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/rpgmg/ RPG Maker General #215

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Prev >>182324697

/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

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

/rpgmg/ Collab Project: http://www.mediafire.com/file/qtat9xy1p1215dh/CollabProj-3_5.rar
Part 5 slot OPEN
>>
>>182710750
chipset?

Also, does anyone have all the Time Fantasy DLCs? The OP only has the base pack.
>>
premature deaths galore edition
>>
More menu work today.
>>
>General Question
What non-standard status menus do you want to see the most?
>>
>>182748492
I don't know about non-standard. Status menus need to have the relevant numbers, preferably with a button you can press to look at each one and find out what it does. Anything else is just window dressing. A bio or something may look cool, but it's worthless after the first look unless it updates throughout the game (and not very useful even then).

But I mean, if someone want to innovate status screens in a way that impresses me, I'm not going to stand in your way! I just don't have any ideas for it myself.
>>
I know a few people here have been hosing music on soundcloud. It seems like it might be time to look for an alternative.
techcrunch.com/2017/07/12/soundshroud/
>>
>>182750129
seems to happen often. i can't listen to my baby year songs, because old music hosts get shutdown.
>>
>>182750542
>oldest thing still existing
http://www.newgrounds.com/audio/listen/169068
Wow, it's been basically 10 years since I've started music. Which basically means I can't even really say I've been a drawing "main" at this point, because I've spent basically the same amount of time in both arts at this point.
I sure didn't make much improvement in that time.
>>
10
>>
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I made a cheesy ~super dramatic~ entrance for my final dungeon.
>>
>>182755204
It would have been nice to have the hero's sprite shrink as they get closer to the cave, but at least for now, I've decided it's far too much work to make that look decent.
>>
>>182755204
looks cool
>>
>>182755204
It's literally just your character walking into a cave.
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>Databasing
>>
>>182756234
Thanks!

>>182756510
It is my character walking *dramatically* into a *dramatic* cave okay don't judge me
>>
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To people having black screen problems with the MV link from the OP.
Delete MadeWithMV from the plugin list.
We really need to add this to the OP.
>>
Any opinions on engine001??
I'm using 2k3 but I would like to turn my game into an action rpg and after looking around this engine looks good for one.
>>
>>182759848
>grid based movement and hit detection
>good for action games
You can push objects around. Jump holes. Rudimentary projectiles. But close
Range combat is not so great. You're going to want to use common events for attacks.
>>
>>182761575
To long to detail in a post. There are surely old rm2k tutorials saved somewhere
>>
>>182759848
2k(3) is kind of... very much not made for that sort of thing, and it shows. Some people have tried, but the results aren't super great. A newer rpg maker might work better, but honestly, you may just be better off switching engines.
>>
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>Wake up.
>Old thread is ded.
Neat. Repostin in game map just cuz.
>>
>>182764110
What are the red dots?
>>
>>182764352
stairs.
>>
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>>182764883
>>
Tell me about your main character
Why does he undertake this adventure?
What does he look like?
What kind of weapon does he use?
Does he have a family waiting for him?
What is his backstory?
Favorite food?
>>
Anything cool on FES?
>>
dang, you guys are ded.
is it time to post progress?
>>
>>182776663
It is always time to post progress
>>
1. Make Mini-boss and Final Boss. (Polished)
2. Tidy up extra events/pit falls.
3. Try to fix hit sound + knockdown graphics.
4. Check player inventory for dungeon items.

Last things on my to-do list before I'm done with this demo!
>>
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>>182771441
>Why does he undertake this adventure?
His excuse is that he's trying to get money for some medical treatments and to let his friend live comfortably, so he took up exploration and treasure hunting. While that's true, he also feels trapped in his home city and wants to get out.

>What does he look like?
Right now he's a pretty generic blonde that wears goggles on his head instead of his eyes. Final design will be something else when I finally get rid of the RTP.

>What kind of weapon does he use?
Heroes prefer swords, but he also knows how to use axes. His specialty is item use, though.

>Does he have a family waiting for him?
Both parents alive and well back home; current plan has them staying that way.

>What is his backstory?
During his childhood, he discovered he had magical potential when an uncontrolled burst injured a friend. He decided to shun his gift because he fears it, though he could heal the injury if he used it. It's a source of trouble and development stuff.

>Favorite food?
Apples.
>>
>>182782136
Ssssshhhhhhh
Let it sleep peacefully forever
>>
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>>182782278
I can't
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>>182782591
Of course not!
>>
stop dying damn it!
>>
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>>182771441
>Why does he undertake this adventure?
Orders from the king.

>What does he look like?
<- Like that.

>What kind of weapon does he use?
420 sword and board every day

>Does he have a family waiting for him?
Nope.

>What is his backstory?
Inspired by a grandparent, they trained hard and became a knight.

>Favorite food?
Steak, probably.
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>>182788704
>>182791481
>>
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3Mb upload limit SUCKS! Here's some potato quality gameplay.
>>
>>182793102
Did you play RO at some point?
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>>182771441
I have 3 main characters, but I'll just describe Sabas for now.

>Why does he undertake this adventure?
A little of each of these:
1. He has to fix the Orb of Ultraviolet because without it the land will no longer be in an eternal spring.
2. He has to prove to the headmaster that he'll be able to survive in the real world after graduating the Academy.
3. He's sorta being bullied into it.

>What does he look like?
Pic related. Pale with messy blond hair, kinda shrimpy. He wears glasses, a short cloak (I have no idea what the real word for this is - "half circle cloak" maybe?), a a nice button-up shirt, and long pants.

>What kind of weapon does he use?
A magical focus attuned to the Life Aspect

>Does he have a family waiting for him?
His family's still around. But once he graduates the Academy he'll be in the elite magic-using caste - it would be improper to associate with lower folk.

>What is his backstory?
Sabas grew up in a fairly rich family of merchants. He was well loved, but perhaps coddled too much. Once his parents learned that he had the talent for Magic, they were legally obligated to send him off to the Academy for official training. Sabas did very well in his studies, but tended to freeze up like a deer in headlights under pressure. The Academy headmaster observed this, and decided to hold him back from graduating. The story begins with Sabas being sent on a quest to go repair the Orb of Ultraviolet - accompanied by another problematic student - as a sort of final exam.

