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/rpgmg/ - RPG Maker General #180

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: 748
Thread images: 159

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New Year 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:
>>163813973
>>
Hello everyone how is it going with your games
>>
>>164295619
I'm working on the menus of my game. One major common event involves (or rather should involve) moving colored rectangles around to plan your day. I'm currently trying to write scripts that allow me to do that using the game's window class.
>>
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>>164296783
This is probably still unintelligible, but pic related is what I'm trying to create. I think I figured a way to do this efficiently using Sprite as a base class for displaying the rectangles (rather than drawing all rectangles on the main window itself).
>>
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>>164296783
>>164298792
Nice, what do you mean by "plan your day" though?
I have made a little progress today btw, I made a shop. He will sell clubs, trinkets and stress balls which act as healing potions in my game.
>>
>>164299084
Resource management is one of the elements of my game. The main character can perform a series of tasks; the player needs to choose when and in which order these tasks should be done. This is the "planning phase". After this phase, the MC performs all tasks in a semi-automated fashion, and may be interrupted by random events that require player actions.
>>
Has anyone seen this Humble Bundle sale?? Just looked today and it looked pretty good. Passing on the info.

https://www.humblebundle.com/game-developer-software-bundle
>>
>>164299408
That sounds cool and complicated, good luck with it.
>>
Happy New Year bump
>>
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>>164296783
>>164298792
>>164299408
That sounds super, super cool.

>>164299084
Club merchant, brilliant!

>>164295619
I've just finished a prototype for my control prompts for mini games.
Need to see how they look in game, colors might be too gaudy for the rest but I want them to be exciting, like flashing candy.

Attached is the varying combinations that'll show on screen depending on which actions the player has available.
>>
>>164300172
Giving this a look now. I've honestly never heard of most of these, but I can definitely recommend Pyxel Edit for a dollar. I bought it for a tenner a few months ago and it's fantastic.
>>
>>164306312
I had heard about Spriter before and apparently it's really good. It's normally like $50 USD so I think for $1 that's pretty good too. Pyxel edit is looking really cool. Have you used it for RPG maker yet? I can Imagine its good for any kind of pixel editing.
>>
>>164305906
Your yellow buttons are much more subdued than the red. The flashing is barely noticeable in comparison.
>>
>>164305906
Colors are good, but as the other anon said, the yellows are not flashing as much.
>>
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>>164307523
Yeah, I've been using it for RPGMaker for a couple of months but that's not to say I'm any good, pic related, it's a game I'm making in RPGMaker atm.

>>164307727
>>164308094
You're right, I had a feeling that was the case, walked away from it for a bit, came back with fresh eyes and totally agree. Thanks!
>>
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TOMB OF FRIENDS UPDATE
I'm eating some really good candy that a friend left at my house
The demo reached 48 downloads which is pretty good! After uploading it I entered a vegetative state and just tried to regain energy, but now that I'll start working on it again I promise that I'll keep you guys updated on the future of the game
Love ya, my friends <3
>>
>>164308163
I think this looks really comfy but at first I thought those office chairs were tiny old ladies with dark gray hair tied into buns. Also the plant that is on the left in the bathroom looks like an ayy lmao. For more serious feedback the vending machines look thin as hell since the perspective on the tables is more "from above" so to say
>>
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>>164308792
Haha! I'll see what I can do about those.
This is actually an old screenshot, I didn't realise until you pointed out the vending machines- I fixed this a while back and made the machines smaller as they totally dwarfed the MC.

Could probably be thicker still, but I'll do an art pass before the end.
>>
Where can I read about linguistic phonemes I want to make up some faux mesopotamian deities, demons and spells
>>
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How high is the
>disdain
for those who use the default art assets 'round here?
>>
>>164310865
If you're not selling the game, I give zero fu-
>disdain
>>
This one's free for any of you guys who lack an idea to start

>your party is composed of things on the periodic table of elements
>>
>>164309226
Oh my, please don't mixel your pixels. The environment pixels are much larger than the pixels on the character, it looks really bad
>>
>>164312962
I know all about the problems with mixels, and you can rest assured before release it'll be fixel'd
>>
>>164308708
What great news to start the year.
Really looking forward to the full game!
>>
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>>164312962
But mixels were great!
>>
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>>164312307
How bad is it that I was immediately reminded of Metall/u/rgy when you posted that?
>>
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Boss Room and Battler image done!
>>
>>164315262
Looks nice
>>
>>164315262
Nice.
>>
>just found out "mick" used to be a slur against Irish people

I guess I have to rename my MC now. Booo.
>>
>>164323649
Wait, what?
>>
>>164323839

Yeah, that's some obscure shit, not really relevant at all anymore. That having been said, it wasn't super sticking as a name, and this is just another reason to change it I guess.
>>
>>164315262
Looks great.
>>
>>164324578
Make your MC Irish. Change his last name to O'Grady.
>>
>>164326115
Mick O'Grady, the Irish Cop.
>>
>>164326670
And the police force secretly hates Mick's guts but he's so good that if they let him go, the town would be rife with crime. Not only that, but they might face his devilish vengeance.
>>
Even in death I still bump
>>
>>164310865

Don't give a shit. An' if anyone tells you you're shit for using the out of the box stuff, tell 'em they can go fuck themselves.

Not everyone is an artist. When you draw like crap and use that as an asset, it is not endearing, brave or innovative, it's making your game look like shit.

That being said, if you're going to use basic, at least edit it enough to make the damn objects sit comfortably against the walls instead of a foot away from them. That's just common decency with which you'll not insult me.
>>
>>164310865
Sorry anon, but I care. If you're bad at art, then you can use that in your favor to make a joke game, or at least use references to make your art suck less... but it's much better to use your custom assets because it shows you've actually put effort on your game, and even if the results of your effort suck, the effort itself is valuable and would motivate me to keep playing.
>>
Alive
>>
>>164308163
Nice. I think I'm going to get the bundle. But I don't know if it's worth spending the extra $9 for all the other stuff. I guess having the extra assets could save time if I wanted to make other games with other engines.
>>
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It's almost done. This map is missing all of the NPCS. There will be little bees flying around the sunflowers, worms wriggling by the garden that you can fight, the blank area to the right of the tree is where a cow will be with her calf will be walkin around. The stump to the left of the tree has a squirrel that likes to lift weights and challenges you to a mini game.

Goal is to have 1hr demo out in 1 week, 2 weeks tops.

>>164310865
Though there is nothing wrong with using the default RTP, I highly suggest you go on the adventure of developing your music/art skills. Not only is it fun, but it gives your game a style that you developed! I'm far from a good pixel artist, but I have a great time and I hope everyone will enjoy my game when it's done.
>>
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Work on your game Onii-chan
>>
>>164339640

No! I'm too tired!
>>
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>>164343726
>>
>>164344036

Nee-chan, if you shoot me, the game will never be made. Put the gun down.
>>
>>164339640
I've made some okay progress
>>
>>164344697
Stupid Onee-chan, I just want to help you to stay motivated so you can reach your dreams one day.
>>
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>>164349745
No bully
>>
>tfw you realize your project would sell better if it was porn
>>
>>164349745
SPEAR! SPEAR!
>>
>>164349745

Was it rape?
>>
Is your MC cute?
>>
Is this general still the "Project Never Finished"?
>>
>>164358518
My project will be finished one day.
>>
>>164357098
He's based off me. So, even if he were cute, his big mouth would make him pretty un-cute in a hurry
>>
Is there anything I should get from the steam sale? Maybe a RPG one of you guys made? I want to play something instead of nodev.
>>
>>164361617
DashBored is from here and really cheap right now.
IIRC Celia's Quest is also from here but not reduced.
>>
>>164357098
It's a cute animal
>>
My game is similar to Rune Factory except you can have harem.
>>
>>164362956
I already like your game.
>>
>>164357098

You never see the player character's face but the actual main character is kind of cute, he's a plaid-wearing skeleton for most of the game.
>>
>>164362956
Happy, willing harem? Or enslaved/hypnotized harem?
>>
>>164364216
Happy willing harem but
1. You have to raise the affection really high compared to monogamy.
2. It is considered cheating if you try dating someone else after confessing, that's why you confess to all of them at the same time.
>>
How long should a random encounter take? A single round and it feels like a waste of a screen transition. Too long and exploring becomes excruciating.
>>
>>164364932
>random encounter
Drop it and change to on-screen event that chase you.
>>
>>164365201
Okay, forget the word "random." How long should encounters take in general? I want them to be long enough that it feels worth it to use DoT and HoT spells, but I also don't want fights to automatically be a few turns longer just to get all your buffs and debuffs active.
>>
>>164365424
>" How long should encounters take in general?
Less than a minute.
Maybe 5 turns max.
>>
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Good night bump
Please don't die again
>>
>>164365424
Make sure battle flows fast.
I hate all the wait that happens in between turns.
>>
>>164337252
Are you planning on putting it up on steam?
>>
My turn based game is gonna have those certain overworld enemies that instakill you when you get grabbed by them in dark and scary rooms with a sound that sounds like insects crawling about+a certain sound made by taking in air with the mouth and nose at the same time

and you can't do anything to stop me
>>
>>164332493

I dont understand this point of view. Using rtp does not mean any lack of effort or diligence towards making their own game on their part. This idea that you have to make your assets to stand out is stupid, especially if your own self made assets look like crap.
>>
>>164372537
It won't change the fact that many people associate rtp with crap due to the shitload of shovelware that edgy teens release. People aren't always rational and first impressions sway their view.
>>
>>164373857

That's true, I can readily admit that. Still, we are supposed to be cut above the edgy crowd here. We ought temper our expectations accordingly.
>>
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So is the kid tab in the CG just fucked or is currently proof of concept right now?
>>
Don't die on me.
>>
>>164376791
Buy DLC for the parts I guess?
>>
>>164353212
Would it, though?
Regular game:
>upload to itch. Io
>spam links around
>get feedback
>get shared on social media
>develop small fanbase

Lewd version of the same game:
>can't put on that site
>put on dlsite instead
>spam links around
>one guy from 4chan buys it
>uploads it to mega for /hgg2d/
>not social media friendly
>not lets play friendly
>not steam friendly
>nobody will publicly own or talk about it, outside of Hong fire, who'll also provide a torrent

Not all its cracked up to be.
>>
I just flushed a bunch of earwax out of my right ear, and now things sound really loud.
>>
>you have to buy the program before releasing your game to the masses
fug
>>
Where do you fags get your resources? Are there any hidden gem sites out there, aside from RPGMweb and rpgmakermv.co? RPG Maker Central used to be pretty active back before MV came out but since then it's pretty much dead. There used to be tons of little websites with good resources that weren't on the official site back during the XP/VX/VXA era but there just doesn't seem to be much out there for MV, which is disappointing.
>>
>>164381826
It's literally on sale right now, what are you waiting for?
>>
>>164381826
I'll just release it here.
I don't need recognition.
I need my game completed first.
>>
>>164382216
I'm incredibly uncomfortable using other people's resources. It's gotta be either my own shit or RTP for me.
>>
>>164384335

Yeah, some 100% custom resources usually clash badly with RTP and RTP edits, which is what I'm using. But there are some really good transformative RTP edits out there.
>>
>>164383775
I'd rather complete my game and then buy it.
>>
>>164385704
Fair enough, it's only 50% off on steam anyways and I think it was cheaper when I bought it a couple months ago. 80% or something like that.
>>
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Y'all making progress? I made 4 maps for the first dungeon. Since Commons' got a rework, I had to rework the sewer layout too, though I decided against calling it a sewer. Not a society that'd have it. It's Waterway now. I need like... 2-4 smaller rooms now, for smaller areas and such. Will have to edit the tileset some, I don't need stone pillars for the waterway and I could use some cracks and such. Not a place that'd have a lot of clutter, but smaller rooms I think I'll clutter up a bit since folk might have hid out, smuggled shit, etc in them.

Pic related, for the main area. The doorways are placeholders.
>>
>>164381794
That's the best isn't it? Feels like upgrading to HD for the rest if the day! Enjoy.
>>
>>164372537
>>164373857

It's not just a matter of associating RTP with edgy teen games. RTP is used in so many games that it won't make your characters or environment as memorable as you'd like them to be, because people can see the same resources in other games, so there is nothing special to your game at all, regardless of how good the RTP looks. And given how important graphics are to determine the feel of your game, that alone is enough to put me off from playing it. The only people who won't find a problem is those who never saw RTP or RPG Maker before, but most people will immediately recognize it, and those who don't will eventually do.

You can still use RTP for a few things, but you shouldn't use it for your entire game. The only exceptions are simple games or games that you're making to practice, but if you plan to release a standalone game that is good on its own terms, then make your own graphic assets. If people can figure out that your game is made on a specific engine by simply looking at things in-game, that's not a good signal.
>>
>>164389578
This to be honest. I don't want to sound shallow, and I don't hate folk who use rtp, but it colors my judgement of their game if they release it that way.
In no other community would it be acceptable to make a game entirely from prefabs.

Its cool the resources are built in, but they are there because you couldn't sell the software as an all in one without it.
>>
>>164389939
>>164389578

You do sound shallow. Both of you, for that matter. Suppose it's just a matter of opinions clashing. I wouldn't care, because I can understand why people use it. Like I said before, if you're making your own assets and they look like shit, then you're not doing anyone a favour by "standing out", least of all yourself.
>>
>>164390342
Using RTP for the whole game because you suck at art isn't acceptable either. If you don't want it to look like the typical generic RPG Maker game, then you need to either git gud at art, hire an artist, or if it's really needed, use resources from other people that aren't the default ones.
>>
>>164391885

>hire an artist

Here comes all the nodevs to cry about how art is too expensive to commission
>>
>>164381595
Why not both?

>Lewd first game (since everyone tells you to make your first game free)
>Acquire large fanbase
>Less-lewd second game that gets sold
>>
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>People talk about how RTP is fine while I plan a game with full created custom art and enough drawn scenes that some may think it could be a VN
>>
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>>164389145
It looks nice. I'm actually working on my first dungeon too. What do you think of this song I made for it, it's not been mixed properly but the melodies are there.
https://soundcloud.com/jim-malmstr-m/comfy
>>
Are combat useless (characters that give useful passive perks like extra gold or xp, or skills that are out of combat like heals or something, who what nothing special for combat) characters still a thing in rpgs of this generation?
>>
>>164395686
No one enjoys grinding and everyone loves Rise Kujikawa, so go for it.
>>
>>164394607
>>164395686

Am I having deja vu? I swear I've seen these posts before
>>
>>164365424
This was something I recently changed in my game. Battle animations were way too long and I sped everything up drastically. One battle animation is no longer over 2 seconds, most are 1. I cannot tell you how much better it feels. You can get a few more turns in this way while making sure battles are a decent enough length to seem meaningful.

Though I disliked FFX for its characters, the battle system was astounding and I could never really figure out why, the speed of responses and animations is why. Try it out! There is also an option in Yanfly to just speed up everything in the battle by a factor and that helps too!
>>
>>164370393
The game will be released on steam for cheap. I'm giving a % of the proceeds to no-kill animal shelters and no-cost veterinary clinics. The goal here is to get enough money to hire a small team to help with my next game, I do not plan on making money on this.

Everyone in this thread will get a free copy :)
>>
>>164402421
>Everyone in this thread will get a free copy :)
You are a good man.
>>
>>164402943
If it wasn't for this thread, I probably wouldn't have half of the determination to push on, regardless of IRL circumstances. All of the memes about finishing your game, the constant nagging of progress, it feeds me. Something about everyone struggling together makes me want to complete my game even more. I want to encourage everyone in this small little general to see their goals through to completion. Almost all of the ideas here are amazing and have every right to exist, and should exist. I only hope that, once released, my game will inspire people to see the capabilities of RPGMaker. I think it'd be criminal to ask for $$$ after all that this community has done for me.
>>
>>164403770
I know exactly how you feel, I also want all of us to make it.
>>
>>164394549
Why would the fanbase of a lewd game come together to support your future legit work?

Also, in order to do this you'd need to keep the same dev name and everything. I don't really want my lewd first game associated with me in real life.

I'm arguing against it, but I really am looking for a way I can do exactly this.
>>
>>164394549
How about a middle ground with non-lewd waifus?
>>
>>164403770
>Something about everyone struggling together makes me want to complete my game even more.

Yeah dude, I feel the same. It's really nice seeing the games that stand out getting ahead with their game and actually looking forward to playing their stuff.
>>
>>164407961
My answer to that is; do you have a new Steel Zeroes demo ready yet or what?
>>
>>164408050
Wrong anon.
>>
>>164390342
I can accept that, and I totally agree with your logic about shit art not doing you any favours.

There are projects using stock assets that have had a lot of effort put into them in other areas- the guy in here using RTP but developing an incredibly complex FFT-esque battle system for example, but those are rare.

It sounds like the original RTP question anon is looking for permission to not bother with art, and he's totally free to, but they need to understand that a lot of people, like me, won't waste their time.

