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/rpgmg/ - RPG Maker General #189

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

Thread replies: 735
Thread images: 192

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Make Your Own Goddamn Thread 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
>>
Forgot to link the last thread: >>167411069
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How can I make my game more like Deus Ex?
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>>167866857
Let the player tackle missions in different ways.
Hide a lot of stuff everywhere, not only loot but also passages and hidden enemies.
Lots of conspiracies.
Hackable terminals and pcs.
Hire random people for voice acting.
>>
>>167867394
What if I just do all the voice acting?
Definitely need some conspiracies to put it
>>
>>167867613
Sure that can work too
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>>167867962
I'll take notes from this game and Shenmue.

I don't want to make a clone but I like the conspiracies and the crazy plot
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>>167868182
If you want conspiracies and shit read/play more cyberpunk material, there's lots of ways to do it without drawing from real world conspiracy theories like Deus Ex
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>>167868506

I'll look into that. Made up conspiracies are just as good as real ones. Even better if you can't tell the difference
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>>167867613
Would you actually do different voices?
Sidenote: What if I voice a game in Sim language or Animal Crossing babbles?
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>>167870672
I would definitely do different voices. It makes the game more enjoyable. A woman can't sound the same as the three other guys you talked to, and the kid can't sound like them either.

I think the simlish would be neat, but people may not like it. The AC babble is a safe bet because it's rhythmic like actual speaking but not bogged down with trying to interpret what they're actually saing
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Who did it better?
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>>167870672
Simlish is too complicated to make, but babbling always works as long as you change the pitch and gives it a certain variety
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>>167871538
why no picture.....
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repostan from old thread

https://www.youtube.com/watch?v=gOyrYtcRA-M
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LIVE DAMMIT
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>>167866484
i had to go through vg page by page to find rpgmg. what the fuck happened to the catalog?

also ive decided im gonna make a little game until i get a new drawing tablet, like a very small game. half an hour of gameplay small. not sure about details, just gonna bust out paint and make little monochrome tiles and see where it goes.
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>>167874540
The catalog is still there
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>>167874830
weird, maybe its a local issue then. i'll try to figure it out later
>>
I need a simple concept for a game to make a small rpg. All my ideas are either really shitty, really complex, or both.
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>>167876412
Go shitty first. If you can't make a shitty game, you can't make a complex game.
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>>167876412
You play as a monster killing adventurers. You can absorb their souls to add abilities to your character (think blue mage from Final Fantasy). Make it only one party member. Come up with an interesting setting.
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>>167876694
Did you already update your demo or am I good to go with the link from the last thread?
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>>167876694
>think blue mage from Final Fantasy
or just Alucard from Castlevania?
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>>167867394
>Hire random people for voice acting.
>>167867613
>What if I just do all the voice acting?
Voice acting...interesting.
Even if I got voice acting only for the animated scenes it would skyrocket my games quality to a professional level.
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>>167878836
>voice acting
But should it be comically bad, or actually trying and making it bad?
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>>167879105
Depends on your game, I want it bad-ass.
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WE'RE ALL GONNA MAKE IT
Post your progress.
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>>167879608
Oh you're the DBZ guy. Nice Namek and Krillin.
I also gave you those company ideas
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>>167879608
Oh yeah, I appreciate your help!
I still need to make a library. Might need some DBZ influence....
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>>167880138
This was meant for >>167879828
>>
Arise my minions
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Pitch me your story
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Who's the most annoying RPGM youtuber and why is it Echo?
>making rpgm games for 10+ years
>not one successful game
>art still dogshit
>super annoying voice
>can't get to the point
>95% of the videos is usually gibberish self talk without any points or helpful observations being made
God, she sucks so bad.
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>>167884442
god dammit i've been saying this for weeks
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>>167876869
You can play it now if you want, the fixes going into the new link are pretty minuscule. Just don't upgrade agility or luck and you prob wont even notice.
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>>167884162
Fantasy commies hack into dragons using them as shock troops against the rest of the world.

MC and co. are hired murderhobos who go on adventures and shit while everything else is going on.

Oh and this is the newfag from yesterday who asked for help. Currently working with the stock assets. When I feel enough content to reach a demo, or decide on an art direction though; I'll start retexturing the game. I do like pixel art because it's comfy. I would like it so that the player can make out details on the characters though.

On another note, is there a way to make it so that an event checks whether a player /doesn't/ have a weapon equipped? I tried looking it up, but the RPGMaker forum appears to be down and all the other results are for previous builds.
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Are there any examples of VNs made in rpg maker? I kinda wanna make one but I don't wanna have to switch engines
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>>167886007
>Fantasy commies hack into dragon
Thanks for the idea, that's dope!
>>
>>167884162
There's a town you physically can't leave due to a mysterious magic surrounding it ,one day, an ordinary girl living there wakes up with a clock floating above her head that grants her limited time manipulation abilities.
>>
Can beating two zones and 3 bosses be enough mileage for the MC and his new partner to share personal motivations and goals?
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>>167889021
Sure
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Does anyone here keep a portfolio of all their character sprites/designs?

Here's mine, anyway. I think I've improved over time.
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>>167889767
I do keep every drawn piece and boy my beginnings were really bad.
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>>167890883
May I see some of your character designs?
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>>167889767
Just my humble opinion.

Check mark = Would Use
X = Garbage
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>>167890932
I humbly decline
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Do you guys ever remix or remaster any of your old music?

I decided to remix an old song of mine today

original song: https://soundcloud.com/iwilldevouryourkittens/dark-kings-duel-original-shitty-midi-version
remaster: https://soundcloud.com/iwilldevouryourkittens/dark-kings-duel
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>>167891443
Oddly enough, most of the guys you gave a check to were my personal favorites. Huh.

Thanks for the input, man!
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>>167891537
Far from the point where I start making music.

Dark Kings Duel has potential but is very inconsistent.
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>>167892439
thank you for the feedback!
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How do you get bands from Bandcamp let you use their music royalty free?
Do you need to do paperwork and contracts if they agree for you to use their music?
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>>167889767
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>>167889767
I don't exactly have a large "portfolio"
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>>167894976
I like it. Very megaman.
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>>167889767
>>167894976
whoops, that was the blurry version

>>167895043
well yes, I did just edit Gaia Armor; the posture is completely the same.
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>>167894976
X has weird cousins
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Noob question;
How do I move this map up the list?
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>>167898046
On VX Ace, it always places the most recent one you dragged into the directory at the bottom.
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>>167895157
This is very strange. It looks good in some places and others have pillow shading. Look at the feet, it looks incredible. Now look at the black shoulder pad, pillow shading. I think its is really good but consider making the more "flat" parts of the coloring job have additional depth like the feet.
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>>167899057
Like I said, edited from something actually good. The feet look incredible because I didn't change very much from the original.

I'm guessing when you say pillow shading, you mean the the color is flat when it should have a gradient according the depth and light source?
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>>167899385
It's not bad at all, it just needs to be consistent more than anything. By pillow shading I mean the darker edge around most of the flat colors. It makes it look outlined instead of shaded. Try to stick with 3 shades/hues per color. You want your highlights and shadows to show depth. By studying the feet you can see what I mean.
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>>167899591
I'll uh, try to get on that when I figure out how to highlights.
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>>167889767
I do that. Here is an old one from a game that is on the back burner at the moment.
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>>167900751
A bunch of those are just edited Pokemon sprites, mang
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>>167899865
You can see it right there on the foot. Imagine a ball being hit by light (as in this image). When a metal object is hit by light it reflects a lot back. It takes some getting used to, but as you do your pixel art you'll start to get the hang of it. I'm far from having a good grasp on it myself, but if you want to improve start thinking about these things as you work. It really makes colors pop.
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>>167900751
>all stolen shit from other games
How do you sleep at night?
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>>167901254
Gotta start somewhere bro. They'll get another pass or two when I get back to the project to change them up more.
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>>167900751
>>167889767
>Pokemon edits everywhere.
Why borrow from one of the most popular games of all time? Pick something more obscure at least.
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>>167902221
But what about matte colors, those shouldn't have highlights, right?
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>>167902662
I'm not that experienced but I'd think there is still way to show texture or depth using hue shifting or gradients. It really depends on what you're trying to achieve. I was just commenting on light reflection being kinda necessary on a metal robot character (especially if it already has some in the image).
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Is this enough content for an RPG?

7 main town-dungeons
9 dungeons
20+ bosses
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>>167905201
This is your world anon, your RPG can have as much content as you like
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>>167905201
An RPG can be 30 mins long or 90 hours. It's your game. Don't limit yourself. I'd love to play a game with the content you described.
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>>167905201
Plenty if the story is any good.
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>>167889767
The only one i kept
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>>167905387
I'm mostly concerned that it might turn out too short as I'm trying not to tall into the long empty game trap.
>>167905420
If I'd have the time and manpower, I'd definitely build something huge, but I don't, so if I want everything to turn out in the quality I imagined, I have to make sacrifices.
>>167905468
>Plenty if the story is any good.
I hope it will turn out good, I've created the world and the state it is first, then the main characters and now I am basically letting them dictate how the story will turn out.
So far I am only sure in the first part of the game with will feature; begging town "PE" -> short forest path -> dungeon -> shorter path -> dungeon/town "K"
In this part the player is supposed to fight 5 bosses.
>>167905476
Looks great, how did that cell style work out for you?

I'm torn between a clean and pixel art look.
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>>167907134
If you're making completely custom assets your idea will probably take you at least a year, it would take me two because I'm slow =(.
>>
New version is up with some bug fixes. Spread this one around if you want! Lemme know what you think.

https://www.dropbox.com/s/8u2t6pfmgzur65g/The%20Long%20Road.zip?dl=0
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>>167907584
I'm doing everything from scratch and I will also attempt to incorporate animation.
As I work only in the summer so I currently have around 5-6 months to completely dedicate to this project.

My goal for this month is to have a map with all the locations, and simplistic version of the story done.
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>>167910406
I admire you for doing everything from scratch. Your ideas to do animation, though hard to pull off, will help set you apart and I think it's a great idea. 5-6 months is more than enough time to get most of it done. I wish you the best of luck, if you need any help or have questions just ask!
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I'm way too tired and didn't even work on my game so I'm doing to this repent.
Or something.

Nice, we have a little animated sequence which loops before we get to new game.
Mind sharing how you did that?

After he leaves the first screen however he starts to "vibrate" but I'm way too lazy to create a webm now.
Also something break because it doesn't loop anymore, the music is silent and the two cats simply stay there.
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With there I mean here.
I also suggest moving the menu a little bit down because the name of the game conceals a little of it.
Anyway, let's start
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Oh fuck
What should our name be?
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Silly me, there can only be one name
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Not sure if the choices to something.
Let's be honest, though.
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This text adventure has some nice music, I must admit.
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Does my waifu count?
I think so.
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After talking with god we find ourselves in a car ride and something tells me and something tells me this will not end well.
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Well, it's pretty clear what is going to happen by now.
My cat actually reacts to the miaowing.
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It was all a dream and we were awoken by this cute cat.
I'm really liking the art style.
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I get the feeling I shouldn't use /rpgmg/ again.
Give me a name, lads.
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>>167913065
Nero
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>>167911332
>Nice, we have a little animated sequence which loops before we get to new game.Mind sharing how you did that?
Lots of events running at the same time. One controls the camera, another controls the movement of the characters. I have a plugin that enables events before the "start" of the game should take place. The title screen is never called. The entire intro you see is on a map with events, though there is nothing you can control. If you get a player stuck in a loop of events, you can make a lot of interesting things.

>After he leaves the first screen however he starts to "vibrate"
The vibrating is due to errors in the camera plugin, will fix before final version.

>Also something break because it doesn't loop anymore, the music is silent and the two cats simply stay there.
This was done today, I didn't test it as much as I should have. I'll fix it up for the next release. It's a pretty minor thing for a demo, so I hope this is alright.

>Not sure if the choices to something.
They most certainly do :)

>My cat actually reacts to the miaowing.
My cat made the meowing :) My cat is talking to your cat! (I wonder what they are saying)

>It was all a dream
Was it?

>I'm really liking the art style.
Thank you, that first room will be fixed up a bit before the final release of the game. It is the oldest work in the game and I'm not too proud of it. If you like that you'll probably like the rest of the game more.

>I get the feeling I shouldn't use /rpgmg/ again.
Give me a name, lads.
The double naming thing should confuse you. It's hard to explain, but it will make sense at the end of the final game.
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The emperor who burned down Rome it is then.

>My cat made the meowing :) My cat is talking to your cat! (I wonder what they are saying)
Aw, that's cute.
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Turns out it was no dream after all.
Our new friend shows us around and we can inspect stuff and even get exp from it!
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>Get told not to jump on the couch
>Immediately do it
I'm such a madman
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Curse my little paws.
We inspected a few things and got a few exp for it.
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Time to battle against a mighty foe.
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And this is what happens if you miss.
This game is pretty hardcore.
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>>167910896
Thanks, best of luck with your game as well, it has enough charm to sell well, so be sure to finish it!
>>
>>167909113
I can hold down Z on the lifting part to easily lift any weight.
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Last time you defeated me.
This time will be different.
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>>167914362
>And this is what happens if you miss.This game is pretty hardcore.

This really shouldn't happen. I'll fix it for next demo release, sorry.

>Thanks, best of luck with your game as well, it has enough charm to sell well, so be sure to finish it!

Thank you, I will. No matter what!
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We defeated the evil yarn ball and we can fight against that cute mouse here.
If we do it we are probably on the Genocide path so we will refrain for now.
>>
>>167914362
I'm actually having a hard time reproducing this error in the distributed version. What exactly happened to trigger it?

>>167915238
>If we do it we are probably on the Genocide path so we will refrain for now.
It certainly makes a difference in a while :)
>>
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After we raided the kitchen and made a total mess we went outside. There we told our friend that we are going home, she is nice and wants to help us.
We also met Sam the save snail where we can save and spend our adventure experience coins.

>>167915459
Not sure, I missed on purpose during the first attack. Want me to try again?
>>
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Suddenly /fit/
That squirrel sure is ripped.
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I like this game so far, feels really comfy.
The lifting minigame can be cheated like the other Anon said by holding down Z. Maybe change it so you have to press two buttons?
Also we talked to some other animals on The Farm.
Oh, there is also some hidden treasure in the tree.
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>>167907134
Don't know how to draw pixel from scratch so i just draw on high res sheet then down scale it
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I have to hit my bro for a chick.
Also can I miss even if I hit the green area?
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Huh
I should buy the Leafs but I simply cannot resist.
>>
>>167917037
>Also can I miss even if I hit the green area?

You shouldn't be able to hit it if you aren't in the green area, have you noticed otherwise? Don't worry about recreating the bug, I'll investigate more.

>The lifting minigame can be cheated like the other Anon said by holding down Z. Maybe change it so you have to press two buttons?

It's a hard thing to fix because the maker recognizes a "key press" even if it is held down. But I will fix it, I must fix it.

>I like this game so far, feels really comfy.

If it's fun, I've done my job. If it's not fun, I need to reconsider some things... lol

>We also met Sam the save snail where we can save and spend our adventure experience coins.

He'll be followin' you around throughout the game. Heck, you may even meet his wife, Susan the sweet snail!
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After an exhausting day of fooling around in the garden we finally get to the juicy part of the game.
Be sure to talk to the other animals again for some extra exp.

>>167917793
No I think I hit the area but my attack missed. Maybe because the squirrel has a lot of defense? The follow up attack did hit him, though. I could also be mistaken.
>>
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We heard something not so nice from outside and woke up and we decided to check it out. Cleo had a bad dream and I'm sure something terrible happened in her life.
We also got a little backstory on us and we meet the little mouse again.
Is this a Fievel reference? I'm pretty sure it is.
>>
>>167918049
>No I think I hit the area but my attack missed. Maybe because the squirrel has a lot of defense?

