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/rpgmg/ - RPG Maker General #196

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: 393
Thread images: 89

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Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
RPG Maker MV 1.33 Repack
https://mega.nz#!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
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


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

/rpgmg/ Discord:
https://discord.gg/pQShn

Chain Game: Prologue
http://www.mediafire.com/file/xpr3vkt22mt6gwx/CollabProj.7z
Chapter 1 in progress | LeoHeart !!etRN8dI9InT
>>
Old thread >>170340801
>>
Bump II
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>>170802930
I actually disagree with >>170803417.
Having 12 characters who happen to all be connected feels very unrealistic and cheesy to me. I feel like having some character connection is good, but also being able to creatively write in other characters is good so it doesn't all feel like a "THE WORLD MUST BE SAVED BY A GROUP OF FRIENDS" game which I feel is super cliche.

As an example, Final Fantasy 9 has connections but not all characters are connected and they also aren't all connected to each other (Dagger/Garnet and Steiner, Freya and Zidane, and then Amarant is loosely connected as he was hired by Garnet's mom, the Queen, to kill Zidane and Garnet and retrieve her pendant.

In my game as well, I have 3 characters connected out of 7 (Sebastian and Lydia being friends living in an orphanage and Ernest being Sebastian's doctor who gave him his sight back).

Having connections can help add to backgrounds and how everything gets started, but I feel like finding people and giving them good motivations to join the party feels a lot better.
>>
>>170819408
There is something deeply disturbing about the character on the right.
>>
>>170821278
Amarant was a guard in Treno who only became a wanted criminal because Zidane stole from him under his post and framed him. Ironically his criminal status is why they hired him to get the pendent and kill Vivi who was a prototype. They though he was already morally corrupt enough to do the job, but he only wanted revenge on Zidane.
>>
>>170821965
WE WUZ
>>
>>170822952
oh yea forgot about that.
>>
>>170803902
I'd like to think its still wide open. What are some things you'd like to see me avoid or do you have any advice? I've never done a collab before and I want it to go well for the rest of you.
>>
Does anyone know if there a script for detailed buffs and debuffs vx ace?

As in, it tells you what it does in battle
>>
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QUICK

Post the last graphic you made for your game!
Doesn't matter if its shit.
>>
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Hi, I'm an /agdg/er looking for a collab bud. I don't make things in RPG maker but I suspect people here are probably more developed in the game making skills I'm not so good at, so maybe it'd be a better match.

you can play my previous games: https://alloyed.itch.io/
email me at [email protected]

pic related is my last solo game, but we can talk about what kind of game we actually want to make together. It can take pieces of our older games or be something completely new. I mostly am just looking for someone who enjoys working on things like art, theme, and writing so I can spend more time sperging out over mechanics and design
>>
>>170827961
If only you'd have come here six months from now when I'm done with my project.
>>
>>170828260
Email me anyways: I might be available by then, or maybe we can smaller stuff like ludum dare together when that rolls around
>>
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>>170819408
Shit yeah, Progress!
>>
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>>170830770
Got the Outside Set done if anyone wants to give it a whirl.
>>
I'm working on a small test project more or less, What's a good way to add some more length to the game without putting in too much effort and without it turning too boring?
>>
>>170831267
Have a lot of stuff take place in the same area. Backtracking is an example of this, though often poorly executed. Reusing stuff, like locations and assets, is a good way to get a lot out of a little.
>>
>>170831267
>fun
>no effort
choose one.

Idk, maybe some hastly thrown together dungeons with lots of loot?

>>170829660
will do
>>
>
>>
Would your protag sub or dom?
>>
Unkill IV
>>
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>>170830980
Aw shit, nigga! Fuckin 5 Star Progress!
Houses are next on the list.
>>
>>170831267
Add decent side content, like minigames, quests, unlockables, recruitable party members (if you want) and extra items you can get, with some that are exclusive to that area.
>>
>>170835280
He would switch from time to time
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Been working on a cutscene.
Here's progress.

https://aww.moe/ed2noz.mp4 part 1

https://aww.moe/vvhull.mp4 part 2
>>
I know this would be totally worthless, but it just feels neat if I could do it.

Is there any way program or anything to count statistics for your project, like total events, total maps and stuff like that?
>>
>>170844082
Hilarious, I love it!
>those hips
hng.
>>
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I spend more time working on dataminer bait with purposively unused dialogue portraits than I do the actual portraits....
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>>170845548
>dataminer bait
Toby, I thought you preferred game maker
>>
>>170833760
>>
>>170821278
I mentioned durarara because titles made by the author of that juggle 30+ characters who all have unexpected links to different people. This mafia guy actually fell in love with the (married)mom of the schoolgirl, the sushi guy is friends with every dangerous element in the city, the "villain" turns out to be someone a third of the cast used to meet regularly or sees just walking on the street...

but more than cheesy, framing it through degrees of separation gives more inspiration on how to choose their character. As opposed to making one and then figuring out how they would react to character B without breaking character B's personality, just make the personality as the vague sum of knowing character B, E, and F for an extended period of time.
>>
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Stop dying
>>
>
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>>170802930
Unique sizes and colors. If you can't make them look different, it doesn't matter if you write them different.
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>>170838938

Looks great, RPGMV pokemon games are gonna be really good.
>>
>>170856481
Whenever I see Pokemon assets being made for RPGM I wonder if there's already scripts for monster-catching mechanics and such
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>>170857212
the capture animations would be harder than the actual monster-catching
>>
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Work on your game
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>>170860493
Ouch
>>
Show me a mid level enemy from your game
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I've never posted here but I figured this would be a good place to ask around for some recommendations.

Been pretty bored lately, I have so many games but I don't feel like playing any of them. I saw pic related on my recommended list. Is it any good?

I didn't see any press about it when it released, and I figured I could either post here or post on /v/ and be ignored.
>>
>>170864648
Yeah, it's good. I really enjoyed playing it.
>>
>>170864648
OneShot was made for some game jam last year, and it was liked enough that it got a full release. Haven't touched it myself, but I can tell you it doesn't suck.
>>
>>170864648
One of my favorite RPG Maker games, even if that's not saying much. Nice sprites and just short enough that it doesn't get boring.

Just like the name suggests, you can play it one sitting so I'd say it's definitely worth a playthrough.
>>
>tfw you know you should sketch your characters in paper before making their sprites, but you are too lazy so you just copy other sprites, remove some layers and then put accessories on them
>>
>>170844082
All of the text by the general/woman behind the desk is pretty bad in terms of humor. It reads like it was written by a child. The scene in which the super robot dude bursts in with the robot girls is well done though.
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>>170865795
>tfw you know you should do work but don't
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>>170872427
>You knew your whole weekend was shot but barely edited the podcast the previous week
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>>170872574
Forgot image
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>>170872574
>>170873180
That's because the recording was already so good, right?
>>
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>>170873397
Totally! Yeah!

It was a 'literal last-minute replacements' cast. We got Mono from the thread, and an acquaintance who also runs a YT channel. They both know games, so it won't be one we need to apologize for. However, it *is* still two new people, and it needs more than a little editing. My current philosophy is "If we're talking over each other, it comes out." I'd rather have 45 minutes of gold than 90 minutes of two people making different points at the same time.
>>
>>170873829
Cody, you got a lot of editing to do.
>>
>>170873829
Well, you still have some time left.
I'm looking forward to it!
>>
Have you told your family/friends about your project?
>>
>>170876538
Family knows almost nothing about it
Best Friend knows a lot about it, as do a few other Discord friends
>>
>>170876538
Only that I'm making a game and I've showed them some of the maps. Nothing story wise yet
>>
Could your Actors take on the playable cast of your favorite RPG?
>>
>>170878357
I would say it would be a pretty even fight, both have some bullshit powers.
>>
>>170878357
They probably can win from just outnumbering the opposition, though it's more likely that they'll be in-fighting between themselves.
>>
>>170876538

I've only mentioned it to one of them because i can only handle disinterest when it comes from the internet and not from people i actually know
>>
BUMP FOR THE BUMPGOD
>>
What real life laws does your party break?
Assume I mean the laws of your country.
>>
>>170826205
>poorly drawn
That sprite is great mate
>>
>>170885701
There is no party in my game.
As for laws:
CP(not engaged in it but finds out about it), embezzlement, criminal sabotage, extortion and racketeering.
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good night bump
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Good night bump
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Goodnight!

