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/rpgmg/ - RPG Maker General #167

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Thread replies: 745
Thread images: 149

File: A_Little_World.jpg (196KB, 640x480px) Image search: [Google]
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Previous thread >>154030416

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

/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
Even More Updated DLC Pastebin
http://pastebin.com/91QntR9H

Pixel Art Tutorials
http://pastebin.com/SuXCN3pf
Generators and other useful resources
http://pastebin.com/aeg28Ktm
[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
>>
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Showing off more of my monsters. Probably going to do two more then work on making them actually work in the game.
>>
>>154709283
Something that helped me a lot with shading and such:
http://www.itchy-animation.co.uk/tutorials/light02.htm
>>
>>154708931
Until we have confirmation that the d/l links are dead, they should be included.


[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
>>
>>154709420
Thanks, I'll take a look at it!
>>
>>154709468
They're not necessarily gone, but I forgot to mention I moved them into the Even More Updated DLC Pastebin.
>>
What are you working on Anons?
>>
What makes your game special?
Why should I play it?
>>
Bamp.
>>
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>>154710337
Someone else's work, and that makes me want to get your guys' opinion on something:

How do you feel about someone fixing your work (sprite, script, song)? Some sides I can see..

>Uh, okay.. Fuck you. What am I even supposed to be learning here? That you're better than me?
>..Wow, thanks for showing how inept I am. I just.. don't feel like drawing anymore..
>I can't believe someone spent time to actually work on some random person's work. Don't you have your own shit to do?
>Wow, thanks for spending the time to help. It's a lot easier to understand concepts when it's applied to something I'm closely familiar with.

I've personally never had the (mis?)fortune of having someone tarnish my work.

>>154709283
Right now, your monster doesn't have "form" to its muscles. There's also light shading, but not in places or in a manner that makes it seem to exist somewhere.

>You have to define your muscles through your shading
The back, traps, shoulders and arms have practically no definition. You cut into them with shading in ways to imply their shape.

>You have to consider how's the light going to be obscured.
The right arm is floating over a few parts of the body, so the shading should make note of that.
Right hand doesn't have to do that much to the right thigh, but it looks kewl, so do it anyway.

Head affects left arm, torso affects itself, waist affects tail, etc.

There's some trickiness to your "underbelly" vs "regular skin", because you use the same color for everything, just different shades.
You need to do some cute stuff to it.

>Left leg's poor shading lead to ambiguity.
It can be interpreted as being forward facing, or as being spread to the side. I think you wanted it to be forward facing, judging by the outline.
For fun, I just chose to interpret it as being spread out as though he were trying to fuck a girl.

And with all of this shown, you basically need to not be afraid of using a lot of the darker shades that you select.
>>
>>154714783
>drawing and typing this shit out instead of working on my own project
>>
>>154714783
Lizards don't have visible dicks, anon
>>
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>>154714783
>Let me show you how it's done.
>See, you just add a giant penis to it.
kek. Reminds me of Diablo 2 concept art. They actually included the dong in-game too. It's spiky and horrifying.
>>
>>154714783
Wow, thanks for the lizard dick.

Seriously though, thanks for the attempt, but your version on the right doesn't look very good, with exception the left leg which is much, much clearer in position and the right arm, which does have a lot better muscle definition.
>>
>>154714783
I'm happy when someone gives me constructive criticism.
After all there is always someone better than you and if they take some off their time to help you then they are pretty good people in my book.
>>
>>154715859
the new one is about eight million times better than the original m8
>>
>>154716124
The spots on his leg and neck look wrong instead of showing light & shadow and the chest area just looks like it's trying to be overly detailed where the original was more cartoony and with the limited palette, looks better.
>>
>>154715859
I'm.. actually a little taken aback by that response. lol

I know I'm being rude/arrogant when I'm going to admit that I'm interpreting it as something like
>Yeah, okay. Some things are improved, but my version is better overall.

It's making me wonder what's your exact opinion on things.
>>
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Finally done with these, lol. Motivation has been hard to find lately.

Grabbed a random color off my palette for the background, needed something to contrast the tears.
>>
>>154716375
It's just that people on here who can't sprite for shit are way too precious about their work.

You need to let go to get better.
>>
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>>154716375
Sorry, I didn't mean to sound like that. I do like the improvements you made on the arm and leg, but the chest looks terrible and the neck looks weird, but that's probably due to my weird lines marking his back.

I'll definitely take what you said into consideration and I've saved a copy of the image so I can look over it and study how you made those two limbs look so much better.
>>
>>154716247
There is no rhyme or reason to any of the original shading at all.
>>
>>154716524
I just want to hug her and tell her that everything is okay.
>>
>>154717041
I almost feel bad. She's ultimately a victim of circumstance so she really doesn't deserve what she's getting.

Oh well.
>>
>>154717870
Is it possible to get a happy ending for her?
>>
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>>154716786
You're definitely free to decide on what advice you think is worthwhile or applicable to your style. I know I don't apply every technique I've learned to my chinese cartoon portraits.

But before I head off to bed, about the neck..

The way you shade the neck/traps/back right now makes the neck appear like so.

You have to think about the fact that it's a hunched over large monster.

I actually was way too conservative with where I decided to place the neck in my edit. It still should've been raised way higher vertically, as can be seen. That would result in the most "natural" neck connection.

Try to think of how other large creatures would have their necks attached while leaning over. I personally thought of DBZ and Tigrex/Nargacuga when thinking of how I'd shade the neck/trap/back.
>>
>>154709283
they need a little work on shading but we're off to a pretty great start
slimeboi has some slppy issues with his outline, cmon you can do better
i'm a little lost as to what's going on with boarman (bullman?)'s right arm; is he an amputee?

honestly these are pretty knockout and i'd like to see more; even at their current level a game full of assets like this would be a charmer
>>
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How do I fix this? I dont recall ever touching that section.
>>
>>154719927
What is the last thing that you changed?
>>
>>154720038

A custom script but the error is apparantly in there. Searching through empty in the custom script doesnt really show anything to be messed up.

I have no clue what Im doing...
>>
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Rest assured, I have been working on The Long Road.

Here is a new song!

It takes place in a spooky forest, during a fight with a very large, very pissed off flock of crows.

Also, updating battle UI.

https://soundcloud.com/jowey-342490524/a-mischievous-kindness/s-FEGLO

How are you dong on your game?
>>
>>154720294
Pretty sure there is a mistake in your script somewhere.
Could you post it?
>>
>>154720723
Oh shit, Leo. It's been awhile. Glad to see you're still alive.
>>
>>154720820

Its too long what do I do?
>>
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>>154719683
Pigman (he's a boar-orc thing, but all the placeholder names are ___man) has his fist raised near his mouth, like he's gonna pop you in the face. Maybe I should draw and define a thumb up on top?

I don't know what is sloppy on the slimeman's outline, except that it's supposed to be lumpy and sloppy? I think the issue might be that the bottom chin should use the black outline instead of the solid color, and that's what looks sloppy to you?

Skellyman here I'm not happy with, but a friend suggested I draw a skeleton next and this is what I came up with. His head is totally misshappen and needs to be redone, and that crown I spent like zero time on.
>>
>>154721347
Pastebin it.

>>154720723
This sounds really nice, I like it.
>>
>>154719540
Your drawings there definitely pinpoint how terrible my back was there. You're right, that the next probably should start high and bend down towards the head in this case, instead of coming up out of that hunch.
>>
>>154721412
http://pastebin.com/hk8Dgthm
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>>154721691
To be honest I have no idea about scripting at all.
Do you need to capitalize the E in Empty in lines 129-138?
>>
>>154722349

I dont think so. I removed the capitalization to try it out, still crashed.
>>
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So, what can I do to guide someone on interacting with some object that isn't exactly in the way of the player in their starting area?

I want players to search the endtable, find some item and give it to this green plushie bear which will then fight them, but everything is totally ignorable.
>>
>>154722553
Aw, I'm sorry then.
I can't see any difference between the Guard and the Father then.
I'm sure someone else can help you, though.
>>
Anyone knows a way to make 1-turn-charge-moves like pokemon does?
Solar Beam, Fly, Dig, Dive, all that?

I tried using Shaz's State Add/Remove Commands and go like:

Skill #1 targets the user, giving them a State
This State then has the Cannot Move restriction, lasts 1 turn and gives them access to Skill #2
With Shaz's plugin I wrote
onremove: this.$gameTemp.reserveCommonEvent(0012)

while 0012 is a common event to force the use of Skill #2 when the State ends

However it's not working and an error is showing up.
Am I doing anything wrong?
>>
>>154722818
Put a shiny on it.
>>
>>154722818
An NPC hinting towards it or a readycheck before the encounter to imply something can be altered before you fight it. Lots of ways to do it if you just think creatively!

>>154723209
Then it becomes the main objective
>>
>>154723328
Well personally I always assume shiny's in games are just something I can pick up.
>>
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>>154719683
Made the changes I talked about >>154721350

Gave boarman a thumb, changed the lines on slimeman, fixed skellyman's whole head and in addition worked on lizardman's shading so his back/neck situation doesn't look so dire and fixed up his leg & arm close to how the helpfulanon did it.
>>
>>154723418
>>154723209
>>154723328
Guess the bear is going to shine a bit now.
>>
Good night bump
>>
>>154721350
>>154723537
I feel like the difference between the Skellyman then and the Skellyman now is rife for a "At first I was like -, but then I was like -" meme.
>>
How do you make each boss fight unique and memorable from a gameplay perspective?
>>
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Hey I was wondering if I could get you guys' thoughts on this

Here's the old
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>>154732707
And here's the new sprite to replace it.
What do you think?
>>
>>154732803
Much better
>>
bump for your game
>>
>>154735641
bump
>>
>>154732803
The expression makes it look like he is making a joke.
>>
>>154732803
The new one is much better.
>>
>>154735641
k, boss
>>
>>154732803
The lower lip being red like that is kind of off-putting.
>>
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The elf can now... uhh.. try not drop her lemons?
T-that's what she's totally doing here
>>
>>154746674
eroi
>>
ded
>>
>>154750723
Not dead, just resting
>>
Should encounter cooldown consider time or number of steps?
>>
>>154750723
Not dead, just working
>>
>>154752302
steps
>>
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Bump from page 8.
>>
Bump before lunch.
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>>154755619
Lunch was over so fast.
>>
>>154758434
Tell me about it.
>>
>>154750723
Not dead, just dying
>>
>>154758658
I guess the closest description would be chop suey.
>>
>>154723537
Is there a way to change the resolution of the game? Or do I have to import my tiles/sprites at larger sizes to get them to look right?
>>
>>154764397
You can do it with Scripts/Plug-Ins but it is a lot more trouble than it is worth, IMO.
>>
>>154764556
Okay. I'll just resize them before importing, then. That's kind of a pain.
>>
>>154764397
It can be changed quite easily in MV with a script.
>>
>>154764818
How about VX Ace?
>>
>>154765149
http://www.rpgmakercentral.com/topic/3894-basic-window-resizer/
Use this.
>>
>>154765149
Open new script
paste: Graphics.resize_screen(X,Y)
Put in whatever you want instead of X,Y.
You're done.
>>
>>154765626
>>154766269
Thanks.
>>
>>154766269
This doesn't actually help since it doesn't do anything about tile size, so you're still using the giant sized tiles + grid/step size.
>>
>>154769157
I see.
I've been wanting to change my resolution as well to something lower to make things look bigger, but that just messes up all my pictures, and especially lighting.
>>
>>154770814
Err, no that's not right. Lighting's the one actually working well after resolution change. Menus and such don't.
>>
Recarm
>>
>>154774968
Mudo
>>
I want to play your game!
>>
>>154778261
sure! i actually almost have a demo ready never.
>>
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The seamstress did too many eye plushies to sell and now they're all filling the place, poor lady.
>>
>>154782728
What are you doing to do about it?
>>
>>154783272
I'm accepting suggestions! Probably a silly side quest involving getting her THE NEEDLE OF JUSTICE and things like that.
>>
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Alright, you wizards and witches, I need some MV script call help.

I can script call choices (pic related) with no problem, but I can't, for the life of me, find an output that knows which option you chose. I know I'm going to need a Conditional Branch to have an effect based on what choice, but what am I checking for?