It may be confusing and I need to clarify how the system works. A success at the timer means you actually attack where a failure means the attack is canceled. Enemies can still dodge attacks, they have like a base 2% chance or something around there (reduced by your hit). The only exception is the crows, which have higher evasion. It doesn't feel good to hit the marker and see a miss though, I may just make it a certain hit and balance the game in other ways around that.
>>
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Can't let you do that Star Wolf.

>>167918507
Yeah I think it would be better if you change it.
>>
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Hemorrhage is STRONK
Pretty much skipped the fight against Whax with it

Some graphic error are here in this fight, like Cleos window and Nero was off screen when the enemies attacked.
>>
Aww
I like this.
You could make the fight a little harder, maybe change the meat throwing ability to heal both or something.
>>
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>>167919826
>>
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I enjoyed it a lot.
This could become a wonderful game, keep working on it Anon!
Are you okay with me putting in a reference to your game in mine somewhere?
Probably a black cat without tail and a white one lingering around in the streets or something like that.
>>
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Good night bump
>>
>>167919826
>You could make the fight a little harder, maybe change the meat throwing ability to heal both or something.

I will! I wanted to be extra cautious because it's the first boss fight and I didn't want to punish poor point distribution this early on (oh, you'll be punished alright).


>>167920184
>I enjoyed it a lot.

I'm stoked! Thanks for playing it!

>This could become a wonderful game, keep working on it Anon!

I'm not going to stop until it's released or I am dead.

>Are you okay with me putting in a reference to your game in mine somewhere?
Probably a black cat without tail and a white one lingering around in the streets or something like that.

That sounds cute! Go for it!
>>
>>167894043
A contract on paper is safer in case there is a disagreement at some point, but if they've agreed to let you use it, you shouldn't really have a problem.
>>
>>167905476
Is there any point to the dagger?
>>
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This might be a very dumb question, and if so, I apologize, but I'm not sure where else to ask.

I'm trying to make an RPG. I do not use RPGMaker.
My question is this: How do you calculate all the math involved?
Is that something RPGM does for you, and if not, do you have any tips on how to wrap my brain around it all?
I mean, how do you know what damage values are fair?
How do you know how much experience to reward?
How do you know how much to increase each stat upon leveling, or what exactly those stats dictate, and to what degree?
How are you able to work through the tons of variable numbers? Weapons, level, grinding, enemies, party members- all this stuff?
How do you keep a consistent or intentional level of difficulty?
>>
>>167923709
>How do you calculate all the math involved?
Through a lot of trial and error in testing.

>Is that something RPGM does for you, and if not, do you have any tips on how to wrap my brain around it all?

I'm still trying to wrap my head around it myself, but it helps having a basic understanding of math (like high school level). You can brush up on YouTube, there are math lectures that are extremely helpful. Most formulas present themselves as something like:
(Damage Source *or+ modifiers) - (Damage Mitigation *or+ Modifiers). Stats and equipment are usually the modifiers or affect them. Don't overthink it, or it can get a little weird.

>I mean, how do you know what damage values are fair?

It's impossible to know without extensive testing. Do a battle at least 10 times (to account for variance) to get a good understanding of how difficult it is and adjust in SMALL amounts until it feels right.

>How do you know how much experience to reward?

I couldn't really figure this out in relation to experience required to level, so I just got rid of levels entirely.

>How do you know how much to increase each stat upon leveling?

Same as above really. I like putting points into things and I think most people do too, so I went with that.
>>
>>167923709
>what exactly those stats dictate, and to what degree?

Stats should represent something that makes sense. Luck for crit chance, strength for melee attack power, etc. Most people want to very quickly associate commonly used stats. Everyone knows strength = more damage. My advice is not to mess with this common knowledge, it tends to make the game bloated and confusing.

>How are you able to work through the tons of variable numbers? Weapons, level, grinding, enemies, party members- all this stuff?

Mostly just testing and tweaking slowly. Your tweaks should depend on your design philosophy. Should equipment upgrades show huge strides in power? If so, start your tweaking there. Think of it like a ratio of importance and tier your design in such a way. For example, if you want power to be reflected as (Skills>Equipment>Stats), than for every 3 small tweaks to skills, add a tweak to equipment and for every 2 small tweaks to equipment, change the weight a stat has.

>How do you keep a consistent or intentional level of difficulty?

I hate to say it again but LOTS of testing. Test with different equipment, party compositions. For every change you make adjust your testing attempts based roughly on the amount of variance the fight has.

Hope this helps!
>>
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Goodnight /rpgmg/!

Sorry for all the spam, but take my WIP bar as a peace offering.
>>
i did a custom sprite for the first time ever. thoughts? keep in mind im going for a simpler style so im not planning on doing more than minimal shading
>>
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>>167926760
Looks very good. It's a shame that RPGMaker only lets you use 3 frames unless you beat it over the head a few times, this deserves more frames of animation. My only suggestion would be to animate the head a little bit. It flows pretty well. Nice work!
>>
>>167927000
thank you so much! i'll probably tweak it tomorrow morning, its 5am and ive been at the computer for about 8 hours now
>>
>>167927000
>It's a shame that RPGMaker only lets you use 3 frames
This has really been fucking me up, I so badly want bigger sprites during non-combat but everything looks kinda shit with only 3 frames.
>>
https://youtu.be/AEMOAATObGw?t=96 how do people do 3-d cubic mode 7 like this in RPGmaker MV
>>
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>>167928361
Better quest, why don't these games make any money and become popular?
>>
>>167928721
Thats my question too
>>
>>167928361
Damn, I'd really like to know what a lot of those were, and if they had translations.
>>
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>>167884162
>>
>>167886007
the fuck's a reversemancer
>>
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>>167923282
To look badass :^)
>>
>>167917793
Leo, my friend, to solve the key press thingy just put "Input.isTriggered('ok')" in the script section of the conditional branch instead of using the built-in key check
>>
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Alright guys so I've finished rough mapping the first "arc" of the game.
This features;
Begging "Town"
>intro cutscene
>bunch of dialogue
>6 tiny rooms
>2 streets
>5 big rooms
>1 battle
>3 main characters introduced
Road 01
>1 cutscene
>5 maps
>4 side maps
>1 Boss
Short Dungeon
>dialogue
>1 very short cutscene
>new monster breed
>1 Boss
Road 02
>3 maps
>2 side maps
>rehashed Boss battle
1st Town/Dungeon
>2 short cutscenes
>some dialogue
>bunch of random encounters
>2 though enemies
>1 Boss

As I've kind of concluded this chapter, I am very tempted of doing some placeholder art, storyboards, dialogue and battles.
Should I go for it, or stick to my original plan of doing one thing at a time?(map the whole game first without anything in it bla bla bla)
>>
>>167935067
>>167905476
It has maebari, so it's automatically a good design.
>>
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Okay, so Me and some friends have been messing around with the ACE system for a second and we're just being really goofy.

My question is how do you distinguish a character who specializes in fighting up close aggressively and a character who prefers to fight from afar in an RPG format?

And how would you reflect that behavior in enemies?
>>
https://www.youtube.com/watch?v=BO_GZzrdE9Y

HOW THEY DO IT
>>
>>167937991
Why not just use other game maker?
>>
>>167937639
Long range guy has more MP. Close range guy has more health and direct moves.

Long range guy is attacked more often by enemies but close range guy can provoke them.
>>
>>167938894
what do you reccomend
>>
Mind if I bump?
>>
>>167927000
>>167926760
I'm fairly certain there is a plugin that adds frames to overworld sprite.
https://www.youtube.com/watch?v=-v9L8aucDyo
>>
Good morning
>>
>>167944936
>>
What if I made a story based on my dream with Japanese delinquents?
Would it work in an RPG format or should I just go Visual Novel instead?
These are the only two formats I can make.
>>
>>167947215
What kind of mechanics would you like to have in your game?

Probably branching dialogue?
Romance system?
Combat?
Quests?
Journal system?
Collectible items?
Multiple endings?
How many playable characters?
>>
>>167947215
If there is fighting in it, RPG is fine. A visual novel would be more for if fighting isn't that important.
If it's about delinquents I expect fighting.
>>
>>167949823
It's not really focused on fighting so I suggested Visual Novel (which I can do in Rpg maker anyway) .
It's more focused on the inner drama of the fan and their decisions in life.
Everything you said sounds amazing to add to a game but I'm not crazy enough to bs over ambitious. I'll stick to the branching dialogue and multiple endings. Maybe actually utilize the combat system as minigames.
>>
>>167950947
Well I asked so I could get a better sense of how to do it. Also are you a strong artist? Or at least a determined one? Because if you can draw and make your own art then VN might be the way to go. I'm creating the assets for my game and it can be time consuming but very nice once it all comes together. If you want distinct levels that you interact with and poke around in, the RPG would be better. Because, as you probably know, VN backgrounds are usually just static images with portraits of characters layered on top.
>>
>>167950947
Please don't use rpg maker for visual novels, it's really not meant for it. There are free vn creation tools that are much more suited for the task.
>>
>>167953005
>>167953289
I consider myself a good artist determined enough to pull off a visual novel but I've tried Ren'py before but never really got anywhere.
Setting up branching dialogue and choices attached to variables and switches are so much easier in RPG maker that it seems more realistic that I'd actually finish a game in RPGM than Ren'py.
>>
>>167960147
Never tried Ren'py
But RPG Maker is solid. Plus if you ever want to make other games that are RPG's you can do that. Not sure if you can do that with Ren'py
>>
quick question: if i make a monster hunter like game in rpg maker, would you play it?

>central hub
>pick your party
>themed dungeons that expand with questlines
>equip unlock based on progression, with items (undecided on grindiness level)

also, are there rpg maker games like that already?
>>
>>167964402
How much like pokemon will it be?
>>
>>167964675
Anon said monster hunter, meaning it's like monster hunter not pokemon
>>
>>167964675
there are many options, i know there's pokemon for rpg maker

>create a pool of characters for different classes
>only pick characters at the start of the game
>pokemon (get characters in dungeons, the characters evolve)
>pick and change characters from a pool ingame (characters start at level one of their class when they join)
>recruitment function of random characters (ala darkest dungeon)
>instructions for add/edit characters you want
>instructions for add/edit dungeons
>instruction for add/edit equipments
>>
How edgy is too edgy, rpgm?
>>
>>167928361
Seeing these videos makes me feel like shit. I couldnt even come close to doing that
>>
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What's it gonna be??
>>
>>167967684
A funeral home.
>>
>>167967747
When the young go to die.
>>
>>167967684
A strip joint.
>>
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Progress

>>167967684
>>
>http://www.eurogamer.net/articles/2017-02-10-valve-is-removing-steam-greenlight-this-spring

>To counter this, Valve is changing its application fee. Right now developers pay $100 and can submit as many games as they want to Steam Greenlight. Steam Direct, however, will have a more substantial fee and charge per title.

>How substantial a fee, you ask? Well, Valve's still figuring that part out. If it's too expensive, hard-working but broke developers won't be able to afford it. Make it too light, however, and Steam could get inundated with offensive troll titles. Right now the thinking is that it will be somewhere between $200 and $5000.

Welp, so much for putting my game on Steam.
>>
>>167971160
Damn. Is there any other alternative places to sell online games at?
>>
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Starting a new project!
>>
>>167973251

There's GOG, but I don't really know how the process of getting the game submitted to them works.

They even mention RPG Maker in their submission FAQ:

>I created my game in RPG Maker, is this a problem?

>It’s not a problem, but right now it is a very popular tool, and we receive a lot of submissions done with it. Which means that your title needs to be extra polished and unique to stand out. Of course your own content and assets are a must!
>>
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>>167971160
>>167974341
I'm just really disappointed at this.
I think I'm going sink into the floor.
>>
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coming together now
>>
>>167977756
A school or a prison. They all look the same really.
Or the funeral home in my hometown...
>>
>>167977964
It's supposed to be an old library
>>
>>167971160
Welp now I've lost all of my motivation
>>
>>167973931
Digging the aesthetic, looking forward to seeing what you do.
>>
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Come anons, show me your progress.
I know you made some today!
>>
>>167980485
That's a nice hyperbolic time chamber anon, good job
>>
>>167980665
Hey, do you think I should or shouldn't use black outlines?

For example, top left vs top middle and top right
>>
>>167980785
I think it looks better without black outlines
>>
>>167980785
Should.
>>
>>167966695
No
such
thing.
>>
>>167964402
>also, are there rpg maker games like that already?

>equipment based progression
yes. Some take advantage of the small scale of game to make it very polished.

>central hub
>themed dungeons that expand
these are less often done. The problem is that needing to progress the questline to expand the dungeon means you will inherently revisit the same place multiple times, putting a minimum level of grind. The only ones that I recall are crappy armorgames/newgrounds types that are 3 steps away from being idle games.

You can sequence break with good use of mechanics and abilities, but you can't sequence break story(without it being a bad thing or strictly for speedruns)
>>
>>167979318
Thanks anon! I'll try not to disappoint
>>
>>167980485
>I know you made some today!
Hell no, just woke up and spent the last hour jacking off while coming up with new ideas.
>>
>>167988085
Hey I jacked off before making this, so you can definitely do both
>>
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>>167980485
Oh goodness no, I woke up and read
>>167971160
and immediately fell apart. All of my games were going to be free, I just wanted people to play them.

Now no one is definitely going to play them.
>>
>>167971160
I guess I'm going to have to crowdfund that unspecified amount of thousands of dollars then =(, this sucks.

Also
>>167935091
You rock, thank you.
>>
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>>167971160
>no 5000 bucks
>kickstarter doesn't include my country
I-I guess I can kill myself now, I have failed at my only chance to have a normal life.
>>
One could release on other platforms first, then add Steam once the game pulls in enough to cover the fee. Obviously getting kickstarter backers to pay for it would be preferable, but lacking that option doesn't have to screw you over entirely.
>>
>>167992995
But what if you're someone like me who doesn't have any games out or fans?
How the fuck do I find people to play for my fee no matter how good it is?

And keep in mind, we're RPGM nobody fucking likes us.
>>
>>167993801
Even other RPGM outside of here doesn't like us.

This is the lowest of the low, and we just got owned by Steam.
>>
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>>167993801
>nobody fucking likes us
I-I like RPGM games....
>>
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>>167994091
speaking of which, anyone do watercolor aesthetic games?
>>
>>167994217
I've thought of doing this...
I can't really paint so it would be fun seeing how i could make it work
>>
>>167884442
Which channels are actually good for RPGM?
>>
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Progress!
>>
>>167997771
SumRndmDde
>>
>>167997771
Who gives a shit anymore, Gabe screwed us all over.
>>
>>167998140
>Steam is the only way
Fucking hell dude. If you really want to make it, you can't wallow in shit all day long. Be a pioneer and make your own way.
>>
>>167998140
If you're trying to make money with your game, you shouldn't be using RPG Maker, unless you're planning on having adult content and using some sort of Patreon or Kickstarter thing.
>>
>>167998140
I play all my rpgmaker games outside of steam
>>
>>167999195
This. I've supported RPGM games. None of them through Steam.
>>
>>167998740
Y-yeah guess newgrounds will still take lewd RPG games.
>>
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>>167999879
>not creating a website for it
>>
>>167998965
>f you're trying to make money with your game, you shouldn't be using RPG Maker
Why?
Tell me exactly why not.
Are turn based RPGs not fun anymore?
>>
>>168000204
You'll still be able to sell your game on Steam after the changes. You just have to pay a bit more to get it up there. If it's of sufficient quality, you should have no issues raising the money to get it put on steam. They still haven't released the specifics of the changes.

