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/rpgmg/ - RPG Maker General #188

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Thread replies: 754
Thread images: 129

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A New Yanfly Comic 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 (embed) (embed)
Even More Updated DLC Pastebin
http://pastebin.com/91QntR9H (embed) (embed)
More Resources
http://pastebin.com/PznwN93Q (embed) (embed)
Katakura Hibiki Resources
https://drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Pixel Art Tutorials
http://pastebin.com/SuXCN3pf (embed) (embed)
Generators and other useful resources
http://pastebin.com/aeg28Ktm (embed) (embed)
[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:
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
>>167171179
>>
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The other thread died with only 288 posts. Come on anons gotta keep it alive

New Yanfly comic btw: http://yanfly.moe/2017/02/04/comic-lets-make-a-database/
>>
Okay anons, answer me these questions 3

1. How big is your database?
2. How do you make your database?
3. What's the worst part of database work for you?
>>
Page 10 already? No!
>>
>>167411219
I've got 45 character in a game and I gave them unique classes and skills. I still have to make the enemies, troops, items, and special animations.
1. It's gonna be big.
2. One piece at a time, from top tab to bottom.
3. Animations: how do they work?
>>
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>>167411124
>mfw i really do make everything up on the spot
>>
>>167413740
Congratulations, you are a Ralph like me.
>>
>>167414102
I was going to post "a what?" but then i realized i was retarded.
>>
>>167411124

>Ralph is a bit too plugin reliant

Man that drives me crazy. I'm always seeing people saying stuff like "is there a plugin for basic treasure chests".
>>
If you go to a room and all the doors you check say "It's stuck", would you try checking them again, try to use items or just assume that you ended up in a dead end and close the game?
>>
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hell yeah
>>
If you post progress, the thread doesn't have to die!
>>
>>167416707
Depends on what I learned from previous gameplay, but otherwise I would just check them again.
Items don't come to my mind unless it tells me I'd need one.
>>
>>167418205
I have 20 out of 75 skills down and finalized.
>>
>>167416707
If you want players to try using items on a door, you should have an item selection window pop up. Don't require the player to open the menu.
>>
ANY DEMOS
?

seeing other people's progress inspires me to work on my game.
>>
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>>167411219
1. About 144 skills not counting the enemy skills. Though most of those are identical other than element and status.

2. I made placeholders before hand, besides for the enemies which I'm making up as I go along.

3. Being done with it, database work is fun.
>>
>need to grab a plugin for stealing
Why do they do this?
>>
>>167422837
>database work is fun.
This, much more fun than putting together maps. Although that's probably because my tilesets absolutely blow.
>>
>>167420657
soon anon ;-;
right now I'm working on going back and making houses and shit so my towns aren't empty or all just locked doors
>>
>>167419543
What I want the player to do is checking the door 4 times before he manages to open it (note that the message would change slightly every time you check). I was just wondering if someone would close the game before doing that. Or if, for example, somebody would equip an Axe and then try checking again.
>>
>>167425338
>player to do is checking the door 4 times before he manages to open it
that's way too many times, there's really no point in that. it adds nothing to the gameplay and its not a "puzzle", it will just confuse people
>>
>>167425338
I would move on expecting that this door is just decorative.
>>
>>167425338
Speaking from personal experience, I would most likely close the game (if that was a dead end and there was no where else to go). I think you may want to make it clear from the first interaction with the door that it needs to be interacted with multiple times. Something like "The door is locked, but..." and then something that clues the player on interacting with it again. I don't know the circumstance of why it opens after 4 uses so I can't give you a clear example, but make sure the hint isn't vague enough to be misconstrued as something else. (like, don't say "but pushing on it might be enough to force it open" because some people might think that means running back and forth into the door without pressing use)
>>
>>167425951
But if the player just opens it on the second attempt, it doesn't really feel "stuck", IMO.

Also, note the messages go "It is stuck", "It is stuck...", "It moved a little", "Some kind of wood broke! It is open now! ".

It is supposed to teach the player to check objects multiple times.

>>167425989
But you are trapped in the room.

>>167426438
That seems too obvious to me. Wouldn't the ability to save inside the room indicate that it isn't a dead end?
>>
>>167426718
If you're trapped in the room, and the room isn't too big, and there aren't many (if any) other objects in the room, than it might be fine. Is it also the only door in the room?

I still think you should include a hint when first interacting with the door. It might be too obvious, but if this is suppose to teach you that interacting with objects multiple times is necessary, than I don't see that much of a problem. It also just makes sense, if the door is able to be opened after a few uses, then I think it should be apparent with every interaction that it is coming closer to being opened fully. Otherwise is seems like a bit of an ass pull that jingling with a doorknob a few times managed to break open the door.
>>
>>167426718
>It is supposed to teach the player to check objects multiple times.
that's a horrible game mechanic, lazy writing. make actual puzzles to solve, not filler time-wasting shit.
>>
>>167427328
This
>>
>>167411069
LF Humble Bundle 2 link, the one listed doesn't work. Looking for Classic School Tiles to be more specific.
>>
Anyone can post some "evolved" skills? I want to see how to balance the damage between an early game one and a mid game one.
>>
>>167428503
it really depends on your numbers, my dude.
>>
>>167416797

Hell yeah
>>
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I should've set a limit for myself making this game.
I'm already making the 11th dungeon and I have 3 more planned.
>>
>>167429167
godDAMN mv's tilesets are so incredibly bad
i'm just gonna parallax the shit out of everything using FSM's resources from 2k3
>>
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>there was an RPG Maker DS
>>
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I am having a big issue with the current SV setup, somehow the enemy being on the left side of the screen just doesn't feel right.

Any ways to make my battles look like this or should I just settle with the current setup?
>>
>>167430012
ya and it was poo but the resources are pretty ok
>>
>>167430015
>enemy being on the left side of the screen
Haven't you ever played Final Fantasy?
>>
Can any musicfags give me some feedback on this? It's the first thing I've done that didn't make me throw up after reahearing it a day later.
https://soundcloud.com/kami-46088156/spacelab
>>
>>167430015
>Any ways to make my battles look like this
Learn to JavaScript. It isn't that hard.
>>
>>167430219
7,8,X and 12, uninstalled 13 after the first 30 minutes.
>>
>>167430015
in yanflys battle core plugin you can set the x and y values of your battlers, and you can easily move the enemies to the right bu just moving the sprites on the troop page
>>
>>167430459
Huh. Well, 7's got your battlers on the right, and so do 1 through 6. Also other SQEX games like Bravely Default and Bahamut Lagoon.
>>
Any tips on designing characters?
>>
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Slight redesign. Is this alright? It's also meant to be somewhat... boring if that makes sense.
>>
>>167431581
I'd say you should switch the double doors and the benches around
>>
>>167432001
Those were going to be tables, kek. I still need to rework them. It's supposed to be tables that have complimentary snacks that apartment lobbies sometimes have. Like free coffee or muffins or something.
>>
>>167431581
Maybe add a painting or two
>>
>>167430601
Thanks Anon.
>>167430647
Yeaaah but it just doesn't feel right to me, maybe it's because how I imagine the battles to look but this is simply bothering me.
>>
>>167432707
yeah I grew up on paper mario so the FF looks weird
>>
>>167432445
Noted. I'll create a few.
>>
>>167431370
I use the MV character creator to mock something up, and then I redraw it myself with modifications.
>>
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Post progress!

One of three towns in my game.
Fuck RTP, but I'm too lazy to find another tileset.
>>
>>167435234
Just modify the RTP. It's really not that hard and can make your game look at least a little unique.

Just changing the color or adding a few pixels can make your game look different.
>>
>>167435234
You're missing some shadow on the right most point of that pier.
>>
>>167435828
I didn't notice that. Thanks.
>>
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>>167430601
Using this method I was only able to move the MC sprite, but the casting, shadow and enemy attack still connect at the default position.
This is the furthest I could push the enemy to the right because of my 16:9 aspect ratio.
I knew it was to simple to be true.

Also they keep moving in the wrong direction while attacking, but I was hoping to eliminate that completely.

I guess I'll just have to live with what I have, It's not that big of a problem.
>>167435234
Oh man I LOVE IT! It really captures the feeling of a beach town, I can already smell the fresh air and feel the cold ocean winds.
>>
>>167435234
Looking good bump!
I haven't even started my maps yet.
>>
>>167435234
Looks... really big. Like, a pain in the ass to navigate. It also desperately needs decoration. This is a good start, but it's not finished.
>>
>>167435234
Looks nice
>>
>>167418930
I'm down to just 17 more skills to go!
>>
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How do you get away with ripping off monster designs, scenes and music?
>>
>>167441972
Call it a homage and avoid directly stealing assets.
>>
>>167435028
those look pretty good desu senpai
>>
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>>167442043
But what if my whole main enemy is based of an already existing enemy from another game?

aka ugly humans who transform into demons
>>
>>167436581
you did something wrong, the shadows and animations shouldnt be on the other side of the screen still
also, to make them move the correct way when attacking make their step distance negative so the move the correct direction
you can manually set the x and y of your enemies by editing the database files
>>
>>167442518
>ugly humans who transform into demons
Just do it, the concept is hardly original
>>
>>167442518
Well, I presume you'd have to add your own little spin to it. Like changing the type of personality.
>>
>>167442518
Meh. Just apply some changes.

Here you have Zudd, the three-horned demon goat
>>
>>167442628
>>167436581
btw, to manually set the x and y coordinates, open up data/Troops.json and edit this file
>>
>>167442518
Who cares. Literally all of my content is stolen. If I wanted to profit off of it, I'd just alter minor details and if anyone says shit tell them it's inspired.
>>
>>167430246
I fixed the link bump
>>
>>167443948
I like it, reminds me of earthbound
>>
>>167441160
I finished all 2 skills for each character!
Now I guess I'll write up the antagonists and areas.
>>
it's not an ''rpg'' but if its made on rpg maker it still counts right?

https://www.youtube.com/watch?v=WSIjegyAmdk&feature=youtu.be
>>
>>167446653
Sure
>>
>>167446653
Damn, that looks nice.
>>
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>>167449136
>>167442427
What do you guys see in that content that I am missing?
Are my standards too high?
>>
>>167449413
I mean it's impressive for being made in RPG maker.
>>
>>167446653
at that point just use game maker
>>
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>>167449764
rpg maker is more comfy
>>
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So my MC battler sprite sheet is 4200x3000-something, is this going to be an issue and cause lag?
I plan the monsters have the same sized sprites (512x512)x15 images on a single .png
>>
>>167450549
No idea, only one way to find out Anon
>>
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What the fuck is this shit, how am I supposed to find solutions to my problems when all forums threads have been deleted?
>>
>>167454146
you can ask here
>>
>>167454146
I've been using the google cache for the last couple days, but >>167454418 is right too.
>>
>>167454418
Not him, but how can I edit positions of enemy actors in VE's actors battlers if I do something with knockback? (VX Ace)
>>
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>>167454418
I don't want to be a nuisance but I guess I have no choice.

So I've installed Kadokawas SVActorPosition plugin and it's apparently not working, no matter how I chance Actor 1 (my only battler) parameters nothing happens when I test the battle.

I have the 1.3 version of MV.
>>
>>167454146
They weren't deleted, it's just that some dumbass thought it was a good idea to change how the urls were formatted. You can find the thread by changing the url to the current format.
>>
>>167454676
>>167455171
That, that seems to work to see the threads, however I still cannot find out why >>167455113 isn't working
I have YEP core and battle core installed with like 3 other plugins.
>>
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Threadly request.

Does anyone know the Script Call command for Set Move Route in MV? Particularly, I'm after the Repeat = 'true' part of it.

I know how to do all the individual stuff inside the move route, like setting transparancy, change image, set opacity, and even the Route commands themselves, but doing so skips the Wait, Skip, and Repeat parts of the Set Move Route option.

And because this type of question is almost always met with "Well why bother with a Script Call at all? :^)", the reason is because I want to reference the events by variable instead of repeating the same code xx times for every possible enemy.
>>
>>167457229
https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0

>tfw the call for set move route isnt there.
>>
I'm going to make a modern city that involves two mafia-style factions fighting each other.
How should I go about making a map like this?
Also I noticed there is a frame-rate lag on huge maps, so should I just split them up?
>>
>>167458418
Use an "overworld map" esque city with points of interest. You can walk around the city at large and areas you can enter pop up. That's the first thing that came to my mind.
>>
How the fuck am I supposed to make my enemies look cool if I only have 3 frame of animation available?

Why is MV so lame?
>>
>>167458418
I'm also working on making a large scale city map. I highly suggest splitting them to within 50-150 units width and height.
>>
>>167458561
The only limitation is your ability to code. Others have done multi-frame battlers. I think there may even be a plugin for it somewhere. I love MV, and I've been using the maker for like 16 years.
>>
>>167458418
Mobsters usually have a turf in which they control the business, so splitting the map up would be a good idea
>>
>>167458560
>>167458634
>>167458762
I decided to draw it out first, will post mapshots when I get to actual map making.
>>
safety bump
>>
>>167458418
Make a town in which a river divides the town in 2 parts.
Each mafia has their own side of the river.
>>
>>167461090
This
>>
>>167455113
Still didn't figure this shit, YEP Row Formation don't work for what I want.
>>
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>>167458410
I know. It was the first place I checked. My work-around werks, but I find it silly when a single line of code would do the same.
>>
>>167462392
Somehow it's working now, I won't question it, I'm just glad it does.
>>
>>167463275
Not the other Anon but I googled a bit and it is somewhat complicated and not doable in a single line.
>>
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>>167465398
Do you have a link? I googled it as well and couldn't find anyone talking how to do it with MV.

