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/rpgmg/ - Rpg Maker General #212

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Thread replies: 515
Thread images: 135

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Eromangasaurus Edition

Prev: >>180934324

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
https://pastebin.com/2bJ8wBsz
Even More Updated DLC Pastebin
http://pastebin.com/91QntR9H
Katakura Hibiki Resources
https://drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
https://drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Generators and other useful resources
http://pastebin.com/aeg28Ktm
[MV] Plugin Releases
http://mvplugins.com/
http://yanfly.moe/
[VX/Ace] Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List
Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV9GemiW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

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

Latest SteelZeroes Demo! https://www.mediafire.com/?7j353lkhfpnnx27
The Long Road demo: http://gamejolt.com/games/thelongroad/236740
Random Game of the Week | Ghosted: https://rpgmaker.net/games/9756/

/rpgmg/ Collab Project: https://www.mediafire.com/file/czw9v8wd0d5h8a9/CollabProj-2_Backup.rar
Chapter 4 slot OPEN (volunteer or else)
>>
Somebody please join the collab or it will die.
>>
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Post progress
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>>181636390
Well I am working on it currently, but yeah. Would like more folks to be interested.
>>
Red is the color of the leader, right?
>>
>>181636390
I would but I am just in the learning phase.
>>
I got 404 when opening Collection of old RPGM games link.
>>
What can I do to fix up my current story? Basic summary is the main character just wants to explore the world, experiencing all of the things he read in the books he collected, but ends up caught in a violent shift in power. The power shift is between the Church and the Kingdom; both seek to control the world, one through religion and the other through power. His inclusion into the mess begins when he releases a vampire trapped in a ruined chapel.
>>
>>181640582
Just write it...? That storyline could be good or bad depending on how you present it desu. Though I would probably focus on how to make gameplay and story fit together nicely, or if you know about it, the sekaikan.
>>
>>181641247
>present it desu. Though I would
wtf, I don't remember typing that desu. Is it normal thing here?
>>
>>181641367
Word filter desu senpai

Is it just me or have there been a lot of newfriends here lately?
>>
>>181640582
Well, that is just a concept, not a story. A story has a conflict and a resolution.

I would suggest writing character arcs for the following characters:
Main character: wants to experience the things he read in books... he becomes?
Church leader: wants to gain power from the kingdom? ... he becomes?
King: wants to stay in power... he becomes?
Vampire: wants to be free to do ...? he becomes?
>>
A bump every 30 minutes keeps death away
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Do any of you guys have an author avatar? Not necessarily a self-insert (although it can be), but a character that represents you, the director.

Here's mine. He's called Almindus. He has no bearing to the story whatsoever and isn't ever mentioned my any of the characters, but if the player gets to level 100 and a random battle occurs, Almindus will show up and be like "Oh hey, congratulations! You really do care."

He'll challenge you to a boss battle, and if you accept, you fight Almindus. Defeating him will grant access to his sword, which is of course a metaphor for admin access. It lets you OHKO anything.

Is this too retarded of an idea?
>>
>>181648376
I think it's fine.
How long would it take to reach level 100?
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>>181648656
Probably not that long. It's not too long of a game.
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I think I'd castrate myself if it meant I never had to do graphics work again. Like if instead I could just think of what I want and it magically appear in my project folder. That would be worth it I think.
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>>181648885
I feel you, I really do.
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>>181641247
What is a 'seikakan'?
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>>181648879
MAN I LOVE THOSE
do you have a devblog or a tumblr or something
I really wanna fanart them
>>
Hello Operator
>>
>>181653617
OH SHIT SENPAI. That's fucking great.

I have a devblog: https://mirroredsoulgame.tumblr.com/
I also have a deviantart where I post my monster designs: http://pl4ntm4n.deviantart.com/

Is it cool if I hire you to do official art of my monsters, actually?
>>
>>181655258
sure, mate
ima hit you up on tumblr, i'm loving your designs
>>
Should Fire/Ice/Lightning remain the basic elements in a non fantasy setting?
What type of elements do you use in modern or futuristic settings?
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>>181659082
Heat, cold and electricity
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10
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>>181641367
The abbreviation of 'to be honest' gets wordfiltered to desu. Similar thing with with the shortened 'family' get filtered to senpai. Now you know, so you can either stop doing it go overboard.

Anyway, how do you guys feel about mind control as a plot point or mechanic? How long is it acceptable to take control of a character away for, assuming that that the player has other characters to control and things they can do? For something like a "charmed" status effect, specifically?
>>
>>181662312
>>
>>181659082
We really are stumped with this. No matter the game you'll always see that elemental magic. Maybe some add wind or water but in the end creativity ends there.
>>
>>181665852
It depends a bit on how the spell works. For example, in my current game Charm is permanent until the character gets physically attacked, but there are only three spells that cause it and they are all difficult to succeed consecutively if the player understands how they work:
Charm if the target has full HP.
User and target become Charmed.
Revive a character and inflict Charm (enemy only).
>>
>>181667401
Oh. And if you mean storywise, just don't make me lose my equipment/items for too long.
>>
>>181665852
Holi shit it really does. I thought this was some /a/ or /jp/thing that went out of control.

To your question, isn't the usual to keep the character charmed until he's hit by a physical attack? Though one may argue that the randomness of the state makes for an artificial difficulty spike, especially if they keep all their skills while brainwashed. Memories of party members healing the boss to full in P3 come to mind. Other similar effects like Pokemon's attract and confuse are annoying as hell and in a rpg setting would force the player to employ a dispeller full time or rely on items. Imo more than two turns would be more than annoying.

As a plot point, mind control is kinda hard to pull off appropiately. You can have emotional moments like Claus in Mother 3, then you have the shit from FF IV. Pairing it with corruption is better because it increases the tension. Then again, that's my degeneracy speaking.
>>
>>181665852
As long as you don't go MINDHACC it could be okay.
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>>181636150
Oh look. Another OP that doesn't know what's going on with the collab project.
Didn't bother to change the Random Game of the Week for the 3rd thread in a row.
>>
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I'd say I can be done with this town, layout wise, right?
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>instant game-over if party is paralyzed
... Damn. Old RPG games don't fuck around.

>just got done scripting a huge series of events for the introduction of the big bad and the first boss
>start test play
>black screen with the words 'Event executed' on the log
... Everything's gonna be fine, comrades.
>>
>>181671769
Just 5 houses for a town? I mean, I guess it would work but I'd think you'd want to spruce up the town with npcs, especially traders to liven up the dead space in the bottom right area of the screen.
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>>181671973
It's just a small stop on the way to the next main story town. Somewhere to heal and stock up and get a sidequest or two.
I'll for sure be adding a bunch of NPCs. This is just the layout.
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>>181671769
Add a bar with cute belly dancers.
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>>181671973
WoW really skimps on the house count for towns and villages too. People ran with it sadly. But looking back to FFs and Dragon Warriors they all had unbelievable populations in relation to housing
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>>181675226
Already changed the house in the top right to that.
Gave it a dance floor and everything. I explained what I wanted to do with the town in /agdg/ here >>181675250
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This is for that guy who wanted to fix his windows on. fucking webm's are hard to make small. Maybe I just suck at it tho
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>>181659082
Xenosaga had Beam, (Pierce)Bullets, and Slash attack attributes.
They also had ice, lightning, fire, and spirit. Energy Manipulation.

No Air or Earth because that's Matter manipulation, also they're in space and "Earth" is implied lost forgotten history.

Modern settings might have Psychic and Sonic Attacks. "Virus" either biological or digital, since it's common to have so sort of overlapping/parallel virtual reality in these settings.
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>>181637047
Doing enemies sprite
>>
Posted my current world map yesterday, I got a save spot thing in the form of an image (because this game has text adventure elements) that is meant to serve several functions, in the form of a mirror, but I dont know what I want the background to be since it will be in several dungeons and areas and whatnot. I can't decide between having several different bgs for each area or one universal bg that fits all.
So which should I do?
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>>181652651
it roughly means worldview, or player's perception into your game world. But I recommend reading this
http://www.gamasutra.com/blogs/ZackWood/20170516/298096/Characters_and_Worldbuilding_Analyzing_the_Strength_of_Japanese_Games.php
I feel enlightened after reading it.
>>
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>spend two days on faces
>realise MV takes 144x144 not 96x96
p-progress is progress I suppose
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>>181684628
At least you are learning something and have a little fun, right?
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>rpg maker windows
the only thing i post nowadays is pretty boring. i'll get to roll for boss bgm or victory bgm afterwards, tho

>>181684628
rekt nerd
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>>181684628
No worries anon
http://waifu2x.udp.jp
>>
>>181672387

Have cycling traders that are only there at certain times or something. Have them sell skooma.
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>>181685974
not bad
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>>181652651
It's milieu.
Which isn't in most people's vocabulary anyways.
I think more people would use "atmosphere"
It's not just the environments, but also the people's attitudes.

The difference between living in the slums and living in a post apocalyptic waste. Visually they are similar.
But one is a world of neglect & poverty while the other is a world of scarcity.
>>
>>181671769
isn't that the desert camp form Final Fantasy Dimensions?
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>>181637731
Hows that going btw? The hardest part is the writing.
>>
>>181687314
Never played it
>>
Question:
How do you feel about random encounters? Like/tolerate/hate?

Question:
I'm often worried that people only make a low-effort, disingenuous attempts at playing RPG Maker games out of politeness to the community, but have no actual intention of engaging with the plot or putting a good-faith effort into their playtime with it. To that end, I feel that putting any kind of "roadblock" in the player's way, from puzzles, to challenging boss fights, to cutscenes longer than ten seconds, could make you lose your audience; that what people will generally tolerate in video games as a whole, they will NOT tolerate in an RPG Maker game, thereby requiring an RPG Maker developer to water down and trivialize their game in an effort to not upset the delicate contract you've developed with the player, which in effect states "you stick with my game and I'll give you a no-hassle, low complexity game that can be beaten in about 3 hours." However, I DON'T want to make a low complexity, no-hassle, trivialized game that can be beaten in 3 hours, making me increasingly concerned that all my efforts will be in vain since it's a very real possibility that no one will even see anything beyond the 2 or 3 hour mark. Why suffer through the Hell that is creating a deep, engaging 30-40 hour epic at all if no one will ever even play it to it's end? Anyone else feel the same?

tl;dr: Why suffer through making a large, complex game if there's a very real chance no one will ever finish it?
>>
>>181687704
I actually dont mind random encounters as long as the encounter rate isnt ridiculous and theres a way to manipulate it. I think the hate is overblown, though it can get pretty stupid like in FF2 or Earthbound Beginnings.

>Why suffer through making a large, complex game if there's a very real chance no one will ever finish it?
Make the game you want to see made. Theres gonna be at least one person who will play it to completion. It can get disappointing seeing people overlook it but its satisfying making something you can be proud of.
>>
>>181687704
The best way to get people to not drop your 30 hour epic? Make the first few hours prove to them that your game is fire, and worth sticking to. Showing a creative story hook, pretty portraits, appealing aesthetics, whatever.

