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/rpgmg/ - RPG Maker General #204

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Thread replies: 737
Thread images: 121

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MAPS Edition

RPG Maker MV 1.4 Repack
https://mega.nz/#!CgESnSzb!ZBeyWAWbLE5qQOsKAe3Y5WU5BFC0BQXtfBJOoiWiWsg
RPG Maker MV Season 4 Pass
http://www21.zippyshare.com/v/Bdru8nJg/file.html

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

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

The /rpgmg/ podcast:
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A


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/CPvWzJK

Chain Game: Chapter 2
https://www.dropbox.com/s/0pn5b7e29gdrz1y/CollabProj-2.zip?dl=0
Chapter 3 in progress | Gemini
>>
Post progress Anons!
>>
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I did worthless edits today.
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Would it be a good idea to have the main character, who is not a majorly important person, suffer amnesia at the start of the game, where he just forgets his name (until you enter a new name) and the lore of most of the world he's in, but nothing else beyond that, just as an excuse to have stuff explained to him and the player, despite him living in this world?
>>
>>175224518
I kinda want to say that the MC having amnesia is overused but it works well enough.
>>
>>175224518
I think that's called low hanging fruit. Everyone's touched it; nobody wants it.
>>
>>175224518
You just want an excuse for a blank slate, right? Amnesia works fine for that, even if it is cliched.
>>
>>175224518
Just have them wake up from a bad hangover. Otherwise, there are better ways to tell your story than selective amnesia.
>>
>>175224518
give mc alzheimer's
>>
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I'm likely going to make a game with a Punch Out type of battle system, where it revolves around dodging choreographed attacks, and attacking during openings. I have a couple concerns I'm pondering about, though.

>asset creation
Lots of animation frames. Very time consuming.

>battle scene's horizontal camera panning
I want to make use of multiple layered parallax. Like if you launch an enemy upwards, each layer will pan itself downwards a bit depending on their intended distance.

In Punch Out, you have these small sidesteps available to you, and I know it'll look really cool to have the background pan itself around a bit when you dodge with it. Think Golden Sun's subtle(?) panning in its battle scenes. The problem is, the enemy sprite will always be facing directly downward. If there's too great of a panning, it'll give the impression that the enemy's somehow spinning around and constantly facing the player. This would be much easier to deal with if I were working with 3D models.

My current plan is to just severely limit the implied horizontal distance the sidesteps are moving, which will then mean the background panning will be limited. It won't be as visually impressive, but it'll avoid the enemy quick spinning problem.

>setting
As far as plot goes, I don't know/care and people probably don't want to give suggestions for it, but the.. setting itself, I need ideas for. Like, I don't think I want to do a tournament kind of thing like Punch Out. I'm leaning towards it being like a more normal RPG, but with random encounters just always leading to 1v1 battle scenes instead of XvY. I think the onslauht of individual encounters against random skeletons will be boring eventually, though. I'm not sure what I'll be doing about this.
>>
>>175225581
>>175225639
>>175225649
Well I thought the character wouldn't be a complete blank slate. He would remember people he knows, and local events, it wouldn't be the kind of amnesia that makes it hard for him to do things in every day life, it would just be the larger scale knowledge that he wouldn't remember, so the player can learn about this world through him without it seeming strange for him to ask these questions normally.
>>
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>>175226481
>the player can learn about this world through him without it seeming strange for him to ask these questions normally
There's a narrative device you need. A second party member. The 'Gus.'

On the show 'Recess,' Gus was the new kid, and was used to legitimize all the exposition. The kids weren't telling the audience; they were telling Gus, because he's new in town and didn't know the culture/folklore of the school.

You don't need amnesia to explain things to the audience. You need someone tagging along with the MC who needs everything explained to him. If you don't need them later, just have the MC give them a tour of the town.

Alternatively, you could do a better job of 'showing' the information. People have feelings about upcoming events. Someone is dreading the town festival because they don't have a date. Someone read about a world-ending prophecy and they hope it hits their mother-in-law first.

Hope this helps
>>
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>>175225996
>God Hand
Good taste

This sounds like a very neat idea but I have to wonder if the RPG Maker is really the best tool for a system like this. It seems like a lot of work, but on the other hand using any other engine would also result in a lot of work.
Are you going for a real time battle system or a turn based one?

As for the setting, you could do anything really.
You could do some dark underground MMA thing where the MC is forced to fight but maybe a more light-hearted narrative would be better.
I can totally see the main character being some sort of (gentleman) pugilist who beats up vile ruffians.
If you were to go with a fantasy setting you could make some really interesting fights, who wouldn't want to punch demons/angels/flora/fauna in the face?

And yes the game like this should have no random encounters. All fights should be meaningful.

What do you think about progression?
All moves already unlocked by the beginning? Unlocking moves by advancing the story or by finding new equipment?
>>
>>175226481

Why not just have the character be from another country? That way, he can have cultural stuff explained to him easy peasy. Not only that, but if he ever brings the rest of his party back to visit his country, he can explain things to them, so it works in both directions.
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How often do you backup your game, /rpgmg/?
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>>175230023

I build the files on a Dropbox/Google drive, so that it's always backed up.
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>>175227116
That is a possible idea, but then you still get the whole "explain things that these characters should know simply by living there" problem. But with >>175229016 idea, maybe I'll consider having the 'Gus' be a visitor from another country who has no knowledge of local things. I appreciate the help folks.
>>
>>175230441

>trusting the cloud with your files
I hope you're not planning on going commercial, because that shit will get stolen faster than you can say 'fuck'.
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>>175233924

I'm not. My game is freeware.
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>>175235207

Oh. Carry on.
>>
>>175230023
Whenever I make progress
I once lost half a novel because I was dumb and had no backups.
Never again.
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>>175230023

I back up stories I write every time I make a notable change. Generaly every chapter has about ten drafts.
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Tell me about the first project you made
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>>175239840
I'm still making it.
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>>175239840
It looked like shit and the maps were using default assets
Protag is a sociopathic silent protag that turns out to be the final boss
I ended up tacking on a lot of dumb optional shit, difficulty options, and a pretentious alternate ending
Database was a nightmare
Game was complete with ~7 crappy dungeons, almost nothing in-between, and poor guidance.
Never released it out of shame
and this all happened in middle school
It might be the cringiest thing I've ever done, but I call it experience
>>
>>175239840
Alright. There was this dude, Cleric01. I named him Vox or Nox or something like that...I was going through this White Mage as protagonist phase...anyways he lived with 2 other guys. Gunner1 and I dunno who else, they were suppose to be a "guild" (I didn't know how guilds work)
So the first thing I made was their house. A living room and 3 bedrooms. They didn't have doors because I didn't know the trick to walk under doorways. So I imagined the lack of privacy meant they were really comfortable around each other and took baths together. So I put a pool in the front room...and I made a bunch of secret passage ways and switches because back then Tomb Raider was still fresh in my mind and exploring the Croft Mansion and finding the treasure room was really fun.
But back to the story...he was the new guy to the guild. It starts off with a initiation ritual inspired by different manhood rituals I read/seen, where he strips naked, swims across water, symbolizing his shed childhood, and then gets a brand or tattoo. But my hormonal teenage brain wanted to entertained this idea from this funny craigslist post, a male bonding 3-way involving crystals.
And nothing panned out after that, because I'd drift off into la la land imagining a society built on free love and casual sex whenever you wanted it.
>>
>>175243282
>"Hey guy want to join our guild?"
>"Drop your pants and take this crystal"
>>
>Waiting for Lecode to release 0.7
Tbh, I want version 1 but that ain't happening soon.
>>
How old are your partymembers?
Are you going for a bunch of teenagers?
1000 years old lolis?
>>
>>175252317
My protag is just a kid who ended up being the next hero in the cycle. She's maybe 13 or 14 and has no idea what she's doing. The other party member is an ageless essence of fire.
>>
>>175230023
Whenever I hear about someone else losing all of their work. It happens often enough that I wonder if they're just lying to themselves/others so that they feel less guilty about making little progress.

Regardless, I still make a backup of my files that very second.
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>>175239840

Back in 2000 or thereabouts. It's a territorial dispute where a guy on one end of the island gathers three friends, walks to the west end of the island, and kills the other guy.
>>
>>175228970
It'd absolutely be much more reasonable to do it in a 3D engine, but right now isn't the time for me to experiment with a new engine. It'll be real-time, yeah.

>progression
The dream game would have as wide a moveset as God Hand, because I really enjoy extensive customization. Each new move would increase the asset creation work load extensively, though.

Right now, I'm just thinking of the essential functions
>attack
>launcher
>air-targeted
>sweep
>knockback(?)

I just know having spells will allow me to use the same casting animation for the player, so there will be a number of magic spells.

Knockback is a possibility, because I might incorporate an element of distance. It'd visibly be represented by shrinking the enemy sprite if it's meant to be farther away.
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>>175254250
With distances, something like JJBA: the 7th stand user? Close range attacks whiffing far opponents, but far attacks not doing much up close?
>>
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Stay alive
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Work on your game.
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>>175264074
after i do my mobile game dailies
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>>175264474
If you have time for Battle Cats you have time to make progress
>>
What is the secret to not lose motivation?
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>>175265775
Set small, achievable goals. Work on one at a time.
>>
>>175265775

Keep working even when you aren't motivated.

Motivation and willpower will fail you always.

Also what this (>>175265775) guy said because even if it doesn't motivate you, small goals are doable.
>>
>>175265775
Masturbate a lot
>>
tell me about your protagonist and their party
>>
>>175268416
a bunch of goofballs hellbent on changing their surroundings
>>
After reading the amnesia question at the start of the thread I was reminded of this idea I had.

Do you think you could use amnesia as some kind of bait and switch tactic? Like instead of having generic MC forgets everything, you could spend the first half or so of the game in a specific setting with specific characters. Then have the character awake in a completely different setting with completely different characters years later who talk to him as if they've known him for years.
I think it could help relate to the MC in the amnesia sense better than just starting the game like that, because after spending hours in one place and time with specific characters, the jarring change would leave both the MC and player confused.

Or is that just stupid?
>>
>>175269079
like they were frozen in time or something?
>>
>>175265775
I was the most productive when I was able to look back at the day's work and think
>yeah, this is some fucking good shit

It was reaally easy to work an entire day when I could see it turning into something godlike.
>>
>>175269161
I was thinking a series of events happens like he loses his old friends/they die, moves to a new location, and lives there for years and befriends the people. Then some kind of head injury or accident or something causes some form of retrograde that affects the years that the life changing events happens. So the last thing that they remember was their old life but in reality they've moved on but don't remember that.
>>
>>175269079
I really like this idea.
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>>175269347
meant to say retrograde amnesia
>>
>>175268416

A young aristocrat who has been cursed to have the body of a ten year old.
>>
mabumpdyne
>>
Has anyone ever made a program to make autotiles for VX Ace? I can't wrap my head around them
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>>175277903
>Reflect bump
Psssh, nothing personnal kiddo
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>>175278006
It's really not that complicated. Just take your time and read a tutorial, and you'll be fine!
>>
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Does anyone want some music? I have some free time. Here's my portfolio so you know I'm not a shitposter. I've done music for /agdg/ and /rpgmg/. It's in alphabetical order so the rpgm music is at the bottom. This isn't all my music-
just stuff I've made for other people.

https://soundcloud.com/4c_nathan_music/sets/portfolio

If you want a piece, just reply with:
* The mood you want (happy, sad, mysterious, etc)
* The context of the music, even if very basic like "someone died". The more detailed the better, however.
* The style of the music. MIDI, real instruments, chiptune, a specific console sound, etc.
* A screenshot of your game. I know it's silly but I don't want to make you a song if you're an idea guy with no game. Nothing fancy just proof you're doing something.
>>
>>175278690

What happens when a person is bumped instead of a thread?
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>>175279723

Now I wish I was making a game so I could ask you for something.

Alas.

Nonetheless, if you deliver unto the first person who asks you legitimately, you are a mensch.
>>
>>175279902
Hmm. It's a slow general so ask for something anyway. If I don't get any requests in a few hours or very few requests, I might do it anyway for fun. If I do I'll just put it at the end of the line.
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>>175279341
useful resource
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>>175279723
I don't have a screenshot of my game yet but I have portraits and shit that I'm working on, if that works.
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>>175280329

I regret that the general is slow, but I have recently become interested in lurking and learning about RPG Maker so...ah well. What I have learned at least is a little interesting.

In any case, here's my request just in case you don't get any.

*Anxious/Excited
*Social Embarrassment: The Debutante Trips after her introduction to society.
*Really, anything will do.
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>>175279723
Is it just me or does the link not work?
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>>175280426
I should add that I stole it from blog.rpgmakerweb.com, didn't make it myself.
>>
>>175280930
Spooky characters, anon. I like the one on the left.
>>
>>175281040

Isn't just you.
>>
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>>175281813
Thanks. Here's his portraits.
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>>175280976
Anxious or excited. Introduction to society. Alright I think I have a picture. Would you be willing to elaborate a little more on the context?

>>175281040
>>175281848
The playlist and tracks were set to private. I thought sharing the link would work but I don't think it did. Should be fixed now?
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doot
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>>175282263
Works fine now, yes.
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>>175282568
>>
>>175282263

Works now.

She gets to the bottom of the stairs of her family's mansion and trips, bloodying her nose, causing a great deal of embarrassment in a moment that should have been another good note in her illustrious family's history.

Also I'm listening to your music from the link and you got some good shit. You oughta sell your services to projects looking to commercialize.
>>
>>175282820
Alright, one more question. Is this song more of a goofy tone or a sad tone. Embarrassing/anxious/excited moods can go both ways sometimes.

>Also I'm listening to your music from the link and you got some good shit. You oughta sell your services to projects looking to commercialize.
Thank you very much, anon! I'd love to someday but I have issues with getting overwhelmed easily and not finishing anything, so I prefer not to contract myself. Plus I'm not as good as professional composers. Maybe someday!
>>
>>175282247
Neat! It's cool to see someone's progress on their own characters. I'm still working with testing ideas through little oneshot games and RTP assets, but I hope I can do something original one day. Good luck, anon.
>>
>>175280930
Oh shit, I never noticed your reply! I'm so sorry anon!
I'll take your request anyway if you have one.
>>
>>175283143

Goofy or sad, that's a hard one. I'd argue it's tense, which is closer to sad than goofy.

It might be funny to people watching, but it's easily the worst moment in the character's life up until that point.

>I'm not as good
Only way you learn is more experience. And some of that is bloodying your nose on failures, for better or worse.

I hope for your success in whatever you try to do, nonetheless.
>>
>>175283356
No problem!