Looking at the core js files of the game though, it should just be a matter of building up the moveRouteList or moveRouteIndex - particularly this mambajamba in pic related. However, all attempts of interacting with anything .moveRoute or ._moveRoute via Script Call either causes the event to run once (no repeat) or does nothing at all.

Even if it takes a couple of lines to get all the fiddly bits right, anything is better than a 14 line block with a loop and a new variable needing to be run through for every single frame of the game.
>>
>>167465840
http://forums.rpgmakerweb.com/index.php?threads/javascript-questions-that-dont-deserve-their-own-thread.46341/page-8#post-501680
Scroll down a little, there is also a little something on the next page.
I don't really understand how this works, though.
>>
>>167466267
Thank you. I'll give it a look.
>>
>>167466267
>it's run through $game._interpreter and codes
Whoa, no wonder. I had a feeling after I cracked open a map js it might need a special way to reference the parameters, but not this... straightforward.
>>
So, does your game have waifus?
>>
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Okay added a painting and some extra stuff.

What other paintings should I make? What would make you laugh/fee/like to see as paintings/posters?

Or signs?
>>
>>167468765
"Modern Art"
>>
>>167468931
"Modern" ""Art""?
>>
>>167469498
Or "Modern (((Art)))"?
>>
>>167468684
Yes and she's very cute and complex.
>>
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>got my over sized sprites into positions as close as possible to the initial idea
>made background template
>"came up"(i swear everything has already been invented) with a new enemy archetype
>came up with some more characters backstory
>improved beginning story
>got at least 3 more hours before I'm completely drained

How's your day going /rpgmg/?
>>
>>167471572
Worked on a tileset and completed three floors of a plot-important building.

Planned out some of the open city map via spreadsheets.
>>
>>167471767
>three floors of a plot-important building
That's pretty fucking great.
I dread the day when I'll actually have to make assets and shiet.
>>
>>167471572

Contemplating how to go about my maps.

The setting is a modern-ish urban area. The MC lives in an apartment and travels to work via public transit. He goes to work in an office building. I may add in some extra places once the story develops.

My dilemma is overworld vs open world. I know the overworld will be much less work and make it easier for the player to travel. The open world will let the player feel more immersed, more work for me and harder for the player to travel.

I'm leaning towards overworld. I don't want to disappoint the player by creating a lackluster world. When the NPC's don't say anything useful or exciting it's kind of annoying. The only game, oddly enough, that had a good open world sense to me was Shenmue 1. The english acting was bad but you felt like they were real people and had knowledge and a life they lived. The overworld lets me put more into the area maps where there is actual story, not just some random street next to a bike shop that never needs the player to go there.
>>
>>167471979
urban areas usually have too much going on to do open-world. You'd need a lot of people walking by who you really CAN'T talk to, just to show the sheer scale of population.

public transpo is an easy way to do overworld: just have the player travel along the rails.
>>
>>167471572
Added events and encounters to the 5th region of my game.
Redid equipment stats because one character had too much defense.
About to work on an emotion scene, but not sure the best way to do it.
>>
>>167472320
Very valid points. My game was probably going to have very bland, generic NPC's that are easy to spot. But creating those events and making them do things and varying that movement is just too much to make interesting.

Yeah he'll probably ride the bus or subway(haven't decided yet) to get to work but he might walk to go to local places like the grocery store or a friend's house.
>>
Is it wrong to just use the per-made maps?
How do you feel about it?
>>
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>>167471979
>The setting is a modern-ish urban area. The MC lives in an apartment and travels to work via public transit. He goes to work in an office building.
>>167472586
>My game was probably going to have very bland, generic NPC's
>he'll probably ride the bus or subway
Are you trying to kill your audience with boredom?
Why give RPGMaker an even worse reputation?
>>
>>167472830
Because not everybody wants to play a fucking zero-to-hero goodguy shill who has to kill stupid enemies to further their cause with long ass battles, 30,000 skills that change with their weapons, shape of the moon, the underwear you're wearing and the number of times you complimented your waifu during the last fetch quest.
>>
>>167471979
You can try doing connected closed maps, but make it so that those maps have details NPCs that evolve over the span of your game. Try to make it feel like there's a world beyond the map through dialogue and story, but you're just experiencing what's happening on your usual route to the grocery store.
>>
>>167468684

There's one waifu, but she's not playable. You'll have to settle for a pile of husbandos instead.
>>
>Haven't made any maps in rpg maker in forever
>lost my touch and they look weird now
Time to just parralax 'em again.
>>167473069
Calm down, you can make any sort of game you want.
>>167473165
>a pile of husbandos
Are you me?
>>
>>167468684
Yes. One gets married though.
>>
Stay alive Thread-chan
>>
How did you decide upon your game's villain?
>>
>>167478502
I haven't yet....
>>
>>167478502
Literally this >>167478556
But for the smaller bosses I'm actually basing them on characters I hate in other stories.
Like the likeness of a tsundere in this one anime is an army general abusing her troops.
>>
>>167478502
The story needed him
>>
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>>167478502
The most iconic and best design becomes the villain.

I have so many great characters already I am honestly torn which to make the enemy, and which the foe.
>>
>>167479634
Let the player be the foe
>>
>>167479634
>which to make the enemy
>which the foe.
Being awake for 20 hours can do that to your brain.
>>
>>167479715
Stop spoiling my plot
>>
>>167480016
I-I'm sorry Anon-chan
>>
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>>167479634
How about you make the enemy the foe.
>>
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>>167480198
>>
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So in my travels today I discovered how many frames a model must wait at a given speed before it can begin moving to the next to maintain fluid motion. For people using the normal speed/frequency thing, this is of no matter to you, but for people outside the system, this may be of help.

As you can see, the game processes it at a pretty standard formula - exponents of 2. Interestingly, you can extend the speed lower than 0 and above 7. A speed of -1 requires 512 frames of delay, and a speed of 8 requires 1 frame, 9 requires 0.5 frames (IE, moves 2 tiles a frame). A frame delay lower (IE faster) than the listed number results in jerky motion as the model teleports the rest of the distance needed to continue to the next tile, and a delay higher (slower) results in the standard stutter as the model waits in place for whatever frames before beginning to move again.
>>
>>167482934
That is quite interesting
>>
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Just did my first animation attempt with the idle state of my first and favorite bosses
>tfw he's alive and a real video game character
>he looks as majestic as I imagined him

Making video games is fucking fun
>>
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Good night bump
>>
feeling bad today, post sad themes
>>
Is there any reason to use tilesets for non animated maps?
>>
Having cleared both Dragon Quest V and VIII in the last month, I'm inspired to make a shameless clone in MV, using the 2000 RTP graphics.

Get ready!
>>
>>167489890
Use tilesets as opposed to what? Parallax?
>>
>>167491635
liar, dq8 takes more than a month to beat
>>
>>167496614
Not if you have the week off work due to illness ;)
55 hours, just cleared the Dragovian Trials. Not gonna bother with Memory Lane.
>>
>>167491635
Look, the heads aren't bigger than the rest of the body, I'll take it.
>>
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bumpin with totally not pokemon
>>
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>>167499140
>not shout or scream
>just fucking cry
>>
Hi guys, I've been thinking of making a puzzle/RPG game as a side project for fun because of some neat concepts I thought I could include, and I was wondering if RPG Maker would be the best engine to use

The game would involve things like permadeath and multiple mini-stories with different protagonists but the story, setting, bosses etc change based on the decisions you made in the previous stories

Not an idea guy I promise, I work as a software dev so programming isn't an issue but I haven't had much experience in game development.
>>
>>167502271
best is extremely relative. What exactly are you looking for?
>>
>>167502487

Basically an engine that would let me make an RPG that doesn't have too many restrictions/limitations. RPG Maker seems like the obvious choice, but I'm not sure of how flexible it allows you to be in terms of how combat, story branching, permadeath/character changing etc works.
>>
Does anyone know how I can change the sideveiw weapon animations?
>>167502784
I would say try it and see if your comfortable enough with it to continue.
>>
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>>167505048
To be ore specific, I decided to use a set of battle sprites that I then blew up x2. I tried to just do the same with the weapons in the system folder, but that didn't work.
>>
>>167499140
thats rad, post a demo for us
>>
anyone know where character animation speed is in the javascripts for RPG Maker MV?
>>
Hey so i want to get into game design, i own rpg maker vx ace and i'm willing to put effort in to learn this shit but i have no idea where to start. Can someone give me something?
>>
>>167506297
check Game_CharacterBase
>>
>>167506453
Make a simple Point A to Point B story.
Also check Yanfly's comics.
>>
>>167506525
thanks! I was looking in sprites for some reason
>>
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>>167505661
Demo is in the OP of every thread, dude
https://pep.itch.io/tomb-of-friends-demo
>>
>>167487507
https://www.youtube.com/watch?v=9HX312WC7v4
>>
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Bump with progress on battle sprites!
>>
>170 posts
>35 IPs
Why is every general I use always on life support
>>
>>167513612
The world isn't about you, snowflake.

Some people are working on their game.
>>
>>167514812
>having the gall to reply to me
The world isn't all about you, sweetie.
>>
I like the fact that they have test battles in the database but my common events don't happen in that view.
So when you put a skill as "none" instead of magic or special what does it mean?
>>
>>167515027
>add one word to make insult
wew lad.
>>
>>167515565
>missing the point this hard
>>
I wanted to give the party members and antagonists a "guardian spirit" kind of thing but it'll look like I'm riping off Jojo and Persona. Guess I will have to think of something else
>>
>>167516441
>the point
lol. shut up you attention whore. Your first post crying about how slow this general is. If you don't like it, join a more active one.
>>
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>>167513612
>Why is every general I use always on life support
Because 4chan is irrelevant today, we're only here because we don't know how to use Tumblr
>>
>>167516750
Just do it anyways, if your idea isn't a novelty put effort in executing it properly.
>>
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>>167516992
>>
>>167514812
>man this general is dead
>WOW WTF SHUT UP SNOWFLAKE GOD I JUST CANT EVEN RIGHT NOW UGH
>>
>>167516871
Yeah man, I'm bawling my eyes out. You got me dude.
>>
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>>167517130
>>
Still looking for Classic School Tiles!
>>
>>167516871
>complain about an aspect of your community
>"w-well if you don't like it then why are you here? lol ;)"
>>
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>>167519330
>>
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another day another character

https://youtu.be/c-rEUqR6Lbw

how are you spending you day?
>>
>being triggered over a "/rpgm/ is dead" post
Actual autism
>>
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Bumping with progress on my battle sprites!
Her moveset doesn't need the two in the middle so I'm done with the base.
>>
>>167513612
All me
The truth is there are only like 5 people here
>>
Are you making progress, son?
>>
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>>167520436
That was pretty funny
>>
>>167525179
Today's the Super Bowl. I'm thinkin' about it
>>
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>tfw havent made progress in several days
>>
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What do you prefer: linear power growth or exponential power growth? I'm not sure of which one to choose.

Linearity means that your character's progress will be much more noticeable at the beginning, but as you progress in levels the stats gain start having less impact. The game will become much more skill-based during the mid game and late game (because levels will be given a secondary role), but the sense of character progression will be lost (you won't feel you're getting much stronger after you reach a certain point). Example:

>level cap is 20
>you start at level 1 with 25 HP, 5 ATK and 5 DEF.
>for each level you gain, you earn 25 HP, 5 ATK and 5 DEF
>at level 2 you have 50 HP, 10 ATK and 10 DEF (this is essentially a 2x increase in power from level 1)
>at level 3 you have 75 HP, 15 ATK and 15 DEF (this is an 1.5x increase in power from level 2)
>at level 4 you have 100 HP, 20 ATK and 20 DEF (this is an 1.33x increase in power from level 3, notice how the multiplier starts lowering as you progress in levels)
>...
>at level 20 you have 500 HP, 100 ATK and 100 DEF (this is just a 1.05x increase in power from level 19, which means it doesn't really matter if you enter the final area at a few lower levels because the stat differences aren't very noticeable at that point)
>levels matter much more in the early game: if you enter a level 2 area while being level 1, you'd get stomped, but not you're level 19 entering a level 20 area

Exponentiality means that it's much more advisable to keep your gear and levels up to date, because the increase of power from one level to another is constant and remains at the same multiplier. Example:

>level cap is 15
>you start at level 1 with 100 HP, 20 ATK and 20 DEF
>each level is a 20% increase of power from the previous level
>at level 2 you have 120 HP, 24 ATK and 24 DEF
>at level 3 you have 144 HP, 29 ATK and 29 DEF
>at level 4 you have 173 HP, 35 ATK and 35 DEF
>...
>at level 15 you have 1283 HP, 257 ATK and 257 DEF
>>
>>167526640
>haven't made any progress in 3 months outside drawing a single enemy
My game is at like 0.1% completed
>>
Will you make progress tomorrow then?
>>
>>167526819
I hate exponential growth with a fiery passion that burns like 1,000 suns. It sets a hard level floor for any new area (much like the Ys series) and besides, a modest gain in stats is always overshadowed by the gains you get from new equipment anyhow. FF1 gave you lots of HP per level but only a scant few stat points were guaranteed to go up, and even then by only one.
>>
>>167526819
My game doesn't have gear and most the leveling is linear. You get points that you put into stuff at your own discretion. You'll find yourself getting your ass kicked if you don't pump up your stats.
>>
Babumpa
>>
How does your game begin? describe the first 15 minutes of your game. is it dialogue? cutscene? long intro movie? flashback? or jump right into gameplay?

my protagonist actually begins in a dungeon (although an easy one)
>>
>>167531673
it starts near the end of the plot then it goes back to the start
>>
Progress on my battle sprites!
>>167531673
Depending on how fast you read the dialogue is 5 - 10 minuets and the part after that you jump into either battles or more dialogue and exploration.
>>
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>>167532264
>Forgot the pic
Well don't I feel foolish.
>>
>>167531673
You move away from the city, during your stroll in the new town, you get fatally injured from something and don't remember what happened. You find out that you got a magical power later on.
>>
>>167531673
I'm a fan of "game begins against the final boss" so i think i'll do just that.
>>
I couldn't choose from three possible outfit colors, so I'm going to make it optional.
>>
>>167536654
>not having a full clothing system where you choose shoes, tops, bottoms, hats, and facewear, as well as armour on top of clothes
>not having clothes be function (e.g. sunglasses help your sight during bright days, running shoes make you faster, brightly-coloured clothes make you more attractive to monsters, etc)
heh
>>
>>167539037
>more attractive to monsters
Y-yeah who would want that
>>
Hey, the next OP should remove the trial mirror. The link is broken:

Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

Also
>Page 9
>>
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>>167531673
I'm using comic strips to tell a story because Phantasy Star 4 did and I like that shit.

