[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/rpgmg/ - RPG Maker General #174

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 754
Thread images: 142

File: Ruins2.png (333KB, 580x444px) Image search: [Google]
Ruins2.png
333KB, 580x444px
Fixed OP edition

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPG Maker MV 1.33 Repack
#!epN03Q7R!UbjycCANuiUP1GwSq2B5crvDLMGgjZjRQvetbFGdRQs

Previous Thread: >>159526352

/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
Katakura Hibiki Resources
https://drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Pixel Art Tutorials
http://pastebin.com/SuXCN3pf
Generators and other useful resources
http://pastebin.com/aeg28Ktm
[MV] Plugin Releases
http://mvplugins.com/
http://yanfly.moe/
[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 (On haitus until January):
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

Latest SteelZeroes Demo!
https://www.mediafire.com/?7j353lkhfpnnx27
>>
Reposting from last thread:

Does anybody have RPG Maker 2000? Can you do me a favor and upload all the graphics files from the 2k RTP and post them here?
>>
>>160449273
What did you do?
Can't you just download and install the 2k RTP again?
>>
>>160449665
I don't have it. I wanted to use the graphical assets for something.
>>
>>160452225
The RTP is free to download
>>
File: 1.jpg (6KB, 233x103px) Image search: [Google]
1.jpg
6KB, 233x103px
>The OP has /rpgmg/ in it and finally pins to the top of the catalog
Thanks OP.
>>
>>160453398
Link?
>>
>>160455991
http://2drpg.com/2000.php
Open wide Anon-chan
>>
Today's Song of the Day:

https://www.youtube.com/watch?v=o0Pt7M0weUI
>>
File: tumblr_o82l6gRjqe1v2y61po1_500.gif (76KB, 500x303px) Image search: [Google]
tumblr_o82l6gRjqe1v2y61po1_500.gif
76KB, 500x303px
Is your game A E S T H E T I C ?
>>
>>160459578
As in visually pleasing? I hope so
As in being vaporware? I hope not
>>
It's that time again Anons
Post progress
>>
File: itskindagay.png (167KB, 640x480px) Image search: [Google]
itskindagay.png
167KB, 640x480px
>>160462360
Got a new temporary title screen going on, a system ready to import saves from the demo, and learned enough from it I might be able to make the New Game + script of my dreams.
>>
>>160462360
I've been looking into some resources and scripts I might need for my new project, so I guess I've technically started even if I haven't opened MV yet.

Still the most progress I've made in months.
>>
>>160463420
I can appreciate this minimalistic approach for the title screen. But I guess it won't represent your game.

>>160463701
Great that you are trying to get back into the action. Keep it up!
>>
>>160462360

>mfw my store broke street date on Pokemon

Sorry guys, my game is delayed until 2019.
>>
File: Ranged Warfare.webm (1MB, 480x288px) Image search: [Google]
Ranged Warfare.webm
1MB, 480x288px
>>160462360
The enemy now has their own cursor! Took me a lot longer to get going than I thought it should mostly cause I'm a dweeb who forgot to adjust LoS to see through the enemy cursor. Any time they tried to attack something it returned as LoS blocked and confused the hell out of me, haha. But we are now operational!

Also, some side-note progress that isn't shown in the webm: crossbows now need to reload between shots, all ranged weapons now stun enemies if they hit, and, for some bug fixing, enemies that are dead or not part of the battle no longer "guard" at the end of their turn. I don't know how that one happened.
>>
>>160467524
And, for what it's worth, "Stunned" is a cumulative effect that reduces Movement by 1 (to a minimum of 0) and Attacks by 1 (to a minimum of 1) for each stack. Every turn reduces your stun by 1. So if you are hit by 3 bolts in one turn, you'll be at Stun 3. Next turn, if you aren't hit again, you'll be at Stun 2, then next turn Stun 1, until you're normal again.

That makes them pretty utilitarian. The drawback of ranged weapons is that they can only attack once per turn, no matter how high your CBT. Also, crossbows are especially unique. In addition to the usual Stun for ranged, they have the trait Armor Punch which means they completely ignore Defence (but not Glancing Armor Saves), and their damage is always fixed to one number that cannot increase by CBT or Weapon Skill (though WS still increases accuracy). But they must reload between each shot, which wastes a turn. Conceptually, they are meant to be a strong choice for characters with low CBT so that a party of all hulk stronk barbarians isn't mandatory for the greater game outside of combat.

Also, one common type of soldier is the Switcher (or, by their proper name, a soldier of the Order of the White Rose), an all-female legion of crossbow users, whom were one of the first concepts for the game.
>>
>>160467524
>>160470096
Any way to defend against Arrows/Bolts? Maybe a large shield or something?
>>
>>160470556
You still get all of your usual saves: dodge, shield, glanced off armor, faith, and luck.

A knight covered 90% in iron armor might be moving a bit slow in the first place due to encumbrance, but the chance of an arrow actually hitting him (instead of glancing off) is pretty low. If he's carrying a 80% block fortress shield on top of that, the chance of being hit (from the front) is laughable.
>>
File: faces.png (9KB, 288x288px) Image search: [Google]
faces.png
9KB, 288x288px
>>160462360
I've made a few faces for the party
>>
>>160470821
>>160470556
Should mention, full iron (or rhetine, which is the much lighter equivalent) armor with a fort shield is the end game of protection. If you squeeze out all of the extra additions to it (groin cover, gamberson under armor, throat guard, full pauldrons), that's a 99% chance an attack will hit your armor. From there, iron and rhetine is a 3+ glancing armor save on a D6. Or maybe 2.5+ with the gamberson (I'm still deciding on how I want to do that).

Maces, which ignore Glancing Armor Saves, become one of the better choices against opponents like that. 2H axes or 2H maces also have a chance to shatter shields.
>>
>>160471690
Sounds like a deep combat system, I like it.
It sounds kinda confusing, though.
>>
File: Capture.png (38KB, 743x670px) Image search: [Google]
Capture.png
38KB, 743x670px
>>160472537
>It sounds kinda confusing, though.
It is. And frankly I still don't know the best way to explain it. In use, you just click "attack" on some guy and it tells you if you hit him or not (and if not, what stopped you). But the actual damage formula itself makes up about 50% of my sRPG event.

Pic related is still the best short-hand explanation for it, but that doesn't give the actual numeric guts of what's going on. Games like this are why Manuals were included back in the 90's.
>>
File: bees.png (9KB, 364x236px) Image search: [Google]
bees.png
9KB, 364x236px
>>160462360
>>
>>160475179
>that Queen Bee
Cute. Cute!
>>
>Look in Docs folder for DnD handbooks
>Find old psyops stuff from my tinfoil hat days
Time to work on my FFT successor. We're gonna get political as *fuck*
>>
>>160478302
As long as it's not modern politics I'm game.
>>
File: 1296885279952.gif (332KB, 500x273px) Image search: [Google]
1296885279952.gif
332KB, 500x273px
>>160478390
Have a sample!

Seventeen Techniques for Truth Suppression

Strong, credible allegations of high-level criminal activity can bring down a government. When the government lacks an effective, fact-based defense, other techniques must be employed. The success of these techniques depends heavily upon a cooperative, compliant press and a mere token opposition party.

1. Dummy up. If it's not reported, if it's not news, it didn't happen.

2. Wax indignant. This is also known as the "How dare you?" gambit.

3. Characterize the charges as "rumors" or, better yet, "wild rumors." If, in spite of the news blackout, the public is still able to learn about the suspicious facts, it can only be through "rumors." (If they tend to believe the "rumors" it must be because they are simply "paranoid" or "hysterical.")

4. Knock down straw men. Deal only with the weakest aspects of the weakest charges. Even better, create your own straw men. Make up wild rumors (or plant false stories) and give them lead play when you appear to debunk all the charges, real and fanciful alike.

5. Call the skeptics names like "conspiracy theorist," "nutcase," "ranter," "kook," "crackpot," and, of course, "rumor monger." Be sure, too, to use heavily loaded verbs and adjectives when characterizing their charges and defending the "more reasonable" government and its defenders. You must then carefully avoid fair and open debate with any of the people you have thus maligned. For insurance, set up your own "skeptics" to shoot down.
>>
File: tehe.png (127KB, 257x250px) Image search: [Google]
tehe.png
127KB, 257x250px
>>160455778
c:

>>160462360
working on one of the big plot twists of my story
>>
>>160479194
Oh boy, I remember this list.
How nostalgic.
Some things on there would be perfect for a guide for shitposting on /v/
>>
File: happy black guy.webm (344KB, 640x480px) Image search: [Google]
happy black guy.webm
344KB, 640x480px
>>160480048
>Some things on there would be perfect for a guide for shitposting on /v/
>>
>>160470992
Nice!
>>
So guys, what's your preferred cloud storage service?
>>
I've scrapped/remade my game so many fucking times it's getting sickening.
>>
>>160480605
Call me paranoid but I don't trust these sites.
I have access to a friend's server where I upload back ups from time to time.
>>
File: 1336795098721.jpg (306KB, 1920x1080px) Image search: [Google]
1336795098721.jpg
306KB, 1920x1080px
>>160480618
Don't be discouraged. I have scrapped and abandoned over 20 projects. I learned something new from each one, and the one after was always better. The sRPG system I'm working on right now has been scrapped and rebuilt over 12 times since I've started this project. I spent 2 weeks straight working and reworking and rereworking Line of Sight alone. I built, rebuilt, stripped and rebuilt, and finally deleted and started from scratch the inventory system.

It's frustrating, but it's all part of progress. Don't settle for mediocracy. Only greatness.
>>
>>160480837
Afraid of some megacorps stealing your game ideas?
>>
>>160481254
No
Yes
>>
>>160462360
Minimizing as much as possible, if everyone is a static class should the MC be able to pick classes or be static?
>>
>>160482834
Would the player be able to pick classes the other partymembers have or would he have a choice between some unique classes?
>>
>>160482834
If your mc is self insertion bait, you may as well go all the way.

If not, a set class that makes sense for the character's backstory and personality.
>>
>>160483569
I guess he leans towards self insert although I've been thinking about giving him a specific line and back story.

>>160483306
Half and half, he'd fit the archetypes but would have a different skill set.
>>
>>160459578
1981 PC Aesthetic as fuck.
>>
>>160467524
How advanced are you looking to make the enemy A.I., and will you be releasing this battle system for others to use?
>>
File: Call Me Lazy IDGAF.webm (1MB, 480x288px) Image search: [Google]
Call Me Lazy IDGAF.webm
1MB, 480x288px
>>160484438
>How advanced are you looking to make the enemy A.I?
"Workable."

>will you be releasing this battle system for others to use?
I don't see why not. It's... ehh, a little specialized for exactly what it's doing, but if someone else wants to trawl through and modify it to what they want instead, then I'm all for it. We're a long ways away from that though.
>>
>>160480956
>Don't settle for mediocracy. Only greatness.

Wisdom.
>>
>>160484242
>filename says it's not yours
>google reverse search says it is
Source? I'm jelly as fuark.
>>
>>160462360
I added this awesome plugin to my project.
https://atelierrgss.wordpress.com/rmv-pick-up-and-throw/
>>
>>160486424
Filename is just the random shit Gyazo spits out when you do a screen capture. It is one of the projects I've been working on, but I scrap the story every week or two so I don't make a ton of progress. It has run the gamut from "God of Wisdom, source of all magic, is struck down and must make his way through the mortal world where magic is fading away on a quest to be reborn into godhood" to "Caravan guards get fired and run afoul of a witch while doing odd jobs around town to make ends meet".
>>
>>160486948
>Filename is just the random shit Gyazo spits out when you do a screen capture.
Huh. It even has the system-added "[1]" at the end like when you Copy Image Address, as seen in >>160470096's pic.

Anyways, looks neat. Actors are very easily read, which is important. I'm looking forward to whatever you spit out eventually.
>>
>>160487362
>Copy Image Address
Yeah, that's what I did. the program auto uploads the screen capture to the web so you can share it, and I was just too lazy to download it from there just to reupload it on 4chan.

>Anyways, looks neat. Actors are very easily read, which is important. I'm looking forward to whatever you spit out eventually.

/rpgmg/ will be the first to know of any progress. Which I will make once I find a story I don't convince myself is terrible days after I outline it.
>>
>>160487727
Go full meta and make a game where you search for the missing plot.
>>
>>160487850
Nah, I really hate meta-plots and meta-humor. It is rampant in modern indy games and in my opinion is a shit excuse for lacking a proper narratively coherent experience.
>>
File: 1459973958137.jpg (18KB, 480x360px) Image search: [Google]
1459973958137.jpg
18KB, 480x360px
Making progress feels so good.
>>
Is the new GCH worth it?
>>
>tfw you're going through all the music to make it as good with all the musical resources possible
>find places where the rtp track you put in fits better than anything else
you know what, I'm ok with that. I have a beach town and Town7 at pitch 90 sounds great with it.
>>
File: 1475461152658.png (105KB, 627x620px) Image search: [Google]
1475461152658.png
105KB, 627x620px
>>160489102

But then having to redo the progress due of not noticing your own fuck ups early enough..
>>
Anyone else having posting issues?
>>
File: 1458588984434.png (857B, 100x160px) Image search: [Google]
1458588984434.png
857B, 100x160px
Test post.
>>
File: 1334478317786.png (13KB, 200x200px) Image search: [Google]
1334478317786.png
13KB, 200x200px
So I conclude I can post anything but webms at instant speed. I don't understand, but I'll accept it.
>>
>>160493548
4chan is having some problems at this time of the day as of late.
>>
>>160493175
Some of the dynamic IP are blocked.
I always have posting issues.
>>
>>160493479
Are you that guy making that first person dungeon crawler?
How is your progress?
>>
fuck it's cold
>>
File: 1442212917532.png (87KB, 647x464px) Image search: [Google]
1442212917532.png
87KB, 647x464px
>>160497128
No, no. That was just a test post with the closest file I could find. I saved that image from the guy who made it; I'm not him.

If that's who I think it is though, he moved over to /weg/ on /aco/.

If that's not who I think it is, everything I said applies to pic related's guy instead.
>>
File: 37.jpg (320KB, 850x1202px) Image search: [Google]
37.jpg
320KB, 850x1202px
>>160497140
We can keep each other warm while we sleep.
Good night bump
>>
File: 1445191475495.png (14KB, 399x391px) Image search: [Google]
1445191475495.png
14KB, 399x391px
>>160499534
>Sleepposter is lewd
>>
File: ss+(2016-11-18+at+02.25.01).jpg (228KB, 646x509px) Image search: [Google]
ss+(2016-11-18+at+02.25.01).jpg
228KB, 646x509px
>>160462360
Added stuff like "breathing" effect, blinking animation and made it so that it shows how much damage you do, on screen. Also refactoring of code, as well as drew some new clothing. Not much, but it's still progress.
>>
https://atelierrgss.wordpress.com/rmv-battle-hud/

Any of you guys use any of these and can say if they're good or not?
>>
RIP
>>
I really want to work on my game but I'm so busy trying to figure out scripting and I still got a ways to go.

Maybe I could just work on some mapping or something inbetween.
>>
>>160493548
>>160493821
If you look closely, you'll see many of 4chan's large files are now hosted on is.4chan.org, instead of i.4cdn.org. It's a much slower server, which exemplifies Hiro's thriftiness.
>>
>>160503921
How do you draw things?
Draw it on a paper first and scan it or draw it directly in drawing program?
>>
>>160510243
I draw directly in program. I use Paint Tool SAI, if you're wondering.
>>
When is your game (demo) supposed to come out?
>>
>>160466235
I was hoping the minimalism would be good for the title at least, since it's the first thing people see. So I made simple and to the point.
Although I figured out a way to change title screens if people have save files or not, so I might go ahead and do that, too.
>>
>>160508290
>>
>>160521704
PIP
>>
I'm bored.
>>
File: Waterwad.png (41KB, 143x189px) Image search: [Google]
Waterwad.png
41KB, 143x189px
Any suggestions for robit enemies?
Lewdy stuff is fine, actually opens up some options for amusing dialogue.
Kinda asked this before but I lost the .doc file with suggestions, whooops
>>
>>160530994
Harpy rescue robot
>>
theres any plugin to do the same movement of mistery dungeons games?
for example when i move the enemies moves at the same time
>>
>>160530994
something small and cute like BB-8
>>
>>160530994
Uh, Domina with an electric whip´?
>>
My game I'm thinking will have 4 extra-special boss encounters against mysterious, history-themed fiends who are actually fragments of this one character's soul. There's gonna be a cowboy, a roman emperor, and a warmongering, modern-day politician. I'm thinking that the fourth guy would either continue the trend, or be some kind of innocent, weeping baby that has one of those anti-climactic almost-battles.

Anyway. Here are their battle themes so far. I tried incorporating some of the same motifs into them. I'd like some feedback.

Cowboy guy: https://soundcloud.com/iwilldevouryourkittens/restless-soul-vs-arbiter
Emperor guy: https://soundcloud.com/iwilldevouryourkittens/vengeful-soul-vs-enforcer
Politician guy: https://soundcloud.com/iwilldevouryourkittens/blazing-soul-vs-atoner
>>
>>160531230
Seconding this.
>>
>>160530994
High HP masochist bot. "Ah! Yes! Use the X spell I'm weak against that!" Hardmode; it reflects a % of the damage back at you.
>>
>>160533161
>Cowboy
I definitively get the feeling of a battle somewhere in either a desert or a small abandoned town. I'm not so found of the very hectic guitar in parts like in 1:06 - 1:16, that is a little grating I would say. Maybe try reducing the length of these parts just a little? But in general I like it!