Like I said before- In no other community would it be acceptable to make a game entirely from prefabs.
>>
Started really getting into Ableton today. I bought some Udemy courses so I'm getting better and I can feel it. Still don't know much about mixing though. I need to work on it. This is something I came up with. Would you like this as a song on the title screen?

https://soundcloud.com/mrmichaelgomez/intro-game-loop-v2
>>
>Tfw you have a problem, the script looks perfect and you throw your hands up and curse the buggy program
>tfw after poring through every single letter you find the too-inclusive flaw that stops your script from progressing because it keeps resetting it to the same early stage

Fucking breakthrough of the century lads.
How about you, gotten over any humps or stumps lately?
>>
>>164410678
>when the snare comes in syncopated to what my brain was following, forcing me to flip it up in the air and catch it again.

10/10, whether intentional or no, little concepts like that are my jam.
>>
>>164410678
I like it, though in my personal subjective opinion you could be bolder and try to make it stand out more if you want to have it as a title theme, with a lead of some sort since it's just chords atm. I would not mind this as background music for walking around some kind of supermarket in outer space though.
>>
>>164395518

Sorry anon, I hadn't had a chance to listen till now. I'm not all that versed in music making, but I like it. A stray though that occured to me. Since you're making this prahistoric stuff, perhaps keeping tracks thematically simple would work in your favor. Perhaps include more complex ones when shit is going down.
>>
>>164394607
It's just one guy. Even if the custom tiles look worse than the default ones after playing a dozen rpg maker games they really get repetetive and I can't see them anymore. It's always better to do your own thing.
>>
Give me your random ideas to spice up a turn-based gameplay.
>>
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What do you anons think of banana sticks?
>>
>>164394607
Other people not bothering their arse doesn't devalue your actual effort. The guys saying rtp is fine are the guys using it extensively.
>>
>>164417827
Make it real time.
With pause.
>>
>>164418113
Feels a but contrived, but the lets play lefties will adore it
>>
>>164416684
Thanks for feedback, I've thought about it, in the caveman town I have some really basic age of empires 1 sounding shit with bongos and flutes that I felt were better fitting overall. I'll see if I can't ooga boog-ify this song too. There's a part later in the game where you get abducted by ayy lmaos where I think the more modern songs like this would fit better.
>>
>>164418263
Well he was rather spontaneously created after watching Rocky Horror Picture Show.
>>
Arise my thread
>>
>>164410975
Thanks man! I kind of made it like that on purpose but I didn't realize how cool it was until you pointed it out.

>>164411370
I actually did just that in this new version. I tried really hard to come up with a neat melody that isn't the same thing over and over again. Also I hoped that it might be catchy. Haha, at first all I could think about was the PS1 intro sound. That's what the pad sound is somewhat inspired by. Definitely feel the outer space

https://soundcloud.com/mrmichaelgomez/intro-game-loop-v3
>>
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I don't have the patience to continue this. Here. My very first pixel art work. I was curious if I'd be able to pull it off.
>>
>>164423441
Is it supposed to be a side view?
>>
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>>164424274

No fuckin' idea pal. I fucked around with the trunk more. I can't get the trunk to work properly.

Ideally, the tree ought be used for forests? Like showed in the pic related.
>>
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>>164424274
>>164425880

Geh, the damn map is so friggin' small. Here, take the v2. I'm off to bed. Leave any feedback here if you'd like, I'll read it tomorrow.
>>
>>164426107
I'll hop on gimp real quick and see if i can help.
What exactly doesn't work? The look of it on the map or characters can walk through it?
>>
>>164426868

Oh, I just feel that the trunk is not colored properly. I've no issue with the look of it on the map and such, I've not even tried adjusting it for basic rtp compatibility. Just all this talk of making your own assets compelled me to try my hand at making something. I've literally never done pixel art in my life and haven't really looked at any tutorials sans that very basic one a few weeks back.

If you've more experience than I, I'll be happy to hear suggestions as to how to improve. Honestly, I like the leaves, but the trunk colors don't seem to blend well I guess. At least, I've such a feeling when I look at it. Something to work on when I wake up, I suppose.
>>
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>>164427310
For never having done pixel art, this is pretty good. This is my first work by comparison, note how shit it is.

Keep at it man.
>>
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>>164427310
I've never really done much work on pixel assets. I think maybe adding a shadow to the tree will help? I added a picture of what it might look like. You can use it and see. I know all the RTP assets have some shadows to them and that makes them realistic.

You sound like you have an eye for what you're looking for which is very good. If you can spot the bad things, you can spot the good things.
>>
Stop dying while I work out Thread-chan
>>
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>>164423441
Maybe some shading like this to make the leaves look less flat?
>>
I command you to work on your game.
>>
>>164434232
But i'm busy trying to find lewd twine games that aren't shit
>>
>>164434331
First the work and then your lewd shenanigans Anon.
>>
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>>164434232
I'm working, I promise!

Will probably make the deadline for a demo in 6 days.
>>
>>164408050
Sometime later this year, anon.
>>
>>164435452
What a cultivated bunny that is.
I really like your art style, it's very charming and comfy.
>>
>>164435452
That painting looks familiar...
>>
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Well, /rpgmg/, my New Years Resolution is to stay away from 4chan, and I think I'm going to do just fine managing that.

While I doubt anyone cares, there won't be any more Song of the Days coming from me. Someone else can take up that mantle if they wish (this thread always needs excuses to bump, after all). This is also probably the end of Project Overlord, my sRPG. Remember folks, you can do practically anything with rpg maker. While I never got around to making a proper UI, the guts of the combat was fully functional, and the only script I ever needed was a pathfinding one for AI movement. The engine is far less limiting than you think. There is nothing holding you back from your game, anons. Good luck.

Final Song of the Day:
https://www.youtube.com/watch?v=KDxJlW6cxRk

Farewell, /rpgmg/.

And by that, I mean see you next week.
>>
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>>164437575
Oh, and I'll be dumping a bunch of shit I found to be really useful in learning how to use script calls. Mostly just experiments that eventually became core functions, things that made the sRPG system a cinche, even with its Line of Sight function, inventory system built from scratch, the threat-based AI, and so on.

For RPG Maker MV, in particular.
>>
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>>164435762
Thanks :)

>>164437010
Pretty sure it's in the public domain, if I'm wrong I'm sure some European guy will sue me.

>>164437575
This anon is right, RPGMaker is pretty powerful if you get into it. Please don't go anon!
>>
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>>164437575
I will miss you, your songs and your project Anon.
>>
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>>
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And finished.
>>
>>164437575
See you next week
>>
How do you feel about alternative/bad ends?
>>
>>164444291
Love them, especially if they are meaningful. Blew my mind as a kid choosing to ally with the Dragon King in DQ1.
>>
>>164444562
Well, this end only occurs if the player fucks up during a very important event and while nothing too major happens to him it affects the party pretty badly.

I haven't played DQ1, what happens if you side with him?
>>
>>164445510
It's only a game over with very little dialog. In my game you can ally with the enemy and for the rest of the game you're doing bad shit. It makes the play through end much quicker than the real quest, but I think it's a nice little addition.
>>
bumo
>>
>>164444291
A bad ending can be incredible, and would probably replay it for the multiple endings.
>>
>>164445510
>I haven't played DQ1, what happens if you side with him?
You wake up at the nearby inn, swearing it was a bad dream
>>
>>164444291
It is a dangerous thing, anon.

Players like the idea of a bad end being possible but not actually getting it themselves.

The only time a bad ending works is when it's satisfying enough to give closure or allows you to keep working towards the good ending immediately.
>>
>>164444291
If I can immediately revert the decision that led to the bad end, it's fine. But if I have to start the whole game over because I made a mistake, I'll probably just quit.
>>
>>164444291
There are definitely ways to do it badly.

There's a game where there's alternate endings for every chapter where you win the "unbeatable fight" and you have to start over on NG+.

The game was good, but I couldn't handle the tedium of going back to the prologue and slogging through the story of the easier chapters 10+ times for every ending.

Bad ends depend on how much you have to do to fix said ending to reach a better one. A bad end near the start of the game that goes to NG+ is more tolerable than a bad end that's at or near the endgame that does the same. If there's a bad end at the very end, there better be a way to actually achieve a good or neutral ending without having to completely start over.

There's one game that has a "Bad End" that happens after where the normal end is supposed to stop, but it's actually the Good Ending because if how the main character perceives themself as "Evil" and the rest of the world as "Good".
>>
>>164452967
>>164453163
>>164455336
>>164456506
>>164456852
Alright, thank you guys for your input.
I'll make sure to have a save point a few minutes before the player gets to that event so he wouldn't have to replay too much.
>>
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Good night bump
>>
>>164410837
I've been doing similar the past week. Staring and staring at the scripts until suddenly things click.
>>
Sorry I don't frequent this general.

Anyhow can anyone recommend a free tileset or two for a modern day city with a grungy feel? Celianna's Futuristic Tiles looked exactly what I wanted but it costs >money.
I'm not making money off of my game, nor do I intend to, so I'd rather not buy tilesets. Already bought rpg maker.

I like to use tilesets as a base, I know some of you probably dislike them.
>>
Hi friends. I've been taking on extra hours at my day job and haven't had much time to work on my game, but I'm still working on it when I can! Please understand.
>>
>>164376791
Sauce?
>>
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I could not leave the well enough alone. I got lost in pixels at one point, but it still came out relatively better than the one before.
>>
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>>164465972

A touch doctored in GIMP, this version.
>>
>Want to do a porn rpg game on the side just for shits and giggles
>Can't draw
>Only way to get others to draw adult shit is to pay
>Don't wanna pay for a side project that im not selling

:/
>>
>>164466867
Screenshot your favorite porns and trace over them
>>
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What progress have you made today anons?

>Made a couple of buildings and their interiors with all events done, still need to do parallax
>Got my Child Count working properly even though a little clunky, still need to revise
>Drafted up some more character quests
>>
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>>164468407
Is that a bank? Looks pretty comfy. I'm working on this new critter that is encountered in my first dungeon, and I think I will make it into a vehicle/mount aswell. They live underground and lay eggs which they protect with their lives if you go near them.
>>
>>164468407
Yeesh. Why is the contrast on the rug and wood tiles so large.
>>
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>>164469267
Cute!

>>164468407
Currently working on sprites for NPCs, this is the most recent one
>>
>>164468407
got internet in my new apartment. I call that progress enough for now, might do real work later
>>
>>164364932
Generally I feel encounters should be as short as possible. Being able to finish in one round if you know what you're doing and do it well is a good thing. But this should also work in reverse, where enemies hit hard and fucking up is costly.
>>
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Time for Anon's COOL Advice!

If you want to make a COOL final boss, it must have

1)One eye cloaked in shadow
2)Abilities similar to yours, but also their own, strong ones
3)Some kind of scarf, or cape. If it rains, it's even better.
4)Some orifice from where colored energy can flow from.
5)A "slow to use and moderately easy to dodge but reduce health to 1" move
6)Smirking when it holds the advantage

That is all for today's Anon's COOL Advice
>>
>>164395518
It's catchy, but it sounds very modern in contrast with the graphics and setting of the game. I don't know if that's necessarily a bad thing, but it's the impression I get.
>>
>>164473667
more
>>
>>164471306
Maybe for unimportant fights. The thing with kill-or-be-killed rocket tag gameplay in RPGs is that it incentivizes pumping all of your skill points/effort values/whatever into initiative and power so you can sweep the opposing team (cf. Bravest Bird).

Rocket tag works in FPSs and action games because you need twitch reflexes and precision to score hits and avoid dying, but you can generally take your time in RPGs (unless you're using an ABS).

For more serious boss fights, I'd add some resistances and meat to incentivize more careful tactics, as well as more one-sided damage/level scaling. One-shotting bosses seems impressive at first, but it gets boring when you can just press A to win.
>>
>>164475489
He was asking about random encounters. No one is talking about one-shotting bosses.
>>
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Made a grass tile. In need of volunteers to test it. Also, advice on making the pattern less noticeable.
>>
>>164476521
OK, that makes sense. Fuck random encounters anyway.
>>
>>164476919
Reducing pallette contrast should help in making it less noticeable.
>>
>>164467165
Not him but this give me idea.
Thank you anon.
>>
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Any idea what might cause all background sounds to stop working overnight without me changing anything to my knowledge?
>>
>>164481052
Some Plug In that stopped working/being read properly for reasons. Maybe the thing that caused it to stop working wasn't the last thing you did, but it had already stopped working, but the Caché of your computer was still interpreting the original sound files.
>>
>>164482878
Even with all my plugins off, BGS still don't play. They work fine in the sound tester but not ingame. Tfw I'm not sure what to do
>>
>>164483219
Maybe something in your computer like a removed codec or a change in your browser. Try opening a new project and see if it persists
>>
>>164481052

Sounds silly but check all of your sound options. Make sure your hardware is plugged in and make sure nothing is muted in software.
>>
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>>164484016
>>164483875
Jesus christ you guys I am retarded. I had literally turned down the BGS volume in the game options yesterday while playing and it was still set to 0 today which is why no sound was playing. Thanks for the help though.
>>
>>164484374
kek. Well I'm glad you figured it out, anon!
>>
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>>164476919
Looks alright- zooming out betrays a grid-like pattern, but up close looks pretty nice, if a little busy for my tastes.

What are you using?
>>
>>164486851

Used Asprite. I tried Piskel, but its difficult to get used to. Ended up using Asprite. Though I touched things up with GIMP once I'm done, the saturation/hue a bit.

Yeah, the grid like pattern annoys me a bit. Unsure how to do away with it. Perhaps I ought make more foliage on the grid border, so that it fills that area up and makes it less noticeable, I guess?
>>
>>164487039

different anon here, you should check out the humble bundle this month. It has Spriter Pro and Pyxel Edit for both $1. They might not be what you need right now but they are powerful tools and it's nice to have a few programs to choose from if one can't do something.

https://www.humblebundle.com/game-developer-software-bundle
>>
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>>164487039
>>164487446
Seconding the vote for 1$ pyxel.

Regarding touching up in GIMP afterward, I'm not familiar with Asprite but does it not utilize layers and transparency?

I tint everything uniformly with mostly-transparent layers set to blend by Difference
>>
Does anyone by any chance know how to make the default highlight cursor from Window_Selectable have a higher z coordinate?
>>
What do you guys thing about these magic words?
Arast
Eth
Ophir
Uman
Iah

Spells would have names like:
Ophir!
Uman Ophir!
Arast Uman Ophir!

With a total of 85 possible combinations of magic words that result in a total of 55 different spells of varying power. Could you memorize at least a dozen of them?
Also, the words mean: Flesh, Memory, Soul, Power and Emotion. Could you associate each word with one of these concepts?
>>
>>164489906

I like the sound of that idea. How does the player learn the magical words? Also what's the interface to use them? Lastly, does the player learn what they actually mean or do they figure it out based on using the word a few times and through combining it with other words?
>>
>>164489906
They all start with vowels. Is it intentional?
It's a neat concept, how would you combine them in-game?
>>
>>164489906
People managed Megami Tensei's mafucklao naming system, so why not? Introduce them at a slow trickle, I imagine it'll work out fine.
>>
>>164489906
I wanted to argue that people quoted FUS RO DAH all the time, but that's only because it was in the trailer for the game.
People quoted the equal-space version of the trailer; it's pronounced differently in game itself)

I remember the Final Fantasy spells like Fire, Fira, Firaga because they were formulaic while still being fairly flavorful.

Truthfully I find it hard to draw parallels between the words and the concepts stated. If I had to guess:

Arast: Power - because it sounds like a curse you'd shout
Eth: Soul, because I guess it's like Ether (upper air?)
Ophir: Sounds like Ass Creed's uncle. I'll guess Memory.
Uman: Flesh, because Human?

so the spells are:
KEBAB!
FLESH KEBAB!
POWERFUL FLESH KEBAB!
>>
>>164489906

It's not super convenient for the player, so if you do want to go for such flavor-y names make sure that your menu and descriptions are very clear about what does what.

Also, make sure you're super consistent on prefixes, suffixes, etc.
>>
>>164487446
>>164488973

Im broke at the moment. Like full on, so that'll have to wait.

It does I think, but Im still learning my way around it.
>>
>>164491579

Or actually, since it seems you can combine them in whatever order, it sounds really confusing? Are "Uman Ophir" and "Ophir Uman" super different? What about three word combinations? Is there a difference between "Ophir Uman Iah" and "Ophir Iah Uman?"

I don't know your full system, but I think it would be easier to have a group of base words, and then a group of add-on words that modify the spells. Like adjective-noun rather than noun-noun. Especially because the words have English equivalents, so if you translated a longer spell you'd be looking at your characters yelling "Memory Flesh Emotion" as an attack. Just my 2 cents! It sounds like a really cool and fun system.
>>
>>164489906
Overall I don't think I would enjoy a game with a system like this. My personal bugbear is unnecessary lore choices distancing me from instant understanding.

Rather than asking you what these words bring to the game, I guess I'd rather phrase it as; what would be lost by removing them and using, for instance, archaic or rare 'real' words for each of these?

I think even latin / neighbouring language corruptions would be more intuitive.

