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/rpgmg/ - RPG Maker General #190

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Thread replies: 250
Thread images: 53

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Lessons Ain't Over Yet Edition

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPG Maker MV 1.33 Repack
#!epN03Q7R!UbjycCANuiUP1GwSq2B5crvDLMGgjZjRQvetbFGdRQs
RPG Maker MV Season 4 Pass
http://www21.zippyshare.com/v/Bdru8nJg/file.html

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Art Resources
http://pastebin.com/FgVGxTqW
Even More Updated DLC Pastebin
http://pastebin.com/91QntR9H
More Resources
http://pastebin.com/PznwN93Q
Katakura Hibiki Resources
https://drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Pixel Art Tutorials
http://pastebin.com/SuXCN3pf
Generators and other useful resources
http://pastebin.com/aeg28Ktm
[MV] Plugin Releases
http://mvplugins.com/
http://yanfly.moe/
[VX/Ace] Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List
Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

The /rpgmg/ podcast:
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

Last thread: >>167866484
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Today's Song of the Day: https://www.youtube.com/watch?v=JRo4TtY8DRs

>>168496585
>>168496879
Hey, that's really awesome of you. Thanks!

Now, I'm a little late in posting the next lessons, but let's get to it. I promised I'd teach people how to do some of the cooler stuff with RPG Maker without the use of plugins, and so far all I've done is teach about the all-essential Script Call that makes it possible. You have the all tools now, but it's time to show a bit on how to use them.
>>
>First post is a lesson
It's almost like I'm in school again.
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>>168578772
You're welcome. I'll repost, in case someone doesn't use 4chanX or is retarded.

>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.
>Maybe one could add it to a pastebin or something.
>In retrospect, I should've named the files better, please do that when you re-upload.

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
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Lesson the Sixth: The Parallel Process

By now, most of you know what this event type ("trigger") does and have probably found some sort of use for it. For those who don't, it means an event is automatically run (over and over) right when the map loads just like Autorun does, except that the player and the other events can still move and interact.

It's pretty straightforward. However, it also allows for the most esoteric events. All the cool shit you can do in RPG Maker, those great games and styles of gameplay that seemingly break from the pre-defined mold that RPG Maker sets up, are rooted in parallel processes. It is the backbone to whatever systems you want to add.

This goes back to perspective. Put into perspective, the native engine and gameplay essentially has a hidden parallel process running that uses Conditional Branches that checks things like "If 'UP' is pressed, move player upwards" & "If 'ok' is pressed, check if a same-level action button event is in front of the player or if a below-level action button event is below the character" & even "If 'cancel' is pressed, draw the main menu UI on screen, define the buttons and properties, draw some text over it, and check if any of them are selected."

In fact, a lot of the stuff I work with these days is run through a single parallel process, and all other events are just empty with only an image and a collision level. The sRPG is like this, the Tower Defence concept is like that, the real-time combat system is like that, etc.

Some things to know before continuing: the way parallel processes work in rpgm is, unless there's a Wait command, it will run through every frame. The game runs at 60 fps, so that means its run through 60 times every second. I found this out recently and briefly broke my new years resolution to post that tidbit here a couple weeks back.
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Lesson The Sixth: The Parallel Process pt. 2

There's also this weird thing called Game Interpreter that I have no idea what it really is, but it also pauses things akin to Wait commands. This is why if you have parallel process with a Show Text command in there, it pauses the parallel process until the player closes it - and also why it DOESN'T pause the parallel process if you try to show text via the Script Call $gameMessage.add('text here'). The preset Show Text includes a command to pause the Game Interpreter. For the Script Call, you'd have to manually do so with an additional script call command.

Because the whole thing updates so quickly, parallel process that read inputs may need some degree of slowing so that it doesn't perform multiple actions unintentionally. For example, if it's checking if the button 'ok' is pressed down, and the person isn't lightning fast, a quick tap will register about 5-9 frames, so it will run that command 5-9 times. You can tack a Wait: 11 frames in the conditional to prevent overlap.

Alternatively (and preferably, if you are timing something), you can stop using the "if x is pressed down' preset and don't use the Input.isPressed('x') script command and instead use Input.isTriggered('x'). What that does is check if the button was pressed that frame and only runs it once (and ignores it for future frames until it's released). Sometimes you want it to repeat every frame (like in my real-time thing), but sometimes you don't.

As a warning of observation, if you have two separate commands with Input.isTriggered('x'), they will both register at the same time that frame. If there's a Wait, for any time frame, in the conditional of the first (pic related), the second will never ever run because its on the future-frames ignore list created by the first one. If you accidentally put the wait between them, outside of a conditional (never do this), one or the other will run, depending on which side of the Wait you caught it on.
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It's time to post progress Anons.
What are you working on?
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>>168582360
Damage formula.
Still.
Kill me.
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Tips & Tricks: The Pointer

With that, the lessons are pretty much over. Now for how to put this all together. One of the first things I always do is create what I call The Pointer.

More than any of the engine versions before, MV really hates event-heavy maps. While many events (like NPCs) are unavoidable, a great deal of events can easily be condensed into one (for example, sign posts, doorways, and anything else that has a map graphic and doesn't need to move).

