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/rpgmg/ - RPG Maker General #163

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: 209
Thread images: 29

File: people knights.png (8KB, 288x256px) Image search: [Google]
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Searching for resources counts as progress, right? Edition
MV 1.3.1 update: https://s3-ap-northeast-1(dot)amazonaws.com/degica-prod.product-files/43387/RPGMV_W131_Upd.exe
MV Crack: http://www.www86(dot)zippyshare.com/v/45Pnv1CO/file.html
Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

[MV] Base Resources, Cover Art DLC, Essentials DLC and Pre-order Plugins:
http://pastebin.com/QtQnqvf5
[MV] Season Pass DLC
https://mega.nz/#!Yo5AlLxZ!yzS3PMn144EGsj9LMnXeaaJ_ZxyTGgbIvFf3Y4Z0YRw
https://mega.nz/#!ZxhjiaBD!lGIZEztZ8fhyyl9NuEoQ_TDw0BGa0LB6wEaSxmY01lo
[VX/Ace] Humble Bundle DLC:
https://mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Storyline Creator
http://www.mediafire.com/download/dtlzmd145cr4sz6/SLC.zip
Art Resources
http://pastebin.com/FgVGxTqW
Updated DLC Pastebin
http://pastebin.com/D1Nr8Zwd
Pixel Art Tutorials
http://pastebin.com/SuXCN3pf
Generators and other useful resources
http://donjon.bin.sh/fantasy/name/
http://pastebin.com/TyAHmtW4
[MV] Plugin Releases
http://mvplugins.com/
[VX/Ace] Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List
Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing
The /rpgmg/ podcast (Updated every other Wednesday):
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A
>>
>Searching for resources counts as progress, right? Edition

So what's the last resource you've found or created for your game, /rpgmg/?
>>
>>152491586
>>
I am feeling like my 12 pixel tall fairy can't be appreciated at all. The thing is, if I make her 24-pixel tall, then a human could be about 96 pixels tall, which is not that bad... but monster symbol encounters could be anywhere from 24 to 144 pixels tall.

So, are you annoyed when a monster is chasing you and its feet show up above objects that should be in front of it?
>>
>>152493270
Post a screen of your fairy
>>
>>152490681
With the embeds removed (thank you!), this will fit in the OP again:

/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
>>
>>152493793
Not yet, anon. But soon.
>>
>>152493972
Darn, I knew I was missing something. Well, at least the embeds are slain.
>>
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>>152491586
ongoing struggle with having to create art
>>
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>>152493972
Has Bubbles chimed in recently? I'm not asking because I want to pick up the collab I've already done a part and I'm focusing on another project atm, I'm just curious.
>>
In RPGM2003, can I only double and halve stats, or is there a way I can have lesser effects?
>>
>>152499005
He has chimed in to say that he is still working on the project and that we shouldn't worry.
>>
>>152491586
doom midis
>>
>>152495181
i hope the one on the left is the one you're going with because it's a lot nicer to look at.
>>
File: 32.rpg_0-0.png (381KB, 2560x2560px) Image search: [Google]
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Post maps.

Man, this thing is a year old already, strange how that happens.
>>
>>152508040
Is this a single map? How big is it?
>>
>>152508040
I love those city tiles. Is this your own work?
>>
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>>152502638
?!

would your opinion change if they were meant to be the foreground pieces in a 720x360 screen?

i get that the simpler coloring is more.. pleasant, but i feel like it's too flat? for an element so close to the front
>>
>>152509345
I disagree with him entirely. The more detailed elements look much better. You keep doin' you, anon.
>>
anyone have a good idea where the first place to look at for changing up MP? i'd like for it to behave somewhat similarly to TP, hitting the following guidelines:

>begins a fight at 0 by default, this only being modified by equipment that would otherwise give starting MP bonuses
>increase by a set value (that can also be modified by equipment) each turn independently of its maximum value

and i guess the conclusion i've come to is "well why not just use TP for that?" but that presents some problems, with the simplest one being "i sort of want to use TP as well as this modified MP". is it plausible to turn MP into a TP bar instead? and if not, is there an easy way to remove MP outright than simply setting up menus that never display the value in its unused and useless state?


>>152509345
ok, seeing it next to other assets changes my opinion somewhat but i'm one of those cheesy hipster-types who likes simplified silhouette-y background/foreground elements.

