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/rpgmg/ - RPG Maker General #164

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Thread replies: 742
Thread images: 135

File: Demon Lord Redux.png (202KB, 494x391px) Image search: [Google]
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>OP is too big, but I'll make it fit (Edition)
Previous thread >>152490681

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/
Art Resources
http://pastebin.com/FgVGxTqW
Updated DLC Pastebin
http://pastebin.com/D1Nr8Zwd
Pixel Art Tutorials
http://pastebin.com/SuXCN3pf
Generators and other useful resources
http://donjon.bin.sh/fantasy/name/
http://pastebin.com/TyAHmtW4
[MV] Plugin Releases
http://mvplugins.com/
[VX/Ace] Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List
Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing
The /rpgmg/ podcast (Updated every other Wednesday):
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

/rpgmg/ Chain/Collaboration Game!
Status: Pt. 14 (The Real Finale) is in development.
Currently working:
Bubbles !u696zUYxpM
Version 13B: http://www.mediafire.com/download/89tsrb5ka31g36h/rpgmgcollab_v13B.zip
>>
If the chain game is really wrapping up, we can leave the credit list out of the OP.
>>
Second for 3DS localization NEVER EVER
>>
>>152700508
Rather than have all these links for getting started, we need to gather helpful links for finishing.

Got any ideas?
>>
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>>152700508
>>
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>>152702235
>Rather than have all these links for getting started, we need to gather helpful links for finishing.
This isn't a bad idea.

Derek Yu (the guy who made Spelunky) wrote a good article about this: http://makegames.tumblr.com/post/1136623767/finishing-a-game
I also found this one, while searching for the former: http://www.gamasutra.com/blogs/RosstinMurphy/20150224/237145/FINISH_YOUR_GAME.php
>>
>>152702872
Japan, that's why.
>>
How does one do ranged combat in an rpg maker games say guns and such?
>>
>>152704759
You don't? Unless you're using one of those action script systems, I guess. Firearms are a funny subject in JRPGs.
>>
>>152703302
Those are actually pretty good! I remember ready the spelunky one awhile back and the second one points out quite a few similar things. I can only give advice though. Motivation is a huge part of all this. There are gonna be many days where you just don't feel like doing anything and that's dangerous because it can spiral out of control and you'll never finish anything you start. The way I get through this is to break things down as much as possible and each day do SOMETHING. Literally ANYTHING no matter how seeming insignificant, if you need that thing done anyways just DO IT. Make one monster and call it a day. Heck even make a single skill or one item and be done with it. While slow, at the end you WILL finish slowly but surely. This has definitely helped me because I can say I did SOMETHING that day and it makes me feel good. Eventually, you'll finish.

>>152704759
It depends. You can do it the way the database has it basically just a weapon that does damage, or you could have them reduce an item in your inventory for ammo with events and what not...or you can use some scripts that do all that for you.
>>
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I hate how badly RMMV deals with custom fonts. They always look different than they should. Pic related, I tested the same font with the same font size in RMMV and in RMVX Ace. While it looks perfect in Ace, in MV it's much bigger than it should be and vertically displaced. Is there anyway I can fix this or do I need luck to find another font that fits well in MV?
>>
>>152702872
>op is too big , but ill make it fit.
I see what u did there.
>>
>>152705939
The only way I can think of is to make the font size smaller since MV has bigger resolution by default. I don't own MV though and don't plan on getting it anyways so I don't know much else about that.
>>
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https://www.youtube.com/watch?v=OrpwZkeCeW0
putting stuff ingame update; overall liking how it looks in motion

i'm still not sure what to do about the foreground and how it'll obscures the play area. for now, i just implemented a simple function that changes the transparency when you cross a y-coordinate threshold
>>
>>152710378
Not bad! Looks good so far. I would suggest making the bigger foreground plants a bit smaller as they kind of cover half the screen, but the way you have it is a decent solution.
>>
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>>152701316
Is there anyone here with Japanese knowledge to translate at least the menu options in RPG Maker DS/DS+?

Then we could have a little contest to see who can make the most interesting game in such a limited engine.
>>
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>>152702872
>Last Boss
>"This isn't even my final form!"
>>
This place usually this dead?
>>
>>152715691
yes. Sheer pigheaded stubbornness is the only reason this thread exists, the last thread 404'd with about 200 posts.
>>
>>152715691
We all are just working very hard.
>>
>>152700508
>Dat bulge
>>
>>152715691
i used to hang around and bump more often while slacking off, but i felt more motivated to work nowadays.
>>
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>>152715691
Most of the time, yeah. If you're an optimist you can pretend it's because everyone is working intently.

I'd post progress, but today I can't decide between working on my game or tossing myself off the roof of my apartment complex.
>>
>>152716337
Post your progress so we can give you the encouragement you need to toss yourself off the roof of your apartment complex.
>>
>>152702235
There are lots of strategies for novel writers.
Usually a long the lines of:
>writing a terrible first draft hard and fast.
>Start with an ending.
>Do one thing at a time; don't be lured away by the potential of another story.
>>
>>152703302
Huh, I've actually never seen these articles before, and I've spent more time reading about game design than actually doing it. They seem good, thanks.

I've been having trouble getting past the "actually start the damn game" step for a while now, but maybe one of these days.
>>
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Localization never, but I bet in a year or so they'll at least sell us the assets for PC At like $50-60. Not much to go on from the tiny ass screenshots but I like the character art.
>>
>>152720201
The idea is really interesting but isn't this a little late?
I mean the NX is coming next year or so.
>>
>>152720859
Handheld RPG Maker is the nichest of niches. I can't imagine the sales numbers are very good so I don't know what the motivation to keep doing them is.

Wii U would have actually been the perfect console for an RPG Maker now that I think about it. Mario Maker proved that, and they probably could have gotten guest characters from Fire Emblem and a bunch of other Nintendo series.
>>
Whenever I make something it just doesn't seem real. Maybe because I'm the one who made it?

Sometimes I think drug-users are creative because they can get so fucked up they don't even know where their thoughts are coming from.

Or maybe it's just their way to plow through the work and get it done. Like alcoholic writers impair their judgement on purpose because they can't write melodramatic monologues while sober.
>>
>>152722810
post your creations so we can judge you and this thread stays alive for another 30 minutes.
>>
>>152722810
>something

I'm guessing you mean writing. It's the field I'm the least familiar with, but I'm thinking getting better at writing is similar to other forms of art: copying better people. It's how I've gotten proficient at drawing, musical composition and I suppose programming.

Steal lines from the same character archetypes as yours?
>>
>>152723161
This.
Maybe we can help you.
>>
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I posted this in the last thread, maybe some more of you can help. Basically I'm using the FTB system and Hime's Enemy Talk script for a recreation of undertale that I'm doing. Problem is no matter how many actions I have, if I use the command for the talk script it uses up all the actions in one go regardless of how many I have to use. Is there any way around this, so far it seems to just be a limit of the script itself and if so then I can't really do much about that. And two, If I use the talk command and select a monster, I can't back out of it to make another choice instead without it taking one action from the player. Is there any way around this?

One anon suggested the instant cast script but sadly I tired that a while ago and couldn't get it to fix either of these problems.
>>
>>152722810
It's hard to look at your own work from a perspective even remotely resembling an outsider's, and it's easy to see problems that aren't really there. At some point you just have to get outside opinions and start learning what works and what you're not so good at, really.
>>
>>152724805
I think you'd have to rewrite some things about the battle system yourself, unfortunately.
>>
>>152722810
>drug users and alcoholics are creative
No. True creativity is not randomness or otherness. You could just get a computer algorithm that makes things far more random and alien than a human mind could achieve. True creativity is solving a Gordian knot. It is understanding a problem down to its roots and then finding a practical solution that is not necessarily bound by preconceptions.
>>
>>152725067
Yeah that's what it's looking like unfortunately. I'll just have to put a warning/disclaimer for people to avoid these problems when playing. I'm like 80% with this demo though. This last stretch is tedious as hell.
>>
>Just have to make a few enemies to complete this combat demo
>Had a skull splitting headache last night and still feeling a tinge of it now
>General lethargy

Guess I'll work on game art instead, or something...
>>
holy shit I didn't know this general existed, nice.
now I can suffer along with you all!
>>
>>152728032
Welcome to the party.
Here take this healthy dose of self pity.
>>
>>152728160
Not him but thanks.

>tfw want to make a North, East, South, West world map but I don't want to drag the game
Should I have the whole game take place on one map and save the rest of the world for post game stuff? Like basically free roaming? Finding shit and secret bosses?
>>
>>152728861
Depends on how involved those world maps are, how big they are, and whether your plot needs that amount of globetrotting.
If you can't be bothered to make several world maps, just shrink everything down a lot.
>>
>>152728861
Depends. Is your story engaging enough that it can last through the time it would take to traverse those places? If not, always start small and work your way up afterwards. Otherwise you try something overly ambitious and never end up finishing anything.
>>
hey guys, so is the "Base resources" in the OP just the stock sprites and tiles I have with the base program? or is this something else?
>>
>>152729074
Well basically I had two ideas in mind.
First one being the whole story takes place on one section of the world map. Let's say North for example. Completing the game allows you to freely travel to the East, West and Southern parts of the world and discover new places, new enemies and such. Each section is going to be 200x200.

The next idea would've been to have it take place on all of them but like I said I don't really want to drag it out too much.
>>
>>152729324
I think it's an expanded set of resources that come with the full version of the game, but don't show up in your resources list by default and aren't included in the trial download. It's been a while since I checked though.
>>
>>152729398
Maybe you can spread the story between 2 regions with some hints that you can visit the other 2 at a later point?
>>
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>>152732693
That sounds like a good idea. I'll keep it in mind
>>
Anons, somehow i feeling bad when using pirated DLC, what do you think anon? should i stopped using the dlc?
>>
>>152734930
Buy it when you have finished your game.
>>
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Just started to work on our items vendor. He comes along with his ice cream trailler (WIP) and a bouncing popsicle.
>>
>Wanted to study
>University didn't accept me
>Again
It's really depressing and now I feel bad.
At least I'll have lots of time for deving now.
>>
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>>152735853
This looks adorable, Anon!
I like the dithering, a few of those sprites remind me of PC98 games.
>>
>>152735496
>Thank you Anon, much apprecaited
>>
Got off work at 1, didn't finish my school stuff until like 8.

Trying to do personal projects during the semester is the WORST
>>
>>152736309
Thank you! I'm still learning the ways of dithering! It is a really difficult thing to do correctly without overdoing it.
>>
Oh, so MV updated. Please tell me it's character generator let's you make children. Otherwise, are there any mods that let you?
>>
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>>152740038
Nope, no children. I think the forum has some edits and customs if you dig.

Heh. I opened up the generator to check, hit random and it gave me this.
>>
>>152740445
>>Nope, no children. I think the forum has some edits and customs if you dig.
Damn it! So much for a loli or shota party member. What about VX Ace?
>>
>>152740723
No

Just sprite your own lolis
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>>152740445
Has science gone too far?
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>>152740806
My art skills are in the negative. I may as well pay someone who knows what they're doing.
>>
>>152740445
Now I want to make a meme game of nothing but random generated monstrosities.
>>
>>152740950
I think it'd be neat to have an RPG where your party members have randomly generated looks, even if it's just out of a certain pool of stuff to take from for each member.

It'd be the most forceful diversity ever.
>>
>>152740806
Are there any premade loli sprites? Can't pixel for shit.
>>
How do I make turn based combat interesting in most games Ive played I find the turn based combat boring as all fuck.
Any one who has made it interesting and engaging?
>>
>logging out of steam so your younger sister cant fuck up your game

just shared computer things
>>
>>152743375
When my game's demo is ready, people will be able to tell me if my turn based system is good.
>>
Plot idea:

A god comes to earth to steal the secret of clockwork from humanity.
>>
>>152743375
I think I'm probably the only person in the world who like's RM's default ``pick moves for your whole team and then watch them execute'' battle style. Everyone else goes for individual turns based on character speeds.

My thinking here is that choosing everyone's moves in advance forces you to be much more tactical. You have to make assumptions about how the next 2-12 actions (up to 4 party members vs up to 8 monsters in the default system) will play out.

You can optimize damage distribution to enemies to avoid wasting the strong characters' attacks on overkill, often saving you a round of combat.

The only vaguely interesting thing I'm doing with my combat is that action speeds are very significant. Abilities that can only self-target always go first. Abilities that target a group always go last. I'm sure that at some point I'll want to come up with some exceptions.
>>
>>152743375
Super Mario RPG/Paper Mario/Mario and Luigi: Superstar Saga

Timed Hits can enhance a game quite a bit
>>
>>152743375
I've had a blast with RPS turn-based combat engines. Note that those tend to only work in 1vs1 battles, though
>>
>>152744440
Why would a god not just make something more powerful?

>>152743375
You can't please everyone. Still, at a fundamental level, I think you should strive to:

-Make it so spamming attack will never win a single battle.

-Try to make interesting and varied abilities.

-Make battles difficult enough to require unique answers.

I think as long as you have those three things, you'll at least end up with something good.
>>
>>152744992
>>152744993
>>152745196
>>152745379

The game Im doing is about a single character setting out for revenge. A single well skilled character out to kick ass.
Said character is a sword and shield fighter with optional missile weapons (How to do ranged weapons at all) and Id like the idea of a RPS dynamic but not sure how to implement it without it ending up spamming random attacks.
>>
>>152745379
>Why would a god not just make something more powerful?

Maybe the god can't figure out how to make something that just "works" and isn't "alive."
>>
>>152745469
>Id like the idea of a RPS dynamic but not sure how to implement it without it ending up spamming random attacks.
See how to do it wrong, and do it better
http://store.steampowered.com/app/449050/
>>
I'm almost afraid to finish this project and start a new one.

I just made a volume shift between two rooms, and yeah, it's super simple but it makes me feel good to learn something new. I'm afraid my second project won't feel as good.
>>
>>152745991
This is where you are wrong.
It will feel better every time because you constantly learn new tricks or different ways.
>>
>>152745493
Sounds like a pretty pussy god to me. (I like your concept, just trying to play devils advocate)

>>152745469
I don't have the best answers, but this is how I tried to solve the turn based problem:

One character's abilities and attacks depend on a combination of mash and timing attacks.

Another depends on combo inputs (sorta like Xenogears).

One character has to use items only to attack, no basic attack.

Finally, one character attacks by dancing and has to hit inputs to a beat like a DDR game.

