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/rpgmg/ - RPG Maker General #181

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: 745
Thread images: 171

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Post-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:
>>164294745
>>
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Bumping with bunny
>>
>>164883606
>>164883752
Great. I really wanted to get to working on the very first "dangerous" story mission.
>>
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Don't give up Anons
>>
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First boss area finished!
Now onto balancing the fight itself, perhaps I'll even finish a demo sometime soon
Nah, who am I kidding
>>
>>164884434
I think rather than just writing a 'legit' game with optional H-content, ride the line more often.

The lewd stuff doesn't need to be tacked on, the whole game could be good just being a bit sleazy all the time, with the odd full scene thrown in when it makes sense.

That way you can still get your kicks writing the story missions. Always have the meter running.
>>
>>164884434
Dangerous?
>>
>>164885405
First mission you can actually fail. Before this there was just fetch quests. This quest has the PC going to a place with lookouts, which will fuck you up and fail the mission if you get caught. PC has to sneak through, do some shit, sneak back through, and possibly an encounter at the end.

Speaking of, I'm a bit worried about implementing lookouts. I figure it'll be easy to do if they're on a set moving path, but what if I have them move randomly? I imagine I'd have to constrain the position of the line of site events to the position of the lookouts, and then something else or something? I dunno.
>>
>>164885875
Galv has a line of sight plugin that'll likely help you in that case.

Personally I wouldn't put random movement in, since it's properly random and will lack all sort of sense. Better to give them a set routine, or multiple set routines, the one being used being determined on starting the script with a die roll.
>>
>>164885875
Line of sight is relatively easy to implement using an event's x and y coordinates. There's a forum post tutorial explaining how to do it with eventing only:
http://forums.rpgmakerweb.com/index.php?/topic/3452-direction-based-line-of-sight-events/
>>
>>164854693

This is interesting. I'm not a fan at all of shitty 4-koma comics like this, but the ideas seem pretty sound.
>>
>>164888659

>4koma
>shitty
>>
>>164854693
FlyingDream is cute! CUTE!!
>>
>>164888659

I liked it. You're just shit.

Also, no progress from me today. Rance VI is just too damn fun to play.
>>
>>164892052
Yes, 4koma can be shit. I'm sorry to be the one to break it to you.
>>
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have some bad guys
>>
>>164892391
>Rance VI
Got a link for me senpai?
>>
>>164893468
I want some good guys
>>
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>>164893732
have a magebot then
>>
>>164893468
The one on the top right is my favorite.
>>
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>>164895221
>>
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>>164893693

Only cause you asked nicely. You can thank me by posting cute girls.

https://mega.nz/#F!yccGjCQY!PcbrdbrzTWEnZ87qQnTqhw

Password is Anasel
>>
Yo, evening RPG ladm8s.

So I'm trying to create something using the default event options.

I've got the player's X and Y coords continually being written to a pair of variables, and i have an event that's keeping track of its own coords and writing to variables.

I want a condition to be the player's location relative to the event, but so far all I can do is check that the player is on the same X or Y coord as the event, which isn't ideal.

Anything I can do to check if the player and event are within one square of each other on either axis?
>>
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>>164895509
Thank you!
These are cute, right?
>>
>>164895721
For reference, tried this but doesn't do anything:
($gameVariables.value(41) - $gameVariables.value(43)).abs + ($gameVariables.value(42) - $gameVariables.value(44)).abs == 1

Where 41 and 43 are the X coords, and 42 and 44 and the Y
>>
>>164895721

distance formula is the pythagorean theorem, a^2 + b^2 = c^2:

a = playerx - eventx
b = playery - eventy

distance_squared = a * a + b* b

thanks to the fact that the coordinates are always integers, we know things about a few key values:

if distance_squared == 1, then the event is adjacent to the player

if distance_squared == 2, then the event is diagonally adjacent to the player

if distance_squared == 4, then the event is on the same axis as the player either vertically or horizontally, with 1 empty space between them

if distance_squared == 5, then the event is a knight's move away from the player
>>
If I'm going to release a demo for people. How should I go about telling them when they reach the end of finished content?
>>
>>164896631
Any idea why the above isn't working? Sorry, it's 1am and my brain is falling away like a wet cake
>>
>>164897920
Make a message about thanking the player and telling them that they reached the end.
>>
>>164897950
The math looks okay. Can I see a screenshot of the event?
>>
>>164897920
Fade to black and say thanks for playing. Then start jewing by advertising the website they can find more info about the game, when it's going to be released, etc
>>
>>164896121

Cute enough anon, cute enough.
>>
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>>164898494
Apologies if it's something massively obvious, I am feeling very stupid with all this
>>
>>164900414
I've hacked together something that works meanwhile, by considering 4 situations
(where X of player and event match, and Y is offset by 1 or -1) and (where Y of player and event match, and X is offset by 1 or -1)

and stuck those in a common event for now.
Very unprofessional and roundabout way to do things but I guess it works atm.
>>
>>164900414
I've solved it!

{Some number}.abs doesn't work in javascript. You probably got that from a Ruby code snippet I'm guessing?

Instead you need to do Math.abs({Some number})

The condition should wind up being:

Math.abs($gameVariables.value(41) - $gameVariables.value(43)) + Math.abs($gameVariables.value(42) - $gameVariables.value(44)) == 1
>>
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>>164901523
You beautiful sod, thank you <3
I guess I can throw away this cumbersome rubbish I came up with meanwhile. I hope it gets a laugh at least
>>
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I just tried doing a very basic foundation for a game like that Yanfly comic suggested, and holy shit that was refreshing.
>>
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Time to make some progress
>>
>>164906006

B-but I planned on hacking my 3ds tonight...
>>
>>164906357
I know you have literally no excuse not to do that but you have no excuse not to work on your project either.
>>
You shall live
>>
>>164904109
It looks so simple but guess it is a good way to start.
>>
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STAY ALIVE
>>
Today I put together some stuff for a slave girl. You can't fug her or anything yet but the quest to get her is set up in full, you can set her out to work in a bar for some cash, and if you do so enough you can send her out in more revealing clothing.

Tomorrow I'll work on a hunger/thirst/someotherthirdneed (cleanliness?) system and an event of her dying if you don't tend to them needs.

>>164886119
>>164886448
Thanks anons. I'll work on this soon.
>>
Fuck
I am THIS close to use "This is the choice of Steins;Gate" because something very fortunate happens in my game.
But I know I shouldn't use this.
>>
>When you thought you had a totally original idea but suddenly come across a game with the exact same premise after months of working on yours.
>>
>>164918890
Don't.
Making a meta breaking is only good when you are 100% that your meta is already established, otherwise nobody will take it seriously.

That goes for all of you.
Don't break the 4th wall until you have a goddamn standing house.

>>164921025
I know that feel.
Take solace anon, everything has been done.
But not everything has been done well.
Do it well, anon. Do it well.
>>
>>164922249
Don't worry, I'm going to use "This is the will of the universe" or something like that instead.
>>
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;;;tiles are so time consuming and it honestly feels like they barely pay off when i make them, it's just not my thing. is anyone here good at tiles/maps or am i gonna have to either suck it up or hire an artist?
>>
>>164925543
Just draw the map completely in Photoshop and disregard tiles.
Also TROGDOR
>>
Just another day without complete project.
>>
>>164928536

Even though it's 1am, I just opened my project to work on it a bit before bed. 1 step at a time, anon.
>>
>>164925543

Your tiles are looking good so far, though.
>>
So right now, in my battle system, I've got it set up to where the fastest unit always goes first (barring if you're in a certain formation). Should I add some variance to that to make battles a bit less predictable, or should I work in the confines of that to make them interesting despite it?
>>
Let's say I make a map.
Can I just replace them later by swapping the tiles?
>>
>>164933315
if using rpgmaker yes
>>
I'm looking to get into pixel art, I've been drawing digitally for about half a year with clip studio.
Where should I pick up photoshop / what version should I look for?
>>
>>164933749
I use CS6, but there are other/better versions. You can always use gimp as well for pixel art.
>>
>>164933952
All of these downloads/torrents are sketchy as fuck looking
>>
>>164925543
Depends, if it's really simple 16px tiles, I can do those all day, just as rewarding as the rest, but anything bigger and my lack of artistic ability really trips me up.
>>
>>164933952
I recommend pyxel edit, it was 1 dollar this week in the humble deal, should still be ongoing
>>
>>164933749
CS2 is available on Adobe's website for free. It's ten years old, but fuck, it's still Photoshop

https://helpx.adobe.com/creative-suite/kb/cs2-product-downloads.html
>>
>>164934363
>>164934409
thanks, i'll try both of these.
>>
Aries is on fire
>>
>>164934964
That's cool
>>
>>164884785
Your art style is gorgeous, really great use of colors and big fat blocks of the same color, really enjoying seeing it.

>>164893468
>>164893897
You are crushing it with these characters. Looking forward to the next demo no pressure

I've noticed that projects with original artwork or displaying a competent level of development receive much less attention or praise than story pitches, character background exposition or RTP mapping, and that's a shame.

I don't post my own stuff because it's disheartening to have it skipped over, though I'm hardly expecting a hugbox or anything.
>>
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Good night bump
>>
>>164937585
Sleep titght, anon
>>
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How do you guys feel about missable key items?

I'm making a H game and one of the party members has an item that they use to get off, but you can miss the item on if you pass that certain portion of the game without taking it.

I'm juggling the idea right now and still quite on the fence about it.
>>
>>164940882
I'm not a fan of missing anything forever in any game. except if it's demoniacally linear so it's 100% the player's fault.
if not, always consider the "I'm gonna explore that area after I do this" mentality
>>
>>164940882
>missables

Not even once. Temporary missables are fine, like in Lost Odyssey you can buy anything you missed from a one-time dungeon in the auction house lategame, but if it's permanent the game can go fuck itself.
>>
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>>164936343
Shame or not I don't care much, just the fact that someone out there is looking forward to it is more than enough for me! Thank you anon.

Also, an enemy.
>>
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>>164944343
Another one.
>>
>>164944529
What is this supposed to be? A cute tentacle rape olive?
>>
>>164944630
Yes
Octolive
>>
>>164944691
I guess that's a sign the drawing conveys the intention well.
>>
>>164935559
For some reason I sent a really small version (?) well, here's the full thing. It's a concept of one of the bosses of my game.
>>
>>164945001
Zodiac-themed?
>>
>>164940882
If I can't progress in a game because I missed an item earlier on, and now my only option is to restart, that's some bullshit.

If I can't progress past a certain bit unless I backtrack all the way to get something, that's admissible.

I think we should be past the point of sierra style dead ends, but you could probably make it worthwhile for the player by minimising the time between losing access to the item and needing it to progress, and adding in a bad-end H-scene.
>>
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>>164945115
Yes
Here's Capricorn. The game will have 2 episodes (I don't know if this episodic thing is praised by people, but it's a good way to save time for me, at least), and Capricorn is the first boss, Aries is the second one.
>>
>>164945786
For example,
>You're in a bank
>your party members took out a security guard on the way in
>You all head for the vault.
>Guard dropped a baton
>You could take the baton from him, but you don't.
>Once in the vault, you're separated from your party by a security measure, locking you in a small room-
>the baton would allow you to reach through the bars and hit a release, letting you get away
>you didn't pick it up so now you wait
>after a short while you get roughed up by some busty cops

off the top of my head. This feels like less of a kick in the groin, because the time between losing access and needing the item is short, all just my opinion though, if somebody can make a case for Sierra style puzzling, I'd love to reconsider.
>>
>>164945981
That looks nice. Profile picture feels a bit off but I can't quite tell why. Maybe it's because there's too much space around it.
>>
>>164945981
Episodic is a turn-off for me, as it's usually a hallmark of people who have much bigger plans than they can accomplish. I think it'd be a better idea to get the first 'episode' done and polished, release it as a demo, then work on the rest.

There are already so, so many more indie games than there are people to play them, I think you'd do yourself a disservice to dilute it further.
>>
>>164946136
It's just that there's 12 zodiac signs, and all of them will be on the game. For me it wouldn't make sense to take some down, since it's "Virgo versus the Zodiac". I thought it would work ok, but Capricorn area already has some good 1 hour+30minutes of gameplay, and this is just the demo. The other areas are way bigger, besides the hub town where you'll find a lot of side quests to do... The game will be big even when cut in half, since it will have 6 areas with lots of things to do. But what you've said makes sense, it may push people away. It's just that I was playing Heroes of Legionwood and it wasn't a bummer for me.
>>
>>164946080
I'll place it better on screen. I just saved it in a bigger png file, so it has this huge amount of space.

I tried doing it in pixel art as well, but it was so much more difficult than what I'm doing now. Way more precise for a whole portrait as well, and way less space for subtlety.
>>
>>164946627
I don't think it's a problem that it's not pixel art. It's probably just a tad small and I'm used to seeing bigger portraits.

Also, looking at the picture again I noticed that you have two lamps at the entrances, but the light source of nearby objects is still to the right. You might want to fix that.
>>
>>164946450
Ultimately it's your decision- whether it's one massive title or 12 smaller ones. I can see the appeal of launching them one at a time, because until you release something you've no stake out there marking your project, gathering followers or patrons or whatever. I feel that pressure, maybe you're the same.

On the other hand, you might find that by time you get around to the 3rd or 4th part, you've made a change in some area or another and now the game isn't uniform in its art direction or gameplay or writing, story arc etc.

>I can't believe I didn't notice how rough the camera panning was in the first 2 before i started using this smooth camera plugin

for example.

I guess what I'm saying is that by releasing it as they're made, the earlier parts don't get a chance to benefit from the progression you've made, where in one title you could always go back and implement any improvements into earlier stages.

I guess that's the nature of all sequels though
>>
>>164947020
In fact I just wanted to divide it into 2 parts. I would finish the game with a kind of cliff hanger, and them do another one with the rest of the signs. The story could profit from this as well, but there's this problem about the improvements that you're talking about... I get what you're saying though, if I launched it in several parts like this it could hurt development severely, but what about the game having just 2 parts? I think I would have the time to acknowledge possible changes, although it's always the moment for devs to re-do shit...