Ace had this "@branch[@indent]" thing, but MV uses completely different terms.
>>
>>154785426
You need to find people who want to buy these dolls even if they don't want them.
>>
>>154785879
Does it need to be a script?
You could just use the normal event commands for that.
>>
>>154786230
Yes. Unlimited choice options combined with being able to use $variables for the text (rather than \v[ariables]) are both godsends.
>>
>>154785879
Here it is displaying properly. Now how do I make "When..." branches?
>>
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>>154786230
Here's just a small taste of the difference.
>>
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>>154782728
Is it the same seamstress as this?
>>
>>154788402
Unfortunately, no! But cool design, what game is this? (We actually have scissors and needles as weapons, so maybe a possible boss?)
>>
>>154789361
It's from the movie called 9
>>
>>154786006
Or one better, do it like the Legend of Mana Dudbear Lamp quest.
It's a puzzle involving a language you only barely understand.
>>
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meal break;

it's looking pretty easy to add parameters to actors, but equipment (particularly the instanced ones by yanfly's scripts) seems like it'll be a pain
>>
Does your game include a(n optional) romance for the MC?
>>
Sooo, what makes a good puzzle? What exactly makes them fun? What makes them NOT fun and how do you know if you're going into the not fun territory? I'm not sure what kind of puzzles would be enjoyable in general.
>>
>>154796115
they build on concepts that you can immediately learn, but then master upon completion.

back to work
>>
>>154795906
No. Although I might throw hints here and there among many different characters to feed shippers.
>>
What is the best Image Preloading Plug-In for MV?
>>
>>154796115
I dislike puzzles which have a time limit, this is often stressful.
>>
>>154796115
Don't put combat in the puzzle room
>>
>>154798049
I tried out one, but I couldn't really notice any difference when trying to use it.
>>
>20 minutes trying to figure out the coding mistake that caused my interface to display wrong
>turns out the mistake was that I had exported the wrong picture
>>
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How's this redesign for the magebot character? Kinda just made the cape smaller.
>>
>>154802448
Could you post the old design for comparison?
>>
>>154804550
Its literally the same thing, but with a bigger cape.
Im on the phone now, Ill hunt down an image of the old design once Im able to.
>>
>>154802448
Pretty cute ;) love the chubby legs
>>
>>154802448
Depends. Is that a magebot (male) or magebot (female)? If the latter, keep it. I like the midriff thing that's going on, and it helps the model come across as female. If male, you should probably go with something else because it is way too androgynous.
>>
Have you made progress today?
>>
What's the script call for 'Force Action' in VX Ace?
>>
>>154809436
not that much, so i'm staying up a bit longer.
>>
So I'm wanting to change the effects of luck to be something meaningful. In game_battler, there's this chunk:

#--------------------------------------------------------------------------
# * Get Effect Change Rate by Luck
#--------------------------------------------------------------------------
def luk_effect_rate(user)
[1.0 + (user.luk - luk) * 0.001, 0.0].max
end

From what I understand, this makes it so it compares attackers luck to defenders luck and applies a bonus/penalty based on the outcome. If I want to change the effect to be a simple: attacker's 1 luck = bonus 1% to apply status effect, how would I do that? I'm clueless on the programming for this.
>>
Good night bump
>>
>>154813857
if luk_effect_rate() is meant to be 0 with 0 luck, then the formula is
>user.luk * .01

the math is that you're just converting luck into a percentage. 50 luck * .01 turns into .5, or 50%.
>>
>>154806367
that guy lives and dies by androgynous robutts. you can't really stop him.
>>
>>154817295
I'm aware. I still remember when he first posted art of the male PC and everyone was going "Oh, she's cute. Wouldbang/10"

But doing so middriff play with the clothes is a good, subtle way of showing gender to me. It's my two cents on the piece, which is what he was asking for. Of course he can do whatever he wants. My dick will never complain.
>>
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>>154806367
How are child bearing hips and narrow shoulders androgynous? They have no visible male attributes.
They're fucking Gynoids.
>>
Bumping my question up in >>154785879.

This is a real pain in the ass, and no one seems to be discussing it anywhere on google.

>RPG Maker MV Choices Script Call
>Showing results for "RPG Maker _XV_ Choices Script Call" instead :^)
>>
>>154819620
Androgynous means "having an ambiguous sexual identity." While we would both presume, by appearance, that sexbot to be female, this artist is notorious for feminine (male) shennigans.
>>
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Inventory anon here. I've made some progress, involving item navigation and a function for actually using items. Took a while to figure out (might be better ways to do this), but it works... almost... I've run into a problem I know why is happening, but every "fix" just seems to add salt to the wound.

You see, when I choose to use for example "root beer", which is item 1 in the database, it works nice and DANDY. The item is removed correctly. Same goes for item 2 when I do that afterwards. But what is this? When I proceed to use item 4, it uses item number 3 instead.

What happens is, if there is a previous item (in the database) that is not in the inventory, the script jumps as many instances back in the database as there are entries missing. For example, I don't have item 1,2,3, and try to use item 5, then it uses item 2 (5-3=2). What I thought was logical thing to do was to create a [Missing item] variable that increases every time the script loops to search for another item if it cannot find the first. The problem is I cannot seem to find a way to increase my [Inv Select Item] variable ONLY if items previous to the selected one is missing.

I've removed the function for [missing items], because I couldn't get it to work properly.

Still trying to make it work. I think I just need to hit the "a-ha!" moment
>>
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the 16 secondary parameters now function properly, and get calculated based on the 6 primary parameters whenever the actor is refresh()'d

>>154819843
are you ever reorganizing/refreshing your item list when something happens that can affect it?

like when the party obtains a new item that will show in the list, or when the party consumes/loses enough items to have its entry deleted from the list

that would be the most 'proper' solution if i'm understanding your situation correctly. there shouldn't be a need for a missing item counter.
>>
>>154819843
Original "Aha!" anon here. Going to be honest, I have absolutely no idea what's going on here - I mean, with the event in general. I'm struggling to read it top to bottom.

Why does Var445 add one before looping? What does Var443 equal before the loop? Presumably you want 445 to start at 1, so why does it start at var443 + 1 instead of just Var445 = 1? What does var443 do besides be set to 0?

Furthermore, careful with setting those switches (371, 96) off before doing things. Some events, if dependent on a switch behind on, stop the moment it turns off rather than finishing (so it won't set var443 to 0 (does it ever change?), doesn't set var447 to 0 (should be done before the loop, desu), etc.

Lastly, if it were me, since we already know the item ID for a given slot based on the event we worked on yesterday, There should have been some mechanic that essentially sets a variable to the value of $ItemList[1] or [2] or whatever the navigate is currently selected as.

For example, the X starts on slot 1 ($ItemList[1]) and if I use it, it uses $data_items[$ItemList[1]]. And since we're using variables, I'd have Var443 start at 1, and pressing "Down" moves the X does and adds 1 to Var443. This will then keep track of what slot you are currently selecting, and Var443 will equal the n of $ItemList[n], so you can always do "If Input is pressed, use $data_items[$itemList[$game_variables[443]]]"

A mouthful, but simple. It just needs a way of reading "the end" of $ItemList which I recall leaving as a 0 for convenience, so the X marker loop back to the top. The X represents what item is selected, right? Please don't tell me I got this all wrong.
>>
Haven't looked at RPGMaker in like a decade. Is scripting still poorly documented Ruby garbage?
>>
>>154820974
MV is poorly documented Javascript garbage, if that helps.
>>
>>154821815
>Javascript

And dropped. There was only one way to make it even worse than Ruby, and they found it.
>>
>>154821980
You don't know the half of it. A "Break Loop" command in a Conditional Branch only takes you to the nearest "Repeat Above" line and continues there, regardless of the loop it was actually in. I've had fun with that when making branching dialogue.
>>
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>>154820356
There's a loop earlier in the event organizing items. The first pic makes the party lose items when consumed, this one adds new when it recognizes them in the database, so that's always working properly.

>>154820907
Pressing down or up already increases/decreases [443] (and stops it before going over or under the min/max slots). Setting [443] to 1 would just make the player use the first item in the list, no matter which is selected, so rather add 1 to it, becaues the [443] starts at 0 in the beginning and increases/decreases as the player navigates through the list, but there's no 0 item in the database, so I have to add one when [C] is pressed.

So, when the X is at the second item in the list, [443] = 2.

Also, the switches turn off fine. The final switch is what closes the whole event. [371] and [96] are two other menus linked to this one.

But regarding my weird conundrum, what you suggested about using $ItemList really worked just fine! Thanks a bunch. I guess I was thinking too complicated again. As is tradition.

Now my inventory is working as it should. I just need to fix the graphic and call appropriate common events when items are used/equipped/tossed/sacrificed to satan.
>>
>>154822086
That's MV exclusive, right? I still have never touched it before, and the more I hear about it, the more okay I am with staying with Ace until they release RPG Maker: Sorry We Fucked Up edition.

I feel like RPG Maker editions are like Windows editions, in that only every other installment is actually any good (mostly).
>>
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>>154822905
>I already got it working as intended.
O-Oh. Well, I was nearly finished, so I'm just gonna post my alternative example anyways.

Th-This is how I would have done it. Assuming we're on the same wavelength.

Basically, I'm make the event >>154682913 a Common Event (so it can be accessed from any map), and at the end I'd add
>Control Variable: [0451:ItemNav] = 1
>Control Switch: [0008: Navigation Time] = ON

Then I'd have a second Common Event which is pic related. As a parallel process, it loops just fine until the switch is turned off (our version of Break Loop), with the main advantage being allowing button inputs.

This event will both draw the navigation marker ("BigRedX.png" as I call it) and move it, as well as allow you to select and use items, without all the fuss of extra variables or whatever. If having a parallel process ends up screwing with the player movement (behind the pictures), you can just disable that with
>Set Move Route: Player: Wait 1 Frame, Repeat.
and re-enable it with
>Set Move Route: Player: Wait 1 Frame. (no more Repeat)
at the appropriate places (Press A or Press B).

In hindsight, I don't think A and B are the proper "Confirm" and "Cancel" buttons in Ace, but whatever, I think you get the idea.

This is just an alternative. If yours is working fine, don't worry about it.
>>
>>154823618
I'm using an autorun event with input.trigger instead of button pressed. Firstly, it stops the player from moving with the event, and it only activates on triggering the button, not when pressing down (thus repeating the process unless creating a loop saying "hey, stop the rollercoaster for a fucking second, you absolute mad man").

B (which is X on the keyboard) is either used for opening the menu or canceling if in it, while C (which is Z or Space or Enter) selects whatever option is currently at.

I really appreciate both talking through these things and that you are nice as to show examples of scripts in action. It's been really helpful these past few days.

An interesting thing I've realized is that when the navigation Icon has reached the max slot, you can just reset it to the first variable (be it 0 or 1 or whatever) instead of just stopping, and you'll let your player get to the top when reaching the bottom and trying once more to press [down]. It's just those little things.
>>
>>154819718
"Gender" is not "Sex" | Man & Woman is not synonymous with Male & Female
Identity doesn't define anatomy | Cuntboys in reality are just masculine females; not truly intersex

Androgynous. Andro - gynous. The word is literally a combination of Man and Women. It can't be androgynous without attributes of both.
>Android- form of man
>Gynoid- form of woman

Whatever it's A.I. considers it's identity to be is irrelevant. Because it doesn't change the reality of it's form.

C3PO is a translator droid. He could make his voice feminine if he wanted to. But he's still an Android because his body resembles a man's.
DOT MATRIX (In Space Balls) would be a gynoid, for having boobs (a sex attribute) not for the dress (a gender attribute)

Now, BB-8 being "confirmed" as a "boy" is down right retarded. Unless it happens to display something in an alien species "boy" that would justify it. Otherwise it's distinction wouldn't have the same meaning and would just be a shared name, like how turkey is the name of an animal and a country.
>>
>>154824040
>Firstly, it stops the player from moving with the event,
Yeah, that's why I do the set move route thing. It's a trick I had to pick up when making SRPG combat by eventing. The "player" in that was actually a cursor in that.

> it only activates on triggering the button, not when pressing down (thus repeating the process unless creating a loop saying "hey, stop the rollercoaster for a fucking second, you absolute mad man").
And that's my iffy "Wait 9 frames" part. Man, I really need to learn that input trigger thing instead. It makes a dozen times more sense. Thank you. See, I have plenty to learn too.

> when the navigation Icon has reached the max slot, you can just reset it to the first variable (be it 0 or 1 or whatever) instead of just stopping
I almost did this in my example. In fact, I did do this initially (ItemNav = 1 instead of ItemNav -= 1), but when realizing what a pain it'd be to calculate where the bottom is (pressing Up at the top of the list), I figured it wasn't worth it, but only going one way was just weird, so I decided to have it just hard stop you.
>>
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>>154824313
>words don't have connotations or denotations
>only compound names and mean nothing more than the combination of those words
? ? ?
>>
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>>154824386
> realizing what a pain it'd be to calculate where the bottom is
pic very much related. What it does is disallowing the player from navigating to slots that there are no items in. Also plays no sound of moving the "X" when there's either no space to move (being only one item in the list for example), and showing no icon at all if there are no items. It works perfectly, but looks messy as hell. At least I understand it myself. Just need to throw in some comments in case I come back to it after a long while and go apeshit.

>>154824313
3-PO is obviously a chick. Starts whining immediately when arriving tattooine while my main man D2 is set on a mission.
>>
>>154819620
Will sacrificing the hips and making shoulders more narrow help with the ambiguity thing the character has going on?
Because it's kind of a running joke that no one knows if it's male or female and no one ever directly adresses the magebot as a "he" or "she".
>>
>>154824901
To me it already looks like a very feminine guy, if that helps. I'd probably be more confused if I couldn't see its eyes.
>>
>>154824843
Actually, an easy way to have it jump to the filled bottom is add a new variable to >>154682913, right above Loop2's Break Loop, that says
>Script: $filledEnd = $game_variables[441] - 1
which will store the final filled slot.

And that way you can have
>If Navigate == 0
>then Navigate = $filledEnd

Assuming assumptions. It's... a little difficult for me to read your event, so you'd do that wherever its appropriate.
>>
>>154825174
That's pretty smart. I'll keep that in mind.

In other news, I'm now considering whether I'll allow stacks of the same item, or if I'm going to go a very classic route with 1 single item per slot. Right now it automatically stacks with no indication, so I'm tempted to try to limit and just duplicate the same item into a new slot. Everybody loves limitations!
>>
>>154820974
>>154821815
>>154821980
>>154822086
>>154823246

Fuuuuck, it's annoying to hear this after I finally settled on starting MV instead of Ace just because I wanted sideview battles.
>>
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>>154826774
Make your own. It only costs you your soul.
>>
>>154828419
Also, I know the alignments and other graphical things are a bit messed up, but I've been neglecting them until I get the system to work properly.
>>
>>154828419
But I like my soul where it is.
>>
>>154824901
It's just the hips. I mean, children are easy to make ambiguous BECAUSE they are underdeveloped. They're usually only identified by their hairstyle or clothes, which hipster parents will mess with just to be contrary, as if gender isn't wasn't a form of communication.
"It's a an uncommon connotation, you wouldn't know what I meant"
>shame on you

sex features become more defined after puberty, as I'm sure you know.
Boys: angular jaws, broader shoulders, facial hair
Girls: Widening hips, Breasts.

All you need to do is not draw these things, and make sure the hair and clothing could go either way. It'll be unreadable.