*Melancholic and mournful
*Final boss music against a boss that doesn't fight back. It can't fight back. And it won't fight back.
*Whatever you want. However, if it contained some kind of simple motif that I could work back from to construct my own music, that would be super cool (I'm trying to make most of the music for my own game but I'm really not that great at music).
>>
>>175283439
Tense. Alright I've got a sense of what you want now. I'll jot it down on a sticky note and get to it if I have the time.
>I hope for your success in whatever you try to do, nonetheless.
Thank you very much, Anon.

>>175283603
Alright, sounds easy enough. Would you mind elaborating on why the final bass does not fight back? Might help me get a feel.
>contained some kind of simple motif that I could work back from to construct my own music
Can do.
>>
>>175283439
>>175283603
Oh and by the way I am not a fast worker typically. Please don't assume that I dropped your request if you don't hear from me for a little bit. If for whatever reason I need to drop it, I'll tell you.
>>
>>175284056
The entire game takes place in a metaphysical prison that's a cross between the main character's subconscious and a kind of purgatory. The final boss is the prison's "heart", since it has created its own consciousness separate from its origin. Since, in the setting, true new minds and souls cannot be created from nothing, the prison is in incredible pain and has to be mercy killed: since it's a fragment of the MC, if it dies, the MC can become whole again, but otherwise the prison will become whole if the MC dies, and it wants to be nothing again.

If that makes sense.
>>
>>175284303

I operate under the assumption that you're not going to deliver until you deliver, so the bar for disappointing me is pretty high
>>
>>175285247
Alright, I think I have all the info I need. Thank you!

>>175285319
Just making sure
>>
>>175279723
>mansion.mp3
Oh, I remember requesting that song a year ago or so!
Fantastic that you are still here.
>>
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>>175282568
>>175282691
>>
>>175285624
someone got inspired by space funeral i see
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>>175285624
same as it every was
same as it every was
same as it every was
>>
>>175285565
Has it already been that long? Yikes. Feels like it was yesterday
>>
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>>175285950
I don't get it. What's the joke
>>
>>175285624
This is not my beautiful skele-wife!

>>175285950
>every
you done messed up anon
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>>175286521
>>175286676
THIS IS NOT MY BEAUTIFUL HOUSE
THIS IS NOT MY BEAUTIFUL WIFE
>>
>>175286521
LETTING THE DAYS GO BY
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>>175286804
LET THE WATER HOLD ME DOWN
>>
I hate guessing at what people might want/need in their games.
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>>175287626
I need anime tiddies.
>>
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I need some prop ideas
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>>175288337
With chibi sprites? I don't think that can be helped.
I did see some MV sex templates on Pixiv though.
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LIVE!
>>
>>175289479
A flower that grows OUT of an iris. Too many "spooky" eyes that are still whole and clean in horror.
>>
>>175294287
original sauce?
>>
>>175289479
A bony hand sticking out of the ground
>>
https://www.youtube.com/watch?v=M6tck0OFsgk

no regrets
>>
WHERE ARE THE FUCKING MAPS?

IM HERE BECAUSE OP PICTURE

I WANT MAPS

I LOVE MAPS

GIVE ME YOUR FUCKING MAPS RIGHT NOW

thanks
>>
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>>175306160
fine here i made you this


(holy shit this rtp is constricting)
>>
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>>175306880
Reminds me of the tomb at the start of Dragon Quest Builders.
>(holy shit this rtp is constricting)
Have you tried parallax mapping?
>>
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>>175307291
I've tried, but in this case I wanted to see if I could do something with the rtp.

Anyway, slightly more natural looking rocks maybe?
>>
>>175308429
Which RPG Maker is this?
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>>175309141
The best one!
>>
>>175225649
>drink too much alcohol
>wake up in an unknown world
>>
>>175309818
'murrika
>>
>>175309818
You mean this DOESN'T happen to you every other weekend?
>>
>>175309957
God bless.
>>
>>175308429
That looks better. Curves and broken lines (the way you made the cliff edges wiggly instead of straight) are always preferred when making natural maps and fortunately rm2k has the tiles to do that.
>>
p10
>>
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I haven't started my game because I couldn't find the plugin I need.
Okay, there is script that does similar thing but it's in japanese.
>>
>>175311484

Nature abhors straight lines and right angles, at least in general, right?
>>
>>175317602
What plugin is it?

>>175317921
Yep.
>>
>>175317979
It's already discussed in previous thread.
Roguelike battle system.
I don't need the random map generator, only the battle system.

I ask something similar to Chocobo Dungeon before.
>>
>>175317602
what the shit did I just witness
>>
>>175318652
Virgin Ball
>>
>>175309681

That takes me back...
>>
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Is graphic gale good enough for me who want to learn drawing?
I'm a complete amateur, though.
>>
>>175320008

The important thing is that you put forth the effort to start learning, moreso than anything else.

A complete amateur doesn't become a master by not trying, after all.
>>
Any scriptfags/pluginfags know how I might achieve a battle system similar to Sengoku Rance? I was thinking have "HP" become "Troops" but I still need to find a way to have a menu similar to the player's for the enemy in battle that shows their HP and have actors and enemies show up on screen when it's their turn rather than constantly being on screen.
>>
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>>175323165
pic related
>>
>>175323165
Not for MV. I think the developer who made the VX sample game Dragoness Edge 2820, had a battle system like that.

But jap sites are fucking crap. All the good resource sites are dead and gone after a year of inactivity.
>>
Are any of the RPG makers actually worth their market value?
>>
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>>175306160
>mapfag
My nigga. Here's what I'm working on.
>>
>>175326428
That depends what you think they're worth. Compared to other game engines, it's actually pretty cheap.
>>
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>>
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>>175326897

I have no cost reference.

I'm also at least 1% Hebrew, so everything seems more expensive to me than it would to normal people.
>>
>>175326428
Compared to the PS1 version, yes. It's still getting sold by Agetec and retails for $70
>>
>>175326957
I'm intrigued by your game, really looking forward to it.
>>
>>175327202

Huh $80 for RPG MV.

Not really sure what MV stands for, but that ain't half bad.
>>
>>175332645
It gets sales pretty often, I bought MV for 30 something bucks
>>
>>175332995

Well that's good to know.

Definitely waiting for a sale.

My sheqels only go so far.
>>
>>175330748
Thank you anon.
>>
>>175332645
MV = Mobile Version
It used java and HTML5 to deploy games in browser and mobile devices.

Other than that, it's basically an upscale of VX Ace's graphics. With tacky monster designs.
>>
>>175336095

Gay. I'll have to pirate different versions, see what's legit, and then buy whatever I end up liking best.
>>
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This blog, Hira Shine Factory, has cornered cliffs and slops. I knew someone would make them eventually, but it took longer than I expected.
http://hirahira25.blog.fc2.com/
>>
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gotta pay tribute
>>
>>175338718
>It shouldn't be.
>>
>>175336095
>>175336658
Oh, it also has side-view battlers, like what RM2k had. But the battle background and battle animations are designed for Front-View battles.

So your characters will look like they were hit with a shrink-ray if they're on BGs with doors and furniture twice their size.

And with battle animations, you still can't put cells behind a target, or tween a variable path from caster to target and any other logical controls, or move the target to do stuff like push-back and aerials - they haven't improved on at all since the first rpg maker. In a lot of ways, it's a down grade. I think rm2k had the option for large animations cells. And in XP you had user animations which I found incredibly useful.
>>
So between 2000, 2003, and XP, which would you say is best?
>>
>>175343627
XP
>>
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Layout for Everspring Village, the 'starting town' of my game. North = Militia/Guard Barracks, Armory and Training Facility. South = Everspring Forest and, eventually, the first of the four Towers/Dungeons in the game. East = Farmlands. West = Magic Academy ran by the Church.

Buildings are:
An Inn, which includes a tavern and alchemist, an Armorer, a Tailor, a Weaponsmith and a Church/Graveyard.
>>
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>>175224489
Your skill level is showing.
>>
>>175330748
What's so special? His art assets are poorly drawn
>>
>>175224489
This guy makes reminds me of Jay from tales of legendia. The game has the most gaudiest character designs ever. And Jay is suppose to be this assassin/ninja. But he's wearing big white sneakers on chicken legs sticking out under large baggy clothes. and mascara . You just can't take him seriously.
>>
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>>175347296
I forgot the hair .
>>
>>175320008
It depends on the type of drawing - it's good for spriting, but might not be the best if you're thinking of other kinds of art.
>>
>>175338296
Glorious!
>>
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LIVE!
>>
>>175338296
That is my motherfucking fetish
>>
>new laptop
>mv stuck on blank white screen
>update drivers
>still white screen
what do?
>>
>>175338296
Diagonal Shadows?!
>>
>>175359238
Re-install MV
>>
>>175359238
Try a new project on a different save location
>>
Is it especially tough to create a Zelda-style block puzzle in RPGMaker? I'm just starting out with it and testing out how to make different kinds of puzzles.
>>
>>175364628
You mean a push the block to a certain location type of thing?
>>
>>175364628

If you know how to design it so it can be reset or else can't be easily broken, then really the only limits are your creativity.
>>
>>175365042
Yeah, or one where like each block just moves one space and you have to figure out how to push them so that you can make a path through. I'm guessing there's a way to set things up so that all the events reset when you leave the room? And I guess you'd need the whole thing to freeze upon completion, which you could probably just tie to the last block?
>>
>>175359241
Didn't even notice this. How is it being done?????
>>
>>175365689
It's very easy to do.
>>
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My intro and the first maps are coming together. It's an RPG with mystery/puzzle elements and gloomy / horrorish themes. I also made a simple-ass sounding title theme in FL studio this morning.

https://clyp.it/riul2mj3

This hobby is the best hobby.
>>
>>175373670
nice
>>
>>175379050

Thank you my dude. Here's some other pics of what I've done so far to avoid cluttering this wonderful thread. I wish I had discovered RPG maker sooner

https://ibb.co/ctLcd5
https://ibb.co/cC54Qk
https://ibb.co/j6jW5k
>>
>>175380232
Neat. Is that a custom lighting script?
>>
>>175383140

Nope I used Terrax 's lighting system. Go check it out, a lighting plugin is a must to set the mood in my opinion
>>
>>175380232
Don't worry about cluttering the thread. It needs all the bumps it can get!

That aside, the stairs on top of https://ibb.co/cC54Qk bug me. Are they supposed to be leading INTO the building or down FROM the building?
>>
>>175387943

They are meant to take you into the main building. The reason why they are elevated is to give it a sense of importance, or something. There is a 98% chance that I don't know what the fuck I'm doing LOL
>>
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>>175389427
So you mean like on the left, rather than the right?
>>
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>>175392587

It's the first one! I messed it up!!
I think I know what you mean, and I think I fixed it
>>
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I am using placeholder music from other games to set the mood I'm after until I am able to compose something that sounds good enough and represents the same spooky feeling. I'm currently using ambient tracks from devil may cry, resident evil and bloodborne (just placeholders). Do you guys do this at all? If I wanted to share a demo with you guys, would that be considered scummy or stealing by this thread's culture?
>>
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>>
>>175395441
In my case, I actually made the music a few years ago but had nothing to do with it. So now, I'm making a game based around said music. That being said, the track names are spoilers now.
>>
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>>
>>175398903
Eric had a hard life
>>
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HALP

How do I make the text on this "note field" smaller, so I can fit large paragraphs of lore just like in my dark soulz gamez? I already tried this /} thing to make the font smaller, but it changes nothing. How do I show more text for descrptions?
>>
>>175393575
That's better! Nice!
>>
>>175401157
use | instead
>>
>>175401157

Nevermind I am stupid as fuck. I figured it out. You just have to put the \} before the actual line you want to see reduced
>>
live thread pls
>>
What is the one thing so crucial to your protagonist that changing it changes the entire game?
>>
>>175407678
His knowledge of the game. The entire plot hinges on him getting sucked in from the real world and knowing exactly what's supposed to happen.
>>
>>175407678
He was helping the bad guy all along and now everything is falling apart.
>>
>>175407678
nothing
>>
>>175407678

Her memories. If what she believes to be true were to be changed, the whole story would take on a very different approach. The same is true for the rest of the members of the council.
>>
liiiiiiive
>>
>>175395441
No. The rpgm community I know does it as a hobby not a commercial endevor. I'm used to hearing chrono cross tracks in every other project
>>
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Ayyy /rpgmg/ I dun finished my first ever demo! It's barely 5 minutes of gameplay, 3 days work. Check it out if you want!

Here's the premise: You're a duelist who grew up in a beautiful "fencing academy" that's now ruined and inhabited by dead student's spirits. What happened to the academy? Why can't you remember anything? Who sent you the letter you have in your key items inventory? Find out... or not! In this short-ass, shitty-ass 100 MB demo!

https://www.file-upload.com/1007lvqw0e11
Here's the letter for dem niggas who won't read that shit while in game. The game uses weeb names so beware
>>
>>175418957

>Iris Academy
>>
>>175419271

Does it sound too stupid? It does, right? I wanted to pick something unconventional and kind of feminine. I think the iris is some kind of pland and a part of the eye.
>>
>>175418957
I'd play it. But my grandma is on her deathbed. Good thing its not my turn with the collab
>>
>>175419643

Well, just check it out when you have the time, if you want at all. I'm excited to hear criticism from this wonderful thread!
>>
>>175419634

The only issue I have with it is that it's in another game.

I'll give it a go. What could go wrong?
>>
>>175418957
Downloading now senpai. Is there any particular feedback you're looking for?
>>
Small problem with your demo and/or my computer handling the player, homie, it's been 'now loading' for ages.
>>
>>175420441
Just quickly updating my post here. I reached a load screen about ten seconds into the game, and it appears to be frozen. I give it a 7/10
>>
A load screen? Weird. I played my own demo and didn't encounter any issues at all? The starting cutscene is supposed to be pitch black at first, for like 10 seconds. Let ot play dude.

I swear to god i didn't know "iris academy" had been used as a name in another game! I'll change it. I want to know if you guys were able to play my demo and if you were interested enough to finish it
>>
>>175421404

I gave it five minutes.
>>
>>175421718
Well fuck. I don't know what i did wrong. I will look to fix and repack everything tomorrow. Sorry for wasting your time, i have no idea what bug or crash i have let slip. My demo thing worked good on me computer
>>
>>175422095

I don't know enough to say what could cause the problem.

It uses VX Ace RTP to run, right?
>>
>>175306880
>>175307291
>>175308429
>>175326564
>>175338296
>>175344719
THANKS FOR THE MAPS
>>
>>175422342

Nope, this should be rpg MV. it should use rpg maker MV stuff, maybe you need to have that installed or somethin
>>
>>175422904

Oh that might be activating the almonds. I didn't install that RTP because I was going to tryrate VX Ace.
>>
>>175422904

Just getting this in, apparently MV does not have an RTP.

