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/rpgmg/ - RPG Maker General #160

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: 749
Thread images: 137

File: map.png (3MB, 1440x800px) Image search: [Google]
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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 (embed)
[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 (embed)
Updated DLC Pastebin
http://pastebin.com/D1Nr8Zwd (embed)
Pixel Art Tutorials
http://pastebin.com/SuXCN3pf (embed)
Generators and other useful resources
http://donjon.bin.sh/fantasy/name/
http://pastebin.com/TyAHmtW4 (embed)
[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
>>
Collab fucking when?
>>
Describe your first boss. What makes it special, or differentiates it from other bosses in the game?
>>
Are there any good tilesets for MV yet?
>>
>>150200171
Won't do you any good if you suck at mapping.
>>
>>150199580
An excellent question. I've half a mind to pick it up myself at this point.
Though I have to say, it's a fitting conclusion to the meta-story-arc of the game for it to have massive delays / AWOLs at the eleventh hour. You have to respect a story that holds true to its motif for its entire duration!
>>
>>150199151
>Doesn't remove the [embeds]
That explains your 'Field Too Long' issue. Remake?
>>
>>150199864
Only started on actually implementing this new project, so it is still a bit of a loose concept, but I want it to be two creatures that "work in tandem but not really". One is probably a bird-like creature and the other a plant-like creature. The main idea would be teaching the player to exploit the skills of the two main characters to take advantage of the times when the bosses stop covering each other with their own stat boosts.
>>
>>150199580
No idea. I've been away for a couple of months, so can someone tell me when Bubbles last posted? If he's been gone longer than a month, it's fair to say he's gone. We used to have a 2 week rule (also contributors were considered awol after 3 days without checking in), after all....
>>150201325
>Though I have to say, it's a fitting conclusion to the meta-story-arc of the game for it to have massive delays / AWOLs at the eleventh hour.
lol
Seriously though, if Bubbles hasn't been around recently, you're free to volunteer.

>>150201391
>Doesn't remove the [embeds]
But it's practically tradition by now!
I forget to remove them, too...
>>
>>150199151
Anyone know a good tool for making/converting music with that old DOS/SB16 sound?

Gonna be going for an early PC era rpg aesthetic.
>>
>>150199580
>>150201325
>>150204734
I am still here, though arguably I've been more dead than alive. Really sorry for taking too long. I still don't have an estimation on when I might be able to finish it, but it's been trudging along slowly.
>>
>>150205426
>>Anyone know a good tool for making/converting music with that old DOS/SB16 sound?
I don't know any standalone programs, but if you have Fruity Loops or any other sequencer here's an authentic DOS VST: https://bsutherland.github.io/JuceOPLVSTi/

>>150206001
>I am still here
Well, that's good then. If you could say hi every now and again, it would be really appreciated.
>>
I'm absolute garbage at spriting but I can make edits, is editing the RTP tiles enough?
>>
>>150206490
>is editing the RTP tiles enough?
Depends on what you're making.
A hobby game? Sure. Editing tiles will make them a little fresher for any rpgm veterans playing. Any amount of extra effort is appreciated.
A commercial game? You can if you want, but expect to be lost amongst all the other RTP games.
>>
>>150206760

Obviously not commercial.
I'm just doing it for fun and hoping that at most 5 people will play 1/10 of it.
>>
>>150206957
I mean, I'll play it. Just make sure you put a lot of effort (or some really neat gimmicks) into the rest of the game. Getting competent at mapping also helps.
>>
>>150206957
You'll get five players no problem just by posting here regularly. I'll play your game, anon.
>>
>Kaduki's highest subscription tier is just a little under $3
Do credit cards exchange currencies automatically?
>>
bamp
>>
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Thoughts on some kind of Truth Lens/Ray? You'd use it and it'd reveal hidden things.
I'm considering adding something like this since my game is more focused on exploration but I'm not sure whether to make it a projectile or a screenwide effect.
If it's a projectile then you'd probably end up shooting it all day until you find something, not sure if that's a good idea.
>>
>>150213538

>If it's a projectile then you'd probably end up shooting it all day until you find something,

Castlevania 2 did this.
It was horrible.
>>
>>150213538
I think it has to have a limited scope of places it would work or some telegraph to make it feel like you're using it for a reason and not just spamming it in case something is randomly hidden somewhere

I remember hating every Zelda Classic game that had a lens because you often would just have to spam it every room to make sure you didn't miss a random secret
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>>150214638
Yeah, I was just reminded of chucking holy water at every suspicious block. Just do a screen/area thing like OoT. Any astute player will be shooting everything anyway, so you might as well make it less tedious for them.
>>150214847
>I think it has to have a limited scope of places it would work or some telegraph to make it feel like you're using it for a reason
Using a mix of this and limited uses might prevent spamming. Maybe think of it more like bombs in Zelda, they work pretty much like the same way: hiding areas/items, limited supplies and hints for where it's applicable.
Of course, you probably don't want to make it as obvious as a cracked wall, but you should reward a diligent player for thinking to examine a suspicious area or successfully follow hints from an npc.
The only way to re-enforce a behaviour (in this case, bothering to look for secrets) is to reward it. And conversely the only way to discourage a behaviour (spamming the lenses instead of using it intelligently) is to somehow punish it (for example, limited uses). A good balance of both of these should result in a fair mechanic.
>>
Does your game have any of your personal sexual fetishes inserted into it? If so, what is it?
>>
>>150218208

No.
>>
>>150218208
Well it is a lewd game so...
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>>150218208
Depends on what you define as a fetish. Preferences though? Certainly.
>>
dont die, i need to sleep
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>>150221545
k
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>>150218208
A few of them, but not explicitly.
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>>150221545
ok
>>
Post progress
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>>150233169
you first
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>>150233169
zero, too sad, rem's fault
>>
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>>150233169
I only worked on the elemental art for my bestiary.
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>>150233912
Um, isn't this a blue board?
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>>150233912
"Only"? It looks great.
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>>150236460
Oh I guess it is, my bad, can't delete the post now though.
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>>150233912
Looks great
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>>150237125
Forgot to mention that it looked really really nice by the way.
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>>150236460
nudity =/= porn
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>>150237490
I thought vaginas and nips weren't allowed though?
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>>150236460
>being a big puss
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>>150237726
meh. It's cleaner than the sistine chapel.
and it's pixelated isn't it?
>>
>>150238549
Good point.
>>
>>150238549
>>150237726
Either way I should've put it on a spoiler at least. Anyway, sorry about that guys, my mistake.
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>>150239331
You're fine, we all make mistakes.
>>
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Why are elementals always female?
>>
>>150241880
Drawing girls is fun.

And they are often mixed genres in mainstream RPGs.
>>
>>150241880
There are a few reasons, mainly the concept of "mother earth". There are also some stories that associate creation with females and destruction with males so you will see elementals, sprites, etc as females.
>>
Anyone have any good suggestions for an alchemy system?

I'm looking to have something where you can harvest items and fuse them together.
>>
>>150241880
I assumed it was because it's sexy to people.
>>
Where can I request boy elemental battlers?
Not rpgmweb, their resource request is a bloody human search engine.
>>
>>150243721
Is it for combat or outside combat?
How many items are there? Can the items be easily classified in different types and power levels?

Assuming it is for outside combat, you have 50 or more items and they can be classified in at least 5 elements with clear rankings for each I would propose the following system:
Mixing two potions of the same element gives you an potion of the same element with a rank equal to the most powerful potion+1. So, mixing a Explosive Powder(Fire, level 1) and Berserker's Ale(Fire, level 2) gives you a Phoenix Egg (Fire, level 3).
Mixing two potions of different elements gives you a potion of a third element following the next two rules:
Adjacent elements: gives you a potion of the third element moving in the same direction and in the same rank as the highest ranked item used. So Explosive Powder (Fire, level 1) and Traveler's Wings (Wind, level 2) gives you Rejuvenating Mist (Water, level 2)
Non-adjacent elements: gives you a potion of the element in the middle of both your. So Explosive Powder (Fire, level 1) and Holy Water (Water, level 1) gives you Traveler's Wings (Wind, level 2).

This is sorta based on Dragon Quest Monsters' breeding/fusing system. But it kinda relies on the weight of losing a monster. In order to copy that weight in alchemy, since Items are probably more abundant than recruited monsters, you should probably also add either a monetary payment or a third "catalyst" item to the process.

And if you want something even more complex, you could try looking at SMTIII's demon fusion system.
>>
>>150247568
Actually I was thinking about using it for making monsters. Not quite fusing them. What I'm thinking is that monsters drop runes and you could combine these runes to make new monsters.

So, if a slime drops a water rune and a golem drops an earth rune you can fuse them to make a dryad.
>>
>>150245806
/cm/, /co/, or /aco/ drawthreads if you want free stuff.
>>
>>150248018
Well, you probably still need to structure things a bit. A dryad sounds like you'd need either a plant element/group/clan, or establish a water/earth hybrid group. In which case you'd also end up with some hybrid characters that drop both water and earth runes.

Moreover, assuming that you higher level creatures just use a larger number of runes, you will probably need some kind of level cap. Much like SMT.
>>
>>150233912
What's up with the highlights having those slightly darker colors around them? Looks good otherwise.

>>150218208
It's pretty obvious, but hopefully the long-running theme of putting said fetish into rpgs hides it somewhat.

>>150251083
Maybe you could give the runes themselves levels, with the level of the runes determining exactly what gets fused? The level cap also seems like a good idea, though.
>>
>>150252407
Trying to test how to make highlights stand out without adding more colors to the art. It's not going well as you can see.
>>
>>150253005
It might be worth either getting rid of the highlights, or biting the bullet and adding an extra color.
I'm also assuming that her right hand isn't quite finished, as right now it looks a bit wonky.
>>
Everyone of you is a wonderful person.
Please don't lose hope.
>>
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>>150258662
They're hiding their power levels. Don't let them fool you.
>>
Have any of you ever tried making some kind of animation that plays at some point in the game (the beginning/end maybe)?
I've never used the Show Movie command so I'm just curious if any of you have.
>>
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Have you made anything for your game that you ended up realizing you didn't actually need?
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what next.. actually coloring them?
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>>150260958
The third one seems to be perpetually crying.
>>
https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

My friend removed Katakura Hibiki's Lords of Darkness from his account, so I uploaded it to my own. Public link if anyone needs it.
>>
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Which one looks better? The background colour is likely going to be the tone for most of the backdrops in the game.
>>
If I save during a playtest in a specific map, will changes made after that save in other maps be present if I load that save file?
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>>150263571
yes
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>>150263501
right
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>>150263501
Left if you want the sprite to stand out in-game and avoid parts getting mixed with the backgrounds, right has a better border artwise.

Nice sprite by the way.
>>
>>150263759
Cool, thanks.
>>
Are people bothered when authors recycle concepts between works?

Say, I make my current villain a benevolent dictator for whom everything goes horribly right, mostly due to a mix of ignorance and overcompetence. Would players be bothered if I recycle the concept for other projects?
>>
>>150267224
I think it would be pretty lazy to recycle your villain.
>>
>>150267224
not sure i even understand what that character is

the badguy is a goodguy king, and things are going well in his kingdom because he's too good at being a king..?
>>
>>150267224
Depends on what you recicle. You can take the risk but if you recicle too much or something important then people are going to notice and could really ruin your game.
>>
>>150267224
Fire Emblem has been slightly rewritten for over 20 years. It's their style. If they did anything else, they'd look merely average
>>
>>150268468
"Horribly right" is more like when things go as you planned, but you didn't really consider the full implications of what you intended. Think of Timmy Turner's wishes from Fairly Odd Parents. So, for example:

Order extermination of dragons. But it turns out that dragons predated on things like behemoths, wurms, etc more often than they did on villagers. So the extermination resulted in the overpopulation of monsters that are overall much harder to control.

Send zombies into mines to substitute miners from their dangerous line of work, as well as getting workers who don't need oxygen and can work all day into the mines. Which in turn lead to much higher production of gold... and also higher unemployment and inflation. Not to mention that he also had to swipe religion to get away with using zombies as workers, so now the nature spirits are angry.

His final goal is giving everyone immortality... Obviously it is going to be a disaster of monumental proportions.

What makes him a villain is that he doesn't want to accept that these things were mistakes because of his inflated ego, and deludes himself into thinking that everything is going alright, which is helped by the flatterers he has surrounded himself with.
>>
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>>150242317
I dunno. It's not just elementals; it's humans in general. I've spent all night wandering through Japanese material blogs and rarely saw any human guys except for rtp edits.

Makapri had a decent amount of dudes, although some were pretty feminine.
>>
Working on anything good lately, /rpgmg/?
>>
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>>150277002
Just sprites for now, had a bit of a complication with the side sprite but I think it looks good now. The very-faintly-tinted-red-black outlines are on another layer so I can edit them more easily later if I need to, or if I want to ditch them completely.
>>
activate the dead, or you'll be dead
>>
I've put more effort into the title screen and intro to my game than the game itself.
>>
dead
>>
>>150277002
Yes
No ;_;
>>
>>150272507
Eh, I'm trying to throw in some amount of male characters in my game myself, seeing as a setting that's overwhelmingly female seems a bit strange to me.
>>
>>150290784
Check your priviledge, male scum
>>
>>150241880
are they? i can only think of final fantasy and like.. golden sun. what are you even thinking of?
>>
>>150290784
I'm doing the same but for females in my project, it's hard to keep the ratio balanced

I just counted my units after sketching up a bunch more and my ratio slipped to 2:1 guys and girls, went and converted some of the male concepts to women
>>
>>150290784
>>150292030
One of the benefits of making a magical girl game is that it's totally normal that all the playable characters are girls. Even the boys!
>>
>>150290784
>>150292030
>>150292173
I've only got three girls in my game so far while everyone else is male, one is the protag and the other two are both bosses. I don't think there will be much more named females than those three unless they're involved in a sidequest or mini-game, world-building wise it's actually not logical for the MC to interact with as many women as she does men.
>>
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>>150292173
>Even the boys!
I hope you don't mean in what I think you mean
>>
>>150292478
Why did I never think of trying this before? Thanks, anon!
>>
Anybody knows how to change the starting party, so that i start with a one member party
>>
>>150295000
Pls
Should i just leave the firts actors empty?
>>
>>150295000
Tools>Database>system
can add or subtract them there.
>>
>>150295483
Ah, thanks a lot
>>
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>>150233912
That looks nice.