I know there is a type of player who will invest in a videogame's lore enough to bother learning the intricacies of how a reinvented wheel rolls, but for everybody else it'll be a hurdle.

Feel free to disregard my input though, I've only recently realised I really dislike 99/100 magic implementations in media, and I can't be certain that's not skewing my opinion.
>>
>>164492228
Post an email address (you can delete your post later) and a picture of some other work so I know it's you and not an opportunistic lurker, and I'll send you a Pyxel Edit key, if you want one, that is.
>>
>>164492371
I'm curious. How DO you like your magic implemented, then?
>>
>>164489906
I always think I want a system like that, like a spell crafting system, but it always ends up that after a few hours everything is either too weak to bother with or I find a spell that I consider so broken that I coast through the rest of the game with it and miss 90% of other spells.

It's not going to be massively fun to try balancing a 3-point combination of spells unless they're going to work in a basic way like :

Part 1 - 60% x effect
Part 2 - 30% y effect
Part 3 - 10% z effect

So it does 20 earth damage, heals 10 and boosts evasiveness by 3%.

and that's just boring and anti-game.
>>
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>>164489906
http://nier.wikia.com/wiki/Words
>>
>>164490265
>I like the sound of that idea. How does the player learn the magical words?
An agonizing demon hunter/priest (or maybe dad?) teaches the main characters the words at the start of the game and gives him a talisman to channel them. Maybe they'll play a role in the intro too.
>Also what's the interface to use them?
Plain old shitty menu list for now. I'll probably need to improve it, though.
>Lastly, does the player learn what they actually mean or do they figure it out based on using the word a few times and through combining it with other words?
It will be infodumped on him, sadly. At least the way the current story plays out.

>>164490592
>They all start with vowels. Is it intentional?
Yes. I think they flow better into each other that way
>It's a neat concept, how would you combine them in-game?
http://ffxiv.consolegameswiki.com/wiki/Ninjutsu
A bit more annoying, though, because you'd have to use CTB and menus to choose each word you cast.
Basically: Your menu goes:
Attack: Deals damage and "Senses" the identity enemy (who begins the fight hidden inside some human body)
Focus: Arast, Eth, Ophir, Uman, Iah
Release: Launches a spell based on the last three Words you picked.

There are no items or blocks. But Ophir + Release gives you immunity to magical attacks for a turn and Uman+Release boost your Defenses and Attack for a turn.

>>164490662
>Introduce them at a slow trickle,
All the words will be introduced at once, but you won't be able to create combinations auntil you reach level 10, and 3-word combinations will fail until level 15 (and the game will eb over before you reach level 20, probably).

>>164491250
1 out of 5, I guess is pretty bad. Ophir is Memory. Arast is Flesh, Eth is Emotion, Uman is Power and Iah is Soul.

Would it be easier to memorize them if they all started with different letters?

>>164491579
That is an issue. Menu descriptions won't be very useful. It is all about remembering stuff under stressful situations.
>>
>>164494591
The few times I like Fantasy, it's low fantasy.
It's more to do with its whole place in the universe.

A complex magical system like this tells me that magic is part of everyday life to some degree- if the player was some sort of magic man in a world of relative normies, he wouldn't need a 3-point spell chanting system to put the shits up them or take care of business, so I'm guessing everybody has some magic about them, right?

This is the kind of magic system I feel is totally unthinking and devoid of any actual magic, despite being the default for modern fantasy.

I like magic to be rare and simple in the way it manifests itself, and its uses to be direct and self-serving.
If something has a weakness to fire, it better be because it's a flammable thing, and not because it's plotted in the wrong place of yet another 'rock-paper-scissors' elemental mechanic.

If I have an old man throw a fireball, it's going to look like a ball of fire and set things on fire, make him a fucking hazard in the eyes of any spectators.
It's not going to emanate heartagrams, invert the screen, chant ethereal and explode, dealling 600 hell damage to enemies tagged with that weakness.

I'm not saying your game is going to be like that, I'm just saying it'll be a real rarity if it's not.
>>
How's your progress?
Today I:

- managed to get the default cursor to home on custom menu sprites, but it was below them
- found out the cursor is made in the hidden Window class of RGSS3
- realized that it doesn't have an independent z coordinate, tying it to the window
- gave up trying to modify the default cursor and started making a custom one
>>
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>>164492685
>>
How does this concept sound?
Bounty Hunting through time.

The game revolves around 3 different characters through 3 different time periods.

The first is the typical western bounty hunter from the time period where all westerns take place. You hunt outlaws through a variety of enviorments. Think sunset riders but as an rpg.

The next will be the medieval era hunter where you go after the stereotypical bandits, corrupt clergymen and such through castle dungeons, and a pirate ship at one point or two. Horseback too, again!

The final is a more modern day hunter where you track down druglords or human trafficking lords and get into those lovely gunfights through warehouses, on private boats, and maybe in a high speed chase.

I want the game to be really really open. Players can travel between the timelines at will and there will be no REQUIRED order for MOST of the contracts you're given. There will be a recommended order due to difficulty, but I don't want to restrict players to this.
Of course there will probably be like 1 tutorial hunt for each timeline before you're allowed total freedom.

For each time period there will be about 10 contract quests unlocked from the start. And 5 from each period that you can unlock.

How you may ask? Through a combination of doing certain open quests and exploring a medium sized open world for each time period. This open world will include little secrets here and there the player can find to learn about the L O R E of all the worlds, and perhaps how these bounty huntings all relate to one another, even through the different time periods.

And finally adding to the freedom I want people to have, we would strive to make the quests repeatable (More than one way to beat them). While out in the open world as well you could probably find random enemies, and instead of just killing them off you actually have the option to capturing them, even though they're not contracted. By doing so you'll get money depending on the enemy....
>>
>>164498242
...And you might actually stumble upon something that unlocks another contract for you.

I'm taking inspiration from a lot of things. Sunset riders, TONS of rpg games, and even Monster Hunter.

I'd be working with it with someone else, so there'd be less chance of me just abandoning it at one point.

I don't expect it to take any less time than a year to get out there.

Thoughts? My partner is already doodling up concept art.
>>
>>164492279
"Ophir Uman" and "Uman Ophir" do have different effects. "Ophir Iah Uman" and "Uman Iah Ophir" have the same effect that is different from "Ophir Uman Iah". Is this too weird? The issue is that I need a lot of flexibility at "Two Word combinations" because it is probably what the player would use most often and 10 effects doesn't cut it, but on the other hand 60 effects for the spells that take longest to cast is far too much).

Adjective Noun format doesn't work with the type of flexible grammar, though. Especially went you want to keep chanting.

>>164492371
I started with Latin corruptions (affectus, corpus, anima, memoriae, potestas), but their meaning was a bit too clear, which doesn't work well because as the other anon said, all the words are nouns and I need to make them feel like "concepts", so I went for Egyptian corruptions. And ones that are not very related to their Egyptian definition because I wanted all the magic words to start with Vowels.

>>164494690
For now, it does look like balancing the 3-point spells is going to be the bane of the battle system, but testing the idea is precisely the point of the game so I don't want to dismiss it yet.
>>
>>164498460
>>164498242
I am not sure about what time traveling contributes to the story at all. You'd basically just have to spend 3 times the resources (in writing, art and dungeon design) to get something that amounts to the same bounty hunter experience re-skinned 3 times.

And given the limited resources of Indie devs, that sort of thing means your Western world, Modern world and Medieval world all end up 3 times more shallow than they could be if you just focused all your effort in fleshing them out. desu
>>
>The game revolves around 3 different characters through 3 different time periods.

Why, exactly?
From the description it sounds like 3 games in the same genre, with different settings?
>>
>>164499301
Literally because we were arguing between which was better. I thought western, he thought medieval. Modern kinda just got thrown in there after we thought Porque no los dos?

Outside opinions are nice. If we had to limit it to one of those settings, which would you choose?
>>
>>164492685

I'm grateful, but I'm stuck on mob right now. Will post tomorrow.
>>
>>164499535
Hoinh by popular opinion is probably not the best choice, IMO. Try making a list of Pros and Cons to see what suits your game best:
Western:
Pro: Not used very often.
Pro: Bounty hunting is a given of the setting.
Con: Magic is hard to excuse.

Medieval:
Pro: Magic is a given.
Con: Setting most common for RPGs.

Then try thinking about some mechanical implementations of your bounty hunting system. Like do you want the player to apprehend the criminals? If so, what are some interesting ideas to capture enemies in combat that you have? Getting their HP to 0? Weakening them and then capturing them with some spell that has a chance to miss like a pokemon being captured with a pokeball? Maybe you implement some kind of "wound" system rather than an HP system? Which of these cool mechanical implementations works better in which setting?

Also, keep in mind that you should probably try to make your first game just a bit more humble in scope than what you think you could put out because there are parts of game design that you haven't actually stumbled upon just yet (balancing and organziation, for example) and you will have to distract yourself with that for now.
>>
>>164498005
He got scared by your kindness.
>>
>>164501001
>Medieval:
>Pro: Magic is a given.

Mate.

>Also, keep in mind that you should probably try to make your first game just a bit more humble in scope than what you think you could put out

This 100 times. Walk, then run.
>>
Do not die
>>
>>164499301

Live a Live rocked that shit with 7 different time periods, you can do it easy.
>>
Making progress feels so good
>>
>>164508876
Live A Live had a rather linear story for each period and a rather varied cast with iconic/unique storylines, though.

3 bounty hunters with 15 Quest missions each seems to be going to opposite direction.
>>
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>>164400828
You need to wake up.
>>
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>>164516759
>>
Quick
Post motivational music
>>
>>164523060
https://www.youtube.com/watch?v=vn91tBlnNic
>>
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Damn, it's been a while since I've posted here, at least under this name. I finally got back to working on my game somewhat frequently now that the semester is over, and I've been making good progress. The only problem I'm having is with memory usage; RPG Maker 2 (for the Super Famicom) is really strict with memory, and my game has a decent amount of dialog in it. The way it looks, I'll be able to easily get two-thirds of what I had planned into one game. My question is: should I split the game up into two separate games, or simply remove stuff from the first? If I go the first route, I'd be able to add more sidequests and bonus content into both games, but then I'd also have to figure out how to restart the game somewhat seamlessly (maybe incorporate some kind of password system using game switches?) and putting the game on a SNES cart would be twice as expensive. Any thoughts?

Also, here's the side of a cliff from a sidequest in my game.
>>
>>164524928
Wait, you plan to release your game on an actual SNES cart? That would be pretty cool.
>>
What's the point? Amateur game development general here. Name one recent rpg maker game that was critically acclaimed
I'll wait
>>
>>164525246
Lisa is recent, right?

Besides, I'd be content with 10 000 Patreonbucks/Steambucks a year
>>
>>164525246

To the Moon
>>
>>164525389
>Lisa
Lolok
Literally who?
>>
How do you guys write a plot and make game mechanics that fit
>>
>>164525246
Bruh. OneShot.

>>164524928
2chill, right? Welcome back.

I know you have the mental toughness to pare down your dialogue. Last I saw of it, it was really good. Which means it can be reduced a little bit. I'd also suggest (if you haven't already) taking out anything you used for bugtesting that you no longer need. Defeat the Darkness' event files take up a full 15 blocks on a memory card, and it was only possible with certain tricks like turning on Switch 50-55 on (3 bytes) and turning 53 off (2 bytes) instead of turning on Switches 50, 51, 52, 54, and 55 manually (2 bytes each, 10 total). Look for little savings wherever you can. They add up.
>>
>>164525246

>random nodev from /agdg/ trying to start shit

Literally by simply opening rpgmaker, everyone ITT is further along than a good 80% of you guys will ever get, you realize this right
>>
>>164525863
I've written this multiple times before and I'll write it again because I like it.

I, personally, like using a 5 Act Structure and write scene by scene. This is much easier when you have a linear game, or at least a game that converges to certain plot points and then branches out.

Read this article to get a clear understanding of 5 Act.

>https://en.wikipedia.org/wiki/Dramatic_structure

Using this as a framework, I then write the story scene by scene. This is an idea I got from screenplay writing. Basically you write what happens in the story by location. So if the game has an opening sequence in the bedroom of the Main Character, that will be scene 1. Then if he goes off to his back yard then that will be scene 2. Now if he goes back to his bedroom, that is technically the same location but it is a different scene(3) because something new happens.

Also each scene is not every single thing that happens. This whole thing is an outline to get everything on paper to refer back to. You can be as detailed or as simple as you feel at the time.

So that would look something like this:

Act I
-Scene 1
-Scene 2
-Scene 3
etc..
Act II
-Scene 1
-Scene 2
-Scene 3
etc..
Act III
-Scene 1
-Scene 2
-Scene 3
etc..
Act IV
-Scene 1
-Scene 2
-Scene 3
etc..
Act V
-Scene 1
-Scene 2
-Scene 3
etc..
>>
>>164525141
Yeah, that's the plan. I've already seen a website that lets you order whatever non-US released ROM you want on an SNES cart for $50 or so; maybe I'll be able to find someone that wants to distribute the game so others can buy it though.

>>164526389
Yeah, it's me, somehow I forgot my name in my post. I like your idea of consolidating the switches and removing debugging stuff, so I'll try that when the time comes. For now though, I'll keep working on my game as I have been.
>>
>tfw shit at all kind of art and feel too insecure to ever start on any project
>>
>>164528275
JUST DO IT
Seriously
>>
>>164528568
Who would want to play an ugly game? I can't even do pixel art and people are already complaining about oversaturstion of pixel games
>>
>>164528908

The morons crying about pixel games were never your audience to begin with.
>>
>>164528275
I actually picked up RPG Maker 2 (SFC) mainly due to the fact that I couldn't draw and I liked RPGM2's art. You might also want try making a game using an older engine, or perhaps with art from other RPGs. As for your insecurity, I've never met anyone that thought making a video game was lame. Even if it turns out shitty, it's still quite a feat to put that many hours into something and actually finish it.

tl;dr do it pussy
>>
>>164528275
>>164528568
>>164528908
>>164529109

Whenever I get in this way I like to look at great games that have ugly or primitive art.
>>
>>164528908
You don't need to do pixel art, you can easily use hand drawn stuff.
Creating art is really fun though and you don't need to be afraid of it.
Of course your first attempts will be awful, so what? You can only improve!
JUST DO IT
>>
>>164528908
Make a game using RPG Tsukūru Dante 98
>>
>>164529484
>hand drawn art
That's even worse!
>>
>>164529316
Name one "good" ugly game
>>
>>164531732
Dwarf Fortress
>>
>>164531889
And if it was released today everyone would shit on it
>>
>>164528248
Friendly reminder:

Average Event instruction (PS1 RPGM): 2 or 3 bytes
Every single last letter of dialogue (PS1 RPGM): 2 bytes

Anywhere you can cut words will do wonders. Optimizing the code will net you another window or two at most. Good luck.
>>
>>164531732
Space Funeral
>>
>>164525863
I start backwards. Example:

I decide to make a JRPG with Tamagotchi-like mecanics.

I choose Tamagotchi mechanics because they seem like the best to make a player care for a fictional creature.

Thus I decide that the MC needs to be somebody who wants to take care of something. Maybe wants a pet or a brother but can't. Because she is poor? Or maybe because her mom died? Maybe she lives in an apartment? All three?

Then I think about what it is like to take care of something. Say a dog. What are some things that you could learn from raising a dog? First you learn to be responsible, you learn that friendship is earned with effort and sacrifice, and you learn that your wishes might not always turn out the way you imagined them to, but they might still make you happy in a different way. These seem enough for a character arc to me, so they get picked up.

Transforming/evolving monsters are a must for Tamagotchi, so I need a excuse to justify that. I decide that these creatures are influenced and transformed by human emotion. Thus, I decide that most characters in the game need to reflect some emotion, like Rage or Sadness. I investigate on the subject and find some studies discussing that classify emotions. I pick one that classifies emotions in something that looks like I could connect with Elements and decide what enemies will be in the game based on that, then I organize the general ideas into 8 "areas of powerful emotions", which.seems like a decent number of areas for a game.

Then I realize need villains. Villains that mirror your hero's journey somewhat are cool. So I come up with:
Different characters who have for one reason or another rejected their responsibilities,
An insecure person who has fallen into a codependent relationship.
An paranoid loner who fears friendship.
A creature that was never loved by anyone or who was abandoned. This seems like a cool final boss.

Now I organize these ideas and some semblance of a plot is unveiled.
>>
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Progress time!
Worked on maps and stuff for a while, I've also been designing a few stupid enemies to put in the game.
Portraits for this part of the game should be at about 80%, still need about 3 characters finished.
I've also been writing some scripts for cutscenes... so there's that too.

I should probably stick to just one thing and work from there, but I get bored on working on only one thing very easily.
>>
>>164537637
Keep up the good work!
>>
live
>>
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How do I break free from restarting a project every few days /rpgmg/?