To quote our Japanese overlords:

It has been released from the burden of RTP "RPG Maker MV"
Previous work far, and when you want to produce a game, when you play that game, there was a need to be installed in advance RTP (the runtime package). The purpose is mainly did it to reduce the download capacity of the game, it abolished this specification in the "RPG Maker MV" from such that it has been no longer need to worry about the capacity as conventional by the spread of broadband. When you produce a game in the new, and now copy all of the material file in the game folder.
>>
>>175423107

Well i don't want to waste your time but if you happen to install MV RTP check the demo out for spooky foggy demo
>>
>>175423419
I did encrypt my images and audios when exporting the demo and exclude all unused files. Maybe that's fucking it all up?
>>
>>175423669

I have no idea, to be honest. I haven't used an RPG maker since the year 2000.
>>
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Would someone be willing to test how it is so far? I want to see if I should continue this thing.
https://www.dropbox.com/s/dtp13hjq53ky2zi/SkellyMcSpooks%20Demo.7z?dl=0

VX Ace RTP needed of course.
>>
>>175424304
>https://www.dropbox.com/s/dtp13hjq53ky2zi/SkellyMcSpooks%20Demo.7z?dl=0

I'll give it a go.

Anything in particular you want complained about?
>>
>>175424943
Anything. Also, demo ends at the doors of the mansion.
>>
>>175425127

Is there anyway to heal? The trees are fucking my asshole.
>>
>>175425653
Talk to the Wisdom Tree in Whispering Woods. He'll grant one full heal and one save.

Also be sure to examine everything and anything.
>>
>>175425653

NVM this tree I fucked up dropped milk.
>>
>>175425943
out of context that sounds so weird.
>>
>>175425894
>>175425127

This is an all right demo. I don't really like the whole 'attacking is a thing separate from the battle screen', but you do it well enough that I'm not really bothered.

You got a solid piece of work here, really, but I feel like fighting is a matter of luck mostly, and not forgetting that the axe is on the F key instead of the key you're hitting to talk to things.
>>
>>175426261
Thanks. Everything in it was done by me. Except for the scripts. I know the music clashes a bit with the art, as the art is intentionally shitty while the music is passable or not weird.
>>
>>175407678
He gets tricked into killing his own daughter, which makes him go insane and become a demon.
>>
>>175239840
It was a literal self insert cookie cutter I started when I was thirteen on RM2K then later 2003.
Started in my small town, then on a field trip to Austin my friends and I find a cult under a church of all places a satanic cult trying to sacrifice a "priestess" we knew to summon a demon.
After making it all the way north to Canada for some reason a fellow at a cathedral I think gives us bracelets to channel elements (not magic lol) also a summoner. Down to South America picking up party members along the way and Quezacotl in Mexico, we find a pirate girl with a boat allowing us to sail long the coast across the pacific to.. Europe?
Didn't get much further. Mostly stock tiles and Chars, using found MIDI.
Something about a thousand years ago there was an eight continent that had crystals (used in the bracelets) that advanced technology greatly in the isolated area, somehow leading to a war with a great daemon (created from the souls in hell). Of course a millenia later the daemon returns seeking to destroy the middle east with OMEGA and bring Lucifer to Earth (I knew nothing of SMT at the time)
So of course I, after traveling the globe, must acquire ULTIMA as my ancestor did to defeat Shinaroth, go to Hell via a lift elevator in the ocean and defeat Lucifer, then return to prevent the Apocalypse when the Superbeast (yes I imported the .mp3) tries to ascent to Heaven to kill God.
But then the tower all the assets were on died.
RIP Rebellion
>>
>>175239840

Back in 2000, I made basically myself on an island and it was the standard 'something bad happens so you have to leave home' kind of story.

I made really good (at the time) battle animations, but I didn't really understand how to balance hero stats versus enemy stats.
>>
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>>175426928
wow
>>
>>175423419
That means you don't need to download the RTP as a library games can reference, in case there are missing files. In the oldest versions you couldn't play games without RM installed anyways. It meant smaller downloads if you assumed everyone already had most of the assests on their computer.
>>
http://picosong.com/ipAy
Should I put this in my game somewhere?
>>
>>175437094
It's your game. If you like the music and it fits then why not?
>>
>>175437094
Sure why not?
>>
>>175437094
is that clockwork orange?
>>
Are there any witches in your world?
>>
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>>175442578
Witch is one of the available classes, yes. Focused on status effects both positive and negative, with some but not many damaging abilities.
>>
>>175442578
Yes
You can play as a few
>>
How do you guys feel about default assets in a game?
>>
>>175447547
Instant turn-off, but better than flat-out bad assets
>>
>>175447743
I wish I could into spriting...
>>
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You nerds going to be getting RPG Maker Fes for 3DS? I doubt it'll be worth the effort of making a full game one it, but it seems like it would be fun to play around with.
>>
>>175448049
I'm getting it
>>
>>175447547
I can't do art so I use them, I don't plan on going commercial with any of my games or finishing any of my games so it doesn't feel like much of a priority for me.

I've tried getting into spriting, but I just would need to dedicate so much time to it just to get half as good as the default assets.

I kinda just enjoy mapping and writing.
>>
>>175448049
I have a fetish for content creation apps on portable devices so I probably will
>Advance Wars
>Mega Man Powered Up
>Mario Maker
Level creation is probably my favorite part of developing games
>>
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>>175448349
>Mario Maker
>for 3DS
It makes me sad making all these levels that nobody can play but me.

I hope Fes gets enough of a community that we'll actually be able to play a good amount of games.
>>
>>175448461
I agree, they were one step away from making it objectively better than on console
I think Fes will get a community, but half of them are gonna be pirates
>>
>>175448541
>but half of them are gonna be pirates
Well that's the 3DS for you, I definitely feel like a minority as someone who actually buys my 3DS games.
>>
Is your main character devout?
Does that affect him/her during the journey?
>>
>>175452735
Main character is not, but a few of the party members are, which is what opens up a few sidequests
>>
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Dayum, I can't see shit down here! I hope this abandoned altar lets me power up by offering certain items found throughout the game. And I sure hope the area is interconnected so the player doesn't have to backtrack to the start of the game to go back there
>>
>>175453927

CHECK UNDER YOUR CHAIR!
>>
>>175453927

Is it possible to make such an area so that you can simply use an item in certain places to access it?
>>
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>>175461642

That would actually be awesome! Like, accesing the "power up" hub area with a designated item. That's actually cool. Making a common even that takes you there when you use the item is the easy part, but going BACK to whatever position you used the item in is the hard part.

How does the game remember the place where you used the item? Maybe you can "get player position" and store it as a variable, and use it to get back to your world.

Here's more of my crypt level!
>>
>>175462197

I sadly have no idea if that's possible. I haven't worked with any RPG maker for 16 years.
>>
>>175462382

You should get back, famalam. It's the best hobby. I think I'm going to follow a different formula for my "power up hub areas". I'm going to scatter them throughout the game, and have them be interconnected to other maps via elevators so you can go back there.

I want the player to go "oh shit there's another power up thing! it's a special map!"
>>
>>175462553

That's a good plan.
>>
>>175462847

Enough about me. What's your plan, senpai? Come on, man, it's fun. If you have any free time at all, you should just get an old version and mess around with it just for the fun of the hobby itself
>>
>>175462989

I don't have much of a plan, more like a short work that would probably qualify as 'proof of concept' or a 'demo' if it were of a longer product.

What would you recommend for an older version?
>>
>>175463173

To be honest you could catch a sale on the latest version for PC (rpg maker MV) for 30 bucks on steam. It ain't much when you think about it. You could also just torrent a nice rpg maker 2003, XP if you're feeling artistic, or just play it safe and look for a sale on VX ace.

Whatever ideas you have, they are worth getting excited for! I'll play the shit out of your demo if you ever post it here.
>>
>>175463419

To be honest, that's already my plan: to wait for MV to go on sale.

I can afford $80 but there are at least three major repairs coming up so my money must remain unmolested until the sale arises or the hard times are in the past.
>>
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Who here /just scrapped 600 hours of work and is starting over for the third time/

Feels better than I thought
>>
>>175463551

Fuck eighty dollars, familia. I got MV for 30 buckaroos, just be on the watch for sales. What gets you excited about your idea? Do you have a good idea for the "mood" or theme of it...? Or maybe you're excited to show really engaging characters? Or a badass combat mechanic?
>>
>>175463814

That's cool, but remember to not be harsh on yourself. Your rythm of work and your pacing will ultimately follow your own decisions, just don't erase things out of insecurity or super high standards. Your hours of work will most definitely spawn something beautiful to play.
>>
>>175463912

I'll be honest, I'm more focused on the story side. Combat mechanics are going to be my Waterloo at every stage of the process.

The struggle of the main character is probably what excites me most as she works to counteract both what has happened to her and what society has done to her as a result of what happened.

It'd probably be a story about trying to struggle against societal expectations and coping with the fact that that is a war that can be hard to win even with magic.

---

As it is, though, what I actually could probably produce if I began now and immediately (without much stoppage) continued would probably be a single chapter of the tale.
>>
>>175464068
>>175463814

I agree with the guy telling you to not be insecure.

It's okay to 'stop working' on something, but don't delete past work. You might gain inspiration from examining it later.
>>
>>175464296
Not to mention you can always build on what you've already done, or just alter things to what you like rather then wiping the slate clean.

Or maybe you just want a fresh start, thats fine too!
>>
>>175464439

Even if he totally fresh starts, my experience as a writer tells me that destroying your old work entirely is something done to the detriment of the self.
>>
>>175464068
The scope was simply too big. I went from open world RPG to a more linear story driven adventure type game and now I'm throwing all that out to too, to make an arena or endless dungeon type game.

I want to make a game with one clearly defined concept that I fine tune until it works well instead of fifty different things you can do that feel half assed. If that makes sense. That was a valuable lesson even if it took several hundred hours to learn. It helps that I now have tons of graphical assets and some lore to start me off aswell.
>>
>>175464787

Well that'll make you evolve, but part of me is still curious to have a peek at your open world project right now... You feel me?

It's a difficult hobby to balance. We must DREAM BIG but still remain grounded... But god damn it I love it. I'm about to start my first main hub area, i'm going to put genuine love on this thing.
>>
>>175464931
Perhaps the most depressing part is I don't really have much to show for this time spent. I feel like the last two or three months or so I literally just sat and redesigned areas and added flavour shit like birds and fish in the rivers, as if subconsciously trying to avoid the hell that is writing branching dialogues. It's still basically a walking simulator. The story/main quest was maybe 10% done.

Everyone always discourages you from trying to make a gigantic game as your first project, and in hindsight it was a bit retarded, but you do learn a lot along the way.
>>
>>175465602

I feel ya. It takes mental strength to tackle big projects and big challenges like that. I don't want to go around being a smartass, but I'd rather put the project away in a flash drive USB and just forget about it rather than scrapping it completely.
>>
>>175465602

Admittedly, you learn a lot more from falling off of Everest (if you survive) than you do falling onto your knees while walking on a soft floor.

The fact that you had the ambition to try such a larger project (and the ability to keep working on it for such a long time) speaks well to your ability to succeed at anything you try so long as your willingness to learn matches your effort.
>>
>>175465825
For sure, it's always nice to be able to go back, even just for nostalgia. I'll probably stay in the same project anyway going forward because I've got some cool events in there I'd rather not remake from scratch.
>>175466417
I hope so anon.
>>
Is .wav, a file that can be used in RPG makers?
>>
>>175467825
It CAN, but that doesn't mean it SHOULD. It works for sound effects, but don't go using it for music.
>>
>>175467825
I think you need .ogg files which I believe you can make online on converter sites or with audacity which is a free audio editor
>>
>>175468458

Would you recommend a way to create non-.wav music, then?

I'm kind of a faggot and I'm afraid of relying on other people's work where not necessary to do so.
>>
>>175283439
>>175285247

So I've been trying to get to work on your music ever since the request, but every time I get started I'm called aside by bad family health issues which kinda kills my motivation. I'm gonna ask that you please be patient for a few more days. Sorry, I don't usually take this long under normal conditions...

Also prison anon, I want to clarify something. Since this last piece is a final boss track, do you still want it to sound like pseudo-battle music (I say pseudo because of the context of it), or just a mournful type piece? Something that still has the "end of game" last fight feeling or something that has "really sad moment" feeling? Not that the two are mutually exclusive but maybe you know what I mean?
>>
>>175468463
It is almost certainly the best option, but you don't NEED it. Ace at least also takes mp3, wav, and wma.

>>175468614
As >>175468463 suggests, Audacity is a good option. Some audio players like Foobar2000 and iirc Winamp have options to convert files they can play into other forms of media as well.
>>
>>175468745

Good to know you're still alive. Take your time.
>>
>>175468962

I grabbed audacity, I thought it was just some sort of program people used to sell their audio books, but then I realized that that was audible.
>>
Anyone ever made a "runner" type minigame in rpgmaker?
I'm thinking:
>a "wall" of events that move from the bottom of the map and up, game over on player/event touch
>different kinds of powerups like increased speed, move through objects
>jumping (maybe contextual on certain tiles)
>moving platforms
>different kinds of traps with timing
>turrets/projectiles you have to dodge

I feel like all of this should be pretty easy to implement with events but I wonder how it would run with all that shit going on simultaneously
>>
>>175470103

I'm pretty sure someone made an actual action game once, so a 'runner' wouldn't be hard, but it'd probably be a bit clunky, I'd imagine.

Then again, most runner games are made by the lowest bidder so you'd probably not do half bad compared to some.
>>
>>175470102
I'm a bit curious as to what you're using to make your wavs in the first place. I'd think any music creation program would have the option to export to common formats like mp3, at least.
>>
>>175470876
I wonder if it would work with the standard grid-based movement or if pixel movement would be more comfortable. I'm thinking grid based might actually be better because it's easier to tell exactly where you are, how far you are from a potential danger and whether you're actually standing on that platform etc.
>>
>>175463814
Same. I'm scrapping a ~6 month project, and starting new today.
>>
>>175472131
What lead you to make that decision? Did you bite off more than you wanted to chew like me?
>>
>>175472065
Nah, grid-based collisions are definitely worse than having them more granular. It's just much more difficult, of course.
>>
>>175472403
Alright, I'll definitely try both approaches and see how it feels.
>>
>>175471859

One of the sticky links linked a thing for making 8 bit music.
>>
>>175463814
I have scrapped so many projects that I've lost count. Some with like 3 hours put into them, some with hundreds of hours. It's kind of depressing to go through my project folders for my GM:S and RPGMaker as it feels like a graveyard.
>>
**PSA**

Don't use .mp3 files for your projects. At all.

.mp3 is not a free file format to use and requires royalties. .mp3 also cannot loop seamlessly, so you will have a gap at the start of a loop.