>>150277002
Changed and recolored the windows a bit, think it's easier on the eyes this way.
>>
>>150298018
>Not so high heels
Really made me laugh for some reason.
>>
So how much work did you guys get done this weekend?
>>
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>>150277002
making a simple RPG/Adventure game based around 19-21th century germany and a lot of time traveling

The plot:
Its [the current year], you go to 1936 to kill Hitler, but once you return things are the same as they seem.

Its just a bunch of /h/, /gsg/ and /pol/ memes for on paper, but it has potential
>>
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>>150292018
Final Fantasy, Tales of Series, the Rpgm RTP
If it's male, it's a monster.
>>
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>>150299851
>>
>>150299851
are you saying stuff like ifrit/efreet in ff/tales don't count? are those considered monsters or something?

what's an "elemental" then?
>>
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https://soundcloud.com/mondo-nugget/mystic-future-alpha-formation-squad-delta-6

Would be cool to do like an airship shooter segment. Dunno if its feasable or not in rpgmaker though.
>>
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>>150292478
>>150292741
Reporting in. They were nowhere near what I was expecting.

Those authors don't understand what "magical girl" means. Works that sell themselves using another genre's coat of paint make me mad. It's disrespectful and ignorant.
>>
>>150300725
Oh, excuse me. I meant they're always human females, as opposed to furry anthro types. So yeah, ogre/pig/skull/dog-face demons don't count.
>>
>>150298018
Looks better.
>>
>spend an hour making a sprite
>it looks like shit

At least I'm learning.
>>
>>150277002
A little voice work. Have to space it out since I'm an amatuer and some fo the vocies use a fair amount of gravel
>>
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>>150299851
or an old bearded man
>ramuh
>maxwell
>spiritual 7 in the ace RTP
>>
https://www.youtube.com/watch?v=g8w3f9x6zi8

That's pretty fuckin' neato. SumRndmDde has some nice plugins too and they're free to use even in commercial games.
>>
>>150319170
How do you make so many goddamn videos?
>>
>>150321982
What? I'm just one among the procrastinators in this general, anon. I was searching for recommended MV plugins sites on Yanfly and Moghunter's blogs and I've found his.
>>
>>150316743
That's true. I was going to say Ramuh was an exception. But that's kind of muddying the concept of a elemental being with a God who has elemental powers.
The semantics get messy. A soul of fire. A god of fire. A body of fire.
I'm not even sure what I mean anymore.
>>
>>150302049
I still want to make my magical girl RPG, but I still can't find any good music for it.

I've also been questioning where I could find a suitable menu skin for it...
>>
How do you do a "masked" antagonist properly?
I mean how do you make the big reveal satisfying instead of underwhelming?
>>
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>>150325628
For now, I'm using songs from the Dokidoki and HaCha soundtracks, and this window skin by leilaheliday. I'd like to have original stuff eventually, but I'll get to it at the end. No sense being held back from the actual game-making part, just waiting on resources forever.
>>
>>150325701
It can't be obvious, but it can't be completely unexpected. One of the finest narrative lines to walk.
>>
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>>150327620
>VX Ace size
Well... that doesn't do me any good...
>>
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>>150299851
This is true with Mana spirits in the Atelier series. The girls are literally girls while the boys are more abstractions of their nature. The exception being the Wood Mana.
From a design perspective, the thinking might be that boys have to obsess over girls. That's what the wood mana does in the games I've played. Maybe "wood" mana is a double entendre.
>>
>>150331462
When a guy doesn't take an interest in a girl
>He's married
>He's a different species
>He's gay
>>
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Finally got around to setting up a proper to-do spreadsheet. 48 items I can think of so far off the top of my head.
>>
>>150332454

Shit, I'll have to rewrite everything now to make sure the main character is constantly hitting on every girl. I don't want people thinking he's gay.
>>
Please don't die.
>>
>>150337175
It's hard to post and actually make progress at the same time though.
>>
>>150334582
Remember! Homosexual characters are strictly for comic relief. It's funnier the more questionable it is.
>>
>>150337175
We all are just working very hard
>>
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>>150241880
Secret of Mana says hi
>>
>>150334394
Now I've got it automatically changing the color of the row depending on the status and type, and I've set up a pivot table to track the number of issues.

Pretty soon I'll be able to do some actual work!
>>
FLYING BUMPAROO
>>
>>150347369
this
>>
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working on art
>>
>>150277002
I've been playing a lot of DQ8 and now I want to make a Dragon Quest clone of some sort with a silent fully customizable party. I'm planning out Vocations and Skills at the moment.
>>
>>150241880
Well, in SMT, you have:
Gnome: Male
Undine: Female
Sylph; Female
Salamander: Animal
Mitamas: amulet-things with faces. Three clearly male, 1 possibly female.

In Dragon Quest, 99.5% of monsters are male. Including the elementals like Dancing Flame.
>>
>>150349676
>I'm a shark
>Suck my dick
>>
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>>
>>150351519
Nice
>>
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>Old sprites for my previous project took weeks to tweak and adjust and they still weren't good and only had two shades per color
>This only takes a few days to make it look pretty much perfect in-game using an animation adjustment script

reminder that improvement is real
>>
You're working on your maps, right?
>>
Never give up Anons
>>
http://vocaroo.com/i/s1UO1e0sK3ZO
>>
>>150356705
Not maps, just events. Also doing a little voice work. This next episode is gonna be a weird one
>>
Tell me about your MC's family
>>
>>150365180
One character's an orphan who was raised by bandits. The other two have basically spent their entire lives at the academy of magic.

None of them have real families to speak of.
>>
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Any advice for how to make a side-scrolling 2D rpg with turn-based battles work better? I'm thinking making almost all of the fights avoidable (at varying difficulty) and making fights not extremely common. I want to avoid a situation where players are transitioning between the 2d-scrolling and battles constantly. Any input on this and the idea in general appreciated. Some of my favorite games were Zelda II, Metorid, Tomba, Wonder Boy, etc.
>>
>>150366130
Making anything that RPG Maker doesn't do by default will either require you to do massive amounts of eventing or scripting.

If you want to do a side scroller with RPG elements, don't use RPG Maker. Use Construct or Game Maker.
>>
>>150366130
Can't you just make it so that the player doesn't use the up or down buttons? Or have gravity work. I'm certain there's a way to use rpg maker to make a platformer.
>>
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>>150366528
>>150366436
Oh I've already figured out how to do it, I just want to know game-play wise what you all look for in the genre (I know games in it are rare) or if you had any gameplay related input.
>>
Man, I get so triggered whenever I see
>If you're doing anything that's not default RPG Maker, use Game Maker instead.

I just want to tell people to fucking STOP. It's the same amount of work regardless of what engine you choose.

If you're the kind of person who's capable of making a decent ____, then GM provides nothing you couldn't do yourself easily in any engine. You just have even more extra work to do when using a more minimal engine like GM.
>>
>>150366746
I'm going to bring up the ice crystals again from valkyrie profile someone mentioned earlier.
Seriously if you can manage to make something similar it'd make your game a lot more enjoyable.
>>
>>150367908
Also it'd help the whole "avoiding battles" thing you're trying to go for.
>>
>>150366130

I like your idea about the battles being avoidable, if you can show that on the exploration making it so that the player can choose to avoid an enemy depending on the path he takes that could be cool.

I don't think you need a lot more though, if you make the 2D exploration and battles enjoyable along with the story I think you're good.

>>150367679
That's the point, people warn about using RPGM for stuff outside of its intended purpose so devs won't have to suffer through the extra work.

Games take a lot of time, you think people need to waste more time on things that could be worked easily and faster with another engine?
>>
Are there any RPGs or sidescrollers that are really graphic with stuff like blood and guts? Preferably pixel art stuff. I kind of want to study that for my pixel art and sprites but I can't remember any game that are graphic like that.
>>
>>150368298
You completely missed the point.

There is absolutely nothing that can be "worked easily and faster with another engine" that RM doesn't provide.

Why don't you tell me what those features are?
>>
>>150367908
Looking into this ice crystal thing now. I played that game but didn't finish it. It was at a time where I was smoking weed every day, don't remember much.

>>150368298
Thanks for the feedback. I definitely plan on making enemies avoidable. Some examples (you play as a cat):

>Crow chasing after you.
>Open inventory and drop nut item.
>Crow stops and eats nuts then flies off.

>Wolf chasing you.
>Run into an area that is too small for the wolf to fit through.
>Wolf loses interest and walks away.

>Jumping over smaller animals, etc.
>>
>>150365180
Born to the king and queen with two older siblings. One is extremely unfit to be a successor (unstable, ruins things more than helps, etc) and the other is just extremely uninterested in owning land, instead becoming a general to protect the land of the people. In desperate need of a successor, the MC is birthed into an extremely strict lifestyle as defined by their parents.

>>150368872
You wouldn't have to look only at RPGs and sidescrollers, I think even Doom 1&2 could be good inspirations for pixel violence. I can't think of any gorey 2D RPG or sidescroller anyways.
>>
>>150371029
Doesn't LISA have some of this? Never played it, but I need to. Found this pic related.
>>
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That's about it for tonight. I made some good progress.
>>
>>150371697
I forgot about LISA but yeah it should.

Funny enough it's both an RPG and a sidescroller too.
>>
>>150371942
AND made in RPGMaker
>>
>>150372193
And a good game
>>
>>150371029
Yeah DOOM was the only thing that came to mind.

>>150371697
Never played it, I'll check it out. Thanks.

I want to make something Berserk and Darkest Dungeon style but the more gorey part is kind of difficult to pixelate and animate.
>>
New guy question. Which RPG Maker should I download if my computer cant do better than Windows XP?
>>
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Damn, converting everything from top-down to 2-d is weird. This look half way decent?
>>
>>150373526
Seems pretty good to me.
>>
>>150373379
RPGM XP (the one they built for that OS), 2K3, or emulate the PS1 version
>>
>>150373526
cute cat
>>
>>150373526
Looks pretty good
>>
>>150373379
does mv and vxa really not support xp?
>>
Should party members be introduced at the beginning?
How do you feel about a new member introduced mid-story?
>>
>>150375418
Final Fantasy IV had a revolving door party basically, and that worked alright.
>>
>>150374287
>>150373917
>>150374149
Thanks! Ill be up all night getting this room setup lol.
>>150375418
Really depends on the game. I introduce one and slowly introduce others, similar to games like Final Fantasy 7. The only downside to this is that you cannot add party members too close to the end, you won't have time to develop them.
>>
>>150298245
Glad that made you laugh. I'd like to have some light comedy from time to time in my game, so hopefully I'll be able to deliver on that, at least sometimes.

>>150310280
Thanks.

>>150353946
That looks quite nice, good work anon, and yes, improvement is real, as long as you're willing to take your time to practice and work on your mistakes.

>>150373526
Looks pretty comfy, though I'd maybe try and make the lights a bit dimmer.
>>
>>150375418
as long as the game isn't short it should be fine
>>
Good night bump
I haven't touched my project in like 2 weeks now
;_;
>>
>>150381902
Make a schedule, it's what I did when I couldn't work and now I'm working pretty much all the time and loving it. I only have this tab open because I'm doing research on farms for my own project.
>>
Work on your game or else
>>
ded
>>
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Fixin' up this area quite a bit, still only half done.
>>
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I'm a little bit confused here.
I've ran into "can't add a new key into hash during iteration" runtime error, because I'm trying to create and add to the scene events a temporary event which will play a small animation and sound effect, when a mob attacks the player, then will delete itself.
This works completely fine when the player attacks the mob or uses some other skill, like healing themselves, but crashes the game when the same code is being called by a mob.
>>
>>150386736
What is going on with your script list? I'm super confused just looking at it.
>>
>>150387075
I've just broken them down into separate parts and categorize them by what each part does. Basically a temporary mess that I'll clean up later when I'm mostly done with coding everything.
>>
>>150387206
Okay, but why? You're asking for trouble if you move around / edit / insert among the default scripts too much. There's a reason it tells you to put new stuff at the bottom.
Not that I'm saying this error comes from that, but it's just bad practice in general.
>>
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>>150387379
>Okay, but why?
For each mechanic I have I have categorized it into each own section and put each part of the script that relates to that mechanic into its own section.
>You're asking for trouble if you move around / edit / insert among the default scripts too much.
Moving scripts around is just changing the load order. Plus I don't touch the default scripts themselves. It's much easier to roll back or look at stuff when you have the default scripts still in tact. I just take parts that I need from the default scripts and put them into new ones. You don't need to rewrite the whole script each time when you need to change something in it. That would be absurd.
>it's just bad practice in general
Easier for debugging and finding parts of code that you need, especially if you haven't touched the certain sections of the code.
>>
>got a day off
>promised myself to learn parallax mapping
>first 30 mins was okay
>afterward all that shit become convoluted on how to make a specific layers on top of layers
>make more laeyrs and make sure to have right size

I can't do this bro. Anyone have a simple or a link where they learn parallax mapping ?
>>
>>150388041
Oookay, okay. I see now. You confused me because your customized parts have the same name as the default parts. That makes it look like the total opposite of what you're actually doing -- when I saw the names of default scripts jumbled among new ones, you can surely understand why I thought you were editing them directly. That's what I called bad practice, it's nothing to do with your organization.
I think most people would not have multiple entries with the same name like you have.