I'm stuck in a loop.
>>
>trying to work on dialogue and story
>realize I'm the kind of pathetic otaku writer that guy talked about
>an inexperienced socially retarded man-child who can't write a real human being and just makes cardboard people to play with
>>
>>164543315
You can't. Good luck being stuck in a loop forever
>>
>>164543315
Make a game about a character being stuck in a loop
>>
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https://www.mediafire.com/?6cekoocopwqh7g3

A tower dimensional rpg demo up for grabs.
>>
>>164543342

Here's the thing: if you like something, you're never the only one. There's always other people that like the same thing as you. So if you make something you like, chances are there'll be other people who like it, too. Either way, all that matters is that you make something for yourself first and foremost. Quit beating yourself up, open rpgm, and get busy.
>>
So I had some weird inspiration today. Still trying to get better at this music thing. If you heard this music in a game, what would you think? Other than it's kinda shit.

I imagined it for possibly a boss fights. With robots.

https://soundcloud.com/mrmichaelgomez/robots-in-my-eye
>>
bumparino
>>
>>164545405
The beat timing seems a little weird, but I generally like it as an atmospheric exploitative bgm.
>>
>>164548308
Thanks!

I tried to make it somewhat loop. Also might try to make a more atmospheric, ambient track soon.
>>
>>164501001
>>164504162
Not my first rodeo. Not my partners either kinda, but all he's done is worked on VH.

Also I don't want this game to have much of any magic in the gameplay, even if it was set in medieval.

At that point it'd feel less like a bounty hunter game and more like every other rpg.

Still trying to talk my partner into medieval. I'm using arguments like setting our project apart from Literally a bunch of other rpgm games. His only good argument back is that we couldn't throw a pirate contract into it.

Was the west coast of america used for big boats and shit during western frontier times? If so we could probably toss in some sort of boat contract.
>>
>>164550897
talk my partner into into western*
>>
>>164550897
>Was the west coast of america used for big boats and shit during western frontier times?

AFAIK no, because trade with Europe happened on the east, and the whole point was expanding westwards into the vast unclaimed land, let alone the distant west coast. I think there was some boat trade along rivers, though. But then again, I'm not much knowledgeable in American history.

Besides, unless you want to accurately portray historical facts I say it's fine to modify the setting as you please.
>>
>>164550897
Nah. The west wasn't inhabited enough to have big ports like that.
But like the other anon said river trade was a thing. You could pull a battle off on one of them.

The main things western games have that I love are fast paced horse gunfights or gunfights on trains. The latter gets me so fucking hard. Also if you want to spice in a little diversity, the bayou is literally right to the east of texas and would not ruin the western feel. Very few games have settings in the bayou and it makes me sad.
>>
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Good night bump
>>
>>164552273

I've watched so much western TV it's a little crazy. I enjoy the whole "founding a ranch on fresh soil" thing. Can't have a western game without getting a deed to a property.

Things i love in westerns aside from that
>New sheriff in town
>stagecoach robberies
>Native American's being Native American
>Super cheap everything in the store except it's all expensive for the time
>Schoolhouse also serves as a Sunday Church
>Mining and building railroads
>>
>>164553561
>deed to a property

Sure you'd get your own house that you'd go to pass time and rest up but I don't intend to create some sort of farming system. If I did it'd be very minimal.
>>
>>164532197
Dwarf Fortress is still in development, it gets updated almost every week. People are atill playing it and new people are getting in on it as well
>>
>>164544150
>forsaken journey
Did you RNG the name from a list of cliches?
We're a good bunch here, but if you're gonna drop a link to your project outta the blue, at least tell us why we should down tools to play it instead of working on our own.
>>
>>164550897
>>>164501001
>>>164504162
>Not my first rodeo. Not my partners either.
>Was the west coast of america used for big boats and shit during western frontier times? If so we could probably toss in some sort of boat contract.

Are you sure this isn't your first time? Picking a setting you don't know much about and asking others instead of researching seems a but noob man.

Not trying to be a dick but man, post if you actually have progress. Your ideas are not related to the thread unless you're actually working on an RPGMaker game.
>>
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>>164498005
>>164492685

[email protected]

Here anon, as you asked. Sorry you had to wait.
>>
>>164553406
If you post characters from porn you might as well post an allowed lewd picture next time.
>>
Good morning. It's time for more progress boys.
>>
>>164559337
I want to learn how to make tiles but I'm lazy.
>>
>>164559810
You mean like how to draw, or how to make tiles that connect well such as floor tiles? Because I find that's a question of patience as much as skill, I simply edit the borders and corners of mine a billion times until they work.
>>
>>164559941
Yes, floor tiles and then I'll draw the character too.
I don't want to use RTP.

I can draw random shit in inkscape but for some reason the floor tile aren't "connecting"
>>
>>164557810 I felt the need to make a tower like game cuz it was simpler tlus what you think
>>164559941 soz I'm a iPhone
>>
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Welp. I can't into paint art very well.

Even my base is suck.
>>
Bit hard to use
>>
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>>164560091
Depends on what kind of floors you're making, but for "natural" ones like this dirt floor here I try to have as little contrast in the colors as possible and then use the clone stamp tool to even out the edges. Work on the bottom edge of a tile for a while until it connects well with the top edge and then do the same for the left and right edges. Stone and wood floors are much easier imo because you can use straight lines and patterns on top of the material that make them connect. If any of this makes any sense to you. But desu just keep at it my man.
>>
>>164560235
Maybe I should've dropped the guidelines.

I dunno.

I don't even wanna attempt a face.
>>
>>164560676
Why don't you look for a tutorial to get you started?
>>
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>>164560235
I might just leave this as placeholder art. I'd rather get back to the game than focusing on portraits.
>>
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Ok don't hate me but I'm making a
Porn game in rpg maker. Just something to get a bit of money off of patreon so I can buy myself some gear for when I do make an actual game... under a different alias. I don't want to be associated as a porn game maker.

It was super easy to get the system set up, a world map put together and such. I can't draw porn though. And I realize people like these types of games more if there's something visual to look at. It doesn't even have to be super high quality. People just like something to go along with the text.

Is there anywhere I could go to get someone to draw up basic lewd shit for free or would I be better off spending awhile to try and draw my own shit?

I don't need something of humongous quality. Pic related was an rpg maker adult game, it has VERY shitty art, but made like 600/mo on patreon.

>>164561959
reminds me of that one watercolor game.
>>
>>164564632
You are going to have a big problem trying to get art for free without anythng to back up, but if you build the base of the game and some placeholder scenes, it might be easier to get an artist to draw the images in exchange of a promise of 50% Patreon Bucks.
>>
>>164543315
Write down all your other ideas so you can use them later
>>
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>>164564632
Hey, porn always sells, nobody judges you here!
About the art, try posting something you've done here. I'll try to be as critical as possible, I have an extremely keen eye on this sort of stuff.
I'd offer help with art and visuals and stuff but I'm currently working on a pretty huge project at the moment.
What kind of game is it? Tell us more about it and maybe someone here'll help.
>>
>>164550897
It might be easier to throw horse chases in a Pirate setting than throwing Pirates in the Wild West.
>>
>>164565812
Haven't drawn anything. I don't own a tablet, I've worked off of singular laptop for about 5 years now. I tried doing some mouse-drawn shit the other day but I didn't even save the pic.

I've drawn lots of shit on paper irl though. I remember when I was little I used to be fixated on Morrowind Dwemer Machinery and I would always doodle up little machines and centurions. Never was good at machinery. It's ALOT harder to draw digitally.

I'll explain the game in my next post.
>>
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I think I'm satisfied with the basic look of the Waterway. It'll provide ample opportunity for player to tusle about, They could directly head to room on the lower left side for the MQ, but if they bother to visit the open side room, they'll pick up a key that'll open another side room. That side room will contain a mini-boss and another key that opens up the third side room, which has no boss, but does have a cooky old man that will give player the key that player can use to open up the two doors barring passage to central chamber. The same room where cooky old man is opens up the path below, to the Undercity, which is purely optional section with stronger mobs and a few secrets of its own.
>>
>>164566871
>Never was good at machinery
Meant humans.

Anyhow the game plot doesn't have too much to it. Kid's father is murdered (as is typical of a lot of porn games, killing off the dad) on the streets one night. Kid goes searching for answers, meets up with a detective and they team up to do some sleuthing. That's the actual gameplay part. The porn part is there are basically a bunch of chicks around town you can meet during your sleuthing, including your Mom and Sister that you can shag.

Incest is pretty much the farthest I'm going fetish wise. I don't wanna do anything gay, scat, piss, gore, etc etc etc. And I won't be talked into doing it, even if people on patreon ask. I know it's a porn game, but I still want it to be my porn game.

But like I said it is so fucking easy to set up the gameplay mechanics for these games. The only hard part is the art.
>>
How hard will I get slammed for releasing with base assets?

Like tilesets and stuff, but in-engine generated characters.
>>
>>164560235
>>164561959

I can't tell if you're using a soft brush on that or applying a Gaussian blur,. Either way, you probably should use a hard edge to outline. It makes the portrait look like it has a more definite form. Unless you're trying to go for a bokeh look or some other type of artistic look, than disregard what I said.

Maybe the last things you could do is give it some highlights and shadows. Look up a few speed paints that people do on art programs and you'll see what I mean. The highlights and shadows really make the picture *pop* and have more depth.
>>
>>164567825

People here will slam you for it. I personally don't mind. Some people will judge you for it, no doubt, but given that there are plenty of games released with rtp already, I'm sure that someone'll buy it.
>>
>>164567825
It depends on a lot of factors like how well you present your game, if your maps are good and if you'e got unique mechanics etc etc. The autists at rpg maker forum would probably "slam" you regardless but I have hope that the average gamer at least takes a minute or two to check out what else is in there besides the graphics.
>>
>>164567094
Maybe it already does, but it would be cool if the waterways connected to different parts of the city so you could get inside locked houses and loot them from below
>>
>>164567825

If you're making a free game, I don't really care. Though it should make up for it with the gameplay. Not saying it should be revolutionary, but at least fun. Personally, I think trying to make art assets at the beginning really detracts and discourages people from making their games.

One of the great things about RPG Maker is that it's supposed to allow you to MAKE games! It's supposed to be easier than writing all the code yourself and spending months coming up with a way to put it together. The included assets are meant to get you started on making YOUR game. There is no shame in using them.

I think you could use the included assets and still make a good game. We already know it's going to be made on RM so we know what to expect from the tilesets. However, you can still make your own maps and get some good results.

If you're going to be selling your game, that's a different story. It's my opinion that if you're going to be selling a game, it should be unique and stand out from the rest. And it doesn't take much to make new tiles(well except for auto-tiles but there are tutorials for that) and now with MV parallax mapping is even easier.

tl;dr: If you're worried about graphics and don't have a game, there's no point; If it's free, people will give you leeway but it it's not, people will have higher expectations.
>>
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Well, this is new.
>>
>>164572278
Have you tried plugging it back in?
>>
How to force event only move after you move or take action?
I think it's possible with common event.
>>
>>164572662
Amazing, but it works!
>>
>>164572973
It's an old trick I learned from the Indians...
>>
>>164566871
Paper art is still art, show me some stuff you made. The premise of the game is neat
>>
>>164567315
If you can do machinery and not people, make it about robots, man. Hardcore slam-o-tron, dick-on-loader-legs shit. Somebody will be into it.

BTW, general question, why are people acting like patron porn is an easy in? Surely it's saturated as hell by now?
>>
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>>164566871

In Gimp there are a few things you can use to make drawing with a mouse easier.
>>
>>164576915
Lemme show you something.
https://www.patreon.com/GeeSekiVN

You wanna know how much content that game has in it's demo? 4 minutes. 3 sentences of intro. Char wakes up, goes downstairs. Talks to mom for a few sentences. She asks char to wake sister. You go to wake sister, she won't wake, so you click her covers. She's naked. Screams. You are auto kicked from the room.
And that's all the content. Game went up right before new years. Already has 47$/month in patrons.

That game is also just a knockoff of a better one being developed. Not even original.

So yeah. Porn games are not hard to get dough from.
>>
>>164580508
How do people find these games? Fuck, my porn game is WAY further along than that static image shit.
>>
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>>164579726

You can also use color indexing to edit the color of sprites and icons you make.
>>
>>164580680
Post? Pls?

Anyhow it looks like this is the technique. Get on patreon. Get a blog. Post to a few forums like Krystal. I'm not sure if patreon some sort of tag system? Maybe tagwhore. I dunno. In the description of your game promise multiple clickbait fetishes. Incest seems to be a must these days.
>>
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>>164580508
Just tried that game, it's much worse than it looks. The porn art in the game is disgustingly drawn, the 'teen' daughter looks like a used-up 40 year old chain smoking shaved ape and has FUCKING MITTENS FOR HANDS.

and people are paying for hi to keep going. Fuck, I need to get all over this patreon shit, my game is MILES better.
>>
>>164580919
I'd post but there's no way to censor it. My game goes from 0 to 60 very quickly, so it's either I post tame "wtf, this isn't porn" or take a still from the animated scenes and draw pants on.
>>
>>164581218

Dude Corruption of Champions a text based fetish porn game earned over $100,000 through donations because it had some weird fetishes including furry and it allowed people to donate to get content written into the game. Porn is where the money is at if you do it right.
>>
>>164582230

Look, Look at what a furry text based porn game earns a month.

https://www.patreon.com/user?u=121401
>>
>>164581364
imgur or uguu it and just post the link in spoilers.
>>
>>164582506
I NEED TO GET INTO TEXT BASED GAME MAKING APPARENTLY! I WILL BECOME A FURRY WRITER. NOT AS BAD AS MAKING A FURRY GAME WITH ART.
>>
>>164582506
Are you sure you're not cherrypicking, though?

Also, I'm amazed that in this day and age people still pay for porn. I use my own OCs in my imagination, so I cannot comprehend the desire to make your fantasy physical.
>>
Took some anon's advice yesterday.

I wanted to make some roaming around music. But also something that made you feel a certain way. How does this make you feel?

>https://soundcloud.com/mrmichaelgomez/call-me-back
>>
>>164583598

Cherry picking a little because obviously not everyone is going to make $25,000 a month but i mean there's not much competition in the text based furry porn game market.

Take Fall of Eden a game with a small advert on the same site as Trials in Tainted Space
https://www.patreon.com/foe

It makes far less money but still a shit ton considering the art is weak and it's another text based fetish game and even the sex scenes are uninteresting. Pandering to furry fetishist is a nice way to make a little money.
>>
>>164584106
>>164584106
Makes me feel like there are two entities trying to communicate with each other, one is more delicate and patient and the other is more active and playful. A little too busy (and by this I mean the melody is pretty loud and obvious), to just be wondering around music, but it could work. It seems more like a character introduction song or like a song that plays during a touching dialog.
>>
>>164584106
Makes me feel like I'm playing some 5 dollar platformer on steam, or maybe Starbound. Thematically, I'm thinking space, but I think thats mostly the reverb that does it... It get a feeling of soothing comfiness.
>>
>>164584106
Btw, I listened to your updated "Intro Game Loop" and I think the added lead really lifted the song, its quite nice now.
>>
>>164584106
I disagree with the other guy. I don't feel this fitting for a sad scene.

I get the feeling of walking through a dark cave with only a small little crack of light getting in, but that light hits gorgeous crystals that just line the walls and sparkles back at you. A small creek runs through the cave, obstructing silence, but not obstructing the peaceful aura.
>>
>>164585313

That's the feeling i got, Cave music.
>>
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What do you guys use for making music?
>>
>>164586324
FL studio
>>
>>164586483
Wrong
>>
>>164584697
That's sort of what I was going for. I liked the piano sound more but I tried to make the other distinct. I still might play with that voice some more. Also I made a different but similar version. Link below.

>>164584704
I was definitely trying to go for comfy.

>>164585013
The added lead was a good change. All thanks to you, anon!

>>164585313
I like your imagination! I might have to try it on a map like that.

>>164586324
I use Ableton LIve Suite. But I think any DAW could make good music. FL Studio is pretty inexpensive and there are tons of tutorials for it.

New Variation
>https://soundcloud.com/mrmichaelgomez/call-me-backreprise
>>
>tfw I made a game using pirated rpgmaker and pirated flstudio
>tried to get it on steam
>have to pay a huge fine that I can't afford so I'm getting jail time
>live with parents and they're ashamed in me and won't pay

I don't know what to do. I'm crying I didn't want this to happen
Looks like I won't be able to post here anymore...
>>
I made significant progress in setting up a custom menu, but it's still not quite ready. I'm sure I'll be able to finish it tomorrow.
>>
>>164586324
Reason
>>
>>164587671
Bullshit.

Steam don't have any way to tell you pirated rpgmaker.
There is no way to tell you pirated a DAW from your output files
I've never once heard of anybody being busted by RPGMaker devs and I'm guessing the number of people pirating and releasing is non-zero.
Where would you live that's so fucked up you can be jailed for failing to pay a personal debt?

I hope the part about you not posting any more is true, though.
>>
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>>164587671
Pics or it didn't happen
>>
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>>164587671
>>
>>164588424
>he lives in a country without debtor's prison
Wow
>>
les bumperables
>>
>>164588424
Eh, I've heard of a guy having a game jam prize revoked because rhey found out his game was made using a pirated version of rpgmaker
>>
>>164592120
How'd they find out?
>>
>>164592454
A certain file gave it away if I recall, maybe the rtp was fucked in a certain way... it happened a really long time ago and I honestly don't remember
>>
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Made a basic scene of an old man commit suicide today.

