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/rpgmg/ - RPG Maker General #159

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: 728
Thread images: 132

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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
Generators and other useful resources
http://donjon.bin.sh/fantasy/name/
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
>>
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Has anyone else abandoned projects you felt you produced a lot for, but upon looking back on them you realized you didn't produce much of anything?
>>
>>149413610
Yes I have.
Still feels bad man.
>>
>>149413610
Th-they aren't abandoned. I-I'll go back to my 10 or so "on hold" projects one day!
>>
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How do you guys feel about using the default RPG Maker sprites to make a full game?
>>
Batman makes fighting with boomerangs look much cooler than real people using boomerangs.
>>
>>149415436
It doesn't arouse my autism for deepest lore, but I can put up with it if everything else is top notch.
>>
>>149415436
Depends how lewd it is.
>>
>>149415436
I used to think of it as a fun challenge. "make the most awesome game with no custom assets at all".

But now, I'm actually trying to make money.
>>
>>149415436
I'm sorry, I don't like it at all. It feels totally lazy to me and completely uninspired. Games made with the RTP lack personality and character imo.
>>
Webcomics sometimes do things like Guest Strips to crosspromote.
Do you think it could be possible to do that in rpg maker games? Minor crossovers and Easter Eggs from other games to see if you can attract a wider fanbase?
>>
>>149420262
It's possible I guess
>>
>>149420262
I would like that. Nothing wrong with a character from a different game here and there.
>>
Good night bump
Don't you die again
>>
>>149415436
I've been making custom rpgm graphics for 10 years.
People would expect more from me.
>>
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I'm sure someone else has done this exact same thing, but here's a quick sprite modification to stick the boulder from !Other1.png in the hole from Outside_B.png.

The hole is shifted down a few pixels from the one on the tileset, mostly because I like it better that way. I also removed the ! from the filename of Other1.png, so that the boulder would be treated as a character sprite, and get offset up a few pixels.
>>
>>149415436
Graphics go a long way towards giving a game its character, and seeing as the default assets really don't have that much character [as they are the defaults] it's a lot harder to make something that will draw in a player.

Sound effects play a less obvious but still pretty important role in this character, and whipping up some new ones in bfxr or lapchirp or whatever is fairly easy but goes a long way to giving something its own character.
>>
How do I write an interesting, compelling main character?
>>
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I've spent a ton of time on this puzzle, testing it for areas where you can get the rocks stuck in corners, areas where you could skip a rock entirely, etc. It all seems to work.

Unfortunately, it winds up feeling more like busy work than an actual puzzle.
>>
>>149433768
Make the boulders move multiple tiles at a time maybe?
>>
>>149433768
rekt. it's a combination of several things, like the map size, player walk speed, camera zoom, boulder interaction speed, etc..

i agree that it doesn't look fun.
>>
How can I make a really polished RPG maker game that doesn't look cheap and has a good combat system?

Also, what RPG has the best battle system and leveling system?
>>
>>149436097
you know.. learn how to do those things.

"best" is subjective, and so is what's acceptable to consider as an "rpg".
>>
>>149434237
As an experiment, I shrunk the puzzle down, and I discovered that can actually fit the whole thing on a single screen without losing any of the logic.
>>
>>149436369
Oops, there are a few bugs with that layout. But the fact remains that I can condense it a ton.
>>
>>149436369
i'm much more of a fan of that. just being able to see all the pieces makes it look more "lively".
>>
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https://soundcloud.com/mondo-nugget/mystic-future-high-tech-security-fortress

New track! Been re-playing the prime series and slacking off.
>>
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Still not great I guess but at least it doesn't take 2 minutes to do it anymore.
>>
>>149436097
There are different types of RPGs.
Jrpgs, Action-Rpgs, Tabletop rpgs. Tactical-Rpgs.

of course, rpgm is designed for Jrpgs. EXP is pretty much universal. The automatic stat growth assumes characters remain in their designed role.
Distributing stat points is really only good for solo characters. It gets really tedious and time consuming to manage 4+ party members.
>>
>>149436097
>How can I make a really polished RPG maker game that doesn't look cheap and has a good combat system?
Copy Paper Mario or Bravely Default

>Also, what RPG has the best battle system and leveling system?
Paper Mario 64 or TTYD, before Sticker Star and the current dark age
>>
Do I use the RTP or Aekeshic's battlers?
>>
>>149439456
>>149433768
i've been wondering, do you need to go to the left? it seems like you can go north much earlier on.
>>
>>149441260
Draw your own :^)
>>
>>149438971
>slacking off
Bad Anon, stop doing this because I am already doing this.

I like the track, I've been listening to quite some cyberpunk music as of late and I would fit quite nicely in there.
>>
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https://www.youtube.com/watch?v=dmRmW74qH_0

i "can't wait" to start actually shading/coloring these sprites..
>>
>>149449478
Looks cute
>>
>>149420262
Of course it's possible. Some of the recruitable characters in Hero and Daughter are crossover characters, for example.
>>
jsdh
>>
What do you guys think of RM Horror games?
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>>149456720
as much as people like those yume nikkis, i think they're all a joke.

given, the only one i've played was corpse party, and that was just the enhanced psp remake.
>>
>>149439456
if you push the topmost rock down instead of the one below it up, wouldn't you then just be able to put the one below it in the top and skip all the rest?
the smaller puzzle does look a lot better though
>>
>>149456720
I've played a few, and not enjoyed any. The closest thing to decent was The Witch's House, but that was pretty much entirely on the back of the twist, nothing to do with the gameplay. I think RPGM is a very poor medium for horror gameplay.

>>149457782
Yume Nikki is a walking simulator, not a horror game.
>>
i'm basically from eu, sleeping at 10am bump
>>
Hi /rpgm/! I've mostly been at /agdg/ for the past few weeks since my current project doesn't use rpg maker and I don't want to post unrelated stuff, but I still consider this place home.
Anyway, I made a new song.
https://soundcloud.com/nathan-s-music/nes_maybe
I think it would possibly fit in nicely as a credits piece or something.

>>149438971
Man, your composition has gotten a lot better- along with your mixing. It's a good ambient song. It sounds very ominous and foreboding. I'm honestly not sure about the super loud bass at around 1:20. It is certainly cool and all, but it kind of hurts my ears after a while. I'd suggest either lowering it a little bit or EQing the low bass (sub 50Hz) a bit. I'm definitely a fan of this piece though. Also good pacing on introducing the different instruments.
>>
>>149462482
>/rpgm/
Fuck. Meant /rpgmg/.
>>
Dumb question lads, is the DLC for RPG maker just add-on sprite packs and music? No features locked behind another paywall?
>>
>>149464932
That's correct. It's only resources, no features.
>>
>>149465046
Alright, cheers anon.
>>
>>149462482
The first 80 sounds like a sad dialogue piece, like the king is telling you about the destruction the Demon Lord has left in his wake, wuth the screen panning to all the ruined towns/etc.

The next part is weird transition, because it's so upbeat compared to the first part. Like 80 seconds is enough to be an NES song. It's good, but maybe I'm just a purist.

I like the subtle hint of real instruments halfway through. They enhance without distracting
>>
>>149457870
>>149442359

You can't push rocks through grass, so unless I'm missing something, all 6 rocks are required for the solution.
>>
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>>149468383
oh, I hadn't even realized the grass was a barrier to the rocks
but still, can't you just do this?
>>
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>>149468849
Holy shit, thanks for catching that. I don't think I would have ever noticed it. I guess it's hard to see alternate solutions once you've come up with one.

I went ahead and added a patch of grass to prevent that.

I wish the puzzle was a bit more open, but I had to restrict a lot of free movement that was letting rocks get stuck (2 rocks in a corridor next to each other are basically unmovable since you can't push more than one rock in a row).
>>
>>149469346
no problem, happens a lot
you look at designs from how you want them to work but other people just see the easy way out and break it

you could always add some kind of room reset switch or door if you want a catch-all for getting rocks stuck, though most mechanics I've seen like that look awful aesthetically
>>
You can't leave a nice thread alone for 32 minutes out here...
>>
>>149472340
Yes I can
>>
Why isn't your game a musical?
>>
>>149474975
No voice actors available.

I kinda wish I could shove a crazy evil queen Christmas cake in the game, though:
https://www.youtube.com/watch?v=S04aVglDlOc
>>
>>149475559
those dancing cats, holy shit

i don't know why they inspire me to make a game so much but they do

adorable mooks are necessary
>>
>>149474975
You know, I've thought about it. Not a full-length game or anything, but it would be fun to make a short game entirely based on one song.
>>
>>149474975
I can't even read music shehajdk acx
>>
Who here musicfag? I am.

What do you think of my game's soundtrack so far?
Battle 1: https://soundcloud.com/iwilldevouryourkittens/menace-to-society-battle-theme
Boss: https://soundcloud.com/iwilldevouryourkittens/the-interlopersc-boss-theme
Final Boss Phase 1: https://soundcloud.com/iwilldevouryourkittens/the-mirrorlord
Final Boss Phase 2: https://soundcloud.com/iwilldevouryourkittens/private-eye

And yeah, I normally crank out the battle themes because they're the most fun to make

Also here's my game's blog: https://www.tumblr.com/blog/mirroredsoulgame
>>
>>149413610
Was making a prologue + 3 part story with 2 routes for every chapter. Lost inspiration after i finished chapter 1, & lost the data years ago.

I still conserve some resources from it, but i dont want to start again with that game.

Now im trying with a Digimon RPG, but i cant get my lazy ass to start with it.
>>
>>149477378
This stuff is amazing.

I've always wanted to try making music. I took piano lessons all through middle school and high school, and that included a bit of music theory.

What does the workflow for this kind of stuff look like?
>>
>>149479108
>What does the workflow for this kind of stuff look like?

Literally nonexistant. I'm basically just doing this as a hobby.
>>
ded thred ;_;
>>
>>149412942
I think this existential RPG is going to be a big deal...

https://www.youtube.com/watch?v=rAbwc7rjKZU
>>
>>149456720
I'm making one but I'm avoiding jump scares.
Trying to make something similar to silent hill 1-3, but with far less monsters/ammo.
>>
>>149482668
I'm busy setting up keepass and watching LMMS tutorials
>>
>>149474975
>So many musicfags in the thread
Why didn't I think about this sooner?

>>149475559
Getting VAs is easy (VAA, BTVA, etc.). Getting VAs for long projects is a rather steep climb
>>
>>149482728
It's better to let the thread die than sustain it with shilling, anon.
>>
>>149482728
The game looks pretty good, but you guys really need to up your game (and your mic quality).
>>
How do I into tileset making?

I don't want to use the RTP but I have no idea where to start. I can make decent edits of characters, but tilesets are a completely different beast.
>>
>>149486564
Umm I in no way tried to hide that it's our video, so no not shilling.
>>
>>149483049
That's the more tasteful way of approaching horror games. I always feel like jump scares are a cheap way to become a horror game.
>>
>>149488402
Yeah I think the game's cool too. It seems to be making a good first impression all around.

What do you mean up our game? And do you wanna pay for more equipment for us? haha
>>
>>149466469
Thanks anon! I really wanted to have the contrast for the two different moods but was ultimately unsure how to handle the transition. I probably could have handled it better.
>>
>>149492238
Don't lie. When you post "This thing looks cool" rather than "Look what I made", that's exactly what you're doing. It's dishonest and off-putting.

I mean, this is a creative community. We're not afraid of people self-promoting. "Post progress" is like our bump mantra. But when you hide behind a YouTube link and act as if you're an advertiser rather than a creator, it leaves a bad impression. I watch every webm, look at every screenshot, etc. that gets posted in this thread, and I leave feedback whenever I think it'll help, but I didn't even give your video a click, and it was purely because of your insulting shilling. Participate in the community, post in good faith! We welcome newcomers. But I, at least, don't welcome advertisers.
>>
>>149489367
Follow this. This helped me a lot on how to design make tiles.

http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/

It also helps to use the RTP as a guide/template, if you can.
>>
>>149493249
Hahaha do you think I made the game?? We're Let's Players man. When we said "this thing looks cool," we were talking about the game. Because it does look really cool and we had a great time with the demo. It's an RPG maker game so the post is relevant. Take your cynicism somewhere else.
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>>149492238
You never made it obvious, either. It helps to build trust by announcing that it's your product. We aren't Reddit.

>>149492404
>What do you mean up our game?
As an amatuer VA, it doesn't sound like your voice acting. You're just reading the lines. One of you even sounds like you're mumbling. Compare to a friend of mine on Twitch:

twitch/lefuulei/v/77384516

She emotes. She does a unique voice for each character. You can feel how involved she is. You guys weren't particularly involved, or involving.

>do you wanna pay for more equipment for us?
Try to use what you have, but better. Learn what gain control is, and how to keep your mic from peaking. Also, don't breathe into it. That's Pewdie-tier humor. Focus on quality, and doing better with each video. "Just doing whatever" is fun, but it won't grow your channel.
>>
>>149493554
Oh, I'm sorry. Yeah, I assumed you made the game, because that's what most folks here do. If you made the LP instead, then you're shilling the LP and not the game, so I was wrong.

Either way, a simple, honest "Hey /rpgmg/, I've been LPing RPGM games" would be a thousand times better of a post than >>149482728 was. I'm actually interested in RPGM game LPs, especially if the game is connected to /rpgmg/ directly. You don't need to try to trick people into clicking.

>>149493572
Speak of the devil!
>>
>>149494193
I think you need to look up "shilling" haha. I see what >>149493572 is saying by not making it obvious, but I certainly wasn't trying to hide it. Yeah it's our LP, and it's a really neat that I think deserves more support.
>>
>>149494930
Whenever I post a video, I make sure to attach a name and tripcode. That's all you need to do in the future, really. Good luck to you
>>
Oh sorry your guys' responses were longer than I thought

>>149493572
We're not voice actors.
Yeah my friend naturally mumbles.
We're very involved emotionally, but we also goof around a lot because we're both very facetious people haha.