First dungeon almost complete! Missing a little bit of area on the top and another campsite then boss area.
>>
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I also made some spiders that can drop on you and initiate a battle.

https://youtu.be/5d2J2eO07jg
>>
>>170891642
Thats neat, looks a bit too dark during the battle scene I think.
>>
Don't die
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>>170870065
D-do you have Led Zeppelin?
>>
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>>170845548
>>
Anyone know why my test game is locked at 25 fps? Other RPG maker games work just fine on my pc.
>>
Counter Death
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>>170905357
Reflect
>>
Got bored of my current project, which one of these projects on hold should I pick up again:

Short game (3 hours or so) with a planned out story and setting, and rather default mechanics, that got placed on hold because of really "problematic" implications that arose from my characters of choice (but could be reworked if I reworked my story) and skills that I couldn't code at the time (but can code now).

Long game (probably 40 hours or more, but 95% of that would be grinding rather than content) with some core mechanics I really love, and a story that I think has some serious potential, but got dropped because it seemed a tad bit too resource-creation intensive.

Short game (?) that has no real story yet other than a couple pages of vague lore notes, but has some promising and original core mechanics that are more or less fully implemented.
>>
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info bump
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>>170905357
What do you mean?
For there to be some event to happen after an enemy's death?
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info bump II
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info bump III
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>>170914870
Hard to say without more details, but I'll say do the first one while also working on the story of the last. 40 hours of grind doesn't sound appealing to me.
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worst skill/ability you've seen in a game?
>>
>>170919493
Earth Magic.
No enemies are weak to Earth.
It's just there to bloat the database.
>>
>>170916635
Well, the second game is a bit like Digimon World/Monster Rancher, so the "grinding" is more like Tamagotchi-ing while you walk around collecting items and crafting, which provided I do things right should be fun on their own.
>>
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Wip of a Virgo poster.
>>
>
>>
>>170919493
The big gold poop medal probably goes to Sketch in FFVI. Not only are you more likely to heal the enemy than to produce a useful effect, it can also break your fucking savedata!

FFVI has a lot of really underwhelming abilities, come to think about it.
>>
Do any of you have any leitmotifs that are reprised or remixed throughout the game?

I put some of the main character's theme into one of the late-game boss themes.

https://soundcloud.com/iwilldevouryourkittens/they-come-and-go-theme-of-johnson
https://soundcloud.com/iwilldevouryourkittens/peoples-champ
>>
>>170921631
The circles in the background completely clash with the rest of the graphics.

And the ponytail bugs me for some reason.
>>
>>170927339
I'll probably delete the circles. The ponytail seems fine, tho?
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>>170826205
Shit nigga, you gotta teach me how to sprite

Here's mine
>>
>>170921631
Looks cool, but I agree the circles in the back don't look so hot.

As a rule you should probably avoid mixed pixel sizes as much as possible. Your sprites are really charming but you should minimize what they 'clash' with on the screen.
>>
Watermelon gives "Water Experience".
Chilly Pepper gives "Fire Experience".
Potato gives "Earth Experience".

What kind of vegetables, cereals or fruits give "Wind/Lightning" Experience?
>>
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>>170929832
You could make Rockmelon give "Earth" experience and change Potato to give "Lightning" experience.
>>
>>170930338
You can make batteries out of most things with Citric acid, though. Like lemons or oranges Plus, I believe the German word for Potato is basically "Earth Apple" which could be interesting trivia for the game.
>>
>>170930646
>You can make batteries out of most things with Citric acid, though. Like lemons or oranges
>like lemons or oranges
>like lemons
answered your own question then
>>
>>170930646
Well in that case Lemons are electric and they're also yellow and they make your mouth zappy so there you go
>>
>>170927496
> The ponytail seems fine, tho?
I'm not sure what it is that bothers me. Maybe it just looks flat when the dress has shading, but the hair doesn't?
>>
>>170921631
The underdress needs consistent shading. It seems you're going for 2 colors: one for foreground, one for background. For the underdress, I can see you used that "greyer" dark to separate it from the background leg, but the left half of the underdress is still the same shade as the background leg. I recommend making the entire underdress the greyer dark.

>>170931815
I disagree. If he shades the background hair, what's stopping him from shading the bangs from the head? The ornament from the head? The eyes from the face? The neck from the chin? The cleavage from the bust? etc. The flatness is perfectly reasonable, and the dress needs that slight contrast to give form.

The only thing I'd say conflicts the theme of the rest are the defined fingers (but maybe it came across as too blobby without) and the slightly-highlighted background foot.
>>
>>170931815
I think it looks like its coming out from one side of the head.
>>
>>170931004
>>170930936
>>170930338
I guess that will have to work.
>>
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>>170932470
Here's a quick sketch adjusting the things I'm talking about, for comparison.
>>
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>>170932881
>>170921631
Ughhhh thicker!

Sorry. She was asking for it.
>>
>>170932881
This actually looks much better, I'll go with it!
>>
>>170938550
This
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>>170932470
>If he shades the background hair, what's stopping him from shading (...)
All of those are small details. The hair is almost as big as the dress.
>>
Bamp!
>>
When will your game be finished Anon?
You will finish it, right?
>>
>>170944938
Geez, I just started learning from scratch anon.
>>
>>170944938
>Been starting and dropping RPGs since 1998
Realistically I'm going die before I finish anything of substance.
>>
>>170944938
Hahaha, y-yeah...
>>
>>170944938
I'll have the collab to you guys in about 5 days.
>>
>>170944938
I'm never going to finish it, but that doesn't mean I'm not going to make a patreon and a kickstarter to fleece the fools on the internet for all their worth regardless.
>>
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Back in my day, everyone worked in teams. We had a special recruitment board and everything. Only losers worked alone.
>>
>>170948059
In your day everyone died of the plague before finishing their games, grandpa.
>>
How would you feel about a simplified mystery dungeon-like combat?
And by simplified I mean your party characters can only ever use ONE action depending on their equipment, but in exchange things like terrain/and position in relation to the opponent mattered more?
>>
>>170948059
recruitment board where?
>>
>>170948751
>ONE action depending on their equipment
Elaborate please. I'm not familiar with mystery dungeon.
>>
>>170951356
I'd assume it is like, if they have a sword equipped the only thing they can do is attack, or if they have a staff equipped the only thing they can do is cast fireball.
>>
>>170951356
Rogue-like games where you explore randomly generated labyrinths to find treasure. Moving and attacking consumes turns. So a player can choose to launch an attack(say deal 10 damage to all monsters in the room or deal 20 damage to a monster in front of you) or move a single space in the grid.
>>
> last opened VX Ace like 17+ months ago
> because fucking life apparently
> completely forgot what the fuck i was doing on the "project"
> i had barely started and only the world map got partially finished, nothing else is done, and everything is standard
> can barely remember how in to RPGmaker

this seems like a good hobby to maintain my sanity while my soul is slowly devoured by the beast that is rampant consumerism while employed part time as a store cash desk clerk
...

apparently i had made the world map size 400x220, and apparently i didn't even get around to adding any of the cities or shit, it's just a world map... so start over or what?

> But thou must
>>
>>170952195
Yeah, sorta. But it would be more like:
Swords: Slash that damages the enemy on the square on your left side, upper-left corner and front.square
Lance: Damage the enemy in front of you and the one behind him.
Broadsword: Half-Spin.
Staffs: All kinds of area effects.
>>
>>170956275
have you played necrodancer?
>>
>>170956275
Sounds like Chocobo's Dungeon or something.
>>
>>170957335
Nope.
>>170959952
Yeah.
>>
Anyone got advice for me on the collab? I've never done it before. It's alright to introduce an antagonist, right? What should my limitations be, if any? How do I make sure the guy in front of me has an easy job.
>>
>>170963425
Give him something to do, but don't give much more backstory than you need. Maybe give him an odd quirk (hates bagels) that someone else can expand on
>>
>>170964382
He's obsessed with perfection, think this'll be fun!
>>
>>170964382
>hates bagels
I already want to punch him
>>
>>170963425
It's perfectly fine to introduce a villain, that's why the prologue is so open. I guarantee that as long as there's even a little bit of wiggle room, life will find a way to derail it massively.