No shame. Female artists I know tend to unconsciously default to feminine traits. Or Guy's who practiced drawing anime girls first later struggle drawing men -- baby face bodybuilders.
Actually that's really funny, I've seen artist who think "shota" is an artstyle, and they'll draw "adults" as just bigger shotas sometimes with beards but maintaining the same proportions. And they honestly believe changing the proportions and facial structure would be a change in "style".
They were Swedish or something, so I'm willing to believe they really are that ignorant and have only seen anime with children characters and no adults.
>>
>>154829687
>children
Maybe it's the artstyle, but the MCs of my game have bodies resembling 16-17 year old humans.
It's not uncommon for my artstyle to make characters look younger than they actually are.
>>
>>154824901
Never sacrifice the hips. It really doesn't matter because with your art style, everyone could be considered "androgynous" because EVERYONE has giant childbearing hips regardless of sex. I say design your characters exactly as you have been doing.
>>
>>154824901
Your character designs are fine.
>>
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Related to proportions. I think rpg maker has a way of confusing people. Since the sprites are all the same size. People use Fighter01 as an adult character all the time, and that fine, but then they start to see his battler portrait as an adult too.

And it doesn't help that you usually view them individually.

I tried doing battler commissions once and -- well long story short, they were using the kid battlers as adults and I had to line the battlers up like this to convince them that it wasn't an style difference, it was an age difference.
>>
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Put up some random enemies from your game.

bump
>>
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>>154838232
I want to try to make more enemies based on animal predators. It seems like a fun theme.
>>
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>>154838232
she likes hammering.
>>
>tfw common eventing and you have to use 15 nested if / else clauses
Why do I need to learn the language to get a Choice/Switch?
>>
>>154838901
Imagine the hammerjobs
>>
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>>154838232
It's the event sprite but you fight her to get a key.
>>
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https://aww.moe/sas1g6.mp4
Scanning a foe! Have some progress!
Will sneak in lewd shit from time to time :^)
>>
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>>154843267
>Shock Sucker
>Eva blushing while listening to the explanation
My erection is touching the ceiling right now. Lewd fanart with Eva getting raped by Shock Suckers when?
>>
>>154843787
maybe, but i've been feeling productive

get back to work.
>>
>>154843267
is this a reaction to the anon who thought this was going to be a pervy game?
>>
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>>154838232
Hermit, the frog
>>
>>154845671
dope. i always like how your sprites look
>>
>>154845796
*Hermit blushes a little*
>>
>Wake up
>Page 10
No
>>
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>>154843787
>>
>>154851356
eroi
>>
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>>154851356
M-more.
>>
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>>154851356
>>
>>154851356
More
>>
I'd be masturbating to my own art all the time if I were more efficient at producing material. :/
>>
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>>154855239
Just grab a pencil or mouse or whaver and practice anon!
One of the best parts about being able to draw is that I can draw whatever weird ass fetishy crap that turns me on without fear of being judged, or without having to spend money commissioning someone.
>>
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>>154825397
Decided to try to duplicate new instances of multiple items rather than stacking them. Still haven't figured out how that's done yet. Anon-senpai, please deliver me from this pain.

Funnily enough, I accidentally made items split up yesterday when my script wasn't working at all ...

>>154855786
How long have you been drawing?
>>
>>154856285
Since I was a kid, not really sure how young I was when I started, but I basically started out drawing autistic "original" megaman X armors
>>
>>154856285
when you're inside the conditional that finds that the party *does* own an item,

you set up a loop that will run the same number of times as there are quantities of that item.
inside this new loop, you'll be adding to the $itemlist array each time it runs.

so for example, if you have 4 potions, then when the main loop comes to the potions,
it should run an inside loop 4 times before proceeding to the next item.

>conditional: party has some item?
> var totalamount = the amount of the item that the party owns
> var counter = 0 //this'll keep track of how many times the item gets added
> loop
> itemlist[slot] = item id //add one of the item
> counter += 1 //one item's been added
> slot += 1
> conditional: counter >= totalamount ?
> break loop //since every copy of the item's been added
> end conditional
> end loop
> item += 1
> the original two conditionals that check if the overall loop should end
>>
>>154857779
missing an end conditional in there probably, but it should be before the item += 1
>>
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>tfw all your graphics are fucking terrible
doesn't matter..
the story is good..
>>
Daily bump of >>154785879.

Please send help.
>>
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>>154857779
I thought I was crazy, going by almost exactly that same logic, but my major flaw was not knowing how to find out how many of one particular item the party has. After hours of googling, I finally found it:

$game_variables[totalamount] = $game_party.item_number($data_items[$game_variables[item]]).

Thanks for the help, man. Now I can follow my dream and collect all the sacred dragon dildos
>>
>>154817217
Thanks, anon!
>>
>>154858971
I will still like your graphics!
>>
One day, when my game is done, I'll figure out a way to port it to PSP. I've always thought that was the comfiest console for playing turn based RPGs.
>>
i love when things suddenly work after a simple fix
>>
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gotta change yanfly's equip comparison window to two columns to fit every stat.

obligatory daily meals are a hassle
>>
>finish clock with common events
>realize that I placed its parts in images 1, 2, 3 and 4, so if I place more new images for parallaxing, lightning effects, minigames and such they'll be placed above clock
shiiiiii
>>
>>154867375
The comfiest is definitely ds and it's friends! Dual screen is the bomb.
>>
>~90 % humidity
Kill me
>>
>>154856608
Hah. I knew it. I always thought your themes and aesthetics were suiting to Megaman and figured there had to be some experience or history there.

Keep on keeping on, mang.
>>
What, in your opinion, is the thing most noticeably missing from RPG Maker?
>>
>>154856608
>>154855786
>>154851356
Do you have a blog or tumblr for your stuff? I'd like to see more.
>>
>>154875643
Search for Steel Zeroes on tumblr, I usually post updates there.
>>
>>154875932
I meant for your art, you had a tumblr with details for commissions and stuff.
>>
>>154875245
Motivation
Nothing that can't be accomplished by A) plugins, B) playing with resources and art assets, C) clever design and math, or D) a completely different program. I would like a SRPG/turn-based tactics system, but that's probably better accomplished by a different program anyway.
The program itself works OK enough, we just need to git gud and work on our games.
>>
>>154879550
>better accomplished by a different program anyway
>>
>>154877486
Oh, try Pedrovin then.
>>
>>154880313
Thanks.
>>
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Would you buy your potions and other adventuring basics from this man?
>>
>>154881749
Awkwardly, yes.
>>
>>154881749
Yes, he knows what's up and would sell the best potions.
>>
>>154881749
I would expect that he'd try and pinch my backside as I left his establishment, so I'd probably look for a more reputable establishment first.
>>
>>154882176
>t. purple shopkeep
>>
>>154881749
sketch
>>
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>>154879550
>he doesn't just event his own SRPG in RPGM

Sure, it's not pretty (yet) but it will be.
>>
I want to get back into this shit.

Which is the actual best RPG Maker, right now?

If it's MV I'll have to pirate it, $80 is beyond what I have right now.
>>
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yanfly's stats window always seemed strange, and i'm really liking this infix layout.
>>
>>154885125
Either Ace or MV, depending on whether you are more familiar with Ruby or JavaScript.

MV only offers mobile compatibility and a much better character generator over Ace, but in turn has several minor bugs. Mostly involving lag.
>>
>>154885539
I like how this looks
>>
>>154885539
I don't like it much. It is stretching those ornaments in the corners too much.
>>
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>>154889183
oh, that's actually not really the true ui. what i actually got from my ui artist is this.

atm, it's just that pasted into RM's standard system.png for a quick look.
>>
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Look at all this free time this weekend!

Time to actually make some progress on my game.
>>
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>>154875245
Fire. There should be a Fire weather effect with smoke and heatwaves, or at the very least raising embers particles.

Also black people.
>>
>>154893657
So you want black people and fire.
Hmm.
>>
>>154893657
Fire is definitely a must-have. Right now I'm resorting to this for a forest fire. It looks a *little* better in action, because you see it spread over a few seconds and all the sprites are animated.

It then transitions to a battle scene during the inferno, which is just the forest battleback tinted red. When I get around to doing custom battlebacks, I'll have to make one with actual flames.
>>
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Progress bump
>>
>>154898112
i like how they look, and they don't look like pseudo-anime at all.
>>
>>154898112
though the shading is pretty weak atm
>>
>>154898112
>Abigail
>Emily
Stardew Valley dev is that you?
>>
>>154898468
Well they're just edits from Fire Emblem portraits.
The game is never going to be sold so using anything.
>>154899073
I have a project that's Harvest Moon x10 but that's not this one.
>>
>>154898854
Explain further, please.
Is it the lightsource being undefined, the colors being faded, or what?
>>
>tfw watching a movie and getting tons of new ideas for your story
>>
>>154901120
>lightsource being undefined
yeah, that's pretty much it

>abigail
red clothes seem unfinished, because they're really flat/minimal compared to emily's.
and the shading that it does have is pretty much classic 'pillow shading'.
the (well shaded) face seems to imply the light source is above, and slightly to the right, but the shirt implies it's like.. dead on and below? or more likely, nowhere
also, now that i'm taking a closer look, the right collarbone should also be visible

>emily
face shading is also good, but the neck and green portion seem poorly shaded.
the dark > bright region of the green chest piece make it seem like it has no form, because of the pillow shading.
and on top of that, the dark region from that shading is at the top, but right next to it, the red stripes and the shoulders don't agree with it.
it can't really be argued that the darkness is being caused by the hair, because that'd mean the hair's covering pactically every direction.
right red stripe is really dark when the other isn't. the left stripe seems to establish that it sticks up high enough to not be affected by the hair's shadow (if that's what's even happening to the green fabric), so the right piece shouldn't be affected that heavily if it's true. desu, i thought they were pauldrons on chest armor at first because of the left shoulder, but then i saw the sprites in the background.
>>
Good night bump
>>
Has anyone here worked on a project where the player chooses if the MC is Male or Female? Is it a load of extra work, programming wise?
>>
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well, made the actual ui image and slapped it on there.

do you guys think it looks too similar to standard rpg maker? i do, and i think i'll be making major modifications when i wake up.

>>154906417
same; night
>>
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Some battle portraits. Nearly finishig the battle hud now, feeling productive!
>>
>>154907693
This is the party members.
>>
>>154907805
These are* sorray, been up all night doing shit
>>
>>154906538
I'm working on a project where the player can choose the gender among other things.
It's pretty easy to implement.
The hardest part is not to have any mistakes in the pronouns somewhere later on.
>>
>>154906841
Changing the font and icons would make a massive difference. I really like that scrollbar btw.

>>154907693
Looks great. I like the pumpkin dude the best.

>>154906538
Not really. Just remember to if you change the MC's sprite to change it to the right one. For pronouns, just set a variable to male/female using a text string instead of a number and recall it later in message boxes.
It's a bit more work, but not much.
>>
Can we discuss Smile Game Builder here?
>>
>>154913812
Sure. I want to know how would it lend itself to Yume Nikkis and Lewds, in particular, since I've heard the battle engine is lacking in comparison to MV's.
>>
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Sit down and have a... drink.
>>
>>154906841
Would you consider putting back in those black bars Yanfly's system originally had? The huge amount of stats make a clusterfuck of jumbled up stats all around making it easy to confuse the values of one number for another. With his black bars, it's easier to tell what is what.
>>
Would it work to make everything at half resolution in MV? 24 pixels instead of 48? Just scaling it up to fit the program? How do I do it for the font?
>>
>>154924414
>Would it work to make everything at half resolution in MV? 24 pixels instead of 48?
Some anons have done it. It sometimes looks cool.

>Just scaling it up to fit the program?
http://www.tech-recipes.com/rx/39976/photoshop-scale-pixel-art-without-losing-quality/

>How do I do it for the font?
You have to get a new font that has the look. Either find one, make one yourself or deal with the fact the font won't fit
>>
>>154885125
Wasn't MV on sale in Steam for fourty a few days ago? It might still be.
>>
>>154920421
I dig these assets. Tell us more about your game, anon.
>>
>>154907693
That star sheep is beautiful.
>>
>>154907693
That's a different take than what I thought you'd be going for, considering how good your pixel art is.
>>
>>154933583
We considerated doing everything in pixel art, but our artist wasn't sure if he could manage doing a whole portrait in pixel art look good (he just started in pixel art, and isn't so confident about it yet)
>>
>>154933189
She's also bothered about having to battle... Thanks anon
>>
>>154921993
definitely not, because i hate how they look, and i've never had a problem differentiating stats,

but i can see how separating the stats with lines could be helpful. even just creating groups/sections would help with locating stats at a glance.
>>
In battle, how can I remove enemies names only on screen (still want to show their names in the selection box, but not below their portrait sprites)? I'm using MV
>>
>>154929635
Train conductor has a bad day. Finds out there are shady stowaways onboard, but when attempting to handle the situation, he wanders into strange parts of the train that shouldn't exist.

There's also a legless skeleton who hangs on a wall that gets offended when you mention his lack of legs.

All just regular train conductor stuff, really.
>>
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If you use the talk skill while she has the "glitched" (confused) status, she'll most likely say some random lewd shit.
>>
>>154937652
Just curious. Is the spanish a reference to the Buzzlightyear scene of toy story 3?
>>
>>154938397
I never watched toy story 3, so no.
>>
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>>154937652
Good lord. That's something.
>>
>>154852185
>>154937652
>>
ded.
>>
How many enemies are there in your game?
(As in number of battlers)
>>
>>154948135
18 spread across 4 dungeons
>>
>>154948508
18 unique types? Or 18 total?
>>
>>154933189
>star sheep
This is definitely becoming a thing
One of her level up abilities may be throwing a spaceship at the enemies
>>
>>154937652
I can't read this.
What does she say?
>>
>>154950162
"This is amazing! I want these tentacles to hold me tight, then make me it's obedient little pet!"
"The way they squeeze me... t-the way they hold me... it feels so good!"


I'll be sure to thank a spic friend for translating it for me.
>>
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>>154951856
Oh my.
>>
Are there any good tutorials about the shit you can do with Damage Formulas in VXA?

I'm trying to figure out how to make a skill that checks for and consumes a certain buff on the caster in order to enhance the skill
>>
Work on your game
>>
>>154953604
http://cobbtocs.co.uk/wp/?p=271
study this.
>>
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>>154955980
pentuple tsun
>>
I'd love to know what the actual development workflow was like back in the day for SNES RPGs.
>>
>>154959912
I know it was pretty wonky for the NES RPGs. For example, Dragon Quest II's last third was never playtested before production, leading to a huge difficulty/grinding spike.
>>
So, one of my enemies is a bat that has caught on fire. Not an elemental, it just happened to catch fire.