I know how to control gain, we mainly need a pop screen. The compression does the job well enough for now.
Haha "Pewdie-tier" humor. I think Pewdiepie is very funny now that he finally doesn't take himself seriously.
Yeah we're always getting better, but not for the sake of growing our channel. We wouldn't pick such an oversaturated market if we wanted to "get big." That's why "just doing whatever" is what we do. It's for us and the people that resonate with us.

>>149494193
Oh and not trying to trick anyone. The original post was just my thoughts on the game. I wasn't thinking of what would be the best way to present my feelings about the game, I just presented them.
>>
>>149469346
When testing your own puzzles don't just try to beat it, but try to break it in every way possible. Push the boulders towards every direction so you can see if there is anything that could ruin the puzzle in a negative or possitive way for the player.
>>
>>149415436
Well if you use it as a temporaly replace for your own sprites, yeah well sure but dont expect me to buy that shit.
>>
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Will you let Aoba design characters for your game? She's good at drawing.
>>
I got a lot done today.
>>
>>149507268
That's great news anon.
>>
>>149508219
I know! I'm pretty happy about it. Especially since it's the first RPG work I've done in like 5 days.
>>
>tip for 3-frame animation loops

https://twitter.com/kinucakes/status/756286347317354497
>>
My next game will have the title "Fuck you summer".
>>
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What's the first enemy encounter in your game?
>>
I I remember trying to make my own RPGMaker game and gave up when I found out that a similar game already exists. Except that game doesn't have the stuff I want.
>>
I don't know if anyo e is still searching for them, but here I have the Animation collection Quintenssence.

https://drive.google.com/folderview?id=0B4vdelfok5A5ZldTRVpTczJ5RlE
>>
>>149515009
A bat.
>>
>>149515009
A big fat monster called The Jandawog. Right now it's using MV's default Orc graphic, but it'll probably change.
>>
I finally made progress and now I have everything I need to start working on the game's prologue. Today I wrote a brief summary on the first scenes and described the places where they'll happen.

What should I do first: work on graphic assets or start making the game with MV's default graphics?
>>
>>149517752
i'd say start with default graphics so you know what graphics you need to make.
>>
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guys i used to play with MK2003, now that i have some extra time i want to jump back in.

Should i go for the latest version MV , or can i flow with XP ?
>>
>>149515938
Neat, thank you
>>
>tfw I finished writing the design document for my new game down to plot and level up skills for every character, as well as battler ideas, but now I feel like picking up one of my "on hold" projects.
>>
theres any way to replicate the gameplay of devil survivor especially the multi party system in MV?
>>
>>149518109
You can flow with XP but you might have a harder time finding scripts and such for it that are still supported. It's still viable though and the mapping is quite nice. Haven't tried MV myself, more of a vx ace fan but if you want the latest cool things to work with, go for that.
>>
Is it actually possible to have more than one battle system in a game?
>>
>>149523329
yes
>>
>>149523329
There's a script for VXAce that allows to switch between battle systems, I believe. If it's not that then I think it just let's you change between like first-person and side-view or whatever.
>>
ba
m
>>
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>>149462482
Thanks dude, yeah, I've been cracking down hard on this shit. Seems to be paying off which is nice. I may lower that bass further. I personally don't mind it, and it was way worse before, but that's an easy fix.

Also great job on your new tune dude. Sounds good and I really liked the chipwork mixed with the real instruments. Cool to see you back.

Also was not so slacky today, got another track done that I had been working on the wayside.

https://soundcloud.com/mondo-nugget/mystic-future-red-evening-skies
>>
>>149518109
XP still has the best mapping in the business (and the best sprite size), but MIDIs cause long loading times (you'll need to replace all the music), andd scripting for Ruby is so hard that Yanfly has almost suprassed every old maker with his Java-based MV plugins
>>
>want to make lewd game in MV
>want to rely mostly on sprite sex
>using 2-tile tall sprites so I can make characters 3 heads tall
>women a little bit smaller than males so actually most of the cast is 1.5-tiles tall
>start animating sex
>still look like kids having sex
>make 4 heads tall bodies
>sex looks better
>but facial expressions (eyes and eyebrows) can't be recognized very well
What do?
Identifiable facial expressions in sex scenes that I don't find particularly hot?
>>
I can appreciate glossy anime portraits but rpgs should be more than a glorified visual novels.

I want to see characters move around during conversions. Tip-toeing behind talking guards. Jump back in surprise. Get knocked around and bounce off walls.
>>
>>149524682
>>149523562
Really? I haven't been able to find anything about it.
>>
>>149534404
>is it possible
Yes, it's just obviously up to you to do it.

For example, back in RM2K, games could use the default battle system for one type of encounter, then a glorified eventing system for a different type.
>>
What games have you been playing while procrastinating recently?

I've been playing a fuck ton of Sinistar on MAME lately.
>>
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Mapping a big city is really hard. I've tried looking for references to go off of and realized most 2D JRPGs didn't do big cities in the way that Baldur's Gate and other WRPGs did. Maybe because it's really hard. I guess the way to go is going to be to not actually map the whole city, but just the major districts.
>>
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>>149535408
I've been replaying the Metroid Prime Trilogy, as well as the first Devil May Cry and pic related.
>>
>>149531286
How do the people who make sprite porn of Raganrok Online make them look adult? I think proper muscle tone/hips/facial expressions will excuse large heads
>>
>Only have to write the final cutscenes for my game (And balance the final boss) and it will be over
>For some reason I don't want to do it
bump
>>
>>149537916
Are you going to add credits?
>>
>>149535408
Nothing. I'm genuinely busy. I spent my free time watching TV recordings from last week, skimmed select threads on 4chan, and helped my sister with her DIY projects.

Her idea of accomplishment is panting a desk or recycling a wood pallet into something she saw on pinterest. I call that an "hour".
[Laugh with me]
>>
>>149537916
There's an old proverb that says the horse runs fastest when it finally sees home. I feel that proverb is full of shit.
>>
>>149540054
I agree
>>
>>149535602
Take the Lindblum route. Show an overview of this massive fucking city (like the world map sprite for it is huge) but you only get to explore a couple districts.
>>
>>149537916
I learned from writing groups that when you have to stop and comeback later - do it mid sentence.

That makes the first step when you come back much easier. And you can keep the ball rolling on to the next scene or chapter.
>>
>>149415436
>How do you guys feel about using the default RPG Maker sprites to make a full game?

A full game? No.
However, it gets the job done for beginners learning the program and just want something completed to show actual artists as a way to say "See, I can program and even write! Please help. I can't into drawing/sprites. I'll give you money!...Eventually."
>>
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I really want to keep working on this but it's been like a year and I don't want to go back and see the mess in which I undoubtedly left it.
>>
>>149544525
It looks amazing, it would be a shame to abandon this.
>>
One day I'll complete a game.
>>
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>>149545304
I appreciate that!

The reason I stopped working on it (apart from general life stuff) was that I had the systems, menus, and overworld (map) done, but couldn't figure out how to manage the levels/areas. I was going to do Maple Story-esque sidescrolling but couldn't get MV to cooperate at all and it was too frustrating.

So if anybody has any ideas, I am open to hearing them!

(My only idea at the moment is to cut levels altogether and go straight from the overworld map to battles.)
>>
>>149545532
We all will.
>>
ah, fuck.. going blind in my right eye.

too many consecutive days infront of my four computer screens.
>>
>>149413610
All of my projects feel like this :(
>>
Anyone have experience with animated title screens?
>>
Good night bump
>>
>>149535408
Pokemon Crystal TPP Anniversary. It's surprisingly good.
>>
How secret is too secret when adding hidden content?
>>
>>149554270
Mew levels of secret is too secret.

>>149538498
Oh yeah, that. I guess I forgot about the credits.
>>
>>149554270
There are a bunch of factors.
Will the player resent not finding it?
Will you be happier if players find it?
Is it intensive to develop?
Will your game have an earnest community?

If it's a tiny little thing that makes no real difference to anyone, go ahead and bury it as deep as you like.
If it's the game's true ending, don't even cover up the freshly-turned dirt.
>>
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Writing believable dialogue can be kinda hard.
How do I get good at it?
>>
>>149558753
I feel like it'd be more natural to say, 'Sorry just won't do it.'
>>
>>149558753
I mean, with a scenario like that, you'll never find believable dialogue, because it's not a believable scenario. But as far as H works go, that's already fine; the expectations are different.

To improve your writing generally, the number one best practice is to read. Read, read, read, and do so for pleasure, not out of obligation. You don't even have to challenge yourself all that often; even if 90% of your reading is light novel schlock, you'll be better for having read it. Source: I'm a language arts teacher who really, really wants kids to read more, because it truly helps.
>>
>>149558753
read everything you write out loud, it'll make it more obvious where things aren't natural
>>
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>>149558938
I'll fix that then. Thanks a lot.

>>149559225
>you'll never find believable dialogue, because it's not a believable scenario.
Fair enough, but I want it to have a sort of feeling of being levelheaded and not over the top. Which I do believe can be done, but I'm not a writer and lack the skill of conveying that level of believability.

>Read, read, read, and do so for pleasure, not out of obligation.
I do read, but I only have a few books that are in English. Guess I'll get some reading material in English then. Thanks, anon.

>>149559617
I'll give that a try as well. Thanks!
>>
>>149560187
Based on the title bar, I take it you're Russian? Your English skills seem strong enough to read any random English book, but if you'd rather start with something easy to read, don't shy away from reading manga or playing RPGs. Books are best, but all kinds of reading help. (Though, do try to stay away from fan translations unless they're of exceptional quality. I've known folks who have picked up bad habits because their only English reading material was fan-translated manga.)
>>
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>>149560678
>Based on the title bar, I take it you're Russian?
I'm half Russian, but I mostly communicate in Russian on a daily basis.
>Your English skills seem strong enough to read any random English book, but if you'd rather start with something easy to read, don't shy away from reading manga or playing RPGs.
Well, when it comes to manga and RPGs I mostly consume them in English, but the problem is that often the dialogue in them is a bit over the top, be it for comedic purposes or because the writer isn't exactly a virtuoso at his job.
On the other hand the few books that I have in English, like stories by Edgar Allan Poe, mostly use old English, that people don't use anymore on a daily basis.
At least now I have a good enough excuse to re-read some books in their original language.
>Though, do try to stay away from fan translations unless they're of exceptional quality.
I probably would, if I had the luxury to do so, but most manga I read is pretty niche and only gets scanlated by amateur groups and my japanese grammar knowledge isn't all that good yet, to be able to read anything past childrens books, so I have to stick to what I get. Though I don't usually have a huge problem to notice the occasional spelling and grammar mistakes, considering that in most manga the dialogue is usually simplistic.
>>
>>149558753
Role playing
>>
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Do you like my WEAKNESS indicators, /rpgmg/?
>>
>>149564889
looks good man
>>
>>149564889
Yes I do
Do you also have a "not effective" indicator?
>>
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>>149565829
You betcha

Trying to figure out how to implement one for absorption, too. Enemy in pic related should really be healed by fire
>>
What's an enemy from your game that you personally find interesting, whether it be from their attack pattern, design, or otherwise?
>>
Work on your game
>>
>>149574689

Make me.
>>
>>149574689
okay mom
>>
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Are you proud of your game, /rpgmg/?
>>
>>149571791
King Crab
Spawns crab minions trapped in bubbles as counterattack.
If you attack these enemies, the bubbles pop and you have to fight them as well.
The bubbles naturally fly away in 3 turns with a Doom-esque counter.
Crab King's low HP attack pops all bubbles currently in play.
>>
http://yanfly.moe/2016/07/24/plugin-updates-192/
>The Skill Core got an update to fit in new features for future plugins!

Is this a hint to his next plugin?
>>
>>149577701
Not yet, but that's the plan. We'll have to see.
>>
>>149577701
Yes, even if I know nobody will play it
>>
I could be wrong but it seems that a lot of the DLC on the paste bin is down.
>>
>>149577701
It's looking alright so far, I just need to add more content.
>>
>>149528842
Thanks man!
That song is super comfy. I'd suggest lowering the volume of the instrument that comes in at 1:44 if you're going for an ambient background music track, though, as it could probably get a little distracting. Other than that one thing, loved the piece!

>>149554270
It honestly depends on how significant the secret is. If it's like a secret boss, or interesting secret item, make the player work for it, but don't make it so hard to find that nobody will find it.
If it's an easter egg however, you can make that as secret as you want as there's no significance tied behind it other than to reward the players who are extremely diligent in looking for hidden things.
>>
>>149412942
Just a friendly reminder for people who either missed the drama, or are new and found some materials made by someone called Kaus: Delete that shit and replace it asap, specially if you are making a game you're gonna sell http://forums.rpgmakerweb.com/index.php?/topic/63375-important-people-that-have-been-using-kauss-asteria-tileset-do-not-use-it/&page=1
>>
rip
>>
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Posting progress.
>>
>>149587943
I think I'm using something from him, but I can't remember what.
I don't even keep track of who made the assets that I use, too much effort and I don't see the point. I'm not going to sell my game anyways.
>>
>>149564889
Too much empty space. The UI wasn't made for widescreen.
>>
>>149592840
Maybe if he has a wide party too it could work
>>
bumpity
>>
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party management system wip, let's go
>>
>>149598446
How does it work?
>>
>>149590415
Anon, giving credit for things is important.
>>
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>Hi anon! Are you working hard on your game?
>>
>>149595035
Not really that. It's like
Ice III [1/3 of the screen blank] 16MP

You're eyes have to move a considerable distance. The player will be fatigued from looking side to side, back and forth so rapidly.
>>
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Question/survey for the thread:

Are you making a fan game? Have you ever considered making one? If so, what franchise would you use? Have you ever played a rpgm fan game? And enjoyed it?