>My personal thoughts on the prologue: Lord King, Orihs, and even Lilac could've been potential final villains depending on how other devs would write them since the first two were still ambiguously aligned, while Lilac wasn't explicitly stated to be dead yet.
>>
Is there a phobia of Page 10?
I think there should be one.
>>
>>170929832
Beans give Wind Experience.

Here's some music. https://www.youtube.com/watch?v=Dj1XRs2y0Uo
>>
>>170962567
Watch some necrodancer
>>
Bamb
>>
Up you go little thread
>>
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What's everyone up to tonight?

I'm just working on some action sequences for collab.

https://youtu.be/sXT_RtF1B20

Don't die thread!
>>
>>170986316
>party's full already
On one hand, that's impressive. On the other, none of them seem as amazing as Nosewise was.
>>
>>170986716
Never played the other collab, what did you like about this Nosewise character?

-Downloads collab-
>>
>>170986872
Nosewise is literally a dog who turned into a human. He was very charming and loyal, not to mention funny too.
>>
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Good night bump
>>
>>170968460
I know we're suppose to respect what the previous collaborators have made. But for cohesion sake. I'd go back an retcon stuff, you know, erase any unused plot stings.
Like, if we get to Chapter 6 and they never make it to Azulia City, it might be a good idea to erase any mention of it. Or any of the other obvious leads that the collaborators choose to ignore.
>>
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>>170819408
Hey, /rpgmg/, not a regular here, coming to ask you for your expertise.

Some time ago I got back to making stuff in RPG Maker and was recommended VX Ace. It's not bad, it's typical RPG Maker stuff but now in some other places people say they prefer MV strongly over VX Ace.

So, can anyone tell me more about those? I know that script language is different, there are plugins and MV is more multiplatform but that isn't that important to me. What I really want to know how's the performance of one compared to the other, is there ability to resize screen/change resolution, how much of quality resources there are there (I am making a sci-fi game and goddamit, it seems like most of the charsets, equipment icons and so on I had to make on my own - is there decent stuff for MV or at least a way for me to adapt shit I already made for Ace?) and, funnily enough, is there an option to manage size and style of text without having to dabble in the script - the game I make I plan to make description and dialogue-heavy and the very limited text boxes really annoy me. Does MV offer any non-script options when it comes just to resources and event making that VX Ace lacks?

And, just so I'll contribute.
>>170826205
A shuttle/emergency pod with the exhaust trail I've made for some cutscene. Tiny and yeah, kinda shit compared to quality of that wolf-thing, but it does what it's meant to do - fly across the scrolling star sky while the text rolls.
>>
>>170990032
Yeah if the consencus is that something I did is lame by all means change it.
>>
>>170929832
I'd use lemon for "Lightning Experience". Colors match and it is associated with homemade battery making the way potato is.
>>
>>170990890
There are Plug-in options for most of what you're asking. But no, Event-wise, rpg maker hasn't really changed.

The Scifi resource folder has some decent stuff in it. Cyberspace, Factory, and Laboratories. Some Mecha battlers that came in a special folder- I forget if that was a preorder thing or what, it was really confusing.
But in general the scifi stuff is more Urban and Military-esque
Doesn't have aliens, spaceships, or solar system tilesets.
>>
>>170991925
Not that. It just, you know, the prologue shows us the King. But if nobody follows through and use him for something by the later chapters, them someone should go back and remove that scene, or replace it with something that ties in more with what other collaborators did instead.
>>
>>170994403
That's why there's a dev notes section in common events, so future devs can coordinate.

The reason I'd rather not have earlier chapters change is that players that follow the collab on their own as new chapters get released will very likely not go back to playing from the very beginning each time a new chapter comes out. Imagine how very confusing it would be to play through a story normally, then having everyone's history change while you're in the middle of playing. I believe that plotholes are a lesser evil, and you'll be surprised how much some devs latch onto these plotholes and make coherent stories from them.

But hey, I'm not the dev working on it right now, so take what I say with a grain of salt.
>>
>>170986716
Still time to have other party members, or even an entirely different party. I personally liked all the hijinx the monster girl party went with.
>>
The basic "revive" spell in the Dragon Quest series has a chance of success of about 50%. The first time I tried it and it failed, I felt genuinely worried about my character's life. Although it quickly passed when I tried the spell a second time.

What is your opinion on this type of Revive spell?
>>
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hello /rpgmg/
I just started working on a H Game. I won't post the lewds tho. I just want to make a H Game that's also enjoyable. I'm using only RTP assets for now to help me get more time on the actual game. The goal is learn as much as I can on how to use the program so that I can make other games with my own assets later on. Nothing too big or mindblowing, pretty simple plot. Trying my best to make the writing enjoyable too.
>>
>>171005264
...uh, alright? Good luck?
>>
>>171005552
>>171005264
Also a nitpick regarding your screenshot. It seems that the text is some narration - if it's not really that redheaded character who does the narrating, his face shouldn't be there.

Should be kinda obvious but generally, if there's a face next to some text, it's assumed it's what that face is saying at that time.
>>
>>171005697
its him remembering about a past job. I'm not that consistent with how I decide wether a character should have a face or not specially for npcs, but if its a character remembering something I like to put the face anyway.
>>171005552
thanks. Good luck to you too.
>>
In RM2K, is there a way to dynamically access or make modifications to events? e.g. Iterating through a list of events?
>>
>>171006083
Perhaps a sepia screen tone would better communicate a flashback.
>>
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>>171008613
thats the thing, its not a flashback, just the mansion's scarecrow, which made him remember about that, no flashbacks.
>>
>>171008810
Your game isn't 4chan man, what's with the arrows.
>>
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I am making some NPCs for my lewd walking simulator called "Slot Machines". You put a coin in them and you get teleported to one of 7 random locations.

I don't like my current design for them (Other models look the same but with different helmets, ie, cherry-helmet, diamond helmet, etc).

Any ideas for a better design?
>>
>>171002462
For the most part, I find that sort of thing obnoxious. But it depends on other factors, too. It's better in a game like Final Fantasy Tactics where you can see and affect the hit rate, or use other methods with different pros and cons if that one is too unreliable.
>>
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>>171009028
Some games do that for non-dialogue text.
>>
>>171009028
It's sometimes meant to indicate narration or observation, but I find it much better to simply use different text color.
>>
>>171005264
POST THE LEWDS

WHATS THE POINT IF WE DONT KNOW HOW THE LEWDS ARE
>>
>>171013254
>>
>>170997661
I agree with this. You'd probably not want to start over. I've just taken what was in the prologue and created a basis for an adventure. There are several plot leads that can be interpreted by the devs and followed or outright ignored. I made sure to address the King and basically every scene in the prologue though.

I just made it like an actual game lol, not a light hearted joke of an experice. I think this will give future devs the freedom to make more funny or less serious chapters because that tone probably be needed eventually.
>>
new link to the discord?
>>
Is it better if a villain is doing things out of greed and flat out admits it, or is it better if the villain is doing things out of greed but rationalizes it as something else?
>>
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>>171009435
Smaller spite, extra thick
>>
>>171025058
I'd argue that the rationalization aspect makes for a slightly more relatable and interesting character. I find villans that are bad "just because" to be a bit boring.

The best villans you can even understand and/or agree with their motives depending on your own morality.
>>
>>171025058
It depends more on how you present it. What kind of villain do you want? What kind of world to they live in? How do you want the player to react to them?
>>
>>171025058
I kind of like villains who just want to purge the degenerates.
>>
can anyone nice me a new link to the discord?
>>
>>171030001
How many of you guys actually use the discord?
I've considered popping in but I'm afraid it'd just be a circle jerk like AGDG.
>>
>>171030001
https://discord.gg/sTBSH

>>171031416
It's not too bad. You can get instant opinions on your work. I think it moves too fast though. I always try to keep up with it but I'm working on stuff. If you alt+tab between your project and the discord every 15 mins like me it's hard to keep up when it's busy.
>>
STAY ALIVE
>>
>>171025169
I was stealing proportions from JAB comics, but I guess I could try a short and stocky build.