>>152508040
seeing those city domes definitely made me feel a little phantasy star nostalgia, all in all this is pretty sick.
>>
>>152509345
What do you use to draw your assets? I started using Piskel and I kinda liked it.
>>
>>152512848
manga/clip studio, but not really for much reason besides "it worked with my tablet immediately, and photoshop didn't." never really had a preference for things as long as they had customizable ui/shortcuts.
>>
>>152513985
well, while i have jumped around between image editors for a long time, like corel painter, photoshop, paint tool sai, gimp, manga studio,

the only thing that i remember surprising me how much i liked was krita. i think i just forgot to install it first this time around, so ended up with ms5 again.
>>
Sshhh..... guys..... don't tell anyone, but...... i'm making a lewd game!!
>>
>>152516437
Tell me more
>>
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>>152508291
128x128.
>>152511668
That was the intention, yeah.
>>152509061
Ah, thanks. I'd have done a bit more on the project, but after making a few maps I just wasn't feeling it.
The overall setting/plot wasn't really what I was wanting out of a sci-fi game, either. If I do go back to the idea, though, I'll definitely want to have more interesting dungeons, both in terms of mechanics and in terms of graphics.
>>
>>152516437
>don't tell anyone
take your own advice and we'll be in good shape
>>
>>152460345
It says the file doesn't exist yet it still works for you. Can you put the link in a pastebin? It's possible I might be overlooking another part of the URL to fix and I don't know what.
>>152418795
>>
>>152521026
It was working earlier today, but it isn't working for me now.
Here's a new one: http://www18(DOT)zippyshare.com/v/mjBRbBSJ/file.html
>>
>>152522923
Still not working. File doesn't exist. Can you use another host?
>>
>>152526026
Not him but there is something wrong on your end, the link works just fine.
>>
>>152526026
Try copying the url into notepad or something, remove the (dot) and paste that instead.
>>
>>152526453
FINALLY!! Thank you! Not sure why that of all things did the trick. Putting it in Notepad first, not fixing the URL. That I kept doing. Now all I need is the trial and I'm set, right?
>>
>>152526651
You need the trial and the 1.3.1 update, which is also in the op.
>>
>>152526940
Got that with no issue whatsoever in the previous thread.
>>
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>>152527048
Now go make a game.
>>
How do I make smaller fonts not look like shit when playing in fullscreen? The text scaling ruins everything.
>>
File: Pppresent!.png (9KB, 400x400px) Image search: [Google]
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I have a p-p-present for you, anon.

P-p-please don't hurt me!

>>152528879
What version of RPGMaker are you using?
>>
>>152529101
RPG Maker MV v1.3.1. Should I adjust the game's screen resolution to 720p and use upscaled sprites instead?
>>
>>152529101
Cute.
>>
>>152529235
That's what I decided to do eventually. Text boxes and everything were too small with higher resolution, and maps looked too small. I use a lower screen resolution and double the size of every sprite (for example, doubling a 24x24 sprite to 48x48).

It really depends on the look you are going for though, I want things to look pixelated.

If you aren't going for the pixel look though, yah, you really just have to scale everything up to compensate for the resolution.
>>
>>152527334
I need to refresh myself on the basics first. Last RPGmaker I dicked around with was 2000. Completely blind on the functions of switches and such. Also, the 1.3.1 update seems to overwrite the crack, turning it back into a trial. As in, the crack is for 1.3.0.
>>
>>152530102
Oh, you did it wrong. You need to install the trial > update > crack
>>
>>152529101
Fievel, is this you?
>>
Any point in buying RM2K3 off steam? Is the translation any better? Is anything more stable?

>>152518660
Good lord, your tiles are just wonderful. Very grim and moody.
>>
>>152530214
Did it. Still says version 1.3.0.
>>
>>152530327
Very much a throwback to it, I plan on including a lot of characters that reference 80s and 90s animal cartoons, stuff like:

FernGully
All Dogs go to Heaven
The Rescuers
The Lion King
The Secret of Nimh
An American Tail

etc
>>
>>152530758
so you're making a furry game

go on
>>
>Change something in a script
>Decide against the change after testing and revert the changes
>Script doesn't work anymore

sigh
>>
File: I am ready.gif (499KB, 176x175px) Image search: [Google]
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>>152530724
That's fine. It says 1.3.0, but it's actually 1.3.1. For some reason, the crack displays the ver # incorrectly.

