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/rpgmg/ - RPG Maker General #182

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: 752
Thread images: 148

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New OP, pls no bully 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:
>>164884024
>>
Post progress
Tell/show us what you are working on Anon!
>>
Ancient Lich awaken.
He command various undeads and demons.
Ready to take over the world.
Only to be crushed by tanks, jet fighters, and modern weapons.
After his utter defeat, the only servants he has left are virgin succubuses, lazy dullahan, vegan vampire, and shaky skeletons.

Learning from his mistake, he decide to inflitrate human town and slowly corrupting people.
From with manipulation and hypnotize, he'll make every nation wage war against each other.
He will take over the world.

---------------

Is this good enough for prologue?
>>
>>165643642
This sounds fun, I like that idea.
>>
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>>165643450

Currently, pacing out my work so that I'm ready for GubiD's S/T-RPG battle system when it drops.

Working on skills and their planned functions, because once that's out of the way all I have to do is portraits, sprites and tilesets then the battle system.

Bit hard to work on a project where the main component is still in dev.
>>
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Good night bump
>>
I'm a complete rpgm newb so this will sound stupid, but is there a way to create a slot machine type attack with numbers from 0-9 in each reel and have the final result equal the damage done?

basically something like an input number option with rolling numbers?
>>
>>165645329

Well, you could make a common event dealing with the number generation themselves and then perhaps you could show a graphic in the same event?

That's how I'd do it at least.

Is it alright if I steal this idea a bit? One of my classes in my game is "Gambler" and that fits so well.
>>
>>165645329
I feel like I've seen the exact same question before.
In short yes.
Getting 3 random numbers and combining them to a 3-digit number is quite easy and it may even be possible to integrate this into a one-liner in the damage calc window. Showing the matching pictures is probably a bit harder.
>>
>>165645424
>Is it alright if I steal this idea a bit?
sure man it's just an idea, thanks for the reply

>>165645483
thanks, didn't even consider the damage calc window

now I remembered that the "reels" would also need to be stopped by a button press

thanks for the ideas
>>
Just 2 simple MV questions that i could probably answer in 1 minute by googling.

1)Is there a plugin to show the enemy's level in battle?

2)Is there some way to "fake" the enemy's level(like it's a mysterious boss and it shows lv???? instead of lv50) ?
>>
>>165642789
why can't none of you tits make a new thread while the previous one is still alive
>>
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Post 'em.
>>
I've been away from RPG maker for about 10 years and I've just picked up MV.

Is using RTP still frowned upon? I can do pretty much everything else but I'm shit at tilesets.

The last thing I want is my game being stepped over because of any RPG maker stigmas.
>>
I just woke up from a dream that terrorists or someone were attacking while I was at an electronics store. There were mushroom clouds on the horizon and gunmen shooting people in the parking lot.
>>
Is there an Rpgmg Discord room? I see AGDG has one. Might be comfortable on this snowy Sunday afternoon.
>>
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I started making some simple pixel art pieces that might be usable with simpler pixel art styles. I'll fill the sheet out as I go. They're MV size.
>>
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>>165652023

And I post the wrong image. What a way to start.
>>
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Bumping.
Does anyone still developing RGSS3 script?
>>
>>165654643
>That non-subtlety in those icons

Never change Japan, never change.
>>
So just as a general question more than an RPGM question;

How is it that FF Tactics Advance is like 5.5mb yet the smallest RPGM game's are like 20mb for the shortest ones?
>>
ah new thread
moo~

I completely organized all my weapons and now it feels comfy as fuck. I'm thinking over the course of the game you can get 15 weapons for each character including a joke weapon and ultimate weapon.
>>
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so I'm using a script that makes enemies have HP bars during combat, and I can change whether their HP is displayed as an absolute value or a percentage
How do I make it possible for the player to choose in-game how enemy HP is displayed, or turn off the HP bars completely?
>>
>>165656714
If it's a script function where you have to call it, I'd imagine you could turn it to either with an event.
>>
>>165656714
>Create a global variable, e.g. $enemy_hp_display_type.
>Incorporate a case...when... clause in your script to allow switching between display modes (%, absolute, none; corresponding to values of 0,1,2 of $enemy_hp_display_type)
>call an event with choices
>depending on the choice set $enemy_hp_display_type = 0, 1, or 2
>>
>>165657016
>>165656923

thanks
>>
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>>165648119
>>
>>165661206
Damn I remember that Cartoon Network game. It felt incredibly comfy for some reason
>>
False potential party members: Good twist or bad twist?
>>
>>165671272
Good.
>>
>>165651489
it's passable, you'll always be encouraged not to use it but there are plenty of games that get away with using it
>>
What are the downsides of using MV over VX ace?
>>
>>165672715
Pretty much nothing. You can even keep using the VX RTP with a plugin and a few seconds in photoshop per tileset.
>>
>>165671272
I'm doing that in my game. He is the first member you get and he drives the story for pretty much half of the game.
>>
>>165672715
It runs a bit more slowly.
>>
>>165652016
There is one, but the last post was Dec. 15th. It's even deader than this thread:

https://discord.gg/MmsFC
>>
I'm thinking about what to name my mysteriously "evil" bad guy. He is not named for a good portion of the game until a certain part. The only thing that comes to me is TSUGARA. Is that... too weab? All the other characters have normal western sounding names except the evil guy. Is it too much? I want it to sound foreign and possibly antiquated.
>>
>>165673165
The game or the developing?
>>
>>165675323
I wrote a script a while ago to generate fantasy-ish names using a list of real names and Markov chains. Here's 100 names:

http://pastebin.com/EArrxyiS

It comes up with a lot of names, from stuff like "Jachlaise" and "Chranerretton" to stuff like "Alfo".
>>
>>165675323
>Is that... too weab?
depends on context, if the character design is exotic then an exotic name works too
names are mostly just feeling imo, if it sounds right go with it
>>
>>165675683
The game. The switch from Ruby to Javascript greatly improved flexibility, but at a speed cost. (Although honestly VX felt slow at times when compared to 2k3, especially with lots of events)
>>
>>165675854
This is awesome.
>>
>>165675854
That's pretty neat, anon. I may use some of those, if I'm allowed.

>>165675995
Well considering other characters have names like Phil and Elise, it certainly is "exotic". The evil guy doesn't make an appearance for at least awhile. Until then he is not given a visual except for a brief flashback that a character has.
>>
>>165675323
Just change it to "Zugara" and now it doesn't sound "weeb".
>>
>>165675323
I'm a non-weeb and I wouldn't recognize that name as weeb, in fact I think it sounds cool. You could look into other languages for inspiration though, I do use modified versions of random foreign words for some dungeons and characters but they're all euro languages
>>
>>165676190
>>165676046
If you have Ruby installed, you can use this script to generate more names. Save it as "markov_names.rb":

http://pastebin.com/TtB9zFNa

You also need a list of source names. Save this as "first_names.rb" in the same folder:

http://pastebin.com/FKdSB1Fw
>>
>>165676028
Ah, cool. ty ty

>>165672995
thank you too
>>
>>165676206
I may do that. I think the TSU really makes people wonder. But phonetically, TSU sounds different from ZU.

>>165676279
I may also try to do that as well. As the game progresses, things start to become more and more strange. At the beginning, it is grounded in a somewhat familiar reality. Then as more strange enemies and places appear, the names become foreign and strange too.
>>
Do you work on your game linearly? Like an act at a time? Or do you work on individual aspects across the whole game?

I feel like my first act is strong enough that it if I gave it some serious polish it would make a halfway-decent demo, but I really haven't touched anything after that. I have a rough outline, although I don't think it makes a good story arc.
>>
>>165677913
Are you me? I'm also almost done with my first act, although I'm seriously worried that when I finish polishing whats already there I'll think of something else I want to add and I'll keep doing that forever. I also sort of know whats going to happen in the second act, story wise, but I make up the side shit as I go along
>>
>>165677913
I have a more non-linear, chaotic approach, where I'll work on specific aspects at a time. I'm also the same when writing texts, I will often jump from the main body to the introduction and back to the ending.
>>
Haha time to reinstall linux mint. See y'all on the other side.
>>
>>165643642
i think there was a anime like this but with demons
>>
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>>165643450
>>
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>>165681025
>>
>>165679020
Are you the anon that was running his game on a server, playing on his laptop???
>>
>>165677913
Right now I've been working on my story outline. I actually write scene by scene in a linear fashion. I'm still coming up with the story and whatever I write is what the next part of the story is. I have a very vague idea of what will happen as major plot points but no specific details.

Right now I'm still in the first 1/3 of Act II. The story is just starting to pick up and the first major plot points are being made. At the moment I just write in game aspects and notes into the game as I'm writing the story. For example when the characters reach a certain location I'll add in a note that says what type of enemies they'll be facing or if they gain a party member. I leave out the dialogue, instead going for third person descriptions of what is happening and the general idea of what the dialogue is about.
>>
No dying allowed
>>
>>165682473
Yes. It's specifically the laptop that I'm reinstalling. The server is in a virtual machine on my desktop.
>>
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>>165643450
>>
>>165686718
Oh! I remember playing a demo some months ago.
How is your progress?
>>
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>Have an idea
>Constantly question it until I give it up
Maybe game design isn't for me
>>
>>165689443
What idea, and are you worried that others wont like it or is it you that dont like it?
>>
I know this isn't exactly the place to ask, but anyone have experience with Wolf RPG Editor (One Way Heroics, Mad Father, Witch's House, LiEat, to name a few)?

I'm having a bug where any game on this engine can't play audio at all, but it's otherwise playable. Running through Wine on Linux if that helps, couldn't find any reports on this from google either
>>
>>165689748
Mainly worried that others won't like it, that it is a stupid idea, although sometimes I get bored with the idea as well
>>
>>165690502
Maybe you muted the audio in Wolf games? Did you check the options and properties?
>>
>>165690658
If so maybe it's better to show your ideas here and get feedback on them, when youre all alone working on your game sometimes its hard to know whats good and what isnt.
>>
>>165691925
this, second opinions are always worthwhile, posting it here or showing someone you can trust to give honest criticism might help
alternatively, write down the ideas you're unsure about and leave them on the back burner while you work on something else. I've done that several times and am often amazed at how much difference coming back to an old concept a month or two later makes in the way you look at it
>>
>>165691606
It's not the config, even freshly downloaded Wolf RPG games start up without any audio, and it's not system's sound settings either. And even if there's a config file both sound and music are on...but nope, nothing plays.

Really stumped here, that's why I decided to ask, see if anyone else has gotten the same problem before. I'm running on Linux Mint, but as far as I can search no one's reported this either.

Also, just in case someone else who knows more about technical aspects, I've set Wine to run RPG Maker games through this guide: https://www.supershigi.com/forums/index.php?topic=888.0 , and I've tested running Wolf RPG games with winegstreamer.dll and winepulse.drv enabled and still nothing. Any info would be appreciated!
>>
>>165687675
after the demo last october, we've managed to nail some annoying bugs, such as random crashes for seemingly no reason. currently working on the game's opened up structure from here on out and a new area in particular. fun stuff
>>
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>>165643450
Successive approximations of trying to sprite out characters.
>>
>>165692484
I would be really careful about posting something very near and dear to your creative process here though.

There's a couple salty toxic anons lurking that fling shit at anyone doing better than them.
>>
>>165693729
That's partially true. As long as you have tough skin, it's okay. I've been posting my icons and have gotten good feedback. The first thing I posted sucked ass and the criticism, some helpful and some not, helped me be better.
>>
>>165693729
I actually find the harsh criticism extremely helpful. I figure if you assholes (I mean that endearingly) like it than your average player will go apeshit over it.
>>
>>165694095
>>165694617
Right, I'm not saying there's anything wrong with constructive criticism.

But the toxic anons here sometimes will just try to hurt your feelings without giving you anything to go off of, which can leave you feeling (even more) demoralized if you're not ready for it.
>>
>>165693512
I really like the one on the right, that full body sprite/pixel art style is my jam. Nice work anon.
>>
>>165695067
>just try to hurt your feelings
>if you're not ready for it
Yep, I agree with that. If you're gonna post on here, be ready mentally for no help, criticism and meanies. But as long as you don't take it personally and be genuinely honest about your work and yourself, people here can be helpful.
>>
>>165695067
That's true of every community, there will always be trolls. 4chan is not unique in this aspect. Putting yourself out there always exposes you to being harassed or put down by others who are incapable themselves. I think the best way to deal with it is to develop a skill for discerning between proper feedback and mindless drivel, and then put yourself out there. You cannot grow without feedback.
>>
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>>165696394
>You cannot grow without feeback
Don't believe me just watch
Joking.


>>165695591
Right. That, and there's toxic people that are gonna be reviewing your game, so if you see what gripes people have on here, you can predict what they will say later.

>>165695336
Thanks, trying to de-grunge it a little so it looks more colorful, but I'm generally p happy with it
>>
>>165686718

Ogggghhhhh fuck yeah. Cool to see you're still around.
>>
Down the line if you become known you will get both love and hate, cant dodge toxic remarks forever, just how everything is really
>>
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Trying to be artsy for a moment because I can draw faster this way~
>>
>>165701414
ZA WARUDO
>>
>>165701581
WRYYY
>>
>>165701414
Am I getting mixed up?
I thought Leohart was the trip that was working on the zodiac game?
>>
>>165703323
Yes.
He is making that game with the black cat.
>>
>>165703559
Oh ok, gotcha
>>
>>165703323
Sorry not Leohart here, I'm just anon
>>
>>165695067
There need to be people like that, though. It would start to get annoying and even feel unnatural if everyone was always "z0mg this is SO cool great job anon!! <33" or "I think you should fix this small detail my good friend :^) but good job anyways ;)" all the time.

Many times, people actually think your work is absolute shit, but they don't say that due to courtesy, while rude / non-courteous people will express how they really feel it. Their absolute honesty should be appreciated, even if their negstive traits outweigh the good ones. Hell, they can even help you notice a massive flaw in your vision by shaking your emotions up. That is, if there is one, and they're not just being faggots.
>>
So how ass-aggravating are non-euclidean mazes anyways?

I was thinking about a brief maze in a part where reality is breaking down as the player approaches a sleeping god. So for it, what's better than a non-euclidean maze? Well, a non-euclidean maze that changes every time you enter and exit it, of course.

For it, I was thinking of a very simple, very straight forward 10 chunks x 10 chunks maze that randomly distributes the "Transfer Player" events amongst each other upon entering the maze. In that way, going into a room and then back out the same way is just as valid for progressing as going straight forward (indefinitely, somehow). The player has the means to mark each room he's entered before, as well as the corridors he's taken, but if non-euclidean mazes are that tedious, I may scale it down to 5x5 or even 3x3. For reference, there aren't random encounters to bog the whole thing down.

"Test it urself" doesn't really work here because I really enjoy hunkering down and spending 20 or so minutes mapping the logic and routes of such a maze, but I feel the casual player probably won't feel the same - or maybe won't even understand, so I'm at least planning on broastcasting rather loudly what they are in for before entering.
>>
Trying out pyxel. Seems pretty neat so far.
>>
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Alright, sadboi here.

