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/rpgmg/ - RPG Maker General #175

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Thread replies: 720
Thread images: 163

File: Lina Inverse builds an RPG.jpg (73KB, 736x416px) Image search: [Google]
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Art 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: >>160449095

/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
>>
Let me start us off with an inquiry related to MV.

How would I go about setting up a common event that'd make a sound effect every time Party recieves an item?

Even better would be if a small window could pop up to notify the party of recieving an item.

Is it possible?
>>
>>161096272
Personally, I'd just make a common event for it, then call it in every event that gives the party an item.

If you want it to be automatic, though, you'd probably need to edit the code. First set up a common event that runs when a certain switch is turned on, have it play the sound effect and whatever else you want, then turn the switch off. Then, you'd have to find where RPG Maker handles adding items to the inventory and add a line to that turns the switch on. Or maybe you could just have the item-adding code call the common event directly, and not bother with switches.

That's just a guess, though. I'm not very experienced with Javascript (or MV, really), so I'm not sure if that would actually work.
>>
Humble Bundle #2 in the DLC pastebin has been taken down, any idea when there'll be a reupload? Thank you!
>>
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So, collab game. It's been over 6 months since Bubbles 'took over.' How long before someone else gets a shot? How long before we start a new one? What engine should it run in?
>>
>>161096905

Too complex for me. I'll just have to pay mind and put down text when party is recieving something from events.

I'm currently banging my head against the wall. Trying to make stairs that go down which look natural seems impossible.
>>
Repostan from last thread:

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?
>>
>>161098112
Someone else should definitely take over. Contrary to our projects the collab should be finished one day.
>>
>>161099613
Since there's always the possibility that I could suddenly die and someone might think to look through my hard drive... no.
>>
>>161099613
I'll play every game from here.
You need to have good writing skills if you want to have people enjoy this, however.
>>
>>161101724
Not that anon, but why the fuck you care about what happens after you are dead?
>>
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>The next podcast is still eons away
>>
>>161099613
No thanks.
>>
>>161103016
Not that anon, but before you die, you can think about what could happen after your death and what could people find out about you, which may be worrisome while you're alive.
>>
>>161099613

It's not a bad plot(although a little generic, in my opinion), but if I were you, I'd either make the girl to be the same age as the main hero(or a few years younger) or ditch the whole romance idea and go for more brother-sister relationship. The idea of romance between characters with such a big age gap is not only awkward for most people(myself included) but also very easy to fuck up.

>Would you play this?

Maybe? Personally, I don't like romance stories, but if the game's well written and has noticeable quality, then why not?
>>
>>161110115
Not him but I think a romance can work. Léon: The Professional was very well received and it had a very large age gap.
>>
>>161099613
I personally try to not include romance at all.
Everyone have different perception of believeable romance because of cultures and stuffs.

On that note, JRPG often has character hiding something important to the plot and he possibly can prevent something from happening but never speak about it nor anyone in the party asks because it would bother him. Guess what? This is actually considered normal in Japan. This is strange in western culture because we do not have the Japanese mindset of "Do not bother anyone almost at all cost" and they plant this mindset since elementary school.
>>
Tomb of Friends 2 demo fucking when
>>
>>161102625
>I'll play every game from here.
Same here. I admit the age difference makes me hesitant, but as long as it's not porn and the girl has at least hit puberty, I'm sure I've read and enjoyed far worse.

But I'll give it a try regardless. A well-written romance can be pretty good, though that's easier said than done.
>>
Post progress
>>
>>161105109
Who is this cutie?
>>
Anyone ever make a fishing system in rm2k/2k3?

Trying to make something kind of like fable right now.
>>
>>161117224
I opened my project, looked at it, and closed it.
>>
Does anyone have a link to where I can download a copy of RPG Maker 2000? I can find all the others except for 2000.
>>
>>161117712
this
>>
>>161117893
http://2drpg.com/2000.php

here ya go bud
>>
>>161118381
http://2drpg.com/2000.php

rtp as well
>>
>>161117224
Probably best to turn your volume down for this

https://a.uguu.se/ROJvumBAmXUp_shotgun.mp4
>>
>>161119267
>Granny with a shotgun
Pretty neat.
>>
>>161098112
As the one who worked on the previous chapter, I'm just gonna say I really don't care how many people work on the final chapter simultaneously right now.

I'd also join in myself if I wasn't being ruined by the holiday rush.
>>
>>161118540
This is bugged as fuck. The tilesets didn't install at all and the character sets are full of a bunch of bullshit like DBZ characters. Is there a download for the new, official English version?
>>
>>161123114
As far as I know 2000 was never officially released in English.
>>
>Making good progress on game
>Get Pokemon Sun
>life is swallowed by Pokemon
oops
>>
>>161123875

Same, right when I finally actually started to really work on my game. Well, if I've put it off this long I guess it can wait another year.
>>
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>>161123875
>>161125061
Stop slacking off!
>>
What's unique about your game? What separates it from the rest?
>>
>>161123551
It was released on Steam a little while ago I think.
>>
>>161125349

It, uh, has custom art? More than enough to compete with the average rpgm game on steam.
>>
>>161125349
It's a detective VN with some RPG elements.
>>
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>you will never go from borderline homeless to millionaire by making "the next hit game"
>>
>>161126046
Not with that attitude.
>>
>>161125349
My game is one of the few "RPG maker made horror" games that actually has some gameplay and not just an event that chases you around several maps while you go key hunting.
>>
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Does anyone know of an MV script that lets you use charset graphics instead of the sv battler graphics?

I mean sort of how like lots of VX scripts handle sv battles. Pic related.
>>
You are working hard, yes?
>>
>>161131197

Sorry m'lord, I'm hardly working.
>>
>>161125349
It's one of those bizarre RPGs (bizarrePGs?). Not original concept-wise by any means. It's an excuse for me to put minimal effort into a realistic world.
>>
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>>161117224
Well, I started to work on re(rerererere)doing the Inventory and Equipment system for muh game a few days ago. I came up with the solid concept yet when trying to incorporate it, I hit a hard wall and concluded it made no sense at all. I haven't touched my game since, and was going to write message much like this for you.

Instead, when I opened up my project to properly explain my stupidity, I realized that what I had tried wasn't actually following the concept, and in just a few lines, I began the rock solid system exactly as I intended.

So thank you, anon. In my bitterness, your post is directly responsible for fixing my shit and continuing my progress.

As for what this actually does: It is replacing my old equip/unequip Common Events. Both equipping and unequipping are now run through one event, the Equipper, while the Item Master List will now return all relevant stats and modifiers for a given equipment. While their interrelationship is about the same as the old equip/unequip events, the Item Master List can be run without physically changing anything, which I can use to display items and their information in shops or a paper doll/physical inventory. The new system also allows me to equip NPCs with gear without interacting with the Inventory itself, meaning equipping and unequipping an enemy no longer produces/takes an item from the player's inventory. Lastly, and most importantly, for character creation (whether generating an enemy or a party member), all I need to do is list the names of what that NPC is wearing and run it once, and it will adjust all the stats accordingly. Before, I had to declare every single weapon/armor stat individually upon creation to imitate in-game weapons/armors for enemies, and for player NPCs I had to rerun the Equip/Unequip events for each piece of armor or weapon they would be wearing. Now it's one run for either.

Fucking beautiful.
>>
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>>161098154
Google stairs leading down pictures, note how perspective makes the bottom stair much smaller than the top (sorry if this sounds condescending to say to another human with eyes), and how the walls close in to meet it.

I've only been spriting for a month or so, so I'm not exactly an expert, but try to use real objects on google image search as a reference, though feel free to add the word pixel in there too to see how others have done it, if you're having difficulty.
>>
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>>161098154
>>161136239

Like I say, I'm no expert, but I knocked this together to give you an impression - 16x16, scaled up for visibility here.
It's rough so I didn't stick to a limited number of colors, there are likely 8 or 9 here which I think is pretty bad form, but hopefully it gives some impression of how you might do it.
>>
>set player transfer to particular position on certain map
>change player transfer to another position on a different map
>save
>it continues to send them to the original one
>delete all transfer result
>Still transfers, to the original position

The fuck is going on with my stupid project?
>>
How do I make an ally cast skill unable to be self-cast?
>>
>>161138295
Are you using VX Ace? I remember having similar problems when testing out yami's patch script. The patch I made before some changes overwrote the changes in the actual game when playtesting.
>>
>>161138947
Nah, I'm in MV. This is driving me insane, I keep ending up in states for which there used to be a script, but the script has since been deleted and I've restarted the program.

The fuck,,
>>
>>161128326
Anyone have any idea about this?
>>
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>>161133512
>bizarrepg
>google
>page 1 spanking fetish website
>nothing about rpgs
>appears to be anon original internet coinage

noice one anon!

How many reasons are there to make your RPGMaker RPG a BIZARRPG? Literally millions!

1) Browsing 4chan is now research
16) Easier get alway with lazy art
45) BIZARRPG = always original
74) More realistic and true to life
194) Insane Clown Posse
334) Kickstarter
1,084) Your head just isn't quite right
1,086) The only people who might play your game are also a little off
8,284) THE DREAMS DO NOT STOP
993,008) Kek
3,083,957) PewDiePie loves that shit
3,084,117) Dubs
>>
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>>161139672
>3,084,117) Dubs
>3,084,117
>117
>Off by 6
>Dubs
>>
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>>161140095
those numbers are indeed numbers!
>>
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I hope you all had a good A M E R I C A N holiday.

Today's Song of the Day:

https://www.youtube.com/watch?v=ErYAGQZs8e0

It also happens to go with webm related.
>>
>>161139001
>>161138295
The most likely culprit is a copied or higher page sneaking under radar.

To assist in bug-fixing your shit, try putting a Show Text command before and after the new and updated Transfer Player command. The text can say whatever you want, but make them different.

Then when you test it, if you don't see the two textboxes, you know there's another transfer player command giving you problems. If you do see the two textboxes, and yet you aren't transferred to the right place by the transfer command between them, you have sufficient reason to marvel. Then go check that there isn't an additional transfer player command on the new, different map that is taking you back.
>>
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Good night bump
>>
>>161142467
Thanks, I suspect it is because I copied a page (wanted the transfer to take me to a slightly different version of the current map)
>>
Where I can start learning how to sprite?

Bump
>>
>>161145309

Why? Just pay someone to do it for you.
>>
FSM: Town of Beginnings Tiles here:
http://pastebin.com/PznwN93Q
>>
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Everybody, give me more ideas for types of slime to include in my slime collecting game. Anything goes. My favourite suggestions will be fast-tracked and put in the first demo which I hope will be out sometime this week.

Here's a rough sprite for a Rock Slime.
>>
>>161146810
can you give us a list of current slimes in the game?
>>
>>161146810
Fake slime, looks like a slime but it's actually someone shadowly hiding under a cardboard slime.
>>
>>161147095
There aren't many right now, I'm only just starting to put them in, they're based on RPG classes and some environmental things around the first area. Grass Slime, Rock Slime, Flower Slime. There's also a Warrior, Mage and Priest Slime.

I have ideas for others, but as I'm planning on implementing a LOT of them, extra input is extremely valuable.

>>161147314
Hah, cute.
>>
A question for someone that used rpgmaker (especially mv), where is stored the value for walking speed? i know that some games let you choose in the option so if the value is in some file i would be able to change it.
>>
>>161148090
You can use a common event that is always running to change speed
>>
>>161148090
No idea where exactly it's stored, but I think using the "Change Speed" setting within the "Set Movement Route" event command will let you change it
>>
>>161148171
I wanted to change the walking speed of a game i'm playing and i was able to find the files for damage formula etc. but no walking speed and i was wondering if this parameter is saved in some file that i can edit
>>
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>>161148253
I don't know where it's stored in MV, but all you need is a parallel common event
>>
>>161148408
>parallel common event
can downloaded games be modified like this?
>>
>>161148747
I guess?
>>
>>161145405
Why not? I just want to learn stuffs.
I can make tiles and some environtment just fine.
Spriting on the other hand is harder.
>>
>>161145309
Just open up Paint or whatever you have and start doodling shit. Find sprites you like and use them as reference material. You can start by simply editing existing sprites, too.
>>
>>161128326
You could always just use put the character graphics in the battler places instead.
>>
>>161105109
>>161117557
Seriously, who is this?
>>
>>161147461
Some ideas off the top of my head: Ghost slime, hairy slime, skeleton slime, cube slime, tiny slime, and floating slime.
>>
>>161095731

Holy shit, the extended generator is a godsend. Finally I can make better looking characters.
>>
>>161147461
You could always look at taking inspiration from DragonQuest.

http://dragonquest.wikia.com/wiki/Slime_family

Scroll past the initial CGI pictures to get to the more traditional art ones.

But if you've got some based on the environment (Grass, rock, flower) why not animals, too? Wolf Slime, Bunny Slime, Moose Slime, etc.

Other ideas might be a Double Slime, which would be like a Siamese twin of sorts? Never quite finished dividing? (I assume they divide). Or a Melted Slime, similar to the DQ Babble.

Spiked Slime, Punch Slime, Scorpion Slime, Winged Slime, Beauty Slime, Giant Slime, Mini Slime, Fire/Ice/Electric/etc Slime

I think I'm out of ideas, but hopefully something in here resonates with you!
>>
>>161153369
>extended generator
Where? In 3.4?
>>
>>161154932

Yea. Literally updated today.

http://forums.rpgmakerweb.com/index.php?/topic/56569-rpg-maker-mv-extended-generator-version-alpha-007-update-on-the-26th-november-2016/
>>
>>161146810
Angel slime with halo and wings
Devil slime with tail and horns
>>
>>161147461
Metal Slime, of course.
>>
>>161146810
Skull slime
>>
>>161147461
Brine Slime - Greenish-blue slime found near seawater.
Mossy Slime - Flat slime found under damp rocks.
Crime Slime - Shadowy slime with rogue-like abilities and attraction to shiny things.
>>
>>161146810
Oppai ball slime

life-like texture ;_;
>>
>>161147461
Mana Slime, sustains itself on magical energy, has abilities which can empower or disrupt other magic users.
Magma Slime, clings itself to opponents for continuous burn damage, explodes when defeated.
Barrier Slime, can envelop allies to protect them from harm.
Morph Slime, can assume the form others.
>>
>>161147461
Flan, Jell-o, candy, meat bun, taffy slimes and other retardedly cute food things.
As for RPG classes- how about a summoner slime? I just want to see it summon bigger slimes or become a stack of slimes.
>>
>>161146810
Big slime
Mini slime
Clown slime
Mystery slime
Santa slime
Magma/Ice slime
Tar/Oil slime
>>
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More maps!
>>
>>161147461
Once you have most of the cool slime concepts done, you should probably go with mechanical ideas that serve to balance out the game.
>>
>>161167771
Sweet, I like the water pouring down. What are the round things? Giant mushrooms?
>>
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>Kid generator parts added.
>Can literally strip your loli in the generator.
Wow, lewd Degica.
>>
>>161171730
It's time for my slutty loli game.
>>
I know it's not directly related to RPG Maker, but it is a Degica thing so...