I drop quite a few RM games, but I've also stuck to playing a few, too.
>>
>>181687152
I think 'atmosphere' is too shallow word for it. I prefer to use 'world sense'. Well, the main point is how to make the player feel he is looking at a real existing world, not simply nicely placed tiles and graphics.
>>
>>181687704
>How do you feel about random encounters? Like/tolerate/hate?
I want to be able to stroll through a map once I've thoroughly proven I can handle it. To that end, having a secondary condition that I can fulfill to be able to turn off encounters in a particular area is REALLY helpful. Wild Arms 4 had this, with save points also containing mini-bosses you can beat to turn off encounters in an area. Bravely Default flat out lets control it at any time, with an explicit warning that the bosses will kick your shit in if you go too long without random battles.

>tl;dr: Why suffer through making a large, complex game if there's a very real chance no one will ever finish it?
Make the first arc not the best, but rather a condensed version of everything you have to offer. Writing with subtlety or at least good grammar. NPCs that serve a purpose. Good mechanics that allow you to do tricksy stuff NOW instead of taking it away. Flashy animations: either make boring animations happen quickly, or don't make the skills used in nearly every battle look bland.
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>>181688250
>Theres gonna be at least one person who will play it to completion.
>>
>>181688360
This. Only the whole game should be compelling. That's your job.

Of course there are people with A.D.D. who will play anything to completion. But that's attributed to hyperfocus; not a sign that you're doing something right.
>>
>>181687704
>How do you feel about random encounters? Like/tolerate/hate?
Pros of random encounters:
It can add variety to a game or explored area that is meant to be replayed, since players won't be sure about what to expect.
They are a bit quicker to do than symbol encounters because you don't need enemy AI.
It is often easier to grind with them than with symbol encounters
Cons of random encounters:
Unless monsters offer fantastic rewards, it effectively discourages exploration in any area where they can trigger.
They make it a bit harder to balance a game because a player could encounter 4 monsters in a straight line on his way to a boss while another could find 12 and end up with a higher level but no mana.

If you are going to add them into your game, make sure that you maximize the pros and diminish the cons.

>Why suffer through making a large, complex game if there's a very real chance no one will ever finish it?
Because it is a learning experience.
Because you don't actually need a 30-hour experience to make a good game. Even games like Final Fantasy VI are actually full of padding because they come from an age where people could afford fewer games and thus needed them to last a long time. You could probably compress those 50-hour JRPGs in tighter, more fun experiences that last only 15 hours or so nowadays with something as simple as a reduced encounter rate and higher experience yields.
Because unless you are really weird/dumb/brave, you will probably only be pouring that much effort into a game you REALLY want to play. And if you REALLY want to play a game, then there must be an audience for it somewhere. You'll have to find it and communicate it to them, though.
Because I've made free games that got 23 000+ downloads, so there are people out there willing to play my shit games
>>
>>181689721
>Even games like Final Fantasy VI are actually full of padding because they come from an age where people could afford fewer games and thus needed them to last a long time.

I really like how '40-hour RPG' went from a selling point to a meme in the course of about two years (right around the early PS2 era)
>>
>>181689721
>Because you don't actually need a 30-hour experience to make a good game.

I understand that, and I don't intend to add filler for the sake of filler. It's just that the game as planned with its current storyline will more than likely push the game into the 30+ hour mark. Of what people have played so far, the feedback is all quite positive and generally agree that it's well written and well paced with engaging cutscenes; no complaints of tedium and no complaints of feeling like any part of the game is a "chore", which is typically how complaints about substanceless filler manifests itself. It's just that it's taken me about 2 months to develop 30 minutes of gameplay, so I'm just growing increasingly concerned about the wisdom of proceeding with development further.
>>
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Need a symbol that most magic users in my game's setting are marked with. I combined a bunch of real life occult and alchemic symbols for my first couple concepts. Any of these three stand out as the best?
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>>181693579
I would go with the first because it could probably be reduced in size without looking like a black spot.
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>>181693579
Ayyyy.
But yeah what >>181694172 said.
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>>181693579
>marked with

If it's some kind of tattoo I would probably go with the simple one. If it's going to be EVERYWHERE, something simple would be more recognizable and likely easier for you to put in different places at different sizes. Reserve the more complex symbols for more dangerous/high ranking magic users and the big rituals and stuff. Otherwise symbols should be fast, easily recognized, and able to be put in any situation.

Notice how simple the real symbols you used are? A few lines and done, easy to understand. Something as complex as #3 should show up shimmering in the air when I'm casting the biggest "fuck you and the continent you're on" spell I have, and nowhere else.
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>>181684183
>I feel enlightened after reading it
>gamasutra

Ive felt similarly with some of their Dwarf Fortress interviews. On the other hand, theyve been Leigh Alexanders personal soapbox for SJW horseshit during gamergate. Hate the site, be choosy with your authors
>>
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Can we talk about Androids/Cyborgs?
If they were included with other Actors, how would you expect to use them?
>>
>>181694172
>>181694583
>>181694812

Looks like the simple design is the winner. It's not really a Tattoo, it's a symbol that can spontaneously appear anywhere on the body and bestows magical knowledge. Most people that have it would hide it. Either the exact symbol or a slightly modified version is going to also be the emblem of a rebel faction. Losing the circle probably will help it read better in different sizes + differentiate it from a generic magic circle type symbol.
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>>181695941
define Actors, since you capitalized the A and aren't replying to anyone else for context
>>
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>>181696389
The Database Actors. Premade RTP characters.
Lemme rephrase this.

Kadakawa hires an artist to create DLC that includes Androids.

However, it's 2017 and everyone's idea of "Android" is wildly different. From Megaman Bots to Mecha Maidens.
Someone might be picturing a metallic C3PO from Starwars.
While someone else might be thinking of something that's more convincing human, such as a Persocom from Chobits.
Or even still, expect something that's more clockwork than circuitry.

If you could communicate with that artist, what do you tell them your exceptions are?
>>
>>181687332
It's going slower than I like due to other obligations, but I'm getting the basics down with the maps.
>>
>>181684628
If you're going to be using Yanfly's plugins, you'll be able to modify the face dimensions if you want. And you pretty much should always use Yanfly's stuff, regardless of what your project is.
>>
>>181681998
thrusters initiated

>>181695941
robots with sentient ai, or whatever. ones that you want to protect from people that break iphones for youtube vids.
>>
>>181697790
I imagine, the most practical thing to do is imitate recent pop culture.

Aigis(Persona) and Kos-Mos(Xenosaga) come to mind.
Maybe something armor plated like Raiden(MGS) or Genji(Overwatch), although those are a different genre of game and a different audience.
Genos from One Punch Man - seemed popular but idk if had an impression on anyone. Anime is so short lived these days.

In modern western media, androids are more convincing human. Very discreet things like a barcode, seams, and blank stares.
But I want something obvious. Visors. Ear Antennas. Glowing patterns. Cooling vents.
>>
>>181697790
I'd expect the DLC to maintain a consistent style.
It would be functionally useless if it was all random assortment styles. Like if one was all gritty Borg technology, while another was some kind of steampunk thing, and another was some kind of light projected hologram. You know?

If I bought a pack I want to use all of it in the same game. Not just 1 thing out of it.
>>
>>181697790
Megaman style. Built to be objectively superior physically.

They don't have to look exactly human, and most don't take the pains to do so. They have emotions, fears, passions, etc. The main measure of an adult android is meshing the purpose of their construction with who they are as a person, rather than how well they can convey emotions or follow social cues.

To that end, the examples in >>181702374 are good, with directly attached modules or odd proportions.

Big shoes are nice, opens the way for stylish stuff without worrying about fiddly foot muscles and toes.

It'd be interesting if androids were the only ones with unusual hair colors.
>>
>>181703581
Back when Famitsu covered RpgMaker MV before it was released, everyone was like "MV is going to have robots!"
Everyone assumed there would be more, because there was one in the promotional material. It would be dumb if there was just one.

Of course that turned out not to be part of the RTP at all.
And unsurprisingly, no one is using the cover art characters anywhere.
Duh. What are you going to do with one robot and portrait art that doesn't match anything else?
>>
>>181705263
So long as they don't have a metal diaper. That's what I hated about Zero. And in one version they have this yellow square in front that looks like a pee stain - ugh, what were they thinking?
>>
>>181707326
Most of their designs these days go with skirts or nothing at all, yes.
>>
this is a pretty good website for generating a variety of details for character building. Was using it last night so thought I'd share.
http://www.springhole.net/writing_roleplaying_randomators/characterdetailgens.htm
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>>181671769
LOVE those graphics. Did you make them yourself or are they from somewhere???
>>
>>181718805
Thanks. It's all done by me
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>>181719096
Love them, reminds of comfy childhood afternoons playing GBC Dragon Warrior games.
>>
Fuck this heat
Seriously
Fuck it
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What's the minimum level of detail a single-tile animated starship would need to not be an absolute eyesore?
Is self-made crap like this good enough or should I look for some stock sprites by professionals?
Granted, the couple of you who got the demo I've posted last thread could attest that the ships play almost no role in the game (there was just one used in a cutscene) but I consider expanding their role a bit and if I'll do so - wonder if this look is good enough.
>>
>>181722140
Maybe they could be a little larger but you shouldn't hire an artist for that.
>>
I'm starting to get worked up over photobucket's change of services.
Years of tutorials, screenshots, and resources are gone. Well, obscured really.

I can change hosts and update image links for my stuff. But what's the point? There are people who have been inactive, they are probably never going to come back.
Dead tree; new leaf.

I've been through stuff like this before where a site crashes and loses data. Rebuild? Sure, but it's like if the Pyramids and the Sphinx were destroyed. Someone else will have to do it, because the original creators aren't around anymore. And there might not be anyone with the skills to do it.
>>
>>181697790
>However, it's 2017 and everyone's idea of "Android" is wildly different.
Isn't it how it is since the very creation of the term? Wasn't it intentionally vague? 2017 has nothing to do with it, android was always merely humanoid robot so how one goes about particular stylistics and level of human-like looks is up to them.
>>
>>181722140
There's only so much detail you CAN fit into a single tile. I don't mind the ones in the image.
>>
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>>181730558
Supply and Demand. Emphasis on "demand".
The customer is always right. Know who your audience is.
Stay relevant.
It's all about fidget spinners man!
>>
>>181733025
>It's all about fidget spinners man
No one I know cares about this shit. It seems to be something mostly existing in early 20-somethings hipster circles as a novelty item and half the time "ironically".
>>
>>181732763
>>181723696
Thanks for feedback. Indeed the tile poses certain size limits - already what you see in the image is two tile thing - the ships themselves and the propulsion "tail" which is a separate, different tile compatible with every ship one.