>Emperor
I very much like the last 20 seconds but the song before feels a little let's say samey, not much of a distinction to your other songs. Not really getting an emperor type of vibe outside of the ending, I'm sorry!

>Politician guy
I expected something different but if the scenery is done right in game I can see it working. Kinda makes me wanna dance.

I'm sorry if this is not very useful but I like your music and always look forward to listening to your stuff.
>>
>>160530994
Firemen robot, that likes it hot. And like wet t-shirt contests.
>>
>>160538323
Thanks for your feedback! I agree on most fronts.

I figure I don't wanna be "corny", so I don't wanna make the motifs in the themes TOO obvious.

The emperor battle is mostly spent in a gladiatorial arena fighting against minions, so yeah. The politician battle takes place, you guessed it, on a sort of whack-ass techno dance floor. It's more supposed to be a "high-tech" kind of theme; the politician part of the character is basically just because I couldn't figure out any other positions of power that fit the "modern" theme.
>>
File: Eater_Eve_b.jpg (83KB, 426x554px) Image search: [Google]
Eater_Eve_b.jpg
83KB, 426x554px
>>160530994
>>
Are you happy?
I hope you are.
>>
File: 1358495107962.jpg (9KB, 251x240px) Image search: [Google]
1358495107962.jpg
9KB, 251x240px
>>160547414
I'm never happy, anon. Just in varying states of "fulfilled."
>>
>>160530994
A catgirl pest control robot.
>>
Have you guys ever gone into someone else's game files to see how they did something?
>>
File: 1456194770618.jpg (496KB, 1205x1667px) Image search: [Google]
1456194770618.jpg
496KB, 1205x1667px
>>160548684
Then I hope you are very fulfilled.
>>
>>160547414
Chimps are happy. Strive for greatness
>>
Does your game include a stageplay of some sort?
>>
File: labrinthilium0003.png (28KB, 640x400px) Image search: [Google]
labrinthilium0003.png
28KB, 640x400px
>>160497523
Nah, didn't go there, and I ain't that guy either.
>>160497128
I did put out a demo of the first area a while back http://www.slimesalad.com/forum/download.php?id=4519, but I'm putting it to the side until I get around to learning a program that's better at 3d stuff than what I've been using. Putting together the 2d stuff like I'd been doing for this is a bit too painful for my liking, plus making things 3d will make some of the stuff I want to accomplish a lot easier.
>>
>>160558379
I really, really like the colors you use
>>
>>160558379
I got so lost playing that demo. I have no sense of direction so it was pretty much hopeless for me.
>>
Rpg maker 2003 is like $5 on humble bundle right now, but I already own game maker...

I have zero experience with both programs, but have an idea for an RPG game and some basic java coding experience. Should I try to do it in game maker or just use RPG maker?
>>
>>160563832
I have limited experience with Game Maker, but making an RPG in that engine always seemed more trouble than it was worth to me. If the tutorials I've seen are any indication, you have to put a lot of work into basic things like text boxes and menu screens before you can even start, where RPG Maker has those all set to go by default.

But then, my coding knowledge is very basic, and I'm sure it's easier once you know what you're doing. And if you stray too far from the default systems in RPG Maker, you can eventually end up in a position where it would just be easier to use Game Maker anyway.

What do you want to make? If it's not too far off a standard JRPG in gameplay, I'd recommend picking up RPG Maker. If you're planning an action RPG or something, you're probably better off sticking with what you know.
>>
>>160565583
The gist of the idea is you're a kid at summer camp, and discover pokemon knockoffs in the forest.
Gameplay wise it's a split between traditional jrpg fights in the forest, and doing kid activities to unlock gear/benefits in the camp.
>>
>>160568950
That sounds easy to do in RPG Maker, for the most part. The only problem I can see is if you want to let the player catch the monsters like in Pokemon, with each one being treated as a separate character with its own stats; it might be technically possible in the default system, but it sounds like a pain without coding (which isn't supported in RPG Maker 2003). In later versions that let you edit the code, it's been done; I think someone even put together a prepackaged Pokemon maker thing for XP.

If the monsters are created as predesigned characters and the player can only get the individual ones you've made in the editor, that would be a lot easier.
>>
>>160570430
The idea I have right now is early on you get to find one of three monsters to befriend, and then from there...I want them to chime in during cutscenes, so I guess they'll be something like parameter 1/2/3, and then all events will have if parameter 1 say thing 1, else if parameter 2 say thing 2, etc.

And then yeah I wanna use as many default assets as possible but jesus christ them palletes for the first 2 layers are limited, I had to mix shit from both to make cabins and already the player can just walk through walls.
>>
Anyone ever try an Action Battle System?
>>
When can I play your game?
>>
File: image.png (74KB, 640x416px) Image search: [Google]
image.png
74KB, 640x416px
Been a while, not dead yet though. Here's a map in progress

How's everyone's games going?
>>
>>160576260
I'm making progress slow but steady. Need to create art soon and I'm not very good at this.
I mean I can create placeholders quickly but as for creating something good? That will take some time.
But on a more positive note I have found someone who can write some scripts for me!
>>
/rpgmg/ what am I doing wrong? I'm trying to set up a skill that detects a state, and then changes it while dealing additional damage - but the damage doesn't ever work.
I've got this currently -

b.isStateAffected(19) ? (b.addState(47) + b.removeState(19)) : 10

- but no matter where I put the damage formula, it just gives me a zero.
>>
>>160530994
Maybe some liveguard or flotation ring bots? Or some tentacle kelp robutts.

Also a vending machine. Always a classic.
>>
File: 38.jpg (195KB, 850x1248px) Image search: [Google]
38.jpg
195KB, 850x1248px
Good night bump
>>
How much do you guys hate the 2000 RTP graphics?

Because I really like them (they remind me of old Dragon Quest, which I guess is the point) and I'm thinking of making a small game in MV with them.

Do you like this idea, or would you rather stab your eyes out with a fork than look at the 2000 RTP ever again?
>>
>>160484242
YES

Atari-puke dev here, I love seeing your project progressing. Keep it up!
>>
File: maxresdefault.jpg (429KB, 1440x1080px) Image search: [Google]
maxresdefault.jpg
429KB, 1440x1080px
>>160582063
spend the time to make your own, it's what, 16px-squared each?

You can literally sit down with references, tutorials and a program like pyxel and come up with something better in an afternoon, then it's both yours AND people won't pre-hate it for being RTP.

If you can make the time to script a wee game, you can spend a day to create something close to pic related, without any artistic ability, I don't want to hear it.

TL;DR - RTP is just saying "I don't give a shit, nobody will play it anyway"
>>
Which font are you using?
How does it look?

>he uses the default font
>laughing touhous.webm
>>
>>160582763
Pixel Operator, and it looks absolutely perfect with the art style of my game
>>
That feel when you find an art style that you love to bits

I've done it, lads. Now to work on some character sprites.
>>
>>160584861
Very nice
>>
>>160584861
Nice, but watch your light direction (logs differ from the rest) and maybe condense the palette a little if you want better overall visual cohesion- you have something like 8 different green shades in this picture that don't necessarily go together

The house looks to be a completely different art style from the rest and the colors on it look sick, artifacted and washed out compared to the vibrant surroundings, which gives the impression you've ripped and recolored it from another texture pack and it doesn't fit.

I mean, compare the colors on the brickwork to the boxes and tree trunks- either you've taken this from somewhere else or it's not adhering to everything else.
>>
>>160585354
Huh, all the art came from the same asset pack.
I didn't notice any of the stuff you mentioned until you pointed it out tho. Now that you mentioned it, the different shades of green on all the plants is annoying.
>>
>>160582063
I'd say I don't hate it, and in fact would prefer the rtp over another mis-matched mess of resources or golden age Squaresoft rips, but at the same time there's something offputting about it. Like >160582623 says, it feels uncaring. Which means you'd have to give me a pretty convincing reason to play the game, something that really sticks out and grabs me by the balls.
>>
>>160585614
It's not too bad at all, just wanted to offer some fresh-eye perspective, because I know it's difficult to look at something objectively after it's been in your eyes for 7 hours.

It's not necessary to bounce it down to fewer colours- since all of these exist in the world, but if you want a visual style that's memorable and you're working in a visibly pixel style, it really helps to have a stronger, smaller set. Something that people can look at and think "That's definitely a screenshot from PIXEL DEMO"
>>
I need inspiration of the sword and sorcery type to get me fired up about my game again. What recommendations do you have /rpgmg/?
>>
>>160589676
Read Conan or Fafhrd and the Grey Mouser.

Tell us about your game and setting.
>>
I'm bored
>>
If I resize some VX Ace assets for use in MV, would it look weird?
>>
What's your favorite resolution per tile for MV? 48x48 feels too big for me.
>>
>>160596067
I stick with 16x16 and upscale it.
>>
noob here. Is there any way to change tile sizes to 32 x 32, or will that fuck up collisions?
>>
>>160599324
Yeah, but it is going to look real ugly in the editor view. Search for plugins that do it.
>>
Oh what I would do to be able to make an RPG with these characters. Anyone feel like drawing sprites of these lovely ladies?

(SEVERELY FUCKING NSFW)
>>
>>160599939
You aren't going to find anyone to just do free work for you. Either make them yourself or open up that wallet.
>>
>>160599939
I'd do that Mage If you know what I mean
>>
>>160582063
2000's RTP is one of my favorites, actually. I definitely like it better than the style RPG Maker has used since VX.
>>
File: 1435512559576.jpg (3MB, 5950x4600px) Image search: [Google]
1435512559576.jpg
3MB, 5950x4600px
>>160599939
>sample
>(SEVERELY FUCKING NSFW)
The fuck are you doing?
>>
>>160599939
>(SEVERELY FUCKING NSFW)

That's not what I was expecting.
>>
>>160600106
You used to. The RM community was actually a community at one time. You could ask for a drawing and if people liked your idea you would have your pick of attempts by three artists who spent their free time doing this crap for fun, not money.
>>
>>160602647
I posted the sample because the full res version was too large to be uploaded to 4chan. Here's the full res version: https://cs.sankakucomplex.com/data/10/70/1070806dc6e28977d91e949172f4f64d.jpg?5338767

Also uh, yeah, it's severely NSFW.
>>
File: yunikokuzusi0.jpg (74KB, 503x607px) Image search: [Google]
yunikokuzusi0.jpg
74KB, 503x607px
>>160605557
>I posted the sample because the full res version was too large to be uploaded to 4chan.
If you check the resolutions of the pic of the post you're quoting and the one you linked, they have the same resolution. Nothing a bit of magic can't fix.

>Also uh, yeah, it's severely NSFW.
Oh stop being such a little whiny baby. Shit just shows off a bit of skin, you can't even see any nipples or vulvas.
>>
File: 1473819316087.jpg (766KB, 1000x944px) Image search: [Google]
1473819316087.jpg
766KB, 1000x944px
>>160599939
>Freaking out over clothed loli
Welcome to 4chan
>>
>>160596067
+1 for 16 x 16 upscaled.
It's a pain to have to remember to upscale before export, but I like the end result.
>>
>>160605907
>>160606972
Oh, *I* don't care of it's got scantily clad lolis.
I was just worried that the mods might care.
>>
File: 1466657362907.jpg (631KB, 1705x1706px) Image search: [Google]
1466657362907.jpg
631KB, 1705x1706px
Work on your game
>>
>>160613485
>>
Which is better, RotSprite or Waifu2x?
>>
What you should be working on
What you are working on


>What you should be working on
Shops and world economy
>What you are working on
Sokoban-style event movement with position saving
>>
>>160613485
Youa re not my mother, don't tell me what to do
>>
File: 1462740214799.gif (721KB, 227x165px) Image search: [Google]
1462740214799.gif
721KB, 227x165px
>>160613485
>think of a perverted mechanic or fantasy weave
>"oh yes, the inspiration has found me"
>realize how much effort it would take me
>look at the internet for plugins and other "inspiration" stuff
>some artist just created some character or romance you'd want in the game
Yea, thank you asshole. Now I have to steal or copy it, just to scrap it later.
>>
File: bite.png (49KB, 941x526px) Image search: [Google]
bite.png
49KB, 941x526px
Trying to make a simple melee skill, but when I get into game it's always greyed out, and earlier it never hit anything.
What do?
>>
>>160599939
>>160602647
You know, this makes me think.
I wish RPG Maker would release a DLC pack including sprites, face graphics, busts and sideview battle sprites featuring sexualized characters (not necessarily lolis mind you). It would be neat to have a lewd RPG DLC pack.
>>
>>160615665
Never replace the first few skills or states in RPG Maker. They're used for default commands like Attack and Guard. Copy all of them from a new project.
>>
>>160616804
damn, alright ty
>>
found some shitty rpgmaker game, let's poke fun at it
http://gamejolt.com/games/the-fuqbois-party-all-night/109383
>>
>>160616659
Cool idea, but their demographic is 13.
Sexualised content should always be the work of 3rd parties.

Now, if somebody came up with such a pack to match or surpass the existing standard artwork and decided to sell it online, that'd be another thing.

I actually think the above already exists.
>>
>>160617484
Are you trying to make us play your game?
>>
>>160618063
fuck no, I'd take no pride in that.
>>
>>160617484
>Stumble around a bit on gamejolt
>check out HOT section
>download bullshit MUH FEELINGS game
>wander around the Earthbound-themed brain wank of some effeminate dickhead in his 20s who thinks he has something to teach us about life, love, memories and other redditor shite
>find game-breaking bug in the first few minutes

Jesus christ I had no idea the scene was so terrible.
I hope nobody here is doing this.
>>
>>160618639
wait, that scene was in the game I linked? I must have missed it.
>>
>>160616932
Ok I replaced the skills and adjusted the physical rate, but it's still gray in the battles.
What do?
>>
>>160617484
>literally just a shitty copy of Five Nights at Fuckboy's with different sprites
>>
>>160618639
Sounds like the creator is a massive faggot
>>
>>160617484
>cringe jokes
>enemies that make no sense
>stolen music

yep, it's a faggot.
>>
>>160617484
>run into three enemies
>die

gg
>>
>>160613954
Who is this semen demon?
>>
>>160618639
delete this
>>
>>160618908
To recap: I've made a custom skill that can't be selected in combat, in RM 2003. Should I avoid using the nature/magic/ninpou shit and just use "skill" for everything?
>>
How do you feel about finding stolen music in games? I'm drawing all the graphics but the music part is troubling me, so I'm not sure whether I should into music and learn to make my own or just use other people's assets
>>
>>160620858
Make your own
>>
>>160620858
as someone who grew up playing rpg maker games when the "big ones" weren't heavily shilled commerical horror games on early access but rather fun games filled with final fantasy and dragonball rips with legend of zelda music, i couldn't care less what kind of music you use as long as you aren't trying to make money using established series music (and thats for your own legal sake, not mine)
>>
>>160620858
Go for royalty-free music if going commercial.
>>
>>160620858
found some music you might be able to use
https://soundcloud.com/amnail

lots of game related music here.
>>
>>160620858
Absolutely fine if you are non-commercial
>>
>>160621934
No, it's never fine.
>>
>>160616659
I'd be all for it, but >>160617645 is probably right. They'd get a lot of flak for that. Fortunately, we have unofficial resources.

Not enough, though. I'll have to learn to art myself one of these days.

Honestly it would be a good skill to learn, even apart from the lewds. I'd love to make a game with the style of those old PC and CD JRPGs, with their pixellated 90s artwork, animated cutscenes, and low-quality but memorable voice acting and songs. Fanservice being a common part of that is just a bonus.
>>
>>160620858
Search Royalty free if you have to
Kevin Macleod, and I think Purple Planet has some royalty free?
>>
http://drawabox.com/
For anyone who wants to get into art.
>>
>>160622026
oh yeah? prove it dork
>>
>>160620858
Keep in mind that if you use copyrighted tracks, people on youtube might be given copyright strikes on any gameplay videos they make of your game. If you don't mind that though and you are not commercial then go for it.
>>
>>160613765
>What you should be working on
My game.
>What you are working on
My base in Fortnite.
>>
>>160630084
Oh shit, didn't think of that. I'll definitely have to use free assets.

What's a good website for free music and sound effects?
>>
>>160630084
Who cares about YouTube.
>>
>>160632391
Anyone with any sense involved with the gaming industry.
>>
>>160632391
Well I don't particularly care too much about it but I know some devs find it a good source of free advertising.
>>
Rate this basic plot I have going:

In the year 5176, over 3000 years since nuclear war ended civilisation, a man named George of Washington must journey to the ancient city of Mit Bostan to find a cure to the plague ravaging the Kingdom of Columbia. However, the chaos of the war thousands of years ago reawakened the demons and angels that guided and terrorised humanity during its infancy, causing monsters and magic to take over the land, and the city of Mit Bostan is said to be the capital of a cult known as the Red Coat Imperium, who demand that the Thirteen Kingdoms of Old America submit to "taxation" or face "representation" in the form of being sacrificed to their leader, King Victoria.

Along the way George meets Thom of Jefferson, an adventurer from a place called California, John the Hancock, a bandit leader, and Alex Hamilton, a rich feudal lord in the Kingdom of York

And so, they form a group called the Congress of Patriots, who are determined to overthrow the Imperium and liberate the Thirteen Kingdoms from their control, and cure the plague before it wipes out the last few remnants of human civilisation.