So the Pointer is little thing that tracks the X, Y coordinate of whatever is right in front of the player. It runs in a parallel process and thus updates every frame. Then, when 'ok' is pressed, that same parallel process compares the x, y of the pointer to the x, y of any sign posts, doors, etc. and runs their effects if there's a match. For doorways, I sometimes put that outside the 'ok' check so it'd automatically transfer the player when he stepped into it. After these, it usually checks the event id of what's there with,

$n = $gameMap.eventIdXy($pointerX, $pointerY)

In one project that controlled NPC interactions though a primitive AI and a common event, it would call it now if $n was greater than 0 and use $n for any array variables like $npcName[$n]. In the real-time combat game concept, if $n matched the ID of an enemy, it would perform an attack action on that enemy (or a charm action, if you changed stance).

Through this, you can control all of your events and pseudo-events like signposts and transfer maps with one parallel process.

To explain pic related, the game stores directions as numbers, which match those in the num pad (8 is up, etc.). ++/-- is incrementing by one, as explained before, which adjusts the coordinate to the one before him here.
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Tips & Tricks: The Life Bar

A really primate way of drawing a life bar with script calls is to overlay two (or even 1 for the lazy) bar pictures, one as a backdrop and the other as the life meter itself, and shrink the X scale to whatever the current percent of life is.
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Tips & Tricks: Rolling Dice & Absolute Value

In Script Calls, Javascript's random number generator command is Math.random(), which generates a truly confusing decimal. However, you can multiply that decimal by a number and floor it (ie, chop off the rest of the decimal) to generate a number between 0 and one less than the number you are multiplying it by. To start at 1 instead of 0, you add 1. To roll a dice and get 1-6, you can do,

>$dice = Math.floor(Math.random() * 6) + 1

As you may know, the game allows this already in the preset Control Variable command, but it saves a step when dealing with custom variables.

Another useful javascript command is Math.abs(n), which gets you the absolute value of n. I use this especially often in the sRPG when moving a character. If he was only allowed to move 4 spaces, it would check how many spaces he's moved from where he started. At maximum distance, it would store that spot, and if he tried exceeding that maximum distance, it'd snap him back to that spot. Since parallel processes are run once a frame, at the same time the move button was pressed, it would snap him back before even trying to show him move, creating a nice appearance of him being blocked from moving outside max range (instead of rubberbanding back).

Pic related is what I used, but notice I don't actually need $pX/Y and could instead just have,

>IF $stat.M[$n] == Math.abs($startX - $gamePlayer.x) + Math.abs($startY - $gamePlayer.y)
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Good night bump
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Tips & Tricks: Real-Time Combat pt. 1

First, I recommend having two variables: one that tracks the lowest event ID of the enemy events and one for the highest. I use $eMin and $eMax. The reason is two-fold. The first is so that you know when you're interacting with an enemy instead of any of the other events you use. The other reason is so you can add other events or more enemies and easily adjust for them. By necessity, you need all enemy events to be successive in their ID's, so when adding new events and you don't know how many total enemies yet, just delete all enemy events and add them after. Because it's all run through a parallel process as explained before, you won't lose anything by deleting and recreating here.

Other things you'll (likely) need: a single parallel process for the whole system, custom variables as explained before, a Pointer, and a life bar if you want to display remaining HP.

Pic related is from my quick proof-of-concept. Only 2 enemies, 3 events total (the third being the parallel process). This is the part that generates the variables and enemies. This should give an idea of some of the stats you'll need. Besides the regular HP and Damage, some that really stand out is,
>Attack Cooldown
and
>Move Delay

Move Delay is optional if you want enemies always running at you all the time via Set Move Route, but I wanted more under my control. For example, to only approach at a certain distance, or to run away at low hp, or to easily increase/decrease their move speed.
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Tips & Tricks: Real-Time Combat pt. 2

And here is the main parallel process. Because it is run through every frame, all the cooldowns and delays are in frames of wait, and we can easily control them by minusing them by 1 (incrementing again, so I just use ++/--) each time its run through. 60 frames will be one second. I have an extra variable for each called "Bar" so each number knows what to reset back to after their action.

Despite being a quick mock-up, just to see if a real-time combat system was viable in RPGM, I managed to squeeze a few extraneous details in. For example, the Talk function. WTC, WTI, and WTR stand for Willing to Charm/Intimidate/Reason or essentially be talked out of fighting. I also allowed enemies different move types and actions. Perhaps an enemy may come running up to you, but only to talk instead of attack. Perhaps one may attack only if attacked first. Or attack within a range. This stuff was not difficult to implement at all.

I also included a Windup for enemy attacks, in addition to Cooldown, because they would otherwise attack the second the began the approach from 2 tiles away to 1 away. This gave them a little additional hiccup where they must "windup" an attack so to speak, which will deliver one they are in place (and also give the player a small window to escape before the blow lands).

Again, just an extremely small mock-up, but it shows what's possible.

And with that, I think I'm finished. Pic related is the latest thing I worked on in RPG Maker (just a couple of weeks ago), and it is basically the sum of everything I've said until now. I worked on a tower defence just before this, and I'm sure you can imagine its similarities in construction. My use of RPG Maker has just been one long learning process to me, and I am happy to share all I've learned with the kindly anons of this thread.

Good night and good luck. Remember: We're all gonna make it.

Tomorrow's Song of the Day: https://www.youtube.com/watch?v=G4VAdWJXyFk
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>>168586963
Oh, and to tie into an earlier comment about $gameMessage.add('text') not pausing a parallel process, I deliberately used it here for when the player tries to talk the enemy out of fighting. While the text box is still up, that enemy (and any other) is still hitting you. You know, just to keep up the pressure.
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Don't die, it's still too early!

Thanks for the lecture dude.
>>
Experimenting with a day/night system, but I'm not sold on whether or not I'll end up using it.