Just curious, because fangames used to be a big part of the rpgm community and I wondered if anyone was seriously doing it anymore.
>>
>>149604183
I mean, it wouldn't be bad if I was siting across the room from my Tv.
But our computer screen is closer and take up more our vision.
>>
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>>149605437
>are you making a fan game
no, absolutely not. this is our completely original IP donut steel which will make us lots of money
>>
>>149606230
Oh, nice! I remember playing the first demo of this a long while ago. Have you released any new demos since? I'd love a link to it if you have.
>>
>>149605437
>Are you making a fan game?
No

>Have you ever considered making one?
Strangely, no. I started with originals

>If so, what franchise would you use?
Something that currently ISN'T an RPG. Maybe a harem anime. Lots of party members

>Have you ever played a rpgm fan game? And enjoyed it?
Almost played FF Endless Nova back in the day. Downloaded way too may games.
>>
>>149604183
seconding that, it's not a major issue but unless spell names get really long there's no reason you can't center it a bit more or even do something with the space like moving it to one side and adding a description or something to the other
>>
>>149606375
I'm the new Head Developer and we've managed to get up to episode 4. After I finish watching Ryuki I can finally get started on finishing episodes 5 and 6
Anyways here's the link
https://www.mediafire.com/?lxlij641rtpvp3i
>>
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>>149605437
I attempted an InuYasha game a long time ago.
>>
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PROGRESS!

How's this for expository dialogue?
>>
>>149605437
I made a persona 3 portable fan game in ren'py like 2-3 years ago. Shit was fun but you'll most likely end up cringing at your own fangame a little over a year+ down the line.
>>
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>>149598584
it's pretty much functionally identical to the default system but with the ability to "lock" certain actors into your party. i mostly created this because the default system is ugly and counterintuitive, especially so if you've got a lot of party members and would need to scroll
>>
>>149607459
Good stuff.

Maybe close the dialogue window for a second when the speaker switches. It was sometimes hard to notice when it switched between the two.
>>
>>149602229
Y-yes
>>
>>149605437
No, though I've wanted to
every time I do though I feel like it's a waste to put a lot of effort into something I can't put a claim to
I have a couple very early touhou and pokemon games unfinished from years ago though
>>
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Can I get in trouble for this? :v
>>
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Has anyone picked up the new Seasons graphics pack, or any of the new DLC? Can't ever find the newer stuff, which is weird because they'd be easy as fuck to upload to the Pirate Bay or wherever.
>>
>can't draw
>can't compose music
>can't write a good story/characters
what do
>>
>>149608298
practice drawing, practice composition, or practice writing

or further develop the skills you already have. none of us in here were born being able to do what we do as well as we do them
>>
>>149608225
http://www.rightsofwriters.com/2010/12/can-i-mention-brand-name-products-in-my.html
>>
>>149605437
One of my many "ongoing" projects is a fangame, yeah. An adventure game based on Detective Conan.

The only RPGM fangames I've played are this one >>149606230 and one Pokemon game years back. I don't remember the name, but you played as Gold with an Eevee that could shift between its evolutions. The story started as the GSC plot but devolved into some fourth-wall-breaking, glitches-are-attacking-the-game kind of nonsense.
>>
>>149608225
"Stop quoting some online encyclopedia like a smartass and get to the point." would be a subtle way to do it.
>>
I kinda want to make this desert absolutely massive. Like crazy big.
>>
>>149608225
You can say Weekipedia and get away with it.
>>
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>>149605437
all of my projects are fangames

most of my passion for RPG Maker stems from thinking, 'it would be cool as fuck if it that series had an RPG'
>>
>>149602229
Is that supposed to be his finger sticking up? That looks weird.
>>
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>>149614707
It looked disjointed a bit, yeah.
I'm currently trying to fix it a little.
>>
>>149614707
>>149615426
That's a man?
>>
>>149615426
The figner should be cocked to the right a little bit more. The angle of the fist doesn't suggest that finger can be straight up with breaking off
>>
>>149611960
as long as it's not empty
>>
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What's everyone's stance on meme games?
>>
>>149620638
They have no value, except possibly as a weird kind of stress relief for their creator as they are being made.
>>
>Its a dark post-apocalyptic world set in the future in which feudalism has returned in the caves beneath the surface of the planet. The surface is regularly bombarded with meteors which are made up of space wreckage from the massive space station that once orbited the planet. The protagonist would have to adventure to the surface with the others sent by a Lord to recover the valuables and fight off malfunctioning security bots and wildlife.
My protagonist is an Astronomer who is able to accurately predict around where the wreckage will land and for this reason they are sent on the quest.
Other than that I can't think of anything for a story I'd like there to be more than "You're going here, okay you got there." I'm having trouble coming up with a twist or something to make the game's story fun and engaging. What would be fun to do with this?
>>
>>149620638
Avoid at all costs
>>
>>149620990
Something to do with the people that are sending you up there? Having to fend off other forces? A few lords retrieving exceptionally powerful stuff from the wreckage, banding together, and generally making things a pain for everyone else? An ultra-powerful robot that gets woken up, comes down from orbit, and starts blowing things up?
Basically, have some sort of escalation that makes sense within your setting, and that you can actually build up towards.

Also, you'd be a fool not to have the final dungeon be on one of those space stations.
>>
>>149620990
>Do they successfully salvage wreckage?
>Yes, but...
>No, and...

Yes. But it significantly changes the balance of power and makes you everyone's enemy.

No. And the crash took out the crops. Meaning you'll have to negotiate or raid the neighboring territory.
>>
>come back for a visit, see page ten
"Nope."
>>
>>149625416
The hero we need
>>
>>149625748
I finished that college stuff, and after a blitz of job hunting and some brain break I am thinking about getting back to my game(s). I see the collab piece is still huffin' about as well.

At this point I am just seeing what scripts their are (needed some to come out for the game I plan) and if anyone has come out with something notable to play in the last 6 months.

Also forgot my trip shit ... gonna take a stab at it and see if I actually remember it.
>>
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>>149626097
Welcome back!

>if anyone has come out with something notable to play in the last 6 months
Celia's Quest
DashBored
(Both on Steam)

Also, we have a podcast now (In the OP)
>>
Making music seems so cool. You composers are the coolest.
>>
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>>149626334
Thank you.
>podcast
Interesting. Will listen.

>>149626097
Didn't remember my trip. Meh... will go with a new one.
>>
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Whipped up a quick mockup of what I'm aiming for my title screen to look like, not too good at photoshop so any criticism is welcome.
>>
>>149628404
I think it is very "center-centric". Especially when the load option is highlighted.

It is also very monochromatic (red)... which is not necessarily bad if your game uses a limited palette.
>>
>>149628404
i agree with >>149628992. maybe you put the hexagram off to one side, and the options arc around it on the other side
>>
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>>149628404
reminds me of
>>
>>149605437
All of my projects started out clearly inspired by a franchise, but none remained a fangame at the point when I began writing the story.

The only games which I'd keep as fangames until the end are probably lewd ones. And if I were to pick series to lewd into RPG Maker, I'd probably pick Avatar the Last Airbender due to amount of waifu content.
>>
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>>149628992
>>149629672
Something like this?
Wasn't sure where to put the title so I just left it out.

>>149631103
Heh.
>>
>>149605437
>Are you making a fan game?
No.
>Have you ever considered making one?
Yes.
If so, what franchise would you use?
Langriseer.
>Have you ever played a rpgm fan game?
No.
>And enjoyed it?
N/A
>>
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>>149631985
Another version, too much empty space?
>>
>>149631985
i bet that menu would look cool in motion.

if i were to make a change, i'd overlap those circles somehow. or fill the screen with more of em.
>>
>>149632128
>Langrisser
Good taste there my friend
>>
>>149632413
Yeah I plan to at the very least make the circles spin, probably at different rates.
>>
RIP in piss
>>
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>Election conventions giving me endless material for a politcally-charged tactics RPG
>They are one of the hardest genres to make

Maybe I can pull a Guiermo del Toro and find a company to code it if I have 3 notebooks full of design notes
>>
>>149638004
>politcally-charged tactics RPG
>one of the hardest genres to make
th-that's a thing?
>>
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>>149632297
>>
>>149638775
FFT
Ogre Battle

They both got remade for PSP
and then never again
>>
Just tell the things that you usually hate the most but that you see "too often" in rpgs? Maybe I can get some ideas on what not to do.
>>
Starting on what will be the last area of the next demo, so it should be finished soon! I hope!

Still tweaking the colours of the tileset here, but i'm pretty happy with how it's going so far.
>>
>>149641651
When things are clearly introduced for the sake of symmetry despite being boring in story or bad in gameplay.
You don't need a boss/dungeon of every element if you don't have good ideas for every boss. You don't need a spell, weapon or armor of every type if there is barely anything against which you would want to use it.
>>
>>149643691
Not a huge fan of the clashing artstyles.
>>
>>149645249
Clash? It's all RTP, just testing recolours.
>>
Decided to try playing around with LMMS, following a tutorial on youtube.

Here's what I've come up with:

http://vocaroo.com/i/s0xiyqrDgoeD
>>
>>149646216
I think he means the fact that most things in that area having a unique hue makes the signpost and dead trees stand out because they don't seem to share the area's hue.
>>
I've set it up so that the basic attack skill will do attack vs defense for physical attackers, and magic attack vs magic defense for mages.
>>
>>149627516
H-hey you're cool too <3

make some music anon, I believe in you
>>
>>149564889
That looks aesthetic as fuck, what scripts are you using?
>>
How long are your intro's?
>>
>>149654747
two lines of text
>>
Bump before bed.
>>
live
>>
>>149652914
Thanks, it's some script I found online that I tweaked a little to get it to display above the damage numbers. The WEAKNESS/RESIST text graphics go on the damage.png

I'll post the script tomorrow when I'm home
>>
>>149654747
Mock Quiz by your teacher
Room within a dream within a dream in which some things are explained to you if you check items around
Gap window while walking through a linear path in a forest
Personality test
Other not thought out yet, but probably also Gap Window.
>>
don't die!
>>
>>149654747
About 30 seconds of dialogue before you can take control. I don't really know exactly where the "intro" ends since the whole thing is fairly cutscene heavy so far.
>>
What sort of dungeon types do you like? What sort don't you like?
>>
Where the hell can I get music for my game? If I'm not making any money off of this and just want it to be something free for people to play, am I allowed to use what I want? I've found some songs that I want to use for battle themes, but before I bother editing them to loop and fit together I just want to know what my limit is.
>>
>>149675580
Soundcloud
/agdg/
>>
>>149675580
if it's a free game, no one gives a shit. just don't use some brittney spears, and you're fine.
>>
>>149675723
>brittney spears
It's not 1999 anymore anon
>>
>>149675580
"Allowed" is a tricky word. Depending on what you want to use, you're probably not "allowed" -- but real talk, no one gives a shit. No company will ever pursue legal action against a free RPGM game.
>>
>>149675723
>>149675823
Oh man, thank you.
>>
>>149415436
Lazy

>>149436097
>How can I make a really polished RPG maker game that doesn't look cheap and has a good combat system?

Either make your own assets or pay someone to do them. Go to Yanfly.moe and look at some of his videos for the combat system.

>>149436097
>Also, what RPG has the best battle system
For JRPGs, Final Fantasy X-2

>>149436097
>and leveling system?

I liked Final Fantasy X's sphere grid. Made killing even rudimentary low leveled pieces of shit fun because you still get materials from them that are useful through the entire game.

>>149554270
I like super obscure. My game is going to have hidden walls (there's a skill tree ability to "see" the passages FF style later on) with treasures behind them, hidden tiles on the world map that lead to other places, and overall weird shit like Wild Arms' Abyss that's unlocked by the most inconceivable of means.

As long as no huge amount of story content is locked behind a secret it's fine. Missables also suck unless your game is less than 12 hours.

>>149574689
I want to but I have to leave for work soon ;_; Of course I'm not going to feel like it when I come back.

Question to all of you. Have any of you sold a commercial game? How is it doing? Are you still making money from it long after release? Did you use any platforms besides STEAM and if so how is it selling on those in comparison to STEAM?
>>
>>149673405
I like dungeons that aren't so expansive, but get cool twists during exploration, like being flooded so you have to leave using a different route.
I hate dungeons that compensate size with encounter rates.
>>
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>>149675775
oh, i meant avril lavigne.
>>
bamp
>>
How do you handle battles in your game? Random? Pre scripted? What degree of freedom do you give the player?
>>
>>149685757
overworld enemies that can be avoided. the player has total control on whether they enter battles or not. the only obstacle is missing out on experience that would be useful for unavoidable encounters (i.e. bosses). the player is only limited by their own ineptitude
>>
>>149685757
A mixture of scripted and symbol. But the symbol encounters aren't the garbage kind that chase you, they're stationary roadblocks like Final Fantasy Mystic Quest. So really, it's something like "scripted with options / at your own pace".
>>
I just wanted to let y'all know that you're all the nicest motherfuckers on 4chan and I love all of you and this general. Work hard on your games, I know you can do it <3
>>
>>149685757
Ideally I would go with overworld encounters with some AI and obstacles that the player could use to escape them.