I can't decide whether ice should be super effective on it or whether it should be less effective.
>>
>>154963790
water spells transform it in to a relieved bat that gives you items and flees.
>>
>>154958397
Would you be able to beat your game if you had that party arrangement?
>>
>>154965183
probably not. it's impossible to make any meaningful progress with that kind of team comp.

>D-Don't get the wrong idea! It's not like I wanted to party with you or anything.
>F-Fine, I wasn't looking forward to going on an adventure anyway!
>>
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Enemy sprites!
>>
no thread don't die
>>
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>>154966737
caw caw
>>
>>154969847
I like this guy, but he looks more like a player sprite to me.
>>
>>154966737
Pretty cool enemies, dude! I'm digging it! Do you have a dev page for your game?
>>
>>154970043
I do!

https://www.tumblr.com/blog/mirroredsoulgame
>>
>>154966737
These are some cool Pokemon
Just kidding, I really like them.
>>
>>154970879
thx mang
>>
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>>154966737
new guy
>>
>>154974584
ew
>>
>>154974584
he looks like fred johnson sr.
>>
>>154974584
>>154975514
i think you mean fredfred burger
>>
>>154975514
who is that? I'm googling and I'm just getting some black guy's obituary.
>>
>>154975376
>>154975514
>>154975789
samefag
>>
>>154975376
>>154975514
>>154975789
>>154975818
>>154975907
samefag
>>
https://my.mixtape.moe/sitywk.mp4

>>154974584
here's a real response for you:

is his body meant to be twisting? his face and arms appear to be facing the left,

and his lower body appears to either:
a. be facing the right, but the "belly" wants to be facing forward for some reason
b. have a "right" leg that's actually a dick, because it's coming out from the center of his body, and there's some "belly" abnormality off to the left side of its body.

now get back to work, you nerds.
>>
>>154976993
The mage is cute.
>>
>>154937652
>English isn't your first language
>Cleverly incorporate your native language
>Don't expect anyone else to know it
>This makes for fun little easter egg
How absolutely tasteful. Good show, anon.
>>
I can't believe it, but my game is actually playable from start to end. The story is terribly paced and the ending is stupid, but it's actually there!

Of course, now I have to go through and redo almost everything to make the writing style consistent and the story somewhat passable. I also have a ton of art to create.
>>
>>154978632
Spanish isn't my native language either
It's Portuguese.
I just asked for a spic friend to translate an english text to spanish, hue.
>>
>>154980096
You've made more progress than most. Keep up the momentum.
>>
>>154980096
This is fantastic.
I really look forward to play your game.
>>
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Anyone have some tutorials for making better tile sets?
>>
>>154983776
http://pinkuboa.tumblr.com/search/tileset+tutorial
>>
>>154980358
>It isn't Spanish, it's Portuguese.
Poh-tay-toe, poh-tah-toe.
>>
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Pumpkin lookin' like it's about to hit some moves
>>
>>154988465
Pumpkin looks like another battler.
>>
>>154989027
Yeah, we're thinking on changing the sides, moving it to the right
>>
># Modern Tiles:
>http://www27.zippyshare.com/v/58176043/file.html

file has expired, anyone got it?
>>
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>entirely different equipment screen

>>154988465
as good as always

>>154933995
your portraits are practically the same size as the enemy battlers! >:(

but i do see that a lot more of your art is non-pixelated, so it definitely looks fine in context.
>>
Does your game have any secret party members which are hidden/optional?
>>
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>>154989027
>>154993232
Actually, it does look a lot better on the other side, keeps things focused.
One side enemies, other side friends.
Everyone is happy now.
sadly Al Pacci isn't done yet, but exists in spirit.
>>
>>154995568
Hidden party members are a waste if your game is dialogue-focused.
Either the player won't find them most of the time and their lines will never be read or you'll think that before writing anything and their role is minimal.
It's fine however if the game has little to no story.
>>
>>154993232
What does BAL even mean
>>
>>154996512
I would assume it would be Balance.
>>
>>154996512
Balance, I think. It's between Accuracy and Crit, so it can't be too far off.
>>
>>154996512
how ballin' your character is
>>154996914
yep

it's basically damage variance, and i'm going to use the balance stat as the minimum %. eg, 50 BAL means your damage varies from 50% to 100%, averaging at 75%.
>>
>>154993232
You have a lot of attributes going on, I'm astonished.
But what is ATT, MATT (some sort of of attack/magic attack boni?) BSPD, CSPD and MSPD?
What kind of battle system are you going for that utilizes all these attributes?
>>
>>154885125
Wait for Thanksgiving or Winter sale.
>>
>>154997446
https://my.mixtape.moe/wbxtpl.mp4
it's an undertale clone, but i don't post much about the actual battle system since i've gone into asset creation hell.

>_spd
attack increases your fire rate
bullet increases your projectiles' speed
casting reduces the casting time of special and super attacks
movement.. increases your movement speed

other cute stuff is that accuracy increases your projectile width, and evasion decreases your hurtbox size. particularly excited to see those stats in action.
>>
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Raven boss
>>
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An experiment with trying to make a parchment-y map. Didn't turn out very well.
>>
>>155000502
Obligatory "That' not how rivers work."
>>
So what did you guys think about this game?
http://pocketmirror-project.tumblr.com/
>>
>>155004194
Never heard about this.
Is it good?
I get way to anxious when playing horror games so I can't find out for myself.
>>
>>154999087
Nice sprite work
>>
I hope you all have a wonderful good night.
>>
for some reason, i've been really motivated recently. working practically all day hasn't really been a chore, and is kind of enjoyable.

i think it might've come from seeing the titty monster portrait in completed form. i don't draw anymore (like once a year on a good year), and i'm definitely not familiar with pixel art.
but after shading that portrait to an acceptable level in 1~2 days, i feel pretty good about my technique and knowledge, disregarding the complete lack of dithering.
like it's kind of reassuring that my game's really will look pretty damn sick once it's finished, and it's not an impossible feat.

anyway, i'm usually the one giving scripting tips, but now i'm the one stumped.
https://my.mixtape.moe/tfqbsu.mp4

When I change a window's opacity, like this._itemWindow.opacity with this being Scene_Map, the window itself properly fades in and out.
The actual content inside of it, be it text, icons or a large image, doesn't change opacity, though.
You can see the text stay completely opaque as it's supposed to be fading out, and then suddenly disappear.

perhaps i'm just too sleepy to see the obvious fix.
>>155005105
night; hope you guys find something that suddenly motivates you as well.
>>
Good morning guys.
>>
...
>>
How does your game start?
>>
>>155015267
with an establishing shot of a flock of sheep
>>
>>155015267
Phone call from chief of police.
>>
>>155015267
Caravan ambush as tutorial then the classic tavern meeting.
>>
>>155015267
Mass genocide.
>>
>>155015267
Dark room with only a bear to talk to.
>>
https://www.youtube.com/watch?v=QJULGgo-Lio

Oh my god it's finally out!
>>
>>155002817
There are no rivers on the map. Those are mountain ranges. The shading on the slopes got ruined when I did all the color changing.
>>
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I'd like some input for One Screen RPG.

Since the game takes place entirely in one room, and battles are triggered by you at your leisure, this kind of creates a problem for how out of battle healing is handled.

http://www.strawpoll.me/11242729

To clarify each of the options:
1. Full healing after each battle, and the restaurant charges fixed prices to give you buffs that last x amount of battles. More expensive recipes give better buffs.
2. You have to pay fixed prices for your heals/buffs, but you fully heal when you level up. This may create a problem as it may cause players to get stuck if they don't have enough Gold to pay to heal and can't survive a fight.
3. See above, but no free heals.
4. Restaurant functions like an Inn, giving you a full heal for a price based on a percentage of your currently held Gold. i.e. 30% of your Gold gives you a full heal, so you always have enough to afford it, but you may want to hold off on the healing for as long as you can so you don't blow all your Gold.
5. Same as the above, but multiple options. i.e. 30% of your Gold for a full heal, 20% for a half heal and 10% for a quarter heal.

What do you guys think?
>>
>>155018875
nice. can't wait to redo my maps.
>>
>>155019765
if it's a short game, then having loss scenarios should be fine.
>>
>>155020258
It would be kind-of short, but not extremely short. The game will have 5 bosses, dozens of different regular enemies, dozens of different skills and equipment, and you'll be able to level up to 50 (though you will level very quickly).

It won't be an hour-long game. Probably no more than 6 or 7 hours though.
>>
>>155015267
Mercenaries tracking a big monster in a forest.
>>
It's only 99 days till Christmas. Will your game be ready in time for a holiday release?
>>
>>155015267
Crushed by a tree on fire resulting in death.
>>
>>155020868
demo release as best, if i'm being real
>>
>>155015267
Your eyes are closed and you realize you can't remember who you are. You ask yourself if you're a boy or a girl and then try and remember your name. Then you wake up in a sealed room with an evil demon lord blocking the door. He tells you that he'll let you out if you can defeat him. He promptly kicks the shit out of you. Then he tells you that he won't let you challenge him again until you beat his 4 generals, and so you begin your one-room quest to become strong enough to defeat the villain, escape from the room, and just maybe find out why you're there in the first place.

(One Screen RPG)
>>
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>>155015267
The harsh blare of Theme6's trumpets sound only to be muted a second later with an echoing ring of Decision1. The screen fades to black. A character appears standing in the middle of an empty stretch of meadow. It inspects it's surrounding, running from opposite corners. It stops. In the North-West sky is a red heavenly object. Planet "X". Nibiru.

The end came swiftly. The heavenly object glowed momentarily and darkened on impact. As the character's reality collapsed inward it wonders if it had all been some sort of game. A simulated world that was now coming to a close.
>>
>>155018875
HE DID IT, THE ABSOLUTE MADMAN.

It's even better than parallax mapping because it has animated doodads. Simply amazing.
>>
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>>155018875
I can't use it somehow! I was so hyped for this.
Am I doing something wrong?
I put the Doodads.jpson in the data folder, put the the Doodads folder in img, and instaled the plugin itself, but in game it didn't happen.
At first I thought my fn+f10 was not working but even with the onscreen keyboard it didn't work.
>>
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>>155024531
What if consciousness is just the figment of god's imagination?
>>
>>155024989
Do you have the rpg_core.js, etc. set to 1.3.0 or above? It says on his webpage that's needed.
>>
Well, I just learned a valuable lesson about keeping a backup of your game file.
A lesson well learned. Time to remake it from what little I recovered.
>>
>>155026747
Thanks for sharing this moment of wisdom, anon, I'm backing everything in gdrive, dropbox and pendrives rn.

Sorry for your loss.
>>
>>155026747
Condolences, anon. ;_;7

>>155018875
And this is probably the most amazing plugin I've seen for RPG Maker ever. Holy shit. God bless Yanfly
>>
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>>155015267
>>
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Quick mockup. Considering doing a Mario RPG style world map for my game.
>>
>>155031513
Still not how rivers work, assuming those black lines are supposed to be rivers.
>>
>>155031513
>>155033542
Looks like they're supposed to outline the mountain ridges
>>
>>155033542
Pretty sure those are mountain ridges.
>>
>>155033542
he literally said they were mountain ridges.
>>
>>155033751
>>155035413
>>155039165
But guys

Rivers don't look like that
>>
>>155015267
Dialogue based character creation
>>
ded
>>
Does your game have an opera/theater like FF6?
>>
>>155048737
I have considered it, and it's a maybe.
>>
Tell us a secret about your game the player might not notice.

In my game, in the very starting room there's a wall tile that you can pass through that leads to a maze. At the end is a secret 'dev' room.
>>
>>155053246
You can romance everyone, including children, old people and the married couples. But I might hide it better than it is.
>>
>>155053246
You can fight the save points in the game.
>>
>>155053246
There are hidden items everywhere, usually they are not important but a few of them can be used to gift to your party-members for some extra dialogues (and passive skills), to unlock sidequests, change the ending, many fun things.
>>
>>155053246
There is a hidden relationship system
>>
Wew lads had a play around for a few hours on vx ace managed to make a few maps link them together and do a small flag sequence but how do I manage to make it so I can't walk through walls? I have them set to impassable but Mc-kun doesn't give 2 shits about that and walks through them anyway.
>>
>>155018875
THE ABSOLUTE MADMAN
This changes map making the same way electricity changed the world!
>>
>>155058848
Feels like RPG Maker history in the making.
>>
>>155053246
If you toy around enough with the menu, you'll start a "game & watch"-esque minigame.
>>
>>155053246
In one of my old games, Treasures of Il'moria (which is unfinished but has a rather long demo) there is a secret dev room which has a cheat menu. In that cheat menu, you can warp to early alpha versions of every future dungeon in the game. There's also 3 secret optional bosses hidden in these alpha dungeons, two of which are toned down versions of what would have been optional bosses later in the game, and the last of which is a toned down version of the final boss.
>>
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Is there a crack for MV 1.3.1?
>>
>>155062997
Yes
>>
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In MV, is it possible to give each character their own unique resource bars that each increase and are used differently, so I can replace TP?

Like for example a blood mage that has health, magic, and blood points. The cap on BP is equal to 10% max HP and the character begins every battle with BP equal to 10% current HP. Any damage taken reduces BP by 10% of HP lost and any healing increases BP by 10% of HP gained. MP is used for weak self-healing and attacks while BP is used for more powerful attacks. Any way to make this in MV?
>>
>>155064356
YEP TP Modes can do this easily. Yep (pun intended), Yanfly is a god among men.
>>
Post 'em tunes

https://soundcloud.com/iwilldevouryourkittens/transverse-genesis
>>
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>>155064727
>Easily
Thanks anon
>>
>>155066523
funny timing; just finished with a track, but too bad it's not really gamedev related.

https://soundcloud.com/grayburg/bay-city
>>
>tfw reading comics and not working on your game
>>
How do you get good transparencies for the pictures?
>>
>>155069004
..?
>>
>>155069004
150 is a pretty good transparency, comrade
>>
I think I just crashed my game putting in too many doodads.
Push the limits guys.
>>
Any good plugin for custom parameters?
>>
>>155069716
How many did you put there?
>>
>>155070843
looks like there's quasi params plus that allows you to add custom parameters, though i personally just did it myself.
>>
Ganbatte Anons
>>
>>155053246
I have written several poems and they are scattered throughout the game. Think of them as cryptic Ansem notes.