Use .ogg. It's free, open source, loops perfectly, and you can use custom loop points via the tags with rpgmaker so you can have an intro and loop the rest of the song in one file.
>>
>>175472314
A big technical reason is that I was getting fed up with MV's frame rate instability. Every other playtest had the perfectly-smooth scrolling background stuttering at noticeable points.

And for a much less glamorous reason, I was getting bored with the project. But this time, "I swear this is a project I'm going to want to finish".
>>
>>175472815

>royalties
Ew.

Is .wav like that too?

I'm a student of the Hebrew Masteries, so royalties are a great way to get me to switch to open source.
>>
>>175472815

Thanks doctor.
>>
>>175472815
>>175473927

I can't find any information on .wav files so I assume that they're safe, but if you plan on making your game commercial, I'd stay safe with open source alternatives.

Also keep in mind that you don't need to pay for .mp3 licensing unless your game sells over 5000 copies. Of course you might say "My game will never sell that many", however in the off chance that it does, you'll be forced to pay a $2,500 premium. So it's better to avoid that situation entirely (also considering that .mp3 is an inferior format to .ogg in almost all regards anyway)
>>
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I just recorded myself, heavily edited it and made an NPC talk with audio in my game. This is going to be a fucking cringefest, but hey, I wanted to imitate dark souls and so I did. Here's a vocaroo of the line and a screenshot.

Prepare to cringe.

http://vocaroo.com/i/s0tEdJgQpGen
>>
>>175476963

One should always plan for the best and worst eventualities. Success often carries as any foibles as failure, despite the increased benefits.

So I'd go to .ogg over .mp3 any how.
>>
>>175477090

You didn't do bad at emulating the style of at least one person's talking in Dark Souls.

Your audio quality isn't garbage.

Are you the guy from yesterday with the demo that went to now loading and never stopped?
>>
>>175477284

Yeah!

I wanted to show you guys what little progress I had made, but couldn't do it! So I said fuck it, i'm gonna make some more progress and hopefully upload a valid demo in a while.

I'm still on the fence about these voice lines. It's strange to find them in RPG maker, but if I do it well, and better than this, it could be a interesting positive addition to these "curious" NPCs. It's borderline plagiarism, but fuck it, I'm having fun.
>>
>>175477493

Here's hoping your efforts yield fruit.

If nothing else, you might teach us new things whether you succeed or fail at your plans.
>>
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>>175478016

We're about to find out if the public (basically you guys) find the voice lines to be:

A. complete cringefest
B. positive addition

Here's my hub area that I made today! It's basically an attempt at firelink shrine with a couple of twists of mine. This is where the heroes find rest and other NPCs!
>>
>>175478265

The major question there is how well you can speak and whether you do it for multiple characters, really.

Bon chance.
>>
>>175478265
>>175479445
If your project is small, you can go to a place like behindthevoiceactors and recruit some talented people for free.

However, that's literally the last step of gamedev and you shouldn't do it until your game is *done.*
>>
>>175479870

Because you don't really know enough about the project to give proper voice directions if the game isn't finished yet, right?
>>
>>175480434
Not him but no. It's because you would completely waste people's valuable time if you decided to recruit people for voice acting (unpaid) then never finish it. Gameplay and story should always be done first. Then graphics. Then sfx/music. Then VA.
>>
>>175480586

Upon hearing your thinking, I see what you mean. Admittedly, if they're working for free, all of their time is a waste.
>>
>>175480434
A VA can bust out a script far faster than you can finish a game. Also, you want your writing set in stone. The less time of theirs you waste with re-writes, the better.
>>
>>175481001

A VA can bust out a script faster than I can even start a game.

I spent like this whole day trying to figure out basic shit to get started.
>>
>>175480586

Dev here. I would never request people's work for free! Thank you for the website suggestion. I will check it out! If I requested people's services, I would pay them via Paypal. I was thinking 10€ per minute of dialogue. Not a bad deal, huh?

This is my plan for VA:
- Record placeholder audios like the previous one myself
- When and IF the project is looking long and good, pay money to people and provide them with the placeholder and script so they have an idea of what I'm after
>>
>>175480826
>Admittedly, if they're working for free, all of their time is a waste.

Correct. That's why studios are able to work on several aspects at once. All the employees are getting paid either hourly or by the amount of work done.
With really small indie teams (I'm talking one or two people), outsourced people are typically either working for free, or get a lump sum/percentage of sales after the game is done. Game never gets done = no money, wasted time, wasted talent.

That's why I strongly encourage either doing things in a specific order or paying the person up front.
>>
>>175481083

Actually 10€ per minute is total garbage.
I would pay them 10€ per "piece" of dialogue (think 30 seconds, or a specific event)
>>
>>175481083
I wasn't the anon who requested the website.
>I was thinking 10€ per minute of dialogue. Not a bad deal, huh?

It really depends honestly. It's not that great of a deal. If you want someone to just talk into a headset with silly voices and minimal post processing/you do it, I guess it's not too bad though.
If you want something that sounds halfway decent with above average equipment, good voice work, and them to mix it/them to give you a more mixable recording to process yourself, that is not enough money.

Basically I'm saying if you want the quality of Castlevania SotN dub, 10 euros a minute isn't bad. Otherwise it's not enough at all.
>>
>>175481561

Well then if my project is worth it, I would be ready to spend good money. I'm thinking maybe this would be a better deal:

- Up to 100€ for a single character
(not that many lines, just a couple of paragraphs for different encounters)

That being said, if I drop a hundred buckaroos on a fucking character, the voicework better be good shit. I don't even know if it would be worth it for an RPG maker game.

Here's the first line I recorded before.

http://vocaroo.com/i/s005QGtkjXNl
>>
>>175481920
>That being said, if I drop a hundred buckaroos on a fucking character, the voicework better be good shit. I don't even know if it would be worth it for an RPG maker game.
This is why I don't recommend voice acting for small studios with no financial backing.
Voice acting is something that can literally break a game. Good voice acting is a nice touch, but bad voice acting can really hamper the experience.
If you can't afford good quality VA, then keep it mute. Lack of voices are rarely criticized where as bad voices can rip your game to shreds.
>>
>>175482184

Aww fuck. There goes muh dark souls plagiarized idea! We'll see how well everything mixes with these lines I'm trying to record.
>>
>>175482390
Just try to stay realistic, Anon. I know I'm being a party pooper, but there is no point in wasting money on a cheap VA who may or may not give you quality work. There's also no point in focusing on VA when you don't have a game yet.
There's also the extremely large chance that you'll abandon your project (no if ands or buts. It happens to everyone) and it would be a shame if you wasted your money or someone else's time with nothing to show for it.

>inb4 I'm just being an asshole. I know I am but it's the truth.
>>
>>175482652

Nah, it's good to hear that. Stay with our feet to the ground. But still, I feel confident going forward, I want to dream bigger than my previous projects. Hopefully I can find the sweetspot where I can continue progress without losing interest.
>>
>>175482652

Without both the realism fag posters and the DREAM BIG fag posters, we would be lost either in the clouds or in the slums.

Your voice is no less valid than the idealism fag who thinks he can do anything, and we need to hear both of you for the truth both of you speak.
>>
If you actually have a finished or near-finished game, and it's not shit (or even if it is, given some things I've seen) you can probably pull off a kickstarter for shit like voice acting.
>>
>>175484083

A kickstarter can get you money for relatively little cause, so...it mostly depends on your ability to sell shit.
>>
I'm not very interested in seeing voiced lines, but I wish devs would always have voiced battle grunts. It gives a lot more life to battle scenes.

>ei!
>hyaa!
>teyah!
>iyaaan!!~ aahn~
>>
>>175485636

Voice battle noises in Breath of Fire 3 were a really nice touch.

That feel when you know hear the crit coming and you're like awwwwwwww yiss.
>>
>>175485882

We've come a long way from 'Slam', haven't we?
>>
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>>175306160
Okay
>>
Hello friends. Could someone suggest a good RPG Maker to start out with.
>>
>>175490679
Join the rm2k master race!

(Don't actually get 2k. You'll probably want MV or VX Ace.)
>>
>>175490679

Try VX Ace Lite. If you like it buy/pirate regular VX Ace. I'm using this version for 3 years already and I'm satisfied with it.
Or get MV(I think there's a demo) - the newest one, because it's still being supported with new plugins and such.
>>
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Is there any reason to get MV if I don't plan on using the multi platform stuff? Or should I just stick with VX Ace.

Can I get some honest like non-marketer reasons to switch to MV?
>>
>>175491557
>>175491572
Much thanks friends
>>
>>175491974
>better resolution/scaling control
There are resolution changers for VX Ace, but they're all wonky to some degree. Mostly a big deal if you're using pixel art graphics.
>active plugin community
Aside from some very specific scripts, the quality and variety of plugins is better than Ace. Have a browse through here and see if anything seems interesting: mvplugins.com
>built in sideview and front view battles
Sideview is basically rm2k3's system, so that's convenient if that's the battle system you want. No ATB though, it's still Ace's turn based system.
>event searcher
The same as the one from 2k3. Can be very useful.
>better character generator
Much better than Ace's abomination.
>native mouse support
It's pretty basic and there are Ace scripts that do better. However there's also MV plugins that extend it past what Ace can do.

Really the biggest thing is the plugin community, rather than anything the engine offers. Most scripters have moved over to MV.
>>
I'm at a point where I will be soon starting to design the final dungeon of my game(wow, time sure flies) and I'm having some serious thoughts about it. Should I just make a regular dungeon, like the others in my game, which is about 0,5-1 hour long with some puzzles as always or should I make a really big and long one, with some new mechanics along the way? I want to end my game with a bang, but at the same time - I don't want to strain the players too much right before the finale, especially because the road to this dungeon is already moderately action-packed. I would be grateful for some advices.
>>
>>175498863
Very often, I hate when the final dungeon is exceptionally more difficult than the rest of the game.

This is because by that point, I'm likely more interested in the plot's conclusion, and possibly sick of the gameplay.
>>
>>175498863
If the final dungeon feels/plays like the other ones then I am a little disappointed.
>>
>>175498863
Length is basically the least interesting way to make an area stick out. I would rather err on the side of too short - the last thing you want to do is bore people just as it's getting real.

You can make it seem BIG without making it take longer to traverse, though. Like climbing a tower with elevators that take you up tens of floors at a time, or something.
>>
Bumping with a boss battle test, work in progress

https://www.youtube.com/watch?v=wRC5DwwHovk
>>
>>175268416
>MC is a royal guard that came back to life after being a ghost for some decades
>black mage grill is an alchemist in a little village
>archer/support is the daughter of king's most thrusted man
>thief is member of a gang that was taken away from his family by the gang leader when he was just a child
>>
les bumperables
>>
Is it possible to make a game with RPG Maker without it having that cheap RPG Maker "feeling" and "look"?
>>
>>175514215
https://www.youtube.com/watch?v=tsBSRfu-6k4

Yes. The trick is 'original assets'
>>
>>175239840
It was made in RM2k back during my Deus Ex/dystopian phase. The setting is a post-apocalyptic dystopian world where the sun was blown up by a terrorist organization. The world was chaotic for a time after the sun's dying, until all the countries gathered together to form a world government. This newly formed government developed an organic super-AI meant to monitor all illegal activities and act on them if necessary. Over time, the AI gradually gained consciousness and became mostly useless. Meanwhile, a powerful resistance organization rose up to take advantage of the opportunity and began construction of a time machine on the moon, over which the government currently has no control. In response, the government has been developing genetically engineered super-soldiers based on the organic AI's DNA. This is around the time the game begins. The protagonist works for the government, of course.
>>
>>175498863
It should definitely be a culmination of all the other dungeons put together, while sticking to the dungeon's theme. Everything the player has learned so far has lead to this.
>>
>>175502349
>>175503009
>>175507315
>>175517119

Well, I guess I'll just have to balance it somehow. I think that making a normal-sized dungeon,but with some nice gimmick that I didn't use in dungeons before should do the trick. I also wanted to make this dungeon more exploration-based at first, so maybe I'll try to combine these ideas.

I'll try to draw the layout on a piece of paper and see if it may work.
>>
>>175514215
For people unfamiliar with RM, don't use default graphics INCLUDING edits.

For people very familiar with RM, don't use default sounds and menus, too.
>>
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>>175472815
>mp3 royalties
>>
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Speaking of original assets, I had an idea for a scribbled-in notebook looking menu - it'd need real doodles and writing scanned in to look decent, and ideally some kind of animation to it as well, but it was fun messing with it.

How do your menus look? Anyone want to share?
>>
>>175514314
I don't want to defend Millennium games but they weren't all made within a year of each other That's just when they were released on steam.

That developer has been selling their games from their website since before Steam was around.
>>
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>>175268416
It's literally a fanfiction based on the manga +a no Tachiichi because I hated how it wasted so much poential.
>>
>>175528434
neato, I remember that mango
>>
>>175265775
Have an idea that inspires you. Like you ever have that game that you need ALL of your friends to play like right fucking now holy shit why aren't you playing this?

You have a plot idea, or a gameplay quirk, or something about your game that you have that much enthusiasm about you're less likely to get distracted.

Also outline outline outline. Have your entire game mapped from beginning to end before you start RPGmaking and set realistic goals.
>>
Stay alive
>>
>>175539383
>>
>>175542869
>>
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So before I truly get started, I want to know about how possible my plan is, since it seems kind of ambitious. Concerning mechanics, at least.

The basic idea is progressive, cumulative status effects. Each status has three levels, coming in "inconvenient," "annoying," and "crippling." Most low level abilities will inflict the Inconvenient level, but inflicting it a second time will cause the status to progress to Annoying. Inflicting it a third time progresses it to Crippling. However, However, there would also be more powerful abilities that might attempt to inflict a Crippling status immediately, which is where Resistance comes in. Resistance basically determines the threshold for when a status is applied or progresses. To put some placeholder numbers to it, have an example:

>Paralysis consists of Stiff (slightly lowered speed/attack), Slow (half speed, lowered attack, chance to miss a turn), and Paralyzed (can't move until it wears off)
>Boss has a Resistance of 30 (mooks are much lower)
>This means he can't be fully paralyzed until he gets (Stat3=Res) 30 status points, (Stat2=Res/2)15 points slows him, and (Stat1=Res/4) 7 points stiffens him
>But he subtracts (Res/10) 3 points from any status spell used on him, and lowers his point total by 3 each turn on his turn after his action
>Also has a maximum of (Res+Res/10) 33 points in any one status; anything above that is wasted
>The Stiffen spell inflicts (5 + Magic) let's say 10 status points
>The first cast always Stiffens him, but it takes two more casts to Slow him, and if not recast he shakes it off immediately after his turn
>It takes about 7 casts to actually paralyze him fully, and he reduces himself to slowed after 1 turn
>But you might have multiple characters spamming status, or are using a stronger Slow spell that inflicts more points

That's the gist. The real thing is more complex with abilities to remove points, add Resistance, or counter.