There seems to be no alternative beside using non-tile images or multi-tile sprites but the former require quite some artistic skills which I lack and the latter is abyssmal pain in the ass (already tried that in regards to the space station in the cutscene in the same demo I've dropped here - and that was a bother).

Maybe I'll drop potential starship content and concentrate on derelict spacestation survival more for now. I was told before that for a first project features and content I hope to include is already dangerously ambitious (well, first publically shown project, at least).
>>
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>>181733343
The point is, you can be fairly certain that it's what people are buying into. You got to stay up on the trends.

Just because you want to sell 1920 Art Deco designs and vacuum tubes, doesn't mean there's a market or interest for it within the rpgm community.
>>
>>181733343
Nah they're fucking everywhere.
I see kids with them all the time.
>>
>>181734604
Actually, for stuff like that there's always market. Even trends don't happen because some great superpower declared so but because someone tried something new or revived some old take on a concept and finds people who start following it.

Nowadays, when it comes to androids you get all kinds of shit happening at the same time - you've got roughly humanoid robots, you've got humans with "it's a robot" fluff and everything in-between.

Same with many other thing, including whole genres - even when not popular as much as in 90s, well-done heroic fantasy still sells. Anne Rice made her stuff long before Twilight and other movies/books/TV series about beautiful tormented vampires came up, it just resurfaced around 2000. Mecha still show up cyclically in games, anime, movies and whatnot - both the japanese "flying ballerina knights" design and western "tank on legs" one.

If the idea's good and it's done well, you'll find demand for it.
>>
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How's this for a world map?
Some things to note:
- This is only the first world. There's a second world after this one. I haven't designed it yet.
- The game is designed to be non-linear. It doesn't have a standard leveling system and you can go to any of the three dungeons in this world (not including the short starting dungeon and the final dungeon of the world) in any order you want.
- For example, to get to that tower dungeon in the middle of the left continent, you can either walk the long way around to get there, you can spend some Gold to have a ferry take you to the shore near the dungeon, you can do a side quest so that the ferryman will take you for free, you could spend a lot more Gold and buy your own ship, or you can do a much more difficult and lengthily side quest in order to get your own boat for free. There might be more options as well.
>>
>>181735354
Not in this part of the globe. Here most people seem to think that the whole thing's retarded. Rightly so. It's just some tiny toy, with little of practical use, greatly overhyped.
>>
>>181737161
>How's this for a world map?
Spice it up. I don't expect some unique stuff but big parts of the map, especially in-game without any zoom will look like just two kinds of tile with nothing to break the monotony. Maybe it's inherent limitation of a simple tileset but still, it needs more variety, IMHO - even just some different type or a loen tree here or there, a different tile of grass, some coastline beach here and there would help.
>>
Guys, be real with me.

Is RPG Maker a meme?
>>
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>>181737541
Doesn't exist in the tileset, unfortunately. There isn't even something like darker grass that you can use. Also trees are literally just big squares, there is no lone tree tile. :(
>>
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>>181738000
apply critical thinking to your hypothesis.
>>
>>181738048
Damn. I guess that's what you get by going for some simplistic mobile version. Are you sure there are no custom tilesets you can download from somewhere?

>>181738000
It is a meme but it's also something people seriously like to play with. Games still are being created on it, since meme or not it is overall not a bad tool for creating certain kinds of jRPGs for non-programming folks with ideas but no ability to make assets assets or cash to acquire such.
>>
>>181738412
That's... not a mobile version.... It's the DS resource pack for VX Ace. I happen to like it.
>>
>>181738048
Oh shit, I remember you. I remember when you were fiddling with the code to make your menu system just right. And the Dragon Quest like battle screen. I'm glad to see you're still working on it, man.
>>
>>181738745
>That's... not a mobile version....
>I happen to like it.
Wha..
Anon, I can't really help you if you intentionally decide to hurt yourself with your tileset.

Get more tilesets, edit some stuff or shrug and accept that your stuff will be lacking in detail the way the lowbit tilesets of the times it tries to mimic often did. No way around it
>>
>>181739176
"Still working on it" isn't quite right. It's more like "didn't touch it for months due to lack of motivation and confidence and now I want to kick depression in the teeth and just fucking do it".

Still not sure if I'll ever finish it....

I'm also the one who was asking in the last thread if anyone had the Game Character Hub DS Generator Parts DLC, since I want to add a class system to the game where your character's outfits reflected their class.
>>
>>181739481
"I don't like your tileset, therefore you shouldn't use it!"

Fuck off.
>>
>>181738346
Lisa is shit
>>
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the RPG Maker podcasters lurking in these threads are unqualified buffoons high off their own farts

I hope you choke on your own methane, you pretentious fucks
>>
>>181741326
that's a separate matter of whether or not RPG maker is a meme, isn't it?
>>
>>181741382
There are RPG Maker podcasters? That's fucking hilarious. That's like being a lego podcaster.
>>
>>181739640
Looks like entirely valid advice to me.
>Get more tilesets, edit some stuff or shrug and accept that your stuff will be lacking in detail

Honestly, anyone using rtp tiles should at least be willing to edit them.
>>
>>181741382
what got you mad
>>
>>181741326
Lisa is great
>>
>>181742528
Incorrect
>>
>>181741382
Not only is the podcast shit, but they hardly even cover RM. Who's idea was it to base a podcast around a niche portion of an already small community and not even have discussions focused to appeal to them?
>>
>>181744207
>>181741382
Please no drama, if you don't like it don't listen, if you don't like it linked in the OP then make threads without it included, but bringing this up benefits no one.
>>
>>181741485
No, most games created in RPG Maker are shit because the engine is so simple and shitty that it attracts shitters. My hypothesis is objectively right and you is wrong.
>>
>>181739640
Your problem is that you're limited by your tileset so the solution is to change or edit it.
>>
>>181739640
Don't be rude. Anon asked for opinion on a map, I've said what problem I see with it and when it turned out he cannot do anything about it due to very limited tileset, I've suggested for him to look for alternatives or edit the tileset so it will work better. I don't force him into anything, just advising in regards to feedback he asked me for.
>>
>>181741382
>the RPG Maker podcasters
It's a thing? What would a podcast be even about? Ways and standards of making common events? Would it be any different from some random jRPG game development podcast (if even such exist)?
>>
>>181741382
I like the people involved but it's a shame they only talk about rpgmaker and gamedeving in general for like a minute or two of each episode before they start sidetracking and talking about games they've played, movies and other shit. I've listened to like 10 episodes and I still don't even know what their games are except for that dude who's making defeat the darkness which isn't even a game.
>>
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>>181742337
>start exploring links in OP
>listen to podcast
>it's shit
>ramble about non-RPG Maker shit
>some foreign guy from bosnia or some shithole in europe with an accent
>constantly claim they're over time for things; it's an unsponsored podcast who cares
>waste time rambling about PS1 rpg mechanics instead
>can't find a way to edit in people who have schedule conflicts for segments
>can't take criticism on a cantonese sidewalk chalk art board from other anonymous assholes

enjoy your no-clicks, you no-talent no-devs
>>
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>>181744842
>Please no drama
>if you don't like it don't listen
>bringing this up benefits no one

"We never learned rule #1 about Youtube": The Postâ„¢
>>
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10
>>
>>181754952
9
>>
What are some good tilesets for a forest dungeon?
>>
>>181756995
Guardia forest from chrono trigger?
>>
>>181757773
Something like that, yes.
It's for mv.
>>
Fes NA DLC when
>>
>>181759272
Never ever.
>>
>>181741382
thoroughly kekked
>>
vump
>>
How is that game coming along?
>>
>>181763402
I posted some screenshots in a forum and am sad because I've got no replies yet after a few hours. T_T
>>
1) Playtest your game
2) Press X to access party menu
3) Take a screenshot of your characters
4) Post it

Doesn't matter if it's RTP, just post it
>>
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>>181765621
people have already seen them enough bump
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Time to step up your effort Anon
>>
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>>181765621
>>
Does anyone have a good design doc template? Something that has a format and category to slot every little idea into? Of course I have my own ideas guy notes but I'd like to put them into something more professional and singular.
>>
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Wake up
>>
>>181765621
heavy modz
>>
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Bump with magic
>>
>>181774659
Are you making a lewd game?
>>
>>181737125
I don't think you realize how niche RM is.
Forgive me if I'm too idealistic, but the point of DLC is to serve developers..

Sure, you can bank on impulse buyers. But that's exploiting their psychology. They're not buying resources to make a game, they're securing potential. It'll waste away in a folder somewhere and never be used.
Congratulations, you helped no one but yourself.
>>
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LOW VICTORY
HIGH BOSS

Give it to me!
>>
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>>181765621
sure
>>
>>181777596
How'd you get your menu to look like that?
It looks really nice.
>>
>>181777596
>Hero
>erin
>Jordan
>Cameron
One of these things is not like the other, one of these things just doesn't belong
>>
>>181778423
Dragon Quest Menu V2.00 by Jamiras843

>>181778434
You can choose whatever name you want.
>>
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>>181774834
Yeah, about a boy go adventure with huge thick strong womyn
>>
>>181779656
Perfect
>>
>>181749008
They seem like genuinely nice guys and I feel pretty bad seeing people shit on them, but they really don't talk about /rpgmg/-related things enough.
>>
Making 3D rpg, clothing damage will be a must.

How would it be, say for instance clothes are damaged in battle they are ruined and have to buy new clothes all the time OR when you go to inn or clinic the clothes are mend.

Even if you heal in battle though and clothes are ruin they will stay ruined. Weapon damage is fine? After certain amount weapons will break, better craft weapons will last longest.
>>
>>181782153
>buy new clothes all the time
I like this idea best, it's unique
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>>181782153
You could make a repair spell for stuff like that, maybe? Buying new clothes would be an annoying tax and your players might avoid it and just go around in rags unless that affects stats in some way. Does it also apply to armor? Because if so holy shit what a money sink that would be. Could you give enemies droppable clothes and let players change into those? Lot of work for models, but might be a really cool unique detail for your game.

Weapon damage is hard to pull off, but can still be done well. Just need to assume players will run out at some point and hopefully it's not an effective game over.
>>
>>181782153
Clothing/Equipment durability is usually added to:
Increase realism.
Force the player to constantly try out new equipment/builds.
Feed crafting mechanics (related to the previous point).
Power a Skinner box (related to the previous point).

Do you want any of these? If so, add permanent clothing damage.
>>
>>181781769
>They seem like genuinely nice guys
They don't sound EVIL, like they're not hurting anyone. I wouldn't say they're nice. They shit on other youtubers like Echo but apparently cry anonymously here where anyone gives them the slightest criticism. Do they want an audience or not?
>>
>>181784092
>They shit on other youtubers like Echo
No that was just me
>>
>>181782153
Clothing remains damaged after healing.
Going to an inn will mend your clothes.
Clothes are not the same as armor: you're not completely defenseless if you're "naked".
Instead, different clothes apply stat modifiers. STR=120%, RES=130%, etc.
You can only have 1 of each outfit, so as you take damage you'll switch through different builds.
>>
>>181782462
I know it would be annoying but it could work.