I think this is the last update of the 16x16 icons that I've been working on. I think it's time to move up to 32x32! It's been hard but I've learned a lot.
>>
>>165708615
You should try restricting yourself to just 4 colors (black, white, 2 grays) like the original gameboy
>>
>>165708906
That sounds so difficult that I almost want to do it. I like a good challenge. I'm not sure I could honor the Gameboy in such a way. I'm using a 15 color palette right now. Basically black, white and 13 shades of gray.
>>
>>165673060
I'm not sure I'd call a character you use for so long a "false playable character". I think it'd be more of a character that looks like you'll play him but then it never happens, or you play them for like 1 or two fights and then that's it.
>>
>>165709394
Oh. I think I misunderstood what you were saying kek
>>
>>165709113
I like what you doing with the shades, but I feel 13 might be too many. I also think 2 would be too few. If 13 works, stick with it. Not everything has to be pure Game Boy
>>
>>165710426
I get what you're saying though. 13 is nice but since I'm using 16x16, I don't feel like I can get the full use out of them. Or maybe I'm not that good yet. I do find that I usually use around 5 or 6 shades of grey when making things. I may try to limit myself to that.
>>
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Things in rpg maker games that you are tired of.
>>
>>165713190
RTP

That's it. Not enough people collectively hate the copypaste games though.
>>
This is a really cool program.
>>
>>165713190
Backtracking for little to no reason
>>
>>165713190
Memes
>>
QUICK
Motivate me to work on my game
>>
>>165693512
This may be a little late, but is it alright if I use this in a presentation to demonstrate a work flow / process?

>>165713461
Looks neat.

-

Is Yanfly's icon generator worth it or should I just make my own Icons?
>>
>>165714294
I'll give you a kiss if you make some progress
>>
>>165714762
The contract is sealed, I shall make some progress!
>>
>>165714294
if kemco can keep churning out pieces of shit and calling them "games" and sell hundreds of thousands of copies on the play store, you can certainly make something better than they do and have it be far more successful
>>
>>165713454
;-; I'm sorry anon-senpai I am trash at art so I have to use RTP for now until I can hire an artist
>>
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Stop dying
>>
Tilesets is hard
>>
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Welp... making icons is a bit easier.
>>
>>165720346
10/10 character design
>>
>>165720489
We can rebuild him. We have the technology
>>
>>165722227
head over the the bowling alley for the monthly league tournament.
>>
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Jesus had to reupload 3 times, anyway.

Whax wants to _______.
>>
>>165722487
What was wrong with the previous ones? They look the same to me. Anyway, see: >>165722476
>>
>>165722589
The colors were a little off.

>>165722476
Yeah he's kind of a hick.
>>
>>165722487
Learn how to play the tuba
>>
>>165722487
be slav
>>
What is the most unique RPG maker game? One that makes the most out of the engine and is the least generic. Something that does something nobody could expect the engine to pull off.
>>
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Okay, re-did some things. It's kinda coming along.
Everything feels really small though.
>>
>>165713190
turn based combat
forced, unnecessary combat to fill time
default assets
>>
>>165724181

Uhhhhhh... I guess LISA counts since it's the one that looks least like an rpgm game. There's also some action battle systems like the tales series out there for XP.
>>
>>165724181
OneShot
>>
>>165724185
It may be small but it is big in my heart
>>
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>>165725664

Here's one for you.
>>
What is your most favorite RPG Maker game?
>>
>>165730687

Mine ____ :^)
>>
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>>165732951
>>
>>165693512
The full body sprite on the right is mirrored. Intentional?
>>
>>165701414
Wow, so nice.
>>
>>165708419
I think they're a good idea IF you make it obvious that backtracking can take you someplace else. Being able to mark rooms is also a huge plus.

The new Pokémon games had a maze like that and while there were hints for progressing, there was NO indication that backtracking could lead to different rooms, and it really irritated me because I thought I had figured it out and then suddenly the path I had memorized didn't work anymore. There was also no way to mark rooms (other than strewn items which you were supposed to pick up anyways) and un-repelable random encounters.

With that said, from your description I see that such a maze makes thematically the most sense, so I would definitely include it!
>>
So random traits for party members.

Like it? Hate it?

Was thinking bout doing it for my current game because it already does randomised stats, so why not just throw another variable into the mix for increased replayability?
>>
>>165735872
Hate it. All it encourages is savescumming
>>
>>165735872
What would these traits do?
>>
>>165735872
Like it, as long as all traits have some use.
>>
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Good night bump
>>
>>165736076
>That moment when you're entire game could be scummies

I actually don't mind if people save scum, I'm building with it in mind for the post end game portion, or if it gets really bad, I'll have a recruit cooldown so that they can't just reload and try again immediately.

>>165736150
>>165736213
Stat Bonuses mainly, maybe access to out of tree skills, perhaps aura effects, stuff like that.
>>
>>165736701
>Stat Bonuses mainly, maybe access to out of tree skills, perhaps aura effects, stuff like that.

Sounds good. Ship it!
>>
>>165736701
>I'll have a recruit cooldown so that they can't just reload and try again immediately
That's even worse anon, what are players supposed to do if they get stuck with bad party members who can't carry the party?
>>
I know this is probably a real newbie question but using Ace, is there a way to make a state that increases EX/SP parameters by a flat rate rather than a percentage?

I'm trying to build some early game passive skills and even the lower percentages can be a game breaker, especially once scaling comes into play.
>>
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>>165724181
Cherry Tree Hill Comedy Club
>>
>>165643642
Stealing this
>>
What is cooler for a game, indipendent spells or "evolutionary" ones? For the player characters, i mean.

Indipendent are like Ember, Flamethrower, Fire Blast or Water Gun, Surf, Hydro Pump.

"evolutionary" i mean like Fire->Fira->Firaga or Zio->Zionga->Ziodyne
>>
>>165740615
Are the low-tier spells useful in the late-game (less MP cost when MP is a limited resource, need to cause low damage to certain enemies like for catching Pokémon)?
If yes, keep them. If not, evolve them to reduce skill bloat.
>>
>>165706238
This. I'm sure my input in the last thread has me pinned as one of these toxic anon, but that's really not the case. I don't want this to turn into a /co/ style hug box where we try to find something nice to say about a first effort.
I offer criticism alongside any negativity, but some people ignore anything the rest of your post if you hurt their feelings.

The first time I posted my work got destroyed, but you know what? I knew the points raised were valid because that anon clearly didn't hold back to save my feelings. I made most of the corrections offered and ended up much happier with my work. If people tell me 'great job but try doing more x on the y' I'll be more likely to take it as a subjective suggestion.

We're all different. I don't think being harsh with a point is toxic.
>>
>>165740615
Skills that stay relevant through the whole game.
>>
>>165706238
>>165745345

I agree with both of you. You should absolutely learn to listen to criticism. People may not always be able to articulate precisely what is wrong, but it's a clear indication that there is a flaw you have to fix.
>>
>>165671272
>>165709394
There's nothing particularly wrong with it, it's good if used well, but it's kind of obnoxious when you get to play as a fun character for five minutes and never again. Unless you're actually setting out to troll the player (why), don't give them any super interesting gameplay stuff.
>>
>>165730687
Still Exit Fate.
>>
>>165738161
shocking, I didn't know this.
>>
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>>165648119
>>
>>165720346
Nice stick
>>
>>165750598
kek, thanks!
>>
Have any of you actually bought the DLC for RpgMaker MV?
>>
>>165733676
Intentional. While drawing I periodically flip the canvas. Things you did wrong become immediately obvious that way.
>>
>>165751592
Man, that's a great idea, I need to do that. It's like looking at my cat and his uneven markings, I only realise its strangeness in the mirror.
>>
>>165755000
It's pretty much standard procedure for arting shit. (Back in the day you used to have to pick up your paper and hold it against a light to see the flipped lines.)
>>
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>>165643450
Here's some beta footage of a boss battle.

https://a.pomf.cat/vkxjsl.mp4
( Sorry about the watermark )
>>
>>165757118
Here's my thoughts in no particular order:
Lots of things going on at once, maybe because the video was too fast.
The animation of the menu windows is smooth and pleasing to the eye.
Some of the item names are in Portuguese, I assume placeholder?
Took me a while to realize the tridents are targetable opponents. In general the floaty numbers make it hard to tell who is getting hit/healed/statused.
Music gives me a Megaman vibe that fits very well.
The RTP animations are obviously placeholder.
>>
>>165757118
lol crotch fire
>>
>>165730687
tales of the drunken paladins. it might not be the most advance rpg maker game, but it's funny and pretty well balanced.
>>
>>165748585
this
>>
how do I randomize all of my enemies' Max HP in VX Ace? Let's say by 33%
>>
>>165761758
Is there a reason to design-wise? Randomized HP by that wide a margin on a single enemy that I might fight over and over repeatedly would feel pretty bad. In comparison, wild pokemon HP has a fixed base, that can go up or down 10% based on the partially hidden Nature/temperment and then slightly modified from there back or forward about 5% via the very hidden IV stats.
>>
>>165763128
>wild pokemon HP has a fixed base, that can go up or down 10% based on the partially hidden Nature/temperment

Actually, HP is unaffected by nature. You may be thinking of EVs, which differ from 0 only for trainer-owned Pokémon.
>>
>>165763128
>Is there a reason to design-wise?
yeah, finding out how much HP an enemy has is a significant part of my battle system, so I'd like to have every encounter be somewhat unique

anyway, nevermind I think I'm going to have to battle event it
>>
I hate to use this as a faq but I can't find the info online. I'm tying to use a custom battle background. I moved the original files from backgrounds from:

>img/battlebacks1
>img/battlebacks2

I did that so I could save space and get rid of unused files. I've changed the battleback to my image in the map properties, troop properties and anything else I can find but the game keeps crashing when I go to battle. It says that it can't find "grasslands.png". Obviously that's because I moved the file. Does the game actually need these pictures to run any battles at all? Is there a way I can remove dependencies within the game so I can use my custom images?

When I put the images back into the game, it partially shows my background but also the default background.

TL;DR: How do I get rid of default assets in RPG Maker MV without the game crashing and remove the dependencies of those files?
>>
>>165764169

The built-in scripts are probably coded in such a way that they always grab the default assets. It's a matter of modifying the relevant parts such that they either grab no asset, or your custom assets (this is best done with an alias or overwrite in a separate script, leaving the original intact).

When the game crashes it usually tells you which line in what script caused the crash. Use this information to figure out which functions you have to modify to prevent them trying to get the default files.
>>
>>165764580

Thank you for your help but I literally just figured it out a few seconds ago. I went into the recourse manager to delete all the other battle backgrounds so that mine was the only one. That did the trick!

I'm not using plug-ins at the moment but I'll remember what you said about them in the future.
>>
>>165763303
you're right, I can't beleive I F'd that up after fighting Tapu Lele 4 times and settling on Quirky.
>>
>>165693512
boobs and face are looking at me, all the rest is looking to the right. Eerie.
>>
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>>165765384
>>
Uhhhhhhh
>>
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>>165769661
>tfw none of these cliches apply to my game
>>
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>mfw i'm not worried about making characters, tiles, walking animations or whatever
>the thing that preoccupies me the most is making unique effects and animations for skills like ice, fire, etc
>>
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>>165769661
>majority of party are teenagers

Age means nothing to robots, and they're canonically 2-3 years old.
Does that apply...?
>>
What games don't rely heavily on jumpscares or screamers to be spoopy? I can't handle these at all

Does Witch's House have a lot of them?
>>
>>165727249
This is really cute.
>>
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>>165772623
Still a work in progress.
>>
>>165772359
There are a lot of jumpscares in the Witch's House, although there are more scenes where you expected a jumpscare but got none, which is how the dev makes the jumpscares work..

I suggest you try EndRoll. It is like Mother 2 + Yume Nikki.
>>
>>165772359

It's got a handful of them. I would recommend ib. Also while it's not rpgm, the Crooked Man, Sand Man, and Boogie Man games are cool. You can find them and a bunch of other stuff on vgperson dot tumblr.
>>
>tfw nodeving on Ren'Py now
>>
>>165775890
Can't you just make the same in MV?
>>
>>165776164
Yeah. I guess. I could even nodev in Flash or HTML/JavaScript.
>>
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Do you like "big hunk of rock" mountains like the NES version of Final Fantasy, or "individual peaks" like the remakes?
>>
>>165778765
hunk of rock
>>
>>165772796
Good game but how far can you continue
>>
>>165778765
hunk o rock
>>
World tileset is coming along
>>
>>165782713
anon you are inspiring the shit out of me right now. I never thought I'd be able to do tilesets and i look at this and think huh maybe I can do something like that

I wanna say your bushy grass is a little off compared to everything else tho
>>
>>165784932
Thanks for the feedback. I'm still trying to get a feel for world map tiles. The bushy grass was the first one I did when I started these yesterday.
>>
Where did Yanfly post that comic?
>>
>>165785193
I assume you're talking about this one: http://yanfly.moe/2017/01/07/comic-lets-make-a-game/
>>
>>165785447
thanks
>>
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I think I've written myself into a corner again.
>PC is a heroic prince has to find his abducted sister
>every major bad guy has someone in his employ/entourage that resembles and could possibly be that sister
>none of them actually are her (one of them is the bad guy's rightful daughter, four of them are she-beast mid-bosses in the employ of another villain, and one of them is a boy)
>Not even a weird underworld/dream sequence gives any concrete information
Basically, I have too many red herrings and not enough believable, legitimate endings. Wat do? And no, "you were the princess all along" doesn't count.
>>
>>165785447
i want to fuck flyingdream
>>
>>165787117
Why do you have to have a believable, legitimate ending? I don't see what's wrong with "she's been dead all along and nobody but the killer knew about it".
>>
>>165787117
Based off of this, it sounds like you had a lot of fun creating your premise but have absolutely no clue how to end it. You're not in a corner, you're just lost
>>
>>165787682
Because fuck anticlimaxes. After all the weird shit the player has to deal with, having a semi-satisfying ending should be a reward, even if she does end up dying or something bad like that. Just stuffing her into the proverbial fridge offscreen is a dick move.

>>165787684
Yeah, that's a better way to put it.
>>
>>165787117
So by the second imposter, the player will start to get the gist of it. You could do it like Chaika where the villainesses will have an identity crisis and believe fully and truly that they're MCs sister and then his actual sister comes out and was in cahoots with the big bad the entire time.

I'd need to know what the villain's motive is to begin with to say WHY she joined up with him, but her abduction, her impersonators, were ultimately her master plan and she kicks the crap out of the villain at the end and turns out to be the real deal
>>
>>165788625
Seems pretty diabolical, although I'd have to have a chance at redemption because I'm a softie like that.