>>152530758
>The Rescuers
>The Lion King
>The Secret of Nimh
>An American Tail
See pic.
>>
>>152529485
Yep, I want things to look pixelated. I was using 640x360 with 1:1 sprite scale, but my screen resolution is 1600x900, so the sprites look fine while text boxes look like shit when the game runs in fullscreen because the text is resized like a bitmap.
>>
>>152531056
Huh, so I had it right the first time.
>>
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>>152530849
Not exactly. I don't really like furries and the animals aren't entirely fully anthropomorphic.

It's really more about capturing that feeling of watching something like the movies I listed. I think making it about animals allows for some pretty interesting humor and social commentary (Animal Farm, Watership Down).

I realize that it can limit my audience (not everyone will want to play a game about animals), but it just feels so right.

>>152531056
I'm working hard on getting a demo out to ya'll soon :)
>>
>>152531553
Oh, there's something in the rpg_core.js that's forcing smooth scaling. This is what's causing the blurried aspect when running the game in fullscreen.
>>
>>152533398
Can you turn this off?
>>
>>152533827
I tried this:
http://forums.rpgmakerweb.com/index.php?/topic/47504-how-to-remove-blur/

But it's still the same.
>>
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>>152530986
fucking super

Would you guys mind a battle demo with no animations?
>>
>>152534036
I'd prefer it. Long animations are the worst part of rpgs.
>>
sketched together a little scene for a dude who lives in the woods. pls r8
>>
>>152534036
>RoyalCancel
Que
>>
>>152534383
9/10 needs some work
>>
File: Capture.png (71KB, 639x479px) Image search: [Google]
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>>152534424
HECK
>>
>>152534586
Why are there no windows on the second floor?
>>
>>152534820
He's a vampire
>>
>>152534820
He's too poor to afford more windows
>>
>>152534586
6/10. character seems way too vividly colored for the surroundings. why is there a sword to the right of the pile of wood? Did you mean to make it so bleak? If so, you did well. Maybe throw in a 2nd tree sprite if you have time so the trees aren't all the exact same. If you don't have the time, it doesn't matter, it's a mild grievance. Where does the character get water from? There should be a well or stream nearby, I assume it's just offscreen.
>>
>>152534906
Another victim of the window tax....
>>
>>152534820
Ghosts kept showing up, duh.
>>
>>152534586
I thin k it looks pretty fantastic, there is a lot of talent here that I think is going a little under appreciated (provided these are all of your assets).

>>152534929
>character seems way too vividly colored for the surroundings.
This I defiantly agree with.

>why is there a sword to the right of the pile of wood?
where? I don't see a sword.
>>
>>152534820
>>152534929
this is all really good advice thank you

>>152534929
>>152536440
none of this is my assets though lol, it's all rm2k3 rtp and some of mack's old tilesets
speaking of which, I heard FSM went down?
>>
>MV 1.3.X crack
>File does not exist
God fucking damn it, I've been looking for ever. I were so close ;_;
>>
>>152537328
Probably a bunch of brown nosers from the rpg maker forums, if this thread's history is anything to go by. http://www18(DOT)zippyshare.com/v/mjBRbBSJ/file.html
>>
>>152537667
Tits, Thanks a bunch.
>>
Could someone convert these to ogg for MV? I tried on my own and it sounded way off and didn't loop. Pretty p-please?

https://mega.nz/#!SxlUyLiK!lTd_1p5kVNkZzLNQLvHobxFDIlJ81j_vVYbdUca8hMs
>>
does your MC have a nice... bump
>>
>>152539915
Oh yes her is very nice
>>
>>152534586
C O Z Y
O
Z
Y
>>
>>152538294
Maybe it's being caused by a difference in sample rate after export. Check on those and see if that's the problem.
>>
>>152538294
Encryption key is wrong, won't let me download.
>>
>>152541578
I can download just fine. But I don't know how to convert.
>>
GET IN HERE QUICK, GET OUT QUICKER, WITH AN ARM FULL OF FAKE DOORS IN YOUR ARMS
>>
>>152543063
I'm feeling I'm missing a reference there.
>>
>>152543871
https://www.youtube.com/watch?v=jKhR4rEVDLY
>>
>>152543063
>door makes an opening sound
>"The door won't open."
?????

