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/rpgmg/ - RPG Maker General #179

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

Thread replies: 412
Thread images: 74

File: RPGM2.png (33KB, 642x482px) Image search: [Google]
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PS1 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
RPG Maker MV Season 4 Pass
http://www21.zippyshare.com/v/Bdru8nJg/file.html

/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 (Returns January 18th):
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

Tomb of Friends demo https://pep.itch.io/tomb-of-friends-demo

Previous thread:
>>163071752
>>
first?
>>
Where's the Collab Game finale?
You said there would be Collab Game finale, Eggman.
>>
Post your beefiest male party member.
>>
First for the Slime Quest demo is done when it's done.
>>
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Good night bump
>>
>Have an idea for a game I think would be considered reasonably gud, functional at the very least
>Cannot for the life of me get myself interested enough to put any effort into even planning the game beyond this vague idea
How do?
>>
>>163818082
Either start writing an outline or start doing art or start writing music. Basically start producing the content. You can't make an omelette if you don't break an egg.
>>
Today's Song of the Day:

https://www.youtube.com/watch?v=ZEgwH9bU7zQ

Bump.
>>
Any plugin to make stats actually matter? Say you can't wear armor if you're a twig or you can't do this spy subplot if you have the intelligence and sublety of a brick.
>>
can't you just use conditionals for that?
>>
>>163821834
No need for plugins, you can set the value of a variable to be one if your character stat, then use a conditional branch
>>
>>163824351

He doesn't even need to do that. Some of Yanfly plugins outright enable you to put down restrictions of your choosing on weapons/armor/items
>>
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Why are you making a game /rpgmg/?
>>
So, any recently released games worth checking out?
>>
>>163832793
I haven't started yet but I kinda want to write down the erotic scenarios I have in my mind, but doing it in a piece of paper or a text file is kinda boring so I thought RPG Maker was a good platform since I'm already used to it.
>>
>>163832793
For fun, I like to mess around with those engines.
I am still looking for a plot for a MV project though, since it's the only one I didn't mess around enough
>>
>>163832793
cause I need to always have an outlet for creativity and this is something I've always wanted to do
also made my character suicidal to try and work through my own suicidal ideation
>>
>>163814819
Optional Barbarian party member. You can get him if you help him recover his sword and money from a group of bandits.
>>
Would you guys react poorly to a hero with a motivation more suited for a villain? For example, a protagonist who despite being good for the most part has a desire and motivation to become immortal at all costs.
>>
>>163834164
Only one I've played was https://www.patreon.com/TeguriusGames, which was alright, but short.
>>163836710
I have no problem with not morally good protagonists, as long as you're aware of what you're doing and not writing an villain while believing that you're writing a hero.
A lack of self-awareness can easily be a negative.
>>
>>163836710
Protagonists aren't always heroes.
>>
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A while back, I showed the progress on the mapping of Common District. Yesterday I had finished splicing together most useful parts of FSM and RTP(Plus various pieces people have made in same style). Decided I'd touch up the Commons District once more. Once I'm done, I'll show y'all. For now tho', here, have a brand new version of Docks.
>>
>>163837884
your boxes look pretty messed up man, specifically the ones on the lower right
>>
>keep going in these threads
>haven't even opened MV in 35 days
>>
>>163837884
Honestly, if you want to make it look amazing, look into parallax mapping. MV makes it super easy with scripts. Just get a snapshot of your map and start editing it with photoshop(or the GIMP) and you can do some amazing things to totally make the scene believable.
>>
Two things.

1. Just noticed my links for the Lords of Darkness and Monsters Vol.1 from Katakura Hibiki made it to the opening post. I was just about to post them up again.

2. What are some good music packs for VX Ace to get for a D&D inspired game that uses PVG's High Fantasy resources?
>>
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>>163842025
Also, I'll just pop this up here. Current version of the starting town for my game.
>>
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>>163837884
The map is full of tangent lines. Lines that run into and/or along each other can fuck with the composition. It is a really common thing to do that every artist has to keep an eye out for. Try staggering and spacing things out more to avoid this kind of stuff and you'll be surprised what a difference it makes.
>>
>>163832793

Cuz if I don't I'll just be thinking about this stupid story forever, and it'll never go away. I've also got a couple friends that want to see it.
>>
>>163832793
It started 4 years ago when I decided to take the setting I use for my Dungeons & Dragons and Pathfinder campaigns and turn it into a video game series.

Now I'm just too stubborn to stop.
>>
>>163832793
Wanted to, and don't know (much) about programming. Also RPGs are intense so... RPG Maker it is.
>>
How would I go about making trap in vx ace that inflicts elemental damage on player?
>>
>>163838539

Yea, Suppose to be three rows deep. Will have to fix.

>>163841387

Once I have done all that can be done regularity, I'll be using GIMP for shadows.

>>163842483

Making a tightly packed city so I'm trying to keep things close.for houses, if I put down a 1 square space inbetween, I image most will be dealt with. Plus, shadows out help with differences too.
>>
>>163847467
Give a hot and slender fire element girl a penis.
>>
>>163848510
I like the way you think.
>>
Post your progress Anons
>>
Tell me the story of your MC
>>
>>163842483
>tangent lines

Maybe I'm just blind, but I can't see the issue on the bottoms of the Inn and the Coin place, as well as the side of the coin place. Anon how do you even go about fixing these lines?
>>
>>163854449
He lives in a snowy village on the equivalent of South America, near the southern tip, in the wake of a magical post apocalypse that fucked up the world somehow (not sure how yet, but the snow is poisonous). One day, he wakes up, and his sister has disappeared - he really doesn't like living all cooped up in his village, so he relishes the opportunity to chase after her, and leaves the village behind only to discover that he really should have stayed because wow, the world is a harsh place.
>>
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what am i doing
>>
>>163855801
dude... I was thinking about how to do that.
>>
>>163854449
MC joined a lab to do his/her PhD.
>>
>>163856227
Tell me more about your game, what is it about?
>>
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just learned how to make gifs in GIMP.
MOVIN' ON UP BOYS
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>>163858589

NOW WITH COLOR!

Finally I can start animating sprites
>>
What is the reason for pixel art? Can't you just draw something and bring it over? Why don't we see more drawn art?
>>
>>163859506
Well for the animations it uses a sprite sheet. I suppose you could put whatever pictures you want(as long as they are in the sheet format). Most people probably don't do it because there are huge libraries of recourses and generators for pixel sprite sheets. Also the way the tilesets are used makes it very restricted to a grid format for placing events and that restricts how the player can move. You can use parallax mapping and get away from that pixel look but it takes more work than using sprites. Also some people aren't artistically inclined. I have seen digitally painted backgrounds for some games
>>
>>163859894
oh thats interesting. I knew it was something very difficult, i just couldn't wrap my mind around it.

i'd more games with the aesthetics of cuphead
>>
>>163860730
At least for RPG Maker it is slightly more involved. Other game engines let you have much more control over your game in regards to player movement. But RPG Maker is way better in terms of giving you a structure to work with and frame relatively easy with little to no coding at all. And if you do decide to do custom scripting, JavaScript is used, which is fairly easy to understand and use. The plug-ins have really expanded what you can do visually and in game with RPG Maker.
>>
Anyone know why a font might fail to load? I can get some to work but some just won't.
>>
>>163867792
There are multiple file formats for fonts. The engine probably only recognizes a couple.

Alternatively, some fonts lack certain characters and the game might require that those characters exist in order to load a font.
>>
>>163868298
I solved the problem by converting the font file. I converted it from tff to tff, and somehow it works now. no idea what was wrong, but whatever right? It works now.
>>
Man I hate the way RPGM deals with fonts. you have to change the size in like 4-5 places, and it will squish them if it thinks it is too long.
>>
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How do you guys handle story progression: switches or variables? I had initially used switches but since Echo607 and several other people have suggested that using variables are easier and more efficient, I have seriously considered using variables for progression instead while my game is still in it's early stages.

Which method do you guys prefer? Or do you have an alternative?
>>
>>163871856

Well it depends on what exactly you need. If it's something you need to keep track of over the course of the game then a variable would be better. Especially if it's something that accumulates over the course of the game. Things like morality, how many times you talk to an NPC, how many of a certain item you have, how many enemies you've killed, etc.

