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/rpgmg/ - RPG Maker General #193

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: 528
Thread images: 86

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REPLACE DEFAULT WINDOW SKIN 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

The Long Road demo:
http://gamejolt.com/games/thelongroad/236740

Last thread: >>169208552
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b-b-b-bamp
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What sort of monster people do you guys like?
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Time to post progress
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>>169521614
Almost all of them as long as they are cute/sexy
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>>169521614
Candyfolk and Mushroomfolk.
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>>169521614
Giant spiders
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STAY ALIVE
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So guys, what are some of the worst RPG Maker games you've ever played or watched other people play?
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>>169521614
You are the guy who made these first person dungeon crawlers, right?
What are you working on now?
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Today's Song of the Day:

https://www.youtube.com/watch?v=JRo4TtY8DRs
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Are you trying to die again?
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Bumpa
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>>169531049
I like it
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I know reasons why people would play my game but I need some help here. Why would people not play my game after looking at it? Is there anything that is extremely unappealing?
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>>169532390
Furry shit.
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>>169521614

Big muscles and easy to imagine with a big dick.
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>>169532951
What makes it a furry game though? Just because it's about animals?
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>>169532390
There's more than one click involved. If they viewed, but didn't download, then it's up to you to make the game page more appealing. The page must convince them your game is worth downloading. Also, don't be surprised if only 10-20% of viewers actually download: That's normal
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>>169533210
I totally understand that, I'm not really surprised by the download total (mostly because it doesn't capture all of the downloads from other sources, I only recently linked everything to the GameJolt). I'm just trying to improve and sometimes asking yourself the opposite of what you normally ask yourself can get you good results.
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>>169532390
Have you played every game you've ever looked at?
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>>169533120

Animals are one thing, but for some reason animals with human clothes or accessories tend to bring out the "oh no furries" reaction. That having been said, the modern internet isn't anywhere near as anti-furry as it used to be. In fact, the only place i really hear people talk shit about them is here. Either way, undertale got away full blown anthro so you'll be fine.
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>>169535320
Good to know, I'm making a game with animal characters too and I'm afraid to post anything because of the furry stigma
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>>169535320
Thanks for your response and explanations. I totally get it now. I guess I'm so far removed from that whole scene that I don't really understand where the lines are drawn. I figured that by focusing on animals that I'd push away some people but also bring others in. It's a trade. I think that the idea to go with animals will eventually prove to be a good decision though.
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>>169537081
It will indeed. Keep up the good work my friend
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What's the best way to scan for the nearest something? Doing a full, map-wide sweep (checking every x,y) is super quick, but even on my nice rig, it creates a brief but noticeable dip to 20 fps and a stutter. On my laptop, I imagine it'd be agony.

I know I could adjust it to scan only 50x50 squares from the searcher (but that won't find something further away), or I think I could do an expanding ring from the searcher that stops when it finds something (but that runs worse risks if the desired object isn't on the map).

Is there any other way that I'm not thinking of? Besides the obvious of having those locations pre-recorded.
>>
Tell me something about your party.
How many people can you join you? Any of them optional?
What are they like?
What did they do before joining you?
What weapons do they use?
>>
>>169542328
>How many people can you join you?
5

>Any of them optional?
You get to keep one if you do certain things.

>What are they like?
Main character a cat and is the player-character. You had a great life only because of one child. Every other human has treated you like shit. Uses claws and teeth.

Cleo is a cat who has a nurturing complex. Rather than deal with her own issues, she focuses on making others happy. She was a cat that was raised at an vet clinic and owned by a vet. After the vet died she was brought to the farm that you are eventually brought to. Uses/throws items.

Hunter is a dog who acts "happy go lucky" and confident, but really doesn't care about himself and blames himself for the bad things that happen to him. He is loyal to a fault and easily throws himself in the way of danger to protect others. Hunter's owner was a teenage drug addict who overdosed and left the dog chained up in the back yard. When you find Hunter, he is on the verge of starvation and cannot differentiate friend from foe. He uses the chain that once bound him as a weapon.

Douglas is an orphan duck who was born with a limp leg. The little duck town where he grew up is extremely superficial and quickly isolated Douglas. Years of teasing led him to withdraw from society and spend most of his time playing with human things he found floating down the river by his house. He loves music, video games and dancing and uses these things as a way to escape from the pain the townsfolk inflict on him. He uses music and dancing as a "weapon".
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>>169544339
>limb legged duck dancer
Interesting.
What kind of music will he use during battle?
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>>169542328
>How many people can you join you?
You start with two. Three join you. Two of them end up betraying you.

>Any of them optional?
There's one more that's optional

>What are they like?
Very stereotypical. Wide-eyed JRPG optimists, and one edgy emo kid.

>What did they do before joining you?
Nothing, because they began to exist the moment the game was powered on. This is important to the plot.

>What weapons do they use?
Each one has their own brand (Sword/staff/bow/axe), though the Knight can use most of them.
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>>169547127
Haven't really worked on his skills yet, he's the least develop character in-game. All I know is that he's going to do aoe status conditions, small aoe healing/buffs and aoe dmg. And his abilities will be based on a 3 second ddr mini-game like thing.
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>>169547127
This is his "theme", so expect weird/funky music.

https://soundcloud.com/user-666801173/dance-douglas-dance/s-FXJbA
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>>169547393
>Nothing, because they began to exist the moment the game was powered on. This is important to the plot.

I hope this is not another one of those "dude we're in a videogame we are so self-aware xD" indie games
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Made a little screen that comes up when you recruit a new slime. Also working on a "Slimedex", where you can view all of these and compare stats of different slimes
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Progress!

>>169551302
Amazing, your game looks so damn fun.
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>>169550179
It totally is. And we totally go there. But then someone doesn't betray us when they're supposed to, they start asking questions, and brace for mindbreak:
https://www.youtube.com/watch?v=aTQSXZX9vYM
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>>169551302
>Smile is made of mixels
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>>169552010
None of the art is 100% final, but I'd be lying if I said there weren't any mixels in this game. I'm not much of a pixel artist but I'm gonna try to make sure there aren't too many, though.
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>>169551829
Beaumont's voice is fucking amazing!
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With what kind of save type are you ok people?

Manual save ala RPG Maker?
Checkpoints ala FF10?
AutoSave after entering buildings?

Or maybe, what kind of saves you won't tolerate?
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>>169552912
For a first-timer, I got lucky with my cast. I'm probably the worst one in the series, and that's totally fine by me.
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>>169554419
Dark Dagon > > > > > > Krista > Cody > Adam

For real, m8, I just finished watching the series, and that Richard Priest guy is fantastic.
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>>169557689
>That Richard Priest guy is fantastic
Absolutely. He didn't even know Day of Dagon was going to happen. He just sent me so many extra lines that I wanted to do something with them. He's a class act through and through. Clearly had fun in the role.

Thank you so much for watching
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>>169551302
Demo when?
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>>169559812
Soonâ„¢
I have some time off coming up, so hopefully not long.
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>>169533120
The wolf / dog chracters have been anthro'd in that big-eyed sort of way that makes me feel sick to look at.

I get that your game isn't necessarily furry, but a lot of people are getting that impression and it isn't coming from nowhere.

plus there is literally a furry artist going by the name leoheart

Not expecting it to be amended, just saying I probably won't give it a chance because of that, even though it looks like a lot of work has gone into it.
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>>169561757
Fair enough, you like what you like! I hope eventually you change your mind because I think the story/music/gameplay is worthwhile. Again, I think it's a trade off. Some people will not want to play it because of the furry vibe but I'm hoping that the furries offset that.
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Haven't made any progress in months. Should I just scrap my idea and start a lewd game?
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>>169562353
Yes
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Is your antagonist cute?
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What do I do if I don't like drawing, but I'm too poor to hire an artist?
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>>169565928
Learn to draw anyway
It's really fun
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>>169565987
I wouldn't know where to start. But I might as well, Music isn't keeping my interest as of late and I need a new outlet.
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>>169566206
http://drawabox.com/
Also read the sticky on /ic/
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>>169566351
Thanks, time to grind while looking for a full time job
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My current idea for an RPG just rips off chrono trigger except with alternate dimensions, but I still think the original concept is neat I just don't know how to expand on it with out being trite and unoriginal
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>>169554372
I've shifted to a rather semi-unconscious setup that requires manual saving

>Save before every major cutscene
>Save after every long fight
>Only really use the last 2-3 saves incase I make a bad purchase at the shop.
it helps root out bugs, too.

But it gets a bit annoying when you're restricted to 5 saves or something.
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>>169567378
We don't really have a lot of time travel or alternate dimension games anyway.

The things that will make it really shine are all in execution. A timeline menu tracking all the stuff you've done throughout history, that sort of thing.

The hard part isn't being unoriginal, but making use of alternate dimensions or time travel without being overconvoluted.
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Good night bump
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What are some of your favorite skills from rpg games? Why?

For me it would have to be the Calculator from FFT. So fun to deal damage based on the math of units.
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Bumpf
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>>169572308
Doubleattack is cool, but hard to balance.

Quick Hit is cooler, but it can get tedious. For such a fast move, it takes a lot of button pressing to do it multiple times.

Shield skills are also nice. Nothing like blocking everything an enemy throws at you.

Oil needs to be used more. Maybe it doesn't boost fire damage, but adds a flat 20% of your max HP to any fire damage.

Steal abilities are neat, but they need anti-grind and combat mechanics paired up with them so you neither spend 50 turns just stealing nor are require you to steal items. Actual in-combat advantages for using steal would also be cool.

Really good scan abilities are amazing. SMT and XIII are up there with how they do scans, although it wouldn't hurt to be clearer about ailment vulnerabilities.

Element chaining. Encourage themed parties that use the same element, or go the other extreme and encourage parties that always use a different element. Give benefits to both strategies.
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Blumpf
>>
Again
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>>169565858
I'm too vain to not make literally every character attractive.
>>
age
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>>169572308
I like Doublecast, because it emphasizes the diversity of a Red Mage

I like the idea of Blue Mages, even though I never use them.
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>>169572308
>rpg games

Anyway it depends on what I'm looking for. Stuff like Quick and Dualcast are fun for all the game breaking bullshit you can pull with it.

Flavour wise, I like abilities that cost more than mp to use. Anything that damages or impairs the caster (or other party members) in some way has interesting implications. Things that involve doing other things with elemental forces than just throwing them at enemies, too. Magic Sword in FF5 was nice.
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Do you like super modes?
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>>169593815
Elaborate please
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>>169518628
Where do I paste this "#!epN03Q7R!UbjycCANuiUP1GwSq2B5crvDLMGgjZjRQvetbFGdRQs"?
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>>169597281
add "https://mega.nz/" before the #
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Wait please don't die
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>>169542328
3 people can join you, for a total of four - there are no optional party members because they are all integral to the story.