How much programming do I have to do to implement this?
>>
>>175547451
Stacks exist for status ailments, and they don't only apply to duration, but I don't know if you can change it from a number to a letter or different graphic.

The other option is a very messy set of if-thens linking 3 different status ailments to represent each level of a single status effect.
>>
>>175547451
Sounds like it would be hard to properly balance this
>>
bump?
>>
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What mask design is better? It's for the ghosts in my game.
>>
>>175558113
I like 3rd and 4th the most but they really express quite different emotions so it depends on whether you want it to be a cute ghost or a scary ghost.
>>
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>>175558819
You have a point about that. Fuck. The ghosts aren't even going to be enemies. Back to the drawing board I guess.

In lighter news, I finally got the camera how I wanted.
>>
>>175558113
First by a longshot, especially if they aren't enemies.
>>
So, I started tooling around with RPG maker 2003 at the behest of someone here, because I'm lazy and it's familiar (well, to the part of me that remembers being ten).

And I got to fucking around with characters, maps, events, and I realized that I could envision amazing things being done once I achieved competence, even as I cursed my boss for mis-scheduling the shift so I'd have to be at my fucking job without internet for 16 whole hours (he did buy me Subway for staying so long though, which was kinda nice).

It made me sad because half of the RPG maker games I bought during sales (some of which were made with the newer RPG makers), demonstrated so little care for the potential they could reach.

This brings me great joy, however, because it gives me hope that I too can sell my work for a few buckazoids on steam but instead of being shit mine might be average or even good.
>>
>>175559067
How'd you fuck with the camera? :?
>>
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>>175559525
Shame I couldn't get that mouth. Now they just look depressed.

>>175562651
https://pastebin.com/0nKZdUGp
>>
>>175563889
uboa + noface + the puppet from fnaf?
>>
>>175561929

I know right? People say the RTP sucks and that RPG maker games feel cheap but... you can really accomplish amazing things if you have the VISION... and the will to make it true.

Trust your vision, based 16-hour shift anon. Trust your vision and carry it out to the end, amazing things will come out of it. We must at the same time lower our standards and not be harsh on ourselves!
>>
>>175568015

Admittedly, some of the things I've seen done.

The Lilly and Sasha series and Millenium series...well

It's like they figured out the minimum work they need to do and stopped.

Which is sad because so many good pitches/rpg ideas in these games turn out to be shit in execution.
>>
>>175514314
And the assets don't even have to be "good", as seen by this anon >>175563889 as long as they have style.
>>
>>175547451
It's definitely feasible, and doesn't take that much programming. You'll have to go into the guts of the code a lot more than some people, though.

You'll have to figure out how to add additional variables to enemy battlers, and do things based on those variables.

By default, enemies should have things like
HP
MP
Stats[8], where those are all things like Max HP, M.Defense, Agility, etc.

You'd want to add at least two more things:
-Tolerance[n], where n is the number of different status effects you have.
-Resistance, the variable you've stated as how ineffective status ailments will be

And if Paralysis was your 4th status effect, Tolerance[4] = 22 would mean that enemy has 22 points of Paralysis damage inflicted on him.

So for example, if you wanted to know if you'd inflict a monster with Stiffness,
>if (thisMonster.Tolerance[4] > thisMonster.Resistance / 4)
You'd then check if the monster is already inflicted with Stiffness, Slowness or Paralysis. If they're not, then you can safely apply Stiffness at that point.

And inflicting those status ailments would be rather straightforward, because they'll likely be single function calls.

Your skills will require code that increases those enemy.Tolerance[] values as well.
>>
>>175568572

I'm not the guy you're replying to, but thanks for dropping the wisdom.
>>
>>175571050
np. i'll be hanging around these threads more often for the next few months, so if people have those kinds of light programming questions, i'll likely notice them when i'm slacking off on my own project.
>>
>>175572217

I hope you finish your project, Allah willing, and find what success you seek.
>>
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>>175568572
Perfect. In hindsight my real question was how receptive RPGMaker is to those kind of changes, so knowing it is helps.
>>
page 10 bump
>>
Music and sound effects are the bane of my existence.
>>
>>175583287
If you mean procuring them, they really shouldn't.
>sounds
What kind are you even looking for? There should be plenty of sites with free sound effects.

>music
Post screenshots/videos of your game, and you can easily get people to create music for you.
>>
>>175583607
Sorry, I made a mistake there.

>shame over using other people's free assets is the bane of my existence
>>
Any progress guys?
>>
>>175563889
>>175559067
Please stop posting. Your spritework is downright shitty
>>
>>175590887
Go back to /agdg/
>>
>>175591193
No. No one is calling out how terrible it is. Everyone is acting like they like it. How else is he going to learn
>>
>>175593003
I don't care if he learns anything, at least he's DOING something, which is more than you can say for 90% of this board
>>
>>175590887
Wow, rude
>>
>>175593003
Why I agree that he isn't going to learn something by "omg, I love your art" he isn't going to learn by "omg, I hate your art" either.
>>
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>>175590343
adding these placeholders into rm atm.

doing a lot of relearning and remembering how rm works and all.
>>
>>175590887
Undertale has shitty spritework and is the best game ever, what's your point?
>>
>>175590343

Made a crucial story scene and some new sprites today. Working at a steady pace towards finishing the main story part of my game.
>>
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Post screens lads
>>
>>175597339
>~16:9 game resolution
>~4:3 map
?
>>
>>175590343

I went from no game and no idea.

To some idea, four maps that encompass the introduction, and events that string them together.

Next time I work on it, I might actually produce the section where the player moves around and does things.
>>
>>175593003
>>175593928
It's using the excuse of "it's the style" to cover up why it's shitty. It's trying to mimic space funeral. Except space funerals was good. Because there's a difference between making something intentionally shitty and just being shit
>>
>>175598613
Who is to say it isn't done intentionally shitty? Even if it isn't go take a look at OFF.

People like it because it's unique. It's different. It has charm. It has characteristics. That anon's game has the markings of being up there with Space Funeral and OFF, having a cult following and everything. You're just being a prick.
>>
>>175595305

>best game ever
Excuse me that is not Jet Force Gemini.
>>
>>175593808
If you're going to do something do it right. What he's doing is worse than not doing anything at all
>>
>>175599970

>worse than not doing something at all
This is a high quality shitpost, amigo

Doing nothing is the same as being dead.
>>
>>175593003
But it's not terrible?
>>
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>>175600648
>good
>>
I like the intentional "shitty" style of the Spooky Skelly game, I even saw the video that he posted yesterday (it was yesterday?) and I liked it, so keep going anon
>>
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lot of post hiding
>>
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>pokemon rpg
got sprites showing ingame now, but i've forgotten how to animate a sprite using a spritesheet. wish i commented/coded things better back then, so i could read and remember these things easier.
>>
>>175604967
>>175605334
You did good hiding any post relating to the Skelly game. He should trip up so we can filter him
>>
>>175604967
>hiding posts
>posts screenshots
>pretending you matter
>pretending anyone cares
>>
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>>175605516
>"we"
Wheres this hivemind mentality coming from? I'm not here to entertain you people.
>>
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does anyone know if there's a plugin or a way to code a trail in a skill's animation?

like the trail in this screenshot
>>
>>175606008

Falling for a troll.
>>
>>175606994
Incorporating particle effects with existing skill animations would be challenging. Possible, but impractical.

Animations don't have plugin calls or note tags. So you'd have to hard code particle effects on to specific Animation IDs, trailing specific cells, with properties that would require fine tuning and at lot of testing for a single animation.
For one, the animation cells work off fixed coordinates. They're designed for Front-view battles to display overlay hit animations. Not side-view battle systems with z depth coordinates so as to play on-top of one sprite but behind another. Or variable x&y locations for a projectile to follow a vector path from any position on one side of the screen to any positions on the other side.
For this reason, the side-view battle systems that were available for VX had their own systems built in for managing sprite and projectile movements. But even they were very ridged and required a mess of tags to to customize movements.
>>
>>175609697
you cant use skill notetags for that?
>>
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>dev everyday
>months of progress
>doing basic stuff not touching plugins
>CTRL+R like the 1000th time
>"failed to load GameFont"

What the fuck
I have to disable YEP custom font for it to work

I got a back up, same plugins, the font works

I can't figure what the fuck is wrong. It happens since I tried the YanflyIconGenerator.exe. How the fuck is this related. Kill me.
>>
Redpill me on the skelly game
What is everyone h8ing it
>>
>>175612773
bad spritework
some find it charming, others find it cringey
I'm personally waiting to see if his game is good before I pick apart stuff like that
>>
>>175612773
>everyone

it's just one guy. most seem to like it.
>>
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>>175612773
>falling for the "everyone" meme
>>
>>175612773

>everyone
>one guy who gets like fifty replies because he claims to have the only right opinion
I seriously hope you don't believe that one guy is everyone.
>>
>>175610053
The level of specificity it would require -- You're going to want to code it directly. Because drawing parameters from notetags would just require more coding and resources to process to information you should already know, or have in mind, and provide it directly.

I had this problem working with nonscripters. They want you to make a one-size fits all wrench with all these bell and whistles for any situation - so it's easier for them to turn the wrench themselves. At some point, you'll reach a threshold of round-a-bout stupidity, you're going to yank the wrench out of their hands, hit them over the head with it; because they didn't need a wrench, they had a single nut that they could have been tightened with their fingers.
>>
What is objectively the best RPG maker?
>>
>>175615475
where would you recommend I learn to code?
I have the time to dedicate to it
>>
>>175604967
Filtered :^)
>>
>>175615757
I dunno. Youtube probably.
You only need a little knowledge of the language's syntax and how it's structures. It might be "code" but it's still English.
You'll spend most of it studying rpg maker's inner workings, learning how it works and what things you can modify.
>>
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>nyaa is down
>sukubei down, probably for good this time
all is lost...
>>
>>175620869

>all is lost
Well, technically, only all of those things you said are lost.
But all, itself, is not lost because you are still alive.
>>
>>175620869
I don't even know what those are?
>>
Is there a way to remove the states window from yanfly's status menu core plugin?
>>
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>>175622557
shit never mind I found out how
>>
>>175622557
yes.
>>
>>175597584
I haven't really messed with the resolution for RPG maker mv. I tried some higher resolutions but I think it makes everything look smaller.
>>
saving bump
>>
good night.

input buffer and movement animations tomorrow
>>
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>>175599057
>That anon's game has the markings of being up there with Space Funeral and OFF, having a cult following and everything. You're just being a prick.
Not who you're responding to but holy shit dude, you're seriously stupid if you think this.
>>
>>175629608
Did Skellybro put out a demo?
I would play it t b h
>>
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I wish to tattle all of the enemies. I'd also like to know if there's an easy way to do this before I start abusing battle events in the most retarded way possible.
>>
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I want to make a very basic arpg like Final Fantasy Adventure. Is Quasi ABS too outdated or worth working with at all?
>>
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Just an update on the collab, been doing a lot of maps lately. Going to fix up a few problems with them tomorrow and then maybe make a composite image of them all together.
>>
>>175635596
There's Lecode's stuff.
>>
>>175222813
I like maps
>>
Fear of success is a thing apparently.
>>
>>175629608
>Not who you're responding to but holy shit dude, you're seriously stupid if you think this.
How so?
>>
>>175635917
>Grassy Knoll
>>
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mushroom mushroom mushroom mushroom

>>175632725
You don't want a demo of what I have. I only have three maps done.
>>
>>175640810
>Counting chickens before they hatch.
>Every lottery ticket is potentially a winner.
When the wind is just right, a piece of shit can attracted flies a mile away. It's still shit.

Without media coverage, indie games would be just as obscure as anything else. Visibility and popularity says nothing of the game's merits. Hipsters buy into junk BECAUSE they're bad - a counter culture.
Sure, if all you want is attention - you win. But it's like those chick flicks where the main character gives up their classy (objective) lifestyle for a trashy (subjective) one with a double standard message of hedonism at the expense of others. It's ok when you're poor but not when you're rich because money doesn't buy happiness, but it can afford suffering. "live. laugh. love. Cry anyways, you're on your period. Base all your decision on emotions because they're real and magical, not imagined. "
>>
>>175645125
Oh, I thought you were just saying it was shit all around, not that "we don't even know if it's good yet because it's not finished"
>>
https://www.youtube.com/watch?v=rop1Tb9RHHY

Eyerise death count: x2
>>
>>175645228
I was trying to say a subjective victory is a meaningless one, because you can change the definition of success to whatever so as to find it anywhere.
>>
Dialogue choices
Do you do anything interesting with them?
>Yes
>No
>I don't have any
>>
>>175649127
Interesting in what way?
>>
>>175650524
In an interesting way
>>
>>175649127
>
Forth invisible option, because I bought the official /rpgmg/ walkthrough and completionist guide
that says there's a hot-spring scene were you get to compare dicks with senpai and he'll compliment your manhood with a toast and invite you to drink sake with him resulting in a drinking mini-game that ends with a morning-after scene where the two of you standing side-by-side peeing and suggestive commentary about "morning wood".
>>
>>175651282
Are you sure you aren't making an Anime instead?
>>
Im thinking of doing a game all played in a ruined city, discovered by the "heroes", where they will have to understand what happened in the city and what is happening while they are there. Do you think can it work on rpgm? (Im not able to create tilesets btw)
>>
>>175653597
sure? why ever not?
>>
>>175654251
I dont know, Im afraid that rpgm is limited for an idea like this. The whole story was thought for a tabletop top rpg, like D&D, but since I was never able to master it, I want to try to recreate it on rpgm.
>>
>>175654562
limited how? The only thing you've told us is that you're limiting the scope to a smallish area. That generally makes it easier to make.
>>
>>175654740
Because I dont want it to be a smallish area. The idea was that everything would be played in the city, but a big a one. Not like the classic "4 houses 1 shop" Jrpg city.
>>
>>175653597
>>175654562
>>175654991
Okay
So why is this not possible in RPGM?
>>
>>175654991
I said smallish, not microscopic.

Look, I've played a pretty great game that takes place entirely in one big forest. 1 village, and 7ish dungeons, all in 1 forest. I sincerely do not know what exactly concerns you about making this on RPGM.
>>
>>175655140
Im worried that it would be repetitive as hell seein houses made in the same way over and over. I dont know. Im probably overthinking it as I always do.
>>
>>175655361
Just do it
>>
>>175655361
>seein houses made in the same way over and over
you said RUINED city, right? Get creative. don't restrict yourself to rectangular buildings. Have actual holes in houses, half-exposed basements, and open-air second floors. Mess around with default plants overlayed on your bricks. Download more than 1 free pack of shitty building assets.
>>
>>175653597
I had a similar premise long ago with treasure hunters salvaging ruins of a lost civilization.
Inspired by the fact that most rpgs with a "tower" setting only ever suggest at the history and lore behind it. Of course is just like coming up with an excuse as to why blocks fall from the sky in Tetris.