Thus far I have, in no particular order
>VILLAIN 1: Pretty basic evil king; red herring 1 is his fuccboi and #2 is his "queen" (probably a good place to put the sister-turned-villain?)
>VILLAIN 2: A pirate king; all of his most elite soldiers are Amazons, and his enforcers are vicious she-beasts similar to the Beauty and the Beast Unit (to fit the game's monster combat gameplay), leading to a needle-in-a-haystack situation
>VILLAIN 3: A cave-dwelling, insane tomb king; red herring is his rightful daughter-wife by incest
There's another, but it's too weird/intentionally ambiguous to really be helpful.
>>
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here's a character portrait to a redneck shoot out game im working on. bump
>>
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>>165779048

Still at it...
>>
>>165789664
Ok so MC-kun's sister makes this master plan after hearing intel about Villain 1 making a move on the kingdom or some shit and decides that his armies are damn OP and she wants a piece of that since she always wanted to turn your quaint little kingdom empirical but because of the PATRIARCHY it turns out she's like 67th in line to the throne, and no amount of shmoozing or backstabbing is going to get her the top spot especially since her pesky relatives keep popping out babies like god damn rats

So she reaches out to him, sets everything up but it turns out he's a bumbling jackass who just inherited his empire or kingdom or whatever from his dad whose corpse is practically still warm.

So she gets fed up with how he's running things (peace treaties? Diplomacy? Oh no FUCK THAT) and slowly wins over the hearts of his followers, has him assassinated, and tries to claim rightful rule of both his kingdom, your kingdom, and onward to the entire continent
>>
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>>165791285
ahoo. resize
>>
>>165791324
This fucking face oh my god
>>
>>165792128
Which one??
>>
>>165792409
The best one
>>
>>165706238
>>165745345
>>165746779

Again, the emphasis is on toxic anons who have nothing to add. Negativity is fine, being mean is fine. It's why Simon Cowell and Gordon Ramsey are known as being kickass critics. But amidst their shit-flinging, they give you something to go off of, something that you need to improve on.

I was warning about anons that essentially just Walter and Staldorf you without giving you anything to go off of.
"That idea is shit because X. Scrap it." and "Your entire game is shit because Y, give up and try again." are both negative, but still helpful if they are backed up by why you say so.
>>
>>165765384
>not bringing synchronize pokemon to get good natures for legendaries/mythicals
>>
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>>165714540
Oh yeah sure, that's fine. Go ahead. I made this one way earlier too for portrait making if it helps

>>165765606
Think I fixed it, one sec
>>
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>>165765606
Good to go now?
She's facing away but looking in your direction.
>>
Why isn't your protagonist a cute catgirl?
>>
>>165801876
because my antagonist is a cute catgirl
>>
>>165801876
Because I acknowledge that I'll never make a JRPG catgirl cuter than Katt so why even bother
>>
Holy fuck I'm playing Hero & Daughter right now, I'm tickled pink by how hilarious this game is lmao

Any cool stuff or tips? I'm literally getting too many girls than I can't keep up with training them. But really, what a wonderful game, this is definitely going on one of my top favorites for how funny written it is
>>
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Would you be interested by this?
>>
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Revamped mountains, added forest, cave mouth, and town.
>>
>>165810219
If you would refine your dialogue then maybe.
>>
>>165802357
You found the true path, anon
Don't fuck it up by making the cute catgirl villain turn good because she falls in love with the MC.
>>
>>165813613
He should make the MC fall for her instead
>>
>>165813613
it's actually pretty much the opposite of that
cat girl starts off good as rival with sexual tension to the MC before a big disagreement sets her on a bad path, ending as currently planned is basically mutual respect without any romantic implications between the two
>>
>>165814256
Great stuff Anon
>>
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Here is disc 1 of my OST, lots more to come, enjoy! (some songs still need a little work)

https://soundcloud.com/user-666801173/sets/the-long-road-ost/s-fe028

>>165817604
Had to fix some stuff up and re-upload, it messed up and excluded a bunch of songs.
>>
I love you
>>
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>>165821403
>>
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>>165821403
>>
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>>165821486
>>
Anyone have download links, torrent or otherwise, of Ancient Dungeons Winter and Ancient Dungeons Jungle? I already own Ancient Dungeons Base Pack and prefer working with tilesets that complement eachother, which the other Ancient Dungeons packs do.
>>
>>165824113
Tried searching for these, only found some .exe links on sites shadier than my sunglasses.
Sorry Anon.
>>
>>165686718
This is the kind of shit i want to do. Fuck tiles and character generator, i want my own drawn maps and my own drawn characters.
>>
congratulations
>>
>>165825585
Yeah, I'm experiencing the same problem. It's why I've been asking here. The few workings links I did find were for the Base Pack.
>>
you wouldn't make an rpg
>>
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Good night bump
>>
>>165827478
but it's morning
>>
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Have a boss fight!
feat. tentacles

https://a.pomf.cat/vpzatm.mp4
>>
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>>165724181
>>165738161
That's not really fair. Games like these aren't really using the engine.
Like that Bullet Hell game, A New Beginning, it was all coded from scratch with ruby. It doesn't use the database, maps, or events.

They run in the rgss player and that's all.
>>
Arrived late, but to the missing sister and red herrings guy, why not make all true?

Instead of them being red herrings, if the player investigate enough, flip a switch and side quest where that is missing sister. This way the player can "choose" who he wants as the missing sister.

Off course this makes the game longer to make instead of only one canon possibility...
>>
>>165818686
I feel the piano is often too loud compared to his quality. But it's a overall solid, I personally prefer the tracks with more guitar or orgue.

Check the Sims 3 OST if you havent already.
>>
Time for anon's COOL advice!

How to make a last dungeon cool, but at the same time difficult?

Simple! Just make enemies that have low health, but are faster than you and can use multitarget instadeath skills!
>>
>>165840167
>Multitarget instadeath skills
That just sounds like unnecessary frustration.
>>
>>165690658
in my opinion, I think developers should do what they want without seeking affirmation from others. it's more interesting to see their original vision as opposed to one that's been shaped by the tastes and preferences of other people. try to have a little more confidence in yourself and your ideas.
>>
>>165844418
You're right. Swarms of fast enemies that kill you if they touch you in the overworld is better.
>>
>>165845016
>make game
>awful
>receive critics
>release game, huge success
>release director's cut, original vision
>awful
>>
>>165845016
Dear god no. That's how you get people like latter-day Hideo Kojima. Sure, you shouldn't suck the editors' collective cock, but listening to honest criticism, even if it's harsh, is a godsend. They can even give new ideas like >>165787684
>>165788625
>>165791380
did for me. This is especially true if you're working with a team, because an idea is no good if it can't be implemented (again, Kojima).
>>
What version of RPG Maker should I use?
>>
>>165849086
Your favorite one
>>
>>165849161
I like them all, sempai.
>>
Is there any tool to export and import the item and other stuff databases to Excel? I have nothing to do at work and it would be cool if i could waste the time working with that
>>
>>165778765
Neither looks super great, frankly. Big hunk is better, but needs more definition.
>>
>>165778765
The NES version looks like aluminium foil.
>>
>>165850918
Which version? MV uses standard json, so I'd guess there's some way to import it, or at least convert it to a format excel understands.
>>
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I did a piece of artwork for one of my enemy characters. Thoughts?
>>
>>165852159
What is that weird thing on its face supposed to be? Or is that its real face?
>>
>>165852640
It's supposed to be a mask. If that isn't obvious then I'm slightly worried about my art skills
>>
>>165845016
That is only true IF you don't care at all about your game being liked by others. But the fact is that most people do, and there is nothing wrong with that, because not everyone wants to live in a personal autism bubble. Sure, caring too much about what others think is bad, because then you let your vision be defined by them, but caring in a sane amount lets you conserve the foundations of your vision AND receive helpful criticism that contributes to your game's overall quality.
>>
>>165852159
That black line crossing the face is not supposed to be there. You should use shadow to make it clear his head is turned, the mask itself wouldn't work that way.
>>
>>165852885
I kind of guessed it was a mask, but you can never be too sure. Overall, I'm getting some serious Zant vibes from the mask, head shape, and robes. The overall design looks OK, but I'm not a professional critic so take it with a grain of salt.
>>
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>>165853021
>>
>>165853759
That's better, though there are still some symmetry and shadowing issues if you want to get picky.

The left side of the mask should be at the same height as the right side, unless his face is tilted - which it seemingly isn't. If he has another eye, the small part of the another red orb should be visible on the left side (from the watcher's perspective).

What comes to shadowing, there seem to be many lightning spots. If you don't want to rehaul his shadows completely, you should add some on his purple hood and you'd get away with it with most players.
>>
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Just had a power outage. Lost good 2 cutscenes I was working on. Fuck. I should've saved.
>>
>>165854496
fuuuck man. Use dropbox too. Or some cloud service for extra insurance.
>>
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I imagine you guys are tired of seeing my videos, so here's a picture instead.
>>
>>165855138

Nah, I like to see progress. I recently engrossed myself in RP on Argent Dawn again, so a chunk of my attention goes there nowadays, so my own progress is slower. Plus, I ended up reworking the skills again.

Instead of just getting JP and buying skills as they show up through level ups, now I think I'll implement it so that each character has a base skill path till level 10, at which point you get an extra skill slot and are able to buy one of two "class" passives, which will allow learning of more skills. I don't want to implement a class change plugin for it, since it's kinda meaningless, as I don't want the stat gains to be different. Just the skill options. For instance, MC gets an option to go Knight or Parvil.

Knight is the tank. He gets higher tier defense up passives, gets to equip heavy armor and gets skills that lower enemy armor/attack and can wreck barriers. Taunt too. Damage wise, all those attacks will remain on 5xAttack.

Parvil is damage. He gets the flame/ice/thunder elemental single attacks, stronger variations of random targets hits, 3 hit on single target, Single target attack, All target hit. He gets one skill that pierces barriers some, but the precentage is low.

It's a clear cut difference.
>>
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>>165856024
>RPing on official WoW servers

You need higher standards. Desperately.
>>
>>165856384

Not really. I've RP'd on Laurelin once, in Lotro. I met good folk there, but ultimately, now that I look back on it, I was part of the elitist brigade without realizing it.

Then I moved to GW2, I RP'd there since the game was out. Ended up making my own guild with several similar minded people after the guild we all initially were a part of turned bad when leaders started throwing tantrums on forums and facebook just cause we were actively RPing and character logically wondered when are we going to make a move on in the plot that was sold as super urgent to us. That guild was well alive into the expansion and we never lacked for fun, we weren't anime people, but had actual characters and despite the fact that we weren't big, we were known to community since we actively RPd in Divinity during times the guild wasn't out in the world(Mercenary guild, so we went out a lot) and we took time to do joint events with other guilds, etc. But GW2 went to shit and so did the RP, so we kinda had a quiet death in that people moved on.

I got bored of not having anything to do a few months back, joined two former guildies on Dawn in this guild they were in. It was good RP, though the guild was a terrible fucking bubble thanks to the officers. Same officers who didn't like me for reasons they didn't want to say and actively sabotaged RP events I brought to the table inbetween expeditions. Ended up with them giving me an ultimatum. I was to make my character act in fashion that would suit their plot narrative and I had to fix my transgressions, which boiled down to me once saying that giving someone gameplay tips for Legion content isn't a spoiler. I left. Now I found some new group and they're alright.

I know what type of RPer you immediately thought of, but I don't roll with those, so I'd say I'm fine. Besides, where else am I to go? Some private server? God no. I gave thought to trying FFXIV out, but not for RP. I bet it's animey there.
>>
>>165857961
I'm sorry to sound like I'm bashing the way you spend your freetime, but you should try (heavy) roleplaying outside of MMORPGs. You would then understand what I mean.

Also, never played LotRO myself, but GW2 and every other MMORPG I've ever tried can barely be said to have any serious roleplay, mostly teenagers with their all-over-the-place writing.

But each to their own.
>>
https://soundcloud.com/jim-malmstr-m/carnival-of-feels
What kind of environment you guys think this song might fit in? Winter landscape?
>>
>>165860108

Forum roleplay, you mean? I would go out of my way to do D&D, but online its a hit and miss and lately I've just not the time for it.

I know what you mean. An' it really is all over the place, but sometimes you find solid stuff. Or you make it, if need be.
>>
What would be a good name for a "MP Poison" state?

What would be a good name for a "Flinched" (action is stopped if opponent goes second, like in Pokemon) state?
>>
>>165861185
Small mountain town.
>>
>>165861339
MP Poison state = "Mana Drain"
Flinched = "Flinch"
>>
So, RPG Maker uses JavaScript these days?
>>
>>165862519
XV Ace uses Ruby.

MV uses JavaScript
>>
>>165862326
Mana Drain sounds like absorbing the enemies MP for yourself, though.
>>
>>165862741
"Mana Loss"
>>
>>165862562
Any idea what ecmascript version is supports? I'm guessing it's probably just a partial implementation of the language in any case.
>>
>>165863281
I don't much much about JavaScript to be able to know that, unfortunately.
>>
>>165861642
You're right based anon, I hear it now. There's a mountainside village later in my story, I'll save this song for it.
>>
>>165863281
ES5.
>>
>>165863728
Not really too important I guess, although the latest language spec has a lot of nice features.

Is there a marketplace in RPG Maker similar to other engines like GameMaker and Unity? Selling scripts that implement various mechanics seems like it could be profitable.
>>
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Where is the podcast Eggman
You said there would be podcast
>>
>>165838575
Thanks, I'll tone down the piano! I agree actually, my fav tracks are lacking piano. Most of the newer stuff I make is drifting away from the starting area instruments (piano,violin, etc). I wanted the first area to feel like a country, warm good feeling. It quickly goes much different, as can be seen with tracks like Whax & Whane as well as A Mischievous Kindness.
>>
>>165864170
There isn't really a centralized marketplace. On Steam there is the workshop and on various RPG Maker forums there are people who put out their work. As for the profitability of it, RPG Maker has a very open, sharing community. I wouldn't say selling things is frowned upon but there are a lot of free assets and scripts people offer. If you do good work, I think you could sell it. The only model that I've seen that looks stable is creating a Patreon page and asking for monthly donations. Of course most of those people put out scripts or tilesets often and sometimes do commissions . You could also do freelance work and offer your services that way. You sound like code writer so making scripts for people could net you some cash.
>>
>>165810347
Very basic, but I dig those trees.
>>
>>165861339
MP Poison : Spirit Decay
>>
>>165866516
Yeah, I'm a systems programmer, was thinking this could be a nice source of income on the side. If it doesn't have a marketplace though it could be a little tough... The patreon idea might work, I'll have to research it a little.
>>
>>165867146
The guy that I think has the most success is Yanfly.

https://www.patreon.com/Yanfly

But I think he actually has a few people who help him run a website, make art for him, make YouTube videos and other things like that.
>>
>>165861185
First coming to mind was a Christmas village.

But it could work in pretty much any JRPG town while a girl talks to you about romance and gay stuff.
>>
How much is it important to you anons, to have pleasant artistic style in a RPG Maker game.

I know myself I can tolerate a bad game if I dislike the Art, but it's still important.

I'm really shit at making graphics for my game, I'm scared
>>
>>165861185
A fellow composer here.

I would say ice cave village. Not a snowy mountain village, but a village/house built inside ice/ice cave.
>>
>>165867086
"Mana Decay"

>>165870785
Pleasant artistic style is EVERYTHING.
>>
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>>165871028
On a scale from 1-10, 1 being ms paint stick figures and 10 being secret of evermore, how would you rate my games art? I'm too exhausted to overhaul everything again so I'm sticking with this aesthetic and just working on finishing the damn game. My goal is that its at least passable enough so that you don't have to think about how bad the graphics are.
>>
>>165871959
Could I see character graphics? They are more important, especially the main character one, as the player needs to stare at him the entire game.