Success and failure of these combat mechanics enhance or hinder the resulting effects of an ability. For example: all dances do damage, but if you hit every "ddr arrow" a status condition will be placed on the enemy.
>>
>started on a horror game
>basically a corpse party clone but with a religious plot
>it'll have tons of endings depending on the players' choices
But I can't seem to find the best horror theme tiles and miscellaneous resources. Yeah, I've found a few, but I can't seem to find one that FEELS RIGHT to me

Plus I have no idea how I'm gonna make the literal atmosphere dark. I've seen some rpg maker horror games that have a spooky looking dark filter over the game.
Maybe a horror game is too hard?
>>
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>>152747485
I think that horror in the form of gore and jump scares is a little lame. Never played corpse party, but I think really good horror comes from a really really unsettling plot. There are a lot of good creepypastas out there, a well made game about camping and skinwalkers would fuck me up good.

It's pretty easy to make the darkness filter, especially if you go with more pixelated graphics. You basically just have a picture overlay on the screen with a little bit of transparency and a giant circle erased in the middle. Pic related.
>>
>>152747485
I think a horror game is just fine, but you probably need to create the assets yourself for the best effect.
Making the screen darker is pretty easy, either tint the screen or place a darker, transparent picture as an overlay.
>>
Help please? I'm using Ubuntu and RPG Maker MV surprisingly does NOT give me a white screen on level editor, but DOES give a blank screen on playtest.

I was ONLY able to find a solution to EDITOR white screen, not PLAYTEST white screen. Can anyone help?
>>
>>152749728
I had a similar issue but I have W7.
You should have a error file log in your folder.
I had to reinstall the program like 2 times on different drives to get it working again.
>>
Bubump
>>
>>152752914
>>
I hate dealing with the database once there's a lot of things in it, even if it's organised.

How do you cope with the pain?
>>
>>152754097
>I hate dealing with the database once there's a lot of things in it, even if it's organised.
Clearly your database has too many things in it. Purge the undesirable things or put them in a "not often used" folder.
>>
>>152754275
It actually has less than the default database does right now, I'm just horrible with this stupid interface VX Ace has.
>>
Hey guys, I'm trying to set the name of an actor to be the name of another actor. How do I go about doing this?
>>
>>152754868
It'd be pretty easy with a script call.
For VX: $game_actors[id].name = "Name" if $game_actors[id]
For MV: $gameActors.actor(actorId).setName(n)

Change ID to the one being changed and change Name/n to the new name. I'm not sure about MV but for VX you could probably just change "Name" to $game_actors[id].name, the id being that of the other actor so it'd look like this

$game_actors[1].name = $game_actors[2].name if $game_actors[1]
>>
>>152754773
>I'm just horrible
The problem is your mind and your way of thinking about things.
You probably never had to keep things terribly organized in your entire life.
My suggestion is that you invest in some scotch-tape and index-cards if you don't already have them, and write down your ideas on those cards, and organize them into something cohesive on your wall.
I'm not saying this as a joke. I've done it myself and it's done wonders for my thought process. I have several walls in my apartment dedicated to different games and stories that I'm working on, and I've actually finished the first draft of my novel last week.
>>
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>>152755504
I'm not exactly sure if we're talking about the same database here. I've got stuff sorted into categories and with logical orders and it's still fucking me up.
>>
>>152755669
>it's still fucking me up.
in what way are you getting fucked up?

My solution is simply a method of improving your mind to better deal with these things.
>>
>>152755358
It works, thanks!!
>>
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This Squirrel walks into the bar and slaps your gf's ass, what do you do?

>I cant draw his tail to save my fucking life, help.
>>
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>>152756789
>heard you were talkin shit like I wouldn't find out
10/10 spooked me solid
>>
>Download the crack


The link in the "Getting Started" doc for RPGMaker VX Ace is dead. Can anyone offer a new one? pomf.is would be the easiest file hosting solution.
>>
>>152756789
[x]genuflect
>>
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>If you do not dev this squirrel will steal your nuts.

Pretty happy with this, gotta learn just to move on instead of wasting time analyzing everything.
>>
>>152757812
>Pretty happy with this, gotta learn just to move on instead of wasting time analyzing everything.
see>>152755504
>>
>>152757812
I'm strangely aroused
>>
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>>152758230
Daddy squirrel gunna take care of you anon, goodnight.
>>
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>>152758596
send help
>>
>>152712673
I second this, might make for an interesting little competition
>>
>>152701316
>>152712673
Wait, there's an RPG Maker on 3DS?
>>
>>152759779
http://www.famitsu.com/news/201608/23112932.html

Just announced. Gotta wait for Jump's mag before more info comes.
>>
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>>152758596
>Pixels aren't properly aligned
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>>152759880
mon dieu
>>
If I don't feel like working on my main project for a bit and want to make something different right now, should I do that or stick with the main project?
>>
>>152766264
If I were you I'd think about whether knowledge gained from the different thing will help out with the main project, and if it could be done in a short time-span.
>>
>>152766385

I don't know if I could get anything useful from it, but it would definitely be shorter.
>>
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Tomb of Friends 2 is cancelled forever.

Introducing Buddiepop!
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>>152768908
>Tomb of Friends 2 is cancelled forever.
brb hanging myself
>>
>>152769306
[Spoiler] its joke ;| [/spoiler]
>>
for anyone who wants to rise up above filthy pirate status, humblebundle has

5$ 2k3
6$ 2k
6$ xp
10$ vxa
14$ vxa + luna engine
44$ mv
>>
>>152770272
>Luna Engine

who would want to use that laggy piece of shit?
>>
>>152771254
I use it, it's ok.
>>
Hump
>>
Artifact Adventure is on sale for like $1 on Steam today. Made in VX from the look of it. Dragon Quest type game with a lot of party customization and some neat ideas. I've played it for about an hour so far and having fun with it.
>>
What would be interesting skills and moves for a character who fights like a matador with a magic cloth?
>>
>>152776191
Feints, taunts and a weakness to piercing damage
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I'm sure you'll all enjoy the extremely drastic and totally real gameplay shift!
>>
>>152776321
i think it'd be his strength, actually. bulls charged straight at the cloth, like a piercing attack, and matadors sidestep them.

they'd be weak to slashing/cutting/sweeping motions and attacks.
>>
Hey anons, what's a good way to get a Patreon started for my game? I've been looking at various RPG Maker patreons and they all make little to no money.
>>
>>152770272
I already bought VXA in a steam sale a while back. I think it ran me $12.
>>
>>152781536
Make it lewd
Make it good
Finish the damn thing
>>
>>152747485
Tinting the screen is easy! Then again, I'm not programming in a flashlight.

>>152747903
Someone did make a skinwalker game based on a specific story.
https://rpgmaker.net/games/4906/
I watched Cryaotic play it to study player responses. It's solid.
>>
So did that anon ever convert the VX music into OGG format?
>>
>>152781536
beats me. I can't relate to anyone who browses crowdfunding site - to give money away.
>>
>>152781536
get well known
pander
look productive
look like a quality project

"i'm just taking an eating break, i swear" bump
>>
>>152703302
>do the shittiest possible job that gets it done
Just want to reiterate that this applies to first game projects only. DO NOT DO THIS FOR EVERY GAME.
>>
>>152784309
don't believe him.

just do a shitty job, then suffer through fixing all those terrible practices you did to get the demo/prototype out asap as you work towards release date.
>>
>>152783082
This could be a good opportunity for you to learn how to do it yourself.

>figure out how to create .ogg files that do not loop properly.
This is the boring part that I think you probably already know how to do.

>figure out how to make those .ogg files loop properly
RMMV reads the .ogg file's metadata to determine when to loop the track. Metadata is usually used for things like
>author: pizzicato five
>title: la regle du jeu

You'll add your own fields instead of "title" or "album"; they'll be "LOOPSTART" and "LOOPLENGTH".

LOOPSTART is the point in 'time' where the looping will start. this would be 0 if your song would start looping from the very beginning. sometimes songs have introduction parts, which is where this field is more useful.

LOOPLENGTH is how much 'time' the loop will last.

'Time' isn't measured in minutes and seconds, because you can only be so precise when saying you should loop from "0:20.22" for a loop length of "4:20.69". Time is measured in samples instead.

The audio editor I used to use for this was Audacity, as it allowed you to edit metadata and view time in samples rather easily.

Determining what the LOOPSTART and LOOPLENGTH values will be is then up to you to find for each song. IIRC, RPG Maker MIDIs looped naturally on their own, so it may be as simple as setting LOOPSTART to 0 and LOOPLENGTH to the full duration of the song.
>>
>>152768908
I'd buy it.
>>
Finally some progress on the UI. How does it look? Should I increase the reserved space for busts during dialogues or is this fine?
>>
>>152788313
Well, it is still pretty basic. Even Majin Tensei was more polished.
>>
Is there a way to have an image show up when 'hovering' on a choice?
>>
>>152775948
Artifact Adventure is a great game. Definitely worth $1. It's mostly open world, which I found very cool.
>Made in VX from the look of it.
It is. Incidentally, I love what the dev did with the battle system.

>>152776629
I'd pop those secret boys.

>>152788313
What kind of game is this?
>>
>>152788765
Yeah, I'm leaving the polishing and the graphic assets for later, because I really like to procrastinate.

What I'm wondering is if the busts are positioned too far apart from the center of the screen. Will it be comfortable for the player to read a dialogue with the characters' busts located in the corner of the screen and with this size? Should I put them closer to the center of the screen? Should I make them bigger?
>>
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>>152789437
>What kind of game is this?
Have you played Riviera (GBA/PSP) before? In this game, you can't move freely on the map. Instead, you choose how to interact with objects or where do you want to go next.
>>
>>152789536
The size of the busts is fine. I'd move them just a bit to the center if the character on the left is supposed to be the player avatar but I'd leave it where it is if he is not.

I think the text box is too long for a 16x9 full screen read at a normal distance because it will make the player's eyes move up quite a bit. Probably compress it just a little bit (90%), as well as the font size. That said, the current size could work if there is not much text.
>>
>>152790264
Hmm, I was working with 50 characters per line, but this makes sense. Thanks!
>>
>>152790132
It's basically how Table Top RPGs or a Text Adventure would look, visualized. Enter Room. Look around. Inspect point of interest.

Oops, you didn't check for traps. -100 damage.

Unlimited Saga worked the same way. But I don't care for it. It's not very becoming of a video game.
>>
>>152790132
Damn I forgot about that game, I loved Riviera and Knights in the Knightmare, beautiful games.
>>
Here's another one to get a better idea of the concept. I've reduced the message box and the font size.

>>152791527
I-It will be different from these games! ;_; Actually, I'm working on this project just for fun. If other people like it, great! If they don't, it's fine.

>>152791881
Yup, they're among my favorite games from GBA.
>>
Can anyone post some good RPGMaker MV games? Web Browser versions would be preferred, but Windows would also be nice!
>>
>>152793668
I don't like the character portraits being cut off if the text box is transparent; unless you are going to add a real border around them.
>>
>setting up a somewhat-complicated event that involves a lot of steps, programming-wise
>test it
>it doesnt work
>change, test again
>doesnt work
>more small changes
>now it works exactly how i wanted it to work
>that satisfaction

working on your own stuff really makes you appreciate the games that already exist. this shit is hard.
>>
>>152797993
I know this feel.
Can get really frustrating if something doesn't work, though.
>>
>>152799136
true, true. i think if you keep in mind that what you're doing is really difficult though, its easier to stay out of the mindset that stuff working is inherently your fault. like, technically they are, but its really easy to make mistakes and you shouldnt hold them against yourself.
>>
>>152799375
*stuff not working
>>
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Labyrinthilum dev here. Any particular types of monster people I should throw in?

Here's the link to the demo again: http://www.slimesalad.com/forum/download.php?id=4519
>>
Just learned how to use switches and variables. Sort of. Any ideas for exercises so I can drill them into my head?
>>
>>152794875
I...actually haven't seen any worth playing.
>>
>>152803043
A small room where you need to press a certain amount of switches around the map to open a door.
>>
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https://youtu.be/upMICrJLjgA

New podcast, everyone! Imagination allows us to put meaning and emotional weight into what are essentially blocks of data: Your party members. Do you prefer blank characters (like toys) or fleshed-out companions (like in books)?
>>
>>152794875
not mine
>>
testing a bit that gives a player or a key, depending on items in the inventory. its accessible from two different directions so have to make sure they work in tandem, otherwise the player will get the key twice or one event will play as though the tub is still full of water

when will the pain end
>>
>>152805454
>two different events
idk, but you could have just made the invisible event ontop of the intended location, and set its priority to the same level as characters
>>
>>152805917
tried, but i want the event to trigger on action button and for some reason when i did that it didnt work

but i'm going to try and simplify this, get rid of some of the conditional branches and use the switches off to the side that i just realized were a thing
i'm an idiot
>>
>>152804018
A comfy podcast is exactly what I need right now.
I think I prefer fleshed out party members while I prefer a more or less blank MC for self inserting.
>>
I've made progress today!

Writing things that change based on your decisions and dialogue options is a pain, but it's worth it in the end. At least I hope it is.
>>
>>152808602
That's great Anon!
And yes it is absolutely worth it.
>>
What's the best side-view battle script for VXA?
>>
>>152803874
>>A small room where you need to press a certain amount of switches around the map to open a door.
Now I feel lost again. I used Echo007's video so I only know how to change lighting, alter dialogue, and add party members (and even then I had to figure out on my own how to make the NPCs disappear upon talking to them). I want to make it so that a door appears after doing stuff. Shit's much more complex then I thought.
>>
>>152801809
I'll post criticism later. But I am wondering.. how do I save?
>>
>>152808602
Any progress is good progress!

>>152806176
Invisible event on top, priority same as, trigger is action button.

Condition if player is facing direction
Condition check switch
If on do this
else do this
Condition if player is facing second direction
paste the exact things you wrote above.

Don't see how this wouldnt work.

>>152810048
Make events that you want to use increase a variable. When the variable reaches a certain number turn on a switch. Make the door event be checking if the switch is on and put it to parallel process.
>>
>>152810048
Don't worry, everyone was there before.
>>
>>152810048
Don't feel lost, it's not as complex as you think, I still remember when I was new at rpg maker 2k3 and didn't know how to do anything.

I'll help you a bit, make an event with a nice graphic, it doesn't matter what for now, Inside, put a control variable +1, and finish with either local switch or simple switch, then, make a new page with the condition of this switch being ON and an empty page (or some dialogue if you want).
You can now copy and paste this event as many times as you want, and set a new page on the door with the condition of the variable being equal or higher than that value, and it's done.

I believe in you anon!
>>
>>152811040
>>152811325
>>152811495
I almost got it. Sticking with a switch for now. A button in the center of the room and a closed door to the north. I want the door to open and be transparent to make it more apparent that the actor is going inside, rather then having to press a button at an open door.