If you make a quality game you'll be able to find buyers, regardless of the engine. Ignore the procrastinators (we're all procrastinators).
>>
What is the preferred choice of drink of your MC?
>>
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>>168002172
Breast milk
>>
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>>168002172
Human semen
>>
>>168002172
Haven't decided.
What drink is the most patrician?
>>
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>>168000354
So we can basically put together some screenshots and a short video, put it on indiegogo and hope for the best?

How am I even supposed to get 500 people to back me up when I don't even have a tiny fanbase?
>>
>>168002943
my ideal modus for checking if I want to play a game is in this order:
>art style of cover
>screenshots
>gif/webm of combat
>text description
>screenshot/gif/webm of interface

I kinda hate steam because they always start off with a 2minute video that takes way too long to show anything I want to see.

And it doesn't even show what I want to see most of the time, with the important aspects getting 3 seconds of the whole video.
>>
>>168002904
Milk in a tall, clean glass at a bar.
It's the choice of heroes and skeletons everywhere.
>>
>>168003386
Can he GOMAD?
>>
>>168003480
Only if he wants cancer, since apparently too much milk causes cancer now.
One glass per day/episode seems ideal.
>>
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>>168003269
Yes but would anyone actually crowdfund an RPGMaker game?

I don't know, I think this is the end for me, all my hopes are shattered.
>>
>>168003681
>causes cancer
He's not from california.
But he might get fat so there's that
>>
>>168000204
Turn-based RPGs are still great. Being limited to RPG Maker is not. I can't think of an RPG Maker game that doesn't still resemble an RPG Maker game. But games like Hyper Light Drifter or Undertale don't resemble GameMaker Studio, because you have so much more freedom. I'd wager that the great turn-based RPGs from your childhood were made in the studio's own game engine. If you want your game to sell, either make it so good and original that it doesn't feel like RPG Maker, or add adult content.
>>
>>168003860
Plenty of RPG maker games have been kickstarted.
>>
>>168003896
>California
Nah, I'm looking at British/Aus studies suggesting it. Only 3 cups per day, max.
I can't imagine having more than 2 per day anyway, though.
>>
>>168003860
This made $10,000... and it's full of RTP.
https://www.kickstarter.com/projects/crayonponyfish/lotia
If a generic RPG Maker game can make that much, I'm sure an actually good game can make more.
>>
>>168004341
Wow... I'm surprised...
>>
>>168004341
WHAT???

Holy shit.

Is there really hope for us?
>>
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You're a jukebox hero, you've got stars in your eyes.

>>168007354
Why do you think I'm killing myself making this game?
>>
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It's hard to draw with your hands uncontrollably shaking.
>>
>>168007354
Just make a really solid game, don't use RTP, collaborate with some artists for some nice promo/character pictures and you're set.

Good premise + good art + good marketing = money
>>
>>168007607
>Why do you think I'm killing myself making this game?
I'd guess the seam reason I am, you're tired of poverty and want to make a living doing the only thing that fulfills your, games?
>>
>>168007808
That's a bingo.

Plus I am forced to live in the middle of nowhere for a while, no jobs. May as well do this.
>>
>>168007669
I guess I have the first two covered, but marketing?
How am I supposed to market something when I cannot even afford a thousand-five thousand bucks to get my game on Steam?
>>
>>168008035
>Plus I am forced to live in the middle of nowhere for a while, no jobs.
Are you me?
I couldn't get a job even if I wanted to, there's only work here in the summer and that's literally the bare minimum to survive the winter.
>>
>>168008128
Creepy anon, we're in the same boat with the same dreams. Come to my bar and have a drink.
>>
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Don't be discouraged because Steam is changing the Greenlight system.
If you keep working hard and make a great game you have nothing to fear.
>>
>>168008203
We should definitely become friends, I'll have to make a twitter or something as soon as I finalize a bit of art.
>Creepy
Desperate anon at this point, this Direct news really fucked me up.
>>
>>168008561
I was angry for a few hours, but don't let it defeat you. Remember why you're doing this. We'll just throw up some go-fund-me or some shit and spam the link everywhere to get our games out. We gotta tell our story man.
>>
Easiest way of making a custom UI?
>>
No, no, you guys are right! I shouldn't let this inconvenience stop me.
I will just work even harder, and hope even harder someone notices me!
>>168008903
I'm still boiling, so I'm just drawing as I cannot focus on learning or doing "programming work"
>>
>>168009225
Luna Engine, maybe?
>>
>>168009362
Quickly looked it up, can you only get it with 30 bucks through their site and steam?
>>
I finally found a way to make my game's plot work, I can finally continue working on it. It does mean I need to scrap a good chunk of what I had done so far, but I think it'll be better
>>
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Bar is done! Just needs NPCs!

Skunk bartender and the patrons (Snake, Rooster, Squirrel, Ostrich, Opossum).

>>168010840
I know it's painful, but its necessary. I had to drop a few things myself.
>>
>>168010840
>It does mean I need to scrap a good chunk of what I had done so far, but I think it'll be better
This is completely normal and shows that you are improving.
>>
>>168010991
Looks great
>>
>>168002172
Years of screwing up with experiments left him with an impaired taste. Anything below saltwater might as well be tap water to him.

This is played four laughs though. Fuck up the alchemy minigame enough times and he'll be able to tough up poison without negative consequences.
>>
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Where the MC lives.
He upgraded from his former block.
>>
A combination of circumstances has led to me deving at 3 in the morning. It feels like a big deal.
>>
>>168015334
That's the time I usually start working on my project.
The silence of the night helps me to concentrate.
>>
>>168015439

I feel the same way, but I'm only in this state because I can't sleep, there's nothing I want to play or watch, I have to be at work in a few hours anyway so I might as well stay up, there aren't any new chapters of any of the manga I follow, my hand-eye coordination is too exhausted for me to try drawing, I already jerked off, I'm not hungry or thirsty nor do I have to go to the bathroom, I already dusted my figures and cleaned my room and I don't feel like playing DQ7 any more than I already have. With all of that safely tucked away and accounted for, I can dev.
>>
>>168015334
>>168015439
Same here, well I'm up around 2am anyways, it's nice when nothing around you is going on.
Just me and my little world.
>>
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Bump.

Also would you play a game where a minor antagonist shouts a voiced "THERE YOU ARE!" with a strange accent after he finds where you're hidden?
>>
>>168017265
Does this result in a game over or something?
>>
>>168017769
There would be no point in being hidden if it didn't, so yes.
>>
>>168017854
Well, let's say I would play it regardless of this voice. It's neither a deal-maker nor a breaker.
>>
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Good night bump
>>
>>168008048
There are plenty of ways to advertise for free. If your game would appeal to tumblrites, make an account and post progress there. Post about it anywhere that's friendly to rpg maker and/or indie games. Contact popular youtubers and ask if they'd like to show it off if they get a free copy. Hell, you can even shill on /v/.

As long as your game actually looks GOOD (or even if it doesn't, if it tickles some particular audience in some way), people will get excited for it and be happy to spread the word. You still need a bit of luck, but that's true even if you pay for ads.
>>
>>168019170
Those tails look absolutely disgusting, like long hairy sausages.
>>
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>>168020312
Well my art does look good and solid, but I wouldn't define it unique, there's no stylization to it.
>>
>>168020716
It doesn't need to be unique! Just good enough, together with the rest of the game, to appeal to enough people.
>>
>>168020716
>>168021345
And that's true for selling the game, too, not just getting the word out.
>>
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>>167971160
haha holy shit, are they TRYING to lose their devs to itch.io? because that's where we'll all end up going.
>>
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>>168002172
strawberry jarritos, son

>>168004341
the fact that this made $10k while the character portraits are half covered by hp/mp bars makes me so angry
like if you want 10 grand make sure your shit is straight, at the very least

>>168008048
network. it sucks how many people kind of neglect their networking and pr stuff bc its super important. make sure you have a social media presence and make industry friends on sites like twitter and tumblr- or even non-dev friends, especially if they do something you can't.
also seconding, contact youtubers. theyre cool people for the most part. i know a couple and have mutual friends with a couple more so im gonna contact them once my project is done.

>>168008451
i have plenty to fear. even their lowest amount is a week's pay for me. i cant afford to front $200 to put my game on steam.

>>168015334
shit dude, same. gotta work around day jobs.
>>
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this mornings project, mapping out where im gonna put stuff so i know what to sprite
>>
Phoenix Feather!
>>
>Steam Greenlight
>$100 fee for unlimited access

>Steam Direct
>At least double that amount, per game

I wonder if they're collecting the fee for themselves this time (Greenlight's fee went to charity). Valve has entered a new meta where it makes money off the makers and buyers of games. It's like making the band pay to play at your venue, except the venue is the internet and never runs out of space.
>>
>>168025241
Looking good.
>>
LIVE
>>
>>168025241
Are you doing a b&w game?
>>
>>168032196
>>At least double that amount, per game
They want to stop in influx of submission, it's going to be at least 1k.
>>
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Work on your game
>>
>>168022842
What is itch.io? Explain further.

Anyone else know any alternatives to steam?
>>
Thoughts on this new song I made?

https://soundcloud.com/iwilldevouryourkittens/thy-goddess-grace

It's supposed to be phase 1 of a final boss theme. It's for a game I got halfway through a while back but never finished.
>>
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>>168049156
It's cool but the title doesn't make me think of a goddess. It makes me think of a crazy scientist, or to be more precise, this character.
>>
Ok, so I had this idea for a large story and two of the many enemies you face are a couple that revive each other no matter how many times you defeat them and that's if you actually survive their super move immediately after.
Now storywise they keep reviving with the power of love. The player characters come up with the tactic of breaking them up/making one of them fall for a party member. This involves a side quest of finding one of the enemies in a town in their secret identities and making them fall for the party member. In the end the two enemies die because one of them's shame at falling for the party member is greater than their love and the party kills them.
Now, this is all fine and dandy, but the two enemies are ladies and the party member is a guy,and there is nothing optional about this entire part, you have to do this to continue the game.
How much backlash would my game receive from the LGBT people if this was the only time LGBT stuff got mentioned in my game?
Should I keep this in my large game or just cut it into it's own little game and remove it from the larger story's game?
In the larger game you actually have to fight those two enemies again but younger and in a bigger group and kill them again because time mischeif and they were part of some superhero group that's against the player character.
>>
>>167971160
This may stop scum devs who reskin and rerelease the same game to make a profit from combined sales. This will not stop shovelware. But it sure will hurt small indie devs, especially those in countries with less valuable currency. If Valve concedes and lets those countries pay an adjusted fee, what's to stop shovelware publishers from creating a company in that country?
>>
>>168050616
who the fuck cares, they aren't gonna buy your game

hell if anything it's more publicity for it
>>
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>>168049815
That's precisely the intent. The goddess you're battling is absolutely batshit insane. In fact, she even kind of looks like the character you posted. (Pic related, a shitty MSpaint concept drawing of her)
>>
>>168048161
Itch.io is a website that hosts indie games. It allows you to create a web page and sell your game through paypal or stripe. It's pretty popular for gamejams.
Going by the rules, they allow adult games, but I don't know how well that holds.
>>
>>168051254
dude where's the tits the pussy and the dick

jk but are you making animated battlers? because if you don't make this character twitch a little it's wasted
>>
>>168051567
The original game used static sprites. I'm planning on remaking the game with animations and shit tho, and yeah that's basically what I was going for
>>
>>168051254
Remind me a little of her.
>>
>>168050616
If you're worried/actually care, why not just have the enemy fall for a female party member?
>>
>>168050834
You right, controversy is good publicity.
>>168052892
The only female party members are anthropomorphic animals, that'd make it even weirder.
>>
>>168053319
> implying that isn't weird already
>>
Do you stay alive if I hug you?
>>
>>168056851

Huh uh.
>>
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Pick your fav
>>
>>168059209
Second
>>
>>168059209
White and brown.
Or all brown.
Brown is my favorite color.
>>
>>167971160
fuck, even if its under a thousand breaking even is daunting.

guess it's back to making something for the fun of it.
>>
>>168059209
I like the yellow and red (middle upper). Yellow and purple just work well together.
>>
>>167937639
>Kite
nice
>>
>
>>
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Stay Alive
>>
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What color should i make this piece of shit?
>>
>>168067930
green-ish
>>
>>168067930
Either >>168068063 or some kinda seahorse colour scheme.
>>
>>168068063
>>168068164
This kind?
>>
>>168068773
I can dig it.
>>
bump : )
>>
just bought a drawing tablet today, anons.
I'm gonna make it!
>>
>>168076469
That's great!
Which one did you buy?
>>
>>168076827
The Huion 1060 Plus. I was very close to buying a Wacom but I liked the physical buttons and size of the Huion.
>>
Also bump
>>
Any mechanic/feature I should absolutely include in my game?
>>
>>168080259
Choices
>>
>>168080259
Russian roulette minigame.
>>
>>168080595
Not him but I can actually use that.
>>
>>168080259
>>
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Just redid my game's store.

It needs a name though. What would you call your store?
>>
>>168084565
What kind of store is it?
Does it sell lolis?
>>
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>>168084683
A general store.
>>
So how do you come up with a good game name and dev alias?

>>168077582
You fucked up son.
>>
>>168084887
What? Why? I've heard good things about it.
>>
>>168084832
>LoliMart
Perfect
>>
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>>168085413
But in the North American version of the game it will probably be edited to this.
>>
>>168085120
Wacom is the Coca-Cola of tablets, everything else is store-brand.
>>
>>168085587
That's not even true anymore, not even for the Cintiq
>>
>>168085587
Well I would that that is probably true, I felt confident that Huion would be the Dr. Pepper.
>>
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>>168085542
All you have to do is introduce a character named Delores, the woman who founded the store and named it after the nicknames her friends used for her, this is obviously the most reasonable course of action
>>
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>>168087432
Alternatively they could be from the Loli region of Indonesia and named it after their old hometown, it's a flawless excuse
>>
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>>168087432
>>168087709

The deepest lore
>>
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Show me your portrait sheets, /rpgmg/.

this is for one character, for clarification
>>
>make RPGMforums account
>won't send you confirmation e-mail
What do?
>>
>>168092556
It's your last chance to escape, don't squander it
>>
Rate my party

>A fugitive changeling looking to become immortal without losing his humanity
>A noble elf who went out on a pilgrimage to learn more about the world without his family's coddling
>A doctor who became a vampire against his will. Despite this, he continues doing good while wondering if he should take measures to cure his vampirism.
>A girl who was originally 2 different people who merged together in a magical accident, resulting in an awkward and unstable person. Actively searching for a way to return both of them to their original form.
>A young half-demon girl who's become addicted to killing people due to past traumas and guidance from an evil cleric.
>A manic celestial who slacks off from her job of protecting a dimrnsional gateway to have fun and mingle with the people of the world. Is especially protective of the devil-girl.
>>
>>168093379
What do you mean?

I'm also having issues receiving another confirmation from another website.

Is Outlook really this bad?
Worked well for twitter.
>>
Demo trailer is out!

https://youtu.be/NUA3ataNgrw
>>
>>168092556
>>168093727
Not even gmail is working.
The fuck?
>>168094343
The intro is really boring, and that guitar picking is really really bad.
I'd suggest cutting it of completely or shortening it and using better music.

Rest is good.
>>
Why is this thread so much more positive than /agdg/?
>>
>>168097796
People already hate us enough for using rpg maker
>>
/agdg/, /rpgmg/, /v/, Twitter, Deviantart, Reddit(no idea how it works or what boards to browse)?

What else can we use to spread the progress and word about our games?