96 x96 grids are indeed giving me some problems, but 48x48 looks utterly distorted with the current designs. I'll try remaking things for 72x72.
>>
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>>171044172
rip nintendo
>>
Tomb of Friends 2 full game when?
>>
Do you have any plot holes you hope players won't find/care about?
>>
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Hey who wants to play my demo and tell me why it sucks

http://www.mediafire.com/file/jekds75z1gsctcz/RED_-_Demo.exe
>>
>>171054948
Oh hey, it's been ages since I've seen you around. You just been lurking, or were you really out for months?
>>
>>171054948
What is your demo about?
>>
>>171055316
I've been at college, actually, and just plinking away at it.
>>171055607
A girl goes out into the world to find her absentee father.
>>
>>171053356
>Defeat the Darkness
>'The Implications' are a force meant to enforce game order
>They keep our protags from cheating in Ep 1
>But totally allow the wrong person to betray them

>>171054948
I'd remember that Suikoden style anywhere. Welcome back!
>>
____
>>
I'm bored.
>>
>>171063895
For some reason I missed you.
>>
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I'm almost finished with NieR Automata.
That means I can continue to work on my project soon.
>>
>>171068001
How long have you been playing it? A ballpark estimate for how long start to finish it is would be nice.
>>
>>171069098
Getting all main endings (A - E) while doing some exploring/side quests will be a solid 40 hours. Going for 100 % adds 10~15 hours I think.
>>
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Been doing a bit of tinkering with Quxios' Map Editor. This is the end result for the test map, it's still missing some collisions with the diagonal walls and objects, those need to be made outside of the editor.

Anyways, what do you guys think? I'm thinking the transparent walls work well and it gives more option for better maps. I also think that the rooms in the test map are a little big, I could reduce them. What do you guys think about using blue to signify a door on the wall tiles?
>>
If you awaken from this illusion and you understand that black implies white, self implies other, life implies death - or shall I say death implies life - you can feel yourself, not as a stranger in the world, not as something here on probation, not as something that has arrived here by fluke, that you can begin to feel your own existence as absolutely fundamental. I'm not trying to sell you on this idea in the sense of converting you to it; I want you to play with it. I want you to think of its possibilities. I'm not trying to prove it. I'm just putting it forward as a possibility of life to think about.

So then, let's suppose that you were able every night to dream any dream you wanted to dream, and that you could for example have the power within one night to dream 75 years of time - or any length of time you wanted to have. And you would, naturally, as you begin on this adventure of dreams to fulfill all your wishes. You would have every kind of pleasure you could conceive. And after several nights of 75 years of total pleasure each, you would say, "Well, that was pretty great."
>>
>>171072541
But now let's have a surprise. Let's have a dream that isn't under control, where something is going to happen to me that I don't know what it's going to be. And you would dig that, and come out of that and say, "Wow, that was a close shave, wasn't it?"

And then you would get more and more adventurous, and you would more further and further out gambles as to what you would dream, and finally you would dream... where you are now. You would dream the dream of living the life that you are actually living today. That would be within the infinite multiplicity of choices you would have, of playing that you weren't God. Because the whole nature of the godhead, according to this idea, is to play that he's not. So in this idea then, everybody is fundamentally the ultimate reality. Not "god" in a politically-kingly sense, but "god" in the sense of being the self - the deep, down basic whatever there is.

And you're all that, only you're pretending you're not.
>>
Today's Song of the Day: https://www.youtube.com/watch?v=9RMHHwJ9Eqk
>>
>>171072541
>>171072587

get the fuck out of here you shithead. I've seen you post on /x/ and you need to stay there.
>>
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>>171072990
But I've never posted on /x/ in my life. I've never even visited /x/ in my life.
>>
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>>171072541
>>171072587
>>
>>171072990
To expand a bit, all that is a quote from Alan Watts that I recently heard from a song, which made me think of TES lore and Kirkbride, which in turn made me think of world-building and setting-fluffing, which led me back to here.

What exactly does the Sermons of Vivec have to do with /x/ shitposters?
>>
>>171054948
Got my shit wrecked by the Woodsman and need to start over. What kind of feedback are you looking for?
>>
Bandamronpa
>>
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>>171072736
This is really inspirational, thank you anon
>>
>>171072736
stop slacking off
>>
>>171031416
It is a circle jerk and generally not worth it.

Its just these threads at a faster pace.
Nobody actually wants to hear about your project, they are just waiting for you to stop typing so they can continue posting their own stuff. I had high expectations, and there are moments where its fun, but its just an autistic circle jerk about depression and social issues, where you can be banned for disagreeing with the moderator, then everybody who was nice to you for weeks starts talking shit about you because you are gone and they are eager to show themselves as being on the correct side of the argument.

The mod does not actually post progress, just shows up when it's been too long since he last had attention from everybody to point out how hot guys are and how gross women are or talk about how drunk or depressed or worthless he is, so that the regulars can continually pick him up, offer advice or help.

These offers are always ignored without thanks or handwaved away, because he does not want help, he just wants to be center of attention at all times.

In general also if you are new, you will only get feedback on your work if you are part of the in-group and its rarely helpful, just saying nice things so that you will also say nice things about them.

tldr, don't waste your time with the discord. If you find these threads aren't enough, the discord wont fix that, its just this, but faster with name tags and occasional sjw detours
>>
>>171079541
man, it's weird hearing this after I finished playtesting something and offloaded my comments in the discord.
>>
>>171079541
kek. I miss you Rodrigo. He got a job so he isn't online all the time anymore.

Also, I hate to say it, but this poster is right about what he says. However, it is nice to get some help quickly, which discord can offer you(sometimes).
>>
>>171054948
A lot of things wrong with it.
No save points
Red's walking down sprite has a stray pixel in one of the frames.
You can walk through the walls in the dragon cellar
I know you're going for a gritty fairy tail look. But covering everything in soot just lets you walk on walls. - Try tinting the screen to take some of the color out.

I stopped playing when I needed 1000g and monsters only drop 15g- and bats evade 2 out 5 attacks.
>>
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>>171078862
How do you always know?

I mean, look, I did a thing! I've uncovered what I believe is the final piece of a massive puzzle which allows me to now generate all the events on a map from blank slates, for one of any purpose the generator needs. The last two obstacles were move speed and collision, and I figured out move speed last month, so with this last bit discovered today, I'm ready to take on the world!
>>
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Good night bump
>>
>havent touched my game in about 8 months
I think it's about time to pick this back up tomorrow
>>
Can't Dev today because my computer is running repairs. Lots of corrupted files. Like 5 years of bad windows updates.
>>
bp
>>
>>171085254
I know that feel
>Didn't run updates ever because I'm using a pirated version
>Have to update to get correct drivers for Dolphin
>herewego.jpg
>3 restarts later, Dolpihn's running smoothly
>But Windows Update has a memory leak and is eating my CPU and RAM at seemingly random times
>Once it starts, it doesn't stop
>Have to dig into the Windows services and kill Update dead
>Probably will never update again
>>
>>171076070
Anything, from balance to spelling to shit I overlooked.
>>171080507
Save points are at inns.

Going to upload a new file later today with the price fixed and a bunch of other things.
>>
>>171092763
oh, yeah, there are some instructions online to turn off some insanely memory intensive processes.

Takes a good amount of time to really take control of your own damn computer, especially with branded software added on that isn't Windows.
>>
>>171093478
Do us a favor and playtest it yourself first.
I know people can get a little hasty once they know there are people playtesting; don't get careless and miss super obvious things.

I have so much repressed anger towards people for not looking over their own work first.
#1 start over with a new save on a regular basis. You would not believe how many project I've downloaded where they changed the maps but not the teleport events. Or they faded to black but didn't fade back.