>Favorite food?
Buttered noodles
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>>182798907
Whoops that's the old version of the sprite.
>>
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Bump
>>
How do you feel about personality tests used to determine your starting class or starting stats?
>>
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Hey everyone
I'm trying to find ---written--- resources to learn about RPGM VX Ace, but I'm having a hard time finding a sort of "from 0 to expert" sort of thing, where it goes from the very, very basics into covering as much of what the program can do as possible.

Most of what I've found so far are tutorials that focus on specific subjects that won't fit what I'm looking for. Anyone care to help?
>>
>>182803065
DW3 for GBC did it, and I feel it was done properly. It was a fun role-playing experience, and your personality only marginally affected your stats. There were ways to optimize your stats through having the right personality, but doing so wasn't necessary to beat the game
>>
>>182741872
Hi.

Just got into working on RPG Maker.

I would like if you could answer some questions i have.

Is there any way to end common events that use a switch to activate witouth relying on turning off say switch?

Is there a way to make a common event not activate unless another common event has passed?

How can i make a common event that relies exclusively on variables?

The resources on the pastebin are free? Im trying to make a commercial game (Patreon games count as commercial i believe)

Thanks for the answers.
>>
>>182758974
how do you do this?
>>
>>182803515
nvm found it, was looking around the program's folder when I should've looked inside the actual program

for anyone who wonders:

Tools>Plugin Manager
>>
>>182803338
>Is there any way to end common events that use a switch to activate without relying on turning off said switch?

Maybe an exit event processing or erase event command could work but if not there still might be some roundabout way to do that. Though really your easiest bet would be to turn off the switch that triggers the common event.

>Is there a way to make a common event not activate unless another common event has passed?
Yes. Have the first CE turn on a switch at the end that triggers the second CE.

>How can I make a common event that relies exclusively on variables?
Call a CE from another event and use variables there. If you mean that you want variables to trigger the CE, you still have to use a switch I think. But you can tie THAT switch to trigger from variables.

>The resources on the pastebin are free? I'm trying to make a commercial game.
No idea on this one sorry.
>>
>>182803065
I think this can be fun, as long as the player can't get fucked over by this.

>>182803164
Sadly most tutorials are in video form, and most only cover some parts too.
>>
>>182803065
I love that shit in Langrisser and Tactics Ogre.

>>182804375
I fiddled with some scripts like VM Advance Time and Custom Page Condition by the way.

I have tried End Event Processing and Self switch operation off but none of those work and the common event loops. Turning off the switch seems like my only option.

Such an obvious answer lol. Gonna try that.

I do mean that i want variables that trigger a CE. Seems like i can use the above option for that though.

Thanks aniways but my game is on modern setting and the pastebin doesnt has that, gonna look elsewhere.
>>
>>182771441
She's just trying to get away from the tribes who shunned her.
She's underfed, tan and has long dark hair. Nothing particularly speshul
A spear.
None at all- got shunned.
An orphan who got pawned off as a bride by her tribe before getting kicked out by in-laws after her husband died.
Any food is good, but she especially likes spicy things.
>>
How could i make the game tell meusing a text box the day of the game?

Would like that the game notifies you what day it is.
>>
>>182803164
Just try something small using the assets (aka the RTP) given

Pretty much the only thing you need to know that you would have to look up is, to make events only happen once in a game:
1st page (after all of your event plays out): set self switch A
2nd Page: set it to only activate when the self switch is activated, and leave the page blank

Other than that, you should be able to learn on your own the rest of the things and how they work
>>
>>182803065
Ultima IV perfected it, the test determined which of the 8 characters you were, then you can recruit any of the other seven at your leisure. The results didnt gimp you unless you were directionless and stuck on the druid town, or too weak to progress as the shepherd. Noobie problems, all playable around.
>>
Remember to back up your stuff
>>
>>182816781
remember to back your ass up into my dick
>>
>>182818212
First you need to get enough affection points so you can unlock my route.
>>
What method can i use do assign a dislike/like system with items?

Say a character likes potions and drinks and other likes swords and guns?
>>
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>>182816781
I do a local backup every 12 hours, and I commit to github whenever I remember.
>>
>>182821339
What would you use that for?
>>
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>>182821339
For the descriptive part of it, just put the likes and dislikes in the character's profile.

If you want mechanical effects, you'll just have to think of something appropriate. If someone likes swords and guns, just make those the weapon types that character can equip. If someone likes potions, increase that character's pharmacology rate.
>>
>>182821918
>>182821994
I mean something like a gift system were you give characters items and then they receive -/+ 1 towards a variable.
>>
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>>182821994
>likes: buttered noodles

flashbacks of my fat ex who couldn't cook shit and probably would've been a tumblr whale but it didn't exist
>>
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>>182771441
Because he doesn't know what else to do.
See pic attached.
Various implements of peace, like rosaries and doves.
No.
That'd be spoilers.
Olive oil.
>>
>>182803338
You are fooling yourself if you think you can make money using freebies and a minimal understanding of the program.

I mean, you can make money. But not for your hard work and ability. It would be charity. You'll get money if you ask for it, not because you earned it.
>>
>>182826070
Well i do hope i get some money either way and that people like what i am doing for.

So far i have everything down except the like dislike system although i think i have figured out a solution for that.

Lets see how it goes.
>>
Is there a way to increase the duration of battle motions? For example, when an enemy evades, it only gets through about 3 or 4 animation frames before reverting back to the "walk" motion, and I have 12 frames I'd like show. The only work around I have atm is to just speed up the animation
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>>182827053
Undertale made money because Toby had an installed fanbase for his music and Homestuck creator shilling the kikestarter to his friends, which catapulted his game to much farther outreach than you'd normally expect from an indie launch.

LISA only has 200K steam owners, a game floating on pretty much its own merits vs. Undertale's 2.5 MILLION owners. And a huge portion of those owners can't even play the damn thing or get out of the tutorial area. That's the difference in marketing and social media outreach.