Switches are binary; either their on or off. I like to use those for quests that are started. For example, by talking to a guy who wants me to collect his chickens for him. I'd use a switch to call that quest and make it active, AKA the switch is on. Then when it's done I turn it off. The only issue I've run into is that you need to call the switch before and make it on or off before you use it. The the example above, I would have to set it on OFF then turn it ON when the quest starts and when it's completed it is turned OFF. I'm not an expert on programming RM though.
>>
>>163871856
I have a variable called "Story Progression" along with a few switches when I need more complex stuff, if you use switches, you will a shitload of slots where you could have just used 1 variable slot
>>
>>163871856
A combination- which was really terrible of me and caused by poor planning. Don't do that. I prefer switches because you can name one after each plot point/etc.
So I turn them on after say, you beat the 3rd boss, or when you're halfway through the game, or when you've recruited someone. Then name them to reflect that.
That's also good for non-linear games I'd imagine, but who here even builds a sandbox?
>>
>>163872701
Same here, I started by using switches then I thought I could have used variable instead and I switched midway
>>
>>163871856
I don't know exactly how rpgmaker does it, but variables can serve as switches super easily, it's how you make those in basic programming.
If variable x is set 0, it's off, if it's not set to 0, it's on.
Something like that.
>>
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This be the new Commons' District. I might have chewed off too much, but I can't say I can complain much. I have to fill it out a bit more tho'. Guild Hall will be a big place and an item shop is needed too. Plus more random houses you can't enter. It's the Arena's fault(Big thing in the middle). I tend to ascribe to the idea that houses on the map aren't representative of their real size, but even going with that Arena had to be friggin' huge to stand out.

>>163871856

Things that need to be kept track of over longer period of time, such as a Party Member interaction, I use variable. If you do something, somewhere, not even necessarily MQ, you might get a point. At certain times, when you've points enough, you have a talk with the party member at camp/bar/etc.

I use Switches for story milestones. Case in point for Prologue. When you start at the town, you lack the party and townspeople have something to say, normally. Once you progress a bit and end up with the party(Minus 1 guy that you get at the end of first dungeon), I turn on a switch called MQ-PartyAssembled(3). Now some of the npcs from before have something new to say, some give you quests and even objects in the world might give you new info, since party members might comment on them.
>>
Fuck, planning an actual story is so intimidating.
>>
>>163880436
Don't be afraid Anon-chan, I'm sure you can do it!
>>
>>163880436

No it's not. You're just afraid of making a bad story.
>>
Anyone have the two new Ancient Dungeons packs? Ancient Dungeons: Jungle and Ancient Dungeons: Winter?
>>
Haha, time to make a window skin!
>>
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mfw i'm installing MV in a virtual machine so i can work on linux
>>
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>>163882717
>Ancient Dungeons packs
Nobody uses them. The previews are doctored with gradients, shadows, and some non-tileable ground textures that look really natural and organic but are only achievable through some photo manipulation software.

Someone should really call false advertising on them.
But I suppose it's like Underwear models. You got to have the muscles to make it look good. Or in this case, the technical know-how and design smarts.

and there's a step curve at that point. If you're capable of photo manipulation, you're practically a skip away from throwing tilesets away completely.
>>
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>>163832793
I can do art.
I can tell a story.
There are Nu-males right now making and have made undertaint clones.
They will continue to pervert the very foundation of gaming to push their agenda.

I am justice.
I am the one who will show us the way of the warrior.
I am the last hope to put an end to the Nu-male uprising.
I am vengeance.
>>
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>>163885829
It is the anon you replied to. I use them regularly. Never had any problems with making my maps look good.
>>
>>163886250
There's no accounting for bad taste.
>>
>>163886521
So because something works for me, you feel the need to insult me?
>>
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>>163885895
This desu
>>
>>163885895
The hero gaming needs but doesn't deserve
>>
>>163886761
So because it doesn't work for me, it's an insult?
You think doing a song & dance entitles you to something? As if people don't have opinions and standards that you're expected meet. We're the ones that have to suffer your work after all.
You won't survive on common courtesy forever. Learn to handle criticism and rejection.
>>
Have you made any progress today?
>>
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>>163885895
The real issue is that all rpg heros are hairless teenagers and characters over 30 are a rarity.
>>
>>163893107
I made a small amount, which is better than none.
>>
>>163893120
No joke. There's always been a hard line there. Your options are young & sexy, or ancient with a magnificent wizard beard.
>>
>>163889951
If you don't like what I'm using, fine. You don't have to like it. However, when you throw out 'There's no accounting for bad taste', how am I suppose to take it as anything besides an insult aimed at me?

Instead of commenting more on the resources, you felt the need to make a comment aimed at me. That is not criticism, my friend. Criticism is pointing out what you don't like, which is what you did in the original post regarding the Ancient Dungeon Packs.

You can try and spin it however you like, but that doesn't change the fact that 'There's no accounting for bad taste' came across as an insult aimed at me. Even if you didn't mean it as such.
>>
CCA RPG
Trailer:https://www.youtube.com/watch?v=NRblmci0CJk
Latest Version: http://officialbrandonly.tumblr.com/post/154716158852/cca-rpg-download-masterpost

Hey guys, I got like a solid couple of hours tonight so you guys got any demos of your rpg online right now? I'm down to download!
>>
>there are enemy-exclusive status ailments called curses
>their effects are small and often not combat relevant (can't gain experience, no-loot for combat, all chests are mimics, higher encounter rates, reduced visibility, slower movement, creepy sound effects, creepy graphic changes, renamed characters, minor debuffs, etc)
>curses can't be removed with items, you have to spend some arbitrary number of steps with them
Does this sound annoying?
>>
>>163896959
If you're going for spooky, don't make it mechanical. If it's a system, you can understand it. And if you can understand it, it's not scary.
>>
>>163835487
can't wait for the sexy hentai fan art anon.

>>163820784
wait wtf why was a suicide sheep video uploaded to a different channel?

>>163832793
Profit. Fuck er i mean passion...?

>>163885895
Your my god damn hero anon.

>>163834164
Ever try LISA the painful rpg? I'm fucking in love with that game lmao

>>163836710
Depends on how good it is from straying from cringe territory.

>>163848510
And they say 4chan doesn't give good advice.

>>163854449
He went to college.

>>163859140
That's some final fantasy 6 ass shit you got there anon. Good work.
>>
>>163897124
How could I make it less mechanical? Not telling the player how to cure the curse? A large variety in the number of necessary steps required to overcome the curse?
>>
Guys
Chariot hijacking scene - Y/N?
>>
>>163898247
Different anon here. I like these ideas
>creepy sound effects, creepy graphic changes, renamed characters, minor debuffs, all chests are mimics
But don't care for
>slow movement, higher encounter rate, no exp, no-loot.
Because they slow down gameplay. And- as for the former effects, see if you can make them somewhat random too. It's a little extra work but I think it might make the game a more unique experience.
Alternatively:
>hide savepoints, lock doors if the player goes through them a lot, add strange items to inventory, and other things. Or have an screencap of the titlescreen pop up when they go to save- so it looks like they reset RPG maker via F12 or something.
>>
>>163832793
I've wanted to make a JRPG esque game since I found Beyond the Beyond at 8 and I've wanted to make vidya in general my whole life.

And I secretly hope I can make something good enough to sell and have a source of passive income so I can go part-time at my job and spend more time making and playing vidya.

>>163836710
That actually sounds super fucking interesting anon. You better make that idea before I steal it

>>163847467
Player steps on "trap" tile
Screen flashes red
Play one of the flame animations
Apply damage maybe have text box explaining what happened

>>163880436
Fucking agreed. Starting a plot is hard, coming up with motivations for your character to go hither and yon that aren't "kill x of these, or save the princess, or restore the crystals" is a pain in the ass, and THEN you've got to do it for every asshole that joins their party.

I'm about to just say fuck it and tick off a list of tropes instead of trying to run from them
>>
>>163898610
Hell yeah
>>
>>163896336
Not him, but you should stop being so self-centered that you get so easily offended. It's clear you're not from this website, otherwise you'd know that such comments are common here. There are places for common courtesy, but people here don't want to hide any of their feelings or thoughts when talking to others, so they will express themselves by heart, constructively or not. I suggest that while you're in here you let go of your precious little feelings and your need for a safe space, because you won't find any of that in this place.
>>
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>>163898610
Stolen for my not!mythological Greek game. Thanks, nerd!
>>
>>163902179
I just saw that painting in a youtube video not half an hour ago. Baader Meinhof phenomenon at its finest.
>>
>>163900670

>HURT FEELINGS! SAFE SPACE! GET OUT!

Nobody cares, quit shitting up the thread dumb nodev
>>
>>163896336
No, the bad taste comment was still aimed at you.
The resources are useless in the hands of people with no design smarts.
And you prove my point with a map where are all the trees are unnaturally spaced apart without any overlap. (layers in VX are a bitch; and whoever designed the tileset should know better)
Wall tiles, that were obviously meant for log cabins and not to be stretched to an impossible length to build some kind of fort wall that -- besides the fact horizontal logs wall are complete climbable on their own -- doesn't have a gate, and even if it did, you could jump across from the 2 roof tops.
And... I'll just stop there because I'd have to make multiple posts to say everything I want to say.

Just because rpg maker can make huge maps, doesn't mean the tilesets were designed to compensate for all that space.
I could leave you with some mapping tips. But that's another point I want to leave you with. It's not a critic's responsibility to teach people everything they know. This isn't a classroom, there no precedent for constructive criticism.
>>
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Good night bump
>>
>>163907962
You really need to deal with that sleep status effect.
>>
Characters in my game can learn skills through leveling and other means (like story and sidequests)

Is there anything I'm not seeing in the long run wrong with that?