Personally, when I copy-paste vanilla functions to make small edits, I dump them all into a script entry called "my modifications". Keeps it all clear and orderly. Though, most of the time it's better to alias them anyway if you need to make major changes.
>>
>VX Ace
>Fomar's ATB internally counts seconds in a fashion I can't decipher at all
>Yami's ATB doesn't have Fomar's implementation of using time as a resource that's only partially taken on some actions and also requires Yanfly's stupid horseshit
>Can't just use the default battle system because what I want to do involves timing when enemy actions happen as a single character, something that's perfect for Fomar's time resource thing

Time to figure out what's going wrong in Fomar's script I guess.
>>
>>150388518
>I think most people would not have multiple entries with the same name like you have.
Well, I guess it is confusing when looking at from the side, but that name field doesn't affect anything. And when you need to add new methods to a class or rewrite the existing ones, you're going to still copy parts of that class anyways. So instead of dumping all of the classes into one file, I create a new file for each class, just separate them by what mechanic they belong to.
For instance, in that last screenshot I have (Action Battle System) so all of the scripts there are related to the battle system that I have.

>Though, most of the time it's better to alias them anyway if you need to make major changes.
Aliasing is good if you want the original code of the method, from that same class, but which isn't loading by default, to work plus dump in some of your own code on top. If you want to completely rewrite a method, then aliasing won't do you any real good.
>>
bump to say
>>150388863
Apparently getting a fresh script and just doubling the time it takes for a turn fixed Fomar's script. I have no idea what I did wrong the first time.
>>
>>150384860
>>150384860
If it is supposed to convey the protag's loneliness, I think you should probably put a bit more space between objects, so it looks more empty.
>>
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Hey /rpgmg/, I'm gonna be annoying and ask for help on something that's probably extremely basic.

I can't for the life of me find out what the spacebar button is called in scripts in VX Ace.

Tried both putting random shit in and looking on google and I've had no luck so far.
>>
>>150395140
Spacebar is ":C", like Enter or Z
>>
>>150395140
have you tried just doing :space
>>
>>150395140
those :buttonnames

are likely mapped to things like ABC, XYZ, LR?
I think that was the name of them in vxa
>>
>>150395328
Thanks man.
One step closer to my dream of fun game without actually working my ass off.
>>
ded
>>
How are you doing the healing in your game?
>>
>>150400527
Potions, or the dedicated healer. As basic as it gets.

Next time, I want to try adding a character who has a 'First Aid' type skill, which only costs one MP but heals a lot for the cost. It would take too long to be worth using in-battle, but be super-useful in the field
>>
>>150400527
>shmup
it's likely only going to be from the melee class lifestealing.

if there is going to be a traditional healing spell, it's going to be terrible. that's for sure.
>>
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Progress!
>>
>>150400527
It's almost all incidental. The buffer class's party buffs come with a small heal, the knight's cover ability heals the user, the thief gets passive regen, et cetera.
>>
>>150400527
Items only, though I might have healing points around if the game ends up with a high skill ceiling.
>>
>>150400527
I have made 22 healing spells so far, with 12 still left to go. So that is it for combat.

Characters also have a regen factor, which is boosted by food and might be weakened by tiredness, illness and some weather conditions. You can also sleep in an area that has been cleared of monsters for full regeneration.
>>
>>150403140
curious why there are so many
>>
>decide to make my own tiles
>they look ugly as hell

What's better, shitty looking original tiles or RTP?
>>
>>150403140
I can't even conceive of a way that having 34 healing spells would have any kind of point.
>>
>>150403282
Original, people can easily tell when you're using RTP and it detracts from their experience. Better to fail than not to try at all.
>>
>>150403282
It depends on just how shitty they really are. If they're like, eye-bleeding offensive, then RTP is better. If they're just amateurish, plenty of folks would appreciate them over the RTP, even if they don't look as good "objectively".
>>
>>150403174
I only have two playable characters, but they go through 16 different classes that represent different aspects of nature. There are around 200 planned skills, overall.

It is necessary to ensure that at least half the classes are capable of SOME form healing for combat purposes, so I need healing in almost every flavor (ie, water-flavored healing, plant-flavored healing, decomposition-flavored healing, mist-flavored healing, poison-flavored healing, etc)

>>150403285
Well, so far I've been playing with different power levels of:
"Hides to heal". Like a Jump but for healing.
"Doom Healing": Set up a counter for full healing.
"Sacrifice healing": Similar. Pay life 1 turn. Get full heal the next one.
Leech/Drain effects.
Heal everyone. Including your opponents.
Drain-everything healing barrier that lasts 3-turns.
Rebirth: Heals you entirely, but removes your boosts.
Temporary Invincibility.
Item spawning.
Ally spawning.
"Jutsu" with a possible healing outcome: Character uses small movements that give minor stat boosts, in order to get a "pay off" that might be healing or damage, depending on the order of the moments.
>>
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>>150403282
even just coloring on top of the rtp with flat colors is more appealing than it.

lacking spriting skills isn't an excuse to use the rtp.
>>
>>150404767
Clashes terribly with the sprites there, though. You definitely gotta flatten them too.
>>
>>150404934
obviously.
>>
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>>150404767

I've been editing the RTP thinking it would look better. Changing some colour and details.

It still feels like the RTP and doesn't look great, but I'll keep making changes until maybe eventually it'll look decent.
>>
For Moghunter's Theatrythm script, how do I remove some buttons?
>>
>>150404767
Huh, I actually like that style. Kind of amazing how something so simple is better than the boring RTP.
>>
>>150199151
Are game development generals dead?
>>
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>>150406468

I'm thinking of doing something similar to >>150404767 and changing all the sprites to only have a few colours each.

How do these houses look? Ignore the doors and other sprites.
>>
>>150409317
they look like a wall and roof.
>>
>>150409317
Honestly, if you hadn't told me, I wouldn't have noticed. The wall, yeah, but probably not the house.
>>
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>>150412141

Really? I took these 2, combined them and changed the details.
>>
Should a game with a TON of sidequests use enemy level scaling? What are the alternatives? Experience scaling?
>>
>>150412907
Absolutely none of the above.

A huge part of the point of side-questing is the exp and rewards. If you devalue that, no one will bother with your side quests, and rightfully so. Balance your game properly. If you do, it won't be a problem.
>>
>>150412907
Level scaling is lame, make enemies use more attacks if you're overleveled. Or just lower/remove the experience gained from sidequests but keep the rewards good so they're worth doing.
>>
RIP
>>
>>150416995
>>
>>150413307
Experience scaling sorta works in favor of sidequests, I think, though.

For example, in the SMT 1 and 2, you went out of your way to clear every dungeon because the bosses, being high level enemies, gave you like 80+ times more experience than random encounters available at the same time.
>>
>>150424553
That's not a point in favour of scaling. Bosses can give big EXP just the same without any scaling in place.
>>
What's the first line of text in your game?
>>
>>150427586
>Are you still sleeping, <mc's name>?
>>
>>150427586
>How particular, I didn't expect any guests today.
>>
>>150394184
The goal is the be comfy. The empty space is only empty because I haven't made it yet.
>>
>>150402298
Looks amazing, well done.
>>
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Trying to make a dark map, I need some tips.
I should probably remove that shadow on the left, right?
>>
>>150434257
Also please tell me if the light coming from the stained glass windows looks bad.
>>
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>>150434405
Actually it's bugging me a lot so I changed it a little.
>>
>>150434625
The problem is if light were coming through a window it would actually illuminate a good area around it as well as the beam
>>
>>150434257
>>150434625
It looks like its just an oval. Light coming through would be in a cone shape, starting from the window.
>>
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>>150436005
>>150436042
Thanks, does this look a bit better?
>>
I can't decide whether I want names for every random villager or not.
>>
>>150437250
Close but you want a harder light edge around the windows themselves.
>>
>>150437283
Why not?
>>
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>>150437250
The windows shouldn't get darker. If you're tinting the whole screen it's never going to look right.
>>
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>>150437250
Try something like this
>>
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Well, I didn't really do much of anything today, except for fixing that one annoying bug, but I guess it still accounts for something.

>>150402298
That looks very nice.
>>
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>>150439417
How's this?
>>
>>150442386
oops, just realized the reflections are backwards
>>
>>150442386
Like the other anon said, it still looks too dim. You should try using parallax mapping to make the map look darker instead of just tinting the whole screen.
>>
>>150442386
It works for moon light
>>
>>150443008
>>150443581
The outside maps in my game aren't very bright so I've been avoiding making the windows bright like in >>150439417
>>
>>150441254
How did you end up fixing it?
>>
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Do you all personally prefer default face graphics or just scaled up sprites in place of face graphics?

Pic related for what I mean by the latter.
>>
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>>150450628
I've always been iffy about unique portraits, mainly how the default RTP one cuts off on all sides but if some rules are followed they can be alright like the one for FF6; it very rarely cuts off and the head is all in the box the majority of the time, usually only hair being cut off.
>>
>>150451490

I've put a frame around them so being cut off isn't as jarring.
>>
What do you guys think of a party consisting of two cute girls and one cute boy (not including the player character, whose gender is left ambiguous)? The first three characters also used to belong to a party of three girls and one boy. Should I change this? Is there any way this can be done wrong? Or will people generally think nothing of it?
>>
>>150457326
I can't really say I care much about the genders of the party unless there are some lewd purposes involved.

The team dynamics are waaaaay more important, IMO.
>>
>>150457326
I think you're putting too much thought into this.
>>
How do you make bar sections?

This is very important for making sure the game is playable without massive trial and error.
>>
>>150458258
>>150458443
Okay, thanks guys. I'm probably just being autistic.
>>
>>150458815
What exactly are you talking about? Do you have an example?
>>
>>150461564
I want to split up a certain bar into 10 sections so it's easier to tell how much of it is filled at a time. Sort of like Dota 2 health bars except without the number variance, just split by percentages, so essentially there's a line after every 10% of the bar.
>>
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>>150457326
>2 girls
>1 "boy"
definitely overthinking it. that's almost literally my party as well, though more like "pretty" instead of "cute"
>>
>>150464131
That sorceress has some hella huge calfs compared to everyone else, I hope you implement that in gameplay somehow.
>>
>>150464131
Wh-which one is the boy?
>>
>>150464131
What classes are these?
>swordsman
>spellsword/fencer?
>magician
>assassin? what are those things?
>>
>>150464595
Only one way to find out
>>
>>150356845
>>
I want to hug your MC
>>
>>150470770
T-thanks, I'm sure he would appreciate it
>>
>>150470770
She'd be bothered.
>>
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>>150470770
>>
>>150470770
This makes me feel weird for not drawing my own character. Then again I'm terrible at drawing.
>>
Season Pass DLC 3 Train Tilesets and Characters please
>>
>>150471512
Which one's the MC?
>>
>>150473791
The cat
>>
>>150450628
I like pictures rather than scaled sprites. The default face graphics though? Nah.
>>
>>150400527
I'm only doing one-hit kills, so healing won't be a factor. I like how instant death makes the player feel less in control.
>>
>>150337852
Shit, there go all my plans for gay romance.
>>
>>150442386
It seems kind of airy and dreamy to me. It's good, if that's your goal.
>>
Working hard on your games everybody?
>>
>>150475697
Having a break for 15 minutes, I just need to figure out how to split up a bar into 10 sections and that would pretty much make combat golden. I could probably add an image on top of the bar to simulate having splits but I'm worried that it won't be as simple as that.
>>
>>150473791
As other anons have stated, the cat. The other character is the MC from another anon who used to (still does?) frequent this thread. He drew the art!
>>
>>150404542
Now add a zombie status effect that reverses healing.
>>
https://www.youtube.com/watch?v=64nrs7-U-9w

finally another video update; writing music and scripting is so much more fun than drawing, jesus christ.
>>
>>150474828
Not a lot of good recipes for that. The whole butch-bitch dynamic is too hetero-normal.
Pederasty comes with a lot of cultural baggage.
All of Japanese folktales legends or whatever with homosexuals ends with one of them dying, usually suicide for tragic reasons. (Nobody does tragedy these days)
School yard romances are predictable and the mandatory teenage identity crisis that comes with coming-of-age stuff is only interesting to, well, you can guess.

I mean you can force something bland. They hooked up sans-plot and stayed that way for the remainder of the game, never really examining their relationship beyond sharing a sleeping bag because there was more pressing matters at hand, like an Evil empire or whatever.
>>
>>150479817
That delay from when you move the cursor to when the character reaches the cursor looks like it'll get annoying fast.
>>
I wanted to ask for help with a story, but as I type it in I realize how stupid everything sounds.

I wanted a game that had to do with a prophecy being wrong, the "protagonist" dying, and you having to fix it. The main character was a ranger and your generic childhood friend happened to be a fairy. Who also happened to have been possessed by the villain at the start of the game in hopes of having a chance at love with the ranger. My friend literally responded to this "Airy lies" and I gave up.

I tried a dream setting, but it changed into a sci-fi sorta. The past was blown up by a old super advanced humanity trying to force evolution and become divine, unfortunately the "angels" were used for war and nuked the planet, last second ditch effort by seven scientist saved what wasnt nuked but left them in a world without memories, bar the scientist. One of them goes emo, takes the blame, makes everything seem like a fantasy world bar a few hints here and there. The player is from the real world and makes his way to stop the Evil Queen but slowly unravels the world's memories and tries to fix what he can. The problem with this is a lot of plot holes and the complexity of it all.

I tried and alchemist setting where shit got fucked up by a demon and you gotta fix it, said demon tries to recruit you and grant you your desires but said desires monkey paw you in a bad ending. One for each character. Also gods are ayy lmaos and dont do shit to help you. This one is just so complex because I am trying to make a not Seiken Densetsu 3 with a decent cast with branching stories, but it looks like I'd have better luck in Gamemaker.

Last few are odd bits here and there, revisited the dream setting, tried five stages of grief but it looks like 2deep4u shit. Tried a sci-fi, friends said no sci-fi.

I'm only good at world building and dont know how to make a good story aside "make main villain new waifu".
>>
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>>150485451
Nobody is original but there are ways to make things sound more original. You need to look at different angles of writing if you want to make a good story because it sounds like what you've got so far is mainly playing it straight.