But I'm considering just releasing the full thing all together.
>>
>>164947816
Do the full thing, release episode 1 as demo.
>>
>>164945981
So you did the tiles and sprites right? what about the portrait?
>>
>>164948626
I did the portraits as well.
>>
>>164947816
>>164947816
Ah, if it's two that's not too bad at all. My only wondering about that would be if people were expecting to see all 12 in one game but don't get to.

Like if somebody released a platformer with level design based on the 7 stages of grief, but the game ends after 3, they'd call bullshit.

Seems like you're doing it right though, from everything I've seen, don't let bystanders like me sway your plans too much.
>>
What are you working on right now?

I'm doing a visual inventory you cycle through with a key in realtime, since I only have a handful of different items I want to avoid menus as much as possible.

So I have it that when you press a hotkey a common event will search your inventory for item types, skipping over any you don't have until it finds one you do, then shows a little picture of it and sets it to the active item.

Then you use the item with another button, the picture is removed accordingly (provided it's a one-use).

Like this I can use items on NPCs (checking for proximity before enacting any effects so it doesn't just trigger when you're in the same map as them).

Very excited.
>>
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>>164954954
I'm also working on menus and user interfaces in general.

I wanted something similar to you where I have a few tabs and just by moving the cursor over each tab it would update the screen next to it to display the appropriate information. It was a bit tricky as first but I managed to make good use of the Window_Selectable class to write a menu script that would fit my needs. Pic related are the only two tabs I bothered to add content to. The first is a status screen, the second the bag with the items. Everything's still very much in the placeholder phase.

What I'm working on right now is a different user interface that pops up regularly during the game. This was definitively more complex to do, it took me the whole week working all day but I'm finally almost done. Progress coming soon, I hope.
>>
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>>164954954
I'm sitting here wishing I could just commit suicide

if I feel better though I'm gonna try to storyboard the rest of my story on paper
>>
How do you guys stay focused / not get burnt out when deving?

Struggling to stay focused with my current project, and finding it difficult to carry on.
>>
>>164957793
Sometimes it helps working on a different aspect.
I personally benefit from writing small todo lists on a piece of paper. It breaks the task down into smaller manageable subtasks. It also helps that I don't feel like doing anything else at the moment, so I don't have distractions.
>>
>>164940882
How to get dark theme?
>>
>>164959839
Nevermind that. I never open the option before.
It's done.
>>
>>164940882
>semen containers
>plugs
>breast milk

hoo boy, my h-game is feeling pretty tame right now.
>>
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>>164950531
I just came up with something
First episode could include these sign areas in order, going from Capricorn->Pisces->Taurus (just her area, but she won't be there, you'll fight Scorpio in there instead)->Cancer->Virgo (in a hallucination, she fights herself)->Taurus (actual fight)->Aries (ending abruptly with Libra dragging them both to prison)
And then the other signs (Leo, Aquarius, Sagitarius, Gemni and the Libra bossfight) taking place in the second episode.

Those five should all make cameos through the other signs areas to reveal some of their personality and purpose in the world.
I think each area should go around 45 minutes to an hour to go through entirely.
>>
>>164960394
It's definitely a /d/ related game, not going to have futa though.

>>164958134
I keep a list on Notepad with all my other general notes, I feel like I've been lazy and that I need to have more realistic/specific goal names/descriptions than "Balance Combat" or "Disposition System"

>>164955837
Cheer up anon, we all go through rough times, I hope you feel better soon. <3
>>
>>164958134
Having a Trello helps in this matter, since you can have a list and see your goals being clean from the list with gigantic symbols of "done"
>>
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>>164961021
Sounds like you've cracked it, mate- hype train at full speed over here. Post more lovely art when you can.
>>
>>164961021
>>164945981
>>164945001
Secret Boss Ophiuchus when?
>>
Yanfly update some of his plugin.
http://yanfly.moe/2017/01/08/plugin-updates-2017-01-08/
>>
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Hey guys, do you know how to fix this error with MV?

It says "Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The HTML ImageElement is provided in a broken state."

I cant find anyhting to help me with this.
>>
>>164964396
Hit F8 to bring up the dev console, and post a screenshot.
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>>164965989
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>>164966225
Does the file "Loading.png" exist in your game's img/system folder?
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>>164966703
it does
its in the exact same file name, and size, and extension
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>>164966972
Are you using any plugins?
>>
I'm having so much trouble trying to outline my game.
>>
>>164967087
Not at the moment.
I even deleted my old Yanfly plugins cause I didn't use them months ago.
>>
>>164967919
When does the error occur? Right when the game starts?
>>
>>164967919
Oh I found out what happened.

I'm actually fucking stupid.
I have my Loading Image as a .gif.
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In my system I wanted to be a bit more lucasarts about my item puzzles, since so often even in games like Skyrim, quests or puzzles just auto-complete if you're holding the right item without any brain usage from the player.

I show a little icon in the top left of whatever is in the player's hand, and they can cycle through items owned (there aren't many).

When they are standing somewhere they can use the item, pressing a hotkey will perform an action using the item.
For example, the player here has a screwdriver. Using it next to a particular wall fitting will allow the player to remove it from the wall.

Two questions:
>1) Should I continue having a hotkey for item usage, or should I just change what OK does depending on what's in the hand?
I chose a separate key so players could interact with items as normal without having to cycle to clear their inventory before pressing OK

>2) When standing next to an interactive object, should I have the icon of usable inventory items glow, or otherwise animate?
I have a few fun-but-basically-useless actions players can take, so this would occur for red herrings as well as puzzles, but is that a good enough change from what I'm trying to avoid?
>>
Music to dev by:

https://www.youtube.com/watch?v=jaK1-a4ntks
>>
Festival of Light: Japanese Resource Pack
https://fas.li/FEd5h

Call of Darkness: Japanese Resource Pack
https://fas.li/OW1qH

Twilight Shrine: Japanese Resource Pack
https://fas.li/0kbqS
>>
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>>164298792

Posting progress.

I finally finished the "planning" menu. This will show up periodically during my game to plan the actions in the current week. The upper rectangle holds available actions, the lower panel lets the player arrange the tasks in the preferred order.

Needs some graphical pretty-fication, but it does what it's supposed to do and this makes me very happy.
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>>164955837
Next podcast will be released soon, you wouldn't want to miss that, right?
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>>164969659
>When standing next to an interactive object, should I have the icon of usable inventory items glow, or otherwise animate?

Yes.
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>>164976418

Podcast?
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>>164980103
In the OP
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>>164940882
>H-game

How do H-games like Urban XXX Life or A Town Uncovered that have shit art get so many patreon pledges? Patreon won't even show pages with adult content in the search bar.

I've considered jewing out and just making a porn game often but I don't understand how they... jew.
>>
>>164982340
Shill your game on /d/ and /h/ maybe? That's where I find most of my lewd games.
>>
Can anyone suggest music, available for Commercial games made with VX Ace, fitting for a Western RPG game based on my D&D campaigns?
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>>164983137
Maybe try Incompetech? He has a good variety of free stuff with reasonable licensing.

Don't use the track "Oppressive Gloom" though. I'm fucking sick of hearing it everywhere.
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>>164893897
I'm actually considering removing that crystal on the bellybutton...
Looks kinda silly...
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>>164984609
Give her a belt or something, then. But don't leave it with nothing. Busy designs aren't always optimal but neither are "void" ones.
>>
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there HAS to be a trick to making tiles right?
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>>164985805
This looks really cool.
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>>164984609
Shit, I too have a character with a jewel in the bellybutton. Is it really that silly?
>>
>>164991328
It can be pretty sexy
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>>164985805

Think back to how many hours you spent on your first charset. It's like that again only with tiles and you have the advantage of already being pretty good with pixel art. Once you've made a few, you'll be fast at it.
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>writing H-Scene
>player is meant to put sleeping pills in heroine's drink
>all going to plan
>about to bring the drink out from the kitchen to serve to m'lady
>press the wrong button to open the door
>drink the drug wine
>screen starts to shake and fade
>after 10 seconds, complete darkness
>game alt+F4's itself
>mfw I scripted this in the event the player forgets which drink is theirs, but I did it so long ago it gave me a massive fright.

top kek. Ever surprise yourself?
>>
Does your game do the whole "walking -> boat -> airship" progression you see in Final Fantasy games?
>>
I'm using RPG maker MV but the game will vary much from typical RPGs archetype.

Do I belong here or rather AGDG?
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>>164995235
agdg will just laugh at you for using rpg maker
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>>164995235
AGDG is hostile towards RPG Maker. Stay here where you are welcome.
>>
>>164995235
A lot of us are making non-standard games in the engine, but AGDG is not fond of our lot, which is how we got started here i think
>>
>>164993843
kek anon. There are times when I accidentally make attack effects too intense but nothing that funny.
>>
I finally managed to outline my game beyond the first act! I've been struggling with how the story should go beyond the party reaching their first objective for ages, and basically doing nothing but fiddling with numbers while I procrastinated on that.

http://pastebin.com/QfW1qmZ4

The terms "dungeon/story/town" in the progression are ripped from that recent Yanfly comic. They're really more shorthand for "linear challenge", "cutscene", and "sandbox hub".
>>
>>164998197
The Yanfly comic is so silly it hurts. But at the same time it is so goooood. The idea of having the game made start to finish in a crude way is simple but so ingenious...
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Why aren't you working on your game?
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>>165004523
I already got some good planning done today. Now I'm gonna play something lewd.
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>>164995617
>>164995638
>>164995837
>>
I was a little hesitant to post this because of that other anon with the zodiac game but since it's never mentioned or referenced in my game I figure it's gucc, anyway rate/hate?
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>>165009992
It said I had uploaded the file, oh well
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How is this for a pre-boss taunt segment? Premise is that the hero is trying to rescue his sister, who was abducted by a foreign prince.
>SEARCHING FOR SO LONG...NEVER FINDING WHOM YOU SEEK...I CAN FEEL YOUR ANGER, YOUR FRUSTRATION! YOUR HATRED OF THOSE WHO TOOK EVERYTHING FROM YOU! IT BURNS IN YOU...AND IT BURNS IN ME! THEY MUST BURN! WE MUST BURN! MAY OUR ANGER BURN UNTIL ALL IS ASH!
>The boss in question is most definitely not based on Raging Raven
>>
>>165009992
>gucc
Nani?

>>165011105
I'm not a fan of bosses taunting the hero. It's really overdone and often more childish than anything else.
I'm not familiar with Raging Raven, does he really have an emotional connection to the hero? Or is it just a tactic to annoy/unnerve the hero?
>>
>>165011105
If you don't want to do a simple taunt, make that the hero does not get taunted, but still want to kick his ass with a bad ass quote.
>>
>>165012851
okay/fine/passable. I've been spending too much time around kids these days and their newfangled slanguage
>>
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>>165012851
Raging Raven (pictured) is a boss in Metal Gear Solid 4 that uses most of the same rhetoric. Both Raging Raven and the intended boss are female, and the boss in question might be the missing sister, albeit transmogrified into a fire-blasting harpy.
>>
>>165011105
Cheesy, over-the-top, realistic for a VA to perform. I like it.
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>>165013382
I guess it's okay, maybe the plot is a little generic. A few things confuse me however.
Are they gods? Are they demi-gods? Are they just humans/mythical albeit mortal beings named after zodiac signs? Why does Gemini attack Aries?
Why does Gemini live in the underworld? If you say because he is evil then I will punch you.
And why is the underworld on the same continent as the normal world? I mean what's the point of a ferryman if you can travel to the underworld by foot?
Also, killing your father is a little extreme if you can talk others into giving you their stones, don't you think? I know you want to have a decision at the end but that feels incredibly wrong and forced.
>"Hey dad, I killed you and now you live again so my entire journey was for naught. Let us watch some football."
If you really want to have something like that let your father die in battle against Gemini or something.
>>
>>164925543
Only thing I might suggest is looking for a few color palettes online. The colors are good in choice alone, but they're not helping each other much in creating a cohesive 'look'
>>
Would any of you here consider making a dev team to make your game?

I can't get past my trust issues here, I don't want my game in the hands of irresponsible art-types.
>>
>>165019030
nope
>>
Would you play a game in black and white? I thought about possibly going that route. I really like the noir kind of look and feel like it is something that is amazing on film and photography but I don't know if it translates very well for video games.


Also how do you make your games smaller in terms of file size? I tried making a sample game but it came out to like 500MB which is way too big. I've heard compressing the .png files would help and also compressing the audio files. But what about taking things out of the database like monsters, items, animations and other things? I tried that once but it resulted in my game not being playable. Luckily it was just a test game while I was learning.
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which of these looks least worst??
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Post em
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>>165020943

I like this one
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>>165021196
do you think they are too small?
not sure how to make sprites larger
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>>165020506
What kind of game are you planning?
I'm having a hard time imagining a normal RPG with Noir aesthetics. But I would play it, yes.

>>165020943
I like the third one.
>>
>>165021297
What size are you using right now?

You could try using a resize tool to make it bigger. or bring out his cloak a few pixels from the top and bottom.
>>
Does anyone has the Animation Collection II: Quantum that is also willing to share it?
>>
>>165021347

Well I don't have a game planned at the moment but I wanted a second opinion. The closest aesthetic I can think of is game boy games, the old black and white ones. But you could add in a few more shades of grey to bring out more detail.

You're right about noir aesthetics though. Lighting and shadow are hard to replicate faithfully on a pixel level. At least in a low resolution game.
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>>165021163
>>
>>165023035
I remember waaaaaaay back that someone was supposed to be working on classic GB tiles that would basically have that dual-tone look to a tee of old GB games

The tilesets looked like Final Fantasy Legend or Adventure

I'd play a game like those anon
>>
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>>165024410
>>
>>165026226
>Brave little toaster
Oh fuck, my childhood
>>
>>164994951
Mine is more like "walking -> horseback for majority of world map travel -> teleporters".
>>
Do you guys like the Hime haircut?
I sure do.
>>
>>165026226
Wow nice I always wanted to play as a mirror
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Be happy
>>
>>165021163
Stella Deus for Game Play and Artstyle,while it'ss not the best game ever it definitely had a lasting impact on me and got me into game design.
Dream setting is FFXII Ivalice easily, MC is strange as I could say anything where you wake up and have no idea where or who you are.