Lots of games do one or the other.

Also besides skill trees what are your favorite things games have done to get you new skills?

I quite liked mixing scrolls in Wild Arms as well as Jack getting inspiration from his techniques all over the place.
>>
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>>163897189
>wait wtf why was a suicide sheep video uploaded to a different channel?
I realized that after posting, and found my answer. That song in particular had a very memorable background. Recently, or at least at some point in the past, Suicide Sheep updated the logo of his videos to something very different - pic related. Not realizing this, I scrolled a bit and clicked on the video image I recognized from Suicide Sheep (just below pic related is the video I posted) and posted that.

I noticed from the two comments I was not alone in this mistake:
>Thanks for reup
>i missed that pictures thankyu

Also, I found that the current Suicide Sheep upload is in fact the exact same video it was before. The new logo for it does not appear in the video at all.
>>
And with all that said, Today's Song of the Day:

https://www.youtube.com/watch?v=WgLe5w9Jg_w

Posting the radio edit because it flows smoother, but the full version is definitely worth a listen.
>>
>>163858483
Late response:
It's a PhD simulator game, you are assigned a project and must complete several tasks to progress and obtain your degree. You have other lab members you can interact with in the vein of visual novels. If I manage to get that far, I want to include mini-games associated with each task.
There is a secret story mode that triggers dungeon crawling and typical RPG fights.

The game is meant as an extended in-joke for my work colleagues.

My inspiration for this was a short RPG game-making simulator that was posted in this thread long ago, as well as Hatoful Boyfriend with respect to the secret story mode path.
>>
>>163896959
Sounds like binding of isaac curses. I like the idea.
>>
Also bump
>>
>>163907950
Now you are making criticism, something you didn't do before, as you never had the intention to help until you got called out on it. But why would you even mention mapping tips, if you aren't going to give them? Are you trying to end up as the good guy, you hypocrite? Fucking faggot.
>>
ARISE
>>
status ailment heavy character with some supportive/utility skills that are lacking on the high damage department (think of a inverse bard), would that be too much?
>>
>>163921663
Do fights last long enough to make status effects worth using?
>>
>>163921663
Might be interesting, just be careful to not invalidate the character with bosses/major enemies which are immune to every status effect.
>>
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>>163921663
It's a good idea. FFXIV does something similar and they've long been hailed as the highest DPS in the game (although you get a pet too which does a lot of passive damage)

Like other anons have said, just make sure bosses aren't immune to stuff and make regular encounters relatively long to make the best use out of him
>>
>>163914634
Would play
>>
>page ten

DELETE THIS
>>
Any of you fags making a game where the villain is right?
>>
>>163899495
>apply damage
That's the problem. I only see option to simply reduce players health. What I want to do is cause elemental damage outside of battle (so if he has resistance to that particular element he can avoid some damage or if he is weak to that element he gets damaged more)
>>
>>163832793
It started as a silly hour-long game made to give some friends a laugh, and has slowly blossomed into an enormous and astronomically dumb undertaking.
>>
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I've finally got around to drawing a ton of portraits I'll need, now that I got these out of the way, I can work on dialogue stuff!
>>
Is research necessary to build a solid fleshed out narrative concept? Are custom graphics mandatory for your game to be taken seriously?

What is your first thing that you look at to see if a game is gonna grab your interest?
>>
>>163911406

I'm just a sucker for precious gems, items and shiny things that upgrade my character. It tickles my autism. My perfect system would include normal leveling for stats and shiny hard-to-obtain items that can be equipped to gain skills.
>>
>>163898247

Do something that is a mixture of annoying and "what the fuck is happening" like transform some of your items to complete ????? cursed missigno looking ass items. Do something that messes with the player game session without slowing it is my opinion
>>
ded
>>
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How the fuck does something like this happen?
I try passing on a certain string, "panty4_moved" to a function, in module, which in turn turns that string into a constant returns it's contents back, image path ("on_ass/panty4_moved") + other parameters. But for some reason if I pause the game, go to menu, and then return back into game it starts magically grabbing the wrong path from the module. Even though I'm still passing on the original string that I had previously passed on.
>>
>>163936876
>research necessary
That depends on what your concept is. If you're just making a fun, campy RPG adventure game then probably not. If you want to make a detailed story about very specific things, like putting together a time machine to travel back in time to hinder the progress of a young Abraham Lincoln from taking the bar exam to become a lawyer. Well for one you might want to be able to explain time travel at least a bit; two you'd have to be familiar with United States history from the 1820's to the 1840's to get a good understanding of the landscape, culture, events of the time; third you'd ABSOLUTELY have to know that Abraham Lincoln didn't even take the Bar to become a lawyer.

So it all depends on how detailed the backstory is and if there are any technical aspects to it. I'd actually study Game Design, Quest Design and other more game specific topics.

>Are custom graphics mandatory for your game to be taken seriously?

Hm, I'm not sure. I think custom graphics stand out and are always a step up from the RTP. However giving a game a whole makeover takes time, planning and the creation of the assets for the game. Many people talk about building their game first and doing the graphics near the end. You have a good chance to finish your game if you already have the events, characters, items, skills and such planned out and then give it new graphics rather than try to make all the graphics with no characters, items, skills already done. You might get frustrated that you're not making progress with the graphics because you still done have a game even made yet.

>first thing you look at

Probably the graphics but I like to see what the first few minutes of the game is like. Also I don't like overhyped GAYMEZZ that try make the game sound way cooler than it actually is. I like an honest game that is sold as what it is.
>>
>>163943721

Thank you so much for your input. It is valued. Unfortunately, real life and my job have wagecucked me into not being able to pursue my gamemaking interests, but I'd be down to study that shit. I am genuinely interested in game creation.

But yeah. I convinced myself that it was a just a meme and that I should get a "real" job. It does pay, but sometimes I get sad. I personally think the RTP can be twisted and turned into something acceptable with a lot of mastery and inspiration, but custom graphics remain the best ofc.
>>
>>163907950
Didn't ask for tutorials. If I wanted tutorials, I'd go onto the RPGMaker forums. All I asked for was for a more in depth analysis, which you provided. For that, I thank you. That is the type of criticism I expect, not an insult tossed my way.

I use Celianna's for my free game, and I feel they do the job in that case. I don't try as hard in those games because it's something I'm making while waiting for inspiration for the games I do intend to sale.

The games I make that I intend to sale are done so with PVGames High Fantasy resources. My only complaint is I can't use any of his newest stuff in VX Ace without modifying them, and honestly the computer I'm using is shit and can't run any decent picture editiing software. 2016, still using a Windows XP.

Now, I'm not admitting that Celianna's stuff is bad. I'd just rather use PVGame's stuff over Celianna's when it comes to something I plan to release publicly, instead of just something for a few of my friends. So yes, when compared to the only other resource packs I've put money into, Celianna's isn't ideal for commercial works.

>>163900670
I visit this site frequently, as in at least ten times a day, mostly hanging out with the other fa/tg/uys. I normally don't come to /vg/ or venture out of /tg/ often. The few times I did was two share resources I purchased. The two links for Katakura Hibiki's stuff in the OP are links I provided through my google+ account. However, I suppose people are friendlier in /tg/, not use to getting insults thrown at me instead of criticism.

Also, last I heard safe spaces are for people who spend too much time on tumblr, not for people who frequent Reddit and 4chan.
>>
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Is there an easy way to show an image when you open the menu and that it disappears when you close it?
I'm using RPG Maker MV.
(pic related)
>>
>>163945052

I know what you mean about being a wagecuck. I just had orientation for a new job today and I start tomorrow. Such is life.

But you can still make progress on a game. I like to work in small, focused bouts. I have written half of my outline for my game and done only a few stages in RPGMaker. Yesterday I made three of the main characters. You'd be surprised what you can get done in like 30 minutes. Sometimes it takes a few days but you can get it done. A little bit every day can go a very long way.

For writing I had to actually study and research how to write. I didn't have to but I'm glad I did because it made my workflow so much better. I learned about the 5 Act structure which really help me figure out how to pace my game. Then I learned about screenplay writing which is a format that is wonderful at handling dialogue, scenes and putting plot progression in a linear, clear, readable package. After learning about those, it really changed how I write.

Now I write my outlines scene by scene. Each scene basically comprises a location, characters either speaking or doing actions, and that's it. Depending on what act it is, the scene may be slightly different but it doesn't matter too much. I also write in plain text into a .txt file that I store in Dropbox. It can be opened by every computer/phone/tablet/device ever and is super small. All I worry about is the content, not how it looks. That really helped me start writing my plot, characters, locations.
>>
RPG Maker confirmed for wagecuck hobby
>>
>>163934005
Too much talking.
>>
>>163946635
That is one thing that is easier to do actually looking at and editing the code even if you don't know JavaScript.
>>
>>163932347

The villain has the same goal as the heroes, he's just going about it the wrong way.
>>
>>163947572
Um, dude. I think you replied to my post by mistake.
>>
>>163951167
kek. You're right. You said you're still using XP? That's cool actually. Have you thought of maybe dual booting with a Linux distro?