Has anyone been able to find a crack for ComiPo with all the DLC? The only one I was able to find was an old outdated version with none of the DLC and no seeders.
>>
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>>161151849
Female MC from Soul Nomad.
Named Revya by default.
>>
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Messing around making pointless scenes instead of real progress
>>
>>161177157
Is it any good?
>>
>>161177967
It's one of my most favorite games, its from the devs that made the Disgaea games.
If you can emulate PS2 games you should check it out.
>>
Trying to create a routine for an NPC is difficult.
I know events aren't NPCs, but I'm really hoping that one event per room and a parallel common event can give the impression they are by determining which should be active at this time of day and what it should be doing.

The only problem once I've got that is that this NPC has the same routine all day.

Starts work at 9, takes a break between 10:30 and 11, takes another break at 1, etc.

I wonder if I could cheat this somehow, add some RNG to the routines so he might go a few minutes under and over.

Anybody else trying to fake NPC schedules?
>>
>>161177841
This is good, man. Don't be afraid to put time into scenes like this. Getting scripting worked out is important and if you let yourself have a little script sandbox now and again you can really come up with some great stuff to use elsewhere.

>Scripting a simple dialogue
>What if I...
>Oh, that's cool, I could use that in the other conversation
>Oh, now that it has X, I wonder if I can make them do Y?
>I totally can, now conversations are going to be much better FOR EVER
>>
They say we admire characters more for their efforts than for their successes. What does your hero fail at? Do they get a second chance? Are they stuck living with their shortcoming/failure and just trying to move on? Do they grow as a person from this, or do they give up?
>>
>>161181132
I'm creating a repeatable 20 minute game.

The hero can fail at many things, but it's entirely dependent on player choices.

If they fuck things up, they only need to get through until the end of the day, see what their choices determine for the character.
>>
>Remember to back up every couple of hours
>400mb a time
>Finally have enough of deleting old builds and go through ridding myself of default resources I've no use for
>20mb

FUCK. YES.
>>
Is there a script for VX Ace to allow for class changes in battle?
>>
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>>161182750
Use proper version control bro. Programs like Git are smart enough to only back up things that have actually changed.
>>
Mayhap an odd question, but how do you lot define your message windows? Do you use stretched across the length of the screen option, or do you maybe use Yanfly's Message Core's addon to make the width equal to size of the message? Which'd be better liked?
>>
>>161186518
I'll definitely look into this for my main project. Right now I'm just taking a couple of weeks out to mess around making a 20 minute crawl.

Never occurred to me to use something like this to track changes, and I work with Perforce every day.
>>
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>tfw bought a few DLCs
>tfw it will whip me more to work harder on my project
>tfw progress, even indirect
>>
>>161190458
Which DLCs did you buy?
>>
Thanks for all the Slime suggestions! There's a lot of awesome suggestions in here :D
>>
>>161192272
Essentials Add-on, Town of Seasons, KH's Lords of Darkness, Heist Music Pack
>>
I need ideas for ice-themed support spells. Stuff like slowing enemies or making a shield of ice.
>>
>>161195058
A buff which enchants a weapon with ice
A buff which makes you more resistant to fire
>>
>>161195058
Heat Transfer: lowers the user's speed to increase another character's.
Reflection: counters magic.until your next turn
Cryogenic Freezing: Stops a character but also makes them invulverable during the time being.
Congelate: Doom countdown.
Cool down: Calms a character's emotions (fear, anger, sadness, if you have them as stats)
Refresh: removes all buffs and debuffs from a character.
Kiss of Winter: Put character to sleep. If already asleep, freeze it.
Mana Flurry: Everyone recovers X MP during the next X turns.
>>
>>161177841
Hey what software do you use to record screen and remove audio stream from webm?
>>
>>161198165
I use OBS to record the video. I use a script called 4chan webm maker to convert to webm and strip audio. I think I got it from a thread on /g/ ages ago, not sure where to find it nowadays.
>>
>>161198165
Not him but I use Fraps for recording and webm for retards to make webms.
>>
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>>161198165
Also not him, but similar to the anon above me, I use fraps to record and convert through ffmpeg. The stuff circled in red is all you need to fiddle with (names and quality, really), otherwise you just copy it verbatim. The "-an" is what strips audio, and removing that allows for audio webms for /gif/ or /wsg/.
>>
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Post battles
>>
>>161199631
>2 minute webm at that size and quality
Wh-What bitrate?

You killed this guy's father and then killed him. He fought 1v3 against the real monsters and failed. Kinda sad, desu.
>>
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>>161199871
I don't know if any of this is useful to you, but here are my OBS recording settings, and statistics about the video from VLC.

I assume that the fact that most of the video is just unmoving background helps a lot.
>>
Quick
Give me something I can listen to while I work
>>
>>161201893
https://www.youtube.com/watch?v=hdOjzKfh-60
>>
>>161201893
https://www.youtube.com/watch?v=j_podzD4cSA
>>
>>161201893
I'm glad you asked.

Today's Song of the Day:

https://www.youtube.com/watch?v=43Rk-aXplQs&list=PLEi1E3EltIHGfiwFmTFGIcDhfJVXuknlt&index=2
>>
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Bump.
>>
I need pictures! Pictures of decent looking RTP caves!
>>
>>161146810
Riceball Slime
Asteroid Slime
Planetary Slime
Yukkuri
Foamy Slime
>>
Goblin King's Pass is off-limits to humans.
>>
There any decent fanmade hairstyles to add to the generator?
>>
I've always been kind of tempted to try my hand at making a short-ish RPG (well, start short anyway. Aim low), but I've been torn on if I should really be giving MV or a try, or stick with VX Ace or whatever.

Since I did buy a copy of Ace forever ago. Is MV like 'better', or is it just more accessible or easy to use?

I kind of want to make a lewd game, with erm. Ahem. Lewd mechanics. Which would involve some limited scripting, at least I think, so I can make HP not result in defeat in battle exactly but er...

MV or Ace VX?
>>
>>161209562
>Lewd game
You have my utmost attention.

Some people have performance issues with MV but writing scripts for it should be easier than for Ace.
Best would be to try both out.
>>
>>161206837
The goblin king can suck a dick
>>
>>161209562
MV is written in Javascript, which means:
>More portable, since anything that can render a webpage can play the games
>More flexible scripting - a lot of the "core" stuff (window resolution, etc.) in VXAce was permanent, while everything can be changed in Mv
>Noticeably slower in some areas

I like MV a lot. My favorite changes from VXA:
>An extra map layer (you can have 2 B-E tile graphics on a square instead of just one)
>bigger tiles (48x48 instead of 32x32)
>The editor is a *little* more flexible - you can define your own equipment slots, for instance
>>
Will we ever see a steam release of RPG Maker 95, updated to work on modern processors?
>>
>>161210215
>Noticeably slower in some areas
Which areas specifically? I'm new and I'm trying to decide between VXA vs MV.
>>
>>161211038
Biggest thing that comes to mind is that it takes like 2 seconds for new songs to load sometimes. Very annoying when I'm trying to set up musical stings at dramatic moments.
>>
>>161211094
That sucks. Isn't there any way to preload it so you can play it without delay?

Also, has anyone noticed any slowdowns during battle in MV?
>>
>>161210069
I don't know a lot about scripting, to be honest. I only had some Visual Basic in a college class once. So MV might be a bit easier then...

Also if you've played Succubus Quest or Succubus Rhapsodia that's what I wanna go for.

>>161210215
That does seem pretty nice. So er, if I use the nice version provided here, is there anyway people might, say, notice it was made with a totally-not-bought copy?

Not that I'd sell it, but you know.
>>
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Is this passable as a walking animation?
>>
>>161211384
On the top row, you have the same foot forward in both walking frames.
>>
>>161211384
I think the arms don't look very natural on the middle column but I don't know the first thing about animating
>>
Wow, figuring out how to balance all these slimes and what skill sets they're all gonna have is gonna be tough.

Thanks for all the great suggestions, everyone. Now I gotta work out some of the core combat stuff, I guess.
>>
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>>161211446
Damn,
>>161211578
Maybe they aren't "resting" enough?
>>
>>161209562
>make HP not result in defeat in battle
I think you can actually do this without scripting. You'd have to use event commands to trigger battles rather than the default random encounter system, but when you do, there's an option for defeat to lead to a branch in the event rather than ending the game like usual.
>>
>>161212420
I'll need to try and figure that out. I technically have a reference from another game, but its all in Japanese, and trying to figure out what they did is tricky as a result of that.

I basically just need to find a way to when HP runs out, MP is taken up from the result, and if enough MP remains, their HP should refill and the fight continues...

I mean, I guess, the easiest way might be if I just made stuff hurt MP and if MP ran out, then HP got reduced instead, then MP was filled but...
>>
>>161211375
>if I use the nice version provided here, is there anyway people might, say, notice it was made with a totally-not-bought copy?
I'm not an expert on this, but apparently there's a way to tell if a game was made with a pirated copy of RPG Maker. I've wondered if that's just a bluff to encourage people to buy it, since only people involved with the company seem to know how, but I wouldn't risk it anyway. I'm guessing it hides a product key in the data or something.

I've heard you can make your project with a pirated copy then save the final version with a legitimate copy and nobody will know the difference, though. Alternatively, just avoid official forums and share it on places like this thread, where nobody will know or care.
>>
Made a little script that removes the MP bar in battle in order to make room for more status icons.
>>
>>161213302
What if you need to see the MP, though?
>>
>>161213486
MP isn't a thing in this game.
>>
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Not RPG Maker related at all but I enjoy this game.
It's research I swear.
>>
Kinda stumped as to where my story should go next. The party finally manages to scale the mountain, in order to recharge the magical orb of sunlight. But I don't know how I want the story to go from here. Right now as a placeholder I have a little cutscene at the top of the mountain where the party realizes they forgot to bring the orb.

I'm currently leaning toward "main character's mentor, who everyone thought was dead, shows up and demands the party give him the orb" or something like that.
>>
I want to make status effect possible on bosses but with less duration.
Any idea how to do this?
>>
>>161216813
>to recharge the magical orb of sunlight
So why did they charge it in the first place?
What does it do?
>>
>>161217520
It lets the local area grow crops even in the dead of winter. The party has to go recharge it because the mage managed to accidentally break it.
>>
>>161217430
Anything is possible with scripting. Of the top of my head, you could make a script that checks to see if there's a special flag on a monster whenever a status effect gets applied to it. If so, cut some time off the duration.
>>
>>161217430
Make 2 identical statuses, but one of them has less duration.
Simply check if the boss is inflicted with the status in the battle events.
Then remove the status and instead inflict the other one.
Make the 2nd status always nullify the first via traits in case you try to apply it again when boss is already inflicted
>>
>>161209562
Start making a working simple RPG just to understand how to balance everything like I am doing.
I started my first project only to see how to balance enemies based on 2003 level system, then in another one, I started making use of equipment and everything a regular RPG needs. Next project will probably be in MV, and it will be probably the one that resembles an unique game
>>
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Too close to home
>>
So I'm thinking of making a game with gun based combat. The way I'm thinking of making it work is:

You have luck points instead of hit points, basically if you're unlucky you get shot its game over. Though I'm considering requiring multiple (but a low number) of hits to kill you. Luck will work somewhat like an evasion thing, the less luck you have the more likely a lethal shot will get you.

Besides just being lucky there will be other ways to lessen your chance of being shot. Namely distance and cover.
Distance will require a stronger roll against your luck to hit, and attacks will effect your luck less at further distances. The enemy can move forward to close the distance, and you can do the same. Melee will require close distance and is extremely lethal to both parties
Cover will also do the same as above, but with a chance that the cover is hit instead of you. You can flush or be flushed out of cover. You'll need to have so much distance before being able to dive into cover

Besides keeping an eye on your luck there will be gear that can save you from lethal shots, body armor and the like.

Actually while typing this I've thought, maybe alcohol (its a noire game, you can't not be sloshed) can give some temporary extra hits before going down.

Anyways thoughts?
>>
sup lads,

I'm trying to come up with a little mini game for 'hacking' a computer (like a puzzle that will reveal the password or something).

It's not the main focus of my game, just something I'd like to add in to make the player feel like they worked for an easter egg.

Any ideas? Number puzzles?
>>
>>161220338
>Luck points instead of hitpoints
I think there are a few RPG systems that do this already, where HP can be anything from luck to stamina depending on the situation, just as an abstract representation of how close to death you are from x or y.

The only one I can think of off the top of my head is Star Wars d6 (I think, it's been a while since I was /tg/)

Probably a good idea to check out how others do it, might help solidify your mechanics if you can reverse engineer to find problems they've maybe already solved.

Overall sounds good, anon- post progress when it comes.
>>
>>161220338
It sounds very interesting, do you have any concept art of what a battle could look like?

>>161220489
You can't do anything wrong with a nice number puzzle.
>>
>creating hentai game in contemporary setting
>just decided to implement character naming instead of defaulting to Anon
>replace all instances of Anon with \n[1]
>load game for testing
>input IRL name
>play through scenario

Oh god too real, brb buckets.
>>
>>161194726

Share the Town and Lords with us anon?
>>
>>161221808
You can't make a post like this and not give us a download link
>>
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Good night bump
>>
>>161221976
Not done yet. I've only just finished two scenarios, with another 3 or 4 in half stages.

It's going to take a few weeks because it's all original art, music, sound etc. Aim is to make it not look like an RPGMaker game as much as poissible.

I really do want to share updates though, waiting for us to get organised and make an OP image like AGDG have for jams
>>
>>161211607
If you don't mind, I would like to presenet a few more ideas before I forget them:

Monoeye Slime - Has a fine eye for details, allowing it to scan the enemies for stats, abilities, and eventually, even thoughts (what will the opponent do next)
Cocktail Slime - Makes good use of consumables, can mix them in its body to create more potent consumables, sometimes with special effects added.
Aroma Slime - It can smell in a variety of flavors for different effects, its body changes color with different flavors. Can acquire new flavor by encountering them.
Crystal Slime - Can switch between a solid, defensive and a liquid, speedy form.
Prism Slime - Utilizes light-based attacks with a multitude of additional effects.
>>
>>161221808
>replace all instances of Anon with \n[1]
Manually or with plugin?
>>
Any open world RPG Maker out there?
I want to steal some ideas.
>>
>>161222560
You can do that manually

>>161222620
Guess as long you have a World Map that you can fully explore, the game is open world.
What kind of ideas you need?
>>
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>>161212204
Definitely not resting enough. It looks more like she's trying to fly than walk. Pull in the hands like 2px and it'll look more natural.
>>
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>>161220782
>It sounds very interesting, do you have any concept art of what a battle could look like?

I had this long post and realized you asked for art. I am not an artist so here is this programmer art
>>
>>161222560
Manually. There weren't that many thankfully.
I mean, how often in believable dialogue do you actually use somebody's name when it's just you two in the room
>>
I wanted to make a specific set of enemies in random encounters to not appear again if a variable is greater than a certain value.
Is it possible without having to make 2 identical maps?