What did you guys do?
>>
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>>164595423
I've completed a whole bunch of character designs and game mechanics, and I've also recieved this cute fanart (I didn't know emos still existed and I didn't know my game would appeal to them)
>>
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>>164595423
Didn't have much in mind today so i just made a few enemies names, moves and stats.
>>
>>164595772
>4th January 2016

They dun fucked up, m8.
>>
>>164597320
It's fanart, I didn't make it. Still, it's a pretty common mistake the first few days of the new year!
>>
Which has been a bigger influence on your game: "Twin Peaks" or "Time of Eve"?
>>
>>164595772
>Receiving fanart
Man this must feel good.
>>
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I made a chest! Also, I don't fuckin' have any idea how to make palettes and shit, antialiasing via multiple nice tones is beyond me at the moment.

Honestly, I just wanna get a nice palette of one of the oldie RPGs, but my google fu is lousy it seems.
>>
Bamp
>>
>>164599407
I guess it's too high, looks like a box moreso than a chest, but the colours are good.
>>
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>>164599407
It's a very tall chest. The standard rpg maker camera angle/projection maps both the y and z world axes to the y screen axis 1:1. (Basically, a poster lying flat on the ground would be indistinguishable from one standing vertically).

I prefer a proportion more like pic related.
>>
>>164599407
Great color, take away the bottom bar though.
>>
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First boss Capricorn is done!
The portrait at least. Still a long way to go making sprites and dialogues and all the pain in the butt that is balancing a bossfight to be winnable but hard as dicks.

How many hits should a boss (in a bossfight focused game) take to kill you normally?
>>
First time mapping and made pic related h-how did I do? Any tips and tricks..?
>>
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>>164603502
Someone likes drakengard!

>>164599141
It's the best feeling in the world anon.
>>
>>164603502
Pretty cute! Was she inspired by Zero?

It really depends on how the battle should feel but I would say around 3 to 5 hits?
>>
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>>164565812
Ok well since I literally got fed up with not having any art in my game at all while building today I took some time to try and make a detective.

Stopped with the head.
>>
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First time making a map. H-how is it?
>>
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>>164603592
Perspective is a bit confusing. I assume that the ground is supposed to be sloping upward the whole way, but it's not very clear thanks to RTP limitations.

I resign myself to using flat ground, and work to make sure the elevation of the land is logically consistent. I use region IDs to mark altitude, which helps catch errors. Pic related.
>>
>>164603502
I want to capri her corn
>>
>>164603187
>>164603396

Mhm, you're right about that. I was going to make a box at first, but I ended up making the ornament/lock like thing in the end, so now it's a weird high chest.

>>164603402

Thanks. I will, when I get around to revising. Tis Rance time now.
>>
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>>164604018
Lemme nix the beard that I obviously can't pull off.
And add some hair.

Thoughts?
>>
>>164604129
Mighty comfy. My only question would be why the tip bridge needs to exist when the path goes around just to the south of it?

The darker grass looks a bit off in the left canyon too, could likely be tidied up. Overall really neat for a first time, keep up the good work anon!
>>
>>164604930
Looks good, though if it's a lewd title I'm not sure I can suspend my disbelief long enough to buy that a guy wearing a fedora gets any tail.
>>
>>164604129

It's nice, but you fucked up the heights majorly. Look at your top right. You see how you made the U shape there of the cliff? Bottom of that cliff should emulate that, not be a straight line down. Fucks with the perspective
>>
>>164603898
>>164603976
Zero is my waifu

5 hits may be enough. In this battle you'll only have one character (infact one character forever)

Got any recomendations of games with pretty good first bosses?

>>164604509
We all do. We all do...
>>
>>164606392
He's not the fucker getting the tail.

He's the guy the MC teams up with. The MC is a kid.
>>
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>>164607682
If I knew shading this could look pretty good.
>>
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Which version of the character do you think works best, /rpgmg/?
>>
>>164608905
Definitely one of the top. Dunno about between the two.
>>
>>164608664
I like his coat.
>>
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>>164609098
Thanks anon. I chose the top left.

Here's my monster compendium so far. You dig?
>>
>>164611408
That one looks like patrick star.
The other looks like Khezu from Monster Hunter.
A bunch of others resemble pokemon.
>>
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>>164606279
Bridge actually wont be in the game-- but just added it for cosmetic for an example. Should've said that sorry!

>>164606574
How should I go about fixing that?
I edited it, if this is what you mean pic related--
>>
>>164587671
>living in a country where this could happen
>>
Quick
Finish your game
>>
>>164611847
Not him but I like them.
>>
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>>164612165

I can't go fixing it now, too tired. So I made you a simple tip to look at and apply on your own work instead.
>>
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Get in the van Onii-chan we have rock music and cold beer.
>>
>>164621694
I don't drink beer and lately I've only been listening to simpsonwave.
>>
>>164622149
>simpsonwave
What is this?
>>
>>164623537
Simpson episodes with vaporwave in the background.
>>
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The Batter did nothing wrong.
>>
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Demo prep is looking good, on schedule!

>>164621694
Sounds good, I'll bring the weed.
>>
>RPG Maker MV 1.33 Repack
So what is this? A crack?
>>
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>>164629410
>>
>>164629410
Only one way to find out Anon.
>>
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Not this (>>164564632) anon, but also trying to make a Hokey-Pokey game, and I have somewhat odd questions.

In your >opinion:

>How long should it be?
Like, if it's going to be just a normal RPGM game but with minimal / few / some / major influences from "those" kind of games, what would be the sweet spot?

>How technical should it be?
Would it be better to make it ezy-breezy walking sim with rewards for simply pressing buttons and walking, a step up like Stardew valley where there's an absolute ton of stuff to do but all end up in relatively the same place at certain in game milestones, or to go balls to the wall and try to do a optimal harvesting / body maintenance game where the player needs to learn a specific build?

>How hard should I cater to specific tastes?
Like legit, building a semi-dream game here so I'm kind of overlooking a lot of other peoples tastes (like, I go on /d/ for a few things that I love, but I hate futa - does that make sense?) I already have a disposition not to add some things because I have a strong distaste for it.
>>
>>164631054

>How long should it be?
2 or 3 hours with an endless endgame and replayable scenes.

>How technical should it be?
Nothing too punishing, Nobody wants to spend more time staying alive than they spend fapping

>How hard should i cater to specific tastes?
Don't cater to others, When making porn you have to make stuff you'd fap to or it won't be very good. Better a game with really good foot fetish porn you fap to than a ton of terribly written fetishes you don't like you get what i mean? Still about 3% of your game can include stuff you don't really like if you want. 3% won't break you.
>>
>>164631054
>He doesn't like futa
What are you, gay?

Seriously talking, don't include stuff you absolutely dislike.
>>
MY ART IS BAD MY ART IS BAD IT LOOKS LIKE AN ATARI GAME
>>
>>164633442
Can't be worse than this
https://www.youtube.com/watch?v=qoH73376l48
>>
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Do you base any of your game's characters on people from your life, /rpgmg/?

There's a minor enemy in my game named Mat (pic related). He's based on this one guy who showed up once in an online KI:U match and just idled for the entire game. His username was Mat. I thought it was pretty funny, and it never really left the back of my mind for some reason, so I decided to immortalize him by putting an allusion to him in my game. I'm thinking he'll never attack, or something.
>>
>>164633803
It looks like this >>164586324
>>
>>164633916
Do video game/Anime characters qualify?
If so yes.
>>
>>164586324
Mixcraft for me
>>
>>164633916
Not really. One person in my FFXIV guild has been bugging me to put him in my game. Not sure if I will.
>>
Last one for today. Thought I'd try my hand at sampling. Still wondering if I'll do that for my game. I feel like game music doesn't have words in it. Unless it's someone performing or something, what do you think of lyrics in game music?

https://soundcloud.com/mrmichaelgomez/aliens-in-april
>>
>>164637747
I think lyrics in game music are best used sparingly, maybe 2 or 3 songs.
But it can also work well if used for pretty much all songs, like NieR did.
>>
>>164638254
Probably the opening song and the credits song. Maybe more if the character is musical?
>>
>>164638570
Sure, it's something different if your have a singer or something in your game.
Problem with lyrics in music is that at least one person has to sing and that can be pretty expensive.
>>
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You have worked on your game today, yes?
>>
How would a modern day Phantasy Star (in a typical fantasy setting) work?

If its wouldn't have much appeal due to being s old, is it possible to recreate a Tales Of battle system? How hard would it be?
>>
>>164642354

Personally i love Phantasy Star. For me the enemies are as iconic as Final Fantasy enemies.
>>
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>>164642695
I wish I had the rights to make a new Phantasy Star, but I was talking about the mechanics/UI and the way the animations played with the character appearing over their health bar/The way cut-scenes worked and general way the art worked. (Because I can't code much) All I can do is concept and pixel art.
>>
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>Finish watching Twin Peaks
>That ending
>That second season in general

People are just memeing when they say this is great, right?
>>
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Good night bump
>>
>>164608664
This looks pretty good.
>>
>>164608905
The ones on the right look like they're doing a ^_^ face.
>>
>>164611408
The sprites have a clean feel due to big same-color areas, which I like.
I have the impression that the design is incoherent among monsters, though there are some that share commonalities. Whether this is a bad thing or not depends on their in-game lore, I suppose, just wanted to throw that out there.
>>
>>164645354
Now play Deadly Premonition.
>>
How much of a woman and man's body are you allowed to show in a non porn game?
>>
>>164649208
As much as you want, as long as it's not done in a lustful "come on, jack off" way
>>
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>>164608664
i thought that looked familiar
>>
>>164649252
Define that. Is drawing the BASE of a penis or a woman's bud "come on, jack" off"? What about the anus?

I'm not gonna ask about breasts because they're allowed in anything as long as the game receives a mature rating.
>>
>>164632061
How about 30 minutes* per chapter, in a game of 12 chapters and additional side stuff? So at minimum 6+ hours of game.

What I meant by the second question was a normal RPG with hentai flair added onto it as an extra because it won't affect the main story at all - currently only one instance of something sexual in the main story has occurred and it's an item, that's for sure (but side stuff is definitely involved.) Like Game of Thrones, sure there's tits but the story's about dragons.

*30 minutes speed run / Dev Map Knowledge

>>164649208
Considering Square Enix gets away with Fran in FFXII, and Bandai Namco get away with Ivy in the more recent SoulCals;

I'd say your odds are pretty good with showing a decent amount of skin.
>>
>>164649842
If genitals need to be drawn, it's a porn game.
>>
>>164631054
>How long
A good sweet spot is if you're going to put a story line in, you should make it long enough so that the story is fulfilled in the end. There should be a good number of hokey pokey scenes, and they should all be repeatable. Towards endgame the dialogue in those changes should also reflect the endgame in that you shouldn't be at endgame and the chick you're boning is like "How did I let him talk me into this?" or "W-we can't do this! This has to stop". They should be totally immersed in your dick by then.

But remember if you're trying to make money off of it, you don't have to release the whole game at once. Infact you'll make more if you leave people wanting more. Some scumbags even keep milestone builds saved even though they're farther along. They post those builds instead of the latest one to simulate that they're doing work each month.

>How technical
Don't go for VH levels of technical. It should be fairly simple as people aren't going to care THAT much about the game tech. They just want a fap. That being said there should be at the very minimum a relationship system.

>How hard should I cater
Incest is literally a must anymore. It's what you should list first. People see that first, become interested, then look at the rest of your topics. Furry shit tends to have a market, but will also scare away the normal market. If you have pride, don't include Furry. (Unless you're into it)
Basically, NEVER include stuff that disgusts you, as quality will plunge because of it.

Are you doing your own art? And if so link a sample in a spoiler.

Seems a lot of anons are doing porn games this thread but nobody is showing progress from them.
>>
>>164651529
Meh, you're right. Better not risk anything. I'll guess i'll just draw a bulge and leave it at that.
>>
>>164649390
>>164608664
Yep. Used him as a reference for pretty much the whole char. I visit /aog/ a lot and they gave me that idea since the guy is a fucking joke there.

I'm regretting the black outlines though. And does anyone have a good guide for shading?
>>
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>>164651947

I don't use my own art, I just use general place holder art.

Not sure if it counts, but here's a bunch of H-related stuff (on top of everything else) I've got going and/or working so far, I'll probably have to spoiler all of it;
> You can wait behind boxes for unsuspecting victims (for both male and female player characters.
> You can sell yourself for cash under a pimp in each city.
> You can store your "Liquids" (just Jz and Milk for now) for cash or consumption.
> Getting pregnant / getting others pregnant, currently just text.


Stuff I have planned but not really sure how to implement;
> Drop Factory style combat.
> Aging system for children of the player character. (For story reasons the character doesn't age.)
> Family Tree, showing the player and other parents as well as the kids - start of the game might be small, but end of the game could probably be in the hundreds.

I didn't realise how easy it could be to implement incest, I don't do furry at all.
I can tick about 12 of the most popular Tags on nhentai with my current direction.
>>
>>164653136
>Aging system

My game also will have a system to keep track of time. I haven't implemented it yet, but have a general idea how to.

> variable V1 for timekeeping (e.g. day, week, year, ...)
> common event that increments V1 when called
> variable V2 to track passage of time; when it exceeds a threshold, the common event is triggered and V2 is reset
> certain activities that MC can do increase V2 by a set amount
> other activities increment V2 proportional to the amount of steps taken/NPCs talked to

For handling multiple kids you can have multiple independent time-tracking variables, or use the kids' relative age. For example, kid1 is 3 years older, so to get kid2's age you subtract 3 from the time passed.
>>
>>164653906

Wouldn't there be a point where the game just runs out of variables?

Does RPGM even have an array function? (I know Java does)
Because I think that'd be how I'd do an age system,

ie have array one as AgeDay(Kid1 dd, Kid2 dd...),
array 2 as AgeMonth(Kid1 mm, Kid2 mm...),
array 3 as AgeYear(Kid1 yy, Kid2 yy...)
And then if it reads 0, 0, 0 it just doesn't print the Kid - because it doesn't exist.
>>
>>164654282
You can make as many variables as you want in scripts, so yeah, you'd have to use an array or other structure. That's easily done.
>>
If I'm going to have a picture, for the title or a scene, how big should it be?
>>
How much do you guys typically get to spend on your projects? I work/commute 12 hours a day, longing for my Neet days and wish they were still possible, honestly.

I get about 2 hours, long enough to hit my stride then shut down, eat and go to bed.
>>
>>164655661
I'm in uni which is basically neet life so most days I work on it from when I wake up to when I go to bed. I've thought about what you just said actually and I want to really make use of the years I've got left studying to work on my game(s) because it must be quite tiresome to work all day and then dev.
>>
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>tfw i'm setting up my game but i don't know which combat system to use
I mean, i already decided it to be in-battle. But what should i do? Default would be the easier and best option, but it'd be....bland? Boring? ATB would be cooler, harder and more appropriate, but i'm sure it's more difficult to balance and program with. I don't like CTB that much but it has its good sides.
>>
>>164473667
shut up rammy
>>
>>164637747
Vocals are like any other element of music, good if used well. I think a lot of games just continue to use music without lyrics because that's how it's always been done (and because it's easier/cheaper), but some have done a great job with lyrics, like NieR which someone mentioned already. One-winged Angel from FFVII blew people's minds back then, I think there were a couple of tracks in Xenogears that had voice samples, and Atlus games in general have been doing it for a while to good effect... If you think you can make good use of vocals, go for it!

That said, I feel like your track maybe has too much focus on the speech - feels like I'd be distracted from the game trying to hear the words.
>>
>>164657516
why is RPG maker so fucking expensive, can I pirate it and buy it when my shit is done?
>>
>>164657772
yeah
>>
>>164657772

It was like $40 last/this week.

Calm down.
>>
>>164657928
cool
>>
>>164657693
Thanks for the feedback. I figured the track would be too busy to be in a game. Twilight Zone had a marathon a few days ago and got inspired. I'm still learning how to get samples and use them in songs. So this was a test run to see if I could do it. Learned a great deal but might not do it for awhile.

As for games, I think it might work better if you used small segments of words like, "Come on!" or even just "Yeah!" in few, sparing places.
>>
>>164651529
Not necessarily. Tasteful nudity isn't porn
>>
>>164653136
Hhholy shit i kinda wanna play this. What other fetishes are you gonna include?
>>
>>164658997
I don't think you necessarily need to be sparing with it - just keep it in shorter chunks instead of a long stream of words that can pull the listener in.
>>
>>164659560

Going to use abbreviations/synonyms because work.
>Confirmed
S-con, L-con, Lact (obvious), Impreg., Monster Preg., Age Difference, Forced, Prost., Corruption/Purity, Defeat + more.

>Absolutely Not
Waste play, Guro, Male Ure. Insertions
>>
>>164660957
Making money off of it or just doing it for fun?