>>163944329
>>163944329
>>
>>163945052
>PVGames High Fantasy resources

But anon, those are fuckin' ugly as shit.
>>
What is the currency called in your game?
>>
>>163956435

Schmeckles lol.
>>
>>163956435
Lekehs
>>
>>163956435
They're leaves. Magic leaves
>>
>>163893120
I always thought that Alvin from Tales of Xillia was supposed to be in his 30s, then I found out he is only 25.
>>
>>163956435
Just Gold, because I'm boring.
>>
>>163956435
Limas
>>
>>163956435

Bucks. You found 10 bucks.
>>
>>163918459
>why would you even mention mapping tips, if you aren't going to give them?
Can you read?
>It's not a critic's responsibility to teach people everything they know.

It's like you live in a fantasy world where you expect everyone to be nice and helpful. And it's should be a crime for people to make you feel bad, because God forbid you should have to control your emotions.
>>
>>163956435
Panties
>>
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>>163961850
BOY howdy do I have the ICON for YOU!
>I drew it and it's free to use. If you wanna credit, call me Mutation.
>>
>>163962590

This guy right here is going places. Now here's the kicker, how many different colors do you have?
>>
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>>163962943
Originally just the one, but I threw together a blue variant just for you.
>>
>>163956435
Right now it's just "G" because I haven't thought of anything.
>>
>>163961490
But mentioning that was completely unnecessary and you simply did it to piss me off and to end up as the "cool guy that lets others learn on their own". Truth is, I never asked you for mapping tips in the first place. It's like giving someone directions to a bakery and telling them that you have a cake but that they need to learn to be independent and buy their own cake, when they didn't even know you had a cake nor asked you for one: it's uncalled for, and only done to piss the other person off by pretending to care about their advancement.

Your passive aggressivity is blatantly obvious. You should learn to socialize more, because you seem to be unable to empathize with others, which is a sign of literal autism.
>>
>>163964656

I don't know what yall arguing for but s'all good familia. We have fun dawg
>>
Has anyone here played LiEat? I just got it from the Steam sale.
>>
>>163966259
I've been thinking about it.
How is it?
>>
>>163966372
It's very cute. Only thing is I have to start over from the beginning because I accidentally got a bad ending a few minutes in.
>>
When is your demo finished?
>>
>>163970074

Finish my demo? Bruh I can't even finish in a girl
>>
I'm horrible at coming up with a story, so anybody have a story they want made into a game?
>>
>>163964656
So what do you want from me? A hug?

>>163964862
I don't want to be part of your feel good circle jerk. Go to Rpgmweb for that or raise your standards.
>>
>>163975104
A man goes out for lunch. Hijinks ensue
>>
>>163975104
An overpowered man goes into different anime / videogame universes to literally rape the villains

Along the way he becomes more and more powerful and eventually becomes the multiversal rape constant with the power to nullify the powers of the omnipotent beings from these universes, much to their surprise
>>
>>163975618
How about a man is caught up in hijinks but he just wants to go to lunch?
>>
>>163975159

Not that anon but at this point all I want is for you to shut the fuck up.

>start shit talking
>can't handle when someone says "please quit being a bitch"
>still writing asspained replies a full day later

Nobody gives a single shit, dude. Shut the fuck up.
>>
>>163975104

This right here, Watch them in order and read the story. It's pretty cool. You could do a similar story.

https://youtu.be/q46Osg9C4pA

https://youtu.be/NwnyPIbt1BA

https://youtu.be/R4shMkF0ymk

https://youtu.be/8f0ljVok71U

https://youtu.be/gNWAIJk2pEE
>>
My obsession with cutting out complexity continues. At this point I'm considering just having two stats: attack and defense. Attack would be re-flavored for each character. "Strength" for the fighter, "Potency" for the witch, "Will" for the healer. Speed/turn order would be based on chosen skills. Defense would just be straight-up HP.
>>
>>163975159

If y'all don't want to be part of this "feel good circle jerk" then get out and search for something else dawg. But seriously, this is a rpg maker general thread. It really is all good here. Please don't let everything out here. Let's talk rpg maker.

>>163975104

The main character starts to have lucid dreams and nightmares and develops the power to observe and interact with people's trauma and negativity. They take the form of evil spirits, and the character can fight them to liberate the subject.

>An evil spirit follows a little oprhan girl and saps her energy out. It's her perpetual abandonment issues.
>A man walks around with an evil spirit's claw stuck in his chest, it's this pain from when we got brutally beaten by his father.
>You meet a love interest that's being haunted by the memory of her mother.
>And a rival who gets increasingly corrupted by evil spirits demanding power.
>etc

But then YOU WILL NEVER IMAGINE WHAT HAPPENED. Turns out you integrated all of the negativity and absorbed the evil spirits so there's a dark sasuke inside of you now and that's the endgame and if you don't deal with him you die LOL
>>
>>163977513
Don't respond to shitpost with more shitpost.
If you want them to stop ~ignore them~

You're giving them exactly what they want, attention. Attention gives them a shot of dopamine, which reinforces behavior.
>>
>>163977631
this sounds like a great story, I'll get to work on it now. thanks!
>>
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Stay alive
>>
>>163952789
Windows XP isn't supported by MV. So I'm stuck with VX Ace's resources no matter how badly I want the MV stuff.
>>
>>163961490
Just so you know, I'm the guy who is using the Ancient Dungeons pack. The guy who called you a faggot was not me. I feel using insults discredits someone in a debate so I would never stoop that low.

As I said in my reply, you gave criticism and I appreciate it since you didn't try to discredit me with a single sentence and actually pointed out what you didn't like.

Please ignore the individual who called you a faggot, he does not speak for me.
>>
>>163985819
Insulting people shouldn't necessarily always discredit you, as long as you accompany it with real arguments. Insults are just an extra, and there is nothing wrong with using them in informal debates. You should thank me for impersonating you to defend your integrity.

You're just thanking the guy for one piece of information, completely ignoring his other statements and his overall behavior. Why are you acting like a cuck in this place? Free yourself.
>>
How do I write good dialogue?
>>
>>163994151
Understanding your characters and why they're talking. Certain shows and movies are all about their amazing dialogue (The West Wing, The Social Network, etc.)
>>
>Eat some candy
>Have to throw up immediately after
Welp, what a terrible night.
>>
>>163997756

fuck, man. What candy were you eating? Did you mix different candies?
>>
>>163885895
Much like the status of the Lich King in WoW, there must always be a game that gets 9000 shitty remakes in RPGM.

You stand in conflict with the order of the world anon.

The faggots in the era of RPGM piracy were FF Faggots, later we got the "horror" Faggots, and now it's the Undertale faggots. We have no clue what the next thing the faggots will be drawn to, but we pray that it's not a lesser known series like SMT or (yes I know it's technically FF) the Bravely series.

But I still have no ideas for a modern RPG that isn't SMT/Persona (Hardcore Pokeemans) or Mother-Tale (kid in a weird world) like.
>>
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>>163855801
>>163855853

Guess that makes three of us :)
>>
>>164006112
I like that art style
>>
>>164006112
That's a right comfy art style.
>>
>>163979581
>The main character starts to have lucid dreams and nightmares and develops the power

YES....YES?!

>to observe and interact with people's trauma and negativity.
>It's her perpetual abandonment issues.
>it's this pain from when we got brutally beaten by his father.

It's a neat idea in that it gives you a lot of room for scenario ideas the player is to solve, but the way you've written this makes it sound like "nu-male indie game about muh feelings #2454"
>>
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Good night bump
>>
>>164006656
>>164006739
Thanks dudes. I've been working on this for a couple of months, but haven't really posted pics here.

This is actually a modern-setting hentai game
>>
>>164007504
It'll definitely be a better Lesure Suit Larry than Magna Cum Loady.
>>
>>164009609
Never actually played those games, from the longplays I've just seen they're a little similar (object puzzles, a little humor) though mine is a lot more graphic., which might be at odds with the current art style
>>
>>164012595
Could, or it could work, I've heard of people that jerk it to people playing Custer's Revenge.
>>
>>163956435
Berries
It's not berry season in-game though so you can only find them in old berry jars and chests
>>
>>164007354

Then I need to rewrite it because fuck SJWs. Forget that. I wanted it to be a brutal, personal, fucked up Silent hill derivated story. So what do I need to do to make it sound less tumblr-ish and more personal and serious and fucked up?
>>
I'm on VX Ace. What part of rpgmaker handles the scene that blurs and stops the background when on the menu?
>>
>>164017210
Probably called Scene_Menu.
I can't use RPG Maker right now, so I can't read the script
>>
First half of game is common "fantasy JRPG"-like with nothing major and no whatchacallit gods to create it or whatever.

