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/rpgmg/ - RPG Maker General 171

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Thread replies: 737
Thread images: 127

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Tarot Battlers is kinda freaky

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
More Resources
http://pastebin.com/PznwN93Q

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
>>
Post progress Anons
>>
>>158332792
Editing the podcast right now. We talk a lot about Ib, since most of the crew has played it.
>>
>>158332792
Mostly I've been struggling with how much freedom to give the player. I'm going for a more western style RPG, which tends to lean heavy toward lots of customization and freedom, but at the far end of that I'm not sure I could hold a narrative together or properly guide or motivate the player.
>>
Here's a game a friend of mine finished, It's a Jojo bizzare adventure parody where you play as youtubers such as Markiplier, Erin ( From game grumps) , Danny Sexbang and more! You'll encounter enemies that are based off enemies that Markplier plays on his playthrough. Later on in the game you can even Use " Stands" aswell. Anyways, Here's a link to the Game trailer, The game link is right in the page description, I hope you guys can give the game a chance and let me know what you think! Enjoy!

https://www.youtube.com/watch?v=w3iXOUVu22k&feature=youtu.be
>>
>>158332792
Was making a cave using RTP tiles, couldn't find stairs that face away from you, so ended up looking at just switching to Ancient Dungeon but there's only two sets out so idk I guess I'm just gonna die or something
>>
>>158333978
>Here's a game a friend of mine finished, It's a Jojo bizzare adventure parody...
Sweet, love me some jojo.
>where you play as youtubers such as Markiplier, Erin ( From game grumps) , Danny Sexbang and more!
aaaaaand dropped.
>>
>>158333978
>where you play as youtubers such as Markiplier, Erin ( From game grumps) , Danny Sexbang and more!
just wondering if your friend happens to be a 15 year old girl who's favorite games are FNAF and Undertale
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>>158333978
I don't watch really Let's Players so I don't know who these people are aside from Markiplier. I only know him because he played stuff like Ib and Off a few years back. This seems like a game which you can only enjoy if you know all about these Youtubers, so I won't play it.

Aside from that I have to say that this trailer is kinda boring. The first half is running around with nothing happening.
I still have to give your friend credit for finishing a game!
>>
Nobody is ever going to play your game
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>>158334363
awe, that sucks, I know your probably not a fan of the youtubers, but I just wanted to get the word out there. I know It's not much but, there is one character you can have in your party that's not a youtuber. I hope it's something. Also, I know it's not much but, since you like jojo, Here is one of the enemies you could fight in the game, " JoJo Balloon boy" But i call him, Enragement child, You could take your frustration out on this Enemy if you want, (sorry if this drawing isn't the best)
>>
>>158336635
Thanks alot for your honesty anon, your feedback is greatly Appreciated, glad you gave the trailer a watch!
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>>158336692
That's fine, my goal is to have fun making the game that I want since it's never going to be finished anyway
>>
>>158332037

Why don't you guys just use Game Maker?

You an 100x the freedom with just a bit of coding.

You can even literally just rip the sprite from RPG Maker.
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Posting the full DEMO here! Thanks for everyone who helped point out some typos!

http://www.mediafire.com/file/uz5am43hctt4j1x/SteelZeroes+Demo+1%2C0.7z
>>
>>158337273
>just a bit of coding
I've worked with gamemaker a bit, recreating everything RPGM does, especially with scripts/plugins, would not be a small feat. You gain very little from that freedom if your goal is to make a jRPG style game.
>>
>>158337580
Lewd Patch when?
>>
>>158333978
I'm in the same boat as >>158336635

I never really watched any Let's Players outside of Vinesauce, and not even them so much these days. As much as I like JoJo, I don't think I'd get much out of the game.

Congratulations to your friend for finishing it, though. I've never completed something even half that length.

>>158336925
This art isn't bad at all by my standards, though.
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Has anyone gotten the quasi Arpg plugin to work? I can't even get the demo running. Or does anyone know if another MV arpg plugin?
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Oh if you missed it last thread, I've finished the first prologue of my game "I Did a Bad a Thing"

https://tothdeck.itch.io/i-did-a-bad-thing
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>>158337601

But you don't need to recreate everything RPGm does.

You don't need to add scripts/plugins, you can hard code it into your game after you get the basic engine going, which is no feat.
>>
>RPGm
>the autism of wasting your life for something that no one will ever play or care at all

it's like learning how to play an instrument only you can hear while wishing that others will like it and waiting for their appraisal
>>
>>158337580
Neat, I'll definitely give this a try tonight.
Are you still on the hunt for bugs and typos?
>>
>>158339087
It's still an instrument, anon
https://www.youtube.com/watch?v=X2WH8mHJnhM
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>It's another agdg episode
Oh boy
>>
Well to distract ourselves from the agdg nonsense, what do people think of Ancient Dungeons?
It looks amazing to me but the fact that currently there are no snow or desert motifs blows. I realize the artist is going to work on them but it may take a while.
>>
>>158337273
>Game Maker
>for RPGs
It's like you want people to never finish anything. Game Maker is nodev central. At least here guys like >>158337580 actually get shit done.
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>>158339890
Was this the one with the nice looking statues and such? If so I liked it but I think it was too expensive.
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>>158339890
Not much better than the default stuff imo. You are still stuck with the same shit chibi characters and the same stupid battlers. You are just paying to make anything not from that pack look out of place.

Better to scribble some pixel stuff and have something that looks different from everyone else.
>>
>>158332792
No progress to post.
Haven't had much time to work on my game for personal reasons, apart from advancing on potential party members.
There's a good 10 of them now, which will likely be the final number, and all of them have a preferred weapon and motivation now, but that's about it.

Baby steps.
https://www.youtube.com/watch?v=p3JPa2mvSQ4
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>>158337273
Baaaaaaaaiiiiiiiiiiiiittttttt
>>
I've been playing around with the idea of narration in my game. Like a story is being told to the player as they play it. It might turn off people who don't really like to read, but I think it could add something fun to the game. I really liked the DM voice over in D&D online as you crept through the dungeons, or the narrator in darkest dungeons.
>>
>>158334012
>Ancient Dungeon
I hope you're using VXA and are going to pay for the second Ancient Dungeon tile set. Otherwise, don't bother. I'm using Ancient Dungeons on MV (Upscaled) and it's a pain. Still looking for the Jungle tile set.
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>>158341321
The narrator in Darkest Dungeon was really great and added to the experience. The one in Bastion was also great.
If you go that route then get someone with a good voice.
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>>158343227
Well, it would be written, not vocal. Which is why I worry that more modern audiences wouldn't like all those dirty words on the screen so much. I am going for a very early PC RPG aesthetic, pic related, so having voice overs wouldn't really fit.
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>>158344618
Ah, I see.
In that case I think it can work but make sure that it doesn't distract the player and more importantly choose a font that is easy to read.
Such old games were kinda hard to read sometimes.
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>>158332792
I got one skill working!
Too bad the ATB is still incompatible and causes the game to freeze.
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>>158332792
I'm almost done with my demo. Just need to add some more monsters and polish it up.
Though it's the Undertale recreation so no one cares.
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>>158346587
Don't say that Anon.
I will tell you that it is a nice Undertale clone.
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>>158346263
I will forgo the fancy pixel fonts in favor of legibility. Tho I do love bitmgothic, I will be practical and go with something like fixedsys regular.
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>>158346263
Dwarf Fortress is incredibly hard to read as well, and people are still willing - to this day - to dig into it.

Not that I'm disputing what you say, but I guess one should never underestimate what players are willing to dedicate to a game if everything else clicks
It can be an enormous threshold though.
>>
I have no idea where to go with my plot and I think I just want to rip it out and start from scratch, because it's built on a pretty weak premise.
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>>158349886
This happens quite often I think and sometimes it really is better to start anew.
>>
>>158349886
It may be tough, but don't grow too attached to your ideas.
Allow yourself to admit that the thing you came up with didn't work out. It doesn't make you suck or a no-good, it just means you came up with something that didn't work.

If you feel you want to rip it out and start from scratch, do it.
Salvage anything you think you can use, but even if you don't or can't: that's fine. Your next idea is better.

This also has the bonus effect of allowing you to be more creative. If you only have that one idea that has to work out, you often don't dare touching it.

Keep it up, Anon!
>>
>>158337273
>You can even literally just rip the sprite from RPG Maker.
Not if you're going commercial. Most RPG Maker resources are for RPG Makers only.
>>
>>158338164
This is the one that's currently in active development:
http://forums.rpgmakerweb.com/index.php?/topic/66713-alpha-abs-11-beta/

It's best to ignore Quasi. He's made it clear(in his Patreon at least) that he's moving away from RPG Maker. Consider all of his plugins to be dead.
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>>158332792
Got a couple new tracks done did in the spirit of the month, should help to fill out some atmospheres a little.

Closer to traditional horror, like resident evil sorta.

https://soundcloud.com/mondo-nugget/clown-flavored-bologna

Dark edgy synthwave, probably some kind of Bio-Dungeon.

https://soundcloud.com/mondo-nugget/biohazard-busters

Mostly just doing more gruntwork, items, npcs, maps and such for the game side of the spectrum.
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>>158332792
I am THIS close to finishing the Demo for Tomb of Friends 2. Expect to see it soon!
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>>158356381
neat
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How do I make a game using RPG Maker that will sell very well on Steam? How much did Lisa sell?
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>>158337903
Thanks! Ill be sure to let my friend know, your feedback much appreciated!
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>>158356481
>How do I make a game using RPG Maker that will sell very well on Steam?
By making it as unlike an RPG Maker game as possible. By looking too similar, you lump yourself in with all those wannabes

>How much did Lisa sell?
Well enough
>>
>>158356481
By actually working on your game without being lazy and copying from other games.

Those seem to be the largest pitfalls here.

noprogress, RTP, efforts to clone something in some way. All those things will hold you back.
Let go and embrace your own vision.
>>
>>158356193
First one is very spooky and gives me chills. The piano is soothing but as soon as it's gone it's even more spooky.

Second one is really cool, I love the transition at ~2 minutes in.
I must say you really improved and I enjoy listening to your stuff.
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Will there ever be an RPG Maker game as innovative as Yume Nikki?
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>>158356923
Thanks man! I can only keep getting better, and I plan to.
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>>158357234
Yes! As soon as you make it
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>>158332792
Wrote lore in notepad.
Played with character generator.

I feel so lame.
>>
Pick a character from your party.
Got it?
Now give us a description of their legendary weapon and why your character is worthy of using it
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Good night bump
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>>158363506
No legendary weapons really. Just weapon modification. Makes sense really when the weapons they use are either family heirlooms, the only thing they have any training with, or because the character doesn't want to just trade it in.
>>
Whoa bump.
>>
>>158337580
>>158339315
I'm back! It's a cute game so far. I'm really hoping for some outlandish enemy designs further down in the story. It would be a cool contrast to see small threats from the beginning to see huge ones towards the end.
The combat system isn't the bad, and I like the humor.
My only real complaint is probably how you engage a random battle. I didn't notice that the radar gives you a prompt to start a fight. I was wandering around waiting for a battle to start until the 4th(?) puzzle. That was when I figured out that you were supposed to press a key to engage an enemy.
Otherwise, I find some typos and a bug here.
1. asure should be assure
2. double spacing
3. double spacing
4. graphic bug?
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>>158369807
It would help if I posted my image
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How to write a good main story?
I can imagine a good sidequest because I can follow witcher 3 example: it must have a mini story you can relate yourself irl.
>>
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Let's talk damage formulas.

After long exposure to JRPGs and the like, I think we all default a little too quickly to the traditional damage formulas - You have a huge chance of hitting (90%+), a small chance of crit'ing (1%-20%), armor mitigates damage, and people have lots of numeric life that allows multiple hits. This formula is so common I don't think any of us really look at it and consider how silly it is from a "realistic" perspective. Not that that's bad. It's video gamey, and video gamey is good. It's just strange, and no one seems to really challenge it. Since I'm making my combat from scratch for an sRPG, I get a lot more creative freedom than the RTP combat.

So my goal this time was simple: incorporate realistic elements while maintain video gamey aspects and keeping it relatively simple. I may have failed the last, but it was a design goal.

I started with dice rolls. My main influence here was 40k: Rogue Trader 1E (as mentioned last thread). Their system is remarkably simple: 3 is 50% of a D6, so the average humans gets 3 across the board on stats. Two humans fighting each other have a 50% chance to hit (Weapon Skill 3 vs WS 3), 50% chance to wound (Strength 3 vs Toughness 3), and then a Saving Throw. Unlike Morrowind, which resulted in a miss-fest, this low chance (only 25% before Saves) is supplemented with one Unsaved Wound killing the model. Clean, efficient - if you get disembowled and your armor doesn't deflect it, you're not getting back up.

But I'm making a video game, not tabletop, so I want more influential stats and control. D6 became 60, and the average 3 became 30 (which is much easier to increase with level-ups). Instead of 1 Wound instant death, I defaulted to 100 life fixed so its easier to see coming. I also included direction of attack - it's easier to hit someone from the side or the back than the front, where he's ready, and some more.

Cont.
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>>158373830

Too many dice rolls can lead to frustration from the RNG Gods, so I wanted more stability as well.

So, my system.

I knew from the start I wanted to include dodging, glancing armor saves (blade slides off armor), a flat damage reduction on hits (armor still works on a good, solid hit), faith saves (gods play a heavy role in my game, and intervention is common in combat), and a standard luck save - as well as a way of circumventing all of the above. Maces ignore glancing saves, chopping weapons can go over shields, a holy weapon will ignore faith saves, etc.. Lastly, I wanted a distinction between how much your armor covers and how protected you are.

But simplicity was a goal. Fun, with lots of choices that do impactful things (weapons do more than +damage), but you shouldn't need a spreadsheet to PLAY (only design).

I played around with this a lot. You can see my efforts in the previous picture. Here's what I've finally settled with:

>Attributes: Combat Skill, Defence, Faith, Luck
>Stats: Weapon Skill (one for each weapon type), Damage, Dodge, Damage Reduction, Armor Cover %, Armor Save, Encumbrance

>Formula (in order):

>To Hit: (30+(pWS x BONUS*)-(eDDG - eENC))/60
*BONUS: x1.5 if attacking from the side, x2 if behind
>Parry/At Bay: (eWS/2)/60
>Block: BLK%
>Armor Save: eARM% x (eARSV/6)
>Faith Save: eFTH/60
>Faith Counter Save: pFTH/60**
**If both pass, a Faith War begins. Deus Vult.
>Luck Save: (eLUK - pLUK)/60
>Damage: pDAM - eDEF

I know it looks like a lot, but for two peasants fighting with fists, it's a 50% chance from the front, 75% from side, 100% from behind to deal damage. For a man in full iron armor and a shield, the peasant can't do squat. That's another thing - armor acquisition is semi-realistic. It's extremely rare and expensive as fuck to acquire, especially a full suit. Most everyone will have hybrid gear and non-generic stats.
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>>158373927
Final thoughts:

I wanted something that seemed fun at every level of playstyle. I have a friend whose real fond of "Faith is my Shield" characters in no armor, trusting divine protection. I personally liked Bleach's Iron Skin/"Zero fucking damage!" high def thing, so that's possible. Weapon type is more important than weird tier systems like copper sword, iron sword, mithril sword, mushu-wushu god sword, etc.. Damage is pretty inherent already: a punch is 5 (20 hits to kill someone without armor), a sword is 20 damage (though I may bump it to 60, depending on how defence pans out), etc.. Full armor makes you a walking tank even against swords. The "special" weapons or armor are going to do tricks rather than stats - because in my game, "There is no magic but prayer." And on that front, a god answering a prayer can have some magic-like effects that twist up this whole system proper good.

The last thing is unarmed combat. A punch is near useless against someone with armor, obviously, but getting your Unarmed Weapon Skil up will start teaching you grappling techniques. Full armor means little when you're flat on your back from a wild savage and someone shoves a knife through your visor. My "faith" friend loves unarmed characters, so I figure he'll appreciate the viability. He can go full Monk now.

Well, that's it for my dev talk. I know no one actually read this, and I'm sure I'll tweak a bunch I get to testing (the combat is already done), but it sure is theraputic putting it all down and sorting out my thoughts.

>tl;dr Bump.
>>
>>158373927
Real final thoughts (and bump):

UI. The User Interface. The damage formula is long and cumbersome, but not for the player. If you successfully damage someone, you just click attack and it says
>Dealt X damage.
All the other stuff comes into play when something fails. It just spits back a message saying what failed:
>X dodged.
>X parried/blocked.
>X's armor deflected the blow.
etc.

Quick and clean. Personally, I hate having to click through messages, dice rolls, confirmations, clunky animations, etc. You can have complexity, but keep that out of the interface.
>>
>>158375356
One issue you may run into is that players hate missed attacks. It feels arbitrary and like the game cheated you, because there was nothing you could have done to avoid that miss. It was out of your control. 50% or even 75% chance to hit will very quickly frustrate players and have them shutting your game off.
In a table top setting weather you hit of not is part of the excitement, but that is a social setting and having other players around to pick up the slack or commiserate with does a lot to mitigate the random nature of the games. You are making a single player experience where the mechanics are hidden, so players don't give the same miss function that mental leeway.
>>
Start with full party or meet members along the way?
>>
>>158383902
Meet members along the way almost definitely.
>>
This was already asked in the last topic, but got no replies:

Will there be a crack for MV version 1.3.3, or does it not need one?
>>
>>158369807
Same here, there should be a small message teling you that you need to execute battles yourself.
>>
>>158383902
Depends on story.
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>>158383902
Meet. I hate having to take the time to control all these fags I don't give a shit about when I just started the game.
>>
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>>158369807
1-3 Will fix it!
4 - I actually have zero freakin' clue how to fix that... if anything, I may have to replace the victory script since I can't for the life of me, find a way to take out that square.

>>158385503

Yeah, I've heard that complain before too, will add a small tutorial window telling you about it!
Also, I got to work on some new assets today! Drawing tilesets is by far the most fun part of making this!
>>
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>>158390959
>>
>>158383902
Depends on game length. If its short, full party. If long, meet along the way.
>>
>>158378250
There's been a lot of D&D-licensed (or inspired) video games, though. I think as long as you establish missing well enough as a main mechanic, it can work even in single player.
>>
Push it to the limit
>>
Can you guys give me some tips on character design?
Like, say I have a NPC who is meant to be an Insect and a Farmer. How do I incorporate both concepts visually so the guy doesn't end up as "Beetle with a Straw Hat"?
>>
>>158400258
Make him farm.
Make him tend to animals.
Make him stand near a farm and heaps of hay.

Animations and placements counts as visual elements just as much as the sprite itself does, I'd say.

When it comes to the sprite, farming tools may help.
Straw hat and overall is overused, quite true, but they aren't even necessary.
>>
>>158400258
omg Beetle with a Straw Hat sounds so cute
>>
Is there anywhere I can get a region tileset? I use an external program (Tiled) to make maps in and there are plugins that let you set up regions with it, but I can't find an actual image of a tileset to use with it.
>>
The VX Ace crack in the OP is broken, can anyone provide a new link?
>>
>>158370419

>How to write a good main story?

Here's my method how to do it and I think it works(note: I still haven't released my game and, obviously, haven't got any feedback about it's story quality, so take my advices with a grain of salt).

Basically - do something simple, even cliche. Like, destroying some ancient evil, saving a princess, that kind of stuff. It may seem like a bad idea at first, because of how much people seem to hate simple stories, but the truth is - at the end of the day they probably won't mind, if you do it right. Keep in mind, that if you decide to make your story from a simple archetype, you have more time to develop stuff like characters, plot-twists and backstory/lore. All of those things seem to matter more to players than some deep,expansive storyline, considering how much series like MGS, Dark Souls or even Undertale are popular. You can't really call stories of those games particularly deep, even more - they're actually quite simple - but they excel at some of those smaller things I described before.

Anyway - if you're going for a simple story, most of the work is already done, but you still must try to make your story somewhat different. Try to do some crazy and unexpected plot twists, maybe some mindfucks, go for some kind of atmosphere that may feel fresh in your kind of setting or just make a cast of memorable characters, confront them together and try to make a story out of them and their chemistry.

