into action and is the main villain for pretty much all of the game. The song itself is kind of a mashup of the Mirrorlord's theme and the Protag's theme.

>Somewhat lacking in the urgency something like that should have.
Huh, was unaware of this. I'll try taking that into acccount.

Thanks for the feedback, anon!
>>
>>149363802
Celia's Quest
DashBored
Both on Steam
>>
>>149363802
No. /rpgmg/ isn't that kind of place.
>>
>>149363802
What counts as a game from /rpgmg/?
>>
>>149364292
see >>149364023
>>
>>149364023
Just because I made a game and I post on /rpgmg/ doesn't make it a /rpgmg/ game.
>>
>>149364545
Yes, it does.
>>
>>149364023
DashBored looks like a little too much like it was inspired by OFF but still nice.
Celia's Quest looks disgusting, mixing artstyles and costs 2x of DashBored, what the fuck
>>149364368
if you post about progress here, it's a /rpgmg/ game
>>
>>149362534
I like it but I agree with the other anon, something is lacking for a semi final boss fight.
>>
>>149364653
I've been here for years, but I don't post progress much in comparison to the years I've been here— does that count? I only completed one project during that time here, though.
>>
>>149364653
That's stupid. I post everywhere. Tumblr. DA. RMW, RMN. Youtube.
Your approval or disapproval isn't a real contribution.

Omg, I get it now. That's what makes internet commentators self important. They actually think "likes" and "donations" will make a game happen; and criticism can force change.
>>
>>149366615
What are you talking about? Who are you talking to?

A game from an /rpgmg/ poster is an /rpgmg/ game in the same way that a game from someone in Canada is a Canadian game. That's just how labels work. You can't change it. If you don't like it, don't post.
>>
>>149350110
All but one is a demon lord who was locked up until the main character [also a demon lord] came around to free them.
>>
Work on your game
>>
>>149372860
tomorrow
>>
>>149372860
I'm working on a non-rpgm sideproject, so I'm just here to bump
>>
How do I make a puzzle fun?
>>
>>149350110
Not much, but that's pretty much the point.
>>
>>149376501
Just avoid making slide puzzles, or "constant backtracting, the puzzle" puzzles and no one will complain.
>>
>>149376501
Don't make a gameover state when you fail the puzzle.
Also, don't make a puzzle around jumping on moving platforms, especially the kind that move randomly. I've dropped quite a few games because of that shit.
>>
>>149376501
Well, the puzzles I usually find myself wanting to replay the most are usually those that pose what seems initially like an enormous task that seemingly requires overwhelming amounts of information, but can be solved bit by bit through taking the proper hints, until you reach a"landslide" point and then everything falls in line with an Eureka moment.
>>
>>149381742
>>
You are all making progress, yes?
>>
I can dig puzzles in RPGs but they usually feel like they're compensating for lack of cool combat.
>>
>>149387026
non-tangible progress, but yeah
been fleshing out character designs in my notes in preparation for drawing
>>
>>149387026
Yes. I'm working on my main character's sprite for the 10th time from scratch because I'm a perfectionist.
>>
>>149388319
I do that a lot. I notice something in a sprite can be improved and I never progress because of that
>>
>>149376501

Don't do a puzzle and random encounters at the same time.
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