Long story short, I must be missing something or screwing something up. I press the center switch, door opens, but I can't go through it despite specifically checking the "through" box on the second event page.
>>
>>152810980
You can save by going into the System menu while in the town.
I'm definitely going to 1) point that out 2) put save points in the labyrinths, but I didn't manage to get that done by the time the demo needed to be finished by.
>>
>>152813045
You probably have a solid tile behind the door. RPG Maker is weird about that stuff. You need to delete the solid tile and then place the door event in the empty spot.
>>
>>152813375
>You need to delete the solid tile and then place the door event in the empty spot.
I knew I forgot to ask something. How the hell do I delete a tile? I see no erase option at the top.
>>
>>152813546
Paint over it with a different tile, I usually use floor tiles
>>
>>152809602
b-bump
>>
>>152813546
Go to the map edit mode (F5). There should be an empty tile in the tile select on the left, it looks like a checkered black and blue tile. Or just paste in a tile that lets you walk on it like a floor tile.
>>
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Made another portrait.
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>>152814103
She has some big PROGRESS
>>
>>152814072
I tried that when making a basic room but apparently you can't go walk on transparent tiles.

>>152813698
>>152813375
>>152811495
>>152811040
>>152811325
In other news, I did it! Although I might need to type out some notes because I know for a fact I'll forget this stuff. Also, some of the tiles are a little screwy. At one point I went through the brick wall. Thought that's not supposed to happen and I'm sure I didn't mess with whatever governs collision.

I'll try variables next. Make it so that the door opens after pressing a switch 4 times. Also, is there a way to make them reset after leaving a map? They stay activated after I leave.
>>
I'm trying to write my setting, and I need some tips from you guys.

How do you straddle the line between being obviously very inspired by something, yet make it different and unique enough to make it stand out on it's own? What's the line between inspiration and downright emulation?
>>
>>152815539
start with the very basic version of the idea and work from there
>>
>>152815175
>Also, is there a way to make them reset after leaving a map?
You should use a global switch instead of a local switch, so, after pressing 4 times the button, you activate the switch and in the door's event, you turn off the switch.
>>
>>152815539
Just use different names and other surface details, making sure similar characters can't be visually mistaken for each other, and you'll be fine. Everyone gets inspiration from somewhere, and as long as you're not trying to copy something, the own quirks of your writing style will probably make it more distinct than you expect.
>>
How does the idea of an RPG with very loose rules and little characterization sound? To elaborate, you could recruit random people off the street with little significance and just slaughter whoever you wanted (with repercussions, of course). Because they're just random people, you can equip them with whatever you want, but death is final. Perhaps they could have various traits that alter their combat effectiveness, such as not wanting to be a part of large groups or having abnormally high pain tolerance.
>>
>>152816172
I think I'm stuck again. In fact, I might be totally confused as to the difference between a switch and a variable. Don't know if the specified variable can represent how many times an event's been pressed before a door opens. What is a global switch anyway? I see no such option in the events.
>>
>>152815647
>>152816609
Pretty encouraging thoughts, thank you. I suppose finding someone else to read through what I have and tell me if it's too similar will also be important.
>>
>>152817238
Crash course time.

A Switch has two states. ON or OFF. its like what you use to turn a light on or off. You can specify what should happen when a switch is in either state.

A Variable is literally anything. Usually however they are mostly just numbers. the numbers can be tied to anything. A number saying how much gold you have, how much of an item you have, and so on. They can be used as counters as well which is one of the more common uses for them.

Say you have an event with the trigger being action button that is literally just increase variable 1 by 1 point each time the button is pressed.

Then you have a door event that uses that info. You make the door event parallel process and have it use the info from the variable.

You can make it so the door opens when it reaches a certain number or exceeds that number as well. Or you can have the first event that is increasing the variable turn on a switch when it gets to a certain number, then have the door open when the switch turns on.

Either works but switches are pretty much more basic because they use two different states to work with and should pretty much be used to simplify things. Variables are mostly used when you need to count stuff or work with multiple numbers.
>>
>>152817217
sure, sounds neat
>>
>>152817238
A switch is either on or off, a variable can pretty much be everything.
>>
>>152817238
Sorry if I confused you, but I call them global switches because they can be recognized with a different event, while local switches only work on the same event.
>>
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>>152817217
Sounds fun. I made a prototype game with random mercenaries once which was kinda like that. Just make sure the gameplay is satisfying. I personally don't mind RPGs that are 99% gameplay. Mostly people seem to think that only works with platformers and other action games, but Artifact Adventure (mentioned earlier in the thread) is a lot of fun. It's less plot or character driven but more.... world driven? You explore the world and complete quests so you can be strong enough to destroy a bunch of evil towers. The world and the gameplay are the characters. Another good example would be Metal Saga, which is basically another turn based open world rpg. The characters have next to no personality, but the game has so much to do and explore that it doesn't matter. In fact, if it was story driven it would be worse, it would get in the way of the pure gameplay.

tl;dr go 4 it.
>>
>>152818223
To be clear, this guy is talking about Self Switches (aka local switches) and Switches (aka global switches).

Self Switches only affect and are controlled by the current event. Switches however can be controlled by any event.
>>
bumpan
>>
>>152817259
Another good test might be to pitch your idea (or show a demo) to a group of people and ask them what they think, without mentioning whatever you've taken inspiration from. If they're familiar with the original thing and make comparisons without criticizing it as a ripoff, that's a good sign (assuming you want the inspiration to show).
>>
>>152817984
>>152818048
>>152818223
And to think at some point, people mastered this. So far, the second door and button only activate upon hitting the action button just once. I'm not seeing anything in the control variables menu that let's me dictate how many action button presses it takes to trigger an event. In this case, the door opening only when an event is triggered four times instead of once.

Of course, I managed to tinker a little bit and make an alternative work perfectly. The green button open the door when the actor has a specific item. But that's not what I want.
>>
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>>152821410
Here. Look closely at how these things tie together.
>>
>>152821410
I tried to write a short tutorial for you, but then I remembered that I'm really bad at explaining things.

Okay so let me get this straight: you want a door to open after you have "used" it 4 times? So after the player presses the action button while facing it 4 times, it will open?
There are two simple ways to accomplish what you want: use a conditional branch or use 2 event pages. My advice would be to look up how conditional branches work.

Here are some tutorials about switches, variables, event pages and conditional branches:
http://finalbossblues.com/rmvx-ace-switches-and-variables-p1/
http://finalbossblues.com/rmvx-ace-switches-and-variables-p2/
>>
Oh neat, it's on sale at the humble bundle.
>>
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>>152822962
I was following it just fine until the second part. What you're showing me conflicts with what I saw when I tried to imitate it. I'm using MV and that looks like VX Ace.
>>
>>152823925
Oh. Yeah its VX Ace sorry. I don't have MV. The principle is the same though. Make the button increase a variable, have the door check when the variable goes past a certain amount then have it open.
>>
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>>152823925
Ace and MV's event editors are virtually the same.
Your problem is that you've put your commands in the wrong place. See my pic.
>>
Just wondering, has MV gotten a plugin or something that adds more frames of animation to sprites?
>>
>>152824468
I believe there are several, but here's one that Galv made: https://galvs-scripts.com/category/rmmv-plugins/mv-audiovisual-effects/#post-1537
>>
>>152824536
Cool
I'm interested in more frames in battle animations too, but I'll take what I can get
>>
>>152825050
http://forums.rpgmakerweb.com/index.php?/topic/57104-sideview-frames/
>>
>>152824349
NOW it works! Thank you! Now would it be proper to try to pull off something that works across multiple maps (a switch in one map dimming the lights in another) or is that too ambitious for a newbie?
>>
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>Enemy action rating only goes up to 10
for what purpose
>>
>>152826791
why do you need more than 10 priority levels?
>>
>>152826370
turn a switch on in one map and have events in other maps on parallel process checking to see if the switch is on.
>>
>>152826819
Less boss randomness + craploads of moves.
>>
>>152827108
If you're using MV, you could try this: http://yanfly.moe/2015/10/19/yep-16-battle-a-i-core/
>>
>>152827247
Too bad I'm not.
I'll just try to work around it, but I was annoyed since the enemy design docs went up to the 30s with rating but it's my fault for not checking first.
>>
>>152827393
>Too bad I'm not.
Ah well, that's a shame. Sorry I couldn't help. Good luck with whatever solution you come up with.
>>
>>152827393
This is a really dumb solution but it's the only other thing I can think of:

Copy and paste the skill you want to have 30 rating and have 3 duplicates of it to the skill list.
>>
>>152827393
i'd like to see an example of an enemy with a set of skills that exceeds the 10 priority levels.
>>
>>152827108
Have you tried using states and switches?, In my game, I've set it so using defend let's you use two actions in the same turn, a boss can use Defend and the next turn use an ATK buff and a special attack to nuke.
>>
>>152825264
Excellent. Most excellent.

So is there any reason not to use MV now? When it first came out there were some performance issues but it looks like most of the other issues have been ironed out one way or another.
>>
>>152828156
I believe the performance issues have been fixed since 1.3 because of the updated graphics renderer (?) pixi4.
I haven't tested it myself yet, though.

So I would say that it's on par or better than Ace by now.
>>
>Finally got some enemies done for my combat demo
>It's hard as shit when fighting multiple enemies with little in the way of mitigating the pain

Slow enemies it is then...
>>
>>152829186
Balancing combat is always a giant pain, I know that feel. I have to use pure eventing for all monster battles and it's killing my brain so I keep on procrastinating.
>>
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>>152829491
>I have to use pure eventing for all monster battles
You madman. As a fellow practitioner of event-fu, I am impressed by your ambition.
>>
>Enemy uses a skill that reduces player's attack by 50%
>Attacks do no damage at all now
>But attack increases
the fuck is going on here
>>
>>152830914
Screenshot your skill setup and see if we can figure it out?
>>
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>>152831020
Formulas are by a skill's power multiplied by a % based on the player's atk so atk is 100 by default, a 50% reduction would turn it into 50 logically, which would split attack power in half. Defence is handled by resistances and elements which works as it should, so I don't know what's going on here.
>>
How do you all handle tree sprite size in relation to your character? I feel like any tree I make has my character looking like a giant.
>>
>>152831269
Probably your new attack value is below 100, and it translates as 0 damage, try using 0.01
>>
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Someday I'll get past my 1bit phase. But not this day.
>>
>>152831362
I reduced attack by 0.01 and it does no damage, which leads me to the conclusion that RPGM can't do decimals for shit, gotta figure out a solution to this shit.
>>
>>152832212
use 80.00 * (a.atk / 100.00)
>>
>>152832212
I meant in the skill formula, write 80 * a.atk * 0.01 and it should work correctly, there's no need to use parenthesis since everything is a multiplication.

It happened to me once too when I tried using a similar damage formula.
>>
Ummm...I'm kind of freaking out right now. I closed my VX Ace to restart my computer and when I opened it up again it loaded an old project version from MONTHS ago, even though Ive been constantly saving...I have the updated rvdata files too so its not like the got deleted but I can't open up the project that I was working on! Please tell me I can somehow fix this...even clicking load on the cloud manager opens up the old version...I really don't want to find out that I just lost MONTHS of work...
>>
>>152832840
No idea, but this is yet another time I've seen someone having issues with the integrated cloud services.

Can people please stop using it? It looks like it's really fucking people over.

Just back up your project onto GoogleDrive/OneDrive/Dropbox/whatever manually each day.
>>
>>152832582
This works and is pretty easy to copy across skills, thanks.
>>
>>152826937
Yep, worked like a charm. Pressing a button on one map upped the saturation of another, exactly as it should. Though that's just a switch. Still need to get the hang of variables.
>>
>>152834225
Oh fuck, it worked too well. The tint isn't constrained to the one map. It's everywhere! How do I keep it isolated to a single map?
>>
>>152813291
>>152801809
Ok, thanks.

First, I really like the magic learning system. It is puzzley and allows you to customize the characters with ease, yet it is also pretty simple. I kinda feel like there should be more variety regarding the magic slots, though. Less horizontal lines, more diagonals and vertical lines. That way, they don't have to replace each other fully every time..

Second, I really liked your monster/character designs. They are a bit more demonic than normal monster girls, but still very cute.

Third, the balance during monster fights was good, but I felt like the boss fights were a bit easy. Admittedly, that is good since there was only 1 save point. That said, I kinda got lost in the third floor of the dungeon, so I might have just been overleveled and overequipped.

Fourth, I have a really poor sense of humor and my favorite comedy shows have only made me laugh about twice per hour, but I still feel like a lot of your jokes, and dialogue in general, need some work.The characters sound samey and insincerely self-aware.

Fifth, I am not familiar with the engine you are using and this opinion is entirely subjective and it'd probably not be worth it to change things at this point, but I think you are overdoing the retro look and music a bit too much.

Sixth, the labyrinth is a bit too plain (ok, that is normal for labyrinths, I guess), so I think it could be cool if each store had a different type of door to spice things up just a little.

Regarding new possible monsters I'd particularly like some insect and mushroom-inspired demons, as well as some demons with partially ethereal bodies (material hands united to the body by energy limbs, for example)
>>
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>>152834805
>How do I keep it isolated to a single map?
You can't. If you want to change the tint, you'll have to set a new tint with another event. If you want to remove the tint completely, make your tint event look like this <<<
>>
>>152835112
how did you make your window black?
>>
>>152832840
>>152833889

So I really just lost all of those months of work? I was almost done too...
>>
>>152835723
Tools > Options
It was added in 1.2, so if you haven't updated you may not have it.
>>
>>152836057
I assume this is mv
>>
>>152835764
I wish I could help you but I fear Steam has overwritten your project.
>>
>>152834974
Regarding your comments:

I'm definitely going to have more variety in the arrangement of the magic fragments in the second dungeon going forward. I wanted to be simple with them in the first area, which is why they're only 2x2s on the first floor and 3x2s on the other two.

What level did you end up at by the end? The other people who've played through this ended at about level 6, which may or may not have involved some getting lost.

I definitely feel that my writing needs to improve a lot. Of all the things in the demo, the text is the thing I put the least time into, and that definitely shows here.

I'm using a self-made, largely hacked-together script in an engine that only supports 256 colors at any one time, so the graphics probably aren't going to improve that much. Music's going to change in the final version, seeing as I'm not going to be using stuff from commercial games at that point.

I have the capacity to add in an extra floor type and an extra wall type to the labyrinth graphics, but anything more extreme will probably require me shifting to something more robust than what I'm currently using. I do feel that I could add in markers for the front of shop doors, though.

Again, thanks for playing through the demo, and for giving your critique.
>>
>>152836218
Yeah.
>>
>>152836057
>>152836218
>>152836327
oh never mind then, Im using vx ace
>>
>>152836241
>What level did you end up at by the end?
Level 9 (note that I left the computer on hibernation mode after asking you how to save, so I forgot about the dungeon layout by the time I returned).
>>
>>152837054
And I am also the type of player who hates to leave a single tile unstepped in this sort of game (unless the terrain has mines or something, then I avoid walking as much as possible).
>>
>>152837054
>>152837250

Yeah, in that case you'd definitely be finding the battles easy, seeing as stat growth is linear.