There was also a good advice I've read some time ago. Basically, you should base your story around basic human emotions and needs, like love, friendship,hate etc. so that everybody would understand and relate to it. Dingaling(LISA's creator) wrote a good article about it some time ago, but I can't find it now. If I remember correctly, in this post he said something that a good story is this one that even a caveman can understand.

Anyway, sorry for my chaotic writing. I hope it will help at least a bit!
>>
Seeing as how it's entirely too easy to get banned on makerweb. are there any other rpg maker sites with classifieds? I wanna hire a coder and I'm not going to make it to 30 posts any time soon.
>>
>>158378250
I'll keep that in mind, especially during testing.

Two notes in my defence though. The 50% is the chance from the average starting stat ((30+[30]-[30])/60 = .5 or 50%), and Weapon Skill increases by use. As a system, your chance to hit is based on how much better than your opponent you are, where equal skill is 50%. Notice if you're worse: (30+[30]-[45])/60 = 25%, or better: (30+[50]-[35])/60 = 75%, although that discrepancy is rather huge. Even if WS and the other stats start at 1: (30+[1]-[1])/60 = 50%. It's meant to encourage ganging up so you have someone hitting the sides/back and more consistently wounding - and again, wounds rack up extremely fast here. Only a few means death.

Also, people get more than 1 attack. For every 25 CBT (which maxes at 100), you get 1 extra attack. So by the time people start getting solid gear and (I imagine) frustrating saves, you also start getting multiple attempts to hit through it. Assuming you have a mace for that sweet, sweet "ignore glancing armor saves," you get x2 chance to hit even from the front, leading to more consistent hits all around.

As for "hidden," I'll definitely keep that mind in testing and in feedback when I post a demo. Right now, the plan is to show a quick little stat/chance screen before confirming "Attack" on someone (Fire Emblem comes to mind here), in case you didn't realize before this guy is a walking high priest with 40 Faith and your attacker isn't holy. It's just the physical rolls I want out of sight. However, in my current debug testing, I have all the rolls laid out clearly to make sure it's all operating smoothly. I don't know how it feels to be hidden yet, so I'll pay especial attention to it once I remove the screens.
>>
>>158407356
Still need this. Also.

How easy is it to change how many party members there are in play at once? If I wanted to have, say, 8 characters at once, is that doable?
>>
>>158410978
I am fairly sure there are Scripts for teams of up to 10. I've never tried one, though. And I can't imagine it looking pretty.
>>
>>158400258
>"Beetle with a Straw Hat"
Just go with that. Sounds fun.
>>
>>158412598
Thanks.

Can anyone reupload the crack? The only other one I can find comes with all the VX system files and I'm not sure that's the one I need.
>>
Live
>>
>>158417649
The only one I have is in the Pirate Bay.
>>
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Fixed a few things!

>Fixed a few portraits, some were missing a few details, such as Luke not having those bolts attached to his hips.
>There was a rare glitch where you’d get stuck in the battle transition, hopefully it’s fixed now.
>Corrected a few minor typos.
>Nerfed some power and defense upgrade Parts for the sake of balancing.


http://www.mediafire.com/file/i9oaabb8i8r8u88/SteelZeroes+-+Demo+1%2C1.7z
>>
>>158420832
I found a bug in the game, I can't seem to access the porn.
>>
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>>158421128
Too bad, eh?
>>
>>158421386
such a tease.
what would it take to access the pron?
>>
>>158421582
Buy the deluxe edition :^)
>>
>>158421582
Season pass.
>>
>>158421892
>>158422120
what currency? coconuts? bananas? peanuts?
>>
>>158421386
What's it like to be the biggest cocktease in /rpgmg/?
>>
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>>158421892
>>158422120

don't forget the dlc

>>158422818

lewdollars
>>
Worst rpgm game you've played?
>>
>>158428136
>that bad and good feeling when you know it's not yours because yours isn't done and won't ever be done
>>
>>158428136
Victim of Xen
>>
It is hard to make progress when you are sick.
>>
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>>158430469
Get well soon Anon!
>>
I'm not sure if I should use the Gregorian calender or make my own.
It could possible confuse players.
>>
>>158432090
It just depends on how prevalent it is in the game. For example, Elder Scrolls made their own. In Daggerfall, the month and day mattered a shit ton for quests, events, deities, and holidays, so players paid attention and either learned the calendar or bothered to reference it. In later TES games, the month/day has 0 relevance to the game, so it is remarkably out of place and just words-words that give a novel background flavor at best.

Ultimately, if it isn't going to matter, don't make a new one. If it is going to matter, think long and hard on if it is going to come across as cumbersome to navigate or not.
>>
>>158432090
How often are you going to be referring to the months in your game? How important is that? How does it make the play experience better?

Saying "It's the first day in Langlish" doesn't communicate anything to the player. You are better off with "It's the first day into the harvest season" or "It's the 2nd week of the year's first moon" or even "On the 3rd day of the 3rd month". You can toss in the made up month's name in there but don't expect the player to remember it, and always include some form of the information that the Gregorian name would imply.
>>
>>158432090
Many games use a 'fantasy' calendar, which is just the normal calendar with exotic names for the months
>>
>>158432090
It depends on why you'll need a calendar and what your setting is like.

If you are the guy making the Harvest Moon game, better use the Gregorian calendar.
>>
>>158432539
>>158432979
>>158433147
>>158433346

I guess it would be primarily for immersion but I'm working on a puzzle right now which would use the calender.
Also saying it's 2016 A.D. when the setting is not our Earth is kinda strange.
Maybe I'll make up some names for days and months and give the player a calender to have a reference.
Thank you guys.
>>
Is there an easy way to make lower res versions of the tilesets and stuff? I can't make high res versions of the character sprites so I figure I'll do the opposite so the art is consistent.
>>
>>158434814
parallax mapping
>>
>go to /vp/ yesterday
>read thread asking what anon¡s ideal pokemon game would be like
>today I have a 4 page document detailing my ideal pokemon game
>no progress on my own game
>>
>>158435209
Well
Better make a Pokemon game then.
>>
>>158435209
Why don't you make your ideal pokemon game with not!pokemon?
>>
>>158434814
How much do you want to resize and what exactly do you mean by "lower resolution"?
Photoshop does allow you to resize pixel perfect if you are doing things like 2x, but it wouldn't allow you to do things like 1.5x.
It wouldn't allow you to go the opposite direction and resize to 0.5x without cleating blurs either.
>>
>>158435169
>>158435594
Well I feel like MV tilesets are TOO high res so I'd like to downsize them so I can also make NES/SNes sized character models. I don't mind looking for a lower res tileset to scale up and fit the 48x48.
>>
>>158435920
Photoshop would only be able to upscale 16x16 and 24x24 to fit the 48x48 size using "Nearest Neighbor (Preserve Hard Edges)" setting.
>>
>>158436339
Thanks for the input. Back to making tilesets for weeks.

My problem with parallax for this is that if I make them high res and scale it down, it will get the muddle problem unless I make it at the correct resolution to start with.

And by that point, I may as well just make the accursed tilesets because doing it for all the parallaxes needed is about the same if not more effort.
>>
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Making progress feels really good.
>>
I've seen lots of good stories that start out small in scale and grow into something epic. I mean, "random peasant goes out to collect herbs and ends up saving the world" is pretty much the default RPG plot. And I've seen plenty of good stories that start and stay small, too. Personal struggles can be as good as anything if they're written well.

But is it possible to write a good story that's the opposite, where the protagonists get tangled up in a battle for the fate of the world early on, but end up bailing out when they realize it wasn't what they thought? Or something like that. I've been thinking of making a game with a story like that for a while, but I'm not sure I could make it work without being ultimately disappointing.
>>
>>158442660
Generally, the stakes are raised as the story goes on. That's the formula.

There are a couple ways around it, though.

>Party saves the world
>Main story is about their PTSD

>Character leaves party
>World's fate hangs in balance
>You must write a character intersting enough to distract the audience from the rest of the world

>King making big important decisions all day
>Really wants to spend time with his children
>>
>>158442660
Of course its possible. It just depends on your writing skill.

I guess saving the world could just be a means to some kind of end?

Or having the protagonist figuring out that he wasn't really supposed to be the hero?

The scale of events doesn't really matter as much as their importance to the protagonist and the emotional payout they bring.
>>
>>158442660
Reminds me of Maoyu. Fate's hero goes to slay the demon king, demon king (female) seduces hero with a socioeconomic lesson, hero agrees to abandon his quest, change their identities, and go live in a manor where they go about instituting agricultural reforms.

Eventually the scope of the story picks up again as they try to divert war, but it was a pretty big deescalation.

Another one is Rokka no Yuusha. That is the gathering of the 6 heroes to go slay the demon king, but 7 heroes show up. While they are dealing with the confusion a locked room mystery happens and it becomes a classic "who done it?/who's the fake" plot. They never even make it to the demon king's land.
>>
Any good sources for mv tilesets?
>>
Have you guys made any blogs/tumblr for your game?
I think that is the best way to get some attention aside from posting on rpg maker sites.
>>
>>158447001
>Have you guys done thing.
No. We don't do things around here.
>>
>Get so invested in my game that I start having dreams about it/the characters.
That's perfectly normal, isn't it?
>>
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muckin' about with character design for a sci-fi/synth-y game but i'm not really an artist so i don't really know what i'm doin'
>>
>>158450928
>i don't really know what i'm doin'
You're doing your best, and that's what counts.
That and posting lewds.
>>
>>158451002
thanks anon
>>
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Good night bump
>>
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Fucking hell, it's been a long day.

First I put in all the combat logic, which took a few hours. Then, after, I put in the effects of the different weapon types - which needed to be doubled, once for the player combat logic, once for the enemy logic. That took about 6 hours.

It's all in though, everything except ranged weapons. I know people are surely tired of seeing my design notes on the left, but I'm including to show how it's been incorporated in the logic. The "holy" and "crush" effects were by far the simplest to include.

Ignore the gory debug stuff. It's ugly and cumbersome but I need to see what's going on behind scenes.

Prrrrrrrrrogress!
>>
>Wake up with terribly sore throat
>Thread needs bumping
You're welcome!
>>
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>>158450928
bump ft. colour ideas
>>
guys i need a web that was full of sick monster sprites it was in japanese iirc, the art was similar to Katakura Hibiki it was posted some time ago but i didnt save it -__-
>>
found it, if anyone need it here's the link http://cyanyurikago.web.fc2.com/material.html
>>
>>158408049
Thank you anon.

I'm thinking of some politic gambit pileup scenario happening without player knowing until they read in-game newspaper. Every event in the game are carefully foreshadowed in the newspapers.

The MC are caught up in the personal fight or something. Maybe trying to save her little brother. I haven't found a good twist, though.

Late reply. 4chan sometimes prevent me from posting. Dunno why.
>>
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I don't really understand what happens inside the container, in Game_Party, when I switch equipment, in VX Ace.
I'm trying to make it that so that each weapon and armor is instanced, via cloning. I give the item it's own unique ID and add durability to the item.
I test the durability by damaging the equipment that I'm currently wearing and everything works fine. I unequip and equip other items and everything works fine, but if I have two different items, like in pic related I have two "Short Sword's", and I equip the one with a larger ID, like in the pic short sword one with 50 durability has an ID of 0 and short sword two with 100 durability has an ID of 1, then all of the parameters from short sword with ID 1 will get copied over to the second one and rewritten.
But if I, for instance, would've equipped some other weapon, for instance, a regular Sword, then the short sword with the ID 0 would still have its original parameters, the unique ID and it's own durability.
It kinda baffles me as to why this exactly happens. Considering that not many things even have access to the container in Game_Party.
>>
Bamp.
>>
Hey senpai so I was thinking...Have y'all have issues throwing fantasy definitions and how to relay the message to players that this is that game's world equivalent?

One of the things that really got me stuck is the metric system. Who would've thunk?
>>
>>158465689

Glad I could help!

Also, don't be discouraged if you won't find a good way for your story instantly. Just take your time and don't rush it - story is one of the easiest things to fuck up. For example, it took me a few months of shaping story for my game in my mind before I knew exactly what I wanted to do with it and the direction I wanted to take. So, as I said before, take your time - you'll come up with something good eventually. In the meantime, you may focus your attention on designing mechanics and side-quests(who knows, maybe you'll get some idea from them?).

Good luck with your project!
>>
>>158469391
I would use the metric/imperial system for the same reason I would make the characters speak in english. Because once you go down that rabbit hole there is no end to it. You end up in LotR territory where you are spending most of the time translating your made up bullshit instead of telling a story.
>>
Is there a way to make it so that when MP runs out, all spells will start casting from HP instead?
>>
>>158470872
You might be able to fake it with an event, something like
"If actor X mana = 0 disable Skills(a) and enable Skills(b)"
"If actor X mana > 0 disable Skills(b) and enable Skills(a)"
kind of like a limit break system with mana as the trigger.
>>
>>158469391
My games are mostly related to the real world in some way so I don't have that issue.

Fantasy authors usually give measures of humans in feet or hands, construction heights in either feet, yardsticks or men, short distances in feet or strides, medium distances in yards, horse-time or arrowflight, and long distances in travel time, leagues, furlongs or yards. Time could be measured in candles, hearbeats, birdsongs, suns, moons, etc. Weight could be measured in sacks of flour, barrels, skulls, apples, etc. Volume could be barrels or eggshells (if you have chocobos, velociraptors or ostriches in the setting)

Just remember:
It is important that the reader is able to imagine a rough estimate of the measure in two "mental steps" at most.
People tend to name everyday measures by consistent natural phenomenoms and things anybody could find and compare to. Particularly finding and comparing in the market itself.
The measures need to be comparable to things the people in the setting need in daily life. So a skull could be relevant because it could be considered the weight of the grain consumed daily by a family. Barrel isn't really that handy for food.
Modern measures used in science are often named after the scientists related to their discovery. So in a magitek setting they could be called "Cids", for example.
>>
How do I make a game that runs like Paper Mario/SMRPG with how it handles action commands?
>>
>>158470848
>>158472634
The most important thing is for the player/reader to never ask themselves the question, "Wait, how far/long/heavy is that?" If the monster falls on the hero and feels like "A cart-full of apples" or "A crate of horseshoes" that will get the weight across where as "The monster must have weighed a dozen (fictional units)." will leave them wondering and break immersion.
>>
How does everyone here feel about a game with one party member who is LGBT?
>>
>>158430436
Well that was worse than I'd expected
>>
>>158477950
As long as it doesn't define their character and isn't forced down the player's throat, then it's fine. Keep the fact they they are LGBT to a few minor conversations between party members.
>>
>>158476440
Sometimes you might want to leave the player wondering a bit. If say, a scientist is explaining the workings of a magitek ray gun in science-sounding terms, the player is probably not meant to understand it, unless he reads the magitek lore in some library, so you could use made up terms, like the "Cids" I mentioned earlier.
>>
>>158478860
That's Technobabble, that's a different narrative tool than what he was talking about.
>>
>>158477950
No issue at all if it is done well. Quips and bantz in dialog are fine, drawn out angst filled plots are right out. I'm bi and I hate when SJW types beat you over the head with their sexuality like it is a big deal which naughty bits they prefer to rub together.

Just make it witty. I got a laugh out of this reply from Bond https://www.youtube.com/watch?v=3OfpsKemIWI but they dropped it after that and moved on, it didn't become a whole thing.
>>
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>>158477950
I don't feel negatively about LGBT characters, but:
I don't want characters who feel out of place in the story. A medieval knight who is gay shouldn't feel like a flamboyant New York fashion designer in medieval armor.
I don't want modern sjw drama about gender neutral pronouns or gay adoption in medieval stories. If there is any drama, there are more relevant things to the setting, like arranged marriages, stricter gender roles and such.
>>
>>158478538
>>158480939
>>158481071
I guess it would help more to be more specific.
I have a character (his name is Daedalus but goes by Dae) who is a fisherman. You talk with him thanking him for his work and he's like "I actually hate fishing lol I wanna be a healer like my mom cause I have her powers but I'm the only boy and have to do the man's work" and eventually he joins you. He gets a stone from his cousin, which later when your characters are in hiding from a major kingdom, he uses to become a girl in secret, one of the other party members finds them and you find out they are trans. Not much is made of it after that instance, but eventually they will come out to the party and will eventually changed so their info refers to them as female (including changed face and character sprite)
>>
>>158477950
>>158478538
Better yet, there is no need to make it a big deal in any way or form.
The largest problem most people have with it being rammed down our throats is basically the "LOOK EVERYONE, I'M GAY AREN'T I PROGRESSIVE" way of character design, be it in movies, shows, games, whatever.

Here's a recent example I respect immensely for how it's handling it.
Heavy spoilers for the most recent episode of Gotham ahead:
Once successful in his campaign to become major of Gotham, Penguin has a moment of clarity in that he thinks he has found true love in his campaign advisor, Edward Nygma, who has apparently protected him and his campaign from manipulation attempts by his former right hand Butch and various other threats.
At first it plays out like an awkward, intense friendship, then even more awkward when Penguin tries to confess to him after having a flashback to his late mother telling him to seize true happiness and true love.


Not once is there any mention of the word _gay_, it's not out of place as it figures into the greater plot, especially with its twists and turns, and while it does take an unexpected turn that way, it doesn't feel forced or hamfisted.
>>
>>158474789
Events or scripts
>>
>>158481876
This really depends on how much you delve into the topic. I'd be fine with getting to the point where they are no longer in hiding and someone asks "Aren't you going to change back?" and Dae responding with "Nah, I think I prefer this form actually." but if Dae goes into something like "Actually I have always felt like blah blah blah angst angst angst feel bad for my past and praise my heroic choice." then Dae can fuck right off.
>>
>>158483076
well my game deals a lot on grief, suicide, and general bad feelings (as a way to cope with my own suicidal ideation) and it's learned that Dae has been struggling with the feelings for a long time. idk like, I want to delve into it a bit, but I just have this feeling like there are too many people who will be like "AGH LGBT PEOPLE?! Fuck the SJWs!" and throw it aside. And I'm trying my hardest to not make it seem like he's a trans character, rather than a character who happens to be trans. It's just also a big plot point and ties into why they are in danger in the first place (getting the stone from the cousin right as an army offensive happens) and also building trust between another party member and the rest of the party (they see him as a villain but his good treatment of Dae cause them to trust him a little more).

Regardless, I still want to include Dae as a trans character, I'm just trying to gauge how people will react.
>>
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Does anyone else get FPS issues?
I’ve noticed that sometimes people get the game slightly freezing for a split second every 1-2 seconds, does that happen to everyone?

If it does, I might seriously consider making the game episodic.
>>
>>158483789
I didn't notice anything.
Did you ask for their specs?
>>
>>158483447
SJW tumblrites have pretty thoroughly poisoned that well I'm afraid. 1 of 2 things will happen. The SJW take your side and the Anti-SJW attack you, or the SJW find some convoluted flaw in how you presented a trans character and attack you. Or if you are really lucky, both can happen cuz SJW are a disorganized self cannibalizing group hell bent on proving who can act the most persecuted.

In any case you are in for a bad time on any of the topics you want to explore. So I hope you have a thick skin and can ignore social media posts, cuz you are going to need it.
>>
>>158483789
It happened to me a few times, my pc isn't great so I assumed that was on my end. It only made a slight stutter for me from time to time.
>>
>>158484456
I'll have to learn.
I don't think I will be as attacked by SJWs though. The reason I want to include a trans character so much is because I'm trans myself. So I'm trying to keep Dae as close to an analog of my own experience as I can, which hopefully leaves subtle hints that he's trans but still gives them a real character.

I know it's sacrilege to bring it up but I want it to be like Undertale only in that there was a canon lesbian couple but it wasn't made a big deal (but that's all I want, please no annoying fandom of 14 year olds please)
>>
>>158477950
>one party member who is LGBT
What, all of it at the same time?