The Warden is a hardass, concerned with eliminating your enemies as efficiently as possible. The Signal is playful and whimsical and a bit ADHD, which leads her off track for a while. The Anima is quiet, and then she is very hungry.

The Warden spent a year protecting your cell. The Signal spent a year in a cell. The Anima spent a year killing her own kind.

The Warden uses electricity, because his arms are literally made of lightning (he cannot open doors). The Signal uses improvised weapons such as chairs, books, tables, etc. The Anima uses scissors, brass knuckles, basically rough and tumble weapons... And her teeth.
>>169565858
My game doesn't have a traditional antagonist. The one recurring obstacle is not cute.
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>>169601343
ok
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that feel when you can finally work on your game
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What if in my RPG the game ends with everyone losing?
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>>169552431
>I'm gonna try to make sure there aren't too many
How hard is it to make sprites in a normal pixel grid? I don't understand how someone could "accidentally" do mixels if they are intentionally avoiding them.
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Is there an English equivalent of SRPG studio? Or is anyone planning on translating it?
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>>169610291
oh shit, what is this???
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>>169611021
It's a FE-clone maker.
Shouzou Kaga, the guy who started the Fire Emblem franchise, recently used it to make a game (available free on PC in japanese).
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>>169616138
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>>169616138
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Work hard anons!
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>>169622019
I am! I'm producing as much material as possible to open a blog for my game
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Any advice for making a dream sequence? I had a plan for a dungeon taking place in MC's dreams for a long time, but now when I've finally got to it - I've got confused and not really sure what to do.

I've played some Yume Nikki for research and, even though I liked the game, I don't think the same idea would apply to my game(although, I'll include some exploration elements, just like in the rest of my dungeons).

So, any tips for how to make this idea work? Or maybe something you would like to see in a sequence like that?
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>>169626030
I planned to do something similar in my game (although I'm shelving this game for now) where the MC attempts suicide by drowning. She ends up in a coma and you play a dungeon in her mind where she's the only party member (or maybe picks up one or two dream party members). I thought it would be interesting to have equipable "psyche weapons" which would be themed around thoughts or ideas like hope, excitement, rest, and enemies like anxiety, fear, etc.
>>
Today's Song of the Day:

https://www.youtube.com/watch?v=ITeAt5Au7cY
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>>169626030
It would be cool if you made it like a lucid dream where everything seems normal at first, like maybe you "wake up" in a normal location or even revisiting a location the player has been to before, and then you notice some small detail is off and everything becomes fucked up. Maybe you fight distorted dream versions of NPCs you've encountered, or other characters that mean something to the PC.
>>
>>169633741
I'd play it.
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>>169610291
RPG Maker 97.
It's pretty old though, and it requires a LOT of assets to work well.

If you're willing to mess around with scripting a lot GUBID's tactic system is decent enough to use.
>>
>>169629134
>>169633741

Thanks, anons! I've already planned to do some things that were in your advices, so good to know that, at least, I'm on a right track.
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____
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Is this good opening music?
it's basically the title theme.

what does it make you feel? What do you think the game would be about? Would you like more or less music like this?
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>>169642110
the link

https://soundcloud.com/mrmichaelgomez/sitting-at-home-wondering
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>>169642110
LOOKS really good.
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>>169642446
kek I forgot the link. It's under my post
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>>169610291
Someone is supposedly working on a translation. Been a while since I heard anything about it, though.
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>>169642110
I usually spend about half a second looking at the title screen before mashing through, so for me, a title theme would need to do something to grab me immediately if I'm to listen to it at all. This doesn't do that. It'd work fine as background music for a scene of some kind, though.
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>>169642110
Bluntly? Bored. Like I just opened a flash game and I just KNOW it's going to take me hours to beat. Something like Stick RPG. Not fun enough that I'll consider the time spent worthwhile, but just enough that I can't convince myself to close the game down.

Artfully? It makes me feel lethargic. It's not a bad song by any means. It's a "4pm after work, and all the shit I need to do can be put off for another week. I should go to the gym, but I won't. I should make dinner, but I won't. I should do... something, but I won't." This is the song that's playing as I star out the blinds to a sunset-lit street and watch as no cars roll by and no one is out playing. This is that song.
>>
>>169642110
I agree with others that it sounds more like background music than title music. Title music should grab the attention of the listener immediately and hint at instruments and themes that the game is all about.

Mine is far from perfect:

https://soundcloud.com/user-666801173/the-weight-of-the-road/s-LfElq

but it gets the point across and I think it goes with the opening scene well.
>>
sdunk
>>
I need help expanding on a concept for a battle mechanic.

I was thinking that the main characters would all have different unique mechanics or abilities in battle, and the main character can mix them together to make something new.

Like, someone has a berserk mechanic that lets them attack twice but outside of the player's control.

You take that berserk mechanic and apply it to a magic character and you get Dual cast, something like that.

Does that sound interesting?
>>
>
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>>169659162

That does sound neat and cool. So the MC would be kind of weak on his own? It sounds kind of like the usual teamup attacks but a little more varied. How does it work in terms of turn usage though? Like, do all 3 characters have to be ready? Or is MC the only one who has to spend his turn? Would there ever be a reason to NOT combine supers?
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>>169662570
Yeah the MC has pretty much no offensive capabilities and can only do stuff like heal and alter the party.

You can either do it outside of battle in a menu, or in battle by using the MC...maybe.

Eventually you get the ability to mix three abilities together or do triple techs or w/e
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>>169658268
What's the status on the new collab?
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Programmed the new combo input system for Hunter!
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>>169663918
A few maps and some eventing and it should be ready soon. Wish I could instantly learn how to do the yanfly action sequences but I'm trying to get it out early March.
>>
>Save Game?
Y
>>
>>169527961
>So guys, what are some of the worst RPG Maker games you've ever played or watched other people play?

While it's not technically RPGMaker, it's RPG Creator for the iOS and it's a wild ride. So far I have played most of the library for laughs and I have found two games worth actually playing.

If you have the app, download Pokemon Dragon Rage for a real surreal experience.
>>
>>169610291
http://www.mediafire.com/file/uyolc4341e5d2ru/Sim_Rpg_Maker_95.zip

Forgive the fact that I replaced the first unit with Link back when I was going to make a FE-styled Zelda game in my youth. (This has survived about 7 computers. I don't know that you can even find it anymore without extensive searching).

And with that, I'm caught up on the thread. Good night /rpgmg/!
>>
https://soundcloud.com/mrmichaelgomez/dont-tell-me-what-to-do

Since my other track was too boring and put people to sleep apparently.
>>
Is it alright for me to make my first game with free assets?
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>>169671179
Are you planning on selling the game?
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>>169671224
No. I guess there's my answer though.
>>
>>169671416
Yeah if you're not going to sell it, use whatever you want. If it helps you make your first game, go for it. It's better to make a game you won't sell than never make a game you will sell(or attempt to).
>>
>>169671486
I just want to see if I even like doing it, or If I can give up and live a meaningless unfulfilling life
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Don't mind me, just a section of road next to a forest. Nothing eventful happens here, I'm certain.
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>Start writing for my game
>Fuck it I'll write a story instead
>An hour later its turned into smut
>>
>>169672286
Now make a lewd game
>>
comment for the purpose of keeping the thread alive.
>>
I haven't made any progress today
I'm sorry
>>
>>169677253
I need help on an idea for a weapon for a fighter.
She punches as an attack, however, she's modeled after old-timey bare-knuckle brawlers so I don't want to give her any kind of knuckles/gloves/gauntlets as a weapon. What could work?
>>
>>169678768
Maybe different colored bandages for the hand?
>>
>>169669101
Can anyone confirm how useful/legit this is as an FE clone maker?
I want to make one.
But with Advance Wars.
>>
>>169679398
Well there needs to be nothing on the hands or arms. they are entirely bare, just skin.
>>
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Good night bump
>>
>>169680156
headband
sash
power crystal/crest
totem
drugs
>>
>>169680156
also: book representing what fighting techniques are being used.
>>
>>169678768
what about giving her a passive, I mean in the weapon slot instead of an actual weapon you put:
>a martial art/fighting style
skill tree changes relying on what is equipped
>a tier system
you can't change your "equipment", you can only upgrade it, for example you start as white belt->black belt->master->grand master
>>
>>169678768
FF13 had Snow who, rather than changing the equipment on his fists, equipped different coats which gave him different buffs. Maybe try something like that, though try to make it make a little more sense.
>>
>>169681905
>>169682383
>>169681967
these are all good ideas but don't fit in with the theme of the character. She's basically a 1900's old timey boxer (think the guys with no shirts and big twirly moustaches).
>>
>>169683928
>big twirly moustaches
there's your weapon! Fake(or "donated") moustaches!
>>
>>169678768
>>169683928
different steroids
>>
>>169683928
Can you give me some details about how leveling works and how you gain new skills
>>
>>169683928
lifetime supplies of pre/post duel tea
>>
>>169685378
pretty much I'm keeping it fairly simple in that leveling up happens with experience gained in battles and skills are gained as you level up, although I may have some you learn from items or events.
>>
>>169683928
beer/spirits
>>
Is there any way to convert the time fantasy pack to RPG maker mv?
>>
>>169685498
Ok, what about this:
>no weapon, bare fists can't be unequipped or changed
>leveling remain the same
>add a unique feature (could be called training) that allow the character to gain extra points to boost her stats

This will make the balance a little hard because you have to give her an higher ATK since she has no weapon but not too high that the bonus you earn training make her broken, also you have to limit how many times you can train somehow
>>
Sorry to be the obvious newfag here, but I'm suffering from terrible slowdowns when playing my test versions of a MV project, even if my computer should obviously be able to handle it.
Is there any way fixes that I could attempt?
>>
>>169672209
How big will the prologue be?
>>
old classic

https://www.youtube.com/watch?v=IptvSQY9Qa8
>>
>>169683928
Alternatively, don't give her weapons at all. Have you played Chrono Trigger? Ayla is a bare-handed fighter too, she has no weapons but every few levels her fists get an upgrade. It goes from Normal --> Bronze --> Steel.
>>
>>169688932
Are you using animated water tiles?
>>
>>169694412
I am not, there is not anything on screen that should be causing lag.
>>
>>169688932
This is caused by the loading time for animated tilesets. Some things you could do:
Delete all animated tiles not visible on the map at any given time.
Edit the tileset image (probably Dungeon_A1.png) and remove all the parts you aren't using in said map (lava or ice for example), then save optimized for a smaller file size.
Try to look for animated tile preloading scripts.
>>
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>>169518628
Redoing the buildings in my Poke Tiles, as I thought I was being slick by seperating the chimnies from the roofs, but it seems you can only have so many objects on top of each other.
>>
>>169694990
Do you think I can seperate the windows instead, as the go directly over the house?
>>
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>>169695097
Oh shit I can! Just cant have too many objects in front of it.
>>
>>169694832
The only other major cause of lag that I know of is a language issue in the earliest version of MV, where the engine lagged for systems in spanish and portuguese because it couldnt recognize some characters.
>>
>>169695930
Testing on my older and much weaker laptop, I have stable fps there. I am starting to think that the issue is with optimization for higher end systems.
>>
>>169679784
There's no scripting involved and it's solely on eventing because it's old like RM95.