Yes, it's basically a massively bastardised retelling of the American Revolution.
>>
>>160634060
I'm not from the land of the free so I don't think it would interest me much.
>>
How does your game start?

What is your favorite start to a game?
>>
>>160632714
Internet popularity doesn't convert to sales.
>>
>>160635797
I agree with you in principle, but a game with no exposure is much worse off than a game featured by Let's Players (ie literally anyone at all). The band OK Go found a way to make money eventually after their treadmill music video went viral

https://www.youtube.com/watch?v=dTAAsCNK7RA
>>
>>160635797
I would say that it certainly helps
>>
>>160635797
Popularity increases the amount of potential buyers, because your game gets to be known by more people. If your game is known only by 100 people, then there would be only 100 potential buyers, which in the absolute best case, will net you a mere 100 sales, no matter how good your game is. Now, if your game was known by millions of people, then there would be millions of potential buyers, and given how fun it is, a lot of those people would buy it, netting you exponentially more sales than in the first case.
>>
File: 1391657632405.gif (1MB, 266x268px) Image search: [Google]
1391657632405.gif
1MB, 266x268px
>>160617484
>let's poke fun at it
Crap, you're determined. That guy used to post in this thread until /rpgmg/ ran him off. I feel like you genuinely followed him off cite just so you could still make fun of him here.

I'm not defending his shit, but just let bygones be bygones, m80.
>>
>>160635380
Create your own backstory!

Which changes everything, really. Where you start, if you have imperial citizenship, what kind of allies you have, your relation with subhumans, etc. Theoretically. I haven't actually done anything beyond the combat yet.
>>
>>160635380
Dialogue based character creation.
The actual beginning is that your character awakes in a train, though.
>>
>>160638708
Wait, really?
When did that happen?
>>
>>160620858
bty stolen music do you mean stuff taken from legit games (like if I stole the FF6 battle music) or using the assets in the resources in the OP?

also i probably fucked up saying this but im drunk lol
>>
>>160644023
The first one, drunk fella

>>160630879
Someone answer, please. There are tons of websites but I want your recommendations
>>
>>160644926
ph shit swwwweeeeeeeeeet cause there's some good music in the assets but also some real shit like all of JBD's stuff
>>
>>160603594
It's still perfectly possible to get people to make you shit for free, they just have standards these days. You'll need to have a promising project to put said shit in rather than a ~great idea~ that will most likely never even get to the demo stage, much less get finished. No one likes to see their work wasted.
>>
What's the secret to making a good atmosphere?
>>
>>160645192
Graffix, Music
>>
>>160620570
Does the character actually have the MP to use it?

Is the "special" skill type properly set as either skill or skill subset? Does the skill suddenly start working if you just set it to the generic "skill" type?

Does it actually do damage or inflict an ailment? From your pic, it seems like it's supposed to do damage, but you don't have the stat decrease: HP box checked.
>>
>>160620858
As long as it's a free game, I don't care. Original music is better, but as long as it fits, whatever.

(If you charge for it, obviously, that's a different matter.)
>>
>>160641893
You don't remember the Fuqbois guy? In his own words, it was "a shitty meme game," and he'd post like 10 minute youtube clips of it every so often.

I checked the archive, found >>118672616 & >>125010031.

He hasn't posted or at least, hasn't posted about it since the last shitshow in December 2015.
>>
Ah shit, I forgot my song of the day:

https://www.youtube.com/watch?v=j4VeFDehD08
>>
>>160616804
Not in 2k3. Anything in the skill list is something you access through a skill menu, so you can freely edit any and all of them as much as you like. I think XP was the first time you could edit those commands?
>>
>>160647298
>we wuz kungs
>>
>>160470992
ooo sexy, any way I can follow this shit?
>>
>/rpgmg/
>page 10

Take two
>>
alright guys, help me out. I'm trying to use Shaz's tile change plugin to change the default tile size from 48 to 32. The instructions say you need to have two tile set folders, one for the map editor and one for the actual game. When I resize the duplicate tile set folder do I have to alter the size of the canvas itself to deal with the new tile size?
>>
>>160635797
So what else would you rely on? Literal word of mouth?
>>
>>160652756
Best way to find out would be to run a sample game with both altered and unaltered spritesheets, and see what happens. Whichever one isn't broken is your answer
>>
>>160620390
E.C.M 3
>http://www.dlsite.com/maniax/circle/profile/=/maker_id/RG05868.html
from this circle
>>
>>160645192
>>160645409
...and writing.
>>
>>160654441
A game with shitty music and writing but a certain distinctive artstyle can still have good atmosphere. A lot of early 90s games come to mind.

A game with shitty graphics and writing can still have a good atmosphere through very distinctive and fitting music. Crush Your Enemies does it pretty well.

But a game with shitty graphics and shitty music but absolutely amazing writing will be many things, but "atmospheric" will not be one of them.

Writing contributes to atmosphere, but it is not the "secret" to a good one. Artstyle is paramount, first and foremost.
>>
File: 1389679234307.png (456KB, 1944x1080px) Image search: [Google]
1389679234307.png
456KB, 1944x1080px
>>160654983
>>160654441
Forgot muh pic.
>>
File: first map.png (943KB, 1591x961px) Image search: [Google]
first map.png
943KB, 1591x961px
So I got started making my first map today, was using one of the dlc tilesets plus default stuff, this is what it looks like so far.

Are the default trees bad to use? They look alright to me honestly but I'm not sure.

Also waterfalls are a bit difficult to make.
>>
>>160656181
>Are the default trees bad to use?
They're a little bright against the rest of the map.
>>
>>160656273
Yea I think so too. I'll have to find some darker trees.

Also my prologue is supposed to take place at night so I bet they'll stick out real bad in the dark.
>>
>>160656917
Instead of searching for new ones you could take these and edit them.
>>
File: 39.jpg (115KB, 850x601px) Image search: [Google]
39.jpg
115KB, 850x601px
Good night bump
>>
Bumping from 10th page
>>
File: 1479631323401.png (1MB, 1591x961px) Image search: [Google]
1479631323401.png
1MB, 1591x961px
>>160656181
Cool map, found some slight mistakes but they can be easily fixed.
>>
First song posted for Tomb of Friends

https://soundcloud.com/prutte-1/entrance-theme

What do you think?
>>
>>160666924
More than "main entrance" it sounds like "music that plays after you open the game and it's presenting the Credits/developer then the Opening Scene".
>>
>>160666924
Not bad, but any sort of tomb would be about the last thing it makes me think of.
>>
Okay so I finally got that skill working and put together the first of three class change scenes I wanted to do, but once I started working on the second all the player touch triggers on my map stopped working? What do?
>>
>>160670851
Wait no, somehow all the events are being fucking deleted once I get into the map?
>>
>>160664949
Thanks for the input, nice to know what I'm doing wrong so I can get better at map creation.
>>
>>160670851
>>160671265
Fuck this, i'm shelling out for VX ace.
I can easily see 2003 as being useful, but...ugh, I need more stuff.
>>
>>160672347
Good call.
>>
Is it possible to make "enemy eats other enemies to power itself up"?
>>
>>160672882
Maybe have it be an event like
enemy with lowest HP dies
enemy with highest HP gets healed?
>>
>>160670528
You didn't play Tomb of Friends 1 did you?
>>
Should I bother looking for extra VX ace resources elsewhere if I can just get stuff off the steam workshop?
>>
>>160674367
Nope.
>>
Anyone got the VX Ace crack? The link in the getting started is dead.
>>
File: a.png (158KB, 1399x806px) Image search: [Google]
a.png
158KB, 1399x806px
Hello! I'm currently working on a project in RPG Maker MV and wanted to make some small character creation for the player character. (3 hairs and some stuff)

The thing is: I want to make visual novel like sprites which appear behind the text box. The characters looks also change on the CGs.

What's the best way to approach this? The only thing I can do is draw and the basics on RPG Maker. I had some idea how to do this, but I'd probably make it unneccessarily complicated and it'd probably not work. Any ideas?

Pic related, sketch of the visual novel-like sprites.
>>
>>160678434
>I want to make visual novel like sprites which appear behind the text box
You might need a plugin/script for that

>The characters looks also change on the CGs.
There is/was a slav working on a loli game that used multiple image 'parts' that combined into an image the hair/face/outfits were seperate images laid over the base body. Kind of like those old-school Newgrounds dress-up games
>>
File: magehair.png (139KB, 986x371px) Image search: [Google]
magehair.png
139KB, 986x371px
>>160678727
Oh really? I thought I could just show it as a picture instead of using facesets, thanks for the info.

I see! I was thinking about doing it this way, too. It's kind of "cluttered" code-wise in a way, but I think it's the best method even a noob like me can work out.
>>
Yanfly Repel and Lure encounters:
https://www.youtube.com/watch?v=xMyhTTbob9c
>>
>>160678905
>I thought I could just show it as a picture instead of using facesets, thanks for the info.
Not an MV user, but you can probably do it by tweaking one of the default scripts a bit or just download an existing one already.

>It's kind of "cluttered" code-wise in a way, but I think it's the best method even a noob like me can work out.
Again, I don't have MV, but the basic idea is that each picture is a separate sprite object that you create, change graphic of or delete depending on your choices. You just pass the needed parameters to the object and it loads them. In VX Ace I do it in the Scene_Map since it's the file that deals with the on scene graphics.
>>
File: promo.png (231KB, 640x480px) Image search: [Google]
promo.png
231KB, 640x480px
Hey guys!! The demo for Tomb of Friends (2) is almost finished (even though I said this almost a month ago)!! Look forward to playing it!!
>>
>>160682365
So far, MV doesn't seem too different for that. Any idea how to set up the character creation menu? I've never done something like that.
>>
>>160683867
Well, you probably need to edit or make a new Window file or maybe more, depending on how you want the character creation menu to look and then create a Scene file and use the new Window files that you've made/edited in that Scene. Then you have to make it so that when you start a new game it would first load the character creation scene and after that actual game scene.
>>
>>160683867
Having hair, eyes, etc as separate images is how I'd do it. Make sure the image height and width is the same to make placement easier, though. Means a lot of transparent space on the eyes 'layer' but... it'll make your life easier.

As for actual character creation, I'd tie a variable to the hairstyle/eyes/changeable parts. I'm not a programmer so I'd use Yanfly's picture common event plugin, and just have left and right arrow pictures onscreen that add or subtract to the variable, then change the image to fit as you click through.
>>
>>160685138
That sounds like a really good idea! I'm looking into Yanfly's picture common event plugin now, this'll probably look better than making choice branches with "Hair 1" etc, especially when I want to make different colors as well.
>>
I'm still learning the way around, but I've a question for MV users. I can make an npc well enough and give him a few lines of text with a simple choice.

How would I go about making it so that first conversation is not repeated? I'd like to give the npc something to say, but not immediately after the first talk is finished. Something like "Ah, still here? Nothing but peace here." That line would be repeated if player were to try and talk to the npc again.
>>
>>160687107
You'll need to use switches and event pages for that. There are global switches that can be used anywhere, but there are also "self switches" tied to each event, so it might be better to use those for this purpose. As far as I know, they work pretty much the same.

Create a new event page for the NPC (remember to set the sprite and other options), and under conditions, check Self Switch and leave it on A. This second page will be the one with dialogue when the player has already talked to the NPC. Then, go back to the original page, and add an event to turn self switch A on (it doesn't matter where).

That should work. I think the pages are checked in descending order, so the game will see if the conditions are met for page 2 to be active, and if not, it will go to page 1.

Let me know if you need any more help. I don't have time to test things just yet, so I might be missing something.
>>
>>160686314
Maybe you should look into this plug-in: http://sumrndm.site/character-creator/
>>
>>160649339
Glad you like them, I'll make a blog or a twitter when I have more to show
>>
>>160687935

Thanks mate, it works as you described. I had suspected switches had something to do with it, but my fiddling was with switch, not self-switch.
>>
>>160688358
Switches should work too, and in the same way. Self switches just make more sense to use for things like treasure chests and non-repeatable dialogue, since they're tied to the event itself and whether or not the player has opened that chest only matters when they're interacting with it.

If you need to know later whether the player talked to that NPC (say, if they have to talk to the farmer before getting a quest from the mayor), you'll want to use one of the standard switches and give it an appropriate name so you remember what it's used for. That way you can have other events check whether it's on or off.
>>
>>160688207
Holy shit, this looks like something to suit my needs. Thanks!!
>>
>>160681132
And here I thought you could already adjust encounter rates through events. Good to know it's actually possible now.
>>
How do you guys feel about randomly-generated dungeons?
>>
>>160682621
That's awesome!
Really looking forward to playing GOTY
>>
>>160696394
>Randomly-generated
Eh
> x number of well-made pieces selected at random from a pool, creating a unique layout
YES

Probably being a pedant, but RNG backing pre-made assets is better than rooms generated by computer imo.
>>
>>160486501
Why must Moghunter be such a fucking weeaboo? I mean, they're excellent at making RPG Maker scripts and have been for like, 12 years, but whenever I go to their website it feels like the government's gonna burst through my door and seize my computer for having loli porn on it.
>>
>>160697691
The word you're looking for is "chunking," which is a type of randomly-generated mapping.
>>
>>160696394
I think they work well for games like Diablo (where the focus is on fighting hordes of enemies and getting cool loot) and Roguelikes (where the gameplay is about exploring and surviving a hostile and unpredictable environment).

Anything else... not so much. I guess random dungeons are okay if you want an infinite-length bonus dungeon as an optional challenge or something, but overall, good, deliberate design is too important to leave up to randomization.
>>
>>160689035

I'll keep that in mind.
>>
File: 1230998515242.jpg (33KB, 640x480px) Image search: [Google]
1230998515242.jpg
33KB, 640x480px
>>160697693
>2016
>Not fapping to loli porn
>>
File: 16.png (744KB, 535x625px) Image search: [Google]
16.png
744KB, 535x625px
Another map.
I probably won't have anything else but maps to show for a while, I'm currently designing dungeons and making maps for them.
>>
>>160701597
Hey, every bit of progress counts.
>>
I just got RPG maker and I'm confused on the tileset system. I wan't to add my own custom tiles but I don't know why there is a B section and a A section.
>>
Bamp
>>
>>160702826
I think that's just so you have multiple tilesets to work with when making a map, and you can pick anything for each, but there might be some details I'm forgetting. Which RPG Maker are you using?
>>
Your game could inspire other people.
Why isn't it finished yet?
>>
>>160707042
MV. After looking it up it seems I have to follow a specific template.
>>
>>160711753
because I just got rpg maker a couple days ago so I dont know shit, and can't even make an event properly
>>
>>160714313
What are you struggling with?
>>
>>160715208
Switches

I watched some videos and it makes sense, but when I'm actually trying to make some cut scenes or quests I lose track of the switches and my events repeat when I re-enter the area, or the npc disappears.
>>
For a new project, I'm thinking of making a small game in which you travel around an island recruiting Slimes- the more you have, the more powerful you are (as a team) in battle. There will be lots to recruit (mage slime, warrior slime, etc) and each one you find will add to your stats and skills.

Would you play my slimy game, /rpgmg/?
>>
>>160711753
too many ideas, less time
>>
>>160715429
This reminds me of my starting days.
You probably made some very minor mistakes, if you post your event pages we can help you.
You should give your switches proper names, though.

>>160715682
Slime girls are a fetish of mine so yes, I would.
>>
>>160715429
Switches take some getting used to, but they're not too hard once you get the hang of them. They're a common thing to trip over when you're new to RPG Maker, though.

If you're having trouble with anything specific, you can always ask here. In general, name them so you can remember how they're used, and double-check your events to make sure they're turned on and off at the right times and all event pages are set up properly. It's easy for small mistakes to stop everything from working.
>>
>>160715915
Oh, they wouldn't be sexualised or anything- think more along the lines of Dragon Quest slimes. Unless you find those sexy.
>>
>>160715682
yes, I would. Slimes are the shit
>>
For the guys who have made or are planning to make multiple games: Will they be set in the same world or multiverse?
>>
>>160715915
>>160715967
Yeah, I give switches proper names to identify them easily. I think it's a matter of practice. Sadly, I deleted those events that I worked on for 3 hours out of confusion, I felt it was a mess so decided to scratch it, but I'll be posting them next time I struggle.
>>
>>160711753
I'm struggling with motivation and I also almost committed suicide last night so I guess my plate's a little full. I am trying though.
>>
>>160717549
catch-22, suicide requires motivation
>>
http://yanfly.moe/2016/11/20/plugin-updates-207-2/

Yanfly made a massive update that's worth checking out especially if your game uses a lot of script calls and lunatic mode stuff from his tips and tricks.

tl;dr version:

If you use bad code for script calls or tips and tricks, MV will no longer crash. It will continue running and display the error in the console instead of forcing you out of the game.
>>
>>160717549
Go to walmart or other local store. Buy a bottle of 5-HTP from the supplement section. Take a few before you go to bed.
>>
>>160721925
>TL;DR is longer

This is really helpful, though. Yanfly is a godsend.
>>
Make way for the bump
>>
>>160717549
Glad to hear you made it through, and you're still trying. Even a little bit a day will add up to a lot, if you can manage it.
>>
File: PIXEL DEMO 21_11_2016 3_43_32 PM.png (249KB, 1280x720px) Image search: [Google]
PIXEL DEMO 21_11_2016 3_43_32 PM.png
249KB, 1280x720px
Slime recruiter game guy here.