There is a brief opening cut scene that explains the basis of the story. Then throwing you into a intro boss.
>>
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>4 pages
>43 posters

dont leave me alone anons, you are my only friends
>>
>>167540983
But we don't know each other
>>
>>167539037
>Not being ClaDun 2 and making your character pixel-by-pixel
>>
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>>167540983
Have a good night bump then.
>>
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>50 people too busy working on their games to post unlike the losers over at /agdg/ who just shitpost all day long
>>
>>167541598
cladun was too hardcore for me. I'll take my premade laharl and asagi, thank you very much.
>>
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Posting progress!
I can't check gifs on my computer in a timely fashion, but the thumbnail tells me something's off.
>>167541729
>Wish my sprites were as cool are Persona 4 Arena
>>
>>167542443
>wish I had the option to use such sprites
The fuck were they thinking by capping out animation frames?
>>
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god tier

>rpg maker xp

good tier

>rpg maker 2000
>rpg maker 2003

shit tier
>everything else


prove me wrong
>>
>>167531673
A short 1 minute scrolling text intro covering some history and world-building that transitions to someone talking to you telling you what your objective is and how that background info was relevant. That whole first conversation probably doesn't take more than 3 minutes. At that point you're free to raid the castle you're in, for some goodies (some hidden if you're thorough enough), and head into town to chat with NPCs and fill out your equipment.

There's a Novice Hall where you can learn the basics of the game, and after you fuck around and learn the menus, you'd probably be able to do all that and hit the world map and get into a fight within 15 mins.

I think anything more than 20 mins to get into your first fight in a JRPG is stretching it, and more than 30 is ridiculous.

>>167542973
God Tier
RPGM VX ACE
RPGM MV

Good Tier
RPGM XP

Meh Tier
RPGM 2k3
RPGM 2k

Haven't used any of the others.
>>
>>167543131
actually scratch that, the ORIGINAL VX I'd throw in with Good tier
>>
>>167543131
>MV
>God tier
how about no
>>
>>167543131
>more than 30 is ridiculous
Dragon Quest 7 makes you wait 2 hours. I dropped that game like a fucking stone
>>
>>167543345
What's wrong with MV
>>
>>167543131
Well, Persona 4 has you fight a little at the start but then you get 3 hours of text.
>>
>>167543923
the switch to javascript is nice but other than that they just did a really shoddy job, its full of bugs and glitches and quirks that people have been continuously complaining about since it came out, and which have never been resolved or even acknowledged. they kind of just added the plugin feature and said "fuck it, let the modders fix and finish our game"

and the fact they still don't allow editor modifications despite people asking for it for ages

its not horrible, but its a disappointment and not really worth more than VXAce.
>>
I FLIPPED MY SCREEN UPSIDOWN
TELL MY FAKE WIFE I LOVE HER
>>
>>167545880
You mean your waifu, right?
>>
Can anyone explain what the different modes in the tileset tab do?
>>
>>167546562
Found this:
>However, for those [Tilesets] which have their [Mode] set to [World Type] in the tileset properties, when placing a decoration tile that is stacked on a 2nd or 4th base tile, the base tile will change either the 1st or 3rd base tile.
>>
>>167531673
You pretty much find a hill of dead slimes (you are a slime) fight an adventurer and go into a dungeon.
>>
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>>167547495
THAT IS BRILLIANT

STEALING SLIME GAME
>>
>>167547495
>>167547749
>Tensei Shitara Slime Datta Ken
>>
>>167547198
Thanks that sorta describes it, but VX Ace has 3 types.

Field
Area
and VX compatible.
>>
Time to work on your game Anon-kun
>>
>Draw the best face I've ever drawn for concept art before moving it to digital
>No tablet so I'm forced to use pencil and paper, digital art takes 5+ hours for one black and white character
>Paper rips from erasing

fuck everything
>>
>>167549315
Get a tablet and a scanner
>>
>>167549703
I can't, Im in purgatory.
Too disabled to get a job and buy one on my own.
Parents wont bother with a doctor until I try to off myself.
Wont buy me a tablet because they think they can fix this tiny ass wacom from like five years ago that is actual dogshit to use.
>>
>>167549315
>digital art takes 5+ hours for one black and white character
it just took me at least 5 hours to draw some clouds for a parallax in my game... its okay bro
>>
>>167549932
I'm sorry to hear that.
Hang in there friend.
>>
>>167547749
Thank you?
>>
>>167549932
>too disabled to get a job
>spends all day drawing and working on a vide game
You're just a lazy fuck or 12 years old.
Shit at 12 I bought my own PS2, TV and bunch of games just from selling shells on the beach.
>>
>Spend the last two hours revising backstories
Uh, that's also progress, yes?
>>
>>167553663
I do it as well, and yes, writing a good and consistent story is important, remember, your game might actually get a fanbase that will care.
>>
>>167554701
You are right, I will work extra hard for all 5 people that are going to enjoy my game.
M-maybe you will be among them Anon
>>
>>167556603
I don't play RPG Maker games, but maybe you can impress me with a trailer and interesting art and designs.
>>
Kek, I just noticed I had a Buff Skill set as "physical attack" when it missed its target.

It was a weapon element change skill that I had recently changed to buff allies too, since it never missed before when buffing herself, I just assumed it would never fail.
>>
>>167556603
i'll play your game or even demos

ive been waiting so long for someone to post a demo, i love playing rpg maker games as weird as that sounds. there's something about amateur non-professional games that give an insight into people's personalities, desires, creativity, usually feels way more intimate and comfy than huge studio productions.
>>
>>167557201
>>167557914
I won't disappoint you Anons, just give me enough time.
>>
So is everyone doing pixel art here?

I was thinking about hand drawing everything, but pixel just seems the easiest.
>>
>>167559950
>pixel art
fucking sprites mate
>>
You are working at least one hour each day on your game, yes?
>>
>>167561845
Yeah, I work on it a bit after every episode of an anime. It adds up eventually.
>>
>>167561845
lost a lot of time due to the super bowl.
ready to get on it now though.
>>
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My games scale just blew the fuck out of proportion when I started putting the locations down on paper and it's making me depressed as it will take years to finish this shit.
>>
>>167564231
I'm sure 80% of the people here are in the same boat as you.
>>
>>167551639
I played Animal Crossing too.
>>
>>167564585
Kinda solved the issue by combining one of the most important scenes with an equality important location, it actually works even better this way, I am very excited now!
>>
>>167561845
6-14 per day. Found a script that ONLY crashes when the game is deployed =( demo coming soon.
>>
I'm going to annoy my players by making a custom calender with funny/fantasy names.
>>
What urban area would you like to go to in a game? The only one slightly out of the ordinary I can think of is a library.
>>
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>tfw haven't opened my project in a week because I need to revise how my entire intro goes because I made it up as I went

Don't be like me, anons.
>>
>>167567787
haven't you read yanfly's comic?
>>
>>167567787

Yeah, I was actually structuring the game the same way he showed it, but when I went back through it I was really dissatisfied with how fast the intro was. At the same time, I didn't want to bore the player with a slow start because I think for indie RPGM games it's important to get their attention really fast with something interesting, so it became a sort of stilted mess. I need to nail down my story better so I can get started.
>>
>>167568120

Meant for >>167567814
>>
>>167568308
Yeah I know what you mean. I'm still working out my story as well. At this point I'm just trying to get a demo so people can play. That means making maps, getting characters made and all the real work.

I'm actually thinking of just doing a cold open. No movie, no cutscene, no dialogue. Just a load up and get the player moving. Then very quickly start explaining things. You almost never see games like that.
>>
>>167568608

I think just by changing the setting for one of the scenes in the intro from the MC's workplace to a shitty bar, I can tie everything in the intro together a little tighter and make it more acceptable in my eyes. I have the overall story planned out, as well as most of the important scenes, but it's just the stuff in between and tying everything together that's being a pain.

A cold open would be cool, but make sure you give the player enough guidance that they won't feel like "ugh, there's not even a real intro, this feels unfinished."
>>
>>167568608
I prefer those to bad/overly long intros. At least that way, I can digest the starting information at my own pace.

.....assuming I'm not locked down by movement speed or inability to skip text.
>>
>>167568798
Yeah I'm trying to give all of my places meaning. Maybe letting the player visit them to get familiar with them. Once the plot gets going the locations will be involved in stories.

>>167568843
Yeah I've seen a lot of games that have like 4-5 minute intros(if you read them at a reasonable pace) and people moving around. It kind of annoys me, especially when they start putting tutorials into it also. When I see 4 text boxes that explain the two types of special attacks you can get that are leveled up by power crystals(which you haven't found at all yet) and putting it into your armor(which you also haven't found yet). That annoys the fuck out of me.

My game is very much based in modern, urban reality. No goblins, monsters, anthropomorphic objects. If anything, interacting with objects will be introduced by inner dialogue of the main character. But none of that "I should check my Items to see if any Upgrades are available."
>>
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Good night bump
>>
>>167541620
nice costume
>>
>>167531673

It starts with a very brief(2-5 minutes) tutorial section, with some bits of lore to learn from NPCs in the area and , after that, there's a short cutscene connecting MC to the main story. Finally, the player is thrown to the free-roam section and is encouraged to explore and do some side-quests, so he can, hopefully, get use to the main town of the game.
>>
>>167567729
My second dungeon is a library / museum
>>
seeing as /indie/ is dead, can anyone tell me stuff about the postgame Standstill Girl? I didn't get it.
>>
>>167575437
Never played it but seems pretty cool.
>>
Zombie apocalypse in a (former) regular fantasy world: Y/N?
>>
>>167559950
make sure you have a proper set up, I think I'm developing arthritis from using my mouse too much and straining my wrist and I'm sure 99% of that is from making pixel art with my mouse
>>
>>167582972
Sure why not, it's not like it's a common thing. Magical girl zombie apocalypse made for a good manga so i don't see what's wrong with using zombies if you're original with it.
>>
>>167582972
I wouldn't mind, but I'd spice it up a little. Maybe add some undead that are smarter than your average zombie, maybe even capable of speech. Look at Urban Dead if you want an interesting take on the latter. Simply mowing down mindless zombies, even at high difficulties, gets boring after a while.
>>
b u m p
u m p
m p
p
>>
>>167587762
>>
do you prefer your protagonist/party to have a "home base" i.e. a spaceship, boat, house, town, etc where they can be safe and regain health, store items, maybe decorate, maybe craft

or do you like games where its one long epic journey, and your only belongings are what you bring with your inventory, like in the final fantasy games?
>>
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another day another update

https://youtu.be/eNGOxSzAVCE
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>>167589354
I enjoy the first option more but then again I'm a Harvest Moon & Animal Crossing sort of casual.
>>
>Ask people you know for game name ideas
>Just gives you their name
Would you play a game called "Jordan" that isn't about the country and doesn't have a character called that?
>>
>>167591162
did you give anything about the game beforehand?

>>167589354
camp style-75% of everything they can do can be done on the field, they just need to set up camp or call up dem caravan.

Just make SURE they actually look like they're settling down to do some fiddly work. The most jarring part of FF was more that you were shopping in the most inane situations as opposed to being on the move itself.
>>
Is it wrong to make an rpg game from a generic reincarnation light novel plot?
I'm asking for a friend.
>>
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>>167591428
Yes. It may be a pun based on an injoke the audience would never understand.
Mad good stationary practice though.
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>>167589354
I like how Final Fantasy does it more than the traveling home base system.
>>
>>167589354
Depends on the type of game and story.
>>
>>167567787
That's called revisions. It's a normal creative process.
>>
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Anyone else scared of posting progress here? I haven't because of fear of anons taking things. Mostly parallaxes and battlers. But I really want to show people progress safely.

>>167547749
Like this, fear of this.
>>
>>167598424
Just post jpeg sprites or something a bit corrupted
like my abomination here >>167542443
>>
Fact of the day:

Autotiles are comprised of 4 sub-tiles. There are 5 possible graphics for each sub-tile. A naive conclusion is that there are potentially 5^4 = 625 possible sub-tile combinations.

However, a large number of these combinations are unused. Digging deeper, consider that each tile has 8 surrounding tiles. Each of those surrounding tiles can have either the same ID or a different ID. A less naive estimation, therefore is that there are 2^8 = 256 possible combinations.

Even this isn't correct though. There are many duplicates among those 256, because two tiles that are only adjacent at a corner are not treated as adjacent.