What would you make as an intro for such a game?
>>
>>164017806
Probably something to explain the background of the situation that the player finds themselves in when the game begins? If there's no ancient evil right from the start, you might give an introduction to the village or region that the player lives in or whatever. In my game the intro is just a short cutscene of a person finding the player as an orphan baby, then the game starts and you can ask anyone in the village about what is actually going on there.
>>
>>164016504
I'm not saying you cannot use personal tragedies for these- it's your game- it just sounded like from the description that's all it'd be, but there is room for more.

If it were me, I'd focus less on personal or developmental problems of pitiful characters, because that's exactly what every broken narcissist shits out in their interactive clickbait exe about dreams, promises, depression and friendship (all concepts they have a very limited, totally subjective view of that they're going to tell you about for the next 7 hours).

I really like the idea of having enemies be manifestations of individuals closet skeletons, though, like ghost stories or yokai.

Guilt over killing somebody, breaking their word, not being able to meet expectation or something.

If you could describe the scenario leading to the haunting using text on a sad picture and get loads of upvotes, I'd stay clear.
>>
>>163956435
TEEF
>>
>>164018017

I think I see what you sayin. There's a difference between "muh I was depressed" and real fucking silent hill looking ass tragedies. Adult, subtle, elegant writing.

My idea was like throwing drama and telling the player "HEY YOU SHOULD FEEL SORRY FOR THIS CHARACTER LOL". But now I realise a better narrative would never do that. They would subtly, veeeery quietly let you know. But is the "I see evil spirits" premise enough to make the player go "ok I wanna find out what happened"?
>>
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bump

making a scripted tutorial boss fight
>>
>>164019942
>Over-the-shoulder perspective
About time this made a comeback
>>
>>164022742
I know right?
>>
>>164019942

>Weird monster head on sexy muscular human male body

This seems good to me
>>
Do you like it when npcs have more than one thing to say and/or unlock new things or give you items if you talk several times to them? Or do you think that's boring and too much of a chore/it's bullshit to miss out on content like that?
>>
>>164033785
I like it when NPCs update their speech after major game events. It's also cool when first-town NPCs react to how strong you've become during your journey.
However, making multiple alternate lines is impractical unless your game is heavily based on player-NPC interactions.
>>
Progress! Now I can start recreating all the indoor areas for the places player can enter.

>>164033785
>>164034553

It's always nice to see your progress reflected on the world, namely in NPCs, but I disagree that multiple alternate lines are impractical, as it adds some nice depth to the world. Various NPCs can be a great aid in worldbuilding or for forshadowing. They need not be info dumps, but you could for instance, have various elderly people talk bits and pieces about a war they lived through, each giving a different piece of background to it. Why they would talk about an old war? Because there is a new one brewing and possibility of being stuck in another is dredging up old memories.

It's a specific example, but I think it illustrates my point well. Player can bother to talk with everyone or not, it is ultimately their choice.
>>
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>>164036625

Also, I fucked up. Forgot the image.
>>
First for /ptg/, best rpg yet.
Anyone else get the humblebundle way back? Was so lit man
>>
>>164037198

It used to be in the DLC pastebin, but the mega link is dead. I was looking for the Casino Tiles from the Humble Bundle myself. Someone around here's gotta have it.
>>
>>164036625
It's impractical not in the sense that it would be bad, but in that it would take too much time and work, and wouldn't be really worth it if the main appeal of your game isn't dialogue or character interaction. Otherwise, it's just an added flavor. By all means, if you have the spare time and the motivation, add all the extra dialogue you can, otherwise it isn't very convenient as most players are simply going to advance on the plot instead of checking those small details unless they're really, really interesting or worth checking for.
>>
Live! I command you to live!
>>
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I'm adding combat to my game, and it got me thinking, what is the point of random encounters? I want to have each enemy visible on the map as a sprite so the player can explore in peace, random pokemon fights is just annoying as hell
>>
>>164047443

That's like... Just your opinion man. I love random encounters. I fucking hate that everyone is shoving fucking on map enemies nowadays. When you've a boss mob, sure, put it down. Otherwise stop wasting my time with maps filled up with of enemies
>>
>>164037198
The one for one dollar? Yeah, I did.
I even gifted one to someone from this thread.
>>
>>164048382
Do you have random encounters in your own game then? What's the best frequency in your opinion?
>stop wasting my time with maps filled up with enemies
>implying random encounters don't waste your time constantly when youre travelling
>>
>>164047443

I think it's actually a lot harder to make symbol encounters fun. If the enemies are too fast like in earthbound, you can't avoid them at all so the fights might as well be forced. If there are too many, you're just stuck in wave after wave without even having a chance to look around. If the areas aren't spacious enough/there aren't enough obstacles to lose the enemies in, you're stuck fighting them, but if you add too many obstacles then the mapping looks weird.

Meanwhile, with random encounters, it's always the same amount for the most part. You could even add a system like etrian odyssey where you know how long until the next fight, or something like "after x battles, lower encounter rate/remove encounters completely."
>>
>>164047443
>üm̈läüẗs̈

Anyway, on-map enemies can be good, but if poorly handled, I find them more obnoxious than random ones.
>>
>>164052681
That's a fair point, though I was actually planning on having most of the enemies be standing still on the map until you're close enough that they notice you. Some would be guarding important stuff, some would be optional and even hidden for an exp/loot boost, instead of grinding random encounters to get stronger. Then again if the player does find that they need to grind, it would probably be more practical for them to find a random encounter than to go looking for symbol enemies they missed.

>>164053141
Not going to lie, I have not played many of these games myself. Right now I was thinking of LISA and how I liked seeing the enemies before fighting them, and how the random encounter areas annoyed me like hell because walking through them was much slower and more taxing on my resources.
>>
>>163832793
Because I want to tell a story and feel that a book wouldnt convey it properly
>>
>>163814819
dont have a custom sprite yet, but hes basically an incredibly tanky fella who ran a water treatment plant and more or less became immune to most toxins because of it
>>
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>>163814819
Pandas make the best tanks
>>
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>>163814819
Hunter, he taunts enemies and gains more damage the more he takes damage :)
>>
>>164047443
Aww yeah, it's paint caveman game! Good to see you, pal. I know the artwork is simple but man, I LOVE it. Reminds me of how I used to draw when I was younger, Whole world feels full of imagination as a result.
>>
Anybody else here still on holiday?

I've spent the last week just in here and AGDG, working on my game about 16 hours a day. It's been the absolute best, I wish I could dev for minimum wage and didn't have to go back to work, anybody else have dreams?
>>
Anyone here need an artist for characters?

Bored drawfag here.
>>
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One of my characters is named Phil. Is that too pedestrian sounding? He's the main driver of my plot and gets the main character to join him in his hopes to have revenge against a being who did him wrong.

pic related
>>
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>>164060106
Thank you anon, that is encouraging to hear.
>>
>>164061030
Show us some of your work!
>>
Anyone have the kids DLC they can share?
>>
>>164061738
jesus christ, I've seen some absolute faggots in my time but this guy ticks just about every single box. Please tell me this is a joke.
>>
>>164064109
Well to be perfectly honest, I didn't notice he had ear rings. I'm going to take those off.
>>
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Is remaking stuff considered progress?
>>
>>164064895
If it makes it better
>>
>>164064895
Yes
>>
Is anyone else upset with the fact that they can't get all of the parts of a game done themselves?

I'm not good at making music nor art and feel like I'll need to get an artist and a musician and I hate it desu. I've worked with other people and gotten burned by them leaving the team or not being able to do their content for some reason.
>>
>>164065358
Not really to be honest familio. I can do basic art in photoshop and make my songs in FL studio. It doesn't look or sound great, but it's original, and with a bit of patience and help from friends it can be "upgraded" once the game itself is done. I'm personally a bit autistic when it comes to artistic projects, so I don't think working on a team would be as fun for me. You can get good at art and music if you practice. I would recommend just doing your best even if it doesn't turn out perfect at first.
>>
>>163956435
Memes
>>
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I did a thing
>>
>>164067823
Is this a JoJo reference?
>>
>>164068351
I don't know what that is.
>>
Is it possible to do first person dungeons in rpg maker MV? I've been playing around with XP and there is an extension/scripts to add it in but I thought MV might have made it easier to do since it has more/better scripting support from what I've read.
>>
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>>163814819
here's a beefy knight
>>
>>164072828
what a beefcake <3
>>
>>164071742
There's a possibility, but since VX-MV is basically old school, it's not popular enough, unlike say button presses.
>>
>>164072828

He's cute!!!
>>
>>164071742

From a gameplay perspective, it would be pretty easy to program with just events. The issue would be making it look good visually.
>>
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>>164067823
I did another thing
>>
>>164075404
Is this a Succubus(Male)?
>>
>>164075794
No i think it's a trap
>>
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~anything you can do, I can do gayer.
I can do anything gayer than you~
>>
>>164081161
Oh my
>>
>>164081161