Serious answer though, variety is nice, but it's just a trait, and its presence or absence is not going to make me like or dislike a character.
>>
>>158484856
>please no annoying fandom of 14 year olds please
You ask and you shall receive
>>
>>158481876
I think that makes sense, and I could like it. Dae being your self-insertion makes it a bit weird, though.
>>
>>158484856
I think you will be okay.
Most people only get annoyed by these characters if they are gay for the sake of being gay. "Oh look we have a gay character, isn't this great?" This was the first we learned about that mage in DA:I.
But a well written character which happens to be gay/lesbian/whatever is absolutely fine in my book. Arcade Gannon from Fallout New Vegas comes to mind.
>>
>>158484856
>>158483447
I don't think this is a big deal but I can see why it would worry you. The creator of Undertale was mocked because of the Alphys thing, he didn't like his fandom much after release and was dissapointed in some areas, that's something that was clear (at least for me) after Projared played the game and they talked but that doesn't mean he hates them or anything, he knows how to deal with the fans and it was something that came with the territory so he was ready for it.

I think you're better off just doing what you want and developing that thick skin if it worries you, just focus on making a well written character and a fun game.
>>
>>158484856
Basing it on your life is no guarantee when it comes to tumblrites, sadly. Personally though, I think you have an interesting idea going and should stick with it. Just as long as you're prepared that it could get super messy super fast.
>>
>>158483447
>well my game deals a lot on grief, suicide, and general bad feelings
I feel that might already be a bit much myself. What you want to do can be done beautifully but what I'd worry about is if you have the actual writing experience to pull it off. All the amazing concepts in the world aren't worth anything if the execution isn't there. Obviously you won't get any practice if you don't try in the first place so you should go ahead if you really want it to. Just don't expect concepts and ideas to carry by themselves.
>>
Live
>>
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Someone made a discord server of the game! Join in if you want to.

https://discord.gg/Hdah3Vz
>>
Does anyone have these two resources, or at least download links?
http://www.rpgmakerweb.com/a/graphics/katakura-hibiki-mv-monsters-vol-1

http://www.rpgmakerweb.com/a/graphics/ancient-dungeons-jungle
>>
>>158494706
Same anon.

Posting this link in case anyone needs Katakura Hibiki's Lords of Darkness. Posted it a few months back when I got the resource pack, but I've been busy so haven't been able to come onto 4chan as much as I use to.

https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc
>>
Live
>>
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>>158492094
>>
>>158483789
I noticed regular stuttering, but I had several other programs open at the time. I thought that was just me since my computer isn't that great.

It wasn't too bad, though. A little annoying, but it wouldn't stop me from playing more.
>>
Open wide
Here comes the bump~
>>
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>got bored of my current WRPG project, deciding to retool it into a summoning-based game
>made too much progress in the original system to trash it
>don't want to clutter up my database with deprecated data
>>
>>158477950
I guess you've gotten a lot of replies already, but I might as well toss my advice hat in the ring.

There's nothing wrong with the idea, of course. A LGBT character is like any other in that how they come across to the audience depends on how well they're written. It's not necessarily an easy thing to do well, even if you have personal experience with the subject, but don't let that stop you from trying.

It's unfortunately a sensitive subject to a lot of people for a lot of reasons, though. You're going to risk attracting negative attention from both people who see SJWs everywhere and people who would have already lynched you for only including four letters in LGBT. I think that's something you'll just have to deal with, but if you have good reason to try anyway (and it sounds like you do), I'd encourage you to go ahead with it.

The best advice I can give is that nobody likes being preached at, except people who like to preach themselves. A random peasant who pours out their life story to the player and whinges about societal oppression in a suspiciously modern way is going to stand out like a sore thumb. In a game like yours, which sounds like it will have a lot of characters dealing with their own problems, a character struggling with gender identity doesn't sound out of place at all. Not that you can't have transgender characters in brighter stories, but you know what I mean.

Of course, a game like that isn't easy to write well, but that's something else entirely.
>>
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>>158483789
Didn't notice anything in particular.
Although I found one grammar error. In the picture it should say, "Mom... didn't we have* a fairly decent amount of money even after you were fired?"

>>158390959
4- It seems like some non-unicode character is used in a string in there somehow.
I could look at it real quick if you want, I know a tiny bit of rubyscript.
>>
Playing Robutts really gave me motivation to work on my game!
>>
>>158483789
It does on my shitty laptop.
My desktop it works just fine.
>>
What is your MC's greatest fear?
>>
>>158518992
Saying something stupid.
Which is why you're not timed for speech choices.
>>
>>158518992
Probably that things will never get better for her or that she'll continue to feel like suicide is the only way out.
>>
>>158518992
Losing to the dick
>>
>>158526620
B-but you can't defeat the dick, that's impossible!
>>
>>158526620
>your MC fears inevitability
That's pretty deep, desu.
>>
>>158518992
Mediocrity.

He's aspiring to be an Overlord, after all..
>>
>>158518992
Losing control of his golems. Being squashed by an angry humanoid lump of lead or bitten by an animated cobra statue is a very real danger for an artificer.
>>
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Making assets is fun! I'll work on updating the demo tomorrow by hopefully fixing the fps issues.
I'll most likely have to change things though, what's probably causing the stutter is the cutscene where the scientists leave when offered the job to investigate the plant.
RPG Maker has a hard time creating, then deleting tons of pictures apparently.
>>
For some reason I'm kinda anxious right now, no idea why but I don't like this feeling of doom creeping up on me.
How would you cheer up your MC if he/she is feeling depressed?
I don't think getting all emotional with hugging and promises of staying at her side would work well.
Instead we probably would get absolutely drunk and wake up naked next to each other on a roof or something.
>>
>>158532374
Drugs. Sex. In that order.
>>
>>158532374
Take them to a carnival.
Then let everyone rip on the MC for not enjoying themselves.
>>
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>>158533269
>Bullying
>>
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*spooking intensifies*

https://youtu.be/ZQOK9CG8JFE

New podcast. Happy Halloween! Ib is really great. I love how much it pushes its engine, and makes use of so many custom assets.

Thanks again to Karbonic for the thumbnail, and we'll see you all in two weeks!
>>
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Help me, /rpgmg/. I'm starting to feel crazy.

Is 30% chance of a 30% chance not the same as a 9% chance? On every level, I mean, including consistency.

For example, one 50% chance of D3 rewards has the same average of D3 chances of a 50% chance of a reward, but the latter is far more consistent - average of 2 chances at 50%, statistically equally one reward, compared to a 50% chance at an average of two rewards, statistically equally one reward. Same value in the long run, but different consistency.

Back to my problem though. 30% chance something will hit your armor, 30% chance the armor will deflect that hit. Instead of rolling a D100 twice, I figured 30% * 30% = 9%, and roll one D100 against that.

So WHY is this so inconsistent? It should be roughly 1 in 10 times, yet it's only happened once in 25 trials. Sure, it'll average out to same as 30% then 30%, but shouldn't they have the exact same consistency? Switching to 30% by 30%, I get a good, even 30% against the armor, and a good 30% of those glancing off - far more consistency. I don't understand where the variance is coming from.
>>
>>158534532
Exactly what I needed.
You guys are pretty cool for still making these.
>>
>>158535519
What exactly are the results you're supposed to get?

Because based on what you're just saying, 9% is the chance where BOTH effects proc. What percent would it be to have those effects happen individually?

Are you saying you also have a 30% chance where it just glances off while not hitting your armor??
>>
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>>158536970
>What exactly are the results you're supposed to get?
They should both equate to 9% with equal consistency.

Pic related. Primary is the number of times 9 or less was scored on a D100. For Secondary, if that same first D100 scored a 30 or less, an additional D100 was rolled, and if that second D100 was ALSO 30 or less, Secondary was increased by one. Tertiary is the number of that trials were run.

My problem is, in the case of a small sample size, such as this measly 737 trials, there is almost always a huge discrepency between Primary and Secondary. In a larger sample size, such as 15,000 trials, they are very, very close to each other.

In other words, while the two both do equal 9%, achieving this by 30% of 30% seems to be far more consistent (as in near 9% regardless of sample size), and a flat 9% has more variance that get smoothed out in large sample sizes.

But for the life of me, I can't see why this is. There shouldn't be consistency issues with these two. Would 30% of 30% of 30% be consistently closer to 3% than a flat 3%? I don't understand.
>>
>>158537923

Consider the fact that for small sample sizes, a too-perfect distribution of probabilities is a sign of a bad RNG.

I tried your experiment using a spreadsheet and random numbers generated by random.org

I ran the experiment twice. In trial 1, the d100 < 9 case occurred 3.5% of the time and the compound d100 < 30 case occurred 6.5% of the time.

In the second trial, the probabilities were 9% and 8% respectively.
>>
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>>158538628
>a sign of a bad RNG
Well, it's Javascript, which is all I can work with here. I've look at Javascript's array before on a D100 - basically by rolling the die and setting $gameVariables.setValue($dice, $gameVariables.value($dice) + 1).

It seems fine both in spread and distribution. I think by 2,000-something trials (wasn't counting), the lowest was 16 (as in, it had been rolled 16 times in the 2,000-something rolls of a D100), the highest was 39, with every sort of number in between, usually around the mid-20s range. I did it to check if lower numbers were somehow favored or obstructed, but no test indicated this.
>>
>>158539141
Code looks fine, so I have to assume any discrepancy you're seeing betwe the forms is just a fluke.
>>
>>158539141
Remember, unless you're doing practically many thousands of rolls, results don't always get to the predicted percentage.

Getting heads in a coin flip is a 50% chance, but at low enough number of flips, you can get results where you can get a huge number of either heads or tails in a row that won't even out until many several flips later.
>>
>>158540053
>Remember, unless you're doing practically many thousands of rolls, results don't always get to the predicted percentage.
I know that. My main complaint is that somehow 30 of 30 seems consistently closer to 9% than a flat 9% at low sample sizes.

Like a coin flip, those two should be consistent in their variance.

However, there are ways for two results of the same statistical chance to have varying consistency, and I was wondering if that somehow applied here. For example, flip a coin to get 2 rewards for each Heads. Or, flip two coins to get 1 reward for each Heads. In both cases, they average to 1 reward per trial. However, the latter will be much, much, much more consistent on producing that 1 reward per trial. So in a small sample size, the latter would remain closer to 1 than the former. would be expected to.

In short, I am wondering if that same principal can be applied here.
>>
>>158540428
If you want rng with "more consistency", look up bell curves.
>>
>>158540617
No, no. It's not consistency that's desired or undesired. It's the question of if there "is" a consistency difference between 30% of 30% and 9%. To the very best of my knowledge, there isn't - or there shouldn't be. However, my efforts today have suggested a pattern of consistency - 30% of 30% will remain closer to the 9% than a flat 9% would. And I haven't the faintest clue why. Like >>158539620 says, it should just be a fluke, unless I'm missing something empirical about this. The only thing I can possibly think of is the fact that 30 of 30 is getting two dice rolls over one, which might demonstrate consistency by the additional volume.

Ultimately, it doesn't "really" matter. Deciding between the two choices won't make or break my game. It's just that all armor pieces in my game have both a cover rating (the chance an attack hits your armor) and a deflection rating (the chance an attack that hits your armor is deflected off). I figured it would be fine to simply multiply the two together before rolling - so 30% cover and 30% deflection makes a 9% chance an attack will hit and deflect off, thus roll a D100 against 9 - but I wasn't satisfied with the result and found doing two separate rolls, one for each rating, produced a more consistent model, which goes against my knowledge of probability.

You could say I'm trying to satisfy a curiosity.
>>
>>158518992
Getting possessed.
Doesn't help the two times he was possessed he ended up killing a boatload of people.
>>
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Good night bump
>>
come back to life
>>
>>158531841
I'm having a hard time seeing if that's supposed to be a raised area or a fenced-in one. The left side looks more fence, the right more raised... at least to my eyes.
>>
I am wondering how to make magic in a game feel more special and grand than a LARPer spamming lightning bolt. I thought about limiting the availability of magic compared to a normal setting. Like say a magic user has to go to a place to recharge, a church for a cleric, arcane school for a mage for examples, but making the spells really powerful. That is flawed tho as players will just keep running back to the place every time they run out, which is shit gameplay. Also thought about limiting spells to powerful buffing and debuffing in the form of blessings and curses, but I wonder if that is too boring.

I really like low tier magic settings rather than fireball fling fests, but at the moment I am coming up short with ways to spice that kind of indirect magic system up. Any ideas?
>>
>>158554932
Yes
>>
>>158558075
Your source of magic is a familiar who you take care of with tamagotchi mechanics. During combat you must channel its MP to yourself with an MP Drain ability to use magic. If the familiar gets KO'd during combat, you soon run out of MP.

Demon negotiation. Similar but not quite. Your sorcerer is some kind of demon who follows you around, but you must offer your demon ally money, some kind of item or just sweet talk him into helping in order for him to do anything. Otherwise the demon just slacks around during the fight while you get beaten up (think Ushio to Tora and SMT).

You are a mana vampire. You gain MP by damaging and killing enemies. If you run out of MP, you can cast spells with your health.

"Attunement". You need to use a turn to tune your spirit with an elemental, so you are able to cast magic of that element. An anon was already doing something like this.

"Hand Signs" (CTB only). You don't select the spells you cast. You make "hand signs" nd say cryptic words meaning different things (large area, water, status ailment), then you release the spell. Depending on the hand signs and the order in which you made them, you get a spell. Or you get nothing if you messed up your "spell grammar". Note that this is best if your opponent uses similar signs, allowing you to predict incoming moves as well.

Magic Dance. Similar, but without the "release" casting and you actually get to choose the spells in the menu. Basically imagine a "spell tree" in which every spell limits you to a new specific branch of spells, so you might now 40 spells, but at any point in time you can only pick between 2-4.
>>
>>158560673
Another idea could be having different MP bars for different magic elements. So you could have Sky Mana, Earth Mana and Sea Mana, with each type of Mana excelling at different aspects (healing, buffs, debuffs, area damage, single target damage). Kinda like the Mana in Magic the Gathering.
>>
>>158504990
Back it up and save the system for another game.
>>
> Someone has a problem, asks about support
> I solved the problem myself you can close this thread!
> Doesn't say how they solved it.
> Anyone else that has the problem is shit outta luck.
If you do this, you're an asshole.
>>
>>158573836
story of my life when I was trying to find out some errors from a script I imported. I ended up deleting the script instead but MAN that's annoying as fuck. I had mine kind of answered but wanted more help and to have them explain it so everyone knows what to do and they just never replied to the thread ever again. Annoying as hell.
>>
>>158574651
And the best part is because someone asked the question once, it can never be asked again or you'll get told to use the search tool!
>>
>>158554932
If you insist.
>>
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>>158573836
>Nvm fixed it :)
>>
Does your MC have any pets?
>>
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>>158573836
>They post the solution
>Doesn't work for you anyway
>>
Hello, question does somebody here has Yanfly Sample Project, the one that they give as Patreon (I don't have a credit card, and Paypal is no available in my country)
>>
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Is anyone else getting this? Did Hiroshimoot break the site again?
>>
>>158590115
Yeah me too
>>
>>158590115
Just get 4chan pass and flaunt your badge :^)
>>
Dying is not allowed
>>
>>158593873
Yes it is.
>>
>>158384339
I have no idea if it's required, but I could make a crack for 1.3.3 if anyone's interested. I'll be doing it for my own use anyway, but I understand if no one wants to trust a random anon's exe.
>>
What is new in 1.3.3?
I still have 1.0.
>>
>want to make a boss gameplay video
>music is licensed

Fug, I'm not even going to use it in the final version of the game... what's the worse that could happen if I used it anyways?
>>
>>158598391
Better lube up for the lawyers.
I guess the worst is that the video could be muted.
>>
>>158598391
It could be copyright striked. But they'll just put up ads on the video and you won't make anything off it. It could be muted. Or both. Worst case they take it down and you get one of three strikes on said channel. Still not that bad though.
>>
>>158598391
It could be muted and that would fuck up your video sadly. Best case scenario it's that they monetize it.

Can you find that music in youtube if you search for it? If you can find other videos using that music and they're not muted the worst that will happen is copyright strike.
>>
>>158598934
>>158599279
>>158599807

Damn... okay. The song is quite renowned so maybe I'll have to find another song, which sucks because it was very fitting. It was this one:

https://www.youtube.com/watch?v=3tzE98pQH08
>>
>>158600875
So does that mean you uploaded it and it got muted, or are you just scared to do it? Because realistically, the only thing that's going to happen is they monetize it so that one 86 year old guy in Nicaragua who still browses yt without adblock maybe sees an ad at some point.
>>
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>>158603742
>that one 86 year old guy in Nicaragua who still browses yt without adblock maybe sees an ad at some point
>>
>>158604382
Not him, but Google's getting smarter. If I block their ad servers sometimes videos won't load at all
>>
>>158603742
I lack a lot of experience with legal stuff so I'm not very aware of how music copyright is enforced in practice. It's not that I'm scared but I want to avoid getting in trouble.

Still, after some reading I've decided to use the song anyway. From what I read the first copyright strike doesn't carry too many penalties and if the video gets muted then I could reupload it on another account.

I thought the price of the license had something to do with how bad the consequences of copyright infringement would be. The maker of the song charges $50 for his music to be used in low-budget videos

Thanks for your answers guys.
>>
>>158604382
https://www.youtube.com/watch?v=mt9riXQUIDw
>>
Tell me something about your first dungeon.
>>
>>158609934
it's a forest. it's one room. it's kinda boring.
>>
>>158364976
Whew.. That's a long ass torso and some shorrrrrrt thighs.
>>
Help me stay motivated!
>>
>>158613959
I'll give you a kiss if you make some progress
>>
>>158613959
I'll suck your dick if you make some progress
>>
>>158613959
I will stop that anon from kissing you if you make progress
>>
Show me your map and I'll point out it's weaknesses.
>>
>>158614074
>>158614189
>>158614201
Okay, I'm gonna work hard!
>>
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>>158615389
So will I
>>
>>158615117
I'm using this as a placeholder, I'm going to make my assets after I get a good portion of the story events done.
Each map is a room like this with curtains around the edges of the screen.
I also need to change the character sprites.
>>
>>158619251
>those bodies with that head
Jesus christ
>>
>>158619251
Not him but I like that idea.
Your whole game is basically a play then?
>>
>>158619251
If you're going to use perspective instead of a projection, I'd stick with one-point perspective, with the vanishing point towards the top-middle and avoid ceilings.
>>
>>158623604
Yup, supposed to look like those old paper plays.
>>158624273
I feel dumb that I had to look projection up, but thank you for making me aware of that. I was hoping to go for a Dongan Ranpa style of 2d planes in a 3d field, but with out the 3d.
>>
>>158472634
When you put it that way I am surprised why I didn't think about that. Thank you!!!

Now I just need to think of temperature
>>
Is there any bumping in your game?
>>
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Holy shit, I'm in tears.

For testing my game's combat, I made a simple little system. You get X pts to decide your character's stats at the beginning, then you spawn in a tavern where you get Y gold to buy recruits, weapons, and armor. Then, when you leave the tavern, you fight with whatever you've just assembled. Simple enough.

So I was testing builds where someone dumps everything into Defence Skill or Combat Skill, making sure one didn't outshine the other, and someone maxing out armor or weapons while ignoring recruits, or buying max recruits with no gear, etc.. Right towards the end, I had a little idea: instead of dumping into combat stats, what about Faith? After all, even if your character cannot hit or dodge for shit, maybe his deity will help him out? For damage, he can buy a good weapon.

So enter Corn-Holy-o.
>0 CBT, 0 DEF, 0 LUK, 77 Faith.
>Wearing full iron armor and a great sword.
>Can only move 1 space a turn. Can only attack once a turn.
against two mooks
>50 CBT, 30 DEF, 1 LUK, 1 FTH.
>In standard armor and standard weapons.
>Each moves 5 spaces a turn and attacks 3 times a turn.
>100% chance to hit Corn-holy-o. Takes 80% of his life if they do.

I had no idea what to expect.

In one turn, both mooks swoop in on him, and its just 6 messages of "attack deflected off armor," "attack diverted by divine hands." He tries to swing back, gets one message, "A divine hand guides his clumsy blow into a hit. 12 damage."