The final count, after removing redundancy, is 47 unique combinations of sub-tiles.
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>>167598424
Just post your progress, If your even if someone "steals" your ideas, you're in charge of executing your ideas the way you want, and there's nobody who can steal that from you.
>>
>>167598424
Makes me think you're not making a game...
>>
Post your background music for making rpgmaker games
https://www.youtube.com/watch?v=kCRoQhd7ysM
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>>167599894
https://www.youtube.com/watch?v=I2rV8oKWSdM
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>>167598424
I just posted a detailed explication of my next game concept in the discord, and have no qualms about it. No one could execute the game how I vision it. On top of that, making a game, especially with a larger scope, is insanely time consuming. You'd have to really love someone's idea to commit years of your life to making a game from it. I've found that being passionate about your project is the only way to actually work on it to completion. I doubt someone would be more passionate about my idea than myself.
>>
Okay so I think I have the locations for my games.

1) MC's Apartment
2) Bus Stop
3) MC's Workplace
4) Store(Not sure what kind yet)
5) Library
6) Coffee Shop
7) A Park
8) Pizzeria.
>>
The problem I have is that a game's content is constricted to the resources available to me for use in the game developer. Like, my game has to exist within a series of events that is actually able to be rendered in in RPG Maker, and as such, I'm restricted to things that I know I'd be able to "display" using already existing resources in the community (maps, character, battlers, etc). It constricts possibilities, but that can't really be helped.

The biggest problem in terms of restriction is the community being so neurotic about terms and credits that when I come across something I could use, and by extension implement some event/story development/etc in my game I otherwise couldn't, I'm not sure that I just won't get some kind of backlash for lack of properly accounting for the terms of whatever the fuck it is.

I will credit to the best of my ability and only use things the artists say I can, but I'm sure I'll forget to credit someone for something multiple times or accidentally use something that I wasn't supposed to, and I feel people will invalidate my game on those grounds alone. Like goddamn. It's not commercial. It's just a fucking hobby. I want to create my game in my vision with what I have at my disposal, not agonize over the use of a fucking tileset because there's a mod somewhere in the community that's going to lose their mind with the misuse of resources.
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>>167602280
Perfectionism is the perfect excuse for nodevs to get in their own way and make no progress. Ignore those fucks and keep pounding, broheim
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>>167602280
That's a whole lot of agony over such a nonproblem. Who cares, make game.
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>>167602280
Meanwhile Space Funeral and Tomb of Friends use their own assets straight out of fucking MS Paint, execution is key not your fucking art stockpile.
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>>167602205
Looking good. My locations are still not finished.
I have work to do but I just want to make video games.
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>>167604846
Well I've only finished the apartments so far(at lest enough to move on). The rest need to be made but those locations are the ones I've decided will give me enough to tell the story I want.
>>
using vx ace here, how do I randomize an enemy's hp?
I want the same enemy to have different max HP from battle to battle, let's say it varies by 25%
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>>167603294
Don't pretend that everyone has the ability to create art good enough for public consumption, and when the game you plan is sufficiently large in scope, it becomes prohibitively difficult to create all the required assets yourself even if you do have the ability.
>>
>>167603294

And they look like shit.
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>>167606629
Well if we're gonna be honest here, there are some people who just aren't cut out to make games in general. Most of those people who do make a game may not be good at art, music, writing, coding or whatever. The difference for those people is determination and work ethic. They kept pushing and finally got it done.

The very first thing pixel image I posted got shat on but I kept trying, posting and getting better. I'm not good by any means but I just keep at it until I'm happy enough. Also it helps to have tools and know how to use them.
>>
Post your music
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>>167606629
So you are telling me that your idea is only worth executing if you can do so in consumer grade video game quality?
>>
iwilldevouryourkittens did you receive my email?
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>>167606629
>Don't pretend that everyone has the ability to create art good enough for public consumption
I don't think he was.
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>>167607409

It's not one extreme or the other. I want it's presentation to be the best I can *reasonably* make it. It doesn't need to be professional quality, but I don't want it to turn out looking like someone's nightmare, either. Doing the art myself is a great way to guarantee the resources will turn out poor. Using the resources already online is a great way to guarantee it'll turn out a lot fucking better. And besides, these games already have a track record of never being finished; leaving all the artwork up to the dev alone is a pretty good way to make sure even less games will be completed.
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>>167603294
>execution is key not your fucking art stockpile.

video games is a visual art so suggesting that the visuals can look like absolute ass and it won't detract from the experience is a little naive IMO
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>>167608380

Dude, this was the first thing I ever made with custom assets in RPG maker. Everyone is shit when they first start. Those who don't finish never wanted to finish in the first place.
>>
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RPG MAKER MV Question!

I see that states can have these little numbers on top of them, usually to denote stacks or turns remaining.

Can I manually set this number to match a variable?
>>
>>167609578

I'm pretty sure that yanfly's battle system, which is a script for RPG Maker VX Ace
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You've heard her boys.
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>>167609854
overrated
D
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>>167609578
>MV question
>Pic related says Ace
You can't fool me twice, anon.
>>
>>167609737
It is, I just used that picture because it circles what I'm talking about. The same thing shows up in RPG Maker MV, although I dunno if it's still something Yanfly added or if its supported natively now.
>>
>>167610140
It's not native.
>>
>>167610331
Alright, any idea how to do it with Yanfly's scripts then? It seems like it should be really simple but I just don't know how to do it at all.

Like, let's say you have an Attack Buff state and you want the number on its icon to be = to the unit's Attack stat at all times.
>>
>>167610042

your moms overrated
>>
>>167608380
dude shut the fuck up.
you are one entitled cunt. those people who make assets for the community spend HARD WORK and TIME into making pixel art, just because you're a lazy cunt who can't be bothered to either credit people or use your own art doesn't somehow place your game and your desires above everybody else's in the community.

and as others have said, art isn't THAT hard to do. if your game is fun and exciting and has a good plot and mechanics, nobody cares about if you're an amateur with graphics or not. your whole game is inherently amateur because you're using fucking RPG Maker for christ's sake. if you think you need to have to amazing graphics for people to take your one-man-army rpg maker game "seriously", you're delusional
>>
>>167611189

Thank you for validating my previously held belief that this community is full of neurotic douchebags.
>>
>>167611420
you just can't handle the truth and see yourself for what you're being. I mean listen to yourself and see how ridiculous your compaining is. "How dare these people who put their time and effort into making free assets for the community to use ask me, lazy person who did nothing, to credit them!"

you, anon, are the neurotic douchebag.
>>
>>167611420
Nobody's forcing you to stay
>>
So, has everyone tried out the advice for skill templating in the Yanfly comic?
>>
>>167611420
But you're not adding to anything here. All you're doing is complaining that art is hard and that mental speculation is keeping you from even trying to make assets for the game that you want to make. Even worse than that, you insult the people here by saying that projects here never get developed.

Seriously, you could be good at at it if you try. I've never drawn anything beyond stick figures in my life but after 10 hours I feel like I can convey anything I need to in my game. Obviously you're an eternal pessimist. Use that to make yourself better instead of trying to rag on people for not making your game for you.
>>
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>>167607052
This guy has the right mentality imho. My first shit was terrible and now its slightly less so (only slightly). The Long Road will have way worse graphics than my next project, because I keep on learning and adapting. Undertale sold well because it had phenomenal music and good writing, you can achieve a lot with janky graphics.

And he is 100% right. What determines success more often than not is just the will to see a project through. If you're making pure custom assets, your project's audience is already wider than it would be with straight RTP (not all of the time, but most of the time).

Here is a comparison of where I started (again, I still think I have a lot to improve on, I kinda suck).
>>
>>167611740
I thought it was common knowledge. Establish templates, add variance, etc. Shouldn't need a bunny-eared fuzzball to tell anyone that.
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>>167611551

See, what the best part here is that you don't even bother to read what I was actually saying. Where did I ever suggest I wouldn't credit them? You are just having a tantrum about something you just blindly assume I'm trying to suggest. But holy fuck. You have some trigger there, kid. But you do you, buddy.
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>>167611189
>art isn't THAT hard to do
non-artist confirmed
non-dev confirmed
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>>167611189

wtf are you even talking about
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>>167611943
shut the fuck up, I'm both an artist and a dev.

all I'm saying is: if you think "the art for my game is impossible for me to complete in any amount of time" then your scope is way to big. either scale down the size, or accept that your first few games are going to have shitty art, as others have been saying.

stop with this cockroach, bitter "everything is too hard and this makes me mad at everyone who tries" mentality
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>>167611760
>Even worse than that, you insult the people here by saying that projects here never get developed.

Please tell me you're joking. That's a fact, not an insult.
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>RPG Maker drama
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>>167612181

>I am god! Listen to me! I have all the answers!

pls stop
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>>167612181
Stop replying
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>>167612330
if you never stop with your angry and bitter attitude towards hard work, you're never going to make a game. that's a fact.
>>
>>167612181
>stop with this cockroach, bitter "everything is too hard and this makes me mad at everyone who tries" mentality

Do you have a persecution complex? Slow your fucking roll, dude. Stop assuming that literally every opinion that doesn't align with your mindset is some personal attack.
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>>167611841
Well if it was common knowledge he wouldn't need to make a comic about it.

I'm currently struggling a lot with how I want my combat balanced in general. Right now I'm thinking small numbers, simple damage formulas, few stats.
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>>167612439
>that's a fact.
>I AM GOD. I AM THE BESTOWER OF WHAT IS FACT.
>>
>>167612589
You know what anon? You're right. Everything is too hard and isnt worth it. Let's all kill ourselves while we're at it
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>>167612453
He made a paragraph-long angry complaint about how artists whose assets he's using for free are asking him to credit, and that he shouldn't be expected to keep track of what he uses.

that's called being an entitled cunt.
>>
ALRIGHT,

how subtle can my jew references?
>>
Sometimes I forget that this community is 90% NEETs who don't understand that some people have lives outside of their hobbies.
>>
>>167612589
wow ur mad

>if i put my fingers in my ears and say lalalalala then it isn't true!
>>
>>167612726
Keep it blatantly obvious until you release the game for the market.
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>>167612732
No one gives a fuck about how poor your memory is anon
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>>167612689

Dude, go back and read it. He literally said that he's afraid of not properly crediting something he uses. Holy shit you're an assole to blow up like this.
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>>167612873
How much can I use goy in the final production?
>>
>>167612874

translation:
>NO SHIT I'M A NEET FUCK OFF
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>>167612880
no. its not hard to credit someone, unless you're a literal retard.

and obviously he takes RPG maker very serious from his obsession with "presentable" graphics and how the game is "too big in scope" to make his own art
>>
>>167612546
He didn't really need to make a comic around it honestly. If he just made a post with all of the useful information from his comic, it'd be 10 time better, since it wouldn't have to come out in parts or repeat the same joke about not finishing projects every single 4th panel.
>>
>>167613067
Replace him completely but leave him faded into parallax backgrounds of some maps.
Be sure to release demos with the character in the game and deny he was ever in it when it comes out.
>>
>>167613342

Have you ever googled RPG maker resources? 90% of the time there's no credits with the shit that comes up. Don't be stupid thinking that everyone's just going to be like "whelp guess I can't use that". Shit goes uncredited all the time, then when someone actually voices concern about it, you spaz out like an autist. Pull your head out of your ass. Stop making this community more toxic than it already is.
>>
What's your opinion on royalty-free music?
Should they be used in your final product?
https://www.youtube.com/watch?v=2yxloBGRY5c
https://www.youtube.com/watch?v=jHcWhQUmJ8E
>>
>>167613494
I see. So release demos/trailers with conflicting content and messages. Very smart.

Should there be a quick rundown anywhere?
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>>167613357
Yeah I agree, the presentation is really bad. Still, it inspires me to actually do stuff.

This is my current set of skills:

Witch:
* AOE damage
* AOE DOT
* AOE Party Shield
* Single target paralyze 1 turn, reduce accuracy several turns

Mender:
* Single target heal
* AOE HP regen

Mercenary:
* Self buff: guaranteed crit next attack
* Self buff: much more likely to be targeted by enemies
* Use an item

Everyone:
* Single target damage (re-flavored for each character, but essentially the same.)
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>>167613723
I'm uncomfortable with using other peoples' stuff in general. For me it's "use the RTP until I can make my own".
>>
>>167613723
Use whatever you have at your disposal. Royalty free stuff is shit on because it either a) looks/sounds bad, b) is widely recognized and used, or c) doesn't mix well with other stuff. If you find quality royalty free assets that aren't popular and can be integrated well with your other assets, go for it.
>>
>>167613706
>toxic
Good job outing yourself, retard
>>
>>167613706
>if you google an image/piece of code and it doesn't have instructions for crediting its okay to just use it
did you drop out of your high school english class?

if you're just doing it for a hobby, like a little shitty game to distribute to friends for free, that's fine. but clearly that guy is more serious about his project and selling it so obviously you can't do that.
>>
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Okay guys I need your help here, is the intro for my game too long? (without any action)

>1-2 minute intro vaguely explaining the history of the world with images and light animation
>quick cutscene of MC working out in his room
>interupted by NPC and asked to suit up as MC is summoned by the Chief NPC
Player can now move, must pick up the outfit in the room to progress
>NPC introduces itself as companion when player leaves room
>they exchange 5-6 lines of dialogue
>objective is to reach Chief NPC
Player is in hallway and can move now, 25-35 squares away is the doorway
Player is in a hub now with shops and shit, kind of like a towns square
Payer must navigate to the Chief NPC room
Player enters Chief NPC room
>quick cutscene
Player and Chief NPC talk for 20 somthing lines
Player is given urgent mission
Player must head out the "town"
Player exists town and must face a boss immediately

Finally the player is able to move on their own for a while
(this is all for exposition purposes and might take up to 10 minutes before the first encounter)
>>
>>167614373
>t clearly that guy is more serious about his project and selling it so obviously you can't do that.