Wow, get a "load" of THESE seed steeds.
>>
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>>164081161
no you can't
>>
>>164081161
is this a jojo reference
>>
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>>164081995
>>
>>164081995

I fucking hate this guy. What kind of slut wears something like that? Rm2k turned me gay.
>>
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>>164082179
~no you can't~
>>
>>163885895
I like you anon. How far along is your game?
>>
>>164081161
What kind of game are you making?
>>
>>164075183
I guess I could modify the battle system and use it as each "step" in the dungeon, though I was really thinking something similar to Etrian Odyssey. The step thing would have a more old-school feel though.
>>
>>164050316
I think every battle should be a uniquely engineered setpiece experience. No random battles, no boring trash enemies roaming around.
>>
>>164059351
Where can I find a base for this? OR can I use yours and alter it to be a GSD/Malinois?
>>
>>164085195
There is no base for it, it's for my commercial game but if your project isn't commercial, feel free to use it!
>>
>>163832793
Complete and utter boredom is what is driving me.
>>
>>164017210
You're on an entirely different scene when the menu's up. The map basically doesn't exist, just a screenshot of it. You're not gonna get it animated without rewriting the menu from scratch to exist in Scene_Map rather than its own scene.
>>
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>>164083195
yes I can
yes I can
yes I can
>>
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took me fucking hours to make this because it didn't look right
>>
>>164064205
It's not that. Top half of his face is female, bottom is male. Took me a second to realize his gender, that's the problem.
>>
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>>164086236
>>164061738
>>
>>164086383
its the mascara
>>
>>164086236
>>164086383
>>164086746

lol. I see what you mean. So fix the eyes. What else? Probably the hair too?
>>
>>164083689
I dont expect it to be done for awhile, I am too much of a perfectionist and I am finishing up a bunch of classes on art and a few books on messing with the script.

If I can get through the studies part and start pushing out pixel art faster, I'll only need a music guy.
>>
>>164085281
My project will most likely never see the light of day. But if it ever does release, not commercial. Credit as LeoHeart?
>>
>>164086841
Any hair color other than shoujo male. Hell if I remember right there's a realistic hair gradient for the generator out there.
>>
>>164088269
I'll look into that. He's not really set in stone yet but I thought he should at least have some kind of look rather than the default blond haired guy. I really haven't even thought of how the graphics will look like yet.
>>
>>164088581
That's a good idea, hell just getting shit that's generator parts work incredibly well.
>>
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>>164088926
except if he's an androgynous blue haired fag. kek
>>
>>164089365
Why is that touhou trying to rm -rf /? Doesn't she know you need to sudo to do that?
>>
>>164089503
That's probably why she's confused.

man sudo
>>
>>164086865
Anon, please do NOT become like John K.

And also good luck mate, it looks great.
>>
I am trying to remove a skill that is added by a state, will I need to have a event to remove the skill at the end of every battle or can a common event do this?
>>
Is there any DEUS VULT in your game?
>>
Has anyone had any luck with making cut-ins for skills work? Y'know, like the ones in Persona 3/4 or the 3DS Fire Emblem games. The ideal would be to have the cut-ins occur if the skill is a critical hit, but even just having them automatically play for certain skills would work. I've been spending a good four hours trying out different combinations of scripts and common events in the hopes of pulling it off, but all I've been able to do is get it working on one skill and one skill only (trying to add more common events for different skills or using a conditional branch to choose the cut-in image based on a variable just end in failure).
>>
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I made no progress today.
I'm sorry.
>>
http://vocaroo.com/i/s1L5Uzbr4R4V

I made a little looping game music thing. It's been a looong time since I've used Ableton.

Feedback pls.

also, this is compressed as fuck, is there a better site I can upload a .wav to?
>>
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Good night bump
>>
>>164101159
The instruments aren't balanced very well, if I turn down all I can hear is what I think might be a clarinet, but it's hard to tell.

The bass instrument I couldn't hear initially seems to be straying from the key at points, adding an unintentional jazz feel on the passing notes. It may be only one or two, but it's more than a little jarring.

The melody itself is a bit too repetitive, by time it looped for the first time I was weary.
The second section of the melody is just two non-committal notes.

Try to change the velocity of notes to make it sound more natural, right now it's straight across the board which gives it that midi sound.

If you want to keep the current refrain, consider moving it to an instrument with a shorter attack time, as a bit part of what's bad about this is the slow attack on the main instrument introducing lag. A melody this short that repeats ought to be snappy.

The EQ and Reverb on the snare are completely at odds with the rest, sounds like the snare sample is much lower quality and reflections make it seem like it's being played in a room, compared to the openness of the rest.

The snare I'm guessing is to convey a military theme or one of militaristic order, but this seems at odds with the rest of the instrumentation as I've said before.

In summary: Either remove the snare and turn the tempo down a little, or get a main instrument with a shorter attack time.

Also a tip- make a copy of this project, delete the main melody and try to come up with something better. Once you've done that, come up with a bassline that suits the new melody and introduce it a a contrasting, equally-thematic section (think John Williams, particularly Indiana Jones theme in this case- two equally good sections that alternate).
>>
>>164101159
Also, get Audacity, bounce your audio down to .ogg format, then upload it on soundcloud or something, so that you can build a portfolio and get feedback, or at very least pomf cat. I didn't know vocaroo still existed.
>>
I suggest everyone make the map of your game first.
You can come up with the story and characters later.
>>
>>164103890
Man I used to love these but this picture makes me so stressed, I just want to shake her awake and tell her to clean up her shit, stop spending money on fucking figurines and alcohol and focus on being a proper person.

What's happened to me.
>>
How many playable characters in you game?
>>
>>164111441
One, but the model is chosen at start
>>
>>164092039
The skill goes away automatically when the state ends
>>
>>164103932
>>164104089

Thank you for the feedback. I understand all of what your saying but I'm such a noob at Ableton that I don't have the knowledge to mix instruments well. I'm still learning the program so I'm hopeful that I can make things better.

First, I know the whole thing sounds extremely boring and lame and like it is all a loop... because it IS all a loop practically. I write this like an hour before I went to bed so I wasn't super concerned about variation at that point, just trying to get it down so I wouldn't forget it. There is room for improvement for sure.

I really don't know anything about mixing drums but when I uploaded it the compression really messed them up but I think I'll use different samples because they sound kind of flat, like you said. I'll also check the reverb too..

The bass instrument is a tuba playing a IV V VI progression and that just loops. I think there is a note in the VI chord that I need to fix.

The melody is *supposed* to be an oboe. I'll try fixing the attack. I had thought of using a trumpet since I was already using a brass instrument. I still need to see what I want this arrangement to be so I'm not committed to anything in particular, just testing out ideas.

I'll try making a soundcloud in a little bit. Also .ogg is pretty good. I was thinking of using it to replace mp3 for me. But everyone still uses mp3's so I don't know.
>>
>>164094520

Yes. One character is a Paladin aspirant who is very firm in his beliefs. Which means that when he hears that there is evil afoot, he immediately goes full deus vult, dragging the whole party into crap they'd rather avoid.
>>
>>164111441
I originally wanted to just have the hero and customizable monster companions (not quite Pokemon, but close), but I think I've written myself into a corner that requires some human companions. The worst part is that they're very cliched characters (handsome white-haired swordsman, blind princess with oracular powers, barbarian warrior from the north), which undermines my intended gameplay style. They each have their quirks, but they're still hackneyed archetypes that distract from the monster-focused plot and combat I really want.
>>
>>164118593
why not just make a handsome barbarian swordman, a north warrior with oracular powers and a blind white haired girl
>>
>>164118593

>required human companions

How can this be happening? Why does your story really need them, and why can't their jobs be done just as well by monsters? If you really need human characters to perform story parts but want the game to focus on your monsters, you could always just have them be side characters that travel alongside the main party or show up to help as needed.
>>
>>164121074
That's exactly my point. I initially wrote them to be good guys working for the game's various villains. The swordsman is the not-quite-wiling fuccboi of one of the villains, the blind oracle is the daughter of another, and the barbarian is a mercenary in the employ of yet another. I just wasn't quite sure of what to do with them after their various story arcs.
What makes this especially frustrating is that I've already got a more thematically appropriate way of doing it giving the player humanoid support.
Your ideas are probably the best way of dealing with the character cruft.
>>
Is it worth getting into this if you don't have any drawing skills for your own sprites? I feel like if you don't draw your own sprites, your game will always look borrowed or like a clone
>>
>>164123757
"I can't draw" isn't an excuse. Just look at Undertale. It looks like shit but it's carried perfectly by everything else.
>>
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>>164116641
I already like this guy.
>>
Story: Character and female best friend grew up together in slums. In a desperate move to escape poverty, your female friend signs on with a high class brothel to ensure her family's financial security. Now you must work your way into the nobility in order to get to her and rescue her.

This game will operate in a similar way to Undertale or Dishonored in the way that you can resolve conflict with either violence or guile, however failure with the latter will always force you to resort to the former.