I thought to make a common event instead of using the standard encounters method, but I am not sure how to randomize it like the game does instead of always making the same exact number of steps.
Steps until Encoutner in this map are 48, how much variance there is in the standard encounters? I can reproduce it as long I know this.
>>
>>161222165
demo then? synopsis at least?
>>
I don't know if I should ask for this here, in /agdg/ or somewhere else, but I haven't found online Baldur's Gate (or any Infinity Engine game - Planescape, IWD) or Temple of Elemental Evil rips, specially character sheets. Only thing I find is the pre rendered scenarios.

Any help on where to find or how to rip?
>>
>>161225084
I'm 2 weeks in, at this pace another 3 weeks until demo.

90s office setting (unless a good scenario has need of more modern tech and can't be worked around)

Gameplay involves creeping around being an industrial strength pervert at work. Game lasts about 25 minutes, but 60(+counting) values are determined on startup change up most things.

You go through a work day timetable with work to do, interactions with co-workers and needs to manage.

Saying or doing creeper stuff around others will raise suspicion of you in the event something perverted happens, which may result in you getting fired or arrested, so there's an optional stealth element to avoid detection for those who are turned on by getting away with it.

I won't list the things you can do as they're 2lewd4blueboards
>>
What's the best way to start a story?
>>
>>161227627
No such thing. You're going to have to be more specific if you want meaningful answers.
>>
>>161227627
With a battle in the first 5 minutes.
>>
>>161227627
If you are talking about the game's plot, then what >>161229509 said.

If you are talking about the game itself, it's always a good idea to keep things interesting from the very beginning.
So you may want to quickly throw players against the tutorial boss or inside a very short dungeon -- in the second case, you may make a short intro later just to explain how the playable character ended up there.
>>
>>161231081
>If you are talking about the game itself, it's always a good idea to keep things interesting from the very beginning.
>So you may want to quickly throw players against the tutorial boss or inside a very short dungeon -- in the second case, you may make a short intro later just to explain how the playable character ended up there.
Thank you. I'll do just that.
Tutorial boss like Dark Souls 3
>>
Is it possible to make instantaneous movement(like a rougelike) in MV?

As in, instead of the sprite sliding into a new tile it just instantly appears on it when you press left.
>>
>>161232714
http://forums.rpgmakerweb.com/index.php?/topic/46493-super-orange-movement-pixel-movement-with-custom-features/
Probably interested in this
>>
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>>161232826
Finally found what I'm looking for.
Now I just need ABS to work with this.
Thank you anon.

>Please note: I abandoned this plugin, so I won't be adding new features to it. I probably won't fix bugs either, unless they are very simple.
Welp
>>
>>161232826
>>161233008
Maybe I'm doing something wrong. But I can't seem to get it working.
>>
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progress is slow, but as Yeb! once said, slow and steady wins the race
>>
>>161233215
I downloaded the full script plugin and tried it in a new project without changing anything, it works normally.
>>
Would you guys play an H-game about a slutty bi shota twink?
>>
>>161235705
Really? For me the character just kinda uses pixel movement rather than moving an entire tile.
>>
>>161236160
Sorry, I thought you wanted the opposite effect.
Not sure how to do what you want.
>>
>>161236371
Ah. I see. Thanks for trying at least.
>>
>>161234014

He lost in the end though.
>>
Why is so much of MV's RTP music utter garbage?
>>
>>161224526
I wanna say the variance works by rolling a number between 1 and 2*variance and deciding the next encounter will be in that many steps.
So if your variance is 48, your next encounter is in 1 to 96 steps.
>>
>>161237738
Yeah, they aren't too good, but at least this one is really great for boss fights

https://www.youtube.com/watch?v=KmqCBhpPQ_0
>>
>>161237946
Thanks, guess I try to work with that.
>>
Aren't there like... packs you could use? I'm sure someone made some alright music.
>>
>>161238423
>>161237738

For music, try checking out royalty-free sites.
There's one (audioblocks) that I found the other day, where you pay a subscription to them for access to stuff you are free to use, even commercially. If you hover over any track you can play it in its entirety.

So what I did was run Audacity and a cable from the PC speaker output to the microphone input, set the levels way down to avoid distortion and rip the pieces I wanted that way.

Because to fuck if I'm paying a subscription for middling backing music.
>>
>>161235945
Yes, but only if I get to fuck a thicc mom with huge tits
>>
>>161235945
"Shota collecting a harem" is the greatest H-genre
>>
>>161240630
Noted. Would you prefer if the twink shota fucks his mom? I know I would.
>>161241405
It truly is.

Someone give me some male and female archetypes I could use for the characters the shota fucks.
>>
>>161235945
Only if you get to waifu a collection of lolis.
>>
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>>161146810
Fruit aspic slime? If fruit isn't enough, consider a meat aspic slime, except the meat is the flesh of their enemies.
>>
>>161242307
noted as well. Again, tell me what types of characters you would want to H
>>
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Drew my own attack animations and they're alright. Feels good man.

>>161235945
You have to make it first, Anon.
>>
>>161235945
Yes
>>
>>161244010
Pretty sweet!
>>
>>161235945
>male protagonist
Nope.
>>
>>161244010
That's pretty sexy
>>
>>161242591
These.
>>
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>trying to make lewd sprite sex in this style
I should go back to working on the non-lewd games, shouldn't I?
>>
>>161249892
No.
Continue on the lewd path.
>>
>>161222874
Thanks. She looks better now.
>>
Babump
>>
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>>161220338
>>161223106
Apart from the luck points, your game reminds me remarkably of Warhammer 40k: Rogue Trader, which is the primary inspiration of my own game. In 40k: RT, everyone essentially has 1 HP, and all your stats, position, cover, bodyarmor, etc. influences your chances of a shot taking that 1 HP or missing, being saved, etc.

Heck, even your picture reminds me of their battle sketches. Look at this.
>>
oy vey
doskey here again,

blind's progress is going pretty well
the trailer is still getting done
oh and do you guys think a kickstarter is a good idea?

(the kickstarter would be to pay everyone on my team/ to get them items to help them make more content for blind easily)

pic of one of my characters by TimeForPika btw
>>
>>161262197
I wouldn't go for a Kickstarter unless you know exactly what you're doing and know you can meet deadlines. People seem to be getting more cynical about crowdfunding due to broken promises and duds, so you might not get enough donations unless you can churn out the product.
>>
>>161262197
Kickstarter is a good idea if you have a very fleshed out demo and know how to present your game.
>>
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>>16126259
well by the time i get to posting the kickstarter the game would be in the alpha, so i would possibly be able to make deadlines.

but i barely know what i am doing. the best i could do if i screw up is to explain why and apologize. but with the rewards, i may be able to reach it because i'm already commisioning (yes, commisioning) the plushes, and designing the shirts/props, and etc

all while fixing and calculating the costs for all of it.
>>
>>161263585
whoops, meant to refer to >>161262598

along with that, i have to discuss some legal issues with the game.
i think you can guess what they are.
You get what I'm saying, right?
>>
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Sup senpai.

I've decided that my current idea is far too ambitious for my current skillset. So, I've decided to start off by just making a "prequel" to it using some of its assets I've created.

Wish me luck! Also, new song: https://soundcloud.com/iwilldevouryourkittens/castaway
>>
>>161263775
oh and im not refering to any issues "legally"

im refering to money and age
if you couldnt tell :^|
>>
>>161264360
hey, this looks really good
nice sprites!
>>
>>161264360
I'm in the exact same boat except that maybe my prequel project will also be too ambitious, oh well.
Anyways best of luck to you!

That song is really great! I can see it being used for some really important event where the stakes are incredibly high maybe for some sort of chase.
>>
>>161264525
Are you saying you are too young for using Kickstarter?
How old are you?
>>
>>161265845
shall i reveal for the ban?
or have you already guessed.


hint hint: im close but no dice.
>>
Why are there no jrpg threads anymore?
>>
>>161265723
It's intended for a final or penultimate boss. Thanks anon!
>>
>>161266216
because your dreams will never come true
>>
>>161266216
JRPG General didn't have enough posters to survive. I think it died for good earlier this year. On the brightside, if you browse /v/ they have a JRPG thread about twice a week, and it's usually pretty good. /vr/ also has generals for specific stuff like SaGa
>>
>>161266679
Please stop namefagging, it's barely required.
Either post stuff from your game or take the marketing schtick to reddit.

Talking about your plans for plushies isn't really on topic for anybody.
>>
>>161267839
oh that was just meant to explain the things im doing

i keep the name for /mu/ mostly
im too lazy to take it off

but sorry for namefagging m8 ill take it off i guess after this post
>>
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just to ask, is GCH a good program to make overworld sprites with?

pic related on sprite im working on rn
>>
Shota H-game anon here. What are some characters you would want the protag who is a bisexual shota to fuck in the game?
So far, I have:
>his MILF mom
>his dad
>some lolis
>his male teacher
>the school alpha male
>nerdy megune
>a pair of twin girls

who else?
>>
>>161270854
His big sister of course, but she uses a strap-on on him instead
>>
>>161270854
Depends a bit about the tone and character. I am imagining him as a submissive trap that everyone abuses, so his sister should whore him out to random jocks while he eats her out.
>>
>>161270854
Himself
>>
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And Inventory re(rererere)work is finished. All the functionality of the old system, with dozens of quality of life improvements in its guts. Load system is in place, display outputs are hot and ready, redundant calculations are at an all time low, and shields are incompatible with two handed weapons.

Speaking of, when equipping a shield with a two handed weapon already equipped, would you rather have it fail to equip or would you rather have the shield equip and the two-handed weapon unequip? I've got the choice of either.
>>
>>161274926
Huh, that is a good question. I've experience both and I'm not sure which is better.
If the shield is directly equipped then that saves some time I guess?
>>
>>161274926
Unequip. I've seen some games ask if you want to unequip the weapon first, that felt the most polished to me.
>>
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>>161275308
>If the shield is directly equipped then that saves some time I guess?
Kinda, I guess. Funny enough, I actually like the idea of the shield failing to equip if there's a 2H weapon, but then have a 2H weapon unequip a shield when putting it on.

>>161275507
>message prompt
Ehh. That's entirely reasonable, isn't it? To the point that that's probably what I'm going to do. Guess I'll go redo it to allow that.
>>
>>161273874
>Himself
Genderbent from a parallel universe!
>>
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>>161275507
>>161275712
Well, there's still no paper doll or visual inventory, but it's working smoothly.
>>
Where did the day go? I didn't accomplish ANYTHING today.
>>
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>>161277867
>tfw I can't say the same
Sorry, m8.
>>
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>>161277867
If it makes you feel better, I haven't accomplished a thing for my whole life.
>>
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>>161277867
>>161278006
Stop slacking off.
Greatness awaits you but only if you work diligently.

>>161277996
Good.
>>
First time playing around RPG Maker.
Is there a full tutorial somewhere?
>>
>>161270854
cowgirl somehow ;-;
>>
>>161278986
You can access it from the Help Menu.
>>
>>161277867
it happens
>>
>>161278725
is this what i can do if i actually start working hard?

holy shit time to actually get shit done
>>
>>161277867
I haven't accomplished anything all week. Too busy with Thanksgiving and Traveling.
>>
>>161278725
Man, Selvaria's tits took a huge nerf ever since she returned as a murderbot.
>>
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>>161279147
>Shota-kun has to breed a cowgirl
>She starts lactating during the act
>>
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Today was a good day.

>Finished inventory rework.
>Added crossbows, bows, and thrown weapons, which finishes all of the standard weapon types.
>Finished the Reload system for crossbows and incorporated its flat damage versus the variable damage of other weapons.
>Bug fixed movement display, which wouldn't display again if you canceled during direction choice.
>Streamlined npc generation.

And not really related to the greater game, but
>all of the above allowed me to add Switchers as another test unit choice
>>
>>161282835
nice job!
>>
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Just started a new project about waifus and astrology.
This is sketchVirgo, your protagonist for tonight.
>>
>>161283778
Cute.
>>
>>161283778
How's Scorpio?
>>
>>161283778
this is cute, can't wait to see more
>>
>>161284286
A slut.
>>
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>>161283904
>>161284358
Thank you! Been working on it over the weekend.
Here's a Capricorn Kingdom dweller, a Heretic to Virgo's ideals.
>>
>>161264360
I love the pink alligator person
both of them.
>>
>>161284543
>>161283778
This is pretty neat, anon.

>Just started
Crap. Those assets are really good for something you "just started." I'm at a little over 100 hours now and I don't have a single visual asset done. Good on you.
>>
Do you guys make the "skeleton" of your game first and then polish it a while later?
I usually polish immediately so my game doesn't really have much content.
>>
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>>161285250
>I'm at a little over 100 hours now and I don't have a single visual asset done.
Same here. At least I have nearly one third of the first draft of the storyboard done.
>>
>>161285329
Sort of. I like to establish all of my "systems" first, then rework them when adding complexities, then making them more efficient once they've stabilized, and then leave wiggle room for minor changes once I start working of content.

So for my game, I made an sRPG combat system first. Then I reworked it when I added stats and a damage formula to it. Then I reworked it again when I added weapon types. Then I made an inventory system for those weapons. Then I made a way of seeing/checking Line of Sight for ranged weapons. Then I reworked the main sRPG system to cut its length down to 1/4 it's former size, reusing a lot of parts for the player and enemy AI both, when integrating ranged weapons and LoS. Finally, I redid the inventory system to pave the way for shops and a way to display the inventory and stats (which I'll work on next).

I still haven't even started content yet, although it's almost ready for it. Once shops and displayed inventory are up, I can replace all my Test Items with real items and start building up a list of the various weapons and armors.
>>
>>161210696
This is my sincerest wish.
>>
>>161217591
Depends on where you want to go with your story. If you want a typical "and then the heroes save the world" then have them overhear a conversation they weren't meant to hear? Or perhaps see an army marching from one nation toward their hometown?
>>
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Today's Problem # 2:

What should the major difference be between thrown weapons and a bow? Why use one over the other?

This is for my sRPG, so try to think of it from the perspective of FE or Advance Wars or something.

Particularly, I'm comparing throwing knives [Weapon Skill: Throw], javelins [Weapon Skill: Throw], and a bow [Weapon Skill: Bow]. At first, I thought about making throw weapons do more damage (hit by a big javelin) but shorter range than a bow. However, I poked around and saw people could throw javelins 140 meters gg no re and decided range isn't going to be an issue. I thought about attacks being locked at 1 for a bow, like the crossbow, while throw weapons can be thrown equal to half your normal number of melee attacks. That doesn't work either as lighter bows can often be fired faster than a man can throw a javelin or even a knife.