>>165019030
I don't think people would work with me on premise that it's not exactly the every man's lewd game to begin with, but even then I'd still keep it as solo as possible.


Starting to work on enemies now - feels backwards that I've figured out all the bosses first and then enemies, I've got a good idea of what I want and currently using placeholders for testing purposes.

Post your favourite enemies you made or seen (because I need more ideas.)
>>
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>>165032589
Or not upload the image, that's cool - Thanks Opera.
>>
>>165032704
>Opera

All the cool kids have switched to Vivaldi.
>>
>>165032589
Was Stella Deus the game with that girl who had a reconstructed arm by alchemy or something like that?
>>
>>165033815

Yeah, an Atlus game.
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>Wanted to make lots of progress today
>For some reason only managed to make very little
>>
Finished game?
What's that? Is it tasty?
>>
>>165038292
It's the same as friends and true love
Not real
>>
>>165037570

>I'm going to take a break
>Finish like 3 minor goals
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Good night bump
>>
>Haven't made progress in weeks

Day job hours have been fucking killer, using the computer when I get home is the last thing I feel like doing. It sucks.

I've been keeping a notebook of sketches and ideas, though! One day I'll get back to Slime Quest.
>>
>>165040762
If it makes you feel better, i have no job or whatever else that keeps me from doing my game and my game is still 0.1% completed.
>>
>>164995235

Which is funny. We'll sooner finish our games than they will.
>>
>>164984609

Give her a cock.
>>
How can I make my PC not collide with anything without fucking with the tilesets?

It's supposed to be a cursor that clicks and moves the other characters, like Fire Emblem.
>>
Do you prefer your endings to be based on choices made near/at the end of the game or variables and choice sthroughout the entire game's length? The latter feels like better design but also requires full playthrough to see all the content and I dunno if people have the patience for actually doing that with an indie RPG maker game
>>
>>165045628
What happens if you make the PC an overhead kind of tile? Does it go over characters or does it still bump into them?
>>
I'm going to be honest with you guys here, I'm basically just making my first rpgmaker game to check all the checkboxes that get those YouTube lpers that focus on rpgmaker horror games to play it and hope the exposure gives me a few followers for projects I care about
>>
>>165046268
Honesty is the best policy.

Besides, if you do get noticed then that gives you a lot of exposure, like you said, and then you can make the game that pisses them off, thus giving you MORE exposure.
>>
>>165010174
tfw you get ignored
bump :/
>>
>>165009992
>>165010174
>>165047641
It seems like a pretty solid outline. It's easier to give feedback on maps/dialogue/the combat system/the other ways and means of implmenting your story
>>
>>165020943
The gray one is the best. It's way more pleasant than the ones with blue hat.
>>
Trying to develop a system like Kancolle where you can "build" certain characters by putting in ingredients, but I'm starting off with some basic ones first.

Can I have some input on my first algorithm Draft?

>Pseudo-Code / Algorithm

Generate Random Number for Class (Basic): 1-6
If # = X, call X Class
From Class, input RNG into Stats
//Random Stats, put greater emphasis on needed stats, less on dump (Left to right)
1; (Same RNG for all stats)
2; DEF, HP, MDF, MP, AGI, LCK, ATK, MAT
3; ATK, AGI, LCK, MAT, HP, MDF, DEF, MP
4; MDF, MAT, HP, MP, DEF, LCK, AGI, ATK
5; AGI, ATK, MAT, HP, LCK, MP, MDF, DEF
6; MAT, MP, MDF, HP, AGI, DEF, LCK

//Save to an NPC as a strip of code.
New Recruit, <- [RecruitNo.], [Class(1-6)], [StatHP], [StatMP], ...

//Make that NPC callable as a party member via strip of code

//ie 0001-0525.0450.50.40.30.20.40.50

Would this be viable or is it too complex?
>>
>>165020506
Black and white is a bit of a turn-off, but it's fine if it's ~stylish~ enough.

Im' not up to date enough with modern rm to help with the size thing, sorry.
>>
>>164854693
Actually decided to try out what the comic did. Made those 5 maps. Made a basic foundation for the entire game's progress. I actually feel like I can make a game this time around without making everything from start to finish as I go. Now I'm hating myself for never thinking like this.
>>
I have an urge to do 3D rendered cutscenes in a flat Paper Mario kind of style
>>
>>165057396
You mean SNES Donkey Kong? If you're good, go for it.
>>
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>>165038292
It's good, unless you realize you've released something with severe bugs in it in which case you have a pretty big update ahead of you.
>>
Name best jrpg boss battles
>>
>>165060326
Kunino-Sagiri and Ameno-Sagiri from Persona 4 are pretty fun.
>>
>>165060326
Suikoden II. Luca Blight.
>>
>>165060907
I had to train several character for this motherfucker.
>>
What could be a shorter name for magical defense and magical attack?
>>
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>>165021163
>>
>>165062489
Mind, spirit? Magic, resistance? Just abbreviate Mag, MDef?
>>
>>165058852
I mean 3d camera angles and stuff but flat popup characters
>>
>>165060326
Final battle in Wild Arms 2 is great. More cutscene than battle, but great.
>>
>>165062489
I'm using these stats:
Strength
Endurance
Agility
Mind
Spirit
Focus
>>
>okay, time to head on toward the story in ff xv!
>enter new area
>15 sidequests pop up
>begrudgingly do them

Friends, please remember, there is such a thing as too much. I'm never gonna finish this game.
>>
>>165045628
Create a parallel event that turns 'through' on for the player. I've sections in my game where the player is an arrow or cursor, works fine.
>>
>>165065827
What do you suggest?
One sidequest everytime you advance the story?
>>
>>165047641
You got ignored because you have a proper idea. What you should have done was post something stupid and un threatening that people could give advice on, then you'd be swimming in (you) s.
>>
I don't know If I'm being autistic or not, but why the fuck can't I store $GameVariables into an array?
>>
>>165062489
mdef
matk
>>
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>start experimenting with adding dark outlines to my tiles for a more cartoony look
>everything really "pops" now and looks 10x better
Best i've felt working on my project in a while now lads
>>
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Post progress friends! I have fixed some small things around the intro, some of the areas and I've installed all the plugins I plan on utilizing.

I also found time to make some changes to that tree from before. Perhaps I'll buy make my next game in this pixel art style. For now, EditedRTP+FSM combo will suffice.
>>
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>>165069482
>tfw you've watched this single tree blossom into a beautiful work of art
>>
>>165069319
Good man, post us a preview
>>
>>165070212
This. Stellar work anon.
>>
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>>165070495
Here, I've cartoonified a few of the things and theres a few that still lack outlines, mainly the ground, ledges and walls and stuff like that. I think if I keep doing this it could look pretty cool.
>>
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>>165069482

You've come so far.
>>
>>165072780
Man even his stuff from before beats mine
>>
Keep working at it!
>>
>>165073240
Keep at it Anon
>>
>>165047641
>>165017875
>>
I want to change the Guard skill for something else, and I want to edit:

Scene_Battle.prototype.commandGuard = function() {
BattleManager.inputtingAction().setGuard();
this.selectNextCommand();
};
in rpg_scenes.js

and

Game_BattlerBase.prototype.guardSkillId = function() {
return 2;
};

in rpg_objects to newvalues, but leaving the original names irks me a little. What are the odds of me permanently fucking up the code if I just run Find/Replace in every single file in the folder to rename these functions?
>>
>>164945981
Shouldn't you rather start with Aries, since it's the first sign in the zodiac.
>>
>>165052797
I'm no proficient coder but that looks like a good start.
>>
>>165077207
make an alias in a script instead
>>
>>165079984
Do functions with the same name in any script replace the original functions automatically, or do I have to return specific values or something? Like, do I just create a new .js file for the Scripts folder, copy the function into that file, edit, save and then enable from the PlugIns Manager? Is that it?

Also, since my game only has one party character I want to just move Escape into the Character's action menu and spare the player a Button Press. What would be the best way to fuse:
Scene_Battle.prototype.createPartyCommandWindow
and
Scene_Battle.prototype.createActorCommandWindow
?

Do I edit PartyCommandWindow to put the Actor Commands there? Try to make the game skip PartyCommands and go into Actor Commands straight away? Something else?
>>
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So I finally got RPG Maker MV on steam, but where do I find the file gradients to be able to change it to pic related?
>>
>>165084019
Inside your steam folder, at SteamApps\common\RPG Maker MV\Generator\gradients.png

Maybe back up the old one first just in case.
>>
>>165081195
>Do functions with the same name in any script replace the original functions automatically

Yes.

As for you second question, let me experiment and get back to you. My first hunch is never right.
>>
>>165070212
>>165070569
>>165072780

Thank you anons. When I make a tileset in the distant future, you guys will get it for free.

>>165073240

Keep working on it anon! You can see how I improved. You can too. Polish your talent!
>>
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Some bad guys
>>
>>165081195

To get the escape function into the ActorCommand window, add this line to Window_ActorCommand.prototype.makeCommandList:

this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape());

And add this line to Scene_Battle.prototype.createActorCommandWindow:

this._actorCommandWindow.setHandler('escape', this.commandEscape.bind(this));

I haven't yet worked out how to make the game skip the Party Command window and go straight to Actor Commands. I'm too tired right now to keep poking at it.
>>
>>165086781
>>165085248
Ok. Thanks. Although binding Escape to the actor's Command Window is not really necessary if I can't skip the Party Window, so I'll have to try to look into it myself..
>>
>>165046137
Just have the choices set to values and have the weight of the values increase exponentially as the game progresses. That way you can start aiming for the ending from the beginning, but if you want to get all endings, you only really need to replay the last 10%

Sound like a good idea anyone?
>>
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I want to make a puzzle in the "Engine Room" of my game that isn't a "pushing bolders" kind of puzzle. In this part your companion will be the playable character, and there's no battles involved, just the engine room with hopefully a few puzzles for you to master and open the rooms that needs to be opened. Any ideas of Puzzles for this specific area?
>>
>>165046137
Think of a player.
If you want to replay the game to get a different ending, your choices should be different since the start of the game.
If the game plays exactly the same and just near the end you get a choice, it really doesn't add replay value to incentive people to go through everything again.
>>
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Man, making equipment is fun.
>>
>>165090998
Add in some text colours for effects.
It's always better to read and identify stuff on descriptions.
>>
>>165092026
Yeah, I have to do that eventually.
>>
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>>165092946
Start as soon as you can. Editing everything afterwards is a pain in the butt.

I've got an image file with all text colors and their numbers so it's easier from the get go.
>>
>>165060326
I'm guessing you mean turn-based or at least ATB games:

>Luca Blight Suikoden II
>Every battle against Songi Legend of Legaia
>Divine Dragon Legend of Dragoon
>Doel Legend of Dragoon
>Wiegraf Final Fantasy Tactics
>Li Grim Final Fantasy Tactics Advance
>Humbaba Final Fantasy X-2
>That blob thing in FFX that changes its element every few turns
>Choosing to Barubary in Breath of Fire 2
>Deathevn BoF2


I like almost all superbosses too
>>
I'm the guy whose google drive link is in the OP. I have the other Katakura Hibiki resources as well. I can upload them and provide links if anyone needs them.

Personally, I'm trying to find links for Ancient Dungeons: Jungle and Ancient Dungeons: Winter, if anyone can help it will be appreciated.
>>
>>165021163

For my practice game, setting is like Warhammer Fantasy, art style is RTP, Gameplay is like FFT + SMT + Darkest Dungeon, and MC is kind of like a combination of Naota from FLCL and Kamina from TTGL.

For my actual game, setting is similar to 1213, art style similar to a sketchbook, gameplay is like Earthbound, MC is like a generic escape-the-room protagonist.
>>
>>165088852
Five levers power a machine. Some need to be on, some need to be off. If you activate the sequence with the wrong levers pulled, random battle. Or nothing but an error sound. or "Nothing happened..."
>>
>>165102573
Annoying.
>>
>>165088852
Some quirky clock robots that block the pathways until they see the robot in front of them displaying a particular time of the day. You can change the time a robot displays by going behind them and winding them.
>>
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Work on your game
>>
>>165106042
But I'm organizing my homework schedule for the semester
>>
>>165086781
This isn't working for some reason. I am able to delete commands from that menu, but adding crashes the game with "undefined is not a function".
>>
>>165106042
I just finished outlining the entirety of it.

Now I need to outline each chapter.

Should be ready to actually get into RPGMV by the end of the month and have the first 20 minutes of gameplay done by February. Once that's done, if I get an hour of gameplay done each month, I'll have reached my goal and have a complete alpha for the year.
>>
>>165107521
Screenshot of the code?
>>
>>165107494
>trying to graduate from college when you could be making shitty rpgmaker games to sell on Steam for 50 cents
>>
>>165107935
I wonder how many people buy these games.
>>
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>>165107628
>>
>>165110590
I set my code up identically to yours, and it seems to be working fine for me. Do you have any other plugins installed?
>>
>>165109967
Yeah, I do have YanflyCore, YanflyBattleCore and YanflyRegionEvents, but I playtested it again and is working now for some reason.

Maybe I didn't save the .js or the engine just takes a while to read changes in the file.
>>
>>165112235
If you just do a "battle test" from the database, scripts aren't reloaded. You have to actually launch a whole test play of the game before they update.
>>
>>165112235
Obv. Meant to quote >>165111587

>>165112324
I didn't know this. That must be it.
>>
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What's your favorite class?
>>
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>>165116479
Geomancer.
>>
>If you are male the NPC flirts with you
>If you are female you get told to change your attire

Sounds realistic enough for me
>>
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>>165116479
Doll Master
>>
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I made lots of progress today
Man that feels good
>>
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So I'm throwing out a character pitch I'd like some feedback on.

The archtype I'm going with is Druid but he plays more like a Warlock with party buffs. The entirety of his gimmick is Insects/Arachnids and he's pretty much just going to be distant from the party and very reluctant to even join them simply out of apathy. Once he joins he's just "the bug guy" for most of the story. He regularly unnerves and freaks out the party unintentionally with his pets, the only time he really shows any emotion of joy or excitement is when he is talking to his bugs.