Sigh. Again, go back and read it. He said it wasn't commercial. End of story. Deal with it.
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>>167614625
Let the player walk around as soon as possible. I'd say cut out the two minute history lesson. Other than that it seems okay.
>>
>>167614725
oh, Lol. misread that part as saying it was commercial.

time to go back to working on my game.
>>
Considering putting in a radio in my game. Probably only accessible in on map. Other than music, I want to put in a talk-show host. If I did that, what type of show/genre/topic would the radio personality talk about?
>>
>>167614841
Well I guess I could allow the player to enter the other rooms in that 1st hallway to loot some potions.

I am honestly torn with having that history intro or not, as the dev I know what historical events shaped the world to be the way it is now, which plays a big role in the MCs motivation, purpose and conflict

Maybe if I made it as flashy as possible?
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>>167615283
Pokemon catching tips.
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>>167615391
But with a real voice, not text
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>>167615283
Make it something fitting to the game. Maybe they are talking about what the hero did last or something.
>>
>>167615742
What if the character is not known at all, but this radio host knows what he is doing?
>>
>>167614625
this sounds vaguely familiar. Is it that sorta horror-RPG where your gun is so powerful you need to brace yourself on a wall to go full auto?

>>167602280
iteration is a thing, you know. Placeholder assets, placeholder sounds.

The first pass of your game doesn't need to be considered as a final product, and it certainly shouldn't be judged for visual quality when so many things like mechanics or window format are still subject to change.

And uh, if you have trouble juggling whose assets you use, can you really handle the all the elements of your own game without forgetting something?
>>
>>167616160
>the radio is later revealed to have been broken the entire time and the host was your subconscious
>>
>>167616552
> friends of the MC talk to him about what happened in the radio show
> can't figure out why they keep talking about it
> turns out the host was making predictions
>>
>>167602205
fnaf prequel?
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>>167617386
Never played FNAF.
>>
>>167616473
>Is it that sorta horror-RPG
I never posted any of my ideas or material here but yes sorta horror, it's definitely going to have a dark tone.
>>
I'm trying to come up with a concept for an rpg so I have an actual goal to start working towards

How does the premise of "Aliens invade fantasy world, lose to magic and years later seek revenge" sound?
>>
>>167618509
Sure it can work.
Why are they invading though?
>>
>>167618019
but it was on rpgmaker.net right?
>>
>>167618509
How advanced are they? Both the aliens and magical world?

>>167618923
I'd imagine for the sole purpose of research.
>>
>>167618923
There's a generic crystal of power that gives the ability to use magic to the heroes

The aliens have a sister crystal that gives them psychic abilities.

You get to play as fantasy folk and aliens
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>>167619878
Aliens are super advanced

After humans defeated the aliens the first time they took their tech and became somewhat advanced themselves
>>
>>167618951
No idea, I only use 4chan.
>>
>>167620062
>After humans defeated the aliens the first time they took their tech and became somewhat advanced themselves
That's pretty cool, I'd assume the humans are in the fantasy world?
>>
>>167620207
hmm, my mistake then.

>>167614625
you could combine the history explaining and MC working out, but that might come off as more fanservicey than horror.

You could also split the history into dialogue snippets said by NPCs in the town area during the intro part.

Otherwise, it's pretty alright.
>>
>>167620529
Yeah as well as some other races.
>>
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Does anyone have the Fantastic Buildings: Modern set? I'd be willing to trade some other DLC if anyone wants to help me/the community out.
>>
>>167619943
That's just my first idea though. I was thinking that the aliens "invaded" and were more called against their will or something, but that might be a bit cliche'd
>>
>>167620909
...that set looks really bad, why do u want that

I don't get why so many user-made VX sets look so much worse than RPG2k sets, despite having higher resolution
>>
I need help with this, why this plugin doesn't work?
http://pastebin.com/5J36uPU0

I really need a way to add/substract seconds to the timer in MV.
Why is this function always ignored?
>>
>>167622346
$gameTimer.addTime(n)

Don't see remove.
>>
>>167622346
Did you try asking the author?
>>
>>167622346
>>167622794
You can quickly copy paste the add functions and replace it with subtract.
>>
>>167622794
>>167622950
Nevermind, I'm blind, you can add negative values.
>>
Anyone got FSM sets and the Kid generator set for MV to share?
>>
>>167615283
What's going on in the next town (ie update the dialogue after every plot event)

Gameplay tips (elemental weaknesses, how MP works, status effects, anything unique to your game, etc.)

Interviews wih characters who become important later
>>
>>167626805
ooohh good ideas. I like that. I can even foreshadow plot events.

But I'm thinking of making it optional. More like, it could be entirely missed if the player doesn't really look for it.
>>
I made a game and got my siblings back home to playtest it and they hated it since it was a puzzle game and had no actual tutorial and few indications that to what to do.
I told them my games give no handholding.
How do you feel about games like this?
>>
>>167629020
don't give "no handhold" games to kids who are younger than you

Surely you'd be able to tell if they were the sort to pick things up quickly?
>>
>>167620557
I did some brainstorming and decided not to use either of those intros, instead the MC will be having a nightmare, the 1st and possibly only companion wakes him by knocking on the door.

I will trust in the players intelligence and let them figure out the world the game is set in trough the dialogue the characters have between themselves, the world design and the enemy design.
>>167629020
The audience has spoken, you know what to do now.
>>
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which kind of dialogue do you prefer?
>>
>>167631193
1st, it allows me to showcase MCs reactions
>>
>>167631193
Right. But either can work, depending on how they're executed.
>>
>>167631193
>left
If there is voice acting

>right
If it's text only or if the main character doesn't have a voice actor but everyone else does
>>
>>167631193
I like to use the first one and leave some suprise for the player.
Like if they have two options :
>Answer happy
>Anser upset
and in the end both sound upset anyway it shows that the player is really upset.
>>
>>167631193
Both are fine but you have to be careful with the left. You don't want any "I want to be a dragon" situations.
>>
>>167631697
>"I want to be a dragon" situations.
...tell me more
>>
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DON'T LET YOUR FEAR CONTROL YOU

WORK ON YOUR GAME
>>
>>167632341
B-but there's so much fear senpai!
>>
>>167632341
>HE WILL NOT DIVIDE US
>HE WILL NOT DIVIDE US
>HE WILL NOT DIVIDE US
>HE WILL NOT DIVIDE US
>HE WILL NOT DIVIDE US
>HE WILL NOT DIVIDE US
>>
>>167631889
That comes from Dragon Age 2.
At the beginning of the game the party gets saved by a mage who can turn into a dragon.
It has that awful dialogue wheel and one choice is "I want to be a dragon" somewhere during the dialogue. But it meant something like "You should show me how to do that, it could be useful." Fallout 4 also had lots of bad stuff like that. "Hate Newspapers" comes to mind. Basically they shortened the wording of the choices so much you have no idea what the MC is really going to say.
>>
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http://nintendoeverything.com/rpg-maker-fes-heading-west/
>>
>>167634486
I wonder how good the maker is
>>
Arise
>>
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thread theme

https://www.youtube.com/watch?v=nheBN2UWAaM
>>
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Should I cut out my average maps into small pieces so there is no map scrolling happening?

What are the pros and cons of this?
>>
>>167640397
There's no point unless you're making a platformer
>>
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>>167640540
Well here is why I am even considering this
1) I want some degree of animation on my maps, water, lights, animals and so forth
2) I don't like how everything becomes blurry why I move the character on a busier map
>>
Babampa
>>
So when's your demo out?
>>
>>167646839
Soon
Maybe at the end of the year?
>>
So Im a first timer and was wondering if anyone had anything to say about those MV packs on steam. anything good in there
>>
>>167648843
I don't know. I'm a tightwad. So I'm making my own art. It's worth it but time consuming if you're learning.
>>
>>167649126

It mostly just seems like a lot of crap to push on people, lot of really janky looking ones in there but I don't know if anything is super helpful
>>
Are there any good RPGmaker rpgs or is it all walking simulators
>>
>>167650262
Undertale.
Stray Cat Crossing.
>>
>>167650648

so no.
>>
>>167650712
how can I make my walking-sim special?
>>
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>>167650262
>>167650712
Don't worry anon, I'll pack my game with extra action just for you.
>>
>>167651112
Man, GTO is goat
>>
Tomorrow I will make progress
>>
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Good night bump
>>
>realize i can't just place a "yeah hahaha dude like whatever, like rude much?" girl in a non-modern fantasy setting because those don't have these rude schoolgirls
>>
>>167655267
cunts have existed since time immemorial, my dude
>>
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>>167655324
Hard to make them like that though if they aren't modern. Plus no gyarus is bad for a game.

Also
>having second thoughts about actually making a possible female player character, despite the game i had in mind being more based on a male story standpoint
Even if you don't make a game just thinking about it makes your head hurt.
>>
Would anyone actually play a generic Dragon Quest clone in the 2000 RTP art style? Or should I make it a little more unique?

What do you think?
>>
>>167631193
Most definitely the right option.
>>
>>167655726
Make the story or the combat unique.
>>
>>167655267
Why not? JRPGs get away with that shit all the time.

Serra from Fire Emblem for instance
>>
>>167650648
Undertale isn't RPG Maker.
>>
Do shitty harem games need a Deadpan character ("the Rei")?

I am making one but don't like the archetype.
>>
>>167655726
I probably wouldn't, but there are such games on Steam for 1-2$ and they usually have 1000-3000 sales.
>>
>>167666129
It's your shitty harem game, fill it with the waifus you want.
>>
>>167648843
IMO they're recycled resources from failed projects. They're suppose to go through quality assurance for approval, but they probably just check for alignment issues, not practicality.
>>
>>167666129
Maybe, but only if your following a generic storyline.
>>
>>167666129
Maybe combine her character with another archetype like yandere or just being a legit boring person.
>>
Anyone have any suggestions for good menu replacement plugins? Specifically things like the Item menu, etc.
>>
>>167676274
Learn JavaScript/Ruby.
>>
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http://gamejolt.com/games/blind-early-beta/155309
(COLORLESS VERSION IS NEWEST VERSION.)

send help anons
please
>>
>>167655726
Make it unique, Anon.
If you don't you have more of a chance of getting your game thrown into the RPGMaker void of forgotten games.
>>
>>167655504
What you're focusing on is the language of the characters. That makes them recognizable in our modern world because of the inflections and jargon they use but that kind of attitude has been around for thousands of years. Entitlement is not something new. All you have to do is focus on the attitude and personality, not the language and approach.

For example:

>Like, oh my god, really?!?
becomes
>Hast thou lost any sense?!

I don't know your setting, time or anything else so I can't come up with a fitting example.

>possible female character
Depends on if you actually want to spend the time on making content that someone may not play though. If you're going to change dialogue, add in side quests, inventory options, then you're going to be making content that many people may not see unless they play your game a second time. I'm not saying no body will play it a second time, but unless they can figure it will be radically different, some people may not give it a second go. It really comes down to spending the time to make the additional content and not being worried by working on it.
>>
>>167676690
Will try it when I have time
>>
I'm having trouble thinking up unique fun gameplay mechanics
>>
>>167678073
This whole thing came to my mind because even before starting i wanted to make so that the MC could fall in love and eventually even marry one of the girls in his party.

Also again the female MC thing isn't something i was planning on, anyway. I can live without it.

Something i can't live without is how to make the character fall in love. I have no idea how to start it unless i copy Persona 3/4 Social Link's "interact much and give the right answers".
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>>167681046
People fall in love because they wanna fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
ck.
>>
>>167680992
>unique
Just stick to fun
>>
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How do you guys feel about fan games that have nothing to with the original story?
If it's far enough removed from the source should they just pull a Fifty Shades and make it something different entirely?
Pic possibly related.
>>
>>167685279
>If it's far enough removed from the source should they just pull a Fifty Shades and make it something different entirely?
Yes.
>>
>>167411069
Is there any way on Rpg maker xp to make a consumable item that gives you a legitimately random item when consumed? (Like any item in the game's database basically.) Or what would be the closest second?
>>
>>167686745
In XP? A shit ton of Conditionals.
>>
>>167687076
I assume it'd be easier to do in Vx? Is there no way to get Vx to use the icon system xp does where you have individual icons for every item or is that shitty megaimage the only choice for icons with vx no matter what?
>>
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What kind of business would this be?
>>
>>167687664
They're a tech company that deals in all kinds of electronics but in the back end they also manufacture tracking chips that are unknowingly installed into every person in the world
>>
>>167687816
I like that. Very, good anon.
>>
>>167687268
Try VX Ace. It has the individual icons and Ruby should allow you to do it with just a random number generator function and the Item ids,
>>
>>167689896
I have Vx ace but the icon sheet is just one document you have to paste images to which is terrible imo because I don't feel like trying to figure out where the borders to the 24x24 items are. Unless there's some way to get it like how Xp has it where each icon again, is it's own file? Am I missing something?
>>
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>>167687816
How about this one?
>>
>>167690331
That one has dealt in firearms for the past 90 years, but recently has been growing at an unprecedented rate for reasons unknown. They have branched out to security services, essentially working as a PMC for the highest bidder. They're being supported by an unknown party, you come up with something.
>>
>>167690158
Sorry. I misunderstood what you wanted. I've never searched for Scripts to make icons go on individual files, so I can't tell you about that.