But due to easier implementation, I am going with random encounters that use a cooldown and an incoming encounter warning systems. Something I've also been interested in is a "pulse" during which you can have random encounters. So, if you are injured, you could try to "match" the "pulse" with your steps and avoid encounters that way.
>>
Bumperoni
>>
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now i'm adding the ability to cycle through pages that display party members' elemental affinities, stats, equipment, and skills. important info you'd like to have when deciding who to bring into your party, which rm by default makes inconvenient for no reason
>>
I just slept for 14 hours bump
>>
>>149646216
The dead tress, the green trees and the sign have completely different colors, and the artstyle between them is also different.
>>
>working on game
>The more I work on it the more bland it feels

k-kill me
>>
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What's your main character's Limit Break?
>>
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>>149413610
Yes.
>>
>>149701189
I remember that
>>
>spooked myself because I left accidentally left a monster in a dark map
Fuck, I feel like a dumbass.
Anyone ever try making a horror game? Seems like most people here are making some kind of RPG.
>>
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>>149702371
At one point everyone was making a horror game. Someone would post a screenshot and the next person would be like "It's too dark."
>>
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>>149703454
Is this too dark?
>>
>>149703987
>post-lighting on pixels
I'd like to answer your question, but I'm too busy puking.
>>
>>149705991
What do you mean?
>>
>>149706246
I think he means that lightning on pixel art should be pixel art as well, but those resources aren't really pixel art either.
>>
>>149709413
Those resources are absolutely pixel art. MV's style blurs things (literally) into non-pixel digital art, but that shot is of VX(A) style.
>>
>>149710060
the lighting is most certainly not pixel art
>>
>>149710212
Yes. Hence the puking.
>>
>>149710060
Ok. The character IS pixel art. The tileset is definitely not pixel art, though.
>>
how do i make an audio-less webm? there's something i want to post but gifs are either too large or made ugly by compression
>>
>>149715218
use webm for retards
>>
>>149711656
? It's not like the flower pot is a different resolution or size than the player sprite. The entire thing IS still pixel art.
>>
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my party management script is more or less finished, and this webm shows what you can do. namely, cycle through info or change up your party. some party members can be locked into and freed from your party at will. the only thing I think this needs is better ui since frankly this looks like ass atm

>>149715320
you're a lifesaver anon
>>
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Got off my lazy ass and got some progress done.

https://a.pomf.cat/udmeoj.mp4
>>
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>>149654747
You're on a passenger ship in a storm arriving at the port of the game's main city. Your character is just a hooded person at this point because you haven't customized them yet.

Star Wars text crawl explains what's up while you stare out at the sea, then you start to walk back below deck and the game's logo fades in as the ship moves out of camera.

You arrive in the city and go into the Port Authority, where a Scribe asks you to fill out forms to get citizenship, which is the character creator. You're no longer hooded at this point.

You're directed to head to an inn for the night. You run into a guy getting mugged. You're given a choice to help him or ignore him but either way the muggers go after you when they see you because fuck you ride the railroad. The guy you helped gives you a letter of recommendation for Hireling Hall, which is a big tavern where big deal adventurers hang out and find work. He can also join the party if you want him to.

You go to the inn and wake up the next morning in control of your character. There are no more cutscenes until you eventually gain enough reputation from doing sidequests to start the main story.
>>
>>149654747
>get a phone call from chief of police
>head down to police station to inquire about trouble
>get exposition from police chief about objective: go to mysteriously vanished criminal's house and investigate
>arrive at house
>find strange mirror-like object
>examine object
>get sucked into mirror world
>meet sarcastic demon sidekick
>get vague exposition from demon sidekick about mysterious villain and overarching goal
>door back to real world gets blocked off by criminal from earlier, who it turns out vanished when he was, like you, sucked into mirror world
>fight criminal as tutorial battle
>win
>leave mirror world
>game opens up from there
>>
i bump the fucker
>>
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>Fuck up and need to format pc
>Upload things to cloud
>Format pc
>Get back steam and check cloud
>Project isn't there

Do I just hang myself now.
>>
>>149723802
Take what you learned and make a better version of the game.

And backup your game on github.
>>
>>149723802
i've heard so many horror stories about steam cloud now

only thing i can say is i'm glad i haven't cared about this new hip stuff, and stuck to uploading backups to regular hosting sites.
>>
>>149723802
Aw that makes me sad.
Hang in there friend.
>>
>>149723802
That's why I keep usb's with me
They are old school, but they work
>>
>>149724635
I had a usb drive die on me with all my android programming class projects on it.

Multiple backups in separate locations is the only safe thing.
>>
>>149724635
>>149724793
>>149724036
Now I know. Its good I wasn't terribly far. I was still working on the game system.

>>149724002
Yeah. But I dont think I can pick up any time soon anymore. This is really demoralizing

>>149724553
>Hang
On it
>>
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Made a little "mugging" skill for bandit enemies to use on you. It keeps track of how much total gold has been stolen. Later, you can get it all back in a chest.
>>
I'm looking up inspirational images for my scifi project.
Always wanted to do something with mechs or powersuits. But I'm only just fixated on cool designs; I can't think of a story.
>>
>>149699282
Do characters really need a special attack?
>>
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This time last month, Red Mage and I helped record a Final Fantasy VI retrospective with The Lifestream (an FF fan forum). They released Part 1 today, and it would really help us out if you guys gave it a listen or posted some dank memes in the comments. We'd like them to know collabing was worth their time.

https://www.youtube.com/watch?v=GLZgemv0iUg

Thanks a bunch!
>>
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>>149699282
after he's taken enough damage, he just simply unloads his pent up rage.
>>
>>149717193
I'm really excited for your game.
>>
post what you're listening to at this very moment as you work on your game

https://www.youtube.com/watch?v=nswfLcROs-0
>>
What program do you guys use to do spritework?
>>
>supposed to be working on my game
>keep getting distracted by Lil Yachty

I'm only five months in on this thing and I just cannot focus. On the bright side, I finally introduced the fourth and final playable character. That's something, at least.
>>
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>>149734507
Try this.
https://mynoise.net/
>>
>>149733309
As previously mentioned:
https://www.youtube.com/watch?v=jDZzByhoZAA
>>
>>149733309
https://www.youtube.com/watch?v=S8aAJIIPBYw
>>
>>149734270
just gimp
>>
>>149717920
Where did you get this ship tileset? I need it.
>>
http://blog.rpgmakerweb.com/announcements/the-rpg-maker-marriage-proposal/

how much of a cuck do you have to be? also
>rtp resources for a marriage proposal
>>
Let's not die just yet.
>>
>>149742000
Pretty pathetic but at least he completed a game
>>
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>>149734270
Graphicsgale.
For this project, though, I've been drawing the enemy graphics in SAI, then taking them into Graphicsgale to convert them into sprites. Beats trying to get the anatomy or poses right when going straight into pixels.
>>
Last the night, /rpgmg/
>>
I can't come up with good things for castle guards to say
>>
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After failed attemp after failed attemp at making music, I've decided that I'll need help with composing the soundtrack for my game.
Are there any musicians here that are willing to get commissioned to make music?
Tone-wise, I'm searching for something like Megaman Starforce's soundtrack, with that cheerful, sci-fi feel.

https://youtu.be/O0VhVw9a8P4
https://youtu.be/ftj-S6QUcD4

Playlist: https://www.youtube.com/playlist?list=PL641F72D4FC0A9A2F
>>
>>149748314
already considered it in the past, but i have enough problems sticking to my own project.

at most, i'd like to contribute with one song at some point, though.
>>
>>149748314
this wouldn't happen to be a hentai game, would it?
>>
>>149748314
I'm no composer, but if you gave me something written with lyrics I could sing it for ya I suppose. Got a sound board and microphone recently so that times out well. Probably not what you're looking for though.
>>
So, what do y'all think about FF5's job system? I personally do like it a lot and would love to implement it somehow.

Also, any cool guides for 8bit sprite creation? I am really keen on doing something with old graphics like FF1, that really FEEL old-school. I feel most of those oldschool games botch something, usually the scenarios.
>>
we're not done yet
>>
>>149734946

>not noticing the bars that were diagonally cut and are moving are actually growing in size as they move

???????????
>>
Good night bump
>>
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>>149750001
It's a holy, family sfw game blessed by the lord himself.
But no, it's suggestive, at most.
>>
>>149751689
I'm not a fan of job systems. I can accept a character having the ability to pick mutually exclusive abilities, but no more than that. Multiple characters who can fullfill the same role other have kind of ruins the point of having more than 4 playable characters, and having paths and roles that force you to ignore the rest doesn't really motivate me to do multiple playthroughs.
>>
>>149751689
just color on top of the sprites you want to emulate.
>>
up
>>
>>149739501
https://rpgmakermv.co/resources/adv-ship.851/

There's also this but it's for VXAce
http://www.rpgmakerweb.com/a/sherman3d/pirate-ship-tile-pack
>>
>>149729751
Well, I'll give it a click, at least. Since you asked so nicely.

>>149748314
I can't help you, but I want to compliment you on an excellent, excellent choice of inspiration. Star Force deserves more love than it gets.
>>
hhdd4
>>
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Post progress
>>
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>>149767646
Just finished drawing some clothing as well as learned a few small things in regards to colouring.
>>
>>149771028
Is that a boy? This is important.
>>
>>149771950
Look at the second portrait, anon. Do you see a boy?
>>
>>149772019
Maybe. That's why I'm asking.
But given your response then it's a girl. That's a shame.
>>
>>149772107
Don't take my word for it, I didn't draw it. But she's a girl to me, even if she's a boy.
>>
>>149771950
>>149772209
She's just a loli with short hair.
I tried to accentuate her having boobs, even when wearing clothes, but I guess it isn't really all that noticable.
>>
>>149772762
Shes perfect, definitely don't up her cup. It's not necessary.
>>
>>149772896
Thanks! Oh, I won't be changing her breast size, I'm just thinking about the shading of clothing.
>>
https://www.youtube.com/watch?v=Wd7XCqfw3h8 new Yanfly tips & tricks involving Death and how to make it more interesting.
>>
Does Victor Engine fuck with Yanfly Engine if I have both installed?
>>
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>>149774183
>suck at art
>trying to make custom sprites/battlers/portraits

I don't know how you all do it.
>>
>>149774183
There are scattered reports in Yanfly's TY comments that suggest the two core engines are compatible. No guarantee that it extends to either of their dozens of other scripts

>>149775352
I know that feel, bro
>>
>>149775352
Just edit and steal from other sprites/battlers/portraits.
>>
shout out to the various anons who keep this place bumped overnight and throughout the day
>>
What's more cliche and over done?

A love story, or a revenge story?
>>
>>149780742
Neither. It's self-insert fantasies you have to watch out for.
>>
>>149780742
Both have been done since time immemorial.
>>
>>149781342
Yeah I know that but which do you like MORE

>>149781251
Has there even been an RPGmaker game that was some dude's self insert fantasy?
>>
>>149781605
>Yeah I know that but which do you like MORE
A revenge story that is based on a love story that's flashed back to.

Make your game Kill Bill basically and I'll be your biggest fan
>>
>>149781876
Actually in my times daydreaming at work I thought up a story where a dude's girlfriend is killed by a sellsword by accident and then years in the future he kills the sellsword on different terms, but the sellsword laments on how he had just found love for himself so he jokes it off as karma before kicking it.
>>
>>149781605
>>149781876
You've got it backwards, a love story that's based on a revenge story that's flashed back to is better.
>>
>>149782665
How does that work? Does he fall in love with the person he's trying to kill? Does he find love when looking for revenge so he gives up on it?
>>
>>149783087
The woman falls in love with him, he's oblivious, circumstances lead to him moving away for 6 years, she decides to kill him and his whole family, he comes back (story starts here), he still doesn't love her, she kills his family, he finally falls in love with her, she drowns herself, he dies trying to save her.

...It's a great story in context, trust me.
>>
>>149783654
How is he going to fall in love with her after she murders his family??

This just sounds like a really awkward tragedy. This is borderline asian.
>>
>>149783874
It's absolutely a tragedy, in the strictest Aristotlean and Shakespearean senses of the word. Great love stories are often tragedies, and great tragedies are often love stories, y'know.

To get into their relationship any further is quite the spoiler, but to add to your confusion, he actually falls in love with her after she has killed his family five times, including killing him three times. At least, that's what it looks like to an observer.
>>
>>149784287
stretching definitions to define your genre isn't going to make the story not be shit
>>
>>149784403
>stretching definitions
Please read Poetics, then come back.
>>
>>149784630
>read outdated literature that came before definitions of genres changed over time
keep trying
>>
>>149784403
Nah, the premise sounds okay, it's just that he didn't describe it that well.
>>
>>149784287
Who the shit is this bitch? Garland??
>>
>>149784287
Science can't explain this kinda shit
>>
>>149783874
To get into spoiler territory (I'm not the guy who originally posted that btw), it's because the series takes place in a sort of time loop. She kills off his entire family, and then he dedicates himself to solving the mystery of how she did it (and who she really is since she is acting under an alias) and more importantly, why she did it.

So the story loops around a bunch of times and we learn more and more about the characters and then... (Getting into super spoiler territory here so I'll go ahead an tag it.)

In the 4th novel, she gives up because he doesn't remember why all of this is basically his fault. Then he makes it his new mission to find out the truth behind why everything is his fault and eventually, to keep the truth of the murders from coming out. Partially because his whole family is a bag of dicks and they all absolutely deserved it.

>>149784403
Umineko is an amazing, beautiful story. This dude is not exaggerating. It's just hard to wrap your head around it without context to shit.

>>149789389
But you know what can explain it? MAGIC
>>
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Getting back to work on my little RPG. Been a while since I was here last and thankfully my art skills have improved enough that I can make decent face portraits now rather than being forced to rely on the generated ones MV comes with.