In any case, I'm probably going to start rewriting things sometime soon, and actually try and establish a voice for the various characters.
>>
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bump
>>
>>152831890
I really like this
>>
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Here's a preview!
Been reworking the intro a little bit here and there.
https://aww.moe/gg6966.mp4

Warning: Contains engrish and unpolished sprites.
>>
>>152841410
That looks pretty nice.
How do you make the text play sound or whatever you call that?
>>
>>152841410
>https://aww.moe/gg6966.mp4
Really cool! Needs a bgm to start up RIGHT when she says "hi mom!".

I also really like the ambient sound and the way the scenes flow by snapping onto the person talking, looks really neat.
>>
Also another one!
https://aww.moe/457wp0.mp4

>>152841741
Some text SE script made by a fella called Zerbu

>>152841819
I'll put music later! Once I get some tracks commissioned that is.

>she
>>
Guys, I fucked up. Someone posted a great little guide on how to make custom tilesets for vx ace and I forgot to save it. Does anyone happen to have a copy of it?
>>
Any music fags present that are willing to answer a stupid question?
>>
>>152843951
sup
>>
>>152844193
How do you get anything done? I read up on music theory, I'm reasonably comfortable using my DAW, I've fiddled with the synths and VST it provides but when it comes to making actual music, I usually scribble some stuff down, fiddle with it unitl I think it's okay, come back the next day and fucking delete everything because it now sounds like garbage.
>>
>>152842501
>she
I know better, but those hips always lie. I really like your game, keep it up!
>>
Should stuns remove the guard or should guarding prevent stuns?
>>
>>152847286
Stuns should remove guard. IMO
>>
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Bump worm.
>>
>>152844883
I know how you feel, I've got at least a dozen scrapped melodies in my folder, but really I think all you need to do is keep your head high and keep trying to make something until you make something you like. It took me at least 4 years with the software I had to finally buck up and make a full song, so if you keep at it, I'm sure you'll get it eventually.
>>
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>>152849425
Whelp, guess there is no shortcut to geddin gud.

Also bumping with todays progess.
>>
>>152841410
God, this looks so good. I'd buy it.
>>
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Goodnight bump, working on this map, it's largely incomplete. Kitchen is shaping up thou!
>>
Goodnight bump
>>
When compressing a game that uses RTP, is there a way to make it so that it only takes the things from the RTP it really needs?
>>
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Bumpy roads ahead.
>>
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Not on my watch!
Bump.
>>
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>Check around Steam out of boredom
>Mixels

EARGH

has anyone from here released a commercial game at least?
>>
>>152861137
Dashbored by Karbonic
>>
>>152861137
There's been one, Dashbored.
>>
I was thinking of maybe putting Tomb of Friends 2 on greenlight since it's going to be a lot longer, visually appealing, and overall more fun than the first one. I'd put it for a pretty low price of course.
What do you guys think? Would you vote for it and/or buy it?
If it does get on steam, I'll drop a few keys here every once in a while!
>>
>>152862953
I can't buy it since I don't have the means to pay for games on steam, but I'd vote for it on greenlight.
>>
>>152862953
I would.

My combat demo, at least the first version (1st version mechanics and no boss) is done now, I was wondering when would be a good time to post it so a lot of people can see it since feedback will be extra important for an experimental system.
>>
bumpu
>>
>>152866436
>>
>>152861137
Celia's Quest
>>
>>152835112
So if I wanted a tiny demo where a room goes lights out (I have no idea how to make cutscenes so that's out of the question for now) and the actor has to go outside and into another building to trigger the event that'll light things up again (a circuit breaker or something), it'll be dark on the world map despite being daytime when I don't want that to be the case?

Not very immersive, that. I'm assuming there's no plugin (like say, from Yanfly) that can simplify this?
>>
What screen resolution do you guys make your games in?
>>
What's a good place to upload my game?
I don't want to use Google Drive because it's got my name and shit on it and I'd rather not go through the troubles of making new accounts.
>>
>>152873104
Just use switches, man
>>
>>152873104
There's no need for plugins or things like that, just manually set the tint change with events, I guess if you want to leave the room you have to warp somewhere else, put the tint change inside that event and another tint change with the conditional of the switch on the event that makes you enter the room.
>>
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Some enemies and The Pumpkin, party member, farmer of pumpkins, creator of all pumpkins in Pumpkin Town (we're pretty creative with names here).
>>
>>152874879
I love these!!! What game is this?
>>
>>152874283
Fuck it, I guess tinyupload will have to do.

Here is the experimental combat I've been working on. The basics of what you need to know are in the game but there's information I've intentionally left hidden to see how people respond to it.
http://s000.tinyupload.com/index.php?file_id=09636722874546877672

Some quick notes:
>Enemies went through a few revisions because of sheer unbalance
>Everything is WIP, though in the real game you'll see plenty of what you see in the demo
>After balancing the enemies I've been considering making an assistant party member system in which I wouldn't have to change anything with the current story to fit so it's a-okay if you think it might be necessary for this gameplay style
>If you think something works weird, it's probably intention but don't be afraid to ask about it.

I absolutely need feedback on the combat to make sure it's great in the full game, so many opinions would be appreciated. The NPCs are there just so I wouldn't go mad.
>>
Someone needs to finish the 3DS port
>>
>>152874461
>>152874395
Why do I get the feeling I'll have to repeat making these events until the concepts of switches and conditionals stick? Oh well, I'll try a little later. Try too hard while I'm frustrated and I'll end up quitting. Not that I have a game in mind. Just trying it out for fun.

Either way in case there's no specific step-by-step guide for what I want to do I might have to jot it down myself.
>>
Am I the only one who can't stand VX and Ace games anymore? Their tiny ass screen resolutions make the game near unplayable on my huge af monitor.
>>
>>152883239
For some autistic reason I prefer small windows. I played through all of LISA and Undertale in windowed mode.
>>
>>152883239
I play most of them in windowed mode so I don't care.
>>
>>152883239
That's why I'm giving the player the option to increase the resolution
>>
ded
>>
>>152886296
no ded
people are just at work
>>
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>>152710378
so, it looks good right now, but the play space looks like it should be only the bottom half of the screen because of the ground tiles. unfortunately this is a shmup not a beatemup, so a play space this small is pretty restrictive.

1. keep it as it is
2. let the play space extend into the trees
3. shift the trees up, and add ground tiles
4. shift the trees down, and remove ground tiles

which seems best? originally, i thought 1, but 4 looks neat
>>
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>>152887104
>>
>>152887104
I think you should just make everything look like it's flying, so give the witch a broom and give the blobs wings. That way the ground will leave the player's mind
>>
>>152887104
Either 3, or >>152887387 This.
>>
>>152887104
I really like how 4 looks, and it seems like it works better for a shmup, but 3 is a very close second.
>>
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>>152887387
i already am intending everything to be flying.

the playable characters are meant to be.. 'floating', but when i get to finalizing the sprites, i'll make their flying aspects more prominent.
>>
death
>>
>>152891191
See this post. >>152886625

Specially me since I lost a couple months worth of work.
>>
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>>152891576
I had the same thing happen to me, horrible stuff. This makes me feel a bit safer:

http://www.rpgmakercentral.com/topic/520-woratanas-auto-backup/

Everyone should be using this. Pic unrelated so people see and read this.
>>
>>152859371
This looks awesome.

>>152861137
The Long Road is going to be a commercial game. It's going to be about 6-8 hours long with a few different endings. I'm going to do a "pay what you want" structure and 10% of the revenue goes directly to no-kill animal shelters and low/no cost veterinary service centers.
>>
>>152892310
That's pretty cool. Unfortunately I lost my data due to steam cloud being garbage. I'm just gonna back up the whole folder everyday a bunch.
>>
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Someone please convince me to pick MV up again. I bought it at launch a while ago and gave up out of frustration due to the lack of plugins available at the time and the shitty default tile-placing system.

I'd love to give it another round but I have a shitload going on and I want to know if it's worth the time now. Any significant improvements in the past few months?
>>
>>152892716
I lost my data because of the same problem. This script basically backs up your entire project and zips it each time you run your game from the editor. use it, trust me, even if you turned off steam syncing!
>>
>>152892809
i was planning to drop the engine after the current project, but after the 1.3 patch, i'm sticking to it for one more project.

plugins.. feels like there are too many actually. unless you're complaining about not having a tactical battle system or action battle system made for you.

>I have a shitload going on
if you're busy, then i don't think you should be gamedeving. i'd certainly have done better in school if i hadn't.
>>
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>>152893935
It was really the tile system that killed my motivation more than anything. I've always been a special snowflake and was never satisfied with the default graphics, so installing my own assets (tiles in particular) was a must.
>>
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How do I work around having no artistic talent? Can I just make MS scribbles and play it off as art that simply can't be understood?
>>
>>152896010
just draw, man
>>
>>152896010
Learn.

Or pretend that you can art and try to pass it off as misunderstood (that's what we all do anyway).
>>
>>152894251
In what way is the tiles system a problem? The multiple images (ABC etc)? The layers (or lack thereof)? Something else?
If it bothers you that much, you could always try parallax mapping.

>>152896010
If you want to. Or use a graphics pack. Or find stuff on Open Game Art.
>>
Don't let the thread die!
>>
>>152896010
just trace/copy/steal from other people. it's how you learn.

a lot of people that don't draw/write don't know that.
>>
>>152896010
Yes
>>
https://www.youtube.com/watch?v=aC_6y7Hjit4

New T&T by Yanfly teaches how to create a mechanic to gain bonus damage stacks with normal attacks. They're also used as a resource for unique skills. Neat! Of course, you need the Buffs & States Core Plugin to do this.
>>
>>152892310
I should probably start using that rather than being lazy and assuming it'll be fine.

...once I get around to starting a game anyway. Also bump.
>>
This heat is killing me.
Please avenge me.
>>
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>>152875116
It's a nameless game still, anon, sorry!
But we're accepting suggestions. It's about a weather doll (like those ones that people hang to bring the sun back in rainy days in Japan) that was abandoned and rescued by a cat (your first companion in the party).

This is a sample of our first dungeon-thingy:
>>
>>152896108
I don't know how :^(
>>
>>152902769
its not an instant thing, you just need to start somewhere which is up to you

if you dont know where to start, just google the thing you wanna draw and try to draw it as close as you can, and if you dont like it, try again and keep drawing
>>
>>152902058
As a title I'd suggest Teru Teru Bozu, which is the name of those things. It sounds cute!
>>
>>152903460
I second this, Seems like the obvious choice.
>>
>>152902058
This dog is FABULOUS
>>
I have this character. He's a knight, and he thinks he's hot shit - the best knight in the land who everyone TOTALLY loves. He's actually a total loser though and everyone thinks he's lame and annoying.

I've been thinking of a name for him, and the theme is "Something that an idiot would think sounds like a cool knightly name but is actually silly or strange."

What do you guys think of the name Galavant for this character?
>>
>>152906203
Name him after one of your idiot friends who thinks they're hot shit.
>>
>>152906203
That sounds like the name he'd want

>>152906367
Seconding this. And I say name him Neil
>>
>>152906203
Give him a long name which he thinks is cool but let everyone else use an abbreviation of it.
>>
>>152906203
don't forget to add esquire at the end of his name
>>
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Show me your burly shirtless men, /rpgmg/!
>>
Nobody's noticed so I'm linking again.
http://s000.tinyupload.com/index.php?file_id=09636722874546877672

p-pls try out my combat and tell me what you think
>>
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You guys didn't plan on letting this thread die, did you?
>>
>>152909726
Well, pineapple on pizza IS delicious.
I think I found a bug.
I could use a chain attack even though I am in a new fight. Something didn't reset properly I guess.
Generally speaking I like the system but maybe you want to make a custom menu for using skills so it's easier to see which skills are linked in a chain.
>>
>>152785640
This anon here. Do you mean how do I type it on the metadata? Like LOOPLENGTH 0 with a space?
>>
>>152911912
Odd, I checked and the game always resets chain data when you're out of a battle. Do you remember what move you used?
Yeah I've been trying to figure out how to clearly what chain you can use but currently I'm not sure how without making a switch clusterfuck out of currently available scripts.
>>
>>152912631
*clearly show
It's morning and I haven't had any stimulants.
>>
>>152912631
It was that sword attack which hits multiple enemies and killed them with it.
The next battle was against a lone leader.
Either way I think it has potential and you should continue working on your game!
>>
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>>152908479
He's not shirtless, but have a concept art of one of the main party members of my game.
The only one I've bothered to draw and paint properly
>>
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>>152912375
uh, you're asking how to do that, right?

Also, switching to "samples" instead of "minutes:seconds" is done down at the bottom.
>>
why he so fuckin thick
who is he
>>
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>>152913621
That's pretty good anon.
But why the massive crotch?
>>
>>152916009
Why are you looking down there Anon?
>>
>>152913264
I looked into it and it just seems to be a bug with the engine itself on how it processes repeated common events and I can see how it's happening. I can probably fix it but I won't do it now, got other things to do involving the game.
>>
>>152916009
Clearly someone has to repopulate his small village after the ending
>>
>>152909726
Some observations:
The combat system has a lot of components, so I hope you actually introduce it little by little to the player. Like you start only with the gun, then acquire the sword and finally the phantom skills.
I kinda feel like the player should know the energy and consumed turns of the enemies for the sake of planning, but I guess this system allows you to use simpler patterns in their attacks.
That said, I beat all the enemies in the demo without learning their patterns and the fights seemed too short to ever actually learn them even if I tried. so perhaps you need to rebalance these things.
I kinda feel like this sort of system needs a bit more "feedback" than normal, so I think you should create different sprites for each battler, changing them when they are in the wait turns and when they perform an attack.
Royal Cancel sounds like a defensive attack and not what it is supposed to do, I believe you should think a better name.
>>
How do I make fights interesting if I'm too incompetent to create a new battle system?
>>
>>152917350
check out that tinyupload battle demo. it's pretty good.

doing a writeup atm
>>
>>152916725
>The combat system has a lot of components, so I hope you actually introduce it little by little to the player. Like you start only with the gun, then acquire the sword and finally the phantom skills.
I hadn't considered this before but thanks for pointing it out. It wouldn't be hard to fit in the context of the story but it'd be in a different order than that.
>I kinda feel like the player should know the energy and consumed turns of the enemies for the sake of planning, but I guess this system allows you to use simpler patterns in their attacks.
I wasn't planning on having those indicated in fear of making it too easy but I have considered that bosses could have subtle hints at their turns for their attacks.
>That said, I beat all the enemies in the demo without learning their patterns and the fights seemed too short to ever actually learn them even if I tried. so perhaps you need to rebalance these things.
They are just generic enemies so I wasn't expecting them to be much of a threat when I made this revision of them (as opposed to the originals I made that kicked my shit in)
>I kinda feel like this sort of system needs a bit more "feedback" than normal, so I think you should create different sprites for each battler, changing them when they are in the wait turns and when they perform an attack.
As implied above their waiting was the sort of information I wanted to keep hidden but if it's enough of a big deal I'll add that in. I'm not sure what you mean with "when they perform an attack" though, do you mean something like casting animations? I already have a script for it, I just didn't put any animations in.
>Royal Cancel sounds like a defensive attack and not what it is supposed to do, I believe you should think a better name.
It just sounded cool at the time, definitely going to change it later.
>>
>>152917350
Well, first you should provide some variety in battles. You can do this by exploiting different weak points and attack patterns in your enemies. Using some gimmicks like enemy combos, enemy transformations and carefully balancing things like enemy spawning and healing could help with this.