>>181782707
A repair spell would be too easy, would have it take more than half the MP. Of course better armor/clothing would have better resistance to damage.

>enemies dropping clothes
>enemies wearing clothes
>wanting rags

Even if a weapon ran out there would not be a game over, you still have your fist if you break a sword.

>>181782962
Yes. I will find a way for it to blend.

>>181784485
Yes.
Yes and it will cost extra, but only if ask for it.
True, you will have both armor and clothes, but starter cheap armor will break after some time quickly as expected.
Maybe
We will see.
>>
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>>181785517
>wanting rags
I meant that if the price for getting new clothes constantly is too high and the clothes themselves aren't worth it statwise, and combat areas are far from towns, your players are likely to just ignore having to go back to town and instead walk around in the remains of their destroyed clothes. If clothes are worth it and towns are STILL far away, that'll be annoying as shit.

If enemies aren't dropping clothes (no humanoid opponents?), you might need a "teleport to town" or some other way to try and get new stuff mid dungeon, or let players carry around enough replacement and turn it into a resource management thing.

> you still have your fist if you break a sword
And if fist is too weak, killing anything will either be annoying as shit or so hard you might as well let yourself die and come back later. "Effective" game over meaning you're pretty much done for even if you haven't seen the screen yet. If the only options are to run and get more stuff or struggle without equipment, the player has lost.

Still, it sounds pretty interesting and I like the idea of clothing damage being part of combat. It's a nice detail, but balancing with be difficult and you'll need to ask yourself how often things will break and need to be replaced, and how expensive said replacements will be. Too often gets frustrating and too rarely defeats the purpose. The easiest way to eliminate town trips I can see is to have enemies drop stuff and let players craft outside of town. You mentioned a crafting system, so perhaps you can craft new clothes out of monster parts? Bear belts, insect armor, dragon scales, etc.
>>
>>181741326
disagree
>>
how do I make the party on the left of battle and enemies on the right
>>
I feel like I am in the minority for liking the podcast. It sucks that Echo vanished off the face of the earth. But I like the news and discussion of topics and examples.
If anything perhaps they could keep up a tighter schedule on what they talk about- ie news, recent interesting releases, and then topic - problems with examples and then solutions with examples.
It's not like they've got a budget to actually buy and try games regularly - But also game journalism is shit.
>>
>>181790218
>game journalism is shit
Go fix it, then
https://www.youtube.com/watch?v=5VQGIuHesxo
>>
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New podcast today!

https://www.youtube.com/watch?v=001myHqgjI0

We cover crits in RPGs - How they're calculated, how they're displayed, and how satisfying they are to land. It's important to convey crits to the player in a way that's satisfying (FFL2 does this wrong. No extra animation/sound or anything)

>All these posts about the podcast
I'll be the first to admit it isn't perfect. Neither am I. If there's something that I could improve, I would love to hear about it, because it makes me better at podcasting. If anyone in this thread (or on the team) finds my methods lacking, my goal has been to meet those needs. It's this kind of open-door policy that's kept the 'cast running smoothly for the past year and a half. I may not *be* a professional, but I carry myself as one, because someday that is what I hope to be. I thank you all for your support.

>>181784265
Welcome back, man. We missed you
>>
>>181790218
>>181792135
they're not journalists, for sure. "Enthusiast coverage/press" would be more appropriate.
>>
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would you play it???????
>>
>>181794949
LISA-tier grafics
playable, but I'd want to see mechanics/gameplay in action. That goatboy is non-furry repellant.
>>
>>181794949
Yes. The perspective of that wall in the lower right corner seems iffy to me but looks pretty great overall.
>>
>>181794447
Bypassing defense is REALLY strong, in many cases more important than the 1.25 or 1.5x multiplier.

Nicking>hit>heavy hit kind of deals are closer to accuracy than crits. When you do this, you usually have to remove the Luck stat and rely on Dex/Acc.

Crit meters generally take up too much mechanical "space". You make it too important, so a lot of your gameplay has to revolve around the crit meter.

You should have checked out Nocturne: Rebirth for their crit system. There's a light crit and a heavy crit, and they don't just increase damage, they decrease the time for your next turn.

So F/GO crit system is about using crits to replace the charging mechanic. Instead of doing Physical or Mental charge like in SMT, you do an attack that increases likelihood of crits for your next burst.

FFRK makes crits work because of stacking. Soft and hardcaps to buffs make it more important to stack different ways to increase damage, whether crits or elements or flat damage or double/triplecast. Crit buffs are pretty strong, though.

Fire Emblem has a hard time with crits because you're betting durability on RNG crits. They're very satisfying in clutch scenarios and enemy crits are game changers, but only Manni Kati can really be relied on to crit on a strategic scale. As a tactics game, it's too dangerous to run with people who can't guarantee a kill and are soft as toffee.

On-crit effects are great, why didn't you talk about them more?

You're mentioning a lot of games and how they do X, but you're not....analyzing them. Comparing how this would be good or bad when combined with that. How to code this shit into an RPGM game.

cont.
>>
>>181733025
That's not even remotely related to anything that conversation was about. What's happened to this general lately?

>>181794949
Looks great, anon! I'd play it.
>>
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>>181794447
>"If there's something that I could improve, I would love to hear about it"
>listen
>first 20 minutes is bitching about SNES mini and discussing rocko's modern life and other cartoons
Is there a podcast that actually talks about rpgmaker?
>>
>>181798734
Timed Hits generally mean removing crits. But you give variety to the button inputs to keep things fresh. Mario for example does it better than Legend of Dragoon, despite Legend of the Dragoon having flashier timed hit animations. It's why other games only do Timed mini-games for Limit Breaks: you don't want to make too many button presses.

critbuilds are still a thing in MOBAs, and you just GAVE an example of critting in an MMO: Ragnarok. If snowballing is such a huge problem, that's not the fault of the crit system.

>the lower the chance, the more "unfair" it is when it happens
this is important. If base crit chance is 10%, you will by necessity expect crits.
>>
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>>181799069
First couple minutes minutes are always small talk. There's an episode guide in the description. Our previous ep is all about a short RPGM game (Sacred Earth: Promise). We also did an episode about Ib a while back for Halloween.

>>181798734
>You're mentioning a lot of games and how they do X, but you're not....analyzing them. Comparing how this would be good or bad when combined with that. How to code this shit into an RPGM game.

When editing, I noticed we only stuck on each game for like 3 minutes at a time. We could've gone more in-depth, for sure. The only crit system I'm super-familiar with is TF2, which I think is pretty fair (deal lots of damage = more crit chance, in a game where bad players will never live long enough or stay in combat long enough to maximize their crit chance)

>On-crit effects are great, why didn't you talk about them more?

Only one that comes to mind is Golden Sun. Which admittedly was pretty cool.
>>
>>181799615
no, not analyzing how the game does it, but the crit system's concepts. Distill it down to modular forms that could be applied to new games.

>Only one that comes to mind is Golden Sun.
see, you're doing it again. Who cares if you don't know what games do it? Talk about examples of implementation.
On-crit flat elemental damage, spell casts(which necessitate equipping for INT on a physical build), status ailments, change in stats or vulnerabilities, how can a crit change the battleflow without being instawin/lose?
>>
>>181799615
>>181800034
is there a game that does all of these? No. Would you or SHOULD you make a game with all of these, from both a gameplay and coding perspective? How should you balance it?
>>
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>>181800034
>>181800167
Duly noted
>>
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>>181799615
>There's an episode guide in the description.
• a lot of people don't read the description beyond what is visible without opening the collapse
• it shouldn't be necessary reading
• it's unclear at a glance how relevant any of these are
• half of them are absolutely NOT RPG Maker content (11/23 seem to be?)

either focus your content more sharply onto RPG Maker, or make it a generic "we're weebs who like RPGs in general" podcast. Feedback delivered
>>
>>181800034
You just gave me a crazy idea anon. I have crit heals but they're kinda pointless if you would get full healed.
>crit heal
>adds regen status effect

Also how about for the podcast, not just getting ideas from the gen, but asking questions and quoting answers?
>How would you implement a system to do/change___
>>
>>181802016
>>181794447
make sure to link suggestions to the right guy


But yes, regen on-crit helps a lot with making pure offense viable without messing around with max HP.
>>
So...I'm gonna make an old school zelda like game. What kinds of dungeons would people like to see? Themes, puzzle types, ect? Though nothing TOO crazy please, it would still need to fit the style of the game so nothing like futuristic cyberpunk stuff...although maybe an ancient alien tech dungeon would be interesting. Hmmm.
>>
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Does anyone know where i can find a character battler base for a character of this size or would it even work?
>>
>>181804985
Ice, ghosts, electricity, maze (bonus if the maze changes while you're in it), factory, overgrown plants, mine, hidden doors, library, jungle, desert, paper mache/origami, fabric, etc

p.s. you sound like an interesting person from the way you type.
>>
>>181794447
>If there's something that I could improve, I would love to hear about it
The only issue I have with it, like other have said, is it should probably remain on topic and about RM. Tbf, I can't really think of much to talk about either, except maybe discussing specific RM games, and covering more content releases than just Yanfly's. Akashics art perhaps? Galv also would be a good place.

I know it's supposed to be focused on rpgmg, but you could probably find a lot to talk about if you went to the RM forums and looked at the newest "Commercial Game Releases", "JS Plugin Releases", "Community Announcements", "Improvement Boards", etc...
>>
>>181806562
Alright I've written most of those down. But, questions - What do you mean by a maze that changes while you're inside it? And what do you mean by origami/paper mache and fabric? For puzzles? I'm not sure how I would make such a thing. And finally, a factory wouldnt work but everything else sounds neato. I really want to do a graveyard dungeon for ghosts and skellies but both games Im drawing inspiration from have done that rip. I could do it anyways but idk.
Also thanks I guess, not sure how such a thing could be conveyed by words typed out but alright Ill take the compliment haha.
>>
>>181807417
Perhaps walking through the maze triggers events that move the walls of the maze, or maybe the maze itself is a puzzle of finding the right button and pushing it in order to change the layout so you can find your path to the end.
And by paper/origami/fabric, those are level themes that imho are under appreciated even though paper is kind of a universal thing. Puzzle could involve you folding a piece of paper so that it shows a certain picture/code used to solve another puzzle, or folding a map to make the area around you change.

Think outside the box, then see if you can do it in rpgm.
>>
>>181808580
Yeah that's what I thought you meant about the maze thing. Was making sure. Although, I think I can incorporate the map thing into a maze dungeon like that. Changing the map itself would affect the dungeon. Though I'll have to put some serious thought into how to make that kind of thing translate well in 2d. Eh I'm sure I'll figure something out. Thanks for the ideas though!
>>
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Hello /rpgmg/, I need a little help. Basically, I want to have a few enemies with behaviors like the lightning whelk in FF6. That is, it's 1 enemy but there are 2 parts you can attack, the head or the shell. Or, a more recent example, something like Dragon's Dogma, being able to target something's limbs, head, body, whatever. Does anyone know of a good plug-in for this sort of thing? Or if a plug-in is unnecessary, any good guide or how-to?