Demo still coming soon, I hope.
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>>168591028
>Goodess
I'm sold, give me that demo.
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>>168591028
Will the slime goddess take all of my money?
>>
gump
>>
>Trying to figure out how to name an alien girl from another dimension.
>Having a hard time because she's gonna be a huge plot point.

Help please. I want her name to be exotic but also something people can pronounce.
>>
>>168597642
Pick a japanese name and spell it backwards.
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>>168597864
>Ayumi
Imuya
>Kazuma
Amuzak
>Hikari
Irakih
>Shouta
Atouhs
Not that anon, but it's surprisingly good.
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>>168601309
Huh, I am that anon. I was skeptical about it at first but I'll see if I can find something that works for me.
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>>168601460
By the way, when in doubt use rinkworks http://www.rinkworks.com/namegen/

Best bang for your buck. Served me well when I gm'd.
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>>168597642
pick any name then mirror it down the middle.
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What's the easiest way to convert a picture to 256 color bitmap?
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>>168607194
I'm gonna say Paint
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>>168607194
Depends on the software you're using. It probably has an option somewhere.

Saving it as a gif works, too.
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I miss the collab game.
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>>168608002
Soon(tm)
>>
Help out a monkey.
Through trial and error, I have two combat formulas. You're probably familiar with the basic one.
The base one, which I would still need to tweak somehow (for increased damage results): a.atk / (1 + b.def/100)

And the other one: a.atk*3 / (1 + b.def*2/100).

Now, any of you math geeks could tell me how would I compare the differences, the growth or something like that between those two? Because I'm just guessing at this point and like a monkey typing on a typewriter, I just hope I'll suddenly make it work.
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>>168607895
>saving as a gif works
Huh, never knew that. Thanks anon.
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>>168610830
Yeah, since gifs can only hold 256 colours. (Well, they can also contain LESS, but it usually works for most purposes.)

Depending on what you're using to save them though, it might not always end up very pretty.
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Is there a way to permanently keep the game slightly zoomed in?
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>>168610580
You can use Excel to calculate numbers. Put attack in A1, defence in B1, and then in C1 you put =A1 / (1 + B1/100) and in D1 you put =A1*3 / (1 + B1*2/100). Then you can change the attack and defence values and it'll calculate the results.

You can also copy/paste the entire row and it will automatically use the right fields (A2 and B2 if you paste it in the second row, etc) and compare different values.

(Though someone who's better at Excel than I am is very free to point out any errors here, I haven't needed to use it in a looong ass time.)
>>
>
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>>168610580
>a.atk / (1 + b.def/100)

You are going to run into rounding problems with a damage formula like that. (Blame rpg maker)
If you have less than 100 def, it'll recognize it as 0 DEF, if you have less than 200, it'll round it to 100 DEF.
I know, because I really like to mess with skills and stuff, and I use a similar damage formula.
If you write your formula like "100 * a.atk / (100 + b.def)" it should work with any def value (as far as I've noticed)
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Some skill images!
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>>168619267
They look really nice and colorful, though I'm not sure what all of these skills will do.
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C L A S S I C

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

G A M E
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>>168613665
I actually did that (all my guesswork I'm doing in excel first), but the problem with that it is a 1:1 atk:def comparison. While it gives me a general info about how it scales, it's rare in game you'll fight foes balanced like that.
Do you have an idea how to make a comparison like that in a more practical manner (because I have no idea)?

>>168618583
Could you elaborate on that? I've tested the a.atk / (1 + b.def/100) formula on a few enemies and the results matched those I had in my spreadsheet (after the rounding the final result of course). I'm using MV for what it's worth.
I'll check out your formula though and see how it fits my needs, thanks.
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>>168622637
Not him, but for my sRPG, I tried out dozens of different formulas in excel. Here's a small fraction of them.

Remember you can do formulas in each cell instead of flat numbers (all yellow fields in pic related). That allows you to toy with varying stats.

I tried things like flat damage reduced by flat defence. I tried things like CBT increasing weapon damage by a percent. Defence reducing damage taken by a percent. All sorts of stuff yield different growth curves. I talked about it once in a dev talk. Damage formulas are tedious stuff to get the fiddly bits just right.
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>>168621889
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>>168624107
C L A S S I C

https://mega.nz/#!6xQVkbBS!j9sLol1JxgTXIGKf4xHqfUUgxM-YKivd_N63exKw2KU

G A M E
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Bumpa
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Good night /rpgmg/.
A little progress every day!
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How do I design a woman which is cute and sexy?
>>
>>168634110
Look at a Japanese game. Steal their design.
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>>168634110
Animal ears.
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>>168634110
Big ass titties
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>>168634110
Attitude.
Either her looks are sexy while her attitude is cute, or her looks are cute but her attitude is sexy.
>>
>>168634110
Shy demeanor with cute accessories and a decent bubbly rack with nice curves wide hips and heart shaped ass. One price of clothing should be more cute and one more slutty. Like a librarian wearing nylons.
>>
>>168634110
>>
Is there a way to make a skill that works like Boomerangs from DQ8?

Where it hits all enemies, but each subsequent enemy takes less damage.
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>>168622637
1:1 is just an example. You can do something like increase one column by 5 or 20 instead of 10 every row instead. Or make all the def scores identical and check how varying attack scores interact with that.
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>>168638282
Damn, that everything
>>
Any optional dungeons in your game?
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>>168582360
Right now I'm working on the characters of the starting area.