Though to be fair I'm playing it straight with my own game too; simple revenge story about a character that was very isolated as a child, looking to kill a sibling for doing something that is understandably extremely wrong with and no valid justification whether in their world, IRL or even in any other fantasy world for that sibling to have done that thing. It's not very complex but I think it'll be fun, especially trying to bring out the themes of the story and setting to their potential.

If you want to be complicated, try to think of something simple, then add things that are reasonable to make it work. As practice, try to write something in the style of a Zero Escape game and try to fix plot holes as you go, perhaps with more plot threads that lead to sensible conclusions.
>>
>>150485451
It's nice that your reach exceeds your grasp. Keep that imagination strong, anon.

>I'm only good at world building and dont know how to make a good story aside "make main villain new waifu".
Then make the best damn one you can! Once you've exhausted that well, your brain is free to explore other genres (or take what its learned and make it even more complex/interesting)
>>
Are bosses that you're supposed to lose against ever a good idea?
>>
>>150486648
No.
>>
>>150485451
I'm not that great at making stories, all I do is try to come up with something simple and heartfelt. I feel like that can go a lot deeper than a plot that is intellectually challenging. That is just my personal preference.

That said, my feedback regarding all of these story ideas is that most of what they are composed of is fairly cliche. I think your stories could be strengthened by being condensed and more focused. The first story starts off with a very strong premise, but I think it gets too complicated. The second setting is very much like Evangelion, maybe I'm just too big of a fan but using "angels" instantly made it obvious. Interesting plot but, again, too complicated. Why is there an evil queen?

The last one is actually the most interesting to me because its fairly concise and easy to jump into.

Also, make sure your friends are actually taking the time to understand you and give you proper feedback. I've found almost everyone IRL a complete waste as far as feedback goes.
>>
>>150486648
Yes, getting your ass kicked by a boss can make them appear stronger. I like to completely overdo it if its a "must lose" battle and make them COMPLETELY fuck you up.
>>
>>150486648
>>150486824
The problem with bosses you're supposed to lose against is the issue if wasting time and resources, that's why everyone hates them. Trying hard only to find out there was no chance of winning and no reward for the effort is very defeating for the player themself, not just for the game party.
>>
>>150486943
Making the player feel frustration can be rewarding if you do it correctly. The more angry you get at a boss that kicks your ass, the better it feels to finally defeat them later. Also, you can avoid making the player waste too many resources by making it insanely difficult. I also like to throw in a little preview of abilities so they can start thinking about how to best it as they acquire new skills.
>>
>>150486391
Another perspective? I could do that or from perspective(s) to make a story whole. Ot just pull a Dark Souls and hide the story around the game. Gonna look up Zero Escape and see what I can do.

>>150486479
Thank you! I just need more time and try to reach out for as much feedback as I can. I have pages of notes for these projects all details about everything.

>>150486745
I cant help but avoid cliches, some are things already done that I had no idea existed before someone pointed it out it was exactly like another game I never even knew existed.

One of the scientists becomes the Evil Queen because she felt she was responsible for everything and wanted to unite humanity under a common banner, having everyone blame her for the destruction of their earth.

Probably going to see what I can do with the third one then. I really hope there is a mana/ys combat system somewhere. Base combat system and formula is shit.
>>
>>150483207
you feel it's a "game feel" issue, right? what do you think the solution to it is?

the most straightforward fix is to just increase the movement speed to something close to the mouse cursor's.

which has its pros and cons
+ it feels better to have movement more responsive
+ it makes natural shmup skill more effective
- it weakens the usefulness of active defensive skills, such as dashes, bullet erasing, blocking, time stopping, etc.
- it weakens the usefulness of the movement speed stat

i've been developing the project with three intended control schemes: mouse&kb, kb, and gamepad.

it's really just an issue with one of them, and it's likely the least familiar for anyone interested in the shmup genre. the mouse control scheme derived from Valkyrie Sky, and personally, i don't even really think the slow movement speed with cursor inputs is a problem.
>>
>>150449287
Instead of calling the method directly, I just made a boolean that loops in another class' update function so as to call out that method once per frame update, if needed, instead of calling it out asynchronously.
>>
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Working on remaking the battle sprites.
Left is New, Right is Old.
What do you think?
>>
>>150487667
I prefer the right.
I'm very curious, how many copies has your game sold thus far?
>>
>>150487667
Nice work, you're improving a lot Karbonic. Dont know about the greenish skin tone though.
>>
>>150487843
What do you like better about the one on the right?also souls crushingly depressingly low
>>150487854
It's weird, the face is completely yellow on the color spectrum, could it be the blueish hair around it? Btw how has the long road been coming along, I haven't been on /rpgmg/ lately
>>
>>150488070
It's going, I'm doing the same thing you're doing. I actually just came back after a few month hiatus (family/finance shit).

Have you marketed your game at all? Just curious as to your process. I'm going to be putting mine on steam in about 5 months.
>>
>>150487667
Both have their own appeal, but the left one seems to be a bit more detailed. Though I do agree that you should probably change the skin colour unless it's something that you're specifically going for.
>>
>>150488070
>>150487667
Also check your monitor colors, I'm pretty sure thats green tinted. (either that or my monitor is fucked).
>>
>>150488135
I'm really kinda confused as to how to market it.
Steam has a kinda weird system for it, so I'm trying to think of good places on different sites to promote it.
>>
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>>150488214
>>150488136
>>150487854
Does this fix it?
>>
>>150488408
I think you should try and re-calibrate your monitor. It looks very greenish.
>>
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>>150488479
how's this
>>
>>150488623
Much better.
>>
>>150488662
Good. I have a bit of trouble with this because I'm very colorblind so it can get in the way
>>
>>150488623
>>150488479
i think it's fine depending what kind of scene the sprite is being used in.

you can't really judge the color of something that much without the scene's context.

>>150488715
..oh
>>
>>150488070
The left is much better on a technical level he feels like a poser or something, not sure how to describe it.
Aw man that sucks, while I didn't finish your game yet I think it's fun and has a unique charm to it.
>>
>>150488715
Oh, I see. Yeah, I guess that can be a problem. But I'd still personally make it more yellowish and add a bit of some light pink on top.

>>150488810
That's not a very realistic depiction of skin colour unless they have alcohol poisoning or it's done on purpose with every character.
>>
I need help writing my story. I realized I've trapped myself. What's a good excuse for permadeath if resurrection spells exist? There's a character meant to die in battle before the game takes place, but it makes no sense if there's a healer there. I already have a reason for the healer to be unable to prevent this character's death in the first place, but I want this healer to also be able to resurrect party members because he joins your party eventually. And I want those party members to stick with you through the whole game.

... I guess maybe I can say he hadn't learned the resurrection spell at the time, but that feels too cheap because I don't think this he would've let his party fight a super strong boss without knowing that spell if it existed.
>>
>>150489070
Implement soul/spiritual destruction.
>>
>>150489070
you could always go with the classic "KO" instead of "death" in battles
>>
>>150489070
/what's going to kill the character?
If it's supernatural you could have it so something prevents the healer from using their spell?

Maybe make something that eats the essence of a creatures being rather than killing them.
>>
>>150488975
it actually makes a lot more sense why it's colored that way, and your advice on how to make it more human-like is going to be completely lost.

there's no difference between pink, yellow and green. they're different values of the same color.

anyway, if you did see his cast and world setting, they ARE all colored in that manner. it fits within that world, and attempting to make him change it from what he's established is actually going to make it worse.
>>
>>150489070
Proceed to don't care about that like FF7 did.
>>
Question, me and a friend was thinking of getting RPGMaker MV but wondering if we can split the cost and share, I'm not too familiar with this and wondering if its possible?

Sorry in advance, keep looking online and no one seems to give a clear answer to this.
>>
>>150489070
>>150489486
Any resurrection stuff could just technically be non-canon honestly.
>>
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>>150489525
It depends, if you buy it from the official site you should be good, don't buy it on steam.
>>150489464
Nah dude, I definitely appreciate the advice he was giving me.
mfw most things where a character seems less human due to skin color are most likely unintentional
>>
>>150489703
Ah right thanking you anon, going to get it on the official site now in that case
>>
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I can't possibly imagine why I'd need 20 states for the character but I'm loving the potential anyways. Shit like this opens up new possibilities.
>>
>>150489352
It's supernatural. It basically is the culmination of the despair of everyone in that village and it's purpose is to put everyone out of their misery (unless I get a better idea for this big bad). So I think that would make sense in the context of this monster. So would >>150489287. What better way to ensure they'll never hurt again? So thanks!
>>
Good night bump
>>
>>150491380
>>
What are hard RPGM games?
>>
>>150493568
Maidensnow Eve. I think I'll never be able to complete that fucking game.
>>
>>150491380
Good morning bump.
It kind of sucks that there are a bunch of /rpgmg/ folks I'll never talk to because they're upside down.
>>
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>>150489539
If world building isn't massively important, sure. But if it is, then such a glaring contradiction is irritating. You end up with the Aeris/Phoenix Down problem. People still debate that, even though I'm pretty damn sure it's either explicitly or heavily implied the characters are just K.O'd.
If you can help it, try to keep it consistent. Just say the characters are unconscious or badly wounded.

>>150489703
>spoiler
Eh, I wouldn't worry about it. Your game has a surreal atmosphere, so it doesn't look out of place.

For the record, >>150488408 has pale yellow-green skin. Kinda like a lighter version of that avacado green they have on hospital walls.
>>
>Fomar's ATB has a bug with turn counting that changes when turns end randomly
>It counts turns by checking how many frames elapsed from the last one, so say every 30 frames of time advancement it's a new turn and durations count down and regen procs
>Actually causes some Turn End states to last infinitely if they're used long enough into the battle
>Tried to specifically make it so that the character and enemies only acted on the first frame of turns but the variances are much more off than that.
>No scripting knowledge so I have no idea how to fix it.

scripts with so much potential wasted on stupid mishaps, don't even know if fomar is still on the internet and if he is he's not doing a very good job staying connected with everything

>>150495905
i'm an upside down person and am very annoyed
>>
It keeps happening man.
>>
Thread is so dead.
>>
>>150501218
I don't feel like posting about this stupid fucking ATB every time something comes up but I guess I will now. I managed to figure out how to get a similar style of ATB using states as turn delays instead of having an actual ATB bar, which is actually great because I found a use for this stupidly long state bar in the process >>150490570
>>
>>150490570
>>150501552
>20 states
Jesus, the only instance I can imagine even a forth of those being at use is at some huge boss battle, but even then states usually disappear after a couple of turns.
>>
>>150501879
10 of them are going to be used for the garage rigged ATB, and I still don't know what I'd do with the other 10 since I don't think status effects could cover it, though theoretically I could also use it to denote where in a combo chain the player is. It'd be more work but I don't know if it'd be worth it since checking where you are in a combo is as easy as checking the skill lists. Maybe if they came with little buffs/debuffs as well it could work.
>>
>>150332454
The only reason I made my MCs siblings is because I difn't want to add romance between them.
>>
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>>150502719
I'm not following you here.
>>
>>150502719
https://www.youtube.com/watch?v=cz0OxQMfrCs

I don't see a difference.
>>
>>150502719
Good one, anon. Made me chuckle.
>>
>>150503406
I haven't seen this show, but I bet it sucks. From the related videos, it looks like he gets with the red one for some dumbass reason. Japan really needs to stop making dumb shit protagonists.
>>
How do I keep myself from procrastinating?
>>
>>150509096
Schedule + work log book is what I'm doing.
>>
>>150501218
Not as bad as /indie/
>>
>>150489304
I grew up with K.O. an not "Dead". So for the longest time I thought people were idiots for taking "resurrection" literally.

It was a long time before I played snes titles like Dragon Quest where you legitimately died and had to carry a corpse/coffin to a church and pray for their soul to return.
>>
>Halfway through making a melody for a song
>Realize it sounds almost exactly like an already existing song
How do I stop myself from subconsciously plagiarizing things?
>>
>>150513795
when it happens to a melody that has a rhythmic timing i like, i'll keep the same note timings, but change up the note values.
>>
>>150513795
why innovate when you can copy success?
>>
>>150495905
Silly Anon, I'm not a bat.
>>
>>150334394
cool.
>>
>>150515102
Then why would you go to sleep in the morning? You can't fool me, Drac.
>>
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Kinda annoying how the character picture just decides to disappear at times.
>>
>>150518665
Pretty spooky
>>
>>150518665
If it is loading time and not a bug, you could try resizing it to just the right size and optimizing it.
>>
>>150518931
That it is.

>>150519656
It's probably a bug on my end, because I only move those images around by x and y axis, without loading them a new each time.
>>
Does your world have any original sayings?
>>
>>150522584
"We've got shit to do." Imported fromt he real world. Soon to be the King's favorite mantra
>>
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Turns out all I had to do to fix the flickering was bump the z axis of the character portrait from 0 to 1, kek.
I feel so goddamn retarded right now.
>>
>>150528227
>Insert code for raping here
>>
Is game character hub worth buying?
>>
How important is it to make your own assets? And how difficult is it to make tilemaps?
>>
Anyone else have characters that talk weird? Anything from speaking in caps/italics to constantly repeating a word.

One of my MC's doesn't use contractions.
>>
>>150529171
It supports XP character sizes, which is a big 'yes' in my book
>>
>>150528227
Isn't it too shaky?
>>
>>150528227
I know this feel
>>
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>>150528991
It can't be helped.

>>150529556
>How important is it to make your own assets?
Depends on the game, but in most cases it's pretty important.

>>150533224
It is. I'll adjust that later. I just had the frame counter commented out so that the images would move around each frame update instead of every few frames.

>>150535168
Life's tough.
>>
Bump
I'm feeling great today
>>
>>150532485
>One of my MC's doesn't use contractions.
Is it ever explained in game? Won't it just confuse a lot of people?