Does having accounts on Polygon, RPShotgun etc help?
>>
>>168098621
Make a Tumblr
>>
>>168098731
Isn't Tumblr used for like, memes and pictures?
>>
>>168098819
No, it's also great for posting progress and stuff.
>>
>>168098621
but do I have to post on all of them? I'd probably just put the same stuff on each of them...
>>
Post progress
>>
back up
>>
Stay alive.
You're all I have
>>
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>>168106576
I would never leave you Anon
>>
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>>168107662
<3
>>
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Good night bump
>>
H O R S E ' S M U S I C - D O G S

https://youtu.be/3pRrPU29NE0

H O R S E ' S M U S I C - D O G S
>>
>>168110480
>posting bestiality as bumping
wtf
>>
I'm not dead, the demo is still in the works.

Work has slowed down lately, but I'm still making progress when I can. Real life keeps trying to stop my progress, but I won't let it!
>>
Anyone could offer assistance?
I'm pretty new at this, so bear with me.
I wanted to do something seemingly trivial; a skill that damages both hp and mp of the target.
Preferably in a relatively elegant way, because I want all damage skills to work that way (dmg hp & mp).
I'm using RPGM MV and yenfly plugins (for the most part).
>>
>>168115096
As a side note, I figured I could make it via a common event (right?), but that way I would have to make one for every skill, given the mp damage is different.
>>
>>168115096
Have a duplicate skill that activates via common event that is for mp rather than hp.
>>
>>168120258
By Force Action?
In any case, I did that and while it somewhat works, the effect triggers after the hp dmg skill is done (and the battler returned to its place) and the mp damage skill triggers a cast animation.
>>
>>168004341
>111 backers
Sems more like he paid a big chunk himself because I don't see how thi can averagely sell for 100$.
>>
>>168121918
I guess it's possible, but it's got a bunch of people at 100+ tiers. Usually when people cheat, they just put down a single huge pledge.
>>
If you made a Kickstarter, what would your backer rewards be?
>>
>>168126021
I'd be tempted to have a "get your ~oc~ in the game" tier because that can just RAKE in the dough for little effort, but... on the other hand, FUCK ocs.

More realistically, I'd probably make a "name an NPC" tier (limited to actual human names) or something.
>>
It's probably a dumb and out of place question but does anyone know how to do this "color morphs into another" with GIMP?
>>
>>168126021
Name an NPC
Name an ability
Name a music track?(Some artists just have the most generic "outside3-2" names. You should still get permission, of course.)
Choose the crops being grown in villages and food being sold in taverns/inns.
Request 1 portrait of an NPC/party member to be included in the game.
>>
>>168126659
You mean gradients?
>>
>>168127164
yes sorry. I have absolutely no clue as to how to apply it on a single part of an already colored image.
>>
How much am I allowed to rip off D&D's setting to adapt a game I had before I get sued?
>>
>>168128581
How much was DnD allowed to rip off Tolkien? Just stay away from named characters and you're golden
>>
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anti-death bump
>>
How do I get smoothly drawn lines with a mouse? When I try to do it with a brush, it ends up all bumpy, as if instead of being a constant stream, it just sort of clicked rapidly at intervals.
>>
How do I make a good psychological survival horror game in this engine?

How do I make my horror game stand out in an oversaturated sea of Let's Play bait?

I would make a game in a more polished engine or make it 3D but I really like the unpolished aesthetic of RPG Maker and how unsettling it can be if done right.
>>
>>168137109
>How do I make a good psychological survival horror game in this engine?
Ib has been the gold standard for almost a decade. Learn to make the most of the engine and its limitations. Good characters, writing, and atmosphere are also a must
>>
>>168135196
Post pictures. Also the name of your program.
>>
>>168090826
>OwO
>>
Post progress
>>
What kind of weapons does your party use?
Anything unusual?
>>
>>168152816
Only the power of information....
>>
Any fun minigames in your game?
>>
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>tfw I've refined the entire first act of my game into one single map where all the people, items and doors to interiors are close to eachother
>tfw no more annoying walking around
>>
>>168111842
That's a pretty good artstyle.
2k3 for MV?
>>
>>168149712
In an hour and 43 min after i finish watching this movie.
>>
>>168158780
What are you watching senpai?
>>
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>>168149712
Workan on sprites
>>
>>168126021
Sexual favors.
Possibly my hand in marriage(sex slavery) for the highest tier.
>>
>>168163851
Are you a cute grill?
>>
>>168165602
I can be whatever you want me to be ;)
>>
>>168165870
be a transforming helicopter
>>
>>168166036
Done.
>>
>>168160827
a cutscene montage of the last of us
>>
>>168166276
then take off from a stable position and post pics
>>
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>This is a robot whose gender is meant to be ambiguous.
>>
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>>168149712
>>168158780
>>168067930
And it's done. Still have to think of a proper name though. This one will do for now.
>>
>>168167920
This is one ugly motherfucker
Good job
>>
Anyone know of any industrial/factory battlebacks? I'm failing to find shit.
>>
>>168166569
Well it's more feminine than masculine to be honest
>>
>>168168928
MV has some in the scifi folder I think.
>>
It's my birthday
>>
>>168175538
Happ birday
>>
Who here is doing a horror game?
>>
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>>
>>168177607
I've always wanted to, but idk how to make people feel spooked.
>>
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Here's the 4th party member!
A cheeky little robot girl called Cleo.
>>
>>168181729
I'm not make a horror game, but maybe a slightly spoopy game.

It's all about the meta and the sound.
>>
>>168176059
Thank you Anon
>>
>>168185071
How old are ya?
>>
>>168166569
>>168182097
As a certified robot fucker I'd have a threeway with the two of them
>>
>>168185091
Only 3 years left until Wizardhood
>>
>>168186104
I'm in the exact same boat.
I hope you feel better about it than I do.
>>
>>168186104
It was my b-day a few days ago.
Use your mighty powers to get you some.
>>
Post music
>>
>>168192519
https://www.youtube.com/watch?v=6eolOqduS1I&feature=youtu.be
>>
>>168194024
Sweet. Really reminds me of Phantasy Star.
>>
Any Valentines day related content in your game?
>>
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>>168196496
>>
>>168196496
I can put something in if you suggest it.
>>
>>168197850
How about a cute little date?
>>
>>168198119
That can happen. Is it a successful date or does it end in disappointment?
>>
>>168198474
Put in a few choices in there and if the player picks the correct ones the date is successful.
>>
>>168198912
Seems simple enough. It might make a good cover for the real intents of the game. Or even a mini-game.
>>
Life support
>>
>>168196496

One of the bad guys kidnaps the mc and takes him on a date , during which it's revealed that the mc is missing his head. I've been thinking about character relationships and stuff a lot lately.
>>
>>168201413
>during which it's revealed that the mc is missing his head
Is the MC Dullahan?
>>
>>168201512

Naw, he's just a regular biker who got his head blown off by a witch he upset. She let him keep living like that with her magic, but in return he has to be her errand boy.
>>
>>168097879
Why people hate rpgm?
>>
>>168203092
For every good RPG Maker game there is like 10 bad ones.
>>
>>168158164
Thanks!
It's MV, though some of the character sprites I'm ripping from the 2000 RTP set, cos I like them.
>>
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Bumping with a quick logo I whipped up real quick

What do you think
>>
How much of a game should be directly relevant to the plot and overarching story? There are some where the entire game just goes along one line with a few occasional branches, like the FF series, and then some which just let you fool around and experience other stuff in the world such as the Persona games. What do you guys think is the best option?
>>
>>168207875
I like your idea for a game, but if it was me i wouldn't use the oh-so-common Dragon Quest slime shape in fear of being called out.
>>
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Good night bump
>>
>>168208348
I feel like it's used in enough things that nobody would "call me out", as you put it. Besides, DQ is a big inspiration for my game and I'm not trying to hide it.

At some point the slimes in my game stop resembling that shape anyway, as they become more weird and varied the further you get.
>>
>>168115096
So I took another look at this today and I solved it (so happy).
For posteriority, I made it via damage formula in the skill.
There's no damage mp, but b.gainMp(-x) works as intended. My issue is that the actual attack resulted in 0 damage, even though the formula seemed proper.
What I found out is that damage is supposed to be the last thing in the formula. And then it worked perfectly.
>>
>>168203667
So just like other game making software?
>>
>>168213045
Now explain that to the users. It's the same with unity, to an extent. When people hear cryengine or unreal engine, they wet themselves, as if the engine alone will make the game great.
Tools and how to use them etc.
>>
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>mess with the base Fire skill in a way i don't remember a few months ago
>now it and Spark do 0 damage
>this applies to the already made enemies like the slime or orc too
what
>>
How would you make an effect that triggers on evasion when under specific state?
Basically, I want mp regeneration on successful evade when the actor is under a positive state (buff).

>>168214118
Something to do with plugins or scripts? Did you made something related to damage or battle recently?
>>
>>168207875
The font's nice enough, but I'm not fond of the edges. Think I'd try to make it look more rounded/glossy and "slimy", personally.
>>
>>168215657
What about if he added gloopy tear drop shapes at the bottom of the Q and t in Quest?
>>
>>168214576
Nevermind, i'm retarded. Turns out that RPGMaker makes it so that if an enemy has higher defenses than your character's offensive stats, it takes reduced damage(of course) AND has a chance of completely blocking it.
>>
>>168217517
Whaaat.
Can you give the details? How much reduced, what's the chance of block?
Are you sure it's simply not the case of your formula results (mdf high enough to give 0 dmg as a result)?
>>
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>>168217634
I have no idea what the chance of block is, it's not present if offensive and defensive stats are equal, but apparently the higher the defensive is, the higher the chance of blocking is.

The one above is the move.
The one one the left we'll assume it's a an enemy you fight at lv99(not that it counts in this whole argument)
The one on the right we'll assume you fight at lv 25.
Under each is either a lv99 or lv25 Harold with the stats for that level.

Using that move, the first enemy blocks all 8 hits for 0 damage each.

The second enemy has only 9 points of magic defense less than Harold's magic attack, so it's quite bulky, and gets hit by all 8 hits that do a variance of 19 damage each, resulting in around 150 damage.

So yes, in short, mdf high enough gives 0 damage as a result. Told you i was retarded.

Physical attacks on the other hand seem to only have the normal reduction of the damage, despite the differences in 99 Harold's attack and the 99 monster's defense, with a three-times hitting move i was hitting around 120 damage each time.
>>
>>168219135
As a side note, I personally set variance to 0 until balancing combat. And in general, I think I prefer the rng to be present directly in the formula, rather than the built in variance.
Makes it easier in the long time I think.
>>
Sbumpf
>>
>>168215927
That might look nice.
>>
Bumping again
>>
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>>168167920
Have a new boss of which child-drawn borders and general texture clash with everything else in the game.
>>
>>167982948
i've started to work on something like that, still at the documentation step.
>putting a minimum level of grind
the idea is to use the grind to make the game look bigger than it is. i grinded a lot in games and some grind is not that bad /kind of fun (depends on game mechanics basically)
i was thinking about making 5 dungeons, with 2 bosses each. you can choose from a bunch of characters from different classes and make a party of 4.
the hardest part will be making the dungeons interesting with puzzles that unlock things and making reruns fun and not boring/frustrating.
>>
>>168230164
while MHGen's system of making every single mission give a unique progression of some sort is quite good, I don't feel that it covers all bases.

Because there's more than one kind of grind: in terms of difficulty, narrative focus, and exploration focus.

If you're grinding a narrative, you're trying to squeeze as much story as possible within the same area, but if someone is only looking for that story, combat or puzzles that take too long become a chore. This is where slow combat or fake difficulty really sucks the fun out.

If it's a grind in difficulty, you need to make sure that there IS difficulty. There needs to be a sense that things are actually changing up, instead of "monsters are 1 level stronger" increments that take too long for anything to change. And if the player goes back through the "backlog" to clear old areas, they should either still find a challenge of some sort(due to unique encounter setups or level caps) or just be able to steamroll through it quickly.

If it's exploration, you need to get very creative with the presentation of the area to make every trip unique. Wall/Railroad certain paths if you have to, as long as it makes each trip feel different even though you're going to the same place.


And you obviously don't need to do all of these, but failing whichever you pick means that it's going to be the boring kind of grind. Not that random encounters aren't already boring in most other games...
>>
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I have big trouble creating a balanced damage formula.

The default one (a.mat * 4 - b.mdf * 2) is shit because the damage mitigated from Defense or the damage dealt from Magic will be very limited in the lategame, and in the early game too.
Yanfly's Armor Scaling is uber shit because In the early game literally no one mitigates damage, even tho I want to create level 1 enemies with 100ish defense and be very resistant to physical attacks, and in lategame, with big numbers around, everyone mitigates everything with no effort.

Is there a way to create a formula that goes something like: the more Attack you have compared to the enemy Defense, the more damage you deal and viceversa
?
I'm too shit in math.
>>
>>168172786
Thanks. I managed to find the sci-fi ones that work with my idea.
>>
Alright, so here's the thing.

I want to make a game that makes people think. I don't want it to be cute and I won't be using many gimmicks. Actually I want the game to have a face that people will be into and play but have lots of deeper, hidden content. I don't want to make a super generic game and put memes in it. I want it to actually have substance and be provocative.

I want to put things that people have lots of opinions on but not have the player actually commit to or believe in any of them. However, I don't want to put it in just because. I want to put a topic up in the air, have each side try and claim to be right and leave it at that. How well do you think this can be done?

My game probably will probably fall into the adventure category. It will have items and I'm possibly considering a skill system. Like I said, there will probably be a simple story on the face and it will have a beginning, middle and end. But it will explore the thoughts of the citizens and maybe color the story in a different light. This content will more likely than not require the player to explore the small town and talk to people, which they will have to do anyway.
>>
vump
>>
Arise
>>
>>168233378
>I want to put a topic up in the air, have each side try and claim to be right and leave it at that. How well do you think this can be done?

This can work really well I think. Just make sure each side has a good enough motive to do whatever it is.
Can the player join these sides?
>>
What are you working on at the moment?
>>
>>168233378
>I want to put a topic up in the air, have each side try and claim to be right and leave it at that. How well do you think this can be done?

It can work if you actually manage to make them feel as if they both have an equally good point, but will be a trainwreck otherwise.

I can't think of many games that pulled it off well.
>>
does the MV repack include the crack or is it not needed?
>>
>>168245932
Repack is already cracked
>>
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>>168245909
>Fallout
>Fallout 2
>Fallout: New Vegas
>End of list
>>
>>168243983

Yeah I'm trying to make it so they are as convincing as possible. I still don't know if the player will fight for these or if they will just be a middle man or an observer in a larger conflict.

>>168245909
The hard part is making them both convincing.

>>168246424
I could only dream to make dialogue that good.
>>
>>168246214
NOICE
>>
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>18 minutes for page 10
>>
How big should a town be?
>>
how do i make a comfy citybuilder?

i cannot make engine and i want it to be isometric
>>
>>168251854
>i cannot make engine and i want it to be isometric
Does not compute
>>
>>168251849
That depends on the town, obviously. Big enough to fit all the shit that should be in it. Not big enough to be obnoxious to traverse. Smaller is generally better.
>>
>working on a game
>suddenly get another idea
now I have 2 games that will never get done :^)
>>
>>168254540
Two heads are better than one, so clearly two games that will never get done are also better than one.
>>
>>168254540
Combine then
>>
Don't die
>>
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>>168258363
Suggest me elements then.
>>
>>168259841
Necro
Chromatic
Slime
Time
Slime-Time
>>
>>168259841
Smoke, Plastic, Meat, Metal and Sugar
>>
>>168259841
Lies
>>
>>168260660
Damn that's actually pretty good.
>>
>>168259841
Chaos
>>
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>>168260217
>>168260449
>>168260660
ok then

>>168261841
Wow that actually fits perfectly with the second half of the game.
>>
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>>168259841
>>
>>168233378
So you want to make something like Kino's Journey?
>>
>>168263696
>Fire and Earth equals Star
>Metal is also already there
I'm a bit confused.
>>
>>168264053
what happens at the center of a star, anon?
>>
>>168264330
I'm just saying the traditional combo of Fire/Earth is Metal.
Fusion Mages also sound like they'd be a step above everyone else by default.
Further, why would you say Metal is Soul?
Swords being the soul of the warrior, that kind of thing?
>>
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>>168263696
I like how your soul is metal and you gain vitality from salt.
>>
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>>168264761
>I'm just saying the traditional combo of Fire/Earth is Metal.
err no. The traditional elemental Metal is just like any other, along with wood, fire, water, and earth.
Concerning what you probably mean, Lava is not an unusual Fire/Earth combo either.

the spells aren't really "nuclear explosion" or "radiation" anyway, but closer to the concept of "Matter with Energy".