What do y'all think of her? She's this game's protagonist so I really want her to shine.
>>
>>149793157
Hey firgof! I saw you drawing this on stream last night

Maybe move the eyes in a couple pixels. There's enough empty space that she kinda looks cross-eyed

Also, I assume her glasses have a computer function on the bluish side? That's pretty cool. I think she looks good.
>>
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>>149793157
Is that heterochromia, or some kind of AR in one lens of her glasses? Either way, her eyes look weird. Kinda lumpy, kinda too far out. Looks very good otherwise.

Not fond of the name, way too much baggage.
>>
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>>149748314
MS paint
>>
>>149794096
Yeah. They function as effectively the display of the smartphone divided across her portrait into speakers, a mic, and the display that lays over reality.

>she kinda looks cross-eyed
Hm, I suppose so? Most times I get told to make the distance between eyes equal the width of the eyes as a general rule of thumb and that's what I did here. I've also been told as a general rule if you want a char looking 'at the camera' they need to be a little crosseyed.

>>149794112
Hm, alright thanks for the feedback. Nickname's from her hair and the region of the world she's in. Actual name (though renameable by the player) is Lily.
>>
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>>149794642
>Lily
>>
>>149687756
/rpgmg/ always has had some of 4chin's best.

>>149733309
https://www.youtube.com/watch?v=7iG54z3etak

>>149746780
Castle guards are concerned with civility, law, order, and no disturbance of the peace. So you would have them reminding players of those facts, or if the players are mor noteworthy either commenting on the fact or asking question for the fact.

>"Watch yourself, adventurer."
>"This watch has been brutally long. Sure could use a drink."
... then bring him one for side-quest.
>"If you see anyone suspicious, report it immediately."
>"Hey, you're a known merc. We have a bounty of XXX gold for the party who brings us ..."
... then lead the story, etc.
>"You! The Warriors of the Crystals! I feel safer knowing you are on the job!"

>>149767646
I woke up. Progress enough at this point in the day.

Also. Dragons. That is all.
>>
>>149796498
I'm gonna need a source for that anime.
>>
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>>149798146
Saint Tail. They're good Christian girls who act with the blessing of God.
>>
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>>149782665
The colored text gimmick in Umineko was great.
I considered using it in my game for some kind of puzzle but I don't think I can come up with any good way of using it.
Sucks that R07 will probably never do anything like it again.
>>
>>149800570
It's truly wonderful. So simple, and yet so powerful. The red truth is what changes Seacats from a novel to a game. I "played" the shit out of every one of Beato's puzzles while waiting between episodes. I "played" multiplayer versus mode against friends, even. There's really nothing else like it.

That said, though, I'm satisfied with what we got. Umineko ended where it should have ended. I don't want to see its corpse dragged through the mud like Higurashi's has been, and based on episode 7, I think R07 agrees.
>>
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>>149794096
If you'd like to watch, I'm presently streaming the transformation of Xerxes into actual portrait art.
>>
Do you guys write the plot of your games in detail before starting or do you have a vague idea in your head and run with it?
>>
>>149799221

No Japan, nobody says that.
>>
>>149803561

I only have an outline because It's going to get altered anyway.
>>
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>>149803639
>>
Anyone has a link for the RPG Maker MV - Pop! Horror City DLC pack?
>>
>>149803561
No. Personally I think that is a bad idea, since you'll probably find new ideas for plot points, lore and locations once you start out with the boss designs, battlers and skills.

Take it with a grain of salt, since I've never managed to finish anything, but I believe the stages should go more like:
Starting point: Core Mechanics and Setting.
Skeleton elements: Classes, skill sets and main characters (including their arcs)
Fleshing out: Ending, plot points, antagonists, bosses and dungeons.
Skin: Connecting plot points (detailed plot). Towns. NPCs, Regular battlers.
Polishing; Actual writing and narrative. Equipment and Items.
>>
>>149803561
I write an outline and at least the start in detail to remember the important plot points, the writing style and the style of scenes I want to use, the rest is vague so I can be more flexible with whatever ideas come in the future.

Mechanics aside think you should write in parts so that you can develop your game piece by piece, don't leave the narrative and writing as the last thing to do but don't write everything right from the start, be flexible and go step by step, chapter by chapter.
>>
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>>149801252
And finished.
>>
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I think using real world animals for enemies is stupid.
Wolves, Bees, Bears - What is this? Oregon Trail?

I'll forgive the use of Spiders and Squids though.
>>
>>149811280
What about bats?
>>
>>149807484
I guess I killed the thread. Sorry, thread.
>>
>>149811280
I usually find bears and bats a bit boring, and sometimes even feel bad killing them, but it depends strongly on the type of world and tone you are going.

I mean, if you are going for a very low fantasy world more akin to the pre-merging Berserk or ASOIAF, or a horror world akin to Night of the Living Dead or Dracula, I think using wolves, bears, etc. as early enemies makes perfect sense. Of course, those types of worlds would probably benefit from combat quite different from the default engine.

Mother 3 also executed the normal animals very well, since they emphasized the twistedness of the chimeras later on.

And of course, you can always Photoshop up your RTP bears so they are Spectral Bears or 4-armed abominations.Those make perfect sense as enemies in any fantasy setting, I think. The moment you return to the forest after the timeskip, you want the snakes back.
>>
>>149811493
Only if they're accompanied by a vampire.
>>
>>149811280

I have to use mostly animals in the beginning because monsters aren't a thing yet.
Semi-realistic mythological creatures are fine though.
>>
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>>149807484
Neat
>>
Should incoming boss fights be foreshadowed to the player or come by surprise?
What do you guys think about multiple boss fights in a row?
>>
>>149826046
Lose to learn. That's how rpgs work, that's how you build strategies and decided what to equip.

Unless they're a cheater and follow a strategy guide, in which case they already know what's coming.
>>
>>149826046
surprise bosses are fine, but multiple boss fights in a row without any chance to heal/change equipment is really annoying unless they're designed in tandem with each other so the player could be equally prepared for both fights
>>
>>149826046
Have a save spot/healing spot before bosses. Don't give the player a surprise an hour into a dungeon where they didn't have the chance to save. That's a bitch move
>>
>>149826046
Both approaches (buildup and surprise) can be used to good effect.

As for multiple in a row, I think it's usually pretty awesome. But, I've been listening to Watch out for Fireballs, and in their Mega Man Legends episode, they complain a lot about the section early on when you have to do four missions (basically bosses) in a row. So, not everyone likes them. I absolutely loved that aspect of MML, though, so don't abandon boss rushes completely.

>>149826653
Multiple in a row doesn't have to mean absolutely 0 break -- the Elite 4 in Pokemon, for instance, is 5 boss fights in a row, but you still get to pause, save, use items, reorder the party, etc. in between.
>>
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I am attempting to make a character that thoroughly violates the uncanney valley. Is there anything else I can do to him that makes him offensive to the concept that he's human?
>>
>>149827397
Maybe something with the hair. You could try a perfectly symmetrical "mushroom" cut.
>>
>>149826834
>Multiple in a row doesn't have to mean absolutely 0 break -- the Elite 4 in Pokemon, for instance, is 5 boss fights in a row, but you still get to pause, save, use items, reorder the party, etc. in between.
I'd hardly call that "in a row," then
>>
>>149827826
I would. You spend the whole game fighting one boss every several hours. When you put 5 right next to each other, the fact that you have to walk 6 steps to the next room in between them is nothing.
>>
>>149826046
>Should incoming boss fights be foreshadowed to the player or come by surprise?
Always by a save point. Optionally with healing. If you can save anywhere, then you need some other way to warn the player
>>
>>149827397
i think the only facial skin detail are the laugh lines. could add more stuff
>>
>>149828143
>the fact that you have to walk 6 steps to the next room in between them is nothing
>the fact that you have to walk
>have to
that's where you're wrong
>>
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New podcast, makers and gentlemen

http://www.youtube.com/watch?v=JwtWrZX9XUs

Unlike books or movies, the player of the game is often given the option to be the main character. Some main characters are so hollow they tend to act as a conduit for the player's action regardless.

Do you prefer your main charcters to have 'character?' Or do you prefer to be the star of the story yourself?

Thanks, as always, to Karbonic for the new thumbnail design. Looks a lot more YouTube-friendly now

We may go viral. This could be our big break
>>
>>149830414
SMT series does this from Nocturne Onward. Something like "You sense a strong demon ahead" or something
>>
>>149807484
That looks nice.
>>
Do I have a future as a voice actor

http://vocaroo.com/i/s1ZP0WzsPMcA
>>
>>149837423
sounds like you're reading off a script
>>
>>149837423
This
>>149837859

You have the voice, but not the acting. Later in the script, you get fast and remove all emotion.

Let me give it a shot:
http://vocaroo.com/i/s1sjQywdPnMa
>>
>>149837423
I don't think you're quite in the charcter's head. If you understand his reasons for saying what he does, you can empathise, and transfer his feelings into your voice
>>
>>149836324
Answering yes/no doesn't really make it me.
If I could, I'd be a ninja bodyguard, and leave the decision making up to someone who cares.
I'm always the first to say "Not it!"
>>
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i finally managed to get full keyboard access in vx ace. meaning, i can check for input from any key instead of vxa's weird, limited selection. now my game can have far more controls than previously allowed. accessing win32api opens up so many options. i feel powerful
>>
alive
>>
>>149836324
All the 'little girl explores harsh world' RPGs and all the 'little boy explores oppressive world' indie platformers suggest most people like to be the self-insert. I just want a good story.
>>
What are the games made on RPGMaker that you consider inspirations to create?

I long to create something as fine as Artifact Adventure, for example.
>>
I'm starting to think my game has too much talking and cutscenes.
>>
>>149852963
>Artifact Adventure
This definitely. I like the idea of making a weird lost NES-era game. La Mulana (the "MSX" one) is a cool game in that respect, too.
Of course, AA has excellent semi-nonlinear gameplay, which is another thing I love. It's pretty much composed of sidequests, so you can just wander and enjoy playing. I have nothing against story driven games, but I like playing and making gameplay driven games more recently. I played a lot of Final Fantasys, Tales, etc when I was younger, but I'm totally the oppostite these days. Maybe I've just lost my attention span...

Anyway.
Wadanohara, LiEat and Yume Nikki are very inspirational concerning visuals. LISA the Painful is great for it's approach to pretty much everything (except battles). Dingaling's design philosophy is something that resonates with me as well.
Mimicry Man inspired me to fuck about with rpgm's base systems to make something totally different. Anything that takes the engine and turns it into something that isn't an rpg usually inspires me. I highly suggest devs to play lots of rpgm games, just to see what you can do.
>>
>>149854529
persona 4 starts out with like 2 hours of cutscenes and dialogue, but most people still really like it. including me
>>
>>149852963
Maybe deep-sea prisonner's works, there isn't a lot that I like from RPGM games. I hate how critical I am about them sometimes.
>>
>>149854529
My game is basically a VN at this point.
>>
it's not over
>>
>>149856208
The start of P4 is awful. P4's opening is a great example of how to NOT introduce a game. Also see (to a lesser extent imo): Kingdom Hearts 2.

>>149856813
>there isn't a lot that I like from RPGM games. I hate how critical I am about them sometimes.
But isn't that a good thing? If you're playing them to have fun, I can understand you feeling frustrated. But why not look at it from an educational point of view? Use other rpgm games for analysing. That's what I do, although sometimes I find a gem that's actually really fun or a feature that really inspires me.
>>
>Wake up in the middle of the night for no good reason
>Oh hey, time to bump the thread
>>
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Coming up with a name for the main character is kinda hard.
>>
>>149870125
(You) is a good name.
>>
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>>149870125
Ryan
Wayne
Colin
but not Drew
>>
>>149870358
A grill who isn't an ameriburger.
>>
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>>149870406
Angeliqe ?
Anabell ?
Sabrina?
Nana?
Natasha?
Maria?
Marina?
Mara?
Lana? (warning, its Anal backwards)
Larissa?
Leonie?
Leora?
Lara?
Kerin?
Karina?
Keemstar?
Kancer?
Kennedy?
>>
>>149870406
Maria and its derivates.
>>
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>>149870634
If the heroine were Japanese, I'd probably just name her Kino.
>Lana? (warning, its Anal backwards)
That's actually a good one.
Thanks for the suggestions!
>Keemstar
Isn't that some youtuber or some shit? I'm very behind with hot memes.

>>149870725
Oh, that's a really nice name as well. Thanks, anon!
>>
>>149870892
i coudlnt resist. thats why i sneak a "cancer" in there. but eh np.
>>
>>149870125
use baby name sites, or depending on your setting, make up names based off actual words

don't get too stuck on it though, I've changed or come up with most of my characters names at some point because I had a random epiphany rather than trying to actively think of one
>>
>>149870892
>Kino
And plebs would think it's a meme instead of the anime girl from your picture.
>>
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Added a sword to the character picture. Now I need to also add it to the on map sprite.

>>149871027
Yeah, I noticed that, I just wasn't sure about the above one. Had to google it to recheck.

>>149871116
I usually look at those to see what the actual name means, usually the lists are very large, so it's hard for me to pick from a very huge list.

>>149871776
I've rarely seen that meme mentioned outside of /tv/ and even then, if I went with the name Kino, I'd probably throw in a few references to the show.
>>
>>149870406
>>149871998

Rhiannon
Winona
Karen
but not Andrea
>>
Work on your game, Anon.
>>
>>149871998
That particular piece of clothing -- I guess it's armor, actually? -- has always bugged me a bit. No matter how many times I see it, I can't help but see the top part as ribs at first glance.
>>
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>>149874173
Those first two are a bit obscure, at least to me, though Winona sounds nice.
>but not Andrea
Why not?