Still messing with ideas, but in the mean time here's some rough slime sprites I threw together.
>>
>>160730534
Cute
>>
File: 2157589-poring[1].jpg (36KB, 300x400px) Image search: [Google]
2157589-poring[1].jpg
36KB, 300x400px
>>160730534
kawaii
>>
>>160730882
I absolutely miss RO.
This game was pretty much my youth.
>>
>>160701597
Looks nice, but the gate confuses my eyes. It looks like it's trying to do a different perspective thing than the wall it's attached to.
>>
So I have an event that autoruns when you enter a map, but when I loaded in a save from that map...obviously, the event auto-ran, despite already being finished and erased before I saved.

What do?
>>
>>160732363
If you mean it was erased through an event command, I'm pretty sure that only lasts as long as the player is on the map. If they exit and enter, even by loading a save, the event will reappear. You need to use a switch to disable it permanently.

If you mean it ran after being deleted in the editor, I have no idea.
>>
>>160732363
Post your event
>>
File: 1402219482850.gif (152KB, 400x267px) Image search: [Google]
1402219482850.gif
152KB, 400x267px
Where do you guys get the motivation to work on your game?
>>
>>160736686
Having a routine helps. Instead of waiting for a muse to bless me I decided to make her mine.
Set yourself a time to start working and even if you just make a little progress, it will be better than making no progress at all.
>>
Anyone have Celianna's Ancient Dungeons: Jungle and Fantastic Buildings: Modern packs?
>>
What's your opinion on silent protagonists?
>>
Has any one here bought the new MV First Seed Material tile set?
>>
>>160738675
I think they are okay, sadly they lack the option to have different dialogue choices and such.
>>
>>160738675
Great for customization and player immersion. Though, your character won't be unique.
>>
File: 12XxeDk.png (105KB, 324x244px) Image search: [Google]
12XxeDk.png
105KB, 324x244px
Sup yall

2k3 project.
>>
>>160743724
That looks great, anon.
>>
File: Ojoejoaf.png (117KB, 340x282px) Image search: [Google]
Ojoejoaf.png
117KB, 340x282px
>>160743746
Thank you.

Heres more if anyones interested
>>
File: 40.jpg (129KB, 850x595px) Image search: [Google]
40.jpg
129KB, 850x595px
Good night bump
>>
Staying alive.
>>
File: 1428589767162.gif (501KB, 300x200px) Image search: [Google]
1428589767162.gif
501KB, 300x200px
Why no one told me how hard it is to create a living inn and keep the atmosphere?
>>
what do the devs of /rpgmg/ do to keep the internet on and not starve?
>>
>>160721925
Still MV and MV is still buggy.
>>
>>160743724
>>160744187
That looks really nice, sucks that the resolution is so tiny, though.
>>
File: Last.Order.full.1174698.jpg (167KB, 700x800px) Image search: [Google]
Last.Order.full.1174698.jpg
167KB, 700x800px
>>160752031
YMMV
>>
File: switchissues.png (113KB, 880x656px) Image search: [Google]
switchissues.png
113KB, 880x656px
So I'm trying to use switches in a "scene"/map that lets the player choose which class they want to be. When the players teleport into the map the event that does it states all 3 switches are OFF.
I then have the 3 separate events running parallel processes like pic related, and if the player walks into one of the events and chooses yes, then the yes loop says the switches for the other two events are ON.

When I get onto the map though, the events the player is supposed to walk into are being deleted automatically?
Should I remove the earlier declaration that all switches are OFF?
>>
File: switch1.png (138KB, 924x640px) Image search: [Google]
switch1.png
138KB, 924x640px
>>160753269
Already tried reversing the switch setup(I.E they delete themselves when their switch is turned OFF), but problem persists.
Here's page 1 of one of the events
>>
File: switch2.png (43KB, 861x571px) Image search: [Google]
switch2.png
43KB, 861x571px
>>160754263
and here's page 2.

I'm actually assuming pages are separate chunks of code that apply to the same event...am I wrong?
If I am, how can I have an event run both a parallel to check for switch/variable changes, and be triggerable by the player in a normal manner?
>>
>>160743724
>>160744187
Playable yet?
>>
>>160753269
>>160754263
>>160754368
Nevermind I found a workaround.
The first event that locks you into a class just teleports you to another map.
>>
Which is better GCH or this?
http://forums.rpgmakerweb.com/index.php?/topic/56569-rpg-maker-mv-extended-generator-version-alpha-006c-update-on-the-31st-august-2016/&page=1
>>
>>160738675
I think it's an awful practice that should have died out like four generations of home consoles ago.

(Unless your protagonist is actually mute. That might be interesting.)
>>
Is it better to use MVFU to upscale VXA assets; or downscale MV assets and use Shaz's Change Tile Size plugin?
>>
>>160721925
Hell yeah! I hope Yanfly doesn't die horribly from overwork.

>>160736686
Have a minimum, regular amount of work you do. You can schedule times to work like >>160737082 says. Or you could make yourself say, talk about what you've done that week in a weekly blog post. And if you've done nothing? You must post anyway and explain why, then wear the cone of shame.
>>
>>160763571
IMO it's better to scale upward than to force everything else in the game to work towards that particular tile size. My experience with Shaz's script is even if your assets will look fine, you still need to make a version to use with the editor. If you're going to go that far, just do the extra work to make it scale up.

The screen size for MV is quite bigger compared to Ace. This means way more of the map is seen on screen at a time. This can give the player too much info and hurt the exploration process.
>>
>>160756046
Unfortunately no. Rescrapped this project about 4 times just going for it now.
>>
File: A1belILF5+L._SY445_.jpg (42KB, 321x445px) Image search: [Google]
A1belILF5+L._SY445_.jpg
42KB, 321x445px
Would anyone be in support of a new forum for our /rpgmg/ threads? These threads usually blow up, and I understand that its mostly all WIPs but thats the point.

I have plenty of resources that I've been meaning to get out to the community. I'd be really happy to see them used but I also want them to be able to stick around somewhere.

And I hate when these threads 404.
>>
>>160765029
Sure, why not?
>>
>>160765029
I'd be down
>>
>>160765029
Why a new one? Could just migrate to one of the 86 gazillion existing places...
>>
>>160730534
Did you change the colors? It looks better than I remember. Good job!
>>
>Creating Hentai game
>Come up with really great idea
>Too great
>Afterward, no will to continue working

This is not like my chinese cartoons.
>>
File: crusader.png (2KB, 148x51px) Image search: [Google]
crusader.png
2KB, 148x51px
i am working in a gbc like games i made this but something its seems off i use limited colors trying to mimic gameboy color sprites but still feel something wrong here can anyone help me
>>
>>160767230
Can't tell if you're serious or not.
>>
>>160738675
They can be okay, but I generally prefer protagonists that are actual characters. I assume the point of silent protagonists is usually to let the player insert themselves in a story, but I've never been one to do that. I find it more interesting (and better for escapism and immersion) to put myself in someone else's shoes, but if the protagonist is just meant to be a player avatar rather than have an active role in a story, I don't necessarily mind.
>>
>>160754368
>I'm actually assuming pages are separate chunks of code that apply to the same event...am I wrong?
Pages are, essentially, completely separate events that occupy the same space on the map. RPG Maker determines which page is active by checking the Conditions tab in descending order; the first one to have its conditions met will be the active page.

For example, say you have a chest with two pages: the first has no conditions and can be examined to give the player 100 GP and turn Self Switch A on. The second page has the open chest sprite and displays the message "This chest is empty." when examined. When the player first sees the chest, it will be closed and they can get the gold. Afterwards, page 2 will be the active page, the chest will stay open, and the player won't be able to get anything more from it.

Looking at your events, you haven't set any conditions for the pages, so the last one is always active. That means the player will never see page 1.
>>
File: Monstas.png (71KB, 1151x372px) Image search: [Google]
Monstas.png
71KB, 1151x372px
Don't die thred

Here; have some enemies from my game
>>
>>160767230
Gameboy Color sprites were tiny and had an even more limited palette. If you want to mimic that style more closely, try limiting yourself to two colors + black and 16x16 tiles. If you can, maybe upscale your game's resolution so that the pixels look larger.

Looking at Gameboy Color sprites for comparison would be helpful too, to see how they managed with those limitations.
>>
>Another DashBored patch
I think it's great that you are still working on DashBored. This dedication kinda inspires me.
>>
How do I learn to make music? What books do I read?
>>
I just made the song for my game's final dungeon

https://soundcloud.com/iwilldevouryourkittens/cave-of-souls

It's supposed to be real atmospheric
>>
>>160776405
Getting a really heavy pokemon vibe
>>
>>160787437
The atmosphere certainly is sinister and unsettling.
The mood is lightened every now and then but in general it's rather tense and I would try to reach the boss as soon as possible.
The parts where you went for complete silence are interesting, the song feels kinda disrupted/disconnected by this, was this your intention?
>>
>>160765029
>And I hate when these threads 404.
Same here brother.
>>
>>160721925

Yanfly is one of bigshots out there with all those nifty plugins, right? Are there any plugins that are absolutely must have? What would you more experienced folk reccomend?
>>
Do most of you guys use MV or what?
Kinda feel like I'm the only one using VXAce sometimes.
>>
>>160789634
Imo, they're rudimentary things like guages and menu extensions that anyone can do.

Text displays are usually the most useful. But it's like back with RMXP everyone used Ccoa's Universal Message System. And it's not like she was a Coding Wizard or anything. After someone makes it there's no reason to reinvent the wheel.
>>
Haven't used RPGMaker since '04 or so. Don't remember any of it.

I want to make a simple RPG that takes place in a movie theater for the sake of comedy among some co-workers who are really into older RPG's.

What would be the best version of to get/what has the most assets available? I know this is probably a common question, but I figure if I find one that's got a decent enough learning curve, I can adapt it later on to make myself some sort've Dragon Ball RPG, too.
>>
>>160791440

I've only recently started fiddling with MV and I've not tried any of the earlier ones, so the significance is lost to me. I've been going over tutorials and such as I'm fiddling with things, but I've not covered plugins yet, so I'm at a loss as to what I can do with them.
>>
>>160789634
In MV, he's probably the biggest of the bigshots and for good reason. For the previous RM engines, there are equally good scripters such as Modern Algebra. MV's scripter selection is pretty piss poor. Victor, TsukiHime, Galv, Mog Hunter, SumRndDde, and DoubleX are there off the top of my head but my experience with their plugins have always been wildly varying on the degrees of usefulness.

>>160790147
I switched over to MV about three weeks ago. The more I work with Ace, the more I felt like I was reaching its limit so I decided to bite the bullet and switch over to MV since it was on sale. Moving over took a bit of work but well worth it. Remaking shit you had to do for MV isn't a bad thing either because it allows you to remake it better.

>>160791440
I actually find it quite the opposite. He doesn't make menu plugins as much as he makes gameplay altering plugins. Yanfly's most notable plugins are the ones that alter the very fabric of rpg mechanics for skills, states, and equips. You're probably thinking of Mog Hunter who does mostly visual stunts.
>>
>>160789186
>was this your intention?

Yeah, I suppose. I originally thought of the tune when I was humming it as I was going through the final dungeon in Strange Journey with the sound off.
>>
>>160792547

Ah, I see. I suppose I'll look into his plugins and others once I'm up to it. It's hardly worth rushing into things.

I've a question on something else. Are there packs out there that might give me more options towards character faces? It's kinda lackluster, the base one. Any reccomendations?
>>
Tomb of Friends 2 demo fucking when
>>
>>160792547
>The more I work with Ace, the more I felt like I was reaching its limit so I decided to bite the bullet and switch over to MV

>Ace
>More limited than MV
U wot m8? I've worked with MV for over a year now and I can tell you it is REMARKABLY more limited. The engine is horrifically slow. Maps can only be 1/4 the size of Ace because MV can't handle large maps. The programming, which was meant to be a 1-for-1 clone of Ace (IE, zero benefit) was a shoddy job. The Break Loop command even fails to register the loop its in and instead reads the nearest Repeat Above in the same indentions, which makes dialogue options a pain in the fucking ass. Set Position reloads the whole map for no reason, leading to massive FPS drops. And I don't even know whats going on these days, but there's times I have to redo mundane shit like "Set Move Route (Event 1): Set Opacity: 255" with Script Calls instead because it shits itself for no clear reason. Literally just replacing the regular command with the script call gets it to work.

I went back to Ace for a couple of minutes to screencap an example for another anon here, and I was stunned at how much faster it was. Like I hadn't even noticed how bad MV was after so long until I did a thing in Ace.

The thing that gets me the most though, the real kick in the teeth, is that MV's greatest selling point was mouse support. And they didn't actually give you any mouse support. No click options - in fact, they removed 4 buttons instead, giving you even less than ace. To actually have the mouse do something besides "it's easier to from spot A to spot B" you need a plug-in, no different than you needed a mouse-support script in ace.

The only reason to use MV at all is because javascript and the modularity of plug-ins. Both of those are really freaking nice. Nice, but barely worth the other nonsensical shit they come with.

Ace was anything but limited. MV is limited. Pretty, but limited.
>>
>>160791539
XP, XVA and MV are all pretty good

I think 2k3 would work, too, since it has truly oldschool sprites
>>
Today's Song of the Day: https://www.youtube.com/watch?v=O48hUxxJxS8
>>
>>160795963
OneShot on Steam when?
>>
>>160790147
I'm still in the "figure out what I actually want to make" stage of game design, and I'm kind of torn between MV and VX Ace, personally.

I like a lot about MV and I was going to stick with it, but the performance issues bug me. There isn't even anything that bad, but on the other hand... performance issues. In RPG Maker. The lag is small, but common and annoying, in the editor and in play.

So now I'm trying to decide whether to keep using MV and get used to it (or hope future patches fix it) or go back to VX Ace.
>>
>>160798038
Smaller map sizes aren't a problem. 256x256 is plenty large. I don't need 500x500. World maps in Final Fantasy aren't even that size anyway. I guess you would rather deal with hidden classes in VX Ace. Personally, I find it being a 1 for 1 makes it easier to transition over to MV. I won't argue about the mouse support since I hardly use it but the option to have it is better than nothing.

As for the FPS drop, I honestly don't notice a thing. Maybe it's because my computer isn't a potato. Most of the people I see who complain about FPS drops usually have low computer specs. Would you mind posting yours to compare? Because if anything, I find it a bigger problem that Ruby is so incredibly slow. It processes things rather blocky-ish that JavaScript does simply better with a much better timing.

Also for distribution, a serious game creator would easily value MV's mobile, PC, and Mac distribution more than Ace's PC only. Yes, MV's mobile and Mac distribution isn't perfect but something is better than nothing. This is just me speaking as a game maker who seeks long-term accomplishments than short-term self-satisfaction.

My recommendation to you: you need to accept MV for what it is and don't let the bias for Ace blind you.
>>
>>160800029
>don't let bias blind you
>>
>>160791539
VX Ace is probably your best bet if assets are a priority, since people have been making shit for it for nearly a decade. MV is arguably better overall, but it only came out a year ago and it uses sprites at a higher resolution than VX Ace's, so you'll have a harder time finding assets.
>>
>>160800029
>As for the FPS drop, I honestly don't notice a thing
Enjoy your blissful ignorance and don't use animated water
>>
File: Slime Time 22_11_2016 1_10_05 PM.png (103KB, 1280x720px) Image search: [Google]
Slime Time 22_11_2016 1_10_05 PM.png
103KB, 1280x720px
So I'm thinking of there being around 50 different Slimes for you to recruit, but I'm still trying to figure out how exactly it's gonna work.

There are three ways I'm thinking this could go:

1: All slimes are functional party members that you can swap in and out at any time

2: When you recruit a slime, you gain permanent stat gains that stick to your character, eg Warrior Slime gives +5 ATK, but you still only have 1 party member in battle. Some slimes might grant new skills when you recruit them.

or 3: Slimes you recruit are "equippable", eg they function like equipment, and you can equip a certain number at a time.

What do you guys think is the best way to handle this? I'm kind of leaning towards 3 at the moment, but would love to hear your input.

Anyway here's a rough sprite for the Warrior Slime.
>>
>>160802232
Will play your game constantly cause the SLIMES ARE SO CUTE!!!!

For your question, I'd say wither 1 or 2. 3 seems neat but makes them seem less personal and ruins the flavor for me.
>>
Finally made enough of my game that I feel like I can show it to others and ask for input.

Does combat feel too easy/hard? Does one class feel better than the others?

http://www.mediafire.com/file/c0wadjap0fa8b6i/CampEden004.7z
>>
>>160806093
Oh fuck a demo.
I'm occupied right now, but I will play your demo later and give you my thoughts.
Anyway tell us what we can expect.
>>
>>160806093
Downloading this now, will get back to you soon my dude
>>
>>160806325
>>160806453
Uhh, pick 1 of 4 models/faces, input a name then a little cutscene. Talk to NPCs then go into the nearby woods and find one of three events to get your class.
Then grind until the timer runs out/you go back to camp and take on the first boss.

The standard cycle of the game is going to be day in camp learning skills, talking to NPCs and using the shop, then go into the forest to fight monsters, then come back to fight a boss. Repeats 7 times until you get to the end boss and see whether or not you can beat it.
>>
File: firstmap2.png (1MB, 1353x961px) Image search: [Google]
firstmap2.png
1MB, 1353x961px
>>160656181
Map creation has been going good. Been editing tilesets and messing with fogs. Fixed my waterfall and stairs and made the default trees a different color.
>>
>>160806926
Can't install it, it keeps failing while extracting files. Sorry dude.
>>
>>160807763
damn, I compressed it with both options checked, what could I have done wrong?
>>
>>160807841
>what could I have done wrong?
Trusting the compressor to only remove 'unnessecary' files
>>
>>160808327
What should I do in the future then?