(The only way to unlock the absolute best ending possible is to find them all)
>>
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We changed all the characters Idle animations. Now only the enemies have this ''stroke''.
>>
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>>154708931
Think its time to unleash the Outside Set for my Pokemon Advance Tileset.
... Next thread. Heres a preview.
>>
>>155053653
Sounds like my game. Do you also have a Depravity stat and Exclusivity stat to determine if a married person will cheat?
>>
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So....
If you could choose a fetish for me to shoehorn in via an enemy, which would it be? :y
90% of the enemies are alien robots, if that helps
>>
>>155078271
Anything that doesn't involve poop, urine or vomit
>>
>>155078271
Handholding
>>
>>155078271
Breeding/milking machine with restraints and tools and possibily pacification/brainwashing syringes.
Yes, I know your PCs are probably robots too, but I'm saying it anyway.
>>
>>155078601
I second this.
>>
>>155078031
No, but when you confess to them the authorities arrest you for deviancy and you think they refused until a cutscene the day after.
>>
I get way too attached to my characters.
>>
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>>155078271
Giant, amazonian women good for snu-snu. A little muscle, a little curve, and she's just oomph. OOMPH!
>>
>>155005940
...and fixed.

.opacity only affects the window skin, but there's another parameter, .alpha, that affects the entire window.
>>
>Storyline Creator costs 15 bucks
Hahaha oh wow.
>>
>>155082048
What would compel people to buy it over just putting something together in some generic paint program, or with pencil and/or paper?

>>155078271
Harpies.
>>
>>155078271
Since they are robots, plugs connected in their butts. Enemies with shocking tentacles, causing Luke and Eva to go ahegao when an intense electrical current runs through their bodies. Also enemies capable of docking with the characters to drain their energy.
>>
>>155078271
This isn't related to the fetish thing, but you should make a robot piloting another robot as an enemy
>>
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>>155083191
That ball enemy already drains power, but yeah, nice suggestions.


>>155083485
I want to add them as an optional boss one day.
With a robot-ish redesign, of course.

Hope Grayson doesn't mind.
>>
>>155083041
No idea, I use it because some Anon from here gave us a link some threads back.
I assumed it was free to use because it is very limited and doesn't offer a lot.
It does help me to get structure in my story though, so that's pretty nice.
>>
>>155066802
Would listen to while I drive through the city.
Pretty good, I like how upbeat the song is.

>>155066523
This feels like the player is approaching a decisive battle or something equally important.
I like how grand it feels.
>>
I hope you all are working very hard.
>>
>>155088010
why? whats it to you?
>>
>>155088531
>how dare you try to motivate /rpgmg/

>>155088010
sloggin away
>>
>>155088531
Because I want all of us to make it Anon.
I want to experience the joy that your game can bring someday but this can only be achieved if you work hard!

>>155088703
Good!
>>
>>155088010
I just 100%'d tadpole treble story mode. That was a lot of hard work.

By far the hardest thing was getting all the bubbles in Sunken Derelict. I honestly felt like I was going to vomit from stress when I finally managed it.
>>
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>text y slightly off
>icon x slightly off
As great as Yanfly is,
man, does his Scene_Item trigger me. The action window gives no shits about formatting.
>>
>>155092389
"ffs, yanfly" bump
>>
custom art is an endless rabbit hole.

>oh, the RTP doesn't have a monster sprite for that, better draw one myself.
>oh, i can't manage to emulate the art style of the RTP, better draw all the monsters myself
>oh, the player battlers don't match the monsters, better do those too
>oh, now they don't look great on the RTP battlebacks, better redo those too
>oh, now the character sprites need to be redone to match the battlers
>oh, now the tilesets need to be redone to match the battlebacks
>>
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>>154842049
Progress on the first boss. It's the battle sprite next.

>>155094871
So much. I wasn't going to make battle sprites for the player characters but I ended up doing it anyway.
>>
>>155088875
Why is it when I read "hard work" I think "tedious simple work that could be done fast if you just used the right tools."

No one ever patted me on the back for using a handsaw instead of a power-saw.
>>
>>155094871
Making art assets is about 70% of the work required to make a game.

God help me it's hell.
>>
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Good night bump
>>
https://www.youtube.com/watch?v=RUoy_dsuuuc

menu screens now have transitions
>>
>>155078271
Mummies made of power cords that bondage the heroes.
The idea of >>155079486 in having muscle-build feminine robot to contrast on the femme-shota heroes is good. Make her show her muscles to overheat (excite) the heroes.
Vore monster, but obviously no hard vore.
Unbirth? Trying to reprogram the heroes by birthing them anew.
Cum shower, some enemy that uses a white splash liquid attack.
>>
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Hello /rpgmg/

Since most of you are actually making games i figured this would be the right place to ask a thing or two. Sorry in advance for my wall of text.

RM is a really cool program and of course i wanna make games with it, but i've always met up with a series of setbacks. First of all, i get distracted easily, most of the time when i start "working" on a game, i simply just stop and do literally anything else, so how do i force myself to work on something? Then there's the project itself. Personally, i do not keep notes or have a plan, if i think of something cool i usually just materialize it any way i can, so its natural that i get a bunch of ideas and concepts and i end up doing neither because im too confused as to what to work on first and in extension i think about the things i CANNOT do, such as music and art and then my moral drops because nobody will like RTP. Another minor thing is the program itself, as soon as i saw MV's features i was hooked, the character gen with improved portraits, a native side-view battle system, plugins that are easy to config, its amazing, so now i kinda neglect on working with VX Ace because MV has all the cool stuff.

To sum up, how do i deal with all this? How do i actually get some work done and will people like my game if its made with RTP and which is better to work on, VX Ace or MV?
>>
>>154996028
this looks fuckin stunning
>>
>>155103280

>Personally, i do not keep notes or have a plan

Do that thing. That solves about 50% of your problems.
>>
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>>155078271
this sort of thing but you could masquerade the ropes as cables for power/electricity/oil/whatever
>>
>>155103280
>>155104629
This this this this this this this this
>>
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>decide to make some quick portrait sketches for the few npcs I have in my game so far
>Realize I now have to rearrange and rewrite all of the dialogue because the text cuts off at the window border
Anything else I should think about now so I dont have to redo stuff later?
>>
>>155078271
Gender bending. Have enemy(s) that can gender bend your robots which causes a sharp drop in all of their stats because they find it awkward to control their gender bent bodies.

Also enemies that gender bend themselves. For example, in their male form, they have high defense, but in their female form, they're more offensive.
>>
>>155078271
A Lamia-bot that wraps one of your characters up in it's tail, paralyzing them and making them unable to fight, and reprograms them (Confuse) with hypnotic eyes (...somehow...) on the following turn and releases them to attack your party.
>>
>>155107262
Plugin for text-wrap?
>>
>>155108353
Nice, thanks for the tip family.
>>
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>>155078271
I-I'm sorry I really, really could not help myself.
http://i.imgur.com/xH6ag8j.png
>>
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>>155110014
>>
>>155110014
Please do more with the other enemies.
>>
>>155110014
and thus fanart was born for an unreleased game
>>
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>>155110014
Damn son.
>>
>>155078271
Robot tentacle monster that shoots hot white sticky glue at your characters to immobile them.
>>
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I just can't decide the art style. No, I won't use default.

I want a more serious tone, akin to Baldur's Gate and not Final Fantasy.

Which I should base my char sprite on? I'm no spriter, so it should be a fairly simple one. But I don't want to use ASCII or that pseudo-retro-looking sprites.
>>
>>155116495
F/F2 if you can pull it off. Where is that sprite from?
>>
>>155111840
m-maybe if they tempt me enough
>>
>>155117548
I too prefer F. Going F2 also have the side effect of turning the game half the original resolution, so I would only need to work on 24x24 tiles and upscale it 2x.

About the source: http://www.spriters-resource.com/ds/archaicsealedheat/sheet/12448/?source=genre
>>
>>155103280
For your first project the RTP is fine.
You need to get the hang of things and learn the program, creating your own art will only hinder this project.
Just have fun.
>>
>>155103280
you stay motivated by seeing something working as it should.

be that a sprite that animates well,
a cutscene that animates just right, a song that sets the right mood, a battle that's barely winnable, etc.

overcoming those mini milestones keeps you going.
>>
Are we going to make it, guys...?
>>
>>155119452
Yes!
>>
>>155119237

You're right about that, when i was messing around with some projects and saw that my events worked as they should and all, it felt great. Long ago i was aiming to do a very small game, to get used to the program, learn things, but in the end the ideas snowballed on me and i kinda reached a point that i didnt knew what to work on next, Ima give it a shot once again to make a small project but i already want to implement many thinks, especially side-view. What is the best and less pain-in-the-ass-to-configure side-view battle system for VX Ace?
>>
>>155120779
yes, there is "better mapping", but that's not necessarily a reason you should use XP over VXA or MV.
>>
Just spent the day doing doodads all over my map and it was fun as hell. But the more I use it, the more I kept wondering why Enterbrain doesn't just straight up hire Yanfly. Something like doodads should have existed in the editor to begin with and not this retarded tilesets B-E system.
>>
thanks bump; back to work
>>
>>155121870
I feel that it's a similar situation to Fallout, it's not supposed to be the perfect game, but rather a base game where modders can add things to make a better experience. It's just that Yanfly is the one making most of the content and the rest are too butthurt or lazy to make compatible plugins.

This amount of shit shouldn't come from one guy, it should be the work of a full community.
>>
>>155121870
They offered him a job, but he refused. Yanfly prefers to have the freedom to do whatever he wants.
>>
>>155121870
>>155123345
Would love to see him releasing his own RPG Maker to compete with Kadokawa.
>>
bumop
>>
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Work on your game
>>
>>155103280
Honestly I believe one of the most important things is DISCIPLINE. Basically you have to develop good habits for yourself. If you get distracted easily, you need to set aside some time to just do things in small steps first. You also need to try and write things down to have a plan - many a person has failed because they thought of a cool idea, but didn't know how to keep it going over the period of a game. They couldn't bind together ideas coherently enough and things just fell apart. So WRITE STUFF DOWN. And you don't have to be super detailed either because writing absolutely EVERYTHING is a big trap that also gets a lot of people. Just get down the simple things, main plot, some major characters, a couple ideas; enough to make the game get started. But the most important thing is just WORK ON IT. You need to just start to get things going and set aside some time to do so. Also START SMALL. Don't try and make some 100 hour long game or the next final fantasy, just make a small game, get acquainted with the engine to be familiar with your abilities and what the program can do for you. If you get distracted easy, just work in small bursts and work on your project a little more in between each break. Teach yourself to focus a bit and eventually you'll get the hang of it. And last, sometimes you need to FORCE yourself to get work done - even if you don't want to. It's very easy to say oh I don't want to work on my game today or I'll just do it later, but you'll keep saying that and never get any work done. But something else that's also extremely important is just HAVE FUN above all else. You aren't gonna want to work on something you don't care about! Alright /end rant. Hope that helps.
>>
>>154719927
Have you tried : if @picture.name == "empty" ?
>>
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>>155078601
Restraints/brainwashing syringes are nice!

>>155079486
>>155083041
>>155100612
>>155104896
>>155116091

Sure!

>>155107375
That sounds like the kind of thing a joke character could do, I'll look into it.

>>155107519
If I can get the "force action" command to not be a freeze-fest in the yanfly battle system, then sure.

>>155110014
eeeep i love it anon!
Thanks a lot!

>>155114143
It ain't the first time I saw lewd stuff with the ball enemy tho.

__________________________

I got the talk skill going for all the enemies!
I'll work on the dungeon's boss battle next!
>>
>>155129587
Later
>>
>>155132715
>That sounds like the kind of thing a joke character could do, I'll look into it.

Speaking of jokes, what if you had it gender-bend everyone in the party, including the androgynous one... but in his/her case, it doesn't actually change their appearance, and everyone else gets mad because they don't look any different whereas everyone else got visibly swapped.

Also why not call the state that does this TransForm, a shortening of Transsexual Form.
>>
>>155132715
now i'm wondering how much lewd fanart you already have

links?
>>
>>155133194
It could work for a one-time gag. so sure!
Although I can only see it working on a area much later in the game, between chapter 1 and 2, and the demo will only cover the prologue so...
>>155133272
Here's all I've seen so far.
http://imgur.com/a/4moFb
>>
>>155133194
Building on this, you can work it two ways:
a. Luke is thus immune to the TransForm state, which can lead to a nice puzzle battle of him against the monster and the TransFormed companions;
b. A evil-twin doppelganger enemy party. Much like if the alien robots made a TransFormed version of the party members thinking they could destroy them. Can lead to anime-style shenanigans with the identical-evil-twin Luke causing havok in town and the real one having to run until this clears out.
>>
>>155133806
Mmm, corn dogs!
>>
>>155133806
nice bumps
>>
>>155129860
I get what you're saying and i truly believe it. I have to force myself to work if i wanna make progress. Now i only have to do it.... yeah.....
>>
>>155137765
a tip i use to get started working is to set a timer for an hour (or half if you're *that* bad), then work.

ONLY work during that time period. you're then free to quit and be proud of an hour of work, or you can keep working afterwards.
>>
>>155133194
This only further brings out questions regarding robot sex.
>>
>:3 bump
>>
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Progress bump! Six event pages for ONE enemy. Oh boy. This page is the shortest, the other pages vary in length and some are LONG.
>>
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Work begins on custom walking sprites.
>>
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>>155145972
Speaking of custom sprites... I took the advice from >>155117548 about >>155116495 and made this. Would love some opinions and tips by the fellow makers.

And about your sprite, I really like the minimalistic style, even if I'm not fond of chibi.
>>
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>>155147385
This frame of the side sprite looks a bit weird to me. The back leg feels too fat or something?
>>
>>155147818
Yeah, you're right. the back leg is thicker than it should be for a back leg. Thanks for pointing it out!
>>
Guys, do my work for me.