Food for thought, you shekel-minded jew.
>>
>>182827457
Forgot to mention, using MV
>>
>>182827475
You havent seen how patreon works do you?

I am making a porn game which gives me a better chance to get some money, on top of that i am making a dating sim so there wont be any combat.

Luckily RPGMaker is rarely used for that kind of game which makes it unique in itself not to mention how well it does relies heavily on fetishes.

I apreciate the lesson though.
>>
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>>182827884
I'm well aware, Chaim. Keep thinking your doodles will match up to the talented-if-degenerate fetish creators out there.
>>
>>182828203
Sure.

Luckily i only need 99.9% of that income to be a success.
>>
>>182828375
>99.9% of $27,585 is 27557 dollars
>maybe it's a twist of words, he meant he only needed the fraction of one percent to be successful
>it's $28 dollars a month

If you work is like how you post, I look forward to your googum or evaxephon-esque breakdown in the generals
>>
dun die while I sleep, ok?
>>
goodnight bump
>>
>>182798468
Yeah, it was the childhood-defining mmo for my group of friends.
>>
>>182803065
They're fun to do, but can be obnoxious if you're trying to go for a specific build if you don't agree with the creator on what makes you good at, say, offensive magic.
>>
>>182836048
Luckily, we live in the Wikipedia age so as long as the test is 100% deterministic any schlub can use a guide after their first playthrough
>>
are we ded?
>>
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>>182840082
>ded? y/n
I SAY N

POSTING PROGRESS
I CAN MAKE LAVA FLOORS FROM FF1 AND A SPELL TO PROTECT FROM IT
I CAN INTO FF COMBAT AND MAKE VISIBLE MONSTERS YOU CAN AVOID OR BULLY
PROGRESS
>>
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>>182840365
You had a perfect opportunity to go full Thor and you didn't take t. It saddens me.
>>
>>182841725
(it also saddens me that I managed to typo a two letter word)
>>
>>182840365
Do your monsters chase the player? Move about randomly? React in any way to proximity?
>>
How do I make by game not boring?
>>
>>182846209
Keep things concise, but not static.

Reading a long conversation all in generic text boxes isn't terribly interesting. Small animations will make things feel more alive.

Generic fights should be over in like... 1-3 rounds, and the higher end only rarely.
>>
>>182846209
Make the player really think about a theme. Not just "Yeah this guy/girl/thing/force/being/idea/feeling is bad so we gotta kill it cause... I'm good at killing." It doesn't have to be grandiose but if it makes you think for a few minutes, it's good. Not everything has to be a choice, sometimes the illusion of choice is enough to get the players attention.

If all else fails, lewd
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I made an enemy that starts chasing the player if they get too close. Can't make up my mind if I want random enemies or something like this.
>>
>>182847138
Something like this can be fun
>>
>>182847847
It can, but the pathing in rm is kinda shit and I'm afraid they'd get hung up on the environment too much.

Plus, ideally I'd like to make it so they only follow if they're turned towards the hero, and you gain surprise if you touch them when they're not looking... and wow, the code.
>>
>>182848929
You understand the logic behind doing everything, right?
>>
I work for a team and it's annoying how the project leader bombards me with so many things at once. I can't just finish some scripts in just a day. Sometimes things take a while! Let me focus!
>>
So VX Ace or MV? looks like VX ace has the better established community
>>
I work with a "team" and it's annoying little the grunts work at all. They sometimes don't do a single thing for an entire day, and when they do, it's literally shit I could draw myself in literally 10 minutes for their "daily" workload. Lots of things don't take long to do. Fucking FOCUS!
>>
>>182851098
There's a difference between drawing and designing. 1 drawing might have 15 concepts to it. Maybe not actual drawings, but you know, attempts to get size and proportion, expression ect... Just right.
>>
>>182851010
MV has a lot pf plugins by now and most scripters don't support their Ace scripts anymore.
>>
>>182852834
Yeah, well, it doesn't take a day to draw a single 48x48 icon.

I'm highly justified in my outrage.
>>
>>182852834
There are a lot more decisions to make. Clothes, colors ect...Compared to fanart where everything is already designed
>>
>>182853021
I'm disappointed in the recent collaborators too. Two weeks. They didn't post any progress. And all they submitted was an unfinished chapter with a single event.
But I understand how they got stuck and couldn't move forward. Its easy to say "prison break" than to figure out the details to execute it
>>
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bump
>>
>>182843353
yeah, they move like a player sprite and currently chase, if direct movement is impossible toward the player then they move randomly

>>182841725
Show me YOUR progress. I don't conform to your pace!
>>
>>182850042
look at this guy, we have another Neanderthal in the making
>>
>>182851098
are your team members being paid? because that sounds like the average day for some paid professionals in IT I work with. Hence, why I'm able to browse this and aggy daggy 7 hours a day during the workweek lol. If it's a fan project, your expectations are unrealistic
>>
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>>182856142
>>
>>182828919
Believe it or not thats a good ammount of money around here, i can eat for two-3 weeks with that so yeah thats enough for me at the momment.

>>182821994
I actually found a solution for that. Since my game doesnt has any combat and no party i can use that for my affection system:

Create a common event that can only be activated by calling it. When the MC chooses to give a gift to that character you will get an actor added to your "party" and then the common event is called. The common event will have a conditional branch that states if that actor is present and if the player as certain item with him then he will either lose or gains points towards that character affection variable.

Only problem is that means that the player can only carry one item with him. So whats left is to limit the items he can carry to 1. But its progress and i am happy for that.
>>
>dying
>>
Any good advanced mapping guides?
>>
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I'm not racist, dude. I'm just stating facts from scientific studies.
>>
>>182865302
Needs some cards
>>
>>182865302
big brains doesn't necessarily mean high IQ. Denser/more wrinkly would be slightly more accurate.
>>
>>182866951
its definitely the first step in human evolutionary process though. Skull sizes grew to accommodate larger brains first, up to their natural ceiling, then became more complex/wrinkled to continue growth without needing size. Siilar reason why we don't have 3-foot tall spiders IRL, there's a natural cap on their organic hydraulic legs, so they specialize once at their size limit.

it's actually great to have simple statements with complex explanations behind them, because it gets spergs like you and me talking about a game's trivial additions
>>
>>182851098
>>182853021
fuck 'em. Ditch them and make your own game to show them what real work can accomplish. it sounds like you are dedicated enough to make progress on your own
>>
>>182870664
But there should also be fantastical additions

>This massive 3rd left rib is evidence of a honed user of magic
>Some argue that this bone is the container of a mage's magic power
>Others argue that that's the bone that keeps breaking from frequent tripping while casting spells
>>
I just made a quick gambling npc with some free time I got.