>>152543871
it's a line from rick and morty
>>
What's your story about?
>>
>>152544938
It sounds more like a handle jiggling. I use a different se for when doors actually open.
>>
>download old music for bgm because it's public domain
>2.63 mb filesize
its so small
>>
>>152545037
You play as a detective in training and solve cases.
>>
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>>152545237
Good thing too since RPG Maker has trouble playing anything over 3MB!
>>
>>152545896
yay!
>>
pity bump
>>
Stay alive
>>
>Spent two weeks doing RPGM mechanics work
>Didn't spend any time drawing
>Draw like total shit now

fug
>>
Hey guys, I'm in the very early stages of planning a game that's kind of like a blend between Civilization and Fire Emblem, in that you settle cities and conquer your neighbors, but the units you train are all unique characters. Out of curiosity, which sounds better for the available nations/factions/whatever -- real ones, fake ones, or a crossover between fictional ones?
>>
>>152549546
fictional ones based on real ones for me
also your game sounds interesting, hope to see more
>>
>>152549691
I definitely hope I can make it happen. It's the only idea I've come up with so far that I'm actually excited by the idea of, though I'd like to make one of them weird RPGs like OFF or Central Station sometime, too.
>>
>>152549546
Full fictional. This way you can do whatever you like.
>>
>>152549986
Why not do a game that combines both? That's what I'm doing.
>>
>>152550306
I mean, I suppose I could do that, but I'm not sure where the line is drawn between "interesting bizarre" and "just fucking retarded/trying too hard". The one idea I do have for a bizarrePG (heh) wouldn't translate well into that sort of a game.
>>
>>152549546
Never cross over
If it is fake, don't do that obvious shit like orcs and such
>>
>>152551063
I meant more along the lines of King Dedede butting heads with Funny Valentine and Handsome Jack, but I think I'm just going to invent ones.
>>
The king has given you a quest!

"Bump the thread!"

You don't know what he means, but you give him a vague assertion it will be done and quikcly leave the castle!
>>
>>152554115
Screw this quest, I'm gonna hit the Inn.
Good night bump
>>
wew
>>
early morning bump
>>
Anyone translated SRPG Studio yet?
>>
File: hallways.webm (2MB, 480x270px) Image search: [Google]
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So I was doing some stuff a little bit ago and I realized I never bothered looking something up, so maybe someone who has more experience might be able to answer my question:
How much change to RPGmakers code is allowed before you aren't allowed to sell it anymore? Is there a defined amount set down by the company? I know some people have gotten away with stuff they're not supposed to (To the Moon comes to mind) but I'm just wondering if there's some specific amount that breaks the ToS just enough that the company will actually come down on people selling games?
>>
>>152563737
I'm pretty sure you're free to do whatever you want that works with in-program scripting but changing or making new dlls is forbidden.
>>
>>152563737
holy shit that webm, is that yours?
>>
>>152508040
That circle-shaped space of water inbetween near the top left area would be perfect for having a water dungeon raise from the deeps in.
>>
How do you plan your stuff? Some kind of software, pen and paper or not at all? trying to write down the beginning of my story on paper and it already looks like a mess
>>
>>152572628
WordPad and Excel.
>>
>>152572628
I sit down and force myself, then have a dialog with whomever else may be working on the project too.
>>
>>152572628
just don't use paper. use anything, and back it up on googledrive/dropbox/whatever
>>
>>152541578
https://drive.google.com/file/d/0B5X-G5IRTtikOHNOWjhNUzZlSDQ/view?usp=drivesdk

Try here anon Thanks
>>
>>152572628
Try word/open office for writing stuff, and Twine for organization
>>
How do I make a face look less flat anon?
>>
>>152579116
shading

and posting pics
>>
Should i use the words luna, sola and stella or come up with my own terms? Just feels like they have been used way too much. Although i really want to refer to sun, moon and stars
>>
>>152580653
they're fine
>>
>>152580653
It's fine, originality's been stretched thin due to how many creative works there are now.