It would probably work utilizing variables...at least I think you can use variables. Might have to get creative with switches but you can have it spawn units regularly- that shouldn't be a problem at all. I made a few FE-clones back in the early 2000s with it and it works just fine for that.
Just don't expect to be able to pull off complex job systems like FFT or anything.
>>
oh *raspberry* no *raspberry* you dont *raspberry*
>>
do I have to keep bumping this myself? ugh
>>
is your game actually fun?
>>
>>169711786

Fuck no, that's too video gamey.
>>
>>169711786
I sure hope you
>>
how does one effectively start a new general? i want to start a general for torment: tides of numenera and other CRPGs...should I just shill the hell out of related generals to get a community or will it just happen on its own?
>>
Who else here /recently started making progress again after taking a break a few weeks/?
>>
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It's been a long time since my last post on this thread, but that's because I was actually working on my game, but I'm here again, now with a new demo thing going on: https://www.dropbox.com/s/1lo4vkcogvwrqp4/VvtZ_v0.1.0.rar?dl=0 it's not finished, and I used a lot of placeholder songs, but the two first area songs and the theme are originals. I hope it's not too buggy
>>
>>169722931
I have. After a long break away from all things RPGMaker (I hiatus'd my game when the podcast took their break) I'm finding myself enjoying it more and making more progress than I have in awhile.

>>169723124
I'm in the process of moving but I'll download it now to play later. Hopefully this weekend or maybe sometime next week.
>>
>>169723124
I'll take a look at this later.
I missed Virgo and her crusade!
>>
>>169723124
Nooo you released a demo when I'm out! I know what I'm doing today :)

Are you looking for any feedback or just for fun?
>>
What did LISA get right?
>setting
>a few tough choices
>believable grey morality
>some cool battle sprites
What did LISA get wrong?
>shitty combat that doesn't jive with story
>some jumping puzzles are bland
>items pretty much ignorable and an afterthought in design

I think a thoughtful deconstruction of LISA would benefit lurkers in this general
>>
>>169725002
I agree completely. The only reason I finished it at all was because the setting and story really caught my attention, I wanted to see what would happen in the next cutscene, but the gameplay itself sucked ass.
>>
>>169725002
From my understanding Lisa is a side-scrolling rpg correct? I'll have to play it to see the level design and how the game did the jumping elements. Any takeaways from that game you'd like to see improved upon for amother side scrolling rpg? In mine all the monsters are visible and most avoidable (but it's hard to avoid them).
>>
>>169725260
LISA starts with a lot of unreachable ledges and doesn't hint until halfway through that you'll get a bike that lets you jump to get some of the bottles on otherwise unreachable ledges.

There are some creative things done where you get ambushed or slammed with a surprise fight which isn't bad for the setting, but it's such bland combat and really poorly done. There's a laundry list of conditions, but it's largely irrelevant in just powering through fights. Most party members are useless in combat compared to your main guy, the bottles are a neat idea in that they make containers for healing soup or firebombs but they're negligible when you start figuring out how to use your support skills.

There's a few places where you can see and avoid enemies. I think the game could have been better served by making a less half-assed attempt at Dragon Warrior 1 style combat, or just cutting it completely in favor of some other system, like just dialogue or something.
>>
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>>169723736
>>169724783
>>169724942
Oh please do play it whenever you can!
I'm actually looking for harsh and sincere feedback.
This isn't even the full demo though as it's still missing some dialogues for one route (which is blocked out in this version).

Known bugs:
>Sullyvan gives you infinite cookies
>Miniboss' skirt is transparent
>Tachi's animation doesn't change colors when virgo has purple skirt.
>>
>>169725002

I didn't find items ignorable at all. Molotov cocktails do a shit ton of damage, and theyre aoe to boot, which changes certain encounters from difficult to manageable early on, especially in painful mode.
>>
>>169726279
Thank you for your response, I will keep these things in mind as I play and take notes. What specifically about the combat was so bad? I'm using a turn based, front view system and so far my goals have been to make characters interesting, customizable, and abilities fun and interesting. For example, timing events, combo inputs, etc all while having complete control over your stat and avilify growth (there are abilities that enable luck builds, etc). Does this sounf more fun? Check my post further up about the combo inputs for an example.

Any specifics you can give me on why th combat sucks is valued. Thanks again.
>>
>>169729446
For the most part, aside from a handful of characters that /were/ unique, LISA was pretty much just DQ/Earthbound in terms of combat. You had attack, you had your skills (some folks used TP, some used MP, usually without much reason), and you had defend.

The main character and a few other martial artists had a 'combo' system where you could input WASD to do different skills. Which sounds great in theory, but there was always an optimal attack you just used every round (usually one that stunned the entire enemy team).

The only other character that had a remotely interesting basic attack was split up into four skills which caused one of four different status effects in lieu of doing any real damage. Oh, there was Birdy too, who was a support dude and his 'attack' command was to drink which regained TP, but did nothing other than that.

It was like Dingaling tried to mix it up but with so many characters, they all felt quite samey after awhile.
>>
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I can't draw eyes for shit.
The on screen sprite character that moves around has eyes. Would it be super weird if no one in the game, portrait wise, had no eyes?
>>
>>169730795
Thank you! I plan on having good control over balance and character fun/uniqueness by limiting the party the same 4 participants most of the game. The trade off is, of course, negating party customization, but I think if the characters are fun enough to use/balanced and the abilities are interesting, it will have good results.

I care about these things because I'm aiming for approx 1/4th of Lisa's sucess. I could easily fund another game off of that.
>>
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>>169731339
here's an example of what it looks like in-game
>>
>>169731339
Yeah it would be weird if no one had eyes
>>
>>169731339
I don't like drawing eyes either so I just put shadows under the eyebrows of my portraits so it looks like they have eyes, you just can't see them.
>>
Are you working hard?
>>
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>>169736167
I'm working /hard/, if you know what I mean ;)
>>
>>169737648
I'm not following, please explain
>>
>>169733934
That almost always looks weird and creepy.
>>
>>169739397
They look more tired and depressed with really low brows than weird and creepy in my game, cant show you unfortunately because Im on my phone. But I get what you mean, drawing the eyes is probably preferable in most cases.
>>
>>169725002
>I think a thoughtful deconstruction of LISA would benefit lurkers in this general
Karbonic and Windsor loved it. Convince them and Marpix (and maybe Red Mage) to make a podcast about it
>>
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>>169731339

It wouldn't be too hard to make eyes, It's your creation so it's open for anything you can imagine. With such a simple style you could easily go with just a V style pupil or a U and a V pupil inside. Personally i think that style looks good with as little detail as possible so just a pupil is ideal.
>>
>>169742001
I'd need to play it first, but it could happen

>>169731417
Still need your Skype, bro.
>>
>>169742001
Would Windsor come back for a Lisa podcast?
This needs to happen.
>>
Is there a character in your game whose smile deserves to be protected?
>>
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>>169748543
Yes
>>
I got a million and a half screenshots of RPG MAKER FES

Should I post some here?
>>
>>169723124
Finally home! Downloading now!
>>
>>169748543
Yes. The MC

She's also maybe the final boss
>>
>>169748543
You
>>
>>169752049
I was actually planning something like that for a game I was working on before my old computer exploded.
I was actually planning on having a sort of friendship meter based on whether you encouraged her optimism or countered it with realism, and whether or not she ended up the final boss was based on how you treated her.
She became the final boss in the good ending
There was going to be a secret golden ending where you could save her though

>>169752989
A-anon
>>
>>169753992
My idea was that she's the dead daughter of the first party member you get. Him trying to mad science her back to life starts off the whole plot.
>>
>>169754379
Oh, that sounds neat.
My character's arc was really generic in retrospect. IIRC the basic idea was that she was genetically engineered by the villains to be a perfect host for some kind of evil being, with the plot being kicked off when her foster parents were ready to abandon the villain's group and run away to protect her, but got killed for trying.
>>
>>169751761
Oh please give any feedbacks if you can and any criticisms you might have~
>>
>>169689649
Just the town and that map really. I doubt it'll take that long to play through.
>>
>>169757670
1/2

Great resolution, game feels commercial quality at first glance.

Heavy pixelated graphics are jarring when compared to some of the UI (like the gauges) and the character art/window skin (just personal preference, I prefer everything to be the same pixel resolution).

Beginning area desperately needs music.

Writing is charming and interesting, I like it!

Dash is really really fast.

First music is very good, like it!

Default save sound effects were a surprise, should replace them.

Menu looks fucking amazing. You did a fantastic job on the menu. Under location it says <img:caprica1> instead of displaying an image.

You left your own save files in the demo (not sure if this is intentional).

The music loop is noticeable, there is a ~1 second silence in sound.

There are issues with the grid size. I think moving to pixel based movement would help this. For example, in the very first screen, the collision of some of the tiles is weird. I can't go anywhere near the tree stump because the graphic of it is smaller than the tile.

Movement feels awkward, I don't know but the tile size really feels too big.

Graphics are really cute and appropriate. I love your art style :) The assets look great.

Expected a sound effect when I picked up the coffee.

I think the dialog text sound effect should be higher or the music a little lower.

Got into first battle and was floored. Your animations are superb. Loved it.

Little confused about what each icon means. I don't know what the buff icon correlates to. The life increase makes sense though because of the icon used in battles.

There is a single white pixel in the upper left of the main character's battle idle animation. In the victory animation there is a white pixel in the lower left. Blocking animation has a single white pixel in the upper left. I'd assume just check them all against a dark BG.