You choose how many coins you want to bet(1~10) and then choose any number you want between 0 to 9.

Is it better if it's pure random or you would like to factor the character's luk stat?

I made it factoring the MC luk stat since she has the highest luk rating in the game, to make it so you should win about 30% (more as you level up) of the time regardless of the number you choose.

Maybe that's too high of a chance, but since the bet is small it'll take a lot of time to gain a good amount of money anyway.
>>
>>182875176
>gambling
How do you feel about save scumming? Reloading until you win.
>>
>>182875354
That's mainly the reason I wanted it to be small bets, you wouldn't save scumming for 10 coins, right?

The cheapest potion costs about 50 coins, and high tier equipment costs about 2500 coins.
>>
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Done! I feel enriched for the experience.
This is progress
>>
>>182875870
It was a 60min tutorial. 2 hours, tops.
You took a week.
>>
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>>182875176
Gambling minigames are fun.
>>
>>182741872
Anyone got the RPG VX Ace crack?
I'm new to RPG Maker but I want to make my own game and I'm following the 'Getting Started' guide provided in the OP.
>>
>>182878046
Or download the demo
>>
Question; Can I make combat like pic related?
>>
>>182885163
I dont know
>>
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>>182885163
.
>>
>>182885375
2003 has an ATB battle system built in. For the newer makers you can just use a script.
>>
>>182885163
Yes
>>
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>>182877906
Good shit anon. The first weekend I had RPGMaker I just dicked around with coin tosses, dice rolling and branches based on dice rolls. Really a great time.

Naturally, now I'm spending my weekends making fucking subway stations.
It seemed like the natural progression.
>>
bemp
>>
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Bump
>>
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>>182876620
I think that's an exaggeration, you'd have to be a speedrunner to do 19 lessons in an hour, 3 minutes each, while reading, clicking & typing precisely, and cancelling every playtest instead of learning what you're actually doing.

I appreciate that you paid attention from last week though, I have a full-time 40 hour a week career so weekdays are tough to update through. It will take more than this to bring me down
>>
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>>182891006
>I'm spending my weekends making fucking subway stations
I want these tilesets so that I can make a trolley paradox game, were every day on your way to work you're held at gunpoint and forced to decide whether or not to pull a lever that switches tracks & kills people tied to the tracks/on the trains/etc. and every day your choices erode your sanity and who you still see at work/in your neighborhood and how this affects you leading to the endgame.
>>
>>182901405
Trolley problems?
>>
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Newfriend here. Just finished my first game (about 20min gameplay) and I have to say it wasnt as trash as I expected.

Next I want to toy around with the battle system, first game didn't have leveling and combat actions revolved around answering multiple choice questions (educational game)

My question is. How viable is it to implement a turn based grid combat system. Like you see in ff tactics/ wakfu/ duelyst? Can anyone point me in the right direction?

Additionally, how would you go about adding cards to the battle system (again looking at duelyst)
>>
>>182905829
If you want a kind of RTS type battle system like fire emblem, there might be a script for VX ace that does that or maybe a plugin for MV, however I wouldn't know about either. I haven't really seen too much about that kind of scripting though I heard a while back there was a Japanese script that allowed that kind of thing. Again, don't know if there are English versions of something like that but you can try to look on google. Now as for cards, that's easier but if you mean combine BOTH RTS system AND cards, that's probably even more complicated. Though if you know either ruby or java script well enough one could make it themselves from scratch.
TDLR: I haven't seen something like that for a long time and if you want to combine said elements I'm pretty sure the is no such system unless you make it yourself.
>>
>>182904717
>>
Noob here, using MV.
Can anyone tell me if it is possible to display a quest on screen without using a plugin? Basically having something like "Find X" sitting in the middle right side, and once the player finds X, eventually it transforms to "Find Y" or some shit.
>>
>>182911745
I forgot to mention, I know I can do it using a picture but I don't like how it works, would rather use a window, thanks!
>>
>>182911745
>Make a transparent .png file with only the word "Find X" in the middle
>The .png file need to be the exact dimension you're using. The default for MV is 866x614
>Put said .png into your "picture" folder
>Use the "Show image/picture" command

>once the player finds X, ventually it transforms to "Find Y" or some shit.

I assume you know how to use event switches. Use that and repeat.
>>
>>182912878
Yeah figured out that would be the easiest way if no plugin, that's what I was actually making right now. Thanks mate
>>
So, how do I go on about learning to draw sprites/tiles? I'm decent enough at coding and music but I'm a literal piece of shit at drawing.
>>
GOD DAMN this thread is DEAD
Let me FIX that for you, fucking NERDS
>>
>>182915370
draw ontop of another sprite
>>
>>182915370
Learn how to draw first
>>
>>182915598
>>182916043
no wonder this general is dead
>>
How do I make an event permanent?
Let's say event01 gets activated if I press A and that the variable x=1
Now when I go to another room, variable x still equals 1 but when I press A nothing happens. Do I have to make the event in every room so that whenever I press A, event01 shows up or is there another way around?
>>
>>182915370
to add onto this guy's question, I have no art problems, but how do I determine what's walk-over ground, what's an object, and what's a ledge where you can walk onto one/two/three sides, but NOT pass the fourth? Is it position on the sprite sheets when you uploaded them into the resource folders?
>>
>>182918284
You can use a common event probably.
>>
>>182918403
>database
>tileset
you should see x,o,stars onto it.
X means =you cant walk on it, walls etc
O means you can walk on it, ground, whatever
stars means you will walk behind it, let's stay, a big plant, you'll be shown behind the it, so you'd make like, the base holding the plant an x and the leaves a star.
>>182918728
Will try, thanks
>>
>>182918728
Not working.
>>
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>>182918885
thanks
furthermore, can you work with the stock tilesets, and add tabs/pages to them later, then update your existing maps later? Trying to prototype some map layouts, then intend to replace with and/or add custom art later.
>>
>>182919334
Maybe show us pics of your code?
>>
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Gonna sneak this in before EVO comes back online:

https://youtu.be/L5qkf8DM1cE

If there's an RPG Maker horror game you'd like our crew to play for Halloween, please let us know! See you guys in (hopefully) August for a special interview!
>>
>>182919397
Yes
>database
>tilesets
>pick interior (just for the example)
you will see some blanks numbers (where A1,A2 etc are) by default it's C/D/E that are free I think? You can add tilesets there(they must be in your game folder, in tilesets (inside RM, go to game>open file)
If you want to add let's say, a wall in the A4 tileset, just open an editor and replace x wall from the inside_A4 tileset (that you can find in your game folder) by your custom wall. remember to save the original file if you want to get the wall you replaced back.
>>182919639
It's a basic image display, I just want it to be global instead of having to put it into every room. it's on parallel

If quest = 1
erase pic 1
if button a is pressed down
show pic 1
>>
>>182919970
Maybe it would be best if you guys decide on some games and make a strawpoll for us to vote on.
We don't know what you have played already.
>>
>>182919970
please stay on hiatus forever.
>>
>>182921103
Good point. We'll try and hash out a list around mid-September

>>182922038
No promises
>>
Some times ago on /rpgm/, some anon advice to start out by making a cliche game about a prince/princess got kidnapped by a dragon or some other antagonist. And that the protagonist need to travel to 4 different towns and 4 different dungeons and defeat the dragon.

I think I'll trim it down to 2 hamlets and 3 dungeons. Got stuck making everything. Designing dungeon is the hardest part for me.

For the monster battle, I opted for symbol encounter.
>>
>>182928482
good luck anon
>>
good night bump.
>>
>>182928482
>some anon advice to start out by making a cliche game about a prince/princess got kidnapped by a dragon or some other antagonist. And that the protagonist need to travel to 4 different towns and 4 different dungeons and defeat the dragon.

this is the plot of a yanfly comic, for the most part.
>>
I need examples for standart forest dungeons.
What also would help is just naming game and dungeon that has one, so I can watch the let's play.
>>
>>182934903
This is from Super Mario RPG: Legend of the Seven stars

>https://www.gamefaqs.com/snes/588739-super-mario-rpg-legend-of-the-seven-stars/faqs/35672

It's not a dungeon per se but I think it's a good design that's slightly confusing but not impossible to traverse. It has 4 areas in total. Two above ground and two below ground. It's enough variety to keep it interesting but familiar enough to know where you are and need to go.
>>
never die young
>>
Do you have editors? Where do you look for your editors?
>>
>>182915370
There are tutorials you can look up, but basically just DRAW. The more you try, the more comfortable you'll get with doing it, and the better the results will be. Draw a sprite or a tile. Post it and ask what's wrong with it. Then repeat.

The ~*~True Artist~*~ reply out of the way, making edits to existing things is honestly not a bad way to start. That way you get a feel for what works and doesn't, and it will look better and thus be more encouraging than making things from scratch with zero experience. Start with simple shit like taking a side-facing character's head and putting it on a front-facing body to make the character look to the side, or raising an arm. Then move on to more complicated poses. Eventually you'll get the feeling that it would be simpler if you just DREW this shit instead.
>>
>>182941510
>>
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>>
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>>
Aluxes is best actor.
>>
GAME
YOUR
ON
WORK
>>
>>182951897
But if I game on my work, I'll get fired!
>>
Doctor's verdict: EXTRA dead.
>>
>>182951897
earned this time off, made & connected 21 256x256 world maps together
>>
>>182955596
good job anon
have a well earned rest
>>
My game heavily borrows from a tv show that used a piece of public domain classical music in a very memorable episode. I kinda want to use that piece in my game as well. Should I?
>>
>>182958640
no
>>
>>182840365
Where is this tutorial from?
And where I can watch it?
>>
>>182958640
Why not? The music alone isn't what's going to push someone to recognize or not recognize the inspiration.
>>
What game is your gold standard in terms of fun RPG combat?
>>
>>182959657
Final Fantasy Tactics. You aren't required to learn the damage or turn formulas, but if you do, your effort is rewarded.

In a more traditional sense, Super Mario RPG/Paper Mario/Mario and Luigi are pretty good, for turning otherwise simple menu choices into rewarding minigames
>>
>>182959657
Nocturne: Rebirth

I'm not shitting you, my gold standard is an rpgmaker game.

I like FFT, I like Bravely Default, I like a bunch of other RPGs, but they all have something lacking in the actual combat. Nocturne, despite having some out of combat issues, is plenty great once you're in the thick of things.
>>
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FFX-2, probably. ATB, but with "startup frames" and "recovery frames".
Unless action ones count, which would then be Tales.
>>
>>182959238
it's built into RPG Maker MV, a lot of people skip it or don't know it exists. It guides you through building a town with people, a small dungeon, and populates it with monsters, items, and tweaks some spells.
>>
>>182962158
Where and which MV version?

Any way I can watch it without updating, if I need to?
>>
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>>182962345
I'm on 1.5 I dunno when the tutorial was added.
>>
>>182959657
In terms of "normal" rpgs - turnbased, no character movement, and such - Megami Tensei has been great since basically the PS2. Super fast and snappy combat where animations are short and sweet and enemies drop quickly once you know what you're doing. The press turn system feels rewarding both when you're using it against enemies and cockblocking them with it. I remember Ar Tonelico was good, too.