Multiple "noble" factions to join that appeal to each individual playstyle but may or may not actually guarantee advancement of your character's social standing based on the personality of your different superiors. For example, one may appreciate a go-getter attitude while another may see it as a threat and hold you back.

The goal is to avoid social stagnation and ultimately save your friend from a life of indecent servitude.

Thoughts?
>>
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Guys what the fuck, what can make a switch turn on automatically the moment I enter the map even if its conditions are not met? It used to be I had to walk on the event for the switch to trigger (it's set to player touch activation) but now the event is on every time I enter that map even if I start the game in that map. I literally haven't changed anything in this area and there are no other events that use that switch
>>
>>164128574
Why rescue her when she signed up herself? Does she want to be rescued?
>>
>>164129681
Nvm, fixed it. Turns out I hadn't given a plugin free switches to work with, and of course plugins didn't show up in the event searcher.
>tfw 300 hours in MV and still learning basic shit like this
>>
>>164129712
Thats the conflict he will face. The idea is the game will be silently judging your progress and ideally, you will amass enough of a fortune trying to rescue her that you will be able to take her and her family in.

If you perform kneejerk reactions and dont lay any groundwork, you can still convince her to leave but you will all eventually die penniless and diseased
>>
Sorry for noob question, but how do I make it with region restrictions that my character can walk UNDER a tile instead on top of it

Obvious example: moving behind a building (so under the roof tiles)
>>
Bumpa
>>
>>164133101
Please respond
>>
>>164133101
Dunno man. When I had to do something similar, I just used events and placed tiles as the graphics.
>>
>>164136961
But that makes it look like shit because the tiles won't connect. Whatever, I'll just change the design of the building, stupid that there is no good solution for this
>>
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Work on your game Onii-chan
>>
>>164116468

Ah Oboe, yeah sorry!
I'm afraid I don't use Ableton, I've only Reason and Cubase experience.

Don't be hard on yourself, it's still miles better than anything I wrote in an hour after a long break away from it. I haven't actually written any music in about 3 years. Released my last record in 2012, only just this week got around to killing online presence to deny all evidence I tried to make something of myself

I recommended ogg, since I know it's supported in RPGMaker and doesn't require downloading extra libraries to export.
>>
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>>164133101
If you want all of those roof tiles to act that way:

Go into the Database > Tilesets
Select any tile applied to B or above
Click Passage (highlighted in pic)
Click the icon to cycle through:
X = Tile has collision
O = Tile has no collision, under player
= Tile has no collision, over player

Sadly if you have it set to , any 4-dir passage you set for that tile won't work. What I typically do is set the directional passage I need on a blank tile, then layer it on top.
>>
>>164137174
If you ever need to use events as tiles, put a ! at the beginning of the tilesheet name, and it won't show that gap all the way around, so they'll connect.
>>
>>164142140
Sorry, I should clarify:
Click Passage button in the top right
Click the tile you want to change behaviour for, it'll cycle through the 3 options explained above.
>>
>>164142140
Also fuck, my star icon didn't show up. I thought I was being well clever posting the wingding.
>>
>>164142340
Guess it makes sense that 4chan strips out unicode, but it's still annoying.
>>
hi
>>
>>164146823
hello...
>>
Live
>>
>>164082179
I can't look at Cerberus anymore without seeing his ahegao face.
>>
Bumping with a simple boss test

https://www.youtube.com/watch?v=M3NtGqqSRMs
>>
>>164153637
How do you make the portraits show up in battle like that? Your own script or some plugin?
Looks nice btw
>>
>>164156237
It's the interface that comes with this plugin

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
>>
>>164126132
Aren't most of undertale's sprites just traced over sprites from the mother series?
>>
>>164156593
Cool, might use that tbqh.
>>
>>164156726
Yeah, most of his scripts are really useful
>>
Alive
>>
How long have you been working on your game for /rpgmg/? I've been at it since January, but took a break from development this fall semester. I think I'm about a third of the way done, though it seems to be getting easier as I go along.
>>
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Rate my shitty map, /rpgmg/. It's my very first one and I haven't looked for mapping guides yet.
>>
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>>164164745
I think it's bretty gud. I imagine it's going to be an overworld map. What do you have planned on the south-eastern side?
>>
>>164163109
Around 6 months with some breaks every now and then. Longest break was a month or so and I feel terrible because of that
>>
>>164166432
Nothing yet. Maybe some kind of checkpoint or border town with a half complete road.
I don't feel too good with the huge forests, but I don't have a good grasp on nature and am in a loss for the eastern regions.
>>
>>164167190
Maybe you could make an icy region?? Or perhaps a desert. Or maybe you could take the land in a few tiles and put a small island that has a flying fortress or something. Or make it a big mountain on an island. You could also fill it with a bunch of trees and make it a big forest, like Legend of Zelda: A Link to the Past did with the Lost Woods. You could make it a gulf that has little coastal cities. Or you could make it a big fortress for a bad guy that has a large wall around it and is a forbidden place. Sort of like Sauron from LOTR
>>
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>>164123757
South Park or ONE's One Punch Man / Mob Psycho 100 succeeded while looking like shit. Pic related is now a franchise worth hundreds of millions.

Alternatively, you can make appealing character designs with simple figures if you know what you are doing. Look at this video and the guy's other work.
https://vimeo.com/107395294
>>
>>164169728
Hmm, I'll think about. That just gave me an idea for an ice place without making the world tiny enough to have both desert (to the weast) and arctic so close to each other.
>>
>>164153637
What script are you using for battle backgrounds?
>>
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>>164164745
There's no obstacles or dead ends to navigate. Might as well use a select screen.

Also, I'm pretty sure the palm trees and dirt mountains go on the Sand and Dirt tiles, respectfully. .
>>
>>164171091
This one:

http://pastebin.com/raw/5bT6TFv8
>>
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>>164171297
>There's no obstacles or dead ends to navigate. Might as well use a select screen.
I had thought of putting barriers between the cities, but then changed my mind. Why would a kingdom make it harder to traverse its lands?

Perhaps security posts or dangerous things going on? If you notice, there are almost no events there yet.
>Also, I'm pretty sure the palm trees and dirt mountains go on the Sand and Dirt tiles, respectfully. .
It does say (dirt) in the mountain's name. I tried changing things, but...it doesn't look good at all. Stupid automatic borders. I tested the green mountains, and while they look more in place, I don't like how they look and need 4 tiles to be completed.

Rock mountains seem less bad.
>>
>>164173276
ey, thanks
>>
>>164176092
>Why would a kingdom make it harder to traverse its lands?
War. Harder to be invaded. They want to be isolated. Also, generally rpgs require obtaining vehicles to move around shorelines and rivers.

The bridge is always out to force you to go the scenic route. Cliche? Yes.
But keep in mind while you are world building that it's just a game. You only need an impression of a world. Like bedrooms just need a 3x3 space with a bed. In and out. If you're trying to make it look like it's inhabited by cramming it with desks and clutter - you're trying too hard.
>>
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Well I wasted a good chunk of the year hanging out here.

The chain game was a fucking joke. You guys were suppose to have a 2 week limit! Just looking at the archives...
General#105 Nov 2015 - part 11
General#119 Jan 2016 - part 12
.
.
.
General#179 Dec2016 - part 13
>>
>>164179848
I Traced it back, the chain game started with General #54 Jan 2015, right at new years.

We were at part 5 with General #80 in July 2015. So we were already losing momentum then.
>>
>>164179848
>Part 14 never
>>
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>>
I've been racking my brain trying to figure out how to do a modern RPG that isn't Earthbound or SMT like, but still involves weird shit.

Any suggestions /rpgmg/?
>>
>>164188442
Harry Potter
>>
>>164188442
uh, Pokemon? Or some other pet trainer like Digimon. You train and everything happens in tournaments .
That makes me think of Yu Yu Hakusho actually. It doesn't have to all be a ring or Colosseum. The preliminaries were my favorite part of the shows. Or even just completing the tests to Train with Genkai.

Of course, even with Urban Fantasy - a lot of it still happens on private property like forests and castles. Maybe warehouses or junkyards. Using schools depends on the characters age.
Hell, Tomb Raider had a few museum levels and alley chases on motorcycles. But other than that it was in jungles ruins and secret arctic bases.
>>
>>164188442
Take a look at old fairy tales
>>
>>164188442
This has nothing to do with being modern, but most games that are centered around a city typically have a day/night cycle or have time skips to progress through the seasons.

I think that makes sense, being stuck to one place you need things to change, and the best way to do that is with time.
Radiata Stories and Dragon Age 2 did stuff like that.

Persona games have a calander system too, but I think that has more to do with it being more Dating Sim than RPG.
>>
>>164190805
I was honestly thinking of this, and going with something like I dunno X and certain parts cribbed from the SMT/Persona series (I basically meant not Mon or kid on a weird adventure).
>>
What are the best rpgmaker games on steam? I would like to buy few games before the sales end, but there's just way too much shit to go through them all.

http://store.steampowered.com/app/440540/
This does seem quite good. It reminds me of the good old snes games. Anyone played it?
>>
>>164176092

I understand what
>>164178173
is saying about this, but you don't need to heed it. The whole point of making your own game is to have it follow the rules you want, not what somebody else dictates ought to be done based on existing tropes.