... The background graphics remind me of certain Flash games you saw around Newgrounds etc. around five years ago. They are passable for the style they are going for, definitely, though I'd like to grade it in two parts. The background-background (sky, clouds, mountains): 9/10, while the background (house, fence, trees etc.) are maybe... 7/10 in my eyes.

I don't know why you wanted my opinion but there you go, friend.
>>
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>>165872617
Why wouldn't I want your opinion? I love getting feedback from everyone. The character art really isn't complete, but here is an idea.
>>
>>165871959
6.8 for my taste

7.5 otherwise
>>
>>165871028
>"Mana Decay"
That's sounds generic af, but it works if magic is simply "magic" and not some sort of spiritual life force or related stuff
>>
>>165873005
I'm happy with a 5.0 to be honest, this is my first serious attempt at art in general let alone making game art. I just don't want to crowdfund the project, I really want to make everything myself. I think of it as a personal mission.
>>
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>>165871959
I'd rate it 8. Only thing I would change is giving the tree trunk an outline like most of the other objects
>>
>>165875404
Thank you anon, that's way higher than I feel it deserves. You gotta self-deprecate or you'll never improve, remember this! Outlining the trunk now and checking how it looks.
>>
Is it possible to do parallaxe scrolling with maps much biggers than screen space?
>>
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>>165864321
Wednesday. It's always Wednesday, anon.
>>
If you heard this as battle music, what would you think?

https://soundcloud.com/mrmichaelgomez/cave-battle
>>
>>165875708
Having a really low self-esteem, I feel like self-deprecating is the only thing I do. I'm never really satisfied with my art and I end up tweaking it ad infinitum
>>
>>165876154
>https://soundcloud.com/mrmichaelgomez/cave-battle

I bursted into laughter when the singing began. I'm sorry.
>>
>>165876656
That's almost what I was going for!
>>
>>165876656
I think it's the point

>>165876154
I'd think it'd be time consuming to script something that makes the vocals non repetitive. Because this is only funny if

A. Is varied
B. You are a superstar and fans eats everything you do because you're the next Jack Black
>>
>>165877162
Well I don't mind recording multiple different versions. Your point about it being varied is absolutely paramount when it comes to in-game music(to me), especially if it has vocals. Obviously if you were in an area and had random battles you wouldn't want to hear this 8 times in a row.

I haven't looked into it yet but I think the easiest way would be to have a script that selects the battle or game music at from a list at random. For example

Cave A
>Cave Song A1
>Cave Song A2
>Cave Song A3
>Cave song A4

Cave B
>Cave Song B1
>Cave Song B2
>Cave Song B3
>Cave Song B4


Basically having exclusive songs for each area that are chosen randomly so it wouldn't be so repetitive.
>>
>>165877698
I'd try a sort of switch events with variables, each time you make a battle you gain +1, and depending on the variable score, it changes to a certain BGM fight song.
>>
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The big purple-roofed building was a failure, I need to redo it. The scale is wrong with the villages, and since it's two tiles wide it doesn't line up with the road.
>>
>>165879101
Why neither of the towns are next to the store?
>>
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>>165879836
That's not a store, it's the Academy of Magic. It's off limits to non-mages. Also I'm just throwing tiles around to show them off, the layout isn't final.

Here's a quick 3D model I did a while ago of the academy. I'm still not sure about the architecture, not being an architect.
>>
>>165880687
I meant shore. Not store. Damnit!
>>
New song

https://soundcloud.com/iwilldevouryourkittens/the-nameless-army-second-alternate

Thoughts?
>>
>>165880865
Ah, the shore. Well my answer still stands. I'm just throwing around tiles at random to see how things look.
>>
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Hey kids I have some gore
>>
>>165881274
You're going to give me an aneurysm.
>>
How usable is your game, given the ISO 9241 definition of usability?

>Usability: The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
>Effectiveness: the accuracy and completeness with which users achieve specified goals
>Efficiency: the resources expended in relation to the accuracy and completeness with which users achieve goals
>Satisfaction: freedom from discomfort, and positive attitude to the use of the product
>Context of use: characteristics of the users, tasks and the organizational and physical environments

>ISO 9241 also defines a Goal as an intended outcome, and Tasks as activities to achieve a goal
>Example (Jokela et al.): “90 % users achieve the goal (Es) in less than 1 minute (Ey) with an average satisfaction rating ‘6’ (S) when users are novice ones (U), and they want to have a desired sum of cash withdrawn (G) with any bank machine (Cx). “
>>
>>165881806

Honestly depends on how much the player likes dudes liking dudes.
>>
>>165880984
That's pretty cool, I like it a lot. Especially the guitar.
Is it a boss theme?
>>
>>165882774
I'm thinking it'll be a normal battle theme, but only for the final dungeon.
>>
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>>165881806
>>
>>165882487
I'm fine with it unless both partners are super macho. There needs to be a gentle touch or slight femininity.
>>
>>165882892
Sounds more like a "secret badass boss" theme.
>>
>>165883912
Yeah, I guess it is a bit too grandiose to be a regular battle theme.
>>
>>165883489

It's actually a harem, and all the harem members are technically just parts of the same person. Sort of a 6 for 1 deal.
>>
>>165876516
Yeah I guess I should have mentioned that it's only a healthy thing to do if you have too much confidence to begin with, lol.

>>165876154
I would think that you have a great sense of humor and looked forward to laughing the rest of the game.

You sound kind of cute.
>>
Hey anons, has anyone else tried this thing? http://rpgmakersource.com/ourproducts/invenio/

I want to see if it's worth it. Not shilling but I need a pathfinding script for my game that isn't performance heavy.
>>
What did I say to you about dying young lady?
>>
>>165891907
That I should die, Master...
>>
How would I go about creating a Skill that deals "Aftershock damage" the next turn after it is used?
>>
>>165893345
Edit Poison?
>>
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>>165894496
People have mountains in their yard? Kek I like it.
>>
>>165894617
It's secret placeholder for even shittier barriers
>>
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Have you made some progress today?
>>
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>>165769661
>>
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>Do you even lift?
Your game DOES have a weight lifting mini-game, right?
>>
>>165898782

I want to make a jump rope minigame because I jump rope in real life.But the game I'm working on right now doesn't need a minigame like that. I could think of a few that would need it though.
>>
I've decided to make the bar a stick and the weights either pine cones or rocks tied to it. Thoughts?

>>165899117
What game are you working on?
>>
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rate
>>
How come surreal/horror rpgmaker games are so common?
>>
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>>165897109
Less than 24 hours 'til release!
>>
>>165898782
Holy shit that looks nice.
>>
>>165900253
Thank you!

Each area will have a mini-game that you can revisit and enjoy.

Farm Yard = Weight Lifting
Cliffs = Timed Platforming Run
Spooky Forest = Animal Dice Game
Pond = Rafting Through Rapids

haven't really come up with the rest, any ideas?
>>
>>165899375
Because they are easy to do for amateur artists, who are a lot of RPG Maker devs.
>>
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>>165899252

>What game are you working on?
Life of Mono
It's currently going under a lot of R&D right now but I think I have a direction now.


As for the barbell, I like how it looks right now but to make it more immersive and believable the stick+pine cone idea works.
>>
>>165902869
I agree, I'll see what I can do. I've been following your progress and I like your concept, keep at it!
>>
Alibe
>>
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>>165769661


>>165897109
Rough draft on the lore page is nearly complete.

Writing up brief profiles (like you would find in a manual) for all the party members.

Concept art starts soon. And after that its off to Photoshop for sprite hell.

I'm not even going to think about figuring out how to code this. I might be able to get by with a few minor tweeks to the prebuilt system for added mechanics and UI fuckery.
>>
Favorite phrase from my plot outline:

>Through clockwork and dragon's fire, the mages are propelled back to their homeland
>>
>>165907147
Sounds like the flavortext of a magic the gathering card.
>>
>>165900798
See >>165899117
>>
What are the trial limitations? I hate it when they offer trial software but don't explicitly say what the restriction are.
>>
>>165909919
You get 30 days from when you start the trial, and after those 30 days have passed, it locks you out until you purchase it. All functionality of the program is the same, but good luck getting a game out in 30 days that you're happy with.

At least that's what I remember from the VX Ace one.
>>
I need some input on how to do my armor system.

The two options i have planned are like this:
>4 individual slots
or
>1 whole armor

The 4 slots would be something like
>Head
>Shirt
>Pants
>Shoes(though I'm not sure about that one. Might make it Accessory or something)

This is nice because it allows the player to customize and make the character their own. But the problem I'm facing is that the armor is based on color. Meaning a Shirt is a shirt and the only thing that makes it different is one is that it could be different colors.

I'm thinking of making each color have a special effect on stats or giving a special ability. So doubling up on a color is cumulative and getting different colors will make you more varied/balanced.

OR I'm thinking of going the one suit route ala Super Mario RPG. It makes it easier to program but also for the player to know how they should upgrade and perhaps not have to worry about mixing and matching.
>>
Is there a script that'd allow my RPG's "ATTACK" "SPECIAL" and "GUARD" to be removed from the battle menu? I'm doing an all items based game.
>>
>>165830047
Those tentacles look lewd.
>>
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Good night bump
>>
Bump.
How do you back up your project?
>>
>>165919929
Dropbox!
>>
>>165919929
USB stick and an SD card
>>
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>>165913136
If you're using MV, I I could write you a plugin later today. I already made one for a skills-only battle menu (http://pastebin.com/yK1K0BQf - pic related) and it shouldn't be much harder to re-purpose it for items.

What if the player runs out of items? What do you want to happen?
>>
>>165919929
Github for data files and scripts. I don't have a good backup for art and music right now. My other computer runs an UrBackup server, which I was hoping to use to run backups for the whole house. Unfortunately, one computer keeps failing its incremental backups and the other one (with my projects) keeps losing connection and resetting the backup progress every few hours.
>>
Would you be bothered by a stat called Karma in a mostly celtic setting?
>>
>>165925560
Is it a measurement of morality? I mean it's something that everyone is used to so it wouldn't be out of place. But if you want it to be unique and special, perhaps a more celtic idea/name would be needed. Personally, I think it's okay.
>>
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>want to make a game that is somewhat both serious and light-hearted
>can't stop thinking about making 1 female character have really lewd clothing
why is this happening to me
>>
>>165926131
Give them lewd clothing.
Then give them real clothing so you can either keep the sprite for yourself or make them some kinda bonus outfit.
>>
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>>165926369
>or make them some kinda bonus outfit.
I....admit that i didn't think about that at all. I had two characters in mind for it, a dragon girl and some kind of priest(like the blue haired one from Dragon Quest 3), but i guess i'll give it to the priest and leave the dragon girl be.

This bonus idea is nice. Maybe unlocked after a difficult optional boss too.

I'd have to say that it wasn't even that lewd now that i think about it(as you can see in the example pic i grabbed from gelbooru, just a simple tabard). Now i just have to learn how to actually draw the characters.

Anyone has any guide or advice about drawing good hair? That's what fucks me up every time i draw people.
>>
>>165927248
>Wearing just a tabard
>Not lewd
That's pretty damn lewd, anon.
A gentle breeze will have onlookers turn as red as tomatoes.
>>
>>165927374
I think it was ironic
>>
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Progress anons! I made pic related today. Thinking I'll make three more areas, so it'll end up a circular like exploration thing. Name is Glades.

It is a forest not too far from the city. Does not have a big monster problem, since adventurers from the city visit it all the time when they want to train.

Also made another cutscene and threw around some npcs, a few of those that block the route to one place and later after you advance the story, are found in local jail for fighting.
>>
>>165899458
what program its that?
>>
>>165929089
Looks like Audacity, free audio program.
>>
>>165929192
thanks
On a similar vein of question
I've thought about making a videogame for some time, but I think I'm gonna think more about it for now
what really strikes my interest is being able to make music using no instruments, only your computer
Could somebody help me with that? Most devs need music or sound effects for their games right?
>>
>>165927479
It was.

>>165927374
How is that a problem though? A priest would want to make people happy.

This discussion made me make up 2 clothes for the dragon girl too.
One elegant, frilly one for a possible romantic encounter with the MC, she's a "mountain" girl after all and isn't used to the city's costumes

Another is the "training" outfit you know how Ryu always wears a gi? Well what if she only had the bottom part? Her long har would cover her breasts.

Also have a drawing of her chibi face i made with the mouse right now in Paint.
Not that it came out cool or cute anyway, it's pretty horrible to look at actually but posting all this without a pic is meh.
Reminder for EVERYONE to NOT draw things with a mouse if you aren't able to, or it looks like you're some kind of child.
>>
>>165929382
Different anon here

I think what you're talking about is a DAW(Digital Audio Workstation). That will allow you to use sample sounds, like drum hits or instruments, MIDI instruments and mix all of those together to make music. There are a few free ones and also some that cost money. It really depends how far you want to go and what your operating system is.
>>
>>165928671

On the left side, be careful with the trees near the river, some of them are chopped up and need a bit of fixing. And with the exit on the top right, does it take you to the same place whether you exit up or right? Need to make that more clear. Otherwise it looks nice imo.
>>
>>165909919
For MV, it's as the other anon said; full version for 30 days. Additionally, I assume there are legal considerations (I don't think using the trial grants you a license to develop and distribute games), but I really doubt you'd likely to be caught doing it.
>>
>>165880984
I don't like it much. It repeats a few notes over and over and doesn't have much else going for it. It doesn't sound bad, but it's easy to get bored of.
>>
>>165929382
>>165929863

Check Cubase, FL Studio, Pro Tools, Fruity Loops, Garage Band, Reaper...

There's also shitty programs on Steam to make music, pirate one and try it. They're good to begin with.
>>
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>>
Is there a way to get animated parallax backgrounds, or a plugin for it?
>>
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Someone end my misery
>>
>>165943638
Whats your game going to be about?
>>
>>165943873
Burglary

I'm at the point where I wonder if it's worth making a game where I hate graphisms, because I'm shit at them.
>>
Your game contains discrimination against another innocent species, right?
>>
>>165945064
>>>>>>>>>>>>"innocent"
don't you mean "savages who stubbornly refuse to submit under the yoke of civilization"?
>>
>>165946630
How did i get figured out so fast?
>>
I want to make a game based on ancient Egypt, but I have a feeling it would get exhausting between the extremes of MUH POC UWU reactions from sjw types and Y NO WHITE PPL???? from /pol/ types.

I just think pyramids are cool, men.
>>
>>165948087

Always make what you want, but if you do make it please make sure you do a lot of research on it! I personally would love to see a game like that.
>>
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>>165948087
>tfw no Science Fiction Egyptian epic game, like Stargate but actually good.
>>
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>>165948087
Why not just use the colors depicted in the hieroglyphs? I can't see how those memes would bother you unless you are going out of your way to provoke them.
>>
I'm considering making my game part musical. Not in the sense that It's like a Disney movie but just that their are musical pieces that describe what the characters are feeling and what's going on in the story. This is probably a horrible idea but I'm gonna try it anyway. And if it fails, I'll just cut the music and leave the game like it is.