This guy --I'm not even going to advertise his steam game, he doesn't deserve a penny--
I played tested his game 100 times and I never got through it without a game stopping bug. It frustrated me so much. It'd take like an hour to download a new version, 2 hours to play through the beginning of the game, about where his original demo ended, and then every screen after that point -CRASH- missing graphic, missing sound file, black screen, white scree, transported into a wall, transported to a test map, Text options weren't coded.
I wouldn't be surprised if the finished game is still like that, and the only people who bought it are in his social network
There were other people playtesting it too, but I was the only one reporting anything. IDK if they were just his friends being nice or what. "I liked it. It was fun."
>>
>>171071741
I don't think the rooms are big at all. Make sure to avoid giant open spaces in places that shouldn't have such (okay in ballrooms, less okay in offices) withut making everything cluttered and it'll be fine.

I actually think some of the rooms you're making may be too small - that dining table in upper right doesn't leave much space for people who'd want to actually use it.

First time I hear of that editor, though.
>>
>>171073295
Nothing, but it's not Sermons of Vivec we have issue with, it's quotes about nature of reality and godhod in our thread about making games in weeaboo game maker.
>>
>>171095201
I've playtested it, and the problem I find is that I know where everything is and kind of speedrun it. Already I've had friends tell me about a bunch of things I missed. I've had a number of people tell me they had trouble with getting the 1000 gold up, but I never had a problem with that because I knew it was coming and didn't blow all my money(and I know where all the money caches are).

Generally I playtest every event as I make it, to at the very least try to make sure it doesn't crash the game. But even doing that I often miss spelling errors and one friend pointed out that I missed a line going off screen.

I guess what I'm getting at is that I'm incredibly fallible and would like a couple of other eyes to look over it.
>>
>>171095201

>I know people can get a little hasty once they know there are people playtesting

Man i was really bored one day so i asked if anyone had any demos to test and there wasn't a single demo.
>>
I'm bored.
>>
I'm bored.
>>
Have you ever attempted to fullfill a resource request?
https://forums.rpgmakerweb.com/index.php?forums/resource-requests.31/
>>
>>171105851
I edited a graphic for someone on rpgmg once.

They never replied so I don't know if they ever saw it.
>>
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What kind of version control software does /rpgmg/ use?

Tried google drive, but had synchronization issues

Anons with multiple people working on your .rxproj, how do you make sure everyone's looking at the most recent version?
>>
discord link dead, repost?
>>
>>171113774
https://discord.gg/CPvWzJK

this link won't ever expire. Hopefully whoever makes the next thread will post this in the OP
>>
News report: Anon who thought they'd lost all motivation loses additional motivation they didn't know they had
>>
>>171116845
attention


whore
>>
>>171113279
work in separate .rxproj
Just copy and paste stuff over when it's ready.
>>
>>171117554
You revive the thread then
>>
>>170819408
https://media.giphy.com/media/89U4ODjFSNdV6/giphy.gif
>>
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>>171117554
"Waaaaahhhhh someone's bumping the thread with a post they thought was clever but apparently wasn't funny!"
>>
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I keep redrawing this. idk if I'll ever finish it now.
If I ever got around to doing Actor1_2, I think she'd look good with a Bo staff.
>>
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>>170826205
why, my peenus weenus of course :)

hahah! :D

it's my weeeeeenus peanus

ITT: Last graphic you made for your game - my answer is, of course, my peanus weanus :D

hahaha!
>>
>>171124234
Productive post
>>
I'm bored.
>>
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>>170826205
>>
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>never made any kind of music whatsoever
>pirate FL Studio 12 to try
>all these options
>mfw
>>
Why doesn't your game have a mandatory crossdressing scene?
>>
>>171132532
I have had a great idea now.
Mandatory crossdressing as the female MC for infiltrating a Gentleman's Club.
>>
>>171134572
Girls can't even crossdress though, they can just wear anything and it would be normal.
>>
>>171129246
Try taking a song that's simple and easy to understand and reconstruct it in Midi, like the Super Mario Bro's theme, and see how that all fits together music wise.

That sort of thing is how I figured out how to music.
>>
>>171134838
>You will never wear long pretty dresses without being declared a flaming homosexual
>>
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>>171135107
As a flaming homosexual, I can't relate
>>
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>>171135107
I dream of a day when guys are allowed to wear whatever the fuck they want
But I also fear for the ones who can't pull it off at all
At least we can get away with wearing pink now

but also this is off-topic as fuck unless one of you wants to start connecting this subject to their game
>>
>>171135668
Well, speaking of clothing, how do you guys design your characters?
Do you have certain themes? Where do you look for inspiration?
>>
You guys have made your own stylized font bubbles, right? You don't actually use the built-in style, right?
>>
There is no fucking couches in MV RTP?
>>
>>171137358
(character traits + character possessions) * setting
>>
>>171138048
I use default stuff. It "just werks".

First half of the prologue of the game done. Midnight was some time ago. Whole two to three minutes of gameplay, sent a link to acquaintance so he can test it. Wish me luck.
>>
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Anyone try Campaign Cartographer 3 for map-building and creating sick overworld maps? Is it any good?
>>
>>171132532
Because a main party member is already crossdressing, a female magic fencer who wears male uniforms. Totally not added because of Rose of Versailles
Also there will be a sidequest with crossdressing and another with gender bending, just because I like them.
>>
>>171138246
you know what you have to do.
>>
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>>171132532

I don't know what you're talking about anon, Why would anyone put a boy in a dress? It's not really even that cute when the dress tents up a bit. It's not even...
>>
>>171139935
those are some of the most painfully generic fantasy names I've ever seen on a map, svennejävel
>>
>>171140075
>Rose of Versailles
This Anon knows what's up
>>
In a game with no class change, do you think using the character using the same class all the time is better or worse than having class upgrade? Class upgrade would have no influence whatsoever on the game except to make the player happy that character X that was Beginner Warrior since lv1 is now Skilled Warrior since lv25.
>>
>>171144529
I see little purpose when it makes no change mechanically
>>
>>171144789
I mean, maybe i shouldn't have said "no influence whatsoever". The character gets an upgrade in base stats and maybe learns new moves. I think of it as nothing major that couldn't be accomplished by just having it learn stuff with the base class.
>>
>>171146018
Oh okay
Then yeah that's fine as long as you continue to make the monster power curve adapt to this change
>>
What plugins are good for a beginner fresh from youtube tutorials looking to make a starter game?
>>
>>171147149
Maybe one for resolution but you shouldn't use any plugins for battle or so just yet.
>>
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>>170826205
Not happy with it gonna remake it """soon"""
>>
>>171150001
You're obviously a great artist and I know those proportions were intentional but Jesus

Though I suppose there's no sense beating around the bush in a porn game. Might as well ramp the T&A up to 11.
>>
>>171147149

As a beginner myself I stick to very basic stuff.

>Core Engine
Bug fixes
>Region Restrictions
Prevent the player and NPC's from walking on certain set tiles of your choice
>Button Common Events
Map keys to events such as pressing M to bring up a map
>Message Core
WordWrap your text so it doesn't go off screen and always stays in the textbox even if it's really long
>Extended Message pack
Lots of cool features for adding effects to your text

All super basic yanfly stuff that is only designed to enhance your ability to make a story engaging. I suggest reading the features of each one more thoroughly.
>>
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>>171096495
Ah, thanks for the feedback. I ended up making the map a little bit smaller, I prefer smaller maps over bigger maps. The room with the dining table is a meeting place. Does it look better now?
>>
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>>170826205
It is shit and I'm not going to use it.
>>
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About 80% done with Chapter 1 of the collab. Just gotta finish Azulia City and do a little bit more. Chap 1 will be ending with a lot of room. The party will have just made it to a large city and have a slight hint as to what to maybe do next.