Thanks in advance for any help.
>>
>>181809086
Why not make two enemies and arrange them in the same place?
>>
>>181809086
Or just make each part that can be attacked into it's own enemy. Then just make the main part be unable to be hit via states or something. Or whatever else you want to have happen. I agree with >>181809260
the simplest way is to just make each part its own enemy.
>>
>>181794949
Maybe. Looks nice, but would need more info.
>>
>>181802002
>• a lot of people don't read the description beyond what is visible without opening the collapse
Your other complaints may be valid, but lol, this one's entirely on you. It's like saying you judge a book entirely by the front cover and don't bother to read the back.
>>
>>181809086
Along with what the other anons said, to make it seem more like the same monster, you could make it so both 'parts'/monsters are immortal or have a lot of HP, then have a check every turn to see if you've dealt enough damage to both parts over all to kill it.
>>
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live
>>
rolling to decide what to work on
>0-1 game design
>2-3 character design
>4-5 map planning
>6-7 faces/sprites
>8-9 custom tileset (pls no)
>>
>>181820421
How do you work on map planning without having fully designed your game?
>>
>>181824556
Eh, I can buy it. Even if it isn't fully designed, you can still know that you'll need a specific map, or specific TYPE of map, at some point.
>>
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Shit can't stuffed in the 4th member
>>
>>181827352
really going for an insect theme, huh?
>>
>>181827352
Maybe shrink the message box to 1 row height when in battle?
>>
>>181827352
A design typ out of personal preferences.
Make the eyes clear visible.
Again this is my personal taste but I hate the idea for "better" self inertion to make the face only vague.
Also on first or even second glance I can't really make out if this is really a boy or just a tomboy.
>>
>>181827352
>That staff position compared to the titmonster
Lewd.
>>
>>181827808
Softcore /ss/ actually

>>181828089
4th guy will cut off by the right edge,maybe i need a plugin to reposition battler

>>181828501
The shield guy? i just want to make him looks like those faceless hentai protag
>>
>>181829178
>Softcore
Dropped
>>
>>181778809
>Dragon Quest Menu V2.00 by Jamiras843
Can you please post the raw script here via pastebin or something? Google takes me to this page, but the script is all fucked up and it won't copy right.

https://forums.rpgmakerweb.com/index.php?threads/dragon-quest-style-scripts-menu.15572/
>>
>>181832325
I gotchu

https://pastebin.com/ZZCT7aPA
>>
>>181827352
will there be explicit lewd scenes?
>>
how to paper mario style combat
>>
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Put the finishing touches on the character style I want. How does it look? The idea was to create a style that was very close and compatible with the rtp assets while also reducing the "chibi percentage" from the current style (90%+) to something like persona 2 (20-30%). As such I'm specifically concerned about the proportions and the how the level of detail feels.
>>
>>181835662
SRD's timed attack core
>>
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>>181811953
>It's like saying you judge a book entirely by the front cover and don't bother to read the back.
It's like you blindly recite verbal idioms without acknowledging that's EXACTLY what people do; it's why cover artists exist for books, why the annual Spectrum Awards exist and why the book industry is failing(Borders closing in 2011, Barnes & Noble held afloat by its affiliate business partners). If you think the drooling slack-jawed majority of Youtube maximizes the description pane, then it's no wonder this podcast gets three-digit views on episodes when actual good content regarding RPG Maker gets 5 to 6 digit views. It's probably for the best that you're on "hiatus" until October, it'll make never starting up again that much easier to handle for you as the realization that this podcast is such steaming shit hits your subconscious and really settles in.
>>
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>>181809260
>>181809372
>>181813549
Thank you for the advice. I'd imagined that was one way to do it but was hoping there was a more straightforward way to do it, like being able to have multiple targets on the same sprite.

I'll see how well this covers my use cases, let's hope it works
>>
>>181829178
I was referring to the beetle helmet, carapace heels, and what looks like a poison sac
>>
>>181840415
None of this changes the fact that if you wilfully ignore information that's available right under your nose, any complaint you may have that the thing doesn't meet your unfounded expectations is null and void.

You can lead a horse to water, but if it refuses to drink, that's its own damn fault. :^)
>>
Is VX considered shit these days?
>>
>>181838103
It is far too flat to go with the RTP.
She is also too tall for the engine. Her feet and head might actually show up below objects that are supposed to be above her.
The eye positioning in her face makes her look a bit alien.
>>
>>181843262
It's the viewer's fault you have 100 views per episode. Ok. That reasoning makes sense.
>>
>>181843914
Yes
>>
>>181844964
Thanks for the feedback, I haven't had the chance to stick her next to some rtp buildings so I was worried about the coloring as well. I was actually curious about Collison as well so that might present some high barriers. Now that the base is there I'll put her in eventually and see what workarounds or changes will need to be made.
>>
>>181845431
Always place the character in the map before animating it. Otherwise, you might end up wasting too much time animating a character that fails to fit in.
>>
>>181845659
Yeah I agree, plus it'll be a while before I animate anything. Especially if the large sprite collision does end up being a large issue
>>
>>181844971
The low views are likely either due to not advertising the show, or it being shit in general, I don't know, I don't listen to it.

You whining that you don't have enough information when said info is right in front of you most certainly IS your own fault, though.
>>
Anyone know where I can get MV's background musics as .mp3 or .ogg?
>>
>>181847427
your best bet is to convert them yourself. it's pretty easy
>>
>>181847427
Make a project and look in the audio folder. It has both.
>>
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Does anyone know where to find the official release of RM2k3? All I can find is Donnie Miguel's fifteen year old translated hack job from back in the day.
>>
>>181845039
>yes
Time to put MV on my wishlist and wait for a discount one of these years
>>
>>181850889
Steam?
>>
>>181851228
It was discounted until yesterday Anon
>>
>>181852561

Sorry, I should have been more specific. The standalone version. I'd rather not have to start up Steam every time I want to boot a program that takes .05 seconds to start lol.
>>
>>181852836
>Not keeping steam on 24/4
Pleb.

But here you go: http://www.rpgmakerweb.com/products/programs/rpg-maker-2003
>>
>>181852836
That's understandable, just throwing it out there. I bought XP on steam and I can't really tell the difference from when I pirated it years ago.
>>
>>181853627
Er... 24/7.... Oops.
Also holy shit I just noticed they're actually charging $20 for that shit. That's crazy.
>>
>>181853802

Yeah, $20 for pretty much a twenty year old program, and you don't even get a hard copy. I'm really surprised that all you can find online is Don Miguel's translation, rather than the official 1.11 standalone. You'd think it would be the opposite at this point, with Don Miguel's being horrendously outdated and buggy. I just want to find someone that is willing to share it with the community. I don't really have an extra $20 laying around but I wanted to work on an old project I found on an old CD the other day.
>>
>>181854208
here you go anon.
I've never used 2003 but this is free and it might be worth trying.

https://easyrpg.org/player/downloads/
>>
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I think I'm actually getting things done. GDQ in the background makes dev work so comfy, and seeing results is inspiring... I WILL have a demo by Halloween.
>>
>>181855170
>https://easyrpg.org/player/downloads/

Thanks. I'll have to check it out. I'd still prefer to have the official version, if anyone has it and feels like uploading the install file.
>>
>>181856781
is it a tranny fairy? wondering why the eyebrows are a different color than the hair & so thick
>>
>>181858641
>not liking thick eyebrows
>>
>>181860242
Thick eyebrows can be cute, but they need to be really, really exaggerated, like HxH's Komugi's. As is she has man eyebrows.
>>
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Eyebrows...!
>>
>>181862330
No, that's not why thick eyebrows don't work here. It's as much about the thickness of the eyebrow and the shape but the reason here it looks manly it's because her other features. Her chin, nose, big ears, and lack of features on her lips
>>
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Y'all mind checking out my demo and giving feedback? It shouldn't last for more than an hour.
https://dewdneym.itch.io/unknownworld
>>
She's a chick, she just bleaches her hair.
I'd be more concerned about the tranny comments if it wasn't 4chan, but everyone's default here seems to be tranny.
>>
>>181864061
looks super cute, Ill play it when I get home
>>
>>181864279
cool thanks
>>
>>181864071
well as someone else, i'll say her face doesn't look very feminine.

brows, nose, mouth, eyes, jaw? Pretty much nothing about her face seems feminine, besides possibly the blush
>>
Don't die
>>
>>181868323
>>181868494
>>
>>181843914
It was shit when it came out.
>>
is mobile phone a valid format for RPGs? Maybe I'm too old, what are some good examples
>>
composan
https://soundcloud.com/tinyghoststudios/bewbs

>>181875348
there's no reason it can't be. onscreen controls aren't THAT bad. it's just that big publishers would rather make what makes ludicrous sums of money, rather than actual games.
>>
>>181875348
Maybe if it's written like a Nintendo game that assumes you're 10 with the attention span of a goldfish and will be playing it in short bursts.

Pokemon doesn't require heavy reading or investments into backstories and character motivations that's weaving the narrative.
>>
>>181875348
>phones
>a valid format for games period

No.
>>
>>181875348
Fuck's sake, I think it's fine. Whether your audience stops playing after a minute of gameplay is up to them, not a fault of the platform. As someone who enjoys RPGs and owns a phone (a fuckton of other people just like me exist), I'd love the ability to play on the go..... Much like one does with literally ANY other handheld gaming device. The question isn't whether mobile is good, we know that people love portable gaming.
>>
Alright so, I have a few themes/ideas for a few dungeons for my game thanks to another anon, but I'm not sure what would be a good first dungeon. Turns out that a few zelda games usually have the first and second dungeons be a Tree/Cave/Graveyard. Or at least the ones that I'm drawing inspiration from. But I'd rather not follow that trend. That said, what would be a good first dungeon? Here's what I have so far, any more ideas will be appreciated:
- Water/Ice
- Spooky
- Maze
- Jungle/Overgrown plants
- A Mine (maybe)
- Desert Area
>>
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Concept for my main character. Not sure if my color choices were okay. Im not really well versed in color theory yet aside from the bare basics. Im thinking about going for a tactics based scifi game. Is RMMV better for that? I own RMVX Ace and it has a lot more support from what i can tell.
>>
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>>181880002

Walking sprite
>>
>>181880002
>>181880230
I like the darker shade of blue on his walking sprite compared to his portrait.
>>
>>181880002
Your color choices are actually very good. Using blues for the body is a good choice because it's a very unobtrusive color, and pairing it with yellow and red works because they're primaries. Having a palette of so few colors makes the character look unified. So good job on that!

Anyway, if you already own VXA just go with that unless you're a piratefag.