As for Metal being Soul, a large part of it is because Metal stands more or less inbetween the other elements, and is a good candidate for the "main" component of life. Good excuse to allow Golems, too.

One of the other reasons is because the Church doesn't recognize Metal as an element, and there's a subtle philosophical conflict going on with Divine Mandate, etc.
>>
>>168266865
I think it goes down to the differences between Greek elements and Chinese elements.
>>
>>168266865
>err no. The traditional elemental Metal is just like any other, along with wood, fire, water, and earth.
In China maybe.
Fifth element tends to be Void/Aether more than anything else, surely.
I guess I'm coming from the approach that Metal is unrefined metals that come from the Earth, and are forged in Fire. Which I suppose is in some ways similar to how you're looking at Star, but on a more low key level.

Interesting point on Metal and life, though, so I imagine that:
>Good excuse to allow Golems, too.
Means you're not just having Metal Golems, but Golems that are Metal + [Element] for less common types like Flesh and the like?
>>
>>168268107
Metal would compose the "core" of a Golem, but otherwise uses the other elements as the "body".

Doing an all-core Golem would make them one giant weakpoint, and metal is kind of expensive in those volumes anyway.
>>
>>168268107
>but on a more low key level.
Less low key, more....that I'm taking a step further backwards in the process.

Unrefined metals are created when stars undergo fusion. But those metals are still molten or even gaseous, not quite the solids we normally associate with metal. And it just so happens that the opposite element on the scale is cold....
>>
Alive
>>
Gonna have spaghetti
>>
Today I drew a new enemy. I like him.
>>
>>168274614
neat
>>
Safety bump.

Cause your friends don't bump and if they don't bump then they're no friends of mine.
>>
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>>
I'm gonna go ahead and bump even though we're only on page 9 because if i don't do it now I'll forget completely and the thread might die for real.
>>
>>168286196
I lurk but never bump
>>
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Are you still alive?
>>
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Well, I think I did pretty good on my New Years Resolution. It's the little things like the Presidential Inauguration and /pol/, Gathering Storm and /tg/, Sims 3 and /tsg/, etc. that finally lured me back here, so I may as well return to /rpgmg/ as well.

Sinsheim guy here. "Literally who?" you may be asking, and honestly, it doesn't matter.

Let's learn something.

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

Since I left 4chan, after making a functional FE-style sRPG in RPG Maker MV, I decided to experiment on real-time combat (oldschool Nexus TK style, for necessity), a Tower Defence system, and a randomized mapping system inspired by the upcoming Dark Souls table top game (with the flipping of board tiles as you progress). Mostly just to see if I could. I've never really cared for the in-engine jRPG system, and there isn't enough plugins in the world to make it worthwhile to me. However, as I found out not so long ago, this engine is hardly limited to it. You can do some crazy stuff in rpgm, and I want to share a bit of what I've learned with you guys in case anyone else wants to do "more" with their game.

To start with, nothing I do relies on downloaded plugins. The sRPG used one to allow an NPC to move from point A towards point B for X steps, but with what I know now, that's no longer necessary. The only two that I still use (for convenience) is one for window resolution and one for word-wrap. Everything else I can do myself.

>tl;dr, if anyone wants to learn about getting more out of RPGM, how to push the engine, and how to use script calls for doing cool things, easier than you do now, without even needing to rely on plugins, I recommend you read my following posts.

Gonna type as I go and use this to bump the thread.
>>
>>168288554
If you did song of the day, I remember you, bro.

Also I'm very interested in what you have to say
>>
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Lesson The First: Script Calls and Variables

The Script Call command is the coolest thing you've never used. It is found on the third page of the event commands, and it can do everything that the preset options can do - but better. The downside is that it isn't as straightforward as the preset options, which is why most people ignore it. I'm going to pretend I'm soapboxing to complete scrubs and walk anyone reading through it. A list of most (but not all) of the things it can do can be found here:

>https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0
(or by googling "rpgm mv script calls", where the first link is a forum post to that link)

The first best thing you can do with it is make your own variables. Nothing pissed me off more than having a fixed number of variables in a specific order where later on, if I wanted to add "Variable: Room 11 NPC ID" to the other 10 but had a hundred variables below it, I had to tack it on something stupid like page 121-140 and get lost every time I tried referencing it. Do enough additions like that on a big system and it was a nightmare trying to do anything. So, with script calls, you can declare (fancy word for "make") whatever variables you like, called whatever you like.*

*Warning: Cannot actually call them whatever you'd like.

Pic related is my first try playing around with this feature. In Script Calls, almost all variables must begin with "$" followed by whatever you call them. Every variable must have a unique name made up of letters and numbers. As warned above, the only thing you need to be worried about is accidentally declaring a variable that the game already uses, like $gameMap, $gamePlayer, $gameMessage, or many of the other $gameSomethings out there. Avoid starting with "$game" and you've dodged 95% of them.

What's happening in pic related is I declared 2 variables, did some math, then used the script call for "Change Actor Name", and checked if it worked.

Cont.
>>
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Lesson The First: Script Calls and Variables pt. 2

So to use the Script Call command, you get a lot of space in the box, but treat each line as its own thing. Multiple script calls with one line each and one script call with multiple lines will typically do the same thing. (For "real" programmers out there, each line automatically adds an invisible ";" after it, but you can do it yourself if you want to stay in habit)

To declare a variable, you need a fresh line, and then its just $name = 0. Replace name with a name, replace 0 with whatever value you want. Integer, decimal, it doesn't matter. The engine takes care of it. Then, with your new variable, you can do math with it.

Math in script calls can be done in two ways. After (AFTER) the '=' sign, you can do a formula just line in math class. Or you can do it line by line (like how the preset Control Variables does it), with the operation symbol going before the '=' sign. It looks a little wonky, but behold

>$thing = (1 + 5) * 60
does the same as
>$thing = 1
>$thing += 5
>$thing *= 60
Order of operations still matters, so
> = (1+5)*60
and
> = 1+5*60
will give two different answers. Fortunately, space marks don't matter here, so do what looks best to you.

Pic related is my second attempt playing with this, again using the Set Name thing for feedback because I'm unimaginative. If you want, for feedback, you can go back to the preset Control Variable, click Set, and using Script at the bottom, type $thing (or whatever your variable is called), and do a Show Text of \v[1].

The operation signs are pretty standard, being
>Addition: '+'
>Subtraction: '-'
>Multiplication: '*'
>Division: '/'
>Mode: '%' **

**Mode is extremely useful but wonky, so I'll ignore it for now.
>>
>>168289978
>>168290945
Keep going anon I'm hanging on every word. I can see that the "boring" explanation must be done. I'm curious to see how I can implement these. I can hypothesize how these work but I need to understand them first so I can play later. Good job explaining by the way.
>>
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Lesson The First: Script Calls and Variables pt. 3

If you want to use/change the actual game variables from the preset in a script call, it is called $gameVariables.value(n), where n is the variable ID number (not value!). To change the value, you can't just use '=' like normal for some reason because that's too easy. The script call is
>$gameVariables.setValue(n, x)
where n is the ID and x is the desired value. You can still use a formula for the x like (n, 2+4) or the hefty $gameVariables.setValue(n, $gameVariables.value(m)*2).

Next, one of the cooler tricks with variables. They don't need to be numbers at all. Their values can be words so long as its framed by "" marks or '' marks. Pic related is example of this. This is useful for tons of stuff, but especially the ass-aggravating pronouns, puzzles, phase control (later), flags, traits, you name it. Anything you used IDs for before can have names instead. If you want certain punctuation, then similar to how the Show Text works, you use a '\' sign to precede it. For example,

>$thing = 'Don\'t blink.'
or
>$gameVariables.setValue(1, 'Don\'t blink.')

Note that if using the game variables, you can still use the preset Control Variable and just put 'Don\'t blink.' in the script part. Also, although rarely used (I only do it for gendered name generation), you can 'add' to the text. For example

>$name = 'Uri'
>If $gender == 'male',
>>$name += 'en'
else
>>$name += 'el'

and the name will become "Urien" if $gender = 'male' or "Uriel" is $gender = 'female'.

The last thing I want to mention is that custom variables (IE $thing, $custom, $name, etc.) DO NOT SAVE. If someone saves, quits the game, and returns, they won't reload with the save (yet). I'll show you how to save them later.

Up next is objects and arrays.
>>
>>168289978
>>168290945
>>168291754
If I ever get MV, I'll remember this. You're the man, man. I wanna make an FFT sequel one day
>>
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Oops, I nearly forgot two small but powerful operations, the '++' and '--'. They increment a variable by 1, either adding or subtracting. So,

>$n++
is the same as
>$n += 1
and -- is the same the other way. Just a nifty trick popular enough they named a programming language after it (C++, or "C plus 1").

Lesson The Second: Objects and Arrays

The way I use objects (read: I don't) means nothing but organization, so it's a seemingly small, almost needless thing I do until we get to "How to Save Your Custom Variables." Arrays, however, are fucking amazing.

Fucking.

Amazing.

Arrays are the other main reason I use script calls. Imagine for a second you want to change an NPC's look to something else. You don't know which NPC it will be (it could be 1 of 20 choices, for example), so you'd be stuck doing 20 times however many different looks you wanted. Literally hundreds of Conditional Branches and Change Appearance commands. But what if you could do it in one single line?

I repeat, Fucking. Amazing.

This is leading into arrays, so bear with me, but with Script Calls you could do the above with the single line

>$gameMap.event($n).setImage($imgName, $imgNum)

It takes 3 variables, I know, but that's it right there. That command will change Event $n's (his ID) image to the filename (IE $imgName = 'Actor1' which is Actor1.png) and graphic number (IE $imgName = 1, which is Herald on that sheet. It's numbered 0-7). If you know the desired image before hand, you only need to worry about $n, which event you are trying to change.

Arrays have this same power. You are able to reference a variable by its number, and it's so powerful I use this everywhere always forever.

Pic related is the ugly of it. It was my first foray into arrays and objects and it's hideous. I'll explain it in detail next, maybe with an example of how I use it now.
>>
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Lesson The Second: Objects and Arrays pt. 2

Pic related is a cleaner example of an object and two arrays.

An array is a type of variable that's declared a bit differently and referenced a bit differently. You declare one like so:

>$thing = []
You can put numbers inside the bracket, like the 0 in pic related, and that sets the first cell of the array ($thing[0]) to that value (in this case, 0). You can do more cells like

>$thing = [0, 0, 0]

for $thing[0], $thing[1],and $thing[2], but there isn't really a use. I tend to keep it empty these days and fill them with a loop. As you can see though, the bracket is now part of the variable name, and the number inside refers to a different variable of that name. So $thing[1] and $thing[2] are two different variables.

The usefulness comes from being able to plug a variable in the brackets. So if I'm dealing with a custom NPC, whose ID is 3, it'd look like

>$n = 3
>IF $npcHP[$n] > 0,
>>$npcHP[$n] -= $playerDamage
>>IF $npcHP[$n] <= 0
>>>Show Text: Victory!

or something, and I can have multiple events out with different ID's or what have you. Typically, $n isn't just arbitrarily set to "3" but rather the event ID of whatever is right in front of my player, so it too can change. More on that in a bit.

Objects are declared with {}, but unlike arrays, you need a name in there. For example,

>$npc = {name:[], hp:[], dam:[]}

Notice the [], which is indeed making new arrays as well, but this gives us the variables $npc.name[0], $npc.hp[0], and $npc.dam[0]. Not much different from just three separate variables $npcName[0], $npcHp[0], and $npcDam[0], I know, but notice in pic related I can have double arrays, like $farm[1].name[1]. which means the name of the first NPC on farm 1. Unfortunately, as each farm[n] is a different variable, they'd need new objects each, but it has a use (besides the huge one for saving variables, again later).
>>
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Lesson The Second: Objects and Arrays pt. 3

So I promised a more modern example of how I use this, and here's one taken from Project Overlord (IE Sinsheim, my sRPG). Because I don't use the in-engine combat nor the in-engine stats nor the in-engine items, I make my own, like so. Equipment is now composed of variables like $equip.rightDam[1], which will later be filled with the damage of person 1's right hand weapon. Likewise with all those other stats. While this seems a pageful, it really does simplify nicely in application. In the combat, you get things like

>$stat.HP[$n2] -= $stat.CBT[$n1] + $equip.rightDam[$n1] + $prayer.damage[$n1]
which means $n2 will lose life equal to $n1's combat stat plus his damage plus his prayer if he has one.

Actually, show, don't tell. I'll post a bit of the combat formula next.

Note: You may notice that I'm using multiple lines in the script call box despite saying each line is treated like a separate command. That's because of the open '{' sign. Each line contributes to the same command until that part is closed with the appropriate '}' sign or I reach the end of the script call box. You cannot split a command between two script call boxes; you'll get an error.

And speaking of, errors. When using script calls, you'll get a lot of them. NOT because script calls are bad or unstable, but because you made a typo or logic error somewhere. It happens, expect it, and do lots of testing with everything you create. If you're following along, I recommend biting that bullet now to see what an error looks like. Just make a simple script call

>$thing += 2
and run it. $thing isn't declared, so bam, error. Or something like $thing + 2. Or $thing = 2, then $thng += 2, and so on. Bug fixing is a necessity because no one is perfect.
>>
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>>168294831
Here we are, a bit of the combat formula. If you've been following along, you'll probably notice a fusion of all those techniques and commands I've mentioned thus far, and you can probably read what exactly this is doing. Crossbows do different damage than other weapons, the "quick" weapon trait doubles damage, if the weapon doesn't have "ap" (Armor Penetration) then the damage is reduced by defence, etc.
>>
>>168295039
I missed you
>>
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>>168294831
And here is where that picture goes when it calls the Directory Common Event, particularly the part that generates stats and equipment. 2 is the ID of the player, so $n = 2 means its filling out (generating) the player's stats and equipment. Since this is from the very start, he doesn't have much - the "$ean" stands for Empty Armor Name and means his equipment is going to be filled out with a bunch of 0's.

Unfortunately, the Generator and the items are pretty complex stuff and I don't feel it will merit anyone trying to explain it all here.
>>
Lesson The Third: How The Fuck Do I Save Custom Variables?

Remember how I said I don't need plugins? I lied. Kinda. I don't need other people's plugins. I make my own. WAIT, don't go, it's not as bad as you think.

If you want the custom variables that you made up to save for the player (like Project Overlord's equipment and stats), you just need to modify one of the game's essential .js files (pic related). Because that is explained to me as very bad, and for good reason, it is far better to make a plugin that does this for you.

To do so, you need a text editor. Notepad works, if you're a scrub. Notepad++ is better, because the ++ means its incremented by 1, right? Also because it color codes things, let's you pick your language, and other neat stuff. Just use notepad++.