Also I tried to credit as many people as I could think of in a notepad, based off my steam workshop subscriptions and shit I remembered taking script from, but is there a more common or accepted way to do that?
>>
>>160808609
>What should I do in the future then?
Don't use it. It's busted. Accept that your game will three times as big as you think it should be
>>
>>160808609
Notepad is good I think but you should mention these people also in the credits.
>>
>>160808734
>>160808930
OK, also one of my friends apparently got the executable to run...and an event that worked in the editor appears to be bugged? What am I even supposed to do about something like that?
>>
>>160809102
>>160807841
>anon excitedly posts a demo, hoping for feedback
>everything is fucked
I'm so sorry, anon.
>>
>>160809102
Bugged how?
>>
>>160809379
Nono, it's not that bad.

Like I'm super early into working on it and know I need to improve anyway.
>>
>>160809424
Apparently...okay, so the player teleports into a new map, and an event autoruns.
Apparently it works up until the autorunning event is supposed to move another nearby event that's just a wolf sprite, but apparently it's not moving and the whole thing just freezes.
>>
How do I make a turn-based RPG based around a race?
>>
>>160809557
Post your event pages
>>
>>160809795
Figure out a way to have the sprites move a random number of squares, modified by modifiers.
>>
File: wolfp1.png (49KB, 840x608px) Image search: [Google]
wolfp1.png
49KB, 840x608px
>>160810089
Just double checked in editor and it ran fine so idk
here's the first half
>>
File: wolfp2.png (50KB, 843x607px) Image search: [Google]
wolfp2.png
50KB, 843x607px
>>160810594
and here's the second half, some move commands got lost in between.
>>
>>160810594
>>160810754
First of all if use the condition box left on the event page instead of using the conditional branch command for stuff like this. It makes things easier to work with.
Where exactly does it get stuck? At the second move route?
I'm also not sure why you use the direction fix, always caused problems for me.
>>
>>160810594
From your description, it sounds like the wolfsprite is getting stuck and you don't have "Skip If Cannot Move" checked, which is jamming it.
>>
>>160810754
>I'm also not sure why you use the direction fix
At a glance, I believe he's having the character back up towards the right (while facing left).
>>
>>160812093
was meant for >>160811941
>>
Yeah, fixed the wolf issue, thanks guys.
>>
>>160812171
>nvm fixed it
>thread closed
>>
>>160812719
Sorry, it was an issue where the wolf was getting caught on terrain, so I made him THROUGH and just dialed in the move commands until it moved the right way.
>>
>>160812789
I was just joking a little because we all know these threads on forums.
Great that your event is running fine now.
>>
File: BlueCavern2011.png (134KB, 320x240px) Image search: [Google]
BlueCavern2011.png
134KB, 320x240px
Bumping with a random ss (not mine!)
>>
File: SMASH.png (126KB, 265x393px) Image search: [Google]
SMASH.png
126KB, 265x393px
>>160812719
>>
>>160795963
It's almost finished, I swear. I've had tons of stuff to do that sucked time out of me, but it's basically finished!!
>>
>>160817372
All of your 5 fans await your game!
>>
Has anyone here ever made it big?
What's the most successful project to come out of this place?
>>
>>160818637
DashBored and Celia's Quest I think. I don't know of any others that were talked about here that did well. Some dude did that game about slaying a dragon or some shit that was well-recieved but I don't think it was monetized.
>>
>>160802232
Warrior slime is kawaii as fuck, therefore 1, let me use that guy in battle.
>>
>>160715682
>>160802232
Do the slimes talk? Do they have personalities?
>>
>>160806093
It would be nice to have *any information at all* about this before downloading it. Post some pictures and a summary or something!
>>
>>160821389
They do talk, and they do have personalities.
I'm working on option 1 at the moment, I think this is gonna be it.

Also I'm trying to upload webms but it keeps giving me errors saying that they can;t have audio... even though I'm not recording them with audio. Anyone have any ideas?
>>
>>160821751
Which program do you use?
I use this https://gitgud.io/nixx/WebMConverter which is also known as webm for retards and it just works.
>>
>>160821751
use webm for retards.
>>
Do people prefer random encounters or on-map ones?
>>
>>160822273
I prefer random encounters but I feel that most others do not.
>>
>>160822273
I like a mix of both, on-map ones dropping more stuff or being more important but only spawning once.
>>
>>160822273
On map is great if you do it well, but they can easily get obnoxious if you don't. Random encounters are safer if you're not confident in your on-map-handling wizardry.
>>
File: 41.jpg (257KB, 595x842px) Image search: [Google]
41.jpg
257KB, 595x842px
Good night bump
>>
>>160825527
Good night.
>>
>>160822273
game's looking sick

keep it up
>>
How does one put in new clothing options? It's not something major either, I got one of the freebies off the forum, the first one.

Says SV_Clothing1_pXX and SV_Clothing1_pXX_c

I figured that the sequence must continue and I renamed it appropriately. It didn't take tho'. I checked around and this sort of thing actually looks like it fits into TV more, but I did the same and still it's not showing up in character creator. Any advice?

Here's the link to the files. https://dl.dropboxusercontent.com/u/17078211/RPG%20Maker%20MV%20Updates%20Part%201.rar
>>
>>160751026
judging by the game concepts, most of them are disgusting NEETs with depraved imaginations. Therefore, autismbux.
>>
>>160751026
I work as a graphic artist in the tv industry. Unfortunately my skills don't transfer to spriting :(
>>
File: no dying.png (61KB, 585x202px) Image search: [Google]
no dying.png
61KB, 585x202px
>>
>>160751026
Warehouse work. I keep telling myself that if I want out, I have to get better at RPG-making and being a shameless self-promoter
>>
File: animated_water.webm (3MB, 1281x720px) Image search: [Google]
animated_water.webm
3MB, 1281x720px
>>160800210
>>160801520
I assume you two are the same as >>160798038

Post your specs so we can see the comparison? Because I'm having no performance issues with MV at all.
>>
>>160833335
It's not really as simple as who has the better PC, from what I've heard. It seems to be completely random on how well it performs, some people with poor PCs have had it run fine, while others with great PCs have had it run horribly.
>>
>>160834384
I imagine it would have to do with keeping all your drivers and Windows build up to date then.
>>
>>160751026
Living off of my parents.
>>
Give me some tips for making a gameplay system with a good sense of character progression. Sure, there is leveling up, learning new skills, acquiring stronger equipment... but what else can be done to make you go "oh yeah I'm definitely getting stronger" when playing?
>>
File: demopic.png (201KB, 547x442px) Image search: [Google]
demopic.png
201KB, 547x442px
>>160821595
Yeah, lemme do that now.
The basic premise is you're a kid at summer camp, and over the course of the week fight bigger and stronger monsters in the forest until the end of the week when you fight the final boss. Throughout the week you'll have chances to learn different skills and get different gear, so the idea is supposed to be each run will be short, but varied.
>>
>>160845312
Idk how I would do this/if it would even be possible, but I also like the idea of doing something like...beating the final boss isn't a guaruntee, but if you do then you could go into NG+ with a new character, and recruit the character from your last run as a party member.
And then all the enemies would be stronger and such.
>>
>>160845425
I tested this version and it should work for people. My discord username is in the readme if anyone has feedback.

https://www.mediafire.com/?xmwi2y0006mthjj
>>
>>160751026
HVAC mechanic, NYC

Not my ss
>>
>>160844158
Make monsters run from the player if the level difference is high enough? (Though that could get obnoxious if the player is trying to farm them for something.)
>>
>>160846483
If monsters stronger than you = aggro
If weaker = non aggro
>>
>>160845425
I could swear I've seen that kind of thing done somewhere, but I can't remember where... Anyway, I see no reason you couldn't do it.
>>
>>160844158
Trophies/Achievements Pop-ups

>Gold Star: Completed Tutorial
>S rank: Won a battle without taking damage
>Hoarder: Inventory is full.
>Dreamer: Jobless with a college education.
>Make America Great: You're a product now. Your performance is all that matters.
>Barcode Tattoo: Define your worth.
>~Platinum~ The Glass Ceiling: You played by their rules and did everything they'll let you. Didn't you see this coming?
>>
>>160845425
This is a neat idea, and would provide (virtually) infinite replay value. I'm into it.

>>160751026
American Express Business Customer support. Pays exceptionally well if you can talk to people and they have an opening. It's just soul-crushing at times
>>
>>160846554
That doesn't seem like it would quite give players the same feeling of "I am the fucking strong" as having them piss themselves in fear and flee for their lives, though.
>>
File: do not want.jpg (7KB, 248x236px) Image search: [Google]
do not want.jpg
7KB, 248x236px
>>160847323
>>
>>160850526
I guess there are different ways to think about progression.

One measures progression as a shrinking distance to a point in-front of you.
The other measures progression as a growing distance from the point of behind you where you started.
>>
Thinking about how I would reimagine Sonic '06 as an RPG. But I want to marry platform mechanics with rpg battles somehow, because it just wouldn't be Sonic for him to stand still on a flat plane. I want to keep it in motion somehow.
>>
>>160845564
I'm busy now, but I'll check it out later when I have time. Congratulations on getting a demo out.
>>
>>160859697

No idea how good it was but you could check out the old DS sonic rpg made by bioware. And if you want platforming you could always draw inspiration from the Mario and Luigi games.
>>
>>160449095

I need some advice. I can't get Yanfly's Weak Enemy Poses to work. I've set the health precentage and put down the proper name for weak pose image to swap to, but no matter what I do it won't work with me.
>>
>>160862768

Actually, nevermind. I worked it out.
>>
So has anyone managed to get a setup where they can fullscreen the game and also alt-tab properly? Or is that a pipe dream?
>>
Which of your characters do you think I'll relate to the most? For the record, I'm intelligent, nihilistic, and have a wicked sense of humor. Anyone?
>>
>>160864019
The secondary villain. A reality warper who comes to think that reality itself is only an illusion after developing his powers enough.
>>
I just realized that perspective in my game is a bit too frontal in all sprites and map objects, which makes quadrupeds look really weird, but redoing all graphics is probably not worth it, so now I'll have to retool the story so all horses, cats and dogs, etc. are some kind of biped bird, ball of fat or slime.

Have you made any changes to your story out of laziness or just to save time/resources?
>>
>>160845564
>Download game
>Choose the cute female Alex
>Run around and talk to a few people
>Go into the forest to play
>Suddenly 10 minutes time limit for some reason
>Find a pupper and get bit
>Apparently I'm a werewolf now
>Almost die to the first shrooms because I missed one attack
>Go back to the camp because the time limit is still there
>Suddenly Medusa decides to play with me
>Paralyzes me
>Kills me

Goty

You really need to give an in game explanation for the time limit and maybe give some indication that when you return to camp that there will be some sort of boss battle.
I still like the premise of it though. Gonna play more serious later on.
>>
>>160845564
Stopped at Medusa.

I didn't like how the first battle is too luck-based. Since you have no skills or items, you need to kill the mushrooms with basic attacks, and if you happen to miss a single one, you're likely to die.

I also didn't like the second-person writing, but I guess this one is a matter of taste.

I don't know if you need to grind before battling Medusa or if there is an item to counter her paralyzing gaze, but if there isn't, then she shouldn't be able to stun-lock you. That isn't the good kind of hard, because it's not dependent on your skills as a player: it's all chance.

I didn't like not having a 100% chance to hit. The character isn't drunk, so hitting the enemy should be completely certain unless they have some sort of evasion.

Finally, a glitch happens if you skip the dialogue with the wolf too fast: you get stuck.

Sorry for being rough, but you need to work on a lot of things.

I did like some of the sprites used in the forest though, such as the mushrooms and trees.
>>
ARISE
>>
>>160868858
The time limit is the dinner bell that the counsellor talks about. Also I've already fixed the model and name change stuff so it should work properly.
>>160871202
Already changed lamia's paralyze to a poison and messed with hit ratings.
Thanks for feedback, folks. Going to put in another day or 2 worth of content.
>>
>>160875246
I'll put links to updates in these threads when I put stuff outz, but also considering just making a tumblr for this.

Also credit has to go to Phylomortis for those great sprites.
>>
Bumpu
>>
File: trouffles.png (3KB, 81x87px) Image search: [Google]
trouffles.png
3KB, 81x87px
Is it clear that this is a pig--like mushroom creature and not a kid with a bowlcut screaming? What do I do to make it clearer?
>>
>>160879908
I saw a pigshroom, for what it's worth. The spots could stand to be asymmetrical though- that might help.
>>
File: Capture.png (19KB, 711x154px) Image search: [Google]
Capture.png
19KB, 711x154px
>>160833335
No, I'm the one who through your quote back at you as you responded to factual limitations of MV with "I don't mind," when the premise was that Ace is more limited than MV.

In fact, your only counterargument was MV's distribution options, except the original complaint was
>The more I work with Ace, the more I felt like I was reaching its limit
which does not sound like a completed game seeking platforms, thus not the "limitation" you were running into.

Also, your post had errors like saying "Ruby is incredibly slow," when Ace was actually written in C++, which, as a language, is incredibly faster than what MV is written in.

As for the FPS drop, make a simple parallel process event that transfers the player to a spot (No Fade) when "Up" is pressed. Then press up a few times. Try holding it a bit. Then do the same in Ace. Nice rigs and slow rigs both experience that drop upon the Transfer Player command because the game reloads the whole map, even when you are transferring to a spot on the same map. Obviously, nicer rigs experience less of a dip (mine drops to 20 FPS, with a quarter second delay, for a single transfer. Another anon tried it upon request and only dipped to 40 FPS on a single transfer with no real noticeable delay). For an event that involved multiple, successive transfers, it was an unusable option in either case.

A real, "serious game creator" would understand that he has an audience of all sorts of rigs and not squash those with less when he doesn't have to. This simple flaw, that isn't present in Ace, is not "have to."

Lastly (and the main reason I didn't care to reply seriously to you) is your snide "My recommendation to you: you need to accept MV for what it is" when my very post admits that I have used it over Ace for over a year and indeed accept it exactly for what it is, the good and the bad, while you are only showing bias.
>>
How do I write a game allegorically about depression without it coming off as sentimentalist?
>>
File: RPGMV Loop.png (352KB, 890x2634px) Image search: [Google]
RPGMV Loop.png
352KB, 890x2634px
>>160833335
And post scriptum, pic related is an event I spent 3 hours fretting over in MV trying to figure out what I did wrong when the Break Loop command wasn't breaking the loop. It took some time, and then amazement, to realize it was in fact not breaking the loop at all but instead taking me to the nearest Repeat Above, which was from Loop 2, and then continued running, which returned me to the top of Loop 1.

You can recreate this error with a much smaller event, so long as your Break Loop command is sufficiently nestled under conditionals. If I recall correctly,

>Loop1
>Show Choices: 1, 2
>>1:
>>>If Switch 1 is OFF
>>>>Break Loop
>>>Else
>>>>Break Loop
>>2:
>>>Loop2
>>>Repeat Above (Loop 2)
>>>Text: You shouldn't be here.
>>End (Show Choices)
>Repeat Above (Loop 1)
>Text: Successfully out of loop!

I believe that showcases it. If not, try nestling the Break Loop under a couple more conditionals.

I reported this error to the forums already, a few months after release, but it still hasn't be fixed. Instead, I use Label and Jump To Label commands to work around it, but that's a real shoddy programming job, and it's reason is obvious if you actually open the event .js file up in Notepad++.
>>
File: end it.jpg (15KB, 316x202px) Image search: [Google]
end it.jpg
15KB, 316x202px
>>160862961
>>160812719
>>
>>160883536
>allegorically about depression
Why an allegory?

>without it coming off as sentimentalist?
What's wrong with sentimentalist?
>>
Haven't added much content, but did fix up Camp Eden and am uploading a new version now.

Also made a tumblr for putting the mediafire links out, and posting more professional-ish dev stuff. http://campedendevblog.tumblr.com/
>>
Today's Song of the Day:

https://www.youtube.com/watch?v=TFXlWfzW9Uo
>>
>>160884874
>What's wrong with sentimentalist?

He didn't say there is something wrong with sentimentalism, but I understand him because not everyone wants to make a "muh feelings" game, especially when there are so many out there that try too hard to make you feel in certain ways that it doesn't even feel natural anymore, and it just comes off as melodramatic. Emotional situations are completely fine but they should feel natural according to the context in-game, not make it blatantly obvious that the developer is trying to force them in
>>
>>160751026
PSW work. I wipe your grandma's butt, put her nightie on and tuck her in. Lots of laundry and pushing wheelchairs as well.
>>
>>160751026
I'm an American waiter in a diner. Part-time, since I am eternally a student.
>>
>>160751026
I work at Subway haha /murders self
>>
>>160887637
Are you a Sandwich artist Pro?
>>
>>160888567
oh I am a PRO sandwich artist
>>
File: LoS Cursor.webm (1MB, 720x432px) Image search: [Google]
LoS Cursor.webm
1MB, 720x432px
Getting a little burnt out here. The sRPG combat system is finished, but I can't really decide what I want to do next. I need to rework the inventory system from the ground up again, which involves drawing assets, which I sure as shit am not in the mood for. I could add dieties/prayers and talk options, but both of those rely on the greater game and would be better of waiting for.