Since the MC will leave and won't see them again until very late in the game (he may also choose to leave them forever), I want to make them as memorable as possible, so that the player feels even more compelled to complete the MC's mission, as he has a place where he can return to and characters that will react accordingly.
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>>168641468
My entire game is a series of optional dungeons, towers, and fortresses, as well as sidequests. The final boss can be engaged from the very beginning of the game, though he'll fuck your shit clean up if you go in unprepared.
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>>168636570
This.
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>>168641468
Literally all of them except the first chapter (which is more of a long ass intro) are optional.
>>
Newest version is out!

Should be extremely stable, lots of QOL and bugfixes. If you've been waiting to play, play this version!

https://www.dropbox.com/s/8u2t6pfmgzur65g/The%20Long%20Road.zip?dl=0


Can we include it in the OP alongside the rest of the demos next thread?
>>
My biggest issue I am having is making game play interesting mechanically and not "mash button" after boss mechanics are figured out.

Yeah I can make a pretty world with nifty lore and fun characters but that isn't going to be reason enough for people to want to slog through combat if its slow. What do I do? I can't code and most add-ons don't seem to fix my issues I am also worried about the limitations on animations and whatnot.
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>>168653719
Puzzle battles.
Alternatively, I don't think the Bravely Default system would be particularly hard to common event.
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>>168653719
Stop being so short-sighted with your combat then. People always want to dig into a combat system to see how far they can fit their fingers into it. Just give them a lot of wiggle room, even if they hit the bottom. Also, borrow concepts a lot. My current inspiration is fighting games, so there's a lot of combination attacks and linking attacks to one another. I also did a project where you would toss out an attack and an opponent would toss out an attack. Both attacks would automatically be negated, and whoever's attack was "better" would overtake their own. You could also guard if you guessed a powerful attack was coming. The kicker then was that you could only attack using cards you bought/created from shops, and extremely powerful, extremely rare cards are legitimately just "Last-ditch" ammo that could easily kill off bosses, but could not be redeemed.
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>>168653719
Try a really fast paced atb where animations are quick and strikes happen often. Best way to do this sort of thing is with minimal amount of characters to use (1 is optimal, 3 max).

The way I tried to make combat a little more interesting in The Long Road was to make each of the four characters have a unique playstyle.

The main character uses a "hit the middle of the bullseye" type attacks as well as holding buttons and keeping a gauge up.

Another character uses combos like Xenogears' basic combat system.

Yet another character uses a DDR like mini-game to do his attacks/abilities.

I really think there is a market for a super fast paced atb though. Make selecting attacks and targets slowly a serious threat.
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>>168653014
We're recording the podcast tomorrow morning. Mind if we include you in the news? Is there a trailer somewhere?
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>>168653719
>Large-party ATB where you have virtually every attack have some form of charging sequence, and none of them are instantaneous
>Enemy parties are also massive, so managing constantly depleting and increasing HP requires a lot of focus and timing
>Multi-target attacks and single-target nukes are extremely imperative because of their utility factor

>Extremely equipment-focused game to the point where you will be spending a great deal of time managing your gear combinations out of combat and not all that much in the fight, ALA monster hunter

>Boss battles are gimmicks to the extreme, rather than just a normal battle+gimmick, with things like a boss giving you a quiz, and you need to pick a specific item/spell/attack to inflict damage on them, or they otherwise just blast you for a shitload of damage, or a boss being comprised of tons of barriers with an asshole behind it and you need to break all of the barriers as he keeps rebuilding them

Be creative
>>
>>168655529
Of course! I'm a fan!

Trailer is here:

https://youtu.be/g6tHJhbMyAk

If you have any questions, I'll be in the discord

https://discord.gg/y5Jeu

What time tomorrow pst will you be recording?
>>
>>168656183
9 AM PST. Gonna get it out of the way early so we can enjoy our Saturday
>>
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STAY ALIVE
>>
Have any of you played Lisa?
Is it good?
>>
>>168661694
It's good until you play Joyful then you'll come back and appreciate Lisa more.
>>
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Opinion time. Which trees, top or bottom?

Also, put a name of a love interest that has a lovely name but is kind of an ass. Best one gets a spot in my game and a screenshot to prove it
>>
>>168663440
Bottom.
My entry for the name is Blossom.
>>
>>168663906
Done and done. So far you're the winner!
>>
>>168663440
Clementine
>>
>>168663440
Rosalind
>>
>>168664138
>>168664239
I like both of those. My guitar is named Rosalind, actually.

but also, which trees?
>>
>>168664580
im not sure, really. The bottom trees fit the aesthetic of your MC better, but the top ones felt more at home with all the buildings and furniture you make.
>>
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>>168664827
Maybe this helps?
>>
>>168665867
Right but make them somewhat smaller
>>
So just to confirm, I am working on the prologue of the Collab Project Mk.3, currently slated for a prologue, then 10 chapters. Chapter 10 will be the FINAL. Setting is standard rpg fantasy.

Rules:
>You have to respect whatever the previous devs have made.
Don't just disregard or change whatever the previous devs have done in their own chapters. You're should only touch them if you're fixing a compatibility issue with plugins, the dev has mentioned there's something specifically wrong that should be fixed, or other game breaking issues.

>Once you take up a chapter, you have 2 weeks to roughly a month to work on your chapter before you must either complete it and put it up, or have another dev take a turn.
Stagnation has been a big issue with the previous collaboration, but two weeks also seem like it is too short for some people to do anything interesting with. One month seems like a better compromise, but early finishers are also welcome. We don't want potential interested devs to drop out before their turn arrives.