Counter system is really cool!
>>
>>169757670
2/2

In The Stars Corridor I can't figure out what the snow paths were supposed to do. It feels to alter movement but in a strange way. It doesn't feel slidy.

Text description of Reckoning goes off the screen.

Fonts and colors, everything looks good. My only suggestion here is to go into the engine and remove the blur effect on the text. I had to do it for my game and it makes it look better. For an example of what I'm talking about, open the menu and look at play time and location. The text here is blurry.

Save dinosaur was amazing. I really like the dialog and descriptions.

Salary lamb is adorable, love the art.

I really like the ribbon system, gives control without being overly burdensome.

Color-coated attack system is a great concept. I like it!

Level design and asset placement is well thought out.

No random battles is a huge plus.

The crate that the lamp spiders leap out of can be fought infinite amount of times.

Where do you go after Storage 2? The door is locked!

Overall I enjoyed it greatly and think you're on the right track. There are a couple of very minor things that stuck out to me, as I listed above. I think that the battle system, graphics, dialog and UI are triumphs for RPGMaker games. You've done very well. The most alarming thing that I think should be looked at is the tiles and movement. I really think your game would benefit from pixel based movement but I also understand how difficult that would be to implement. This is all my opinion on things though, it probably wouldn't bug most.

Very nice job, once I figure out how to get past Storage 2 (if I can), I'll give you some more feedback. Thanks for letting me play!

You did right the most important things, I love your game and it feels unique. I would buy it based on the demo if it was a commercial product (is it?).

Also, can I give this demo to family to play for fun? My sister is dying to play your game after I told her about it and showed her your art.
>>
>>169758515
>>169758143


I should add that these are my notes that I took during gameplay. I think feedback is important as it emerges. It may be hard to read and disorganized.
>>
>>169758515
>>169758143
First of all, just activate the leftmost computer (and only this one) where you fought the madgoat at the Storage 2. It'll open the yellow door and let you proceed to the first bossfight (there are two and a half in this build)!

Thank you SO much for such an in-depth feedback. Really appreaciate it!
I'm taking notice of every issue here to fix them asap. I'm also so glad the game is enjoying as it is!

About the tiles movement, the biggest problem is because the characters are very small inside their sprite borders. At first I thought it would be nice if everything was smaller because with the 2x zoom single characters look huge on screen but I hadn't realised how much it impacts the collision. I tried to 'fix' that with some interactibles and trees being 2 vertical tiles with half their sprite on top and the other half on the bottom tile but there are many other objects that I really don't know how to make them work.
It does bother me a lot as well and the best possible fix would be free-movement or something, since remaking sprites would take quite some time.

And yes, please show them and let them play! Any feedback is welcome!

Also, I've come across an issue with the Stars Corridor 2 area, if you don't pick the sword from the hack before heading to the closets, the game will be stuck forever, sorry about that, only noticed it after putting the link in here.
>>
>>169760163
You're very welcome, like I said it's a good game and is deserving of the work you put into it.

I think that pixel based movement is the easiest route, there is QuasiMovement which let's you make collision maps and will allow you to keep all of your assets (remaking them isn't really an option, they look great and I know a lot of work went into them). Other than that I don't have suggestions on how to fix the tiles but if it's going to be a commercial project it should probably be looked at.

Honestly the hardest part about making a game is taking into account all those little things that can make the game "stuck". It's laborious, but going through all your events and making sure everything is tight is necessary, glad you found that!
>>
>>169758515
>I would buy it based on the demo if it was a commercial product (is it?).
Yes, yes, the game is going to be comercial! Haven't yet decided a price for it so far but won't go over 10 bucks.

>My only suggestion here is to go into the engine and remove the blur effect on the text. I had to do it for my game and it makes it look better.
How can I do it? This issue always bugged me as well.
>>
Is there a way to delete a choice after it has been selected in RPG Maker MV?
>>
>>169760589
After looking into it, my solution was to use victor engine's SFonts plugin. It allows you to make and use all your own custom fonts which are independent of the auto-blurring that the engine uses. This may effect some of your other fonts, not sure.
>>
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>>169736167
I was, but the barn I made came out looking like shit and now I'm demotivated for the night.
>>
>>169761612
Nice sprite btw
>>
>>169761783
Thanks, I've been toying with the idea of making a Pokemon gijinka lewd game based of Pokemon yellow, since I've been making Pokemon sprites for my dArt group.

I just don't have the balls.
>>
>>169723124
Can you reupload the link? Says the file was removed.
>>
>>169760484
>>169761232
I'll definitely look into that, thank you!

The next build should be much more polished.
>>
>>169762014
https://www.dropbox.com/s/9m5qeeix2ndsr59/VvtZ_v0.1.1.rar?dl=0

Sorry about that, try this one.
>>
>>169761959
Keep working on it, I also really liked the Pikachu one you posted earlier
>>
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>>169762260
ayy thanks
>>
Does this sound like good music for menus and shops?

https://u.nya.is/dyuuac.mp3
>>
>>169766162
Yeah, it's very lighthearted.
>>
It's okay Anon
>>
>>169768931
No it isn't.
>>
>>169742916
thank you anon, i'll take a look at that!
>>
I feel so creatively bankrupt on every front. Music, writing, art.

Do I just not have a creative bone in my body? How do you be more creative?
>>
>>169774989
For me I am creative in a few states:
>happiness
>sadness
>competitiveness

Sometimes if I'm feeling really happy I'll want to use that and be productive. It really comes from being excited about a project. So with that I am able to create, usually art and music.

When I'm sad I usually use creativity to lift my spirits and get out of that emotion. Sometimes my sadness is put into one piece, or occasionally many, and it is the embodiment of what I'm feeling at the time. Lots of artists use pain and depression to make their most beautiful art. I usually write when I'm in this mood.

The competitive part is different though. I see when other people are doing well and great things and I say to myself "damn, I could do something like that!" Usually this happens when someone is getting a lot of feedback and, to me, it doesn't seem all that great. I guess it comes from an eternal optimism that I have. It's not so much trying to outdo the other person as much as proving to myself that I can do great things. This is by far the mood that makes me the most productive. In the past month I've created more than in the past 10 years.
>>
alive
>>
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Good night bump
>>
So if I make a skill with 30% of inflicting a State 1 and an enemy with 160% State 1 Rate.
Does using a skill grant me a 90% chance to apply State 1 (additively) or is it 48% (multiplicatively)? Or maybe something else?
>>
vump
>>
Stay alive
>>
I might have to bump this
>>
>>169761612
>>169761959
>Pokemon porn
No stop it
this is worse than furry shit
>>>/vp/ and stay there with that gross shit
>>
>>169774989
Go outside. The best way to get inspired is to see things you've never seen before
>>
>>169792221
Please stop. We're all friends here
>>
>>169761959
That is more furry than Gijinka, though.

>I don't have the balls
Yes. The hardest part of lewd game making is the pain in your balls.
>>
>>169766162
I feel like it moves too slowly and I'd never hear most of the melody. It'd make for fine background music in a laid back scene, but for shopping, something immediately more upbeat would be more suitable.
>>
What are your thoughts on final dungeons that don't allow the player to turn back?
Like Super Mario RPG.
>>
Guess I have to bump
>>
>>169801014
Never played that, but generally it's fine as long as it's reasonably obvious that you're at a point of no return.
>>
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>>169796024
Yeah I'm worried it would all come out too furry, and then the only people who would play it are furries.

>>169801014
I hate it, but that's because I always forget something.
>>
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Can you guys help me find this shitty RPG Maker game from the early-00's I played as a child?

It was a really shitty Dragon Ball fangame (probably brazilian, not sure), where every character gained a new transformation when they reached the max level (99).

Stuff got really crazy, like Goku getting to SSJ7U, SSJ5 Gotenks and SSJ5 Gogeta fusing, the resulting fusion fusing again other fusions and getting to SSJ10...

It was really bad, but I want to check it out again because nostalgia.
>>
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Made some new tunes!

Regular battle: https://soundcloud.com/iwilldevouryourkittens/morningstar

Boss battle: https://soundcloud.com/iwilldevouryourkittens/firestarter

Big boss battle: https://soundcloud.com/iwilldevouryourkittens/peoples-champ

Pls give feedback
>>
Is it alright for me to write bad music if i get constructive feedback from it and learn to be better?
>>
>>169811327
Is this a jab at >>169810003?
>>
>>169810003
nice pokeyman ripoffs
pink garchomp really stands out
>>
>>169811502
No it's a genuine question because I have terrible self esteem issues and am terrified of failure.
>>
I need a better name for my game.

Current title is S.A.CRED BLUE
>>
>>169819663

What's the s.a. stand for? I'm kind of drawn in.
>>
>>169820462
Suckass Anime, from which the title's style is inspired
>>
>>169820462
I there's actually a third . After the C I forgot to put in so it's actually S.A.C.RED BLUE

At the moment the main characters use a mystical crystal called the Sacred Blue to wield magic, though they're not sure where it came from.

And then it turns out the other main characters use a red crystal known as the Special Ability Catalyst: RED, and the two crystals are actually made from the same place or something.

Still REALLY early in plotting
>>
>>169821102
Just use that name until you have a clearer plot, then.
>>
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obligatory bump
>>
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part two
>>
>
>>
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>>169822896
>>169823081
>>
A big problem I'm having with fleshing out a story concept is that I feel all the ones I have come up with would be too big for a starting game,

I need something smaller for a first ever RPG maker game
>>
>>169828224
Hero has to save the princess
Simple and clean
>>
>>169829085
What about Dragon tries to save princess to be a hero
>>
>>169830171

As long as it's got a simple plot that can be resolved in one dungeon and one town, go for it.
>>
>>169828224

>Monsters have cast Silence on everyone in your town
>Nobody can speak
>You must clear dungeons in order to unlock their ability to tell you the story
>In the end after you've cleared the 3 or 4 dungeons you get the whole story of which monster taught them how to use Silence
>Bonus ending: if you beat the game you obviously already know where the last boss is hidden and you can take the secret path and find the boss early for an alternate ending
>Extra bonus: You can include special "exit" paths for after each boss is defeated to leave quickly and if you know about these paths you can enter them early as well to sneak up on the bosses without fighting anything.
>Bonus ending2: If you beat each boss in the right order using the alternate paths to reach them you get a new "cheater" ending where the bosses come together and leave you a letter where the final boss is supposed to be accusing you of cheating and they leave you unable to complete the game. Returning to the town gives you a funny scene and the "not ending"

Super simple game concept i just thought up for a easy story driven game anyone should be able to make.
>>
>>169825656
>>
>>169836351
>>
>>169839542
>>
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Has anyone made a battle for MV Actor01 yet?
>>
>>169841729
Battle?
>>
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>>169843207
*Battler. As in a Front-View Battler.
My RTP starts at Actor1_3, unless I'm missing something there is no 1_1 or 1_2
>>
I made a final boss theme

https://soundcloud.com/iwilldevouryourkittens/so-long-johnson

Pls gib feedback
>>
>>169811327
It's always okay to make any kind of bad art, and it's always okay to show it off to get feedback and improve.
>>
>>169810003
>Regular battle
I like the melody, it's catchy and well suited to a fight. But it's really slow to start for a regular battle theme (many games I'd already be done by the time the melody kicks in), and the repetition of the near-empty stretch at 0.57-1.17ish baffles me. It needs to be like ...half as long maybe. Although for regular battles, they should probably not last long enough to get to that part anyway.