Please watch this and let me know how Azulia is shaping up!

https://youtu.be/ZYFCl1_aPb8

Pic is the wip for the city. Still have a lot to do there.
>>
>>171153506
I sure hope that someone will continue the collab.
It would be a shame if no one steps up.
>>
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New podcast:

https://youtu.be/-HX5L2sf2oI

The bad news is I had to beg people last-minute to come on again. The good news is, we got people who play RPGs this time. The dumb news is both Robyn and I forgot to mention the collab again

We have a lot of new people coming in, so our next theme is 'Grab Bag.' We're gonna answer questions round-robin style like the old days. It'll help the new guys get used to podcasting. Anyone have something we should discuss? I'm gonna use things that won't fill a whole episode (Favorite game, what class would you be in real life, best weapon EVER, etc.)

See you all in two weeks!
>>
>>171157186
I love you guys for continuing the podcast.
Also bring back Windsor
>>
>>171157703
We love you too, anon

He got a girlfriend. You'll have to drag him away from her first
>>
>>171155542
I hope someone will set up before I finish, so we know exactly who it's going to.

Who is going to do this?

We need one anon to setup up for chapter 2 of collab for fun times. I've set it up pretty easily, you probably wouldn't have to make much depending on what you decided to do.
>>
Any battle systems for MV that use 5 battlers instead of 4?

I would like to try making a SaGa game.
>>
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Working on portraits for the 4th party member.
>>
>>171159539
I'd be willing to try chapter 2.
>>171164092
l-lewd
>>
>>171164092
I don't know if you're looking for criticism but individually the body and face are good but they don't look like they belong to each other. She seems to have a baby's head on a sexy body. Maybe tone down the eyes or make the face less wide?

Take from that what you will or just disregard it. I'm not an art expert.

Color scheme is nice though.
>>
Stay alive
>>
Does you game have a blank-slate silent protag, chatty fully-defined protag, or something in-between?
Which kind of protag is more common in the RPGs you like?
Have you considered how well your protag fits into the story? Would it work better if they were the opposite flavor?
>>
>>171169807
In my game the main character is a blank slate they the player paints a personality onto. I've played and enjoyed games that do both, it really just depends on the narrative of your story and what you're trying to achieve. In say, FF7, you're shown an amazing story as it unfolds and you're more of a spectator. My game is more about personal journey and it felt more personal and appropriate to go in the direction I went in.

Basically you have to ask yourself if your game is directly trying to speak with the player themselves, or if merely watching it will be more effective.
>>
>>171169807
He has a set personality but more than often you can decide for what him to say/do
>>
>>171096769
>I guess what I'm getting at is that I'm incredibly fallible and would like a couple of other eyes to look over it.


Not really good enough senpai.
If you want to make something good, don't outsource your quality, change your approach to quality assurance.

Write a test plan for every departmental section of the game, ensure that the basics work for all areas. We call this a smoke check (can you turn it on without it catching fire) and it's how you'll find most of the errors you weren't aware of, how you'll catch inconsistencies.

Make note of the pivotal points and make test cases to go through. Before releasing something, even just to show people you should at least run through the various paths the game offers.

If you are speedrunning to get to a later point, create debug events for yourself to skip ahead to various chapters with switches and a teleport.

We need to take more care in creating stuff, a lack of proper QA is part of why this community has such a cowboy 'it'll do' image.
>>
>>171141261
inb4
>haha oh i know i was just testing it out haha
>>
>>171165178
All of that anon's faces are like that. Kind of the style he's going for with his game.
>>
>>171150001
>Put lots of effort into art
>don't even bother changing the tileset or sprites

Why do people do this
>>
>>171172720
Clearly a work in progress
>>
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>>171164092
>another big eyes cartoon dog looking robot with the same body shape as every other character

Dude I know these are robots so I expect they'll be similar, but do you really have to give them all the same obnoxious blend of smug anime and dreamworks faces.

Visually the only thing that sets this character apart from any of the others you've made is this one is purple.

God those fucking smug faces
>>
>>171173642
I swear I've seen someone post this before: the same type of criticism and the pic.
>>
>>171164092
>>171173642

Maybe add this as one of your easter eggs for dataminers.
>>
>>171173787
Maybe it strikes somebody else the same way.
I don't know why it bugs me so much. I've played a recent SZ demo and it looks like a perfectly fine game, the faces just lend this unbearable smugness though.
>>
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>>171173852
That doujin was pretty good
>>
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>>171173787
Yeah. It's common advice for comic and concept artists.

In Dreamwork's defense, it's cherry picking. The characters do have other expressions. And you'll see the smug look on movie posters and covers because it invokes curiosity - because they must be smug about something - and that's also why people hate narcissists because they don't have any reason to be smug.

It's a psychological marketing trick. Like using Orange & Blue for eyecatching contrast.
Or how Cereal Mascots always have raised eyebrows and low set pupils, because it's an expression of recognition and acknowledgement towards you, Which in children trips a pleasure switch, creating an "connection". Which is also why social media is dangerously addictive to kids and teenagers.
>>
How many playable characters should a RPG have? I think 4 is too few, and 15 is probably too much considering all should have some reason to follow the MC. 8?
>>
>>171180697
4 is a minimum
8 is a magic number
I'm at 12 class options in a FF1-style crew
More than 10 is overwhelming assuming you keep all of them and can switch them in and out of your party freely
>>
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Good night bump
>>
I must set aside more time for developing my game
I will make this post in the vain hope that I see it later and remember to work on that shit
also bump
>>
What would make a RM game satisfying?
Besides sexy eye candy. Like, how do you make rewards fulfilling?

Rarity is relative. Without the common and ordinary, it doesn't hold the same significance. You know?

And speaking of value, players can't covet something they've never seen before. So just handing them a Unique Sword they've never seen before won't be as rewarding as obtaining a Sword that's been the Weapon Shop since the beginning of the game but has always been out of reach because of it's price tag.
>>
>>171184939
items locked behind tasks/quests
items locked by level/class/promotion
items locked by difficult/unique gameplay
>>
>>171185139
Ok, but how's a player suppose to know?
>>
>>171185139
After I posted this I realized that it can basically be summed up as
The item is as satisfying as the path to getting it and is minimally affected by other factors
>>
>>171185472
Supposed to know about what?
There's plenty of ways to inform a player about optional tasks and level/promotion locks.
As for the other part I mostly mean optional challenges found in dungeons, or perhaps defeating an enemy a certain way.
>>
>>171184665
Get to it, Anon

>Want to work on game after work
>Start to feel tired
>"Nigga, it's 4PM. I got like 6 hours before bed"
>Decide to work on it 'til I collapse
>Make good progress until 8:30
>Play some Counter-Strike and go to bed
It's almost like my brain was trying to get itself out of exercise, the lazy bastard
>>
So, anyone actually finish their game in this thread?
>>
Sbadump
>>
>>171185756
...suppose to know that there are rewards.

Like, ok, that "Red" demo that someone posted earlier. There are examine events littered everywhere. Picture Frames, bookshelf, hole in the wall. There's no reason to examine any of it. I mean, I've seen youtubers waste 10 minutes going over every tile in the first bedroom - but the average gamer - playing a single player game, alone, for the first time, sober - isn't going to play a contrary wise-ass and mess around in a room the moment the game starts.

And even if they do examine a hole without being signaled, and even if that hole is one of the few that have an event attached to it...
The text is so dismissive, you'd just walk away from it. If people do discover that you can examine it 5+ times to trigger something, I guarantee they're not playing your game; their playing their own game.
>>
>>171197345
>And even if they do examine a hole without being signaled, and even if that hole is one of the few that have an event attached to it...
>The text is so dismissive, you'd just walk away from it. If people do discover that you can examine it 5+ times to trigger something, I guarantee they're not playing your game; their playing their own game.
You say that, but a friend told me that was the best part.

Different strokes for different folks.
>>
>>171173642
While I do admit that similar body shapes is a problem I need to work on, I don't think I agree with you on the dreamworks face thing, if anything, the villain and this purple girl are the only ones who are sorta smug.
>>
>>171197849
"It was the best part"
Out of the entire game? Sounds to me like your friend slapped you in the nuts, but you're too into circlejerks that you found pleasure in it somehow.
>>
>>171203238
Just means the other parts need work, anon.
>>
More rpg maker resources
http://pastebin.com/PznwN93Q
I have got this link from previous threads
>>
>>171207637

Nobody on 4chan browses without at least adblock. That ad fly shit doesn't work well here. Hell i don't browse without adblock AND noscript so nothing loads unless i tell it to load and I'm not going to tell it to load random ads.
>>
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>>171207637
You know, Jesus died over noise like this.
Despite what Christians believe, he didn't really solve anything. The Jews crucified him and nothing changed until the Romans burned down the temple, then there was no one to exploit.