But creating grids/guides in most image editors isn't particularly hard. It might be quicker to just research that.
>>
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>>167690632

After years of developing a new way to connect the IOT(Internet of Things) more efficiently, they finally made a huge contract with the government. Soon after they turned from a private company working to make the world connected to an invisible arm of a shadow government
>>
>>167687664
>>167690331
>>167691410
Are these three different buildings/companies or just possible names of the same company?
>>
How does the plot of "a young girl lives in a city you can't leave, one day, she wakes up with a clock floating above her head" sound for the beginning of an rpg
>>
>>167694139
Ultimately just one company. Just brainstorming at this point
>>
>>167694185
how are you introducing the "city you can't leave" part?
>>
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Im trying to figure out how to balance a full defense character.

Twin shields, no offense at all but is pure Wall.
>>
>>167694762
The player goes through an ordinary day or two of school, and by examining things or talking to NPCs you get tidbits of Info.

Also there's an exit to the town, but when you go through it you magically end up on the other side of town.
>>
>>167695647
>goes through an ordinary day or two of school
I hope that doesn't take too long

Otherwise, sounds good
>>
Arise
>>
What if the main character didn't fight traditionally and their contributions to the battle involved manipulating the ATB bars or other time shenanigans?
>>
>>167699206
Would that make for engaging gameplay though?
>>
>>167699391

I think it may work better with a standard turn based system closer to FFX's
>>
>>167666129
Make one, and have all of her dialogue be "..."
>>
Would this make a good game?

1 on 1 battles only
MC stats don't chance while leveling up
Leveling up gives skills only
>>
>>167700604
It doesn't sound particularly exciting to me. Seems like you are only taking away stuff without much of a reason.

Then again, I'd be pumped if you said something like:
1 on 1 battles only, but enemies have different, unique forms and a great AI
MC stats don't chance while leveling up, but you use equipment for a diversity of cutomizable builds
Leveling up gives skills only, but skills are complex and open several possible builds
>>
I made some new boss themes. At this point everything is hypothetical

Phase 1: https://soundcloud.com/iwilldevouryourkittens/enigma
Phase 2: https://soundcloud.com/iwilldevouryourkittens/crack-in-the-sky

Thoughts?
>>
>>167701507
Did you receive my email?
>>
>>167701762
I haven't checked my email in forever. I'll check it now and - hooooooly shit that's long. You seem really committed to this.

I'll respond tonight when I have time, hold on
>>
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>>167701421
I thought that was implied.

My goal is basically having the majority of battles feel like boss battles except for the occassional random encounters.
>>
>>167701923
Sure, no pressure!
I was just worried that something went awry.
>>
I can no longer access any of the older threads on rpgmakerweb, wtf
>>
>>167703274
Yeah i noticed that too. really annoying. Whatever changes they did, it fucked up everything. Nobody can even complain about it being down
>>
>>167703274
>>167703567
Just convert the thread's url to the newer thread format. Open a random thread and compare its url to the url of the older thread you want to view. The rest should be easy.
>>
>>167703885
it worked, thanks
>>
Can you use licensed music for your trailer on greenlight or do you still have to pay royalties etc?

I really want to use; https://www.youtube.com/watch?v=bkCnRvYgvFo
>>
>>167704861
Not sure but better play it safe.
>>
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Ayyyyyy
>>
>>167704861

If you're selling your project for money AT ALL then no you cannot use LICENSED music in any form.
>>
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>>167705372
>>167705238
This sucks balls, I have no budget and a really need a well done, hype inducing song at least for the trailer.
>10% off my product just for one song
FUCK ME
>>
What about 8 bit remixes of popular songs like this one for example?
https://www.youtube.com/watch?v=vgedWuaorD0

Youtubers seem to be able to sell them on iTunes and shit.
>>
THIS THREAD HAS ME FUCKING AROUND IN RPG MAKER FOR THE FIRST TIME IN 10 YEARS

HOLY FUCK PLUGINS LOOK INCREDIBLY POWERFUL. DO I MAKE AN RTS OR A METROIDVANIA FIRST?

HOW POSSIBLE IS IT TO USE SOMETHING LIKE https://www.youtube.com/watch?v=wIvAoxFDaw0&list=PL1nGayyJbMLY0a6T6_pzF1qxx77MUq8-L&index=31 TO MAKE DAMAGE GOVERNED BY DICE ROLLS INSTEAD OF NORMAL STATS, OR IS SUCH A THING TOTTALY UNFEASABLE? I WANT TO PORT A WORLD OF DARKNESS TYPE GAME
>>
>>167706185
You still have to pay the person who made the remix assuming they're even ok with it being used
>>
>>167707587
Not him but I think you can literally just get a midi file of the song online and then there's free apps where you can export as an 8 bit thing
>>
>>167708126

Yeah but then you'd get sued
>>
>>167706358
NOT SURE IF YOU CAN USE DICE ROLLS INSTEAD BUT NOTHING IS IMPOSSIBLE

YOU SHOULD MAKE A SMALL NORMAL RPG FIRST TO GET USED TO THE MAKER AGAIN

HAVE FUN ANON
>>
>>167708238
I guess. Do you need a license to sell something containing a music "cover" assuming an 8 bit remix counts as a cover?
>>
>>167708404
Alright new tactic guys, how to we legally rip off music?
>>
>>167709120
Make a cover yourself I guess
>>
>>167709120
Get a song, play it backwards and hope it sounds cool enough.
>>
>>167709120
I don't know how the laws work so I couldn't tell you. From what I understand you can legally sell a reinterpretation of something but then you have to modify it to the point where it can be distinguished from its original as a separate song or character or whatever. That would require some knowledge of music to do but it would still be much easier to modify a good song than to make your own good song. But imo the best thing is to have music that's actually based on and made to fit your game so having a competent musician friend write you a song for free or almost free would be nice.
>>
>>167709120
Accapella remix multiple songs that sound similar, like the Neon Genesis Evangeline opening and the first Seven Deadly Sins ending.
>>
>>167709120
sample obscure foreign shit, thats how rappers do it
>>
>>167709120
You can't legally "rip off" music.

The only legal way to get the music is to get a license from the people who own the rights to the music to use it in your game. If you're not selling, nobody gives a fuck.

However if you want to use music that sounds similar, or parody, then you can do that. By that I mean making a song that is sufficiently different from the original music. You can also say it is a parody, which is in the style of the music but has different words, slightly different chord progressions or melodies and is used in a not serious manner. You cannot try to pass of licensed music as your own or say that you completely made up a song if it is very closely and easily identifiable from another work.
>>
So how about this.

I turn two popular songs into 8 bit music, and THEN i just switch the choruses?

It's 8 bit, how can anyone tell that apart?
>>
>>167711631
Just pay up jesus
>>
>>167711793
A budget and music making/skill is the things I am lacking.
>>
>>167711916
Get a job or learn how to make music or use public domain shit
>>
>>167711631
Just make your own.
>>
>>167711631

NO! You can't use music that's not yours. Just go grab something from the public domain
>>
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Royalty free musics sucks so bad, and none of it has a vocal track.

I AM DOOMED
>>
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>Royalty free musics sucks so bad
>>
Time to make progress Anons
>>
>tfw playtesting my game
>every 2 minutes have to shut it off to fix bug that makes it unplayable
damnit I need to learn to get it right the first time
>>
>>167714136
Give me lyrics and I'll sing them
>>
>>167631193
Either is fine, it's the execution that really matters. More accurately, right is the safe option - people know what they are saying and can directly insert themselves through choices. Left is the risky option. It allows the audience to watch things playing out from an observer standpoint, which is good for storytelling and bad for insertion, but the risk comes from shit like,

>Good
>Anon: That's none of your fucking business you piece of shit, but if you must know, I'm just fine.

>*Dev commentary: He's the sarcastic character :^)

There's always going to be that chance of disconnect, unintended response, or just something else that separates the character's response from what the audience thought was going to be the response. You see /v/ complain about this all the time

Witcher 2:
>Select 'Very funny.'
>Geralt: "Fuck you!"

L.A. Noire
>Doubt.
>YOU FUCKING MURDERED HIM YOU FAT PIECE OF SHIT I CAN'T BELIEVE YOU WOULD-
>>
>>167719512
That would be fantastic, are you any good tho?

Got a soundcloud or youtube?
>>
>>167721016
Does /v/ the Musical count?

https://www.youtube.com/watch?v=5y3_GbjMX4I

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

https://www.youtube.com/watch?v=foYivGt1_4s

I was half-joking, but if you've got lyrics I'll give 'em a shot
>>
>>167721837
>that Spergout
lel
>>
>>167721837
>Spergout.mp3
I have to laugh like an idiot every time I hear that.
Not him, though.

What is the theme of the next Podcast?
>>
>>167721837
That's pretty fucking funny anon.
>>
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>>167722117
>>167722429
Glad you liked it!

>>167722219
Next one is 'Plot Structure.' The last format proved popular (ie high retention) so we're gonna do one in a similar vein of games that have theme park-type worlds (where weak characters were excused as you went from one fantastic place to the next, like FFL1 and most MMOs) more modern fare that's character-driven (Lunar, WRPGs), and games that say 'screw the plot and worldbuilding and enjoy the gameplay' (ie FF5). We're also gonna touch on how FF6 and 7 are shining examples of balancing these concepts (worldbuilding vs. characters vs. gameplay), touch on how FF8 shat the bed, and bash Bravely Default's second half (which we forgot to do last time). Should be a good show
>>
Is it possible to use higher resolution tiles in MV? Also, is there a way to zoom the screen in, as in decrease the number of tiles that the player can see? I feel that the player is able to see too much of the maps simultaneously compared to the older games that RPG Maker is based off of. It makes it more difficult to hide secrets.
>>
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Stay alive
>>
People need to make games with better casts like tomboy and kuudere waifus and edgelord and bishie fujobait.
>>
>>167723282
FF6 is known for gameplay? It hardly(if ever) had any good boss design and no where near the expansive customization of FF5.
>>
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This trailer song shit is killing me.
It's just a trailer, why do I have to go trough all this trouble a cost for a 1:30 minute song.
>>
>>167729185
Anon
First finish your game and then make a trailer
>>
>>167729253
What's the point of making a game if it won't sell?
Nobody will like my trailer without rocking music and therefore nobody will be intrigued enough to buy or check out the damn game.
This is a nightmare.
>>
>>167729017
Very true. However, each character has a unique battle mechanic, and the Espers add a small amount of depth. It's not lacking customization, though it could stand to be deeper. For the average normie, it's got more than enough. I could probably say the same about Pokemon, where your vast array of options (700 party members) disguise some of the simplicity.
>>
What's a good project name for a series of SRPGs that aims to revolutionize the genre?
>>
>>167729017
>>167730035

The gameplay is worked into the story a bit better, too. Magic crystals had already been done.
>>
>>167730225
"Not Another SRPG"
>>
>>167730225
The suck is a SRPG?
>>
>>167730225
Project1
>>
>>167730282
You can never have enough SRPGs.
>>
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>>167730225
Something Something Tactics
>Rutabega Tactics
>Sweatpants Tactics
>Macaroni Tactics
>>
If I was going to make a game that pissed off tumblr, what would HAVE to be in it? Like mandatory? On the flip side, what would have to be in it for them to LOVE it?
>>
>>167731136
>On the flip side, what would have to be in it for them to LOVE it?
Fujobait, but then again, people should love that anyway.
>>
>>167731136
>If I was going to make a game that pissed off tumblr, what would HAVE to be in it?
Literally anything
>>
>>167731136
A game where Trump kills trannies and furries or something
>>
>>167731257
>fujobait
I don't even know what that is... I'll keep googling

>>167731289
>Literally anything
How about a sad lonely feminist?
>>
>>167711916
Just use rpg maker build in music?
>>
>>167731410
Seriously, anything you can possibly think of will piss them off. Add a slightly off color banana and some of them will freak out
>>
>>167731398
Fuuuck... I really want to put Trump, or a Trump like figure, in my game. Don't know if I can have him killing trannies but I might have his "shocking" president do some interesting deeds.
>>
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>>167731523
*vice president
Well that joke was ruined....
>>
>>167731136
My game idea, come to think of it, would prolly piss off tumblr a bit.

It's basically a valkyria chronicles kind of game, except it takes place in what's assumed to be a dead-ringer for WWII. The bad guys are simply called the "great axis", but it's still rather on the nose.
>>
>>167731523
Make a deadpan president who just absorbs information and a vice president that is basically a cartoon villain, call him Michael Ponse
>>
>>167731705
I only got a few hours into VC. I thought it was pretty cool. What's triggering about a WWII type game? War? Females on the front-line? Guns? kek

>>167731750
I'll probably put in the election as a side piece. Like it'll be going on in the background but It won't influence the main story. Probably have some NPC's make references about it as well so they aren't just saying useless boring shit.
>>
>>167731984
The fact that Nazis are in it?

Idk, tumblr gets pretty crazy about any mention of Nazis it seems.
>>
>>167731984
Nazis as good guys
>>
>>167732057
SHIT
How could I forget... Well maybe since you're fighting(I assume) the Nazis, it's okay. Unless you ARE the Nazis.
>>
>>167731136
>On the flip side, what would have to be in it for them to LOVE it?
I'm planning a short maybe two hour game with a bunch of kids setting out gang fights with witty characters and fourth wall breaking. You think Tumblr would love that?
>>
>>167732170
Naah, the Nazis are the villains. Like I said, they're just called the "Great Axis"; they're never outright referred to as Nazis. I don't wanna have to get the Persona 2 treatment.
>>
>>167732202
Maybe depends on what the gangs are and who the main party is. If the gangs are stereotypical CIS people then it might be good. Like have the main party be on a crusade for justice and fight the closed minded normies. The best thing is to put in lots of puns, break the 4th wall and have different romances: straight, gay, trans, otherkin.
>>
>>167732234
I don't know if tumblr would like it, but honestly normal people would. War is a tragic thing but you can run the gamut of emotions and tell lots of different stories in it. It's a rollercoaster that can go anywhere you want and end anyway you want. War never changes.
>>
>someone suggests making a game where the Nazis are the good guys to piss off tumblr
>not realizing that is literally career suicide and no one will ever take your games seriously ever

I mean if you're doing it "for the lulz" whatever but anyone who does this can expect 0% credibility from it
>>
>>167732465
The gangs aren't really stereotypical. They're like a bunch of chuunibyou.
>>
>>167731136
>pissed off
Controversial topics with traditional answers, like bringing up religion and saying it's the right choice or that pol was right or homosexuality is a choice or something negative about trannies; whatever is popular and has loud defenders.
>LOVE it
LGBT characters, nonbianary characters, multicultural non-white characters, whatever snowflake you can fit in it. Also make sure these characters are on the good side and did nothing wrong.
>>
>>167731136
Hate: go find something trump or nazis or christians support and support it

Love: Something with minorities and about being moral
>>
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>>167732604
>pol isn't here

>>167732643
Just googled that. That's a good platform to start from. Everybody hates those people.