As it is, bows and thrown weapons have the same functionality, all the way down to stunning whomever they hit. Anyone have any ideas that might set the two categories further apart? Try to acknowledge the fact that the combat is meant to encompass true war techniques (a phalanx-type soldier might throw a javelin before the enemy reaches range of his spear/sword) and also a common street fight (some punk thief might throw a knife in his escape from a tavern).
>>
>>161210696
I'm not sure why I want this, but I do. I've never even played a 95 game, let alone used the engine for more than 5 minutes.
>>
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>>161287879
If I can't come up with anything, bows and throw weapons will maintain the same general functionality and I'll introduce variance by the specific items within those categories (knives will have shorter range than javelins and bows, heavy javelins will do more damage than bows and throwing knives, etc.) and they'll all only attack once a turn, no matter how high your Combat Skill is.

Oh, and presently you can equip a shield with a throwing weapon but not a bow. That's something, at least.
>>
>>161287879
Maybe have thrown weapons ricochet and do aoe damage?
>>
>>161288394
>in a Glancing Armor Save, the thrown weapon may glance off to the side into another enemy
Heck, it could work. I definitely have the ability to. However, could the same not be said for any missile, including bolts and arrows?
>>
>>161288518
Have the arrows break on impact
>>
>>161288259
I'm sure that bows/crossbows pierce through armor much easier than a knife. Handling throwing knifes is pretty darn difficult, too.
One thing is the amount of ammunition. You can carry a lot of arrows/bolts but only a few javelins/throwing axes. Do you have some sort of weight/carry limit?

>>161288518
I can see you missing one guy with a released arrow/bolt only to hit someone behind him (maybe even a friend). But ricocheting to the sides would be really strange.
>>
Are you using custom battle system or default?
>>
>>161288928
>But ricocheting to the sides would be really strange.
I was thinking one space back and to the side, or maybe just directly behind. Still not totally huge on that though.

>I'm sure that bows/crossbows pierce through armor much easier than a knife.
That's what my reference friend just said, as well as agreeing that throw weapons like javs, knives, and rocks can easily be used in melee as well.

I don't really want to give arrows Armor Punch though. Agincourt is a prime example of how even the strongest English longbows cannot pierce proper plate, even on a direct hit.

>ammunition
That's what I've been leaning towards as well. I think I could do it. Add $equip.count as another weapon trait, I'm just considering the difference between a dedicated javeliner who could be carrying a whole quiver of javs versus a greek who might have 3 at most before returning to his spear. Same with a slinger versus a guy who just scooped up a cool rock on his way to war.

There is an encumbrance system, which influences how easily you are hit by an enemy and how far you can move. But how many knives does it take to equal one tower shield in encumbrance? I don't think the Enc penalty is sufficient to convince someone to take only 3 knives versus 20, and, as it says in Rogue Trader (muh inspiration):
>although clearly of limited quantity, one can assume a soldier has taken enough grenades to last the battle.
I think the same principal applies for crossbows, bows, and throwing knives. A typical battle is only 7-12 turns, so any more than that is just redundant. And even if it doesn't apply for javelins, is it worth programming in and playing with an additional management system, which still doesn't set all of throwing weapons apart from bows?

>>161290606
I made a custom sRPG system inspired by Warhammer 40k: Rogue Trader (1E) from scratch.
>>
>>161290606
Default battle system with a couple tweaks:

>Battle menu just shows skills directly instead of the Attack/Skills/Guard/Items commands
>MP removed - since all the mages can do is cast spells, they shouldn't ever run out of magic
>Emphasis on buffs, debuffs, and stance/mode switching (to support this I extended the status effects bar on the battle status screen from showing 2 status icons to showing 6)
>>
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Making my own sprites, what think?
>>
>>161293550
aroused/10

That's fantastic. Girl on the left is my fetish.
>>
>>161293550
I like them, kinda gives me a Persona vibe.
>>
Tell me what your game is about in 2 sentences or less.
>>
>>161293550
I agree with >>161294206. Definitely getting that Persona feel. I like it.
>>
>>161294608
>>161294206
>>161293694
Glad yall like them, and good eye-- my style is inspired by Shinegori Soejima, the art guy behind the most of Atlus's good games, like Catherine and Persona. I like the hard shadows and gradients
>>
>>161293550
This is really good, maybe a bit too much blur though
>>
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>>161294541
>Subworld Sinsheim: Overlord
In the time before the Flood, when angels and humans were free to intermingle, some angels called themselves gods and shaped the world in the God's (Yahuweh) supposed absence, such as creating the pocket world of Sinsheim. Fight their creations and carve an empire out of Sinsheim with sRPG combat.

That's the premise, at least. The players will probably never know a thing about the first sentence.
>>
>>161293550
Interesting designs, I'm a fan of Persona's artist as well! I think you should change a little their expressions, tho, they look too much alike.
>>
>>161293550
That's good. Really good, actually. I need to get back to practicing my art.

I'm with >>161295339 though, the blurriness is a bit off-putting. But maybe it looks better in game than against a white background.
>>
>>161294541
Go on an adventure, recruit a variety of slimes to defeat the big bad.
>>
>>161260116
Wow, thats honestly pretty freaky. I swear I've never seen this before and just thought of it during a "I should probably sleep for work but hey here is an idea" haze.

I'm gonna try adding a display that shows the difference in distance between player and enemy, what cover each is in and how far the next cover will be for the player. But maybe I should stop thinking of more things and try to work on the skeletal structure of the battle system first
>>
>>161295934
>>161295339
Yeah, the blur looks fine in the original, but I'm currently IP banned thanks to my roomie, so it's saved to JPEG, compressed from 2k pix to 640p, and on a white background. Will note that though. In case I ever have a light background
>>
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>>161294541
You're a witch with a shotgun and very limited ammo.
You use magic to go to "alternate" versions of areas.
>>
>>161294541
There are succubi on the loose. Gotta beat the succubi.
>>
>>161297405
With your dick?
>>
>>161291640
>since all the mages can do is cast spells, they shouldn't ever run out of magic
My caster just have cantrip which cost 0 MP while other spell have MP.
MP get recovered over time or you can just use Drain Magic cantrip.
>>
>>161297504
That's the plan
Once I figure out how to make the battle system work right.
>>
>>161294541

Newbies that just joined one of lesser known adventuring guilds go about doing simple quests until they stumble on something out of their depth.

On a separate note, do you fellows muck around with spell formulas much? I switched mine up a touch, giving fire a flat damage boost(+100 to base), gave Ice the basic damage(Plus a chance to inflict freeze state that is insta kill if someone smashes you with a physical attack), gave Wind a crit chance and damage inbetween the previous two. Thinking I'll add Earth next and have it do 2nd best damage, but it will have next to no variance and will have a chance to inflict dazed state.

What do you think? Also, has anyone here had issues with setting up rows via yanfly's system? I set it up, but I cant seem to limit my front row to only hitting the front row. No matter what I do, I continue to be able to pick targets in other rows
>>
>>161298229
I'd be interested in hearing more about your progress on that as you keep working, if you're the one with the HP/MP damage idea from earlier. I tried making a similar system once, but lost motivation (and my confidence in the idea) partway through.
>>
>>161297757
Each spell is situational enough that I don't need to worry about them being spammed.
>>
>>161298794
Thanks anon. I really need to just try and find a way to juryrig something together.

I want to have a male and female protagonist option, but I might just settle for male-only for now so I don't have to worry about gender flags or something.
>>
TEACH ME HOW TO DRAW
>>
>>161299274
If you find out let me know
>>
>>161299274
>>
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>>161299274
>>
Are any of you guys on itch.io?

Seems like a pretty cool platform but I dunno if I should bother with it for my little game
>>
>>161299551
I used it to post a submission to an old /agdg/ demo day. It seemed like a decent site.
>>
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>>161299354
>>161299437
I'm actually laughing pretty hard at these.
But some genuine tips for a beginner would be appreciated.
>>
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>told myself I'd work on game this weekend
>spend all my time playing Pokemon Sun instead
o

but hey at least I have a Miltank c:
>>
>>161299107
Personally, I'd love to see the option for a female protagonist, but I'd recommend sticking with one gender for now.

It's better to keep things simple until you figure out what you want to do, how to do it, and get the hang of actually doing it. Part of the reason I was put off continuing my similar project was that I was expecting too much of myself, I think; dynamic "battles" involving multiple characters and random text descriptions for every action that varied based on the characters and situation involved. Then I found that even implementing the skeleton of a system like that was harder than it looked.
>>
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It's like I'm really on 4chan 6 years ago.
>>
>>161299929
I suggest heading over to /ic/ and reading their sticky.
>>
>>161277867
I am getting a lot slower recently.
It took me 3 days to do 2 maps, and the 2nd one is still only a skeleton, without any details yet.
Time ago, I used to do at least 2 different dungeons and 1 boss per day.
>>
Have you got some interesting dungeon gimmicks? So far I have
>dungeon that requires you to simply find 3 keys between treasure cheats in each floor
>warp points maze
>splitting party in 3 groups
>4-parts dungeon that can be done in every order, it requires you to defeat 4 bosses

planning to add
>dungeon that warps you at the beginning if you pick wrong exit/fuck up a certain event
>>
I thought of something on my way to college. It'll be a several tier dungeon with a few puzzles and hidden treasures. The last boss will be the subject of an event where it'll be extra hard to kill by the player at that point, prompting three developments.
A) Either player kills it, for which party will be suitably rewarded.
B) Player loses. Game Over.
C) Player was paying attention when the mentor figure mentioned earlier in the game that at least someone in the party ought have rings they got when they joined the guild on them. If they do, losing the battle triggers a cutscene where mentor arrives to bail you out.
D)Possibly as above, with mentor arriving after party kills the boss.

Each would have different conversations that follow, giving it a sense of uniqueness.
>>
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Good night bump
>>
>>161296176
I really, REALLY like that art style
>>
>>161270854
A fat girl pls
>>
>>161308190
Thank you, anon! I hope you play my game... I'm planning on getting a very small demo out soon.
>>
>>161309312
Looks great anon! Looking forward to the demo.
>>
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new sprite for alessa
what do you guys think?
>>
>>161309312
Source for the blue haired human sprite? I am bad at sprites.
>>
>>161310881
It's from the 2000/2003 RTP
>>
>>161310430
The hair looks too big in the ones looking right, but maybe it's just me.
>>
Has someone ever made a game about the RTP characters with their original names/class/etc. ?
Maybe something from Enterbrain itself? I feel like there's some kind of story behind, especially in VX Ace with those standard character bios
>>
>>161299929
Check out /ic/'s sticky and /a/'s drawfag thread's pastebin.
>>
>>161294541

A witch rips your best friend up and turns his parts into monsters. Adventure and homolust ensue.
>>
>>161318327
This is of my interest, anon. Do you have screenshots?
>>
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>>161319038

I was working on it last year but gave up after school picked up and I couldn't focus on making an srpg, started developing it very recently so all I really have is concept art and big plans backed up on rpgm experience dating back to rm2k3. I'll stop being a nodev soon I promise
>>
>>161315195
I am working on this, as a matter of fact. Seven Stories, from humble beginnings in RM95, all the way through MV. Give a 'canon' story to the RPGMaker universe. Of course, it's a lofty pipe dream but I'm making steady progress so maybe I'll have something revealed by Christmas (or more than likely, Valentine's).

Plot's done for the RM95 arc, I just need to finish items/skills/characters and then start putting it together.
>>
>all these lewd dirty projects

I guess it's really true that all nerds really are big stinky perverts!
>>
>>161321867
It's really sad that I can recognize RPG Maker battlebacks in hentai stills. I'd post some examples, but they're too lewd.
>>
>>161322180
Post those samples anon. You can't just say that and not prove it!
>>
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>>161322539
I'm serious. It's red board specifically /u/ stuff. You'll just have to find it on your own.
>>
>>161319484
I remember that character
>>
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>>161324163

Ah, glad to hear he stuck with you a little. I feel kind of embarrassed showing my face here again without making any progress such a long time later, but I'm gonna try to really push myself this time.
>>
>>161321848
Interested
I thought it was something everyone thinks at a certain point, so there probably was already such a game.
While it may be not the most creative thing, having a canon RPGMaker universe game would make my life more complete.
>>
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>tfw have a programmer to make me an srpg engine from scratch
on one hand i can finally stop using rpg maker but on the other hand it's like losing a best friend
>>
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Postan to see if the sprites look any better online at full res
>>
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>>161328286
And here's the first draft of sprites for some of the characters.
>>
Alright guys, I bit the bullet and bought you guys the Karugamo music packs, so it'd be awesome if one of you guys grabbed these and posted them.

http://store.steampowered.com/app/558760
http://store.steampowered.com/app/558761
http://store.steampowered.com/app/558762

I shoulda saved my money for this. The Karugamo music packs are balls.
>>
>>161328710

I know how you feel anon. I'm broke. I was working with pirate MV till I spilled the beans to a good friend about it. I guess I sounded enthusiastic. He ended up getting me the basic as an early christmas present.

Wish I could grab some of the dlc tho'. I want to publish my game eventually, so I'm undecided if I want to use pirated dlc. I hear they have a way of sniffing you out if you do use pirated ones.
>>
>>161327009
Color me jealous Anon. Jeezus.
>Obviously you just make him make you an SRPG Maker and share it with us.
>>
>>161125349
Mine's about a mother/son incest relationship.
>>
I need help i need a plugin or something in MV to create weapons/armor that can reduce the MP cost of skills i.e. Mana Weapon : reduce fire skill cost by 30% i use a lot of yep and dreamx pkugins but i couldnt find anything to create this effect
>>
>>161298729
Are u using the Taunt plugin?
>>
>>161264360
I will not wish you luck. I'll wish you SKILL.
Well okay maybe a little bit of luck too.
>>
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>>161329769
SDK is planned but don't expect anything soon. I'm just glad to finally be rid of MV, it was the final dissapointment in rpg maker history. 2003 will still hold a place in my heart though.
>>
>>161268562
Anything you're comfortable with and that works well for you is a good program to make sprites in.
>>
>>161328996
They can tell if you are using a pirated MAKER, although I still think the forum mods are just trying to intimidate people like they always do. If they actually can my guess is that each maker has its own unique id and everyone using a cracked version has the same id. Although that would actually require the developers to be competent. As for dlc packs, they are just pictures and sometimes music files. You get the same tileset from a download in the op that you would from steam, there's no anti piracy measure in place for that. Although if you are going commerical they might be able to "audit" your game and request digital reciepts for the packages you used. If you're that worried just work with whatever you want, buy the packs before your ship your game, and replace the files with the legit ones.
>>
>>161332753

Yeah. I did the spin with Taunt. I figured since states are applied to both first rows, it'll work, but it didn't. Dunno. Maybe I should look into Row Disposition. Perhaps the plugin is calculating where is each row for enemies is wonky.

>>161333585

Yeah, that was my idea. You reminded me well too. Has anyone here gotten that Town of Changes dlc and is willing to share it? I find that color scheme much more apealing than the basic one.
>>
Where do you guys go to get motivation from others or to get more people onboard? I'm slowly losing the hype for my own game.
>>
Alright, this is annoying. I know I have seen a plugin that works kind of like PoE/Tyranny extra info system. For example.