I've made a tank of faith and righteous fury as he slowly chips away at his enemies.
>>
>>158628543
Forgot to add, it took about 9 rounds for the mooks to finally kill him. He managed to take 70% of one mook's life before then. Freaking amazing.
>>
>>158628543
This sounds absolutely awesome
>>
Do you guys know of a plugin that allows to insert images behind the rpg maker mv menus, so it looks decent enough? I can't program a shit, and really want to customize it a little...
>>
RNG based puzzles are the worst
>>
>>158631427
You can edit the UI pretty easily
>>
>>158633163
How? I cant find a way. I know that I can change the colors, but I wanted some images in the back or maybe changing some sizes of the boxes (or just the images so it looks cooler, since changing sizes look like a hassle)
>>
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Good night bump
>>
No die.
>>
>>158643814
Not today
>>
Would there be any way to make some actions in combat take place simultaneously? For example, if an actor and an enemy have the same speed and if they both just attack, both attacks will occur at once and deal damage to both parties at the same time? (Alternatively, having both attacks cancel out would work too.)
>>
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This guy came off as more of a miner than a farmer, did he not?
(the thing on top of his head are meant to be antlers shaped like a plough)
>>
>>158651476
That's a cool design, I like it
>>
Any good tutorials on how to start messing around with the UI for a battle system, or with general dialogue? I'm not sure how to really look up information since I don't know the right terminology.
>>
>>158652045
The battle interface is often called "battle hud" you can start from there. For the UI, for menus etc, I'm facing the same problem, I don't know how to customize it and I dont even know how to start (im using mv). I use moghunter's battle hud, though, if you use mv it may have some plugin for it?
>>
>>158652736
Ok, cool, thanks. I got some custom battle scripts but I'm still trying to figure out how ti import them.
>>
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>>158652736
Any suggestions?
>>
>>158654820
Sorry. I am not sure.

(bump)
>>
Hi, is there an updated link for the crack of vx ace?
the one from the op seems to be down.
>>
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>>158654820
That location is used when you have more characters I believe, so be wary of that. You can use it for sure though. I don't remember exactly what I changed so I'll just link you how my Window_BattleStatus looks for me now and you can compare and modify to your liking.
http://pastebin.com/KiE6pFjZ
>>
>>158668086
This is super helpful, thanks. What's the name of the icon?
>>
>>158668202
The square with the face? Think just the draw_actor_face(actor, rect.x + 10, rect.y)
>>
>>158668086
Skeletons don't have dicks mate
>>
Just got done with the first battle in SteelZeroes. I have to say:
1) This game is CUTE AS HECK and Luke is ADORABLE and I just wanna give him a big hug!
2) This game is really polished well. Including a jump option is great!
3) I now feel like my game is 1000x more inferior but I have to remember I can make mine better with better art/music

good job on the game! I'm going to see if my friends in a discord group I'm in want to play it too!
>>
Three new songs!

https://soundcloud.com/iwilldevouryourkittens/on-our-way
https://soundcloud.com/iwilldevouryourkittens/everything-we-love-mid-boss
https://soundcloud.com/iwilldevouryourkittens/remember-my-fire
>>
>>158420832
I guess I'll download this version and start again, since I didn't get far the first time anyway. I'll let you know if it fixes my framerate issues.

It might be a few more days before I can finish it, though. I'm really busy right now.

Also bump.
>>
>>158676145
Really good songs!
>>
>>158683575
thx brusef
>>
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Can I receive some general feedback on this?

https://www.youtube.com/watch?v=TnBSKT84KUs&feature=youtu.be
>>
>>158676145
You clearly know what you're doing - the sound is good and you have a nice flow, but you keep looping very short sections, and it makes things feel a bit repetitive at times.

>On Our Way
The volume gets noticeably louder at 0:20, then even more at 0:32 and 0:42, which I find a bit distracting. But it sounds nice over all - getting some Seiken and Suikoden series vibes at times.

>Everything We Love
I'm not sold on the "guitar solo" bits (it would help if they were more varied), but over all it's a solid (mid) boss theme.

>Remember My Fire
I still feel like it builds up to something for the first 30 seconds and gets quieter when I'm expecting the opposite, but that aside it's pretty great and my favourite of the three.
>>
>>158688279
I feel like the styles of your graphics clash a lot - the overworld and portraits vs the title screen, sprites, and combat background.

Other than that, I'm not too keen on watching someone else navigate JRPG fight menus for 5+ minutes without commentary or anything. The space background IS neat, though!
>>
>>158689746
Not him but I assume he is working with placeholders for now.
>>
What would your MC say about you?
>>
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http://hastebin.com/uzefaxoqek.rb

Why is this still happening? My method down by line 36 doesn't rely on the rectangle, so why are my icons still being cut off?
>>
>>158689746
Thanks. The sprites and title screen image are placeholders, and the combat background will only be used in special occassions. All the other backgrounds will be accordingly to the artstyle. Also I can understand why it can be boring to watch someone navigate through menus too much, so from now on I'll only showcase enemies that don't require too much time for planning a strategy
>>
>>158688279
How high is Hans right now?
>>
What is your favorite RPG Maker game?
>>
>>158696242
I would have to say Exit Fate.
>>
>>158696472
Haven't played that one.
What's it about?
>>
Haha, time to do sports for 20~30 minutes and then work on my game.
>>
>>158696242
I think I have to go with A Blurred Line, even though it was never finished. But I've never played a lot of the other big ones.

Or maybe Phylomortis just for the hilarious writing style. I never actually finished it.
>>
>>158697982
War, friendship, betrayal, all that good shit. It draws a lot of inspiration from Suikoden, with the same kind of political drama and large scale battles between armies.
>>
Bumpu
>>
>>158628543
That sounds super fucking fun. I want to play your game as a crazy holy cleanser now. Let's do it!
>>
Whoa, bump.
>>
bumo
>>
>>158709063
>>158712247
This
>>
>>158712247
bumomo
>>
>Villain's motivation is to go home to their own dimension.
>Opening portal will probably have new monsters flood into the world as a result.

This is an okay villain motivation, right?
>>
>>158717080
I think it's decent enough, yes.
But how did he end up in a different dimension in the first place? Maybe by accident? Is he some sort of scientist?
And is there no other way to return home?
>>
>>158717805
This is gonna be long but...
>Hundreds of years before setting's current time.
>Dark War basically ruined everything.
>The catalyst was opening a portal to another dimension that let monsters through and send everything into an apocalypse.
>Villain(s) also come from the same dimension, got experimented on and eventually hibernated.
>Dark War eventually died own on its own.
>World changes because monsters now rampant.
>Civilization rebuilt itself.
>Then Villain(s) reawaken, just want to go home.
>Experimentation possibly made some of them insane.

And yeah, they were transported without really knowing how, so all they really know is to use the same machine that brought them to the world in the first place.
>>
>>158717080
>>158718376
In this case you shouldn't say villain, but antagonist.
There's no villainous intent here, no evil plan to destroy the world or whatever, but there is collateral damage that makes that character an opposition to the heroes.

Not every antagonist has to be a villain. I'd even argue that a lot of great antagonists aren't villains.
>>
>>158718786
Fair enough. Sometimes English escapes me when I get ideas as sudden as this.
>>
>>158719994
No worries, I wasn't trying to argue semantics or to correct you.
Unless you study literature or writing specifically, I don't think the concept of protagonist and antagonist is taught very well, nor is it always very obvious. It took me until recently to fully appreciate the nuances there can be between villains and antagonists.

But that's not the point, it's still a good motivation. A great one, even, if this character's motivations are made clear enough.
I don't think there's even a good consensus on what makes a fantastic antagonist, but there's a delicious dichotomy to be had when you allow your players to sympathize with the antagonist, but force them to fight them because they want to survive themselves.
>>
>>158628543
>>158706148
Same here. Faith-based characters sound hilarious, if maybe a little hard to balance.
>>
Realized I could use different pitches for hits and misses on attacks while making unique attack animations. Life is good.
>>
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Good night bump
>>
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alive thread
finish your games anons, you'll always have a player!
>>
bump away that page 10!
>>
>>158734397
>>
>>158739049
>>
>>158693037
blease respond
>>
Dead engine, dead thread desu
>>
>>158724768
Good morning bump
>>
Bubbles has been 'working on the collab' for nearly half a year.

How much longer do we give him before we start over?

On that note, how about next time we limit the collab to 10 chapters or so? That way, it won't get as convoluted, and new devs won't be overwhelmed with everything that's already in the game
>>
Hey everyone! I just started a project after not touching RPGMaker in some years and was hoping to get some feedback on one of the core gameplay mechanics I want to implement.

Instead of mana, characters have a bar I'm dubbing "Heat" (the characters are gonna be cyborgs and robots and such). So, Heat starts at 0 and builds up as you use most attacks and abilities. Getting it to cap at 100 causes the character to become overheated, paralyzing them for 2 turns or so. Most enemies also abide by this system as well. Characters all have access to a "venting" ability that allows them to dispel a decent chunk of Heat. Naturally there'll be various other ways Heat can be used in battle such as the ability to cause your attacks to build Heat in enemies, moves that grow in power the more heat you have, etc. I'd love to hear if this sounds like a fun layer of strategy or a frustrating thing, and what changes to make/factors to consider I should take note of.
Thanks in advance to anyone who takes the time to read!
>>
>>158749907
Sounds really cool, although two turns of paralysis might be a bit too large a penalty in most combat engines, unless the overheating drastically drops afterwards too.

Also, do regular attacks cause Heat? Would Guard help reducing it?
>>
>>158597107

Oh yes, that would be absolutely wonderful of you if you could do it. We would be in your debt.
>>
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>>158338408
I am not liking that intro screen. Personally, I would try to rip off something like Paramor's Riot's disk cover.
>>
I want to bump in your thread
>>
>>158753206
I plan on not having basic attacks, so every attacking move would increase heat in some way. Your Heat would drop all the way back down to 0 after recovering from Overheating.
Number-wise, the plan is for most "average" abilities to increase your heat by about 20, while venting would reduce it by 50.
These are both out of 100. I wanted to use TP as a base but I might go with Mana instead and lock it at or around 100 so that it's easier to work around (enemies don't have TP so they'd need to use Mana for their Heat anyways, will be able to easily have factors that change max Heat, etc)
>>
>>158688594
Thanks for the feedback!

Ironically, I kinda felt the same way about Remember My Fire when I was making it. Unfortunately I felt I had such a solid build-up and then didn't know where to go, so I decided to branch out rather than simply amplifying it.
>>
>>158748587
>half a year
Fuck, has it been really that long?
>>
>>158758756
Overheating isn't a big enough penalty for what you get

>Want to use ability that adds 70 Heat
>At 95 Heat
>Vent
>Vent
>Use ability
>Vent again
End result: 4 turns, 20 Heat

Whereas...

>At 95 Heat
>Use ability that costs 70 Heat
>Cooldown
>Cooldown
3 turns, 0 Heat
>>
>>158760208
That's a good point. I feel that increasing the stun time any more might just make it too boring though.
Do you think Overheating dealing a fair chunk of damage would help?
Say, 20% each turn for 40% total?
>>
>>158760208
When you put it like that, I'd never vent.
What if you made it so the cooldown from overheating gave your characters some debuffs?
That way, players might not risk overheating on a boss or something- but still have the option to just overheat to power through lower level enemies.
>>
>>158761234
Characters should take increased damage while cooling down. They're completely unable to act, which would include dodging or blocking, so it makes a little sense.
>>
>>158761234
Having it not drop all the way to 0 (50%?) would also be a decent solution
>>
>>158761238
>>158761850
I like the idea of taking more damage while cooling down. It really fits the idea of overheating making you vulnerable. I think I'll implement that. Thank you very much to everyone who put in their thoughts!
>>
gumping
>>
Hi, does anyone have a crack for vx ace? The link in the OP seems to be down.
>>
>>158768654
Pirate Bay
>>
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http://www.slimesalad.com/forum/download.php?id=4672

Finished up my halloween game. It's not technically an RPG, but I don't feel there's any harm in linking it here.
>>
>>158774991
looks qt
>>
>>158774991
I will play this later.
Congrats on finishing your game!
>>
>>158774991
That's a real cute style! It has a very Gameboy-y quality to it. I'm looking forward to trying it.
As long as a game is made in RPGMaker it more than belongs here, regardless of the actual game play.
>>
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>>158696242

I haven't played a lot of them, but from those I've actually managed to play - OFF . It's a big inspiration for my current project, so you can tell how much I love this game.
>>
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>>158779909
OFF is really great.
Sure the gameplay was kinda on the weak side but I had a lot of fun with it.
Also is battle theme is really good.
https://www.youtube.com/watch?v=V81DlvZkxGE
>>
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How do you feel about character creation?
>>
>>158783478
I really like it, helps me to get immersed in the game.
I don't like it if I need to create the entire party, though.
>>
>>158783478
Good unless half-assed. Stuff like hats that are obviously just stamped on top of the portrait are the worst.
>>
>>158783478
I like the option as long as it's decent, like >>158784829 said.

Though I admit that when it comes to games with very detailed character creation like the Elder Scrolls or Dark Souls series, I tend to give up after a few minutes and just go with something generic. Having 10 different sliders for a character's nose is a bit much for me.
>>
New song!

https://soundcloud.com/iwilldevouryourkittens/opd
>>
>>158790126
>>158790972
I love how you used the guitars in there, the song is surprisingly long too, I like that.
It gives me the feeling of visiting a dungeon after something not so good has happened.
Where do you plan on using it?
>>
>>158390959
For the little squares, I vaguely remember having this problem back in the day. I believe that it happens because the game is looking for a symbol in the font that doesn't exist. I don't remember how I fixed that, I think I just switched to a font that had the symbol. Sorry if that's not entirely helpful!
>>
By chance does anyone know of a place to download the new Ancient Dungeons: Jungle DLC? I've been searching for it for a good while now.

As a side note, I've been using the engine (VxAce specifically) for a number of years now. If anyone has any questions regarding how to set up a feature for your game or something of the sort, I'd be happy to help out, and possibly whip up a demo for you if it's something a bit more complicated.
>>
>>158794024
Boss battle, near the end of the game. You're fighting a mysterious figure who's tormented you through a lot of the game, and you don't know their true identity until the fight is over.

A certain part of the song near the looping points gives a rather obvious hint, but it's only gonna be obvious when you play the game.
>>
>>158790972
My first impression wasn't very good, but it grew on me pretty quickly. It has a nice ominous tone to it. What's it going to be used for?
>>
>>158795880
>>158796506
Teach me to refresh the page before replying, I suppose. Anyway, seems appropriate!
>>
>>158796506
>>158796660
Thanks anon!
>>
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How would you design a rpg about being a Kaiju?
>>
>>158799584
First I would need to look up the meaning of Kaiju.
>>
>>158799985
Kaiju.
>>
>>158801171
XBox hueg monsters?
Dating simulator
>>
>>158609934
It's an airport infested with monstrous birds. The boss is a bird with large talons.
>>
>>158801171
Mothra is my waifu
>>
>>158799584
Easy. You shamelessly rip off the idea of my space ship game - except instead of building and designing the hull of your ship, you are building and designing the monster's shape. Instead of buying and fitting weapons to the ship hull, you are buying and fitting "mutations" to your monster (like tentacle whips, acid deposits, etc.). Legs instead of engines. Adrenal glands instead of super fuel. Regeneration mutations instead of repair crews. Thicker skin instead of thicker hulls. Scales instead of shields.

But if you attempt this in the RTP combat system, I'm going to be very disappoint.
>>
You all are wonderful people and I wish you all the best of luck for your projects!
>>
>>158806550
y-you too
>>
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Work on your game
>>
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>>158810720
I'm trying, but I can decide what I want to work on next. Armor is currently done in full suits, and I want to divide that into pieces. I also need to work on an inventory system. I have a shit ton of polish to work on (to the point I'm probably going to rework my entire combat system from scratch). I haven't implemented anything more than 2v2 (although, I think it'll only be a matter of increasing $pMax, $eMin, and $2Max to their new respective numbers).

I feel like things have just grown so large I don't really know what to work on next.
>>
>>158811296
>can
can't*
>>
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>>158810720
Chugging along. Four frame run animations for battles sucks. But somehow it's going.

>>158811296
Play test a lot and fix what you can in the mean time, until you figure out things.
>>
>>158811296
I wish I could give you some useful tip but I know this feeling to well.
Maybe analyzing what still needs to be done and giving these things some sort of priority would help.
>>
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>>158812242
>Play test a lot and fix what you can in the mean time, until you figure out things.
I did back in >>158628543. Everything is working fine. All weapon types, all weapon/armor effects, how weight affects movement, how Combat Skill increases attacks/movement/damage - everything. Heck, even Guard works, and the AI I built from scratch can use it just fine. Gold is golden.

It's the extraneous things I'm caught over. Should I start working on prayers? Should I start working on deities? The inventory system? Modular armor? Visual assets are my greatest bane, as they take shit loads of time and I'm not good enough to spend all that time and produce something "final," only "workable." The worst part is I know I've done enough that I could wholly stop working on combat and start the greater game instead, and it too would remain "workable."

I don't want "workable," anon. I want great.
>>
>>158813184
>combat is done
Ah, fuck, no it's not. I forgot I still haven't done long spears and ranged weapons (things that can hit people at 2 or more tiles away). I know roughly what formulas I'm going to have make for line of sight (and blocking line of sight), but what a pain in the ass it's going to be.
>>
Prepare to be bumped
>>
>>158813184
Your gameplay sounds very fun conceptually speaking, but I await to see you actually showcase it to see if it's as cool as you make it seem to be

Not trying to be rude, I just don't want to witness another Sean Murray be born
>>
>>158813184
>Should I start working on prayers?
Dark Souls made its own system of magic around them. Runescape made them buffs. Give it a shot

>Should I start working on deities?
No! Let the player imagine who they put their faith into!

>The inventory system?
Magic unlimited inventory works unless you have a reason to invent cubes/weight/etc.

>Modular armor
Could easily get out-of-hand and over-complicated. Don't make it a priority
>>
>>158819108
It is what it is. Presently, that's RTP graphics and gameMessages, as the only thing I've worked on is the combat system. I didn't mean to build a hype train. For all I know, this game will never be released, like all the ones before it.

>>158819969
Those questions aren't a matter of how. It's a question of when I should start working on them - or rather, which I should start working on first. Every time I think to start something, I stop and ask myself if the previous thing is finished, if there's nothing else I need to add to it, to something before it. And when I think of something that's needed, I think of what prerequisites I might need before that. Like an endless game of thinking and questioning and a lack of working.

The faith/prayer/deity thing is already integral to my game. The more Faith you have, the higher the chance of a miracle happening (that can be: hitting when you would have missed, avoiding a blow that should have hit, or a god answering your prayers). Favor from a given deity determines how powerful of a response you get from a prayer. Different deities tend to give different responses, with gods of war being the best suited for combat. That said, praying to one makes the others jealous and reduces favor, so you can really only have one patron god at a time.

The game is, after all, set in the time between the Christian God made the world and before he destroyed it in the Flood. Angels walk amongst men, and some have anointed themselves "gods" in the absence of God. "Deities" are a must.
>>
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>>158820921
And in either case, I started working regardless. Particularly on the prerequisite for an inventory/"real" shop/items. The first incarnate of it, at least. In my experience, I'm going to remake this several times with new, more efficient variable names and operations.
>>
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>>158819108
Here's a "live" preview, to dispel any illusions. The combat formulas, stats, HP, death, win/lose conditions, movement, attacks, etc. - it's all in there. But it isn't very pretty. There's no polish, no pretty effects. Just RTP and the use of gameMessages to tell me what's going on. I hope to improve that in the near future.

I'm only on day 5 of working on this.

My test PC is always a rat. No hate.

>Sean Murray
MFW https://www.youtube.com/watch?v=-7uNSGyM_aA
>>
>>158822236
Not him but I can see you are really passionate about your game.
I would like to play it sometime.
>>
>>158822236
Add the rat as a playable character
>>
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>>158823520
Undoubtedly.

I also, at one point, want to add a skeleton as a secret character. Buying and drinking Milk at the bar increases DEF.
>>
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Good night bump
I'm having a lot of fun making progress lately
>>
>>158827313
Bye
>>
wake up
>>
>>158834424
(can't wake up)
>>
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>>158344618
>Narrated
>Early PC RPG aesthetic

Son of a bitch, that's exactly what I am trying to do too, though yours is looking far better than mine. I really wanted to do black with details, like that but never worked out for me, so I'm going with a limited palette and hoping for the best.