>>181880230
This is very cute too! It's basic but gets details across. That being said, why do his arms swing in the up/down frames but not the left/right frames? Also, maybe try using a brighter blue for the body. It looks so grey.

sorry for rambling i have cannabis
>>
>>181879271
Gralssland.

Anyone got a steam version of RMXP? I'm really curious if they fixed the typo's or not.
>>
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>>181879271
Desert and Spooky are pretty rare as first dungeons, and Water/Ice usually have complex mechanics and so don't get to be first. Maybe a simple Water/Ice thing without too much puzzle? Otherwise Jungle is a more common first area than most of the others in my experience, so maybe not that one?
>>
>>181879271
another anon here, maybe think about what the plot and setting of your game are? What would fit as a first dungeon?
Also:
- junkyard
- deserted carnival/fair
- deserted anything really
- literal hell/fire dungeon
- clouds
- farm
>>
>>181880573

Good point! I never noticed that about the arms. The walking cycle is a tad old since it was based on an earlier model before i really fleshed out the character so the colors kinda went through a lotta changes.
>>
>>181852618
And I'm a retard who didn't have his computer until today
>>
>>181880796
Desert and Spooky were pretty common openers in the 90's. Paradisaical beginnings were already cliche then, so the obvious thing to do was beginning in a blight, corrupted, trash world - establishing the promise/goal to fix it.

But all the games back then were about saving the planet or Necromancers raising an army of undead.
>>
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>>181885930
Seems more like a setting thing than being restricted to one dungeon. Wouldn't having a specifically Spooky dungeon imply the rest of the world isn't that spooky? If it's the world itself, every dungeon would have spooks in it.
>>
>>181880718
>Grassland
Most of the overworld is grassy tho.

>>181880796
>>181881195

Alright I've got the order down now thanks! It goes like this:
1. Mine
2. Deserted Grassy Ruins Area
3. Jungle
4. Spooky
5. Water/Ice
6. Desert Pyramid
7. Volcano
>>
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Why aren't you working on your game Anon?
>>
>>181888628
I already did a bunch of work on it today and now I'm taking a break.
>>
>>181888628
it's 2:30am
>>
>>181888628
Depression and lack of confidence.
>>
>>181888628
What? Just because I have Rpg Maker, you assume I'm always going to be making a game?

I've got power tools and craft supplies too. But that doesn't mean I'm constantly making bird houses or working on some projects.

Can't I shoot the breeze with like minded people without the need to showboat my latest creation?
>>
So I have VX Ace that I got from some humble bundle ages ago, and I've been thinking of making a really shitty artsy walkaround thing just to get a foot into the engine. What stuff should I know before I try to make anything? All I'll mostly be doing for this project would be doing custom sprites for like 3 characters and one set of tiles, and a few scripted character events. I've played quite a few rpgmaker games (although most of them were XP I think, although I do have that as well) so I think I have a good grasp on what the engine is capable of.
>>
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>download MV via the link in Op
>playtest
>get black screen

what
>>
>>181891643
turn off that plugin that says "Made with MV"
>>
>>181894542
thanks bruv
>>
>>181891353
Well if you have something in mind, try not to stray from it too hard. If you're toe dipping, you don't need to add sidequests or minigames to it. Finish your main plot first, then see if it actually needs that.
>>
>page 10
>>
Injected with a poison
>>
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Filler map for the bump
>>
>>181695941
As a potential party member, I would expect them to exhibit some personality. So none of those porcine white droids. Although that might be useful to have a base form like that. That come off an assembly line in a factory.

The real question is weapons and equipment. Would their guns, lasers, drills ect... be attached to their bodies?
>>
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https://soundcloud.com/tinyghoststudios/boss
arranging it tomorrow, when the family isn't all asleep and i can blast audio.

back to playing video games
>>
>>181904448
That song is awesome; something you made, or just using for your game?
>>
>>181900731
>The real question is weapons and equipment. Would their guns, lasers, drills ect... be attached to their bodies?
I'm a fan of FFL2 and how Robots could be given 7 weapons to hold and it'd just work... then again, that was Game Boy graphics and it was easy to let the imagination fill in certain gaps
>>
It's raining men hallelujah
>>
>>181879117
>The question isn't whether mobile is good
you're right the question was "is mobile good for RPGs" you smug podcaster
>>
>>181889469
one and a half more hours until you've totally lost control of your life
>>
fuck webms. i just wanna share my fucking gameplay but i can't do that because even if i turn off all audio input/output and recording 4chan still says my webm is too noisy
>>
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>>181912731
use webm for retards

>>181908751
yeah, it's a song i've written for my game. it's possibly less impressive if you know that it's heavily influenced by these two songs:
https://www.youtube.com/watch?v=L98P7wu85hw
https://www.youtube.com/watch?v=TOABz_fmNQk
the biggest thing i add is that there's a modulation up 3 semitones. the v7('s upper triad) of the prechorus pretends to be a V of the new key.

i still wonder how much of a deal it is to copy musical ideas in this manner. when it comes to drawing, people are certainly big on those filthy, sub-human "tracers". is this also a hack song?
>>
>>181910879
Why would it not be? The true spirit of JRPGs have been kept alive on handhelds.

The only difference between a DS/PSP is that a phone likely uses touchscreen inputs, which aren't the end of the world.

Perhaps even better than typical input devices.
>>
>>181912967
I mean, Super Freak and U Can't Touch This, Pressure and Ice Ice Baby, what's important is that it sounds good.
>>
>>181912967
Eh, at most, someone probably finds out and makes a youtube video about. No biggie
>>
So, how do you guys think the collab project is gonna progress? Seems no one wants to take up a new chapter, which would be a shame.
>>
>>181919179
can't say i've ever personally been interested in it.
working on a game in completely vertical chunks is completely against my work philosophy.
>>
>>181880002
How would you describe the character's personality traits?
>>
>>181919179
Silent Maid is doing Chapter 4.
Their 2 weeks is on the 10th.


>>181919429
I'm calling bullshit.
>>
>>181923063
but it's true! i've got practically no content, and only systems built. it's also why i've never gotten anywhere close to finishing a game.
>>
>>181922116

Well hes a service droid that was augmented with smaller versions of weapons and such from mechs. The character is the only droid that isnt bound to the superceding AI on the station and thus is seen as incredibly dangerous yet, personality wise, still has friendly qualities. The story is kinda based on the world building from SS13.
>>
10
>>
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How do you get good at drawing battlers?
>>
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>>181934443
>>
>>181934443
pretty much literally figure drawing, so it's just "how to git gud at drawing".
>>
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>>181934443
>>
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>>181934443
>two of wands
Step out of your comfort zone and broaden your horizons.
a.k.a. draw furry porn.
>>
>>181937064
all the cool cats are doing it.
>>
>>181937246
>that bulge
>>
>>181937609
Very puffy vulva
>>
I NEED MORE ENEMIES!
Has anyone more enemy tiles? In particular wild, possessed or even deformend animals.
My first game is basically forest goes to shit and badass hunter tries to find out what happened.
>>
>>181939854
Just get regular animal sprites and photoshop some wounds and extra limbs on them.
>>
>>181939854
Take sprites, split them in half, then re-combine with a different half of a sprite
>>
>>181939854
palette swap?
>>
>>181934443
I trace them from other pictures with some slight modifications LOL
>>
>>181923063
Yeah Silent Maid is working on it, but there's also no one lining up to take it afterwards. It's worrying.
>>
>>181944987
Now that's just cheap
>>
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>>181947035
I do this with all my graphics
>>
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I've been fiddling with rpg maker on and off for years without having anything to show for it. Now I'm taking the oft-repeated advice to make a short game with 1-2 towns and dungeons in the hope of actually finishing something. It's going to be mostly rtp... restricting though it may be. Here's my starting city! I thin it looks... decent-ish, as rtp cities go.
>>
>>181957251
holy shit I haven't seen 2k/3's RTP in forever.
I forgot it actually looked pretty nice, unlike VX/Ace's.
>>
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>>181957521
It is pretty cute! Though super limited, and sometimes just baffling. There are plates of food, but they aren't aligned to fit on the tables! So even though it's supposed to be this casual, low-stress project, I still get these moments of wanting to tear my hair out. Still, progress being made!

Also, experimenting with a shrunk-down wall texture to better suit the scale. Needs more work.
>>
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I want to include some time travelling elements in my game, but not make it the core of the story/setting like chrono trigger/cross do. What are some games that do this? Something like Explorers of Sky.
>>
>>181959717
Something like the Timeshift Stones in Skyward Sword? Just a one dungeon thing with minor overworld use.
>>
>>181960001
Haven't played it, but yeah. Like something that is added to the world, but isn't expanded so much in the story.
>>
>>181959717
Actually I'm also using time travel in my game. Both short and long term, but mine is based on the Zelda Oracle series.
>>
>>181959717
Fire Emblem Awakening? It's a one-off thing with a bunch of people coming back from the post-apocalypse to prevent people from fucking it up pre-apocalypse.
>>
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Hey /rpgmg/, I'm NOT working on my game!
>>
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>>181964709
But why?
>>
Anyone doing anything cool woth FES yet?
>>
Hey, anyone has FSM: Woods and Caves?
>>
>>181965659
Waiting for DLC to restart my game.
>>
>>181960778
interesting. Didn't know it had time travel. guess I'll have to give it a try

>>181962930
That sounds good. Something like trunks?
>>
>>181967431
Oracle of ages is the one with more pronounced time travel, that's its main deal. In oracle of seasons its implied since you are changing the actual seasons, but its never implicitly stated.
>>
What could be some cool effects for a Yume Nikki fangame?
Spider: scare small npc events away.
Electric Socket/Battery: turn on appliances.
Blind: All times become black, but normally invisible "ghost" events become visible.
>>
>>181967925
Thanks. Now I have an excuse to play OoA.
>>
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My friend suggested this as a joke. I made it anyway.
>>
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>>181976794
and this. I'm gonna make it so if you have a dancer of your own, you can fill in for the one who didn't show up. Idk what I should do for payment. I guess money is good enough, yeah?
>>
>>181959458
Honestly? I think this legitimately looks better than VX/A and MV's RTP by a LONG shot.
>>
>>181981390
Agreed.
XP > 2K > MV > VX

VX's rtp is so bad.
>>
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My lack of patience with VX Ace is once again tempting me with making this game split in episodes
RPG Maker MV looks so much more attractive, but no way in hell do I want to scrap everything and start from scratch in a new engine
>>
>>181986160
On the plus side yours will be one of the last great VX games. It's a good way to be remembered I think, both for your own game, and the engine itself
>>
Tell me about your experience from designing dungeons.
How do you start and what are important things I have to pay attention to?
>>
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>>181988059
You start from the ending and go backwards.
>>
How to learn to create a good map? Where do you get inspiration to make a town or a forest?
>>
>>181994927
Are you using custom assets or RTP? For either, if you have the time, watch some "How-to" videos or timelapses of maps that people have uploaded. That might give you a few ideas on the workflow and thought behind making the map.