Here's a rough cut of an idea for a song. It's the main character who really likes a girl but she doesn't really acknowledge him or see him that way, or so he thinks. Also I'm not a good singer so if you tell me that, it won't hurt my feelings.

https://soundcloud.com/mrmichaelgomez/dear-wendy
>>
>>165948691
I like the chord progression and general melody. The singing isn't as bad as you think it is but you need a little work (I should talk, I can't sing for shit and wish I could sing as good as you).

I think your idea could work! Bonus points if you make each musical scene appear vastly different than the rest of the game. I imagine like everything just freezing when the song starts and maybe some kind of abstract, inner-mind scene going on.

I like you.
>>
>>165948691
Worth a try.
https://www.youtube.com/watch?v=aylwLmpnCk4
>>
>>165948498
My experience is that (anti)sjws need no provocation at all.

Well I suppose the good part is that it'd be an rpgm game so literally no one would know it exists.
>>
>>165948087
The best way to deal with the whole sjw/anti-sjw thing is to not even think about it or acknowledge the complaints from either side. At least for me, I think both forms of extremism are ridiculous and seek to make people feel bad instead of building them up.

As others have said, make what you want.
>>
>>165949003
As long as you are not trying to be a tard and push an agenda yourself I don't see how anyone would even begin to care.
>>
>>165948982
I might try singing it in a little lower. I think a singing lower works better on ukulele.

I still have no idea how to even implement something like that. It seems strange to break the action of the game and introduce music then cut back to the game.

>>165949002
I had no idea something like this existed. Well at least I have a model to experiment with.
>>
>>165944157
But you'll get better. It will suck if your late game art is noticably better than what you made in the beginning but even then you can keep working on it until everything's consistent. I'm worried about that personally but I tell myself it's harder to make a good game than it is to make acceptable graphics, the latter is usually just a question of patience
>>
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>>165930760

I noticed those chopped up bits after I posted it. It ought look like this, once I am done. 1 being the map I posted.

4 xxx3x
x x x
5xxx1xxx 2
>>
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>>165930760

Fuck, the message didn't go right. Here, just have the GIMP made thing.
>>
Bumping with a boss battle test

https://www.youtube.com/watch?v=lVa30DYMhjw
>>
>>165960075
>My Opera is too old to play this video
M-maybe it's time to upgrade
>>
Bumpanronpa
>>
Feeling extra musical today.

This is my attempt at... something. Metal-ish but I'd say that's a stretch too far. I'm kinda thinking this would be a boss fight. Eventually I'll make it longer but my fingers hurt from doing so many takes.

https://soundcloud.com/mrmichaelgomez/faux-metal
>>
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>>165960075
I'd appreciate some general feedback btw.
>>
>>165963284
What's the song?
>>
>>165963683
It's in the description
>>
>>165963282
It shouldn't fade in or out and should loop properly. Pretty good for a boss battle if the temp is increased slightly, around ~10 bpm. I enjoyed it!

>>165960075
Are the assets temporary? I really liked the music and the background is amazing. Not a big fan of all the default plugin assets and the font. That's just my opinion though, as I'm not really fond of anything RTP. I'd try to make everything look like it fits. The boss is much higher quality than the characters, etc, which I like. Should try your hand at making the boss in your style!
>>
>>165964904
Yeah, most of the RTP assets are temporary, including the boss / minion sprites. Man, I hope the simplistic artstyle is appealing enough cause I'm not very good at art, but if it isn't then I will have to learn shading somehow

The only thing that is going to stay is the placement of the menu and battle windows, but I'm going to change their skin so that they don't look like the default ones.

I wasn't very convinced of the font, but now I can see that it's not just me, so I will do something about it.

Thanks for your feedback
>>
>>165966774
>Man, I hope the simplistic artstyle is appealing enough cause I'm not very good at art
i say this every time someone posts something like that

look
at
undertale

it looks like shit
it sold and became popular thanks to everything else like music, characters and being generally funny
>>
>>165966946
Not him and I havent played undertale but how does it look like shit? I'm googling it now and it seems to have a pretty solid pixel art style going. You're right that you can weigh up bad graphics with other game aspects though.
>>
>>165960075
This battleback is making me dizzy. I think it's because there's not too much action, but it's the engine fault.
>>
>>165963282
You almost learned to shred but forgot the rest man, why
>>
I want to check out Yanfly's sample project but my MV isn't the latest version. Will it still work?
>>
>>165966774
I'd much rather look at your characters than art I've already seen 10 times. You're not as bad as you think you are keep at it!

The font is just too generic. Mine kinda sucks but I think it's better than that super rounded look.

>>165966946
>>165967226
The thing with Undertale is that the graphics are really inconsistent. You have some areas that look worse than an Atari 2600 game and some that look Snes quality. Some of the NPC dialog scenes look fantastic and some look like ms paint scribbles, it's pretty weird actually. Not to mention it occasionally just goes black/white randomly for some scenes.
>>
>>165967563
kek. I don't ever play this type of music. Actually I had just fixed my electric guitar 30 minutes before recording. The input jack had some loose wires and I soldered them back on correctly. It was the first time I had heard that guitar in like 5 months.

Also I have some .012 gauge strings. And the third string is wound so it's a bitch to bend. Or maybe I have weak fingers.

>>165964904
Oh yeah, the fade was for artistic purposes. I can speed it up easy. Might also add a few more guitar fills and a bass. Still needs to be fleshed out some more. Thanks for the input!
>>
Damn, My combat engine is almost ready, but I am not sure about what the story of my game should be.

Would you guys like to play a one-room-game with placeholder images and tell me what it "feels" like?
>>
>tfw burning out on Hero & Daughter
holy fuck this grind is tedious as hell, anyone got some tips to make this tolerable?
>>
>>165972098
Yes.
>>
>>165972098
Maybe...
>>
>>165972098
sure, I'm down to playtest shit
>>
7 new songs added:

"Do You Even Lift?"
"Pale Moon Symphony"
"I Will Fix You"
"Dance Douglas Dance"
"The Smell of Sweet Eye Juice"
"Lillypad Lollipop"
"Theme of a Broken Child"

https://soundcloud.com/user-666801173/sets/the-long-road-ost/s-fe028
>>
Okay so I am doing a almost-dark fantasy, unfortunately my usual go to's are split.

Provided it's done right in a non-retarded way. Is a rocket powered claymore too over the top? A lot of my friends said yes, but they also said it was the good kind of over the top and would make the character using it much more memorable. But I worry it ends up ruining the serious atmosphere.

The character in question is the champion of a greeko-roman-atlantis inspired republic, who are completely consumed by idealism (with the folly being those who forget the past are doomed to repeat it) but took a stand against the main antagonist. However, they also stand in the party's way, especially this character who believes herself the sole savior of world. She joins them later but for most of the story she's supposed to be a rather intimidating antagonist.

So go with it or no?
>>
>>165977084
>Is a rocket powered claymore too over the top?
Unless your setting is completely futuristic, than yes
>>
>>165977084
>Provided it's done right in a non-retarded way. Is a rocket powered claymore too over the top
How does he use it? I would be ok with a "cannon that shoots blades", but a blade that has some rockets attached for "extra-strength" seems too silly.
>>
>>165977350
Its a generic fantasy setting with some fucky twists on it and different approaches to common tropes. I'm just so conflicted on this because on one hand I'm being told without outlandish stuff it wont stick out but I'm afraid this will destroy any and all immersion. Is there a way to go about this? Like rather then rockets some kind of ambiguous propulsion? Or do I just need to scrap the idea all together?
>>
>>165978058
It was the latter yes. But it was supposed to come as a surprise. I guess I'll rethink this or just settle for a normal sword.
>>
>>165978367
>Like rather then rockets some kind of ambiguous propulsion?
I'd buy magical footwear that allowed her to propel to do attacks, but if she bankai'd and all of a sudden a rocket came out I'd just look at the screen thinking "this is stupid" unless the entire setting were full of things like that from the jump. Like watching FLCL after episode 2 you know longer question the ridiculous absurd bullshit that's going on you just kind of go with it
>>
>>165978653
Well, maybe if it is a "One-Off", thing. Like, he can make part of the Sword "Explode". That might be cool and very Dark Fantasy.
>>
>>165979325
Haru Glory has a sword like this in Rave Master. The results are often hilarious until he masters it. That's also like Squall's Gunblade from FFVIII
>>
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https://youtu.be/U0wvqeb9s7s

What a year it's been! We spend this episode catching up on the events over the holiday (like Rogue One). Skip to the Lightning Round for extra shenanigans (and to tell me if the music's too loud). There's an episode guide in the description; I plan to do that for future 'casts, as well.

Next 'cast will be for the hardcore crowd: Quest Design. I cannot thank you guys enough for the support and feedback we've gotten over the last twelve months. We'll continue to improve, and I hope you do, too

>>165929089
>>165929192
Yep, it's Audacity. If you wanna make music without pirating, give Mario Paint Composer a shot:
http://www.mariomayhem.com/downloads/mario_paint_composer_download/
>>
>>165979447

>spend all day fielding death threats from customers
>come home to this

Oh thank god
>>
>>165979310
At one point I was going to have a very over the top fantasy with your local mage party member "spell punching" but it felt way too anime. I guess its go all in or go home. I might just save the idea for another project.
>>
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>>165979447
I've been waiting for this
>>
>>165979447
Do they talk about games on the threads sometimes? Or anything posted in the threads?
>>
>>165984087
That came up in our meeting during the hiatus. We generally take suggestions from the thread (as far as topics and format), but we've yet to feature the games. We all agreed that for Season 2, if a game/demo is posted here, we'd try to feature one per 'cast.
>>
>>165984394
>Feature

Play*. We want to able to talk about the game that gets featured, and can devote an hour or two to playing something.
>>
How would I go about changing the enemy encounter animation in MV?
>>
>>165984797
Oh shit interested too
>>
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Almost done with the mini-game!
>>
>>165991206
How do you create your gifs?

Also, damn that looks amazing.
>>
>>165992027
Ty! I used GifCam. Gotta figure out a way to make videos with small file sizes so you can all get the audio.
>>
>>165992891
When I make videos I use OBS to record to either an .mp4 or .mkv--haven't figured out which is better. Then I put it into "WebM for Retards" and use that to convert it to a webm. But I don't think you can post webm files with audio here so it would have to be hosted somewhere else.
>>
>>165769661
Should I make a game that attempts to cover the board?
>>
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Added desert and 3x3 mountain, revamped the Academy building.
>>
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Thoughts? Only ones I have so far.
>>
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>>165998674
MC

I tried to make it all Kirbyish since I love the games.
>>
>>165998674
These are hella charming. Two comments:

1. It bothers me that the checkerboard background is 13x14. Maybe try squaring it off.

2. The stick figure doesn't really suggest "sneak" to me, maybe something in a trenchcoat?
>>
>>165998873
Oh sure. I'll change the stick figure. Sounds like a good idea. I personally dont really see a problem with the checkerboard at all though.
>>
ALIVE
>>
>plot and tone of game's story is somewhat serious
>"nice Dark Souls clone"
>consider to lighten the tone a bit
>"nice Undertale clone"

I haven't even properly set up the game folder and I'm already frustrated.
>>
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>>165979447
>Windsor is back!
>No he's not.

Don't play with my heart like that
>>
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Good night bump
>>
>>166003848
Every indie game is going to be compared to Undertale at some point, just do whatever you want to do
>>
>>166006508
BUT IT'S MORNING
>>
>>166009969
>it's even morning in the picture
>>
>>165972343
Cheat Engine
Formula for RPG Maker VX and ACE is X*2+1
Try too google and make sense of it.
I'm not gonna teach you any further.
>>
>>165979447

How retarded can you be to think that characters from Rouge one could be Knights of Ren, when the movie took place what, 20 or so years before Episode VII? They'd be old and experienced and would follow Kylo the Bitch? Jesus.
>>
>>166013557
>Rouge One
>>
>>165991206
Please consider a whole different mechanic for the minigame, mashing one button is not exactly entertaining gameplay-wise.
>>
How would you feel about Dificulty being controlled by some in-game dialogue?

Like, if you answer a character at the start of the game that you like challenges, you get Hard difficulty and later on telling another character that things are getting too stressful for you can reduce the difficulty to Normal or Easy?
>>
>>165998674
Cute style, but lacks uniqueness. Newgrounds is filled with the same-looking characters.
>>
>>166015857
I dont really care if its a menu option or a dialogue choice, I remember LISA did something like that in the tutorial where the tutorial dude was like "you seem pretty tough, do you want to play on the harder difficulty". As long as you make it clear that it will modify the difficulty of the whole game and isnt just another string of dialogue I think thats fine
>>
>>166016554
>>166015857

Unless it's a main feature. I'd be interesting to have a game adjusting without you really knowing on a first and second playthrough.
>>
Not on my watch! Live!
>>
What's the moral of your game?
>>
What's the optimal (battle) enemy size? 500x500?
>>
>>166021587
Don't judge things by appearance.
The Father of the church you help turns out to be evil, the boy who joins you turns out to want to be a girl, the "evil kingdom" that steals artifacts from the church is actually the good kingdom stealing weapons so the church can't use them, and the Seer who tries to make sure you don't give weapons back to the church joins your party and turns out to be good.

And I guess also the MC seems mentally stable but actually attempts suicide before the story starts and at a part 2/3 of the way into the game.
>>
>>166021587
Racism is ok to protect your own city from rapefugee.
Seriously, that's my theme.
>>
>>166021587

"Don't be so hard on yourself."
>>
>>166022085

Did you just pick clichés out of a hat?
>>
>>166023082
>clichés are bad
>>
>>165979447
The music is a little too loud in the lightning round I would say.
After all it was nice hearing all your voices again even if there was no /rpgmg/ talk at all but I guess that is to expected.
Also are the podcasts coming about every 2 weeks now again?
>>
>>166021587
Doing nothing is a crime.

MC is a medic who could save a lot of innocent people but MC do nothing because they don't offer money.
When he is away and his own sister died of cold at the beginning of the story, no one do anything.
>>
>>166022085
Some of these have been done to death so hard that it would actually be refreshing to have a priest be GOOD.
>>
Having some serious second thoughts about my skill system. It's just that it seems like an uneccessary bloat at this point. While I mentioned before how taking that variety road for each character might be cool, now that I've written down the skills for each, it just seems bloated. Almost each skill has 3 upgrades and tiers. For instance, there is Single Target attack that deals low(5x)/medium(7x)/high(9x) damage. Each of those is upgraded 2 times to do +25 and then +50 damage. Now apply that to random target attacks, multi target attacks, all target, etc. A bloat.

I think I'll go back to the initial idea that hung on the drawing board. Do each character by archetype envisioned. MC the reliable joe, mage chick the solid nuker, bow girl the disabler and paladin the hybrid healer/damage dude.

If I put a hard cap on level at 45 and give each character a single skill every 3 levels, that will mean 15 different skills. You only can equip 4 at most, so it'd still mean picking and choosing what you favor most. Passives would be earned at level appropriate for them and you've only 2 equip slots for them, so it'll still involve giving thought to which ones you want.