Excitement also depends somewhat on seeing objectives and threats, and building up inevitability towards them. Attack patterns. charging attacks and unique debuffs work wonders for this. Or are at least much better than just randomized attacks.
>>
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>>152909726
I have no idea what's going on here

From what little I understand it seems neat and it's probably just because I'm clueless but I don't get it
>>
rump, do you have a metal slime-esque enemy?
>>
>>152923613
You give an enemy the skill escape at a high rate.
>>
>>152923613
Kinda.
Instead of running away the enemy kills itself and then you get nothing.
>>
>>152923613
?
>>152924724
>>152926372
>metal slimes
...OH LIKE IN DQ

mental retardation bump
>>
I have no progress but I must bump.
>>
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>>152909726
overall, it's definitely different than most rpgs. i like what you're going for.

1. i'd prefer if unavailable skills weren't shown at all. this is a pretty simple change, so someone could help you with it if you're not a scripter.

2. if my understanding of royal cancels are correct, then it'd be better to label it with some term like 'store/save/load'

3. upcut > wait 3 > upslash > wait 3 > RC (stores orbslash; loads nothing?)
upcut > no wait ??? > upslash > wait 3 > orbslash > wait 3 > RC (stores nothing? loads orbslash)
orbslash > no wait ??? > RC (stores nothing? loads nothing?)

i guess that's a bug where royal cancels give the same "next attack has zero delay" property as sovereign

4. as a gut response, there are some preconceived notions i have as a 2D fighting game player that make me unnecessarily critical of some design decisions:

-[broadcut > upslash] leads to different options than [upcut > upslash]
just make two different attacks for the two starters. an attack having different properties based on what came before it is annoying

-i really don't like that attacks are locked behind chains. if i want to use it, let me.

-this battle system is based around the concept of 'delay' (aka recovery), but it's a shame it isn't also paired with the concept of 'startup'. right now, it's just a.. CTB with smaller numbers for delay. adding startup, and playing around with startup, chains and delay would take this battle system to the next level.

-the immediate thought was that royal cancels were going to be like roman cancels, which made me think it could've been cool. the actual royal/sovereign system seems pretty sloppy/convoluted/unintuitive to me, though.

-ontop of no 'startup', there's also no concept of distance. this probably means you're going to differentiate swords/guns/magic the same as other turn-based rpgs, where 'this enemy is weak against x, but resistant to y', which is a shame, but eh.
>>
>>152916009
Are you going to animate the arms too? It looks good so far!

>>152923613
Yes! It's a shy little dog.
>>
>>152931654
I plan on animating the arms as well, once I wrap my head around where the left arm should be located based on the perspective I'm using.

Though I do like the cartoonish swagger it portrays with the arms unanimated.
>>
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Watch out for those bumps!
>>
I just picked up an old project again after a year.
I got far with some basic programming so now I just need to make the sprites.
>>
>>152934393
Neat, what's it about?
>>
>>152934716
It's supposed to be a Harvest Moon like game but with a twist.
You play as both characters from Harvest Moon GBC that are siblings and you get stranded in a town without money. You get put into a room at the Inn where you continuously rack up debt instead of the standard farm.
The only place to farm is in the forest where wild animals run about and you have to battle them. Also you have to help the Harvest Goddess return from the dead somehow by using the rivaling town factions.
Factions like Church, Cult, Vampires, Werewolves, Merfolk,etc.
I just finished working on the basic relationship aspects of it.
>>
>>152935495
Sounds neat, I would play it.
>>
>>152930517
Great post!

>i'd prefer if unavailable skills weren't shown at all
Yeah I was planning this to be the case but I couldn't find a script that'd do it without hassle with switches, so if someone else could help, that would be really nice
>Change the name of Royal Cancels
Yep, it was just something I made up on a whim. It'll probably be called shifting or something later on.
>combo
Working as intended, though I should have made it clear that the name of RC never changes when you do an SC, it just a thing that happens. The original idea is that SCs would play a different animation.
>As a gut response, there are some preconceived notions i have as a 2D fighting game player that make me unnecessarily critical of some design decisions:
Before I start, I had Tekken in mind when designing the system; chains with specific purposes at different times, though with less unnecessary baggage than Tekken.
>[broadcut > upslash] leads to different options than [upcut > upslash]
See above.
>i really don't like that attacks are locked behind chains. if i want to use it, let me.
The idea of the system is that you have to complete the chains to get the benefits. You can notice this in the costs between skills.
>adding startup, and playing around with startup, chains and delay would take this battle system to the next level.
I can see the benefits of adding startup but as the game is designed right now, the "startup" I had in mind is part of the recovery. I don't know how to implement real startup either.
>the immediate thought was that royal cancels were going to be like roman cancels
Oops.
>the actual system seems pretty sloppy to me
I think it's just the name & explanation. In my own testing it was very good for making battles go faster and dealing stuns.
>ontop of no 'startup', there's also no concept of distance
Also considering this, but I figured it'd be difficult to implement, or plain annoying to the player. Note how all gun attacks are fairly weak too.
>>
>>152794875
:(
>>
>>152935805
Forgot to say, getting an SC you'll get a new state icon instead of just the double fists or nothing at all.
>>
>>152935805
if it's working as intended, i'm still not sure what sc does instead of rc.
>>
>>152852348
I need to playtest this now pls
>>
>>152935974
Upslash is a SC point.
>>
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>>152936296
(soon)
>>
Reminder that shift+clicking is your friend
>>
>>152936438
this is what i understand about rc and sc
>rc
>used while in a chain
>save your current chain
>loads the previously saved chain

>sc
>used while not in a chain
>stores your current chain, but since it's used while out of a chain, it'll always save nothing
>loads your previously saved chain

that's how i read it
>>
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>>152939019
"or after certain moves"
>>
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Buckle up, this thread is getting bumpy!
>>
Hey guys
PIXELART IS AWESOME
>>
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>>152940776
Can't tell if that is sarcasm or not.
>>
good night bump
>>
So I haven't found any farming plugins yet.
What would go into that sort of plugin?
>>
>>152941404
Since it's doable with plain eventing, I'd like to know why you think it'd require scripting.
>>
>>152941404
What kind of plugin do you need?
Stuff like having seeds grow can be done without any plugins
>>
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Don't give up on your dreams, anon.
>>
>>152941735
>tfw
looks blazed af, senpai
>>
>>152941735
>you will never be as blazed as living weed
>>
>>152941623
Since you asked and >>152941568 mentioned it I realized that with variables in an event I could have a plant growing animation. But my question is how do I have it to where if the player chooses to plant wuf seeds a wuf grows instead of a woddle.
I got to the "Choose an item" option in the event but couldn't figure out how to continue.
>>
>>152941735
T-thank you plant maiden
>>
Where do I even begin? In every project I've attempted, I feel like I never make any progress.
>>
>>152942446
Plan out the story. The intro and the end. Add something in the middle but be sure you have these two things down.
>>
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>>152942446
YOU VILL MAKE PROGRES, AND YOU VILL FINISH ZAT GAME ANON!

Seriously though, shit takes a lot of time, doesn't matter how fast you get it done as long as you keep making progress
>>
>>152942303
Items can trigger common events.
>>
>>152943123
That triggers the common event when you use the item, right?
Ok so if I link a common event that grows plant x to seed x then it's happen when they choose the seeds in the event option?
>>
>>152943383
Yes, if I understand you correctly. You can make it so using an item in the inventory uses a common event. In this common event you can reduce the number of the item which was used by 1 as well as trigger whatever switches you need for your farm.
>>
>>152794875
>RPGMaker MV
Is shit. No one uses it.
>>
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Kitchen is done, starting on the dining room.

>Post progress!

>>152946524
I use it, it's fantastic. What don't you like about it?
>>
>>152947460
Looks pretty comfy.
Why is the cats door teal though?
>>
>>152947948
Looks blue to me, maybe your green tint is a bit higher on your monitor? Its supposed to look like the outside, but I get your point, it should be more of a solid white. I'll fix it!

Thanks for your help :)
>>
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>>152948235
Oh, and while I'm nitpicking, this oven mitt needs and outline, it clashes with the grey of your oven otherwise.

All in all pretty good work.
>>
>>152948559
It's a towel! I cut off the last row of pixels on the bottom and added an outline, it looks way better. thanks, you're super helpful!
>>
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Bump
>>
>>152950096
What's your game about, lad? It looks breddy neat.
>>
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I can't decide between the electric guitar or the good old baseball bat.
What do you guys think?
>>
>>152950894
Not on my pc, but it's called The Long Road and it is a side-scrolling, adventure rpg with avoidable battles and a turn-based combat system that emphasizes different combat mechanics for each character.

Plot wise you play as a cat that has been left behind. You are tying to find your way home and meet friends and enemies along the way. It is greatly inspired by films like "Homeward Bound" and 1990's animated animal films like: "The Rescuers", "The Lion King", "All Dogs go to Heaven", to name a few. There are also several plot elements that are inspired from the novel "Animal Farm".

The main gameplay mechanic involves gaining points by exploring your sorrounding and satisfying your feline curiosisity. These points can be spent on stats or new abilities (there are no levels).

The game, when finished, will be around 6-8 hours long and have at least three different endings. There are a ton of dialog options throughout the game that help you develop the main character the way you want to.

Though the feel and look of the game is (hopefully) light hearted and charming, the plot is extremely relatable to real experiences. The game touches on issues of (in order of most emphasized): abuse and neglect, domestic abuse, self-imposed isolation, the difficulty of building relationships and the consequences of caring, personality disorders, and drug abuse.

I could go on but that is the most basic rundown of the game.
>>
>>152952261
Guitar for sure.
>>
>>152952261
baseball bat guitar
>>
How do you guys do water tilesets (if you do)? Im having a pretty hard time here.
>>
>>152953351
As in texture/surface wise or animating?
>>
>>152953351
Very tenderly
>>
>>152952438
I promise it's not as pretentious as it sounds.
>>
>>152953765
Animating! (Texture too, but animating seems like the worst part)
>>
>>152954592
Depending on what type of water we are looking at, there are a few different approaches.
Let's look at some examples, shall we?
>>
>>152954820
I was using the RPG maker MV as a base, but it's looking ugly as hell
>>
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>>152954989
I actually needed to record the footage I was gonna show you, which took longer than expected.

Heres how Hyperlight Drifter does Large still bodies of water. Essentially animating single reflections on a flat colored surface. Easy to do for great effect, but might not fit your style/type of water you are going for.
>>
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>>152955165
And this is how Minish Cap does water in rivers and such, similiar technique, alot more detailed, and probably more up your alley as well.
It's a single wave swelling up and dying down again over a simple flat color background.
>>
>>152955165
This seems so simple! Thanks a lot, this helped a ton!
>>
>>152954042
I'll be using all my tenderness into it, them!
>>
>>152955563
Can't seem to find any good examples for oceans, and how very large and unresting bodies of water are animated to make them look seemless,

Anyway, water tiless are a bitch and take shitload of practice to get gud at for most people. I usually cheat my way out of having to work to much on them by using one of the methods I've shown you.
>>
>>152956201
It's just for a river in the first town. I think that technique will help us a lot! All of our tiles are very simple, or use just light texture, so it may fit perfectly.
>>
>>152956437
Best part of the Hyperlight Drifter water?
You can cheat for faster moving rivers by simply increasing the animation speed. This works both ways, you can slow it down for still bodies like ponds and such.
>>
>>152956201
>how very large and unresting bodies of water are animated to make them look seemless,
Animate the central tile first, then create the borders
>>
>>152954547
Sounds more ambitious than pretentious to be honest, but if your art is any indication you probably know what you are getting yourself into and aren't a first timer getting in way over their head.
Godspeed to you.
>>
Goodnight bump
>>
What genre of music would fit your game the most?
>>
>>152961470
undertale music
>>
>>152961470
Mine is a proper, traditional JRPG. It would work best with synthesized instruments, not this 'bleep and bloop' shit that indies mistakenly believe was the hip thing in the 90's

>>152961772
Like that
>>
>>152961772
>entire thread
>>
What vehicles does your game have?
>>
>>152965550
In universe: boats
In gameplay: horses and wagons
>>
>>152961470
i'd hope i gotgud enough to write jazzier/fusiony stuff by the time i start to write the ost.
>>
Let's have a little discussion! So what do you think in your opinion is the hardest part of making a game? Did that thought change when you actually started working on one? Why or why not?

For me, the hardest part is making complex events work the way I want to. I figured they would be hard to start with. I wasn't wrong. Of course it all depends on what you want to do so that's just me.
>>
>>152968604
Just making sure the game works as intended because of the multitude of ways your meticulously planned calcs can go wrong.

Also graphics if you're doing custom stuff.
>>
>>152968604
I'd say it's making an event work the way I want it to and only having tutorials or help with the event in a different way.
>>
>>152968604
For now complex events and good mapping, along with a good aesthetic for my game, everything is so hard for me.
>>
ded
>>
So I have a relationship system in my game, is there any way I can have a menu or event on an object that shows the different relationship levels?
They all work with switches, but how should I go about making something that lets you see how your relationship with everyone is at once?
>>
>>152978552
Yanfly's Custom Variables, maybe?
>>
I'm bored.
>>
>>152981469
Work.
>>
Life IV
>>
>>152978552
Cherry Tree High did this. It displayed the number, (1-5) and then what that number meant (Acquaintances, Fellows, etc.)
>>
>>152984393
What does Life IV do? Revive and grant auto-life?
>>
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Guys, I think Degica is in big fucking trouble.

http://store.steampowered.com/app/483950/

They must be shitting themselves over this. This looks superior in almost every way to RPG Maker. I'm not sure if it supports scripting/plugins but if it does, RPG Maker is fucked.