You're also using RPG Maker.
>>
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>>152574648
A-Any luck?
>>
How are you hooking the player's attention in your game? A mystery? A really cool goal?
>>
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>>152587815
Emotion.
>TFW only autistic kids and women love my game.
>>
>>152587815
baiting them in with anime tits. the refund rate is going to be ridiculous.
>>
>>152588585
Can't go wrong with anime tits.
>>
>>152591284
You could, if you were making Yaoi/BL stuff.
>>
Good morning bump
>>
>>152587815
I'm only making this game for the sole purpose of entertaining and delighting
>>
>>152587815
For my serious game, trying to be something vaguely unique.

For my less than serious game, trying to make it the right kind of bizarre.
>>
>>152587815
Intriguing story
>>
>>152587815
Lots of monster girls and tits.
>>
>>152580653
If it's just a decorative name for equipment or a skill name, I think it's fine.
But if it's like a Moon Goddess, don't call it "Luna" I expect a little more imagination.
>>
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>>152587815
Hopefully by being as far away from Chrono Trigger as a time-travelling-based RPG can get. God I don't want to look like a rip-off.
>Keep getting images asking for street signs where no street signs are
>>
Not RPG Maker, but RPG-related:
http://www.pcgamer.com/infinity-game-boy-game-pc/

A group of indie devs missed their chance to put an RPG onto Game Boy Color, and have since released it into the wild
>>
>>152609652
Yeah I heard about this. Pretty amazing and looks like something I would habe loved to play back in the day but apparently it's still not finished and is only playable up to an early point because there is incomplete content throughout.
>>
Post progress
>>
>>152585889
Hey there, just got out of class. You still need help with this? I've got the files downloaded but am a bit unclear on what you want. Just converting the midi's to ogg? I can run them all through a soundfont and have them up if that's the case.
>>
>>152529101
Squish.
>>
>>152563737
It's a fucking mess, to be honest. What counts as 'made with RPGMaker' is absurdly ill-defined, and the complete openness of the engine makes it worse.
I can't give a definite answer, but from what I gather, if you can open the project in RPG Maker and run it from there, it counts. Maybe.
>>
>>152613106
Yeah that's exactly what I needed! I needed them to be looping oggs for MV. Thank you!
>>
>>152614606
that's probably all it takes, desu.
>>
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Would you play a game with an all top-down view like this? I think it lose the graphical appealing of seeing the height of a tower or the blackness of the dungeon entrance or the windows of the local cathedral.

I could, in this moment, use a Show Picture to show the sideview of the building and/or important scenes and interaction with NPCs.

But I ask:
1. Is this nice or players will have a headache after a while? Is it hard to identify certain structures?
2. Characters as seem from above or tokens showing their faces like a tabletop RPG token?

Off course, all this would be on a DB32 palette to make it homogeneous and a little easy for me to make.
>>
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Dum de dum. I have a little secret. But I won't tell you!!

https://www.youtube.com/watch?v=4bjPlBC4h_8
>>
>>152616220
TELL ME YOUR SECRET
>>
>>152617813
. ;| .
>>
Seems the pastebin has yet to be updated on MV tutorials. Anyone know of any good tutorials on making sense of switches and variables? Or just tutorials in general due to being extremely new to this?
>>
>>152615837
I personally get nauseous playing top-down games for more than 5 minutes at a time. I'm sure there are people that don't mind as the top-down twinstick genre is a thing, but to me it's unbearable. I'm probably not the best person to give feedback, but I'll try anyways.

It will always be hard to identify non-unique structures (a church is usually very obviously a church, but telling the difference between a pub and a store might be impossible) and if you plan to have any foliage, it will just obscure the game even more. Usually(?) games with top-down have color- or shape-identified buildings, so an inn is pink, shop is neon green, weapons storage is a hexagon, etc. but if you're going for the look in your picture you can't really do that.

If a game is top-down, the vast majority(?) of 'em use the top of the characters' heads, but if you want to stand out you could use the face tokens. I think I would find face tokens a little less nauseating, myself.
>>
>>152618102
REEEEEEEEEEEEEEEEEEEEE
>>
>>152615837
why do you want that view?
>>
>>152615837
I don't think this pov is suited for a lengthy RPG
>>
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>>152490681

Rate muh map.
>>
>Making demo for only the combat
>Spent a lot of time prettying up the lobby

I should spend this time making the combat look presentable.
>>
>>152618520
You can use almost any tutorial on switches and variables, the way they function hasn't been changed at all I think. I don't have any links for now but you can find a lot on Youtube.
If you don't find a tutorial for MV you can just search for VX Ace.