Why on earth would you tell somebody to stick to cliches without knowing anything about his game?
>>
>>164191945
I'd suggest you to try OneShot and Stray Cat Crossing
>>
>>164191945
avoid any games made by john wizard. they are shit, full of bugs, reused everything and epic "juvenile" humor.
>>
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Good night bump
>>
>>164191964
>Why on earth would you tell somebody...
Because his reasoning alone tells you he's overthinking things.
Cliches might not be original, but they're practical and full of conventional wisdom.

>The whole point of making your own game is to have it follow the rules you want
I feel like I'm explaining to my 6yo how to play with others. It might be more fun for you to make up the rules; and less for fun for people to play by them.
I think they call that the IKEA effect. A personal bias from making a thing, you think it's great and expect everyone will think it's great too.
It's hard to believe adults would lack that kind of self awareness but it happens all the time, especially in the world of self-publishing.
>>
>>164192923
I was more looking for rpg games, but those both look quite good. I'll probably buy them

That trailer song for Stray Cat Crossing reminds a lot of Sanctuary from Kingdom Hearts
https://www.youtube.com/watch?v=OB8wuGDK4Qc

>>164193881
From a quick glance not all of them seemed very bad, but I'll keep that in mind.
>>
We all know how homunculi are made, right?

How do i make cute alchemist girls collect the right materials without making a porn game?
>>
>>164198373
>googling
The materials required for the creation of the homunculus include human semen, a cow or ewe and animal blood, whilst the process includes the artificial insemination of the cow / ewe, smearing the inseminated animal’s genitals with the blood of another animal, and feeding it exclusively on the blood of another animal. The pregnant animal would eventually give birth to an unformed substance, which would then be places in a powder made of ground sunstone (a mystical phosphorescent elixir), sulphur, magnet, green tutia (a sulphate of iron) and the sap of a white willow. When the blob starts growing human skin, it would be required to be placed in a large glass or lead container for three days. After that, it has to be fed with the blood of its decapitated mother for seven days before becoming a fully-formed homunculus.

>I have no reaction image for this.
>>
>>164201932
Anyone with a basic knowledge of animal husbandry, geology, and chemistry could do that. I think there was an episode of Dirty Jobs about it.
>>
>>164204961
Yeah, but how is a girl going to get the human semen discreetly without it turning into a porn game?
>>
>>164196272
Nah man. I appreciate your massively condescending tone and all (you needn't have mentioned you have an infant; it's clear from the way you're speaking to others with totally unbased authority) but I still don't think you're right. Your entire argument is based on assumptions about his goals, plot, intended audience and how that audience will accept his game.

All you know for sure is that his game contains a kingdom, and he's unsure how he can justify blockages in the landscape in game.
>>
>>164205169
Fertility clinic?
>>
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Who else here /dev:ing all night because no friends to party with/
>>
>>164215832
I'm glad I don't have friends that drag me into parties.
>>
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>>164216050
More time for progress right?
>>
Should I get the RMDS resource pack even though I use MV? I know MV chipsets are bigger than VX ones, but other than resizing how much of a pain in the ass will it be to convert it to something usable by MV?
>>
What's the link to 1.33 in the op about? Doesn't look like a magnet one to me.
>>
>stuck trying to make something work
>take a break for a bit
>decide to try out other RPGMaker titles
>notice a few tricks employed that I hadn't even considered
>go back to game, improve with what I learned, then the new thing doesn't seem so daunting

I can't believe I waited until now to start playing others' projects.

Also
>Captcha is fireworks, while I sit at home on NYE.
>>
>>164222808
Captchas are changed for festivities. Around christmas there were many present-themed ones.
>>
>>164221091
MEGA you adorable female human
>>
>Wake up due to people already memeing with fireworks in real life
Time to play FF XIV
>>
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You are going to work hard in the upcoming year.
>>
>>164211034
Nope. They have to get it personally.
>>
You are just like a beautiful woman.
Can't leave you alone for a while.
>>
Two questions:

How complex can the animations in RPGMaker get?

And is it free?
>>
>>164237197
As complex as you want, for example walking is normally just 3 frames in either direction but you can increase that with plugins. Battle animations have a lot of frames. Also there's a 100% discount on thepiratebay.org
>>
>>164237684
Excellent. In combat, can you move and reorient sprites?
>>
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>>164215832
You have us anon, we're the only friends you need.
>>
>>164238148
Probably, I think you can do most things either in the engine, by editing the engine with scripts, or by using someone elses script who thought the same thing before you. I dunno though, I've been mapping and drawing for hundreds of hours and just recently started with combat. But I know there are a lot of different fan made plugins you can use to customize your battle system.
>>
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>>164238252
Not him but you guys are my only friends.
>>
>>164238428
Genuinely curious because I think I may sound judgemental, but do people typically do the art assets and maps before hammering out the mechanics?
>>
>>164240527
To a certain degree the art assets are independent on game mechanics. It also really depends on how far you want to stray from the default tools provided by RPG Maker; in theory you can leave all mechanics as-is and focus on forging a story with interesting characters and maps.
>>
>>164241487
Oh, sweet! I'll have to check the as-is mechanics, then. Thanks for the help, anon(or anons, I don't know how many of you there actually are)!
>>
>>164240527
That probably varies a lot, but in my case I actually started my project without any combat in mind. Then I recently decided I wanted some fighting after all. But I think in general people switch between what they're working on at any moment. If drawing gets boring you can write some dialogue, if that gets boring you can work on your battles and so on.
>>
Frohes neues Jahr!
>>
>>164237197
They're actually pretty limited.
You can't move the target around.
All animation cells have to be in front.
16 cells per frame
200 frames per animation (roughly 30secs)

Unless you have a script or a chain of common events, you can't change the Battle background - mid spell.

It's all fixed coordinates relative to a point on the target or screen. So there's no easy way do something like energy projectiles. From caster - to variable targets.
>>
Do you think describing items and spells in terms of points breaks immersion? Is that a worthwhile trade off for giving the player precise immersion?
Examples:
>Potion: Recover 100 HP.
>Magic Bolt: Deal 50 magic electric damage to an opponent
vs:
>Potion: Heals your wounds a little
>Magic Bolt: A weak bolt of lightning that strikes an enemy.
>>
>>164244754
I vastly prefer the second. Let your players figure out how much a potion heals or a spell damages by themselves.
>>
>>164243709
So no recreating Sabin's pile driver? Dang...
>>
>>164208521
You didn't bring anything to the dinner table; so either eat whats on your plate or go to bed hungry.
>>
Say the random encounters in an area of your game are flavourfully established as diseased humans that can be cured, and you could actually bother curing them in combat by casting enough "Esunas" on them, but there isn't any "healed human" counter or "please save the villagers" NPC.

Would you be bothered if the game "punished" you later on the story for killing these random encounter creatures?.
>>
>>164252848
Will there be a different result if you just run from them vs if you cure them?
>>
>>164255016
Maybe if you cured all the ones you found you could get something extra.
>>
I start my year with working on my project, I hope you do the same.
>>
>>164244754
Do the second unless there's some reason you absolutely need the numeric values spelled out.
>>
>>164252848
As long as you establish there being the option of curing them, that's perfectly fine.
>>
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Cut stats down to 3: Attack, Vitality (HP), and Luck, and renamed the "attack" stat for each character.
>>
>>164264167
What does Luck do?
>>
>>164264570
Crit and dodge chance
>>
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It's getting there! What do you think thus far? I'm going to redo the chicken coup. Still have to add to the east side a lot.

Also, happy new year!
>>
>>164267298
Needs more platforming elements to inform the player there will be more platforming later on..
>>
>>164268467
Yup, there will be a stack of fire wood they'll need to hop over. This isn't the first screen either, the first screen has plenty of stuff to jump on.
>>
>>164267298
This looks nice and comfy.
>>
Happy new years /rpgmg/
>>
>>164269039
Super duper ultra happy new year to you anon.
>>
so Im aware theres a pokemon kit for this, is there something similar for smt?
>>
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It's another year and you still haven't finished your game.
Work on your game.
>>
>>164270720
Okay doggo
>>
Do you have any New Year's resolutions? Maybe like actually working on your game?
>>
Stay alive
>>
>>164273431

I'm gonna try making a schedule so I actually get stuff done this year.
>>
https://www.youtube.com/watch?v=ii6kJaGiRaI

Music for the new year
>>
>>164275958
>Can't post my Song of the Day
O-Okay. You're the song of the day today.
>>
My New Years resolution is to work on my game


Hopefully it'll work out better then last year's resolution of losing weight.
>>
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Good night bump
I wish you all the best of luck for this year
Thread posts: 412
Thread images: 74


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