Another big thing about maps is dimension. Not necessarily how big it is but making it more believable. Parallaxing makes a huge difference in the map. Shadows are the easiest and most effective things you can add. You can emphasize certain parts of the map, walkways or anything else. Plus it can give you a sense of time if you have multiple different lighting layers for the same map.
>>
>>181995774
I'm using RPG Maker VX Ace RTP.
Do I just search for "rpg maker vx ace how to make map" on youtube?

>Shadows are the easiest and most effective things you can add. You can emphasize certain parts of the map, walkways or anything else

Whoa, this is a good tip. Thank you so much.
>>
>>181996109
Yeah that will probably get you some good results. Are you wanting to learn everything you can do to make a map or are you more interested in the design and presentation? You can have a magnificent looking hallway or a funky looking workshop with lots of stuff to do. One is prettier but simple and the other is not as elegant but very interactive and playful.
>>
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>>181994927
Rule of 3.
Don't make a hodgepodge town with every building made of different roof and wall.
>>
Would posting placeholder characters and descriptions count as progress for the thread?
>>
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>>181997461
>>
>>181996807
Design and presentation. Tips and rules like >>181997020. It's so simple but can make a huge difference. I was creating awful towns and had no idea why. This is marvelous.

>>181997020
Thank you so much, my town looks way better!
>>
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Alright. So right now im working on the art and design and shit for the game assets right now. I want to make it sl that speech windows will have something like this example on the bottom. Character portrait appearing on the bottom left, and text to the right of that respectivly. So how exactly do i do that? I would think i have to draw this as a picture and se the message windows opacity to 0 while keeping the font up. Is there a simple way to go about this?
>>
>>181997020
It's funny that you posted that, because I'm playing that right now and I fucking hate that town because it forces you to walk through a fucking building just to get to the other side of town. I think that's an example of BAD town design.
>>
>>182001358
you dont even need to change window opacity you just need to the call the picture and text without a window backdrop. Im doing something similar with my save screens.
>>
>>182002701
>millennials
>>
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did an animation
>>
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>>182006047
Enhance
>>
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>>182006184
zoomed in ver
>>
>>182004214
Wot?
>>
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Another animation i worked on.
Mage robot getting it's magic absorbed by a device.
>>
>>182009027
mildly disturbing. i like it
>>
>>181967431
>That sounds good. Something like trunks?
Pretty much exactly like that - the only required time hopper is even a blue-haired sword wielder. But Awakening has elements of shipping simulator in it too, and any character who ends up getting married will have their future child show up recruitable in an optional mission a certain way through the game.

(It's sadly not quite as interesting as it seems, though, since the optional kids don't really have any story relevance.)
>>
>>181976794
>>181979360
Looks neat!
>>
>>182006047
The head jerking to the sides looks a little... twitchy? Unless that's the intention, maybe keep it to the side a little longer?

>>182009027
This is good, but it looks kind of like the left foot is stuck to the wall.
>>
How do you prefer Weaknesses and Critical Hits to affect damage?

Say that the damage formula is atk - def, your character has 100 atk and the enemy has 100 def which means that your normal attacks won't do any damage. If your character does a critical hit, hits the enemy's elemental weakness or does both at the same time, how do you expect the damage to be calculated?
>>
>>182010605
Thanks. I've got a demo if you wanna check it out. I could use some feedback too.
I posted it earlier here >>181864061
>>
>>182012083
I suppose it depends on what you're going for. Plinking for 0 damage is frustrating, but it's also hilarious when it happens to the enemy (as anyone who has played Fire Emblem can attest). If you're going to let the player tank through certain types of attack as well, simply (atk-def)*crit_effective calculation works. If not, that's just going to get frustrating, so you'd need something like atk*calculation-def so the player can DO something.

Another option would be to have eff/crit damage ignore (part of) defence. Something like atk*1.25 -def/2.
>>
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Boss intro animation
>>
You know when you're coding in text to be displayed in the script manager, you put text between two apostrophes and it turns purple...
What if I want part of the text string to be an apostrophe? I'm at a loss.
>>
>>182018069
oh thats real cool
>>
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Had RPG Maker on PS1 waaaaaaay way back, bought RPG Maker MV on the sale and what a difference... the first had a tutorial game about being a kobold and being a bad guy to teach you what the maker engine could do, this is making you build the thing from the ground up, feels like relearning photoshop. What am I in for? How many of you actually finish the tutorials?
>>
>>182018983
Oh, MV has a built in tutorial? Neat.
I just kinda learned as I went along and read the occasional online tutorial here and there from the community.

AFAIK the other versions just have help files.
>>
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>>182018983
>Gobli
Mah nigga
>>
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>>182021258
I don't think I like that expression. What are you planning to do to the girl, Barack...?
>>
>>182018983
do you get anything for completing the tutorials?
>>
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>Have most things planned out except for the villain's motivation
I don't like this feel.
>>
>>182023625
Just checked. Nope.
I dunno why I thought they'd unlock the missing battlers if you did.

The tutorials don't even cover Shift-Click Maping or Debugging Techniques such as holding ctrl while Playtesting to walk through walls and events and prevent encounters.
Or pressing f9 to toggle switches and variables.
>>
>>182026791
What are his plans?
I am sure we can figure out something.
>>
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If anyone uses rm2k, I found these conversions of VX Ace sprites.
https://www54.atwiki.jp/viprpg_sozai/pages/290.html
>>
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>>182031837
It's a collection of multiple creators so I don't know who to credit.
Found this awesome Ice Spirit battler that matches perfectly with the XP elementals. But I don't know who made it.
>>
Question: Can you do following, without resort to much programming, in mv?
As statet here >>181939854 my MC is supposed to be a hunter and one of his skills is called wild lore. It means basically he can use found healing herbs and the like more effective.
How do I make a skill, that uses an item and change the effect of said item?
>>
>>182035376
Three ways.
Built-in Pharmacology parameter affects Item effectiveness by a percentage.
Create a variable that modifies the item formula and have Wild Lore modify said variable.
Use conditionals inside the formulas that create more powerful effects if the character is under a particular State or if a variable has certain values, and use Wild Lore to apply that state or modifying said variable.
>>
Is anything not labeled for MV for MV in the DLC pastebin?
>>
>>182037951
That sounds weird.
Are all the DLC files that don't denote a title meant for MV?
>>
>>181880718
>>181854208
>>181851228
There's this all-in-one pack with the latest Steam versions of 2000-MV:
https://cs.rin.ru/forum/viewtopic.php?f=10&t=67836
Steam itself is not required as they come with Steam emulator.
>>
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Truck-Kun-Sama has decided to give you the gift of Isekai!

There is a catch, however! You will get transported to the world of your current game! What happens?
>>
>>182043294
Well, given that I know who the genocidal maniac bent on destroying the world is, I could probably just stab them or something before they manage to manipulate the heroes into helping them nearly kill everyone.
>>
Real talk, I'm feeling retarded.
How do you change the battle transition in VX Ace?
>>
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>>182043415
If you have BattleStart.png in Graphics/System it'll use the brightness level in that to fade out. So if you have a black to white gradient going across the screen, it'll gradually fade along that gradient.

<- This is black text and gradients from white in the middle to black on the top and bottom.
>>
>>182045178
ah thanks
>>
>>182043294
It's an unfinished purgatory because nobody is volunteering to continue the collab.
>>
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>>182043294
>You will get transported to the world of your current game! What happens?
I'm lost to the void.
>>
>>182043294
I'm stuck in a hellscape of unfinished and ever-shifting maps, please send help.

That aside it's a fantasy setting ruled by a benevolent monarch and without too many genocidal maniacs running around, so it might be nice to spend some time in.
>>
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>>182043294
Dead by snu snu
>>
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>>181997798
The file was too big so I had to split it up.

I'm still trying to flesh out their personalities a bit more as I write the script currently. I'm stuck though on how they get to the other world exactly while just writing other things for the story.

I just hope I'm able to have it as humorous as I want it and it comes off as a decent parody. At least doing this helps me practice my writing skills.


1/2
>>
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>>182047282
2/2

I've never made my own assets before so that should be fun. While drawing portraits I see myself drawing the brown elf the most she'll be best girl, I'm just wondering how much is too much for a portrait, several expressive face yes but how many poses aside from the usual generic pose and I suppose a pose unique to them along with two others. It's also come to my realization that I don't know how to draw old men.
>>
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>>182047282
>>182047651
>trap vampire
I am beside myself with laughter. I hope your game is successful and people love it.
>>
>>182043294
I'd go turn myself into a werewolf or something. The plot doesn't revolve around me; it would just be a boring life sim.
>>
>>182048216
Thanks.

I just realized the description bugged out for him, I should have read it before posting.

I also see for the mage too instead of 'caught fought for her' it should be 'cat fought for her'
>>
>>182047282
>>182047651
That is quite the colourful cast. Good luck with the game!
>>
>>182047651
Why are people incapable of talking about vampires without mentioning twilight?
It apparently physical impossible.
>>
>>182055037
'Isabella' was the most popular baby name in America for a year or two when the movies came out. It's bigger than you think.

Also, traditional vampires are so tropish that nobody discusses them anymore, so most of it has left our modern culture. If stories aren't shared, they die
>>
>>182055037
The scars Twilight left on popular culture may take decades to heal, if they ever do. You had best get used to it.
>>
>>182043294
I'll enjoy a world full of cute and lewd robots.
Nice deal
>>
>>182055037
Because sadly someone will go "oh are they pale like twilight" a lot of people are entry level when it comes to vampires and not reading old works etc. The only thing alot of people know about vampires are what they've read from Twilight or Vampire Diaries

Because vampires are extremely beautiful creatures and not dammed abominations
>>
>>182055961
The funny thing is that the haters caused the scars themself, because everytime the topic is vampires, someone has to mention twilight and how bad it is makes the movies impression lasting way much longer than just thought the actual fandom.
>>
>>182057719
>the haters
Hmmmmmm
>>
>>182057881
What? People love to hate the movies and and make fun of it all the time.
This is also an essential part why it got so popular.
>>
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>>182059213
>tower defense
This has a lot of potential
>>
>>182058123
People hate the movies and books because they're shit. People hate the fans of Twilight because 99% of them are teenage emo landwhales who wouldn't know a good story if it bit them in their overly fat ass.

The reason why it is hated is because it is (unjustly) popular, not the other way around.
>>
Do not die
>>
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>NA DLC when?
>>
>>182046613
more like death by cuddling if you're only making softcore
;) ;) ;) ;) ;) ;) ;) ;) ;)
>>181829178
>>
Would any of you mind helping me figure out what to name my characters? I had help figuring out names for a few and named some myself but I'm stumped with the others.

I need a name for the Fighter character maybe something chinese or thai, the ninja clown something japanese and the old elf Cleric something celtic. I've been looking at names for them but nothing really connects.