In the meanwhile, I finally settled on how I want to display LoS for ranged weapons, since a real-time display can't feasibly be drawn to map. As you can see from the webm, it draws the cone for your full possible range, and your cursor reflects whether you have LoS to that spot or not. Can I get some feedback on it? Is this display clear and acceptable?
>>
>>160890728
It's pretty noticeable, but red-on-red is still kinda hard on the eyes. If I were you, I'd take a page from other SRPG games and make your target cone a lighter color. Make it more salmon/pink or the cursor more orange.

Keep it at, bro. The world needs more SRPGs
>>
File: Slime Time 23_11_2016 2_51_10 PM.png (118KB, 1280x720px) Image search: [Google]
Slime Time 23_11_2016 2_51_10 PM.png
118KB, 1280x720px
How is everyone today?

I've surprised myself with the amount of progress I've made over the last couple of days, at this rate I might even have a 10 minute demo ready by the weekend!

What are you guys working on today?
>>
File: 1435964338267.png (47KB, 872x595px) Image search: [Google]
1435964338267.png
47KB, 872x595px
>>160891889
>What are you guys working on today?
I'll let you know when I figure it out.
>>
>>160887637
>>160888983
I love your guys' pastrami melt. I hate that it's ten freakin' dollars, though
>>
>>160895449
oh we don't have the pastrami melt at my location lol (but I live in Maine so I'm not surprised)
>>
>>160891889

Still trying to come up with good concepts for my battle system. I've never had so much trouble before. I know I want to have a bunch of different formations for the party and have those formations matter, but that's all I have so far.
>>
>>160891889
I just took a bath and had some nice idea for my project.
>>
>>160898667
>Been trying to make your own battle system
>Currently having serious thoughts of scrapping it all together

My... my story can keep people's interest right?
>>
>>160899253

Think about yourself first.
>>
>>160899253
I have the opposite problem
My battle system is 100% complete and exactly where I want it to be, but my game doesn't really have a story
>>
File: Capture.png (161KB, 1212x744px) Image search: [Google]
Capture.png
161KB, 1212x744px
Fuck inventory systems.

That is all.
>>
>>160577270
Not sure, but to me the formula seems to do
>If target has state, then change it
>otherwise do 10 damage
>>
So...I have been making a little project mostly for trying to make an actually working and balanced RPG with VX Ace, pretty much something I would only let my friends try.

After around 15~ hours of mandatory playable content(still halfway in terms of story progress, will probably be 22~ hours long to reach final boss without optional stuff) I could rate my own work and I was wondering how to fix some of my flaws

>Story
I've got my big picture, alright, but in most RPGs I have played, the little details in every quest were what made it feel unique, the main picture was barely there. Not sure how to make a similar effect.

>Characters
While I have something that most people forget -- a character base where you can interact with every party member that isn't the actual leader(can be switched at save points) and they all have different dialogues AND the game generally has a party reunion working in a similar way, but interactions are mandatory to progress before every major dungeon, I still feel like I should be writing more backstories or something instead of just making them comment on the situation or their PoVs on stuff. More than a flaw, I feel like I have a lot of wasted potential here.

>Battle
Actually what I like the most. Enemies are generally strong after the tutorial dungeons, but mostly not immune to any statuses, and there are 2 characters who can inflict most of them, making battles more than spamming attack. When it comes to bosses, they all have some gimmick or pattern, usually there aren't more than 2 different approaches and it seems like I have a specific party combination in mind for each one. Game has a Scan skill that gives hints on how to win, almost mandatory for bosses. I feel like the difficulty is way too high and could risk being pretty unfunny, especially if you have to play every boss multiple times to learn their patterns/gimmick.
>>
>>160905002
Not sure how to help with the story and characters, but as a general rule, it's better to balance things so that the game leans towards feeling too easy rather than too hard. Players won't have your inside knowledge of the game, so they'll likely have more trouble than you expect.

If you're worried the difficulty is too high, then it probably is.

Also,
>little project
>15~ hours of content

I don't think I've ever made a game that lasted more than 2, so I'm a little jealous. How long have you been working on it?
>>
File: fixed pig.png (2KB, 80x86px) Image search: [Google]
fixed pig.png
2KB, 80x86px
>>160879908
like this
>>
Is there some kind of way to replace the text of a specific phrase of words in all events, find and replace style? I imagine translators of games have some kind of tool to make it easier, it can't be as hard as hunting for it in every event and replacing it manually...
>>
>>160891889
I slept with the fan on and got sick

haven't worked on anything for 2 days
>>
>>160907384
Get well soon Anon.
>>
>>160906332
Yeah, I've been making enemies weaker and always remind that the Scan skill is there for bosses, the description at times is very straightforward(Like "Boss isn't immune to debuffs and has a very high physical attack" guess what you are supposed to do?)

>How long have you been working on it
Should be 1 month and half, story progression is a bit slow(long dungeons, lots of dialogue, and I am getting all treasure chests in every dungeon while testing because that's actually the proper way to play it, items you find there are good enough and EXP got in the meanwhile is just a bit more than the one needed to defeat the next boss safely)
>>
>>160905002
Biggest flaw I forgot to mention

>Mapping
Friend tells me that they are at least Pokémon-tier, but I feel like my mapping skills are really shit.
As long it's caves/deserts/houses/artificial dungeons(towers or whatever)/dimensional corridors I am fine, but more open dungeons such as forests, plains, mountains/isles etc. always look bad and messy.
>>
>>160908447
Care to post some examples?
Maybe we could give you some tips
>>
File: Plains - Area 1.png (3MB, 1920x1920px) Image search: [Google]
Plains - Area 1.png
3MB, 1920x1920px
>>160908571
'kay, get ready to see some very bad map
>>
File: Swamp map.png (2MB, 1760x1024px) Image search: [Google]
Swamp map.png
2MB, 1760x1024px
>>160908824
Forgot to mention this as well
>>
>>160908824
This feels awfully cluttered and I'm having a hard time seeing any structure in there. The way you placed the trees is chaotic and serves no purpose other than giving the player a hard time walking around.
Is this a path people are traversing from time to time? Doesn't feel like it.
Try to let the place be more "realistic", where would the flora be?

>>160909254
This looks like an absolutely annoying place and I'm sure this is what you wanted. Change the pools to be less like squares, this looks kinda wrong.

Also, wow you sure love giving your players a lot of treasure chests. I give them maybe 2 or 3 per map while you give them 20.
>>
>>160909870
>plains
If you mean NPCs, then nope, the closer you get to a NPC village, the more structure there is. That's the farthest place from it and leads to a beach, where you can use the ship to leave and go in another, even more messy map.
If you meant the players, then it's actually a map you will be going back and forth 3 times.

>Annoying Swamp
Yes, the NPCs hate this place.
Enemies are also the kind everyone hates the most, very evasive, quick and spam poison/silence.
You can dodge most of the poison if you don't want chests.

>treasure chests
There are a lot of different useful consumable items in-game, some are way more powerful than most skills, and enemies drop low currency most of the time.
>>
File: 42.jpg (199KB, 850x1189px) Image search: [Google]
42.jpg
199KB, 850x1189px
Good night bump
>>
Is there any decent order I should be distributing skills? Who should get the stat boosts, who should get the status cures, who should get the multi-hits, and when?
>>
Need some help with tiles.
Using MV. How do I rescale the tiles, seems like a hassle to do every tile in PS, I don't even know to what sizes I should scale them. Is there a plugin that lets you use old tiles?
>>
>>160864019
The spooky twist character who's had enough.
>>
>>160912891
There is a class system for a reason
I usually make sure you should have at least 1 new skill before each boss.

>stat boosts
Generally DPS classes, but only affecting themselves or a dedicated Supporter class with decent all around balanced stats.

>status cures
Healers, and maybe some characters can get skills to restore their status by wasting some TP.

>multi-hits
DPS classes, obviously. Or a specific class that starts weak and useless but completely overwhelms other generic DPS classes if levelled enough thanks to long combos
>>
>>160909870
I think >>160908824 is more like a maze?
>>
File: 1303001038858.jpg (86KB, 500x605px) Image search: [Google]
1303001038858.jpg
86KB, 500x605px
>>160891889
>What are you guys working on today?
Still having problems on that "live atmosphere Inn" I have. I have the story weave, design and everything but I like the Innkeeper lady so much I keep giving her more dialogues instead of creating other events or shops in the town.
>>
>>160916337
Reminds me that I ended up making a shopkeeper/former soldier girl a temporary party member for one quest if you talked to her enough just because I liked to write dialogues with her instead of progressing the story for like 3 days.(And ended up being the strongest party member so far, a little bonus that makes a specific mandatory quest easy as shit)

Same happened again and I made another shopkeeper a recurring character. Now keeps appearing before some dungeons if you keep talking to them everytime they appear and go back visiting every shop in the game at least once.
And I was planning to make them a secret party member as well, obtainable at the end of the game or something
>>
>>160891889
>What are you guys working on today?
The Muse has finally blessed me with fresh inspiration. The good news is I can reuse a lot of the sprites I already had from another project, the bad news is I have to start from scratch on everything else.

Today will be research and outlining. That will probably be the next few days really.
>>
Anyone know where can I find a mosque tile?
>>
>>160913008
MV doesn't do that. You have to change the tiles yourself. Why do you need to scale tiles if you don't even know what scale they should be?
>>
>>160919724
Not me, sorry
>>
>>160736686

I discovered this a little while ago. I suppose I'm still riding on the curiosity high. Over the past few days I've watched sumrndmdde's tutorials and have acquainted myself with most of the basics that way. Started introducing myself to yanfly's plugins and such yesterday. I think that'll take a while. In the meantime, I made the region map where game ought take place and have written down the skeleton of the story and ideas I'll attempt to tackle.
>>
>>160884461

Don't worry anon, I'm still learning. I'm sure I'll have a question you can answer soon.
>>
How do you guys feel about games with no leveling up? I was thinking of making a game in VX Ace or MV inspired by the SaGa games, but not nearly as complicated of course.

It would be my first game made in RPG Maker, so any tips would be appreciated as well.
>>
>>160927296

Incredibly hard to balance and has a very niche audience. I absolutely love SaGa, but i would recommend trying something a little more straightforward for your first project.
>>
>>160929002
Well I did have something straightforward in mind at first, but then my mind wandered to SaGa. Guess I'll go back to that, thanks anon!
>>
>>160927296
As long as it's fun to play, anything's fine.
>>
>>160929293

It's fine to still take inspiration from SaGa, but it would be best to avoid the more obtuse stuff like battle rank, event rank, etc. You know what I mean!
>>
I know this isn't my blog but

>All day at work think of ideas to make my game better
>Get really excited about coming home to work on it
>Get held up by a crazy, drug-addled dickhead on the way home, basement of a shopping mall of all places
>Manage to get away and call security
>Spend the rest of the way home thinking about how a real man would have handled it
>Feel like my stupid chinese number game are a waste of life, now

How to make progress?
>>
>>160908824
Area is too open. I appreciate if you want it that way, but consider a way to make better use of the space.
Try to play as a player might. Is the exploration rewarding? Maze levels might feel less 'natural', but they do present a really good abstract representation of a journey, with the twists, turns and dead ends they provide. There's a middle ground to be met there imo.


There are rows of trees, borders of rocks and little patches of long grass without much purpose other than to stand in the way- if that's the case they could be a continuation of the cliffs instead, would feel less cheap.

The level is still essentially a giant square

Jesus that is a lot of chests. Are they meant to be actual chests or just represent item pickups? Either way it feels like a lot.
>>
evening /rpgmg/

i'm taking a break from finishing my game to create a short, repeatable hentai game.

Thing is I don't want my pervert simulator to be tied to me in any way, I just want to use it as an opportunity to try out some mechanics and get the lewd out of my system, then finish it and release it online for free,

Is there any identifying data stored in game project output, like the name my rpgmaker is registered to?
>>
>>160933523
Waste of life would be getting shanked by a drug-addled dickhead because you tried to club him to death with your cock like a man instead of leaving it to people who know what they're doing. Take a drink. Then make your stupid chinese number game.
>>
>>160936195
>>160936195
Thanks dude, needed to hear that. Done a 180 in the last half an hour and feel like a dork for making this my blog.

Spriting time.
>>
>>160689178
Not the other anon, but SumRndmDde it's a great guy. I used to support him in his Patreon, but things went pretty bad in Brazil , so I had to cease it. But he's very supportive and make some neat stuff.
>>
>>160730534
Its very cute, man! How are yuou dealing with the low-res stuff? Please, tell me you're not ressampling stuff.
>>
http://www.mediafire.com/file/69mud4b9sja396t/CampEden005B.7z

Found a pretty serious issue where picking any character other than male1 stopped you from actually getting into the class you chose, and thus die on the first fight because N/A had no attributes.

Readme has contact info you can reach me on for feedback.
>>
>>160937410
Not him, but resampling probably isn't a massive problem- I've drawn 16x16 art, upscaled it to 48x48, looks great on my monitor, but when I test the game everything looks fuzzy and low def.

So even if you draw at native res, it's just going to get ruined anyway.
>>
>>160938070
Sorry, but why not just change the engine's resolution?
>>
>>160938169
Felt like something I couldn't tackle as a newbie. Maybe could give it a try.

Also, ignore my comment about how the engine makes it fuzzy, you can fix that:

http://forums.rpgmakerweb.com/index.php?/topic/47504-how-to-remove-blur/

Just checked and can confirm it works.
>>
>>160938515
I highly recommend that. I'm only having to deal with the message system, for now. YEP_MessageCore would be my salvation, but it won't work very well on low resolutions.
>>
Trying to use a variable as a quest stage tracker, but the stupid condition for an event page is permanently set to Equal to or greater than.

So much for my branching quest.
>>
>>160939249
Just use weirder numbers
1-10 is branch A
20-30 is branch B, etc.
>>
>>160933854
>Area is too open. I appreciate if you want it that way
Unlike some other maps like that swamp, this dungeon is supposed to be pretty open and not too much mazey, despite there is a clear single path to the next area

>continuations of cliffs
Will probabily replace them, yeah, trees felt a bit out of place there

>item pickups?
Actually I should change some chests into lights or something, since they are mostly item pickups.
Problem is that I have a lot of different items since most of them can mimic skills or being better versions of them(limited use cause you cannot buy them)
>>
>>160939249
I used a variable as "Story Progress", but I still need some switches at times
>>
>>160939521
but isn't it = or >?

I was hoping to use 0 by default
1 - pick up quest
2 - Progress to first decision
3 - Decision 1
4 - Decision 2
5 - More stuff

At 0, every stage will be open because of the greater than, no?
>>
File: 1479902967295.png (1MB, 2020x4137px) Image search: [Google]
1479902967295.png
1MB, 2020x4137px
I really like how /agdg/ have pic related to keep track of other people's progress on their projects and to bring a community sense to people here.

I'm thinking of making something like this for us here in /rpgmg/ too. I can be responsible for the weekly updates.

Anyone interested?
>>
>>160940540
That'd be great. I like AGDG, but our community is still small enough to be civil. Plus, this way even lurkers might post screens for the OP :3
>>
So what do you say fellas, MV or Ace?
>>
>>160927296
Is there some other form of progression?
>>
>>160940540

I like this idea despite the fact that I've yet to start buckling down and developing my game.
>>
File: Map001.png (396KB, 600x600px) Image search: [Google]
Map001.png
396KB, 600x600px
I'm kinda annoyed with world map options. There are so few! An' most are crappy. Managed to make this, but I've a feeling I'll have to go to GIMP and rework it, after which I'll have to fire up that plugin to designate areas where player can't step in.

Speaking of which, is there a way to make it so names of the forests/towns/etc. appear on screen when player is at the spot of the event that will take them inside?
>>
>>160945673
Not without scripts/plugins I guess...
Anyway, there are alternatives to the classic world map

In all my projects, there is no World Map, instead, every different place has a beach and you can take your ship. Once here, you simply choice the next destination in the menu and teleport on another beach
>>
>>160944721
Equipment and Skill learning. Equipment might actually be easier to balance than leveling up, particularly.
>>
>>160945673
I believe Yanfly had a PlugIn t that coult work. Event Name Tag, or something like that
>>
>>160946691
Another would be having a world map that is basically a black map
Think about something like Neptunia but without background, you navigate through various locations in basically the same way, except you move your character in a map and not cursors.
You could be making it look like a hallway that indicates how close you are to the end or a path similar to SMB3 World Map
>>
>>160935561
I don't think so. Don't worry.
>>
>>160940540
I like this idea.
>>
Do not die
>>
File: karugamo-vol-1-right.png (179KB, 420x360px) Image search: [Google]
karugamo-vol-1-right.png
179KB, 420x360px
I bought these for you guys <3

Make sure to add them to the DLC list cause I'm not gonna upload them again.

Karugamo-vol-1.zip
http://www61.zippyshare.com/v/zPBALXq7/file.html
karugamo-vol-2.zip
http://www101.zippyshare.com/v/5ae7551X/file.html
karugamo-vol-3.zip
http://www101.zippyshare.com/v/DmeAVH3u/file.html
karugamo-vol-4.zip
http://www101.zippyshare.com/v/XgDZS6oo/file.html
Karugamo_Contemporary_BGM_01.zip
http://www101.zippyshare.com/v/gi8Lu0y6/file.html
>>
>>160940540
An excellent idea.
>>
>>160956959
Not today
>>
>>160958241
Thank you!
>>
File: Ananke.png (41KB, 140x221px) Image search: [Google]
Ananke.png
41KB, 140x221px
Some small Steel Zeroes secrets, since I don't think I saw many people commenting on finding these.
And also because I haven't been doing much other than some maps for it, so not a whole lot of progress to show off.