Also good on you for those abs. nots.
>>
>>164661231

Funsies at the moment

To be honest, it's the first project that I might actually see to the finish, I only picked up MV recently and been away from RPGM in general for a long time.
>>
>>164661581
Make a patreon, porn games make so much fucking money
>>
>>164659363
I'm not sure how you could make an asshole or base of a dick relevant enough to a story to be a tasteful inclusion to a non porn game, is all I'm saying.
>>
>>164662603
Until one of us manages it, this is meme advice.
>>
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Progress! Have you anons done anything lately? I've made this, the optional dungeon beneath the Waterway. I think that I'll plan for player to return there eventually, perhaps to explore the other parts of the Undertown. I can see adventurers taking interest in the area. Could make a switch which'll make some npc's take residence down there, make bridges across the chasms.
>>
>>164666408
This looks pretty cool, I already feel like I'd want to explore this area.

As for my progress today, well, I've been working on a more complex menu interface for one aspect of my game. It's not ready yet and my latest grand idea just introduced a bunch of bugs that I'm trying to fix.
>>
>>164662794
Just make them cute!
>>
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Bump, i guess..
>>
Mind sharing good battle themes?
>>
>>164677213
One of my favorites.

https://www.youtube.com/watch?v=-dUX-8UM_jo
>>
I have six spells that sorta happen to match up with the seven deadly sins effect wise. Should I throw in an "Envy" spell and rename them accordingly?

Note that there aren't any other major Christian themes in the story.
>>
>>164678547

I'd say yes. Only because that kind of stuff can appeal to a person who is thinking critically about your game. Seeing connections in real life to a video game is a cool thing.
>>
>>164644198
>>164642354

My next game is a giant love letter to Phantasy Star, can't wait to get started on it.
>>
>>164677213
Suikoden Tierkreis "A powerful enemy appears" https://youtu.be/aZ5rTzw4rXQ
Shin Megami Tensei Nocturne "Normal battle - Amala network" https://youtu.be/C_z6MtRmmsg
Wild ARMs "Battle Demon" https://youtu.be/L_qs4V0zBmg
Digital Devil Saga 2 "Divine Identity" https://www.youtube.com/watch?v=f7zvmq24Sck
>>
>>164678991
You. I like you.
>>
>>164678991
Myau best character. :3
>>
>>164680082
Damn straight!
>>
>>164677213
https://www.youtube.com/watch?v=mrV0J9yIW8c
>>
vump
>>
>>164677213
Out of the way nerds
https://www.youtube.com/watch?v=YBoOys9YJtc
https://www.youtube.com/watch?v=TOqJj4UX4KU
https://www.youtube.com/watch?v=E2-r_UHotkc
https://www.youtube.com/watch?v=ERW6ePVI-As
>>
>>164678547
It's maybe just me, but as soon as I notice a developer is trying to base something around a cliche like references to:

>deadly sins
>stages of grief
>circles of hell
>horsemen of the apocalypse
>elemental forces

I just assume the rest won't be worth my time and check out. It's been done a billion times, and once you see the pattern there's little enjoyment to be had.
>>
>>164686296
Well, it is not like the story would be "based" around that. It is just that "Charm" would be called "Hold of Lust".
>>
>>164686296
You have two choices.
Throw out any ideal of cliches and express your own take on them.

Or try to omit as many as possible. You aren't going to avoid all of them.

Cliches exist because they are popular. Not because they are bad. Of course, they can get stale so if your going to use them try to add your own twist.
>>
>>164687556
Maybe clichés exist because nobody objects to them. Not everything is tried and true, some things have just been done a lot.
>>
So I know you can make sprites bigger with the $ in VXAce, but is it possible to build an entire game around 2x1 block over-world sprites or bigger?

As far as everything goes, I kinda wanna make something similar to pic related especially in terms of combat and overworld puzzles, can RPG maker so that?
>>
>>164689845
I'm doing something very similar to that and yes, you can do it. Almost all my overworld sprites are 2x1 blocks or more
>>
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Set up everything for a good thematic intro.

I should change the character sprites.
>>
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>>164695503

Nice. I made a fresh grass autotile. Was playing around with the style, really. I should look at more pixel art to see if there's some other style I might like more, but this didn't come out half-bad I think.

Anons, test it out, tell me your thoughts.

>>164569123

Oh, I missed that. Yes, it is as you say. See the 'island' ? That leads into basement of the Arena. Another part will lead into locked tower by the bridge, but that'll be part of a quest, so you'll get access eventually.
>>
>>164697054
Tiled it 50x50 and it looks pretty damn good, only thing I would take a look at is how there are some small lines that show up when tiled a lot. The top end of the tile needs slight editing to fix but as is its a solid 8/10 tile.
>>
What sort of sexy alt outfits should I have for my guy characters?
>>
>>164698187
Pretty dresses with stockings and high heels
>>
>>164698550

I've already got plans for maid outfits for them, but everything else I come up with is too inherently lewd.
>>
>>164698187
shirtless with low-cut pants is usually my go-to
>>
>>164699236
Capeless Batman outfits.
>>
When is your demo finished Anon?
>>
Anyone have download links to Ancient Dungeons: Jungle and Ancient Dungeons: Winter?
>>
Tell me something about your partymembers.
>>
>>164709094
He likes to play tennis because it resembles swinging a sword.
>>
>>164709094
They're all women and I'm not making an H-game
>>
>>164709094
One is a frog who doesn't contribute in combat at first, he eventually evolves/is transformed into Frogboy though I haven't decided how. The other is a schizophrenic old man who lives by himself on a mountain. That's pretty much it for now.
>>
>>164709094
I dont know which of these I am using and what I'm not.

>Really fucking angry warrior led by a ghost of a witch down a path of revenge.
>Dickass Ranger who serves mostly for comic relief.
>Amazon Paladin who is generic hero protagonist hiding a tragic past, despite this stays positive.
>Manlet mage hiding Alchemagical secret who [/spoiler]hooks up with the Paladin as her heal slut[/spoiler]
>A half dragon who's father is the Dragon King stuck in a prison of ice. Edges out and defies daddy because he was put there for a reason.
>Elf hippie who tags up with Dragon edgelord.
>An even edgier Prince who was denied his throne and serves as an anti-hero.
>Gun crazy gun lady
>>
>>164709094
Afraid of big bodies of deep dark water. See that water dungeon? He's not going in there! He'll let the world die if there's a water dungeon in his way.
>>
>>164711034
>Really fucking angry warrior led by a ghost of a witch down a path of revenge.

I like edgy, but this is a bad edgy. Could be saved if the ghost-witch is a fantastic comic relief and annoys the hell out of him more than she helps.

Edgy is always better when it's complemented by something like that. Kaine and Aracely for example if you read comics. Zuko and Iroh if you watch cartoons.

>Dickass Ranger who serves mostly for comic relief.

Meh. Not enough to go on to know whether you should drop or keep. What's his motive

>Amazon Paladin who is generic hero protagonist hiding a tragic past, despite this stays positive.

Amazon body-type, culture or both? I like this one, I have something similar in my game.

>Manlet mage hiding Alchemagical secret who hooks up with the Paladin as her heal slut
>A half dragon who's father is the Dragon King stuck in a prison of ice. Edges out and defies daddy because he was put there for a reason.

I wouldn't go with either of these. Or at least not based on what you're telling me here. Alchemagical secret is a good start, but manlet and a tryst shouldn't be a big pitch for a character.

The Half-dragon character sounds too... Deviantartish? I don't know how to express what I mean right now with out memeing, my apologies.

>Elf hippie who tags up with Dragon edgelord.

Elves being tree huggers is so overdone, I personally wouldn't unless your game was parody/comedy. Or come up with your own fictional race.

>An even edgier Prince who was denied his throne and serves as an anti-hero.

Why was he denied the throne?

>Gun crazy gun lady

Gonna need to know more

My 2 cents, sorry if it seems harsh. Bear in mind that it's all my subjective personal preference for what I want to see (or not see) in RPG characters.
>>
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>>164713217
No its fine, I would rather someone tell me its shit before I do it rather then just say "good job" like all my friends do. I can never get any direction.

I left out a lot of info because I dont want it getting stolen. I'm probobly going to scrap like 90% of the characters because outside of world building I can't seem to get a grasp on characters regardless. they either end up edgy smartasses or just end up being generic. Personality is just difficult for me to come up with.
>>
Main character's leitmotif for my game

https://soundcloud.com/iwilldevouryourkittens/wanderer-second-draft

Thoughts?
>>
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Guys, what is this called in English?
>>
>>164716813

Sorry dude, I don't even know what that is. Are you talking about a hinge?
>>
>>164716235
It kind of reminds me of a Final Fantasy type theme. More specifically, Final Fantasy Tactics. I loved that game and it's music. The music sounds kind of dated, but in a good way. Like it was made with certain hardware limitations that impact the sound to give it a nostalgic feeling.

The motif sounds heroic yet there is a tinge of darkness. The turning point of the piano is suggesting something that clashes with the overall heroic trait of the main character. Very cool.
>>
I've got 10 towns. 3 are getting optional tutorial zones where certain game mechanics are explained (hall of the novice, intermediate, and expert respectively)

what should be the gimmicks for the other towns

Thinking slots/gambling zone for the one because it'd be fun to implement

also what facilities in JRPGs would you like to see more of? Most JRPG towns have Inn, item/weapon/armor/spell shop, church/clinic, maybe a bank...

I'm thinking maybe a caravansery that insta-warps you to certain towns you've been to before, but what others have you seen in games that don't get enough love?
>>
>>164717421
How about a "sporting" town. It is heavy into competition and sporting events. Maybe you could make a few events that allow the player to play some mini-games. Or even compete in a gladiator type storyline event that puts him or the party into greatness thus establishing a renown of the character(s) so they are known across other towns.

Totally just ripping that off of Fable 1, kek.


As for facilities, maybe like a radio station? That is if the world you're building has the ability of radio. You could let the player listen to some DJ's talk about events that are going on around town or the world. Maybe updating as the player advances throughout the world.
>>
>>164709094
>You
A cat with as much personality as you put into him.

>Cleo
A cat who used to live at a vet clinic. Her bossy and motherly nature is sprinkled with bits of youthful joy. Empathetic by nature, Cleo feels that her help is required for you to make it home. Secretly, she is desperate to experience adventure and see the outside world.

>Hunter
A huge husky who was chained in his back yard and left to die. Hunter is impulsive and impatient, often trying to "brute force" his way through problems. He can be extremely loyal and honest to a fault among friends. Hunter's larger-than-average ego encourages him to romanticize the notion of self-sacrifice and heroism.

>Douglas
A duck with a limp leg and quirky personality who lives in exile of his community. Often bullied as a child because of his leg, Douglas turned to CDs and video games as his only source of joy. The years spent alone, listening to 70s-90s music, lead to his all encompassing love of dance. His lack of social experience and neurotic disposition create humor wherever he goes.
>>
>>164716235
It's pretty sweet.
>>
>>164717361
>The motif sounds heroic yet there is a tinge of darkness. The turning point of the piano is suggesting something that clashes with the overall heroic trait of the main character.

Spot on. You basically nailed the character.
>>
>>164716235
I really like this a lot, as others have mentioned its very Final Fantasy, but in this case... that's a great thing. Well done.
>>
>>164719213
Thanks anon! I'm really big into the early FFs so it means a lot.
>>
>>164587671
Anon you ok? What happened?
>>
>>164717237
It's the thing that keeps your door locked.
Apparently it's called a latchbolt?
These types of locks are more common in Europe so you may have a completely different lock mechanism.
>>
I'm gonna play Dashbored, hopefully playing someone else's game will get me motivated to work on mine.
>>
>>164718704
Fuck yeah! I'm glad I took that art history class in college!
>>
>Last Launched
>12/23/2016

Fuck, time to dev
>>
>>164722663
Remember to make back ups
>>
>>164713814
If you like them, make them. Why care about people that won't care about your work?
>>
>>164444291
Consider the lesson of the fortune cookie

American fortune cookies used to have good and bad fortunes in them. People disliked getting a bad fortune so much, that it affected their opinion of the food they just ate, and they frequently complained to the managers of establishments that had them. As a result, fortune cookies now all have positive, vague affirmations in them, and sometimes lucky numbers. The only way you find negative fortune cookies are as gag gift items in some supermarkets or novelty shops, to be swapped with someones expected good fortune cookie when they arent looking.

People like the idea of bad fortune, but never want it to happen to them.
>>
>>164726146

But they can be fun when you go out of your way to get them. I think bad endings are okay to have, but the good ending should be the default and the bad ending would be "I deliberately fucked everything and went way out of my way to knowingly get it."
>>
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Does anyone have a VX/Ace (Or XP maybe) character sprite of someone with an egyptian mask like pic related?
>>
I'm working on a walk-and-talk cutscene where a character gets you up to speed on a situation as you backtrack through a simple area, but I don't want to be too restrictive about it, which means allowing you to move at your own pace, battle, or even go elsewhere during it
This would mean instead of one big conversation that happens on a straight, scripted walk, the character would be more of a temporary party member that would chime in based on your actions (leaving the route causes them to urge you back, progressing causes conversations at certain milestones, etc)

While that's gonna be way more work, do you think that it sounds more enjoyable than being hand-held and forced to walk back with them?
>>
>>164731715

It depends on how urgent the scenario is. Is everything on fire back at home and we need to get there now? If so, I'd prefer if it was more direct. Are they talking about who's going to win the upcoming vote for cutest girl in the village, and what would happen to society based on the results? Then meandering like that is fine.

But the number one thing people hate in a game is being told where they can and can't go. If you're basically funneling the player into a single path by having their cohort say "don't go this way we have to go that way" every time, the player'll start to get annoyed real fast.
>>
Is "Bones" too easy of a name for a skeleton character? It's not even his real name (nobody can remember it due to plot shenanigans) so it's fine, right?
>>
>>164732951

You could call him Marrow.
>>
>>164732852
it's not urgent in this case, more of a "they told me to bring you back because they want to give you the next quest on the plot" kind of deal

I get what you're saying about them getting annoying though, I meant more along the lines of "i'm not gonna stop you, but don't forget why I'm here"
I'll only make it happen once though, or only if you goof off for a really long time, thanks for the input

though I guess the ideal use would be that I can hide some characterizing and world-building dialogue in this situation that you get by meandering into other areas with him, or just walk straight there to only hear the relevant info
>>
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>>164732951
basic or obvious names aren't bad as long as the character stands on their own
Chrono Trigger named a robot Robo and still made him a great character

also, giving him a real name hidden in backstory with could make it better, to cite Chrono Trigger again with Frog and his real name
>>
>>164294745
Can anyone give me a link to a VX Ace crack download that works?
>>
>>164734125
Open wide Anon-chan
http://pastebin.com/REFTD8iM
>>
Even if it wasn't that much, I still made some progress today. Good night, thread.
>>
Why is this general still alive?
I mean none of your projects are complete, right?
>>
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Maybe this has been asked several time but, last RPG maker I used was ACE.

I would like to ask you if MV is safe to dev on, if there's cool features on it.
>>
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>>164736185
>>
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>>164736185
>>
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>>164736185
Ahh, shitpost, or some say baiting... Do you hear our laughter?
>>
>>164736565
>>164736691
>>164736942
I'm just encouraging you in another way anon.
Work on your game.
Post screenshot.
Post progress.
>>
Someone make a TBS.
https://www.youtube.com/watch?v=FGZQK3DhG7U

Interesting.
>>
>>164737046
I'm still working on the storyboard for my demo but I'm roughly 85~90% done with it. Of course I need to revise some things later but that won't take too long.
After that I need to get decent enough at art so I can create placeholders for everything I planned.
>>
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Good night bump
>>
>>164716813

Doorknob?
>>
>>164718476
Is Cleo the token female?
>>
>>164737046
I may be working 6 days this week. We'll see. We're coming in early today, but nobody's said if that means we can skip a Saturday shift. If we do, I'll work on my game just for you, Anon.
>>
>>164738368
> Of course I need to revise some things later but that won't take too long.

Haha, I said that last night, 10 minute sprite edits turned into 4 hours and complete sprite style change.

It would be a lot easier if I just fucking killed myself
>>
>>164716235
What's your game about?
>>
Would you guys be interested in a dangan ronpa-ish whodunnit except you play as the killer and are actively trying to lie and cover up evidence so that you can get away scott free?
>>
>>164761250
An interesting twist to the classic whudunnit. I approve.
>>
>>164761250
That would be cool, I've always wanted a game about trying to get away with a crime
>>
El bumpo
>>
>>164759705
It's an SMT clone. The main character is a detective.

http://mirroredsoulgame.tumblr.com/
>>
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>>164766171
An SMT detective, you say?
>>
>>164766171
That sounds pretty nifty!

>>164766554
>aspect raidou
Oh, goddammit.
>>
>>164767161
Thanks anon!

>>164766554
Kekku
>>
>>164709094

>Valencia
Main character. Stoic and serious, can be kind-hearted but usually tries to first see through plans. Military background. Washed up far away from home, knows why but doesn't reveal it to player. Has random thoughts that debilitate her, later learn she is suicidal. Fights with a sword normally, but prefers an ax.