He'll eventually get a small character arc where it explains because he was raised by nomads he never really had any human friends nor developed the skills to really interact with people, though he could always rely on befriending the local bugs. He's open up a bit near the end of the story but mostly keep to himself.

Mechanically, he's end up a utility character with balanced stats and a fuckload of status effects.
He can summons swarms of stinging insects for damage over time out the ass.
A butterfly swarm that inflicts blind.
A fuck ton of debuffs.
A few buffs like "Beetle's Might" which would raise attack.
Probably gets some life steal bullshit.
Jumping Spider swat team.
His ultimate move would be "Locust Plague" which chops off 1/5th of the enemy's max hp, including bosses. (SD3 did it with Lunatic though I think the % was different so I doubt it would be hard to balance)

Does this have any potential?
>>
From your experience, which Tactics System is the most B A L D?
>>
>>165124763
>the most B A L D
Nani?
>>
>>165123493

From a usefulness perspective he sounds like a cool character. It makes sense that a character that controls bugs could have AOE or duration attacks. Those kinds of attacks could be useful over the course of the game if they work via percentages.

As far as the story of the character, sounds kind of cliche but that's okay. Is his story emotionally engaging or is it just filling in the context of his character? I could see an interesting story arc in general if you get to see how much potential power he has if he works with local bugs. But also it may be worth exploring that he has learned a bit about human companionship since joining up with the party. Perhaps you could create an emotional connection with the character by explaining him as a loner who isn't alone but he has nothing more than bugs, who dong live long.
>>
>>165125638
Saving this in a notepad, I'm still very early on in development of this character, but I like the way that sounds. Hoping to go with something along those lines and eventually somewhat get over his social issues.
>>
>>165126427
No problem. I'll help you bounce ideas if you want. Also don't be afraid to change your mind! Nothing wrong with changing a character if it makes your game better.
>>
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>>
How long should the first dungeon be?
>>
Are there actually any Tactical Battle Systems for MV right now or do I have to go back to VX/Ace?
>>
>>165134247
I think between 10-25 minutes is ideal.
>>
Anyone of you that made good progress on enemies can post a comparison between like 2 early game 2 mid game 2 endgame enemies's stats? I want to see how should i work on stats.
>>
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Good night bump
>>
Recruitable characters along the game, or made them as pre made chars to select on game start (with or without custom made chars?)?

Game is a 5 man party, much like any D&D group. I feel the party should be consistent the whole game, but there's so much combinations that could work...
>>
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>>165137183
Not RPG Maker, but here's some enemy stats from one of my finished games.
You have to remember that things like skills and elemental resistances/weaknesses also play a role; the bell enemies on the left inflict statuses and so their stats don't really play a huge part in their difficulty, while all the enemies on the right have attacks that work with their stats.
Really, just throw some stats down, playtest, and change them up if they're not where you want them to be.
>>
>>165138963
Recruitable if your game centers around one "main" character. If your game doesn't have a main character, then go with the latter.
>>
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This is kind of hard explain so bear with me;

I want to create a window with 4 seperate "boxes", each box has 2 sections, one section has the symbol with a name of an item, the other with a ticker that the player can adjust the values for 1's, 10's, etc and to store that value when [accept] is pressed.

Image as visual reference.

How would I go about this?
>>
I was thinking about making some yume nikki like game just to get used to rpg maker but there's so many of them it seems kind of pointless. Should I still do it or nah?
>>
>>165147695
If it's your first game make a game like in Yanfly's comic.

He's got the right idea, but I'd actually just say make a town with stores and a few NPCs, a castle with a king and 1 dungeon. Give the hero the task of saving the princess and have that be your whole game.

If it's NOT your first game, start a project that's short and you can be inspired to create. Don't make a game that will take more than 5 hours to beat.

Think of all the things you want in your dream game, and scale it back, shed them all down to the simplicity that Dragon Quest introduced to the genre and slowly add all that other crap for sequels.
>>
>>165148873
Yeah you're right. It was mostly to test a few things but I dont really need to make a whole game for that
>>
How would you feel about a game that pulled a "Fight Club" twist ending, with the antagonist being inside the MC's head? Is that too cliche now to take seriously?
>>
>>165149751
Nah.

Afro Samurai did something similar and I was still surprised.

It doesn't happen often enough in fiction to have it be a cliche
>>
>>165046137
It depends a lot on how the game works. Generally, choices through the game is more organic, but there may also be parts where decisions near the end make more sense. More detail?
>>
>>165116479

PRISONER 666
>>
gump
>>
Planning on making an RPG based off a non-RPG indie game.

Am I retarded, or super retarded?

(this isn't my only game, I have one that's like 1/3 of the way done)
>>
>>165162151
Depends! Tell us more.
>>
There's a lot of tutorials on art and spriting- but how about writing for video games?
>>
What's the theme of your game, /rpgm/?
>>
>>165164825
Not a tutorial, but Extra Credits gives you some interesting ideas that you could take into consideration for writing for your game:
https://www.youtube.com/watch?v=KG1ziCvLkJ0&list=PLhyKYa0YJ_5ATCznEwJx794x4RMuYNZLN
>>
>>165166236
Elven adventurer and her quest.
>>
>>165166527
I've never seen anything from extra credit that was worth watching. Why the fuck do they pitch shift this guy's voice up? Totally undermines his authority when he sounds like he's trying to sound like a cartoon child.
>>
>>165169245

kek. It reminds me of that spirit science shit. I could get past that but you'd think if he'd spend the time editing the audio he would get a pop filter at least. The plosives annoy me to no end.
>>
Haven't made much progress today. I made a few npcs, but that's about it. Not much drive to do it, I fear.
>>
Alive
>>
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>>
>>165145883
Get into scripting. In particular, you might want to have a look at how the item window is generated.
You need to do two things: create a new Scene class, and at least one new Window class. The Scene calls all Windows and handles what happens when you press OK or CANCEL on the buttons. The Window class manages the contents and what happens when you press directional keys. I can help a bit more if you have more specific questions.
>>
Why is there a delay whenever I select the guard command on MV?
This doesn't happen if an actor or enemy use any other skill, but when it's Guard it takes a full second just to start playing an animation.
>>
>>165116479
Torn between Lancer and Phalanx
Probably Phalanx
God damn I love some spears.
>>
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Thank y'all for believing me, it definitely gets easier. Now for furniture.
>>
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>>165183981
Awesome
>>
>>165183981

Good job anon. Tomorrow, I promise I will make real progress!
>>
Tell me something about your villain
>>
>>165190308
Capricorn just wants to exploit her employees and live happily doing so, but the MC (Virgo) is a pain in the ass with OCD and obsession with cleaning wrong shit, so she will go after Capricorn because she's doing bad things.
>>
>>165183981
You did an awesome job with the shadows and lighting. You have to explore this more on your tilesets from now on!
>>
>>165183981
Really like the borders of stair tiles with extra shading.
>>
>>165190308
The villain was circumstance. (Practice Game)

The villain is the main character's past life (actual game)
>>
>>165190308
Lion whose parents were murdered by hunters. He was brought to a circus at a young age and trained to preform, but secretly his rage was building underneath. Years pass, and, no longer able to contain himself, he and the rest of the animals break free and kill several people, effectively ruining the circus.

The animals left over then form a kind of "Animal Farm"-esque alliance and seek to recruit you.

You have a fondness for humans because a child saved you from the brink of death as a kitten. Clearly, not all humans are evil, right? Will you join the lion, or continue on your journey home? He can be quite convincing.
>>
>>165163963
it's based off Binding of Isaac cause I've had an idea for a very slighty but mostly not canon story for it. I also love the idea of taking the items and making them into weapons and armor and stuff
>>
>>165190308
It's a delusional NEET with powers
>>
>>165190308
It'll probably be a bit cliche, but here we go -

He's a general of an alien civilization, who decided to betray his leader and sold his whole race to an ancient space god. He did it to ensure the survival of his people, even as slaves, because otherwise they would be all wiped out by the said god. During the game, he'll be the one leading that space god's army of enslaved races in the invasion on main hero's planet. Without much remorse, though, because he sees main hero's people as lesser beings in comparison to his own civilization.

So, basically - he has some good intentions, but is still a dick.
>>
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>>
>>165190308
No villain.
'Antagonist' is each of the characters' own destinies.
>>
>>165190308
His personal killcount is in the thousands
>>
>>165190308
She's a thousand year old magical loli. She's also deranged and obsessed with the MC, ranging from smotheringly possessive and protective to homicidal jealous and hatred.
>>
>RPG Maker 2 only allows you to create 128 map rooms
>running out of available rooms at an extremely high rate

The good news is I have a lot of rooms that are simple 2x2 stairways or houses, so I can just combine many of these rooms together. The bad news is I have a lot of rooms that are simple 2x2 stairways or houses, and combining these rooms is going to take lots of time and be an organizational mess. I haven't had to do much in the way of revision so far, and I am really dreading when that moment comes.

Otherwise, I'm making tons of progress and my maps and script are looking a lot better than when I started making this game (it's almost been a year now!). Every day of progress just wants to make me actually finish the game even more. Hopefully, if I can put work in consistently over next semester, I'll be done with the story by summer. Stay tuned lads!
>>
>Been thinking about checking this out for a while just to fuck around a bit and make some stuff for fun
>It's $80
What the fuck are you people doing
>>
>>165208205
Yarr Harr fidlededee Anon
>>
>>165208205
paying for software totally legally like a good christian imageboard
>>
bumb
>>
>>165208205
>not buying it for $1 3 years ago in a humble bundle and then remembering you have it and using it now
shiggy diggy
>>
>>165190308
A respected and beloved King who performed a magical rite that fucked the world. He scarified himself to hold back the apocalypse and was revered as a saint. He's dead for the entire game too. Might have left out the madness and trying to fuck with the natural order pissing off the planet itself.

Also there is some bitch trying to finish what he started while a giant snake prepares a grand extinction.
>>
>>165212192
I think I still have a couple of those VX Ace bundles left over, too. I bought like 10
>>
>shoot person with the m10 from 1m away
>8 damage

>shoot other person that was prone with the m10 from 1 m away
>less than 50 damage

people say that this thing is op are fucking retarded
>>
>>165215103
lol woops
>>
>>165208205
It goes on sale like $40 off all the time. Either wait for the sale or

>>165208370
and then wait for the sale. Pretty sure updating is a slightly bigger pain if you sail the seas though
>>
>>165166236
Broken people whose self destructive habits prevent them from finding happiness.

Also magical crystals or some shit.
>>
>>165166236
Find the truth
>>
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First continent of the world map is coming along. You travel clockwise around for the first two acts, get exiled to another continent for act 3, and then return to kick the bad guy's ass.
>>
>>165166236
Get back home.
Make friends.
Don't cry.
>>
>>165221891
Demo when?
>>
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How's my tree?
>>
>>165223582

I'm getting a Yoshi's Island type of feel. I really like it, anon!
>>
>>165222686
Soon...

Forgot I basically had to setup all my menu scenes.
>>
So, anons, I have an issue with 0 answers anywhere else in the internets.

I can't, for the love of fuck, allow certain battle log infos to show up while using some crazy yanfly's action sequence stuff.
the display action code does nothing.
I've been stuck with this issue for months.

I'm using SumRndmDde's Battle Log Upgrade as well
>>
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>>
Can your MC dance?
>>
>>165232850
They can, but they are bad at it.
>>
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Good night bump
>>
Post title/battle/game over screens. i need inspo
>>
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>>165241954
Bumping with my own placeholder art I guess
>>
>>165223582

Pretty good anon.
>>
How do I make it so an attack deals both MP Damage AND HP Damage?
>>
>>165221213
I like it!
>>
How much of this tutorial works for MV?
http://cobbtocs.co.uk/wp/?p=271
>>
>>165235616
>they

Androgynous? Gender determined by player? Multiple main characters? Sexually identifies with an attack helicopter?
>>
gump
>>
Get to work guys.
>>
>>165259630

Right after this episode of InuYasha
>>
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>That moment when you epiphany so hard that you reference it in game

Have you ever had that moment anons?

Still a beginner, so mine might seem mundane - yet holy hell did it feel great.
Tried to do a completely random party system and turned out that it was easier to create them all manually and just use RNG put into a sea of If statements to add them to the party as though they were randomly generated, but instead were just selected. Their stats though are randomly generated though if that still counts.

pic related, my ref image.
>>
>>165261779
Good job, anon!

I know the feeling, having spent literal hours doing nothing but staring at scripts until it finally clicked.
>>
>>165245381
Wow that's cool
>>
>>165245381
Any relation to demifiend?
>>
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>>165021163
i wish more people made these
>>
>>165229418
what is this? Tell us more!
>>
>>165264685
Just looks like crossover fanart to me.
>>
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>>165021163
>>165263983
Might need this first.
>>
>>165268349
good idea. I just edited OPs
>>
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>>165241954
I think simpler monochromatic title screens works best
>>
>>165269505
god damn your game gives me the hugest ladyboner on earth.
What are you doing for music? Possibly 8-bit as well?
>>
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>>165021163
>>
>>165269867
>ladyboner
I'm glad I could be of service!

Possibly lofi. I'm using random songs as reference. I even used one from the soundtrack of chaos;head as reference. I talked to a musician and he's taking ages. I don't really know if he's that interested in the project, but finding good musicians to do lofi with good textured songs is a hell.
>>
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>tfw you try to common event your combat engine, but it turns out Force Action doesn't work like you thought it worked, so now you need to make some halfassed attempt in JavaScript, but you don't know JavaScript
>>
>>165273445
You should try to learn it. It will open up a ton more possibilities.
>>
Anyone have the DQ chart and beginners guide please ?
>>
>>165273790
Does this make sense?