I need to come up with mechanical Battler concepts for the following personality traits:
Sociable
Outgoing
Talkative
Responsive
Easygoing
Lively
Carefree
Leader
Touchy
Restless
Aggressive
Excitable
Changeable
Impulsive
Optimistic
Active.
Moody
Anxious
Rigid
Sober
Pessimistic
Reserved
Unsociable
Quiet
Passive
Careful
Thoughtful
Peaceful
Controlled
Reliable
Even-tempered
Calm

Examples:
Sociable: Summons more battlers like itself to battle. Once there are enough, they fuse into a giant monster.
Touchy: Counters physical attacks with massive power. Has a magnet for physical attacks.
Aggressive: Casts Earthquakes that hit everyone. Allies and enemies alike.
Moody: Changes forms, elemental attacks and weaknesses randomly.
Pessimistic: Attack power depends on its current HP.
Quiet: Counters magic with mute and physical attacks with stone. Both flavored as shushing you.
Even-tempered: Immune to everything unless under a debuff or ailment, which he can heal off every other turn.

Responsive, Easygoing, Carefree, Sober, Active, Anxious, Passive and Controlled seem the hardest to make for me.

Also, I need 2 combat mechanic styles for each trait.
spoiler]And if you have mechanical ideas for personality traits not in the list, I could use them.
>>
>>155148230
What are you doing Anon?
Having one guy with 32 different ways of fighting?
>>
>>155148230
Something like this?

>Leader
Buffs other enemies. Enemies will try to protect it (heal, take hits for it)
>Passive
Won't attack if you don't target it
>>
>>155149374
Nah. I want an Island with roughly 80 inhabitants. Each with its own "personality".

>>155149446
Yes.
>>
>>155148230
>Talkative
Talks a lot in the fight, maybe some slight buffs?

>Responsive
Counters every attack.

>Easygoing
There is a ~30 % chance that it won't do anything in a turn.
>>
>>155129587
I really gotta know where this animation is from.
>>
>>155152836
Thanks.
>>
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>>155153652
You don't need to know. Run before it consumes your soul.
It's Ginguiser
>>
back to more portraits; fuccboi revamped into :3

for some reason, the face shading's just not sitting right with me. anyone see anything offensive?

i like how between just these two portraits, my technique got so much better, the guy's lips look fuller than the girl's.

>>155133806
i bet you can tell which is mine
>>
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currently making a gameboy looking rpg, could someone give me some explanation or help with creating custom tile sets? I have a tile image in my editor and dont know where to go from here.
>>
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>>155159204
attaching images is way too hard
>>
>>155148230
>Active
Multiple actions per turn
>Passive
Doesn't take any action, but provides a passive buff to allies.
>>
back to work
>>
I have a bunch of talking animals in my game, and don't want to specify their gender, because is a irrelevant trait in the lore. How can I do it? Specifying their actions with an 'it did it' etc is sounding a little awkward sometimes.
>>
>>155163960
Just use It or the name of the animal (like "Larry did x" or something). And please don't use They, for some reason a lot of people are replacing It with They
>>
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Walk cycles!
>>
>>155163960
>How can I do it?
Name of character or name of animal. That way you get the added bonus of allowing the player to form a connection to the characters by repeating their names throughout.
>>
>>155164217
"They" sounds pretty off to me too. I'm not a native and don't even know how to place this correctly.

>>155164726
That's a pretty cool idea. Although, the writing is mostly done by conversations, so they would have to be repeating their names themselves sometimes.
>>
But they is correct when you refer to a person and don't know the gender, right?
>>
>>155166602
Yes, but it sounds weird and confusing to most people because it is not used often.
>>
>>155165072
You can get by with a lot or references actually.

If the conversations are with each other, you can get by with "you" and the names.
If the conversations are about the other, the names work great. Plus you can forego personal references and simply refer to their actions, intentions, feelings individually. Not easy, but doable.
If they talk about themselves, you have no issues anyway.

It's not like I had once planned writing a novel with a completely ambiguous protagonist in first person and have already thought about this a lot or anything.
>>
>>155166806
i'm sleepy
>>
>>155169237
Sleepy the Bear?
>>
>reformat hdd
>lose rpg maker mv
>come here
>there isnt the download/crack thats anywhere obvious

am i blind, retarded or do we not have a crack anymore?>
>>
>>155170373
http://www.www86(dot)zippyshare.com/v/45Pnv1CO/file.html
Last threat still had it in the OP
>>
What are the most charming RPGs you've ever played? Mario RPG on snes tops the list for me.
>>
I just watched the Japanese movie Hana-bi (known as Fireworks in the US).
Man, what a great movie that was and now I'm really motivated to work on my game.
If you like slower movies which spend a lot of time establishing characters and their relations to each other then I can absolutely recommend watching it.
It's a little older (1997) but I don't like many current movies anyways. I watched Suicide Squad two weeks ago or so and I didn't like it at all.
But to get back to topic.
Do you have any works that inspired your current project?

>>155170373
The links get nuked time and again.
http://www57.zippyshare.com/v/jv0r7r8t/file.html
>>
>>155170907
>dolphins.rar
oh thank god i was missing my dolphin porn
thanks friend
>>
>>155170907
A lot of Kitano's movies are great like that. You might enjoy Kikujiro's Summer as well.
>>
>>155171889
I'll be sure to watch this movie soon and probably his other works too.
Thank you Anon.
I feel like I've been missing out.
>>
>>155170728
Super Mario RPG is leagues below Superstar Saga any day
>>
>>155159251
Just observe old games and their habits. GB games didn't have any sort of layer to tilemapping so this helps a lot setting the mood. Consider only colision to be yes or no and start doing some grass and trees.
Don't forget to lower your tilesize first. I guess 24x24 is enough
>>
>>155159251
You can also work with patterns. Observe patterns, there's a lot of free patterns for Photoshop in Deviantart. They can help a lot, even when doing grass.
>>
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>>155159251
though don't ask me what any of those things mean.

take a look at what the default tiles do as well.
>>
Anyone knows a realistic way to display choices based on images?
Instead of having text that when selected shows me an image (already got a way to do that), I want the choices themselves to be displayed as images.
For example, I want a class select when the game starts and 3 weapon pictures to be displayed at the screen, picking another option just highlights it and shows text in the message box below.

Found some stuff for VX but for MV I'm starved.
>>
>>155174681
I actually picked up superstar saga this weekend. It's okay, but there's something about it that just doesn't feel as perfect. Maybe it's just nostalgia talking.
>>
>>155174681
>>155170728
I actually was thinking of making an RPG similar to those styles with action commands in attacks.
I've also become captivated with the M&L style where each character's actions are represented with their own button and was thinking of implementing that in a keyboard controlled RPG.
>>
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>>155159251
This one is probably a bit better for learning.
>>
>>155175309
I'm a huge sucker for that style of command imput.
Balancing it on equipment would be very fun as well.
Defending attacks depends not only on imput timing but also on which shield you're using. Some may differ in timing and damage reducted if successful. Same for attacks. Different timing for different weapons would bring a nice layer of weapon variety for turn-based battles that only exists in real-time.

Shit, wish I knew how to code.
>>
>>155175627
Let me run my idea by you then.
I'm thinking that each character in a four man party would run of the number keys 1-4, respectively, and the buttons underneath them. So say guy 1 is to attack, his inputs would be with the 1 key. If he were defending I'll have him use 1 to block or Q to dodge, whereas guy 2 would use keys 2 and W. This way you could have multiple different inputs for a variety of things like dodging an enemy's wave attack, or certain special team or combo attacks with more than 1 player. I was also considering utilizing the mouse and cursor for some possible special moves, like a spell that's used for constructing a barrier by drawing the barrier line over/around the subjects.
>>
moles are sexy bump
>>
>>155177728
Zoophilia is disgusting, anon
>>
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>>155174848
I have absolutely no idea how to lower my tile size.

I'm working on VX Ace btw.
>>
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>>155159251
Maybe try these steps:
Create a document with the appropriate size.
Create a grid of 24x24 squares.
Assuming it is one of the auto-tiling tiles, for each 96x144 tile, you should start out in the center -low 48x48 tile of the lower half. I'll call this the "core tile".
Make sure that tile is perfectly seamless because it is the one that will repeat itself over the body of your tiled area.
Once it tiles perfectly, create the borders around that tile. Make sure the center squares in each border match as well.
Then you can create either the corners or the L areas on the top.
To make sure that your angles (area on the top right) tile well, I recommend copying your core tile and cutting it in 4 Ls (or making a single Lshaped mask that you can rotate, if that is easier for you). Also make a "cross" out of the whole 96x96 square, so you can draw the angles by moving it in the right position and seeing that it matches well.

Also, note that most of the tiles with transparent backgrounds are designed with a specific type of tile under them. So, for example, the deep water tile generates a shallow water tile below it automatically and thus will tile only with shallow water tiles.
>>
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More progress. Man this eventing hurts my brain making sure everything works correctly. Also >UNDERTALE - I KNOW. Ok, I know.
Anyways, thoughts or comments?
>>
>>155179656
Nice Undertale clone :^)
>>
sup, babe?
>>
>>155179656
I think it looks kinda nice for what it is. Is this active timed blocking? If so I'm very impressed.
Are you going to recreate the entire game or are you going to do your own thing?
>>
>>155182505
I'm using a script for the combat yes. It's called Galv's Timed Button Attacks. I'm recreating the game in the engine. I'm just gonna recreate the demo for now, but if people want it enough I'll do the whole game with extra stuff. Like an actual Hard mode for one.
>>
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>>155182252
how's about we party at a karaoke box?
>>
>>155182930
This hair is way too close to my waifu's hair.
Either way I love how this looks.
I'm a complete beginner at art so I'm always astonished by good looking art.
>>
>>155183237
i'm quite fond of girls with wild hairstyles as well. lol
>>
How was the process of naming your game?

I'm meeting a nightmare here. An anon told me to name the game "Teru Teru Boozu", since it's about a weather doll with it's name, but I don't know, this name sounds a little off putting to me, since it's so obvious. But the "obvious" factor is a good thing, since it may attract people who know this tale, and also people curious about the name too. I don't really know what to do about it, though. I've gathered a storm of words now, and am thinking of maybe making up a word? I don't know.
>>
>>155184323
>Teru Teru Boozu
Oh, these are the ghostly paper dolls.
I think most people would need to look that up, like I did just now.
What kind of audience are you going for?
>>
>>155184770
People willing to give us money.

...Ok, I don't really know.

We were thinking about Paper Monk too. It's simple, and in english.
>>
>>155185130
Yeah that would work.
But to be honest this is something you can decide on when you are finished with your game.
I also have no idea how to name my project but I would avoid some generic terms like destiny, heroes and such.
>>
>>155185776
I thought on creating a page on rmn for the game, since we'll be having a demo soon, so we were a little worried. If everything doesn't work, paper monk it is. Also, how do you think about your 'intended audience'?
>>
>>155186072
Well my audience are people who like detective/mystery stories.
I hope that people who like Ace Attorney/VN's with some gameplay elements would also like my game.
>>
>>155186601
Oh, I see. I'm pretty interested now, since I'm a fan of Ace Attorney myself. My game is about a world where the seasons change everyday because the weather is "broken" and this weather doll was abandoned. He wakes up in this Cat's room and don't know what's going on. We have an active battle system, equipable skills, multilinear storyline, harvesting... Well, lots of classic RPG aspects. The scope isn't so focused as yours, though.
>>
>>155187186
I think I have seen some screenshots of your game in these threads and I'm also interested in your project!
Funny thing, originally I wanted to make a murder mystery party with RPG elements like attributes and relationships and different paths according to decisions and whatnot but that was way too big of a project for me.
So I went smaller and decided to work on a detective game instead, it could be seen as the backstory of one of the participants in the murder mystery game, though.
The main character is the rookie partner of a full fledged detective but I am at the beginning so it will take some time before I can show anything.
>>
Good night bump
>>
Good morning bump.
>>
hi
>>
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>>
Is anyone there?
>>
>>155199642
I am, but I am writing smut instead of working on my game.
>>
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>>155200157
Cool, I was gonna make sprites but I have migraine now.
>>
>>155199642
I'm working on a cover letter for a potential office manager job. I imagine once I'm done, I'll be in enough of a writing mood to work on my game.
>>
>>155203448
Writing followed by more writing?
You're just asking to burn out.
>>
>>155204641
I already had a template cover letter ready, and I was an office manager before, so it's more plug-and-play than anything.
>>
>>155078271
Chubby girls pls
>>
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slime monster desperately trying to fly
>>
bump it
>>
It's ded.
>>
Question time!

What does your villain do to cement themselves as a serious threat to the world/your party? What is the defining moment that shows the player "this is your enemy"?
>>
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Idle animations!
>>
>>155210317
They brutalize and devour the comic relief recurring villain.
>>
>>155210695
I love it! The sheep could be a bit less shake-y though. If you can reduce the speed of the animations, it would also be better.
>>
>>155210317
She kills the fetish-pandering henchmen.
>>
>>155210695
I am not really sure about what the starsheep is supposed to be doing with that movement. It seems like it is dancing or something.

Unless it is music-based, just make sure it looks like it is breathing, and maybe add some energy glows to indicate it is building power or something
>>
>>155210317
He steals your treasures.
>>
>>155210317
They don't anything. That's the whole point.
They're Lovecraftian horrors of sorts and knowledge about them is being suppressed as it attracts them and allows them to tear down the barriers that keeps them out.
Instead you get to deal with an antagonist that's actually heroic if only you knew what his actions meant.
You'll get a glimpse, but you can actually miss the rest of it if you get caught up in the relatively minor villains that emerge in the ensuing chaos.
>>
>>155210317
She tries to kill the Chosen One, and when your party (Chosen One included) fights against her, she mercilessly curbstomps you and forces you to flee for your lives.