If we include less traditional systems, I had a lot of fun with both Valkyrie Profiles, and generally like SRPGs - Final Fantasy Tactics, Fire Emblem, and so on.
>>
>>182962418
I think I am on 1.1 - that's the first place i checked and I didn't find anything
>>
>>182959657
Ffx-2 had a fun job change system, although I stopped using it once I got good. Probably the last final fantasy with real party control. Every thing after that was single character controlled.
>>
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>>
>>182968072
Good girl Nanako
>>
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Let me se your work work work work work
>>
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>>182968209
>>
Okay anons, there's a room in which the player is hidden, npc comes in, they go out, and then the player grabs an item left over by one npc. It really isn't challenging and quite boring, what could I add to it, any ideas?
>>
>>182973525
https://youtu.be/fSb8J3sghxo?t=2104
this.
>>
>>182973525
>>182973930
If timecode doesnt work skip to minute 35.
>>
>>182973930
>>182974051
I guess I could do that, thanks for the idea
>>
>>182973525
An angel riding a dinosaur
>>
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Should I bother explaining why aliens look humanoid and conveniently speak english?
Or do I just let it slide due to suspension of disbelief?
>>
>>182975913
Don't bother
>>
>>182974821
There's a supernatural thing in the game that is way more fucked up than an angel riding a dinosaur anon
>>182975913
Make them speak english and have your game being set up in washington DC
>>
>>182975913
If you have a GOOD explanation, go ahead.

If not, anyone who's willing to play a game with aliens in it in the first place is probably just going to accept it.
>>
>>182975913
Does anyone question how Mega Man and Robot Masters speak and not process complex negotiations at the speed of electrons in machine code? You're overthinking the wrong stuff my man
>>
>>182977652
It's because they are polite robots and don't want the humans to feel left out. Obviously.
>>
ded
>>
how do I begin drawing sprites?
software? any tips? any good resources?
>>
>>182982874
copy games you think look good. copy them and see how their poses and frames work for your eye, tweak them, change the hair, then try making your own with less and less of a start on someone else's work. You should probably be using this philosophy on dungeon maps, world maps & monsters while you're at it.
>>
>>182982874
See
>>182944371
For basic spriting, you don't need anything more advanced than MS Paint. Anything that you can draw in is good enough to sprite in, it just needs the ability to use a single-pixel brush of some kind.
>>
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>>182983459
>>
>>182983459
>>182983557
thank you

now that I think of it, a sprite sheet would be useful to start, specially since I don't know how MV's works.

any idea where I could get one?
>>
>>182982874
any program with a pencil/pixel tool that lets you zoom and save transparent .pngs should do.
You also have online tools like piskel
>>
>>182983841
look up pyxel edit. It's pretty damn good, even for the $9. You can try the free version to get an idea of what it's like. I use it and it's what enabled me to actually make things that are usable. The tiling feature is super nice when trying to create your own auto-tiles and characters.

This tutorial came out days after I bought it, perfect timing and still very, very useful today.
>https://forums.rpgmakerweb.com/index.php?threads/making-rpg-maker-autotiles-in-pyxel-edit.73309/
>>
>>182755204
Looks really great. Only thing is that, as you mentioned in another comment, the sprite should shrink as it walks away. The other thing is that the final dungeon seems to be a generic cave. Maybe add a frame to the entrance?
>>
My game will feature a party of 4 different characters. The possible members of this party will be scattered in the world map (like in Suikoden 2). Are 24 (+the MC) possible members too little?
>>
>>182983459
This guy knows what it's talking about. Art is about basing your work in someone else's
>>
>>182985751
seems a bit high for a one-man-army kind of game, but doable. LISA had 30ish characters I've heard?

>>182985890
I wouldn't say this to someone pursuing oil painting, but it's definitely realistic for where we are.
>>
>>182984605
I'm mostly concerned with character sprites atm, and have really no money left to spare

anyways, all I need right now I guess is a sprite sheet for MV so I can learn drawing on top of it
>>
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>>182987436
watch some guide videos to grasp how the lineup and positioning matters for how the game reads your art and assigns animations to play
>>
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>>182988538
keep in mind all the spritesheets online can be stretched to fit MV's pixel requirements if they're off at all
>>
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>>
>>182984764
Thanks!

It's actually not so much a proper "dungeon" as it is a mountain you need to climb (because dragon at the top) but I'll think about making part of it more manmade and elaborate.

>>182985751
Plenty of games make do with less! Much less, in many cases! I love Suikoden, but 25 playable characters is more than enough.
>>
>>182988950
this fucking map, too many extra fights just to talk to fucking ducks in the dead ends. It looks harder right to left than its actual left to right gameplay
>>
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Do you plan on adding branching paths to your story?
>>
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>>
>>182990916
I do, five endings in mind so far
>>
>>182990916
No because I kinda suck at making stories. So I'll try to make one mind-blowing story.
>>
>>182973930
>>182974051
Same anon as earlier, so I've made a "if seen by the npc you get a game over system" it works greatly on non moving npcs and I'm too much of a lazy fuck to make it for the moving npcs, considering they're supposed (the npc) to be making something that doesn't require movement, do you think it's a mistake not to make them move? It adds facility too so I don't know, help
>>
>>182992496
That depends how you want it to go though. I meant the don't get spotted mini game to have the player involved instead of waiting around doing nothing. NPC is paranoid, looks around a bit and places the needed object somewhere. if player is spotted during this, something happens like they get booted out or whatever. If you want help on line of sight stuff, here's a great explanation for vx ace: https://forums.rpgmakerweb.com/index.php?threads/direction-based-line-of-sight-events.3452/