There's a demo for it and I messed around a bit and I'm really impressed so far. I wonder how much more the full version will have...
>>
>>152985184
yes
>>
>>152985221
As cool as that looks I'd still stick with rpg maker if only for my love of pixels.
>>
>>152985221
Looks interesting, I might test it in the future just to see how it works.
>>
>>152985221
I read somehwere it doesn't support scripting and plugins. I would move over in a heartbeat if it does though.
>>
>>152968604
Getting people to actually play my damn games.
>>
>>152985221
>Demo game chugs like hell on my middling PC
No thanks
>>
>>152968604
Motivation to open your project
>>
I want to make a top-down perspective game, but I don't know how I should handle character sprites. Should I also make them appear top-down (basically just a circle) or should I just do regular sprites from a side view?
>>
>>152968604

Coming up with ideas for puzzles. The worst part is that even when I have some nice idea, it will often not be as good or engaging as anticipated, when finished.

At first I've actually thought it would be one of the most enjoyable parts, but now I'm dreading it
>>
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>>152968604
Figuring out where to begin

send help
>>
>>152985221
Honestly? Since it's in 3D, using custom assets would be a fucking pain. I hate using default assets or ones other people made, so I'd never use it. Also apparently there won't be any custom scripts and plugins.

No thank you.
>>
>started doing RPGMaker VX Ace tutorials
>burn out on the very beginning, actually making the map part

This is why I need a team, or at least a partner. I get so fucking bored designing the actual map. I'd rather focus on the coding.
>>
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Check it out, I've got plenty of friends!

Pick one, I'm Barnaby
>>
>>152998775
I pick the Jazzsnail
>>
>>152998775
Blanche
>>
>>152985221
It looks significantly less versatile than RPG Maker but the 3D models are nice. I've been waiting for PC RPG Makers to make the jump to 3D since XP.
>>
>>152947460
Can you link a single game you've made with it?
>>
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>>152985221
Huh. I'm playing the sample game and turns out it supports first person perspective. If it's a dungeon crawler the 3D graphics don't have to be particularly good. If this thing doesn't cost hundreds of dollars maybe it has potential. The lack of scripting is a big negative though.
>>
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>>152946524
Everyone uses it, nobody uses the shitty new mobile game looking RTP is all. Javascript Plugins are better in every way and it gives you an additional mapping layer over Ace. There is no reason not to. I just set the tilesize to 32x32 and brought over all my Ace resources.
>>
>>152998775
Cute ghost is cute
>>
>>153008749
>set the tilesize to 32x32
oh shit you can do that?
>>
>>153008949
Yeah, it involves a small amount of extra work but isnt that hard:
http://forums.rpgmakerweb.com/index.php?/topic/46748-change-tile-size/
You have two folders for your tilesets, one 32x32 to use in-game, one stretched to 48x48 to use in-editor. You just have to remember to keep both identical.
>>
>>153007254
It came out only last October, of course not. I am working on my game though. What is the issue with RPG Maker MV? You dodged the question.
>>
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Bumping with a punny kittybot
>>
>>153009630
>not even the kittens are safe from thighs n hips
>>
>>152988101
>find youtube personality with a decent fanbase
>offer free copy of game
>youtube personality plays game
>game gains popularity
>pewdiepie gets a copy because someone played a game before him and it upset the matrix
>pewdiepie screams at it
>pewdiepies fans steal mom's credit card
>???
>congrats your game is being played now
>>
>>153011874
This is a fairly good business plan
>>
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Behold! I post a screenshot of my Harvest Moon game. I only have three characters out of 67 but I'm getting there.
>>
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And with the other main character.
>>
>>153015095
Everyone needs Jesus in their lives
>>
>>153015095
She needs dick in her life.
>>
>>153014859
I like her already.
>>
>>153014859
>>153015095
Very cute, I like it :)
>>
>>153016896
Thank you.

On another note, I realize that I would have the events appear at a specific time at the event spot.
Is it ok to just have characters poofing into assistance on the maps?
Or should I see about making them walk from one end to anther, but that means I would need to put all the events on a map in the same spot.
>>
>>153018828
Are you putting all of the interactions and stuff in the event the sprite is in? I'm a bit out of it but it seems you could solve that problem by just using move routes in another event to change where the character is supposed to go.
>>
>>153009297
>He is incapable of creating a game using a simple level editor within 10 months.
Not that other guy, but dude, you need to get your crap together.
Mind posting a project file for what you got so far? :3
>>
>>153020913
>>153020913
Oh damn, you're right. Thanks. I have animals appear at random on a map like that but I'm too dense to figure things out sometimes.
>>
>>153021739
I know the feeling. Plenty of time has been spent creating things in complicated ways that could have been made easier with techniques I already knew. Although now that you figured it out you have to finish your game!
>>
>>152985221
I've messed with this for a bit, and here's my impressions:
>Mapping is great. Super great even. Eat your heart out RPG Maker.
>Events are clunky and there's a ton of preset events and you have to manually make things into "advanced events" which appear (so far, at first glance) to be more complicated than RPG Maker's events, but also not as fully-featured.
>I don't think it's possible to make custom formulae, at least not in the demo. Everything seems to be based either on fixed numbers, percentages or relation to stats (and of course, things like elements).
>The engine does appear to support 2D objects because there's a 2D hero sprite in the assets.

I'll wait and see what is changed/added in the full version before I get too excited/disappointed.
>>
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>tfw you regret the choices you've made because they're giving you too much work to do
>>
>>153021589
>Not that other guy, but dude, you need to get your crap together.
Making quality content takes time and there are a lot of factors to consider:

-I refuse to use RTP because I think it looks like shit and requires a minimum effort (making custom assets takes an insane amount of time).

-I have had to cease development for half of the 10 months that MV has been released.

-I have only used MV to create this single project, I am driven to complete this project and will defiantly not be using it to make short "test" projects.

I have not run into any issues. No one has said why MV sucks besides the (obviously) shitty RTP. So I'll keep using it as long as it continues to work out for me. Javascript has been awesome.

When I am ready, I'll post a demo of my game.
>>
>>153021589
what? who the fuck do you think you are?
>>
>>153022730
Someone who can set personal deadlines. :*)
>>
>>153022815
Link your shit in your next post or fuck off ;^)
>>
>>153022815
mind sharing your project file showing how well those personal deadlines get met? :p
>>
>>153023025
>>153022949
>>153022730
People like >>153022815 get mad jelly at those that actually post progress and care about their projects. They do this in /agdg/ and they do it here (rarely). I should have known better to even respond to the initial post.
>>
>>153023319
right. not worth responding to further. i shouldn't have fed them.
>>
>>153023395
here's your (you)
>>
>taking the bait

seriously i like you guys but i've been here since the start and posts that start arguments never fail to go without (you)'s

don't bother replying, speak with your work instead. go work on your games!
>>
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aside from the obvious lack of npcs, is there anything I should add, change, and/or get rid of?
>>
>>153023743
it seemed like the raised ledges signified map boundaries, but that house makes me think maybe you can get up there somehow.

anyway, the only change i'd make is to add another tile of raised ground next to the corner of the house on the west side.

it looks odd to have the house's corner cut right into the rocky ledge.
>>
>>153023743
How bout a snowman?
>>
>hinting at infanticide through entire game
maybe horror isnt for me
>>
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another punny kittybot bump
good night /rpgmg/
>>
>>153024812
Stop teasing and show us her portrait!
>>
>>153025125
>her
>>
I brought my computer along while I'm visiting family; and I just can't get in the right head-space to do anything. It's like, physically uncomfortable. The opposite of a flow state.

It's weird. I can read, watch, play, things anywhere. But I can't create something outside my normal work space.
>>
>>153025669
work on a different aspect of the project than usual?

i exclusively draw at home, but can still plan things elsewhere
>>
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>>153023743
1) Move those trees, the shadows overlap with your rdige and destroy the illusion of height difference

2) See 1), the shadow not only clashes but the tree itself interrupts your ridge, which looks weird.

3) Should be fixable by moving, never leave multi tile structures unfinished in visible areas.

4) Move the tree or the stand and add the missing tile on the roof

5) What >>153024057 said
>>
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okay here we go, some fixes

>>153025802
>3) Should be fixable by moving, never leave multi tile structures unfinished in visible areas.
>4) Move the tree or the stand and add the missing tile on the roof
I was actually gonna use an overlay, that way during gameplay, no one will notice

like so
>>
>>153028054
>I was actually gonna use an overlay, that way during gameplay, no one will notice
Guess that shows that I [soiler] know jackshit about RPG Maker[/spoiler]

But your map looks god now, anon.
>>
>>153029368
oh thanks, man
>>
every time i program a jumpscare event, i test it. i somehow always manage to startle myself with them.

how and why
>>
>>153031526
That just means it's working, you know?
>>
>>153031526
Jumpscares just evoke a natural reaction.
>>
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Someone strong should lift this thread up a few pages.
Bump.
>>
>>153031526
gonna need to see screens of this spoop game
>>
Bumpan

>tfw I have like 5 different projects in mind at once and RPGM is one of them
>>
Good night bump
>>
How would one make a very teamwork focused combat system with the regular turn based stuff?
>>
>>153039312
skill synergy
>>
>>153039312

This >>153039392 and/or combo attacks.
>>
>>153024812
I'd replace
>Ya cat be kiddin' me
with
>Ya gotta be kitten me
>>
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Map bump
>>
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What is the opinion of deciding your party setup at the very start of the game?
>>
>>153043702
I absolutely love it. More games should do it, imo.
>>
>>153043702
You either got a horribly painful balancing act infront of you, ensuring that any possible party can clear every fight in the game, or you just don't care and blame it on the player for not choosing a diverse party to begin with.
You will get that one guy who chooses 4 warriors because he thinks it won't matter.

Alternatively, if you want the player to be able to construct the party, why not go the Dragon Quest XI route and allow party members to be recruited/stored in any Inn, in that case if a composition is retarded or just doesn't work for them they can change on the fly and only have to do some grinding instead of restarting the game over.
>>
>>153043923
Interesting concept. It's made more interesting because you don't get stat boosts when you level up, you instead get stat points and decide where you want to spend them for that character, so I can see how having options "just in case" can be a good thing.
>>
>>153043461
I feel like the catdoor needs some hinges to make it more obvious that it's a cat door, if you can spare the space for such details.
>>
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>>153045558
Something like this maybe?

Also seeing your artwork makes me wanna give outlines a try.
>>
>>153045558
>>153046024
Thank you! I can't believe I banged my head on this trying to figure out how to get it too look like a cat door, and that's all it took. Thanks a ton.

I originally didn't use outlines but it helps a lot of making images pop.
>>
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>>153046162
Oh god damnit, it turned out better than I expected and now I'm considering doing outlines for my entire project.
>>
Bumping with anime
https://youtu.be/nkD8DL7mDSw
>>
>>153048738
what the fuck
>>
>>153048738
what
>>
>>153048870
>>153048909
Y'know. Anime.
>>
>>153049320
Can't argue with that, I guess.
>>
>>153048738
Got a giggle out of me.
>>
What is better? MV or VXAce?
>>
>>153051720
I prefer vxace
>>
Mv has side view battles
>>
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Sick, dude
>>
>>153031526
a poosy making spoopy
>>
You find a talking mushroom who requests you to eat it.
Do you?
>>
>>153056843
Can't I fuck it instead?
>>
the mv 1.3.1 update link seems to be broken
>>
>>153056896
No, I haven't included that option. Maybe something in between like kissing it could work, though.
>>
>>153057828
oh never mind it worked
>>
>>153057867
kissing just the head, huh?
>>
What are your thoughts on farming? More specifically farming for getting specific materials that will provide upgrades for your weapon?
>>
>>153060473
If it's fun like Monster Hunter than sure.
>>
>>153060473
If it's awful like Monster Hunter, then hell no.
>>
>>153060473
I liked farming in Monster Hunter and Etrian Odyssey
>>
>>152721693
I think the ability to play RPG maker games on Vita or 3ds would be great. Like, a way to export games into a playable format on those devices would be nice. Might actually boot up my Vita again if I were able to load RM games.
>>
why die
>>
>>153067506
when you can bump
>>
>>153067506
Why?
>>
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>>153048738
Better than Neko Sugar Girls. Almost up there with Large Bagel. Gud jerb
>>
>>153072463
i'd rather not
>>
I need to create some kind of healing effect for a physically oriented character, and a Drain effect doesn't cut it because I need him to heal an ally. Any ideas?
I can only come up with casting Regeneration, flavored as some kind of chi manipulation to raise metabolism.
>>
>>153074381
first aid - patch up wounds

walk it off - smack em over the head for bitching like a little girl over a scratch

not jokes
>>
>>153074835
not jokes, but >>152891191
>>
speaking of death, why doesn't your game have permadeath?

your players are just blindly going through your game without making meaningful decisions.
>>
>>153079451
I like balancing things so you have to lose to learn to win.
>>
>>153079451
I don't think this would be fun in a normal rpg.
>>
>>153079451
My perma deaths are only if you fail an event and didn't save before triggering it the week before.
So just a premature bad end, really.
>>
>>153079451
because 4chan having permadeath is bad enough.
>>
>>153079451
Because it's not called death, they are just unconscious.
>>
What are you listening to Anons?
>>
>>153090683
two trucks by lemon demon
>>
>>153090683
https://www.youtube.com/watch?v=9HX312WC7v4
>>
>>153090683
https://soundcloud.com/lancasterr1/lancaster-i-dont-f-with-you-modern-funk-series
>>
>>153090683
https://www.youtube.com/watch?v=oZjTGFeBXAY
>>
umo
>>
>>153096052
farto
>>
Man, I'm trying to use a plugin to have a neat rythm minigame, but it's in Portuguese and I keep running into problems.
Time to find a tutorial I guess.
>>
>>153099754
Well that didn't help at all.
So I got that thing to work and all, but for some reason every time I hit a button it reads "Error: position "null"
It's this one, why is this so hard?
https://atelierrgss.wordpress.com/rmv-theatrhythm/
>>
Babumpa
>>
>>153101006
>why is this so hard?
because it's made by that guy
>>
>>153105361
Is everything he makes this difficult?
This means I have no other rhythm minigame plugins I could use, right?
>>
What is your MC's deepest desire?
>>
>>153101006
Have you checked Moghunter's master demo? Did you test it in a blank project? The biggest problem with his plugins is that they use a lot of images, so maybe there's something missing in your game folder.

Also, I can help you with the portuguese part. For now, here's the translation for the instructions from the plugin's page:

>Using this plugin
You need to put the minigame's system images in the folder: <game path>\img\theatrhythm\

To call the scene, use the plugin command below:
"theatrhythm : 5 : 9" (theatrhythm : <enemyID> : <speed>)
EnemyID: the enemy's ID from the database
Speed: the speed the game will be played

To define a specific animation for an enemy attack, you can add the following notetag to the enemy:
"Theatrhythm Action Animation: X"
>>
>>153108294
to live an ordinary human life and die an ordinary death
>>
YOU SHALL NOT DIE
>>
>>153108294
To see their best friend again.
>>
>>153074835
Ok. I think I am going with First Aid, Mind Over Matter (heal debuffs and some ailments) and Calm Down (heal mental/emotional ailments)
>>
>>153108294
To watch the world burn.
>>
>>153108294
Forgiveness.
>>
>>153079451
All my in-game deaths are instant, one-hit kills. If the player doesn't save, that's their own fault.