Now, I'm not defending Degica stuff either. Their paid DLC is just as exploitative. But I'm willing to accept their evil into my heart at the risk of ruin, in hope they actually develop something that promises to be my salvation...for my game.
>>
Quick, guys. Give me a cool idea for a RPG Maker game that I could use to rip off people in Kickstarter.

Like "Chrono Trigger spiritual successor with 50 different endings" or something like that.
>>
>>171213838
Mother successor with a pacifism route and social links
>>
>>171214154
Sooo...

Undertale?
>>
>>171214413
Can't tell me that wasn't effective given your goal here
>>
>>171213838
You know kickstarter comes with a contract agreement. If you receive the funding then you're legally obligated to deliver on your part.
>>
>>171214593
Oh i'm not that anon, I was just throwing that out there.
>>
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>>171214413
>Undertale
>anything at all like Mother
>>
>>171215068
You're delusional if you draw no connection between the two
Mother is leagues better but Toby's motherfaggotry shines brighter than his ability to write good music
>>
>>171213838
Scam ideas general?

>Ending is a single message, "You win, -(name)-!"
>NEARLY INFINITE ENDINGS! YOU DECIDE!

>Proceed? Y/N
>CHOICES MATTER

>>171214880
You ain't obligated on shit. Exhibit (and personal folly) A:
https://www.kickstarter.com/projects/70308014/kings-assembly-a-computer-mouse-full-of-awesome/description
>>
You know what /rpgmg/ needs? A morale officer.
I just read about this Bukkake ritual. I don't know much about it except that it's a team exercise meant to unload pent up frustration and it's good for your skin.
I think I get the jizzt of it. So we can skip the messy details and you just fill me in with the rest as we go. Ok?
>>
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>>171215286
All comparisons are surface level tier stuff like "some characters are wacky and talk goofy" and there's a kid main protagonist.
Undertale doesn't have party members, it doesn't have any variation of psi moves, doesn't have interesting multi-protagonist story progression like Mother 3's first couple of chapters, isn't open-ended like Earthbound, doesn't deal with any similar themes like aliens or family, even the soundtracks aren't very comparable. Undertale deals with meta shit and subversion, pacifism, the humans vs. monster dynamic, etc.
I'm actually dumbfounded by how many people think the two are anything alike. All of the Undertale buzz used to keep me away from the Mother series because I thought if it was anything like Undertale, I'd probably hate it. Glad I eventually did play the games and learned how fucking terribly wrong you fags are.
>>
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Today I spent 3 hours scouring the plugin TDDP_BindPicturesToMap to figure out how it managed to actually bind pictures to the map. Literally 3 hours scanning for key terms referring to the screen, the map, pictureContainer, game_interpreter, etc. to figure out the integral part of it that makes it work, because I fully believed that there was a script call that could do the same damn thing.

Well, I was wrong. TDDP, or whoever, made a very neat little thing that created layers and modified things I have no clue about to make it work, and certainly there is no single part of his plugin that I can isolate for a workable script call.

But at the end of those 3 hours, while I was going from core js file to core js file trying to find the associate variables, I noticed one interesting thing called

>this._character.screenX
under
>Sprite_Character.prototype.updatePosition
and it really got those neurons firing.

A quick little test correctly dissolved the variable to $gamePlayer.screenX and $gameMap.event(n).screenX, and some playing around with displays showed that this variable was storing the screen position of a character by his very pixel (centered at 24, 42 of his tile).

And with that, I no longer need to bind pictures to the map. For awhile, I knew I could place a picture somewhere and have it update/move when the player and screen moves, but I could only track people by their mapX, which made the pictures jerk a sudden 48 pixels each time. But with this, I can update each frame with the very pixels that the player is moving, essentially binding it to map (visually, as far as the end-user cares).

And now, finally, after a collective total of 15 hours of attempted workarounds, 3 hours of intensive study, and one word, I can have damage text float above an enemy NPC's head for a second or so after you hit them.

My face right now.
>>
Today's Song of the Day:

https://www.youtube.com/watch?v=8PIPyPMNnp8
>>
>>171218805
nah. fuck that.


Have a sweet ass beat right here:
https://www.youtube.com/watch?v=qIcJwRqnxkw
>>
>>171219029
>sweet ass beat
Nay. The tides must escalate.
https://www.youtube.com/watch?v=cZQluZ_SUjc
>>
>>171219672
too rough. I'm just trying to relax and dev

https://www.youtube.com/watch?v=8UwAZVKfo2o
>>
>>171220420
Fair enough. For some reason, over the last 2 days, I've come across 6 different songs that had some distinguished instrument or beat that took me off guard in a good way, even if I didn't care for the rest of the song. "Easy" by Son Lux was one of them. Others examples are

https://www.youtube.com/watch?v=RvK8SKZbBWg
https://www.youtube.com/watch?v=rymUSbYQjw8
https://www.youtube.com/watch?v=3jTjBt0Enyw

Today I felt like posting one of them.
>>
This is basically me on /rpgmg/
https://www.youtube.com/watch?v=5qcZsN7Lxv0
>>
Emergency Bump
>>
Don't mind me, just posting the download link for Destiny Saga for a friend.

http://www.mediafire.com/file/7kp55dckqhfo6fx/Destiny_Saga_GOTY_edition-_RTP_included.rar
>>
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City is done, except for the council building.

>>171218371
That plugin crashes my game randomly whenever I display a picture (with or without binding it). It only happens like 1/1000 times, but it's enough to drive me insane.
>>
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I've been trying to improve some of the graphics in my game, in breaks from making the story.

Left side is the older version, right side is the new one.

Does it look better? I can't draw trees at all, so I have no clue.
>>
>>171228601
Noticeable improvement! Trees do seem hard to get right and believable. Good job, anon.
>>
>>171228601
Lighten the grass and dirt path, it'll look better against the green tree leaves. Keep improving!
>>
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>>171228063
Well, we have a workaround that no longer requires a plugin now, unless you also need layering that plugin supplies.

Just put an event at the top left of the map and use the script call

>$gameScreen.showPicture(pictureId, 'name', 0, $gameMap.event(n).screenX()-24, $gameMap.event(n).screenY()-42, 100, 100, 255, 0)

Add the desired X value after 24, add the desired Y value after 42, and have that run on a parallel process (so it'll update every frame). Just remember that, like that plugin, this makes the origin of the picture at the top left of the map regardless of where the player is, so you'll probably need to add to the X and Y to place it properly.

On a bonus, you can even animate it to move by changing the X or Y - for example I remember you using the fog effect for one part, and it bugged me that the fog moved at a rate irrespective to the player moving. This way you can have the fog moving 1 pixel to the left every frame or every however many frames (by subtracting a variable from the X, and changing the variable each time the parallel process is run), and since it'd be tied to the map instead of the screen, the player moving now changes the speed (by perspective) of the fog.
>>
>>171228063
It's a nice enough city but all your stairs look like ladders. Also is the water in the middle separate from the surrounding water? Because I don't think the heights make sense if the outer connects to the inner.
>>
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>>171228063
>>171230441
Here's a quick example of what I mean, and what you can do with that fog. This is without any plugins.

Took about 5 seconds in gimp for the cloud, a minute to make the event, and 10 minutes to download fraps and ffmpeg because I forgot I'm on a new computer.

The cloud is moving at a rate of 1 pixel per frame, btw.
>>
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>>171232115
And here's the event.
>>
>>171232396
I don't get it. Does "move picture" work differently in MV now?
>>
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>>171233096
Show Picture generates pictures tied to the screen, not the map.

Webm related is what happens if you do it that way. Notice what happens when I start moving, compared to >>171232115.
>>
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>>171233096
>>171233780
And here's the event for that.