I'd love to see how this comes along.
>>
Just a heads-up for anyone using SoulPour777's stuff:

https://soulpourtoosaku.wordpress.com/

The guy is a fucking thief.
>>
So, I'm using Galv's timed button press script for combat and I'm running into a snag that hopefully someone with some ruby knowledge can help with. I have it set so that whenever someone presses the button with the correct timing while guarding, the enemy attack will do 0 damage. I've only changed the defense multiplier in the script to 0, nothing else was changed. But whenever an enemy has a string of moves to hit multiple times, if at least ONE of those was guarded correctly, then every move after that will also do 0 damage if the player doesn't press any buttons. Is there anything that can be done to fix that? Here's the script.

https://galvs-scripts.com/galvs-timed-button-attacks/
>>
>>158827313
Afternoon bump

>>158840706
good to know.
>>
Morning bump.
>>
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Sorry guys, but future updates will have to wait.
The battery port on my laptop just broke down for good and I only have my battery life time left.
I'll use the time to make a backup of my stuff for when I get a new laptop... please hold on...
>>
>>158851867
That's a shame ;-; hope you're back soon!
>>
>>158851867
RIP
>>
I've spent like 8 hours watching different final bosses in RPGs to get an idea for what to do for mine although I'm no where near the end yet (early planning I guess)

I'm thinking 4 phases. First one he summons something, second phase you fight him normally, third phase he asks for blessings and gets made grotesque, you fight that, he heals himself after you defeat him and you have to pray for blessings and get the weapons to fully defeat him.
>>
>>158855227
I'm a little sketch about anything more then 3 phases- It sounds like something I'd get burnt out on fighting unless I really care about the game. Most of your players probably won't care that much.
I say three is the magic number and kind of combine phase 2+3 or 3+4.
Since three is a nice magic number.
>>
>>158858197
Well 4 won't be a real fight. You'll have overpowered weapons that deal max damage with multiple hits and armor that reduces his damage to 1, so if anything 3 and 4 are combined.
>>
You left me to die
>>
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>>158872070
N-No!
>>
>>158858197
>Just finished Dragon Quest IV
>Final boss has SEVEN phases
Granted not much changes for like 3 of them but that was an exhausting fight going into it at the proper level.
>>
How are games with subpar art generally received? I'm brand new to both digitally drawing and rpgmaker, so how can I get the most out of my first game?
>>
>>158874075
Pretty good actually, as long as you actually tried.
Space Funeral has really bad graphics but a lot of people liked it.
I would say OFF's graphics aren't that great either, the world is really minimalistic and every enemy looks somewhat crudely hand drawn on paper but it gets the job done and it is one of the best RPG Maker games in my opinion.
Undertale wasn't done with the RPG Maker but the art there is also not great yet it is absurdly popular.
Further speaking if you use the RTP (the graphics provided by the Maker) some people will see it as a sign of laziness even if you poured countless hours in your game.
However if you are completely new to the Maker I would suggest learning how to use it with one or two small projects without creating custom art.
>>
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Trying to adapt d20 hit/damage formulae to RPG Maker is FUN. At least Wolfram|Alpha's dice simulator shows variance (which is good for skill damage calculations). It's still FUN, especially when you're trying to use a minimum of plugins.
>>
You shall live
>>
>>158877886
Well, I suppose as long as I can make it look original it won't be entirely disappointing, then.
I once used similar software to build some stuff so I'm kinda familiarizing myself with it as I go, but this is actually more overwhelming than I thought.
>>
>>158881173
I'll play your game either way Anon.
Don't worry.
>>
>>158754102
http://s000.tinyupload.com/?file_id=55988829257107579969

Crack for 1.3.3
>>
>>158882958
Cross your fingers, i'll post progress once I have something worth showing off.
>>
>>158783478
I'd much rather prefer character creation with stats and class selection than selecting individual pieces of visual gear.
>>
>>158884350
Thanks for the dolphins.
>>
>>158884350
Thanks
>>
>>158881173
Even "bad" art can look fine in a game, in my opinion, so don't worry too much about it. Like the other Anon said, there are some popular games out there with simplistic or sloppy graphics, and it worked fine because it fit the style of the game.

That said, if you're new to this, don't feel bad about using the default assets at first. It takes time to get used to making games, and you can always replace it with your own art later if you think the game is worth the extra effort.
>>
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Goodnight /rpgmg/
How I wish I was home sick from work tomorrow so I could keep scriptan + spritan.

>>158881173
Dive headfirst into creating stuff, then worry about replacing graphics later. There are too many fun, easy things to accomplish in the first weeks to risk getting burned out on art.
>>
>>158890492
Sleep well Anon!
>>
>>158889486
>Even "bad" art can look fine in a game
...I said this, but I suppose there are exceptions. Like lewd games.

Which of course I want to make. I guess I have no choice but to git gud.

That, or use screenshots of Illusion games like all the cool kids.
>>
>>158893706
I played a lewd RPG Maker once which used screenshots from a 3d modeling program, not sure which it was but it reminded me of MMD.
I liked the game because it appealed to a lot of fetishes, sadly it was never finished.
>>
>>158894762
Do you remember what the game was called? I'd be interested in seeing how the screenshots were done and if I could find the program it used.
>>
Anyone have the new Katakura Hibiki pack (MV Monsters) and the new Ancient Dungeons pack (Jungle)?

I have Katakura Hibiki's other resources and Ancient Dungeons Base if anyone needs them. Will just take me a bit to upload them and provide a DL link.
>>
>>158896217
Had to look for the game, my porn folder has gotten way too big. And yet I always need more.
http://despairlabyrinth.wikia.com/wiki/Despair_Labyrinth_Wiki
There should be a download on that site
>>
>>158897002
Thanks for the link.

I'll have to look into it. Maybe it'll give me some ideas on how to make a game of my own.
>>
>>158897989
No problem, I like to help.
It's always good to look at other games and get inspirations/ideas for your own game.
Good luck with your project! I am sure looking forward to it.
>>
>>158851867
Well at least you have time to back your stuff up this time. Good luck!
>>
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Haven't posted here in a while but I was lurking in the shadows (and sleeping, and skipping game dev life)

What do you think of this lighting? I'm not sure if the game is "visible" with the night effects...
>>
>>158903532
I wondered what happened to your game.
Paper Monk was it?
I feel like you should darken the areas where there is no light even more.
>>
>>158906703
It was paper monk, now it's just Dreameerie. Shorter and a little more efficient I think?

I'll test it, but I'm afraid that it may become too dark in some monitors? I'm not sure if that's really a problem, tho
>>
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>>158840706
Looks like someone's got a grudge.

https://twitter.com/search?f=tweets&vertical=default&q=soulpour777
>>
>>158903532
It depends on the feel you want to go for, IMO. As is it looks very cute. Stronger contrast makes it a bit more spooky.
>>
>>158877886
All those games have really good music, though, and that definitely does a lot for them. I wager that none of them would be as well-known or regarded without their soundtracks.
Really, it's being able to stand out from other games that's important, whatever way you pull that off.
>>
>>158911575
I concur.
Music can really make or break a game.
I'll probably hire someone to create music for me when I can present something.
>>
>>158851867
>last login: 1082 days ago
;_;7
>>
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>>158908298
rip
>>
>>158914792
>Plagiarizes for years
>Gets caught
>Still continues to plagiarize
>Gets caught again
>Throws a bitch fit and stops entirely

Is this accurate?
If so what did he expect?
>>
>>158914792
Wtf, I just got a plugin by this guy, the lighting plugin. Guess I'll have to ditch it, then.
>>
>>158915224
If he's to be taken at face value, it goes
>plagiarize when young and stupid
>get caught, apologize, keep doing it
>later, have an in-depth conversation with someone he plagiarized from
>realizes what's wrong about it, genuinely stops plagiarizing and starts creating his own works. Any work of his that builds off of someone else's is now always credited.
>starts a patreon at the time he is always producing his own works

>people are still attacking him for the time he was plagiarizing
>said attacks are now at a massive scale due to the prior 'leak' about his old behaviors
>attacks now include his real name and is spreading into his personal life
>is completely over the stress and hopes backing out will reduce the attacks
That's assuming he's to be taken at face value. Although, that 'leak' happens to fit into his narrative. All of the stuff cited is from his younger days.
>>
Question. How do people generally feel about games made using resources such as those available on the products page of the RPG Maker website? Will my game be looked down on because I don't have the skill to make my own tilesets and sprites?
>>
As I am close to finishing my (commercial) game I fear one of my biggest fuck ups may be that I didn't buzz about it at all during the development process.

Where are the best places to post to get an audience? When should you start talking about it? I've already given up on the idea that the game I am about to release will sell any good, but I'd like to have some sort of reference for the future ;_;
>>
>>158915749
Well, if he really is not plagiarizing anymore and all these attacks are because of the past then I don't think that stopping with legitimate work is the right way to handle it.
Then these attackers would win, right?
>>
>>158916941
It will be looked down on by other RPGMaker devs, which won't be even 10% of your possible player base.
>>
>>158916941
Will depend on where you post about it. Just remember no matter what you do there will never be such a thing as universal acceptance.
>>
>>158917076
Well, clearly continuing with legitimate work was not the right way of handling it either, as the attacks have only grown more abundant and aggressive in time, especially now.

But who knows. He could just be a piece of shit and it's all justified. If he's Chinese, I wouldn't doubt it. That place is full of corruption and business practices exactly like this at all scales, not just digital peripherals.

The only thing that has me giving him the benefit of the doubt is that he does indeed regularly update, bug-fix, and adapt "his" plug-ins. See https://soulxregalia.wordpress.com/.

Ultimately though, I don't even know who he is or care, and I wouldn't have known if it wasn't flooded into this thread. This'll be my last post on the matter; I really don't believe this sort of discussion belongs here. I don't even use plug-ins/scripts, and people who try to "sell" them are the all the lowest of the low to me.
>>
>>158917005
If its a horror game, I would say tumblr for sure, they're very fond of the genre. Twitter is a good place as well, I often use the gamedev and indiedev tags, for tumblr rpg maker project tag. But the interactions are more rare there on twitter, so its harder to build a fanbase.
>>
>>158917005
I think you should start as early as possible.
Or let's say as soon as you can present something.
Finished a map? Great, show it and talk a little about it.
Finished drawing an NPC? Great, talk about him. Who is he and what does he do?
Finished a boss battle? Great, talk about that enemy, maybe show a little bit of the battle.

Frequent updates are very important, if you don't post about your game for 2 months then this implies no progress.
A Kickstarter is great to attract attention if you can present a REALLY fleshed out demo.
As for where you should post, I guess the RPG Maker sites would be good, but you also want to post on Twitter and Tumblr.
Maybe also give some Youtubers an extended demo or something.
>>
>>158917005
In Ep 19 of the podcast, we interviewed the makers of GLITCHED, and what they told us was you're only gonna sell well if you create fans and connect with them.

https://www.youtube.com/watch?v=vup13fghOMA

By getting people hyped for your game (making extra art and content for Twitter/Tumblr), you encourage them to spread your content (through retweets/reblogs) and expand your fans/potential buyers even further. Just dumping your work onto Steam does you no good, because very few people buy random indie games off the description alone.

On the bright side, if you haven't released your game, you still have time to make a Tumblr!
>>
>>158919026
Spergout.mp3 was the most emotional engaging song of the musical.
>>
>>158919417
thanks
>>
I feel bad for making an interrogation system akin to Ace Attorney but I'm not sure how to design it differently.
Presenting evidence when someone lies is simply the way to go.
I'm not ripping it off but maybe it will feel a little similar.
>>
Can RPG maker games be ported to almost anything
>>
>>158921369
RPGM MV can be ported to anything with a javascript-suppoted browser, yes.
>>
>>158921348
If you're worried, Ace Attorney isn't the first to do "present item at occasion to progress". Point and Click adventures did that for ages. Ace Attorney just happens to be one of the more popular games that happened to do it for interrogation.
>>
>>158921918
You are right, I should stop worrying about this.
>>
Remember to make back ups.
I just realized my last back up was like 40 days old.
>>
>>158921478
Even 3DS?
>>
>>158924570
Does the 3DS browser support javascript?

Test this link on it:

>http://stonelegion.com/kane/RPGTEST/
>>
>>158924419
Sounds like you got away with it though, good stuff. I'm backing up once a day, keeping a log of 10 copies at a time.

I want to run one of those programs that strops out all assets not referenced in the project, but also worried it won't load for some reason without some of the default stuff. Is there a good way to do this? Game folder is at 400mb,likely ought to be less than 100
>>
>>158925062
Well, my PC isn't prone to crashing or something but I am staggered that it's been so long. Felt like two weeks or so. Gotta do that more often.

Never tried one of these programs, but in general you should be fine to exclude everything that isn't used somewhere. Take note that some songs and tones are used by default.
Best way would be to simply try it I guess. You have enough back ups in case something goes boom.
>>
>wrote lore in notepad
>wrote basics of main characters
>wrote basics about their first meeting
>wrote basic plot
>really should open RPG Maker
>no art assets
>lose confidence
>???
>despair

Help me out of this rut please.
>>
>>158884350

You're the best. Thank you!
>>
>>158928915
>Open RPG Maker
>Create maps with the RTP
>Make art and replace RTP
>????
>Profit
>>
>>158929205
I don't know why I have no confidence though...
>>
>>158929563
You fear that your art is subpar and maybe also everything else you did so far and that these things won't live up to expectations.
But the truth is the only expectations are stemming from yourself.
You already worked a lot of hours on your game, why quit now? Surely what you did until now is at least decent.
Stop having second thoughts about the quality and simply start working.
Once you get into the flow the thoughts will perish and you will feel good.

JUST DO IT
>>
>>158884350

Actually, hold on. When I use this, my version of RPG Maker MV reverts back to 1.0.0.

Any reason why that happens?
>>
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>>158930126
Yeah... these expectations really are just something I'm making for myself. What can I do though? I want people to enjoy what I make, and I also don't want to disappoint. Neither others nor myself.

But yeah, I already put some time into writing and setting up the setting. Would be a shame of me to waste my own time by not continuing with it...

It just sucks that it doesn't feel like I'm doing anything. I look at the art and it doesn't feel like "my game". I listen to the music and it's not "my game". I lose a lot of motivation before I even make it to replacing assets, and the feeling sucks utter garbage.

I will start it up, but it just feels terrible.
>>
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>>158931114
Don't feel so crestfallen Anon, there is absolutely no need.
If you are truly passionate about your game you have nothing to fear. There will be people playing and enjoying your game. I certainly will play it.
But of course there will be people who won't enjoy it, you don't like every video games you've played either, right?
It's good that you feel that you need to improve yourself, that shows how much you care about your game, but don't let yourself be crushed by that weight.
The art and the music can be replaced easily, just see them as placeholders. Just a little help to get you started.
Don't lose hope Anon, I'm sure that you can realize that vision of your game if you work hard.
>>
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Good night bump
>>
>>158931946
Yeah, you have a point. Lots of them in fact. Sometimes I just need some reminding of what I was doing in the first place I guess.

Also bump.
>>
>>158909437
Thank you, anon! I'm considering, since this area is a bit spooky, but messing with tining is a pain since I can't really see what's happening untill I test it in the game. But well, this area is full of enemies (our enemies comes in a cloud that goes walking randomly most of the time, and it's randomly generated), so it may feel "scarier" that way.
>>
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>>158934460
Good morning bump
>>
>>158915402
If you mean his newly released Thomas Edison MV plugin, that's something he ripped off from a VXA version.
>>
>>158917738
The problem is just this year he plagiarized MOG's particles in one of his scripts.It's hard to believe if he ever got out of that funk.
>>
>>158917738
He returned back to MV just earlier this year in January. Right away, he plagiarized MogHunter's battle plugins.

Is 11 months enough time for a person to change? Probably.

But is Soulpour himself willing to change? Doubtful. Based on what I'm seeing, he's given the same hollow apology each time and continues to plagiarize shit. He only apologizes once he gets caught, but until he does, he claims everything is legitimate.

That's why his approach for going about everything legitimately isn't working for him.

He dug his own grave and rightfully deserves the scorn of the community and those who even pledged to him.
>>
>Halloween stuff
SPOOKY!

I'm currently excited to get done with a demo I'm going to send to friends ad I might release here. It's not too long, and will probably take about another week or two to complete the demo, but I'm excited!
>>
Okay, help me out. Newbie RMMV user here, and I'd like to know some resources or tricks to create a basement door from the outside tileset. Anyone have any good resources or ideas? Pastebin at OP didn't help me at all.
>>
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>>158947645
Sorry I just realized I overlooked it. Here have a spooky bump.
>>
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>>158851867
>>158852285
>>158853740
>>158902134
>>158913496

Ok, thanks to duct tape I kiiinda got it fixed, but I can hardly move the laptop without having to reassemble this ductape thing.
>>
>>158948273
That's certainly an interesting fix. I do hope you can get something more permanent happening.
>>
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>>158948273
<Good>
>>
>>158928915
>wrote lore in notepad
>wrote basics of main characters
>wrote basics about their first meeting
>wrote basic plot
>downloaded and listed some art, music, and plugins I might use
>did not even open RPG Maker yet

Really the only thing that's de-motivating me is sifting through tilesets and choosing which ones I really want in my game; then splicing them and putting them together; while at the same time keeping some parts out to be used with Yanfly's doodads plugin; optimizing as much of the limited space as possible. Am I autistic?
>>
What are the absolute best RPG Maker games that aren't LISA, Off, Space Funeral or Barkley? What are some hidden gems?
>>
How do you guys organize the writing and maybe routes for your game? My game has 3 possible routes, and I don't really know how to organize npcs or to even think about them. I just use placeholder npcs in specific places and create the dialogues, but the main story sometimes is forgotten
>>
>>158950291
There's Exit Fate, which is based off of Suikoden II. I haven't played it yet, but I really like the Suikoden vibe. It's the closest thing you can get to a Suikoden game on PC without using emulators.
>>
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>>158950385
How about a flow chart? Use the NPCs and locations as nodes, then string things together from there. Visualizing things is generally easier than filing through than a wall of text which partially explains my absolute shittiness at programming.
>>
I keep hearing that FF X-2 has the best battle system. I never played it, why is that? Also, what games have the absolute best combat systems?
>>
>>158950385
There are some mind map programs you can use like Twine and Realtime Board to put dialogue and events into boxes.
>>
Okay guys,
>random encounters or enemies on screen?
>active or wait battle system?
>random stat distribution or stat selection upon level up?
>skill trees or fixed level up skills?
>first person or third person battle view?
>>
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Post 'em enemies, /rpgmg/

Here are the enemies I've done so far for my MegaTen clone
>>
>>158952064
>either on screen or random encounters only in designated areas (like tall grass)
>wait, if only because I've never played Final Fantasy
>selection
>trees
>third
>>
>>158952064
I use the system where there are the sprite of the enemy on screen, but the enemy is randomly generated in the moment you touch it. Also, I use different colors for different lvls as well. I think it's way less annoying than just random encounter
>>
>>158950291
Skyborn.
>>
>>158951175
I use twine, I think it's more like "how to connect the events", this seems too vague for me. I like the popolocrois system where there are a lot of random npcs that reveals the story in a natural way, but are irrelevant for your quests....
>>
>>158950771
That seems like a nice idea, turning the npcs into nodes, I'll try this.
>>
>>158950871
X-2 has an ATB system. It's a pretty good version of it, but in my opinion a downgrade over the original X. The framework they had there was great, just held back by other design decisions.

Battle systems I've enjoyed recently are Megami Tensei stuff (gain more actions by hitting enemies' weak spots, reduce their actions by nullifying their attacks) and Suikoden (very fast despite large parties, combination attacks, formation benefits).
>>
>>158952064
>random encounters or enemies on screen?
It depends more on what you do with it. I like visible enemies in some games, but they can also be made way more obnoxious than randoms.

>active or wait battle system?
Wait, I don't like sitting around watching atb bars fill up.

>random stat distribution or stat selection upon level up?
How "random" are we talking? I prefer characters to gain stats in a manner that makes sense and benefits them, like mostly strength for the fighter and magic for the wizard, etc.