> If you're fighting a Shock Sucker, it'll start using a attack that glitches you once it reaches 50% health, once Eva gets glitched, use the Talk skill for something amusing.

>There's a secret room in the mechanic shop.
>>
>>160960830
Can Ananke be my secret girlfriend?
>>
File: Map002.png (213KB, 600x480px) Image search: [Google]
Map002.png
213KB, 600x480px
What say you anons? It's basic, sure, but once I get Yanfly's dodads thing up and running, making it look nicer will be easier.
>>
Hoping to have a short demo up soon, once I've got the first 10 or so slimes in the game.

One of them is the elusive Grass Slime. I'm still figuring out what skills he's gonna have though. Coming up with unique skills for each slime is gonna be tough. I want it to be so that there isn't just one "best team" composition, so it encourages people to use the slimes they like most. It's gonna be tough, though.
>>
>>160960830
>There's a secret room in the mechanic shop.
Wait, what?
>>
>>160962304
This could become very comfy.
>>
>>160960830
>>160963925
I found that, but I forgot to mention it.

I think you have to examine something in the back room to open a secret door.
>>
Attention duelists
OneShot will be released on Steam in two weeks.
>>
>>160940540
Totally down for this
>>
>>160958241
Appreciated, thanks dude!
>>
What is your main inspiration for your game?
>>
File: luke14.png (104KB, 214x416px) Image search: [Google]
luke14.png
104KB, 214x416px
>>160972472
Mega Man
>>
File: images.jpg (3KB, 102x121px) Image search: [Google]
images.jpg
3KB, 102x121px
>>160940540
>realize if we do this I'll have to come up with a name for my game and some dev name to create it under
>>
File: 1479502281945.png (75KB, 380x296px) Image search: [Google]
1479502281945.png
75KB, 380x296px
>>160974214
>Also have to show some screenshots and actually make some progress
>>
>finishing up a very emotional major scene
>don't know how to connect back after the scene is over
>don't want just more cutscene cause most of that part of the game has quite a bit of cutscenes already
fuck
>>
File: 2016_11_12_windowskeein.png (326KB, 640x480px) Image search: [Google]
2016_11_12_windowskeein.png
326KB, 640x480px
>>160940540
I'm so down. It's like free advertisement and what have you. Also, aids progress.
>>
>>160974604
Isn't that the point? To have people get hyped up and get scared of dropping progress?
>>
>>160975921
Where is the corsair?
>>
File: beeech.png (138KB, 640x480px) Image search: [Google]
beeech.png
138KB, 640x480px
>>160977287
On vacation, shooting birds.
>>
>>160976880
Yeah it would be pretty good actually.
>>
File: s-l1600[1].jpg (569KB, 1583x1600px) Image search: [Google]
s-l1600[1].jpg
569KB, 1583x1600px
>>160972472
Warhammer 40k: Rogue Trader.
>>
>tfw project is still called Project1 because I can't find a suitable title
Why making titles is so hard compared to everything else
>>
>>160972472
I don't know... There isn't a specific game, guess I could say JRRGs as a whole
>>
>>160972472
xenogears
>>
File: 1465149243787.jpg (89KB, 960x1280px) Image search: [Google]
1465149243787.jpg
89KB, 960x1280px
>>160983342
That is why I called my project Project2
I am so smart
>>
Is there a way to make item hidden until you have the right skill learned?
>>
>>160983342
You could name it some rough idea/generic thing, that way it's at least easy to find later.
I.e.
>Loli RPG
>Warhammer but with less war and more court politics
>Meme game: the game of the movie 2k16
>>
>>160986920
You could make 2 items that are identical, except one of them isn't usable, then switch them via an event when character learns the skill.
Depends on how characters learn skills, if it's by levelling, I am sure you can make a variable equal to your character level
>>
>>160987141
I made it point based.
You can build character into any kind of class.
>>
>>160987258
Can't a conditional branch check directly if character knows a skill, now that I think about it?

You could also make the event who gives you the item simply turn on a switch instead of adding it to your inventory and make a double conditional branch that requests both the skill and the switch to be ON in order to actually show item in your inventory
>>
File: 43.jpg (217KB, 850x1386px) Image search: [Google]
43.jpg
217KB, 850x1386px
Good night bump
>>
>>160983342
If you don't want to have the ugly Project1 be an unoriginal fuck like me and give it a temporary "*your name*'s game"
>>
>>160987456
Oh, let me try that.
Thank you anon.
>>
In my game, i want every actors be able to have chance to do multiple attack when using normal attack command with 5% and 1% to do double and triple attacks respectively

How can i do that ? As the default there is a trait to do multi-attack but how do i make it randomly ?
>>
>>160989476
By default I don't think so. You could use Yanfly Weapon Unleash for that quite easy and quick.
>>
>>160989476
The trait for additional action chance only affects enemies, and they actually take 2 or more turns where they can use completely different skills.

>>160989797
Guess you need a plugin/custom script, yeah, shouldn't be possible with the default traits.
>>
>>160989797
>>160990292
Thank you guys.

A couple of questions. I see RPG Maker MV does not support Passive skill ( why they do that ? ). What are some recommended plug in to handle passive skill ?

Also how to change effect of skill ? For example: i have three skill Atk up 1,2 and 3 which increase atk for 5%, 10%, and 15% respectively for 3 turns. The one with higher effect overwrite the old one and reset the duration. How to do that in MV ?
>>
>>160990606
Pretty sure there is a plugin for passive skills as well.

Use states and make the skills add one while removing the other two
Also 5-15% is a bit too low if you are using the standard damage formula, it seems a bit worthless to waste a turn to cast that.
The standard RPG Maker buffs are 25%(single)50%(double)
>>
>>160990739
I will think about damage formula later. Right now my concern is how to change the buff rate since MV does not allow me to do that.
>>
How do i make a skill that kills the player?
>>
>>160991401
Make a skill that inflicts the KO status, duh.
>>
>>160991447
I didn't mean the player as in "the player's character".

I meant the player itself.
>>
>>160991290
Use states instead of standard buffs

If you want to use the standard bufs, then
http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/

>>160991401
>>160991447
If you mean the user of the skill, then it's [damage formula here]; a.add_state(1)
>>
File: image.jpg (27KB, 178x359px) Image search: [Google]
image.jpg
27KB, 178x359px
>>160991520
>>
>>160991520
A skill that produces the most unexpected and terrifying jumpscare imagineable.
>>
>>160991520
Depends on what you mean by "killing the player"
Do you want to be stuck into a black screen where you can't do anything upon this skill is used?
Use a common event that turns the screen black, mutes the BGM and keeps looping forever
>>
>>160991645
Attach a common event to the skill and make the picture appear while playing a sound, maybe with shaking screen or something.
Then this >>160991652
>>
Reviving the thread with objectively best RTP boss theme

https://www.youtube.com/watch?v=zYnYuUMYX3I

RTP music is too good to not use at times, do you have a boss intense enough for this music, /v/?
>>
Today's Song of the Day:

https://www.youtube.com/watch?v=s6fPN5aQVDI
>>
>>160993202
>/v/
Forgot a g along the way, apparently
/vg/*
>>
>>160993202
Honorable mention:
https://www.youtube.com/watch?v=SbiynOTjxP4

Both are pretty good, hype final boss final form material desu
>>
>>160993202
>>160993516
Personally, I think this one's better:
https://www.youtube.com/watch?v=vcavD65GotI
>>
>>160994414
Where do you get this one in OP link?
I have some 2003 remixes for MV, but this one is missing
>>
>>160994414
I can't tell you since I don't own MV.
>>
>>160996607
Quoted the wrong one for some reason. Meant to go to >>160994720
>>
MV friends, how do I stop that annoying steam popup that shows up every time I play test my game?
>>
>>160883938
What Version of MV do you have? Didn't they have a Break Loop fix a while back?
>>
RPG Maker MV updated to 1.3.4
http://forums.rpgmakerweb.com/index.php?/topic/71400-rpg-maker-mv-v134-update/

My reaction upon seeing the dumb shit being fixed and then reverted back: https://www.youtube.com/watch?v=JY74tiYtpbw
>>
File: 2016-11-24_21-44-28.jpg (42KB, 616x600px) Image search: [Google]
2016-11-24_21-44-28.jpg
42KB, 616x600px
>>160997594
Uncheck Enable the Steam Overlay while in-game
>>
>>160998114
>What Version of MV do you have?
The latest, 1.3.4. At the time of that post, 1.3.3.

>Didn't they have a Break Loop fix a while back?
Yes, I remember that. It was unrelated.
>>
>>160937480
Okay, this version doesn't make me miss every hit, awesome.

Fucking Fenrir is crazy broken though. But I do kind of like how it doesn't seem to have any form of self-healing.
>>
File: 1451150925926.jpg (201KB, 880x1047px) Image search: [Google]
1451150925926.jpg
201KB, 880x1047px
Good morning bump
>>
>>160983342

>tfw project title is hipstery as fuck and even though I like it people would probably write it off for that
>>
Friends, help me out here with your wisdom. I thought I'd add some new animations. So I downloaded hadecynn's and put them in the animation folder. I can find them easily enough in animation tab. Now I'm just facing the problem of being unable to make these animations work. It's probably something simple that I'm overlooking. Think you can help me out?
>>
>>160972472
Parappa the rapper maybe? Pilotredsun's stuff as well.
>>
>>160603594
>for fun, not money
FOR EXPOSURE
>>
File: Pose of giving up hope x2.jpg (114KB, 1412x929px) Image search: [Google]
Pose of giving up hope x2.jpg
114KB, 1412x929px
>Can't draw
>Refuse to use RTP or ripped graphics
>Can't code
>Refuse to use the default battle system because ever game uses it
>Can't find the motivation
>>
>>161012539

Spriting is a very easy skill to learn with a month or two of grinding, anon. If you start by editing sprites, you'll quickly learn what makes them work and then you'll be able to make your own from scratch.
>>
>>160972472
A huge fight I had with my ex
>>
>>161016442
Is she the final boss?
>>
>>161012539
>>Refuse to use RTP or ripped graphics
Use them, then replace graphics when you will actually draw something, so your project won't stay dead and you will actually create something in the meanwhile.
>>
>>161017041
She's about 40% of one of the main characters. The fight was the 'inspiration' because if I had been in a better mood that year, I wouldn't have thought to make it in the first place
>>
File: image.jpg (61KB, 1004x658px) Image search: [Google]
image.jpg
61KB, 1004x658px
Any nice games to download? Short's alright.

Never used any RPG maker for 10 years. But up for some games.
>>
>>161017674
Kek
>>
>>160972472
Someone in my niche audience made a shit game.
So I'm making a game that's gonna be fucking great.
>>
>>161017743
OneShot
>>
Made the file select theme!

https://soundcloud.com/iwilldevouryourkittens/good-times-file-select

Thoughts?
>>
File: Brine Village.png (1MB, 1366x768px) Image search: [Google]
Brine Village.png
1MB, 1366x768px
What do you think anons? Finished the starter village. Doodads are a godsend. No longer do I have to fuck around with GIMP to make a good enough sheet of various stuff. Now I can actually turn my sheet E into something else.
>>
>>161020531
Looks nice, what's that ice crystal for at the bottom?
>>
>>161020531
The bridge thing on the top looks weird
>>
File: ScreenShot009.jpg (367KB, 802x624px) Image search: [Google]
ScreenShot009.jpg
367KB, 802x624px
Any roguelike battle system script/plugin?
I don't need the random dungeon. Just the battle system.
The battle happens directly on the map but it's still turn based.

>>161012539
That's why I'm searching for the on field battle system.
>>
File: Screenshot (50).png (540KB, 2736x1824px) Image search: [Google]
Screenshot (50).png
540KB, 2736x1824px
Any way to rotate tiles? I need the stairs horizontally
>>
>>161020758

Ah, it's a lore thing. Purified Vajra stones ward off most of the monster types that stray too far to settlements.

>>161020959

Indeed it does. I forgot to set down the tree that hid away that odd little part of the dock. Good eye anon.
>>
>>161021219
Rotate them yourself in the titlesets I guess...
You can't rotate stuff in the editor.
>>
>>161020080
>https://soundcloud.com/iwilldevouryourkittens/good-times-file-select

>Intense electric guitars
That's not what I expected. It could double as a boss battle. Still, pretty good. I feel like you repeat those two cords that are throughout the main song too much, but that's not a problem if it's only a file select theme.
>>
>>161021431
There is a boss battle version, used for the penultimate boss of the game. It's the same song but more "Epic".

https://soundcloud.com/iwilldevouryourkittens/god-of-our-tiimes
>>
>>160972472
I make shit up as I go along and insert fetishes i enjoy.

It turns out surprisingly okay.

Usually when I'm randomly inserting a piece of lore I ask myself 1) what am I good at writing and 2) will it fit in with my story and background lore I've written so far.

I have like five books you can randomly find that talk about how my world's ork equivalents are subhuman filth that need to be purged, written by a university professor named Adolphus Smitler. If you find and read all five you actually get a nice little bonus and it opens up a side quest that I've halfway written.

It's little background touches like that which I've always felt give a world serious flavor. In my game, you actually have a reason to randomly click on every book shelf you see.
>>
>>161021490
Not him but that song is pretty good, I like it a lot.
>>
>>161025508
thx mang!
>>
Die for me
>>
>>161021219
You will have to make them yourself, rotating them will look terrible though you might need to do some cleaning up.
>>
>>160972472

For the story pacing, it's progression and overall style - Suda51's games(mostly, the older ones).

For lore-related and world-building stuff - Bloodborne, especially regarding it's cosmic horror aspect.

Yeah, my game may end up being a "little" weird...
>>
File: PandaMaru_MV_blacksmith_pose.png (9KB, 144x288px) Image search: [Google]
PandaMaru_MV_blacksmith_pose.png
9KB, 144x288px
Alright, a question anons. I'm assuming that this is something that can be set up so that ingame the blacksmith is hammering away. How would I go about it?
>>
>>161033194
check off stepping animation in the event window
>>
>>161021159
If you find one let us know, I'd like that as well.
>>
File: 2016_11_24_22_30_21_193_4365.png (320KB, 1366x768px) Image search: [Google]
2016_11_24_22_30_21_193_4365.png
320KB, 1366x768px
>>161033550

Well, tried that. Thing is, I can't select the whole of the blacksmith. Just a fraction and it looks like this.
>>
File: 3212415123.png (326KB, 1366x768px) Image search: [Google]
3212415123.png
326KB, 1366x768px
>>161035905

Gah, wrong image.
>>
>>161036046
Put a $ at the start of the image name
eg $PandaMaru_MV_Blacksmith
>>
>>161036196

That worked. Thank you. So $ is for when I've got animation going on? Something to remember.
>>
File: 2000_Actor1.png (123KB, 576x384px) Image search: [Google]
2000_Actor1.png
123KB, 576x384px
>>161036326
Normally character sprite sheets have 8 characters on them, like pic related. you put a $ on ones that only have one. If that makes sense.
>>
>>161036046
>those boxes and barrels with stuff on them
what tileset
>>
I should be working on the actual game, but got distracted and started tinkering with the main menu layout. Finally worked out how to get all the info I wanted on there, like play time and for it to show a custom variable (slimes recruited). Pretty happy with it now.

I want to also incorporate a slime pokedex type thing too, but I'm not sure how I'm gonna go about that just yet.
>>
>>161036427

Yeah, I understand. Thanks, you helped out and I figured out by myself how to make sure that the working sprite does not disappear when I talk to him.