What do you anons think?
>>
>>166026791
>Almost each skill has 3 upgrades and tiers
Just make them an upgrade and remove the weaker skill.
The upgrade should have the same MP cost but more powerful.
>>
>>166023082
>character commits suicide
>trans character
ah yes, so cliché

>>166026017
ok well I figure that most everything I try has been done before so I'm just doing what I'd like
>>
>>166027710
>ok well I figure that most everything I try has been done before so I'm just doing what I'd like
Absolutely nothing wrong with that.
>>
>>166027509
I was thinking I might do that. Overall, I think I'll just do away with JP, letting skills be earned via level ups, with upgrades removing the weaker version.

>>166027710
I suppose suicide isn't that big of a cliché, though people usually suck at writing them properly. Trans though? Some other anon a in previous edition also talked about having a trans character. Tumblrinas like to add those to their games too. I bet you none of them will write a mentally ill person right.
>>
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Tiles are shit.
I've been crafting the world pixel by pixel.
>>
>>166027710
Any game that bash religion other than Christianity?
I want to trigger as many people as possible but doing another Christianity bashing is boring.

It's been done to death.
>>
>>166028486
Islam
>>
>>166028581
I'd love to but I can't read sand moon.
>>
>>166028710
nigga, they have an english version.
>>
>>166028710
You mean sandrunes?

>>166028486
Yggdra Union subtly bash Islam for being the violent version of christian.
>>
>>166027862
thanks friend c:

>>166028131
I'm mostly likely that anon. Also
>trans people
>mentally ill
pick one. Also /pol/ is that way >>>/pol/

>>166028486
I never said it was Christianity. It's actually more of an analog between Christianity, Islam, and Buddhism although I haven't named it yet.
>>
>>166028827
also I never bash the religion itself, as there are good characters and most people are good who believe in the religion, including one party member who takes over as Father of the church for some time while the former evil Father disappears.
>>
>>166028827

Ah, alright then. Hey, I like /pol/ for comedy as well as any other bloke, but not for much else. I draw the line at self mutilation part of what folk like you pursue sometimes. That isn't sane in my book, simple as that.

Not a place for such talk tho', you're right.
>>
>>166021587
There's none. Eventually the player will be able to be good or bad according to his own values.
>>
I'm pondering the ending of my game.

On one had the story could end with the destruction of his hometown and alteration of the entire world.

Or I could continue on and have him rescue the world at a few big losses to the main character.

What do you think?
>>
>>166028212
At least you know what you're doing. I just started making my game and i basically never used a drawing-related PC program in 11+ years. I've drawn my first enemy and now i'm too retarded to even understand how to color it.
>>
>>166023082
He projected his life into a RPG maker game
>>
>>166029764
I'm already an artist, so it's nothing to me. If you need help, don't be afraid to use references and to just DO IT.
>>
>>166029713
Why not make 2 endings?
>>
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>>166021587
Haven't really thought about that.

I suppose, since it's revealed halfway through the game that all the NPCs your stranded crew meets are incarnations of the villain, that the moral would either be "don't rely on others to solve your problems" or "don't forsake your close friends for charismatic strangers"
>>
>>166030430
Well... I suppose I could do that.

But the one where he saves the world would require a more gameplay. He would go across the map(again) and do what he needs to and come back home to fight the last boss.
>>
How do you like your airships? Boats with propellers? Zeppelins? Weird shit?
>>
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>>166029058
>I draw the line at self mutilation part of what folk like you pursue sometimes. That isn't sane in my book, simple as that.
mfw
>>
>>166031202
Magic carpet
>>
>>166028827
please fuck off with this.

Every time you come in here, you describe the story (which is all you have so far unless you're ready to prove otherwise) and every time people react to it you post cutesy faces to your enablers and get super defensive when anybody doesn't tow the line 100%.

It makes the whole place uncomfortable and there's no need for it. Dial it back or fuck off, please.
>>
>>166030016
>I'm already an artist

>>166028212
>being proud of this mspaint clusterfuck
Tiles are only shit if you're trying to look inconsistent on purpose.
>>
>>166030493
Good to see you back. Have anything new to show off? demo when pls
>>
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thought of any interesting battle system gimmicks?
>>
>>166032010
Apologies for long hiatus. Unfortunately I literally didn't work on the game at all since I left. I was a bit discouraged. But now I'm back in action.

There already is a demo, albeit a very short one. http://www.slimesalad.com/forum/viewgame.php?p=125839
>>
>>166032032
>trying to figure out how to make Dark Souls' poise and parrying work for the base combat system
>>
>>166032226
you'd want something similar in a turn based battle system?
I guess you could look at the timed blocks from super mario rpg for inspiration
>>
>>166028827
He was talking about suicide in the same sentence. Depression is a mental illness.
He went on to suggest people covering these themes are doing so superficially and without a proper understanding of the subject matter.

But please, keep trying to make everything about this facet of your life that has nothing to do with a thread about making videogames.
>>
>>166032226
>Both
You're gonna need some kind of reaction ability. Either real-time, or allow responses to opposing combat actions.
>Poise
Introduce Stagger, and if a character is Staggered, they cannot react to attacks. Stagger can be based on a damage threshold, where too much damage will induce the Stagger status. This probably means you'll need to make an additional stat (hidden or visible) to calculate some form of defensive value total with which to math out the Stagger threshold.
>Parry
React to an enemy attack with a certain amount of strength/dexterity/defense/whatever and you cancel their attack, and instead induce Stagger on them for the next turn.

I'm sure Yanfly has some kind of State engine you can use as a template, unless you wanna code it yourself.
>>
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>>166032506
>timed blocks
Any script or plugin that does this?
>>
>>166035120
this maybe?

https://galvs-scripts.com/galvs-timed-button-attacks/
>>
>>166035454
I just happen to open that page myself.
Still, thank you for taking your time helping random anon.
>>
Anybody knows how to bind a picture to the Hero character? Especially when walking on a map, not in combat.
>>
>>166032184
Does the demo end after meeting Agnes? Taking her back didn't seem to trigger anything.
>>
>>166031815
nice opinion

Also I would post actually content but it's all RTP and I have 0 art skills. Trust me, I'd like to post content.
Also I'm sorry if you feel uncomfortable about it.

>>166032756
He mentioned in a later post that he was referring to trans people.
Also don't worry I definitely know about suicidal tendencies and depression since that's been my life for as long as I can remember and I'm aware that that's a mental condition.
>>
>>166032756
It's a thing on /pol/ to call people who are trans mentally ill for cutting their dicks off.
>>
HEY INSTEAD OF THIS FIGHTING

Tell me about your intro. Do you have one? What is it about if you do? What kind of music is in it?
>>
>>166021587
For both games - Sometimes bad things happen that are out of your control, and that's okay.
>>
>>166038479
>Also I'm sorry if you feel uncomfortable about it.
Again, I can't help but feel you're making this about your personal life. I'm saying the defensive, shitty attitude that gets you so many (You)s is what makes the place uncomfortable.

>He mentioned in a later post that he was referring to trans people.
After you directed him to pol, labeling him for what you perceived as persecution.

>Also don't worry I definitely know about suicidal tendencies and depression since that's been my life for as long as I can remember
What if I told you that your subjective experience is not sufficient to write properly about the condition in an insightful, balanced manner?

For somebody who claims not to be mentally ill, you absolutely revel in opportunities to prove yourself a massive narcissist.
>>
>>166039436
You answer a few questions which will determine the look and the background of your character.
Actual intro is the protagonist awaking on a train and either getting some more story or disregarding that and going back to sleep.
>>
>get back from work
>open up my project
>eager to see progress that'll inspire me to get started
>all this tumblr/pol bickering

Jesus christ this is not the meaning of POST PROGRESS usually meant.
You have 50 other boards for that.
>>
>>166040201
Nice. I like the option to skip story for consecutive playthroughs.
>>
>>166039907
I'm just gonna say my peace and then drop this...I would prefer to just stop arguing about this.

All of this can be summed up in me saying that I never claimed to not be mentally ill; I mentioned being suicidal, depressed, along with other things that don't matter and no one here cares about. I'm not mentally ill for being trans, I just happen to be a mentally ill person who's trans.

>>166039436
planning one. it goes into the MC's backstory before she came to the area of the start of the story. Thinking about having there be a small tutorial mission just to help people get there bearings.
>>
>>166037176
ShowImage moves alongside your character as long as you don't use some Parallax script.
>>
>>166040467
>things that don't matter and no one here cares about
Thank you for acknowledging this.

This kind of arguing is going to follow you to every thread where you insist on injecting your personal issues.
I suggest you lurk until you have an actual game to show.

Protip: When people ask about your story, they're just laying the groundwork to post at length about their own story.
>>
>>166041195
Not that anon but I don't think you should be discouraging them from posting story stuff if its all they have. Some people here don't even have story done yet but we shouldn't be putting down people who aren't as far along as others.
>>
>>166040749
I know but unless one makes a wider map than the actual content, the hero will not be centered 100% of the time.

But your answer made me figure that so I'll experiment this way.
>>
how do I put a timer on a battle skill?
I want to make a skill that I need to execute in a certain time limit or it ends my turn
>>
>>166021587
"Don't let your dreams be memes" - necromancy is okay when used responsibly
>>
Babam
>>
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>>166031932
Care to elaborate?
>>
EYAAAAAAAAAAGGGGGGHHHHH
>>
>>166046348
Very nice
>>
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How the fuck do I design a good UI?
>>
Dying is forbidden
>>
>>166050326

>Basic information should be prominent
>Extra information should be easily accessible
>Clarity is king
>When you've got all 3 of these down, spruce it up visually with a theme that suits your game
>Trim the fat (what is absolutely necessary? What could you hide away in a sub menu? Remember to think of this from the perspective of a player, ideally one who has never played a game before and is a fucking idiot on top of that)
>>
>>166050326

>>166052739 This. Or alternatively, you pick one of the plugins that alter the look. SoulxRegalia has some good ones to pick from.
>>
>>166052739
>>166053273
Damn, I constantly trim it all down, but then I get to a point where I have too much empty space with nothing to fill in. Guess I'll restart again. Thanks, anons!
>>
>>166037267
It ends after meeting Agnes, yeah.

If you respond "no", though, there is a little extra something hidden away.
>>
>>166054689
I liked that twist.
>>
>>166055301
thank you thank you
>>
>>166025568
>are the podcasts coming about every 2 weeks now again?
Yup, should be back on schedule now. Next one is coming Feb. 1st

Also, what'd you guys think of the thumbnail? Karbonic experimented with popout text for the title. We also shrunk the circle with the Episode Number a little bit.
>>
>>166055873
That's great!
I'm really looking forward to it.
>>
>>166015678
It's supposed to be like that mortal combat mini-game where you basically just mash a button. It's pretty fun to play, it's not really supposed to be in depth.
>>
>Leave for a day
>People are having unproductive arguments with eachother.

Let's keep this place warm and welcoming for everyone, yeah? Bringing politics into this place is just a bad idea, critique someones content based on something substantial. We're all in a shitty enough position trying to make our dreams become a reality and hitting brick walls every day, let's build each other up some, yeah?

>>166046348
This looks fantastic!
>>
Hey, pixel artist here. Does anyone know if it's possible to create short cutscenes with custom sprites -- something like from Final Fantasy Tactics.

thanks!
>>
>>166060995
I've done it in the PS1 version. The cheap way is to have each cardinal direction be a different animation, and rotate the sprite to advance the frames. You can probably even use the Step animations for something in a more advanced version.
>>
>>166061549
Thanks. I appreciate it. When you did it -- did it seem clunky or unnatural? I get that you did it with the PS1 software, but still.
>>
>>166061901
With only 3 frames, I had to make them count. The trick is to abuse the Wait command so the animation doesn't speed by. The walking animations in PS1 RPGM are clunky anyway, so making it seem 'natural' wasn't too hard. If I were you, I'd take note of the walking speed of your version to get an idea of what players expect out of the animations. FFT itself uses slow deliberate movements in its cutscene animations.
>>
>>166062758
God bless FFT. That scene after Dorter where Wiegraf cuts Gustav always made me hard as a rock. I don't know why.

https://youtu.be/pz5oLeWH4nc?t=2371
>>
>>166064764
I got this game when I was 13 and loved it. I was too dumb to play it and understand it back then. I might give it a go soon though. Still have a PS1 copy too.
>>
>>166059521
>>166048280
Thanks guys. I'm still working on the art of the actual game, but making sure it captures the atmosphere I'm going for is super important.
>>
Alive
>>
Has anyone been able to find download links for Ancient Dungeons: Winter and Ancient Dungeons: Jungle?

Been searching all over the place and so far nada.
>>
>>165948691
This is great, you should go for it. Also you have a pretty good singing voice, don't be so hard on yourself anon.
>>
Did you like OFF?
>>
>>166066948
FFT is great because the more thought you put in, the more enjoyment you get out. The mechanics are miles deep, but they don't push it in your face. People have betaen the game with every single class combination, and as Solo Ramza with almost every class (while under a level cap, to boot)
>>
>>166070723
Thank's anon! I'm still trying to think of how to actually insert songs into a game that has no voice acting in it. It just seems strange to do that. Another anon posted a clip of a game that had songs in it, so I know it can be done.
>>
>>166073241
it seems cool. It's a shame that I'm terrible at it (or anything where you need to manage party growth decisions really)
>>
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>>166073432
Luckily, your Job only accounts for about 10-15% of your stat growth either way. The bigger obstacle for FFT is the Charge Turn System, the Zodiac, and damage formulas. I'll be here if you need help
>>
>>166073241
I eventually picked it up again a few years later and got farther. But then I saved in a bad spot where I couldn't go back to grind and was stuck in a battle that I couldn't win. I tried 15 times or so and gave up because I was so much farther than I had ever been and didn't want to give up... but then I did. FFT set a new standard for games for me. I actually got into Disgaea because of FFT. Disgaea is on a whole other level.
>>
>>166073014

Off had some good points, but played like ass. So I never finished it, but read a let's play instead, which seemed like a vastly superior way to experience it.
>>
>>166074158
If you're playing vanilla fft, you can mostly ignore Zodiac. I certainly did. The turn system is super easy to get used to as well. Formulas though, especially how the weapons work, are definitely worth looking up.
>>
I'm starting to get into making art for my game and I need some recommendations. I'm looking for a graphics tablet to make my workflow faster and make better art. I'm by no means an artist but I have a good enough eye and patience to end up with something I'm happy with.

I'm looking for something at a reasonable price. Right now I have my eye on a refurb Intuos Draw. It has a lot of good reviews, plus I like that the pen doesn't need a battery or a charge. But I'm also looking at Huion. They have bigger, cheaper options but I don't know if they are as good as Wacom. I'm not loyal to brand names, I just want something that works well. Also I like to to use Linux more than Windows but lately I'm using Windows because of RPG Maker.

TL;DR Decent, affordable graphics tablets? Also what do you use?
>>
Wacom is a pretty good brand
>>
>>166073014

Off is an interesting game, but the battles were a total afterthought, and that made it kind of a slog. I enjoyed the puzzles, the dialogue, etc. I wish the story had been a little more clear though.