Now, with it, literally all you need to do is set the language to javascript (js), copy the two sections from pic related (located in the rpg_manager.js file, which you can open with notepad++), and add your custom variables to the makeSave and extractSave areas in the same manner as the others. Then you save it and drop it in with your other plugins, load it like the others, and you're done. It won't be a pretty plugin, but it's yours and it does the job. You can pretty it up if you like (I do), but you don't have to.

Now here is also why I mentioned objects, the things I don't really use. In Sinsheim, all those variables stemming from the $equip and $stat objects are saved when I simply add contents.equip and contents.stat to this list. It's kind of amazing how I don't need to hunt down the name of every variable I've ever declared and want to save. Likewise, I even recommend you make your every variable an extension of some single object like $myVariables.xx to save yourself the trouble and to never worry about overriding a game variable.
>>
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>>168296286
I drafted this up real quick, but like so. Notice the name of the contents doesn't have to match the name of the variable, but there must be consistency between the maker and the extracter.

But here you are, babby's first (ugly) plugin. I added the blue lines to show which parts I changed from the original script (IE, added to it).
>>
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And while we're on the topic...

Lesson The Fourth: Useful DIY plugins you don't need to asskiss some shitter for.

Similar to the previous, all I'm going here is copy a list from an essential .js file and adding some (in my opinion) necessary bits to it. This one in particular lets you use more buttons from your keyboard in your game. Presently, all it adds for me is 'A' and 'S', because MV is a bunch of dicks for removing basic functionality that was present in the previous engine. (I think it was A and S they removed. It was two buttons in any case).

Notice, you can actually add any (or every) button from your keyboard to it. All you need is the ascii of that button (google is your friend, but pic related has a link to a list), and give it a name to refer to it.

The name is important. That's how you'll get your game to use these new buttons. The imaginative and clever person I am, I named 'A' as "A" and 'S' as "S". Clever, I know.

Like the event editor, the green stuff is comments that don't matter. I have (CUSTOM) next to the letters to remind me which I added. However, the earlier stuff before that, which >>168296909 doesn't have, is the aforementioned "prettiness." That gives it a name, maker, description, Help functionality, etc. in the plugin manager.

To use these custom keys, you use the Conditional Branch preset from the event editor, go to the last page where Script is, and type

>Input.isTriggered('NAME')
where NAME is the name you gave that key. The ' ' marks are essential there. So for mine, I would type
>Input.isTriggered('a')
or
>Input.isTriggered('s')
>>
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Lesson The Fourth: Useful DIY plugins you don't need to asskiss some shitter for pt. 2

Here's another (and the last) plugin I made to give me essential functionality. I know, it's large and crazy, maybe too much to handle, but all it does is increase the maximum number of images you can display at once to 1000. You can change that number to whatever you want.

The downside (?) is that the preset Show Picture command still caps at 100. Fortunately, and the reason for the question mark, is that I always and always do my Show Pictures through the Script Call (where you can go beyond 100).

This is because, as I said before, I prefer to refer to things (in this case, the Picture Number itself) by variable rather than by a hundred separate Show Picture commands.

I'll post an example from Sinsheim next.
>>
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>>168297673
This is a bit more complex than the things I've been talking about, but the picture part is there. Basically it just displays the person's name in a custom font for the character creation screen.

This particular part doesn't exceed 100 images, but it's an example of a single show picture Script Call doing the work of an unknown number of Conditionals that the preset would have made me d.

Also, it's the first time I tried drawing clickable buttons on the screen, please don't hate its amateurishness.
>>
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Lesson The First: Script Calls and Variables pt. 4

Also known as "woops, I forgot to tell you how to use this."

For Conditional Branches, I tend to still use the preset one even when checking my own custom variables. Mostly because there's no reason not to.

To do so, you click on Conditional Branch as normal, go to the 4th page, and click the Script box. From there it's just a single line of whatever you're checking.

If you want to check if two values are equal to each other, you use "==" not "=" because, recall, "=" sets a variable equal to a value and will do exactly that even here. So,

>$thing = 1
will set $thing to 1. To check if $thing is equal to 1, you do
>$thing == 1
or if variables are involved, you can do
>$thing == $gameVariables.value(1) + 2
and so on. Play around with it.

The other operations are
== (equal to)
> (greater than)
>= (greater than or equal to)
< (less than)
<= (less than or equal to)
!= (not equal to)
and if I'm forgetting something, my bad.

Furthermore, you can do cool stuff like checking TWO THINGS
>$thing >= 1 && $thing <= 10
or
>$gamePlayer.x == 5 && $gamePlayer.y == 17

"&&" means AND, as in both (or more if you have them) must be true. You can also do "||" for OR, as in if one or the other is true.

I also use this for controlling phases, particularly in my sRPG. After some mishaps with using numerics, when trying to add an intermediary stage, I switched to controlling phases through WORDS. Pic related.
>>
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Annnd I think I'm done for the night. First post was four hours ago, yeesh.

What I've said so far has given anyone all the tools I needed to do the things I've done thus far. Any particular script call someone is after can be found in the script call link from my first post (and I think/hope it's in the sticky somewhere). The only things I have left to post are just little tricks I've discovered in time.

If anyone has any questions about anything I've said so far, wants screenshots of something in use, help with something similar, etc. feel free to ask. Between work and exams, I may not reply immediately, but I will do my best.
>>
>>168300308
Thank you for posting all of this, it's really interesting.
>>
>>168232861
Try (a.mat * 1 - b.mdf * 1)+(Whatever number you want), zero variance.
>>
>>168263696
Can I steal that?
>>
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>>168301887
sure go ahead.

There's one more, though
>>
>>168302037
Great. It's really cool.
>>
>>168214576
>How would you make an effect that triggers on evasion when under specific state?
>Basically, I want mp regeneration on successful evade when the actor is under a positive state (buff).
I'll bump my problem, anyone has an idea?
>>
>>168232861
Did you check out this thread? https://forums.rpgmakerweb.com/index.php?threads/rmmv-damage-formula-ideas-and-help.47099/
It's quite good.
>>
>>168294831
>Bug fixing is a necessity because no one is perfect.
ain't that the truth

>>168296286
here's the part where I need to take a break before reading again
>>
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So, I'm working on a combo system. Which do you prefer?

>A: All weapons have numerous Instant attack skills which can be repeatedly used, but each Weapon skill drains the Weapon's durability. Personal skills are not Instant, but deliver more potent effects. If an opponent receives enough damage, they get an Armor Break and are Stunned, allowing a player to freely re-equip their weapons and start a new combo if possible. Durability is restored at the end of each fight. I may make it so that durability isn't restored freely, but hoarding fuckloads of weapons is just the nature of things.


>B: Each character has a certain amount of "AP(Action Points)" which allows them to use additional skills each turn. Skills drain AP and Energy simultaneously, so if you overexert yourself using powerful skills, your remaining AP can only be used on items and ending your turn, and if you don't use your supply of Energy each turn, you're being wasteful. Equipment can be used to bolster Energy and AP. Debuffs and buffs can increase/decrease both stats as well, in addition to certain items providing temporary maximum boosts.

>C: When a character attacks an opponent with an attack, let's say a "Level 1" Attack, their turn starts again. If they use a "Level 2" Attack, it starts over again. Same with level 3 and 4. If you use any attack other than the next "Level" of attack, your chain ends, unless you use certain abilities which directly chain with one another. So for example, Reaper Rave, being a Level 3 ability, would need to be used after Grim Slice, a Level 2 ability, to continue chaining attacks. But you can also use Grim Volley, a Level 1 attack, which requires you use any Grim attack in order to chain into it, but makes it so you cannot use any more Grim attacks after Grim Volley. Following Grim Volley, you can use a Level 2 again, and then a Level 3, and then a Level 4, so-on, so forth.
>>
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Good night bump
>>
>>168300308
saved a few of the examples thanks.
>>
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>>168300308
Now that I've finished dinner, I remembered one last thing I wanted to say.

Lesson The Fifth: Perspective

This leads into some the techniques I want to talk about tomorrow (hopefully, if there's time).

A big part of breaking away from the regular in-engine stuff is perspective, especially towards what you want to do. For example, the ubiquitous unit sheet.

RPGM gives us a unit sheet. It has a name field, stats, keeps track of hp and Game Over's us when its 0, it has graphics stored, in party or not, classes - the whole package. Most importantly, it gives us a means to reference and change it. That right there is probably why so few people think about ignoring it or leaving it behind.

However, I've always found it much too limited. The growths, particularly exp curve, physically hurts me. The stats are too limited - I want characters to have skills (like hunting, or sword skill, or bow skill) as well, but there's only 6 fields.

But what is a unit sheet? Just a bunch of variables. And we can reference variables and change them all day long. Sure, making unit sheets for everyone isn't feasible with the game engine variables - too limited, too disorganized, too hard to change later in development - but with arrays, it's almost done for you. Even the name, the graphic filename and number, hp and mhp,those are just more variables.

So once the array is made for all the stats, the number in it, the "n" in $stat.MHP[n], is the ID of that unit. And you can still have templates and presets - one common event that you call. If the player's ID is 0, I set $n = 0, $getGenerator = "soldier", and call Common Event getGenerator, which fills his unit sheet. And that works for allies and enemies. $n = 16, $getGenerator = "bandit", etc.

You can even add "flags" to the unit sheet, variables that = 'true' or 'false', which mark it is an ally or an enemy in open-world fight and determines its behaviors.
>>
>>168302713
>but makes it so you cannot use any more Grim attacks after Grim Volley
that one's a bit confusing, since it's fine to continue using Grim attacks if the levels are consecutive ascending.

All in all, C feels like a clunkier version of Baten Kaitos Origins, which had its own ups and downs. There was one person who managed to make it work on rpgm, but I don't know what plugins were used.


All in all, B is the one that scales best, while A is one hell of a clusterfuck to balance on the maker's end. C needs some changing before it's viable, but it's also the one that is most combo-y.
>>
>>168303102
Good Valentine's gift anon. <3
>>
>>168303248
>that one's a bit confusing, since it's fine to continue using Grim attacks if the levels are consecutive ascending.
I meant more that all Grim attacks following Volley are unusable for the combo, regardless of Level. As in, it would be a specific case that you can loop with Grim Volley, but you'd need to start chaining in another way than Grim Slice.

But thanks for your input regardless, I'll start tinkering more with B.
>>
>>168003860
Yes, Anon.
Just be like Jorgenson, and don't be a fucking idiot with your kickstarter.
>>
>>168232861
maybe something like x * (a.mat / b.mdf) could do the trick.

>fire I x = 50, fire II x = 250, fire III = 1000
>level 10 a.mat = 25, b.mdf = 15
>max level a.mat = 255, b.mdf = 170

>fire I a.level = 10 b.level = 10
50 * (25 / 15) = 83
>fire I a.level = max b.level = 10
50 * (255 / 15) = 750
>fire I a.level = max, b.level = max
50 * (255 / 170) = 75
>fire III
1000 * (255 / 170) = 1500

you could also add a coefficient that takes into account level disparity: x * (a.mat / b.mdf) * (a.level / b.level)
>fire I a.level = max(99) b.level = 10
50 * (255 / 15) * (99 / 10)= 7450
>>
>>168004341
ayy lmao
>>
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This would make things so much easier.
>>
>>168004341
(Sorry for the extra post)
I mean the concept art and etc. is okay, desu.
>>
>>168304034
Best guess is that they were too lazy to do so.
>>
Is there a plugin where i type what kind of game i want and it automatically produces it for me
>>
>>168304163
yeah, it's called /rpgmg/. Just wait 50 years.
>>
>>168304163
Yeah, but you need to type in a specific language that has an unique syntax, completely different from a spoken language.
And you need to be very, very precise.
>>
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Lesson The Fifth: Perspective pt. 2

This same matter of perspective, looking at matters from a code/scripting view, is where my sRPG came from.

In sRPGs, you tend to control a little box that goes tile to tile and selects people. So I replaced my MC with a box and made an event that Changed Image to his $picName and $picNum, with ID: 2. My team were all events like that, with IDs 2 thru 13, and the enemies' are 14-26.

And then it's turn-based broken into phases, right? So I made a Parallel Process broken into phases. Inspired by Rogue Trader, there's the Movement Phase then the Attack Phase, and then my opponent gets the same. So first there's a IF $phase == "pMoveDisp" phase, which pops up the message Player/Enemy Movement Phase and cleans up certain effects and statuses, then it transitions to IF $phase == "pMoveSel", where the player selects which actor he wants to move. When over an actor and 'Ok' is pressed, it checks the event ID of what I'm standing on, and if that's between 2 and 13 (my team), it will store that point as an origin and advance to IF $phase == 'pMove'.

Now I can only move that actor, and since movement is limited, only a limited spaces from the origin. Usually 4. Pressing 'B' resets us to the origin and back to IF $phase == 'pMoveSel'. 'Ok' stops him in the new spot, lets him choose a dirction facing, and greys him out (opacity), and if an actor isn't at max opacity, I can't move him. Eventually I have made my moves and go to IF $phase == 'pAttDisp', resetting opacity to full again, and so on.

It's just a simple matter of thing what you want and how to do it with logical operations. The parallel process also has a loop near the bottom that checks the hp of my whole team (the hp variable I made), and if it's all under 0, then Game Over. And another loop that checks the enemy team, and if it's all under 0, then Victory.

And if anyone is curious, pic related (if it posts) is about half of the main script of the sRPG combat logic.

Goodnight
>>
>>168300308
>posting it on here to disappear forever once this page nukes on page 10
I mean thanks but why not just post it in a word doc or something
>>
>>168304160
Though, I imagine it would be an relative easy hack to fix it. If one wants to do it. Just switching fonts.
>>
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>>168304285
>eventing for ants
Gross.

>>168304350
Well, I did save it all in notepad.
>>
>>168303872
>>168302325
>>168301416
Thanks guys. By checking that thread I discovered that you can actually use conditions, so I did a shit like this:
>if ((b.def - a.atk) > 0){(a.atk*1.25)*(100 / (100 + (b.def - a.atk)));}else if ((b.def - a.atk) < 0){(a.atk*1.25)*(2 - (100 / (100 - (b.def - a.atk))));}else if ((b.def - a.atk) === 0){a.atk*1.25;}
I have to copy this formula and replace a.atk*1.25 for whatever other multipliers or whatever. Fucking complicated but it works.
>>
I just thought about it and using a Souls-like lifebar in a non-action game sounds like a shitty idea. There's just not enough space on the screen during battle to make a proper one.
>>
>>168304285
Great. Now where's the lesson where we figure out how to make the Chariot Tarot?

Yes I'm kidding, but Tactics Ogre was A M A Z I N G
>>
>>168304757
you're welcome anon.
Anyway I always try to create my own formulas, this is one of the funniest part of a project imo
>>
Reminder that all games are good in their own way, specially if they are made with love
>>
>>168288554
>>168289978
put it in a blog or a wikia
>>
>>168288554
>>168289978
Please do >>168306296
Please don't waste your knowledge. Maybe a thread in rpgmakerweb?
>>
Final bump. Good luck, you bromosexuals. We're all gonna make it.
>>
>>168310736
I wish i could decide on a goddamn battle system though. Default is nice but i wanna change it a little. It's really hard to decide.
>>
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>tfw getting a mild headache
well there goes todays progress
>>
>>168312803
ATB. Actions you can do in a turn are determined by what you draw from your command deck. You can combo cards as long as the next card number is higher. Balance how many healing and defensive cards you put in with pure power.
>>
los bumpos
>>
stop
>>
Who's your MC's Valentine?
>>
>>168322768
One of her grandson's friends, because time shenanigans.
>>
>>168322768
You!
>>
What script would you recommend for pixel movement in RPGVX Ace? Khas'?
>>
>>168322768
Do you mean "people that want to have a relationship with" or "man-made girl with enormous power that can enter the Backyard"
>>
bmpu
>>
We gun die.
>>
Ace user, please help

HIT = physical accuracy rate
EVA = physical evasion rate
??? = magic accurary rate
MEV = magic evasion rate
>>
Wherever I am I must bump
>>
Tell me about your lewd game
>>
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Can I give a stat two names? For a throwaway example, if I want HP to be called "Health" on enemies, but "Will" on the player character, can I do that? This is mainly a problem for me because the names of stats are tailored to my main character, but I'm also using the Enemy Target Info script that lets you view enemy stats.
>>
>>168343553
I'll tell you when I have a working demo
>>
>>168343553
I had an idea for an otome-style game that just keeps getting kicked around my brain.
You play as a girl infiltrating a religion as a nun that seems to be an Abrahamic-like religion but the higher ups actually know they are worshiping some evil demonic god that they want to resurrect.