>>150538914
Did you make a lot of progress?
>>
>>150539226
They don't actually speak english, magic translates for them (so it's not 100% accurate).
There were a few more little gimmicks with their speech but I removed them since they were kind of dumb, and I feel like this is subtle enough to not get annoying.
>>
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what could this be
>>
>>150541041
Is that the raping code?
>>
Hey, guys.

We're currently in talks to bring the developers of GLITCHED onto the /rpgmgp/ for a special interview/podcast.

https://www.kickstarter.com/projects/enhousestudios/glitched

Did you all have any questions for a successful RPG Maker Kickstarter project?
>>
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Show your in-game art, if you have any. Just finished this one.
>>
>>150542056
>that art
>that music
I'm just watching the promo and I'm already so happy.
>>
>>150542056
Tips/guidelines for marketing/promotion
>>
>>150539838
>They don't actually speak english, magic translates for them (so it's not 100% accurate).
So basically the game constantly translates everything to the player? That's actually really cool.
>>
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why work on my game when i can rip off of someone else's
>>
>>150541041
>>150543576
So you're making a Ace Attorney parody game or something like that?
>>
>>150543837
nope, just recreating the mechanics for fun. my game has no need for this and i'm procrastinating because i'm worthless
>>
>>150543980
work on your game anon
any progress is good progress
>>
>>150543980
It could be a cool idea for a minigame, if you think of actually finishing the mechanics and implementing into your own project.
>>
>>150544471
>*your main project.
Guess it's time for bed.
>>
how much does it cost to make a commercial rpgmaker project? assuming you hire artists and programmers.
>>
>>150548454
there are way too many factors to have a single answer for that. it depends on the kind of and how many artists you need, the complexity of the programming, and whether you have kiefer sutherland replace david hayter
>>
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Latest little thing I put in a random house.
>>
>>150549017
ballpark for a simple project? 3000? 10000?
>>
>>150551259
It's truly just not possible to ballpark. You will not benefit from guesses here. If you want an estimate, look up the budget of a similar RPG that already exists.
>>
>>150548454
>>150551259

You'll need to know exactly how many assets you'll need, animations, the programming work to do, number of songs and sound effects, etc. Then take that to artists and ask on their prices on each work, calculate after the feedback from those people and use a margin of 10-30% more or less the estimated amount you calculated to get a rough idea of how much your project will cost.

You can't just ballpark how much a game costs because your game is different to mine and any other anon here.
>>
>>150551259
It depends on what you are going for:

Every face will cost you 5-10$. Every bust 15-20$. A nice image with lots of characters in action poses for the intro or a cutscene will cost you 150-200$. But then, do you want multiple very different facial expressions for each of your characters? Or just small variants in eyes and mouth? And you can just use RTP art resources, in which case the cost is just your time.

Similarly you could get away with no programmer at all, or decide to make a Strategy Game with parties of up to 10 members, in which case you will need to pay a programmer 1000$+ bucks, or you could use the default battle system and free scripts, in which case the programmer cost is 0$.
>>
>>150548454
>>150551259
A while back, someone was offering art commissions here. Someone else used their rates to run the numbers on how much it would cost to have them do the sprites for a low-resource game (Etrian Odyssey) or a high-resource game (Pokemon Fire Red). The difference was enormous; I don't remember the exact numbers, but you could find them in the archive.
>>
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>>
>>150555296
Objection
>>
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Town mapping is so fucking tedious. I'm limiting myself to 5 buildings in the future.
>>
>>150559708
definitely opt for quality over quantity in towns, anon. if there's one rpg thing i hate, it's when a town is full of buildings with nothing really worth exploring. drives me crazy
>>
>>150559708
i kind of like how microscopic those inner builds are. "comfy"?
>>
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>>150557824
Take that!
>>
>>150559708
The Bravely Default approach to shops and other minor buildings was a huge plus for me. You really waste a ton of time in RPGs on meaningless steps and screen transitions. When I first clicked on a door and immediately got a shop menu, I was floored that I had never seen such an elegant solution before.
>>
>>150564687
What's funny is that FF1 had this exact setup. It's a mistake we've needed 30 years to fix.
>>
>>150565773
Oh, really? I have played FF1 (albeit the GBA version) and I did so before Bravely Default. That's funny; I must have forgotten.
>>
>>150564687
>>150565773
But I like screen transitions and walking around the store/smithy. Getting the shop menu when entering the house seems to strange.
>>
>>150566475
The GBA version didn't do it, if I recall.
>>
>>150561085
Gah, play more jrpgs. That's how interiors are suppose to look.
>>
gump
>>
What would your main character's Stand be?
>>
My dream had always been to make a Monster Breeding game. (I'm thinking something like Dragon Quest Monsters.) How difficult would it be to make one using RPGMaker?

How would you go about doing this?
>>
>>150571342
Not terribly tricky. Obviously that's one more system than making vanilla Dragon Quest, but it's not too hard to implement. If you go with the SMT style where you can only have one of each species, it's quite simple. If you want an arbitrary number of any given species like in Pokemon, it's a bit tougher, but still fine.

You would go about it by, first things first, opening up RPGM and fucking around. Once you get started, you'll surely understand the majority of how it works very quickly. And when you run into specific problems, you can ask for help here.
>>
>>150570462
That's from JoJo, right?
Tell me more about how they work and what they are.
>>
>>150572069
They're superpowers. They often involve a humanoid astral projection, especially early on, but a bunch are really just plain 'ol superpowers.
>>
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>>150570462
an rpg where the main characters have stands, huh?
>>
How do you make an attack that applies a state on the one that used it? Common events wouldn't work if enemies could use the skill since the targeting is dumb.
>>
>>150575421
In the damage formula you can do something like "a.setstate" but i don't know the exact syntax
>>
>>150575628
Is that for MV? I'm on VX Ace.
>>
>>150576052
Nevermind, I found it

a.add_state(x);
>>
This is such a stupid, basic question but I'm really curious because this part always takes me forever.

Names. How do you guys prefer to come up with names? If you're in a fantasy setting, do you make up your own naming conventions? I'm talking mostly about characters, but towns too. Tell me all about it.
>>
>>150576891
I take an existing word and throw it into a word scrambler until it pukes out something I'm satisfied with. I usually end up adding a few letters to it as well.
>>
>>150576891
I pull character names from a website like behind the name and for town names I pull those from my arse and adjust them so they're not totally awful.

Gorklyon
Gorkiyon
...
Tariyond


>a.add_state(x); doesn't work if the attack misses
whats even the point of having it then
>>
>>150542056
How to stay motivated
>>
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>>150561626
>>
>>150579024
Let me play please
>>
>>150579024
This man clearly is a criminal
>>
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What did you get done today?
>>
>>150582550
Got more Yanfly scripts because I'm progressively getting more and more annoyed at how things that shouldn't be going wrong are going horribly wrong and Yanfly scripts are the only workaround even though they're dirty with the broken dreams of everyone that thought their game could succeed if they purely used Yanfly scripts.
>>
>>150582550
Get the motivation to work on my project again.
Tomorrow
>>
>>150582550
A lot, I swear.
>>
>>150582550
Just this >>150559708
>>
bamp
>>
i dont have any progress that i havent posted already but heres a bump
>>
>Shitloads of scripts for self-effects only work on hit but not miss

kill me
>>
>>150589542
Here's an idea:

Use some script that registers the ID of the person using the skill. Have a common event that acts upon that ID.
>>
>>150542241
N-nothing bad happens, right? The hidden eye thing always unnerves me a little
>>
>>150589889
I have no scripting knowledge.
>>
>>150542241
>Hey, big bro!~ While you've been on your trip, your best friend, Ken-kun, has been treating me really nice! He says he'll show me something super fun that'll feel really good, but he won't tell me what it is.. Anyway, can't wait for you to come back home!
>>
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Good night
>>
>>150199864
She drinks electricity from robots the same way vampires drink blood from humans.
>>
>>150542241
I did these portraits.

I need to redo them though. There's some serious sameface going on.
>>
Freely lootable treasure chests in people's houses, y/n?
>>
>>150594423
definitely yes
loot is always fun to take from houses
>>
Is it overkill to have every single object in a map examine-able? I've been doing this for a while, even for things like trees.
I always add some kind of text on every piece of scenery and I feel like most of my descriptions are plain. Should I only do it for important things?
>>
>>150595086
I did that once with an older project and apparently people really liked it in a "holy shit he did literally everyone" kind of way.

However it ended up with some secrets being too easy to find because people were going to check everything anyways.
>>
>>150597350
everything*

I'm too tired dealing with this states stuff.
>>
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>>150595086
>Is it overkill to have every single object in a map examine-able?
Kinda. Pots, bookshelves, boxes, ovens, paintings, flower pots, notice boards, etc... things that are basically containers or are likely to something interesting on them. Those sorts of items are the logical ones to be examinable. Trees is maybe a little overkill, unless it's a fruit tree or something.
The problem with having everything examinable is the same problem you have with too many NPCs: it bogs the game down because most people who play RPGs don't want to miss out on anything, so they end up interacting with EVERYTHING even if it's mostly inconsequential. It's good to have a lot of flavor but eventually the player is going to get bored and want to explore somewhere else/continue the story.
>>
RIP
>>
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You were productive today right, anon?

Today I:

Fixed collision.
Finalized several map concepts and figured out the last of exploration mechanics.
Setup new method for rendering my sprites that allows for idle animation and animations over 3 frames.

Here is an example of what I'm trying to go for with the main character's movement. (It's a 2D, Side-scrolling RPG).
>>
Do you have any insignificant details about your MC?
Things like their birthday, favorite food, blood type, three sizes.
>>
>>150605309
They aren't picky about food despite coming from a royal family, otherwise my game would be over too soon.
>>
up
>>
i hadn't really put much thought into it, but i need a good place to place my item pickup messages.

1. bottom of the screen; perhaps multiple lines that get pushed upwards as more pickup lines are fed in?

2. directly where the item was picked up in a smaller line of text

3. limit the width of the hp/mp bars, and keep the top right side for the item message feed

which seems to be the best? i'd like to have it on the bottom, but for the player, the top right seems like the best option.
>>
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>>150610219
>not attaching pic related
>>
>>150610335
Either top-right or bottom-right.

Even if you didn't put it in the top-right, you should still limit the size of the HP bar. Especially when it comes to widescreen games, UI elements that reach across the entire screen are not wise because they increase necessary eye movement. That's also why I said bottom-right even though your option was the entire bottom -- you don't want anything to be that wide. Google up some screenshots of just about any random game with a good UI, and you'll see what I mean.
>>
>>150610628
interesting;

if eye movement is the reasoning, why is the bottom right better than the bottom left?

the player's definitely going to be focusing just beyond their own sprite while dodging bullets, and they'll be looking above it to check hp/mp;

the bottom right is then much farther than anything else.
>>
>>150610924
I wasn't aware it was a bullet hell. In retrospect, the name was a pretty big hint, but blah, it's morning.
In most games, the left-to-right progression means players' eyes are slightly more rightward on average. It's still fine to have elements on the left that take single glances (like an HP bar); the trouble is when you have to go back and forth within a very short span. When your element is the whole length of the screen, you can't perceive the whole thing at once without eye movement, so a single "glance" becomes a side-to-side scan instead.
>>
>>150601596
>Fixed collision.
Could you elaborate a bit?
>>
Either everyone is busy working on their games or they have nothing to show off because of them procrastinating.
>>
>>150617028
I'm on break hours but still getting frustrated at this stupid state stuff.

The one way I can work around it means using Yanfly's followup script to make enemies use a followup skill that just applies a delay state on themself, but it means a battle message has to popup saying the enemy used the skill and that might be a little dirty visually, along with more time consuming than necessary. It also makes the enemy flash white like as if they were using a real skill and while it isn't really a major annoyance things would be better if it wasn't there.
>>
>>150617404
The regular RPG Maker battle system, at least the one in VX Ace, has a log window. Why not just dump all of that text information there instead of a window? Also, I'm pretty sure you can just disable or block an animation. Not really that hard of a job.
>>
>>150617783
Yeah, the log window message is the problem I mean because if I put nothing in the skill it just pops up as "Enemy". saying "Enemy is recovering" for every single skill seems annoying and time consuming for the player, along with being pretty dirty visually as I said. I also know I can just turn off animations, thing is that enemies flash white so you know which one is using a specific skill, and in this case they're using the skill that just adds the delay with no other animation.

I'm not stupid, if it were that simple I would have never been so annoyed and upset for hours.
>>
>>150617957
>the log window message is the problem I mean because if I put nothing in the skill it just pops up as "Enemy". saying "Enemy is recovering"
That means that somewhere down the line it defaults the message to that if there is no string with an actual message found. Just look into the scripts and remove/comment out that portion that puts that default message.
>I also know I can just turn off animations, thing is that enemies flash white so you know which one is using a specific skill, and in this case they're using the skill that just adds the delay with no other animation.
I honestly never really used or played around much with the default battle system, but I'm pretty sure it's not that hard to find out which method plays animations in the battle system and where it adds an animation. You just need to edit the default/yanfly's or whosever scripts you're using to fit your needs.
>>
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>>150618219
Suppose it was easy enough to find this. How would I go about adding an if thing for if item.message1 is empty?

If I find where the flash is then I think I can just disable that completely and use a cast animation script instead to show which enemy is doing something.
>>
>>150618635
If I understand you right, all you should need is to add
>unless item.message1.empty?
onto the end of line 219.
>>
>>150619030
It says unexpected end at the very end of the script, so I'm assuming there needs to be another end put in there somewhere.
>>
>>150619268
def display_use_item(subject, item)
if item.is_a?(RPG::Skill)
unless item.message1.empty?
add_text(subject.name + item.message1)
end
unless item.message2.empty?
wait
add_text(item.message2)
end
else
add_text(sprintf(Vocab::UseItem, subject.name, item.name))
end
end
>>
>>150619268
You put it on the same line, after what was already there, right? Unless should only need an end if it starts a line.
>>
>>150619483
Works like butter, thanks anon!
>>
>>150619646
I don't know if there's a elsif type of statement for unless in ruby, so it technically does a useless unless check for that second message. Might want to put that firs end under the second end and above else.
def display_use_item(subject, item)
if item.is_a?(RPG::Skill)
unless item.message1.empty?
add_text(subject.name + item.message1)
unless item.message2.empty?
wait
add_text(item.message2)
end
end
else
add_text(sprintf(Vocab::UseItem, subject.name, item.name))
end
end

Basically like this. So that it doesn't have to check whether or not the second message is empty if the first one is already empty.
This is called optimization.
>>
>>150619863
Coolio.