>Boss battle
Whatever the instrument is that it starts with, my ears don't like it. That aside, it seems like it fits the role well.

>Big boss battle
The opening was great, like everything up to 0.28 is super solid. The rest isn't BAD and certainly feels boss like, but it doesn't live up to the opening imo.
>>
>>169847562
Thoughts on the final boss theme? >>169844561

Thanks for the feedback btw
>>
>>169844561
Oh my , that IS a long johnson.

...

First 20 seconds are good, but 0.20 is a bit unexpected and out of place step down in intensity. 0.30 feels more like the part that should have started at 0.20. But at the same time, it's not quite strong enough and the... record-scratchy noise? is a bit weird and distracting. 0.50 is nice, feels like the real meat of the track starts. 1.10 is pretty good, but imo goes on for about twice as long as it needs. At 1.30, I expect something new to come in.
>>
>>169844561
>https://soundcloud.com/iwilldevouryourkittens/so-long-johnson
I need to know the context, it sounds more like a legendary pokemon battle theme then a final boss to me. But your really depends what your going for. The transition between the start (implies awe or intimidation) to the more uppity and heroic sounding mid area could use some work, its not bad but its weaker then the rest.
>>
>>169848842
>>169849316
Thanks for the feedback.

Since you asked, the context is basically you're fighting your rival atop a floating cubicle which is falling through space and time.
>>
I just edged for 2 hours
Not sure if I should work on my project now or play some games
>>
>>169850660
If you're 50/50, work on your game. This is the time to build motivation
>>
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Not really specifically an RPGM question, but I'm wondering how Mother 3 handles its main character sprite sizes. I noticed Kumatora's player sprite is 17 pixels wide instead of 16 (didn't check the others but I'd guess it's the same). That seems like a strange number to work with - I didn't check, but I presume the game's grid is made of 16x16 tiles, or at least follows that grid size for NPC movements.
How is this handled in the actual game? Is that extra pixel width just always hanging off to the side of characters?
Pic unrelated.
>>
>>169851408
You are right Anon, I shall work on my project for some hours
>>
>>169810003
They're pretty good, not sure how to critic music though.

The song for the first battle was amazing, it's super catchy and just great. It's something you can listen to on it's own.

Good job Anon.
>>
>>169852282
>Is that extra pixel width just always hanging off to the side of characters
Actually yes, I looked into that too since I'm very autistic about those numbers. A lot of NPCs have an uneven number of pixels in width since they come in all shapes and size. It's not really noticeable ingame though because the movement isn't grid-based
>>
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First I made a little baby AI that followed a schedule rooted in its own needs.

Now I've upgraded it to respond to those needs weighted by the time of day, giving it a biological clock. Albeit, all this one does is eat, sleep, and work - while squeezing in a couple of hours a day for hobbies. Story of my life.

Onward to the next adventure of discovery and progress.
>>
>>169853656
Thanks for confirming, that's very useful to know.
>>
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New podcast! Dare you enter our magical realm?

https://www.youtube.com/watch?v=r0Z5fJ0GG4s

We touched on character a lot when talking about magic. I feel that modern devs use MP as a crutch and don't think much more about their systems, or how to make them seem unique.

Next time is Battle Systems Pt. II, because it's been over half a year. Look forward to it! And maybe LeoHeart too, if he downloads Skype
>>
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>tfw you quit smoking and can't focus on anything for the next three days
worth it though, at least I won't feel sick all the time.

>>169854291
Oh yeah I'm on it!
>>
>>169854828
>quit smoking
You are in for a ride
>>
>>169855223
I've done it before and it lasted a good 5 years. Had a death in the family and went back for a year like an idiot. Time to quit again. I know what to expect and it really sucks, but usually if you can make it past the first three days you're in the clear. Feels like bugs are crawling in my veins at the moment.
>>
Today's Song of the Day. For reasons.

https://www.youtube.com/watch?v=GIiG3_JToWI
>>
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>>169572308
>What are some of your favorite skills from rpg games? Why?

Setzer's dices, it feels so fucking satisfying to roll a good get.
Just gamble my shit up sempai-a-lam.
>>
QUCK
TAKE MY HAND
>>
>>169861307
I don't know where it's been!
>>
>>169861307
I CAN SHOW YOU THE WORRRRRRLD
>>
MY NAME ISN'T QUCK
YOU ARE QUCK
>>
>>169854291
I love you guys
>>
bumo
>>
>>169867649
We love you too, Anon.
>>
>>169800107
>>169766289
How's this one instead?

https://u.nya.is/dsqqex.mp3
>>
Tentative title for game about Dragon saving a princess is "Dragon's quest"
>>
>>169872439
You are like 1 % finished now
>>
>>169683928
Opium, definitely.
Think motherfucking boxer rebellion.
>>
http://www.strawpoll.me/12442055
>>
What percentage of your focus goes into
>graphics/art-style
>writing/plot
>level design
>battle gameplay
>other shit
And do you think that's ideal for an RPG in general?
>>
>>169873864
>>graphics/art-style
10%
>>writing/plot
5%
>>level design
45%
>>battle gameplay
40%
>>other shit
0%

Honestly, this doesn't align at all with my favorite RPGs, but my project is more of an experiment, and I think people who can appreciate "gamier" RPGs will find a lot to enjoy here once I get a better artist than myself
>>
>>169873864
spitball ideal
>>graphics/art-style as sprites
15%
>>writing/plot
10%
>>graphics/art-style as level design
10%
>>battle gameplay
25%
>>noncombat gameplay
30%
>>Interface
10%

that was pretty tough to allocate, but yes, how you press buttons to get into menus is just as important as the quality of the story.
>>
>>169873864
30
50
10
10
20
>>
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Good night bump
>>
>>169876669
Good morning bump
>>
>>169871324
>>169800107 here, and I have to say just about the same thing about the new one. It sounds nice, but most shopping and menu work will probably be over before the player ever hears the strings kick in. It also feels less like it's encouraging me to spend money and more to sit down and relax.

In the end it depends on what kind of game it is, how shops and menus work, as well as the rest of the soundtrack, though.
>>
>>169873864
>graphics/art-style
0. It's RTP

>writing/plot
Over 50%. My autistic dedication to getting it right really shows. I can make it a lot easier on myself next time.

>level design
15%, maybe. I try to make the maps a little more than a straight line.

>battle gameplay
Less than I'd like. But it's my first full game, so I'll keep learning to balance it and make it fun

>other shit
Coding in Tiny Details That Are Easy to Miss = 5-10%. I have a couple events that only occur in-between other events, so if you leave the cutscene area and talk to some NPCs, they have unique dialogue.
>>
https://www.youtube.com/watch?v=H-SrN9J5pak
Tips and Tricks are dead.
Long live new plugins!
>>
>>169521614
Not Giant Spiders.

Tree-Men.
>>
Do you think it would be possible to make a game like fire emblem/SRPG using RPG Maker? I just want a SRPG Maker already to come out.
>>
>>169887528
I've seen anons try it before and there might be scripts to this end, have you looked?
>>
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>>169854291
>IT'S THE MURDER-HOBO KIDS
>EVERY SATURDAY MORNING
>THE MURDER-HOBO KIDS
>>
>>169813959
>>169810003
I really like the samurai guys design.
>>
>>169810003
I really like the samurai dude. Just keep working on improving on everything. Everything's pretty decent but just try and think how you could make things better. Make some upbeat happier songs to include in the game as well. It's not bad for a starting idea though anon, If you ever get a demo share it here and i'd take a look at it.
>>
>>169887528

There's a few tactics style systems for RPG Maker VX Ace but they don't have the whole "enter battle and watch an attack play out" but with a ton of effort you could probably make that yourself without scripting and just using the built in events.
>>
why should I work on my game when I could just commit suicide instead?
>>
>>169893034
Because maybe your game will make someone else happy, thus giving your life a purpose
>>
>>169893571
>implying my game will ever be done even if I do live
>>
>>169895113
You were born for a reason. Let God into your heart and appreciate the things you do have.
>internet
>computer
>shelter
>food

basic things man, fill your life with appreciation and it will be so much better. It's all mental
>>
>>169893034
Because your game will become really popular if you complete it and then commit suicide.
>>
>>169887295
Neat
>>
>>169887295
I favour
>>
>>169887295
I feel this is a good change. Tips and tricks were getting stale, plus Yanfly backing up new plugin creators is always a good thing. Good for them!
>>
>>169893034
If you honestly feel this way, and you aren't just entertaining the idea, you need to get some help. Also remember that this is a brief moment in your life and that things change. I'd play your game anon.
>>
>>169893034
this sounds like a moral quandry unsuited for the gamedev section of a mongolian yak fur trading site.
>>
Do you mind if I bump a little?
>>
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>have poor artistic skills
>decide to make the graphics pixelated and without antialising while avoiding gradient colors / textures because it makes art much simpler and easier
>it looks literally like Undertale
>if the game is released with those graphics, it will be called a rip-off

Other than shading, I don't know what to do to make it look less like that game, and I've never tried shading before
>>
>>169919682
practice my man. Also what colors are you using in your palette? That really makes a came become unique or generic
>>
>>169919682
You should just not care and do it anyway.

>>169893034
Because it's fun. You can't have fun when you're dead.
>>
>>169907154
Let's be real. No one was backing Yanfly for "tips and tricks" That shit was filler between the real reason anyone cares about him, the plugins. He saw his support start to tank so he is going to have to start working again, and has brought in a couple new people to help with the workload.
>>
>>169921003
>>169907154
>>169887295


Can he just hire a fucking voice narrator already?