The problem with using Move Picture, even if you bind the picture to the map with the aforementioned trick, is that you still have to move it TO a specific spot on the screen (not map), and you must predetermine how long it takes to get there (not allowed to sustain itself), with a maximum of 999 frames.
>>
Another example of how XP is the best generation.

No fog, Boxlandia graphics. Bobble Head characters.
Why MV? Do you want me to hate you?
>>
>>171235202
I unno, mang. It only took me one word to figure out the same functionality. Sure, it took me a long while to figure out that word because I don't know a damn thing about scripting or javascript, but it's not like it's difficult to mod once you have a bump in the right direction.

For example, with what I just learned, this is totally doable with a single Show Picture script call and no plugins:
>https://www.youtube.com/watch?v=Oo0hdSqQng0
>>
where's that fag that always posts shitty meme captain falcon/etc mini games
haven't seen it in a while
>>
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>>171235648
That's cute.
Or you could just transfer between an identical "open roof" copy that's some on a different region of the map. And not worry about dimensions. coordinates, or a bloated picture folder.
>>
>>171228729
>>171229478

Thank you for advices and encouragement! I'll make some additional improvements after finishing the next story milestone.
>>
>>171237996
Hey, that's not bad. Wouldn't work for me since I've got dozens of generated objects all over maps and NPCs on schedules running around, so I've got no interest putting that in two places at once - or dealing with MV's grossly reduced map size - but that's a neat trick I may find a use for in the near future.

Funny you mention "bloated picture folder" though. Three days ago I realized you can actually sort your pictures into sub-folders so long as you are using the script call. You just have to reference them as "folder\\name" for the filename. Bloated picture folders are officially a thing in the past for me, finally.
>>
>>171230441
Not him but I think this could be really useful.
Not sure what $moo actually does, except for saying 0, though.

On a semi related note, is it possible to display animated pictures like .gif or .apng? Or am I stuck with lots of .png files and need to animate them with events?
>>
>>171239228
All the first page is doing is declaring $moo as a new variable with a value of 0. On the second page, that variable is being added to the X-coordinate of the picture.

So the first time that page is run through, $moo is adding 0 to the X axis, and then below that "$moo++" is incrementing it by 1 (IE, the same thing as $moo=$moo+1 or $moo+=1). So $moo now equals 1, and the event ends. But since it's a parallel process, the event is run once for every frame of the game, so the next frame of its usual 60fps, it replaces the old picture with the same thing, but now $moo is adding 1 pixel in the x direction, so it is 1 pixel further to the right. And then $moo increments again, so now it's 2, and so on.

Every second, that picture is moved 60 pixels to the right (one for each frame) because $moo is incrementing 60 times a second.

>On a semi related note, is it possible to display animated pictures like .gif or .apng?
No, unfortunately. Only .png and one video type (I forget which) are allowed natively. There may be a plugin that changes that, but I've never checked.
>>
>>171239997
>$moo++" is incrementing it by 1
Oh, I didn't know that. That's pretty neat.
>>
>>171225173
Man, I'm still bitter about how lackluster VX games were compared to XP. And because megaupload got taken down by the feds in 2012, all the good stuff disappeared; about the same time Let's Play started trending on Youtube, I feel like VX got more attention then it deserved.

I was hoping with MV the nightmare would end, but so far it hasn't.
>>
Please convince me not to kill myself.

My sister just revealed she's going to become a science teacher and is getting her masters degree to do so, whereas I'm currently about to be kicked out of my house in a few months. I haven't finished school, I don't know what I want to do with my life, and I've lost motivation to continue learning music or trying to learn art or even try and make a shitty RPG because I know it'll suck jus tlike everything I do.

But I'm afraid.
>>
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>>171245851
>I haven't finished school
Then don't.

>about to be kicked out of my house in a few months
That's enough time for anything. Get a job as a waiter somewhere and you'll be making mad dosh for any sort of low-end residence. Heck, with minimum wage as it is, you can do so with a full-time minimum wage job anywhere that isn't a major city, even here in cali (though roommates are recommended if you want to eat more than ramen).

Fuck, man, it sounds like life is just about to start for you, and you're cowering in fear because you're stepping out of sheltered babyhood. If you want to bite a real bullet, join your military. They'll make a man out of you and most countries will give you enough support after to help integrate back to school and daily life.
>>
>>171246451
You're right. I've just been afraid of really growing up.
>>
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been workin' on some art but....
>>
>>171250505
Thanks, Boss!
>>
>>171247963
Everyone has to grow up. It'll work out.

Always hang on to the child in you that likes making video games, though.
>>
>>171237996
How would you handle randomly walking NPCs? Do they just disappear?
>>
>>171258503
I wouldn't use Random movement for anything. It looks dumb.
>>
>>171259615
Also random movement can block doorways and trap the player in narrow paths.

It's better to use custom routes and make NPC pace or do lap or any kind of scripted behavior. Which a duplicate dummy NPC should always be synced with...unless you had some kind of anti-lag script that deactivate events that are so far away.
>>
>>171260126
What if the NPC gets blocked by the player?
>>
>>171247963
Remember:
Growing old is mandatory.
Growing up is optional.
You'll have to do things for yourself sometime, but try not to lose your childlike wonder.
>says a guy that still lives with his family because they won't let him leave.
>>
>>171260705
That's why you uncheck "skip if impossible".
>>
>>171260705
>>171260126

Use Yanfly's region restriction and that problem is solved. Also lets you do some things a lot easier.
>>
>>171260705
Stop event with yanfly's script.
>>
I'm having trouble coming up with a name for a class centered around 'flirting/charming' abilities without outright calling them hookers. "Courtesan" is probably too on-the-nose, and "Charmer" sounds more like a Beastmaster kind of character.
>>
>>171267508
Mesmer?
>>
File: 1489637004594.jpg (134KB, 764x764px) Image search: [Google]
1489637004594.jpg
134KB, 764x764px
Give me motivation to start making my game.
I'm lazy af and I don't want to use stock RPG Maker resources.
>>
>>171268125
Make your own. But it's a lot more effort than using RTP.
>>
>>171268125
You have nothing better to do Anon
>>
>>171267508
Minx
>>
How well could a somewhat open world game work in RPG MAKER MV?
I'm thinking of going one in a small scale to test the waters.
>>
>>171273714
>somewhat open world
It can be done well but make sure the world isn't fucking empty.
Put something in it.
Bandit camp, monster nest, hidden treasures, etc.
>>
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>Make characters.
>Write up decent characterization for them.
>They all have their own story line conclusion.
>Setting and stuff suit them well.
>MFW can't make combat or other gameplay for this sort of thing without it feeling forced as fuck.

Should I just make a visual novel? Is that a thing that's doable in RPG Maker?
>>
>>171278058
pretty easily yea
>>
>>171278058
Sure it's doable.
In fact I'm doing the same.
>>
File: 156.png (497KB, 900x1200px) Image search: [Google]
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Good night bump
>>
>>171278448
>>171278459
How do you guys get the "save in any dialogue box" thing to work then? Did I miss a plugin that's made specifically for this purpose?
>>
File: AbilitySwap.webm (1MB, 1080x648px) Image search: [Google]
AbilitySwap.webm
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A thing has been done.
>>
>>171267508
enchanter
>>
>>171282916
Very nice
>>
>>171280536
Explanation please? I don't get what you mean.
>>
>>171267508
Male or Female?
>>
>>171278058
Doable, but it's better and easier to just use renpy for that.
>>
>>171278058
Do what I did: Cut the gameplay, and make a webseries
>>
New plugin from yanfly.
It's just porting the turn order from his old plugin.

https://www.youtube.com/watch?v=y9dYWBmDgpM
>>
>>171287809
You hack.
>>
Is it possible to do something resembling old school D&D with loot-for-XP, logistics, and exploration.

I'm not sure how well the traditional low-level lethality would work in a RPG maker game
>>
>most popular game franchise in the world is about an italian plumber jumping on turtles to save a princess
>there are anons in this thread who quit their games because they can't get their story to work
Thread posts: 393
Thread images: 89


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