And with the banishment of the skill flash, the issue is solved and inner peace has settled.

Maybe still a little un-optimised from having to create extra skills to apply the delay, but it's better than literally nothing.
>>
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>>150620584
Nice.

>Maybe still a little un-optimised from having to create extra skills to apply the delay
Well, if you have some interest in learning to code and are willing to mess around with the scripts in your project, then you could optimize that as well.
>>
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>Yanfly's followup script only works ON HIT

I should read the fine print more often.

I am SHOCKED that nobody seems to be able to make a script with a skill that lets things work on a miss. This is should be a common feature in any RPG.

I'm gonna die unless I can figure something out, even if it's with shitloads of common event fuckery.
>>
>>150622512
using vx ace? let me get this straight. you have a skill that attacks a target, but you want it to apply a state to the user regardless of whether the target is hit? I might try to work something out, but no promises so don't hold your breath
>>
>>150625290
Exactly that. I actually just came up with how to do it with common events but it's so dirty and knowing my previous experiences with abusing common events it'll probably lag the game.

It's late as hell and I gotta sleep. If you do want to help, I'm only sticking around for 30 minutes before I knock off. Been a while since I've been on /vg/ so I don't know if there'd be a new thread by the time I'm up.
>>
>>150625778
if there's a new thread it'll be because people forgot to bump
>>
>>150625778
here you go anon xoxo http://pastebin.com/n98NuLpY

took me 10 minutes so no credit necessary, hope you enjoy using this in your game
>>
>>150626565
It's adding states to the target and not the user, at least on my end.
>>
>>150627012
my mistake, wasn't even paying attention. change this line:
>add_state(state)
to:
>user.add_state(state)

as of now I noticed a quirk where it won't display the "state added" statement like it would normally, gimme a bit. the main function of the script works just fine for now and it shows the icon; it just won't display the message
>>
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>>150627637
I'll stay up until you get that done, just make sure it still doesn't display anything if pic related is blank like it normally does.
>>
>>150628046
here we go anon, this should do it http://pastebin.com/9Tj07D5m

>just make sure it still doesn't display anything if pic related is blank like it normally does.
don't worry, the display method does that by default. i just had to get it called properly
>>
>>150628234
You're a god damn lifesaver, thanks anon.

I'm optimistic the rest of the battle system will be properly intact, at least I don't think there's anything that'll need serious scripting and just very basic common events to flick some switches that definitely won't lag the game.

good night
>>
>>150628234
>>150628769
something I should have noted, if you want the states to appear after the attack lands (or doesn't), then move this line:
>apply_user_add_state(target, item)
to be right under this one:
>def apply_item_effects(target, item)
and no problem. hope you enjoy making your game!
>>
don't die /rpgmg/!
>>
don't die
>>
>>150631639
>>150631668
>>
>>150601596
Currently working. I got fired last week, so I've had a lot of free time. Switching between four voices isn't easy
>>
nap bump
>>
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progress bump
>>
>>150199151

Where are the trunks?
>>
don't die like my game's progress
>>
>>150645862
ok
>>
>>150645862
This
>>
Please tell me why you aren't working on your game right now?
Stuck on a difficult part? Another idea showed up?
>>
>>150650090
I'm just a lazy piece of shit.
>>
>>150650090
I'm playing games with friends.
>>
>>150651651
>>
>>150642390
It's a bit creepy how you can see the background through the message box, but you can't see the rest of the dudes torso.
>>
>>150650090
I just got home and I'm still waiting for Steam to launch
>>
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>>150650090
I am. I hate editing. I hate editing so much. Doing turn-based battles is a very unique chore when you want good dialogue. Every turn must be carefully orchestrated, especially when its the final boss and he can cast 7 different spells.

I'm so out of it I forgot to add my picture the first time. This is your brain on editing, folks.
>>
>>150656838
thought that was dark fact for a second
>>
>>150655527
maybe it's a plot twist
>>
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>>150660902
the plot thickens
>>
>>150664831
Objection! There is no way he knows what grandma sex sounds like.
Only the killer would know that.
>>
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>>150665521
>>
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I just bought Rpg Maker 2k3 but every time I try to look for patches and utilities, the download links are dead.

Am I doomed?
>>
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>>150668250
For anything but sprites, you're about ten years too late
>>
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>>150669443
This has been my dream for like 6 years no way I'm stopping now
>>
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How long does it take for your character to put on his/her clothes?
>>
>>150668250
Sadly yes
>>
>>150673287
A minute or so, they don't wear anything spectacularly amazing but they aren't casual clothes.
>>
>>150638629
Sorry friend, hope it all works out for you.

>>150614869
Sure, I got all of my collision maps setup for pixel based movement. Basically stuff like characters walking up and down ramps without stopping on them and such.
>>
>>150673287
Jesus I love FFT but that is the most over designed character I have sever seen.
>>
>>150673287
Either one or thirty seconds, depending on whether or not we've already played the transformation sequence that episode.
>>
>>150650090
I've been doing art for someone's game. Going to try and get events set up tonight, though.
>>
>>150673287
A few minutes at most
>>
>>150673287
Probably about 5 minutes.
>>
Time to work on my project for the first time in 3 weeks or so.
What the fuck where I even doing?
Fuck
>>
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I'm thinking about making a kot blini fangame to capitalise on the power of memes

a game about kot on his quest for blini seems to write itself
>>
>>150687246
>kot blini
Is this some meme I'm not familiar with?
>>
>>150687530
i won't spam the thread with garbage but this cat and his russian pancakes are popular at the moment
i enjoy it so i figure i could make some sort of bizarro meme game with russian influences and have a lot of fun with it
>>
Is there any sort of voice you end up default to while writing characters?
>>
>>150689574
I see faces/characters but hear no voice when writing dialogue.
>>
How does your character justify burning down that town along with the lives of its innocent civilians?
>>
>>150692090
So he could measure his abilities.
>>
>>150692090
if that were to happen, "whoops :p"
>>
>>150692090
It was fun.
>>
>>150692090
He is going to rebuild it later and revive the innocents anyway.
>>
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Remember when I had a webseries?

https://youtu.be/Z_JaSF-D3jk

This was an editing nightmare, but I'm very proud of what has come out. It's a solid piece, and I made Jethro more relateable/bearable without sacrificing his emo-kid character.

Yes, they kill the final boss. The plot is officially off the rails. I can't wait to make the ending
>>
Give me a concept for an enemy that absorbs physical attacks.
>>
>>150695029
spacial irregularity
>>
>>150693009
Well done
>>
What's the best way to do things like what yanfly's action sequences in MV can do in VX Ace? Would his Lunatic scripts be able to do similar things?
>>
>>150698147
I looked it up and apparently it's based of Yanfly's old VX Ace engine called Melody, you could take a look at that.
>>
Can someone explain Space Funeral to me? I don't understand what it's trying to convey, someone said once that it was supposed to be a commentary on RPGMaker games?
>>
>>150699154
Wasn't Melody VX and not Ace?
>>
How many of you use tablets for in-game artwork?

>>150701169
seems like it, my bad

>>150699561
It was commentary on user-made graphics made for public use or something, because they were always so bad, it's why the game goes back to RTP at the end.
>>
>>150701448
i use a surface pro 3 running manga studio 5. pretty useful, but kind of hot (literally).
>>
Is that seriously what space funeral is about? or is that your interpretation
>>
For anyone who's using MV and managing sprites manually, how are you adding them to the scene? Are you doing anything special?
>>
>>150703247
What do you mean?
>>
>>150705123
Like.. when you create some new Sprite_Something(), what are you then doing to add that Sprite_Something to the scene?
>>
I tried downloading the RTP for RPGMaker 200k here https://2drpg.com/2000.php and the RTP1 is broken.
Do I need it? I was able to install 1.32 without a problem and RPG2k opens fine, haven't done with anything in it yet, and I'm worried it will crash in the middle of a project because it's missing something.
If I do need it where can I get it?
>>
>>150706442
yes, you do need the full rtp. i believe it was around 14mb in total.
>>
>>150706581
It's only 7MB once it's installed.
Is the RTP on the website the same for all? As in does it work for playing the game and developing the game?
If not do you know where I can download it?
>>
>>150702842
Space Funeral is about the rpgm community/scene.
>>
I made 2 lines of progress.
Hooray.
>>
>>150706832
Nevermind, found it in some German site. Hope it works.

Another question, I thought RPGMaker 2003 was free? But on their website they're charging money for it.
>>
>>150707610
RM's never been free, but it was pirated all over the internet ages ago when people didn't care.
>>
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empty spaaaaaaace

Any ideas for what I could fill it with? Maybe I can turn the command window into a horizontal one.
>>
>>150709120
you mean the item window into a single column window? that'd be good if your full item list really is that short.
>>
>>150709654
I mean the one with the list of commands the character can do on the bottom right. Though the character is supposed to have 6 commands at a time, so I'm not sure if it'll look okay.
>>
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>that feel when your reach exceeds your grasp

who else for deleted features here? what were their names?

>party composistion feature
>more than 4 playable characters

RIP
>>
>>150710354
https://www.youtube.com/watch?v=KHtyE1Q5jBk
>cut-in sprites like those anime games

took a good bit of rewriting to get things to layer properly
>>
>>150710887
Looks good to me, just don't wanna draw all that shit or what? I don't blame you, making a game solo is basically 90% making art assets.
>>
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This actually looks pretty good. Just gotta change Window_BattleEnemy so it also fits in and I'll be all set.
>>
>>150710354
>MC with gender, body type, hair, etc customizable
>Main base upgrades
>Fully animated skills

Maybe I'll try to add the customization in the future for the son/daughter of the MC. I really liked that in Dragon Quest.
>>
>>150711383
One of my favorite series, Phantasy Star, did the generations thing awesome in Phantasy Star III. I always wanted to make a game like that.
>>
>>150711909
I should check that out. I'm already making scenes like Phantasy Star IV so that one should give me a few ideas too.
>>
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>>150711317
So it seems to delete whatever section of the command window and status window that's in the entire thing's y axis

baby steps
>>
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>>150712497
me too! I can't belive more ppl dont do this.
>>
>>150710354
>who else for deleted features here? what were their names?
Impregnation and the ability to become a futanari.
>>
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>>150713832
Your game is ruined anon.
>>
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>>150711305
i just mean stuff like this

though i definitely am sick of the asset creation. cannot wait for the second project where i can bring on an artist.
>>
>>150713832
Damn that's too bad, but to be fair those are really difficult to implement in lewd games, especially impregnation.

>>150712897
Yeah, I feel like an idiot for not playing Phantasy Star before to see that.

I guess people are more comfortable with the way RPGs and VNs handle scenes.
>>
>>150714214
The dream's dead, Jim.

>>150710887
>>150714615
Man, I love stuff like that. Though I understand your pain of the increased workload.

>>150714889
>but to be fair those are really difficult to implement in lewd games
Code wise it shouldn't be all that hard, but the workload would immensely increase graphics wise. I may implement those features in the future, but for now I'm just considering them completely thrown out of the game.
I already have my hands full with finishing up the features that I have plus some other essential ones.
>>
>tfw you effectively keep killing the thread every time you post
>>
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>>150718869
I post constantly in hope that my frustration of editing some lines to make battles look prettier will motivate others to do more than 2 text boxes a day.
>>
>>150719049
Looks cool. What's with the 'inno cent man' though?
>>
>>150720658
A typing error.
I've also just realised that it'd be very beneficial to have the character's stamina visible under the name rather than having it blocked while targeting, so now I'm not sure what to do with it because then I'd also have to move the HP bar and it might get ugly.
>>
>>150721041
>have the character's stamina visible under the name rather than having it blocked while targetin
Do you only have one party member or multiple?
>>
>>150722158
Only one, currently the health and stamina are set up like here >>150711317 and below the name is normally meant to show states, and it can show up to 20 states like >>150490570 though I can show even more now if I wanted since I made the command menu horizontal.
>>
>>150722464
>>150721041
>>150719049
Rather than move the bars, it'd probably look better to move the enemy select window. Try putting it full-width, covering the bottom of the skill select window.
>>
>>150722593
I mean yeah, that idea makes sense but I don't know how to do that without either shrinking the skill window (since windows will overlap, rather than full on cover like it does in >>150719049) and that could make it look visually cluttered, or do it without causing this >>150712853 to happen to the skill window.
>>
New Yanfly Tips & Tricks is pretty cool: https://www.youtube.com/watch?v=XAQmYMBsh_U
>>
>>150695029
Masochistic leather-clad dom?
>>
rip
>>
So if I have a class inside a module, in Ruby, can I write into that class' variables?
>>
>103 states
Looks like I'll need quite a bit of streamlining here.
>>
>>150695029
A jelly
A ghost
An enemy made of warm butter
>>
>>150695029
A god of war.
>>
>>150734854
Please respond.
>>
>>150734854
I know some of these words
>>
my arms are actually sore from writing code all day.
>>
>>150741502
Eh, well, I'm trying to play around with this whole thing right now and it's kinda strange.
>>
>>150734854
>>150739075
Why are you asking in this thread of all places? RPG Maker users are usually code illiterate. It's why we use this software in the first place.
>>
>>150744503
Probably because XP, VX, and Ace all use Ruby variants. Plenty of folks here ask for or give scripting help.
>>
>>150744503
Occasionally there's a few anons here who code their own stuff and use pre-MV engines, so I might get some help. Plus, this is the only place I can ask for help. I'm too retarded to understand how forums work.
With that said, I've already kinda tested out what I wanted to do and it doesn't work the way I wanted to, so now I'm a bit at a loss as to what to do.
>>
Reminder to work on your game, anon!