>skill trees or fixed level up skills?
Trees are probably more rewarding if done well.

>first person or third person battle view?
Either way is fine.
>>
>>158916941
>>158917145
This to some extent, but a unique looking game is more attractive than a generic one. Without a look of its own, your game may blend into the crowd even for people who aren't devs.

It's probably better than completely asstastic looking original graphics, though.
>>
Holy shit, I fucking love progress!
>>
>>158960734
Eh.... I... I can't make progress with funky dancing skeletons dancing on my screen. That is it.
>>
>>158952064
>random stat distribution or stat selection upon level up?
Who the fuck does random stat distribution upon level up? That sounds horrible. At least do something like Pokemon where your stats grow depending on the enemies you fight.
>>
>>158968374
>Who the fuck does random stat distribution upon level up?
SMT Strange Journey
>>
>>158960734
Same here
Feels like heaven
>>
>>158968374
Fire Emblem's been rolling % chances for stats on level up since forever and does ok. Not sure how well it'd work in a game with a smaller party, though. FE's large casts mean there's a decent chance that at least SOMEONE will end up an invincible ubergod, as well as greater ease of replacing someone who turned out poorly.
>>
Alive
>>
>>158975510
I think you'd need to give the player a lot of characters to choose from in order for random growths to work, yeah. It's fine in strategy RPGs, but if it's a game where the player is expected to stick with the same few characters for the entire 20-40 hour game, it could easily be a disaster.
>>
Are you enjoying Halloween?
I sure don't.
>>
>>158984354
Different anon, but I was brainstorming ways to make a random dist. work better, and one idea was the character always earns a minimum amount of points in stats overall (1 or 2 but they can get more), or three stats at random raise 1 point.
I almost want to try it in a tactical rpg, but I got another project on my plate right now.
>>
>>158984721

I used to love it when I was a kid but not really anymore. No reason to dress up around here.
>>
>>158948273
that's packaging tape.
>>
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O-oh my
>>
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I'd like Halloween more if the week leading up to it wasn't spent sick and fighting with a terrible interweb provider. Buuut on the other hand I've made great progress.
>>
>>158986483
It sounds like Fire Emblem without ever having to see the fuck that is an empty level, so I'd be all for it!
>>
>>158994825
Looks pretty neat!
>>
Give me some game premises where I can make a depressed NEET hikkikomori shut-in the protagonist.
>>
>>158997374
That's my life, I don't need a game about that.
>>
>>158997374
He gets sucked into his favorite anime and goes back in time to feudal Japan, where he goes and watches real life anime but is still NEET and he fights off men who try to beat him up for being creepy and his only attack is crying out loud that he'll call the cops and peeing himself
>>
>>158997374
I like >>158998502 's idea, but I rather a protagonist that's fun to play as. How about something like the anime isn't going according to cannon, so the hikkikomori has to decide if they want to try to make the anime go back to being cannon, or if they should try and save their favorite characters that die in the anime.
>>
>>158988516
Same, but I really miss the Halloween spirit.
>>
>>158988516
I've never dressed up before because I've always lived in the country.

I like to celebrate by eating junkfood and watching anime movies. But that's like everyday for some people.

I've tried doing other things like Inktober. But I've never been successful at it.
>>
>>158997374
He creates a Tulpa because and she takes him on a bizarre adventure.
>>
>>158997374
Hikki's parents stop giving him money, and he needs money for Cheetos and Mountain Dew so he accepts to participate in an experiment that makes him a monstruous blob. He now has to escape the lab and find a new hideout.

There is a nuclear war and Hikki is one of the few survivors. Now he has to fend off his former town from zombies and other creatures created by the fallout.

Yume Nikki.

Hikki's parents send him to a Hikki Rehabilitation Center, which is actually a demonic sect

Hikki dies and is sent to his RPGMaker project instead of Heaven or Hell. However, he can't bring himself to tell his party members that he is the creator of the world or that he never finished his game, so nothing exists outside their little continent.

Sim City: Hikki learns that a brand new civilization has began to sprout in the garbage accumulated in his room. He must now decide whether he is a good or evil lord.
>>
>>159001629
>Hikki dies and is sent to his RPGMaker project instead of Heaven or Hell.
Is this what awaits us if we don't finish our projects?
>>
>>159003634
Oh god. It's a 20 x 15 testmap with nothing but grass tiles and duplicate Aluxes. When you try talking to him, Bees come out of his mouth that you have to fight.
>>
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>>159003634
So I'll end up in a disorganized mess of Excel sheets, notepad documents, and mostly-empty databases with RTP graphics? Somehow Hell seems better.
>>
>>159004772
I imagined the only way to escape is to reach lv99.

I did the math based on rmxp's default database and Aluxes exp curve. It would take roughly 70 hours fighting the 2*Ghost battle, an average of 10 seconds per battle.
>>
>>159004772
So the Binding of Isaac?
>>
Such a spooky concept is oddly fitting today, desu.
>>
So, is there something you dislike in Horror games?
>>
>>159007582
Cheap jump scares
>>
>>159007998
Are there any instances were jump scared are okay then?
>>
>>159008278
Not him, but it can't be annoying on subsequent playthroughs. If you can make a jumpscare worth seeing twice, it's okay
>>
>>159008278
Not him either, but some jumpscares I've liked:
Statues in your home starting to move around when your sanity is low in Eternal Darkness. It is just bizarre and happens when you ahve your back turned against them.
Ghost body parts occassionally being visible in weird camera angles in the Fatal Frame series. Like ghost feet showing up under your shower curtains in Fatal Frame 3 when you turn around in the bathroom. You can't even be sure you saw anything or just imagined it.
Eileen Room in Silent Hill 4's hospital. You know something is amiss, but can't know what until you exit the room.
>>
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>Guide on how to start with a new project
>>
Does anyone have a download for these tiles made by Nekura?

http://www.dlsite.com/home/work/=/product_id/RJ165626.html/?unique_op=af
>>
>>158997374
If I had to take this theme and run with it:

Visual Novel / Adventure game loosely following Welcome to the NHK.

Since most of the game will take place in only a couple of locations, they will have to be super detailed on the occasion you want to interact with them.

I know it's tempting to, or the first instinct is to make a game about a NEET be "The shut-in needs to go outside for the entire game" but I feel like treating the subject that way is sort of a slap in the face of NEETS.

I realise something has to happen to make the game appealing to a wider audience, rather than just be NEET slice of life, but surely it is sort of like saying the only way to write a game about a knight is to make him travel forward in time to modern day.

Not my blog, but aye. tl;dr, if you're going to make a shut in hikki your protagonist, I'd advise staying true to that and not rushing to create a fish out of water story.
>>
>>159014786
Do you want to make generic jrpg garbage?
Because that's how you make generic jrpg garbage.
>>
Bump for generic jrpg garbage.
>>
>DashBored got a Halloween patch
Neat.
Great to see that he is still doing something with the game for the 5 people that own it.
>>
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Good night bump
Maybe I can present a demo soonish
>>
Fugg, inventories are hard to make from scratch. Oh well, it's working now.

Also, bump.
>>
>>159021050
>the 5 people that own it
That's kinda... sad?
>>
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>>158947645
honestly, I'd just use side stairs or something hidden under a crate. You can use side cliffs to give an impression of a slope, but it's not that great.
>>
good morning <3
(why is it still spooky)
>>
>>159032328
I spoke too soon, we are now un-spooky
>>
Let's have a good day
>>
>>158332037
I got here from the catalog, who is the guy in OP's pic?
>>
>>159035552
It's The Fool from the Tarot Battler's DLC
>>
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What do you guys think of Mittens/Gingiva?
>>
Seeing as it's All Saints' Day, I think I'll work on my game's design divinely-powered classes and mechanics.
>Very low MP (or TP) that cannot be restored by items; regenerates over time instead
>Skills divided into relatively weak "prayers" and extremely powerful "miracles"
>Icons of various (fictional) saints add benefits or sidegrades to prayers and miracles
>"Crusader"subclass gets fewer prayers and miracles but can use actual weapons and combat skills
>"Keeper" subclass is an Opus Dei/Inquistion-themed operator that specializes in hunting other Priests and enemies with high MDEF
>>
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Bump with progress.
>>
Just posting to say that the only time i tried to use RPGMaker years ago i had fun until i had to set doors and their destination.
>>
>>159038510
I've never played them, but I've heard they're good. I ought to get around to it one of these days.
>>
How do you deal with the fact that no matter how much effort you put into your work it will always be inferior to someone else's work?
>>
>>159057756
You have to either accept that your work will never be the best out there and just try to aim for "pretty good", or use that as motivation to improve. Or both, that's probably better. But it's hard to judge your own work accurately.

Personally, I deal with it by assuming everything I make will be garbage anyway.

But that's not a solution at all, so don't do that.
>>
>>159057756
By the fact that I'm having fun and maybe others will also have fun when playing my game.
>>
>>159049259
I like the designs and I think the corsair is kinda cute.
But shouldn't the archer actually face the enemy?
I know that he is looking at the enemies but if he were to release an arrow he would need to turn around first.
>>
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I don't know what to do... lemme repost what I said at /indie/

Do the stutter issues really bother you a lot? How would that affect your judgement regarding a purchase of the game?
I say this because I DID find a way to fix it by altering some cutscenes, but the game stutters to death if you get a game over and return to your save file, regardless of you saving after the game over or not., and all of these issues are really starting to worry me deeply.
Part of me wants to scrap this entire game and redo it in another engine as a puzzle-based game only, but that would mean redoing an entire year of work that I already put making this... and chances are I'd alter the plot and characters to fit this view better.

I am currently planning for the game to be episodic, with 5 Episodes in total, each being 3$, perharps this one could be an rpg while the later ones could be more puzzle-based, does that sound interesting to anyone? Plot-wise there WOULD be a reason for the MCs to not go around being capable of blowing stuff up.
Here's my idea:

Ep1 - RPG
Ep2 and 3 - Puzzle/Adventure game, kind of like The Witch's House, or Ib
Ep 4 - Puzzle with a little bit of rpg thrown in the mix
Ep5 - RPG for beating the villain.


Either that or I could scrap everything and just turn it into a puzzle-focused game... but I'd probably end up altering a lot of things in the plot.
>>
>>159061987
Well the lag seems to be computer specific. I played your game and it didn't lag or at least it was small enough to not notice it. Then again I have a decently beefy computer so there's that. There might be some other way around it, if the issue is with deleting a bunch of pictures as you said before. Maybe look into that to see if you find anything useful maybe a script or so even idk.
>>
>>159061987
The stuttering isn't that bad for me. It's noticeable, but I'd buy and play the game anyway.

I think I'd prefer you keep things how they are, but I haven't actually finished the demo. I'll have to do that today now that I finally have some free time, so I guess I'll get back to you with my final thoughts later.
>>
>>159061987
It may not apply in your case, but maybe this can help regardless.

When doing some research into scripts for movement and especially collision I came across pixel movement scripts, plus those that allow you to move diagonally. There I noticed a lot of complaints about lag when moving diagonally, and that it can't really be absolved.

Have you looked into that angle at all, that the lag may be related to movement?
If it really is the diagonal movement that is causing the lag, maybe you can work around that without losing too much progress on your work?
>>
>>159061987
I didn't notice any stuttering, really.
>>
Really enjoyed the collaboration game. Do you guys plan on monetizing it somehow when it's complete?
>>
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>>159068118
>when it's complete?
>>
>>159061987
Why not try asking on the RPG Maker forums for advice? Maybe they can tell you how to solve the FPS issues.
>>
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>>159061369
Thanks~ and I hear you.

But at least that's the guard poses actually, I didn't want that top bar in the way so I could show off the detail.
Here's a screen with the idle poses. Not that guarding with a bow is that great of an idea, either. But it's the best I could think of at that time.
>>
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>>159068339
Who is this sex goddess and what is she from?

Also does anyone know what the terms of use on these assets are? Are they allowed for commercial projects?

http://yurudora.com/tkool/
>>
>>159070952
iirc commercial isn´t allowed
>>
>>159070952
>http://yurudora.com/tkool/
My weeaboo is kind of bad so I half-machine translated, but I know 利用規約 means terms of use. So that's where to look.
Anyway it looks like you're not allowed to "commercialize without the consent of the company." So you might have to ask permission, or it's just to prevent people from trying to resell their assets. Also they say give them credit.
>>
>>158332037
I just started for the first time.
What are some recommended additional assets(or promotional/collaboration stuff) to download?
>>
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I'm sorry if this has been asked before, or if you guys dont like these kinds of posts.

I can't get the fuggin Up arrow key to work. Whenever i start any RPG maker game, as soon as i get to the menu, it starts going rapidly up like the up key is stuck. Then as soon as i press any button on the keyboard, it stops, and the up key no longer works. When i start a new game the character always goes straight up and right, gets stuck there, and only the down and right keys work.

I checked and found only that you need to reinstall rpg maker, unplug mouse/controller etc. press random keys on the num pad, or turn off bluetooth. I've tried all of this but nothing has worked. I figured someone here might know.
>>
>>159073631
Which RPG Maker- XP, Ace, MV, or some other one? And I feel you- I had the bluetooth problem myself.
As for a general potential fix if nobody knows...
Try restarting your computer and turning off as many programs and devices on your computer off and see if it'll work. If it does, it's just a matter of turning things on one-by-one until you figure out what's doing it.
>>
>>159070819
Mh, what about giving him a knife for close combat? Getting stabbed in the back is not a very adequate way of defending oneself.

>>159070952
https://exhentai.org/g/955330/5ca48adcd2/
>>
>>159074405
>Which RPG Maker
I'm not sure which one of them the problem corresponds to, i had the problem first when i installed Witch's House, and now also in Shoujo Kidan. However there's no problem with Lisa, Yume nikki or 2kki. So im guessing whichever one the former two are made with.
>>
>>159073631
I had a similar problem one time I installed one of those programs to use a controller for PC inputs. Everything automatically fixed itself after I uninstalled it.
>>
>>159075704
>>159074405
I just somehow got it to work; I installed the jap versions of 2000 and 2k3 and for some reason both of the games work fine, so if someone comes asking about this again this is a solution apparently. Thank you guys for your help.
Really thought it would end up being something to do with controllers like >>159075704 suggested as my laptop is giving me hell with any controller i plug in.
>>
>>159036486
Which has no symbolic meaning that The Fool is suppose to represent.
>>
Okay, settle an argument for me /rpgmg/.
Archers shouldn't be able to equip shields, right? Nor should monks?
>>
>>159078469
exactly
but it still looks weird
>>
>>159081107
No shields for archers
If we have a martial arts monk then no shields
If he have a monk which is more like a cleric then maybe
>>
>>159081107
Maybe some small bucklers for archers, but fist-fighting reclusive monks shouldn't have the funding/practice with a shield. Besides, it gets in the way of grapples I'd imagine.
>>
>>159081107
Monks: absolutely not. It doesn't fit into the overall image of a monk.
Archers: typically not. I can see it working, but what speaks against it is the two-handed use of a bow, leaving little space for wielding a shield at the same time. Does allow for advanced tactics like setting it to the ground as cover and firing from it, but even that seems clumsy.
>>
>>159081107
>Monks
No. Messes with grapples/acrobatics/bare-handed martial arts

>Archers
FFT taught me they can wield shields with crossbows, which have fixed damage and have less range than regular bows.
>>
>>159081107

Highly depends in the context of the game you are talking about...
>>
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A happy-go-lucky fruit fly. On hindsight, maybe I should have made her "pogo-stick" from nearby tree branch tiles.
>>
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>>159081107
Like, an actual shield or just a shield slot?

I mean, typically Bow and Arrows get separate slots. That would typically take up a shield spot.

But that doesn't mean they can't have class specific armor, Like a paldron they wear on their Bow arm that shields their face as they aim.

However, you have to think game mechanics, not metaphysics. Maybe a Paldron defense bonus is only active if the character is attacking; not using an Item or Skill.
>>
>>159087430
Im mad I cant have a Ranger weapon-swap from bow to twin sword without unique states for "Stances". And when you leave combat and see your using a bow in sword stance it triggers my autism.
>>
How do I make a good trailer?
>>
>>159092734
Show off your gameplay or a story hook.
Avoid explosions and obnoxious action shit.
Show what your game has to offer but dont shove it up people's ass.
>>
>cant code shit
>only art and story
>cant even settle on one of my twelve stories because its not "perfect".
>End up working on a shitpost rpg

Someone help
>>
>>159097045
Accept that your story won't be perfect and settle for the one you like the most.
>>
>>159086669
That's a cute loli jumping on a shovel Anon.
>>
>>159090638
>Ranger
>Twin Sword
>Autism

The point of character classes is having specialized play styles. Archetypes. It loses all meaning, when you have a "Ninja" that behaves like a "Paladin", or a Wizard that fights with nunchucks.

I'm just saying, traditionally, a Ranger specializes in hunting game, traps, nature survival, foraging, tracking, water dowsing.

Twin Sword is for fighting other humans with weapons. So a Warrior, Assassin, Duelist.
If you want a title that means something, try "Bounty Hunter"
>>
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>>159099358
>Twin Sword is for fighting other humans with weapons. So a Warrior, Assassin, Duelist.

Gonna stop you right there. Because that shit is wrong. Rangers use all manners of melee weapons like swords and axes. Straight from fucking Tolkien, Aragorn himself, used fucking swords.

What your thinking of is a Marksman or Archer. I explicitly said ranger.
>>
>>159061987
Honestly guy I think it's fantastic how it is. There are a million puzzle games out there but not nearly enough quirky and well-designed straight RPGs.
I really don't think the stuttering is reason enough to go episodic or change the entire format. Most people either won't notice or will have computers good enough circumvent the issue.

This is just my opinion, though, as somebody who enjoys the current direction of the game, but probably wouldn't buy it if it were an episode puzzle game.
>>
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working on a game using SC2 map maker. gonna be dank w/ real time combat system.
>>
>>159103150
This looks pretty nice.
>>
>>159098716
That is sorta the idea. She is the daughter of this guy >>158651476
(well, the species doesn't reproduce sexually, they just sorta spawn one day from thin air).

Most of the characters in the area are farmers (meaning you can talk to them to obtain food items), so they have some kind of farming equipment somewhere in their design.
>>
For everyone (like me) that intends to add hidden stuff to their game:

Been taking some time off deving to check out WoW's Legion expansion. If you're not familiar with the changes, every class and sub-spec gets their own weapon artifact which they keep and upgrade, instead of having to find new weapons.
Artifacts can be changed visually, too, which includes hidden appearances.

Some hidden appearances can be found after elaborate quest chains and secrets, and others... you can buy at a vendor.
What's even more of a shitshow is how certain other hidden artifact appearances randomly drop from world bosses that change every week, or are tied to a random chance of appearing (which has happened once in however many weeks the expansion is life.

My point is: if you add hidden stuff, don't give it random daily chances or any casino-elements like that. Make it fair. Make it interesting. Don't promise elaborate scavenger hunts for one hidden thing, but make it dull and tediously random for other things.
>>
>>159105640
I completely agree.
I got my hidden artifact skin after killing some random mobs in Suramar, there was nothing special or mysterious about that at all.
Didn't even feel like a reward.
>>
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Good night bumpo
>>
>>159105640
>WoW still can't help itself but introduce 0.0004% drops
Disgusting
>>
>>159061987
Have you isolated the stuttering to any particular triggers? From my understanding of rpgm, the game is directly linked to FPS, so a "stutter" would just be the game's fps dipping, as is especially common in MV.


IIRC, you do all your menus through dozens to hundreds of if/then branches loading individual pictures. I always figured something like that might cause slowing down. No one has mentioned that particular issue, as far as I know, but have you done anything similar in places more open/with greater load than the shop? Could something like be happening? Anything "behind the scenes" going on in maps via parallel processes?

Ace is significantly (like holy, fuck, SIGNIFICANTLY) faster than MV, but it is possible to slow it down accidentally. Can you think of any culprits? Long loops, loading images, suspicious scripts, etc?
>>
>>159109948
>Our initial setting for that chance ended up being too conservative
Blizzard just doing Blizzard things
>>
>>159109948
It's like they took the worst from Korean grindan MMOs
>>
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FFFFFFFFFFFFFUCK!