>>167732812

>pissed off
easy topics. Might put the character through some people who act like that. Probably won't put the character into situations where he will give an opinion or act on choices that will determine what he believes.

>LOVE it
Can put some of those in too. Might even fuck with some gays or non-whites who are especially traditional or have unpopular opinions.

>>167732897
So much material to choose from with Trump. And it grows everyday. Maybe I could mock how much the criticism is blown out of proportion. And also have the other side blow things out of proportion. Fuck I'll just make everyone hypocrites.
>>
>>167733242
hey, I'm just hoping to save someone from making a dumb decision cause they want to be edgy
>>
>>167732604
>>167733474
Anon, I literally said the Nazis are the bad guys.

Why woul
>>
>>167733648
it wasn't in response to you, sorry, it was to >>167732159
>>
>>167733648
>Why woul
Rip Anon
He left us too soon.
>>
>>167733648
Shit I didn't know that guy's name was Woul
>>
What kind of characters do you like to have in your games? Personally, I'd like an edgelord and a tomboy somewhere in there.
>>
>>167733474
Kek, well to be honest I am trying to be a little edgy but not for the sake of being edgy. I want to try to put two seemingly contrary ideas and behaviors and ideas together to see what happens. Controversy is nothing but free publicity.

>>167734127
If you give him/her a name(reasonable) I'll put him in my game.
>>
>>167730903
is that a girl or a guy
>>
>>167735163
Does it matter?
>>
>>167731479
I am trying to create something great here, a game that will make RPGMaker seen as a viable game developing platform, it would rather present the game mute then use the premade sounds it comes with.
>>
>>167736615
It's better ripping off songs and making it look like your own anon.
>>
>>167736615
Hey Ralph
>>
>>167723282
FF8 didnt shit the bed tho ff8 was good

Theres more connection between gameplay and the world than any earlier final fantasy
>>
>>167738127
I can't say much for the gameplay but the story and characters are alright. The characters are certainly more unique and have more life than all the ones in the snes games and there are some really dramatic moments like the Disc 2 Climax. It's where Selphie resides, who is easily one of if not my favorite girl in the series.
>>
What is the proper size for a mega city, if it is the only urban location in my game?
>>
>>167738127
Story wise it's good, aside from a few absurd bits. People perceive it to be worse than it is because of a translation that fails to convey things properly and the fact that spoony riffed it, so it's more of a meme at this point.

Can't say the same about the gameplay, though the ideas are all interesting.
>>
>>167738392
>>167738127
I really like some of the vauge ps1 square games like Legend of Mana and FF8. The worlds feel bigger because they are so mysterious
>>
>>167738618
I would actually say alot of Square games have the same problem with the battle system. Some of their games have very deep sub systems but gameplay that dosen't require any nuance or mastery of them. FF8/Legend of Mana/Golden Sun are all like this. The problem with FF8 is that it was reallllllly hard as a noob and reallllly easy as a vet. And the long animations combined with ease.
>>
>>167695483
>Knockback
>Stun/Interrupt that works on bosses
>Increase Max HP based on number of ailments
>Throw shield to stun, temporarily lose defense
>Slow enemy as long as unit is alive

>>167699206
First ability gives another unit an instantly full ATB bar.
Second ability instantly empties an enemy's ATB bar.

Abilities that consume ATB bar to apply buffs/debuffs on a target.
Overclock units for double/triple turns
Heal ailments by making them tick faster
>>
>>167695483
Try taking inspiration from Bravely Default, they have some of the best tanks in 2-d turn baised games. If taunt, defense boost, full defense+gaurd an ally, CC, and a buff to increase their aoe radius all have the same 5 turn duration you already have decisions to make.
>>
When you use a lot of magic, it's easier to come up with excuses for a lot of effects. =w=
>>
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What happens in this building?
>>
>>167740772
The best rooftop bonfire barbeque
>>
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>>167740831
here's a bigger one

Also maybe you're right
>>
I wanna make some games where half the enemies are bosses. What do you think? =w=
>>
>>167741136
just make them ALL bosses at that point, with maybe one place whose main schtick is that it has regular minions for once.
>>
>>167741136
try to explain your idea without the word 'boss' anon.

Do you mean a heavily scripted, skilled, balanced and unique encounter? If so, theres no reasons regular mooks can't be this quality.
>>
>>167741734
Yeah, I mean the much stronger unique enemies with unique abilities. I find mooks to be handy as breather enemies for players to practice against and test some of their own abilities with though.
>>
>>167741906
But what's the story?
>>
>>167741974
I'll be making some short games first and the one I'm currently planning is about chuuni kids in gangs fighting each other.

But I like this structure and planning to apply it with more ambitious games when I get enough recognition to collaborate with others.
>>
>>167742148
Oh okay, that makes sense. If it's a short game with determined battles, then that is good.
>>
>>167742303
Does that imply it's bad for long games?
>>
>>167742474
What counts as a long game?
>>
>>167742659
10+ hours

The short game I was planning should end up being about 2 hours.
>>
>>167742731
Actually, 10 hours should be about mid length. Long should be 18ish hours.
>>
>>167742802
10 hours is a good length. 18 is a lot.

I guess I'm imagining no random battles. Filling that much time without random encounters is crazy to me. Not saying it can't be done but bravo if you can do that. I'm doing a narrative game with no battle system at all. Trying to even get to 10 hours would be a huge accomplishment to me.

I'd like to play your 2 hour game.
>>
>>167742802
>>167743204
What makes you think anyone would play your shitty game for more then 2 hours?
Do you realize there is a million better games then yours out right?
>>
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Good night bump
>>
>>167743204
Thanks, I think pacing's important and try not to get battles too tedious.
>>
>>167744175
Any example?
>>
Let me clear something up. If you're making an RPG, it should be 20 hours long on average. Anything less and it's an RPG lite and you've failed.

Now go back to work!
>>
>>167747372
10 hours is more than enough for a game where the story is the main hook though. I like long games when there's tons to do in terms of exploration, customization, crafting, building etc but when it's just the same gameplay over and over again it's a good idea to refine and make it shorter
>>
>>167738521
If your game had multiple cities, how big would all of them be combined?
>>
>>167747372
Guess I'll just double the level up experience requirements, then!
>>
>>167738521
Clock Town from Majora's Mask. Any larger and you risk the player getting lost
>>
>>167738521
Lumiose City
>>
People in my setting can have their memories extracted and "read". The memories can be extracted whole or partially and anybody can "read" memories if they acquire some. Reading a memory is like experiencing things yourself in a Being John Malchovich sort of way. So if you read a person's memories a lot, you might end up adopting manners and developing feelings the original person had.

The magic/technology to extract memories is at least 400 years old and of relatively easy access. Once extracted, memories can be duplicated but that is somewhat expensive. Memory extraction/insertion is akin to education, drug use, "rehabilitation", slavery, death penalty, brainwashing and porn in the setting, depending on how it is used.

But I can't decide.what "shape" the memories take. I would go with books, but it only makes it clearer that I am ripping off Bantorra.
>>
>>167758135
Put them in a crystal ball or some shit
>>
>>167758135
Was pretty unique in Bleach, Ulquiorra registered things with its own regrowable eye and crushed it into a magic powder to let everyone in the room go into some kind of trance where they could see what he saw.
>>
>>167758682
Crystals makes it clearer that I am ripping off Kaiba, though.
>>167758990
Eyes sounds kinda original.
>>
>>167740901
It's a supermarket that doubles as an oven that cooks it's inhabitants if they stay in too long.
>>167758135
Rip off Harry Potter and make them little whispy things or rip off Jojo and make them discs/usbs
>>
>>167759847
Shit. I was thinking that Disks could be sorta kinda original.
>>
You now only have 12 hours to wrap up and finish your game.

How fucked are you?
>>
>>167760147
You ready for a five minute RTP save the princess adventure?
>>
>>167760448
Depends, does it have a boss with a powerful counter move and you need to stun him to create an opening for attack?
>>
>>167758135
Flowers. Color, shape, number of petals, etc. are affected by the content of the memories.

Don't try to consume an entire bouquet.
>>
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>>167763264
Yeah. This seems to be the route I am going to take, I just read about the Goddess Seshat when looking for possible references, and it seems like a cool nod.
>>
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>tfw doing a take-home exam so i cant make progress today
>>
>reusing designs i made as a child
I love it.
>>
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>>167694185
Sounds pretty good.
>>
I finished the first fight and most of the introduction! Make progress, anons! You can do it!

>>167694185
>>167768679
I'd have said The World Ends With You.
>>
is it bad to have most characters in your game have some kind of heal/self heal?
>>
>>167771942
My characters are given super strong skills but nerfed mp, do you have restrictions on how many times that self heal can be used?
>>
>>167771942
It's broken if they've got items on top of that.

I've noticed an overabundance of items and revives make turn based games kind of easy

What I've done is introduce actor inventories so you can keep as many items as you want in the bag, but only bring 6 into battle.

On top of that, gold in my game is hard to come by, you lose half of it upon game over, and items are expensive.

Finally, reviving unless you do it in town or with end-game spells/items leaves you with a "weakness" debuff that reduces all your stats until you get it removed with the abovementioned methods.
>>
>>167775220
Why not just make healing items common but not heal much at all? That way it's more practical to use outside battle and kept under control in battle.
>>
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>when people tell me to post progress
>>
>>167776345
If I'm going to do that, the next step in logic would be why have healing items at all?

I'd rather the player actually say "neat!" instead of "meh" when they go out of their way for a chest that's only got a restorative in it.
>>
>>167771942

As long as the mechanics suit the character and are fun to use, it's fine. They need to have trade-offs, too. Even just "spend some mp to do an attack that'll heal you for a percentage of the damage." Just make sure that the actual healer character's designated healing isn't outpaced.
>>
Bump with a question: How do you make an event custom route without pausing for every step?
>>
>>167780682
Change the frequency to highest.
>>
>>167730225
How do you revolutionize a genre without it becoming something else?
Like, either you meet the criteria or you don't.
>>
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Work on your game
>>
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I've started a project /rpgmg/. I've done what was in the comics.

Game follows the protagonist whose name and such are whatever the player decides, and I want it to be driven by characters the player meets as their class mates. I have the Yanfly core plugins installed as well as class change, subclass, enhanced TP, skill learn, job points, auto passive states, and the buffs and states core installed as I think those are all I need for now.

I'm completely new to this and have no idea where to go from here.

I've also decided to do my own art because I don't like the stuff that comes with the program, not to mention it's not really got what I need and I'd have to start drawing my own things anyways, but I'm not sure where to go as far as the art direction. Again, it's a magical school setting. What would be the easiest thing to do?

In addition, I'll be composing my own music. Now, this is something I've actually done on my own and for computers. It shouldn't be too hard for me to come up with some music for the game, though again, I'm not sure what direction I want to go as far as the music is; whether I want it to sound like a JRPG or not.

Opinions? Advice?
>>
Alright anon lets hear it.

Pitch to me the premise of your very first RM game ever. of course not the "project1" build where you dicked around testing features. The one first game where you actually threw in tons of effort.
>>
>>167783305
Following the comics is good.
Don't go full custom art and music for your jfirst project, you'll be overwhelmed, there's tons of artists in the community with stock material you can use and different art styles to check out.
>>
>>167783576
I don't know about that. I've dicked around on a few projects and never got anywhere. Even using the RTP you can feel like you're just putting stuff down.

Since I started making my own assets I felt very emotionally connected to my project. Something about seeing your little creations on screen and moving around is satisfying. I'll agree that you can get overwhelmed when you have to create the entire world, but as you make more, it gets easier.
>>
>>167784183
True, whatever works better for you then
>>
>>167783576
>>167784183

Thanks anons.

I'm thinking I'll use the assets that came with the program for now, then start working on my own assets once I get about enough story/gameplay content to have a working demo to show you guys.
>>
dont mind me just posting my progess

https://youtu.be/FhKE7zwAido
>>
>>167783305

Here's a little advice: make yourself a To-Do List(txt file on your desktop as a reminder will be enough) and divide it into three categories(or more if you like): "Things to do now", "Things to do later" and "Things to maybe do some other time". Organising work like that may seem a little unnecessary when you're starting a new project, but the more game grows, then there's more work to keep track of. Eventually - the development will become a chaotic fever dream, very hard to snap out of.

In my case - I didn't have such list when I started my project and sometimes I still suffer for it, by finding parts of the game that I forgot to finish or fix in the past.

Anyway, I hope it helps a little. Good luck with your game!
>>
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>>167787426
Advice taken!