>It is good manners to have a save point between chapters, and a saved game before your chapter starts when you hand it off.
Some devs don't need this, but if the game runs for quite a while, a handy save would help new interested devs so they can go straight to working on the new chapter.

>No new chapters after the 10th chapter
If the general is really slow, we can have a final chapter earlier, but we won't add chapters after the 10th. We can't keep developing an infinity game.

Did I miss anything else? I'm planning to get prologue out at early March.
>>
>>168668453
Which maker are we using?
MV?
>>
>>168668453
Count me in for chap. 1! Can't wait!
>>
>>168670247
Right, we're gonna use MV. I forgot to mention that.

The previous collab is still on VX Ace, if there are still people interested in finishing that.
>>
Bamp 10.
>>
Anyone got a link to the MV 1.34 repack?
>>
I remember someone posting tips about mapping cliffs? I just started mapping and it looks kind of janky with the tileset.
>>
>>168674128
It's gone Jim

mega:///#!60dAnDqK!wjae7ieRU-AGXiU_WDLTxMnl7J-XtSG4V2QuOUBKuMk
>>
>>168674807
bless you, man.
>>
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>>
>>168668453
Any content restrictions?
>>
>>168677181
I suppose if anything, try to keep it safe for work...?
Nothing was really specified with the last one.

Based on the last collab, anything lewd was mostly played up for comedic effect or was really subtle, cursing didn't really go much farther than "Son of a Submariner!", and violence is as you expect from jRPGs.

That being said, mindfuckery, space cthulu, outright genre shifts, muscle machismo, monster girl yuri, chuuni, and many other things have all happened as well.

tl:dr; Keep it safe for work, then there shouldn't be too many problems.
>>
>>168678178
Not him but what is chuuni?
>>
>>168678262
Takes a second to google it, doc.
>>
>>168678262
Really delusional fanatics that make believe they have anime hero powers.
Except the chuuni that showed up in the previous collab project makes giant mechs, so being a weirdo mad scientist type is semi-justified.
>>
>>168678728
As does asking here.

>>168678798
I see, thank you.
>>
>>168612626
There's SumRndmDde's Camera Core.
>>
>>168677090
I'm about to make template skills.

>How am I supposed to balance tiers of skills?
FUCK
>>
>>168677090
Dunno why but the white tiles from the RTP trigger me hard. There's something horribly wrong with using them in outside maps, but I can't pinpoint what.
>>
>>168681049
>white tiles
>check picture, not seeing them on the map
?
>>
>>168681234
He probably meant the transparent background
>>
>>168681234
My bad, I meant the grey walls with wood. There's some kind of discontinuity if used in long buildings I can't help but cringe while looking at them.

Might be my OCD speaking though, pay it no mind.
>>
>>168618583
>"100 * a.atk / (100 + b.def)"
This one was pretty cool, I actually think I find it better than mine.
Anyone else has their formulas to share?
>>
>>168634110
You do something which no no-porn game outside Kingdom Death has, you make a playable NPC that has her pubic hair partially visible.
>>
>>168687221
>Kingdom Death
This is beautiful, what I am looking at? It's a board game?
>>
>>168687483
Yeah, it's a tabletop game with REALLY expensive figures.
>>
>>168687765
Why the fuck I can't buy it though.
The figures are gorgeous. Fuck, this goes onto my bucket list. The monsters are absolutely fantastic.
>>
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Good night bump
>>
Safety bump.
>>
>>168665867
Looking at that, the trees on the right seem out of place to me. Perhaps too bright? Definitely prefer the one on the left.
>>
Any ideas for non-magic related states or debuffs?
Not going into details, but I have Dazed, Stunned, Off-balance, Exposed, Breathless, Poisoned, Bleeding, Aroused and Snared.
Could use one or two more. Just idea guying with me could jog my creativity.
>>
>>168693895
>Exposed, Aroused, Breathless and Snared
What's your game about, anon?
Depending on the answer, Drugged might be a possible option.
>>
>>168693895
Cleaner
the affected wants to clean the area surrounding the enemy
raises enemy evasion
>>
>>168694140
About an elven adventurer and her adventures (or one specific adventure in this case).
Nice idea, although I'll point out only Aroused is vaguely lewd.
Exposed is a follow up state of Off-balance, Breathless means out of stamina and Snared is just snared, cannot use movement type skills.
>>
I think I would actually Like To Participate in the collab project this time around.
You guys are using the newest MV build, aren't you? Can I patch my original rum-smelling install or do I need to install the fresh one?
>>
>>168693895
Drunk
Dislocated
Oil
Damp
Desiccated
Frozen
Deluded
Blinded
Silenced
Deaf
Parasitized
Anemic
>>
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>>168695896
>Deluded
>>
>>168694709
No idea how to answer that, as I am using a steam-pressed version, but since the prologue is still in development and other devs might want to get chapter 1, you still have time to figure out an answer.
>>
>download all Yanfly plugins
>paralyzed with the amount of options
Help me thin this list, what's absolutely essential from these plugins?
>>
>>168698593
Make a game with zero plugins first.

Read the lessons up top, too.
>>
>>168698593
Think of what you want to do, then find the tools how to make it, not the other way around.
>>
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Enemy sprites!