>what happened in the city and what is happening while they are there

This is a pretty big hole to fill. Why do they need to know what happened? What's at stake now? And how are you going to bring it to a satisfying conclusion?

I think you'll end up with a lot of lampshades. Or a very big dismissive handwave saying "...because magic. That's why." Or ultimately diminishing the importance of the city and focusing on the characters instead.
>>
>>175655592
Ill try to look for something. Maybe Ill post some maps here, so you guys can give me some feedback, if you want. Thanks for the help.
>>
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Are the links in the OP full version of the game?
>>
this is some serious dead
>>
>>175656598
Yes
>>
1.4.1 is out
>>
Man RPG Maker 2003's building tile set is rather trash. Can't even make a proper town. I'm literally probably just going to have portals that go to buildings.
>>
sasfs
>>
Will your game make me happy?
>>
>>175667637

Probably not. It's made on RPG maker 2003 with only stock things (though I am making my own animations with the stock stuff, at least).

At best, it's proof of concept that I'll release for free, possibly in a never completed state.
>>
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Anyone know of any RM games that are like, open world? I want to try my hand at making something without a main quest, where you're free to travel and explore at your own pace. Just doing side questlines and stuff. The only limitations to where you can go being difficulty based, and maybe some conditional stuff like a bridge that's broken but if you explore you'll find a quest in some village to help repair it.

I think it's pretty doable, just wondering if something similar been done before with RM so I can sorta see it in practice.
>>
>>175670130
unironically, violated heroine.
>>
The first dungeon in my game is a treasure cave where the MC is looking for a Magic Ring. The reason why he wanted the magic ring is a twist later on, so I don't want to delve too much on that. What could be the best way to inform the player where to go?
Narrator.
Talking sword/pet/spirit/fairy that guides the player.
Add a NPC that accompanies the MC to the entrance of the cave.
Create a small town near the cave and have the player talk with the locals, who mention the cave.

How would I decide? The tone of the game is supposed to be Comedy.
>>
>>175673179
enough with the handholding shit
let them get lost
>>
>>175673179
MC talks to himself and/or keeps a journal that mentions he's looking for the ring.
>>
>>175673179

Someone lost in the cave who found the magic ring and is calling for help.
>>
>>175673179
I despise narrators. Everyone, please never use them.
>>
>>175674554
What if it's one like Darkest Dungeon's?
>>
>>175674554
what if the narrator is an actual character and is watching the mc
>>
i'm only aware of bastion (bad), icey (bad) and stanley parable (ironic, so good).

>>175675104
probably no.
>>
>>175673313
Well, if I let the player just run around, he might grind in the overworld long enough that when he finds the cave it has become too easy.

>>175673769
But if the MC talks to himself throughout the game, then his true intentions will be revealed.

>>175674148
Well, the idea is that the MC is stealing the Magic Ring on request of the Princess. But that is not the real reason. The MC is actually an Imp pretending to be a mix of not-Jafar and not-Aladdin. But I don't really want to spend much time in the Castle because receiving the request would be boring, so I'd like to just start off in the dungeon.

>>175674554
What is the thing that annoys you most about narrators?
>>
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What do you think of this? The WC is missing because, well theres none on the tileset and I dont understand why
>>
>>175679352
Looks fine to me Although I am not sure about the purpose of every object.
>>
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is me having lag from using yanfly's item core plugin a sign of me having a shit computer or is the plugin just not optimized?
>>
>>175679823

Not him, but isn't the purpose to make it look like a house?
>>
>>175615730

>>175309681
>>
>>175682554
Yeah, but putting the kitchen the furthest away from the door could be counterproductive if the player is meant to cook stuff regularly. Similarly, if the Wardrobe is a portal to another world, if it serves as an omnibox for items, if it contains wearable equipment, etc. can drastically change the best possible layout.
>>
>>175683460

My optimal set up would be 'living room/guest area', dining room/kitchen off of that, bathroom/powder room, and then the private sections begin.
>>
>>175660303
You're half right, it IS trash, but you can definitely make a town with it.
>>
>>175684283

I was frustrated when I said that. I don't know how to get a roof that looks good, but you can definitely make a town.
>>
>>175222813
I had an idea for a game that's like a Zelda type or top down Castlevania-esque thing.

Puzzle adventure open world with either light rpg elements or none, focus on exploration and world building.

I'd set it in like an alternate Hungary/Romania/wallachia during the late 1400s that's been devastated by a biblical storm. You are a wandering priest of indeterminate origin who has come to heal the souls of those hurt in the destruction.
Upon arrival, you quickly learn that you're trapped and can't leave.

You learn of another priest who fell from grace and fell in love with a pagan witch. She is burned alive by Hungarians and the priest in his anger, made off with her magic tomes and used the magic inside to codemn the Eastern countryside to eternal damnation, turning it into his personal hell with himself as it's devil.

You either set out to free the land from his torture, or obtain his power for yourself.

An example area you'd explore would be like, the Library of Corvinus.

Sound cool or nawh?
>>
>>175686659
What kind of combat will it have?
>>
>>175684572
Yeah, roofs are a problem for me, too. It's not unique to 2k(3) though, they don't look super great in Ace either.
>>
>>175687545
Active. Although I think I'd skip the rpg bits and have set values for everything so it'd be like Zelda's combat.

Like x amount of attacks to kill y monster. Like 3 slashes to kill a slime or bat or w/e
>>
>>175658296
I noticed my UI theme reset to default.
>>
>>175687960

I guess a bigger boner for me is that the roofs would be pretty great as is but the slanted roof style they have available needs a transition tile and doesn't have one.
>>
>>175689363
Neat if you can pull it off, and cool choice of setting aswell I think a lot of those literal who slav countries are quite underrated. "Open world" makes me wonder how big youre thinking though, and if you're a one man team, it could quickly grow out of hand.
>>
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>>175671202
Definitely sounds like a porn game but I'll definitely check it out, unironically for research purposes.

Thanks anon.
>>
>>175635917
Can't wait to see it, Gemini.
>>
>>175649127

>having dialogue choices
>>
>>175649127
If I need the player to make a choice, yeah. Flavour options are pointless extra work that everyone sees though.

Usually just yes or no.
>>
>rping in an rpg
>>
>rpg
>>
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Im getting this error on MV and I dont understand why. I'm using Galv's Message Style and Sound for the messages and nothing else. Do you guys have any idea?
>>
What are some kool rpg maker games, lads?
I remember playing a bunch of old school ones made in rm2k and rm2k3.
I remember a slew of horror ones from gamingworld or whatever that place was. One was about some monkey scientists trying to take a dude's brain.
>>
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How viable is making a game with no overworld? Does MV specifically have the ability to handle large maps with lots of events without choking? I don't want to make the whole game world one map, that would be a nightmare to do events in but seperating it into chunks is something I'd like to do.

I want the player to actually walk from one town to the next and shit, following signs and stuff. Instead of just bolting across an overworld.
>>
>>175703328

Technically, there's no reason this can't work. The issue is making sure everything works.
>>
>>175704179
Yeah, it'll be a struggle organizing it. I'll be drawing my own map and stuff to keep everything in check.

Pokemon can do it, though. So I hopefully can too.

Big thing is that I want to reward exploration, and an overworld makes exploring pretty boring.
>>
>>175704346

I'd argue it's all in execution, but there's absolutely no reason why you need an overworld.

My 'small proof of concept' game is going 'no overworld' in the sense that you won't actually travel between locations.
>>
>>175703328
The majority of RMXP games did this. Simply because it didn't have an overworld tileset- except for the one that Inquisitor made, but the color palette didn't match very well.
>>
>>175704346
there's no reason having an overworld map has to mean exploration isn't rewarded.
>>
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Spoilered in case some people don't want the collab game spoiled for themselves. Here's most of the maps I've been doing put together. Now I gotta finish the events in them.
Yes this is in MV, I know it doesn't look like it.

>>175696582
Thanks friend.
>>
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>>175711725
>forgot the spoiler
Welp
>>
>>175711725
Can you give me an idea of the scope of your chapter?

I'd like to do some prep work. But I have no idea where the story will be at once it's my turn.
>>
>>175714432
Do you already have ideas planned? I can almost guarantee you nothing I do in my chapter will interfere with yours. It's mostly self-contained, with the exception of introducing one new element and possibly a new character or two, which you can decide how you want to handle them. (you could be even have them be killed off
Just plan your chapter like mine doesn't even exist.
>>
>>175715612
You're on a new continent though, right? So you probably have access to a ship now? I think you teased Trine in the last thread. I'm assuming it's a desert city.
>>
>>175716180
I just put the desert to the left of the mountains. It's still attached to the main continent.
>>
>>175717327
Yep,
>>
>>175717472
oh ok. I deleted my post because I didn't want to assume too much.
>>
>>175702853
Is your maker updated to the latest version?
Also try changing the order of your plugins.
>>
>>175708032
Oh wow, I completely forgot about that. I skipped XP because I can't into art and the default assets were disgusting.
>>
>>175723987
So this is what /fgg/ is like...
I 'm suddenly okay with the fact that I never tried to git gud at a fightan
>>
hey buckoroos, what are some tunes y'all are listin' to?

I'm listening to the breath of the wild sound track
https://www.youtube.com/watch?v=2aWHkYWslcw
>>
>>175724982
https://www.youtube.com/watch?v=NTC1GxIpmjk
>>
>>175724982
Persona 5 OST
>>
>>175724982
https://www.youtube.com/watch?v=Z7lCDkR8z2M
>>
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Wish I did more today, but it's mostly been thinking about nailing down my input scheme and adjusting Yanfly's Keyboard plugin to accomodate it.
>>
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and sketch of potential backdrop
>>
>still no download for the ancient dungeons jungle and winter tilesets
>>
>>175693161
Well nonlinear might have been a better word than open world.

The only thing is I can't sprite. I can handle music and writing decent enough, I think
>>
Is it better for block to be automatic or pick able from the battle menu?
Like lets say you could only block via shields and it's based on the type of shield. Say a kite shield gives you a 30% chance to negate all damage by blocking a physical hit.
Of course the downsides for shields, especially bigger ones, is that they're bulky so penalties to agility and hit chance may be in order. They also don't contribute to the DEF stat.
Or is it better to be able to guard like the default menu and just give an increased defense stat.
>>
>>175719968
Dont know what happened. I just deleted the "show text" and rewrite them with the same text that they had before and now it all works.
>>
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Goodnight bump.
>>
>>175741828

Why not both? Guard does the standard (cuts damage in half) for enemy nova attacks and shields contribute an evasion chance.
>>
When one character's hit rate is so low that you're almost better off never attacking with her but she hits harder than the main character.
>>
>>175741828
Anyone can equip a shield to gain passive evasion based on type of shield.

Defensive units can active guard to gain temporary HP over their current HP based on type of shield.

Evasive units can active parry to apply a debuff on the attacker based on type of shield.
>>
Can I add my own generator pieces or do I need to edit the pre-existing ones?
>>
bumpu
>>
Anyone have the new animation collection II: quantum? You know we want it.
>>
Hold me
>>
https://www.youtube.com/watch?v=BjsuWqIkQnA

No, the music isn't ingame. The dance is though. Trying to figure out if it should be a triggered event, or just there.
>>
>>175761315
>Oh the skelentity
>>
>>175761315
song?
>>
>>175762341
>>175762439
Someone please take RPG Maker away from me

https://www.youtube.com/watch?v=4feUSTS21-8
>>
>>175762439
https://www.youtube.com/watch?v=4MPw4vlQt0Y
Original song: Glue70-Casin
Acapella: Shake That-Nate Dogg & Eminem
>>
>>175761315
shitpost: the game
>>
Is there any easy music maker to use to make music for RPGs?

I don't have internet at work so I need something I can use offline.
>>
>>175763181
Mario Paint Composer
>>
>>175765134

Given the quality of my game, I'm at the point where I'd use something like that.
>>
>>175731221
=P

Nice.
>>
>>175765295
can't be any bad than >>175761315
>>
>>175765621
kek keep drinking that haterade
>>
>>175765621

My game is literally something made with stock sprites and sets included in RPG Maker 2003.

It's literally a 'can I do this' game, that at end result is probably more proof that I have basic competence rather than something anyone would play.
>>
>>175765676
Except I'm the creator this time. I know my game is very.. questionable. Only thing is I'm actually playing with that instead of taking it as an insult.

>>175765682
mp3 to midi then
>>
>>175765939

What made you set out to make a spooky scary skellington game?
>>
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Here's progress for today

https://youtu.be/VWcnn2o6RFA
>>
>>175769042

So who is the main character?

A robot?
>>
>>175769616
Everything is robots.
>>
>>175769779

The main character is cute even if it is a boy robot.
>>
>>175768319
I just wanted to make a shitpost teir rpgmaker game, that was also enjoyable and decent.
>>
>>175769779
Everything should be skeletons
>>
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>>175769042
> 1:13
>lord freezer
>>
working
>>
>>175761315
demo when
>>
>>175773493
When I have more than three areas done. Right now just have the graveyard, the woods area, and outside of the mansion (the area in the video)
>>
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>>175709794
Absolutely, but it changes things. Say the player is headed down the road and decides to head offroad on a whim. Then they come across an old path that's half grown over, and it leads them to abandoned tower with some cool stuff in it.

An overworld would mean they'd see the tower right away from the main road. It's still your choice to go there and explore it, but it's a different feeling. I'm planning to make an open game with lots of side content and secrets, an overworld diminishes that a bit.
>>
double bump
>>
bumping riot
>>
it's pretty sad that the only thing keeping this alive is skeleton anon's shitposting
>>
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>>175788005
here's your (you), no refunds
>>
>>175788179
i didn't mean it in a bad way. i'm not the hater anon. it's just that even the creator himself called it a shitpost game.
>>
>>175788723
SHIT Im sorry
fuck that shitposter anyway
>>
>>175788885
it's fine. to be more clear, I'm saying it's sad he's the only one posting or really doing anything.
>>
>>175789546
yea man
one day we'll make it, bruh
>>
>>175741828
Speaking of block, is there a plugin for timed blocks?
>>
Does not need to be made with RPG maker but.
I am looking for a fun online co-op or multi-player rpg game. no mmos
>>
>>175793979
Divinity: Original Sin
>>
>>175794061
Looking at it right now. Looks cool turn based rpgs games make me think off the old fallout tactics.
can you tell me what you like about it.
>>
>>175789546
Maybe people would be more motivated to post progress if everyone didn't ignore them when they do.
>>
>>175794367
Not him but OS is great. Combat is fun, you have a lot of freedom to build your character, and you can do this fun thing I'm co-op whether your characters can argue about story choices with a little minigame.