With that out of the way, I've made heavy progress with my inventory system. As suspected, I had to build it from the ground up multiple times to get all the fiddly bits right. Unequipping items ended up being the BIGGEST FUCKING pain in the ass. I had to decide if I wanted each item (when equipping) to manually set all stat changes, thus overriding the previous piece, or if I wanted each piece of item to manually unequip the one before, or if I wanted to run an "unequip" event each time before trying to equip something, or-

And when I thought I had it, I realized that every possible slot for equipment needed its own unequipment event, so I rererere-built it again. Then people needed to choose who they are equipping an item to, so I made a choices event - and quickly realized there are more than 6 party members, so - you guessed it - rerererere-built it - the inventory half, at least. The item list half was built with party members in mind.

By that point, my entire sRPG system was fucked right up the asshole - and I'm pretty sure the system is a woman, because there was no prostate there to enjoy it. Only longsuffering.

So I went line by line through the entire thing, modifying each variable for the new equipment, making sure it can support a game of any player size versus any enemy size, and upon successful completion (not the fun kind, the work kind) - I realized it referenced stat variables to party members that weren't declared yet (if you didn't have a max party then), so I ripped out my drawing board and drew on the unvarnished wall until it resembled the old one, but better.

I think I did it though. There's a few personal touches I want to make still - personal inventories of 5 slots for each party member in battle, and ranged weapons are outside my mental resolve still, but items, recruiting, equipping recruits, and the inventory are all working fine. Fine like excellence, not the slang for "not fine but leave me alone."
>>
>>159112256
This sounds like a lot of really unfun work.
But you did good Anon, I'm proud of you.
>>
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>>159112487
It was, and thank you. I think the part that is getting under my skin is that after all that work, everything "looks" the same as it did 24 hours ago. It still plays the same. The only difference is that armor is modular now, you have an inventory to equip it, and you can take it off now if you want. A fully armored soldier is still going to fight like a fully armored soldier - but now he doesn't have to be fully armored anymore. Yay?

I think I need to work on something fun tomorrow. I think I'll roll out a line of trainers, multiple sources of recruits, and start working on "encounters" or "missions," as the case may be. Heck, I could probably push out proof-of-concept demo tomorrow if I get all that done.

Thanks for the kind word, anon. I will remain motivated.
>>
Hi guys, it's been ages since I've posted here...
I was working on a game, but due to my life being pretty hectic lately, haven't had much chance to work on it.

Coming back to a project after so long away from it is daunting, how do you guys deal with that? It's really tempting to just put it on the unfinished pile and start something fresh, but I don't know. I feel stuck.

/blog
>>
>>159113595
Please don't work too hard, otherwise you may get a burnout! Take it easy from time to time.

>>159113918
I remember you.
Getting back into a project can be a little daunting but after some time you remember where you left and what you wanted to do.
>>
>>159100472
Whoa. Now, I have to stop YOU there because Lord of the Rings wasn't a fucking rpg. Of course in a book they could use anything, because it's not bound by game design.
"Ranger" wasn't a classification, it was literally his occupation at the start of the book, like a Canadian Mountie.

Yeah, Gandalf could use Swords too. But "Wizard" was it's own thing in LotR . To put it in forum terms:
The Valar were the Creator/Admins, Wizards were moderators, Elves were the original members, Dwarfs were literally bots that the Admins suspended until version update 3.0 when newfag men showed up while the Admins were inactive.
>>
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Good night bump
>>
>>159117846
Lately I've been seeing Hunter/Ranger characters with dual swords.
Square-Enix games in particular. Although they didn't have traditional classes in FF13-2; Noel called himself a hunter. Serah would have been a Beastmaster. But they have her a bow anyways.

FF:Mobius also has a dual sword Ranger class. I think they're afraid to use bows because you can't do any flashy moves with it. Even Serah's bow transformed into a sword for her special attacks.

In Legend of Dragoon, everyone had "additions", a kind of rhythm mechanic for doing multi-hit attack combos. Everyone except the girl with the bow. She just gets to attack fast in order to accumulate SP for healing purposes.
>>
>>159123421
continuing the topic of bows and the Legend of Dragoon, there is a Detonation Arrow towards the end of the game that hits all targets.
And during the Battle Tournament there's a marksmen with some pretty flashy moves. I always suspected the developers intended his attack as a unique Addition, but targeting weak points for all the Enemies in the game would be difficult to implement or add variation too.
https://www.youtube.com/watch?v=OO4xr1Pn5jY
>>
>>159124382
I've always felt these older games are superior on a production level. I mean, giving everyone including enemies a signature move is something you don't see in today's rpgs.

For instance, Final Fantasy's Cactuar have "10,000 Needles", not a stretch of imagination by any means. Wolf's "Bite"; Birds "Peck"
But look at enemies by newer developers today, chances are they just "Attack" or pull from the same ability list that the player has.

Developers don't have to deal with the same technical limitations of the 90's. But they seem to be faced with a production limitation. They're just lazy. I see it in mobile games sprite animation - or lack there of. They can't bend a character's knees to jump or turn their head, they just move the whole sprite - something I'd expect from hobbyist rpgm user, but not a career game developer.
>>
>>159127223
>giving everyone including enemies a signature move is something you don't see in today's rpgs.
Last one I saw do it was Riviera: The Promised Land.
>>
>>159127223
>>159129425
I think I should do this. I already have 312 skills for the player characters, 74 signature skills, one for each enemy, seems relatively small in comparison.
>>
sbump
>>
>>159135814
What do you plan to achieve with that many skills?
>>
ded
>>
>>159113918
If it is a hobby, do whatever you feel like doing. If you've never finished a project and it is important for you to do so, I'd recommend doing a smaller project so that your subconscious starts acknowledging that it is possible. If you want to work on games seriously, I'd recommend self discipline books.
>>
>>159135814
Post some of those skills, I want to see what they do.

It's hard to imagine so many skills not starting to repeat themselves
>>
>>159142545
Flavor mostly.

>>159150023
I've posted them before. Some anon even helped me name them. Note that some were added or changed when I actually started implementing them in the engine.

Physically Offensive (23)
Attack 1 opponent with normal calculation: Slash
Attack 1 opponent different calculation: Pierce
Attack 1 opponent different calculation: Smash All
Attack multiple opponents: Slash All
Attack multiple opponents different calculation: Smash All
Attack twice with normal calculation: Cross slash
Attack twice with piercing calculation: Twist and turn
Attack 1 opponent with 1 ailment (decrease defenses):
Attafk 1 opponent with 1 ailment (decrease ofenses):
Attafk 1 opponent with 1 ailment (decrease speed):
Attack 1 opponent and boost 1 stat (increase offenses)
Attack 1 opponent and boost 1 stat (increase defenses)
Attack multiple opponents with 1 ailment (decrease defenses)
Attack multiple opponents with 1 ailment (decrease ofenses)
Attack multiple opponents with 1 ailment (increase speed)
Attack opponent with own attack strength:
Attack that is strong against guarding enemies:
Attack that is strong and also damages the user
Attack that weakens user after performance (minus offenses)
Attack that weakens user after performance (minus defenses)
Attack with slash and pierce
Attack with smash and pierce
Charging piercing attack
Charging smash attack


Physically Defensive (15)
Heal debuffs and recover HP a little: First Aid
Remove status effects that prevent you from performing a task Mind over matter
Deal 1 damage to 1 character and remove all debuffs and mental ailments: Friendly fire
Reflect a status debuff to an opponent
Make yourself immune to status ailments

Defend against physical
Defend against magic
Evade physical attacks
Intercept physical attacks targetting other character
Counter phys. attack
Increase power of counter attacks
Support an ally's next attack
Create a substitute who absorbs the following attack
>>
>>159150246


Physical Boost (10)
Increase regeneration rate
Boost attacks and lose defenses
Boost attack
Boost defenses
Boost speed
Boost luck
Attack through parries and counters: PErsistence
Grants piercing to attacks
Grants smashing to attacks
Change state of mind to state of mind of your choice

Magically Offensive (23)
Deal wind damage to a charactrer.
Deal water damage to a charactrer. Reduce the targets attack. Wet.
Deal fire damage to a charactrer. Reduce the targets defense.
Deal earth damage to a charactrer. Counts as physical attack.
Deal ice damage to a charactrer. Reduce the targets speed.
Deal lightning damage to a charactrer. May cause flinching.
Deal non-elemental damage to a character. May poison.
Deal wind damage to everyone.
Deal heavy wind damage to a character. May remove from battle.
Deal heavy water damage to the opponents. Reduces everyone's speed. Wet.
Charges a very strong water attack to all opponents. Wet.
Deals fire damage to all characters. Reduces everyone's defenses.
Deals heavy fire damage to a character. It cannot heal HP.
Deals heavy `earth physical damage to all characters.
Creates a pit that deals earth damage to 1 character equal to 10% of HP.
Deal ice damage to all opponents. Reduce their attack.
Deal heavy ice damage to 1 opponent. Might become frozen.
Deal heavy lightning damage to a character.
Charges a very strong thunder attack.
Deal non-elemental damage to a character. Ensures poison.
Create a poison cloud around opponents that deals non-elemental damage every turn.
Deals very heavy fire damage to all opponents. The user faints.
Raises a wall of rock. Crashes it on the opponent the next turn.
>>
>>159150385
Magically Defensive (17)
Heal HP of a character based on your magic attack and its magic defense.
Heal HP of a character based on your magic attack alone.
Fully heal a character's HP.
Redistribute health.
Average health with opponent.
Fully heal in two turns.
Reflect a status ailment to an opponent
Make yourself immune to debuffs

Attack and drain MP
Attack everyone and drain MP

Absorb next physical
Absorb next magic
Evade magical attacks
Intercept magical attacks targetting other character
Counter magic attack
Reduce next damage you take
Create a substitute who absorbs the following attacks

Magical Boost (15)
Become spirit
Become crystal
Cast Asphyxia
In Love
Devil Mushroom
Bubble
Stolen Voice
Blinded
Sleeping
HP Poison
MP Poison

Slowly regenerate MP
Change enemy's mood
Create elemental walls
Create MP Barrier
Grant self-resurrect
Become invincible

Raise magical attack
Reduce targets speed. Increase users attack: Heat sink.

Mixed Offensive (25)
Deal wind damage that drains the opponent's MP.
Deal three instances of wind damage to an opponent.
Deal water damage that hits physical defense. Wet.
Create a wall of water this turn and deal water damage to an opponent the next.
Deal fire elemental physical attack that hits special defenses.
Deal fire damage to target character and it can't heal for three turns.
Deal earth damage to an opponent and increase your m. attack
Deal three instances of earth damage to all enemies.
Deal ice damage with a high critical rate.
Deal lightning damage to an opponent that doesn't account for the opponent's M.Def.
Deal lightning damage twice.
Deal non-elemental physical damage. May poison the target.
>>
>>159150529
Mixed Offensive II
Physical attack. The opponent is blinded
Physical attack. The oponent is muted.
Physical attack. The opponent is trapped in a bubble.
Physical attack. The opponent is put to sleep.
Physical attack. The opponent is doomed.
Physical attack, Random mental state.
Attack and then become a spirit.
attack and then become crystal.
Physical attack. Reveal an opponent's true form.
Magical attack. Reveal an opponent's true form.


Mixed Defensive (22)
Absorb HP with physical hit
Attack everyone and drain HP
Absorb MP with magical hit
Attack everyone and drain MP
Counter spells with full party healing
Counter attacks with full party healing
Heal HP and adopt Physical guard
Heal HP and adopt Magical guard
Fully regain MP and fall asleep for 2 turns.
If sleeping, increase your defenses by 3 points,

Become a Crystal and gain reflection for all magic.
Become a Spirit and Poison the opponent.
Block an attack and heal debuffs.
Block a spell and heal ailments.
Gain immunity to everything for a turn.

Lose half your HP and gain three levels of defense.
Lose half your HP and gain three levels of m. defense.

Target character is healed, but its speed is lowered.
Target character recovers from all ailments, but its attakc is lowered
Target character recovers from all debuffs, but it skips a turn.
>>
>>159150648
Mixed Boost (13)
Add an additional instance to all buffs and debuffs of target character.
Target character regains full HP and falls asleep.
User becomes a Spirit. Target character becomes Charmed.
Target character is trapped in a bubble and gains reflect against all spells.
Target character is muted and gain high defense.
Move all your debuffs to target character.
Target character gains Zombie touch
Target character becomes weak to an element of your choice for five turns.
Target character is frozen in time.
Deal damage of a certain element and gain a barrier of the same element.
Revive a fainted character. It becomes charmed.
This character loses all HP. Buff all of your allies stats.

Conversation (6)
Salute (Conversation)
Interrogate(Conversation)
Bribe (Conversation)
Intimidate (Conversation)
Distract (Conversation)
Admit stalemate (Conversation)

And these were the the Skill Tree ones for the human character and most NPCs.
>>
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Yo, /rpgmg/!
Could someone explain how Sprites work in VX Ace? More specifically how coordinates are handled? There's shit like "origin" X (ox) and Y (oy) and then there's also regular x and y coordinates.

How do they work exactly? And how do I go about stacking up images of different sizes at specific points?
>>
>>159150945
Not sure about what you mean, but Tiles have Coordinates that go from (0,0) to whatever your current Map's size is.

There are also coordinates for Image Positioning, which use Pixel coordinates. I usually just put them at 0,0 and make the Image I want to display a huge PNG, but it is not that efficient. If you want to calculate these ones, every tile is 49 pixels

>>159150925
These are the fairy-class specific ones (note that I started with 10 unique skills per fairy type:
New Moon(Elements: Earth and Ice)
Innate: Become a spirit for a turn and attack the enemy the next with a non-elemental magic attack.
Level 3: Covers a character's vision with a field of darkness for two turns. (Status)
Level 9: An Ice-elemental attack that puts an enemy to sleep . (Status)
Level 18: If target character is a spirit, it regains full health and recovers from all ailments. Including spirit.
Level 27: Non-elemental damage. If target character is asleep, also drain its MP.
Level 36: Increases a sleeping enemy's counter by 99 turns. (status)

Waxing Moon. (Elements: Fire and Water.)
Innate: Heal a character with nature healing. The healing is increasingly more powerful the lower the character's % HP.
Level 3: Deal water damage to an opponent and raise your defense.
Level 9: Target character gains regeneration but its speed drops. (Status)
Level 18: Revives a fainted character with 1 HP.
Level 27: Physically buff an ally with low HP. (Status)
Level 36: All allies gain invulnerability for the turn. (Status)
>>
Is there a SRPG maker yet?
>>
>>159151665
Full Moon: (Elements: Fire and Wind)
Innate: Creates a light crown during this battle that raises the magic attack of the target by 50 points, and gives immunity to some status.
Level 3: Deals small wind damage to an enemy and finds out its Max HP and weaknesses.
Level 9: One enemy is pinned down with shackles of light. (status)
Level 18: Attacks all enemies with magical fire.Awakens all sleeping characters, but blinds them for the turn. If used outside of battle, awaken an enemy. (status)
Level 24: Creates a mirror that reflects all magic (status)
Level 36: Creates a shield of light that raises Defense and Magic Defense by 100 and enables a 10% counter rate.

Waning Moon: (Elements: Earth and Ice )
Innate: Deals a small amount of physical damage and inflicts poison. (status).
Level 3 Lowers an enemy's attack.
Level 9: Heals a character from most status ailments and removes most buffs. Then poisons them. (status)
Level 18: Transfers ailments from the character to the enemy.
Level 27: Blind all poisoned characters. (status)
Level 36: Charm all poisoned characters(status)

River: (Water and Earth)
Innate: Deal water damage to target character and remove all their buffs and debuffs.
Level 6: If your HP is low, drastically increase your Attack. (status)
Level 9: Heal HP proportional to your opponent's HP.
Level 18: Increase your party's speed if the target has a higher speed than yours. (status)
Level 27: Deal earth damage. Damage is greater if you have a debuff.
Level 36: If you have fainted and were revived this battle, gain boosts to all your stats.
>>
>>159151775
Forest Healer (Fire and Earth)
Innate: Summon a butterfly (character with 10% of your HP. Weak stats. Can only heal. Can't be buffed).
Level 3: Revive an ally with 10% of your current HP.
Level 9: If an ally has HP of 10% or below, doom target character.
Level 18: Recover HP equal to the combined HP of the party.
Level 27: Give Grudge to target ally.
Level 36: Summon a rabbit. 33% of your HP. Heal HP and buff luck.

Mist Healer 2353 (Wind and Ice)
Innate: Cover a character in healing mist (regen factor, absorbs water, weak to lightning).
Level 3: Recover a character's HP but decrease its attack.
Level 9: Target character becomes Mist (Spirit + Healing Mist) for three turns.
Level 18: Deal wind damage to all characters. Remove all buffs, debuffs and ailments from characters deal damage this way.
Level 27: Remove all healing mist on the battlefield and deal ice damage to your opponent for each instance.
Level 36: Absorb any healing mist on the battlefield and heal your HP and MP by 25% for each insance absorbed.

Sun Tank (Fire and Lightning)
Innate: Barriers for every element.
Level 3: Fire attack and then become a spirit.
Level 9: Lightning attack and then become crystal.
Level 18: Deal electric damage to an opponent equal to your HP. Ignore type effectiveness and barriers.
Level 27: Whenever a barrier of target character falls it deals damage of its respective element.
Level 36: Whenever you are dealt elemental damage, build a barrier of the same type.
>>
>>159151907
Glaciar (Earth, Lightning and Ice)
Innate: Earth attack that becomes more powerful the higher the opponent's HP.
Level 3: Lightning attack that ignores defenses. Gain HP equal to the damage dealt.
Level 9: Increase Def and M.Def by 1 stage.
Level 18: Ice attack that deals damage equal to your own HP.
Level 27: Ice attack that becomes more powerful the lower the opponent's attack. Decrease the opponent's attack.
Level 36: Earth attack that compares your luck with the opponent's to deal damage. Raise your luck.

Rain (Water and Ice)
Innate: Launch a powerful water attack that decreases your magic attack.
Level 3: Raise character's attack and decrease their defense. M.attack.
Level 9: Raise a character's defense by two levels and decrease your attack. M.def
Level 18: Increase a characters' speed by 1 levels. It becomes a spirit.
Level 27: Increase all your stats by a level. Then fall asleep.
Level 36: Charm an opposing character. Increase its attack and magic attack.

Summer (Earth, Fire and Wind)
Innate: Deal fire damage at the cost of HP.
Level 3: Earth attack and raise your defense.
Level 9: Earth attack that hits the physical defenses of all targets.
Level 18: Recover MP whenever you are dealt damage.
Level 27: Wind attack to all opponents.
Level 36: Powerful fire attack that hits all characters.
>>
>>159099358
>Implying Nunchuck Wizard isn't the best class
>>
>>159152036
Autumn (Ice, Wind and Lightning)
Innate: Create 3 running mushrooms. The running mushroom item is a food item that also recovers some HP and increases speed if used during battle.
Level 3: Deal wind damage and steal an item from the opponent.
Level 9: Create 3 grains of gold. Recover HP and increase your attack.
Level 18: Deal ice damage and reduce an opponent's speed.
Level 27: Charm an opponent for three turns. They become invincible the same time.
Level 36: Double the healing effects of your items during the next four turns.

Winter (Lightning, Ice, Water)
Innate: Put on a water absorbing barrier until the next turn. If you get attacked until the next turn, cast water damage on everyone.
Level 3: Target recovers from all debuffs, but it falls asleep for 1 turn.
Level 9: Inflict ice damage on target character. It falls asleep.
Level 18: Target character loses 10% immunity to sleep.
Level 27: If every character is asleep. Summon the Boogey Man. You win this battle.
Level 36: Revive target character with full HP but it falls asleep.

Spring (Water, Fire, Earth)
Innate: Reduce your HP by half. Gain three levels of regeneration (37.5 %).
Level 3: Create a water barrier that increases your defense the lower your HP.
Level 9: Heal all characters to full HP.
Level 18: Remove all your ailments and launch a physical Earth attack that is stronger by each ailment removed.
Level 27: Deal heavy fire damage to target character. Charm it for 1 turn.
Level 36: Reduce target character's HP by half in Earth damage. Create a barrier that takes damage equal to twice that amount
>>
>>159152156
And these are... difficult to explain. Let's call them "class common".