>>152620427
Looks nice and cozy
>>
>>152620427
Your trees don't match up, the smaller, default tree sprites look completely out of place next to what I assume is custom, larger trees. It's like you threw Windwaker trees into Twilight Princess. The water looks bizarre. Other than that, fantastic.
>>
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>>152620427
i'm not much of a mapper, or more accurately, someone who doesn't care about mapping, but the two things i always pay attention to are

how linear a map is and the height of ground
>>
>>152618619
Thank you. Any input is a good input.

>>152619320
Easy to make/steal custom assets.

>>152620243
Could explain further?

I'm just trying to find an art style I can keep up, me being nothing close to an artist.
>>
>>152620879
>>152621649
>>152621178

Thanks, fellas. I'll keep working on it.
>>
>>152620879
>You can use almost any tutorial on switches and variables, the way they function hasn't been changed at all I think. I don't have any links for now but you can find a lot on Youtube.
>If you don't find a tutorial for MV you can just search for VX Ace.
Thanks. Last time I dicked around with an RPGmaker I just made extremely basic maps and houses. Midi music and all.
>>
How do I deal with the crippling guilt that is no deving?
>>
>>152626761
Start deving again?
>>
>>152626761
Exercise.
Freshen up your mind so you can get back to work afterwards.
>>
>>152626761
Make me some dinner
>>
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bumping with a recently finished portrait.

>Glad to know you've been working on your game anon!
>>
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>>152631112
>You... HAVE worked on your game... right anon?
>>
>>152626836
While it sounds so easy it is sometimes very hard to motivate yourself. Doing something else is much easier.

>>152626871
I used to do this, I should start doing it again.

>>152627642
I hope you like it.

>>152631112
>>152631264
I started again after some time of no deving.
Also how is your progress?
>>
>>152631264
I made an intro
>>
>>152631264
Still working on the combat demo, putting placeholder descriptions for shitloads of skills is numbing.
>>
>>152631571
Progress? Fine so far, I do need to finish polishing up some portraits.
That and I gotta get on to rewrite parts of certain cutscenes here and there, after that I gotta actually make the first dungeon boss ( the dungeon itself and cutscenes are all done ).
After that it's pretty much polish time and I can release a demo.

Also, a gallery of portraits for Mr.Boybot here.

http://imgur.com/a/JLAnx
>>
>>152632089
Sounds great, I'm really looking forward to your demo.
>>
>>152632089
I want to cum inside Luke
>>
How do I write a good dialogue based interrogation scene?
>>
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Sooo I'm remaking Undertale on VX Ace (The demo at least) because why not and I'm having some problems that I can not for the life of me figure out how to get around so I hope someone can offer some kind of solution. I've tried so many things.

Basically, I'm using the FTB system as well as Hime's Enemy talk script for the spare mechanic, but if the player has a bunch of actions to use and uses the talk command (Aka ACT) it just uses them all up in one go. Is there any way to fix that? And two:

When I use the talk command, I show a show choice box with the choices but I can't, no matter what I try, make it so that they player can cancel out of it and select something else without it taking an action. Any help would be appreciated. Sorry for the crappy pic quality. It was a massive picture.
>>
>>152620427
your terrain elevation is just all over the place, what is going on here
it's hard to break up the grid in RMVX but it's just really bad here, especially in your footroads. Use some patchy grass or flowers or weeds or something, and loosen up the spacing between the rows of trees on the edge of your map
I do love that little side balcony you've got going on in the lower left, that's a nifty little touch
>>
>>152636529
i'm fuckbad at dialogue but the first thing i would do is establish motive, both for the player and the NPC
what information are you trying to get out of them? why do you need to interrogate them; why are they trying to hide it? what tactics are they going to use to get out of telling you?

go play phoenix wright 2 and 3 and look at how they did psyche-locks, they're the first thing that comes to mind
>>
How do I change the space inbetween lines in message windows? I'm using YEP Message Core.
>>
>>152639878
Pretty sure that's based on the font you're using.
>>
>>152636529
You have to rewrite the v for vendetta scene
>>
>>152636713
You could experiment with this: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/instant-cast/
>>
Do you plan to have a secret boss in your game? Preferably when you know what the battle system will be first.
>>
>>152643643
I want to have several secret bosses.
The first one will be in the first cave the party has to go through.
It is a demon frog and it is like level 40 or something.
The player WILL get annihilated if they decide to attack it.
The second is a ghost hiding in a chimney in the second town.
>>
>Yanfly AoE script
>Set 70 as the radius for an attack
>Pixel wise it's actually 158