Some new ones this time
>>
>>168698593
Nothing. If you're paralyzed by options, do what I did and use the PS1 version first.
>>
don die
>>
>>168706832
I would make progress but i made the super big mistake of buying a Disgaea game
>>
>>168707575
Do NOT go into item world.
>>
Any progress?
>>
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>>168712423
Podcast is recorded.
>>
>>168707634
I think the games force you to go into it for one reason or another along the story.
>>
Assuming a 2*atk-def damage formula, should def buffs be greater or smaller than offensive buffs of the same cost?
>>
>>168724142
Equivalent. You want both sides still taking damage. If you outpaced the offensive climb, you wind up with a bunch of overwhelmingly defensive tank enemies and party members, and combat drops to a screeching halt.
>>
>>168716718
That's great
>>
>
>>
>>168730803
>>
anyone working on RPG2k3 or is it dead
>>
>>168734870
Yume Nikki fans use it, I think
>>
bumb
>>
Show me your MC
>>
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>>168712423
>>
>>168741389
>Pet cemetery
This does not bode well
>>
Working on a simple item that will summon an expendable soldier (called an Autocthon because fluff reasons) to the player's party and give it a random name by using a randomly-generated variable. Pic is the common event I have right now, which will be triggered by using an appropriate item. Is the event properly formatted as-is, or is there a more efficient way to set it up?
>>
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>>168744764
Here's the event as it stands right now.
>>
>>168744764
Does it work?
>>
>>168745913
In the sense that it doesn't crash the game, yes. Using the item again does not add another autocthon; it just changes the current one's name and re-initializes its stats.
>>
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Stay alive
>>
>>168744764
add a switch at the bottom letting the system know you got a party member and the common event would be useless after
>>
Where's a good place to ask for art commissions and how much should I expect to cough up?
>>
lots of good info in this thread
>>
>>168750623
Looking for battle graphics? DeviantArt has a active community and you'll find someone who can give a cheaper bargain. You shouldn't be spending 20 bucks for a sprite or a graphic battle imo
>>
>>168754761
Mainly looking for character designs and busts. I figured I was going to use the battle graphics in the RTP or the aekshics verions.
>>
>>168746235
Are you attempting to make multiple Autocthons? If your intent is to make a large count of them, it might make things harder for you with a massive party. However, it can be done by copying the actor and making multiple Autocthons, and link them all to a Common Event, as well as multiple Switches.

"CE: Add Cthon" will basically be a check. When you have your first Cthon in your party, it turns on Switch X. When you are making your second, it checks for Switch X, and when it confirms it, it will add the second Cthon to your party and turn on Switch Y. Proceed forward with your third, etc. Define a limit you can create. Also, create a common event that removes all Cthons from your party for each battle and turns off all relevant Switches so you can start the process over again.
>>
Also, bump
>>
Bump

>have you played my demo yet? Do you like it?
>>
>>168750623
Tumblr's full of people who will draw for money. Just search for 'commission' or 'art commission'
>>
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Today's Song of the Day:

https://www.youtube.com/watch?v=JRUw0tMEiVs
>>
>>168773587
Nice, I like it
>>
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Good night bump
>>
I am trying to create a disgaea geotile like system for my game.

So if there are eight colors of tiles, and i want each tile to try to be as different as possible from each tile it touches normally or diagonally what is the most efficient way of doing this?
>>
>>168779118
I'm not sure what you're asking, but if you don't want the same colors to touch, just put them all in the same order linearly (say from top to bottom, ie columns) and then have each column's pattern start two tiles below the one before

A G E
B H F
C A G
D B H
E C A
F D B
G E C
H F D... etc.
>>
>>168780989
Thanks bro. Thinking in tetris is actually a decent idea.
>>
Clear!
>>
up
>>
I'm following >>168776143's example.

Hope you're still here tomorrow.
>>
What's your villain like?
>>
>>168791286
There is no villain.
>>
i'm heading to bed. don't die
>>
>>168773587
You call that dancing? THIS is dancing.
https://www.youtube.com/watch?v=HQu_NLRvULM
>>
>>168802501
thats dancing mad
>>
What is the best way to use variables for dialogue?
>>
>>168809578
I use them for names
>>
>>168809578
Different dialogue for different characters in the front of the party.
>>
>>168810597
What do you mean exactly?
>>
>>168810597
If Alice is at the front of the conga line and talks to a rando npc they might try to flirt with her instead of giving helpful information.
If Bob is at the front and tries to talk to them they might insult him for being young or weak.
If it' the famous grandmaster Charlie at the front he'll give you the information the player needs.

Although this is more for event variable branches and if conditions than actual variables in the dialogue boxes.
>>
>>168811485
Ah, I get it now.
>>
Dating Sim
>>
>>168812181
It's possible. You could even just use kisekae pictures as placeholders.
>>
>>168812181
>>168812603
But if you're not including combat, why not using ren'py instead?
>>
>>168812742
RPG Maker has a lot more groundwork behind it. It's easier to introduce gameplay into a VN via RPGM than it is via Ren'Py
>>
>>168819739
I know, that's why I'm using RPGM for my VN with combat. Making a VN in RPGM is piss easy.
But in case you wouldn't introduce combat [...].
>>
Post boss themes
Rate boss themes

https://m.soundcloud.com/iwilldevouryourkittens/against-the-axis-boss-battle

Here's mine
>>
>>168820574
https://soundcloud.com/user-666801173/a-mischievous-kindness/s-aegMo

8/10
+Very good beat
+Easily identifiable theme
+Good melody
+Beautiful piano

-Feel like there is one too many instruments when things start getting chaotic.
-Sounds slightly messy when things get faster.
>>
>>168826412
Thanks for feedback!