For fucks sake, I don't want to watch a 14 minute video explaining 5 parameters of a plugin. or does he not do it because they're a bunch of third worlders that can't speak english. HE'S GETTING 2.5K A MONTH. SURELY HE CAN THROW OUT LIKE 50 A MONTH TO A VOICE ACTOR OR SOMETHING
>>
>>169921003
I can't deny that seeing as I don't pay him.

But some of those "tricks" were some really easy shit I can't believe took a whole week. It would take more effort to show the 2nd half "proof of concept" battle than making the actual mechanic.
>>
>>169925541
>>
>>169923252
He spent all last week on Stockpile. One fucking move from Pokemon. Something's going on. If I were getting 2.5k a month I'd re-evaluate my normal job
>>
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How COOL is this office?
>>
Anyone know how to get animated battlers in VXA? Im a dumb shit and can't find it anywhere.
>>
>>169929109
you can make it less cool by making it harder to get behind the desk. Take a longer route from the door that clearly isn't about showing off or anything.
>>
>>169930280
Maybe going up a ladder and and swinging on a rope to get to the desk?
>>
>>169930671
>swinging
too cool

climb a ladder up to a landline, call up the secretary to unlock the gate beside the DO NOT FAIL, then climb back down the ladder and walk over there.
>>
>>169542328
1) a near infinite amount (variety-wise, still debating on pop cap)
2) They are all mindless drones
3) unemployment
4) magic
>>
Bump?
>>
>>169919682

Post your stuff and get critique.
>>
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>>169919682 here, I'm trying to find a new artstyle, though I want to keep the sharp look / lack of antialiasing

How does this enemy look?

>>169920476
I just click around till I found a fitting color, although now that I think about it it doesn't sound efficient at all, maybe that's why the brightness doesn't look right

>>169920638
It's true that it's important to work on how you want your game to be, but everyone also wants their games to be well received by the audiences, if my audience is going to complain about the graphics being an Undertale rip-off then I'd rather change them for something that I also like and won't cause as many negative reactions
>>
>>169542328
>How many people can you join you? Any of them optional?
Eight in total, Two at a time, all of them are optional.
>What are they like?
Most of them are assholes.
>What did they do before joining you?
They too, were seeking out the plot coupon for their own reasons.
>What weapons do they use?
Ever see a spellblade dual wielding a scepter and a rapier? Okay you may have but at this guy is all form over functionality. He makes it look good.
>>
>>169933758
What do you use to make your art?
Personally I use Pyxel Edit and it's amazing. It makes gradients and palettes easy. It can give suggestions on colors to use from a color you choose. Look it up, it's really good
>>
>>169933758

I actually really like this guy, eyes give him a lot of personality.
>>
>>169937078
Thanks, looks like it's going somewhere

>>169934343
I use photoshop CS6

I'm not sure about adding gradients and antialiasing since I want to make the graphics fully pixelated with a single color for every figure and its shading. Have you played "An Untitled Story"? I'm thinking of something pretty similar to that, at least for enemies, since overworld sprites and character portraits wouldn't have such a thick outline

Palettes sound like a really useful tool, I'll look into them. Clicking around on colors until you find one that doesn't clash with the rest gets old, without counting the problems with finding the right tone for shading
>>
>>169937091
>>
What happens to your MC after the game?
Can he live happily with his love?
>>
>>169937091
>169937091 â–¶
>>169937091
>>
>>169941942
No. He must return to his home planet, sadly.
>>
>>169941942

Yes, all six of them.
>>
>>169941942
They escape their world and make it into the real world, where they're immediately crushed by a car because they're 32 pixels tall.
>>
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>>169941942
>happy ending
kek, he's forced to kill his only friend an implied lover.
Pic slightly related.
>>
>Dying
>>
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>>169937851
Well I understand where you coming from, considering CS6 but when I say gradient I don't actually mean a super smooth transition of colors. When working in small pixel grids(32x32 for example) you usually won't use enough colors to create a big gradient. But I meant it in the palette sense. Palettes are essential for creating uniformity in all of your sprites. You can easily get palettes for CS6 for any number of game systems that exist. And you can probably find some built into PS.

Pyxel edit is specifically for making sprites and sheets. It has lots of tools too, like animation and a tile system that makes large level design easier. Also pic attached is what I was talking about with the color helper
>>
A party member has dropped to 0 HP! They get the status condition...
>a) Dead/Dying
>b) Felled/Fallen
>c) Fainted/Unconscious
>d) Critical
>e) Other
>>
>>169955290
>e Other
Zombie that joins the opponents until you kill all of them.
>>
>>169955290
Aroused
>>
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how's that sprite work going guys
>>
>>169957625
Mine? The body movement seems a bit weird still.
>>
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>>169941942
She answers the door, like she does in the beginning of the game.
And all of the friends she made are there, asking her what they're going to do today.
>>
>>169958909
echo, make videos already
>>
>>169941942
multiple endings
first one he kills himself out of guilt
second one he kills himself before he can be busted by the police
third one gets fatally poisoned by the woman he kidnapped and forced to be his wife
>>
Stay alive Thread-chan
>>
>>169959074
Why is this so insulting?
>>
>>169964525
??? What part of that is insulting?
>>
>>169955290
How about Disabled?

Then just make "inability to act" Dislocated.
>>
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>Hard working /rpgmg/ dev in their natural environment
>>
Let us all work hard tomorrow
>>
>>169957625
is that a deformed penis or an ass-crack
>>
>>169955290
Anything but dead, honestly. Having access to resurrection magic just fucks everything up. Fallen more or less implies death. I'm not too fond of critical because it's generally also used for critical hits, but eh, it works. My picks would be dying or unconscious, which both fit most settings.
>>
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Good night bump
>>
>>169941942
He lives with the spirit of his lost mother, catching up on the life they missed while she was out to sea and after she died
>>
Blumpf
>>
>>169968164
>Half-day at work
>Come home
>Checking Facebook and eating lunch somehow took an hour
>Living in a time-distortion field
>Frequent naps for no reason
>Finally worked on game an hour before bed
>Couldn't get to sleep

My current project is cursed. I know it
>>
>>169854291
I just wanna thank you guys for making me reconsider skill costs for my mostly-dungeon-crawling game
>>
>>169844561
I like it!
>>
>
>>
>>169984109
You sound depressed Anon.
>>
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Hey /rpgmg/, wanna see something?

http://www.mediafire.com/file/72a079deudrbvyt/Stargem_Castle_Sample.7z
>>
>>169921003
Hi anon. This anon, here, is an actual patron of Yanfly's. I'm chiming in through bias most likely but I do believe there's legitimacy in his words. Believe it or not, there's actually a pretty big backing for tips. The actual tips suggestion box has well over 2k queries alone and Graphtreon suggests that his support's been pretty consistent at 2.4k to 2.5k each month for the past half year. The reason he changed it is believable to me since I did see the trend for myself of tips getting way more convoluted each time to the point where actual new plugins are needed. Furthermore, there's actually quite a bit of patrons that were upset of him moving away from tips and tricks, too. He could have otherwise sat comfortably doing only tips for a long time and enjoying that 2.5k if he really wanted.
>>
>>169991823
Oh shit, it's back.
Will it still have some lewds?
>>
place apple
>>
>>169993985
Lewd implications maybe, it's about the closest I ever get.
>>
>>169941942
No matter what option you choose for his creations, he remains trapped in the Prison forever.
>>
Does anyone have that auto tile template that I can use for Pyxel?
>>
I'm a moderately talented artist with a shitty but well-paying day job. My free time is spent between planning and running d&d games and writing smut or engaging in erp's with strangers online. I want to combine my creativity and aptitude at art and story telling into, well, *something* that I can share with anons. Playing Lisa: The Painful has led me to realise what one autistic fucker with time and effort can do on his own, but I know fuckall about programming. I'm good at digital and pixel art, so if I do make an rpg I'll want to design the characters and some of the maps myself. I might just make it lewd. What am I asking? I guess I see this as just another project I'll never finish. What do ya'll think? I have good ideas but I always end up hating them after a fashion.
>>
>>169998391
Do you want to make a game?
>>
These are the first few things you have to do when you get to work.

How do you feel seeing this when you get to work?
>>
>>169998391
Get in discord, we need more lewd art.
>>
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>>169998917
>>
>>169998615
I want to write for a game, design its characters, and plot the course of events, but I don't think I have it in me to sit down and go through the tedious effort of assembling those elements together.
>>
>>169999059
I'm at work, and I have a date tonight, so I'll keep the discord in mind.
>>
>>169999469
It's really not that hard with RPG Maker. It's made to be super easy. Everything comes down to practice. You're as good at art, writing, designing because you practiced it. If you remember the first time you made pixel art, were you thinking that you were amazing and made video game quality art? Probably not.

So if you just make a little 5 minute game and use what talents you have, it becomes easier. And having artistic talents is a huge deal. Most people here complain about not being good at art and wish they could.
>>
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>>169998391

Welcome home brother!

You can finish it if you try really hard and work every day.
>>
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Can your MC sing?
>>
>>169999703
Word. I appreciate the words of encouragement. My current plan is to rip off D&D something fierce, particularly 5th edition, which is what I'm most familiar with. Does rpgmaker account for dice rolls in its combat mechanics? Are there non-combat "skill checks" that you can put into encounters?
>>
>>170001930
I'm not sure of the dice rolling. I know what you mean though. I've heard that you can somewhat simulate that through variables. I've never really done combat in RPG maker. I'm sure others can help you out though
>>
>works hard on game
>send to friends for playtesting
>lots of compliments on gameplay
>people say the story and setting is awkward, characterization of the first boss is dull and off
>cries

How does one presents the characters greatly, tho. No one complained about the random npcs, or the mc, but this boss.... This is getting into my head pretty bad here.
>>
>>170002451
you probably tried to do something that tried to make him special but didn't work. What sets the boss apart from other characters in the game?
>>
>>170002450
Word. Maybe some nice anons will reply. To further illustrate what I have in mind, in case anyone is reading, imagine the party is walking through the woods. Enemies may or may not be hiding beyond the trail. In DnD, a smart player woule make a wisdom (perception) check. A succesful role would indicate whether or not any bad guys are lurking in the canopy, or just past the tree line, thus preventing a surprise attack. Could you pull that off in rpgmaker?
>>
>>170001930
>account for dice rolls in its combat mechanics
No, but you may simulate it differently, by using:
Math.randomInt(X) + Y

Remember that you can simulate any roll by converting it to %, 1 point on d20 is 5%.