I come from Lightwood.

Lightwood is marked and when you hover over it, a tidbit of lore text shows up above the message.

I am certain I saw it somewhere. Help me out here anons.
>>
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I have countless hours invested in my project, yet the main character is still named Hero.

Why is it so hard to settle on a name.
>>
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So, I did some jars, and walls, and pillars and rocks today. What are you up to, anons?
>>
>>161338456
Why not? Use it as a plot point.

There was a manga about a neet who got transported into a medieval RPG world and it turned out that on top of being one his real name was actually Neet.
>>
>>161338456
Here's 100 names: http://pastebin.com/sbUz4gGA

I generated them using markov chains based on this list: http://www.behindthename.com/top/lists/united-states/2015
>>
>>161338897
I think I'm just indecisive in general when it comes to naming. It's hardest thing for me to get past (especially in MMOs)

>>161338924
Thanks! I'll browse some of these.
>>
>>161338470

Going to make some battle animations. Trying to draw them from scratch so hopefully all goes well.
>>
>>161339690
I know your feel, my game is still called Project1 because I have absolutely no idea on how to name it
>>
>>161340049
Mine is stuck with that name now, forever in its files.
I could've just made a new one, but I still have no idea what to call it, so...
>>
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candles.png
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Is there an unlit version of this somewhere?
>>
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candles.png
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>>161342717
It would take you two minutes to get rid of the light in mspaint.
>>
>>161345003
Not him but I think that many people are somewhat afraid of editing/creating stuff.
>>
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>>161264360 Here!

Here's a gif of basically all of my game so far (sans the music, which is on my soundcloud).

I've been doing this for all of a few hours and already it's coming along sweet.

It's not actually earth btw. Dramatic irony.
>>
>>161346865
This looks pretty nice.
>>
>>161347358
Thanks anon!
>>
>>161346865
Are the smiling walls intentional?
>>
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!FlameEdit.png
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>>161345705
I guess. They shouldn't be, though! Creating shit is fun and satisfying.

>>161342717
This work for you?
>>
>>161347656
...well shit. No. They're not.
>>
>>161347752
Really? I like them a lot. You should keep them, they're cute.

Unless it's not what you're going for.
>>
>>161347845
I'll keep the sprite. I figure most won't notice, and the few that do (like you) will like it.
>>
>>161302238
>nope calls anyone a nigger
Eh.
>>
You are working on your game, yes?
>>
>>161350901
I don't have a game, anon. I'm just here to demoralize you by subtly shitting on your work under the guise of constructive criticism.
>>
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Don't tread on the flowers, please.
>>
>>161351085
I can respect that.
>>
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>>161327009
>>161319484
Did someone say sRPG in RPG Maker?
>>
TOMB OF FRIENDS 2 WHEN
>>
>>161351579
Is there any feedback to let players know something's happening? I think I'd give up before walking across that many times.
>>
I was interested in Cyber monday deals on Steam but after looking at a couple rpg maker games - I just couldn't even-
The maps were either these big empty spaces or a cluster fuck mess. They obviously weren't putting any thought into what they were creating. Using wall cracks on grass? Catawampus windows. Rooms the size of basketball courts. Using a mixed of Mack and Rmxp sprites, are they serious? I really hope they're explained as separate races or something.
>>
>>161353805
Most of the RPG Maker games on Steam are really bad, I agree.
>>
>>161350901
Just playing around. Literally just downloaded VX Ace
>>
>>161351579
That's the kind of shit I love in a game. If this slime isn't really neccessary to progress in story, then that's my kind of game. Really, making interesting stuff that isn't part of the may plot is great.
>>
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>>161351579
Oh yeah?
>>
>>161350901
Paid for a few DLCs for my lew/d/ RMMV game. Now I have to arrange the tilesets at the database for passable/unpassable/above switches, also have to check all 100+ plugins and it looks tedious to me. Still have questions about the design document and wanna make the combats somewhat not grindy. I hope I can find according plugins to make thing smoother.
>>
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I keep meaning to try making a lewd game myself, but I never get anywhere. I get wrapped up in designing the "game" part of it and never get to the lewd.
>>
Fuck yea, I made the intro flashback/nightmare sequence. More or less. I can't for the life of me figure out how to make the kid that walks into the scene from one side transparent. I set it in his event pages that he is transparent, while the event that moves him removes that transparency before it does.

However, the little shit is plainly visible.

Anyhow, with the progress made, I bid y'all good night.

P.S. I'll repeat my request here. If any kind soul has that Town of Beginnings dlc, kindly put it up somewhere?
>>
>>161353260
There's a "squish" sound effect when you walk over that particular flower.

>>161357272
This game is going to be full of that. Of the 50+ slimes I have currently planned in the game, only a handful of them aren't optional.
>>
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S;G3.png
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My boner is confused
Please send help
>>
Is MV still a laggy and buggy piece of shit?
Haven't been to this general since MV released I think a year ago
>>
>>161362109
W-wait, it's been a year already?
>>
>>161362207
I don't really remember
Maybe it was shorter
>>
>>161362109
They released shitload of updates to fix some issues, I dunno if that fixed it. I'm using it myself but never had an opportunity to test it... Latest RMMV game demo was buggy as hell tho' I can give you that.
>>
From a stat point of view, do most of you like using high numbers, or low numbers?

I've always been kind of fond of low, but then I can see an issue is every point can be really important then. Using larger numbers (i.e. have HP in the 100's or 1000's) can make that easier to do, perhaps, but I also feel its hard to make upgrades feel really... noticable?
>>
>>161362395
I'm using low numbers and a badass formula someone in the rmn community helped me with. I was facing the same problem as you are now, but I prefered to use low number because of the relevance to the player. I'm using divisive formula, but I do enriched the formula a bit for it to work nicely.
>>
>>161362395
Each stat point being meaningful is actually a good thing.
The problem is when a +1 increase in defense cuts your damage by half.
Bigger numbers will ALWAYS make people forget about them real soon and focus on 'I'm killing them quickly or not' kind of thing, disregarding the numbers themselves.
>>
>>161362782
Do you mind giving any pointers on how to make it work? I'm just starting to tweak combat in my game and lower numbers would be better for what I'm aiming for
>>
ALIVE
>>
>>161326254
Absolutely. I think it would make a good contribution to the RPGMaker community as a whole. The number of 'Alex' games from the RM2k days are endless.

I will definitely have a hard time when it comes to that story. The RM95 one just leapt out at me as I was looking through the default characters.

I will be modifying the battle systems (and plan to take advantage of the front/sideview switch when I get to 2k3 for the full 'experience' )
>>
>>161367751
I would be SO down for this. I love the idea of each new game taking advantage and having new mechanics based on what the "new" maker is capable of.
>>
You made progress today right?
>>
>>161374414
Ha!

No.
>>
>>161328286
I gotta ask, how did you accomplish that glowing effect on your character drawings? I love the shit outta it.
>>
>>161374414
Yes. I put in all the work and checks to display your chance to hit and the damage you would do if you hit someone right before you attack. Doing so also broke the entire system, and now nothing works.
>>
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>>161374414
>>
>>161362109
Seems to be still buggy and laggy to me, but someone released a patch for the big memory leak somewhere iirc.
And yeah, pretty sure it's been a year. I preordered it like an idiot back then.

>>161362395
Low numbers, it's easier for me to work with, Like, I know if I've fucked up the formula if I see a string of zeroes.
When the player moves up in digits for damage, it feels like progress, too.
>>
How do you balance random encounters?
I mean just by them existing don't you run the risk of the player accidentally being over-leveled or using them to grind and cheese their way through the game? Is there a "right" way to do them?
>>
>>161380616
>don't you run the risk of the player accidentally being over-levele
More like you allow it, which is fine. The problem with some western jRPG-style games is they don't account for this and often let the player get overpowered much too quickly, making the game a breeze. The problem with eastern jRPGs is that they often account for this way too much and leave the game a grindfest just to keep up with your enemies.
>>
>>161374414
N-no
I'm sorry
>>
>>161362395
Lower numbers are better, even if having an equip system seems meaningless, especially with the defense stat

>>161374414
Yes and no
I've added a secret path in a house within an optional village taking advantage of the fact that those dirt/grassy terrain allow you to walk through impassable tiles. They take you into a secret map with no 4th wall, silly stuff directed at the player.

>>161380616
Game is balanced around the player getting at least half of every map treasure chest, but as long you upgrade gear regularly and don't forget to visit a certain place to learn useful skills, you shouldn't care about being 5-8 levels under the recommended.
Also you don't learn more skills via levelling after LV.35
>>
>>161374414
I scrapped yet another project a few weeks in, so I'm taking a break
>>
File: 1395371775902.gif (685KB, 500x281px) Image search: [Google]
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>TouchInput._x & y read the pixel the mouse last clicked on
HOLY FUCKING SHIT.

Wait.

SWEET BABY JESUS, HOLY FUCKING SHIT!

This is the best design decision I have seen from MV yet. Good lord. I can't believe it took me this long to actually take a gander with it. Crap, I mean, this could have changed everything. I mean, it still does for future menus and such, but still. Oh man, this is great. Great!
>>
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Good night bump
>>
>>161374414

Just woke up, give me a bit of time.
>>
Made a rough little screen that comes up whenever you find a slime. I have plans to make it more elaborate in the future, but something like this will do for now!
>>
>>161389069
The slyme will join the party?
>>
>>161389774
>slime recruited

I'd say it's a safe bet, yeah
>>
lazy bump
>>
What's the least lewd way i can put a complete whore in a game and let it pass as a normal character?
>>
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>>161392530
How about a whore who's a single mom that can't find any jobs due to her lack of qualifications and desperately needs a way to feed her kids so the only way is to sell her body?
>>
>tfw the first thing you do before even getting out of bed is bump this thread
>>
>>161194726
C-could you share those anon?
>>
>>161361741
>Town of Beginnings
FSM: Town of Beginnings Tiles
http://fas.li/5kjzT
>>
>>161360578

I'm the same but have the opposite problem. I've done a lot of the writing before having animations.

Currently there's just a few puzzles, set a full environment, a lot of steamy text with branching paths, but without animations the characters just stand near each other. Let me tell you, it's not so thrilling.

I'm beginning to think I don't have what it takes to make something fappable.
>>
>>161400735

Thanks mate. I really dig the more muted colors of this pack. I'll think I'll go full tilt and design my villages and such with this, while objects and that I'll alternate inbetween. Doodads will certainly help too.
>>
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Could use some tips or even spoonfeeding.
Anyone know better urban tilesets ( modern buildings, roads) for MV.
>>
Also where could I get some black/brown actors?
>>
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How do I make a good UI?
>>
>>161403180
On MV u can create toons and change the skin color there
>>
>>161403296
Make something that is visually appealing to you, I guess
>>
>>161404630
Guess I'll try and force myself through it, thanks.
I suck at UI design, I also have very little motivation to deal with coding UI's in all of my projects. UI's just ain't my thing.
>>
I wonder if there are any sprite artists out there taking requests. I'd kill for a Goblin Slayer armor or just full face helmet.
>>
>>161403296
Something that's readable, and doesn't have a million options/things to look at.
Like, write out on paper what you absolutely need, and then a few things you want. Keep it simple and to the point.
>>
Strange thing happens, when I use a custom graphic in the main menu it works well, but when I press "New Game" it turns blue for a second, whilst closing. Anyone know what's up with that? 'm on VX Ace by the way.

>>161406874
Aye, already sketching stuff on paper and throwing around ideas for what's a better look. Thanks!
>>
Question. Can I make a door? Like a regular old door that player can open&close as they move through a building, or am I stuck with making a world without doors inbetween rooms?
>>
>>161408932
Yeah, you can make those doors.
Simply force the player to move out of the way
before closing it again, I guess
Like, if you open them from the front, force the player to move up, if you open them from back, force the player to move down and then close the door again.
If you don't wanna close them, simply use the Movement command to change graphic and allow passage over them
>>
>>161400735
You're awesome anon! Can you share the rest of them pretty please?
>>
who is the best at making maps?
>>
>>161403296
Moghunter's plugins for UI are pretty great. You can try those.
>>
Today I worked on accuracy and damage formulas. Kill me.
Although I made it so skills have a minimum and a maximum accuracy. Depending on the skill. Neato.

>>161411907
A cartographer. In all seriousness I think I'm not-bad? The trick is mostly to make sure organic places look organic, and homes to not be square.
>>
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PROGRESS
>>
dad
>>
>>161392530
If you mean an actual prostitute, it's not hard to make it a part of the character's background. Just don't dwell on it too much in the dialogue.

If you mean a slut, I'd say play it off with humor and/or implications rather than being explicit about it. Maybe the character likes messing with people and making things awkward for their own amusement, or it mostly comes up at inopportune moments and causes a bit of trouble (trying to flirt with the evil overlord that's trying to kill the party, for example, or coming up with flimsy excuses to avoid meeting the duke because years ago they were caught in bed with his wife... and son). Make it an entertaining character quirk played for humor rather than fanservice.

Third and best option: make your game lewd. Then the character won't have to pass as normal.
>>
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Trying to resize this texture to 48x48 in Photoshop, but it loses a lot of detail. What can be done, please help.
>>
>>161420286
Sample a few bits of it and cobble it together instead of shrinking
>>
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>>161421685
Don't quite understand as English isn't my 1st language.
I've shrinked it and drew over it
>>
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>>161409225

Sounds tedious. I'll have to look into it.

>>161374414

I have now. Finished three stories of the Guild Hall today and I've touched up and polished up the intro sequence. Next on agenda, making faces&SV battlers for all the characters via that lovely expanded character generator.

After that, I've option of making more maps or turning towards more mechanical side of things.

Something that you anons might help me with. If I wanted to keep the numbers low, what would a good formula be? I'll be using the standard stats, so I won't be rocking the boat horribly.
>>
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>>161419771
>because years ago they were caught in bed with his wife... and son
>>
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>>161422237

How about this?
>>
>>161423185
At that scale, all that detail just makes it look as if someone completely thrashed the place. Which is fine if that's what you're going for, of course!
>>
bumps
>>
>>161392530
>least lewd
It's never mentioned.

Or she can sell flowers in a shanty town in a red dress.
>>
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What a great game
>>
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How's this for a first dungeon? There'll be a second level, one players can go and optionally explore if they like, once they've dealt with the menace.

It's supposed to be relatively simple. Don't want the first dungeon to be Final Fantasy VIII sewer.
>>
>>161429404
It's rather clean and boring. It needs more spice than a couple of rubble piles and a single spot with a cracked wall and floor. It's also really... RPG dungeon-y. There doesn't seem to be much reason for it to look that way other than you needing it to not just be a straight path from start to end. What's with the pure white room? What's with the rooms without any way in or out?