But that's only the "Disc 1 Villain". The true villain appears by openly declaring that she wants to exterminate all life on the planet and you've inadvertently been helping her along with her plan the entire time.
>>
How does the item system in your game works? You have a vast amount of items? HP and MP items? Are they expensive?
>>
>>155216232
Since I don't have combat in my game there's only quest items, keys and a pistol that's used to persuade people in dialogue
>>
Who's ready to switch their project over to the new hotness?
https://www.youtube.com/watch?v=zqcC5JRmAA4
>>
>>155217234
>for iOS
Nah, I'm good.
>>
>>155217234
Wait, aren't those VX heads?
>>
>>155217234
This looks pretty bad.
>>
>>155220004
It does, but it is an app for mobile. It is intended for the absolutely most casual kind of amateur dev.

Probably the sort of engine you use to make cute gifts for your friends or just waste time.
>>
>>155217234
I've seen a lot of those resources before, either from RPG Maker programs themselves or from games made for RPG Maker 2003. In fact, most of them look like stuff from RPG Maker 2003. Shouldn't they be crediting these people?
>>
>>155221378
And by 'stuff from RPG Maker 2003', I mean stuff that other people made. Not any sort of official resource.
>>
>>155216232
Ideally I'd like to have powerful items of scaling power (including healing) with a bag / maximum carrying capacity system in which each item occupies 1 slot and there are also no money stores, just exchange.

But it might end up being too much of a hazzle to balance certain areas.
>>
How are you, as a game developer, doing your part to ensure that your game is appropriate for a wide and inclusive audience? How are you avoiding problematic tropes that can cause your game to be seen negatively by modern players?
>>
>>155222484
I have one black character and one woman
>>
>>155210317
After one of the first party members is revealed to be one of his henchman, he will throw the party into the mud.
You fight both of them at the same time
>>
>>155210695
Absolutely love everything about this
>>
I ripped some doodads from the Essentials TileSets, just drop the "img" folder in your project to add them
http://pastebin.com/2LPHVKUn
>>
>>155222484
i'm giving the girls big titties.
>>
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>>155222484
I'm being inclusive by including all these types of plaid. Maybe.
>>
>>155018875
When I see Yanfly releasing stuff like this I ask myself why MV couldn't come with it by default
>>
>>155222484
A large amount of my characters are agender, even a trans dog is there (Rapunzel, a dog with long shiny blonde hair, that is a doggo), since I'm most comfortable with this subjects. I have some black people too. The variety is good, I think.
>>
>>155222484
That's easy.
I don't care.
My game has some themes which may disturb some players but if they don't like that then they shouldn't play my game.
>>
>>155222484
I don't care.
>>
>>155222484
Eh, I am not trying to reach a wide audience, but captivate a small niché.

That said, it is a given that niché overlaps with Tumblr. But luckily, almost no character in my game is human so I don't have to worry about race or gender.
>>
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>>155222484
>>
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How can I make learning skills more memorable or interesting? At the moment, I just have the main heroine read a book or a scroll, then maybe give a comment of sorts and that's really that.

>>155222484
Made me chuckle.
>>
>>155222682
Only one of each? That sounds token. You need more.

>>155223345
Not funny.

>>155223515
lol

>>155223898
You should probably change that. Rapunzel is an EXTREMELY sexist fairy tale and her hair is triggering to women of color.

>>155225923
Well you shouldn't make disturbing content that can potentially trigger people.

>>155226216
Then you need to get with the times and start caring.
>>
>>155223317
You sir are a gentleman and a scholar
>>
Does your MC have a hobby?
Does it help him/her in any way during the adventure?
>>
>>155232841
She originally had "read books", but I am thinking about Origami or some other kind of handicraft precisely so it can get involved into the story.
>>
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>>155116495
>>155147385
>>155147818
Trying to fix it.
>>
Work on your game Anon
>>
>>155238731
But I have a midterm to take
>>
>>155239096
Surely a midterm is not as important as your game.
I could give you grades based on your progress if you want.
>>
Has anyone every worked with the Wolf RPG editor?
>>
>>155241464
Yes, but I have not.
>>
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>>155148230
>Responsive
100% counterattack rate. Counters spells with spells of the opposite element
>Easygoing
Immune to critical hits but also unable to crit
>Carefree
Passive status effect/condition removal. Status effects that normally wear off anyways wear off faster.
>Sober
Cannot miss, immune to blind and confusion
>Active
Always strikes first, small chance to perform action twice
>Anxious
Can only be hit by crits and elements that they are weak against, when hit receive double damage
>Passive
Very high passive HP and MP regen, can only act every other turn
>Controlled
Cannot crit. Reduce incoming damage by 33%
>>
>>155243884
I already finished that part and was now trying to come up with character concepts that fit the personality combinations, but thanks.

Your Sober and Controlled are better than what I came up with, so I'll probably use them over mine.

Carefree is more or less the same idea I had.
>>
>13 characters in my story so far
>9 are expies of characters from animus personality-wise
>looks like it is only going to go up
Is this normal? What percentage of your characters were conceptually inspired by some other media?
>>
>>155246268
100%
>>
>>155246268
It's normal. There's nothing new under the sun, even ancient mythologies have been ripping each other off left and right.
>>
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and it's complete! with galko and bayonetta DLC colors
>>
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>>155248337
>bayonetta DLC colors
>>
>>155248337
Tell me about this character
>>
ded
>>
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Long time no-see /rpgmg/
Been working on my game while I've been away. Here's a redraw of an NPC.
>>
Are there any way to make message box to message bubble in MV ? I prefer to have those flying bubble rather than the mundane box
>>
>>155253770
THICK
(also perspective on that leather-corset thing seems kinda off)
>>
>>155254856
>Thick
Where?
>>
>>155255060
The arm and shoulders, I guess.
>>
Friendly reminder, don't respond to the standard nodev shitpost we get every thread. Hopefully we can stop giving them (you)s and they will just leave us alone eventually.
>>
>>155251209
the original plan was to have him be the smart, sensible straightman in a party of anime tropes, though he doesn't necessarily look the part now with his final design.

but i have practically no plans of a story atm, and it's definitely going to be a "story built for a game" rather than a "game built for a story". never been much of a story guy, unfortunately.

>>155254856
people usually say "THICK" as a salacious compliment lol

i think practically everything about the picture is fine (including the corset), but the right arm & hand look like they're built awkwardly.

if the hand is being obscured behind the hips like that, then the arm must be pulled really far back and inward. the way the arm is drawn, though, doesn't really make it seem to be that way.

i don't think i'm familiar with your project, btw.
>>
>>155210194
pull it
>>
>>155258294
stretch it
>>
Why don't you have a folk-rock soundtrack for your game?
>>
>>155260832
Maybe I have.
No, I don't. I don't even have any music right now, I need to find a musicbro somewhere later on.
>>
>>155260832
I don't have any music yet, much like the other anon.

And to be honest, I don't think it'd fit at all in my game. I do have ideas for a magical realism setting that could make better use of such music.
>>
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>>155259240
Hold it gently
>>
>>155260832
Depends on your definition of folk rock. Bob Dylan and his ilk? British electric folk? Celtic rock? Something else? If you mean Southern rock I will be very disappointed.

Whatever the case, probably not. I'm still databasing. Music is the least of my concerns.
>>
>>155265648
I mean The Mountain Goats, which, according to Wikipedia, counts as folk rock.
>>
>>155265837
Not familiar with them, but they don't seem too bad. If/when I get to music, it'll probably lean more ambient/natural, mostly because I don't like overly orchestral/cinematic scores. Folk rock might fit in a potential rural town, but for now I'm working on getting the system set up.
>>
>>155260832
>>155265837
>folk rock
eh.. because i'm planning to have a "folk rock" soundtrack for my game
https://www.youtube.com/watch?v=QoA-c9VLoOg
>>
I've only put a few doodads here or there, but whenever the plugin is active, my test play will randomly crash after battles. I have a decent amount of plugins, but it only really lags with the Doodads.

Should I just give up Doodads or could there be another plugin interfering? I mostly have Yanfly's stuff, but a few other things from other devs that don't seem like they'd impact it at all.
>>
>>155267942
Maybe it allocates new memory for all the doodads after each battle, and eventually runs out of space?
>>
>>155268745
That would make sense, since I have no idea what else could be causing it. How would I stop it from repeating this process?
>>
>>155264361
flick it
>>
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>>155256045
Actual same anon here.
Thanks for pointing out the arm/hand thing. I'll try to go back and fix these things after I do all the NPCs.

It's actually yaoi dating game/rpg. So it might not be your niche but it's a thing.

Here's another NPC- the cliche innkeep/inn girl she looks psychotic.
>>
>>155270627
Not him but I remember your game.
And the panty you posted.
>>
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>>155271058
Always glad to be remembered for the important things.
(Those panties free to use, by the way.)
>>
>>155272456
I'll be sure to place that panty somewhere in my game.
>>
Bump attack
>>
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Am I the only one who's surprised rpgm games don't focus on fantasy conventions more.

Like elves, dragons, and unicorns. They might make an appearance, but as unimportant npcs or random encounters. Even magic gets marginalized. This stuff's never major plot points.

Considering japanese influences, I'm really really surprised we don't see more Neko characters. Especially with generator parts.
>>
am I crazy of was 2003 once free?
>>
>>155280637
>2 sets of ears
This shit always irks me.
>>
so how would one import sprites smaller than the defaul?
like 8 bit sprites for example?
I'm using 2003 a nd can't find out how to alter the size requirements so the 8*8 sprites don't look tiny.
>>
>>155282367
You scale them up.
>>
>>155281015
2k3 was never free. Back in the day, some dude pirated the Japanese version, translated it and shared it with the internet.
There is an official English version now, but the fan translated version is still easy to find.

>>155282367
Use an external image editing program and scale them x2. Make sure you use nearest neighbour smoothing, not bilinear or anything like that.

>>155280637
My guess is that everyone making RPGs with RPGM have already played games with all those conventions, so they're making something different or subverting them.
>>
Babumpa
>>
>>155223538
I ask the same question every time. Some of the stuff he releases is just so obviously mainstream once he does release it. Stuff like doodads should have been part of the program from the start. Even if it wasn't grid-free in the editor, they should have at least given full-range of all doodads instead of the damn B-E system.
>>
>>155280637
I am not that fond of Elves because the most important distinction between races (aging) doesn't really come into play into RPGs unless you do a lot of timeskips.

Fairies, I think, are overall better for game play, since things like flight can easily be relevant for both exploration and combat.
>>
Where I can learn to sprite character?
I want to make a game with tales battle system.
Thanks to Moghunter for the LMBS plugin.
>>
>>155292440
just make (several) edits to a sprite you want to look like.

or better yet, recreate those sprites. it's always the best way to learn.
>>
i'll work on
0-3 magician
3-6 swordsman
7-9 thief

please don't be thief
>>
>>155293289
fuck
>>
>>155283539
>>155284779
scalaing them up makes them look like a blurry mess of shit
>>
>>155295287
use a scaling option that doesn't cause that blurring.

8x8 to 16x16 is turning every 1x1 pixel into a 2x2, so it's a perfect conversion.
>>
>>155295365
there is only one means of scaling
>>
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>>155295534
Actually, if you look at Photoshop's scaling options you will see that there are:
Nearest Neighbor
Bilinear
Bicubic
Bicubic Smoother
Bicubic Sharper
Bicubic Authomatic

And if you pick Nearest Neighbor and your image is a PNG, there won't be any blurring. Pic related is a PNG that I expanded 10 times and then reduced in half.
>>
>>155296405
>photoshop
I see the problem, it's probably some poorfag using gimp or paint lmfao
>>155295534
GO HOME KIDDO
>>
>>155297016
gimp uses "none" for the non-blurry scaling. lmao
>>
>>155269979
prod it
>>
>>155298749
shove it
>>
Good night bump
>>
>>155300606
gag it
>>
>>155015267
Inside a well and climbing your way up.
>>
>>155303263
stroke it
>>
>>155297016
Paint upscales it pixel perfect though, when you type it in.
>>
>>155222484
I'm making this game for me.
>>
What are your character's arcs? How does the adventure change them?
>>
a friend of mine thinks pixel art is easier than traditional art.
>>
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Does anyone know how to remove this "party has fallen" message?
I'm trying to make it go straight to the game over screen, much like how XP had it.
Alternatively, is there any way I can make the music fade out while the screen goes black before going to the game over one?


>>155308813
One is very timid and cowardly, and has to grow a pair to go save some friends after I shoehorn in my mind control fetish in them.
>>
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>>155311768
inside Scene_Battle's process_defeat, remove the message.add line
>>
>>155306106
carress it
>>
>>155315242
kill it
>>
>>155316630
stab it
>>
>>155317687
fuck it
>>
>smallest map is 20*15
>not able to do 16*16
has always been this way?
I'm only just jumping back into rm2k3 culture and last I checked I could make the maps smaller, or am I misremembering?
>>
>>155320451
You're misremembering. Just look at the title screen graphics, which are 320x240. That's 20x15 tiles.
>>
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http://www.spriters-resource.com/playstation/
>>
>>155321579
damn, any known scripts that allow for this sort of thing?
>>
>>155322661
Yanfly's Core Engine?
>>
fine, i'll save you
>>
>>155326516
And I'll save you so you can save me.
>>
Thoughts on this style?
>>
>>155329160
I like it, it's like a throwback to ascii character use without the eye-murdering side effects
>>
>>155329160
It looks kind of cool, but I wouldn't play it.
>>
theres any chance to make a fire emblem/advance wars in MV?
>>
>>155332415
The amount of scripting you need to do is quite a lot.
It is possible however, yes.
>>
>>155329160
It's not the sort of graphic style I personally enjoy, but I think those who are into that sort of thing will probably like it.
>>
>>155329160
I feel the trees and grass need different colors. Otherwise, you have the aesthetic down
>>
>>155329160
A little exhausting for the eyes after some time.
>>
bumo
>>
>>155337803
mascot of bull metal banic: bumoffu
>>
>>155332415
I've said it before, but I did the bulk of the work, minus the damage logic and an AI more advanced than "approach nearest enemy and attack," in Ace in about 59 hours. It was done strictly through eventing with one script (something that allowed an event to approach X for Y steps, rather than move all the way to it in one go).