It generates random number from 0 to X-1
So for example if you want fireball:
Math.randomInt(40) + 9, gives you 8-48 damage or 8d6.
If your wizard is evoker add to formula" + a.mat/2-5" to give bonus damage from Int bonus.
It won't give you bell curve result of multiple die, but hey Infinite Engine also used bare random number generator.

Most problematic for combat is AC and to hit, you would need plugin, Yanfly's extra params and hit calculation would do it's job.
Basically you want you hit to be attack bonus and eva as AC.
So hit formula (set in plugin) would be:
1-(user.hitRate*5-target.eva*5)

>>170001930
>Are there non-combat "skill checks" that you can put into encounters?
Yes and no.
You have to code this encounters but it should be easy by using variables and conditional branches. Best to do it by calling common events instead of pasting a skill check into every event.
For DC of 10
Name one variable TEMP and use control Variables
TEMP = actor.X Stat
TEMP + random 1-20
Now do conditional branch
If TEMP > 10:
If true, then check passed and something happens
If false then hero failed and something happens

Also you will need to get rid of spell slots and use MP system, 3.5 had spell points system for inspiration. I just summed amount of spell slots a wizard had at X level and set it as his MP 3 at first and 89 at 20th.

Dynamic targeting of certain saves in combat will be hard, outside of it it would be easy.

But biggest problem for me was FUCKING DISPLAY.
You'd want for player to have in his character sheet a:
Attack Bonus/Proficiency Bonus
AC
Weapon Damage

And there is no plugin that allows you to play with status menu layout.
>>
>>170005035
>And there is no plugin that allows you to play with status menu layout.
I know that some play with it but they are not configurable.
For example Yanfly's status menu would display all you want but:
Attributes are on page 1
Hit and AC on 4, with billion of other information
And the way I used to give weapons different damage die ended displayed at 3 page with elemental resist.

But if you are ok, with hiding information from player and witting it down in item's decryption for example:
Longsword +1: 1d8+1 damage +1 attack
Plate armour 8 AC
Then it is Ok
>>170003602
I think so, but it may require plugin or a bit more work in event window.
It is just conditional branch with result of ambush or not ambush.
Don't fear plugins, I feel authors design them for code idiots such as I. If I can understand it, you could as well.
>>
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>>170003602
And here have a basic example how it could work
>>
>>170005035
>>170005558
I fucking hate math. And walls of code. Fuck me, I'll focus on plot, dialogue, and art for now. Y'know, the stuff I'm already good at.
>>
>
>>
>>170011343
>>
Has anyone implemented sex as combat? A PC's ability scores could be used as a basis for their sexual prowess, but the attacks and skills available during a sex encounter would be different. Instead of killing the opponent, you're edging them towards an orgasm, but the encounter isn't over till one or more participants have passed out from sexual gratification. A person can only handle so many orgasms before passing out, (women moreso than men, naturally, unless you're the main character.) Fucking certain party members or NPCs would grant specific temporary buffs, giving the player an incentive to explore sex on top of combat and dungeon crawling.
>>
>>170013903
I haven't done something like this but I can imagine that some of these untranslated RPG Maker games have mechanics similar to this.
>>
>>170013903
Could it work with just renaming skills and adding to them a common event that would show lewd graphics?
>>
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https://aww.moe/ed2noz.mp4

Did a thing for my game.
Introducing the magebot, Erin.
>>
>>170019753
The arms don't read well as arms.
>>
>>170019753
He(?)'s a cutie.
I'd treat him(?) right (iykwim).
>>
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>>170019970
They're tube arms.
>>
>>170021421
I know. But I mean, they look like tassels or chain or something hanging off the cloak. It's a silhouette issue.
>>
>>170007721
For what it's worth, I've made a D&D setup back in the day for VX Ace. I don't think it's worth the trouble. At the end of the day, you're still just doing basic attacks, spells, etc. Just using different formulas. And the end result? Reinventing the whole wheel just to have the same exact gameplay VX Ace did already... FML
>>
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Do these graphics look consistent? Current plan is to draw the enemies with an outline of 2 pixels, and portraits and overworld graphics with an outline of 1 pixel, but if it doesn't look right then I'll draw the enemies with an outline of 1 pixel as well (although drawing outlines with 2 pixels of thickness is pretty comfy)

>>169954617
I see, it does indeed look helpful, I'm kinda used to CS6 but I'll consider checking on that program.
>>
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>>170019753
>>170021421
Could be the missing "gloves" if you know what I mean. But being the same color as the cloak you might still have a separation issue with the hand in that position.
>>
>>170027143
>>
Work on your gamw
>>
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Alright, what tropes do you plan to break in your game?

>Childhood friend becomes eldritch monstrosity and final boss.
>>
>>170032873
Before or after you marry her?
>>
>>170024563
Outline everything at two pixels.

>>170032873
You don't kill God. You don't even meet him.
>>
>>170033353
Before.
>>
>>170032873
tfw doing the same thing in my game. Though you do get a chance to save her by taking her place, and the only way for you to survive that requires you to pick someone else.
>>
>>170032873
The church is actually good and helps people.
No corruption involved.
>>
>>170034861
What set off the whole "church is evil" thing? I get it when it works with the setting but It gets stale fast.
>>
>>170035365
Evil church is an extension of evil god
Disestablishmentarianism is hip and in right now
>>
>>170035664
>Disestablishmentarianism
Wow, this is actually a word.
You learn something new every day.
>>
>>170034861
double twist
god is an asshole and they enable him without realizing it
>>
>>170038246
And Antidisestablishmentarianism is the longest word in the English language that isn't a variety of technical term
I now want to work this or the former word into an NPC's dialogue at some point
>>
>TFW Night in the Woods is super popular.
I guess people are way more open to playing as animals than I thought.
>>
>>170043545
You expected that to turn people off?
>okay sure tier: stylized/normal-looking animals
>niche tier: well-executed anthro (think Owlboy)
>wierdo tier: sexualized anthro
>>
>>170045678
I just thought that people wouldn't care about the emotion/story of the game nearly as much because it wasn't about people. But I guess if you have human emotion and conversation that's all that matters.
>>
>>170047491
Don't worry about this, Zootopia was also a massive hit
>>
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>>170047491
>I just thought that people wouldn't care about the emotion/story of the game nearly as much because it wasn't about people
Why would you think that? Almost any example you could pull up would be in clear opposition to that belief.
>>
>>170049323
I get where he's coming from, and on a corporate level it is still treated as a risk to have an inhuman cast. Remember Sonic X?
But yes this notion has been proven wrong in many places. Ultimately I just assume that, because people will accept heavily stylized versions of "people", they will also suspend their disbelief for personified animals or similar.
>>
>>170049550
>>170049323
It seems really stupid now. Don't know exactly why I would think otherwise.
>>
>>170050505
Inhuman cast is a layer of disbelief that the audience has to suspend, no two ways about it
It's just very very easy to make people get over that
>>
lets keep it rpgm related.
>>
Are you using tiles or parallax mapping anon? Why are you using your specific method? What are the drawbacks?
>>
>>170051837
Tiles, because the PS1 version doesn't support anything else. Once I upgrade to a modern maker, I'll try drawing my own

Add me on Skype already. We're recording in like 10 hours
>>
>>170052000
bruh have me on sometime
>>
>>170052535
Who are you?
What are you making?
Can you be reached via Discord, or just the thread?
Where do you draw inspiration from?
What is the first body part you wash in the shower?
Which season of Gilmore Girls is your favorite?
When given the choice, do you opt for the soup, or the salad?
Who is your waifu?
>>
>>170053017
Not him but but what happens if you choose a wrong waifu?
>>
>>170053017
Mono :^)
>>
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I'm leaning towards Nunchucks for Actor1_1.
Swords are the most conventional. But there are already a lot of battlers with swords.
I really like the Flute. But of the MV Actors that are missing Front-view Battlers I think 2_7 and 2_8 could be bards or some kind of scholar class.

I was thinking of giving Actor1_2 throwing weapons, like a Boomerang or Chakrams. But I'll get there when I get there.

I just have reservations doing something off-the-wall, like a Flute-Nunchuck Fusion weapon, is it's usability. People might like the idea but not have a place for it in their games.
>>
>>170053290
>Flute-Nunchuck Fusion weapon
>saliva all over your chains
that's either awful or genius
>>
>>170053258
Permabanned from /vg/, we don't need any reifags around here
>>
>>170053258
Nothing; you're already suffering enough by having such terrible taste
>>
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>>170053387
I imagine the links would hinge outside the flute pipe.
Of course, another issue is that the finer details might be lost anyways when I scale it down. So it probably won't work.
>>
I wish the characters from my game were real
>>
>>170059482
But you're already real, anon.
>>
>>170060297
You are a kind man.
>>
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Good night bump
>>
>>170052000
Those triple 0s.

I got called into work, some idiot vandalized the property and equipment I use for matinece. I'll add you in Skype in the evening. Depending on how long this thing takes maybe next time.
>>
has anyone made a game just using the standard assets?

there's enough but for obvious reasons I can understand why someone wouldn't, it wouldn't stand out.
>>
>>170067830
http://www.drunkenpaladin.com/

Though by now they've added a lot of custom stuff.
>>
>>170071259
good for them
>>
Anyone using Moghunter's Menu plugins?

I'm having trouble with making an item that activates a common event with a Show Image command to display the Map

Whenever I try to active the common event elsewhere it works flawlessly, but from the item it goes bananas.
What I understood so far is that the plugin is based on images and that somehow fucks up my show image commands, perhaps?

Anyone knows what to do?
>>
>>170067830
there's a shit ton on steam right now
>>
>>170063470
That sucks. Well, the door's always open. Drop by anytime
>>
dun die
>>
Frump
>>
Again
>>
Bing bong bumpu
>>
watchadoin?
>>
>>170095539
Rewriting some dialogue. It sucks, because I'm way better now, but I have to keep the tone and vocabulary consistent. The game will be better for it, but I won't. Keep your dev cycles short, kids. Don't lament over one game for years thinking you can one day make it perfect
>>
Do you have any cute enemies in your game?
>>
Why are we THIS dead today?
Something happened?
>>
>>170109542
It's saturday
>>
>>170109542
New Zelda game?
>>
>>170096965
Feeling this pretty hard right now desu.
Wrote a lot of dialogue for bulk, then went back and realised none of the characters lines are more or less interchangeable.