(Also, a thought: people really hate sewer levels in general, so starting off with one probably isn't going to do you any favours.)
>>
Is there anything like TSBS (Theolized) for MV?
I skimmed through the getting started doc but there doesn't seem to be anything like it.
The normal MV side battle seems too limited
>>
>>161430334

Oh, no, it's just a skeleton. Meant thoughts on design. 'course I'll fill it up later on. As for reasons of it being that way, there's been a lot of rebuilding&expansion over time. I think I might just expand the canal lines more, reducing the urban sprawl some.

I'll be blocking off the two paths at the middle bridge. Player will then go in a straight line through the upper area first. Once they deal with the miniboss at th end, they'll recieve an item that'll unlock the door to the southern part of the dungeon (Which'll be purely optional, offering some more rewards, lore tidbits and few character moments more). I'll also add another way to the lower level, so if they're so inclined, they might take that one and venture out on the other side.

The closed off rooms represent secret areas. I'll have hidden doors there, which'll transfer player to small chambers with a battle or two more and some goodies as a reward for exploration.
>>
>>161429404
Needs more rubble and other aesthetic stuff, but other than that it's pretty solid in design.
>>
>>161429404
The top left area seems to serve no other purpose than to be a detour. Plus, it would make more sense for the bridge to be right at the top so you'd come straight at it if you were going between the left and right sides instead of having to walk in an u-shape.

Furthermore, the stairs seem to imply that this part is elevated, but that's not reflected anywhere else.
>>
>>161434278
>>161429404

Seconding the stairs. The rest of it doesn't bother me nearly as much but those stairs trigger me. Either remove those or add more on the right.
>>
>>161429404
>>161435159
I think the stairs are a nice aesthetic touch, but as
>>161434278 said you have a bridge and a whole 'nother area on the right that allegedly has the same elevation as both the staired and un-staired section of the sewer.

As others have said, the map is solid, but a few aesthetic touches would be great
>>
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Well may as well make a room to do all the testing in aaaand... god. I can't design rooms in RPGMaker for some reason.

It just doesn't look RIGHT and there's all this pointless empty space...
>>
>>161436971
Try to minimize your indoors, anon, and try to make it look more lively, square boxes like this can make it look too dull. Play with the walls, insert more elements...
>>
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>>161436971
Just walling shit off would help a lot. Make a kitchen, living room, bedroom instead of a single huge room. Then just add some carpets and more furniture and shit.

Also those are some long-ass planks in the floor, maybe break them up a bit.
>>
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>>161436971
>>161437572 is right: if your rooms seem too barren and you can't think of enough things to put in them to offset that, it's probably because they're too big to start with! Breaking it into several rooms as in >>161438974 will help, but it could honestly still stand to be a bit smaller.
>>
Does anyone know a quick and dirty way to increase the 100 picture limit of MV?

I'm trying to draw up a character screen and inventory, but with the names, stats, each item, etc. taking up a picture, it has the potential to hit cap very, very easily.

I use the Script Call for pictures already, so physically displaying a picture past 100 isn't a problem, but I've already found that 101+ don't display anything right now.

There must be some sort of way of modifying the js via a plug-in to allow pictures past 100.
>>
Help. How do you identify an item's user/actor id scripting? I'm using XP.
The goal is to make damage/throwing items hit/miss based on user's dex.
>>
>>161442795
>XP
No idea.

I know this won't help you, but for Ace:
>http://forums.rpgmakerweb.com/index.php?/topic/25759-script-call-collection-for-vxace/#entry247426

And for MV:
>https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0
>>
>>161442650
Did you try this?
>in rpg_objects.js line 739 change the number
>>
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>>161443460
I was getting there, going js by js. I'll check out rpg_objects next, thanks m8.
>>
Since I can't get help on the official forms, anyone here willing to help a maker out?
http://forums.rpgmakerweb.com/index.php?/topic/71581-rpg-maker-vx-ace-charset-edit/
>>
>>161443897
Also, here's links to what seems to be the two hardest to find of Katakura Hibiki's stuff for those without the means to purchase it for themselves:

Lords of Darkness:
https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Monsters Vol. 1:
https://drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg

Both packs have resources for both MV and VX Ace.
>>
>>161428316
Is that related to /rpgmg/ somehow?
>>
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>>161443460
I fucking love you. It works flawlessly.

With a tag like that, it would have slipped right under my radar too for a long fucking time. Thanks again.
>>
>>161444135
Not at all, I'm just posting pictures from games I'm playing from time to time in order to bump.
>>
>>161444135
Technically, it's study material.

If you like a game, isolate what you like about it, then reproduce that.
>>
Good evening /rpgmg/.

Just taking a quick break from RPGMaking to let you know that Marpix/Cody and I have finally finished something to share. Unfortunately it isn't another podcast, but I've started some RPGMaker playthroughs in the meantime.

https://www.youtube.com/watch?v=2xFh3Kqx6ec

This is Celia's Quest, and it has a bit of a play-by-play as well as some other insights that I had put in as well. It might be a little rough but I hope to polish these a bit as I keep going, and hopefully it's something you all enjoy!
>>
>>161445253
Neat.
I'll take that podcast ersatz.
>>
>>161442650

Wait, what? Mv has a super low limit on pictures? I planned on having a shitload of big sprites as pictures... The fuck. Should I just go back to ace?
>>
>>161448519
No, Ace and MV both have a limit of 100 pictures on screen at once.

The plug-in I made in >>161444452 increases that limit to 1,000 (I could do more later if I need to), but no plug-in changes the way the editor works (Show Picture command still goes up to 100).

In order to load more than 100 pictures on the screen, you need to use a Script Call for picture ID 101 and higher. The green part of my plug-in, under @help, shows you what that script call is (minus the "-" though, which I use for bulletpoints). The stuff with a "$" in front of it, like $picNum, are just variables I made up to use with the command. You can replace them with numbers or a variable of your own choice. The variable for the in-game variables is $gameVariables.value(n), where "n" is the variable number.

The cool thing is, you can even decide the picture number and all the other junk by a variable this way if you're using the Script Call instead of the normal Show Picture command.
>>
>>161437572
>>161438974
>>161441853
Thanks anons, the answer was really obvious in hindsight.

I need to get into the habit of just breaking rooms into smaller things. I once tried to make the outside of a house identical to its size 'outside' before... that made some really awkward looking maps.
>>
not dying on my watch
>>
>>161443056
Ace is also rubyscript so I'll browse those and see if anything is close to what I need.
Thanks for the assist, even if nothing works.
>>
Does anyone know if there's any way to contact Katakura Hibiki for commission work or do we have to wait for whenever he releases something?
>>
Bamp
>>
Guys, where can I find just the sprites for the 2k3 rtp? I tried to download just the rtp but then I can't just find it to open it or whatever.
>>
>>161454924
If you have/buy/pirate 2k3, you can get them from the engine itself. Just downloading RTP doesn't give you assets.
>>
>>161454970
Sounds like a hassle when I just want a template for character sprites. Can anyone put up one sheet of the hero characters?
>>
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>>161455228
Got you, senpai.
>>
>>161455228
If I had it, I would have done it for you. Someone around here probably does though. Good luck.
>>
>>161455281
Much appreciated, kouhai.
>>
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It's like I'm in a waifu thread
>>
>>161457980
I tried watching the Steins;Gate anime but it didn't hold my interest. Is the VN better?
>>
>>161458225
I do enjoy the VN for the most part but I haven't watched the anime.
It drags on sometimes and some things are only enjoyable if you like anime/manga culture in general.
Also it's rather lengthy, if you are a quick reader and want all endings you will need around 30~35 hours. The True ending is nearly impossible to get without a guide, too.
The music is pretty good, though.
>>
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Valuable dev lesson
>>
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I'm really digging this pixel art style! It's way easier to do as well.

>>161458225
Steins Gate get better by the middle of the anime, where things begin to make sense. The VN has the same style, so you probably won't enjoy.
>>
>>161461547
Bad endings are good if you can easily throw yourself out from them or they dramatically decrease the length of the game.
You don't want to play a 20+ hours game just to get a different ending, or you make NG+ so you can just steamroll everything on the 2nd playthrough.
>>
How do you feel about the bad ending of a game being the "normal" happy one you get at the end and the "best" ending being a New Game+ thing where the MC kills his own party?
>>
>>161463202
I feel like the "bad" ending doesn't sound bad at all.
Actually the best ending sounds like it's the worst one, but I guess players would want to try it anyway
>>
>>161463002
Yeah, I agree. Sometimes bad ending(s) can even motivate you to get the good ending(s) I think we all have experienced that.

>>161463202
At first I assumed you meant "best" within the meaning of canon but I feel you actually mean best. As in it would be actually bad in terms of story that the party succeeds and they all live happily ever after?
If so that would be a really interesting approach but you would need to be a good writer.
Tell me more.
>>
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>>161465531
>As in it would be actually bad in terms of story that the party succeeds and they all live happily ever after?
That's my idea.

The general idea was that player and friends unleash something they shouldn't have unleashed and are transported into some fucked up version of the world. I don't mean "fucked up" as the general "everything is bad now, monsters everywhere, the evil demon is the king now, etc".
I mean fucked up as "nothing even has coherent shapes anymore, the ground isn't the ground and the sky isn't the sky, rules don't make sense whatsoever".

The player meets 4 certain monsters that he has to defeat during his journey, that "corrode" him from inside after you defeat them, without you knowing. However only 4 do nothing to him.

The first time one plays the game, he'd simply get in the normal ending, everyone is happy with the monsters defeated, etc.
Going into NG+ doesn't necessarily make the player go into the best ending, there could be a "better normal" ending, maybe save some characters you couldn't save and get some allies that you couldn't get before, maybe actually get that dog NPC to stay in your house. In these endings the player will return to his original world.

The way to get the True ending would be to kill a fifth monster of that species, carefully hidden, that would completely corrode the player, "freeing his own self from the shackles of humankind" and turning him against the party and all of his allies. The player would then remain completely alone in a world he doesn't know anything about.

I'm certainly not a good writer, or even a decent one, but it's this idea that "not all stories have to have an happy ending" that made me start making a game and i want to follow through with it, especially since as a person i'm the antithesis of "edgy" or "dark" and i think an happy guy making a weird game is a nice idea.

Have a 2 minute Paint drawing that represents an idea of those "creatures". Sorry for the quality.
>>
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>>161467178
I like that idea.
Would the player get turned into a monster then or does he ascend to some sort of "godhood"?
While I agree that not all stories need to have a happy end, some bad/true ends simply left a bad taste in my mouth (like Witch's House).
You could make something bittersweet by making the MC the key in fixing the world, if he dies (or if everything else dies?) then the world can be mended and fixes itself but the player would be cast away in this wrong world forever. Is something like this your idea?
Even if that is not the case I would play your game.

Good night bump
>>
>>161468550
Not really....i guess.

My idea is that only the people in that particular place(not just a single room of course...maybe an entire castle?) got trasported to this one world, the original one is still fine.
"Bad version of game's world" is generally a cool idea but it's not what i want to do.
That world doesn't need "fixing" and "saving" because it was always like that and always will be. The party should search for a way to go back to their own world, instead of "fixing" the one they don't belong in.

I haven't thought about how the MC would become violent but i didn't want him to turn into a monster. One of the strong enemies you face is some kind of faceless swordman(think like Hakumen from Blazblue) that is in a similar condition. Maybe i could actually make the player BE that enemy? I never thought about it, but i even assigned a similar unique skill to both, and since i mentioned that that world doesn't have any rules, a "temporal fuck-up" is a nice thing i could do.

Making it bittersweet in some way i'll have to think about is not a bad idea, too. I could involve the MC's name in this....
>>
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>>161433487
>(You)
>>161434278
>>161435159
>>161436473

Thank you anons for the feedback. I'll be changing it up and as I said >>161430834 , it's a skeleton for now. I've already meddled with the design a bit, as you can see in the screenshot, but I'm unsure if I got the height difference right. I used three wall tiles+top for upper area and two+top for lower area.

Is that right or should I have reversed it, making the lower area walls higher? Also, ignore the mess at the bottom, I just moved stuff about a bit and decided to ask y'all for opinion before I went any further.
>>
>>161469670
>should I have reversed it, making the lower area walls higher?
Yes, because the 'higher' section is closer to the ceiling, and therefore would have less wall.
>>
>>161473636
>Learning javascript
>Just get to boolean and I already confused
It's just yes and no but actually trying to apply it is confusing.
Maybe I don't have the capacity for javascript.
>>
>>161474316
Didn't meant to quote.
>>
>>161474278

Ah, I thought as much. Thanks!
>>
WHERE THE FUCK

IS MY SPRG MAKER

bump
>>
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>>161477275
You can make your own. What's exactly the problem?
>>
>>161477445
what kind of answer is that
>>
>>161477974
What kind of question is that?
>>
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Looks better now, I'd say. Pity that this plugin that lets me take these screenshots does not capture doodads.

Now, to create the party in character creator
>>
>>161477445
if we could make our own stuff anon, we wouldn't be seperate from agdg.
>>
>>161478527
Looks very nice, anon.
>>
>>161478527
Looks like a dungeon from the old Ys games
>>
>>161478527
It actually make sense for buildings to have square room and all.
>>
God
>>
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>>161484578
What troubles you, my child?
>>
>>161486146
Stop getting beaten up by kids
>>
>>161486146

I wanna make progress, but I'm really lazy and just bought a bunch of video games in addition to working 40 hours a week at my wage slave job! Help!
>>
>>161488065
If you can't make time, spend the time on something else. Don't beat yourself up for the time you're not spending getting progress done.

If you can't make time for it, your game is not currently the most exciting thing, so chase what is. See you in a week, mate.
>>
>>161477275
SRPG Studio exists, but has no English translation yet.
Battle system is similar to Fire Emblem
>>
>>161488414

I think I mostly need to just get out of the mindset of "if I can't work for 4 hours straight I might as well not even open RPGMaker." You can get a lot done in an hour, even just in 30 minutes.
>>
>>161488920
Ah, yeah. If that's the case I feel you homie, I struggle with exactly the same thing. Sunday a best.
>>
Have any of you ever expirience RPG Maker MV freezing during playtest but the sounds and music still play? It looks like I can also access the menu but the graphics freeze.
Opening the console says the pixi.js.map, pixi-tilemap.js.map and pixi-picture.js.map is missing.
>>
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>>161488604

Clearly, you need to write those people an email and tell them to have someone localize it!
>>
If you are using RM standard levelling system, what are the final levels of your party? The ones you faced your final boss.
It should be around LV.48 in 20~ hours here.
>>
Pokemon Sun has taken over everything
help
how do I reclaim my life and get back to RPG Maker
>>
>>161490649
Grab a hammer and smash your 3ds
>>
>>161490649

Limit yourself to an hour or two of play per day. Failing that, schedule a time to work on your game.
>>
>>161489868
Also could anyone do me a quick favor and go to their project and check the network tab. Do any of you have any missing files showing up there? Like the three I mentioned.
>>
>>161489929
iirc SRPG Studio has plans for localization. Also they recently stopped doing patches so it might happen next year? Maybe? Probably not but I can dream?
>>
>>161489929
I wish someone would translate RPG Maker DS
>>
>>161492056
Nope you don't.
It's extremely limited.
>>
rise
>>
>>161496595
/rpgmg/ revives!
>>
What are you working on today?