>>149874559
>I guess it's armor, actually?
Yeah, a piece of armor. I've started drawing a full body set of armor, but I'm too lazy to go and color all the pieces right now, I'll finish it a bit later.
>No matter how many times I see it, I can't help but see the top part as ribs at first glance.
Yeah, I kinda loosely put those plates where the bottom ribs should be. I just wanted to add something to the armor piece so that it doesn't look as bland, but I really suck at coming up with designs, so there's that.
>>
RIP in pieces
>>
keep in the peace
>>
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Are you working on your game, /rpgmg/?
>>
I've used bases for so long but... damn it I'M GOING TO DO IT, I'M GONNA MAKE A SPRITE FROM THE GROUND UP!

Wish me luck...
>>
>>149880301
Yes!

>>149881739
頑張って!
>>
>>149882173
>頑張って!
I don't speak moon runes. Sorry.
>>
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>>149881739
the madman
>>
>>149882254
It just means "good luck".
>>
Bump while listening to new podcast
>>
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I'm trying to make a totally event-based adventure game (think Lucasarts or Telltale), but I'm not sure which version of RPGMaker to use.
>MV has face/character generators, easy plugins, and better compatibility
>XP has superior mapping, graphics, and a backlog of resources
I've already bought both, and I'm more familiar with XP's workings, but MV is receiving more and more support while XP has been pretty much forgotten. Wat do?
>>
>>149890564
Vx
>>
>>149890894
I've already spent enough time and money on two separate engines, and I'm not going to pay even more for a third.
>>
>>149890564
Graphics aren't a real point, because you can use any graphics in any version.

Go with MV. The simple benefit of using the version that other people in the world are also using is far, far greater than anything XP offers.
>>
I just woke up because I had a bad dream.
Feels bad man
>>
Do enemies choose what to attack with before or after the player chooses what to do for the turn? This is very important for the battle system I plan to implement.
>>
>>149692430
I'm interested in this one too for my game
did you developed it?
>>
>>149885803
Follow up.
Great stuff as usual, and I think you've brought up a great point early on: scope, and not aiming too high as a beginner when fiddling around with RPGMaker. That's exactly what I'm doing, making sure that my game will take 5 years to make because it's supposed to be full of stuff.

Good discussions all around, too.
>>
I'm having a problem with Yanfly's Message core. I added 'MessageRows:12' before 3 messages that are supposed to be 1 big message, but it's not working. I did it exactly as the readme says.

Does anyone know what could be wrong? I'm using a different font, maybe that's it?
>>
>>149893417
I am fairly sure they choose right before making their moves in the default system
>>
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>4 hours later and I fixed a bug when trying to switch pieces of armor
I sometimes want to bash my head against the wall as to how RPG Maker is coded. At times trying to edit the base code, so as to make it work the way you want to, can be a real pain in the ass.
>>
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There we go. First portrait set for the game: Done.
>>
Are there any good tilesets for MV yet?
>>
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>>149897482
Bonus, because I found it humorous.
>>
What differentiates a challenging dungeon from merely a difficult, annoying one?
>>
>>149897782
Variety, uniqueness, predictability, length, execution and repetition.
>>
>>149897782
Fun.
>>
>>149897482
>>149897753
Are those VR headsets?
>>
>>149899667
The first one is a commercial HMD, yes.
The second one isn't so much a VR headset as it is a SM/VM headset; it's a SNN HID in full description (Simulated Neural Network Human Interface Device) but is usually referred to as a SM Headset. To the public, though, yes - it's just another VR Headset.
>>
>>149897782
Fairness
Make them hard but not unfair
>>
Work on your game
>>
>>149904330
This.

And post progress.
>>
>>149904330

I'm bored of making maps right now so I'm just writing some lore so I can still claim I'm working on it even though I'm not.
>>
>>149897782
It is subjective to some extent. What can be challenging to some could be annoying to others. What you need is to use design elements that help the player feel like some progress and improvement has been made even after failure.

Other than the previously mentioned aspects, I believe it is important to give clues to the player about things he has done wrong, especially if these mistakes are performed repeatedly and you have a way to track them out.

There should also be a way to clue the player regarding how far he is from the end goal, so he feels motivated to pull ahead even if just a little bit. A way to do this is by having them chase something, showing the height of the building earlier on, having one or several minibosses in the way, etc.

It would also be a good idea to set up the player on a goal that they want to fulfill. I believe that the player is going to be more interested in climbing a tower, if they learn early on the tower that there is a treasure and possibly key item on top, rather than if you just leave the empty tower in the world map and they entered it just because there are no other relevant points to visit it.

And probably the most important thing is avoiding "Rocks fall. Everyone dies." situations in all their forms. Whenever the player dies, he should feel like there was something to do, even if it is wearing shitty anti-Doom equipment or running away from the fight, rather than the RNG or game design playing him a bad trick. And I also say the game designer because random teleporters/holes/invisible one-way doors have the same issue once you put a number that the player couldn't feasibly memorize or if they are placed in locations where they couldn't have been expected.
>>
today I will work on my game
>>
>>149912158
Good!
>>
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i long for the day when i can stop spriting
>>
>>149897782
From a designer perspective? Trial and error. How many times are you willing to tinker with the design of your dungeon until the difficulty is just right and you feel that the player learned something from it for future dungeons? From the player's point of view traps that aren't unfair, easy to understand dungeons and progress, learning mechanics of your puzzles and understanding consecuences properly.

The biggest problem is puzzles interrupted by random encounters, traps that aren't shown properly, unfair game overs from traps, variety and creativity on design.

Playing bad tricks on the player is what you should avoid, the best kind of trick is the one that's obvious, almost to the point of bait, that chest that's behind a poison swamp will make the player think how to get there. The chest that's slightly different than the normal one because it's a mimic will teach him to pay attention to details, etc, etc. You're not abusing the player or competing with him in the game, you're trying to get his attention and interest into playing the game, be it mechanically or storywise.
>>
bump, will post progress soon but we're on page 10 so
>>
>>149912158
That's what I said but I've been sleeping.
>>
>>149915610
Why?
>>
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working on a save system that shows info the player would actually care about. i cant believe default rm just shows current party members and playtime and nothing else. looks like adding a slot for the autosave feature is harder than anticipated
>>
Welp, looks like I'll be reworking the Sigillum Dei Aemaeth so I can have an easier time creating sigils and have it make sense.
Yay, perfectionistic procrastination!
>>
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>>149925989
It's this thing.
>>
>>149925310
I've been meaning to ask for a while: are you just in it for the fun / experience? I ask because it seems like every one of the things you've been making already exist nearly exactly, even down to the UI choices a lot of the time.
>>
>>149925273
i'm more of a programmer and musician, so this process has been dragging on forever.
>>
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Progress!!
>All cutscenes for the demo are finished!
>Dungeon is finished! ( just need some graphical polish here and there )

________

What to do now -
>Redraw or fix some dialogue portraits.
>Make the area connecting the player's home to the town ( I'm ditching the world map )
>Make the extra content like certain hidden cutscenes.
>>
>>149929294
neat; more colors than blue and orange lol
>>
>>149929504
Prologue has tons and tons of blue and orange.

Get ready for Green and Cyan once chapter 1 rolls around.
>>
>>149875570
>Why not?
I tried to use female versions of the names of the Who's Line? cast. It was a joke.

>Winona instead of Wayne
>>
>>149926572
pretty much. that and i don't like relying on others' creations. gotta make my game totally original do not steal
>>
>>149931140
>>149926572
as for UI, i see how the save system might look and function similarly to yanfly's, but i'm sure my other scripts are fairly distinct. the party management script and bestiary script could look similar to existing versions, but i don't recall seeing anything with page cycling like my stuff. and i don't think the factbook has been done by anyone else
>>
>>149929868
DLC Chapter: Black and Red
>>
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>>149654920
>>
>>149926190
What is this exactly?
>>
>>149933297
tl;dr version: it's a magical circle containing the name of God and his angels and is supposed to give control over all sorts of creatures.

As far as I can tell, this, or at least a variant of it, is the magical circle used in most popular media.

There's some set of rules that allows names to be spelled out by connecting the various circles and -gons, and thus creating sigils, but fuck if I know how that's supposed to work. Very convoluted.
>>
it's my duty to bump this thread
>>
>>149654747
2 minute sidebit followed by a little 2 minute dialogue bit followed by about 4 minutes of dialogue and movement.

>Two dudes in a car have a conversation
>One dude's family is threatened for him to make a phone call and call an evacuation, he does, gets shot
>Other dude makes a call
>6 sentences setting up the world and the technology we're about to dive into
>Meanwhile in a Fantasy MMORPG...
>Protagonist is pulled out while talking to some NPCs and being awarded knightdom - she's late for work.
>She strips off her HMD and speeds to work
>When she arrives, nobody is there. She goes up to the place where they're scheduled to test - still nobody there.
>Player is given control.
>>
Does anyone else tend to spend way too much time on getting tiny things just right rather than actually adding content?
>>
>>149938828
Sometimes, yeah.
>>
>>149938828

Yes, see >>149925989
>>
>>149938828
Yeah I know that
>>
>>149938828
I probably waste the most time doing "research" that often doesn't even end up being handy.
>>
>>149929294
Looks really good! Super excited to try it out
>>
dun die
>>
>>149938828
Yes. I dropped actual work on my game to experiment with getting the VXAce RTP working in MV by changing the tile size instead of blurry upscaling. Hours of screwing around in Photoshop for no real reason other than I'm sick of the MV RTP's look but want to keep Javascript.
>>
I'm bored.
>>
>>149949089
try working on your game
>>
>>149949162
This.
>>
>>149938828
Yes, I experiment a lot with art and visual details in maps for my game, that tends to take a lot of my time. The good thing is that I learn more about spriting and drawing, the bad is little to no progress.
>>
>>149929886
>>149950704
Shit, I actually misread that.
>>
noo
>>
Do talk events serve any real purpose except to pad the game for time?
I know there are people here who have played Ar Tonelico and probably The Tales of series. What are your thoughts?

Personally, they put me to sleep.
>>
>>149558753
You need a response and an emphasis on guilt from the other person before she asks her to ber slave for tonight.
I'm not the best writer out there but that's what I'd do. No one should be that bold to use that long phrase in a whim unless they're king himself.
>>
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How do I make a good, challenging, yet fair riddle?
>>
I want the player to be able to solve puzzles on their own, but it just feels so awkward to not have the party members discuss amongst themselves and try to come up with solutions.
>>
>>149957083
either keep track of failed attempts or somehow keep track of time spent on a puzzle and include the banter accordingly. the world is your oyster
>>
>>149953778

Well, talk events are just that, random talk between them. They're there to see the personality of the characters, how they interact, read details of the world in the game, and the effects of the plot on the party and their relationships.

I like them because of character development and the lore behind the world, I honestly find games without talk events to be pretty simple and boring now because of that. I want to be invested in the world, the characters in my party and what's happening but I don't need to hear it from the NPC that's nailed to the side of the park in the first town.
>>
DED
>>
>>149961613
N-no
>>
Did you work on your game today?
>>
>>149964492
Yes
No
>>
>>149964492
Just recently woke up, but I already fixed a few bugs. And am considering adding carry/inventory limitations which can be expanded with backpacks and pouches.
>>
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>>149954342
I guess that screenshot was too misleading, but I didn't mean that specific situation, just writing believable dialogue in general.
To give a better explanation of this situation, what happens there is that when you walk up to this girl, she asks you whether or not you want to join her and her friend for a drink. If you one of your stats is below a certain point, the character will auto refuse, leading to pic related, if your stat is high enough, then you can choose between accepting the invitation and declining it.
\N[11] would be the main heroine, The Drunken Girl (Nastya) is the red haired one and her friend with the mouse features (Fiona) is the one who said that to her. They're friends, with benefits, so I think it's less unrealistic for this kind of discussion to happen, but I still think it's a bit over the top in general.
>>
>>149957083
Easy: just make the whole party idiots!
>>
>>149970791
I look forward to your game Anon.
I really do.
>>
>>149957083
Keeping track of failed attempts and time, like the other anon suggested above, is probably the best and easiest way to do it. But it would also be nice to have a party member who's either a complete clown or very naive to the surrounding world and would often try and run infront of everyone and trigger some sort of a event in a cutscene.

>>149976283
Thank you! I'll try and not disappoint.
>>
What do you guys think about Items that don't have clear descriptions out of flavor?

I mean, it makes sense to know what a potion does if you buy it at a store. But say your character finds a mushroom that kinda looks like ice cream in a forest? I believe it would make more sense if the player actually had to consider throwing it away or at least saving the game before eating it.
>>
>>149981909
Ask yourself what it adds. It's nothing but meaningless busywork in most games, because there's absolutely no incentive for the player to take risks when other options exist. But in games where knowledge / trial and error is the focus and saving is not possible (Rogue, for example), unknown items can have a place.
>>
>>149981909
It depends.
Is there a way for the player to find out exactly what it does, or will players have to vaguely find out and rely on third-party sources, like wikis, to get an idea what's going on?

There are games where that type of thing is appealing. Roguelikes come to mind, and even there it can be frustrating. Some people like that, but those are usually already drawn to that genre.

So if you consider going the more obscure route when it comes to descriptions, at least provide a concise description of the effect after the fact.

That's my two cents, anyway.
>>
>>149413610
That is where I am at right now. I'm coming back now and looking at my "On Hold" project that suffered from feature creep to the point it became overwhelming.