Game_BattlerBase.prototype.guardSkillId = function() {
var spellnumber;
if (v[13] == 0) {
return 10;
} else {
if (v[14] > 0) {
....more stuff...
} else {
return SpellCraft_Single_Spell();
}
}
};

SpellCraft_Single_Spell = function() {
switch(ev[13]) {
case 1:
spellnumber = 11;
break;
case 2:
spellnumber = 12;
break;
default:
spellnumber = 13;
}
return spellnumber;
};
>>
>>165274686
Why do you have the breaks in the second function?
>>
>>165275094
Because that is how the examples for the switch conditional that I found on google looked like.
Are they unnecessary?
>>
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post what you're working on.

if you're actually working...
>>
>>165275262
Alright, sorry, I'm used to Ruby syntax.
>>
>>165275417
But does it make sense otherwise?
>>
>>165275676
Overall yes. I'm not a proficient coder though. My approach is more, stick it in then figure what went wrong when you get the inevitable error message.
>>
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>>165263828
Nah, it's a play on the word demigod.
>>
STAY ALIVE
>>
>>165274686
Ok. This isn't working because the v variables aren't defined at the start of the battle what do I do?
>>
>>165279842
Where are they defined?
You could try to modify the function that gets called when they are initialized.
>>
>>165279842
Maybe I should try:
this._data[variableId] = value;

or maybe:
$gameVariables.value(variableId)
?

>>165280007
They are the numbered variables of the engine and they get defined by casting other spells.
>>
I hate that stuff that used to be defined in the database keeps getting shunted over to scripts. In 2k3 I could specify what tiles a boat could pass over without a fucking plugin.
>>
>>165280146
Ok. Looks like I need to use gameVariables.value(id)

And now the combat engine is ... kinda... working. Nice.
>>
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So i was refereed here by /weg/
How good are you guys at tech support? I've been using a mac with some prepackaged version of wine & wine bottler, and its done everything fine but recently it stopped running certain rpgmaker games. I dont know what version of rpgmaker it is, but its the ones with the www folder.
every time i do i get pic related
This only started 3? days ago and the only thing that changed was i was transferring files and ended up low on space to prompt a "you're gonna need more memory soon" After i finished i got my memory back, deleted things etc, but since then i cant play them.
>>
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Behold! The autoboat!
>>
>>165283896
Where are the deceptiboats?
>>
>>165284228
>>
>>165283896
Not related, but which program do you use to record these videos of your game, anon?
>>
>>165285254
I use OBS Classic to record, and this script: https://github.com/Cephel/4chan-webm-maker to convert the result to a 4chan-compatible webm.
>>
What is the preferred morning beverage in your game's world?

People in my game drink a tea brewed from a plant called Queen's Leaf. It's highly caffeinated.
>>
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How do you guys make a chest with random loot in it?

I plan on doing a chest generating a random list of objects, then a menu pops out with the items, and you chose the ones you want to pick.
You can come back later to that same chest and the items are the same as long as you don't leave the map.

I don't even know where to start.
>>
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Work on your game
>>
>>165291751
How many items do you want to display on the List?
>>
>>165295035
Between 1 or 5 90% of time. Up to 10 for the rest.

I wonder if I could make something with the YEP common event menu.
>>
Nya
>>
Just got a Logitech M570 in today. I've always used a regular mouse and decided to switch to a trackball to maybe help my wrist.

I just have to say, after using it for like two hours, I'm already like 85% as good as with a traditional mouse. Now I can work much longer on my game!

Also what mouse do you use to make your game and do you have it programmed to help you do certain things?
>>
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>>165301585
I use a Redragon Centrophorus. I got it because it was cheap and looked cool. I don't have any special bindings or anything on it.

I use a Wacom Bamboo tablet when I do art for my game.
>>
>>165299005
Are you a cute catgirl?
>>
>>165301585
A laptop trackpad 10% of the time, a wacom tablet the other 90%. I have it set to open SAI with a button.
>>
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Any little things you do to motivate yourself to work?
>>
>>165302996
I work on the music. I'm bad at graphics, can't make them myself.

The music helps me washing my brain a bit, but still keeps me pumped up to "dev".

I did this today https://soundcloud.com/lemmyrodul/cash-samples-fight-theme-wip-1/s-fk1Qs
>>
>>165303483
Nice job.

I keep trying to get into music making, but I never get anywhere with it. This is the only thing I've made that I'm somewhat proud of: http://vocaroo.com/i/s1s5tCJ138Yt
>>
>>165302996
Work out before
>>
>>164940882
>missables

I think this is only okay if

A) you can come back and get it later

B)There are intuitive hints that would lead to it or something, so that way it's not just a lucky guess thing, that way only shitters get to miss out
>>
>>165305231
This is a solid. As long as you enjoy doing it, you could get far.
>>
>>165303483
>>165305231
these are both nice and i'd happily listen to them in a game.
>>
>>165306997
Thank you man!

>>165291751
>>165295035

I think I found what I need. I'll check this Warehouse plugin tomorrow
http://primehover.gufernandes.com.br/ph-warehouse
>>
Can multiplayer be done on any of the RPG makers?
>>
>>165303483
>>165305231

What do you guys use to make music?
>>
>>165302996
Schedule. Goals.

Friends/family constantly asking me how my game's coming along
>>
>>165307446
I saw a youtube video once for VXA. It's probably possible in any of them though.
>>
>>165307574
I use LMMS but I'm shitty with it. From what I've heard, it's pretty similar to FLStudios
>>
>amateurishly code battle system in JS
>it works nicely
>now to set up the Yanfly Skill Core to make some of the quirky skills you had planned
>skill menu now unreadable

;_;
Why do bad things happen?
>>
>>165307574
Cubase, currently on 8. I manly use stock plugins, Massive, and some Komplete stuff. I learn everyday.
>>
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>>165308891
Because we can't have nice things
>>
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I need Parallax mapping plugins for VX Ace every link seems to be dead. Please send help.
>>
>>165309284
Which one do you need?
>>
>>165309428
Any. I just started making my first game for VX Ace and made a bunch of maps in photoshop with the intent of importing them and using them with one of the parallax locking plug-ins.
>>
>>165309795
You are not wrong, some links are down. Try using this one.
http://forums.rpgmakerweb.com/index.php?/topic/30733-cc-parallax-mapping-script/
>>
>Currently writing one of the endings of the demo

SOON Anons
>>
>>165310526
how do I actually use this?
>>
>>164893897

What program did you use to draw this?
>>
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Just started working on my first game in earnest.

I just made some assets and threw them together in a test room to get a consistent vibe.

The game is a Yume-Nikki rip-off in a a Twin Peaks type setting where you play as a park ranger.
>>
>>165317139
>The game is a Yume-Nikki rip-off in a a Twin Peaks type setting where you play as a park ranger.
Noice.
>>
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>>165317139
>Twin Peaks

I'm sold.
>>
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>>165303483
>>165305231

I got inspired by you guys and made a little song myself! Thanks for the inspiration.

https://soundcloud.com/mrmichaelgomez/this-isnt-a-simulation
>>
>>165317139
>>165317196
>>165318249
I loved the characters in Twin Peaks, they were simply oozing personality. But that ending was a major let down, even more than X Files.
>>
How do I make an ability unable to be self-cast? Ally castable skills can target which is a bit of a hindrance for some things I had in mind.
>>
>>165319075
I think it would require significant scripting. I'm not aware of a way to exclude a single target from the targets list.
>>
>>165320650
Well shit. Guess I should try to make a funky workaround then.
>>
>>165275270
Is that Awesome WM?
>>
>>165323809
Wait no I'm dumb that's just a gnome-panel or similar.
>>
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>All these people making music
I absolutely can't into music but I know how important the soundtrack can be.
I'll probably commission someone.
>>
Hi, i posted a few days ago about wanting to learn pixel art, i finally got some free time and tried to make a couple tilesets. Could i get some advice on how i'm doing? These are my first two attempts, and not too sure about what I could be doing wrong.
The left is meant to be a mossy stone type path and the right is meant to just be some dense grass, however it ended up looking more like tree leaves in my opinion. Thanks!
>>
>>165251765
Multiple characters, some male some female. They can't dance to save their lives. It's actually a plot point for one of them
>>
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>>165291751
So you want to make a dungeon completed reward thing mmos like dragon nest have?
>>
Where is the thread healer when you need her?
>>
>>165275270
>Pyxel Edit
Is it better than inkscape for drawing sprite?
>>
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Good night bump
>>
The challenge isn't "who will actually finish a game".
The challenge is "who will actually finish a game only using the smartphone/iOS RPG Maker to create it "
>>
Has anyone tried LeTBS?

Thoughts/comments on it?

reference:
http://forums.rpgmakerweb.com/index.php?/topic/63888-released-letbs-04/&page=1
>>
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Work on your game.
>>
>>165334215

So I tried it out myself - pretty garbage, would not recommend.
>>
>>165341507
Why do you think it's bad?
Buggy?
>>
>>165323809
It's Peppermint OS 7. It uses LXDE and it's pretty slick.

>>165329249
I only used Inkscape a little bit when trying to make sprites. I never really got how to do it on Inkscape but Pyxel Edit is pretty nice. It's basic yet powerful for what you need it to do. I'm no pixel wizard but I feel like I have enough tools to grow. Plus you can do animations inside the program so you don't have to test it inside RPG Maker or whatever else you're using. There is a free version you can use, but it apparently doesn't have all the features. I've only ever used the paid version though. For $1 on Humble Bundle, it was a good buy. Also got Spriter Pro.
>>
>>165345407
>For $1 on Humble Bundle
That's cheap. I'll try it then.
>>
Is it advisable to do a nopan character(female)?
>>
>>165346983
It's always advisable to do nopan characters.
>>
>>165328365
>her
>>
>>165344263

Following the documentation word for word, didn't work.

Disabled all of Yanfly's stuff, still didn't work.

Tried it on a clean slate, Worked for a bit but the enemy didn't do anything.

Neat, but not ready yet.
>>
Combat-wise, what does your main character specialize in? What weapon, how much protective gear, role in the team, etc.
>>
Initially he leaves with a broom because that's all he has in his house. He doesn't think he'll be fighting very much. Also it comes in handy as a plot device.
>>
>>165351452

This was meant for you.

>>165351720
>>
Anyone know how to make stamp skill from FFXII?
Basically the character transfer their status ailment to enemy.

I've seen the Collect and Inject tutorial from Yanfly but that's not exactly what I'm looking for.
>>
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reading a book on pixel art. The example in the book looks fucking horrible so I thought I'd come up with my own. Feedback pls?
>>
>>165351452
Practice game, he's a warrior, which means he can class up into a Berserker, Paladin, or Knight, so either Damage, Healing + Damage, or Tank + Damage.

Main game is similarly mutable in that he can equip whatever skills you give him. He starts off with his fists and can really kind of equip everything.
>>
>>165354083
Looks good. Better than my shit, that's for sure.
>>
>>165326090
I need something like a mix between Oblivion and Borderlands Chests.

Borderlands because I need something that shows random items when opened,

and Oblivion because once the chest is open, I want to be able to get out of the chest menu, and going back to it whenever I please and the items will still be there.
>>
>>165318772
I dig it.
>>
>>165354083
If this is better than the book, burn it.
You managed to fit less detail in a 75+ pixel canvas than games with 16px limit. Not great work anon, sorry.
>>
>>165324843
I think the problem is you have large chunks of green that kind of go out in all directions. Make them more narrow and grass-shaped, and it might work better.

As for the one on the left, maybe more contrast?
>>
>>165355113
We gain nothing from this sort OF anonymous hug boxing anon. We could learn something from AGDG.
>>
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>>165318772
>>
>>165356625
Well the actual canvas was 48x48. I just upscaled it so you could actually see it without it being extremely blurry. But I know it's not "great", that wasn't really the point. I just started reading the book and was fooling around with the concepts. It's an outline and a very basic one at that.

I'm trying to work with greyscale and work on lighting; highlights and shadows mostly. What kind of things should I do to make it look better?
>>
How do I get better character sprites in VX ACE? 32x32 seems really small in-game and 3 frames of animation is really restrictive.
>>
>>165358162
I honestly think to get started with pixel art you should:

>Work in 16px format
>try making recognizable objects
>use references

Your sadboi looks like a child's mspaint drawing with jagged edges, not a sprite of a human.

Try to recreate him at a much smaller size to work out which details matter and which don't.

Or don't, whatever, I'm not your boss m8.
>>
>>165363314

Anon, have you ever done pixel art? No idea what the fuck your problem is but if somebody is just starting out, you probably shouldn't expect much and call their attempt shit.

>>165354083

Honestly, I would recommend doing self-study. Look at actual games whose pixel art you personally enjoy, zoom in on them and try to figure out how they work: how do they stylize a person and compact them into a small space while still having a unique, readable design? There are a lot of ways to handle that. I'd recommend going over to sprite database or spriters resource and checking it out. I think the latter even has a forum with proper beginner tutorials.
>>
>>165367101
I do pixel art most days.
I'm not trying to be harsh, I'm trying to compensate for the /co/ style hugboxing that goes on.

Saying "yeah that's actually really good better than mine :)))" does not help the guy improve. I gave advice did I not?

Since when was it the norm to compliment people on mediocrity like we're Reddit? We had our own culture and we were stronger for it.
>>
>>165367101
>3 pieces of not terrible advice
>one mild dig at a first attempt looking for feedback
>what is your problem

C'mon now.

Still, you managed to stop crying long enough to offer good advice.
What sort of style pixel art do you like, normally, >>165354083 ?

If you have an idea for a style you'd like to work in / emulate as an exercise, try to follow the restrictions they worked under.

It's not just jagged lines and axe feet, they worked with limited size and color palette.

>>165358162
You asked what we thought, and when you got bad feedback you started throwing out the buzzwords of somebody new to a medium who doesn't know how to accept that they're new; I know it's not great, I was just fooling around, it's just a basic outline, Some others you might have used were "it's just for practice" or "this wasn't a serious attempt or anything".