Moon
4: Increase your Luck stat. (Status)
8: Create environment of darkness. If already night, turn it to absolute darkness. Change darkness in an area.
12: Dispel darkness. Change light in an area.
16: Heal HP based on your Luck stat.
24: Create a hole in the ground where the enemy falls. Dealing 10% HP Earth damage.
28: Target character becomes a spirit for two turns. (Status)**
32: Revives an enemy under a charmed state. (status)


Ecosystem
4: Deal non-elemental magical damage and gain HP.
8: Create one of four random food items that provide a status boost if consumed.***
12: Create a sphere of water that hits the enemy with physical water damage.
16: Target character is healed from all ailments but loses 10% HP.
24: Revive target character if they are fainted. Then heal them by a tiny amount.
28: Target character receives wind damage and loses m-attack every turn.
32: Powerful healing that requires you to charge up.


Elemental State
4: Hit target enemy with a spear of Earth that ignores enemy defenses.
8: Deal ice damage to an enemy. Unthaw it if frozen. If used on the map. Freeze a static water tile.
12: Deal fire damage to an enemy. Thaw the enemy if frozen. If used on the map. Melt an ice block.
16: Become resiliant for a turn. Then heal 25% HP. (Status)
24: Adopt energy form. Increase Magic attack, but double elemental vulnerabilities.
28: Create an absorbing barrier against an element but become weak to another element.
32: Remove debuffs without removing buffs. Viceversa.


Season
4: Make target character reflect 2 random elements. (6 status)
8: Move the season by 1 until you leave the map.
12: Recover 20% of your MP.
16: Put your opponent on a death counter. (status)
24: Reduce your HP to 1 and make yourself immune to damage for 3 turns. (Status)
28: Double the amount of mushrooms, grains and apples in your bag.
32: Target character is Removed from Time for 2 turns.
>>
>>159152593
Winter (Zenith>Mountain>Glaciar>Winter)(Pumps,Tank,Damage,Healer): Cold
Innate: Put target character in sleeping condition. And if it is sleep, wake it up.
5: Hits an enemy with a fire attack that reveals secret identities and wipes out disguises. (status)
10: Gain 1 HP and dismiss all your states. Including KO, but not debuffs.
15: Become a magnet for magical attacks
20: Target character has his voice stolen and placed into a jar. Can't cast magic.
30: Deal Ice damage to all opponents. They might gain doomed status.
40: Electric damage to opponent's depends on the last digit of their HP*11.
45: Decrease all opponent's attack and m.attack but increase their speed.


Spring (Decay>Forest>Rain>Spring)(Damage, Healer, Pumps, Tank): Wet
Innate: Target character gains HP and MP regeneration. Outside of combat, make a plant grow.
5: Increase a characters' luck by 2 levels. It becomes a crystal.***
10: Target character is placed inside a bubble. Can't attack and is immune to Earth spells.
15: Target character becomes a spirit for two turns.
20: Deal non-elemental damage to target character, and it becomes Poisoned.
30: Charm target character if its HP is below 25%.
40: Create a fire buff that increases your attack and m. attack, the higher your HP.
45: Exchange your HP and MP.


Summer (Birth>River>Mist>Summer)(Tank, Pumps, Healer, Damage): Hot
Innate: Deal wind damage to all characters and dispel all buffs and debuffs. If used outside combat, dispells mist.
5: Change an opponent's immunities into resistances.
10: Deal 1 fire damage. Target opponent's eyes become clouded with smoke (Blind)
15: Copy all the stat buffs your opponent has.
20: Create a consumable Fresh Water item.
30: Target opponent is hit with a Physical Earth attack.
40: Deal earth damage to an opponent and silence it.
45: Fire attack to all opponents. Characters hit can't recover HP for two turns.
>>
>>159151665
>Not sure about what you mean
What I meant is that, I want to have multiple images on screen, which use pixel coordinates and are of different sizes.
I'd like to find out how I could put images of different sizes onto one another, so that they'd fit and appear like a single image.
For instance, I have a base image and an additional image, and I need to put the additional image on top of the base image in a specific point. Do I just blindly adjust the x, y and ox, oy coordinates until they appear to fit in nicely or is there some trick as to how I could pinpoint the right spot using the ox and oy coordinates?
I'm not entirely sure as to what is the purpose of ox and oy coordinates for the Sprite. Are they the tile coordinates?
>>
>>159152784
Autumn (Growth>Cloud>Sun>Autumn)(Healer, Damage, Tank, Pumps): Dry
Innate: Steal an item from an opponent. Outside combat, grab all food items in the current map regardless of reach.
10: Hit target opponent with a lightning attack and gain back some HP.
15: Create 3 hearty apples. Recover HP and increase your defenses
20: Become mist until your next turn. Mist is immune to physical attacks.
30: Debuff target opponent's every stat for 1 turn.
40: Target character is given fungus growths that weaken it over time. (Status)
45: Powerful wind attack that requires charging up. Removes buffs from the target.

Do note that I've been thinking about moving some into the form of items because my Item ideas have been comparatively boring.

And yes, some do repeat themselves and some are similar but with different variations, but not many.
>>
>>159151682
In Japanese, sure, but I've never seen one in English. IIRC there's at least one that's Fire Emblem-styled and one that's Super Robot Wars-y.

(I would almost literally murder someone for the latter.)
>>
>>159153057
>What I meant is that, I want to have multiple images on screen, which use pixel coordinates and are of different sizes.
>I'd like to find out how I could put images of different sizes onto one another, so that they'd fit and appear like a single image.
Well, what I would do is use images of the same size, even if it means leaving some blank space in one, but that does hurt your file size a bit.

>For instance, I have a base image and an additional image, and I need to put the additional image on top of the base image in a specific point. Do I just blindly adjust the x, y and ox, oy coordinates until they appear to fit in nicely or is there some trick as to how I could pinpoint the right spot using the ox and oy coordinates?
The only two tricks I can imagine:
Take note of the positioning of each of the elements in your image editing software of choice,
Math it out.

>I'm not entirely sure as to what is the purpose of ox and oy coordinates for the Sprite. Are they the tile coordinates?
I just common event these things, but I would guess that x and y are coordinates that consider the upper left corner of the image for the positioning and ox and oy are coordinates that consider the center of the image for the positioning. Positioning smaller images of different sizes might be easier with the center coordinates.
>>
>>159154738
Having to use images of the same size is kind of a problem for me, that's why I want to try out this other method that I've seen used in some other games.

Guess I'll try mathing it out then.
Thanks!
>>
>>159061987
Finally got around to finishing the demo, and I'm just as impressed as I was when I started. I was worried the quality would fall of when I got to actual battles, like a lot of RPG Maker games, but you did a good job of balancing things.

Apart from the stuttering, the only criticism I have is that your writing could use a little more polish. It's entertaining and I like the characters a lot, but I feel like you need to... trim down your sentences, I guess? Everyone in the game uses too many words that don't add anything to their dialogue, if that makes sense. It's not a big deal, but it makes the text a little awkward to read, and the characters seem like they aren't sure what they want to say.

That might just be me. I do the same thing and worry about it a lot, so maybe I'm projecting. Overall, the game is much better than anything I could make.

The stuttering isn't too bad. It seems like it's MV's fault, so I'd suggest going ahead with the game as planned. There's always a chance for a later patch or script to improve performance, and I'd buy it regardless.

>perharps this one could be an rpg while the later ones could be more puzzle-based, does that sound interesting to anyone?
Personally, I'd prefer if each part was a mix of RPG and puzzle elements. Both were good in the demo, and if one was completely missing from sections of the game, I'd find it a little disappointing. You'd risk people liking one part more than the other and giving up halfway through when it's gone, too. Plus, combining the two lets you hide items behind optional puzzles and make abilities that work in and out of battle, which are always fun ideas.

But, you know, do whatever you think works best. You've done a great job with the game so far.
>>
>>159061987
I played your demo for like 5 minutes before I got annoyed at how the characters seem to be purposefully drawn to make you want to fap to them. but everyone here likes that so I guess I'm just not the public you were aiming for, so good job with your game

Also, losing 1 year of work for something that probably not many people are going to play anyway must feel umcomfortable as fuck, it would be best if you just moved on, unless you're really committed to your project
>>
Work on your game
>>
>>159164301
But I am reading about Mihail Bakunin in Wikipedia for no reason at all, anon.
>>
>>159164301
The one time I want to work on my game my facebook and phone are blowing up with people wanting to talk and I'm too nice to tell them to leave me alone for a bit
>>
>>159164301
I just started now, in fact the first thing i did before anything else was make the secret postgame boss. I don't have a plot, characters or anything but that planned.
>>
>>159166153
That's why you get rid of both Facebook and friends so you have no one disturbing you.
Then you can not want to work on your game all the time because there's plenty of other things that are easier!
>>
What makes your game unique?
>>
>>159164301
b-but I haven't even started yet

You can't bully me into working on a game that doesn't exist.
>>
>>159172398
It's not bullying if there are good intentions behind it
>>
>>159164301

But anon, I've just been doing generic npcs(by that I mean, those who are just there to fill the town) and their lines for like 2 hours. Give me some time to rest, or I'll drain my whole creative energy and have another week of hiatus...

I'll improve the art after I'm done with filling up the town, I promise.
>>
Alive
>>
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I made a face for when you're below 25% hp

also bump
>>
Sure could use one of those bumps.
>>
What gets you hooked in a game or a game's story? (And pls tell me your birthday/year)
>>
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>>159181213
>And pls tell me your birthday/year

You have to do better if you want to abduct me.
>>
I just found SRPG Studio and I'm pretty hooked on the demo. Anyone know if there is a crack floating about?
>>
>>159181213
An established or at least implied conflict or objective.
A cast of intriguing characters that make me curious about how they will get to solve the conflict or find the objective.
An unique obstacle or antagonist standing in the way of the cast and the solution.

1986
>>
>>159181213
Endless amounts of things to do during and after the main story. 1989.
>>
>>159181213
More than anything, characters I can get attached to. If I care about what's going to happen to the characters, I'll care about the game. That's easier said than done, but I'd say they have to be likable (or unlikable in an entertaining way) and have at least a little depth to discover and room for growth.

Second, a good setting and atmosphere can go a long way. That's even more vague and harder to do well, I think, but I'll figure it out one day. Dark Souls is a good example. If I want to see more of the game's world, or even just enjoy being in it, I'll keep playing.

Alternatively, waifus

1989
>>
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>>159181213
A great storyline with amazing music. Characters that have feelings and thoughts and desires. Plot twists that leave your chin on the floor.

1990
>>
>>159181213
I meant birthday and year, but I'm glad I'm not that old!
>>
>>159181213
Good mechanics, characters that I like okay, a satisfying conflict/plotline, and not too edgy.
I wouldn't say all of those have to be true, though, perhaps at least two of those, or really great in one particular category.

1990
>>
>>159181213
I like serious stories mixed with a bit of silliness.
1990
>>
I love making a huge cutscene and then finding a bunch of bugs I have to sort out /sarcasm
>>
I'll bump you hard
>>
Do you do any sort of warm up/sports before working on your project?
I've been doing it for some time now and I think it helps me to wake up so I can concentrate better.
Sure I'm physically exhausted but it's not like I need to move a lot when I work with the Maker.
>>
>>159181213
The Milieu. World details that are independent of the characters that give the world depth

It's an art of suggestion. You want to leave an impression of more possibilities than what the game can actually show you.
>>
>>159181213
Charm of the world. Paper Mario TTYD has such a charming world where everything is so thought out and full of life. If little things have details and descriptions, then it adds to the flavour of the game.

1998. Damn, you niggas is old.
>>
>>159181213
Rich, deep, expansive, living world mixed with believable, distinct, striving characters

1986
>>
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>>159198231
Aw, it thinks it's people.
>>
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>There are probably people born in 200x posting here
>>
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>>159061987
I know that more people replied to this post, I'll give them proper feedback tomorrow, it's 1am here so I'm a bit tired, sorry. ;_;

>>159161869
Haha yeah, maybe I did get a little bit carried away with the designs, I don't think I'm scrapping the project, but I'll definitely try to make it episodic, using other engines in the process.

>>159181213
Comedy, or overall lighthearted elements, believe it or not.
february 15th 1996

____________

https://www.mediafire.com/?7j353lkhfpnnx27

Here's a slightly updated demo! Hopefully the stutter is gone, I had to sacrifice some things in some cutscenes for it to work...
I also extended the reach of the jump command, so the issue of you getting stuck in walls should be gone too.
Also fixed a glitch where you could get locked in a battle transition if you pressed S right before entering another room.
>>
>>159200092
>Playing TF2 a couple years ago (2013/2014)
>Kid named "legoman2002"
That's when I knew it was truly over
>>
>>159201153
I can see that it's not for everyone, but I like your art and character designs. Not even for the fanservice; I just think they're cute and I like your style.

N-Not that I mind the fanservice.
>>
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Not sure if anyone here played the Yakuza games (you totally should) but this was a really well written scene.
>>
>>159181213
Setting and characters are really important. Presentation and how cliched the presentation is is also a defining factor.

1996.
>>
Let's get all hot and sweaty for some bumping
>>
Does your MC believe in love?
>>
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Good night bump
I have a headache
>>
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It's dead.
>>
*insert question about your game with the purpose of bumping the thread here*
>>
>>159220405
*Insert vague answer that carefully withholds details that might get stolen*
>>
>>159213146
Probably. I mean it seems like it would be in character for her.
>>
>>159081107
Medieval Archer carry Arming Sword and a buckler as secondary weapon.
>>
>MC is a female exorcist
>Can equip Mace, Maul, Shield, Focci, Warhorn
>She can use Light Magic, Healing Magic, and Support Magic

>Arc 1

>Sent to inspect mass demon summoning in another province
>Turn out the mayor is the one who summon those things
>She can't escape the province because of the barrier
>Everyone in town succumb to the 7 sins after being possessed by demons
>Demons can't actually fight. Only influence people to do something they desire in their subconscious mind
>After you clean up the mess, the sidequests in towns show up about everyone horrified of themselves. From cheating couple to robbery.
>Sidequests have multiple endings
>Found lead where the mayor got his summoning ritual

>Arc 2 in progress

It feels like a shit story. Dunno if I should continue.
>>
>>159230945
Sounds like a reverse Village of Nightmare.
>>
>>159213146
I hope so? I am making a lewd dating game.

>>159230945
If you don't like it, you'll have a hard time making it good. Otherwise- I enjoy the concept.
>>
>>159232771
Oh I like the idea but when I playtest it, it feels like a generic plot and suddenly I become depressed.

Maybe I need a bit twist or two in the Arc 2 and Arc 3
I'm afraid of plotholes along the way.

>>159231459
>Village of Nightmare.
What's that?
>>
>>159233950
A lewd game made in RPG Maker XP where you're a succubus who slowly turns an entire town into like minded succubi, and some more summoning is involved halfway through. It's literally the exact opposite of your plot.
>>
>>159230945
I don't really think those weapons seem proper of an exorcist, but other than that everything seems fine. Making it interesting would just depend on your characters and narrative choices, IMO.
>>
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Would you be able to solve this puzzle if I were to put it in a game?
>>
>>159241449
Able? Probably. Arsed to? Probably not, to be honest.
>>
Sorry to ask a dumb question, but i'm new at this and i'm probably retarded. Is there a way to change the level/HP/MP cap? Because i tried editing the js files that have that value but nothing seem to change when i look in the database.
>>
>>159241968
Try actually playtesting. The database is unlikely to be affected by that sort of modification of the js files.
>>
>>159241774
What if it was twice as long so you could gather more references for each letter?
How about something like this?

How much time are you willing to spend on a puzzle?
>>
>>159201153
>Hopefully the stutter is gone, I had to sacrifice some things in some cutscenes for it to work...
I noticed more stutter while walking around than in cutscenes in the first version, but I downloaded the new demo, watched the opening scenes, and walked around the first areas. I still noticed a bit of it, but it's definitely better than before.

And I have like three programs and another game open at the same time, so that's a good sign.

>>159241968
I thought I remembered a Yanfly script for that, but I can't find it. I might be wrong.
>>
>>159241968
just search for plugins bro.
>>
>>159244693
I'm searching for another one right now.
>>
>>159241449
I'd say have one or two that have a letters filled in as a warm-up earlier in game. Suddenly tough puzzles are a big turn-off for a few people I think.
>>
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>>159242503
Oops. Didn't attach the image.
>>
>>159245735
arrival?
>>
>>159245820
Yes.
>>
>>159174323
I like the art man. All it needs is replacement text box and font to better suit the style. Your game looks cosy and like it lacks arrogance a lot of other rm games exude like fuck.
>>
>>159245541
This would be a good way to do it, I think. If you throw difficult, time-consuming puzzles at the player right away, you might discourage them from trying, or even continuing if it's necessary to proceed. Better to start out with easy puzzles and train them for more difficult challenges later.

That goes for game design in general, I guess. It's good to give the player a chance to warm up and practice with the game's mechanics before you make things complicated.

Even if difficult puzzles are the whole point of the game, I'd say you should gradually ramp up the difficulty, and give the players multiple ways to progress in case they can't or don't want to deal with a specific puzzle just yet. If you get stuck on a puzzle and have nothing else to do, it's easy to give up; if you can wander off and explore somewhere else, you can come back to it whenever you think of something else to try.
>>
>>159230945
I actually like the story.
>>
>>159246838
Thanks. That was helpful.
>>
>>159242503
I'd have very little patience for something like that - it's just not something that appeals to me. But it's more that I'm not your target audience than anything wrong with your actual puzzle.
>>
You won't die
>>
To those not on their first projects, what sort of expectation did you have about their reception upon release? How did the reality then compare? What would you do differently?
>>
>>159260851
if you say so
>>
Post progress.
>>
>>159267963
progress.

I've done a lot of progress in the story so I can't really show anything.
>>
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>>159267963
I have done nothing. No plot, no sprites, no name, no characters, no maps, no music, nothing.

I only made a rat enemy, a few skills and the beta design of the final boss plus his battle and skills and abilities.

This isn't how you start making a game, people. When i'll learn how to do other stuff then i'll do other stuff. I just focus on what sparks through my brain right now.
>>
>>159182259
more interested in a translation than a crack.
>>
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>>159267963
I'm about to finish the core gameplay mechanics, honestly I'm impatient because I want to start making the actual game, but I need to finish the boring parts right now taking advantage that I'm motivated, so that when I lose the momentum I can still keep working on it because the tedious stuff will be done already
>>
>>159246415

Thanks. I'll note to do better textboxes and will get to them when I'll finally finish the current story chapter.
>>
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>>159267963
I've made some nice adjustments to my game's code, but I can't really show it off.
>>
Getting real close to that bump limit. Good job, folks.
>>
>>159276141
And it only took us like 10 days this time
>>
>>159267963
I read two books about puzzles and tried to install Phantasmagoria for "research".
>>
>>159277321
Did the books help you?
>>
People are finally making games for MV. Journalist missed a huge chance to post some tastefully censored CGs

http://operationrainfall.com/2016/11/03/18-indie-rpg-ouroboros-launches-nutaku/
>>
>>159277581
I got about 12 ideas for puzzles. I am not sure about how to incorporate them into the story, though.
>>
>>159277747
What are the books' names?
>>
>>159279240
The GCHQ Puzzle Book (can be found as a .epub in the Pirate Bay with the same name and Beef Up Your Brain (can be found as a part of a torrent titled 10 Puzzle Books, which also contains "Ancient Puzzles, which looks juicy too)
>>
File: 1458711854735.png (28KB, 1162x850px)
1458711854735.png
28KB, 1162x850px
>>159267963
Spears can now attack from 2 (T W O) tiles away.
>>
>>159281765
>>159281765
>>159281765
We're migrating to a new land, my children
>>
>>159280130
Thank you, anon! Have you played Pony Island? That game has some nice puzzles! Great references.
>>
>>159282856
No, but I will try it out.
>>
Crashing this thread with one final post.
Thread posts: 737
Thread images: 127


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