I've been working on revamping my game's first dungeon because the old version was hot garbage.
>>
>>161503595
Revamping skills to try and make my most useless characters just a little less useless and to try and keep 'em from being samey.

So far I got a passive for a character to occasionally make healing potions, and elemental shields to make my healer less boring kinda.
>>
>>161503595
After weeks of slow progress because this part of the main quest has 0 story progress but it's time consuming enough(from the creator point of view), finally doing final part of it with 4 bosses, and that's my favorite part, I like enemy design, especially bosses.
Can't wait to progress the story tomorrow and finally write dialogue for the important characters, especially some that are my favorite ones.
>>
>>161478730
Not him, but you can make your own within RPG Maker. It really isn't that hard.
>>
I got one of those "we're calling from windows to tell you that you have a virus" scam calls and I'm still angry about it. It's been stressing me out for like the last 10 minutes.
>>
>>161508394
Its nothing personnel, kid. They're just picking numbers at random.
>>
>>161503595
I'm mapping and it's very unfun especially since I'm awful at it.
>>
>>161503595
I'm listening to PONPONPON while imagining a better life.
>>
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>>161503595

Today I tooled up my first dungeon. You can see the first level somewhere in the thread already. Its gimmick is a simple one. There are a few optional areas that require keys. Master key to the first you get on the first floor. Within, you will fight a miniboss and get a bit of party interaction, as well as a hint towards existance of a similar room somewhere near. 'course, you might have chosen to drop down a hole like a crazy person, which means you're on the second level already. Key2 can be found down there that will unlock a gate back to first level from below, but it's no good for the mechanism that will extend the bridges, you need Master for that. If you extend bridge, you can reach the second storage area for your reward.

Simple, but I think that'll do. Here's the design of the second level. I've got to pretty both up and then set up the remaining events, namely the NPC that awaits at the entrance to take the party back and the boss fight.
>>
>>161503595
I'm wallowing in envy of awesome people who are wasting their talent making resources for people who are probably going to abandon rpg maker in a month.
>>
>>161515115

>Talent

It's a learned skill anon
>>
>>161503595
Well, I finally have a demo for my game.

http://www.slimesalad.com/forum/viewgame.php?p=125839

It stops after you beat the tutorial battle. Play it and tell me what you guys think.
>>
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>>161503595
Doing some maps. I think it came out looking decent.
>>
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>>161513815
The purple floor is supposed to be higher than the yellow floor, right? In that case, the blue walls need to be as tall as the green one. Or are the blue walls not supposed to reach the ceiling?
>>
>>161515703

Wanted to give a look before I went to bed, but it won't load up for me. Starts, there is a brief message and then I'm stuck on white screen.

I'll have a look tomorrow.
>>
>>161516368

Oh, shit! Good eye anon. I repeated the mistake I made before and reversed the heights! That's on my fix list for tomorrow.
>>
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Dungeon revamp is coming along. Basic layout is done, but I still need to add content to most of the rooms.
>>
Can anyone suggest a picture editing program that's free, easy to use and works on a Windows XP? Need to edit some charsets since I can't find anyone willing to do it for me.
>>
>>161503595

Spent about an hour before work working on formations for my battle system. Mostly just concepts, but putting something into the game feels good, even if it's vague.
>>
>>161517571
GraphicsGale or Gimp. Dunno if they still work on XP or if they've updated past compatibility
>>
>>161516369
The "white screen" is just the title screen. I haven't drawn it yet, so it's white for now.

You press enter and the game starts.
>>
>>161515572
I know. But it just eats me up. There are people who really should be on the resource staff but aren't.

I know it's volunteer but I think someone should at least try recruiting people. "Because I was asked" would probably be more motivating than "I wanted this meaningless badge"
>>
>>161513815
how do you get into that box in the middle
>>
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>>161503595
I'm working on prayers finally. You make a specific prayer, and depending on your patron deity and your favor, a certain effect will happen. It's my game's version of magic, although far less reliable. First a deity has to be willing to answer your prayer (depends on Faith), and then the deity chooses what sort of effect it returns. If you pray to a war god to destroy your enemies, he may make you fucking invincible (or something near it), while a blood god may instead curse you for cowardice, or a kinder goddess may only scatter them across the battlefield.

Anyone have any ideas for prayers? I'm the sRPG guy, if that helps visualize what can be influenced in battle. There is a god for practically everything.
>>
>>161522868
Oh, and prayers last the whole battle.
>>
I'm starting to realize it may be a mistake to provide players with 6 possible characters to represent themselves. All the work I have to do for dialogue involving the player character. >_<
>>
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It turns out I'm actually enjoying FF15 way more than I thought I would ;_; which means progress on Untitled Slime Collecting Game is gonna slow down a lot.

The two of you who have told me you're anticipating a demo will have to wait a little bit longer, I'm afraid! I have such little free time as it is :<
>>
>>161522868
A prayer which spawns an angel or a demon who either helps you or not.

Is weather a factor in your game? If so a prayer which changes that randomly.

A prayer which heals you fully but you take more damage afterwards.

A prayer which either equips a holy weapon for the duration of the fight or strips you completely naked.

A prayer which changes everyone on the battlefield into a cute catgirl.
>>
>>161524398
They don't all need a drawback, haha. Players are supposed to trust in their deity enough to make a prayer rather than take a different action. Once you've chosen your patron and played around a bit, you should have a fair idea of what answer they give to the various prayers.

I really like the holy weapon idea though. It was something I intended to do back when I added the Holy weapon type in the first place, but must have slipped my mind in the months since then. Thanks.

Weather isn't something I've thought of, but it sounds like a good idea. I'll definitely keep that in mind.
>>
>>161521331
Is the resource staff even a thing anymore? It looks like the last release was in July.
>>
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>>161516320
Alright, updated the map a little.
Which one looks better, lads?
>>
Let me heal your thread
>>
>>161095731
is there a way to do... I dunno how to describe it, non-tiled movement I guess in MV? Like the area maps on Chrono Trigger?
>>
>>161529029
Scripting!
>>
>>161477275
http://www.mediafire.com/file/uyolc4341e5d2ru/Sim_Rpg_Maker_95.zip
>>
>>161529029
http://forums.rpgmakerweb.com/index.php?/topic/46493-super-orange-movement-pixel-movement-with-custom-features/
>>
New to RPG Maker. What steps do you guys take when making a game? I'm desperately trying to sketch out ideas on a notebook and make something, but I keep restarting and end up making no progress
>>
>>161530656
I come up with a neat idea and see if i can implement it. Then I string a few of those together.

I never really get anywhere.
>>
>>161530656

It all starts with stories and characters. I think a lot of people start with gameplay ideas, though.
>>
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>>161530656
keep a pastebin for ideas, lurk youtube for tutorial videos, visit scripters' blogs for plug-ins. Nothing will be there to hold without you making progress.
>>
Man, making a battle system from scratch sure is a lot of work. I keep having silly thoughts like "maybe it'd be fine to stick with the default battle system after all."
>>
>>161534361
What about not having any battles at all?
>>
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>>161534519

>no battles
>>
>>161534769
That's right, Anon. No battles.

And default tilesets
>>
>>161534361
The default battle system is fine. I like it because having to choose actions for the whole party requires planning ahead.
>>
>>161534872
And a story which is social/political commentary
>>
>>161535064
No anon, nothing so high concept.

It's about subversive commentary on video game mechanics
>>
>>161535113
With 4th wall breaking?
>>
>>161535249
Addressing the character directly and trying to make them feel guilty about things they did in unrelated games they might not have even played and all, Anon.
>>
>>161535289
Perfect
>>
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>>161534872
>>161535064
>>161535113
>>161535249
>>161535289
>>
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On a more serious note, do you guys like 4th wall breaking?
I mean the kind where the player is directly acknowledged and maybe interacted with.
Is it just a cheap way to affect the player?
Can it be used in a clever and engaging way?

Personally if it is just used for some cheap comedic effect then I don't like it at all. Like, "Hey you behind the screen, stop laughing."
But if the game uses the player as a major plotpoint in a serious way, would you enjoy it?
>>
>>161536483
I don't like it, ruins muh immersion
I especially don't like it if it's used as a plotpoint
>>
>>161536483
I've thought about doing a game where an important character (protagonist's love interest or something) dies, and the player has to edit their save file to bring that person back to life. It works at first, but it starts to go really wrong.
>>
>>161536483
It has to be done really well. Like this:
https://www.youtube.com/watch?v=oXcwYgoGR0E
>>
Starting to work on getting attacks to work for lewd game, anyone have an idea of a basic Common Event to use that would make it so when damage is taken, the battle won't end when HP is 0?

I want MP to be taken up to restore the HP and battle only really ends when MP is all out.
>>
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tfw Love Shine isn't copyrighted.
>>
>>161536483
I don't think that's called breaking the 4th wall.
Involving the audience is just a narrative device.
Especially in video games that are interactive anyways, there's hardly a 4th wall to speak of. NPCs explain controls and game objectives all the time.
The narrator is always talking to the audience. If they ask you to "clap your hands" in a play for a character to succeed, its the same as "press Triangle repetitively"

Breaking the 4th wall acknowledges that the story is just a story and isn't real.

an Ad lib, where the reader provides the story details to complete it, isn't.

What >>161536924 suggest, is just a convoluted way of turning the page.
Like needing to look on the CD case to know the radio frequency in Metal Gear.
>>
>>161539782
>Lightly armed, must avoid fights to survived
>but can utilize advanced hardware like silenced pistols and fucking ground-to-air missiles
Pick one, Kojimaaaaaaa!
>>
>>161521795

That's the second storage. You go through trouble of extending the bridges. Once you do, you'll be able to reach the door that Ive yet to put down
>>
I'm feeling fantastic
Making progress feels great
>>
>>161535043
This.
If enemies and bosses are particularly hard, and your party skills are varied enough it becomes way more strategic than any turn based RPG.
>>
I want to be friends with your MC
>>
>>161546737
You would rather be friend with the villain's sidekick.
>>
>>161546915
Okay then
Tell me about my new friend.
>>
>>161547065
"Everyone's friend" kind of person, literally a helpful NPC that hardly has motivation to ever go against you if not the main villain specifically requesting that.
And the hardest story boss in the game, of course.
>>
>>161547268
Karna?
>>
>>161547514
Which Karna are you talking about?
>>
>>161547598
The one from the Mahabharata. From what I remember, he's the villain's right hand man but is generally a genuinely nice person who only really goes against the heroes because the villain is against them, aside from maybe Arjuna who he did have a legitimate grudge against.
>>
>>161547912
Yeah, unintentionally based on that character. Would be friends with the heroes and join their party without a second thought otherwise.
>>
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Good night bump
>>
Does anyone else have trouble getting RPG Maker MV to even boot? I have lately. It sucks but I'm using Ace to build my demo in.

Screenshots soon I guess. I'm a bit shy about the whole 'posting your game' thing but I figure that even though it's 4chan, the RPG Maker General isn't terribly active. I've been lurking for quite some time.

>>161536483
It can be fine if it's used intelligently, but as with any plot device, it has to be about the plot itself - not the device. One great example of this, I personally think, is Star Ocean 3.
>>
Tomb of Friends 2 demo when
>>
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>>161516368

I made the adjustments and improvements anons. Now I just have to pretty it up via doodads.
>>
>>161537238
Hahahahahahahaha what the fuck did I just watch? That was pretty good, though.
>>
>>161516320
>>161525692
They look a bit too packed. The graphics you're using make everything look bigger, so you're better off making everything look more spacious. I suggest you take a look at the Diablo I and II for reference.
>>
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>>161551313
The green wall is still taller than the blue. They all start on the same plane, so they all need to be the same height.

The orange mark: I guess it's supposed to be a pillar standing alone at the bottom? But it looks as if it's a single wall that just suddenly gets taller than the rest of the room. Getting rid of the shadow would offset this, but honestly, just get rid of the part of the upper wall that sticks down.

Purple mark:The waterfall needs to be shorter than the stairs, since the water falls straight but the stairs slope. Judging by the height difference between the walls in the upper and lower parts, the waterfall should be one tile high. It might also look better if hte stairs were two tiles instead of three.
>>
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>>161551313
>>161553183
Actually here's a quick copypaste to show the heights making sense.
>>
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>>
>>161553183
>>161554032

Thank you anon, that helps and more importantly, I'm learning. I do have a question. I was under impression that stairs should often enough just be the same height as the walls or it might fuck with the perspective.
>>
>>161555249
Dont go upside down. Somehow we will grind us on frontpage
>>
>>161537987
Maybe use a status of "death" that starts with health 1?
>>
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What are these mask pictures for clothing? Why are they necessary? Perhaps more importantly, how does one make it? I can't import this neat thing into extended generator since it lacks the mask.
>>
I am trying to make a skill that does this.

>Can immediately defeat any enemy in a
critical(HP<25%) state. Hit Chance: 40%

The hit chance is decided in the database option, but how would the formula work?

I thought this could work
if b.hp <= (b.hp / 4); b.hp; else; 0; end;
>>
>>161537987
Can't do it with Common Events unless you redo the entire battle engine in Common Events.You have to edit the code, but it shoudln't be too complex, I think.
>>
>>161559672
Okay, nevermind, found the mistake, skill works now.

>(b.hp / 4)
changed to
>(b.mhp / 4)
>>
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>>161555418
Let me mspaint an example. Stairs basically work like
<-
that. The dark grey part is height, and it adds up to the same as the red wall. The light grey is DISTANCE from the platform. Therefore, either they have to stick out from the platform, or cut into it (as with the larger ones on the left in the screenshot).

On the other hand, a ladder only needs to be as tall as the wall behind it, since it typically goes straight up just like the wall.

Does that make sense?
>>
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>>161556856
Okaaaay...
>>
>>161561010

Yeah, I can see it now properly, thanks to your explanation. Thanks.
>>
Who is your favourite antagonist in an RPG, and why are they your favourite?
>>
>>161569223
Exdeath.
Because he is very powerful, legitimately menacing, and so corny it's funny.
>>
>>161552857
Yeah, I can see where you're coming from. I'll check out Diblo for inspo.
>>
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My hard drive died and I lost my entire project.
The story was taking cues from The Count of Monte Cristo, with the MC spending a long time imprisoned for a crime he didn't commit, and from Don Quixote, as when the MC is finally released, the world is very different and his mannerisms are seen as very antiquated.

If anybody wants to post some inspiration for me to start this thing over from scratch, I'd really appreciate it.
>>
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>>161572794

Let's meme a new game into reality anon! You can do it!
>>
>>161537987
I did something similar ages ago, only I added a third resource. I forget the details, but it basically represented "lives"; the idea was that characters would be restored to max HP and MP after every battle, but they could use that third resource to survive a fatal blow and return with full health or activate certain powerful skills, and it was much harder to recover. I wanted to make battles interesting by encouraging the player to use skills freely while still having a resource to conserve, but it turned out to be hard to balance and I didn't get far with the project before I abandoned it.