Accept that you are not instantly going to be great at a new thing. Accept that if you post your first attempt, people might tell you what you're doing wrong. Learn from it. You can learn an awful lot more from a scathing review than an unconditional thumbs up.
>>
>>165354083
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial (has a lot of great info for pixel art, personally my fave tutorial)
http://gas13.ru/v3/tutorials/sywtbapa_making_sprite.php (skipped straight to the sprite making section but i highly recommend you read the rest of the articles)
I recommend you find a color palette you like and stick to it. Picking your own colors is difficult even for experts. Also look up terms like pillowshading, selout, and antialiasing to verse yourself in the do's and don't's. And lastly, BREVITY is important. You wouldn't spend a paragraph describing what you can describe in a few words, so don't spend 20 pixels drawing what can be compressed in to 5.
>>
>>165367836

There's a difference between giving actual critique and just going "it's shit it looks like a child made it," don't you think? At least try to give actual advice, man.
>>
>>165369478
>http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

I quite like this tutorial for shading and color use, though honestly don't like that he draws the character and then artificially goes back and deletes pixels to make it jaggy.

This is inauthentic imo. You get the general feel of pixel art, but there's no real rules being stuck to. Maybe we should embrace the lack of limits, but I still think the best modern pixel images are borne of self-set restraints.

Good tip about pillow shading, I always forget to mention it because it gets second nature not to do it after the first little while.

>>165369837
I also said to try downsizing and trying to create recognizeable objects at a smaller size while using references.

This would be an exercise in figuring out the minimum you need to communicate an idea of an existing object, without just copying how another pixel artist did it in a game you like.

But feel free to focus on the bit that upset you like it invalidates my contribution, you've still got another few months of that kind of attitude being acceptable in the world.
>>
>>165369837

Like, fuck, at least that anon is trying to learn. The majority of the community refuses to even bother, wants shit made for them for free, cries about artists wanting to be paid, etc. Y'all sound like bitter assholes from the pixeltendo era. Even brand new posters at pixeljoint would get like, full on redlines, edits, etc by even the oldest and best veterans there. Yes, coddling doesn't help artists, but neither does actively chasing them off.
>>
>>165370337
This guy isn't even top 10 in the things wrong with this general.
Look through the last 10 threads. Nobody's really interested how your game is doing. The only time people contribute and reply is when broad questions about MCs, Villains and plots are asked- the sort of things that let people yammer on and on about their story that nobody will play.

Try posting some competent artwork or a webm of a cool system you've spent a lot of time on, and you'll see it's not worth bothering.

on the plus side, at least people won't be sick of my shit before even playing my demo, that's something people will do here and about the only reason for sticking around.
>>
>>165370980
...Every update I post, be it graphics, plot, or a soundtrack, is met with at least 4 replies each time, no less. Maybe you'd get worthwhile feedback if you weren't a jaded cunt?
>>
>>165370980

No, people definitely respond to actual progress posts. It's just people itt don't post progress much, and additionally we're a super tiny community, and lazy to boot. Be the change you want to see, anon.
>>
>>165371328
I'm happy for you, that hasn't been my experience even when lurking. I wouldn't say I'm jaded, I honestly feel like on average these threads are pretty mercenary. I see good projects go and new idea guys show up but not much interaction.

I'm perfectly willing to believe my content has just been not that interesting. It'd make sense, since my game doesn't look like an RPGMaker game, and isn't really a JRPG.
>>
>>165370337
It's 4chan. It's important when the "it's shit" are not the only ones. Without him this place would be like leddit. Also he's been soft compared to what happened in my old days
>>
>>165371956

That honestly just makes me want to see it more, dude.
>>
>>165367101

>self study
I'll look into that. I normally don't do very much art, but I obviously want to have art for my game and I don't like using other people's assets, so it's time to learn. One of the steps of learning is to imitate.

>>165367836
Your advice is appreciated. I'm trying out with a 16x16 picture right now.

>>165369147
I normally don't do very much art but I enjoy making things. As stated above, I don't like using other people's stuff so I'm making my own. As for style, I really like the old school monochrome-ish Gameboy games.

Also I wasn't trying to make excuses or explain my bad technique. I was just giving context for that anon. The entire reason I posted for feedback was to GET feedback. I'm no little coddled special snowflake and I can take someone saying "that sucks" without any explanation why. I just like to get some positive input that from here because I have gotten that in the past from here and I appreciate it.

>>165369478
Thanks, anon. I'll definitely be reading that. It's going over some of the same things as the book I got but hearing it explained a different way is always helpful.
>>
>>165372106
if I post it now though people will forever know that the dev of game X is a massive wanker. i'll wait it out and hope you are around when i progress
>>
>>165372726

I didn't really want to frame you that way, but I'd definitely like to see it in the future. Please don't feel like you can't openly post here just because I got all hurt feelings at you.
>>
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Tired of dealing with the RTP, so I'm finally starting to work on my own world map tileset. I've got basic implementations for water (shallow and deep), beach, and grass done. They're not great, but at least they're mine.
>>
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help i can't decide
>>
>>165334215
shotguns in a fantasy tech game: yes or no?
>>
>>165378942
Yes
>>
>>165378186
Keep at it Anon, it's definitively worth it.

>>165378921
Really depends on your game, what are you making?
>>
>>165378942
Blunderbuss please.
>>
>>165381152
My game isn't really story based. I can't decide if i should make something like many other games and let the player wander and explore freely, able to fight weaker enemies while 50 levels over them, or just make it super linear, you fight what's in that zone until you reach the next one. Way 1 would make so that there are random encounters and you can fight as much as you want. Way 2 would mean that leveling and grinding is less prevalent as each fight is "unique" unless it's stuff like rats, wolves, etc.
>>
So im okay with drawing, but I mostly dream with battle systems. I had an idea of a battle system divided in two faces. Card Phase and Command Phase. Each character has their own 5 card deck where they pick one at the start of the turn, they have different habilities, restrictions, etc and then they go to the command phase (ATK, Skill, Item, etc).
How hard would be to implement this withouth 0 programing knowledge? or I should find someone or either start trying to learn code?
>>
>>165382709

Take the SaGa method: track how many battles the player has gotten into, or their progress in whatever way you like, then at certain milestones, change the enemies that appear to stronger varieties. It's a good way to do something like level scaling without it feeling cheap.
>>
>>165382938

That sounds fairly complicated, but it also doesn't sound super different from standard jrpg gameplay, just with card added, is there much more to it?
>>
>>165387961
let's say there is a healer and on his turn he uses a card :

[Blessings of mah soul]
All characters at the start of they turn are healed by 50 hp for 3 turns. Restriction : You can't use other cards until this card is resolved.

Then the healer would go to the command phase to use ATK, Skill, whatever.

Some cards would have different effects and the restrictions may vary, such as only using one card by battle or you can use it again but in a few turns, etc.
>>
>>165378921
Both. An optional story but the player can freely wander around without consequence.
>>
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>>165381418
blunderbuses suck though
>>
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Made a sketch for Taurus
Been watching too much anime with witches
>>
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How do big games do their mapping? I'm using the parallax-mapping method, but I wonder if the standard method is better?

Are there any good, finished games whose projects have been put out, so that I can pick apart their maps?
>>
>>165394080
Pretty cute, even if she looks depressed.
>>
>>165395135
I tried doing her "bored" but it does look more like depressed, right, I'm not so good with facial expressions
>>
>>165394162
I would also like to know.
A lot of these RPG Maker games on Steam seem to use the standard method but I'm not sure if I would call them good.
>>
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>>165354083

I'm the same guy who did the sadboi.

this is my second little practice thing. I worked pretty hard and it took hours but I think I finally got what I could without going crazy.

I was considering doing pixel portraits for my game and I'm not so sure about that now.
>>
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>>165395703
It's the downtilted eyelid and mouth. Just turning those two lines horizontal does a lot to shift it in the bored direction.
>>
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>>165396841
>UGUUUU

Her face is too small for these eyes.
Also the eyes need to be placed somewhat higher, they need to align with the ears.
https://www.craftsy.com/blog/2013/05/drawing-a-head/
Take a look at this site.
Keep at it Anon, I know you can do it.
>>
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>>165398072
Is this better?
>>
http://soundcloud.com/iwilldevouryourkittens/soulstice

Main theme for gaem

Thoughts?
>>
>>165399786
face is too wide and the nose is not cute or "anime."
>>
>>165401049
Okay, disregarding the name, and taking it out of the style, does it look good or not?
>>
>>165401245
the style is ass, but on a technical level it looks fine.
>>
>>165401537

If it looks fine then that's all that matters. Otherwise it's just semantics regarding the name.
>>
>>165399786
Yeah, it's better.
>>
>>165396912
The eyelid idea helped a lot! It's way better now. Thanks, anon
>>
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This web export stuff is cool as hell. I'm hosting my game on an ubuntu+apache server in a virtualbox on my Windows machine, and playing it on my web browser on my Linux Mint laptop.
>>
>>165403543
If only they could make RM run on Linux natively. I tried using wine but the popups bugged the hell out of me.
>>
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>>165403543
I'm not going to pretend to understand why Shutter decided to suddenly default to 9% quality jpg.
>>
So I'm the suicidal tranny anon making the game about the woman who's also suicidal.
I haven't touched my game in weeks because of depression and being a shut in. Hopefully though I'm working on getting meds and can get back to my game. I was pretty close to releasing a demo and I would still really like to.

>>165396912
omg SHE'S ADORABLE you should give her a pet baby cow that would be SO CUTE but it's ok she's perfect <3
>>
>>165396841
Tutorials anon here—Much better! I can see a world of improvement in just a day. That being said, critique: again, it depends on the style you're going for, but looking at proportions would help. Don't forget, pixel art is still art, and you still need to be able to draw decently. Don't just study pixel artists you admire, look at a few normal artists you admire as well and take note of what they do that looks good, and think about how you can translate it in to your pixels.
>>
>>165399786
Oh, and a note about shading, the shirt is getting kind of close to pillowshading. Take a look at your own shirt; the shadows are dynamic and don't always run parallel to the edge of the shirt. And don't forget about shading your outlines, too: adding a few lighter pixels here and there such as in the lines in the ear or at the end of the neck will help the transition from outline to shading.
>>
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>>165406605
This is the best idea ever, anon. A baby cow it is. Maybe a baby cow will help to cheer you up a little!

Did another sketch, pisces now
>>
My demo is going to have 4 different endings.
The first is a bad end and you get a small epilogue scene but you can start from before where you fucked up. I think most people won't see it, though.
The second is a pretty much neutral one, you aren't able to make everything right but you tried your hardest.
The third one would be the "best" ending and I think this is going to be the one most of the players will get.
The fourth one is similar to the third one, depending on what you did in the game you get an extra choice at the end and it either branches into the third one or a different version of it. It would still be "good" ending but it will portrait the protagonist in a very different light.

How does that sound?
>>
>>165407318
Sounds neat. My demo is probably going to go with a dumb joke ending.
>>
>>165407258
To be completely honest with you, I'd think of that as more Aquarius - but that's just my 2c.

>>165394162
We still MonMusu bois?
>>
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To outline enemies in battle, or not to outline enemies in battle. What say you, /rpgmg/?
>>
>>165409076
With this art style, outline them for sure.
>>
>>165406605
I'm a little relieved that you are still alive.
>>
>>165407258
Cute!
She looks really friendly and kind. But Virgo has to purge her too, right?

>>165409076
Outline them.
>>
>>165406654
>>165407035

Thank you, I do appreciate your help. I'm going to work on a bit of sketching as well. Like you said, I can see how it will help. Especially in getting an idea of what is going to made and pixel placement. This piece was actually an amalgamation of pictures of Kagome but I couldn't get her hair quite right so I tried to make it my own.

I'll try and practice what you said about shading. It's just practice, practice, practice. Thank you for giving me something to think about in future projects!
>>
>>165400989
Enjoyable! I don't have anything bad to say about it.
(Wish I could say the same for the obnoxious fucking thing that autoplays after I listen to any of your stuff argh)
>>
>>165409263
>>165410069
TY!
>>
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well, that's a Nancy and an Imogen portrait done.
>>
Remember to make back ups Anon
>>
How do you guys feel about profanity in your games? I have two characters that use profanity somewhat regularly; one of them is basically the voice for the main party, who is kind of a smart ass. The other is speaks pretty strangely, but swears when she wants to make a point. I just ended a pretty poignant cutscene with the latter character saying "Let's put those cunts in the ground for good!" Does that seem a bit gratuitous, or do you think it would be fitting for a "preparing for battle" speech?
>>
>>165416379
If you establish swearing as a thing that happens in your setting, it won't be out of place.
>>
>>165416379
I agree with >>165416934
I'm not particular fond of swearing but if you have a character who uses a lot of curse words then it would be okay.
I also think it's okay for characters to curse if they are in a high stress situation. I remember how I got in a car accident and the first thing I screamed was fuck multiple times.
>>
>>165416379
In one of the H-games I was making one of the characters a sexually tense tomboy who had a bit of a mouth on her. Profanity needs to fit the character, not the game (unless it's intended for a specific audience ie kids.)

- - - - -

How do you guys go about deciding the artstyle?

Relatively early or even before the game has started? Mid way through dev or until it's ready to be released?

Still using base assets and I feel like I'd be able to hit th midway point for my game by the end of the month and I still haven't decided on the final look of the game.
>>
Actual curses seem jarring. Maybe I've been indoctrinated by the whole "can't say that on TV" culture.

I do like it when there are insults and curses unique to the story. Consider the Wheel of Time series, which includes the following bad words:

>Blood and bloody ashes
>Burn you
>Sheep swallop
>Mother's milk in a cup
>>
>>165416379

I wanted to have a character say "I'm not fucking around anymore." He's pretty much a giant mass of sex symbolism (it's decently subtle I swear) so I thought that'd be funny. I don't think I'm gonna, though.
>>
Bumpppp!
>>
>>165429284
Why is spriting for myself so goddamn difficult?! These old style retro artists do it like painting the mona lisa on a pin needle, like fuck.
>>
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Thoughts on the carpets?

Seaming is on purpose btw.
>>
>>165430406
The carpet has visible out of place line.
Is it intentional?
>>
>>165431618
>Seaming is on purpose btw.
>>
Where is that Cyka Blyat game guy?
I want to see the progress of hi hentai game.
>>
>>165431689
I'm sorry, not native English speaker so I don't know wtf is seaming.