I made a little to-do list. Not sure what to put on it yet, but I'm sure it'll come, as you said.
>>
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>>167739272
>>167740038

That sounds good. I just worry people might not find a defensive character fun to use in a 2d game
>>
>>167731136
Just put whatever you want. If you try to LE EPIC TRIGGER XD tumblr on purpose you are just going to end up with cringy and edgy shit
>>
>>167795535
Yeah I understand that. I just don't understand tumblr culture so I don't know what to even go off of other than the hearsay from here.
>>
Post progress
>>
>>167797662
I would but I'm working.
>>
>>167787237
Pretty impressive, dude
>>
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>>167797662
Demo could be finished today if I stick to it!
>>
>>167798041
Looks nice but I dont understand what's going on in the second panel. Is the white cat kissing the dark one, or licking the blood?
>>
>>167799903
There will be dialog that goes with it. The white cat is cleaning the blood off of the dark cat.
>>
>2017
>dying
>>
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>>167411069
Anyone here knows about any trusty programmer that's open for commissions? I want a battle system tailored for my game (RPG Maker MV) and everyone I see with experience/recommendations in forums and shit are not doing commissions anymore.

I have a relatively decent budget for this.
>>
Making music is not that bad, I've been panicking for nothing
>>
>>167806040
>Making music is not that bad,

making good music is
>>
>>167783305
I think based on what the comic suggests, you should just go and make a barebones project first before making up your ideal magical school setting project.

From what I gathered reading Yanfly's comics, making your "dream game" from the start is going to have tons and tons of barriers by you simply not knowing the game creation process. It's why Ralph suffered so much since he just did things as he went along.

I think it's best for you to just make a game currently with what you have using little to no plugins to see how far you can get. Once you are comfortable doing that, then you can work on your stuff.

Maybe work on some dungeons or towns?
>>
>>167783445

I was in the fifth grade and it was a dbz game with an action battle system that would cover all the sagas and have multiple playable characters and co op and versus and rpg elements, what if episodes where you could play as the bad guys, an original soundtrack, custom sprites, and uhhhhhh, be the best game like ever with ng+ and stuff.
>>
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>>167783445
A sequel to Legend of Dragoon. It was set in a sort of modernish fantasy world and I think I was just rehashing the story of the original, only really deviating from the source for "humor" purposes.

Also the main characters were my friends and I (I was the hero, obviously)
>>
I haven't made any progress in a while. I need to get back into it.
>>
>>167783445
The first one I helped with was my older brother's and it was a massive fantasy rpg. The file got corrupted and he lost faith though
>>
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Rate my deving plan guys, this is my first game:

>build the world map with only walkable tiles and doors
>add boss placeholders
>add simplistic story dialogue
>add random encounter placeholders
>add skill placeholder
>add animation storyboard
>configure enemies and bosses zone by zone
>tweak skills
Playtest and add shit where needs to be done
>sketch the world and add drawings into game
>sketch bosses
>sketch enemies
>sketch characters
Playtest
>draw maps
>sprities
>map animation
>enemy sprites and animtion
>skills animation
Playtest
>turn storyboards into animation
>compose music
>>
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I still haven't decided if the MC should be silent or not, considering I still want to give him some constant personality traits but also add some dialogue choices and some endings based on what he chooses to do
>>
>>167812362
Make him expressive and give him all that. Think Crono.
>>
>>167810951
Sounds like a plan
>>
>>167812593
Sounds good.
>>
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Demo coming tonight! Around 2 hours from now (assuming everything goes well). Can't wait to get something in your hands!
>>
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>>167814765
>>
>>167815181
Add mine to the list.
>>
good night bump
>>
>>167814765
Really looking forward to your demo!
>>
What resolution is your game?
>>
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Can you tell what this is going to be?
>>
>>167818956
1920x1080p
>>167819293
Obviously a waiter.
>>
>>167819608
Maybe....
>>
Still torn between whole maps or many small maps that fit the screen perfectly.
>>
>>167821373
Are you going to be parallaxing?
>>
>>167821481
Yes and I'm planning on using events to animate the world.
>>
>>167821373
keep in mind theres a map limit
>>
>>167822298
I didn't know that, what is the limit?

Shit, this might be a problem.
>>
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>>167819293
A DBZ game?
>>
>>167822298
>999 map limit
Thankfully I am not planning on making a game THAT big.

I was planning on finishing the mapping of the world in a couple of days, but story boarding has been putting me off track, I might be way to ambitions for the little time window I have.
>>
>>167822447
Kek i wish

>>167823680
Well depending on how big the resolution is, it may change the way you map. The default resolution lends itself to smaller maps and bigger maps will cause scrolling. Honestly scrolling isn't that big of a deal. If you up the resolution, you can fit more on screen and there might not be any scrolling if you up it enough. but you may run into problems if you animate a lot of things on screen and have lots of events running. I don't know the details of your game so it's hard to say if that will apply to you or not.
>>
>>167823916
I'm making my game 1280x720 which is 26(and a half)x15 tiles wide.
I tried making a bigger map before, and the blur of the map while moving just ruins everything for me as it's quite a strain on the eyes.

Is it really a problem to pass trough more maps then usual and being able to seem most things on the screen?
The biggest downside to this is how quickly the player can cross the maps as main path is always easy to follow.
>>
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There is a few known bugs:
1) Characters faces don't disappear in battle when there is a message on the screen.
2) During the first fight and the last fight (because a character is added mid battle), it doesn't update the battle UI properly and the added characters face and animations arent seen.
3) when selecting an item or skill some of the UI shifts to the left a bit
4) game doesnt do what it should after you finish the demo, i forgot the put the end demo stuff in for this upload.

So i'll post the link but will be posting a new one with some fixes tomorrow or the next day, so hold off on spreading this version of the demo around. A slightly cleaner version will be out soon.

I'd love to hear any comments you have as you play the game. Let me know if you have any issues or feedback.

https://www.dropbox.com/s/8u2t6pfmgzur65g/The%20Long%20Road.zip?dl=0
>>
>>167825214
That first issue can be solved by placing a blank dialogue after the message.
>>
>>167825214
Downloading this is one of the first things I'm going to do tomorrow
>>
>>167825506
I'll give it a try thanks!

>>167825936
Cool, lemme know what you think!
>>
>>167825214
You have to remove the red cross from your game, might get sued.
>>
>>167828037
I'll look into that, it's not the first time I heard it.
>>
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Good night bump
>>
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Bump!
>>
Reminder that if you're making an MV or VX game and you're using the default font, then you suck and your game looks a thousand times worse than it could.

It's a small change that goes miles in making your game look more unique.
>>
>>167815181
they look nothing alike. The cat from ghost trick has three whiskers.

T H R E E
>>
>>167832658
With my content I don't have to change measly things like the font, menus and so forth.
>>
RMXP:
Is there any moderately easy to set up Sideview system? I'm good at Ruby and I can code complex stuff in Pokémon Essentials, but every system is really hard to set up.

RMMV and in general:
How the fuck do you make every graphic from scratch? I'm no artist and honestly it feels like a chore. I'd be using GBA/SNES FF assets if only I found them formatted as a tileset already.
>>
Is there any message system with busts in XP?
>>
>>167828037
>>167828495
it's incredibly unlikely that you'll get sued. MAYBE you'll be asked to remove it, if someone actually cares. But even that is pretty unlikely. That symbol is everywhere, an obscure rpg maker game isn't going to be on anyone's radar.
>>
So I've managed to map the main path for two locations.
I am growing more and more confident with every bit of progress I make.
>>167834995
>an obscure rpg maker game isn't going to be on anyone's radar
Until it blows up and becomes the next Undertale.
>>
>>167825214
So I tried it out, most of it was pretty charming and nice, but the main thing I had a problem with was Whax's fight being a bit long without really being all that interesting since all he does is attack or squat, and with Cleo around, healing's consistent enough that it doesn't feel like death is too much of a threat. The bite attack's bar also charges a bit too slow for my tastes, if the whole thing could be made a little faster feel like it'd flow a lot better. Also consider moving the text box to the bottom in the last scene, since it was obstructing some of the current panels on the cutscene. Other than that, it was pretty good.
>>
>>167835945
Expecting to hit Undertale levels of up-blowing seems just a tiny bit overly enthusiastic.
>>
>>167838692
I'm gonna make it no matter what! Nobody's going to play my game, right?
>>
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14/? - https://www.youtube.com/watch?v=i5Hz3rxTF98

14/?? - https://www.youtube.com/watch?v=UcKchpzAuew

VITAMIN - https://www.youtube.com/watch?v=N9kEezdtzZo

TELEVIGICAL - https://www.youtube.com/watch?v=dW6F4EWycoQ

SILHOUETTE725 - https://www.youtube.com/watch?v=2WQL0iW8UsM

NEFTELIA - https://www.youtube.com/watch?v=1RW5iVXhEYk

NEFTELIA 2 - https://www.youtube.com/watch?v=7pgSTOSeYTE

&& - https://www.youtube.com/watch?v=XRONA7VpUpI

CARCASS - https://www.youtube.com/watch?v=4nc_Y_cVvoc

ULTRA VIOLET - https://www.youtube.com/watch?v=cqL2mPx6HXk

FLESHCHILD - https://www.youtube.com/watch?v=SDUXdjthObc

ANSWERED PRAYERS - https://www.youtube.com/watch?v=nf6Yh4OnZCI

CENTRAL STATION - https://www.youtube.com/watch?v=efcC6irRGnI

A HIKIKOMORI'S LAST STAND - https://www.youtube.com/watch?v=m-Iah6RY8Xw

EVER PLAY THESE RPG MAKER GAMES?
>>
>>167841121
Only Fleshchild.
>>
>>167838863
There is kind of a big space between "a game no one plays" and "undertale" where your game might fall, anon.
>>
>>167841121
No, and from what I can see I have no desire to do so in the future, either.
>>
>>167843254
Fleshchild is nice, though. Just incomplete.
>>
>>167843436
They may all be good! It's just
> surrealhorroryumenikkilike
>>
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>have ideas for party members
>for some reason all these ideas are female characters, one male was set in stone but a child one i'm not so sure about
>the other half of these ideas is half of these girls having personal problems that they think the MC would hate them for(he doesn't but they don't know)
And the worst thing is that i have absolutely NO IDEA about how to make the MC look like. I have in my mind the designs for all the characters BUT the fucking MC.
>>
>>167846014
>he doesn't but they don't know
so like every standard guy in a party full of girls?

You could do a zuko thing, where he used to be someone of importance but that position was removed and symbolized by a huge face scar. It would give the impression that the person would hate certain personal issues.
>>
>>167846998
I am not familiar with that character, but funny enough one of the girls i planned was one wearing a mask to hide her burnt face, like him.

>so like every standard guy in a party full of girls?
I know it's standard but i can't help it.
Seeing them go like "how could you like this disgusting body?" "no one could love someone with such a ruined face" and the MC clearly not giving a shit and making them cry tears of happiness is great and i love it.

In games with customization i always make the guy with a scar on his face but i didn't think about it for the MC of my game....i guess the good old "kid MC saved X character by Y incident and got permanent scar" thing could work.

i don't even know why i bothered posting, it's not progress or whatever but i like expressing my ideas about my game or reading other people's characters and whatever
>>
moar progress

https://youtu.be/gOyrYtcRA-M
>>
>>167848841
less "got scar saving someone"

more "got scar for grave failure in duty/responsibility"

There aren't many ways you can really justify every single girl focusing their personal problems around whether to reveal them to the MC, in any case. I mean, do they tell EACH OTHER about them? In a slumber party or something? Normally adjusted people do that. I kid, most of us are probably abnormal anyway.

>making them cry tears of happiness is great and i love it.
I guess if you're not already tired of it. Even the parody with the guy getting even MORE turned on and creeping out the girl is overplayed.
>>
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>copy pasting events for my elevator
>each floors has a brand new type of bug
>>
bumpo
>>
>tfw you have to strip out things to counter feature creep.
>>
Are there any examples of rpg maker VNs?
>>
What's the most popular RPG Maker forum currently?
>>
>>167841121
I actually played 14/?
>>
>>167852590
What did you have to axe, anon? What did you get to keep?
>>
Anyone interested in joining a RPG Maker General discord chat?
>>
>>167861421
Is it the one that's already up?
Is there two of them?!?!?!?!?!?!?!?!?!?!?!
>>
>>167861538
post link, I didn't know there was one already. I was going to make a new one
>>
>>167841121
I sure hope this isn't your own shitty channel
>>
New thread when
>>
>>167861667
here is the one I was talking about
>>
>>167861421
No. Why would we need that?
>>
>>167861907
https://discord.gg/B4kAU


fuck forgot the link
>>
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What is it???
>>
>>167861993
Why isn't this part of the OP? It's a good way to communicate
>>
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>>167862240
You can't fool me, that's definitely a DBZ game
>>
>>167862506
fuckin hell... I CAN'T SNEAK ONE PAST YOU.

Do you wanna see that krillin I was drawing earlier?
>>
>>167853906
They exists. But they're so forgettable, I can't think of their names.
>>
We need a new thread
>>
RPGmaker2003 is superior
>>
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>>167783445
It was titled "Sacrifice"
In '07-'08 I was inspired by the possessed sword in Inuyasha Movie 3 and a cursed gauntlet in Unlimited Saga that forces you to fight. I wanted to build a game around the Berserk status effect.

A dragon spirit breaks it's seal and attaches to this boy Marc. It'll be resurrected upon killing some # of foes. So the objective was to end the battle before sword kills something. using rituals and charms to supress the sword's actions.

I also wanted to do a parallel story of an exorcists from another land that wants to purify malevolent spirits. But I didn't get far with her story.
>>
>>167863886
>>167865459
Make one then : )
Thread posts: 754
Thread images: 129


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