Unfortunately, it's not around anymore. I think you'd need to use scripting rather than common events, but if I could do figure out something even more complicated, it can't be too hard. Whichever version of RPG Maker you're using, you'll need to find the section of the battle code that applies the death status, and add a conditional branch checking if the target has any MP left, using it to restore HP if so and inflicting death as usual if not.
>>
Heh heh.... *chuckles*.... Looks like you're thread is gonna die after all, m'lady.......
>>
Anon casts Raise II!
/rpgmg/ revives!
>>
>>161579404
You can't use healing magic on undead targets
>>
>>161580243
Then guess it missed, should have casted Heal III
>>
>>161515703
Yo, can someone tell me what they think? It's been like a day
>>
>>161583138
I was going to try yesterday, but then I forgot all about it. Sorry about that.

I'll make sure to play it when I have time later tonight.
>>
wake up
>>
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How can I make a better looking rat nest with the MV RTP?
>>
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>>161572794
O N L I N E
B A C K U P S

1. Sign up for Github
2. Install git on your computer, along with a GUI git client if desired. I use SourceTree, but I'm also comfortable with git through the command line.
3. Set your .gitignore file to ignore default RTP graphics and sound to save on file size (but maybe don't ignore any custom art).
4. Commit and push often.
>>
Bumping before turning in, since it's a slow thread.

I need suggestions for low number game. Formulae optional. I don't want stats to go over 200. Hell, even that might be a bit much, wouldn't it?

Ideally, I'd like to emulate FFIX, making it so that stats hit their ceiling at 99. Sadly, I'm no good with these kinds of things, so I'm asking for a bit of help here, if you're good with math and such stuff.
>>
>>161591221
All the Mario RPGs have low stats. In Legend of the Seven Stars, player character HP was capped at 255. By the end of the game, your attacks were doing a few hundred damage, and it was possible to do over a thousand if you knew what you were doing.

Paper Mario dropped it even lower. Taking 10 damage was a huge deal.

Stats in RPGs are a tough subject. Low numbers work best, I think, when the player has a way to manage risks. A timed button press to dodge the attack, for instance. Bigger numbers and longer fights give the player more time to change strategies.
>>
>>161590785
Put more junk and dirt around the place. Maybe rougher-looking floor tiles if you have any.
>>
>>161591221
Just remember, the lower your level cap, and therefore your stat cap is, the more meaningful each level up becomes.
Look at D&D, classes generally cap at level 20.
That means each level actually feels like an improvement, like your character is actually learning something.

If you have 100 levels or more, chances are high that your player will just feel like he's seeing larger numbers on screen.
>>
>>161551782
You (the player) went down the yandere route, but cheated on her. She hides under the bed while you and the new girl have sex. When you're done, she comes out from under the bed, kills the other girl, and calls out the player for being unfaithful.

Additionally, if you stay faithful, she waits for you. As in, if you boot up the game a month later, she asks you where you've been. (You), the player. If you want to break the 4th wall, throw Undertale in the trash and take up some visual novels.
>>
Babampa
>>
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I'm having a really hard time deciding whether I should write a book or make a video game. I just want to get my ideas out there
>>
>>161600316
Make a VN
>>
>>161600316
write a book and then make a videogame from it
"from the writer of book"
>>
ALIVE
>>
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There's some questions that I have about RPG Maker, being new to it. Just answer whatever you know, Anon. Thx:

>Is there a plug-in that uses whole portraits like Fire Emblem does? In-battle portraits would also be nice. I just hate the boxed portraits.

>I want to make a skill who's success is based on a percent which exponentially decays every time you use it, lowering the chances of it's success. Not sure how to accomplish this though.

>Any way to make a 5th slot character? Like a ranger calling fourth his eagle, or someone casting Bunshin and making a duplicate of himself. I don't want it to be a slot where you could just throw in any character. Specifically for summons or multiplying.

>This might have to do with variiables, which I know nothing about right now. How do you make a branching story, with different endings? Like Fire Emblem Fates or Etrian Odyssey III.

>How to limit skills per battle? Like only being able to use it twice or three times per battle.

>I have the subclass plug-in, but I want to have it a locked option until halfway through the game. Any help?

>Also, I only want certain skills to be inherited when subclassing.
>>
>>161604110
>Is there a plug-in that uses whole portraits like Fire Emblem does? In-battle portraits would also be nice. I just hate the boxed portraits.
you can do this with the show picture command
>>
>>161604110
Which RPG Maker are you using my friend?
There may be some plug-ins for using portaits like you want, if not you have to use the Show Picture command.

Branching story is really easy. And if you only have one decision which matters you may not even need variables. You should learn about switches/variables, though. They are REALLY important.
>>
>>161604110
>Any way to make a 5th slot character? Like a ranger calling fourth his eagle, or someone casting Bunshin and making a duplicate of himself. I don't want it to be a slot where you could just throw in any character. Specifically for summons or multiplying.
Are you using VX Ace?
Here's a good script if you are http://forums.rpgmakerweb.com/index.php?/topic/27210-pets-and-summons/
>>
>>161605778
>>161606973
I'm using MV.
>>
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How illegal would it be to make a RPG Maker based TES fan game?
>>
>>161610882
Bethesda tried to sue Mojang over the game 'Scrolls,' because they own the rights to the term 'Elder Scrolls.' They'd probably love to sue, so keep the game on the down-low if you can
>>
>>161610882
Better lube up, Todd is coming for you
>>
Is there a way to have a specific cast animation for each actor, regardless of what skill they're using? Kinda like what Persona does.

All I can find involves skill notetags, which would require I make a different version of each skill for everyone who would potentially use it...
>>
>>161617082
...just change the character's cast animation per character? Or am I thinking about your question too simply?
>>
>>161617082

You can tie an animation to the weapon they have equipped, if you make each character a class who has mutually exclusive access to said weapon, you can achieve the same thing
>>
>>161618203
I probably should've mentioned that I'm using MV and, more importantly, that I'm new to MV. So there's a very real possibility I'm just overlooking something really simple.

>>161618491
That would work, as they all have their own unique sets of weapons anyway, but how do I do that? Like I said, I only found scripts that use the skill notetag.
>>
>>161618708
Okay, so question for you then. Are you using default characters? Using the character generator for characters? Or are you making your own art assets?
>>
>>161618959
Character generator. An artist, I am not. Sadly.
>>
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>>161618708
>>
>>161619035
Okay, so when you generate a character, you'll see sheets for various uses. one of those is the sheet for sideview battle.

On that sheet is 3 frames for each action characters do in combat. One of those is for casting, probably the one where they close their eyes like they're powering up. Replace that.
>>
>>161619186
Forgive me if I'm wrong, but does that not just affect their attack animation, and not their skills? And on the target, for that matter? Not the caster?

>>161619496
I considered that as a fall-back, but it means resizing the sheet to accommodate the larger size those specific frames would require, making a much bigger sheet just for those frames alone. It'd work, sure, but I was hoping there was a script for caster animations that would not go exclusively off of what skill is being used at the time.
>>
>>161620075
>larger size
Be glad that there's not any major limitations to the size of the sideview sheet. Only thing is it wants you to have same size per frame, so if you're adjusting just the casting animation to use bigger space, you have to adjust the entire sheet to accommodate.
>>
>>161620406
Right, that's what I meant. It'd work, but the sheet would get much larger just for one set of frames (and a lot of dead space otherwise). I'm glad that's an option, I was just wondering if there were more efficient ones. That'd be ideal...
>>
I can to make an erotic rpg maker game. More specifically, I just want to write a story and piece it together.

Do you know where I can get naked/sex sprites? The only resource I know is here:
http://green.zero.jp/greentea/cips.html

I'm using RPG Maker VX Ace, btw.
>>
>>161620509
you have a video or gif we can see so we get what you're trying to do?

or how big is your planned picture supposed to be? it's not like it'll take the entire screen right?
>>
>>161621327
The image would be the same size or larger than the character itself. It's not outrageous or anything, it's just a bit inefficient-- like I said. Also, I'd kind of like to link sound effects with the animation properly, as well as perhaps having more than 3 frames to work with. So while it'd work, it's definitely not going to give me the best results by far.

Like I said, it's similar to Persona. Which itself rips off JoJo's Bizarre Adventure. Here's a link with a time stamp to the relevant part on the off chance one isn't familiar: https://www.youtube.com/watch?v=Nx3M9ddrlf8&t=3m8s
>>
>>161621687
I can help you with linking sound effects sort of.
https://www.youtube.com/watch?v=TUgvRqIg1Es

As for the rest, I'm lost on what you're trying to do, but maybe look up the rest of what Moghunter has made. Yanfly is great but his focus is on mechanics while Moghunter leans toward the aesthetic aspects, which you seem to be looking for right now.
>>
>>161622237
Oh yeah, I remember coming across that one awhile back when I was perusing MV's scripts out of curiosity. That could be handy just in general. Thanks for reminding me.

But yeah, tl;dr I just want to do something like this http://www.rpgmakercentral.com/topic/36849-ve-cast-animations/ but have the animation that plays be determined by the class, not the skill itself. That way, each character can have a different animation play on them even if they use the same skill.
>>
>>161622546
Just make different variants of the same skill with different animations for the different classes. It's not a very elegant solution but a rather easy one.
>>
>>161623797
Yeah, it just might get very messy is all. Considering I currently have like 20 classes and I'm not sure at the moment how much overlap there will be in skills.
>>
>>161620406
>Be glad that there's not any major limitations to the size of the sideview sheet. Only thing is it wants you to have same size per frame

Really? The help file specifically mentions the image size.
>>
>>161625848
Well I look at things like animated sideview battlers, and I see that if there are size limitations for animated stuff, it's more flexible than just the sheet they use in the default generator.
>>
Dying is easy
Go the hard route and live
>>
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Good night bump
>>
>>161632646
just working on spriting
What spriting techniques do you all use? I'm finding myself drawing enemies in 16x16 lateely and then zooming them up
>>
>>161632646
>>
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i hate decorating so much
>>
Hey y'all, its good to see all of your progress.

Currently working on a demo of a game that plays like the FF5 mod Ancient Cave (basically a 99-floor dungeon, map order is random, generation is not. There are chests on every floor that always contain random items uequipment or magic scrolls. Only in my demo, there will be no class changes. Hoping to have everyone able to use the same wapons save for a couple. Would /rpgmg/ play this? Made in 2k3
>>
>>161638556

not unless you got a new and innovative battle system.
>>
>>161638556
I'm mostly into rpgs for story and characters, so probably not. And ESPECIALLY not if it's the 2k3 default battle system.
>>
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Because I always come through for you guys, here's the Season Pass DLC 4!

http://www21.zippyshare.com/v/Bdru8nJg/file.html

To install, go to your RPG Maker MV directory and find the Generator folder. Then just dump the files in these folders into the corresponding folders.
>>
someone knows where i can find the source code for the rpgmaker save editor?
>>
Someone who knows this, please help me out. I've been fiddling with the bloody Yanfly row system for days now.

All I want is two rows. Row 1 can use Attack, Row 2 can't. Front row gets a buff to attack speed&have the taunt, so they the melee can only hit the front enemy row. So far, so good.

However, I can't figure out for the life of me how to set it up so that the 4th character, who can use bows and is set in back row, is able to use Attack too. No matter what combination I try, I can't seem to get it to work.

I've got Row formation, Selection and Target plugins all, so it's not a case of missing one or the other.
>>
>>161641089
Thank you
>>
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Post your game times
>>
I'm thinking... I'll put in a completely random variable into stats you gain on level up. That ought be interesting.
>>
>>161583138
It might help if you had, you know, posted any information whatsoever about it, maybe a title screen and some screenshots or whatnot. I don't feel compelled to download and play something I don't know anything about.
>>
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>>161643162
1. Download YEP_WeaponUnleash plugin
2. Make skill for melee attacks and a skill for ranged attacks.
3. Put in melee attack skill notebox: <Row Only: 1>
4. Go to your ranged weapons
5. Insert notetag into ranged weapons: <Replace Attack: x> x = ranged attack skill
>>
>>161647780

I shall try that next time then. Thanks anon.
>>
>>161641089
>Literally expecting us to pay money for generator parts.

Thanks Anon.
>>
Fuuuck. Making the spell list was more tedious than I had thought it would be. Still, I managed to make three tiers of 4 element spells. Most of the rest I copy pasted, with adjusted MP costs for all the spells about. I'll do, I think.

Also set the curves and gauges for basic four classes/Characters. Unsure if I'll be introducing class change aspect. Lore wise, they all stay adventurers, though each is stuck within their own archetype. Segregation of mechanics&story, I suppose. Maybe I'll add a class each could switch to later on, that would be fitting storyline wise.

Now I have to make the enemy list(Just a portion for the first dungeon), make the maps of the city district&prominent shops in it, namely Weapon/Armor, Item and Inn. Got to set up all the NPC's too, though I think that I'll enjoy doing more than the enemy/skill database filling. I do enjoy writing, after all.

Maybe I'll have a demo for y'all by Christmas. We'll see.
>>
>>161641089
>All the loli generator parts that should have come standard with the update.
Jesus fucking Christ, they don't even try to hide how thirsty they are for money. Thanks Anon, you're doing the world good.
>>
two questions for people because trying to make a game is difficult

question 1 - i'm trying to hand draw and scan in my assets, but i have very little experience with graphical programs or RPG maker in general. how would i go about taking a scanned file and porting it into, say, a sprite-sheet or portraits?

2: how could i set a thing up like the main characters from Persona, where changing Persona would change their entire skill set and stats?
>>
>>161658235
also, i'm using MV
>>
>>161641089
>It comes with a nude loli sprite.
>Can finally make a lewd loli game.

Thanks Anon.
>>
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>>161645647
It started as "I will just turn a SMALL story into a playable RPG and mess around with the engine more than anything serious just for fun"
LV.45, 2 bosses away from the final dungeon, will probably take no longer than 3 hours to reach it, then around 2 hours to kill all the 3 bosses left before the final boss.
Final dungoen is small, pretty much a boss rush.
>>
>>161658235
>2: how could i set a thing up like the main characters from Persona, where changing Persona would change their entire skill set and stats?
Never played Persona, but I guess you equip them like you would equip weapon/armor/acessories? You can use the Acquire Skill trait, IIRC it basically gives you a skill as long you are equipping saying item.
>>
>>161664301
>saying item.
said item*
>>
I need a twink-ish elementals that'll bulk up as you train them.
Got anything like that? No...I didn't think so.
>>
>>161664806
Yiff in hell, furfag.
>>
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>>161664806
Haha, Anon you better get making that game.
I just demand musclegirl counterparts too!
>>
>>161664806

Go exterminate thyself, fur loving faggot.
>>
>>161666919
>>161667063
Aw, did that give you dirty thoughts?
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