Google Translate doesn't really help.

coeдинять швaми

seam

пoкpывaть pyбцaми

seam

пoкpывaть мopщинaми

furrow, seam

пoкpывaтьcя мopщинaми

seam, take lines

бopoздить

furrow, plow, busk, seam, plough

cшивaть

sew, sew together, seam, lace
>>
>>165431810
To make an invisible line apparent with clues; is what I've always been told, because in a Tactic game you'd need to have some indication of what registers as a tile when it's not in range of movement or action.
>>
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Good night bump
>>
>>165410069
Yes, Virgo will have to purge her, but she will see this as an act, since he has theatrical performances in her land, and pisces is the sign of illusion. I hope people won't feel too bad to purge her, though.
>>
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Still working on my pixeling(?) skills. I think it's coming along. I've taken to seeing what I can do in a minimalist fashion. Tried my hand at making an icon set. only 4 so far.
>>
Bump.
Thanks to you guys, I'm interested in spriting myself.
>>
>>165347106
Why?
>>
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>>165437549
>>
>>165437605
But 2B would be less interesting if she didn't have the leotard. This is a more appropriate example.
>>
>>165437698
I just had this asstastic webm and needed a reason to post it.
Goddamn that ass, those thighs. It highhandedly reinvigorated my will to dev.
>>
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Tree-san here. Have a majorly too small chair/throne. I was just playing around to see if I can get it somewhat right.
>>
Say, how do you "center" your sprite?
>>
>>165433421
Very nice! There are actually super adorable. i like them better than my game's icons and i've been told i'm an amazing pixel artist, rip
>>
>>165438180
Put it in the middle...? Not sure what you mean. If your game is an even amount of pixels wide/tall, you won't be able to without knocking off or adding a row of tiles to the entire game.
>>
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My restoration magic is too low for this.
>>
>>165438180
I use photoshop for almost everything so I just set my grid set to 48 pix with 2 sub divisions to get the most accurate centering possible.
>>
>>165416379
I have a couple characters swear. It's always an outburst (God Dammit, Oh Fuck, etc.) instead of a full sentence
>>
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Wake up and make progress!
>>
>>165449581
I just woke up! pls no kill. I'm working now
>>
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>>165449581
Only if you go away, frogposter.
>>
>>165449581
Fucking frog, I just spent the last three hours writing CV, answering questionnaires and applying for jobs.
Give me a fucking break. Jk, jk, no break, I'm going to eat and dev.
>>
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>>165455510

Not naming that lovely frog Pepe. You tryin' to start something game maker?
>>
>>165455510
>reeebit tantrum

fucking kek. I love you.

>0XP 0G

why?
>>
>>165461304
If i put memes i'd rather have them a little subtle. Just a little though.

>>165461803
It's just temporary. However considering what it's based on i could make it have double the HP so that defeating it is completely pointless and a waste of time.
>>
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>>165455510
>>
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>>165190308
Lord of the Mirrorworld (alternate dimension which player visits throughout the game). Appeared in the dreams of the CEO of the city's power plan, masquerading as god and telling CEO to create portals between the worlds, which leads to the events of the game. His battle theme is https://soundcloud.com/iwilldevouryourkittens/the-mirrorlord and He isn't the final boss

Also, update on enemy designs! Pic related
>>
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>>165462141
Again, have an example. This is after the final boss in NG+. I just gave it maximum stats for now.
>>
>tfw writing quest dialogue and ideas at work and then when I get home I can speed build an area and just copy paste everything I wrote earlier in the day
>>
>>164955635
reeee how did you make this, ive been working off and on trying to figure out custom menus with custom variables inbetween map making and getting absolutel ynowhere
>>
vump
>>
>>165472207
No bumps, no game development, only jerkin it.
>>
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When is your game coming out Anon?
>>
>>165476148
Depends on how much patreon bucks I'll get when I roll out the demo.
>>
>>165476148
Never™
>>
>>165476148
2017 of the next reset
>>
>>165476148
soon
>>
Work on your game Onee-chan
>>
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>>165482623

Working on my icon set, anon.
>>
>>165482797
The book looks like robocop if you remove one of the black lines
>>
>>165483002

I could totally see that. I was having trouble making it really like like a book. The black lines were the only thing I could think of that could possibly resemble text. Still thinking I should bring the contrast down on it.
>>
>>165482797
You are improving Anon
>>
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I've been trying to make this look like a bandana but I'm having trouble. Anyone have any tips?
>>
>>165429284
Four Motavians flee, fly - and fall, right on my Temple hall.
>>
>>165430406
The borders look kind of... solid.More like they're part of the rock as raised platforms or something. I think you either need to make them more subdued, or the carpets more busy/ornate.
>>
>>165496661
fwiw I immediately assumed it was a bandanna, but maybe make the strings thicker?
>>
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>>165499072
I also did this one, it's pretty much the same thing. but the ends are a darker color.
>>
>>165476148
When it's done.
>>
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Has anyone here played Darkest Dungeon? The actions are executed immediately after you choose a skill, and then the turn is passed to the next battler, who can be an enemy or a friend, going from highest to lowest agility in both parties. Kinda like Pokemon.

Is there a similar battle system for VX Ace?
>>
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How do you feel about this look? I'm really into the black and white look. Also like doing b&w photography in real life.
>>
>>165505783
CTB would be the type of battle system you're looking for I think
>>
>>165510462
Yes, that's the one. Thanks m8.
>>
>>165507937
Black and white can look clean and awesome, but may fuck the color coded schemes that helps people identify things in games, like how a purifying item will have cold colors, and hurting skills will show hot colors, such as red, showing that it's damaging.
>>
I DID IT
It's been like 3 weeks but I just made progress!

sure it was just making new weapon slots for a new character but oh my goodness it's something
>>
>>165514714
Great Anon!
Now try to make progress every single day!
>>
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>>165517782
>No fun allowed: the bingo
>>
>>165517782
Lotta that shit looks more general rpg bingo than rm specific.

Like not even specifically jrpgs, just rpgs in general.
>>
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>>165517782
close but not quite there bucko!
>>
just hooked up a shitty tv that can double as a monitor to my computer. Now I can watch anime while I work on my game!

plus it has S-video so I can hook up my older consoles to it and get decent quality.
>>
>>165511276

Oh I see what you mean. Well older games got around that... by not doing it. But people expect more from games nowadays. I think the work-around for it is to really focus on contrast. That's basically all you can work with: black, a huge spectrum of gray, and white.

I'll put up stuff when I'm working on it to get feedback.
>>
>>165520662
Now you can double the amount of no progress in a day!
>>
>>165521161

Can't a guy just watch InuYasha
and feel bad yet good about it and work on his game??
>>
>>165522658
>InuYasha
Wow, that hit my right in my nostalgia.
>>
>>165524392
Yeah I found it on Netflix and i couldn't help myself. I remember watching it when I was like 12 and I never knew what exactly was going on but I sort of put it together through watching episodes out of order. Now it's time to watch it and find out what happens.

Also it's giving me some ideas for my game.
>>
>>165524585
>Jewel breaks
>Must find all the shards of the jewel because reasons
>Keep finding infinitely smaller pieces of jewel for 7 seasons and 4 movies
>???
>Profit
>>
>>165525348

>Must find all the shards of the jewel because reasons
That's where I'm at right now. But there's only one thing on my mind: How does Kagome have a huge rack at 15? I just accept it and enjoy it like the degenerate I am.
>>
>>165525692
Hormones, genes, luck. I had a classmate in 7th grade with good cleavage. That's like age 12 or 13
>>
we ded?
>>
>>165528443
Everyone is just working really hard!
>>
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>>165529129
That we are. Got sprites done.

Which one would you /rpgmg/?
>>
>>165529198
6 is like >YOU SAYING I LIKE GIRLS?!

If I had to pick I would go with 2 I think.
>>
>>165529198
can you post guys? I reaaaalllly want to see some hot boys plz
>>
>>165529782
I'm still working on the guys. They don't look as good imo
>>
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>>165529782
Here's one I got done tho
>>
>>165529198
marry 5 fuck 1 kill none
>>
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Remember to keep backups
>>
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>TFW you've only worked on things relating to the engine and have nothing to show your /rpgmg/ brothers and sisters.
Shit.
>>
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>>165529198
1
>>
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>>165531302
It's okay Anon, surely you are working hard!
>>
>>165529198

5/6 marry, 4/2 fuck, 3/1 kill
>>
>>165529198
2 is clearly the best, but I wouldn't turn any of them down.
>>
>Heroes work for the government
>Bad guy starts a revolution and topples the government
>Bad guy is certainly evil, but the heroes realize that the old government was pretty shit too

What's the endgame here? They wouldn't want to reestablish the old government now that they've seen its problems, but things are certainly worse off with the bad guy on the throne.

The best I can think of is "kill the bad guy, set up a better government." But they're really not presidential-quality heroes.
>>
>>165535657
It's not like the heroes need to be in charge after they help to set up a new government, right?
Maybe you could find some people with new ideas which may or may not be better than the old system.
>>
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>>165517782
Feeling pretty good.

>>165517896
>>165520105
He didn't say you couldn't do those things, these are all just tropes of RM games.
>>
>>165529198
2 has a hunchback sort of look
6 the jawline doesn't taper right.
It gives the impression the head is looking to the right but the face is looking left.

I like the color shadow thing but I'd recommend trying to move it down just a little, like a dropshadow.

None of them are particularly attractive, but you seem happy so good work anon
>>
>>165531064
How big are your backups, guys?
I stripped out all the default assets I had no interest in. My backups went from 500mb to 20mb. Pretty neat. I hope the game size remains small too.
>>
Physical skills have long cooldown (8+ turns) but cost no MP.
Magic have short cooldown (1 - 3 turns) but cost MP.

Is this balanced enough?
>>
>>165537346
If it's balanced or not it depends uniquely on how much MP you give your characters and how much HP the enemies have.

Unless you give them big HP and defenses those enemies aren't gonna last 8+ turns either.
>>
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Good night bump
>>
http://pixanna.nl/materials/celiannas-parallax-tiles/interior-tiles/

>I can't make a game so I'll extort those who want to use my assets

Jesus christ, is this even legal?
>>
>>165546445
Make a game with RPGMaker is 99% just making art assets, bro
>>
>>165409076
Outline but don't do full black outline; use the darkest palette shade to do antialiasing. E.g. the tail of the snake looks too jaggy and fat in the outlined example.
>>
>>165416135
I'd love to be able to draw portraits with even half the quality you do. I'm curious how you make the outlines to your characters. Quick strokes with a specific brush? Or do you go back and micromanage strokes on top of a rougher sketch?
>>
>>165437951
Looks good for a start, but needs improvement. For one, the red parts are too solid-looking and don't look like soft pillows. For a throne I'd also expect a more ornate scaffold, especially on the back.
>>
>>165483143
The problem with the book is the shape. The back is far too rounded, which is compounded by the shading. It should be rectangular and have a clear edge.
>>
>>165529198
None, sorry. They look a bit too robust with those manly shoulders, especially 4.
>>
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>>165547430
This is my process:
1--rough doodle, this is either a random scribble with a tablet, or I scan a picture I did with pencil
2--trace using quick strokes with pressure sensitive tablet (I use NKSS Ink Brush available for free from this pack http://sta.sh/0294cot0s1fn)
3--Use cheat brush to make sure my proportions and positions are right enough, even for anime. (100% of the time, they aren't.)
4--Color blocking with any old brush
5-- Lighting and shadow with varying sizes of NKSS Ink Brush
6-- Cleanup and shitposting on /rpgmg/
>>
>>165548459
Can't stand the sight of a strong nord woman, anon?
>>
>>165529198
At the risk of getting v&, 3.
>>
Yanfly release another plugin.
Item Picture Image.
https://www.youtube.com/watch?v=MrvYc_xphrU

Personally, I'm not gonna use it.
It will bloat the game.
>>
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>>165517782

So far the main ennemis of my game have no attack.
>>
>>165548487
Thanks for the insight!
>>
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>>165552085
>>
>>165550702
tfw no one seems to be making amazing plugins anymore...
>>
>>165550702

So can we agree that Yanfly is one of the few guys keeping MV alive?

Ace is doing fine, dunno about XP - but god damn if Yanfly keeps up with the super-niche / somewhat unusable for most games plugins MV might snuff out.
>>
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>>165517782
fug
>>
>>165553085
Care to elaborate on your thoughts on MV vs VX Ace?
I've only been using VX Ace, but am kinda interested in MV due to its ability to make games for platforms other than windows.
>>
>>165554219
Not him but MV is poorly optimized.
However it has lots of features and javascript is easier to learn.
>>
>>165554219,

>>165554580 said it really well, if I can add on;
Higher res and as you said, multi-plat support are the biggest points in my eyes. Sure, JS is awesome, but fuck it seems as though it's had the opposite effect intended on plugin creators.

Ace has all the support you want and need for a system like this. The most complicated MV scripts aren't even in the same league as the quality of content found in Ace.
>>
>>165553085
I don't touch Yanfly's plugins and I'm happy with MV. I prefer to write my own scripts.
>>
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>>165517782
It's an eroge, I'm not sure if that counts as fan service.
>>
>>165555072
But isn't the amount of new plugins is higher compared to VX back then in the same age?
>>
>>165536704
I'm not saying he did, I'm saying most of them aren't rm (or even amateur dev) specific enough for rm bingo.
>>
>>165546445
Yes, making and selling graphics is legal. What kind of stupid question is that?

That said, those prices are pretty fucking lolworthy.
> 85 euros
>>
>>165536993
Zipping up my project, folder of assets and all related project files for various programs, everything I'd need, comes to 65MB

Could probably get it down to 50MB by taking out duplicates
>>
>>165559219
Yeah those prices are pretty insane and it's stated you'd need to buy a commercial license to use them in a commercial game too..

I wonder if many actually buy. I guess it makes sense to gouge because the more people who use them, the value plummets as it becomes the new RTP (seen as a lazy, same-as-every-other-game, no-effort choice).
>>
>>165560332
I don't think they get a lot of sales. If you're throwing around money for graphics, you'll probably commission unique shit anyway.