>>161036836

The D one? That is the one that comes with essentials addon.
>>
Is there a way to write a skill in VX ace that raises accuracy/chance to hit?
>>
File: Lisa.png (116KB, 1105x492px) Image search: [Google]
Lisa.png
116KB, 1105x492px
This game man
>>
File: Lisa1.png (749KB, 1920x1080px) Image search: [Google]
Lisa1.png
749KB, 1920x1080px
Seriously
>>
>>161041336
you could do it with states, just make a state that is the opposite of blind and there you have it
>>
>Trying to sprite 16x16 characters
>smol as fuck
>try to sprite up to 32 pixel height
>looks nothing like it should

I'll never get started on my game at this rate.
>>
>download RPG Maker 2K
>download both RTPs
>the chipsets for the sample project are black

???
>>
>>161046039
nvm fixed it by renaming the jap files
>>
Did the latest update do something to skills? The script I wrote which lists skills directly in the battle menu (instead of showing categories) isn't working anymore.
>>
What's your antagonist motivation?
>>
>>161049419
Perfection
>>
>>161049419
To ensure that the world maintains its proper course, no matter the cost, through multiple generations of protagonists.
>>
>>161049251
Nevermind, I'm an idiot. It was conflicting with a different script I forgot was active.
>>
Are your characters fundamentally broken people?
>>
File: BeingAJerk.gif (116KB, 286x225px) Image search: [Google]
BeingAJerk.gif
116KB, 286x225px
>>161051051
No just my players.
>>
>>161051051
Some are
>>
File: Elos2.png (146KB, 265x416px) Image search: [Google]
Elos2.png
146KB, 265x416px
I was a bit concerned that I made way too many female villains, so far this thing was the only "male" one out of the 6 main big bads.
So I thought about either going the r63 route on one of the villains or make a entirely new male one... I dunno... I'll have to look into it a bit further.
>>
>>161051051
Most of them in their own ways.
-A thief who has basically turned his back on the world since his best friend (the Hero of his time period) went absolute batshit and the world worshipped them regardless.
-An angelic creature who is working as an agent of one who is making certain that time should flow as it should.
-A raised skeletal knight to serve as the aforementioned angel's bodyguard when the main character refuses. He is mostly emotionless at the start but begins to slowly recover himself.
-A queen from years past who has extended her life with black magic. She was driven out of her home in those years when her secret was discovered as no one wanted a witch for a ruler. She's quite bitter.
-The current princess of said kingdom who is far too naive to make it without her personal knight.
-Said knight who is a man of very little words. Feels his only purpose in life is protecting princess and will do so at the expense of anything, or anyone.
-Optional character who's probably the most level-headed. She just likes a good fight and good friends.
-The 'Hero' of this timeline. Snapped under the pressure of being the Hero and has since turned into something of a literal muderhobo.
>>
>>161051646
Add a muscle alien as a counterpart to buff bot
>>
File: HOBO_WITH_A_SHOTGUN1920x1080.jpg (187KB, 1920x1080px) Image search: [Google]
HOBO_WITH_A_SHOTGUN1920x1080.jpg
187KB, 1920x1080px
>>161051910
>literal murderhobo
>>
>>161052362
Yeah pretty much. She's virtually untouchable due to plot armor (which has explanation in-universe due to timeline mumbo jumbo) and fights against anyone that she deems a threat. Which was once an entire nation's army.
It's somewhat just poking fun at the fact that in most JRPGs the hero can combat an endless number of foot soldiers without really losing steam, but seeing the real world ramifications of something like that on a grand scale.
>>
posted this in the wrong thread yesterday ;w;
https://youtu.be/DpmchTy585A
>>
>>161051051
What do you mean by broken?
>>
>>161053994
I didn't know I wanted this, but now I do.
>>
>>160678434

post more warrior ;3
>>
File: 1.png (36KB, 555x428px) Image search: [Google]
1.png
36KB, 555x428px
I made a simple battle, if you're interested you can try it out by downloading the game in the link. I'd really appreciate your feedback

https://www.mediafire.com/?nxamcc0h5dbk30o

It's supposed to be a normal random encounter of the highest difficulty
>>
>>161049419

Destroying a meteor that's heading toward earth by sacrificing the rest of humanity to gain the needed power to do so. He just really wants to save the world, but there's gotta be a better way.
>>
>>161055367
I got completely destroyed.
Couldn't even take down one enemy.
>>
How can I make a song sound more creepy?

Messing around with the pitch isn't really helping.
>>
>>161056636

post it and ill meme something up for u
>>
>>161056220
Try playing around different ways to equip the characters. Tsunami and Ring of Lightning have a lot of psynergy
>>
>>161054093

https://mega.nz/#!qBE2jZSS!t5ALht5CCtwr-KE1dBJVfGWf-P3JuG_lxy0Y_zomshw

has around one and a half hours worth of gameplay, more if you're bad at the game lol

if you like it maybe give me a hand making some sort of plot or maps? I'm shit at both.
>>
File: WestSpriteCompare.png (2KB, 180x120px) Image search: [Google]
WestSpriteCompare.png
2KB, 180x120px
Help me out with one of my main characters. He's supposed to be a gunslinger.

1) Which style is preferable? Top row? Bottom one? Or something else?

2) I originally wanted to give him a cowboy hat, but I couldn't really figure out how to add it without it looking dumb. Lower row style I can see myself adding it, but I'm scared people thinks that style looks bad.
>>
>>161057228
Top, use bottom for world map or something like that
>>
>>161057228
I prefer the variant on the top.
>>
>>161057327
>>161057336
I basically borrowed the base models from Secret of the Stars from the SNes. That's not gonna get me in trouble, is it?
>>
>>161056636
Have it halt and pause at random moments- or or halt then repeat what it just played? Like someone/a ghost who sucks at piano.
>>
File: ss+(2016-11-25+at+01.02.18).jpg (165KB, 810x624px) Image search: [Google]
ss+(2016-11-25+at+01.02.18).jpg
165KB, 810x624px
>>161056928

brb, gotta sudoku
>>
>>161057539
>Stealing assets
Called the FBI

You will be okay if you don't go commercial with these I think.
>>
File: 1479381403097.jpg (6KB, 200x200px) Image search: [Google]
1479381403097.jpg
6KB, 200x200px
>>161057553
>a ghost who sucks at piano
>>
File: WestSpriteCompare2.png (2KB, 180x120px) Image search: [Google]
WestSpriteCompare2.png
2KB, 180x120px
>>161057963
I go to jail now. Do not pass Go, do not collect $200.
>>
>>160776405
These are among the best not-pokemons I have ever seen. It's a little too obvious a couple are inspired from specific pokemon though
>>
>>160822273
Random provides more excitement since you don't know when a rare encounter might pop up. Just don't spam encounters or else it gets tedious
>>
File: $squazk.png (874B, 80x68px) Image search: [Google]
$squazk.png
874B, 80x68px
oy retarded doskey here
accidentally posted on /agdg/
not noticing that theres a board for rpgmaker development

oh and if you need link to my "demo":
http://gamejolt.com/games/blind-early-beta/155309
>>
>>161059617
oh and just to ask, is MV good or is VX Ace better?

I'm thinking of switching to another version rn
>>
>All these demos
Neat, there must be something special in the air.

>>161059617
What is your game about? What can we expect?
I like MV but some people have performance issues so it would be best just to try both makers.
>>
>>161059980
my game is supposed to be something surreal, but since im making it, its kinda a fake version of surreal

i have like 8 people on my team currently
but i fuck everything up most of the time

its inspired by YUME NIKKI and OFF, but the problem with me putting inspired is that i havent fully completed both games

i know how they both end, but i havent completed them both, so i usually dont put that its inspired by them because of that specific thing
>>
well sayonara guys

im falling back into my comatose nightmares again
>>
>>161059617
Is it supposed to end right after that first battle?
Anyways I noticed a lot of spelling errors with that backwards text. I wouldn't overuse it if I were you, kind of hurts to read after a while.
>>
>>161060156
I like surreal, I'll be sure to check out your demo tomorrow because it's getting really late here.

Not sure how long Yume Nikki really is, haven't played it in forever but OFF can be completed in 5 to 6 hours or so.

>>161056928
I'm having fun with this but I don't have a QWERTY keyboard so it's kinda hard. Story is not so important for these kind of games, you could go for anything, really.
>>
>>161060634
wait which one did you play
>>161060801
the newest one is 1.2.0 btw
>>
>>161060975
The one uploaded on october 21st
>>
>>161051646
In a world of shotas, using a powerful type of daddy to submit the weak can work well, no?
>>
>>161061014
ok then ill try to fix it tommorow

im not exactly good at using MV
even though ive used it for a year

along with that, yes its supposed to end at that part, since its the eb

the alpha is going to be different though
>>
https://www.youtube.com/watch?v=V0mt04U9P9g&t=2s

oh and i forgot heres my original trailer i made

sadly i couldnt animate on flash since i didnt have the materials

it also doesnt have gameplay so be aware of that

https://www.youtube.com/watch?v=V0mt04U9P9g&t=2s
>>
>>161061224
shit posted link twice
sorry guys
>>
>>161061109
I replayed it and for some reason it's not freezing after the first battle now.
Some other things are that you can walk over the fridge (no idea if that's intentional), you can keep talking to that ghost and he'll give you that weird item over and over, and the game over screen gives me an error about the ogg file that's supposed to play.
Also, the battles have no depth to them at all (it was just me hitting the z key for 2 minutes).
I really like the strange vibe I got from the first few maps though.
>>
>>161060801

You can re-challange opponents by saving and reloading. higher levels inflict more damage per note hit and take less for every time you miss. If you're going linearly without grinding all the enemies should take around 90 seconds to defeat in normal mode.
>>
>>161049419
Global peace, she just wasn't careful enough while playing with shit she shouldn't have and ended up being influenced into picking more effective and "evil" ways for her goals.

>>161051646
I somehow did the same.
The villains are mostly a group of 4, and 3 of them are girls. This includes their leader, their main villain, who's one of the 3 girls.
Also if you count all guests and secret party members, you got 2 girls more than boys
>>
>>161056696
https://a.uguu.se/IkxdaMugt5RO.mp3
>>
>>161063639
This sounds lovely. Are you trying to make a creepy remix of this or something?
>>
>>161063826
I'm probably going to leave it intact but I want to see what I (or someone else) can do with it.
>>
Let's talk about classes...
Assuming you can't change them, what are the classes of your final party?
I have
>2 Physical DPS/tanks
>Healslut
>Supporter
>Magical DPS ,
>"quick and fragile" character with statuses and debuffs, also a high critical rate
>1 character that can become a weaker version of another class dynamically changing movesets via a skill during battle
>>
>>161049419

Gathering enough power to open a portal back to demon home turf.
>>
>>161036427
Where did you find those characters? It wouldn't be a bad idea to make some 2000/2003 characters appear as cameo or something
>>
File: 44.png (467KB, 600x750px) Image search: [Google]
44.png
467KB, 600x750px
Good night bump

>>161063639
I love this song, really makes me cheery.
Do you have use Soundcloud or something similar? I would like to hear more from you.
>>
>>161064486
I didn't make that song, I have no musical talent whatsoever.
>>
>Decrypt a japanese game with my favorite battle system
>Hoping to use the roguelike script
>It's all in japanese
>"Fine I'll translate it"
>Everything in script connected to each other including above main
>Give up
>>
File: Screenshot (51).png (1MB, 2736x1824px) Image search: [Google]
Screenshot (51).png
1MB, 2736x1824px
Either I still don't know how the tile menu works or it is just shitty.
What is there to do when say I have 2 different A5 tiles which I want to use on same map. Is it possible, now I'm trying to add a damn toilet and some other little details
>>
anyone know if rpg maker 2000 works on windows 10?
the exe from 2drpg.com isn't letting me install because the OS isn't supported
am i fucked?
>>
>>161065278
https://www.youtube.com/watch?v=ewVipzgESnE
I never find his script anywhere.

or

http://maidensnow.web.fc2.com/scripts/scripts.html
Roguelike. In Japanese that is.
>>
Can I make a decent game if my battle system is default, or will people just not give a fuck?
>>
>>161067421
Default battle system is nice, but you may want to use some skill plugins to keep battles interesting
>>
Aww yes. I successfuly made my first sidequest. It's a simple thing. After you get the MQ from Elder, if you stop by blacksmith, he offers a simple job of clearing some critters out. Made it into branching choices, so if you take no, the quest ends. If you pick maybe, a party member chips in and you get a bit of lore along with agreement to do it.

It's small, but I'm proud of it.
>>
>>161069783
>tfw you are supposed to progress the story already but you prefer spending time making side-content instead
>>
>>161069783
>>161069954
About that...

How do you guys deal with this? Should one make (create and implement) all the main quest line first before doing side quests, or should one make use of already made areas and npc to work on side quests before advancing the plot?

Creator side, obviously.
>>
>>161070420
I usually make some sidequests during main quest line, so yeah, it implies using maps already there most of the time, but only very simple ones such as "kill X", "bring item X to NPC" etc.
For more complex sidequests, I am gonna make them after final boss, but some will be available at anytime.
>>
File: Screenshot (52).png (2MB, 2736x1824px) Image search: [Google]
Screenshot (52).png
2MB, 2736x1824px
>>161065572
Did some editing by combining 2 tilesets, unfortunately can't see the second tileset
What can it be done, this really limits the way I can build the world....
>>
>>161070420

Honestly, I did this sidequest as a test of my ability thus far. I've only recently started using MV, which is my first foray into RPG making.

First, I'll map out all I need, then I'll work Main Quest into it, as well as triggers for side quests.
>>
>>161065719
well you're kinda fucked if you already bought it because it's incompatible

but you could just find a emulator of the OS that it uses and just use it on there
>>
File: girl.png (9KB, 300x150px) Image search: [Google]
girl.png
9KB, 300x150px
Could an artfriend help me figure out why the side view looks wrong in this image?
>>
>>161061956
im actually going to fix the stats and etc for that actually. also i found out what was causing that .ogg error

the battles are also going to be fixed too
the fridge thing was also a mistake since i forgot to make it into a solid.
currently im trying to fix the tilesets so they look better
>>
>>161075273
It almost looks like you traced over a Barbie doll. It looks too narrow. The narrowess traps the eye in one spot and makes it look unfocused. Also, many games don't use a pure side view potrait simply because of how weird it looks. Does it *need* to be a pure 90-degree rotation?
>>
>>161077634
It is not a portrait. Just her sprite at 4x resolution.
>>
File: girl.png (10KB, 384x142px) Image search: [Google]
girl.png
10KB, 384x142px
>>161078213
And forgot pic. Would this be better?
>>
>>161078315
Here is how it looks at sprite size.
>>
File: girl-s.png (4KB, 96x39px) Image search: [Google]
girl-s.png
4KB, 96x39px
>>161078404
dang it.
>>
File: ( ・ω・).gif (41KB, 112x42px) Image search: [Google]
( ・ω・).gif
41KB, 112x42px
https://a.pomf.cat/faauyq.webm

A tad buggy and shitty, but it's still progress, it's also nsfw.
>>
>>161079889
Nice. But what happens after monsters gangrape you like that? Do you just wait until they are done or is the scene technically a game over?
>>
>>161080227
You can break free or let them finish doing their stuff. The error that popped out at the end was me trying to break free, but I still need to fix that part.
Neither of the options will result at a game over, but I'm thinking of a way to penalize the player if the heroine will get raped too much in a small period of time.
>>
>>161078509
It looks a little better, yeah. Now take that extra space and widen her facial features a bit (Eyes, mouth, etc.) At such a small resolution, you need to exaggerate them to make them stand out.
>>
>>161020531
Nice, but a couple of notes:

Brine is a pretty unattractive name, just makes me think of hotdog water.

None of the houses with wood logs outside have a chimney.

Otherwise pretty lovely
>>
File: 1.png (281KB, 619x471px) Image search: [Google]
1.png
281KB, 619x471px
Working on underground assets
>>
>>161084014
That artstyle reminds me of 2D Worms games. Very nice.
>>
>>161079889
>https://a.pomf.cat/faauyq.webm

The dynamic portrait, is that your own or using a plugin of some sort? I need something similar for my game, or just a way to show anims onscreen.
>>
I've been thinking of making a short romance RPG (not a dating sim, but an RPG with a romance plot) that would maybe be like 2-3 towns and 2-3 dungeons long. I'm wondering if anyone would be interested in playing it.

The general plot would be that the main character is the young adult son of a wealthy aristocratic family, and his father insists that he's going to have his son undergo an arranged marriage for political/financial reasons. The main character (the son) refuses to have an arranged marriage, even before he's met the woman, and wants to find his own love in life.

But he is forced by his father to have a meeting with his wife-to-be and her father. She walks into the room, only for the main character to find out she's a little girl, only about half his age. Stunned by this, he is even more reluctant to marry her, and even walks out on the meeting, screaming that her refuses to marry such a girl just for his father's political and financial gain.

He ends up being followed by the girl, who is very shy, but they end up chatting anyway. She doesn't want to go through with the marriage either, but she doesn't think she can stop them, as her father is a very powerful man.

But then something happens (I haven't yet figured out what) that causes the guy and girl to end up fleeing the castle together, and go on a journey to save his father from her father, who plans to kill him if they do not get married because of... some reason I haven't figured out yet.

And on this journey, they will slowly begin to connect with each other, and maybe a very unlikely and controversial, but consensual romance will blossom.

Would you play this?
>>
>>161067421
Decent RPGs have been made with simpler battle systems than RPG Maker's. You have plenty of options, even without touching the code; it all depends on how you use them.

Plugins/scripts can expand the system if you need it, though. There are some (Yanfly's come to mind) that make the engine more flexible without significantly altering the base battle system itself.
>>
>>161086403
Sounds like a short story about muh feelings rather than a game, but reddit will love it.
>>
New Yanfly Tips n' Tricks
https://www.youtube.com/watch?v=bEFTgMHH9GY

Always amazes me how much can be achieved if I knew how to fiddle with JS enough.
>>
>>161067421
At least get rid of the default battle messages. They are annoying.
>>
>>161086645
Oh, It would definitely be a regular RPG too. The guy would be a melee fighter type character and the girl would be a mage and you'd have to fight monsters and shit as you progressed to your ultimate goal.
>>
>>161087454
But if the game is otherwise a regular RPG and relies on fighter guy and mage girl trope, then its draw is story, right? In which case I need to refer to my last comment.
>>
>>161086389
That's my own tinkering. It's just a sprite object that's inherited from Sprite_Base.
Each object I store in an array which I then update and check if there are any changes.

Here's an example:
http://pastebin.com/vdX7wxzE
if you want to rotate the sprite, then use angle and rotate it with that.
>>
>>161087646
Thanks friend, I'll take a look
>>
>>161091776
>bump
>when the thread's past bump limit
Oh shit nigger, what are you doing? Just make a new thread.
>>
I've been neglecting my project for too long.
>>
>>161092940
Same. I'm easing back into it though.
>>
>>161079889
Awesome progress anon.
I want to create something similar but not ABS.
>>
>>161092141
Wow, you're fuckin' right. Here we go:

>>161095731
Thread posts: 754
Thread images: 142


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.