Anyway, I'd give yours a solid 8 as well. I'd give it a 9 if there was a beat drop at all, tho. I was waiting the whole song expecting to hear one.
>>
What are your thoughts on characters that occasionally swear like sailors?
>>
>>168826765
Thanks! I'll experiment with adding one.

>>168827034
Barret and Cid from FF7 worked because of the type of character they were. They have to have similar moments where they aren't exactly taken 100% seriously.

Like Barret's "Where's its fuckin' head? The whole thing's stupid!"
>>
>>168827034
In my webseries (Defeat the Darkness), the two idiots who enter JRPG-land swear, while the actual game inhabitants play it straight. For my purposes, it's to emphasize that they do not belong. For a normal game, it can used in the sense that you see that character trying to be polite (because you see them actively trying not to swear). I don't mind swearing as long as it's not just there for the sake of having it. Like FF7:

>>168831056
>>
Stay alive
>>
How the fuck do I turn off anti-aliasing in fucking photoshop I have been trying for fucking hours and google has fucking nothing. I am losing my goddamn mind.
>>
>>168838846
It involves using "Image Resize" and changing the type or resize to "bicubic" or something.
If you're using the newest one you're screwed though.
>>
>>168839175
It is the newest, I just mean with the shape tool,
I cant do shit about the fucking paintbrush so Im using pencil. That said what program is best for pixle art I cannot stand PS already. My dad is forcing it on me because "its professional" and he doesn't know shit about art let alone pixle art.
>>
>>168838846
Use Nearest for no Antliasing. Also make sure to check if the checkbox Anti-Alias is checked in your vector tools, brush or whatever.
>>
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>>168839489
>>
>>168839525
Thank you
>>168839691
I was looking for that but it was hidden
>>
Bump?
>>
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I'm building an AI system for NPCs! What are YOU doing?
>>
>>168847506
watching more people make megaman fangames.
>>
>>168847506
Being a drunken waste of space, like usual.
>>
>>168847506
Thinking about if I should buy Ni-oh or not
>>
>>168847506
Making new skills for the game beyond the demo. It's pretty fun.
>>
What are some great looking RPG Maker maps for reference?
>>
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>>168851987
>>
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>>168852073
>>
>>168847506
Getting angry.
Im sitting here looking at all the work I have to do and may not even be able to do provided there are no free scrips regarding in combat character animations, and getting angry at art because that is all I ever do and the only way I get anything done.
>>
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Skill and item images are all done!
I'll work on bosses next, maybe commission their battle tracks later too!
Really excited now! A lot of the boring stuff has been taken care of!
>>
>>168854297
So, what's your plan now?
Episodic releases?
>>
>>168854530
I've given up on episodic releases.
I'll see it through the end on VX Ace.

Future games will be on MV though, and much like Jojo's parts, every sequel would have an entirely new cast.
>>
>>168854746
Bad example, every Jojo part is filled with past characters.

Except 8.
>>
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Fully working, real-time clock is a go!

I hope the in-setting time keeping looks like a complete mess to follow. If so, that means I nailed it.

It's a 24 hour, 60 minute, 60 second, day/night, 12 days a week, 2 weeks a month, 12 month a year, 7 year cycle calendar. Although I'm probably going to drop HH:MM:SS from the display, so people will say things like "Early Yohm, Late Layla, Midyohm, etc." And time is going to matter, so there's gonna be beds to skip night (Layla), Wait to skip minutes/hours, and Work to skip months/years.
>>
>>168848817
Ni-oh is worth your money in game time, but then again you're not working on your own game.
>>
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>>168856674
>Although I'm probably going to drop HH:MM:SS from the display
Oh, right, I forgot. There's going to be an Imperial Clock that displays it. It'll only display if you have a portable one.
>>
>>168856674
While I don't use a clock in my game I have a similar calendar, but with 15 days a week. Each day has a unique name and the player better get used to them.
>>
>>168857269
>Each day has a unique name and the player better get used to them.
Same -- Yin, Tuo, Seis, Vien, Minq, Slesh, Zuoban, Alca. Niseh, Bit, Yinnit, Tuobit.

Those are actually a literary work conglomerating 7 different languages counting 1 to 12. It should flow really naturally for anyone, but especially for bi+lingual speakers.
>>
So I've been trying to work on a lewd game in RPGMaker, but I'm constantly being stopped by a single thing.

I can't for the love of me, figure out how the fuck to get the battle system to work like I want. It's like, I know what I want it to do, but absolutely zero of the options I can see in MV can be used for that purpose at all.

Yet I know it has to be possible, because I do have some source code of a random Japanese H-game that (basically) does what I want, but I can't really use that one because I think its Ace, or an older one, and its all in Japanese.

At the most basic level, I just want a battle system to be able to do:
- When HP runs out, MP is used up to restore the HP and keep fighting, as long as you have enough MP
- Some enemy attacks would drain more MP if they bottom out your HP
- Dialogue generated depending on the enemy attack, and how much HP the PC has left
- Some attacks only work under a certain circumstance

I mean, that isn't anything too complicated for RPGMaker, right? Yet I can't find a single thing that can see to do any of that. Any advice, or am I just kind of SOL?
>>
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>>168858107
See >>168578772 and below, then make your own from scratch. What you want sounds like it'd take me an hour or two to completely set up.
>>
>>168858107
>>168858325
And if you absolutely had to use the default combat system, I'd just run the whole thing through a Turn 0 loop, replacing combat damage with "damage" to a variable, then have life set to that variable. And if the variable reaches 0 or below, do the mp (or another variable for mp) conversion before adjusting life to match.