That said, at fucking 50+ euros a pop they don't really NEED to make a lot of sales.
>>
>>165554219
Different anon. MV doesn't run as well as it arguably should. I'm not a huge fan of Javascript, but it brings massive benefits to MV.
The engine is completely open, every part of it is editable, and Javascript has great support with learning material, tools, and libraries. There's practical concerns of course, but we're far less dependent on Enterbrain keeping everything up to date.
>>
>>165546445
Well, I never intend to sell my game anyway.
>>
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>>165547941
I did a rework of it and lessened the shading.
>>
>>165565982
I was the one talking to you about the advantage of putting some colours earlier, but you don't really have to do it in your game. It was just random advice, and I particularly find it easier since I'm very distracted and miss things out in games because of this. The icons looks pretty great as it is, anyway. The whole game will be in monochromatic? I think if this is your thing, you should go for it.
>>
>>165546445

Just another reason to learn to make your own graphics. Additionally, if you're gonna make a game with someone else's work, is it really that outlandish compensate them a little?
>>
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>>165565982
I think the new version improved a lot, but I still think the shape is too round for a book, it looks more like a folded newspaper as it is. I made some edits to the icon, I'm by no means an expert spriter but I hope this helps.
>>
>>165568632
Definitely the new version is an improvement. There's no mistaking it now.

Is this sadboi anon? If so man, you're fucking killing it with these icons, I love it.
Sorry I was harsh a few days back.
>>
>>165565982
>>
>>165569916
Highly pleased monochrome guy with closed guy
>>
>>165546445
>Celianna

What a bitch
>>
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>>165569916
>>165570186

kek. How about this one?
>>
>>165571697
Wizards of the Coast are going to get on your ass for this illicit use of beholder imagery.
>>
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book_03_big.png
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>>165568445

Thank you. I've always been intrigued by Gameboy games and the look they could achieve with no color, at least before the GBC. Maybe the battles could have color animations for magic or special attacks. That would make them stand out as powerful maybe?

>>165568632
Thank you for the feedback. I like your version of the book very much. I tried to imitate yours but added a little bit of my own spin. What do you think?

>pic related

>>165569612
This is sadboi anon, kek. I don't mind your harsh words earlier. I had no idea what I was doing earlier. But working with 16x16 canvas sizes has helped me wrap my head around the beauty of minimalism and pixel placement.
>>
>>165573021
Looking great!
I'd darken the pixel that delineates the page border at the right otherwise it blends too much into the background.
>>
My remote backups to github don't back up any sound or images, just data files. So they're quite small. Art and sound are captured by my whole-hard drive backup in >>165531064
>>
>>165573860

That was probably the hardest pixel to place. I need to see If I can find a shade that is dark enough to make it stand out!
>>
File: Help.png (76KB, 1366x768px) Image search: [Google]
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Anyone who used/still uses RPG MK 2K3, can you help me change my game's font?
I tried everything: Cherry's font changer, changing the font's name to RM2000, changing the Hex in the RTP from MS Gothic to my fonts name, EVERYTHING, and nothing works.
Help, please?
>>
Babumpa
>>
>>165575562
Have you tried the same steps with another font?
>>
>>165579269
Yeah, I'm using PxPlus_IBM_VGA8, I've tried Impact and ProFront to test and I only get that ugly placeholder font.
Maybe it's because they're all ttf?
>>
>>165580138
No fucking idea, don't even know if non ttf fonts exist.
>>
File: Progress.png (2KB, 320x240px) Image search: [Google]
Progress.png
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>>165580138
Okey, so I tried to Hex change MS Mincho to Impact in the RTP, and I no longer get the placeholder font, buuuuut...
The font's all squashed up. Again, is it because they are TrueTypeFonts?
>>
Alive
>>
>>165580864
I know there is some font patch for 2k/2k3 for exactly that problem
>>
>>165517782
Huh I've only got that I'm thinking about the sequel (again with the scalability for my "perfect" game I can't have all those features feasibly in the first game)

And Poison outside of battle (c'mon why's this even a space)

I don't have any of that other crap did I done good?
>>
What is the motivation of your MC?
>>
>>165593397
Adventure, exploration, money and cocks. In that order.
>>
>>165593397
doing the right thing, paying back a debt, and avoiding returning to her home kingdom
>>
>>165593397
Getting the hell out of the game
>>
>>165593397
honestly she keeps getting stuff thrown at her. kind of like Ichigo from bleach; no real motivation except making sure her friends don't come to harm and preventing it by any means necessary.
>>
Any way to get the Ancient Dungeons expansion packs?
>>
>>165593397
First revenge, then profit
>>
>>165555150
Nothing wrong with that. I don't use his scripts, but I respect the guy. He's making a lot of things possible for a lot of users.
>>
>>165593397
Seeing the world

Escape
>>
which version of RPG Maker has the knight chess piece as the game icon?
>>
>>165602654
VX
>>
>>165550702
So the goal of this plugin is to have an image with better resolution, instead of the icons.png?
>>
>>165602727
>>165602654
I ask because I was playing "MEMENTO" and I was really impressed. It was doing things I hadn't seen done before in RPG maker.
>>
Live on!
How many party member you have in your game?
>>
>>165606430
3 main characters, and a few temporary guests who show up when the party is split.
>>
>>165606430
8

Speaking of which, I was going to ask a question about one of my main characters.
I have a girl who has the power to shapeshift into monsters. However, because the power uses MP, I want her to use a different weapon for attacking, so I want her to use a gun. Is that a good choice in combining ranged weapon with mostly melee transformations?
And also, is this idea too close to Vincent from Final Fantasy 7? Character-wise they are extremely different but I don't want to seem like I'm copying by having another shapeshifter who uses a gun
>>
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I was wondering if this explains the beginning of my plot properly? Also, I wanted some feedback if this is ok plot

"Virgo is determined to purge the whole Zodiac of their sins, based on her own ideals of perfection in order to bring back the Golden Age, a period of peace, stability, prosperity and harmony to the sacred celestial system.

After stealing the Talaria, winged shoes of Mercury, her father, she marches in her crusade towards the Temples of Saturn in search of Capricorn, her first adversary.

Along her path, she will encounter many foes whom she deems heretics, but also those she finds friendship in, such as her trusty companion, Gingerbread Man, a delicious cookie who will assist Virgo in her journey."
>>
>>165606430
4. Going with the ol boring combat square

>Knight that's a tank
>Magic user who heals and buffs
>Magic user who does elemental dmg and debuffs
>Specialist Corsair that can deal damage, buff, and off-tank in a pinch
>>
>>165608726
>Specialist Corsair that can deal damage, buff, and off-tank in a pinch
Whenever I make this type of characer, they end up not as useful as the other.
>>
>>165608901
She's basically the Red Mage. In FFI if you ended up with a dead Black or White Mage Red Mage all of a sudden became useful as fuck

>>165608534
Sounds like we're playing as the villain
>>
>>165608534
OH I was hoping to talk with you! desu I only just got around to playing your game today, but it was very good! the only issue I had was getting infinite
yogurts from the snowman :P

I want to say though, your character is a bit off-putting by seeming so emotionless, and it seems like the dialogue and story seem to be very much like OFF in the "I'm going to kill everyone and no one will stop me all must be purified" kind of way. I don't know about anyone else but I feel it takes away from the game by having such a cute game have such a cold emotionless character and premise.
If that's what you want to do anyway though, that's fine, but I honestly love the way your game looks and want to put in my input to make sure it's a perfect game
>>
>>165609708
Thank you so much! Really glad you enjoyed it~
Just as >>165609409 said, I was going for the contrast between looking stupidly cute and inoffensive but being kind of a bitch.

She'll be very caring for Ginger, though. Overly protective and actually giving a fuck about him.
Certain zodiacs will also bring out some good emotions out on Virgo such as Pisces or Gemni (her sister).

I'm not sure if it went a bit too much on the start of the game and that creates a bad impression overall, but I can't help but love villains too much, I guess.
>>
Considering making a /pol/ game.

If I did, what would be in it?
>>
>>165610637
Not him but I enjoy playing a game where the character has a clear goal and works straight towards it.
She basically goes DEUS VULT and I love that kind of stuff.
>>
>>165612131
The wailing dreams of impotent children.
>>
>>165612131
The evils of multiculturalism
>>
>>165612131
Memes
>>
reposting for help cause I'm trying to work on this character now:

Speaking of which, I was going to ask a question about one of my main characters.
I have a girl who has the power to shapeshift into monsters. However, because the power uses MP, I want her to use a different weapon for attacking, so I want her to use a gun. Is that a good choice in combining ranged weapon with mostly melee transformations?
And also, is this idea too close to Vincent from Final Fantasy 7? Character-wise they are extremely different but I don't want to seem like I'm copying by having another shapeshifter who uses a gun
>>
>>165612131
autistic shrieking
>>
>>165612370
Yeah liberals are like that.

>>165612631
A good idea for any game. Should it be obvious or subtle?

>>165612692
Absolutely essential, my dude. But no leafs

>>165613029
I haven't played FF7 but here's my thought process:

If she's going to make melee transformations, what is the point of using a ranged weapon? The only way I could see that working is if the physical transformations give her abilities or stats that make her more effective in different situations. Otherwise, it's just changing the skin but keeping the same character. Just my 2c

>>165613296
/po/ BFTO
>>
>>165613528
oh that's actually some important I should clarify.

Each transformation has it's own weapons and skills, essentially turning her into a different character. She's intended to be your wild card party member, doing what you need when you need her to.
>>
Okay, how is this for a game idea:

MC is trying to escape from a hieronymus bosch-esque version of hell. Artwork is all collage, everything is surreal, and the soundtrack is all vaporwave.
>>
>>165613674
Does she use a ranged weapon for all the transformations or can she use other weapons but does more damage with the ranged weapon? Also how often can she transform? Can she do it multiple times a battle? Do the transformations last until she transforms into something else or are the limited to a certain amount of turns. Does she stay transformed after battles too?
>>
I hate writing. I'm to rational for this shit. Like I'm designing races and shit and I want to make one that's mostly marine, like mermaids and zora from zelda or something.

And then all these questions pop into my head like can they survive indefinitely underwater? How can they be on land most of the time if their bodies and internal organs are suited for high pressure?

Then I get to thinking like how the fuck does Ariel from the little mermaid stay deep underwater and come up to the surface with no fucking problems?

It's a fantasy setting, and I want to have sci-fi explanations for minutiae like that, but magic I ain't gotta explain shit is starting to look real good right now...
>>
>>165614012
>Does she use a ranged weapon for all the transformations or can she use other weapons but does more damage with the ranged weapon?
No, she can only use a gun in her human form. The forms are:
-Minotaur
-Scorpion
-Golem
-Shade
-Imp
-Sahagin
-Dryad
-Fire Spirit
-Vampire
-Dragon
Minotaur, Vampire, and Sahagin use human-esque weapons while the rest use their own claws/teeth/roots/spirit energy.

>Also how often can she transform? I'm thinking of capping it at maybe twice per battle, but it costs MP to do so it could be as many times as you have MP for.

>Do the transformations last until she transforms into something else or are the limited to a certain amount of turns?
That I'm not sure about. May have it stay until the end of battle or you choose to transform into something else/back to human form.

>Does she stay transformed after battles too?
No but I'm thinking you may be able to use it out of battles for a limited time
>>
>>165614225
Just give the minimal amount of explanation required. No one is going to crack open their biology books to double fact check you. On the off chance that you have a marine biologist playing your game do you think he really cares that you got the fine details right? He can go fuck himself.

>>165614715
That's a good amount of transformations. A nice amount of variety.

I can see the usefulness of having as many transformations as possible and if the character can transform into a variety of things it only makes sense that she can do it when she pleases. Yet it feels like it can be abused if used in an unlimited fashion. Maybe, if you really feel like programming it, you could make a special "Transformation" counter. Possibly working like MP or a set amount, like 2, that grows as she levels up or when you find special items that increase her power.
>>
>>165615401
Possibly that could work, yea. The transformations will be kind of MP expensive though, so I doubt there's much chance for abuse.

So is she fine using a gun in human mode?
>>
>>165615749
Not him but yeah, go for it.
>>
>>165615749
Do other characters use a gun as well or is she the only one??

If she's the only one, then I say yeah. That makes her special(other than the fact that she can shapeshift too) because it makes her human form more viable. Other than the gun, what else makes her worth using the human form? Of course it's her base form, I assume, but what else can she do?
>>
>>165615946
She is the only one.
In her human form she can learn all the kinds of magic other party members can, as well as summons, and can use items. You can't summon or use items when transformed (imagine a dragon trying to reach into a backpack desu) and will only be able to use set skills the transformations have and a revert skill.
>>
>>165618041
I'd say you've got a good character on your hands. Now the last question is how are her stats?
>>
>>165618917
that I don't have figured out yet. Baseline though I'm thinking normal attack and special attack, slightly lower Sp.Def and Def and low HP and speed. High luck though.
>>
>>165619896
Does luck help her a lot? Crits and what else?

Overall, I'd say that's a good balance. An slightly less than average stated character with lots of versatility in terms of abilities.
>>
>>165621792
Crits and dodges, and I want luck to do something else but I'm not sure what.
>>
>>165622395
Add a chance to increase a random stat permanently. Or to double-cast a spell / attack.
>>
b
>>
We need a new thread soon Anon-chan
>>
>>165614225
Amphibians are a thing, though they tend to live in shallow freshwater bodies. Many fishes are able to adapt their bodies to different pressure and salinity, and it's even part of their normal migratory route (e.g. salmon). Others like lungfish have adaptations that allow them to temporarily survive on land. Looking at mammals, you have whales, which are able to hold their breath for hours on end and dive to great depths thanks to the fatty organ in their head and a plethora of other metabolic adaptations.
I think the best realistic explanation would be that your aquatic race is either amphibious or undergoes an adaptation phase that lasts some time before moving from one environment to the next.
>>
>>165613896

This post got glossed over but I'm super into it. I don't think I've ever seen collage in game form before, so seeing that would be super cool as well as making it instantly recognizable. A game that looked like that could probably be carried on its visuals alone.
>>
We need a new thread
This is not a drill
I repeat
We need a new thread
Thread posts: 745
Thread images: 171


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