There are seven priests that are kept in a naive ignorance (as with the rest of the populace) that they need to be pure for a special ritual. These priests are raised in chastity devices and there is only the set seven of them since them devices aren’t cheap and they have special star signs.

The player character is a normal girl whose village was burned and destroyed for believing in the Japanese like deities where one can be made and there’re a bunch of them. Guided by her family’s guardian, she escaped and infiltrated the religion as a nun.

Her mission is: seduce priest, remove his device, fuck him, mind wipe him, replace device, repeat with each priest, and don’t get caught by the higher ups or by the rival.

The rival is a woman with more sex appeal and knows she will bear their dark god’s vassal. If she catches you being too chummy with any of the priests, you loose.

And that’s all I had on that idea.
>>
>>168345647
You could call the variable HealthAlly and HealthEnemy, but only refer to them ingame as Health.
>>
>>168347421
Would play
>>
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>>
Seriously stay alive
>>
Would your story be enhanced by any of the following?

>Cars
>Guns
>Dinosaurs
>A strong message about the environment
>>
>>168358862
I don't think you could find a story that WOULDN'T be enhanced with dinosaurs
>>
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>>168358862
I don't think you could find a story that WOULDN'T be enhanced with Cars
>>
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>>168358862
I don't think you could find a story that WOULDN'T be enhanced with A strong message about the environment
>>
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>>168358862
I don't think you could find a story that WOULDN'T be enhanced with gnus
>>
>>168358862
Cars and Guns are already included
>>
>>168358862
Standard fantasy adventure, so no cars. Didn't think about adding guns. Gun-based skills are hard to make, anyhow
>>
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It's been a busy few month for me so I haven't been on here for a while, but surely the Collaboration Project is done now, right?
>>
>>168371463
Silent Maid handed it off almost a year ago.
Bubbles is MIA.
Anybody who claimed to take it up never updated.
It's time for a new one.
>>
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>>168372520
>>
What's the difference between TP recover and TP gain?
>>
>>168375358
TP Gain is the rate of how much TP you get I believe. The normal rate is 100%. TP Rate 200% means you double how fast you get TP from actions.

TP recover is a flat number gain for TP. It's like healing, but for TP.
>>
>>168376994
Thank you.
>>
>>168290945
what the hell do mode and mul do anyway? I tried googling and some guy started talking in hindu
>>
>>168381961
I don't actually use rpgmaker, but he probably means modulo, not mode.
Googling for that gives better explanations than I can give but basically it returns the remainder if you were to do integer division
so for example 7/3 would be 2 with remainder 1, so 7%3 == 1
The useful property this has in programming is that it creates numbers "wrap around", so for example the sequence
1 2 3 4 5
becomes
1 2 0 1 2
when you %3 it.
>>
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>>168381961
Huh. You posted just as I went to check the thread.

Mode is a really, really nifty command. Basically it lets you divide something by a multiple of ten (at least, use a multiple of ten. I don't know if javascript allows non-10's, but other things like excel don't) and it stores the remainder as a whole number - ie, the decimal.

So for example, 64 mode by 10 = 4 (because 4 is the decimal of 6.4). 152 mode by 100 is 52.

It has niche uses, but it's a pretty powerful tool when you start to combine it with another command called Math.floor(). You may or may not have noticed, but all of the game variables RPGM uses are automatically floored - meaning that if you do 3 divided by 2, you get 1 instead of 1.5. Flooring is basically chopping off a decimal without rounding.

One example of how I use that is for displaying numbers on screen via pictures. Essentially it uses three variables: the unchanging number that's being displayed, the individual digit I'm about to draw, and the great divider. Pic related is an example of me using this, but it's been so long I'm going to speak by memory instead of explaining the pic.

So you want to draw the number 1234 (we'll call it $num) on the screen. You have 10 pictures in your folder, one for each possible digit. First I set the divider ($div) to 1, and then there's a loop built around the formula

$display = Math.floor($num / $div) % 10

which will store the last digit (in this case: 4) the first time it's run through. Display the digit, increase the pic num, move the coordinates for the next, multiple $div by 10, and it runs through again.

The second time through, 1234 is divided by 10, so 123.4, then floored, so 123, and then mode by 10, so it stores the 3. Display that, adjust, $div by 10. Now 1234 is divded by 100, so 12.34, floored so 12, mode so 2. Display. Repeat. 1. Display. Done.

>>168383283
Tbh it's called mode in rpgm and excel, so that's what I call it. I'm still a scrub though.
>>
>>168383491
>>168381961
To add, there's probably a better way than Math.floor() and mode to get individual digits of a number for displaying. I was starting to experiment with them recently, as seen in >>168297891, where chatAt goes character by character of a word for displaying. I use the character at the position of -1 (ie, non existent) as a stopping point to know when the word I'm displaying is done (ie, reaches a non existent character) and just go character to character displaying them one at a time. I don't know if charAt works for integers as well, but if it doesn't, I'm sure there's an intAt equivalent.
>>
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>>168383491
>>168383283
>Tbh it's called mode in rpgm and excel, so that's what I call it. I'm still a scrub though.
Woops, I'm actually retarded and it's called MOD in both cases.

One of these days I'll get a formal education and not be self-taught so I can stop being a high functioning retard.
>>
love u guys
>>
>>168358862
>Cars
Nah, we already have mechs
>Guns
Already in
>Dinosaurs
Most definitely
>Environment
Probably, but I'm too shitty a writer to make a good environmental message
>>
>>168372520
This is Leo out of town postan. I'd love to work on the collab game this time around if we're starting fresh. How does it work? What will it be about?
>>
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>>168385734
>>
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>>168149712
pic related its the map as it is now

>>168274614
he looks like a sword but alive

>>168358862
>cars
nah
>guns
it has *a* gun
>dinosaurs
dinosaurs enhance every story, anon
>environmental message
nah, wouldnt fit

>>168322768
atropa belladonna
>>
>>168389091
Well, essentially, the guy who started the collab before (RPG Maker Maker) made the prologue chapter, then he asked others if they wanted to pass it along with other devs to make their own chapters. Later on, there was a rule put up where each dev would have 2 weeks to a month to work on their collab chapter before needing to pass it on. It's also good manners to have a save that starts before the start of that Chapter so the next dev can have an easier time working on it.

I'm not sure if I missed anything, but ask questions if you want.
>>
is VX Ace any good? i bought it on steam sale like 5 years ago
>>
>>168393214
This sounds fun! I'd love to make a chapter if we're goin fresh, might make me push the envelop on my dev skills a bit. I assume we'd first discuss the version and maybe come to a consensus on a general setting, or is the setting basically dependent on who is doing the chapter? If I have any input on the version I'd like to go with MV.
>>
Just an idea I want to run by.

How badly has the idea of "level reset" aged? Especially with a low lv cap like 20 or so?
I was thinking of making a chrono-trigger like RPG (in a sense) where after a long intro (the MC going out to start a quest and gathering the party who are mostly faced as mini/bosses before joining up) they are sucked into a place beyond space and time and are informed all of time just got fucked and they have to fix it.

In order to fix time (placeholder plot device), they have to go into different worlds, ie; fantasy, sci-fi and perhaps some less done stuff or more abstract concepts given more thought. Regardless, they have to acquire the skills to defeat BBEG who fucked up whatever, finding a way to acquire new classes for specific skills , for example the aforementioned artist could become a mage and learn a gimmicky spell to bypass a bosses's mechanics making the game easier. When you go to the Sci-fi world and class change to whatever your level resets but you maintain your learned skills. Eventually you ramp up the utility and power to defeat the final boss and return everything to normal.

How's that sound as a concept? Shit? Passable?
>>
>>168395571
So class changing, but player level is tied to the class.

Do it.
>>
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Good night bump
>>
>>168395571
people dont like having their work erased
>>
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>yfw you find THAT one plugin you needed
>>
Tell me about your game's religion.
>>
>>168400875
Certainly looks like SOMETHING got plugged in!
>>
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Is there a plugin/way to customize better the MV System/Option menu? It's really shitty. I remember VX Ace having a very cool plugin that did that.
>>
>>168394797
Yes indeed it does sound fun, which is why I put two chapters into the collab project, because I wanted to see it get to the ending. Sadly it seems it didn't get there.

One of the issues though is the long wait time between devs,and while you might volunteer early on, your turn might take quite a while to get to and there's a risk that the previous dev has done something in their chapter to make you need to change yours.

The only real rule in terms of setting is simply to respect all the previous content. Maker Maker's Prologue chapter basically had mostly stock assets, name-dropped some big-bad name or a possible war in the past, and only really had a fetch quest. That was enough to get to about a dozen playable characters that have gone through stuff like mind-control, a murder trial, straight up character arc mini-chapters, etc.

I don't mind MV for this. MV Might actually be part of why the old collab stopped because it was on VX Ace.

I think another thing that was a problem was pacing was all over the place and no one really set a "Final Chapter" that everyone would agree to be the end of the story.

What's /rpgmg/'s thoughts on this?
>>
>>168343553
you control a mass of tentacles monster and the game is pretty much vore and body horror fetish.
you expand your mass from the first dungeon where you gained self-consciousness and search princesses, witches, priestesses to increase and replenish your magical energy. you can eat them up and fuck them silly with you tentacles.
once you find a girl you particularly like instead of absorbing her you can corrupt her body and enter her route and then the game ending is a quest to crush her former allies.
>>
>>168408216
Good job anon, harsh tentacles are the best and criminally underused.
>>
Is there a download for an English version of RPG Maker 2000? This is solely for translation purposes.
>>
hi
>>
>>168335685
There is no magic accuracy.
All spells have a 100% hit rate if left unchecked.
Go to your skills page, though, check on a spell.
On its attributes there will be a Success% or some such, from 1 to 100%, every spell needs to be tweaked individually.
>>
sorry
>>
>>168407429
I don't really pay attention to collab projects, but yes, they should agree on an end either before it get's started or early on.
>>
>>168407429
End the collab at 8 or 10 chapters. Don't let it get too big. The longer it runs, the more the next dev has to do. Decide when it will end, and early, and end it
>>
>>168394797
As far as setting and stuff, RTP/generic fantasy is the way to go. When you make the first chapter, put in enough tidbits (locations/characters/etc.) that allow the next dev to expand the story (The far-away mountains, the Swamp of Doom, my sister in the next town, etc.) Think of it as writing an episode of LOST: Mention a bunch of stuff and let the next episode justify everything you said.
>>
How do you feel about Freudian incest themes in non-lewd games?

My game goes into a "dream world" for a bit, so I was trying to write some Persona/Shadow character descriptions to see what the "dream worlds" would be like, and realized that the MC "wanting to be like his father" could have some fucked up dream implications.
>>
>>168423479
Not every dream has to be a look into the psych of a person. Sometimes dreams are just weird reflections of media you've seen recently or suddenly remembered exists.
Example: My friend had a dream where she called a guinea pig with George Lopez's head father and then went clubing with Jesus and Buddah from that one anime.
On the other hand all my dreams I write down as story ideas.
>>
>>168415240
That blows. Thank you though.
>>
>>168424183
Yeah, but "dream world" seems like a good opportunity to explore the real-vs-apparent motivations of the characters as well as their inner insecurities.
>>
>>168430170
>>
>>168421252
>generic fantasy
By the way, fantasy.
What about the resources of these boys?
http://www.pioneervalleygames.com/medieval-dungeons.html
They have long released their new line of Medieval. However, free then you can only download the old set High Fantasy.
I think some people have in the bins should be new tilesets, or at least link to them. Why not share with the suffering Anonymous?
>>
DO NOT DIE
>>
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Yo, who of you wizards know how to do this?

RGSS3 Scripting always gives me errors. (method does not exist, and other errors.)
>>
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>>168442430
Tried to change this value with:

$game_map.specify_battleback = false

but it says the method specify_battleback doesn't exist, and when I look in the script, the script differentiates from the manual which is confusing.

I'm kind of interested in RPG Maker again after some time. And I don't like RPG Maker VM, so I'm using VX Ace, I bought for cheap without Steam.
>>
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This is a hard question, as i'm not sure if something like this exists.

You know how many battle HUDs have the character's little face near the HP/MP/etc?

You know many plugins make status conditions icons either appear above the character or in certain places?

My question is:

Is there a plugin or something i can do to make so that instead of icons appearing or whatever, the little face changes to one of my decision, made specifically for that status?
>>
bumpa
>>
>>168442724
I don't have Ace installed but I found this.
https://yanflychannel.wordpress.com/rmvxa/field-scripts/region-battlebacks/
>>
How do I make a conditional branch check the party's total luck or the luck of a single character? RPGMaker MV.
>>
>>168452436
Set a variable to that stat. Add appropriately. Check the variable.
>>
>>168452695
Beat me to it.

All relevant luck stats add/subtract from your target variable, Conditional Branch (If Luck >/</= Variable then ??? else ??? ).
>>
Podcast soon, right?
>>
>>168452695
Forgive me, how do I set a variable to a stat? Coding is my weakest link by a lot.
>>
>>168455657
To add to this, I'm using the YEP_SkillLearnSystem.js that lets me run an eval whenever a player purchases luck. I can set the variable to starting luck but what is the eval for adding 1 to a variable?
>>
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>>168455657
>>
>>168456904
Wow, I didn't even know about that. I feel stupid now, thanks!
>>
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>>168455319
Podcast now

https://www.youtube.com/watch?v=nhGGqomoy2A

Large change from last time, as we stick to a handful of games and go into their plots. As games, plots in them don't need to hold up to multiple playthroughs (like they would in books); FFT and FF7 simplify/break down near the end, but that doesn't make them bad games. If you can't write well, just don't explain things, and let your audience work it out. Worked for LOST.

Eventually, we'll do a worldbuilding/lore episode and give WRPGs their due. In the meantime, our next planned 'cast is Magic Systems. 25 episodes and we haven't covered magic yet. What the hell, man?
>>
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Is this a good art style for a lewd game about nuns, or should I keep practicing?
>>
>>168460373
Make the game with that art. You'll improve as you practice and then return to change the shittier art once the game is released.
>>
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Progress!

Also, new version of demo with a lot of bug fixes and a few additional features coming out tonight. Will be pushing this new version on the masses along with a much better video tomorrow.
>>
please
Someone has this dlc
http://www.rpgmakerweb.com/a/pixel/deathsmiles-character-pack
To share it
>>
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>>168394797
>>168421252
>>168417069
>>168420862

So is this a thing? Are we really gonna start a brand new collab? Would you like to?

Maybe I should start making the prologue then.
>>
>>168467904
If you wanna make the prologue in MV I'll pick up the reigns for Chapter 1.
>>
>>168468190
Sideview or front view? I'm not sure if this option is changeable later on, but yeah.
>>
>>168471049
Side view would be more fun if we're using all the Yanfly plugins (which we should). Either ATB or CTB. I think a pretty fast charging/fast paced atb would be fun, what do you all think?
>>
mechanics question:

in a game where you choose your own stats upon leveling up (e.g. when you get to level 2 you have 2 points you can spend on strength, agility, defense, etc)

how do you handle classes..?
does choosing your own strengths and weaknesses kind of take over the whole point of having classes?
or is there a way to reconcile them both?
>>
>>168471569
>does choosing your own strengths and weaknesses kind of take over the whole point of having classes?