It's pretty Ace as far as co-op RPGs go, nothing really touches it.
>>
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how many memes did you put in your games?
>>
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Howdy fellas. I am the guy whose demo was stuck in a "now loading" state. Well, it works now. It shows roughly 10 minutes of gameplay.

Premise: You recieved a mysterious letter that draws you to an abandoned academy. Memories and attachment will make your character determined to go through... interesting enocunters to meet a certain person again. Who will that be? (demo ends after only 10 minutes LOL) Read the letter, use your sidekick's magic and criticise my dev decisions. I'm looking for criticism on graphics, atmosphere and "plot". Did the setting catch your attention? If you finished the demo, were you interested in exploring more of the areas?

Download link in the image because 4chan thinks i'm trying to spam
>>
>>175809619

Also it's underdeveloped as fuck and uses placeholder music. Combat is not developed at all and the demo itself is unpolished. I just wanted to show people something after three or four days of work.
>>
>>175809619

Also, don't go through the door in the dark crypt map. It's not developed and gets you stuck LOL 10/10 69'99€ worth of demo
>>
>>175810017

And it will show an error when you reach the end. It don't matter, that was the end of the demo anyway. Fuck.
>>
I'm looking to make my game more erotic.
Anyone know where I can find decent hentai-themed sprite-templates to edit and work with?
>>
>>175804756

I try not to put memes in, or if so to be subtle about them.
>>
>>175788885
>fuck that shitposter anyway
Why does everyone in this place have so much vitriol towards anyone who dislikes anyone else's stuff. A guy pointed out the intentionally shitty art in a game was shitty and you take it personally for some reason? Who cares dude.
>>
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nothing much visual to show, because most of today's work has been on coding an input buffer.

it's to make the timing of things easier for the player. for example, if you want to jump the exact moment you land on the ground,

you'd have to time your jump input at the perfect frame, just as you land.

but with an input buffer, you could press the jump button a certain period of time before you land, and the game will remember that jump input for you. it'll then perform the jump once you've landed if you land before the jump input is forgotten by the game.

very important for a good "game feel" in an action game.
>>
>>175812738
Not exactly. He shitted on EVERYTHING, even the music (The music I think is really the only thing that was intentionally good)
>>
>>175804756

So far none but I'm sure I'll slip up.
>>
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Hey skelly game guy, you should change the gauge hud in the top left to something more stylised. It clash with the whole space funeral thing your going for imo
>>
Could someone please make a MIDI version of this? For game reasons.
https://www.youtube.com/watch?v=rWVgmSV1sb4
>>
>>175820932
I actually tried doing that. End result was the HUD just breaking completely, even though it supported custom textures. TP and EXP got merged together somehow. I mean I could just disable TP's bar, but I'm not sure if I'll ever use TP yet. I might just keep it Zelda simple. Speaking of, I do plan on using bombs somehow.

And yes, later on skelly will get a gun. Shotgun? Pistol? Rifle? Who knows.

>>175821315
second this motion.
>>
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>tfw all the freetard RM clones/"reimaginings"/"reimplementation"-s are either dead as dicks or don't even have a working executable file
>OHRRPGCE is a gigantic bag of cocks to work with and makes everything look CancerAIDS
such is the ganoo/lunix life
>>
>>175821668

>OHRRPGCE
I'm going to go out on a limb and assume that that is way too fucking many words.

On an unrelated note, goddamn am I bad at making music. Maybe I oughta study music theory or something.
>>
>>175821760
https://en.wikipedia.org/wiki/OHRRPGCE
https://rpg.hamsterrepublic.com/ohrrpgce/Main_Page
right here nia, the "Official Hamster Republic Role Playing Game Construction Engine " (actual title)

desu i'm thinking of just buckling down and make my own memegame

>m I bad at making music. Maybe I oughta study music theory or something.
use the piano roll in FL Studio/LMMS or even use Paulstrech'd samples in Audacity if you're desperate for filler sound
>>
>>175823003
Jesus fuck that's a long name. Who ever came up with it should be fired
>>
>>175821668
MV has Linux support now afaik
>>
up you go
>>
What do you do if you just started learning programming and your well aware that starting a "big and masterpiece game" as your first game is a terrible mistake, but all your motivation and thoughts only go towards that one game?

Should I just suck it up and start doing Pong and simpler games or are some 2d rpg games actually sort of manageable as a first game?
>>
>>175832573
One way I worked around this was looking at my "huge masterpiece" and seeing what it was comprised of.
From there, I just took a major aspect and made an entire project based around that fundamental idea.
To make a log cabin, you start by cutting a few trees.
>>
>>175832573
Are you serious about your programming or do you just want to have fun? If the former, do many different kinds of smaller stuff so you can learn more things quickly. If the latter, go do your big and masterpiece game and have fun.
>>
How do I make my MC sprite appear smaller while on the overworld? Is there a script for this for MV?
>>
>>175832573
Make short oneshots within That One Game's setting.

Try depicting all the events that lead up to That One Game.

You don't need level 1 characters, you don't even need shops or that much progression. Just have complete "arcs" that can stand alone.
>>
>>175832940
>>175832945
>>175833057
Thanks! This actually gave me ideas, goodluck to you guys and your projects.
>>
>>175834259
Glad to help
>>
The anon who provided the Katakura Hibiki Google Drive links here.

Any word on when/if Katakura-senpai will be making a Monsters Vol-2? I really love the style.
>>
>>175790923
This would be so great if it exists. I think there's a Mario and Luigi fan game that's made in RPG maker and has timed hits, but I don't know if they released/made a plugin for it
>>
I'm bored.
>>
>>175823003

Ah well, I'm trying to get good and actually make my own music. I don't just want filler, I want to achieve basic competency.

I'll still check that out, though, thank you.
>>
>>175840410
work on your fucking game then
>>
>>175841353

I never actually work on my game at home. I'm usually just doing research and trying to learn more at home.
>>
>>175842409
When do you work on your game if not at home, anon?

And to everyone, when you start balancing combat and equipment, what do you start with? The party stats or the enemies?
>>
>>175842803
>And to everyone, when you start balancing combat and equipment, what do you start with? The party stats or the enemies?
Party stats, which the enemies are made roughly equivalent to save for bosses.
>>
>>175842803

I work on it at work. I'm a 'security guard', so I spend a fuck shit of time doing nothing.

Also, I've started with party stats, but this is 'babby's first project'.
>>
>>175842803

I'm not the other guy, by the way. I do try to learn other things and research while I'm here so that I get things learned or get ideas to work on, at least.

Even though /rpgmg/ is slow, at least I can osmose some things from people with more experience here.
>>
>>175842963
>>175843121
I'm getting to the point where I need to balance my combat to what I want, so I was just curious. Doing the party first and focusing everything around it makes sense, but I wanted to see how everyone else does it. I'm doing a babbys first project too, after several failed starts on the ~perfect game~ when I was much younger
>>
Have you considered that the player might think your villain "did nothing wrong"?
What do you plan to do about this? Will you combat it, or accomodate for it?
>>
I don't know if this is the right thread to ask.
Anyone played RPG Maker 2000 game Seraphic Blue?

How do you increase the game's menu speed?
Because the menu takes too long to load.
My only complain in ths game.
>>
>>175845579

I'm accommodating for it.

There are yet people in our world who believe Hitler, Stalin, and Mao did nothing wrong.

You have to account for the fact that even an UTTERLY reprehensible villain, either by virtue of being a well written character or by the audience's own moral bankruptcy, might be someone the audience empathize with.
>>
>>175845723

Continuation:
My villain didn't do anything quite as wrong as any of those dictators, but I can't really do anything but write them as who they are and let the audience pass judgment.
>>
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Friend wanted me to make the dancing skeletons into a gif. So I did. You can have them too.
>>
>>175846596
Looks like he's going straight to the 9th circle of hell
>>
>>175846596
https://www.youtube.com/watch?v=CeRicL2FtUA
>>
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>>175846596
>>
>>175847593
>>175847842

Are jo jo references some sort of meme in these generals?

I've only been lurking/posting for a week or so now.
>>
>>175846596
https://www.youtube.com/watch?v=rEumAW7swo8
?
>>
>>175848229
Well, that dance the Skeleton is doing actually IS a Jojo reference. As seen here.
https://www.youtube.com/watch?v=0YuUNlITkOg
https://www.youtube.com/watch?v=TMm_OvuIadA
>>
>>175848678

Oh.

I've never seen Jo Jo, so I have to bow my head and say that I was simply ignorant.

I apologize.
>>
>>175845581
How long is it taking?
>>
ded thred
ded general
>>
>>175853808

I never understood this kind of posting.

Don't you just give people stuff to reply to instead of letting the general die as it should?
>>
Is it progress time?

Oh that's awkward. I can't screenshot from inside of rpg maker 2003's test shit.
>>
My game pretty much became "What if Space Funeral was a shitpost". Should I be concerned?
>>
today is drawing day

>>175854219
that's likely not someone who actually wants to kill the thread. it's just an alternate form of bumping.
>>
>>175856289

Are you working on your game?

Does working on game give you satisfaction of some sort?

If yes to both, then no.
>>
>>175856592

Oh. That makes a lot more sense.
>>
>>175856592
>that's likely not someone who actually wants to kill the thread. it's just an alternate form of bumping.
this
>>
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Well, here is the latest of my progress. I haven't actually designed the roommate so he/she isn't here, but here are the 'lower class' rooms for poor kids who don't even get doors.

Left probably leads to the joint study nook for these kids, right probably leads to the stairs to the main floor.
>>
>>175857109
pciture maek eyes hurt
>>
>>175857109
Change the contrast on the walls and ceiling tiles more, they blend into the floor too easily.
>>
>>175855497
printscreen, paste in paint
>>
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>>175857704
>>175857274

Better or worse?

I'm working with just the stock shit so I can't do miracles, but a side benefit of that is that the limited choices of tiles give me some freedom.
>>
>>175857872

I attempted this by using print screen.

And then when I tried to paste in paint, nothing happened.
>>
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>>175858084
>>175857872

Okay, I guess I lied. Maybe I didn't hit Print Screen hard enough?

I'll just have to more diligent in making sure I hit Print screen like ten times to make sure I get the grab.
>>
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btw, this is a bit of a pointer as to how to use the rtp's ceiling and wall tiles. not the only way, of course, but it'll make the most sense.
>>
>>175860165

Mash'Allah, brother. I thank you.
>>
RPGMaker 03 has such cute tiles.
>>
>>175856289
>>175856625
Don't just take immediate gratification into account. You need to think about your goal and what you want to achieve with your game. You may enjoy the development process, but you'll still end up highly dissapointed if the final result isn't what you were looking for.
>>
>>175863215
If they get to a final result the experience will still likely have been worth it
>>
>>175863395

The experience is truly worth it, though without some sort of satisfaction you might not get that far.
>>
>>175863395
You're free to forget about your goal and just make whatever that "feels good" at the moment, but don't get disappointed when the final result turns out not to be what you were looking for.

And that's IF you manage to make a game without a clear vision in mind, as it's much more likely that you're going to drop it along the way / keep modifying old stuff to suit your constantly changing ideas until you get bored and lose interest completely.
>>
>>175865628

You still have to be satisfied by what you're working on. You can have a vision and still draw satisfaction from the work.
>>
>>175865960
Both things are important.
>>
Do you have any optional or hidden party members? Assuming you have party members.
>>
>>175868931

I have party members that may get put in by me but otherwise may remain out.

I mostly made them to tool around with the character and class systems.

So far I'm only planning one actual party member yet.
>>
>>175868931
I have one, he's pretty out there in terms of importance
>>
>>175868931
She don't need no man.
>>
So i replayed the Chain Game and noticed a number of inconsistencies.

They're small things. But a few of them leave some annoying story implications. I think I can remedy most of them just by changing a word here, a graphic there, and omit a line that, if you really read into, contradicts what another character and muddles motivations for everyone.

I have an idea how to flesh out the relationship between Jay, Griselda, and Dahl, and still tie it in with "IT"

Awrin is in dire need of conflict/development because he's just along for the ride. And Colt needs to show some agency.

The biggest huddle I'm facing is explaining Orihs.
>>
>>175871849

I'm not even sure what the Chain Game is.
>>
Any advice before I go off for twelve hours of 'work' and also probably at least one full hour of working on my game?
>>
>>175875216
Close those tabs.
>>
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>>175876678

>not doing a full shut off of your password protected home terminal every time
>>
>>175871982
Chain Game. Collab Game. We keep calling it different things.

foot notes verison:

Prologue: Colt encounters a girl with a striking resemblance to his (dead?) sister. Her name is Orihs, which is Shiro spelled backwards, which is Japanese for "White" , which fits her appearance.

Chapter 1: The villagers kick Orihs out of the village, and Colt's dad goes with her. Colt pursues them with his friend Awrin into a forest that has been corrupted by Shadowfey. They meet a botanist, Dahl, who reveals that the emergence of the Shadowfey coincide with the appearance of "IT" in the sky. "IT" senses Colt looking through a telescope and enters Colt's mind revealing it's intent to consume or absorb sentient life into it's "perfection"
After that they catch up with Colt's dad and Orihs, who are being pursued by Jay. The ground open's up. Colt's dad's dies. They fight a corrupt forest deity/earth element- who gives her power to Awin (he's like a summoner now, I guess?)
They encounter Jay one more time at the city entrance, she's with Griselda. Dahl's wife? Who he insinuated was dead?
Jay retreats back to the Lord King, who assigns her to something else. Sending Claymore after Orihs this time, because she is of some unknown importance to matters concerning the Shadowfey and "IT"

Chapter 2: Jay enters the dungeon looking for some girl. But the dungeon transforms into flesh the deeper she go. After a few puzzle floors, she encounters "IT" who possesses her, I guess, turning her skin black and bat wings. Jay returns to the throne room and slaughters the guards.

Chapter 3: is a work-in-progress. Gemini has shown us a desert map. Hinting at something about world building. Possibly a new character and element - whatever that means.
>>
>>175880224

Oh. i still wouldn't know your collab by name, but it is only the second time I've heard of it.

I hope it goes well, amigos.
>>
>>175880348
It's still untitled.

Chapter 4 will tentatively involve a ship and ocean travel. Idk, I'm still waiting to see what Gemini brings to the table.
>>
>>175884159

Ah, well, I have an excuse to not know it by name, then.