Enoch/Dedan is a great pairing, though. I like it, even though they only interact once and it's in a flashback.
>>
>>166075672
Agreed. I use an old Bamboo for my art. I can't afford a Cintiq.
>>
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Actually made progress today! Made an enemy.
>>
>>166081571
Whoa, freaky. I like it.
>>
I've since decided that I will have multiple endings in my game. The question I have for you is this:

Do you like games that have multiple endings that are chosen near the end of the game or cumulative choices throughout the game that decide what the ending is?

I like the choice-near-the-end type myself because you can explore different options quickly once you've beaten the game. It's hard for me to go and play through a game when I already know what happens throughout.

But I know some of you do like playing a game multiple times and exploring different story lines throughout the game thus giving it replay value.

Is the best way to go about this having a few big choices in the first 3/4 of the game and a few choices near the end that are available only if certain criteria are met?

For example: You save NPC 1 mid-game. Then near the last part of the game, NPC 1 comes back to kill one of your party members. You then have to choose between killing the main bad guy(which results in losing your party member) or saving your party member(which results in the bad guy getting away). Then you get two endings from that.
>>
>>166084617
Also to add, If you did NOT save NPC 1, you never get that story line choice to save your party member or let the bad guy go, you just fight the main bad guy.
>>
>>166084617
Make the split at like 75% of the game, similar to SMT. Once we've got a major plot point where said decisiveness is being determined, there's a reason for us to pursue one path versus another. If everything is only splitting at the very end, your choices are nigh-on irrelevant beyond selecting what cutscene you get. If we have to go down a different path plotwise, we're exposed to new interactions, new events, and the endings will have a lot more impact as a result.

Think SMT 4's paths versus KOTOR's endings. If we're literally just going in a straight line that branches only at its end, what point is there in replaying the game for the other endings? Versus an entirely new crew of characters being introduced, destroyed, or recruited, and as such, the plot progression shifts. Anything can happen. Just make sure it's not too early in the game that we are locked into a path we don't want, and not too late that it won't matter anyways.
>>
>>166042228
Not him, but discouragement is often the best form of encouragement. The emotional impact is helpful to break you out of your bubble, expanding your vision.
>>
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>>166084617
Personally I like near the end types more. That way when you're done with the game you can usually go back and see the multiple endings.
>>
>>166085778
I haven't played the SMT series. But I made a chart that sort of illustrates what I'm talking about. These are made up so they may not make a whole of of sense. Basically you get 8 possible endings from two major plot choices.

>1 = A + C + E
>2 = A + D + E
>3 = B + C + E
>4 = B + D + E
>5 = A + C + F
>6 = A + D + F
>7 = B+ C + F
>8 = B + D + F

Now in the game you HAVE to choose between (A or B), (C or D). E and F are the last choices but depending on the previous two, you get that ending. I want to make the choices very obvious so you can know when these happen. Is that too restrictive?

>>166086493
Yeah me too. You can't recreate the first time experience of your first playthrough of a game.
>>
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>>166088483
fuck, forgot the chart.
Also I realized that you have to make 3 major plot choices, not two.
>>
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>>166088483
Exactly! After a game I want to feel fulfilled, not think about playing it over again to see the next ending.

Or worse, fuck up and get a bad ending in your first play through kind of sucks.
>>
Since we're on the topics of multiple endings, I'm considering having 2 endings for my demo. The first ending is the real end-of-Act-I cliffhanger. The other ending is a stupid joke ending just for the demo.
>>
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Good night bump
>>
Good night, /rpgmg/. Dream about your game!
>>
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Anyone know how to get MIDI files playing in Linux? Switched to Linux Mint recently, and apparently there isn't anything to natively play mid files, and the games end up having no bgm (because they cant play, duh).

Tried to find and install some media codecs but I think I just ended up breaking it more....
>>
>>166089927
Imo It's better to not do things in your demo that won't be in the final game, it turns out to be mostly a waste of your time that could be used developing the whole shit. Do the demo as you do the game and just cut the intro part for a demo.
>>
>>165991206
Furries will never fully understand just how gross their interest is to regular, functioning people.
>>
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>>166097382
It's the only thing I think about at this point
>>
>>166102174
Wait, my game also features animal characters. Am I fucked?
>>
>>166100148
Convert them to OGGs?
>>
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>>166102174

>being so caught up in weird internet shit that you can't even see an animal without internally screaming about furries

What's this shit?
>>
Bumpf
>>
>>166111167

He said, "bump."
>>
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>>166108517
>>
>>166115916
That's obviously not him
>>
>>166075672
They were doing pretty badly due to not having much competition, but the popularity of smaller brands may have pushed them to try again instead of charging an arm and a leg for diminishing quality/specs.
>>
>>166113941

He said "bump" again, just to make sure.
>>
>>166118790
So is Huion worth looking into? Like I had said in a previous post, I could get a refurbished Intuos Draw for a reasonable price but are there alternatives worth looking into?
>>
bumpty
>>
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>Have been working on a combat system where things are more like "duels" rather than typical dungeons, and the individual's stats rarely ever improve, though you supplant this by simulation-style equipment management
>So this worked out until it got boring, so I decided to bind any and all skills to specific equipment, so you require a magic staff in order to use a magic spell, but you need a pyromancy staff in order to use pyromancy, so on so forth
>So this worked out until it got abusable, so I decided to bind very specific skills to individual pieces of equipment, and I now have around 400 skills to 150 equips, and I'm still going
>At some point I decided to make it so that every piece of equipment has a certain "Mana" drain, and as such, you need something to offset this so that your endgame isn't just "Equip the bestest gear lmao", so I made mana boosters which offset the drain
>Now I have players forced to keep boosters or MP raising items handy to offset their dramatic mana burn, or they can instead equip items which increase max MP dramatically high so they have a huge pool to ignore while using high-tier skills in combat
>At some point I also decided to make it so that equipping new gear is a skill, and it costs some MP, so you'll be able to re-equip on the fly at the cost of mana, whilst dueling an opponent who will do the same
>Tested out my works and made an AI who would adapt to my usage of a Flare Shield (reflect all Fire-element damage) and change to an Ice attack, but if I used Crystal Shield (ice Flare Shield), he would switch to anything but an Ice attack
>Everything worked out perfectly, even their own mana burning due to overtaxing themselves at switching

This program is beautiful when you really get a rhythm going.
>>
Today is a great day for making progress
>>
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>>166029764
Took some baby steps and learned how to color my first enemy. Now in coloring i' hope i'm finally at least at elementary school level!
>>
>>166129120
On playing Skies of Arcadia. For research.

>>166130117
Suitably menacing, although I noticed a few artifact whatsits on the right "streamer" and around its hair and hackles.
>>
>>166130117
looks like a digimon
>>
>>166130117
You should redo the tail, the design is okay but the perspective is really wonky.
>>
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>>166130329
It was an accident i couldn't fix. For the next enemies i'm gonna use what i learned with this one, and later remake it. Not gonna change the "everything is divided by thick outlines" though, i'm making the game in 2 completely different parts and the enemies and characters from part 2 have to look way different than the first one.

Wish i knew how to make it look more "material and solid", if that makes any sense.

>>166130467
Yeah i asked a friend before posting and he said the same thing. Only when i turned the claws from yellow to red i noticed it too.


>>166132007
I should really learn how to draw, eh? Anyway i made the tail into another streamer since i didn't like that tail from before.
>>
>>166102174
>2017
>not realizing that all furries are rich
anon...
I'm not a furry, but I think it's cute regardless!
>>
>>166115916
This is not me. I wish I was a furry artist, I'd make some big bucks.
>>
Arise
>>
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PROGRESS.

Is this nice dialogue?
>>
>>166141178
Yeah it's nice.
>>
Show me your first dungeon
>>
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>>166144632
All I got is the entrance and 1st floor right now, but here it is. The Tower of Elders.
>>
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>>166144896
And here is the first floor.
>>
>>166144632
My game doesn't have dungeons.
>>
>>166144896
>>166145050
This looks really nice, I like it.
>>
>>166145236
Yeah, I like the Ancient Dungeons Base Pack from Celianna. Don't have the money for the other two, I've been chasing links for them for the last few weeks. So far no good.
>>
Which game would your rather play:

>You try to change the world to impress the person you like but unleash evil unto the world

or

>You are in a wrestling( or other sport) league trying to become the champion. You start local and move up nationally and eventually worldwide

or

>You're the sidekick of a hero that is trying to become the best hero ever but a tragedy makes him quit and you must take his mantle. But you soon find out that he's not a hero anymore but... a villain
>>
>>166146364
>You're the sidekick of a hero that is trying to become the best hero ever but a tragedy makes him quit and you must take his mantle. But you soon find out that he's not a hero anymore but... a villain

Most intriguing of the 3 for me.
>>
>>166146364
First one
>>
>>166146364
Second
>>
>>166146364
None.
>>
Post music
>>
>>166150678
https://soundcloud.com/iwilldevouryourkittens/castle-agon
>>
>>166145050
>>166144896

I like it. Good shit anon. Not too much open space too, which is nice.
>>
>>166150760
I like it a lot, you should use that violin more often!
The song has a somewhat oriental touch, if I were to describe it.
>>
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>>166151410
Here's another area I had made. I'm hoping I get some donations on my Patreon so I can get Ancient Dungeons: Jungle and Ancient Dungeons: Winter.

I have no idea how to do the paralax thing, so all my maps are made using tilesets and the program itself.
>>
>>166151881
Ty anon!
>>
How do you handle your HP potions?
Set values like 200 HP or rather something like 20 % of the MaxHP?
>>
>story plot is mostly the MC traveling up a tower
>secondary party members come and go
>they usually have an arc for themselves for each dungeon theme
>not sure what the fuck MC's goal is or what he'll do one he gets to the top.

HELP
>>
>>166157098
I use percentiles for HP and MP potions. 25%, 50%, 75%. While potions that regain both go 50%, 75% and 100%.
>>
>>166146619
>>166147770
>>166148103
>>166150490

Thank you all.
>>
>>166157156
Is it a huge magical tower filled with monsters and treasures and no one knows where it came from?
If so let the source of its creation be on the top, maybe a powerful god/demon. Rumor is that he who reaches the top will gain incredible power.
MC simply wants to climb the tower, for filthy lucre and thirst for adventure. Sometimes an easy motivation is better than a overly complicated one.
>>
Hey /rpgmg/, how would you go about making a game about Trump?
>>
>>166157936
Not at all.
>>
>>166157156
If you want a really ambiguous and arty ending, the MC jumps off the tower when reaching the top.
>>
>>166158103
So...every Yume Nikki knock off? Seriously, I sincerely have no respect for "YN inspired" games, it's all hurr durr look at this random artsy stuff 2deep5u, along with edgy themes and a couple of jumpscares thrown in
>>
>>166157936
I was actually thinking about this myself. I've been elated beyond belief today. Haven't even worked on my game. Going to start soon.
>>
>>166157936
Meme magic turns out to be real, and you have to stop a secret cabal of Nazi meme wizards from using the Internet to turn Trump into the avatar of the Egyptian chaos god, Kek. With a twist at the end that Kek is simply another guise of Nyarlanthotep, who was pulling the strings all along. It's supposed to make fun of meme magic or something.
>>
>tfw you got a DS Emulator for your PC and haven't been able to make progress in two days because of it
Damn. I had forgotten how easy it is to die in Megaten games and lose one whole hour of gameplay.

How hard are your games, anons?
>>
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>>166159401
Work on you game Anon
>>
>>166157781
It's a tower/city that has turned gray over time. I guess it's more like a journey of self-discovery. Sort of not sure.

>>166158103
I considered it, but then figured it probably won't work out because the MC was "dead" since the start of the game.
>>
>>166159401
First 5% is typical introductory JRPG fare
up to 10% turns it up to about where mid-game levels are in most JRPGs; you actually need to strategize for normal mobs instead of auto-attacking, bosses require a little bit more than tank, spank and heal, etc.

between 10 and 25% the game starts getting hard where you can expect to take multiple tries killing a dungeon, normal enemies really wear you out etc.

Between 25% and 90% of the way done is brutal.

91% to the end of the game is "indie platformer" hard and any post-game/bonus content is simply unfair to the player to be blunt
>>
How bad is it that I want to add the materia system to my RPG?
>>
>>166021587
The reason we haven't evolved out of things as painful as bad memories is because we need them to survive. The more they hurt, the more we need them.
>>
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>>166141178
It's pretty good, it reads well and isn't verbose at all. Good job.

>>166146364
Third.

>>166150760
The beat is pretty great, keep it up anon!
>>
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Taking a break from grad exams to make progress
>>
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PLEASE HALP GUYS

How do I make the message box effects different in RPG Maker MV? When a message appears it kind of appears like using this effect where it unfolds from the middle and I despise it.

I'd just like it to popup out of nowhere.

What do?
>>
Is rpg maker able to make a game like final fantasy tactics?
>>
>>166168487
no

there was a tactics rpg creator but it was like in 1940 and it was literal shit

you either program it with scripts or use another engine

it is feasible? yes
it is easy if you never used rpg maker? no
is it easy if you know how to program? only if you are good at it, but if you are, there's no reason to use rpg maker instead of making it from scratch
>>
>>166168657
Thank you!
>>
>>166168487
>>166168657
>>166168762

There's a tactical RPG script for VX Ace. Not sure if one was made for MV or not.

http://forums.rpgmakerweb.com/index.php?/topic/16085-gubids-tactical-battle-system-v24-for-ace/
>>
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>tfw only know music
>some game design out of playing experience
>complete shit at art
>have to guide the game in the way of non crashing/bugged plugins
>>
>>166168952
I have no idea what this is but I'm genuinely interested
>>
>>166168952
Tell us more about your game you cute French person
>>
What was that booru that had tons of lisa fanart?
>>
Note to self:
-Design characters first.
-Learn how to shade with monochrome.
-Remember advice about parrying and poise for default battle system.
>>
Does your deal with philosophy in any way?
>>
>>166176085
Kind of.
My game is about death as salvation.

Suicide is acceptable because:
1. you never asked to be born.
2. less mouth and resources to feed people
3. reduce suffering
4. people left behind get sad but they will move on
5. stop the suffering for those who can't even be cured from illness

But I don't want to make it preachy.
>>
File: 101.jpg (505KB, 1000x709px) Image search: [Google]
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Good night bump
>>
Rebumping
>>
>>166159401
You have to be aware at all times in battle, as in, when to guard, when to attack, when to use items so you don't waste it randomly, skills are mostly timed like this also, and you only have one party member. But you do have a great variety of items and skills who will help with that. I just hate "hit attack" battles, so I make them more complicated. When you're aware of the battle, it can become quite ok, but if you're distracted, you can loose quickly.
>>
Bumporama
>>
How viable is it for an rpg to be popular without costum art/assets?
>>
>>166190871
How far into making your RPG are you? You should worry about making a working game before worrying about the art assets.
>>
>>166164140
Thanks for both compliments anon! I'm both >>166141178 and >>166150760.
>>
>>166178145
I'm not trying to get you to change the vision of your game, but consider the following: suicide is only acceptable in certain circumstances

>you never asked to be born
Not asking for what you get doesn't make it acceptable to dismiss it, think about the gifts you receive in your birthday

>less mouth and resources to feed people
If you're the provider of a family, you're the one who gets the resources to feed your relatives, so your death would make getting food harder for them

Now you could say "yeah but if you die there is less food consumption" in which case you are technically correct, but that's just semantics, because the fact is that the amount of food isn't always the problem, it's the accessibility of it, and your death will make food much less accessible to those who relied on you as the provider, rendering the reduced food consumption absolutely meaningless

And consider that your death would actually have a negative impact on society if you were a productive member of it, there are many other factors that count asides from food

>reduce suffering
Yes, but you also lose the opportunity to experience the good things of life, which matters while you're alive,

Also, you'd make your family suffer, so unless your relatives hate you, the reduced suffering only counts for you

>people left behind get sad but they will move on
The pain of losing a family member (especially due to suicide) is not something you'd easily overcome. They will feel guilty because you were suffering and they couldn't help you, especially if you never showed any signs of suffering. Just imagine someone that you really love ends up killing themselves and you never saw any signs of something bad happening inside them. Do you really want them to go through such pain?