This is going to be annoying.
>>
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>>152568567
Yes, it's a project I was working on a few months ago and then sort of stopped working on. I work on shit in chaotic sporadic bursts, so I never really finish anything, but do get technical knowledge and pieces of engines I can maybe work together into a proper Frankengame someday. I've laready had a ton of people laugh at the gun and the shooting animation, I know it aint so good. But it was really just a mock up to see if I could do it.

>>152563870
>>152614606
>>152615018
Hmm. It was a mess when I stopped checking, too. This shit is never going to be well defined is it? Last I checked the dll file was the big thing but then people started talking about the issue being the first few blocks worth of code in the in game menu and so on and so on. I never got a real answer. If I ever finish anything I'ld love to Steam it, but with the ToS being so fuzzy I'm terrified of overstepping bounds and pissing people off.
>>
>>152648036
You could try ask Enterbrain yourself...
>>
So I am struggling quite a bit here.

I am looking to make what is more or less a modernized Phantasy Star x SMT x Golden Sun in a high fantasy setting.

My biggest issues are regarding the player character, balancing a particular class and enemy AI. I'm using VX Ace, but if I have to upgrade I'll look into it.

As for the first issue, is I am unsure how to work out the party. Originally there were going to be nine heroes who had intersecting stories based on who was selected. This quickly turned into a clusterfuck and leads to design balance issues. I considered a custom protagonist that can have a set of party members tag along for several campaigns. However I yet again met balancing issues, without a mage some magical items are unidentifiable. Without a rogue you cant steal items and you'll burn through them on item intensive fights. (There is only one "healer" and he only has a few support spells to toss out) Without a Warrior you lack sustain. Ect. What's worse, is the protagonist gets cucked in an existing romance arc and is left as a third wheel. My only solution to that making the (party member) love interests an npc, but now the story falls apart.

My balance issue regarding the healer, he's a spellsword. By design he's intended to be an offensive support, lowest base hp. I'm going to limit his healing most likely with some kind of cooldown system, because aside the Paladin's party wide heal over time. (Its going to be pretty marginal) he's the only party member able to heal others. Most sustain is via items/summons (resource heavy, think of them like an ult/limit break).

Lastly, on my test game the AI wasn't just a slot machine, it was legitimately fucking retarded."Did I just status the party? DO IT AGAIN." playing through my test game felt like every turn was a gamble. Also the stat system makes no sense.

Thanks ahead of time!
>>
>>152650583
Make a new story with the good scraps of the old one.
I'm not exactly sure what you're asking about the spellsword but if he is one out of two thats going to be healing others then I think it'd be interesting if his offensive skills had healing effects on the side of the party. As a spellsword character I'd think you want to emphasise a wide range of spells he's capable of along with his attacks.
There's a buttload of scripts that will help you with AI if you're on VX Ace.

To note: you sound a bit ambitious, might be worth toning it down a little to keep things realistic.
>>
>>152650583
I can't help you but have a bump
>>
Badump
>>
Good night bump
>>
Good morning bump
>>
Bumpu
>>
Rather than empty bumps we should really try to put progress or questions in them, such as...

Does your game start in an area with battles like a dungeon or in a peaceful place like a town?
>>
>>152664612
All my projects have started with a town, but I can see the benefits of starting in a dungeon (also lets you introduce gameplay tutorials asap). In media res and all that. But if your game needs a slow build up, it probably isn't the best idea.

I currently have no progress to share. Hopefully I will later today.
>>
>>152650583
>As for the first issue, is I am unsure how to work out the party. Originally there were going to be nine heroes who had intersecting stories based on who was selected. This quickly turned into a clusterfuck and leads to design balance issues.
At worst, the balance issues could be fixed if you were to make separate bosses and encounters depending on your characters. Not necessarily one for each hero, but you could separate them in groups.
The clusterfuck aspect however leads me to believe that you should just work with less characters. Try turning them into 6 or 7 by fusing characters and stories. Alternatively, kill some characters at the end of their own arcs for some drastic increase in tension and shock value.