I am going to make a fresh start with a new game and see if I can't keep it simple and on track this time.
>>
>>149964492
No, because I spent several hours reading through Wikipedia articles on project management and programming anti-patterns (I.e. Bad Things). So at the very least, I have a vague idea of what not to do when I'm working on my game, aside from wasting time on Wikipedia.
>>
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Has anyone hit the point of debating whether their RPG should just be a VN? I feel like the amount of dialogue and narrative I have is getting to be way too much for the amount of game that it's being slathered over
>>
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Progress
>>
>>149991120
Please teach me how to not procrastinate
>>
>>149989742
No. There were a lot of ideas that I scrapped initially because I couldn't come up with gameplay reasons as to why they wouldn't be better off as a visual novel or Point-and-Click Adventures, though.
>>
>>149991703
Everytime you feel like not doing something.
Hit your head with a brick
>>
>>149993484
Will report back.
>>
>>149997046
I'm bleeding.
>>
up we go
>>
(Bump)
>>
stop procrastinating
>>
>>150007721
I'm not procrastinating. I'm reading Dr. Slump. It's very different.
>>
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How do I prevent burnout so I can actually finish what I start for once?
>>
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>>150007721
Haha! I was actually working this time.
>>
>>149605437
No
Yes
Probably Harvest Moon, a 2d A Wonderful Life fully ported with additional features.
No
N/A
>>
I'm working on a custom battle system and there are two main things I need but can't figure out.

1. I want to have a skill that allows the player to switch between their main weapon. This skill doesn't waste the turn and can only be used once per turn.

2. I'm gonna have skills be in some sort of advance Rock-Paper-Scissor type formula.
I noticed that this type of formula would make random encounters and grinding a nightmare, so to counter that, I want regular enemies to basically say what type of move they're going to use next (not the exact skill), other enemies (ie. bosses/story encounters) obviously won't have this.

In the end, I'm just trying to make the battles more strategic than usual.
>>
I'm planning on doing a big project, im thinking 5 years in total at least because of my very small knowledge about programing.
All i have done is a calculator and a pac-man game in (i think it was) visual basic 2002 but I'm willing to learn and thought programming was fun.

I have broken down the big project in smaller "games" I'm going to make just to learn the stuff and see how it works before staring on the real thing.

thing is,
I wonder if i should go with RPG maker, it might not be a good choice for a serious big project game?
I have a friend who is into programing that tells me to use LWJGL.
Another person i know who creates games said unity was the way to go.
but neither of those friends are into the kind of RPG im planing on making.

Also: I know it will sell when its done, its just to well planned and too good of an idea

tl;dr: is RPG maker enough to do a complex game that you are going to sell?
>>
>>150013912
RPG Maker can do literally anything. That's not an exaggeration.
If you want to do 3D, you're better off looking elsewhere (you can do it, but it's unreasonably slow and you have to program it yourself anyway so you might as well go with an engine more suited to it), but if 2D works for you, no other engine compares in terms of out-of-the-box RPG features.

A word of advice, though: do not attempt a 5-year project as your first game. Just don't.
>>
>>150013912
any engine works for a hobby project, use what you're comfortable with
rpg maker is very beginner friendly though, with how much it handles innately and the massive community to fall back on for tools and tutorials, so it's a good place to start
>>
>>150014417
as i said
>I have broken down the big project in smaller "games" I'm going to make just to learn the stuff and see how it works before staring on the real thing.

this is included in the 5 years, so if i wasn't making myself clear however 5 years is the maximum amount of time i think it will take to learn and execute everything.
during the first year/s i will make many smaller games to explore ideas and to learn before i go on to the big amazing game

yes its going to be 2d
>>
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>>150013912
>My first complex game
>I know it will sell when its done, its just to well planned and too good of an idea
>>
>>150014417
oh and thank you for the answer btw i appreciate all kinds of help
>>150015094
>use what you're comfortable with
thing is im so new i dont know if i feel comfortable with anything.

if i can create my game with RPG maker i think it would be the best one to go for

thx for the help
>>
Tints are so hard to get exactly right, I'm never satisfied
Maybe I'm color blind.
>>
>>150015493
the real game isnt gonig to be the first one i make

yes, I know it will sell when its done, its just to well planned and is too good of an idea.
i am very, very confident.
its all a matter of if i can have the motivation to learn how to do it, ive planned the game for a very long time
>>
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>>149605437
>Are you making a fan game?

Sort of; it's as much a fan game as Stranger Things is a fanshow for SCP/The Foundation.

>What franchise would you use?
SCP or Silent Hill

>Played a RPGM fan game?
Nah.
>>
Anyone mind telling me what's the most simple game genre one person can make? I don't mind using default sprites as I'm just getting my feet wet
>>
>>150018563
>Simplest game genre
Visual novel. Put text on screen -> Congratulations, you have made a visual novel.
>>
>>150018563
Most simple? Kinetic Visual Novel/Adventure.
>>
ok so i see with parallax mapping you can make the game actually look good, but how about the squares, do you have to move in squares?
>>
>>150018563
Color/Number guessing game
>>
>>150019671
use a pixel movement script if you dont want tile based movement
>>
>>150019671
Nope.

This >>150019824
And also you can use scripts which just narrow the walk grid's divisions. I like 12px steps.
>>
>>150018563
Platformer.
>>
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>>150019824
>>150020035
aah, yah i would prefer to make it kind of easy with something like first pic in pic related

thx for the help
>>
>>150020458
Sounds like you want to do image-based collision maps.
>>
>>150019824
>>150020035
>>150021737
Ok so i think i get it now, i want a Parallax map, with pixle based movement, on a collision map. that would make the movement sweet.
>>
>>150022498
It'll help a bunch, yeah. If you want the best movement you can get, you'll also want a smoothly moving camera.
>>
>>150020458
>>150022498
i also realized it needs to slowly move around round objects and none sharp corners
>>
maybe i should just learn LWJGL
>>
Do you guys use the dash button in your games?
I don't see the point so I just disabled it and raised the base movement speed.
>>
>>150025201
Depends on the size of the maps.
>>
>>150025201
I think it is fine to have in horror games or chase sequences or something
>>
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>>149938828
Yes, but mostly just when it comes to graphics. I try to tell myself that it's good enough, but it's hard.

>>149955234
My advice is to just make it and then get feedback on it. You'll probably end up making something incomprehensible or broken, but with some other honest points of view, you'll be able to make something fair.
The problem with designing puzzles and riddles in a vaccum is that you already know the answer. I don't think it's really possible to make (a good) one without feedback.

>>149989742
No. I'm all about mechanics, babe.
>>
>>150025201
I disable it unless the player has Dash Boots (or equivalent). No point in having two movespeeds right off the bat
>>
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progres
>>
>>150031460
That's an instant drop from me. I don't play RPGs to roleplay as a snail.

If your game is otherwise exceptional, I MIGHT compromise by unencrypting it and adding in a "fuck you dash can't be disabled" script / plugin. I keep snippets like that handy just in case I want to play a game that was unfortunately made by devs who hate their players.
>>
>>150031814
Looks very interesting, I like it
>>
>>150025201
I'd rather leave the option in and let the player decide at what speed he wants to go between the two.
>>
>>150031882
Think of it like Pokemon. Moving fast to cross large expanses of land is fine, but in houses/etc. you're going too fast for the area. Dash boots would be a mid-game reward to ease backtracking, and the size of the maps would hopefully be small enough (or the base walk speed high enough) for you to forgive their absence for the first three hours.

>I don't play RPGs to roleplay as a snail.
I don't make towns for people to speed through like hooligans
>>
>>150032543
Modern Pokemon is not like what you're saying: it lets you dash everywhere, and it gives you the running shoes almost immediately, not after any number of hours.
Even with modern Pokemon being nicer than you want to be, I have still spent far more time playing early gens at 400% - 1600% speed via emulator than I have spent playing any of the games normally. They're just too slow. And I say this as a huge fan of Pokemon who has completed all the mainline games and 90% of the spinoffs.

>I don't make towns for people to speed through like hooligans
Players are not supposed or expected to care about how tough it was for you to tighten up the graphics on level 3. If your game is for snails, it could have the best towns in the universe and I wouldn't care one bit. It's not about you.
>>
so is there a Game Maker General or is that unpopular?
>>
>>150033442
/agdg/ is the thread for 'all game making engines that aren't rpg maker', essentially.
>>
>>150033542
thank you
>>
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>>150033298
>playing early gens at 400% - 1600% speed via emulator
You don't care about the music, or the NPCs, or the atmosphere, or the story, or the adventure. You care about the gameplay, which is a weird preference for the RPG genre

>Keep dash anabled
>Make maps three times as big
?????
>>
>>150034208
I care about all of those things. Though the music, admittedly, is muted when I play at that speed -- I enjoy it when I play through the games on their original platforms.
There's absolutely nothing stopping someone from taking in the game while also walking fast.

In fact, funny you should mention story and NPCs, because games with an option for instant textboxes draw me into their worlds so much more strongly simply because it's not a chore to read cutscenes and talk to townsfolk. Just like the maps, if you make the experience of taking in your game's story actively player-unfriendly, it will fail no matter how strong the writing is.

>Keep dash anabled
>Make maps three times as big
No.
>Keep dash enabled
>Make maps same size
That's how you do it. Would you pad out all your cutscenes when adding a fast text speed? Hell no. Because it makes it worse, just like bloat makes maps worse.
>>
>>150032543
Jesus christ Pokemon gives you the boots 5-20 minutes into the game and you want to make it a mid-game reward? Why are you going to give the player access to a basic mechanic of running/dashing after the first half of the game? You have better things to do at that point in the story.

>I don't make towns for people to speed through like hooligans
Players don't care about how much you want them to see how your generic town 3 was made. If you did your job right keeping the dash button shouldn't affect anything and they will play and enjoy each zone regardless of a basic running button.

The fact that you want to slow down everything for the sake of keeping the player in each area for longer than its needed tells me that you're not confident on what you're making.
>>
>>150034208
>Keep dash anabled
>Make maps three times as big

How about keeping the dash and maps the same size? Who told you that you can only have one of those?
Next you're going to tell me that you have to pad dialog and cutscenes because of a skip button and wordwrap.
>>
>>150035079
> Why are you going to give the player access to a basic mechanic of running/dashing after the first half of the game?

1) I trust myself to make efficient maps
2) 'unlocking' faster travel is a better gameplay experience than simply starting with it. It's an evolution, just like the chocobo and airship in FF6
>>
>nearly die in a car crash on my way back home
so how was your day /rpgmg/?
>>
>>150031814
Why can you see outside the building from the hallway windows? Actually, there should be no windows there. And it seems like there's one moon for each window inside that building. By the way, I've been following your progress for a long time. Hope we can play your game soon.
>>
>>150039709
Nothing so horrific. My project's core dependencies corrupted (making the project impossible to open) so I spent most the day hacking it all back together.

Saved my maps (the data was intact, the thing linking them together and populating the list for MV was broken) through sheer force of will and copy-pasted linking. Everything else (plugin metadata etc) was lost aside from image and audio assets.
>>
>>150039709
I'm glad you're alive.
>>
>>150039709
>at home because I got fired yesterday
I'm appealing it Sunday, which is gonna make for another crappy Sunday night. But hey, you and I are both alive
>>
>>150025201
I've thought about scaling the speed. Short movements are slow, longer distances speed up.

But that's moving with arrows. MV's touch movement is balls-to-the-wall fast.
>>
What's everyone's thoughts on dash meters/stamina gauges ?
>>
>>150039709
Please don't die
>>
>>150044109
Useful - but only when your game is planned around them. Specifically there has to be a reason to want to *not* sprint to justify a meter. Otherwise you're just making the player alternate between pressing and not pressing a button every few seconds.

Take Dark Souls for instance. The reason why you wouldn't use sprint all the time is because your ability to attack or defend are built off that same meter.

If you don't have a mechanic that justifies that then you have to either stick the player on always dash or keep them always walking. If there's special tightrope sections then artificially lower their speed for the duration of the scene rather than keep a mechanic that only justifies itself in that particular instance.
>>
page 1
>>
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Updating facial graphics and making a ton of music. Hope you all are working away! Don't give up!
>>
>>150048517
I'm working very hard!
>>
>>150048517
Looks nice, although you should probably avoid the symmetry a little. Symmetry can lead to an "artificial" look in living creatures, which is somewhat intimidatin. It is one of the reasons why so many CGI movie posters use the "Dreamworks Face" with the awkward smiles.
>>
>>150050456
>in realistic living creatures
I meant. Symmetry is one of those things that is tolerable in non-shaded characters, but gives a kinda "mannequin" look in 3-dimensional ones.
>>
>>150050456
Thanks for the advice! ill mess with it a bit :)
>>
Bump attack
>>
i'll just say i haven't been working because i'm updating my tablet bump
>>
Are there any special NPCs in your game that you particularly like?
>>
>>149794312
I think he's asking for music, not art?
>>
>>150057493
I have a blacksmith.
>"Muh name's Smith"
>The party let's out a collective groan
>>
>>150057493
Yes.
>>
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>>150057493
Yep. Can't wait to paint her actual art. One of the more interesting creature designs I've made so far.
>>
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The Official Blog for SteelZeroes is out!

Here I’ll be posting progress and other things related to the project!
There's content regarding progress and trivia about older versions of the game too.

http://steelzeroes.tumblr.com/
>>
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>>150061597
Reminds me of this
>>
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>>150062141
There's some resemblance, yeah. Two creatures though - not one. She hides it well from the front but if you're observant you can see the divide in both the change in color and a few other subtle cues like the line thicknesses.
>>
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>>150062513
The back's also revealing, though less so with her clothing on top.
>>
>>150062513
>>150062642
Looks pretty neat, I like it
>>
Stop dying
You are making me sad
>>
If this thread dies while I'm asleep then your MC will step on a lego
>>
>>150068451
she deserves it
>>
Question. So I am trying to design a support character. He's supposed to be the closest thing to a healer, with what I have all tweaked a pure healer would break the game and allow too much turtleing as well as neglect items that are supposed to be a precious resource.

My problem is, I can decide on a class. I could go with mage but even with all the lore on magic I cant even entertain the thought of using a mage again. This character has been a mage in development purgatory for three years and mage is so bland.