>Roa
Laid-back guy from starting village. Is generally kind to people but is naive. Has a staunch devotion in his religion, though, and is quick to anger if someone bashes his religion, the Father of his church, or his faith in his religion. Fights using sai and other weapons similar.

>Dae
A kind-hearted and optimistic fisherman. Actually hates fishing and living the way his father wishes, and wants to travel the world and be a healer. Has a secret involving a stone that he keeps from the other members, and it is learned he is trans, and uses the stone to become Yvelle. Uses magic and a staff.

>Tamlon
An exiled seer from a very religious region, he was exiled for standing against the main church (the same religion Roa practices) and helped Sarinus (the largest kingdom) steal artifacts from the church to lessen their power. After fighting him and he escapes, you meet him again when captured by Sarinus, but he is silenced. It turns out he was captured on purpose to join your party as he knows you all are quite strong, and is willing to put aside his feelings towards the church while aiding them. Uses magic and a crystal ball that houses a spirit that fights for him.

>Serrin
A happy and bubbly girl whose parents abandon her when they learn she can transform into numerous monsters. (Not fully fleshed out as I haven't gotten to her in the story yet) Fights using a gun and can transform into different monsters.

>Mederin
An old guard who fights by your side (Not fleshed out yet) Fights with magic and a spear.

>Ayla
A mysterious elemental woman who uses the power of magic through her sword. (Not fleshed out)
>>
>>164777185
Your little blurb on Tamlon was a bit confusing to read. So the party fights him, and he escapes. Then you meet him again as a captive in Sarinus, but he staged the whole thing? I also didn't get his motivation for joining.
>>
>>164736185
W-w-we'll show you, anon!

>>164746607
Not entirely, no. She starts out a bit like you'd expect a support female character would but, by the end, she challenges the reasons why she feels like she has to take care of everyone all the time. I took a lot of inspiration for her from people in my life who have this personality that makes them help others to their own detriment, eventually leading to resentment of the people they are helping. My hope is that you'll see her flourish into a more balanced character (same with the rest of the characters) after they've had time to develop.

Also, from a gameplay standpoint, you can buck her from the healing/support role and turn her into an attack powerhouse if you want.
>>
>>164737248
will do for $1000
>>
>drawing characters to fit the game artstyle
>same 3 frame animation limit
>walk animations look like shit because characters aren't chibi
>script to add more frames fucks stationary

It hurts to live
>>
>>164777185
>Mederin
My brain reads it as Meredin, which rolls better of the tongue too imo
>>
>>164777185
>and it is learned he is trans, and uses the stone to become Yvelle. Uses magic and a staff.

Ah, that's a smart dollar
>>
>>164777185

I like how you put in trans freak to appeal to tumblr crowd. Good thinking there anon.
>>
>>164778052
Sorry I didn't make it as clear as I should :/
He is a seer and mentions earlier how your party is very strong. He sees in the future you and him fighting together, and so gets himself captured after also seeing you all were on your way to Sarinus. He is a believer in not escaping fate, and will do anything to keep in line with his visions. So pretty much his reason for joining is fate?

>>164779989
Meredin could work, I'll keep that in mind

>>164780136
>>164780918
Actually, it has nothing to do with trying to appeal to people. I'm actually trans myself and wanted to throw in a nod in game by having a trans character (as there really aren't many trans characters in video games). If tumblr eats it up w/e, but desu I'm just doing it cause I wanted to, I don't care about money at all.
>>
>>164781320

Damn it man, you should have milked it for shekels. That's all I'm sayin'.
>>
>>164709094
There's two different story arcs. Essentially, everyone is dead and is trying to come back to life. Keeping it vague online. One is more "power of teamwork" destiny, and the other is "we're all gonna die" fate. Each has its own party members:

Destiny:
>Jack:
Crybaby music producer. Sometimes slips into a woman-hating alter ego.
Cause of death: Overdose in attempt to calm down before a gig.
>Sheerna:
Stuffy perfect type. Emphasizes always performing at 100%. Hates success of others.
Cause of death: Extreme fatigue
>"Primadonna"
Only remembers her fighting stage name. Wise-cracking, often offensive, tomboy.
Cause of death: Chronic head trauma
>'Amber':
Sweet, but 'holier than thou'. Very idealized in thinking. Is female in this world, but was male in life.
Cause of death: Ritualistic suicide
>Lilith:
Distant, bratty, standoffish rich girl. Generally doesn't associate with the other characters, believing she doesn't "belong" here with the rest of them.
Cause of death: Domestic Abuse
>C.C.:
Cool but enigmatic. Often difficult to talk to, possibly the result of a mental condition. Pun enthusiast.
Cause of death: Premeditated Murder

(cont)
>>
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Hey. Guy making porn game here.

Where the fuck are the good open asset modern day char sprites?

I'm still using these... and I'd like to not.
>>
>>164784303
Fate:
>Imogen:
Child under age 12. Immature and underdeveloped mentally. Antisocial behaviors prominent.
Cause of death: Bitten by a rabid rat
>Quah Ting Wen "Quentin":
Timid and passive. Can't make decisions on her own and chokes when put in the spotlight. Cares too much what others think of her.
Cause of death: Drowning
>Virgil:
Badass, but in an almost scary way. Confrontational and careless. Machismo.
Cause of death: Smoke inhalation
>Mercy:
Ex-cop obsessed with justice over mercy. Very "Ends justify means". Wracked with guilt.
Cause of death: Suicide
>Isaac:
Young, about 16. Hard to read in the 'lawful evil' sort of sense. Believes all characters should be dead-- nature made its choice and selected against them.
Cause of death: Terminal genetic disease
>Laslo:
Polyanna, naive to a fault. Believes the best in you. Yes, you.
Cause of death: Framed, Death Row.
>Nancy:
Motherly, failed grad student. Eager to play as the party therapist, physician, or other MD roles that she was unable to attain academically in life.
Cause of death:
Car accident
>>
>>164784837
You have to make them yourself.
>>
>>164784303
>>164784961

This is a nice write-up. The premise of your plot is really interesting. I'm looking forward to seeing your progress.
>>
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rate my goat?
>>
>>164785584
Not baaaaaaaaaa-d.
>>
>>164784837
If you're hoping to make a porn game and can't even do sprite art, you're going to have a bad time.

>>164785584
baaaad
that was just a goat joke, nice work friend
>>
>>164785584
nice/10
>>
>>164785770
>Sprite porn

Ha! Like that sells. No, I'm going to draw the actual art. The sprites are just there so people have something to run around in.
>>
>>164786078
That's not what I said.
I was implying that if you don't want to or straight-up CAN'T do even your own sprites for your game, I don't have high hopes for your actual H-scenes, which will be far more difficult to pull off than those sprites you posted.


Are you really planning to just mspaint recolor those sprites and continue flat tracing around anime characters?
>>
>>164784961
is this a horror game, puzzle game, or an actual RPG? this is an amazing concept for an RPG
>>
>>164786734
Not that anon, but there's nothing wrong with working with placeholders until the basic framework is set.
>>
>>164787026
I totally agree, anon, it's the fact he's looking to replace what looks like a perfectly fine set of placeholders gives me the impression he's looking for free permanent sprites for his game.

While that's ordinarily fine, this is a guy who plans to make money from a project that is going to require a lot of art, it just doesn't really add up.
>>
>>164786839
Relationship building RPG with horror story elements.

Without going into too much detail, gameplay involves exploring the circumstances surrounding each characters' fate and then trying to change them for the better. Mental hangups, painful memories, and character traits manifest into physical monsters that are fought throughout the game.

Once (plot device) time has run out, you (if you have changed as well) and anyone that you've changed gets to wake up. The rest are trapped within the world while it fades away. So the name of the game is time management to help as many people as you can.

And thanks anon!

>>164785561
Thanks anon, I actually just finished some sprites. I take after ATLUS-like art styles, any requests for specific characters from the list I posted?
>>
>>164787807
Dead Rising crossed with Persona and Quantum Leap? Good shit, anon.

If you're the anon I think, I was the anon who said it'd be a good idea not to lean too heavily on the tragic deaths. You've put a really good mix in there.
>>
>>164787807
Quentin, Nancy, Isaac, and Sheerna are the ones that piqued my interest most, but don't feel rushed.
>>
>>164787807
This sounds very neat.
Is it possible to help them all?
>>
>>164788553
Yes, if you save everyone from both arcs you unlock the last arc.

>>164788305
I'll whip them up really quick, gimmie a second
>>
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Breaking up the task of character animating by being silly.

How do you take-a-break-but-sort-of-not-really?
>>
>>164790071
writing dialogue for NPCs mainly
I have this idea for a family that you can live and when you go back every time theyll be doing something different, and so ive fleshed them out the most
>>
>>164788305
aaaalmost done.
Isaac isn't quite ready to rock, so I might omit him, but the other 3 a pretty good almost

also, when I say sprites, I mean character portraits.
>>
>>164790071

Doing a few quick scribbles of my characters and shitposting
>>
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>>164788305
Alright, here's the ones.
Quentin is the blue one on the left

Sheerna is the middle one.

Nancy is WIP, and is on the right.
>>
>>164791897
Beautiful art!
>>
What's you guys opinion on using nude char sprites that exist out there as a base and drawing your own clothes and hair on them?
>>
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Pls r8 goat walk cycle

>>164792323
As long as the style of the clothes matches the style of the base, go for it.
>>
>>164792323
It's good if we can't tell that's what you did.

If it's a microsoft paint hackjob, then it's not gonna be much better than if you used out-of-box sprites.
>>
>>164792323
it's a good way to practice, I did it all the time as a teen, probably something that can be improved upon before a final product but they're good, personalized placeholders and help you better communicate your intentions for getting criticism or help
>>
>>164792098
Thanks anon
>>
>>164792506
b-bump
>>
>>164791897
Funny, I had pictured Sheerna more like Nancy, mostly because of an acquaintance of mine that fits Sheerna's description but has Nancy's looks. But I can see where you're going with that design, and it also fits the character well. Overall the portraits look really great.

>>164792506
The thigh gap is too big in my opinion, makes it look like the character is not bending its knees at all but just doing an awkward crab-walk. It looked OK in the static sprite since female characters are often depicted with their legs bent inwards (at least in eastern media).
>>
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>>164793271
Well it is a goat, they have funky legs. What I think you read as knees is actually just the start of the foot. Still think it needs be changed, or..?
>>
>>164793538
The heels of the goat's feet are pointing towards each other instead of behind the character, and the actual knees are pointing to the left and right.
I realize it's tricky to give the illusion of depth, and in the static sprite it really isn't all that jarring. But it becomes obvious in the animation. I think a few minor adjustments to the legs to make them look straighter would fix it, though.
>>
>>164793271
Alright, cool. Glad you think so-- it's the first time I showed off some of these portraits so I didn't have a gauge for what other people thought of it until now.

Thanks for the feedback
>>
How did/do you learn how to script?
>>
>>164795402
That's pretty easy to answer.
I didn't.
>>
Do not die
>>
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A good night bump from me. I made another tree! Perhaps one of you'll find it useful. Bark is still difficult, but I'll get there eventually.
>>
>>164801420
Very nice
>>
>>164801420
I like your tree, anon. You should sprite a cute hippie chick to give it a hug!
>>
>>164801420
Looks pretty nice
>>
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The walk cycle was probably just fucked because she wasn't wearing her skirt. How's it look now?
>>
>>164801420
Wow! That's a good tree. I remember the first and second version you made. You're definitely coming along, Tree-san.
>>
>>164805609
Cute goat.
>>
>>164805609
Pretty cute
>>
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Updated the main character facial portrait. Say hello!
>>
What would it take for you, the player, to like the character that you play as and feel romantically attracted to the intended love interest?
>>
advice on the OMEGA update for BLIND?
(Bad Bully Bass hasn't been nerfed, he is basically impossible.)

>http://gamejolt.com/dashboard/games/155309
>>
>>164807391
Hello.
Prepare for some gentle headpats
>>
>>164807391
hi
back into hell with you
>>
>>164807516
>like the character that you play as
make them a decent, relatable person that you could see yourself identifying with

>feel romantically attracted to the intended love interest
relating to or being able to self-insert as your character probably helps a lot with this, as well as just making a likable love interest that caters to common preferences or desires in a person
>>
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That was fun, back to making games.
>>
>>164808725
LEO!
>>
>>164808725
too little too late, talking hand
back into the depths
>>
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>>164808970
Good to see you my friend!
>>
>>164808513
Really?
I'd argue that making a relatable MC and a conventionally desirable love interest is a good way to have nobody care
>>
>>164807516
I'll like a character I find charming/interesting/ entertaining, and hopefully nicely designed. (So basically, not very much like the protagonist in most rpgs/shounenshit.) Nothing turns me off a character faster than people undeservedly fellating them, or them having ridiculous powers without feeling like they worked for them. (So again, not being like most rpg/shounen protagonists.) Being the underdog, being intelligent (but not stupidly hax so), having solid relationships with other characters, and having a nice gameplay feel are all good things. A less common type of weapon/fighting style also helps if there's typical rpg combat.

I'm probably not going to be romantically attracted to any intended love interests. But I may find the romance intriguing if I like both characters and their relationship.
>>
>>164809668
well that's the standard VN formula, figured it would work just as well in an RPG if that's the result you're going for
>>
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how does this falling sprite look?
>>
>>164809794
>I'm probably not going to be romantically attracted to any intended love interests. But I may find the romance intriguing if I like both characters and their relationship.

>>164807516 take notes. Also having the love interest be cute and obviously flirt with the mc helps implant the idea of "these two are more than just friends". As for the MC itself, everybody roots for the underdog.
>>
>>164810021
Oh, I'm not saying you're wrong my dude.
I was just saying that I disagree. In fact, I'd argue the reverse psychology of saying "DONT FALL IN LOVE WITH THIS CHARACTER" will do more to get the player interested.
>>
>>164807516
I'm not sure why but I often find myself falling for girls who are not the intended love interest.
>>
>>164807516 Depends who your audience is. Think of who they'd like, who they'd find attractive, etc.
>>
>>164810242
yeah, I get you, and I'm not entirely convinced the standard VN setup is best either, but really they're the only games that focus on love interests for the actual player instead of the game's protagonist so they're probably the best reference
>>
>>164810664
Ever played Meet n Fuck? ;^)
>>
>>164809668
I agree. Trying to make a character any player can relate to nearly always means they'll end up bland and inoffensive. They can't be too smart because gamers are idiots and they can't have many interesting opinions because muh selfinsert would never say/do that! Don't try to give me (You), give me a character with a... well, character.

>>164810257
"Intended love interest" is often too big a part of the character. Other characters have to be interesting in their own right, but devs often assume a love interest is going to be liked because she's your waifu and don't bother to develop them much beyond that.

(And also because rpg writing is usually shit, so the romance you might imagine between two uninvolved characters usually looks more appealing than the actual romance you're looking at.)
>>
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she goes both ways!
>>
>>164811586
Even cuter going the other way. That wagging tail...
>>
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>>164811039
I feel the same way.
That's one of the most toxic things behind mainstream haremshit that makes it no better than western teen dramas. The MC is written to be bland and plain and easy to fit into but then they're also attractive and have no problem getting love interests wherever they go, and are also comedically over powered.

One of the most enjoyable character experiences I've ever had was playing as Bayonetta, honestly. Absolute opposite of typical MC. Not that Bayonetta is even an RPG, but it was a character I enjoyed playing as and watching interact with others. Why should RPG or anime MCs, which are supposedly even more relationship intensive mediums, have less personality?

>>164810257
Yeah. 'Intended love interest' usually means 'unoriginal mary sue that loves MC and doesn't do much else'.

Also, progress on Imogen:
>>
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>>164812726
What happened with her nose?
Who hurt her?
>>
>>164813241
My dick did it
>>
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>>164813592
Run
>>
>>164813241
Without spoiling too much, she was bitten by a rabid rat while exploring her backyard.

She put a bandage on it, and that was enough for nobody to notice that she was getting very sick, since her parents didn't really keep tabs on her. (They were providing parents, but not present enough.)