I still hope it goes well for you all.
>>
>>175848229
The Jojo franchise is a popular one, and like many popular franchises, the fandom is full of annoying shitheads.
As Jojo is also an extremely long-running franchise, many other weebshows/weebgames/weebcomics make references to it.

Fans have taken this and ran with it, reaching farther than TVTropes and their "shout out"/"expy" obsession, trying to find references in everything they can.
>>
Alright lads
Been thinking more about the battle system. Mostly weapons for now. This is using Yanfly's rows plugins.
Spears: Can intercept attack and trigger a counter-attack. Low damage. Can attack two spaces.
Swords: Average damage but can be paired with a shield which can negate damage under a successful blow.
Halberds: More attack than a spear but can't intercept. Can attack two spaces.
Maces: Paired with a shield and armor piercing.
Two-Handers: More damage than swords and can bypass shield using special moves or at least reduce blocking chance.
Bows: Can be blocked but can bypass interception from spears. Low damage but it has some special abilities like ability to shoot specific body parts and various poisons.
Crossbows: Higher attack than bows. Can be blocked but bypass interception. Armor piercing.
Guns: High attack and armor piercing. Can bypass both shield and intercept. Expensive and bulky to use.
>>
>>175894654
popularity is relative. Homestuck was "popular" too.
*online
**in places discussed webcomics
***4chan

It's like, outside of indie game communities, nobody talks about Undertale. Hell, offline I'm lucky to find another person that plays video games. Its like, explaining what an RPG is to coworkers and cousins - why bother? It's obviously not a conversation topic in the future.
It's all Baseball, the weather, and apparently people read police bookings in their spare time to see if they recognize any mug shots.

Never leave me /rpgmg/, you don't know how badly I need you.
>>
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>>175849204
Around 3 - 5 seconds each time I enter menu.
It doesn't sound too bad until you realize the added time.

And bump.
>>
>>175895612
>2-hander
you could give them a weaker intercept, hitting the enemy first but not actually interrupting their attack.

Bows are very reliant on draw weight. Longbows have better armor piercing than any crossbow that isn't basically a ballista, but hunting bows are designed to shoot fast and assume the target has no armor. It's also easier to apply poisons to bolts, since they just sit there on the crossbow. Guns also aren't more lethal than the much heavier arrow.

My spitball for ranged, all ranged weapons bypass intercept:

Shortbows: Lowest range among ranged weapons. Low damage, High crit, attacks twice in one round. Easily blocked, but has special abilities to sacrifice crit and target specific body parts.
Longbow: Longest range. High damage, cannot be blocked. Special abilities increase damage but leave the user vulnerable.
Crossbows: Medium damage, armor piercing. Can apply poisons or load trick bolts.
Guns: Medium damage, High crit. Special abilities can bypass shield or guarantee crit. Bulky.
>>
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I'd like to hear some speculation about the direction that the chain game is going in. Particularly on the character Orihs. Maybe you people can see something there that I don't.

The obvious direction I'm seeing is that she's some kind of incarnation of purity. Maybe too obvious?

I'm playing with the idea of a Rhizome. A duplicate or something from another dimension.

She's an Orator class. So perhaps she has a unique ability to communicate? She only knows a little English but she learned it quickly so I'd expect it to improve and eventually start using pronouns. On the other hand it gives her an adorable moe quality.
>>
>>175902134
Nice idea, lad.
I'm writing it down, thanks
>>
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Dying again?
>>
I'm going to use the excuse that I've been busy. Final next Tuesday where exam averages are literally sub 30%.
>>
>>175910856
I forget there are people younger than 21 here.
I would have said - "I have a job during the week, and family obligations on the weekend. Be grateful I keep this thread pinned and glance at it occasionally on my smartphone. I could be looking at memes on facebook instead. "
>>
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Stop dying
>>
Post a screenshot of your game anon
>>
>RPG that takes place entirely inside a haunted house
How stupid is this idea
>>
>>175919842
A haunted castle and it's surrounding areas, maybe.
But a house wouldn't leave much room for character progression. If your character isn't changing, then you're better off making it an Action or Adventure game.
>>
>>175880224
>Chapter 8: Colt and Orihs marry and have kids, and at this time Orihs reveiels that she actually is his (dead?) sister. Also that she was actually a guy, leaving questions than answers.
>>
Can someone help me? I can't seem to find the part of the script that shows the player's character's name and disable it.

https://pastebin.com/BYJ73GBN
>>
It's funny how like 80% of the projects downloadable online are cramped with all these plugins and fancy title/menu screens but when it comes to stuff you actually have to do yourself (like mapping, events) they are usually complete shit, done with RTP etc.
>>
File: seraphic.gif (1MB, 320x480px) Image search: [Google]
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>>175901531
It doesn't take quite that long for me - maybe your machine just doesn't like 2k?

I found a way to speed it up a little, though - edit common event 14:CallMenuProcess, and set the "Move Picture: 20" commands to NOT wait until done. It'll disable the slow fade-out and shave a little bit off.

Here's a gif comparison between the two on my machine, regular version on top, edited below.
>>
>>175930140
>maybe your machine just doesn't like 2k
I played RPGM2k made by anon here and it's much faster.

I don't have RPGM2k engine, though.
Mind uploading your Seraphic Blue version?
>>
>>175932324
The other game you played was probably not using the same cms, though. It's natural that they differ.

Anyway, I uploaded the database files:
filedropper dot com slash seraphicblue
Back up RPG_RT.ldb, RPG_RT.ini, and RPG_RT.lmt, then unzip this to the game folder. That should apply the menu change without needing to re-download the whole game.
>>
>>175933268
Thank you.
>>
Are there transferable skills between RPG makers or are they so different between versions that it is like going from automatic car to manual car to helicopter and so on?
>>
>>175932324
>>175933268
(You should definitely get the editor if you're going to play rm2k games, though! It's very useful.)
>>
>>175933312
No problem!
>>
>>175933447
I think I'll get the editor after this.
I'm downloading games from vgperson and it's fantastic.
>>
File: u0m9cxmbf59rmzhzjmji.jpg (87KB, 800x449px) Image search: [Google]
u0m9cxmbf59rmzhzjmji.jpg
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Where can I get some nice palettes like pic related?
>>
File: pumpkin ghost.png (22KB, 700x350px) Image search: [Google]
pumpkin ghost.png
22KB, 700x350px
>wanted to make a ghost centered around halloween
>ended up making Pyro Jack

halp
>>
VX Ace actually seems worth it.

Still going to tryrate MV when I can, and still going to wait for a sale, but boy technology has come a ways despite how much things stay the same
>>
>>175935818
understand color theory or something.

make your gradient from purpley-grey instead of to black.
>>
How do you lower the speed of an object's idle walk animaton?
>>
>>175937032
"speed"
>>
>>175936202
Go for a candy Halloween ghost.
>>
>>175936202
Make Jackfly
>pumpkin head, square hat
>holding 2 cages with a wicker body
>cages, body, and pumpkin are filled with fireflies for light/eyes
>>
>>175937743
Tried that. Nothing seemed to change.
>>
>>175937032
I found this

https://forums.rpgmakerweb.com/index.php?threads/changing-walking-animation-speed.60532/#post-592260

Unfortunately it's for Ace, don't know if there is something similar on MV
>>
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>>175938281
post a picture of what "speed" you're changing
>>
I don't like how the default VX ACE resolution makes the game look too zoomed in, so I'm using MV and Yanfly core plugin. Now I'm using a 1440x768 resolution. Would that produce any kind of problem to some users?
>>
>>175941735
That resolution's too random. Just make it 720p. 16:9.
>>
>>175942180
>That resolution's too random
I want 30 tiles x 16 tiles to be visible at a time.
>>
>>175943330
>not using 8x8 sized tiles for 160x90 tiles onscreen
>>
>>175927132
>Chapter 9: It was all a dream. Everything after chapter 6 didn't happen. The characters are all still level 8 because /rpgmg/ doesn't know how to make general rpgs.
>>
>>175943330
>Even tile screen width
Perfectly centered sprites, never.
>>
>>175943909
my tiles are really detailed, anon. Also I don't want to mess too much with collisions
>>
>>175338296
The blog is acting weird and I can't access the pictures anymore for some reason. Could somebody try to post the tilesets here?
>>
>>175945604
You're right, but I don't see an issue there.
>>
Should the default speed be set to 2x in every non-horror game?
>>
>>175951954
bump
>>
Man, I haven't been here in a while. Since December, maybe.

What did I miss? Any major progress on the robots or the collaboration game? Did they ever fix MV's performance issues?
>>
>>175957832
Collab was finished and a new was started.

Robots released a two hour demo, but seems to have slowed down since then.
>>
Daily reminder that someone right now is making a few sheqels on steam for an RPG maker game made with only RTP assets and some music they probably stole from someone else.

If you're motivated enough to make your own shit, you have no excuse to not be making money.
>>
>>175962210
>Daily reminder that someone right now is making a few sheqels on steam for an RPG maker game made with only RTP assets and some music they probably stole from someone else.
proof?
>>
>>175963184

Search Lilly and Sasha on Steam. They manage to get three games of a series up, and people rated them high so you have no reason not to believe it until you step into the shit sandwich like I did during a sale.

There are plenty of others; you can basically go through the $1 to $5 RPG section on steam for more examples.
>>
>>175963425
>Search Lilly and Sasha on Steam.
>Owners: 152,077
How?
>>
>>175963910

It's cheap dude. I bought it during a sale.

It's a shit game. And the worst part is that fault is because the guy(s) writing try to be witty but they're more like 'stoned comedy fans' than actual comedians.

Their characters can basically be summed up as tropes rather than characters.
>>
>>175964012

>that fault isn't even entirely with their visuals/graphics
Goddamn.

Even if they had professionally made shit that's all custom and beautiful, they ruin it with the story and writing.
>>
>>175964012
w-what's wrong with walking tropes?
>>
>>175965051

Imagine everyone being a walking trope, and almost every interaction trying to parody something.

Imagine characters driven by nothing except maybe one trait.

Imagine characters about as deep as your sink's maximum depth.
>>
>>175965312
yeah, who would seriously do that? i totally wasn't. hahah
>>
Do any of you have a game on steam? How much money are you making of it? How much does it cost?


>>175964012
If a game like that sold 100k, I'm a bit confident about how my game will do
>>
>>175965670

You literally don't have an excuse, especially if you've put any quality into it.
>>
I've wanted to dabble in this for a long time, and I built a new computer recently so nothing is installed. Two quick questions; Is the repack for MV literally the full program, and is there an easy way to make combat not turn based (such as Legend of Zelda, for example)?

I've got a story already planned, as well as characters and settings, but I'd prefer it be open world combat like the original Zelda. I've got no problems if I have to stick with generic turn-based, but I'd like to not use that.
>>
>>175966002
I don't think there's a real time battle plugin out there. There's not even a tactical battle plugin yet. So you'll have to make one on your own or pay someone to do it for you.

Or you could use VX ACE
>>
>>175936659
Can I just steal palettes from other games?
>>
>>175966431
>vx ace
Is there a repack for this one? I used it a long while back on my old computer, but I got way too ambitious and demoralized myself with how incredibly bad I did. Music, scripts, and so on just thrown in because I thought it'd be cool, like some Deviantart shitter.
>>
>>175966584
yes. i very rarely make my own colors.
>>
>>175966904
Aren't you afraid of getting caught?
>>
>>175966780
Too bad about your project. You should've omitted some things and kept working on your project. At least that's what I'm doing.

>Is there a repack for this one?
Dunno, sorry
>>
>>175965670
I don't have anything on Steam (or even in development right now), but hearing about this is making me think I should try it. I don't think I'm a great writer or game designer, but I'm confident I could at least do better than a lot of the trash out there.

Same with what I've seen of the Sakura series, really. It makes me wonder how well I could get a half-decent visual novel or RPG Maker game to sell if I slapped some busty anime waifus on it. I'd absolutely churn out cheap softcore porn if I could make decent money off of it, I'm not ashamed to admit.

I'd have to learn to draw or hire an artist first, though. I have no money or talent, so that would be a hurdle to overcome.
>>
>>175967324
It's not like I scrapped the ENTIRE thing. I know the story and characters I wanted to use, and I've since simplified the hell out of it so I won't make that mistake again. I just burnt out from going too wild, and I would've had to start from scratch anyway since everything was so messy. Hell, christmas lights being unpacked would've been more neatly organized than what I had.

Once I get VX ace, or MV gets a simple action system, I'm definitely going to start on it again. I want to see my story to the end not as the designer, but as a player.
>>
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>>175967186
>like this skin tone
>color drop tool each shade
>have a skin palette
I'm guessing you're asking about stealing an entire palette so that everything has a consistent coloring style. I personally wouldn't do that, because I know enough about coloring to modify different source colors to sit well with each other.

But if you WERE going to do that, I don't think it'd even be something worth noting, desu. There's very little chance your game will look like another game even if you used the same color palette, unless you were specifically copying even more from that game.
>>
Is there any means of changing how sprites animate? I know the default is that the middle frame is idle, and both sides are walk frames. Is it easy to alter this? I want to make a rabbit sprite, but make it hop in three frames instead of a simple walk cycle.
>>
>>175966002
I haven't checked this one, but the last repack I downloaded was the full program, just optimized to save space. I don't know how it was done, but I don't think anything was removed.

I don't know if there's a Zelda-style battle plugin, but I'm sure one will show up sooner or later. There's no guarantee it will be good, though; if an action battle system is important to your game, you might want to look into Game Maker or something. I'm not sure RPG Maker has ever done it well.

I admit I've never tried the old scripts, though. And MV's scripts allow much more customization than VX Aces, so maybe it has more potential.
>>
>>175967564

The trick is getting some sucker to work for a share of the profits, my son.
>>
What's with all of the event objects in the collab game jerking around whenever the camera moves? It looks really bad, is it a plugin causing it or something else? Or maybe it's just a problem on my end.
>>
>>175969169
That sounds like an option, and maybe a good one. If I finished the rest of the game first and didn't ask for too much work from them, maybe I could actually do it, too.
>>
>>175969907

Two downsides:

Artists can be lazy even if they are paidi n advance

And

If you have meme levels of success, an agreement for percentage of profits is still binding even if it's in excess of what you would reasonably pay for services.
>>
>>175966002
>is there an easy way to make combat not turn based (such as Legend of Zelda, for example)

There's plenty of ABS for VX Ace. Even one that's more Zelda like.
https://falcaorgss.wordpress.com/2012/12/02/falcao-pearl-abs-liquid-v1/
>>
>>175976593
that looks like the thing skeleton anon is using
>>175762562
https://www.youtube.com/watch?v=4feUSTS21-8
>>
>>175976907
copied wrong link, whoops. i blame it being late here
https://www.youtube.com/watch?v=BjsuWqIkQnA
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