Everything counts. Writing down ideas, plotting, concept art, sketching things out, making art or music, everything that has to do with your project.

You can do it, we all believe in you. Yes, in you, the one reading this.
>>
>>150736192
How'd you get up to that many, exactly?
>>
>>150745147
I really need to sit down and write out my game's plot instead of just adding things on the fly.
I always hit a point where I stop adding things because I'm not sure what happens next.
>>
>>150745147
Thank you for the motivation :)

Speaking of... what IS everyone working on in their game right now?

I'm thinking up names for about two to three hundred key items in my game.
>>
>>150745147
T-thanks
>>
>>150747526
I tried to make 244 "original", "flavorful" skills. So I have a state that represents being poisoned, another that represents sprouting a parasitic mushroom, another that represents being surrounded by bees and another that represents being surrounded by poisonous smoke. And they sorta play the same way (except for the fact that the smoke can be cleared by wind, and the mushroom and the bees can be cleared by fire).
>>
>>150750358
Oops. Meant to quote:>>150747014
>>
>>150693009
neat
>>
don't die
>>
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I'm at a fucking loss here.
I want to have a weapon and armor degradation system, but I can't save the changes of the weapon armor durability degradation straight into their classes because the classes are inside a module.
I can't save them anywhere else, because then I can't identify which durability would belong to which item, in case I have 2 of the same items but with different stats.
FUCK.
>>
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>>150757475
>that gif
No bully
>>
Is there a relatively trivial way to add runescape style skills and items to RPGmaker, or would such a thing be a scripting nightmare?
>>
>>150760510
Your question is very difficult to answer for someone who does not know what Runescape-style skills and items are.
>>
bamp
>>
>>150760752
I'll try to explain

Player starts in a forest.
If player has axe and presses button beside tree, a dialogue will ask if he wants to cut it down. If yes, he gets logs added to his inventory. The type of log is dictated by the kind of tree cut down. Tree is changed to a stump, after an arbitrary period it respawns as a tree. One gains woodcutting experience from this, which can be used to unlock the ability to use better axes and cut down other types of trees.

Player then goes to an identifiable fishing spot (basically an area of water with dots on it) and if he has a net/rod/harpoon item in his inventory then it will similarly ask if he wants to fish. Which fishing implement is used would decide what type of fish were available (this may require a more complex multi-option dialogue box if the player has multiple fishing tools) and one's level would again have some effect on what kind of implement could be used. (i.e. Swordfish are caught with Harpoons, but a Harpoon requires something like level 40 fishing to use.) When a fish is caught, the type of fish dictates the quantity of experience gained.

Player then uses a tinderbox (inventory item) on the logs collected earlier (possibly have to drop them first then interact with them to light, if that's necessary to make them appear at arbitrary locations in the in-game world, otherwise they appear lit) creating a burning-logs object, which one can then interact with to cook the previously caught fish. There is a risk of fish burning, and burned fish are inedible. Successful cooking yields experience, increasing the amount of things that can be cooked and reducing the risk of burning. (i.e. if lvl 1 cooking, one may be unable to cook something like Swordfish.)

Cooked Swordfish can then be used as a healing item as one desires.

Here's how it works in practice on a very old version of Runescape. https://www.youtube.com/watch?v=33YvXfbHfnc Don't feel obligated to watch all 20+ min. Fishing is at ~10m in.
>>
I've become so obsessed with creating planning and tracking tools for my progress that I haven't actually made any progress.
>>
>>150763385
That's trivial to implement without any scripting at all.
>>
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>>150758037
>No bully
How about I bully you instead, nerd?
Honestly speaking, I just feel a bit desperate right now.
>>
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>>150764032
Everything will be okay Anon.
>>
>>150763652
Typical M.O. of a perfectionist. What you need is a deadline so all the things that you try to make perfect, but actually matter little in the grand scheme of things will be done just well enough.

I'm the same.
>>
>>150763652
Quote from someone at my old job:
"I'm a perfectionist. Which is a nice way of saying I'm lazy, because I only want to do things once."
>>
>>150771193
Sounds like everybody here is a perfectionist then.
>>
Nah, ive reinvinted the mc of my game at least 3 times.
>>
>>150591871
Fluff is meaningless. What makes it different mechanically?
>>
>>150542056
>Literally a ripoff of undertale and earthbound

Fuck, get some originality.
>>
>>150757475
How about no? Weapon and armor degredation is the worst "mechanic" to happen to games since forever. Tell me, how does it make the game more fun? How does it make the game more enjoyable? What does it do other than be a chore?
>>
>>150542056
Ask them about their favorite sci-fi movie.
>>
>>150542056
>>150773687
>it made $29,000

holy shit wtf I need to put up a kickstarter for The Long Road.
>>
BAMP
>>
>>150757475
>>150773835
Are there good games that use weapon and armor degradation well? I feel that most of the time it ends up being a nuisance and a chore for the player.
>>
>>150777209
I have yet to see one. I'd like to see a game do this in a way that encourages you to use up and try different weapons though.
>>
>>150777209
Prince of persia.
>>
>>150773835
Nigger, I want my armor destruction and I will make it work one way or another.

>>150777209
STALKER, I guess? At least it never bugged me and it's kinda understandable that most weapons and armor you pick up aren't in mint condition.

>>150777716
I only remember the weapon degradation in Warrior Within, and it was ok.
>>
>>150777523
Well I can kind of imagine how a system like that would work with weapons made to bypass the defenses of certain enemies, like hammers breaking/degrading heavy armors.

>>150777716
Shit I can't remember anything about that one.
>>
>>150778890
It'd be cool to have a class or character that could break a weapon using a single attack for massive damage too.
>>
>>150778398
Why don't you check some hentai games? A lot of them use armor degradation to strip the heroine, most of the time tying it to the HP pr to some hidden states for special enemy skills.

>>150778973
That sounds interesting, chiping away at the equipment of the enemy at first and once broken the damage the enemy receives increases and armor decreases accordingly to level the fight in favor of the character/party.

It could be a bitch to balance properly though.
>>
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I posted this in another thread, but is yumi nikki worth playing?

Also what are some top rpg maker games or games of the like that are on steam?
>>
>>150780416
I really enjoyed Yume Nikki, but it is definitely not for everyone.
>>
>>150780416
It certainly is an experience you should give it a go.
>>
>>150779989
>Why don't you check some hentai games? A lot of them use armor degradation to strip the heroine, most of the time tying it to the HP pr to some hidden states for special enemy skills.
Not him, but I've always thought that "lose to get porn" was a design mistake. Never really gotten to enjoy that sort of game.
>>
>>150781997
Me too, I hate how those games force you to save scum and lose every boss battle because there might be a porn scene after that.
>>
>>150777209
Fire Emblem 5. Every game in the series until the most recent ones has had weapon durability, but only 5 really makes it a core, central part of the game.
The unique way that FE5 excels is simple: it changes the balance of power from depending on the character to depending on the equipment. Characters' stats are universally terrible, with low growths and low caps in every area -- but to make up for it, the game presents you with special items and weapons from literally the very first chapter. The strategy of a "perfect clear" in most FEs is one where you lose no characters, but in FE5, it's much more important that you make it through while expending the bare minimum amount of special items.
To make this whole system work, they added a mechanic not found in any other entry: Capture. You can, at any time and with any character, make an attack with reduced stats. If this weaker attack kills the enemy, you take the enemy hostage. You can only capture one enemy at a time per character and your stats are lowered while carrying an enemy, but you can rob them of their items and money. This is where 90% of your resources come from in the game, because money is tremendously tight and shops are very infrequent.

tl;dr FE5's strategy and challenge, which place it at the pinnacle of the series, would instantly disappear if it did not feature weapon and item durability.
>>
>>150782570
Wait, so I'm a slaver and a human trafficker in FE5?
>>
>>150782965
Sounds more like a bandit.
>>
>>150782965
You release the captives. Most of 'em, anyway; there are actually a couple units that you can only recruit by capturing them and hanging onto them for the whole map. So you're sort of a slaver, I guess, if you count prisoners of war.

>>150784096
No, you're the ones who beat up the bandits.
>>
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>>150779989
>Why don't you check some hentai games?
I had checked, but it's either tied to HP, like you had mentioned, which is a very lazy and overall shitty design or it has something to do with common states and whatnot. Neither of those are applicable in my case.
The only RPG Maker game that does weapon and armor degradation, as well as modification, well is MSE. So I guess I will have to look into the scripts of the game, but I'm getting the feeling it will be complete ass to try and decipher it all. In any case, thanks for the suggestion.

>>150780416
Yume Nikki is really nice and has inspired a lot of spinoff games, so it may seem redundant to some people at this point. But I'd still suggest you give it a try.
>>
>>150784661
>redundant

Any spin offs that are better than yumi nikki? Well in your opinion at least.
>>
I was living my plot at first and even though the ending is bittersweet, more sweet than bitter even, the middle is just so depressing. When I originally wanted to make a lighthearted game that's just fun. I was liking this story at first, but I just don't know anymore. What do you do when you feel like this, if you ever do? Do you just push through it in case you start liking it more or do you scrap everything and start again?

I haven't started making the game by the way, besides writing stuff down.
>>
>>150787346
IMO, stories all have their ups and downs. Some of the best "light hearted" game's I have played have had some pretty sad moments. I'm in the same boat as you with a similar story, but I'm forcing it to work because I love it so much.
>>
Comp crashed.. lost all my progress
Anyone have any large tilesets for MV they can spare?
>>
Do you think non-gameplay elements such as how menus are organised or how long HP bars are in battle can affect how someone plays the game?
>>
>>150789032
Fuck that sucks.

>>150791462
Yes, I think so. If I play a game and the menu color is a blinding neon pink then I won't have as much fun. If the menus are a joy to look at then my enjoyment raises.
>>
>>150787346
Well, there have been projects that I placed on hold because I thought my story had an underwhelming conclusion, or because I felt I relied on characters that didn't match the setting, or because I felt my story had some creepy sexual and moral implications while being something that would probably only cater to kids otherwise. I don't think a story getting too sad is too much of a problem comparatively, though. Especially if it ends well. Since then you can quickly switch from sad to hopeful.

>>150789032
I'll give you mine when I finish it. In a year or so.
>>
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Made another piece of concept art for DiM: AfterHours tonight. I think this upgraded version of Mjnlh is plenty creepy to keep. Spoiler'd for very mild nudity.
>>
>>150791462
Absolutely, those things are very important. I don't think it will change the way they game in general, but it will make players more or less frustrated and have a better/worse experience. I think minimalist UIs are best for most projects. I've seen quite a few that were over-designed (because it's fun to make menu's imo).
>>
If you ever make a magical book as an enemy be sure to let page 10 cast death or something.
>>
it's your duty to bump this thread
>>
>>150801548
no
>>
>>150801707
yes
>>
What are you listening to my dear friends?
>>
>>150802931
some instrumental tracks that I plan to put in my game
>>
>>150802931
The deafening silence of procrastination before inevitably going to bed and waking up for an 8 hour shift at work, making absolutely no progress ;_;
>>
>>150802931
https://www.youtube.com/watch?v=WUxNvwJ6FjM&list=UU8Wh7qpPGJm3K1eZ6DHjpKA&index=1240
>>
>>150802931
https://www.youtube.com/watch?v=30sSGlSp_9Q

I'm getting a lot of inspiration for my game from Suda 51, so I should be getting in the right mood for it.
>>
>>150794992
The shading is a bit weird. Is there some kind of window creating that arc in her chest?
>>
>>150802931
https://www.youtube.com/watch?v=MX0hjnTP0TU&list=RDMX0hjnTP0TU#t=16
>>
>>150810062
Nah, that was just me failing to do those shadows right.
>>
>>150810859
Looks fine to me
>>
Pretending to be the grandchild of a senile old man in order to get information is okay, right?
>>
>>150812443
That's a common trope and it's always a-okay.

>Something wrong happens with script editing
>Grab the script fresh and try to start over to see where you went wrong
>Get it right but still don't know where you went wrong the first time
>>
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>>150812864
Succeeded in making the skill window to go away when the targeting menu pops up.

I just have to figure out where to place the targeting menu, where do you guys think it should be?
>>
Is there a 'right' way to do time travel/time loops?
>>
>>150815796
yes
>>
>>150815796
>Is there a 'right' way to do time travel/time loops?

Yep, with a predestination paradox.
>>
>>150815796
Time travel is weird because no matter how you do it someone's going to nitpick at it, and there's a very high likelihood of making plot holes that need to be filled if there's too much going on.

>>150816354
Not necessarily that only, there could also just be multiple timelines existing at a time like a tree branch growing out non-stop.
>>
>>150816464
>Not necessarily that only, there could also just be multiple timelines existing at a time like a tree branch growing out non-stop.
If you want to write good time travel fiction you must accept and embrace the paradox of time travel.

Saying oh multiple timelines is the least interesting way of solving the paradox.
>>
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>>150816597
there is literally nothing wrong with having multiple timelines
>>
>>150816597
A less interesting way of solving a paradox doesn't necessarily mean a less interesting plot. It all depends on how well it's written and how many of those multiple timelines are used to their fullest extent, AND are written well.

The predestination paradox isn't infallible either, because what if as a result of what the time travellers would have done, their past selves would have seen no reason to travel back in time in the first place?
>>
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>>150816932
With multiple time lines you the author just picks what magic time line they need for the character to interact with. While all the others are ignored.

What about the timeline that didn't get X event or Y event? Do we just not care about that story?

Pic related.
>>
i'm not too familiar with the different types of time travel.