And some people can't overcome the loss and end up killing themselves, even years after the event.

>stop the suffering for those who can't even be cured from illness
This is the only thing in which I agree
>>
>>166152313

You're fishing for donations in the wrong place.

Also, that tree placement is unnatural as fuck. Is that Ace? If it's Ace, do parallax and make belieable clumps of trees. If it's MV, clump the fucking trees together, one glance tells you that the placement is wrong and calculated.
>>
New Yanfly plugin: https://www.youtube.com/watch?v=dd21Qlb1zNs

Where has this been all my life?
>>
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>>166170704
>>166172254

Refining the core elements until I find a sweet spot to start real work, but basically you should be able to wander in a semi-wide environnement ala Pokemon, and enter houses illegaly.

The goal is to steal stuff, and fulfill collections of items.

There's a part where you're supposed to buy and upgrade houses/appartement but it might be compromised because of my art skill.

I plan on adding a bit of challenge with the combats. I'm personaly fine with either casual comfy games & assblasting games, but I don't know yet what balance I can get with this one until I add more mechanics. Plugins having bugs completely change my vision everytime because I can't fix them myself.
Like that weight system, you have 10/10 items, but can still draw from chests and the items vanish.

I want to add basic missions for a "story" mode, and a mode randomizing your encounters. I'm looking around doing something with steps (lvl1-10, lvl10-20...).

TLDR:
>Steal stuff from accommodations
>complete item collections
>fight people, doors, and safes
>upgrade stuff with money
>>
>>166195110

Is the game called 'Didn't do Nuffin'?
>>
>>166196343
It could because I'll try to include a intro cutscene and background decriminalizing the player.

Kinda like you're Hitman but only kill criminals and bad guys. But you can kill innocents if you decide to.
>>
>>166166197
Take a look at rpg_windows.js

A variable called "openness" tracks the animation progress. It starts completely closed at 0 openness, and increases by 32 openness a frame until it hits 255, when it's completely open.

If you want instant openness, the easiest way would be to change the +32 to a +255.

if you want an all new animation (slide up from the bottom, fade in, etc) you'll need to look at rpg_core.js. The positioning and animation for the window are defined like this:

this._windowSpriteContainer.scale.y = this._openness / 255;
this._windowSpriteContainer.y = this.height / 2 * (1 - this._openness / 255);
>>
File: 2017-01-21_09-33-40.png (10KB, 873x149px) Image search: [Google]
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Don't forget your backups!
>>
I think I'm gonna take yanfly's advice and set up my whole game with a super bare bones structure. It's been like a month and I'm still fucking around with the battle system (and that itself is still mostly unplayable). I think it would probably help motivate me to work more often, too.
>>
>>166178145
>people left behind get sad but they will move on
I remember a quote that relates to this, and goes like this:

"Dad, I'm here in front of your gravestone. I know you killed yourself because you said you didn't want us to see you suffer from your burden. Well, instead of you having your burden, you gave it all to us."
>>
What makes you care for a character in a game? And what would you say are the best ways to go about getting you to care for a character?
>>
>>166199192
As a person whose father actually killed himself, I can agree with this. It has been almost eight years now and I suppose I have "moved on," though I don't think I never stopped in the first place. But the incident haunts me to this day, instead of leaving behind fond memories he left behind a curse for everyone close to him. From this personal experience, I would call this guy a very naive person and as such wouldn't recommend him to make games with "deep lessons."
>>166178145
>>
>>166176085
At the core, my game is about the positive AND negative aspects of loving someone. The benefits of companionship and support are weighed against the pain of loss. It's really hard to love someone.

There is also a huge theme about personal responsibility- overcoming hardship to better yourself. Each playable character is extremely broken in some ways and are often reminded of their faults.

To sum it all up in one sentence:

"Grow, and move on."
>>
>>166199679
Seeing them express their vulnerabilities and struggles. To feel human they have to realistically react to negative situations, instead of just saying "lets go! everything is great!" all the time. It helps to really try to jump into that character and write from inside them, its almost like acting. Never forget to explore the reasons why the characters are the way they are, you can always come up with potential negative personality traits that reflect their upbringing and the events that transpired before the start of the game.
>>
File: Map002.png (687KB, 1200x576px) Image search: [Google]
Map002.png
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Thoughts on my "town"? Is the layout all fucked up or what do you think?
>>
>>166203162
Do you use autotiles? I've had limited success with them.
>>
>>166164927
Your art is gorgeous. I can only hope I can find a spriter like you to join me when I finish the mechanics and structure of my own game.
>>
>>166203404
Yeah, I literally learned about shift clicking and all that like a week ago. Because I don't parallax (yet) so I try to do what I can with the tiles. Anything specific you were thinking of?
>>
>>166203464
I had made a few floor tiles and two wall tiles. So far it seems okay. I don't have enough yet to make varied buildings. But my game is greyscale so The colors don't matter but they have to be easily distinguishable by form and contrast.
>>
>>166203162
It looks better than most of your other maps, it's fun watching you improve! The layout seems good to me, only thing I might add is buildings leading to other buildings. For example: have a hole lead to another hole that with increased elevation, there is no "ramp" going up to this area. Make it feel more "tunnel" like, with doors leading to other areas, etc.
>>
>>166199946
>I would call this guy a very naive person and as such wouldn't recommend him to make games with "deep lessons

This goes for 9 out of 10 projects where people try to make it about some emotion or another.
I'm not sure what is wrong with these people that make them think they're qualified to write about something so complex in a way that isn't just horrendously embarrassing and out of touch.

It's too damn common.
>>
>>166203162
Hey cavebro, I'd recommend a couple of things:

Make a few variations of the cave door. You can afford a few extra KB and it'll really help to navigate between buildings.


Otherwise looking swell- trees seem to be using greens that don't really go with the grass, I'd recommend less far-removed hues for better overall cohesion (a graphic style that's internally consistent), but it's totally your choice.
>>
>>166203464
>>166205009
whoops I replied to the wrong anon, sorry!
>>
>>166205904
Thank you. That's a good idea. I've been using ladders indoors as a way of reaching cave "attics" or different rooms but I didn't think of doing something like that with the outdoor areas.

>>166206225
Dude I struggle with these colours, thanks for pointing it out. Just yesterday I decided to make the trees green instead of the weird ass red, blue and yellow I had before and I like it better but I also felt like something's off there. I should have made a palette first to refer to with every tile instead of winging it. I'll make some more cave holes too.
>>
>>166178145
What's your setting?
That works best in a post-apocolypse scenario, or a gritty story about a guy whose got little to live for (Gran Turino, Sin City). In a setting that isn't overwhlemingly oppressive, I don't see it working as well.
>>
File: Untitled_palette.png (208B, 168x70px) Image search: [Google]
Untitled_palette.png
208B, 168x70px
>>166207623
I made a small palette of variations closer to your grass- hope it helps a little.
No need to stick to it if it makes things too bland obviously!
>>
>tfw you write a characters story and everything fits in perfectly
>>
>>166208213
Thanks anon, you truly are my greatest ally.
>>
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2.png
8KB, 816x624px
>>
>>166212081
Sweet dreams Leo!
>>
>>166212081

I want to pet the kitty
>>
>>166212081
Good night
>>
>>166215017
>>166212293
>>166212081

>tfw still working
>>
Trying to justify for myself that a particular invention in my universe is physically possible, and struggling a bit with the math.
>>
>>166217774
What does it do?
>>
>>166218760
An elevator that descends at a constant rate by converting additional vertical speed into rotation. The wall of the elevator shaft is threaded like a screw, with a slope that gets closer to level the further you go down. At the bottom, the rotational energy is stored into a spring, which can be released to force the elevator back up the shaft.
>>
File: 1472932508190.jpg (43KB, 640x640px) Image search: [Google]
1472932508190.jpg
43KB, 640x640px
>>165769661
>MC has spiky hair
Yes.
>..and a terrible dark past
an ex-knight. So no.
>Using face gen
Just because I don't have a tablet yet and too broke to pay an artist.
>Elemental crystals
Only for a puzzle I've planned in a sidequest.
>waifu character
uh-oh...
>>
File: 1482363479374.jpg (60KB, 500x375px) Image search: [Google]
1482363479374.jpg
60KB, 500x375px
>>165788187
How about one of the earlier bosses reveal that she knows where the girl is?
I'd go with:
>sister was abducted but morphed into something grotesque. Previous key items you have could save her or prevent a bad ending where you have to put her to endless rest.
To an hilarious extent:
>you find your sister in a dream sequence only to get revealed that you are the princess all along and have amnesia :^)
OR
>sister wasn't abducted, she devoted herself to some god to mother of those beasts. There's nothing you can do about it but to visit her year to year as an epilogue in a sad manner.

Man... I should really work on my scenery...
>>
File: red pad of question.png (15KB, 370x453px) Image search: [Google]
red pad of question.png
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which script is useful for move in diagonal?
like the red pad in my pic
>MV version
>>
File: 2017-01-21_14-31-11.png (8KB, 468x323px) Image search: [Google]
2017-01-21_14-31-11.png
8KB, 468x323px
Good news, everyone! The math is sound!
>>
File: 1472723987114.jpg (29KB, 295x214px) Image search: [Google]
1472723987114.jpg
29KB, 295x214px
>>166221052
>>
When is your lewd game finished?
>>
>>166223594
Just because I put a few fetishes here and there doesn't mean it's a lewd game!
>>
File: coffee spoons.gif (96KB, 458x306px) Image search: [Google]
coffee spoons.gif
96KB, 458x306px
>>166223594
When I:
>put a huge distance between me and school
>find a job to finance commissions to a good artist.
>>
File: SceneMeter.gif (317KB, 144x288px) Image search: [Google]
SceneMeter.gif
317KB, 144x288px
>>166223594
I took some days off work to try and get mine demo-ready.
I did not manage to get it demo ready.
I made some of the new UI though. My only worry is that it'll be too busy considering what else is happening onscreen.
>>
>>166225795
Is this a lewdometer?
>>
File: Cash Samples Wip 3.webm (1MB, 888x500px) Image search: [Google]
Cash Samples Wip 3.webm
1MB, 888x500px
LOOK AT THIS SICK DOOR
>>
Hey guys, anyone know how to fix this broken font? I've already installed the required font (MS Gothic) but it still shows up like this.

Also have the same problem in Wadanohara of the Great Blue Sea and The Gray Garden
>>
>>166229145
font size maybe?
>>
>>166229186
I'm just a fan of RPG Maker games, been playing a few recently, so I don't know how exactly one changes font size in a game.

That doesn't even look like MS Gothic, but for some reason it looks like that. Pic related is how the font should look
>>
>>166229145
Have you tried the RPG Maker Font Fix? If you google it, there's a link to one on IndieDB
>>
>>166230261
I was looking at that just now too! Still nothing though, it unpacked two .fon files into the directory, still nothing. I've checked the game's files too and there's no font files in it either
>>
File: IMG_2667.png (771B, 24x45px) Image search: [Google]
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Is anyone here willing to possibly be the coder for a game? Really I just need someone to help make a few menus or battle mechanics here and there.
>>
>>166231175
F-for VX Ace, that is.
>>
>>166231046
Hm... Do you have RPG Maker 2000 or 2003 installed on the computer? If so you might be able to replace the RPG_RT.exe with the one from the steam folder.
>>
>>166231882
I only have the RTP's for VX and Ace installed, and apparently you don't need to install any of the RTP's for older versions of RPGMaker, they've all ran fine so far.

But just to check I also installed the RTPs for RPGMaker 2000 and 2003 plus the font fix patch and now it looks like this, which is even worse IMHO. Can you try uploadiing the .exe or font files if you have them?

I've also tried installed MS Gothic, MS Mincho, and the font files inside the Ace and VX RTPs (umeplus-gothic and VL-Gothic-Regular and VL-PGothic-Regular)
>>
>>166233172
https://www.mediafire.com/?0auyh8k4oh5b344

See if these help.
>>
>>166228840
if you don't mind me asking, how are you hiding the areas while those doors are closed?
>>
>>166227952
you know it.
>>
What are the units of measurement in your world? I'm torn with using normal imperial measurements or with making up fantasy sounding ones (Final Fantasy XIV, for example, uses ilm/fulm/yalm/malm instead of inch/foot/yard/mile, and onze/ponze instead of ounce/pound).
>>
>>166235325
Metric.
Making new versions of existing systems by just changing the names a bit doesn't really add anything, and makes such a small part of the game a chore. It adds to the player mental load, which is a threshold I think when crossed causes a middling player to stop caring or wanting to continue.
>>
>>166233853
they didn't, but thanks for trying anon
>>
>>166234205
It's Dark Room Covers plugin by MrTS.
>>
>>166235325
>imperial measurements
Please don't.
>>
My game has some world changing decisions, such as
>>
>>166241310
what happens if you do and dont
>>
File: 2017-01-21_19-09-04.png (83KB, 1127x671px) Image search: [Google]
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83KB, 1127x671px
Two new villages for my world map tileset.
>>
>>166197376
Sorry, I went to sleep yesterday. I don't get this. Are you sure this is for MV?

I'm searching for openness but I literally don't see any value of 32.

Is there any script to control this easier?
>>
>>166242845
Nevermind, I was checing rpg_core instead of rpg_windows lmao

thanks
>>
We need a new thread soon!
>>
>>166241939
If you do, your life is recovered, and you can eat them forever, but if you don't you are a good person, and you won't eat the material your best friend is made of (Gingerbread Man)! This may impact the game in a secret way which I won't tell just yet~
>>
rpgmg discord when
>>
>>166246427
seconded
>>
>>166246427
>>166247172
There's already one
>>
>>166246427
I want
>>
>>166203162
What tileset is that? Did you make it? Looks really cute
>>
>>166247385
>https://discord.gg/MmsFC
>>166247359
>>166247172
>>166246427
Dis one?
>>
New General please.
And is there a way to make everyone receives exp even if they are KO'd?
>>
>>166247836
Remove the Experience * 0% effect on the Knockout state.
>>
>>166247836
create a alter KO state with no experience blockage?
>>
>>166247640
>https://discord.gg/MmsFC
that one doesn't even work
Thread posts: 752
Thread images: 148


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