scroll down to the kind of line of sight you want to use and study it.
>>
I bet alot of RPG Maker hopefuls are equipped with vaginias, many feminine design posts here
>>
>>182993262
That link is gold, thanks, do you believe I can make the scripts work without too much work on MV?
>>
>>182993727
MV is almost the same just worded slightly differently. look up what are the equivalent calls and you should be good.
>>
>>182994437
/rpgmg/ confirmed as best general
>>
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Bump.
>>
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anyone seen better swamp tiles than these? asking for a friend
>>
IM DONE
>>
>>183000261
With?
>>
>>183000409
RPGM
>>
>>183001492
Why? What happened Anon?
>>
>>182999994
lookin good fampai
>>
>>183001905
>bored of coding
>swap to rpgm for comfygame.gif
>still have to code to make anything decent
>in a language I haven't learned
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>183002539
>caring about languages
>>
>>183002598
java sucks
>>
>>183002539
What do you need code to do here exactly? Whats your brick wall? There's probably an easy enough solution. Let's hash it out mang.
>>
>>182994706
This ain't summer school. Edumacat yourself
>>
>>183002923
well, it's not java. it's javascript. :p
>>
>>183002143
not mine. Thinking of downloading for the darker waters and spider webs, but was hoping to see more dead/rotting trees
>>
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DEMO COMING...soon...
>>
>>183012290
By soon I mean 2-3 hours.
I hate my shitty internet speed.
>>
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I hope you consider this for your game
>>
>>183014724
Where is the option "shoudln't crossbreed" and why isn't it marked down everywhere on your picture?
>>
stop dying damn it.
>>
>>183017321
i'm about to go to sleep
>>
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ded thred
>>
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>>183017321
>>183021083
All 5 of us are just working really hard!

Fucking boxes
>>
Can someone post a link for some modern setting overworld tilesets? Cant find anything for RPGMaker VX ACE.
>>
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>>183014724
>Dwarves and Elves can't crossbreed in his setting
>>
>>183024147
Delet this right now, shit looks like a demon
>>
>>183024147
Dwarf+Elf makes human, everyone knows that
>>
DEMO INCOMING!
Annnnd here it is. Up to the first dungeon which is approx 10-15 min of gameplay. Though everyone is pretty much asleep by now I suppose. But to those that play it, try and break it and tell me any bugs that are found if you would. And just thoughts in general too.

mega:#!Bg1hnChK!xccg-bwOD_yb_UksDYyE4IhsJKkEIwAONZrbPlhxpcA
>>
>>183027405
Does this use original assets or default?
>>
>>183027405
I'll give it a try tomorrow.
Tell us about your demo, though.
>>
>>183027959
some RTP plus other tilesets for right now. Its mostly rtp stuff unfortunately, though hopefully ill have enough stuff later to just replace things.
>>
>>183028270
Its inspired by the old school 2d zelda's. dungeon crawling, getting items and macguffins to save the land ect.
>>
>>183028270
>>183028532
Also forgot to mention that it's going to end up combining the time travel mechanic and seasons changing mechanic from the oracle games, but that comes at the start of the second dungeon unfortunately so I couldnt show that off JUST yet.
>>
>>182986748
>>182989116
Thanks. I think 24 will do it
>>
live
>>
is yoga evil?
>>
>>183034569
It helped Hank heal his back after he injured himself lifting two propane tanks at once.
>>
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>>183034569
The fuck did you say?
>>
good night bump.
>>
>>183037075
>>
>>183027405
>200MB
>10-15 min of gameplay

Pretty sure you can compress your project down to 80MB.
>>
>>183041186
>>183027405
>VXAce

I thought it was MV, my bad.

Testing to see if I can I sage my own post
>>
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What's your opinion on maze-like dungeons?
>>
>>183043339
Generally obnoxious, but acceptable if you have really good gameplay.
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>>183043339
I like a bit of everything.

My VX Ace project1 had
>Regular, linear dungeons
>Find keys in chests to move on the next floor
>Kill X enemies
>Telepod maze
>Regular maze
>Party split
>Puzzles with statues/switches
>Points of no return(final dungeon)
>boss rush
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>>183043339
Hate them.

Please kill yourself if you couple maze dungeon with unswitchable random encounters.
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>>183047025
This though. In the least make more than 50 required steps
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>>183047025
I wouldn't go quite that far, but please don't make people sit through a maze with unskippable randoms. It suuuuucks.
>>
Stay alive lil threado
>>
Does anyone have the FSM: woods and cave tileset?
>>
finite state machine
>>
>music for fun
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>>183043339
mazes are fun, suffering through random encounters while mapping it isn't. Switch puzzles can be okay, or scripting 3 or 4 specific fights in certain parts of it.
>>
>>183043339
>>183061421
if you can set it for like, 10 random encounters max in that size maze, and then you stop getting random encounters, that would feel appropriate too; the monsters are stuck too, but you eventually run out of them as you stumble across all the other groups wandering in it, and you feel good about both beating them, and overcoming the maze they couldn't.
>>
I will not let this happen
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>>183043339
>>183061548
This is one instance where I feel on-map enemies would really shine. Not only to limit the amount of fighting necessary to get through, but it'd also serve as a marker that you probably have or haven't been through before because there are/aren't enemies around.
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Work on your game
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>>183065131
Except you are in narrow passages and there's no avoiding them.
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>>183069538
You can make an enemy avoiding state in the case that's a problem. Invisibility, monster disguise or something, maybe add that Paper Mario badge that autokills enemies if your level difference is big enough.
>>
>>183068207
work on my dick with your buttcheeks
>>
Two spells. One inflicts random mental ailments and the other ALL mental ailments. Which one should I call Sanity Ruin and which one should I call Sanity End?
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Have you missed out on a few /rpgmg/ threads?
Saw something that you really liked but the thread was a long time ago?
Or do you just want to know how to find these threads easier?

On google, you can put into the search bar this command and you won't have to go through the catalog and search.