>>153056225
Accurate statement. For someone who enjoys horror so much, I actually have a hard time playing horror games alone.

>>153033409
They're actually pretty underwhelming seeing as I have to add screen effects and I'm leaving off doing my character sprites until the very end. I know myself. If I do them now, I'll procrastinate finishing the game.

>>153031613
>>153031768
Both true. But I'm also a jumpy person to begin with.

>>153048738
This is modern art.
>>
Does anyone else always add a text sound script first thing when starting a game? I don't know I just feel it makes reading the text just slightly less bland than when it's completely silent as the text appears on screen.
>>
>>152700508

>you will never have a demon lord slap you in the face with his 9 inch flaccid dong
>>
>>153119687
Yeah I did the same.
>>
>>153108294
To slay vampires.
And werewolves and zombies and skeletons and ghouls ect.
>>
>>153108294
Leave his island and explore the world, but he thinks he wants to be a hero.
>>
>>153108294
To have true friends, being able to predict the future made her too dangerous to associate with other people, she's mostly treated like a tool at the start.
>>
>>153108294
To discover what occurred during their indeterminate period of slumber.
>>
>>153108294
Become queen as the rightfully declared heir of the throne.
>>
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Does anybody know any good tutorials on learning to make good pixel art?

Portraits for me are the worst.
>>
>>153129469
Read the OP.
>>
>>153129469
I can give you about 20

http://pinkuboa.tumblr.com/post/126632547551/the-pixel-art-mega-post
>>
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>Want to fill game with references to songs/albums/artists I'm a fan of
>Think that it could have the potential to be Steam-worthy

what do
>>
>>153130365
References are okay.
Using the songs itself is problematic.
>>
>>153130365
Avoid potential copyright claims.
>>
>>153130524
I'm aware that using the songs themselves would prove problematic if I wanted money for my travesty, I'm just wondering if I can get away with a handful of characters named after songs.

>>153130616
That's the plan.
>>
>>153130902
I guess using song names for character names would be okay but I'm not 100 % certain on that.
>>
>>153131376
I know JoJo games censor that shit which is why I'm hesitant.
>>
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>>153130902
>>153131376
must be unfamiliar with guilty gear.

practically everything about the game is a musical reference.

>ky kiske = michael kiske + kai hensen
>axl low = axl rose
>elphelt fights with Guns, wears clothes with Roses
>blahblah
>>
>>153131552
There's a difference, however, with sharing a last name with someone or being a visual pun and outright calling a character "20th Century Boy", though.

I'm not copying Space Funeral I promise
>>
>>153131639
http://tvtropes.org/pmwiki/pmwiki.php/ShoutOut/GuiltyGear
There are more blatant things as well.

Character named Millia Rage = Meliah Rage

Song names and album names literally used.
>>
>>153131552
>>153131838
Not the guy, but there have been issues with referencing musical shit before.

JoJo's Bizarre Adventure has had some issues expanding West due to it.
>>
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>>153131838
What about my game that has the two main characters look just like the main characters from Harvest Moon GBC?
Because I intentionally made them like that. All he NPCs will look different but based of characters from Harvest Moon in general.
They have different outfits each season, but will I run into any sort of issues I wonder? Should I just change the colors?
>>
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>>152844883
I save everything, every riff, melody, even if its just a preset that sounds really good to hit over and over like an ape. Then I just work or jam until I get something I'm happy with.

Ya just gotta be persistent, I knew next to nothing about music about 5 months ago, but I've been working my ass off to improve. Finished these two the other day.

https://soundcloud.com/mondo-nugget/mech-patrol-mayhem-1

https://soundcloud.com/mondo-nugget/a-retry-b-give-up

There aren't any shortcuts, just practice practice practice, but be sure to walk away if its not feeling like the juices are pumping, a fresh perspective can help you recharge dem batteries.

>>152961470
Hard to say, but I've been having fun feeling it out as I less shit at making tunes for my game. The fact it takes place in two different settings gives me some wiggle room to experiment.

https://soundcloud.com/mondo-nugget/mystic-future-l-i-q-u-i-d-c-o-o-l

Most of the stuff I've made are pretty much love letters to all my favorite vidya tunes that I've listened to over the years.

>>152968604
Art, as I've little to no experience with digital art, I can doodle OK but I'm no Picasso. It's what I plan to start focusing on once I get good enough at make music for it. I'm pretty meticulous so I don't have too much trouble with events and maps.

>>152961772
Would be nice, as it had a bretty gud ost.
>>
>>153132442
you're back from the dead
>>
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>>153132442
making* damn its late

>>153132562
Someone dumped bird feathers on me lol. Nah, I've just been busy, but that should change shortly.
>>
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Alright you wizards and rogues, I need some handholding on basic scripting stuff.

Essentially, I want to make my own objects, but I need them numerically identified - the "(n)" in the "$gameVariables.value(n)." I can get so far as making pic related work, which is like a silly "gameVariables.value," but I need that extra step.

For reference, I want to be able to target a given variable BY another variable. So in practice,
>$farm.motherName(2)
will get/use/change the name of the mother at Farm 2, while $farm.motherName(n) will let me get/use the name of the mother at Farm N. The amount of work this simple thing will cut down is mind boggling.
>>
First area in the game with mobs: Do you preffer if they died in few hits? One hit? more than a few?

Do you preffer when the mobs do a fair amount of damage? when they barely do damage? when they show no mercy?

I'm trying to balance the first portion of my game but I honestly don't know where to go with those.
>>
>>153133497
few hits. they need to ease in players into the combat system, not drop instantly or cause too much trouble
>>
>>153129469
Practice, practice, practice. I cannot stress this enough. Reading tutorials only does so much. Start with trying to emulate NES style (stuff like Dragon Quest 1-3, Final Fantasy), then move on to more complicated stuff like SNES RPGs. It is addicting and fun, the more you do it the more you improve.
>>
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>>152844883
cheater's guide to writing music:

* if you're trying to make a minor key song, then you'll be using the sixth as the "home" instead of the tonic, and the "dominant" can be the third, or the usual fifth.

A1. starting with a chord progression
1. take a song you like and copy its chord progression
2. find out what key it's in, then start throwing in random notes
3. start the melody on the tonic or any of the notes in the beginning chord
4a. end the melody on the tonic (or the sixth) if the song's meant to feel "complete"
4b. end the melody on the dominant (or the third) of the key if the song's leading to another more important section

A2. starting with a melody
1. sing a melody you find easy to sing, then enter that into your daw
2. find out what key the melody's supposed to be in
3. start the chord progression with one of the following: tonic, fourth, sixth
4a. end the chord progression on the tonic chord (or the sixth) if the song's meant to feel "complete"
4b. end the chord on the fifth (or third chord) if the song's leading to another more important section

B. adding rhythm
1. take an appropriate and copy its drum beat
2. make changes if you think the rhythm of the song is emphasizing timings you don't want
3. take the chord notes, and distribute it to other instruments so that you have more than a melody and just chords playing

if you can write something really generic with that, then you're ready to break some rules.
>>
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>>153133082
I- I don't understand. /rpgmg/, send halp. Why is this working flawlessly? All three approaches! What am I doing right?!

Why is it [n] and not (n)? I'm a genius at making things work but not at figuring out why.
>>
>>153132442
>>153134413

Hot damn, didn't expect those late replies, but many thanks for the advice. Guess I just gotta sink alot more time into this.
It's gonna be like getting not shit at pixel art all over again, isn't it?
>>
>>153134413
What program is that?
>>
>>153135002
Looks like FL Studio, but I'm not the guy you're responding to, so it's just a guess
>>
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Alright, you silent little devils. I think I figured out enough to make it workable. After some fiddling and diddling, I've determined you must declare object properties, then you must declare a property as an array (I'm probably saying this all wrong, but that's how it's working in my head), and then you are all clear for lift off.

I'm posting my final test event in case any other amateur wants to use this. This is so unbelievably helpful for me. It's a shame that none of these variables persist through saves.
>>
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>>153136402
I only say nothing because I don't know about any of this stuff.
But here, have a picture.
But I'm sure variables are persistent through saves.
>>
>>153137141
I can always use some more smug lolis, thanks.

gameVariables persist, yes, but not the custom variables I'm creating and using. For example in that screen shot, if I saved and returned, only the previous values of \v[1], [2], [3], and [4] would remain. $mooks, $home.father[0], $farmMother[1], etc. would all be lost, and trying to use them without re-declaring them will produce an error.

For me, that's fine. I'm using all of this for a random NPC generator - it will produce families, names, quantity, ages, and a variety of stats for each family member all in multiple homes (or farms or whatever). However, this information will reset each time you enter it, and you can't save inside it (only outside, in what is essentially a Hub World), so it will always re-declare when you re-enter after saving.
>>
Good night bump
>>
>>152952261

Can't you make them alernating sprites, with the bat doing blunt damage, and the guitar doing electric damage?

But if you have to go with one, can't go wrong with the bat.
>>
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>>153137141
I don't know if you're actually curious about what I'm doing or not, but this is what it looks like in motion. I can now, for example, name any number of custom NPCs by their variable number in easy little loops, rather than one by one. This is great due to the sheer quantity of stats/variable characteristics that each individual has, and theoretically I only need to do one set up now to get all of them.

With that said, I'm realizing I need another variable in there so that I can pick NPC (X) of Farm (Y), and not just NPC (X) of Farm 1. I wonder if that's possible... Whelp, time to go back to testing things.
>>
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>>153139773
I am very interested in this but I understand so little of scripting.
Maybe I could archive something similar but I would need a lot of variables and switches for it.
Either way I think it's pretty cool that you can do that via scripting.
>>
Does anyone have some tutorials they like for planning and game design? The one big thing I was told is to write everything down and THEN try to organize it, and because of that I've managed to get down a significant chunk of stuff I never even thought about until I sat down and worked through it. Now I'm thinking of starting spread sheets to put down just exactly what it is I need to work through and organize my workflow. I know I could look up things about this, but I want to read things that YOU found helpful in your never ending game making quest.
>>
>>153140284
Friendly reminder to not lock yourself down by setting everything in stone before implementing it. You will need some wiggling room if something doesn't work out the way you wanted to.
>>
>>153140916
Oh, believe me, I understand that well enough. I see a lot of people giving the advice that you should have EVERYTHING planned out so the game making process goes smoothly, but I think that's stupid because as you actually start getting into the game creation eventually you will reach a point where something feels forced and you'll want to change it up. I think the most charming kind of writing and dialogue comes naturally if you write that kind of stuff as you go.

Although in this case, I haven't even reached that point yet as I've gone the full on world building route rather than just having a general outline with a general backstory. It's not for everybody, but having hundreds of pages of information to look back on surely helps the creative process for me. Now it's all about just implementing it...
>>
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>>153140270
I'm in the same boat as you, don't worry. I know practically nothing about scripting and just play around with things that seem like they should work somehow. Eventually someone with real experience will enter this thread and laugh at my amateurishness.

All I'm really doing is making a unit stat sheet, like what you see in pokemon or in-game with heroes. Each field of a sheet is its own variable, but instead of declaring (or "creating") each of them as such, I'm making something like a spreadsheet for those variables. This way, instead of needing to make a whole new batch of x variables for the next unit (or pokemon, or hero...), all I need to do is change the number in the ( ).

Not only does this allow me to skip declaring hundreds of variables, I can also put another variable in the ( ). This is the most important part, and why I was so determined today.

That way, if I want to change an NPC's name, I don't need to make a new line for each NPC __AND__ a new line for each possible name. So whereas before I may have done
>IF Var:NPC ID = 1
>>Change NPC1's Name to A
>>Change NPC1's Name to B
>> ... C
>> ... D
>> ... etc
>IF Var:NPC ID = 2
>>Change NPC2's Name to A
>> ... B
>> ... C
>> ... etc
>IF Var: NPC ID = 3
>IF Var: NPC ID = 4
> (repeat ad infinitum)

I can now do
>Change NPC(NPC ID)'s Name to A
>Change NPC(NPC ID)'s Name to B
> ... etc

It saves me hundreds to thousands of lines of tedious repetition.

>>153140270
>Maybe I could archive something similar
It is actually very easy. All of this is done with Eventing. You just use the Script button on the third page. Learning everything I've used in this thread today only took me a couple of hours plus trial and error. Once you start learning the lingo of it, everything starts clicking in place.

For example, the in-game variables are called $gameVariables.value(n) in scripts. So a classic use to change an in-game actor's name is
>$gameActors.actor($gameVariables.value(n)).setName('New Name')
>>
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I need music /rpgmg/, music to dev to.
>>
>>153144236
any king of fighters OST
https://www.youtube.com/watch?v=5vCN7zX8M38
>>
>>152998775
Just call me Tempura Carl.
>>
>>153133690
What about leveling up? Do you preffer when your character levels up more or less quickly on the first few levels or do you preffer if it takes a while for the to get stronger?

Also speaking leveling up: Do you people preffer healing on level up, or no healing?
>>
>>153149547
I think it depends on the difficulty of the game. In a game where encounters are numerous and a majority of them are easy, a player should be able to heal up enough with the abundance of potions they end up receiving. In a game where battles are harder and the player has less easier access to healing methods, they should be able to heal when levelling up. Although, in my experience, easier games tend to let the player heal when levelling up anyway, and harder games will take it away along with the easier access to healing methods just for the sake of being difficult.
>>
How would you feel if the villain in an RPG was a pedophile?

I don't want that to be his entire defining character trait of course, but one of his many quirks as an evil asshole. First off, his object of affection would be a real little girl and not some 300 year old vampire or something and it would actually be a consensual relationship on her part too.

How would you feel if you were introduced to a villain like this?
>>
>>153151612
You are supposed to defeat a villain and I think this would give some people an extra drive to do so.
>>
>>153151612
This >>153151743

Villains are meant to be villains, though it also helps if it's not some throwaway trait like "oh also he's a pedo with a kid wife"
>>
>>153151990
Actually I was thinking of going along the route where she would basically be the only human being he could stand. Like, for whatever reason, he saved her when she was very little and they became close, and even as he tries to tear down the world around them, as long as he is with her, he doesn't care what else happens.
>>
>>153152549
Are you going to do anything with that story wise though? Pedophila just for the sake of having your villain be a pedophile sounds like a one-off kind of thing.
>>
Safety bump
>>
>>153136402
1. you could modify game_system to also save more variables; i wouldn't know how, because i don't use these kinds of objects yet

2. you just set $gameVariables to those variables. it's as simple as
>$gameVariables.setValue(69, $farmMother)

when you load up a game, you could just keep using the $gameVariables variable, or load it back into a new $farmMother variable for convenience.

btw, you're skipping over the first index, [0]. doesn't matter with how you're using the array now, but it could possibly be a point of issue later on.
>>
it's too early in the day to be triggered.. i brought it upon myself by browsing the rpgmaker subreddit.
>>
>>153158608
What did you see, anon?
>>
>>153158804
>can i use stolen assets in my free project?
>it's fine.
>get downvoted
i'd better warn all those final fantasy 16: destiny saga developers! i had no idea they were in danger for all these years.
>>
>>153158608
Is it really that bad?
>>
I'm trying to make a boss that can only be killed once four cores are killed.