Something for the Sky Captain as well something European.
>>
>>182065724
Guo, Ren, Latrell and Albert
>>
Any idea where I could find a list of window skins for VX Ace? I need something that fits my game but I haven't been able to find anything good.
>>
>>182065724
>something European
O'Connell
>>
>>182065724
Europe is a continent, not a country.
Be more specific.
>>
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>>182068957
When Americans say European they usually mean British, anon.
>>
>>182068957
I know, I meant as a whole.

>>182067097
>Guo
I'll take it
>Latrell

>>182067264
Thanks, will use.
>>
>>182069695
>That pic
I am European and this is 110 % accurate
>>
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>>182065724
I got you, senpai.

>fighter
Hum Noi
>ninja
Chiisaku Chin
>cleric
Gae Bulge
>>
>>182072028
>Gae Bulge
I see what you did there
>>
>>182072028
anon pls
>>
Anyone figured out a way to increase the amount of frames for battle sprites? back on 2k3 you could just replace them with battle animations but can't in MV. these 3 frame defults just look ugly and janky.
>>
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So I have this town that starts off destroyed (and is the first dungeon of the gamer) and slowly gets restored over the course of the game, sort of like Colony 6 in Xenoblade.

Anyway, I want to know what I should do with the palette for the restored town. Does the purple/pink thing work? I wanted to have something similar to the cursed town but brighter and with a hopeful sort of feeling.
>>
>>182080176
The left colors are good. If I were you, I'd add in more dirt and dead grass, though
>>
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Is RPG maker horror genre dead? The only recent games I've seen were Angels of Death and Kio's guro adventure both of which were complete trash. Do you guys have any good stuff that came out after 2015?
>>
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Have a cutscene! Worked on it today.

https://youtu.be/U18MoNB1CII
>>
>>182059213
that is a rather strange swinging form for the rising slash.
>>
>>182084969
Were those dbz abridged references? Ha, looks good either way.
>>
>>182084969
This is great
>>
>>182086010
Kind of, yeah.
Galene herself speaks like an aussie and DBZA is by far my biggest influence when it comes to humor, problem is trying to pay homage without making it sound like a ripoff.
>>
Don't you guys think it's about time to fix the OP DLC packs? There's a bunch of stuff that's down and there's a bunch of packs that have been posted here that aren't in the OP.
>>
So, this is a strange request, but would anyone be interested in trading/getting me rpg maker XP? I'm a poorfag but I have a trade able copy of killing floor 2 (that game is 30$ apparently) and a gift for hero siege that's 6$ that I would be more than happy to trade. Man I wish I could turn the unused games on my steam library into stuff I could trade.
>>
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>>182084969
>that screeching cat sound effect
>>
>>182043294
I get hit by another truck the moment I spawn.
>>
>>182077330
This?
https://www.youtube.com/watch?v=DMIIHYkYlfE
>>
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>>182077330
3 frames are fine too
>>
>>182043294
A lot of rape if I step out of town. Damn you pornographic roguelike!
>>
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So here's a bit of a noob question.

I'm trying to make a very simple pac-man prototype in MV. There's events on the ground that look like stars, the player walks over them they dissapear, if you collect all of them you win the level. All that works, so far so good.

Here's the rub: the ghosts. Or in this case, the cat. It's game over if the player touches one but the cats cannot move as is. even'ts won't walk over events, unless you check "through", in which case they walk through everything. So here's the question, how do I allow an event to walk over other events while also keeping them from walking over walls and such?

Also is there any means at all, even if it's a third party editor, to put down more than one event at a time. Ctrl+Cing 125 stars was not fun
>>
>>182095987
set the cat as above player and the stars as below player
>>
>>182101959
I think I might be missing something basic because that doesn't work. I'm on 1.01, is that an issue.
>>
>>182080176
o shit senpai that looks lovely
>>
everytime we touch i get this feeling
>>
>>182092458
Anyone else notice the BattleBackground2 disappeared at the end of the battle?

I'm also reminded of how stupid the castle BG looks because it has decorative swords and shields hanging on the outside walls.
Why would they pair it with the factory floor?
>>
>>182095987
I hate to say you might have to go back and make every star "through"
>>
Question here for anybody here experienced with Scripting, in MV how easy would it be to apply the code used to allow a Ship to traverse exclusively Water Tiles to create a Car that moves only over Roads or a Spider that moves only over Spiderwebs?
>>
>>182115849
seems pretty easy, would just be a graphics swap of boat to car and water to road, and allow walking on that previously water tile(if you want, roads are dangerous)
>>
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this is really draining my patience, but sticking with it
>>
>>182084969
Looks fun. Only negative I can say is, the readjustment of the screen everytime someone else speaks is a little irritating.
>>
>>182115849
Pretty easy I imagine. Yanfly two plugins that might work for you.

>Region Restrictions
>http://yanfly.moe/2015/10/20/yep-18-region-restrictions/

That allows you to make certain tiles either passable or not by using regions. It can be used for players or events. It might be useful in certain cases for the player but I'm not so sure for vehicles.

>Region Events
>http://yanfly.moe/2015/10/19/yep-17-region-events/

This plugin might be better for what you're looking for. Basically you use regions, like the previous plugin, but you can also use those regions to call a common event. You could probably program restrictions for each vehicle type with a similar event structure.
>>
plz live
>>
10

i'll work on something soon. busy playing video games
>>
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little lady
>>
>>182136832
cute
>>
10 again?
implementing more animations bump
>>
Hi guys, is there a good combat system other than the bland turn based one for Vx ace ?
>>
>>182136832
Bumping because I don't want the thread to die before I finish my thing
>>
>>182136832
I want to pat her head all day long
>>
>>182140785
There are many, including ATB and CTB
>>
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>>182136832
Took longer than I expected but here ya go.
I was bored on a Sunday morning.
>>
>>182060716
Actually that other poster does have a small point, since at least a little of Twilight's popularity/presence in pop culture DID come from it being infamous for being bad.

Sometimes a thing gets more reknown specifically because people go 'Oh my god check out how bad this is!' and otherwise bringing it up.

For a more extreme example of this, look at Fifty Shades of Gray. Trust me, there are a shitload of people who went to go watch it ironically, I was in a group of them.
>>
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>>182145891
>Trust me, there are a shitload of people who went to go watch it ironically
I will never understand that mindset
>Oh this movie was made for tumblrwhales and is awful. Let's watch it haha
>>
Post dem world maps

This is from Journey of Stones for FES, I HAVE not worked on the PC version much
>>
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>>182147081
Don't have world map..
>>
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Daughter join the party

>>182144634
I want to pull that ribbon
>>
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>>182148107
>Fruit Mimic
>>
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>>182148107
>Fruit Mimic
>Clearly a Tomacco
>>
A character suffers temporary "amnesia" mid-game. What would be the ideal way for allowing him/her to slowly relearn back his spells?
>>
>>182151321
i'll just throw random ideas:

>whenever he sees or hears something that was important for him/her, or re-lives something similar to something important
for example a dog of the same breed as the dog s/he had as a kid when s/he learned his/her first spell

>smell is the sense most connected to the memory. Maybe the old master treated him/her with some specific kind of food whenever s/he succeeded at casting a spell

>s/he remembers a spell by getting hit by it. Kind of like blue mages in FF. Which gives you an excuse to set some levels where you fight other mages
>>
>>182112125
Thank you very much, that fixes everything.
>>
>>182151321
I have to agree with smell. Every time he goes to an inn/restaurant and eats food that reminds him of something, he regains some of his memory.
>>
Whenever I try to playtest using the MV repack provided in the thread, all I get is a black screen. Is there a solution or should I torrent it from elsewhere?
>>
>>182154469
turn off the "Made in MV" plugin
>>
>>182154648
Thanks!
>>
>>182150461
strangely this actually became a real thing
>>
>>182156248
Wasn't it already a thing before the episode?
>>
If I transfer save data from EUR FES to USA FES, will my ID remain the same?

Also anyone do anything cool with FES, I'm thinking of doing something cool, a strategy game like fire emblem, don't know how I'll be able to do it with the limited menu space
>>
How do you guys feel about this map for a pirate RPG on FES?
>>
>>182163704
What can you do on these islands?
>>
>>182165254
No clue, some of them are for the main story, some of them are for the side.
Sofar my plan is, along with the center island and the continent in the south, theres going to be atleast three other islands the story will take you to. The others will have sidr stories, kinda like How dragon quest has side stories when you reach a certaon village. Its going to be on FES so I have no clue what I can do, but I can ensure that each island will have atleast one dungeon on it
>>
>>182163704
Does it have deepest lore? This looks like the perfect setting for deepest lore.
>>
>>182165913
There is no story to it whatsoever, I like to create the story to the world, and not the world to the story. This world really is a blank slate at the moment.
>>
>>182163704
After some planning, and due to the size of the game, I might be able to get away with adding a "dark world" and have that be a good part of some puzzles
>>
Work on your game
>>
>>182171707
No u
>>
>>182055868
We need a new vampire story to take people's minds off Twilight. If we don't, we'll be raising a generation of kids who don't know a thing about the classics. The Castlevania Netflix series was pretty good.

There's a lot of vampire kino that should be brought back (Vampire Hunter D comes to mind) just so people remember how to do it right in a classical fashion. Hell, Dracula: Dead and Loving It ain't too bad, either
>>
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I feel like I'm not progressing at all with my art so I'm going back to the basics.
Wish me luck.
>>
>>182173343
good luck, buddy
>>
>spent weeks planning my game
>just keep staring at my notes instead of actually starting making it
>>
>>182174023
>barely have notes and just kinda make shit up as I go along, vaguely following a plan I have in my head
>>
Any /FES/ here?
>>
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>>182177696
https://www.youtube.com/watch?v=xZizrjvUpLk
>>
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bump
>>
>>182177973
Wrong FES retard
>>
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Give me a kiss
>>
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I don't know why I decided to do my own art this shit is kicking my ass.
>>
>>182185558
Not bad, better than what I can do by a long shot
>>
http://www.mediafire.com/file/qtat9xy1p1215dh/CollabProj-3_5.rar

I don't wanna hold you guys back, but I didn't really manage to fit everything I wanted. Just fixed a few between chapter things and put a couple of dialogues in. Next dev can do whatever they want, chapter 4 is still incomplete.

Dialogue dump is in jail cells where Dahl is.
>>
>>182180474
>he doesn't get a joke
It is okay. I am sure some day your autism will work for you.
>>
>>182185558
looks very good to me
>>
>>182198240
>he calls someone an autist to hide his own autism
wew
>>
>>182198649
>pointing out autism is autism
Wew lad. Being dumb isn't a competition. No need to try so hard.
I hate data basing so hard. This is killing me on the inside. But I want to succeed so bad.
>>
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Bump with animated brown loli
>>
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Page 10 bump.
>>
>>182185558
Thats pretty solid actually
Thread posts: 515
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