Ideas I've had are a Alchemist, an Esper (In lore, an Esper is someone who channels a spirit of a heraldic beast based on a birthmark though I may retcon this whole thing because it was complex and made said character seem godmoddy) A spellsword, a cleric (Gods fucked off long ass time ago) a druid, an archer with nature magic, and a few other odds and ends. But nothing is clicking.

Mechanically, He's supposed to be a jack of all trades master of none with a few heals he can throw out. Taken for synergy with a specific frontliner character, support for the PC if they pick warrior or his unique damage buff. The rest is pretty niche is terms of use.
>>
>>150070597
Monk?
Fanatic?
>>
>>150070597
How about some kind of battle medic/plague doctor?
He could throw tinctures and leeches at the enemy and uses bandages/stimulants on your party. For close combat he could use a scalpel and let the enemies bleed.
>>
>>150070850
I wanted to avoid anything religious or similar to on the basis of The Gods being elsewhere.

>>150071381
I was going to have the alchemist throw healing potions but I did not think to incorporate medics/plague doctors I think you are on to something.
>>
>>150070597
sounds like a good situation to make the class based off the characters trade or lifestyle, flexible classes like that work well for things like that
pirates, bards, combat medics, etc, depends on your setting obviously, but any lifestyle archetype like that can mutate into a jack-of-all-trades class pretty easily
alchemist sounds best imo of those you listed, fills a similar generalist purpose
>>
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>>150068451
>>
Are there any game that have one huge as fuck city as the hub and you go explore area around it?
The main idea for my game is going to be something like this. One huge city that is divided by district and you only open it up when progressed through the game . For example i would like the start of the game with you could only go to the harbor, market and the centre. In order to proceed to a better part of the city you'll need to join a trade guild and gain a pass.
>>
>>150080354
Mega Man Legends.
...Also, y'know, most every GTA / Assassin's Creed-template open world game of the last ten years.
>>
ded
>>
Do any of you have a made up language in your game? I do.
>>
>>150083593
I decided at some point that my fairies would only communicate in onomatopoeias, but actually attempting to write a paragraph showed me how retarded the idea was.
>>
>>150084902
peropero. pero.. pero peroo!!~
>>
>>150061731
As much as I love your current art, I think I like the concept art for steelduo better.
>>
>>150040441
Oh shit, thanks for the input. Fixed.

I hope you were joking about "following my progress for a long time", because I just started working on the game 2 weeks ago.

Anyway, I made the first few bars of the game's final boss theme, and I'm wondering where I should go with it. Kinda stuck.

http://vocaroo.com/i/s1MkCB8ZCr5N

Thoughts and suggestions? The first few bars reprise the game's main theme, btw.
>>
It's dead, Jim.
>>
>>150089627
We can revive it. We have the knowledge.
>>
Should a party of two have more skills per character than a party of four in order to compensate options?
>>
>>150094952
yes
>>
1.3 never ever
>>
>>150091935
But do we have the skills?
>>
Just a friendly reminder that posts like "bump" and "don't die" are pointless and lame. You should, instead, post questions or progress.

That being said, how do you handle skill learning in your game? Do they learn skills by level up, by trainer, by item, or perhaps a combination of those three? Perhaps even something completely different?
>>
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I was working in Unity2D but I think I might go to RPG Maker instead now. I wanted to make a visual novel with game elements so I was wondering if I should go with Renpy and learn more Python, the only knowledge I have of that is from the Python for absolute beginners book.

Or would I just go with RPG maker and learn Ruby? Not really sure what's best honestly.
>>
>>150102203

MV uses Javascript, not Ruby.
>>
>>150102203
Wait a bit if you'd like. Degica's about to push a Visual Novel maker.
>>
>>150102364

I was thinking of using VX or VX Ace.
>>
>>150102497

Cool, got any more info on that?
>>
>>150102767
Sorry, they haven't put out much info about it yet. Just this teaser trailer https://www.youtube.com/watch?v=SrKzFURQ3J0

And a steam page http://store.steampowered.com/app/495480/
>>
>>150102497
Degica. You mean they're publishing one? Or developing one?
I got a feeling Rpgm is going to drop them soon.
>>
>>150103292
Developing and Publishing.
>>
>>150103063

Thank you for the information!
>>
>>150099990
I was thinking of going Blue Mage for everything, but it seems considerably harder to balance than just level up.
>>
>>150102203
If you go with RPGM, you almost certainly won't need to learn any language at all. Most RPGM users couldn't code their way out of a cardboard box. That's the whole point of the software.

>>150102505
Don't even think about VX, it's 100% obsoleted by Ace.
>>
>>150104549

I thought you needed to know Javascript?
That's what people said replaced Ruby anyway. Also when I loaded it up there wasn't a script function, only plugins I think.
So how do people who use it go about doing their own thing then?
They just use plugins other people made?
>>
>>150104908

You write them, place them in the game folder and then add them via the plugin menu.
>>
>>150104908
You can do that, or you just use no scripts or plugins at all. It's not like the base software does nothing. For years and years, there wasn't even any scripting support whatsoever, and people still made great games.

It feels like people have forgotten this of late, but RPG Maker is the tool that lets anyone make an RPG, no experience required. That's what makes it great.
>>
Is anyone here making a game with humans (or one specific other race) only (no monsters or anything like it)?
>>
>>150108367
Well, I'm making a detective game set in a reasonable facsimile of the real world, so yes. I doubt that's what you meant, but it's true nonetheless.
>>
>>150108367
kind of, though all my humans are basically magical monsters anyway
I deliberately decided early on to try and make a fantasy setting with no random monsters or even animals though
>>
>>150108367
I have a lewd project on standby that only has humans.
>>
>>150108367
Do ghosts count? Most of my characters aren't alive.
>>
>>150108367
All my characters are humanoid demons. Does that count?
>>
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>>150108367
Do aliens count as monsters?
>>
>>150112285
I thought that was a Vampire Robot. If she is meant to be an alien vampire robot, you need to make her more alien like.

Like with antennae and extra arms or something.
>>
>>150112468
She's a alien vampire cyborg actually, but yeah.
The fact that the aliens are "literally just a purple skinned human" is sort of a running joke.
>>
dun die
>>
Whats a good program for making platformers? Basic stuff that comes with sprites and shit
>>
>>150116180
there are rpg maker scripts for platformers but I'm not a fan personally, they don't mesh well with the built in art usually and don't take advantage of what the engine offers

game maker and construct 2 are some of the easiest imo, game maker has a lot of platormer art packs available too, construct has a smaller community so probably no art resources there but it can make a simple platformer with basically no coding
>>
>>150117705
Great, i prefer making an rpg desu but im making the game as a hobby cuz i dont have a lot of time in my hands, can probably sink in 2-5 hours a day on it.

Are the links above enough or do need more resources?
>>
>>150118198
the links are a good start, not sure how exhaustive they are though, haven't used them in a while
>>
>>150099990
Skills are learned by level up, but level ups come from milestones and not EXP.
>>
Thoughts on 4th wall breaking?
Are there right/wrong ways to do it? Is it ever a good idea or does it just cheapen the experience?
>>
>>150122906
I guess it depends on the game? If you're making a game with a very light hearted or silly tone it might fit. Like Undertale or Disgaea.
>>
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Fem protagonist finished
>>
>>150125506
Pretty cute. Could do with one or two fewer colours, probably.
>>
>>150122906
I like to do it like easter eggs or in-jokes. The situation has to work whether or not the audience gets the meta joke.

>Werewolf acting rude in a bar
>"What a bitch"

You don't need to know about dog terms to get that joke, and the scene doesn't suffer for having it.

>>150125506
9/10 would waifu
>>
>>150126996
That's not a 4th wall break at all. It's just an ordinary pun.
>>
File: testn2.png (514KB, 640x480px) Image search: [Google]
testn2.png
514KB, 640x480px
>>150125930
>>150126996
Thanks and here's a finished map
>>
>>150125506
Very cute
>>
>>150127791
The trees need a bit more volume. They look flat compared to the bushes and even tree trunks.
>>
Le bump
>>
Guys I made an endboss theme for my game

https://soundcloud.com/iwilldevouryourkittens/conqueror

thoughts?
>>
>>150135667
Gonna listen to it later but so far your music was great
>>
>>150136776
Oh thanks man! Look forward to your input.
>>
>>150108367
Yes. No fantasy creatures whatsover, just people and the odd god, but their actual existence is debateble.
>>
Did all of you guys BUY this game?

Anyone got a working crack for the MV trial?
>>
>>150138431
Buy what game?
>>
>>150138431
I had one, but the Torrent was in KAT. Maybe check a link in another Torrent Site.
>>
>>150138431
Try a bay filled with bucaneers.

Anyone using yanfly's message core? Italic text is triggered by typing \fi but this makes it so that I always have an extra space on my dialogue, like this:
Hello how are you (italic)
Hello how are you (normal)

How do I fix this? Is there a tag I can insert after \fi? Anyone with italic text in their game who can provide a text box as template?
>>
>>150140085
Fucked up the formatting. I get this:
\fi Hello how are you?
Hello how are you?
>>
Are there anywhere near as many free resources for MV as there are for VXA yet?
>>
File: 1460374870770.jpg (213KB, 678x990px) Image search: [Google]
1460374870770.jpg
213KB, 678x990px
>>150125506
So cute and happy
please tell me it's NOT hentai
>>
>>150131783
I think that the trees need more details
>>150143194
Is more cute girls doing cute things, nothing lewd
>>
Summarize the plot of your game in one sentence
>>
Is it possible to use XP tilesets on MV? Pretty new to this RPG maker but having a good time. Saw some screenshot and XP got some good tilesets for cave and dungeons.
>>
>>150147581
Demons get banished en masse, one of them decides that ain't cool and starts to do something about it.
>>
>>150147581
You think you're going to save the world, but you're actually almost about to destroy it.
>>
>>150147581
You are a detective in training and solve cases.

>>150135667
That's pretty cool, sounds like a mix of other themes. I love how many instruments are used there and they complement each other nicely. I'm not sure if it fits a final boss battle, I would need to experience that in game for that.
>>
>>150147581
You are a cat left behind by your owner and you must return home while making friends and enemies along the way.
>>
>>150147581
You think you're going to save the world, but you're actually just goofing around with your m8s.
>>
>>150152146
that's not one sentence
>>
>>150155290
Technically it is
>>
>>150155659
an incorrect one, sure.
>>
>>150149561
It's totally possible but requires a little work. You'll need Photoshop or Gimp and an understanding of how to scale the XP tilesets up to equivalent MV resolution.
http://forums.rpgmakerweb.com/index.php?/topic/46748-change-tile-size/

That plugin will let you set whatever tile size you want. MV uses 48x48 and I think XP used 16? So you set the size plugin parameter to XP's dimensions and then you have two folders, one with the proper XP sized tilesets that will be used in-game, and a duplicate, identically named copy of each tileset that has been stretched out to 48x48 to work with in-editor, since you can't change the editor's default.
>>
File: ex.png (2MB, 1421x1080px) Image search: [Google]
ex.png
2MB, 1421x1080px
>>150157971
My bad, XP uses 32x32 tiles apparently, same as VXAce. And here's a pic of VX resources being used in MV, no ugly blurry upscaling necessary.
>>
>>150147581
The Earth is sick and decaying and you gotta find the root of the problem.
>>
new thread soon?
>>
>>150162057
Wait until 750
>>
>>150147581
A witch uses a portal to go to the library, but it gets rerouted to ghost land.
>>
>>150162057
When we reach 750
If we reach 750
>>
File: SS11.gif (3MB, 611x467px) Image search: [Google]
SS11.gif
3MB, 611x467px
How do you feel about 2-D side scrolling rpgs /rpgmg/? what makes them good? considering just changing all of my maps to this format instead of top down, they are much more interesting/enjoyable, also easier to make.
>>
>>150165965
I like them but I think they are hard to pull off. Lisa was great.
>>
>>150170798
Yeah there are definitely a lot of issues. I have to switch to pixel based movement instead of tile to get some good flow to it. Gotta be able to avoid battles properly.
>>
>>150165965
man there's a serious lack of momentum with those jumps
you just plop down like a rock at the end
is that even something you can change in rpgmaker?
>>
>>150172052
yeah I just have to fix up the jump script, this is a very early build.
>>
ded
>>
>>150165965
Valkyrie Profile was pretty cool. The ice spear mechanic made it enjoyable, because you used it all the time -- to bonk the symbol encounters, to climb walls and explore, and to solve puzzles. I don't think side-scrolling adds anything to an RPG unless you have a cool mechanic like that to make it worthwhile.
>>
Go away page 10
>>
I would post progress, but I don't have any.
But you have to live anyway, /rpgmg/!
>>
>>150165965
I'm playing around with a Valkyrie Profile sort of map, mostly from an art angle because the battle sprites double as side-scroller sprites

I think part of the strength of it is that it breaks up the gameplay, while not being mandatory, and lets you do puzzles in different ways
>>
>>150152625
>sounds like a mix of other themes

That's because it is.
>>
So guys, how productive was this weekend for you?
>>
Anyone know a good tool for making/converting music with that old DOS/SB16 sound?
>>
File: mygrass.png (764B, 89x103px) Image search: [Google]
mygrass.png
764B, 89x103px
Does my grass look okay?
>>
>>150195423
Basic but functional. Hard to go wrong with the classic "3 blade" grass tiles.
>>
>>150195423
looks alright, could use a few alternate tiles to break up the pattern though, a large patch of that is gonna hurt to look at
>>
New thread when? We're past 750 already.
>>
>>150193978
I fixed a script bug.
>>
Better be soon if you want to link to it in this thread. We're already page 10.
>>
>field too long
migrate
>>150199151
Thread posts: 728
Thread images: 132


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