And that's how she died.
((All of the characters I posted are dead. The story takes place after their deaths))
>>
>>164812726
looks really good man, love the colors
weirdly coincidental, I've got a "daughterfu" character named Imogen in my notes
it's a nice name that doesn't get used as often as I think it should
>>
>>164813968
Ah, I see. I've read your earlier posts.
Rabid rats are really rare, though not entirely unheard of.
Dying of rabies must be horrible, poor girl.
>>
>>164814714
>mfw I have no face but I accidentally subconsciously filenamed imogen as "daughterfu"
oops
Yeah, I agree.
I like using uncommon (but not blatantly OC-extravagant) names for characters. Nothing kills my immersion faster than playing a fantasy RPG with a character named 'Mike'

>>164814846
Yeah, all of the characters' deaths can be described as "an extremely unlikely occurrence" for one way or another.
>muh plot device

I watched a few vids of what rabies does to humans. Boy is it fucky. Some zombie-level shit. Worst part is the world the characters are in is a collective subconscious of their pre-mortem minds, so Imogen is still displaying symptoms as though she was still alive and sick.
;_;7
>>
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My goat's centaur friend! Is he okay? I'm working with a limited pallet for fun but he has so many different shades of brown on him.
>>
>>164817839
Not a big fan of the hair but otherwise he looks pretty good.
>>
Is the "bad guy hides in the shadows during a stormy night and just when he is about to attack a thunderbolt illuminates the room" idea overused or do you think it's okay?
>>
>>164817839
This is what I hate about most people's depictions of centaurs. No one ever cares about anatomy when they make a centaur. His torso should not be straight up like that. He is literally straining most of his vital body parts, notably vertabrae and digestive system. Centaurs should have the human half be on the same level as the horse half, with the human hands used as a 3rd set of legs.
>>
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>>164818001
This a better style?

>>164818881
While I agree, constantly staring at the ground is a terrible way to live. And, well, it is fantasy.
>>
>>164818881
>No one ever cares about ANATOMY when they make a CENTAUR

You do realize those two things in that sentence conflict with eachother right?
>>
>>164818881
Anon, did an anatomically incorrect centaur touch you when you were a little boy or something?

There's nothing wrong with make believe and there's nothing wrong with anon's centaur anatomy.
>>
>>164818757
Not overused if done well. Lightning bolt reveals are pretty great.


Also to all: where are you gonna get your music from?
>>
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>>164819621
>Anon, did an anatomically incorrect centaur touch you when you were a little boy or something?
>>
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>>164737046
>>164750724
>"You guys don't have to work Saturday"
>Worked 14 hours today instead
A deal's a deal. See you tomorrow
>>
>>164728079
then you have considered the lesson of the fortune cookie. I hope it goes well for you.
>>
>>164807516
I have a type. Zelda (Link's Awakening/OoT) and Suikoden 1 put the MC alone with a girl who tells you her hopes and dreams (Marin in LA wants to become a bird, Malon in OoT sings alone at night, Odessa in Suikoden asks your opinion on her rebellion, which your dad is trying to crush). It's awful sincere, and it's something I tried to replicate in my own webseries:
https://www.youtube.com/watch?v=7vIVAZRhFAM
Pokemon X and Y, arguably, followed that same pattern with Shauna (who just really likes being around your character). It makes them endearing without forcing them down the player's throat. I think action is very important to making a character. Also, lots of dialogue about their hopes and dreams. But that's me.

As for the MC, they need to be more or less a blank slate (ie Link). That's the only way you can guarantee nobody will be turned off by their personality. Give them something to do (ie find the Master Sword/free the sages/kill Ganon), but let the player do the detail work in their head (Link wants to save the world // Link wants to kill Ganon, and I guess it's cool that the world's saved // Zelda is Link's waifu and she can't turn him down for a date after this // There was something I needed to do after getting all the heart pieces, wasn't there...?)
>>
>>164819740
Open asset music for most of the game (Fields, houses and shit)

Self made music for character le motifs or themes of major areas in the game.
>>
>>164819740
I'll commission someone when I am nearly done with my game I think.
>>
What'd you do today?

I scripted out a scene where some fucker approaches you to sell a warehouse where you'll eventually store slave girls.
>>
Got a Day/Night system all set up! That was not as hard as I thought it'd be.
>>
>>164819479
They don't. A centaur is a defined creature, and it being a mix of other creatures doesn't change anything. If anatomy didn't matter, you could simply draw a cow and call it a centaur.
>>
>OMORI
>Beautiful looking game that will undoubtedly blow and and be a smashing multiplatform success
>Crowdfunded 200k
>Used RPG Maker

How anons
>>
>>164827448
What the hell, I autodeleted random shit from my post

I meant to say that it was gonna be a blowout, not that it was gonna blow lmao

I mean it's gonna be really good

I want to know how the hell they pulled off such an impressive game and stuff
>>
>>164827448
Never heard of that game before but I wish I had that amount of money.
>>
What kind of puzzles do you really like?
>>
Worked out a job for the player to get and do. It's just a daily fetch quest. The game keeps track of whether or not you worked that day. So you can only work once a day.

Fun.
>>
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Good night bump
>>
>>164784303
>ritualistic suicide
Did he cut off his own dick?
>>
>>164807761
why hell?
>>
>>164828335
This desu
>>
Have a good night/morning song.

Another question about music. Do you like simple music or more complex music in games? Are you more satisfied hearing chiptunes and MIDI instruments or do you like hearing full on music that sounds like it was composed for a blockbuster movie?

>https://soundcloud.com/mrmichaelgomez/joy
>>
>>164825864

Why? I mean, is the day/night a full on needed integral part of the game or are you just chucking it into the game because every game has to have Day/Night nowadays?

I for one, am not going to bother with sticking it in arbitrarily.
>>
>>164835750

It's the place where furries belong.
>>
>>164603898
Leoheart, a quick heads up! The red cross is copyrighted! Don't use it!
>>
Does anyone have any recommendations for making running animations look smoother?
>>
>>164843713
There are scripts that give you more frames to work with, though they tend to fuck over idles.

Best bet imo is to try to make the movement subtle or stylised so it doesn't stand out as unnatural.

I mean default just uses Standing, arm1/leg2 forward, arm2/leg1 forward
>>
>>164841260
I suppose Disney and Dreamworks and various other companies are furries too then? I genuinely don't understand what the problem with just having animals is if they're not anthropomorphised or sexualized at all.
>>
>>164844718

I ain't never watched any of those furry disney and dreamworks movies, nor do I intend to. Degenerates.
>>
>>164844971
You must have some real issues if you think every animal is related to furries. Maybe I should look up a therapist for you.
>>
>>164795402
First, do you know anything about programming?
If not, I recommend during a tutorial in CodeAcademy; they are short and teach you the basics, which you need anyways. Obviously, if you're using VX Ace or earlier, do the Ruby course, if you're on MV pick the JavaScript course.

Second, once you have the basics down, the best way to learn is to look at in-game scripts and see how they work. Some people also assembled useful collections of script calls that are equivalent to events (http://forums.rpgmakerweb.com/index.php?/topic/25759-script-call-collection-for-vxace/), i.e. if you write that text in the "script" field of an event page it will have the same effect as making an event for it. This is useful to learn how the basic scripting commands work in RPG Maker.

Once you're at the stage of making your own, more complex scripts, there are a few steps that are helpful to follow:
> write down what you want to do in plain English
> write down a basic code to do that in plain English
> figure out which parts of the existing code will serve your need
> write your code
> bug test

Example:
1) What I want
Draw a red rectangle in the upper right screen when the menu is opened.
2) Basic Code
- check if the menu is open
- create a rectangle
- set the x and y coordinates of the rectangle to somewhere in the upper right of the screen
- set the width and height
- set the fill color to red
3) Existing code that is helpful
- RPG Maker can draw rectangles with a Rectangle class, a Sprite class, and a Bitmap class; read the Help file in the script editor to figure out the differences and which one is best for the task
- modify "initialization" function in Scene_Menu to call my custom function to draw the sprite
4) Write code
Write a custom function in a new script. Make an alias of the Scene_Menu initialization that calls your custom function.
5) Bug test
- run the game, see if code behaves as expected
- if there are errors go back to the code to fix what went wrong
>>
>>164807391
>>164808725
Their eyes look way too human because the pupils are round and there is too much sclera showing. Cleo's eyes are too close to the middle. The mouth lines could use a little spacing from the nose to make a proper "-3" shape but that's just nitpicking. The fur looks nice.
>>
>>164810054
It does give the impression of someone tumbling down, so that's good.
>>
>>164827448
Well, there's a full team behind that game, including an Enterbrain employee.
>>
>>164845207

I'm just busting your balls.
>>
>>164294745
Any way too loop a sound effect in VX Ace?
>>
>>164847954
As in, have it play constantly while doing an action? Maybe as a while loop.
>>
>>164848143
Yes, whilst performing an action of sorts. Problem with manual looping is that I don't know how long the sound effect lasts and I'm not sure if there's any way to check whether or not a sound effect is still playing or it has stopped.
>>
>>164848270
Yeah, that seems tricky. There are functions in the built-in Audio class to stop music and sounds, with the obvious consequence that you'll have an interrupted sound effect. I didn't find anything to check a sound's duration.
However, BGM and BGS classes have the option to start playing at a certain position (for .wav and .ogg formats). In theory, this could be hijacked to check what is the maximum position that exists in the file (assuming this somehow relates to length of sound clip).
A quick-and-dirty solution would be to wait for a certain number of frames before playing the sound again.
>>
Finally got around to trying Tomb of Friends demo because my internet was out.

GOD DAMN

This is going to be a massive hit with the youtube audience. Jesus, the number of mini games is great. Really great work man.
>>
>>164849085
There's also Audio.bgm_pos, but I'm not sure what it exactly does to get the position of the current track, so I can't just copy paste it into RPG::SE
Well, I can then also just manually count seconds, but I'm not sure if that's the best way to go about it. Guess I'll try looking into how ruby works with audio files and try the frame/second counting if that doesn't work, thanks!
>>
>>164349745
Is that toriel and the batter? Sorry I honestly don't know.
>>
>>164849554
Maybe this thread is helpful:
https://rpgmaker.net/forums/topics/16836/
>>
>>164849767
I guess, I need to brain storm it a bit more. Thanks a lot though.
>>
Do you guys have some tips for writing a murder mystery?
>>
>>164827448

Probably because it's vaporware. They announced it in, what, 2014? And there's still not even so much as a playable demo. Then after a year or two they went "we're remaking it from the ground up."
>>
So Yanfly made a comic: http://yanfly.moe/2017/01/07/comic-lets-make-a-game/

I'm cringing pretty badly at myself right now for all those relatable mistakes I've been doing
>>
>>164853361
Read Agatha Christie and notice how she recycles the formula very efficiently while still managing an interesting spin.
>>
>>164841031
Certain things only happen at certain times of the day, npcs will be at different places during different times, etc. It was an actual needed part of my game
>>
>>164854693
This is such bullshit. I want to AVOID making a cookie-cutter linear game
>>
>>164859639
Still, the idea to create a foundation first makes sense.
>>
>>164859639
>>164860510
I mean, you should start with a rough sketch of the figure before you start drawing every little pore on the nose.
>>
>>164859639
He's talking about your first game. It's like with cooking; Your first meal should be cooked precisely how it's descriped in the recipe at least once. Only when your safe in your cooking abilities you start to mix and match new spices and shit.
>>
>>164854693
I'm cringing really badly at his depiction of anime conversations. Christ, this could have been an article, but he just had to draw overacting twats all over it. GET TO THE POINT YANFLY YOU FAT WEEABOO
>>
>>164859639

>missing the point this hard

How long have you been working on your game anon?
>>
>>164841498
Really? I can't have a catnurse with a + on her head? =(
>>
>>164845836
Their eyes are supposed to look human, I did that on purpose. I totally agree with you on cleo's eyes and the mouths, will def be looking to make some alterations. Thanks for the feedback!
>>
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>>164859639
>>
>>164866396
Make it a white cross on a red background, and if anyone asks tell them it's the flag of Switzerland
>>
>>164867407
Hah, though a novel idea, I plan on maybe making it a heart instead. Would rather do that then have a red hat =\
>>
Are monster designs patented?

Like, if I really liked some guy's interpretation of Valkyrie that I found on google, could I copy the design (in my own art) with minor tweaks and use it as a monster in my own game?
>>
>>164869332
The Chinese do it all the time! Joking aside, I think you should make noticeable alterations at least, if for no other reason than to make it more your own.
>>
>>164869332
There are different types of copyright, and some limit the creation of derivative works. What exactly a derivative work is is up to interpretation. My gut feeling would be that anything that's close enough to be labeled "fanart" is probably derivative.
>>
>>164866396
It is quite unlikely that someone would mind you having a catnurse with a + on her head enough to go after you for it. Or even notice it among all the other million things using the same symbol.
>>
>>164869332
post the picture.
>>
>>164869332
Considering how many hentai artists use existing characters in their own works as parodies? Shouldn't be a problem really.
Or look at Undertale the character designs are taken from already existing characters from 50's and alike.
>>
Has any of you guys played Digimon World?

How did you feel about Vademon game-design-wise? Should there be an Ultimate Digital Pet that is awarded to players who weren't careful enough to acquire an Ultimate Digimon, but also weren't so bad as to just lose their Champion digimon and go back to hatching an Egg?

I am asking because I am making something kinda like that ,and there are 8 Champion not-Digimon that are being used as punishment for different care mistakes (akin to Sukamon, but for lack of sleep, low weight, heavy weight, etc) so the players have an idea regarding where they fucked up rather than just getting a Numemon.

But pushing that idea further to create 8 "punishment" Ultimate not-Digimon seems a bit too much. I don't really have any creative ideas for such designs, it might make collection building absurdly hard, and "Shitty Ultimates" that aren't good for fights sorta beats the purpose of getting an ultimate.
>>
>>164870724
It wasn't actually a Valkyrie. That was an example.

I was thinking about the Spider-Witch creature in the top center of this image.
>>
>>164873010
just take the elements of the design you like and give it your own spin or combine it with something else, as long as you don't copy it exactly and slap your name on it no one should really care
>>
What do you think of important characters that appear several times during the story but without any kind of hint that they are even relevant to the plot? Do you think that's a good surprise? Do you think that's a lame twist?
>>
>>164874893
it's usually not a good surprise imo in most cases, because usually by the 2nd or 3rd time you run into someone you're already suspicious of why they were brought back
though while you can udusllu tell that they're obviously relevant somehow, you're not really sure of their motives till later so it gets you guessing which is fun sometimes
>>
>>164874893
O'aka XXIII was fucking cool.
>>
>>164876181
it could always be a plot irrelevant, side story you can follow if you talk to npcs. I know a few games that do it (trails in the sky for example)
>>
>>164874893
As graphics get better, and games get more complicated, it's harder and harder to pull off

>FFL1
>Man in top hat is God
>Shows up in random towns and says generic NPC things
>Is always gone when the quest in that sector is done
>FFL1 has tons of NPC sprites (but they get re-used) so picking him out as the same person takes a little thought

>Modern game
>"Why is this NPC so detailed?"
>"Why does this NPC have a portrait?"
>"Why is this NPC in a big concealing cloak?" (Dev: To keep them from having detail or a portrait! Fuck!")

I would love to see it done well again
>>
>>164876524
yeah, that would make it more subtle, I was thinking along the lines of Whirlwind in EO4 or Midboss in Disgaea, where it's just someone you keep running into who isn't very important yet but just keeps popping up suspiciously anyway
someone you have to look for is a better surprise, I think Chrono Trigger did that in a good way with one of the gurus being around before they're relevant iirc
>>
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>>164876650
>"Why does this NPC have a portrait?"
I would love to see a game like Fire Emblem with this problem start randomly generating portraits or something to solve this problem
>>
File: rhippo.gif (28KB, 90x90px) Image search: [Google]
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HE WALK
>>
>>164878432
HE'S FAST
>>
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>>164877856
>>164876650
It's like in old cartoons where you could tell a background item was going to become relevant because it was colored slightly different due to the way cels work and such.
>>
Tell me about the gameplay of your game.
>>
>>164879883
Standard adventure RPG with big bads and collecting macguffins and killing your father and all. I think I want combat to be about typing words but I'm afraid that's too typing of the dead. But it is a fun system!
>>
>>164876650
You can always do the FFL1 on a new game, an npcs that you can't really tell if it's the same character or just several with reused sprites/models. And you can always just avoid using their portrait if they have one up until they become important. should work well if you couple it with having other characters who are more obvious plot relevant characters who Do have portraits from their first appearance.
>>
>>164879883
Extreme tactical running around and high speed talking to people
>>
>>164879883
Light platforming, side scrolling adventure RPG. No random encounters. No levels, only skills and stats that can be purchased with points gained from battles, exploration, finding items and talking to npcs. Main char is the player. Each party member has different mechanisms to their attacks (timing, combo input, mash, DDR style). Battles are simple (no elements/damage types) but often complex (resource management, reading tells, etc.). Different endings.
>>
In your opinion, which of these sounds better in a Lewd RPG?

1.) Require completing more of the story to get more of the lewd.

2.) Require completing more of the lewd to get more of the story.

3.) Story and Lewd are unrelated to the point where you can beat the story without even touching lewd

I just got really into doing story stuff this last week and completely ignored lewd stuff and this question popped into my mind.
>>
>>164883425
3
>>
>>164883425
3
>>
New Thread

>>164884024
>>164884024
>>164884024
>>164884024
>>
>>164869332
Not patented, patents are for inventions.

If a design is closely related to a particular company, that design can be trademarked.

There's also copyright, but I don't know if the design of a monster can be copyrighted, or just a particular picture of that monster?
>>
>>164879883

Cooldowns instead of mp, formations play a big role, full HP recovery after fights, cooldowns too except during "encounters" which can be a few fights in quick succession.

Also relationship bonuses.
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