I usually see it as the opposite: even when a game lets me pick a character's stats, it's usually not much of a choice because the class skills already push you toward a certain build: you'll always want a glass cannon mage, the fighter should be tanky etc. so it feels like, if not a false choice, then an uninteresting one.

The alternative would be to use stat requirements instead of classes to gate skills, and then instead of giving characters a class, you use their starting stats and equipment to suggest they should develop in this or that area.

it sounds like approach 2 would suit your game better
>>
>>168473512
>it's usually not much of a choice because the class skills already push you toward a certain build: you'll always want a glass cannon mage
...

can you explain that a little bit? how would a game push you towards a certain class?

I kind of want to keep classes, but after programming in the mechanic to choose stats with no limitations it seemed kind of weird to have both. I'm just brainstorming ways to reconcile the two methods of character progression
>>
Total scrub here, is there a way I can see a list of all events on any particular map?
>>
>>168473730
So here's the setup in my head: each character has a class, defined either by the game or when you make the character, and a set of skills specific to that class. Maybe you can't have all the skills at once but generally the set of skills you pick defines "how" the character works. Then afterward you get to choose their stats. From that perspective, stats aren't a choice in themselves but a consequence of the choice you already made when you picked the skills you were gunning for, and so the only question is "which one of these stats gives me the best scaling"
>>
>>168471530
I'd be suprised if e could somehow make use of most of YanFly's plugins
>>
>>168475814
ahhh, that makes sense

but what would stop or discourage the player from making bad choices, i.e. trying to stack their STRENGTH stat when they're a mage class, and then be stuck with a mismatched and poor character? maybe a way to "undo" the stats they've added?
>>
>>168477451
The YEP_X_ActSeqPack1-3.js are really fun for making unique skill animations. Not necessary at all but fun. Also easy to use ATB if we go that route.
>>
>>168460373
Just go for it
>>
>>168471530
Forgive me, I am not very knowledgeable about making plugins work. Can you just put them in on your turn to do whatever you want or do I have to slip it in at the start?
>>
I just realized that I keep checking the thread every 20 to 30 minutes when I'm at home so I can bump if we are on page 10 again.
Is this what having a newborn is like?
>>
>>167876412
First game?

You need to save the princess from the Dragon's lair. That's it.

Make a small castle town with the start point being the king begging you to save his daughter, an inn, an item shop, a weapon shop, and a few NPCs.

Then a short linear world map path to the dragon's lair followed by a dungeon consisting of 3 random encounter enemies and then the boss.

Credits roll and you've made your first game.

Turn them in to my desk tomorrow, and I'll have your next assignment.
>>
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>>167905201
Remember.

The original FF had 10 towns and 10 dungeons and is still hailed and recognized as a successful and influential entry in JRPG history.

Dragon Quest I is the father of the genre and has even less than that iirc
>>
>>167939237
Unity if you've got the spare change for the asset store.

Even better if you know what you're doing and don't need it.
>>
>>167971160
>>167973251

GOG, Google Play, IOS store, your own website, various RPGM sites

Removing Greenlight doesn't change my plans at all. If I can't get $5k from those other outlets the time and money I'm putting into this wouldn't be worth it to begin with. Sucks for the lower-budget games though.
>>
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>>168010840
I used to think revamping plot and scrapping code was a huge waste, but it's a learning process and your game will be far better for it in the long run as opposed to refusing to let go of ideas
>>
>>167937991
>That fursona that suddenly appears out of nowhere
ahahaha what the fuck, why?
>>
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>>168098621
/r/rpgmaker and /r/gamedev on reddit are good ones where posting progress every now and again won't seem like spam. /r/rpgmaker in particular is content starved so you'll be more than welcome there, just bare in mind it's super low-populated.

When you've got enough to get a trailer or demo out, you can do /r/games and you'll have it made if you get frontpaged there. Depending on your game's style when you hit that step you could try /r/jrpg or /r/rpggamers.
>>
>>168322768
I can't write romance for shit outside of pandering and shipping so it's forgone in my game.
>>
>>168358862
Dinos are in another region in my setting actually
>>
>>168480884
Probably put them in at the start. If you want me to make the prologue I'm fine with that too!
>>
>>168458219
>Listen to the podcast while I have fun in FF14
Comfy
>>
>>168480884
Leo again, on second thought maid, could I possibly do the prequel? I have an interesting and easy system I'd like to introduce at the start. Also gives me the chance to setup template skills and the few plugins.
>>
>>168488278
I'm just doing outlining for the prologue, you can do whatever you want though.

And yeah, following Yanfly's little comic tips for it, so yeah.
>>
>>168488278
If you feel like your systems and templates will do everyone well, I'll be sure to put it into the Prologue.
>>
>>168488278
>>168488526
Do you guys have a stance on custom assets for the collab? Might want to consider keeping it light on that kind of stuff so that the overall game doesn't end up too big and it's easier for other people to pick up and add to.
>>
>>168489732
Like I said, a majority of the old collab project was either RTP, or in an art style that's very close to RTP so there was very little clash. As long as it doesn't clash, it should be fine. On the other hand, there were also points where the art clashed super hard, but it made sense in the context of the story.
>>
>>168489561
Well I was thinking of a game were you make 4 characters. You pick the sex and class for each of them (similar to the old FF games). Depends on the setting but I was thinking 6-8 classes to keep it really simple. 2 physical damage dealers (1 ranged 1 melee). 2 casters (one healing one dps) and 2 hybrids. I was going to make a fun little character creation screen involving cycling though class "cards". Just an idea
>>
>>168490807
Well such a thing hasn't been in previous collabs, however it'll also be that much harder to give them set personalities. Not to mention that there's been entire chapters where the "Main Party" aren't used because another party is formed for one reason or another.
>>
If you madmen want to make another collab while the other is unfinished (like all our projects) then maybe make some polls where we can decide on some stuff first.
>>
What's your damage formula? Do you have a particular reason for using it?
I was always fond of dices, since I've been playing tt and making homebrew since I was a kid, but I don't actually now the math behind it (i.e. the pros and cons of the method).
How would one even begin to test it properly?

Finally, any ideas or tips for formulas for a fairly contained system (almost static level ups, levels around 10-15)?
>>
>>168490807
Just to add my two cents, I don't think that's a particularly good idea. Part of what made the collab game so charming was it's wacky characters. With an entire party of created characters, it seems extremely unlikely that they'd have good personality and character. A singular created protagonist might not be too bad though.
>>
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Good night bump
>>
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>>168492671
No one?

In the meantime, I weaponized my autism for you and made this. Where should I upload the big version, with the logic example? It weighs 10mb and is over 10k px long since I wanted it in the same file.
Maybe one could add it to a pastebin or something.
>>
>>168496585
Does Imgur allow such big files?
>>
>>168496701
Afaik nope.
For the time being, I uploaded it on my mega, but it probably won't be there forever, so if someone could grab it and upload it in a proper place, I would be grateful.

Full version, png
https://mega.nz/#!qYUGAY5R!nAG0idGf-R9upYVogdXdvia5PbipX_kuiKIypjnXj4k

S version, png (use this over jpg; it's actually smaller)
https://mega.nz/#!LZdikZSI!z1EkvL1k7pSOtu1XIkPrGxqx2yCRd5ua_BAlzFltTXc

S version, .jpg (in case something doesn't agree with png)
https://mega.nz/#!WBNh1Z6Q!ZAe1AMH-ERGH3snzw0usW4uqx2cNbjuM4mIwQe-OWnE
>>
>>168496879
In retrospect, I should've named the files better, please do that when you re-upload.
>>
>>168496585
>>168492671
I guess I could share, but my ideas are completely untested.

A character has very set power tiers, based on die size: d4, d6, d8, d10, d12

You roll a set number of dice, the highest value decides damage, the lowest value is your accuracy modifier against blocks/parries.

Pairs/consecutives can be used as resources to activate your special moves.
>>
>>168496879
Apparently Imgur allows non-animated files up to 20 MB now.
Could you try it?
>>
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>>168497250
Doesn't work on my end. After few retries it just fails to upload (doesn't say why though).
>>
>>168497490
>Funny tab
I like you Anon.
Sadly I get the same "error", maybe it's something on their end.
>>
>>168442724
>>168442430
Jesus Christ, you people complicate things so much.
Just put in a step event inside that clearing that sets the battleback as forest or whatever else you want.
Then surround it with four more step events that set the battleback as region-focused.
Better yet, if you're not using the dark plains tile you can change its region to a new one that uees forest as a backdrop. Stick it there in the middle and you're done.
>>
>>168445076
There's a script like that for VX Ace but I haven't really been here since I released Destiny Saga but I'm guessing all you young'uns are all using MV now, yes?
>>
>>168492671
I'm actually using a dice-based system on my stalled project (I could use a hand if anyone wants to help) and it's very fun, though it has a few flaws on the script itself.
It does not handle dice modifiers very well.
You can add a 5e style stat modifier to weapon rolls (your strength minus 10 divided by 2) and that works perfectly well but if you want to put in a magical weapon you're shit out of luck.
A normal longsword deals 1 to 8 damage (1d8) but a longsword +1 would deal 2 to 9 on 1d8 with no other modifiers. Thing is, you can't assign a +1 to the sword itself, the script just shits itself and stops working.
This means that if you want to deal more than 1 minimum damage you have to do something like 2d4 (2 to 8 damage) or even 2d5 (2 to 10 damage)
But NONE of those solutions gives you the perfect 2 to 9 (1d8+1) so you have to keep all weapons dealing a minimum of 1 damage if your character has a neutral strength stat.
>>
>>168505162
I am in fact using the M and V.
>>
>
>>
>>168505856
2-9 seems like such a long range. I played Star Wars d20 and it only gets worse: Blasters are 3d6 (3-18 dmg), blaster rifles are 3d8 (3-24), and crits bypass an opponent's Vitality (AKA Plot Armor) and damage their (small) health pool directly. How do you balance a system you and your opponent have such a wide variance for damage?
>>
>>168445076
Are you a fellow eroge maker? Because that idea crossed my mind as well.
Maybe it's just the gesture.
If you find something, please share.
>>
>>168510752
>>
>>168505049
>set the battleback as region-focused.
yes, but how.
If I set it to none, without any skripting. All the next battles on other regions will be black.
And if I set it to something like forest, it will always be forests.
I don't know how to switch it back to normal battleback behavior.

>Better yet, if you're not using the dark plains tile you can change its region to a new one that uees forest as a backdrop. Stick it there in the middle and you're done.

But wouldn't tile on the map look different then?
>>
>>168449062
Thanks.

Complicated but it works I guess.

Would have hoped for a one ruby one liner that sets the map config back to default behavior, after using the forest battleback.
>>
>>168520005
>And if I set it to something like forest, it will always be forests.
I mean grassfield, or whatever other background besides forest.
>>
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Link to collab game is dead, could it get reuploaded?
>>
>>168511301
If I would gm/make it, I would balance it around hitting/missing (or ac, or parrying, or deflection etc.) on the principle that the combat is deadly.

But on the other hand, there are better systems and ways to utilize said principle.
>>
>>168514315
It's just the first gif i had available to me.
>>
>>167866484
the rpg maker vx ace crack doesn't work anymore from the pastebin. Can someone reupload it?
>>
>>168520958
>>168520776
>>168520005
>>168505049
>>168449062
>>168442724
>>168442430

Ah yes!

I've found out that the battleback resets when you leave the map and enter it again.

So if you refresh the battleback setup function of the map, it will also change to default behavior again, sweet.

$game_map.setup_battleback
>>
What if at the beginning of my game there is a conversation and depending on how you answer changes the difficulty of the game.
Like you talk to someone and if you're nice it's easy; if you're cold it's average; if you're a jerk it's hard.
You choose the mc's attitude once throughout the game so at later critical moments they can't suddenly be a jerk when it's convenient but they also couldn't ever be dere once they've been tsun at an important junction.
>>
>>168529257
You do you, mang.
>>
>>168524086
>7 HP
>Simple weapons do 2d4
>You can survive up to 3 hits
>Or just instantly die
>>
>>168529257

I dunno, the second half of that sounds fun, but i like to know ahead of time whether the game I'm playing is seriously penalizing me for my choices. Additionally, you would have to balance the entire game three separate times to make sure it's fun on all 3 difficulties. That'd be fine if it was a short game, but for a longer, fully featured title it'd be a lot of work.
>>
>>168523713
The Mediafire link works for me
>>
>>168540054
Works for me too, now. Must have been temporarily down or something? Regardless, thanks.
>>
Work on your game
>>
>>168546191
no
>>
Wasn't there a less speific "anons make games" general at some point?
>>
>>168548820
I don't know how you missed it. It's way more active than this one:
>>168531068
>>
>>168548979
I must be blind, thanks anon
>>
Come one, only a few posts left
>>
Quick question: Should I make the 'return-to-town' utility an item or a spell? Why?
>>
>>168552620
item

>Why
Scrolls of Return are stylish.
>>
>>168552780
>Scrolls of Return
The first thought that came into my mind was Elona, and how scrolls of return could be cursed there.
If you used a cursed scroll of return you were in prison. Fun times.
But I agree, it should be an item.
>>
>>168552620
wasting a spell slot on convenience feels bad, man
honestly things like teleports should just be something you always have, it doesn't make the game any better to backtrack through places that have nothing interesting in them
>>
>>168553512
never played Elona, I was just focused on not saying Scroll of Town Portal.
>>
>>168552620
Either is fine.

>>168553590
>wasting a slot
This isn't a smash predictions thread.
>>
You shall live
>>
Hmm...
>>
I'm starting to make a town. Can you all post towns or cities from your games so I can grab ideas?
>>
File: 120983028234.jpg (30KB, 720x438px) Image search: [Google]
120983028234.jpg
30KB, 720x438px
>>168560964
>your games
>>
>>168560964
not done yet but these are probably the buildings
>>
File: Overworld Map.png (29KB, 1216x672px) Image search: [Google]
Overworld Map.png
29KB, 1216x672px
>>168563058
forgot pic
>>
>>168563208
Photo-realistic trees?!
>>
>>168565045
Do they look good?
I know they kind of clash with the not so realistic buildings.
>>
>>168565584
Yeah they clash a lot, otherwise you're making noticeable improvement keep going!
>>
Does the 'Grow' effect on Items in MV raise the stat permanently? I want to make some permanent stat boost items.
>>
>>168566456
Yeah it's hard to make trees, for me at least. It's either make them look cartoon-ish or make them look real. I can't make them look cartoonish so the real route was the way for me. Maybe when I add more of them I can make it look better. Also i'll fix the placement of everything. That's what I'm doing right now

any tips??
>>
We need a new thread Anon-chan
>>
>>168566583
it does
>>
Cleaned up the trailer a bit for the demo.

https://youtu.be/g6tHJhbMyAk

Uploading the new and improved demo tomorrow with a TON of fixes.

>>168566886
Remember, nature is organized chaos. Try to look at tree sprites from other games and try your best to emulate what they do. The simpler the better for your art style. Check out the way Undertale does trees.
>>
>>168571113
Leo, why don't you start a dev blog on tumblr? Your game would become popular in no time
>>
File: npc.jpg (367KB, 1348x1038px) Image search: [Google]
npc.jpg
367KB, 1348x1038px
wheeew
>>
>>168571615
Nani?
Thread posts: 735
Thread images: 192


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