I'm doing this via a series of switches that activate once the cores hit 0% hp. Once all four are dead, the boss is supposed to transform, it wont. Do they have to die in order? Why isn't this working?
>>
>>153159578
would help if you showed how you're attempting to do this
>>
>>153159646
VX Ace,
basically one tab in the battle event for each core, when it's set for them to hit 0%, it turns on a switch. On the 5th tab, I'm using a conditional branch to check the switches.
>>
>>153159841
Use variables, +1 for each core death and transform when it hits 4. Easier to manage and less waste.
>>
>>153159841
Check if they are inflicted with the death state instead of hp% (Or both if you really want), then increase a variable by 1 for each one.
>>
>>153159919
Alright, thanks!
>>
/rpgmg/, I want to create a near-death state that should be applied when the character reaches 0 HP instead of applying the default death state. I'm using RMMV, so how do I do that? Will it work if I use a "cusom apply effect" notetag (Yanfly's Buffs & States Core) to remove the death state and apply the near-death state? Does the game use this same state with enemy troops? How do I make a condition to check if the battler is a player in that case?
>>
>>153159919
>>153160251
I tried these, neither worked. Do I need some kind of special trigger like turn/x?
>>
>>153161654
Could we have screenshots of your setup?
>>
I feel like I've lost all momentum on my project.

Fuck.
>>
>>153159359
I sort of want to make a short game with completely stolen assets just for fun because of this post.
>>
>>153162347
steal from other RPGM games for maximum keks
>>
>>153161825
I dont want to flood the thing with screencaps, but basically the problem is, its only checking variables the first turn despite having it check every 1 x 1 turns.
>>
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>>153162604
Check the span. It should be "turn"
>>
>>153162701
Something as dumb as that fucked me over. God dammit.
>>
>>153162831
It's always something small
>>
>>153162530
Does that mean I'd have to go for that stuff?
I do have some ideas, but I need a main story.
Even if it's just the literal plot to final fantasy one or a lame visual novel.
>>
>Page 10
>>
>>153166915
Again.-
>>
>>153163698
Classic FF story is 'elemental crystals.' They do it like 4 or 5 times.

If you rip off an RPGM game, make sure the hero's village gets destroyed. It's required.
>>
How do I program sex scenes into rpg maker?
>>
How do I make a horror game that doesn't become YouTuber bait?
>>
>>153172205
same way you program good cutscenes
>>
>>153166915
No
>>
>>153172456
YT can't comprehend psychological horror. Study Silent Hill
>>
>>153172456
Study psychological horror in movies and games.
>>
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I'm not sure when the day of me making a character that's not in some weird fetishized clothing will come, but it's certainly not today.
Also bumping with a jester.
>>
>>153179180
very much like
>>
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https://www.youtube.com/watch?v=xHFQpokBZ2E

A lot of love went into this didn't it?

Too bad I can't find any download links. Oh well.

tl;dr version: https://www.youtube.com/watch?v=jsyKHt_Y1g4
>>
>>153182061
>Videos are not available in Germany due to music licensing stuff
What a shame
>>
b
>>
>>153182061
>That singing
I've never heard that version before. What in the fuck?

I guess it is nice they didn't use the 2004 movie version like you'd expect.
>>
>tfw I really want to do the 2D style like LISA
>tfw everyone would scream ripoff
>>
>>153193492
Just do it.
>>
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>>153193492
Do it. I had the idea long before LISA and you know what? A ton of people had the idea before me. Being concerned with being original stifles creativity. You are a product of everything you have heard/experienced, you'd be a fool not to use the good parts.
>>
>>153156730
>1. you could modify game_system to also save more variables
Do you at least know which js file I should be looking at? It's not like VX where you could access that in the plug-in area.

>when you load up a game, you could just keep using the $gameVariables variable, or load it back into a new $farmMother variable for convenience.
I've thought about that before. Making Saves happen in like a room, where when you enter it it'll load all custom variables into the many game variables, then you can save and load freely, and when you leave the room it re-declares all the variables. I was leaving the option open if I needed it, but I'd much prefer a real way of saving them.

>btw, you're skipping over the first index, [0].
I'm aware. Notice that the first and fourth test start with $car.type[0] and $home.father[0]. But thank you for keeping an eye out for that.
>>
>>153179180
Do you start with the hips? I'm not good at noticing perspective stuff, but it seems like the hips are the center point, and everything else just sort of stems from there as it should be, hnnnng.
>>
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>>153193492
Just do it man
>>
>>153135074
>>153135002
It is
>>
>>153172456
>>153177098
>>153177336
Or make it nonlinear, or at least not with any apparent linearity. Think like Yume Nikki. If it doesn't have a straightforward plot, they can't make an interesting video out of it.

Why are you so against youtubers though? I'm planning on sending a copy of my game to Cry. Some of them are chill dudes and they're definitely a great source of advertising.
>>
>>153151612
I think it might confuse some people and adding the "only person he can stand" thing almost makes it sound like you're trying to make players sympathetic. I think the issue is her consent, but if you made it so she was groomed into the role, that could work.
>>
>>153172456
What do you mean by YouTuber bait?

That isn't popular in YouTube "Let's Plays"?
Not sure why you would want that, but adding graphic sexual and violent content would guarantee the Let's Plays get taken down from YouTube
>>
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Slowly working on those 67 NPCs. 33 designed, 2 drawn and sprited.
Sometimes I choose the strangest color schemes, but I like how she came out,
>>
>>153151612
In Divine Divinity, an ancient demon possesses a 13 year old duke and seduces and bangs a 15 year old. From the comments of the castle staff, it comes off as messed up (especially knowing about the demon).

Then you meet the girl in question and realize she's a big of a cunt as Janus is. Fuck the both of them. And fuck their kid too.

>How would you feel if you were introduced to a villain like this?
If I'm forced to adopt their kid at the end, I'm going to pop a blood vessel fuck you, Damian. Otherwise, I'm down with some more Baron Harkonnen.
>>
>>153151612
>>153152549
Reminds me a bit of Meruem from HunterXHunter. And the relationship between him and Komugi was one of the things that made that arc great.

That wasn't played off as pedophilia, though. His love for her wasn't sexual at all, and the reason why the relationship added so much was because it explored the differences between Chimera Ant and Human logic, as well as the stress and conflict it brought to the relationship of other characters in the show.

The thing, is I don't think you could give a villain that much development in a game. Unless you make him or the little girl into POVs.
>>
Babampa
>>
>>153200016
Cute
>>
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>>153156730
browsed a bit, and it looks like inside rpg_managers.js, there's makeSaveContents() and extractSaveContents().

so if you wanted the most legit solution, you'd insert these lines into the appropriate functions:
>contents.farming = $gameFarming
>$gameFarming = contents.farming

for the ghetto solution of using $gameVariables to temporarily hold your things, you'd modify Scene_Save.onSavefileOk() and Scene_Load.onSavefileOk(), then you wouldn't need to create specific save events.

>>153193492
you can be the lisa clone, and i'll be the undertale clone. check out this stardew valley clone >>153014859
>>
>>153195876
derp
>>153208115
>>
>>153198723
I hate it because then the game's fans will primarily be 12-year-old kids who think this game is 2spoopy xDD because the YouTuber they drone did "funny" screaming reactions. 80% of them won't even play it.

>>153199313
There's a sexual fangame of Sonic the Hedgehog where there is explicit rape, sex and vore and it's up on YouTube.
>>
>>153196960
Kind of I guess, I usually start with the character's chest, then hips, then limbs, then head.
>>
Accepting page 10 is like accepting death
>>
>Weekend is over
>Start working on my game again
>Major thing is broken with no explanation when it was alright before

:(
>>
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>>153209870
Can't you just do what Jhonen Vasquez does and write whatever you want and then shit on your fans for being mostly dumb, annoying kids?

Also, Sonic, vore and furry are fanbases just large, niche and loyal enough to support something like that without attracting a lot of attention since they'd find the game after explicitly looking for Sonic sex fangames. A YouTube celebrity would probably not put it in their own channel, which seems to be your core objective.
>>
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>>153208115
>so if you wanted the most legit solution, you'd insert these lines into the appropriate functions:
>>contents.farming = $gameFarming
>>$gameFarming = contents.farming
If it is seriously that easy, I'm going to be wildly impressed. I saw a few things under rpg_objects.js that seemed to reference saving during initialization, so I really hope I don't need to fiddle with that.

Gonna go test this now, I guess.
>>
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2016-08-N222.png
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Figured out how to hide stuff in the skill menu.
Now the question is whether I should condense it all into one skill menu now...
>>
>>153212823
Also, note that it'd be easy to dismiss sprite sex of colorful, already naked cartoon animals in a thumbnail.

A fleshscape or nude monsters would be much easier to spot.

>>153213772
No. I think it'd make the system harder to understand and require the player to memorize more attacks.
>>
>>153209870
That's fair. I'm terrified of my game getting to someone like Pewdiepie, just because there's a lot of foreshadowing you can miss if you just scream at it.
I'm gonna send a copy to a few I particularly like, but that's as far as I'm going with advance release. It pisses me off that Pewdiepie gets first dibs on games now, just because he entertains toddlers.
>>
>>153214308
No to putting it in one menu or no to hiding skills?
>>
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Capture.png
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>>153213734
>>153208115
>>153208357
It works.

IT WORKS!

I tried throwing all relevant information in the screenshot. I added one object to the js file (shown), then made two custom objects in the game. One event initiated them, and a second event (shown) checked them. The second, unsaved object was included only to check if nothing was saved otherwise - for example, if you saved, returned to title, and reloaded (without closing the game window) then $houseNPC still worked. However, once you closed the window, it was lost.

Now, as you said, I saved, closed the window, opened it, loaded the save, checked, and now it successfully did 1: Pass and error'd on the 2 (shown), because it wasn't included in the save data.

Thank you so much!
>>
>>153214679
No to putting in one menu. Hiding them is a good idea.

If you put the Phantom, Sword and Gun in just one menu, I'd have more problems remembering what skill was unlocked with another skill.
>>
Now boys, is there a way to stretch my character sprites in paint? I can't use gimp or anything right now, new laptop and no Internet connection at work.
I seen a video from that echo girl about stretching the sprites so they're taller. I need dat
>>
>>153215328
Paint is a no-go because it can't save transparency afaik.
>>
>>153215328
Use Paint.NET
>>
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Bumpin
>>
>>153213772
Higher res image of that enemy? Did you draw or is it a default? I like it a lot.
>>
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>>153218431
Not him, but that's the RTP Puppet enemy from VX Ace.
>>
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>Script to change an enemy's graphic when afflicted by a state
>"These changes are applied using script calls"
>It's actually by putting a line in the state's notebox
>Without brackets

Scripters horrify me sometimes.
>>
>>153218935
Pretty sure they do that stuff on purpose
>>
bump, who's your favorite protag from another game and does your game have any inspiration from that character alone
>>
What is your final boss like? Is it something normal? Is it a chracter transformed into an abomination? is it a giantic monster from space?
>>
>>153218597
Ahh. I'm not using any enemies so I haven't even looked at them, lol.
>>
>>153221449
Someone who figured out how to make himself "technically" immortal using powers that just about everyone in the world could utilise with enough practice.
>>
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Haven't been making a lot of progress lately, thanks to work and school. I did manage to buckle down today and work on this cutscene (and some fetch quest stuff before it)
>>
>>153221449
Another "legendary hero" who went through a similar path to yours, yet wasn't quite as lucky.
>>
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>>153221868
The fucking beds
>>
>>153222374
oh shit, me too, my dude
>>
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Bumping with nurses!
>>
>>153222486
Oh shit.

How do you establish him before hand?

I want his existence to be merely hinted all the way before the final confrontation, through NPCs mentioning another group having been there a few days before, some bosses being already wounded before you fight them and the zombies of his dead companions being fought as a previous boss
>>
>>153222532
I'll gladly let them treat me.
>>
>>153222532
this is a really lewd game!
>>
>>153222374
>>153222486
oh shit my anons, i kind of did that too. they ain't the final boss but still
>>
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>>153223402
Im actually using both rpg maker vx and vx ace because I'm an unoriginal hack pls kill me

he's established during the intro of the game, the setting taking place after one group of heroes have save the land and all goes well until evil turns its ugly nose the the world again
>>153223903
for me, he's the final boss of the first act
>>
>>153222374
>>153222486
>>153223903
talk about originality!
>>
>>153223838
The implied lewd only gets dirtier from here.
Its not like Im planning to subtly shoehorn my fetishes in there or anything.
>>
>>153225469
Good. Remember who you are making this game for, public decency be damned!
>>
>>153225469
I love this already
>>
>>152716070
Speaking of lewd, did anyone else notice this?
>>
What do people think of plots where the main villain does something evil in secrecy and the MC ends up chasing someone else that's almost just as bad, only for the main villain to reveal themselves after the MC defeats the person they were chasing?
>>
>>153226170
I love this, but only if the true big bad is foreshadowed during the story
>>
>>153226170
Without any kind of foreshadowing it feels kinda lazy.
>>
>>153226310
>>153226484
There's definitely foreshadowing but it'd be a lot more subtle than most people would be used to, rather than "here's a really weird thing too" it's more conditioning the MC with "coincidences" that push them into a certain mindset that the main villain wants them to be in as the MC goes and does their shit. Killing the red herring villain isn't a part of the main villain's goals, but it does put the MC into a position where the mindset developed from the adventure causes them to enact the main villain's final plan themselves.
>>
>>153226170
as long as it isn't as stupid as the reveal in that one dragon quest game...
>>
We need a new thread
Like now
>>
>>153227883
What was it? Just for reference
>>
>>153221868
Not gonna lie, and I haven't said this to anyone yet, but I think I might really like the premise of your game's story. Good luck with your project.
>>
>>153230426
I can't remember which one it was. i remember the big bad of the game ended up being a nobody and then the real big bad comes out of nowhere and boom, the game keeps going and you acoplished nothing. killed the game for me.
>>
New Thread
>>153232115
>>153232115
>>153232115
Thread posts: 742
Thread images: 135


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