In MV, I already found a plug-in that does exactly what the Ace script did for me, so it is definitely possible, but I'm hesitating on just diving in there again and recreating it line by line.

If you want a tip on how to do it, change the player into a "cursor" graphic and make the party (including the MC) as individual events. The entire battle is run by a single Parallel Process event full of conditional branches representing the phases (free select, moving a player, menu options, attacking, etc). The party member events are all empty; when pressing Enter in the Free Select phase, it compares the Player's (the cursor's) X, Y to the X, Y of everything it could select, and if there's a match it moves to the relevant phase (displaying an enemy's stats, moving that actor, etc.)

You don't "have" to do it this way. I'm sure there's better ways of doing it even. I just happened to find it conceptually simple and very easy to configure and adapt. The hardest part was beginning to give the AI logic, target priorities and the like.
>>
>>155332415
I really want a tactical combat system, but I'm not good enough to make one. I hope someone does a plugin for it.
>>
When is your demo finished?
>>
>>155332842
>>155341478
thanks for the information
>>
>>155341478
Can it do indirect fire like artillery in AW or firearms in Jagged Alliance? The latter is especially important to me.
>>
>>155345372
I have about an hour of content that's playable from the beginning to a reasonable stopping point (an abrupt, silly ending that just sort of spits in your face), but it's all incredibly unpolished. The story doesn't flow well at all, and there's a huge clash between the mostly-RTP graphics and my few custom enemy sprites.
>>
>>155345372
Never. I always convince myself that my ideas are bad once I start making progress on them.
>>
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Hey y'all, I've got good news and bad news.

The good news is that because I'm busy all day tomorrow, the podcast is ready a day early! Hooray!

The bad news is that we had one shot at recording it, and someone had to back out at the last minute. We found some last-minute replacements. Please let me know what you think about our bold new (unintended) direction.

https://youtu.be/AaqH3i2Tks0

We should be back to form in two weeks. Take care!
>>
Up you go little thread
>>
ded
>>
>>155359079
Just tired
>>
What is your game about?
>>
>>155363461
No idea
>>
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>>155352705
Does Noln have Aspergers or something? Just seemed like every other word was "Fucking" "Shit" "Bitch" and seemed to take thing personally.

But not just him, everyone was an overflowing fountain of vitriol.
I just wanted to slap mumbling bubbling sarcasm out of everyone. They forget they're doing a podcast? I mean, right after Yanfly release statement they were like "Wow. Interesting. BFD."
What kind of an attitude is that?

And of course now all I want to do is throw it all back in their faces.
>>
What's the legality of using RPG Maker assets in free non-commercial games?
>>
>>155365268
I can see that acidity as a form of frustration.

Maybe they were just unprepared to talk about these topics. Just spouting off the first thing that came to mind and ended up beating a dead horse.

We know grinding can be an unpleasant experience. Come into the discussion with points on making the character progression more compelling. Or just insights on understanding why it's unpleasant.

It's repeative. Ok. What that means is players are focusing on the number of actions and turns. We as game designers need to estimate how long the game will be to determine how to space out rewards a.k.a. progress. On average, how much time should pass before obtaining something new? Level up?
Say we want a 2hr rpgm game that goes up to level 20. You'd need to level up about every 6minutes. But battles only make up half the gameplay, so will cut that down to every 3min.
Now 3min's doesn't see that bad. But like I said, players aren't focused on time, they're focused on the number of actions. If a battle only last 15-30seconds, that's 6-12 battles to level up. How annoying would that be? I imagine fatigue will set in after 5th rep. On the other hand, if you could make battles last a whole minute, 3 battles to level up would be more bearable, within in the same amount of time.
>>
>>155367682
In practice, of course, leveling up after three 15-30 seconds battles is very do able. You would pad the 3 min time frame with a lower encounter rate.
>>
>>155352705
You should make a channel where you just play with your toys.
Also, are you involved with the /v/ musicals? I swear to a few gods I heard you singing before.

The podcast fell kinda apart after the first minutes.
Normally the podcasts are fun and comfy but this time it felt like you guys were mostly bashing things you didn't like instead of having discussions.
Sure I am entertained by the podcasts in general but as a dev I also want to get some useful insights about other games/mechanics.
I'm also not a fan of all the swearing, it quickly changes the tone and the mindset of the conversation. One of the last lines was "I'm going to fucking murder you."
Also you completely neglected Yanfly's Grid-Free Doodads plugin!

>>155367682
It certainly feels like they went completely unprepared in there and the quality suffers a lot because of it.

Next time some things go awry I would prefer waiting a few days instead.
>>
Would it be better to have INT affect only magic or physical damage as well?
>>
>>155368754
You'd need a good justification for INT affecting physical damage, I'd think.
More technical or exotic weapons tend to be under Dexterity or Technique.
If enchantment or targeting computers are a thing, INT might be good. It just has to make some kind of sense, first, even if that sense is just there for your benefit and isn't spelt out to the rest of us.
>>
>>155369092
>You'd need a good justification for INT affecting physical damage, I'd think.
Something like, knowing the opponents weak points or something among those lines, maybe?
>enchantment
Pre-enchanted wears and weapons might not actually be a bad idea.
>It just has to make some kind of sense, first, even if that sense is just there for your benefit and isn't spelt out to the rest of us.
Guess I'll try thinking a bit more deeply about the lore then. Thanks!
>>
>>155368754
>>155370135
Earth based spells, as well as 1 Water, 1 Wind and 1 Ice based spell in my game attack the opponent's physical defense. The flavor is that you are creating a physical weapon with your magic power and then throwing it out at the opponent.
>>
>>155370135
>Something like, knowing the opponents weak points or something among those lines, maybe?
Maybe Int should grant a little bit of crit then
>>
>>155370396
That's pretty interesting. Do you calculate the final damage as purely physical as well or do you use the magic stats for the damage and then just pass it off to the enemy as physical damage?

>>155370485
That would make sense.
>>
>>155370795
The second since you are still using your magic to throw the objects at the opponent. Otherwise it'd be useless for Wizards.
>>
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>>155368693
>You should make a channel where you just play with your toys
You're not the first person to tell me that, lol

>You completely neglected Yanfly's Grid-Free Doodads plugin!
Agh! I had a whole set of notes on it, but I knew our new friends wouldn't care. It does look awesome, though!

>The podcast fell kinda apart after the first minutes
Agreed. That's why it isn't numbered. They came in literally at the last minute on something that wasn't their specialty. We'll wait and make a good 'cast next time. The content is more important than the schedule

>Also, are you involved with the /v/ musicals? I swear to a few gods I heard you singing before.
Same name, same trip. All 4 years. It's a secret to everyone.
https://www.youtube.com/watch?v=5y3_GbjMX4I
>>
What sort of hobby could a magic dagger that has lived atop a mountain for hundreds of years have? It can turn into a crow-like bird and its personality is jaded and cynic.
>>
>>155375461
Maybe it carves wood. Steals easy-to-carry chunks of wood away from lumber stockpiles and the like and takes them to the mountain, makes himself a fancy, baroque nest.
>>
>>155375461
Coming up with puns to amuse itself.
>>
>>155375672
For bonus points maybe it puts other daggers and things there just so he has someone to bitch to.
I can't imagine being a dagger would be fun. No honour like the sword, less utility than the hammer. Shanking niggas and cutting rope slowly would wear down anyone, no wonder he's jaded.
>>
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Guys, how can I remove levels and HP/MP from my game and make it so Skill, Equip, Status and Formation dont show up in the in-game menu? And make it so the only item classes in inventory are Item and Key item? Is there a plugin for this? I'm making a game that has no combat.
>>
>>155378197
You can remove Skill, Equip, Status and Formation from the System Menu.

Truly removing HP/MP and levels will be a bit of a hassle, but you could try out a Menu Script/PlugIn to make them invisible.
>>
>>155378668
Ah thank you, how could I miss that in the database. Too bad it doesn't seem to have settings for item categories, but that's part of the problem solved at least. Guess I'll start looking into menu plugins
>>
How do you guys feel about handwaving things to eliminate some guilt regarding some of the player's more ambiguous moral choices?

For example, in Dragon Quest V, when the player has to pick between marrying Deborah, Nera and Bianca, a reason to avoid marrying Bianca is to let her stay with her sickly father. But if you do pick Bianca, the dad gets better after a while.
>>
What do you use to make music for your games?

I want to make midi music with the Arachno Soundfont. Can you recommend me any tracker that uses soundfonts?
>>
>>155384070
i remember LMMS being talked about. it seemed decent from its feature description to me. i'd probably use it if i were using free DAWs.
>>
I'm bored.
>>
How hard would it be to create a pixel collision map after using Yanfly's doodads plugin?
>>
>>155389168
probably better to just use region restricted movement unless there is a reason you need pixel perfect collision.
>>
>>155389816
I'm using a pixel movement plugin, of course.
>>
>>155381680
If you were really devoted to her, you would have married her and stayed with her sickly father.
But I mean, it's not like you're attached at the hip or anything. So there's no reason you couldn't do both, if you had to run off and save the world or something.
>>
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New and improved enemy sprite list!

>>155210317
The primary villain for most of my game stays put, at the top of his tower, for basically all of the game. He has a...very close connection to the MC's sarcastic sidekick which I won't spoil, and also it doesn't get revealed until halfway through the boss fight against the antagonist.

At the end of each chapter, there is a scene shown in which the antagonist, back turned to the viewer as a silhouette, is approached by his advisor and warned that the MC is coming closer, before sending in the next wave of enemies. When you finally meet him, it's in the same room these cutscenes take place, and at first he thinks you're just the advisor again until he turns his back and sees that it's the primary cog in his plans, the one he fears most - YOU.

For the first phase of the battle, the normal boss theme plays (https://soundcloud.com/iwilldevouryourkittens/the-interlopersc-boss-theme). For the second half, a souped-up version with extra instruments plays (https://soundcloud.com/iwilldevouryourkittens/the-interlopers-reprise), and for the third phase of the battle he punches a hole through the floor and you all begin to freefall, and an entirely new theme kicks in (https://soundcloud.com/iwilldevouryourkittens/the-mirrorlord). When he's finally defeated, he falls to his death.

Basically, I'm hyping this guy up to be super badass and then he's not even the final boss
>>
>>155352705
I don't think it was as bad.
Rambly, going off the rails, ranty, sure.
It was still entertaining though, and you always found your way back to make it at least somewhat RPGM related.
>>
the new portrait, on the right, is really bothering me for some reason. there's something off/wrong/different about it compared to the previous one.

i need some outside views on it.
>>
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>>155394198
>image
>>
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Progress!
Have a video with placeholder music in it!

https://aww.moe/pnpbco.mp4
>>
>>155394370
Your dudes all look like fags.

I like it
>>
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>>155394370
He's missing his gas mask.
>>
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>>155395104
This means that there will be biological enemies too?
>>
>>155396748
The villains are aliens, and not all of them are robots, so yeah.
Purple lady over there is a cyborg.
>>
bumpit
>>
What do you think about jabs at "real world issues" in games?

Like say, if in between a quest to recover a magical treasure and a quest to save a friend, you have to solve a "tragedy of the commons" environmental issue?

And how consistent do these themes have to be to not get annoying? For example, do environmental issues get annoying if scarcity only arises regarding things that are convenient to the story?

Moreover, what about bigger jabs, like say, having "I can't believe it is not Pol Pot" as the villain in a Magitek setting?
>>
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Tileset progress bump
>>
>>155401375
Comfy
>>
>>155400968
sounds as bad as memes.

plot points revolving around starvation, environmental damage, racism or whatever are fine, though.
>>
>>155401375
Is that a picture or a window outside?
Looks very nice overall.
>>
>>155400968
During the travel, the party must cross the Neverend Desert. The only way anyone can cross it is making a stop at the Watery Oasis.

If the characters explore, they'll found out that the Oasis weren't always there. If they explore more, they'll find an underwater entrance in said Oasis.

Inside this dungeon there is a Wizard, unnaturally living for centuries, because he bounded a Water Elemental to this place, forcing it to create the Oasis. The Water Elemental suffers to create so much water everyday for this long centuries.

The players can defeat the wizard and free the Water Elemental from this eternal suffering, but by doing this no one will ever be able to cross the desert again, needing to take a much longer, perilous trip surrounding the desert. All the commerce will be wasted and everyone living at the Oasis will need to quickly move or won't have enough water to reach safe land.

What will the players do?
>>
>>155402773
A picture. Windows look a bit more like windows. In that they have curtains, but can't be seen through.
>>
Would a "simple" harvest moon game be too hard for a first test game? i'm not sure, thought it would be good challenge but i'm already clueless on how to start
>>
>>155405634
it's doable for a first project, but it depends on how janky is acceptable to you. a lot of things can be really simple or difficult if you want it to look and feel polished.

you most likely won't finish it, though.
>>
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Hey guys, it's been a looong while.
We have a new demo for Eulogy of an Insect, and we haven't released it publicly yet so if you guys want to try it out and tell us what you think, that'd be fantastic. I'll post a few screenshots. If you tried it before, it's now way more polished and extended. If you haven't- well, it might worth your time!

1/2

https://www.dropbox.com/s/fhyt482ub3nafkt/Eulogy%20of%20an%20Insect.exe?dl=0
>>
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>>155408335
2/2
>>
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>>155408532
>>
>>155408335
>>155408532
I'll give this demo a try when I have some time but the thread is nearly at its limit so you may want to wait a little.
>>
>>155395104
Its... beautiful!
>>
We need a new thread
>>
>>155408335
Wasn't this called Eulogy for a Cockroach?
>>
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>>155365268
>>155367682
>>155368693
>>155392972
I should probably say this, too: Thank you all for the feedback. The only way to make a better podcast is to know what you guys (our audience) want. I'll try better to tailor our content for the guests we have on-board (ie not ambushing relative normies with a complex topic) and remember that even if the casters may not care, the audience still wants to hear about cool news (like the doodads plugin).
>>
i'm too lazy to make a new thread
>>
>>155394370
The outline is black. That's my first guess.
>>
bump was ineffective
Thread posts: 745
Thread images: 149


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