999 and steins;gate have two different versions, right?
>>
>>150817270
>Time travel is weird because no matter how you do it someone's going to nitpick at it
it is as foretold

>>150815796
Just do it however the fuck you want.
>>
>>150817517
>>Time travel is weird because no matter how you do it someone's going to nitpick at it
>it is as foretold
Only if you take the laziest least thoughtful method.
>>
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>>150817773
It's as thoughtful as any other method if it's written well.
>>
>>150818070
>It's as thoughtful as any other method if it's written well.
Not really because it always ignores the continuation and prior alternatives.

To make a point somewhat on topic, every game that has a save and load feature that isn't restricted (ie ironman mode) is a multiple timeline game if the player ever save scums.

Such good writing! They used the quick save quick load key.
>>
>>150818329
Name me a multiple timeline story where it actually is a quick save/load style button.

The comic I posted is how predestination is also such a amazing writing.
>>
>>150818571
>Name me a multiple timeline story where it actually is a quick save/load style button.

The save load was an example of how multiple timelines are a bad mechanic. The lack of literal save and load commands doesn't change that it's exactly the same effect.

>The comic I posted is how predestination is also such a amazing writing.
That's not predestination, they didn't do anything that triggered their requirement for action, further they didn't do anything in the comic.

What it did was pull a Bill and Ted; Have a problem, state they need a solution, have a solution happen because they did it with their time travel ability sometime in the future.

What isn't shown is that they still do actually have to go and beat Lavos. Just like in Bill and Ted how they had to steal the key and place the thing (I forgot what it was) in the roof of the auditorium. Those events still need to happen because they had a problem they need to solve.

Unless the problem they are solving is caused by them enacting the solution it's not predestination.
>>
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>>150785061
I personally don't, but some people prefer .flow to Yume Nikki.
Either way, over the years Yume Nikki has been a inspiration to quite a few projects, so you might've already played something that was inspired by it.
>>
>>150819207
It's an example of how a revelation to the time travelers caused predestination. If they were going to beat Lavos eventually in their own future, then everything would have just been fine forever. The ONLY reason they know they have to go back to defeat Lavos is because they made a revelation in a timeline where Lavos wasn't stopped, moving them into a timeline where he was stopped.

The problem with predestination as subtly put by the comic, is predestination with only a single timeline is a self-fulfilling prophecy and thus a fallacy in itself. The only way it can be fulfilled is if it were completely accidental, nobody is aware that predestination happens and everyone involved acts in a predictable fashion.

I saw a movie a long time ago about how some historians or such travelled back in time and in the end one of them stays back because they remember seeing a statue that looked like the person staying back. If they had not seen the statue, then the statue could not have existed in the first place because the only way the guy would have known to stay back is because of the statue. The only other way for him to stay back is if his time travel watch broke. However, if that did happen, his friends could have just travelled back again with another watch to save him which in the context of the movie, they would have had no reason to not go back since the person didn't tell everyone not to take him back. The only reason he ever stayed back was because of something that caused him to stay back, if that makes sense.

Predestination is a fallacy in itself and makes less sense than multiple timelines.
>>
>>150821215
>It's an example of how a revelation to the time travelers caused predestination. If they were going to beat Lavos eventually in their own future, then everything would have just been fine forever. The ONLY reason they know they have to go back to defeat Lavos is because they made a revelation in a timeline where Lavos wasn't stopped, moving them into a timeline where he was stopped.

Which is why timelines are retarded.
>>
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>>150821556
Having a single timeline with predestination, along with timelines, is why time travel as a whole is stupid and the only thing you can do about it is to just do whatever the fuck you want and make sure it's written well.

Back on topic, some progress I did ages ago and didn't get to posting. Moved the targeting on top, made it one row and made it so that the number of columns is equal to the number of enemies. I just have to figure out how to make the names centred now.
>>
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Hey /rpgmg/,

I just wanted to say thank you for being here and being so supportive.
It always feels great to see other people make progress and succeed in their projects.

I may not ever complete my dream game, but this /general/ has compiled the necessary
tools to make anything possible. I look forward to making progress beside you in the
future.

Keep it up, and do your best!
>>
>>150823267
Y-you too!
Good luck with your game, anon.
>>
>>150823267
I feel the same, I think I get some extra motivation because of everyone here.
>>
How do you guys deal with motivation to keep working and doing stuff for your game? I feel that I get burned out way too much lately.

>>150823267
Same here, I think this is the only place that keeps me interested and motivated to work more.
>>
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>>150823267
Thanks senpai, I will do my best!

>>150828245
For me, when it comes down to it, this is all I really enjoy out of life besides my family. I don't really get burned out too bad because this is what I want to do every day. The only thing I've found that gets in the way is other life obligations. Gotta take care of those first (sometimes).

Also, have yarn.
>>
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>>150829127
I have 2 jobs and this as a hobby, maybe I should try to do this more to relax and as a breather, take your approach to this and enjoy it more.

Also, here are some monster girls that I rejected/scrapped from my game.
>>
>>150830360
Wow that looks fantastic. You are very talented and i hope you never give up
>>
>>150830521
Thanks anon. I'm nowhere near as good as some of the people here though, like LeoHeart and robutt anon. They are the reason why I started making my game and got into spriting.
>>
ded
>>
>>150815796
A lot of notes.
>>
New Yanfly plugin out: https://www.youtube.com/watch?v=BwcI5OimnHc

Self switches and self variables. Not unheard of since Tsukihime did something like this, but I prefer Yanfly's approach since it's integrated into the editor whereas Tsukihime's isn't.
>>
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how do i into pixel art?
>>
>>150834628
Practice every day
>>
>>150834628
Edit existing sprites, check some tutorials and practice.

Also, patience.
>>
>>150830360
Those look really nice. Why'd you wait until they were complete/all but complete to scrap/reject them, though?
>>
What's the theme of the first area in your game?
Bump
>>
>>150840204
Uh, it's a train
>>
>>150840204
of my two projects, a casino and a generic tutorial forest
>>
>>150840204
Palace in the clouds inhabited by fairies.
>>
>>150840204
Prison
>>
From now on, you're only allowed to post progress in this thread.

Just kidding, I don't want this thread to be ded forever.
>>
>>150843879
it only seems like a problem when people spend more time posting than working.

i'm not just projecting, right?
>>
>>150840204
Inn
>>
>>150840204
Not counting the prologue? An academy.
Counting the prologue? A cave and a sanctuary.
>>
>>150840204
Generic forest, where the party fights slimes. Some traditions are worth keeping
>>
>>150834628
Usually, pixel art isn't really about actually drawing things as much as it placing individual pixels
and lines down to slowly make the big picture
>>
>>150840204
orphanage/meat factory
>>
>>150847747
what
tell me more
>>
What does /rpgmg/ think about romance in their rpgs?
>>
>>150849413
Mine can't possibly have any romance no matter what way I write it, just with the basic plot the way it is. Not so much that it's not time for romance but rather everyone is very... "incompatible" with the MC.

If we're talking in general, I think romance has its place if it serves well in character development or has a purpose in the plot. Maybe even if it influenced gameplay.
>>
>>150849413
Has its place. It's not an inherent positive or negative, though poorly-written romance is even more damning to a story than poorly written drama. But there are also stories and themes that are best expressed through romance.
>>
Today is going to be a day for concept art
>>
>>150847575
This tradition sorta misses the point, though.

Dragon Quest has slimes as early enemies so they can show up in large groups mid game, when you return to the starting area, at which point you have to be careful when fighting them because they otherwise fuse into a King Slime.

I never see rpg maker games following on that gimmick.
>>
>>150849413
I considered it but I don't think there's room for it in my game.
It'd probably be terrible if I ever tried it anyways.
>>
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>>150852440
The King Slimes only started showing up in IV, though, and only show up beyond the first towns. Even there, though, they cheat a bit and have a good bit more HP so that they have a chance of combining into a king slime.
I'd say there's a bit more to their continued usage in Dragon Quest [an easy, iconic early-game monster, as well as something that has lots of variations through all the main and side games].

On that note, though, what's the first/easiest monster in your games?
>>
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>>150830815
You're way the fuck better than me, what are you talking about? I wish I could sprite like that.

Also, pic related. ty
>>
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>>150834628
That is pixel art :)

Seriously some of the best stuff I've read was in here:

http://pastebin.com/SuXCN3pf

In general, I like to work with shadows/darker colors (building the model instead of outlining) and filling it in from there, similar to painting. Some like to do the outline (similar to drawing). You'll find what you like and you'll have fun doing it (i hope).
>>
>>150853509
Prison guards who are pretty much just at the wrong place at the wrong time.
>>
Also fucking ded.
>>
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>>150402298
More progress! The flamethrower was really difficult to draw since unlike the other weapons, I couldn't just trace the lines from a drawing/photo, and there's next to no information about - and even less pictures of - Italian flamethrowers of WW1 on the internet.

With the tank, it's also really bulky, so I might take that out for the interface picture. And of course it'll also get some shading and such.

>>150431695
>>150441254
Thanks!
>>
https://www.youtube.com/watch?v=cPknS6h0_mE

Timed Attacks are now compatible with Yanfly's Action Sequences!
>>
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>>150542419
>>150543064
>>150577858
>>150774748
Done! Look forward to the finished product on Wednesday!
>>
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>>150542241
>>
>>150859203
That looks great.
Shame if you had to cut off the tank of the flamethrower.
>>
Why is your protagonist going on their journey in the first place?
>>
>>150865690
At the story's start, because it's a job and she wants to make sure it's done right. As the story progresses, it becomes something personal - and she starts ignoring or contradicting her own job to accomplish her goals; winding up potentially sabotaging the thing her job was about by the end if the player character becomes sufficiently uninterested in the aims of their employer.
>>
>>150865690
Because he is being blamed for his best friend dying in a childhood accident.
The protagonist can remember neither the friend, nor the accident (player gets to play the incident in the prologue, though) and grows up with the blame, which in turn motivates him to learn how to protect people.
>>
>>150865690
A young girl with a dream of becoming a warrior for justice in all of the kingdom and beyond.
>>
>>150865690
On an emotional level, he lived alone with his father in a lighthouse since he has recollection, and stories of adventurers have filled his dreams his entire life.

He also doesn't really realize the dangers of the adventure until he discovers the graveyard of dead heroes.

Although I haven't figured out a good way in which I can convey the fact the character dies for real, when the player can just Continue.
>>
new thread soon dont die yet
>>
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>>150865875
>starts ignoring or contradicting her own job to accomplish her goals
Gentlemen, welcome to Dubai
>>
>>150865690
Just wanted to go to the library.
I'm trying to keep the plot relatively simple.
>>
>>150838326
They're mostly concept art for enemies and recruitable monsters. But the biggest reason is because I've gotten better at spriting so I have to update the designs and sprites.

>>150865690
She gets exiled for being a cunt and contracted into being a witch/heretic, but she is so incompetent and useless at magic stuff that she's forced to travel in order to git gud. Learns mostly from monsters that she meets (and abuse) along with some (coerced) humans.

The story It's not about her but instead about the world she's now living in and the people she meets.
>>
https://reviewreaperblog.wordpress.com/2016/08/06/realm-of-the-mad-god-review/
>>
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I have to get better at drawing.
>>
>>150871734
Kind of, except the subject of the story is more immediately innocuous. The intended arc is 'nothing in this project really matters; what we're doing is necessary' to 'everything in this project matters a lot; what we're doing is objectively wrong, even though its necessary'.

So yeah, it's kinda SO:TL in that it's a slow reveal while we the main character slowly lose touch with what 'reality' means - but rather than WPing people, it's a game tester spinning around in a circle 36 times and jumping to find a crashbug, logging it, and then trying to break the game again.
>>
>>150860694
Great, really looking forward to this
>>
>>150868804
Well, there's an obvious answer: don't let the player continue.
Or, do the Tail of the Sun thing: let the player continue, but not with the same character.
Or, do the weakass comic book thing: instead kill off a secondary character to whom the protagonist was attached.
You've got nothing if not options!
>>
stay bumped
>>
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>>150865690
You are trying to get back home to your owner, whom loves you very much. You see... you're a poor little cat that has had a pretty hard life, and the little kid who took care of you was the only one who treated you good in your whole life.
>>
>>150865690
She fucked up and broke the Orb of Ultraviolet while trying to channel magic through it. She has to go fix it.

Without it, the region isn't going to be able to grow crops in the winter.
>>
>>150865690
It's his/her job
>>
>>150564687
It worked for Dragon Quest because of how you can actually search for stuff, in most places, but for many other jrpg, I can count with my fingers the time where you can interact with anything other than the NPCs
>>
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Here's my list of current tasks that I've estimated will take an hour or less to complete. A lot of the estimates are probably wrong; for instance I estimated each piece of art will take 1 hour.

What should I work on next?
>>
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Here are the new and improved battlers, what do you think?
>>
>>150882206
The shading needs very serious work. Google pillow shading, then don't do it.
Also, you shouldn't judge (or post to be judged) pixel art outside of the res you intend to use it in. (At least, I assume that's not native res -- my bad if it is.)
>>
We need a new thread
Like now
>>
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>>150882642
sorry about this
>>
ded
>>
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Snake!
>>
>>150882642
Please point out what you see as pillow shading, from what I see every shadow is caused by either light not reaching a certain area or by another body part blocking the light
>>
New thread when?
>>
>>150885873
Not that guy, but the only real issue that stands out to me is that the leg shading is symmetrical while the rest of the shading isn't.
>>
>>150885873
All the legs, a couple of the shirts, and FLCL-Dude's face. It's not just about light direction -- the key point of pillowing is how the shadow appears as an outline of the highlight. For example, FFXV-Cosplayer-Boy's shirt: the brightest part has the second shade all around it, top, bottom, and right. It ought not be on the top at least, and probably part of the right as well.
The effect is also heightened by the fact that you're using three shades per color on a tiny sprite. Two would look better; three creates an ill-defined blur that gives the feeling of a 90s webcomic more than a game.
Thread posts: 749
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