>I considered a custom protagonist that can have a set of party members tag along for several campaigns. However I yet again met balancing issues, without a mage some magical items are unidentifiable. Without a rogue you cant steal items and you'll burn through them on item intensive fights. (There is only one "healer" and he only has a few support spells to toss out) Without a Warrior you lack sustain. Etc.
Well, you could try fusing your party members into less characters. For example, make the Warrior also a Rogue, with the difference in gameplay depending on some kind of deity summoned at the start of the fight to give him different powers, using different weapons/equipment that noticeably change their build or maybe just a partial specialization with interconnected skill trees akin to the skill system in FFX,

>you'll burn through them on item intensive fights.
Anon, you craft the fights and the items. Just make sure the fight is beatable even if you don't have a Rogue.
>>
>>152665152
(cont)
>What's worse, is the protagonist gets cucked in an existing romance arc and is left as a third wheel. My only solution to that making the (party member) love interests an npc, but now the story falls apart.
Wait, I thought you had a choice regarding who would be in the party? How come the waifu and her love interest end up in the party mandatorily? Either way, the easiest solution would probably be to just give the protagonist a different love interest (NPC or playable character) and tie the relationships into character development. Or just keep the relationships from getting anywhere until the epilogue.

>My balance issue regarding the healer, he's a spellsword. By design he's intended to be an offensive support, lowest base hp. I'm going to limit his healing most likely with some kind of cooldown system, because aside the Paladin's party wide heal over time. (Its going to be pretty marginal) he's the only party member able to heal others. Most sustain is via items/summons (resource heavy, think of them like an ult/limit break).
This seems reasonable, but why not give him something else to do if the class is weak on purpose? Being a Spellsword, I would imagine he'd be more of a Red Mage than a typical healer.

>Lastly, on my test game the AI wasn't just a slot machine, it was legitimately fucking retarded."Did I just status the party? DO IT AGAIN." playing through my test game felt like every turn was a gamble. Also the stat system makes no sense.
You can modify the Troop AI to check if a character is under a certain status. Alternatively, you could use State instances/levels in order to make the AI seem less retarded, so the second time it tries to poison you it doesn't lead to miss but to super-poison that also lowers your attack or something.

Also, I am fairly sure that was a common issue in enemy AI in the SNES and PSX era. Other than late game bosses and enemies, the AI would be retarded.
>>
I'm probably going to hell for this, but I don't care.

https://www.rockpapershotgun.com/2016/08/23/road-redemption-delayed-by-louisiana-flooding/

Those are the same guys who run IP-Builders/EQ Games/whatever front company they are using this week, who tried to scam people out of their RPG Maker games with shady contracts.

Mother nature's wrath, baby.
>>
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Is there a system that lets me do turn based combat with actors positions and allows for a gameplay with melee ranged and AoE spell/ability based attacks for RPG maker MV?
>>
http://www.famitsu.com/news/201608/23112932.html

There's a new RPG Maker for 3DS incoming.
If only you could really do anything with the console RPGMs.
>>
>>152670447
I wonder if we'll get an asset pack for MV with the graphics and music from that.
>>
>>152670447
On the one hand, a 3DS market for indie games would be a great way to gather new support for a start-up company.
On the other hand, shitlords are going to make shitty games for a deliberately quick buck and over-saturate the market within minutes.
Hopefully they get some sort of Quality control on that thing.
>>
>>152672556
Nothing of that sort will ever come of it, console RPGMs have pretty much always been for distributing to friends and acquaintances and had no real way of adding new art assets IIRC. It's not a real developer tool like the PC ones are.
>>
I'm doing concept art for enemies, or, more specifically, psychosis-induced warped versions of existing characters. This is Tomiko and the Vomit Girl. I only spent a few minutes on each them, to make sure I didn't go into too much detail. Thoughts?
>>
>>152670447
REV UP THOSE ENGLISH PATCHES
>>
>>152668401

Anyone?
RPGMMV mv has been out for some time but I can only find one unfinished plugin.
>>
>>152668401
You mean tactical/strategy rpgs. I'm going to say no.
>>
>>152668401
Like a tactics system? Or just something with Rows?
>>
>>152676432

Tactics.
Im looking to do something with guns and a way to deal with ranged combat.
>>
>>152674665
Creepy and weird, i love them
>>
>>152674665
Please tell me you are good at drawing.
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