Or, heck, I think you can even avoid the Turn 0 loop by having all the skills call a Common Event that does the same.
>>
>>168858325
Thanks anon, I'll give those posts a read!

>>168859140
Common Events is what I thought to use, but nothing I could find seems like it would work. I guess part of it is, I keep hoping to see something as simple as a like "If <x> then <y>" sort of input.
>>
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>>
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Say hello to Douglas!

Likes:
Dancing
Vidya
Cheesy 90s Hip-Hop
Frogs

Dislikes:
Bullies
Crowds
Work
>>
>>168862961
Hello Douglas
>>
>work on Prologue in earnest
>Real Job decides to dump new piles of work on me.
EVERY. TIME.

For good news, I finally decided what plugins to put in and how to format the template stuff so future devs can jump in easier.

Now to actually do it so I can get to story dialogues.
>>
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>>168862961
Original for comparison.

>>168865778
Doing gods work anon.
>>
>>168865778
By the way, do people have a problem with using Yanfly's Armor Scaling plugin? I put it into the list for now, but maybe you guys prefer the default Atk - (Defx2)?
>>
Phew. I think I'm too tired to understand these tutorials right now. I think I'm kind of grasping the general concept, its just always going to be those awkward steps of trying to figure it all out to begin with.
>>
Yay! The mods of the official forum finally approved my "currently in development" post.

Check it out!

https://forums.rpgmakerweb.com/index.php?threads/the-long-road-demo-available.75036/
>>
>>168867569
That's great!
Hopefully lots of people will play your demo.
>>
>>168868314
I hope so to!

I'd post the link on /r/gaming and etc., but I don't want to get banned for self-promotion =(
>>
>>168868378
No idea how leddit works but aren't there places to post about your game there?
>>
>>168868562
I donno, I tried posting it on /r/gamdev and it got denied. Reddit is really tough on self-promotion.
>>
>>168869112
Huh, alright then.
Maybe you should also try Twitter and Tumblr.
>>
>>168854950
Not quite, they reference the characters but aside from the DIO saga(1, 3 and 6), the parts can be read individually with very little issue. Sure you'd miss out on some little things, like in part 4, what Jotaro was like previously and the origins of his true ability, but frankly, it doesn't really detract from the overall experience, since none of the knowledge of SC is brought up to a great extent.
>>
>>168866616
Not fully sure how it works, is it basically identical to League of Legends' armor scaling?(I assume this since I've seen him borrow some other concepts from LoL for his plugins before.)
>>
>>168868378
Like I said in the previous thread, just make a tumblr blog. The RPG Maker community is pretty big there, I'm pretty sure your game will become popular in no time.
>>
Please don't abandon your game
It needs you
>>
>>168869901
I've read comments that it is a lot like that, where all sorts of damage and/or armor has to be viable in some way. Though I also figure it's tough for other devs to calculate for so I may just scrap it.

I still have no idea how to balance though.
>>
>>168873039
Given that LoL is about as well balanced as a chimpanzee and a gorilla on two side of a broken see-saw, it's probably for the best.
>>
File: 47.png (508KB, 1063x634px) Image search: [Google]
47.png
508KB, 1063x634px
New battlers.
>>
File: Ananke.png (41KB, 140x221px) Image search: [Google]
Ananke.png
41KB, 140x221px
One thing I'm doing with my battler images is that the lack of facial expression is an indicative of murderous intent.

This girl here, Ananke, isn't inherently evil, she's just forced to do evil things because she's dependant on the big bad to survive, and if the player were to canonically loose to her in the boss fight, she wouldn't really kill them, just leave them alone broken to be repaired later, so her facial expression can be seen.

>>168877090

This girl, Selkie on the other hand, is fully intent on killing you, hence the overall lack of features like eyes or mouth in her battler image.
>>
Okay, does anyone actually have some rules or guidelines to making a balanced game? All the numbers are making me scared and other places I looked at aren't really helping..
>>
>>168852635
>there are no free scrips regarding in combat character animations
Elaborate, because there might be.
>>
>>168877590
Learn to love excel. At least that was my approach.
>>
File: 131.jpg (2MB, 1864x2037px) Image search: [Google]
131.jpg
2MB, 1864x2037px
Good night bump
>>
____
>>
>>168852073
What is this from? It looks incredible!
>>
Attack Damage Formula:
(A.Atk * 4) - (B.Def * 2)

Which is better for strong attack?
(A.Atk * 8) - (B.Def * 4)
(A.Atk * 6) - (B.Def * 2)
or
(A.Atk * 8) - (B.Def * 2)
>>
>>168890935
>(A.Atk * 8) - (B.Def * 4)
is just 200% damage of the basic formula
Others are just more damage.

You're asking the wrong question. Any of the above can be good or bad. The questions are "How much damage should this attack do and how defense should affect it?" and "How well should it scale with increased atk/def?"
>>
>>168890935
>(A.Atk * 8) - (B.Def * 2)
>(A.Atk * 6) - (B.Def * 2)

These are the only ones that make intuitive sense. The others would make DEF more relevant for gameplay purposes.
>>
>>168891521
>>168892104
I guess. Is it a bad thing to have damage scale like that without advancing def?

These are for skills with tiers such as Fire, Fira, Firaga, etc. I keep getting worried it'll make investing in defense stats kind of not worth it later in the game.
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