Trying to hit that fine line between "this is definitely one of X's lines" and "Jesus, I get it, this one guy has fucking stutter"
>>
Any fun side quests in your game?
>>
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>>170113749
None planned but do you think I should given my plans?
>short game, dungeons
>big focus on battle mechanics and diverse classes
>FF1-esque party customization with 12 classes
>minimalistic plot as basic as "get the macguffins and kill the dragon"
The overarching goal is to make something people would replay, and I'm not sure if sidequests add to that or take away from it.
>>
>>170115590
3 dungeons*
>>
>>170115590
Make the sidequests explicitly change the final boss, either in element or difficulty. The trick is that the sidequest requires mastery over the opposite element.
>>
>>170116732
See now after posting I actually considered that if I simply make sidequests that lock out other ones or sidequests with multiple routes that would still allow for replay value, and that's actually a clever way to go about it.
>>
>>170111879
I started a discussion about this sort of thing earlier this week. I've always been overly focused on characterization, you know, giving everyone their own opinions or expressing witty banter.
But I was failing to convey a sense of activeness or daily life that exists beyond the game. This is how my thinking went:
>NPCs sitting at table
So I'd do the obvious thing and write something in context to their situation
>Retard 1: "Food iz my favorite flavor."
>Alcoholic w/ Hat: "Pour me another beer."
>Homosexual: "I'm gay."

I'm oversimplifying it here. But my point is, that I was failing to suggest to the players that npcs are active in their world.

Ideally, I want to give players the impression that stuff is happening while they're off in caves and dungeons.
It doesn't have to be related to the main story or a side quest. The king was preparing a banquette. A store clerk was robbed. They have an awareness of world events.
They might never move from the same spot but they'll have something different to say as you progress through the game.
>>
>>170119465
Right so I wasn't keeping track of the reply chain, but I think a simple way to make it feel like things are going on outside of the main quest is to start having NPCs describe events as opposed to describing themselves, as your butchered examples seem to be doing
For example
Turn
>Homosexual: "I'm gay."
into
>Flamboyant Man: "I've been eyeing that guy with the hat, but he doesn't seem interested. It's pretty late so I should probably head out before I'm over the limit"
Defining a character should be the end result of defining a scenario, not the other way around.
>>
When a day passes and I haven't worked on my game I feel terrible. It's like a crushing guilt or something. Do you know this feeling?
>>
>>170120174
I've always found it grating when npcs share these twitter-esque statements and opinions in non-social situations.

I mean, you go to a bar for information because everyone has loose tongues. But talking to people on the street and you shouldn't expect anything but formal greetings unless they're on a first-name basis with the player character.
>>
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>>
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Work on your game Onii-chan
>>
Will your game make me happy?
>>
>>170120174
Action is important. A person talking about their errands make the world seem alive.

"Have you been to the Market? I like to go in the morning when it's not crowded"

"Boomerangs hit everyone, but they're not for everyone. I like a big heavy Sword!"

"My kid wants a Familiar, but they seem like a lot of work"

And don't forget that token guy at the beginning of each Pokemon game that says "Isn't technology great?!"
>>
>>170130157
For the most part, yes. Especially at the end.
>>
>>170131181
That is nice to hear
>>
I hate what the official forums have become. It's less of a community and more of collection of bloggers that have agreed to post in the same space to net more attention.

There's no collaboration at all. No organized efforts to create resources. "Resource Staff" is just a meaningless title that you earn by being a guest contribute long enough. And you can contribute anything, mostly just edits.
I don't understand why Archeia or Caz can't provide some direction like, "This week's key word is: Dragons."
So everyone does dragon related sprites, icons, statue tiles. Roar sfx ect...
Nvm, it would end up with 5 people doing the same RTP edits because nobody knows how to communicate
>>
>>170134576
Just like our collab
>>
>>170138078
it was going so well
>>
>>170140106
Yeah, for the first 2 months in 2015. People were only suppose to spend a few weeks each, Silent Maid and Bubbles should have forefit their turn. It's been over a year between the two of them.

It should have been pruned from the OP a long time ago. Along with the pastebins that haven't been updated since 2014 and the one that's nothing but adlinks, scummy.

But I know. People here are codependent. They want to keep /rpgmg/ alive just to be a part of it. But they don't care about maintaining it. There's only a few people who actively doing stuff and the rest are just "someone motivate me"

The Rpg Maker DeviantArt groups were the same way. People are still shilling their projects in them. Nobody is creating anything useful. The Group moderators haven't signed-in in years. So there's no MV categories or anything.
>>
>>170134576
This is what happens when everything becomes about money. Nobody likes to make things for Newgrounds, because your game could very well be copied and sold. Or just straight up stolen and sold. Art theft is only becoming more common against people who love to draw for the sake of drawing and don't seek a profit. Anything you make could be stolen from right under you, and because money's involved there are now thousands of people with potentially thousands of reasons to take what you've made. There's even now a site that automatically uploads pictures to sell as posters, and dares you to file a DMCA so they collect your address and phone number. It's a sick, sad world.

On that note, nobody's encouraged to participate in freeform creative endeavours like that. /v/ the Musical has the problem of newer singers being scared to contribute, so they don't. They don't think they can stack up to the oldfags (and they never will until the try), so a chilling effect occurs. People who try out spriting will face the same chilling effect.

Meanwhile, all the RPGM people on the forum who CAN sprite would rather do it for money, rather than waste their time making something that's bound to be stolen.

>>170140106
Soon(tm)
>>
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Hey everyone. I have a bit of bad news.
Recently, we have seen a loss in the RPG Maker Community.
The developer Aaron Mullins, also known as TheJudge, was lost in a fatal car accident.

http://pinkuboa.tumblr.com/post/158006157356/gemboyadvance-please-dont-scroll-past

He was best known for creating the game HOME.
Please, stay safe out there everybody.
>>
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WIP

He still needs a cup of ramen hanging off of his ear
>>
>>170143760
DUDE
>>
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>>170143850
Dude
>>
Anything you learning the hard way and wished you knew it before you started your project?
>>
>>170146320
art
>>
>>170146404
Any tips on how to improve?
>>
>>170146556
Just do it everyday, also check out the sticky in /ic/
>>
>>170146556
Well I started from absolute garbage.

I started off making icons. 16x16 icons. Nothing specific to my game but just as practice. Use a very limited color palette(the less you can get away with the better at the beginning) and it makes it easier to make choices. Then when you get a feel for making icons or small pictures, move up to other things. 32x32 is the next logical step. I'm using MV so I went to 48x48 and tried making a character sheet. You learn a lot by actually making assets in your game.

I learned a good deal about perspective and what type of things look good when combined with wall tiles, floor tiles and if everything lines up. It really is all about practice and knowing that you're going to not be good. But have patience, post some stuff here and see how you can improve. Be open minded but don't take things personally. Just go day by day and in a week or two you'll be quite surprised.

Lastly, make iterations of your work and save them. For example, if you make a blue sword, save it as "blue sword 01" and then when you make changes save it as 02 and keep going for as long as you make changes. This may not seem all that logical at the beginning but I've found it so incredibly useful for me. Mostly to track how far and better I've become as an artist but also if you want to revert back to something or compare and contrast styles of your art it becomes much easier.
>>
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>>170147073
>>170146556

This is the icon set i was talking about. I honestly mean that I never did much art. The very first thing that I ever attempted to make is on the right. That weird looking character right there.
>>
Your party encounters an NPC that speaks in a language your party does not understand. What would you prefer to show up in the NPC's message box?
>>
>>170147589
I like gibberish, followed by a [You can't understand it...]

>>170143308
Rest in Peace
>>
>>170147589
NOT wingdings or something like that
>>
>>170147741
That's not something a person could say, right?
>>
Is it okay for me to ask about torrents here? Seeing a lot of devs, so I don't know if anyone would be willing to even talk torrents of commercial games here
>>
>>170147809
You'll probably have more luck with /indie/, this is a general for the development of rpg maker games
>>
>>170147859
Cool, thanks my dude. Sorry for the trouble
>>
>>170147589
Foreign words & phrases are suppose to italicized. Capisce? (4chan doesn't do italics so use your imagination.)
>>
>>170147798
>That's not something a person could say, right?
Not him, but you can;t it actually BE something if it's a foreign language. That seperates character knowledge from player knowledge. If your character can't read, but you can, and everything is in plain English, then your player won;t be making natural choices. They'll basically be cheating. Same if you put it in a foreign language and a player happens to speak it
>>
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New enemy I'm working on.
Thoughts?
>>
>>170148210
Looks neat! I assume he's supposed to be lighting element oriented based on his name, but his color palette suggests he is water like.
>>
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>>170147809
>implying commercial rm games are worth your time.
You're basically paying for pretty packaging. Get the off-brand cereal, it tastes the same but there's more of it.
Why is food so perfect for analogies?
>>
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>>170148210
pretty basic senpai
>>
>>170147073
>>170147320
Icons are great, they can be used in so many places.
>>
How many scripts/plugins are you using Anon?
What do they do?
>>
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Good night bump
>>
>>170143308
Rest in Peace

Is HOME good? I enjoyed OFF but never played any fangames.
>>
>>170149703
I'm actually working on my second script, third counting a mini-script that give equipments a level requirement.
The first was the crafting option in shops, it works for both equipments and usable items.
The one i'm working on at the moment is the archive. It adds the archive command in the menu, selecting it opens a sub-menu with three options "Quests", "Bestiary" and "Tales of (name of the world the story is settled)"
Quest works as a journal of the story.
Bestiary contains the descriprions of the enemies you fought.
Last command is an encyclopedia which hold all the informations about the world (mythology, hystory, geopolitics, main characters background).

I'm putting a lot of effort in the archive since it's basically the core of the game that can be considered completed when the archive is completed.
>>
>second half of game is supposed to not have any people or humanoids in general except your party for reasons
>in the last few days the only enemy designs that spring into my mind are people and humanoids
>to add to that, mostly monster girls
what the fuck why
>>
>>170149703
Like 30 plugins
>>
>>170127467
Baka. mahking gamu is vere delikit purosesu for Amerikahito.
Theer not nacherel mangaka or gud at math like Japenez desu.
>>
Bumpdyne
>>
Is it normal for me to have 600 hours in MV and only have made about 5% of a game?
>>
>>170160776
I mean it depends on what "100%" is
>>
>>170164484
100% is the finished game and even though I'm making a fairly linear game that probably won't last more than 10-20 hours max, it still takes a lot of time as I've been autistically polishing the starting area for hundreds of hours. Come to think of it a lot of that time the app was open while I drew my first tileset so maybe it's not so bad.
>>
Does someone know how to put a font into a game without problems cropping up?
>>
>>170164965
MV btw, sorry I'm new
Thread posts: 528
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