>site:4chan.org rpgmg

That will filter out all of the crud that you don't want to see. You could also use that to find other generals that you might want to see. But the archive only goes back like 4 threads so you are limited by that.
>>
>>183073827
eat poop, podcaster.
>>
>>183073827
Should work with other search engines too, if you don't want google to come steal your kidneys while you sleep.
>>
>>183077490
I tried with duckduckgo but couldn't find this thread for some reason. I'd rather not use google also

>>183075032
How do you know that I'm not already
>>
>>183071949
End has a stronger meaning compared to Ruin, so Sanity Ruin should be the weaker spell while Sanity End gets the stronger one.
>>
>>183077807
>>183073827
Considering you trip I know that shouldn't even be a question but are you retarded? There's a lot of 4chan archives you fucking retard
>>
>>183071949
Mental Ruin
Sanity's End
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>>183079435
But this way you can bookmark the search results and have the current thread(if there is one) or the one you were viewing if it had just been archived.
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>when you're so ultra-mega-nodev, that you make a show to talk about the games you've played so you never have to cope with the fact that you are not making game
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>>183081982
Have you never used an archive? You can literally even view the thread you're posting in as it is being archived, jesus.
>>
For now my gameplay is 15 mins long, I have never done so much, I'm so proud of myself.
>>
10

bug fixing. i don't know what happened.
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>>183002923
Javascript is the best outcome that can be expected of 10 days of design and implementation, compounded by years of building on bad decisions and bugs for the sake of backwards compatibility.
Really, it has some neat features.
>>
>>183027405
>That feel when you wake up after sleeping a lot and yet your body still feels super fatigued.
Ugh. So anyone play my little demo yet to tell me how much it sucks?
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>>183086892
I didn't play it but how long did it take you for 10-15 mins of gameplay?
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>>183087661
About a week or so. Could have been less if I worked more each day but I don't have too much time in general to spend on this as I'd like.
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>>183087795
It took me 40-50 hours in 7 days to achieve the same as you, did I do anything wrong? I didn't even slack off.. But I'm just getting started on rpg maker.
>>
>>183088052
Well that's just it then. I know a lot about this engine so I figured out how to do what I wanted quickly and where to look in case I was stuck on things.
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>>183086892
>So anyone play my little demo yet
I intend to. What version? What's it look like once downloaded? Is it its own .exe? Or do I have to load it as a project and playtest it?
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>>183091623
VX Ace. Extract the file, run the resulting file and it will make a folder with the game.exe ready to go.
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>>183091867
repost that link again in the next thread, and stick it in aggy daggy too then. They have a thirst for yesdevs. Or I'll do it for you, but roleplay you as a smug asshole
>>
>>183093578
What's a yesdev? And don't do that.
>>
>>183093968
people who make games, even if just at the demo step. nodevs spend all day not making shit or getting anywhere and post in ways to drag yesdevs down or critcize their work when they couldn't make anything a fraction as playable if they had all the time in the world.

>And don't do that.
Then go share your demo in /agdg/ please so I don't have to
>>
>>183094212
Not him but isn't /agdg/ a hostile place and will ridicule him for using RPG Maker?
>>
>>183095042
such empty criticism must be endured, if that weak bullying gets to you, you must develop a thicker skin as a gamedev. And for every one of those posts(which aren't common), you'll get 5 positive comments for just making something playable in the first place. If you want to go somewhere where you get only upvotes and fellatio, reddit would fit the bill, but we choose to post here for a reason. Even the shitty podcasting tripfags here roll with the insults and keep doing what they want.
>>
>>183094212
I see.
>>183095042
>>183095345
Well, I don't really mind the "mindless ridicule" but in the case of sharing it in a place like that I would prefer to wait until I have the second dungeon fleshed out and finished so I can actually show case the main mechanics I'll be using. As of right now, I consider my game 'boring' since all you do is beat a simple dungeon essentially.

I like criticism, but only if they actually explain why they say things and not just 'hey you're game sucks just cuz I say so'. I just tune out that sort of thing.
>>
>>183095951
they love demos and do dedicated demo days, but you should submit it and see what the response it anyways, the praise will be better when you follow up with the second dungeon and they like repeated updates
>>
>>183095042
Honestly the only difference between these two generals is the questions about devving problems are specific to this engine here, and over there they enjoy more shitposting to stay more active.
>>
>>183097587
Alright I'll lurk a bit a post a bit later.
>>183097710
Just having the general open and holy shit it moves so much faster than this place.
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So, this happened.

Generally speaking the maps are nice and pleasant to look at. The writing is serviceable and there are only some minutes of story before having control. I am not really feeling the combat, though. It feels floaty and disconnected. Sometimes it feels like my attack should hit but then the enemy turns away. Also they seem to attack without any animation so I don't know how to position myself.
I got to the boss but ran out of healing potions.
I think it has potential, you should keep at it Anon.
>>
>>182975913
Do you NEED to have the aliens speak English?
>>
>>182990916
Three endings. Mass Effect 3 style.

It is ok because the game parodies ME quite a bit and it is dumb porn anyway.
>>
>>183098313
Ah. Allow me to shed some light then.

The bats and spirit are meant to emulate the keese and ghini, in that they pretty much are able to go wherever they want and if you punt them into a wall and kill them you would be screwed out of a drop if something did drop.

Now combat wise, the enemies are supposed to do damage if you walk into them. They don't have any other kind of damage attack whatsoever which is why there's no animation. However, because of the way the battle engine I'm using works, there's really no way for me to tell if you bump into the enemy since (most) are solid events and the engine can't figure it out either. Because of that I have to set an AOE 1 tile around them that hits you if you touch it which is why sometimes you take damage even if they aren't facing you or actually touch you. Perhaps if others say that's a bit too unfair I'll try to see what I can do to change it, but as it is I've tried to minimize damage done to the player for stuff like that. If you take too many hits though, then yeah you're probably gonna lose.

I do agree though that hitting the enemies is a bit more difficult than it should be at times, and as of writing this I think I figured out a way to correct that which I will try out in a few minutes.

And lastly, once you get the dungeon item, the rocks that you can break occasionally drop those healing hearts which you can stockpile before the boss. Though I made it just sparse enough that you wouldn't want to grind there for 10 minutes just getting health but you could if you really wanted to. To combat that, I tried to make the boss unable to be hit stunned unlike the miniboss so that you can't just rush in and beat it quickly. But maybe that makes it a bit too difficult I don't know.

But all in all thanks for the feedback! I await others giving me more feedback as well!
>>
>>183027405
>combat
Can't say I'm too fond of the ABS script. The enemy attack detection is like instantaneous, so it's practically impossible to defeat anything without taking damage. The aoe of your sword also seems to be strictly one tile infront of you, so it makes the enemy attack problem even worse. I'd drop the game after the first couple screens with this battle system.

>writing
I didn't pay much attention to the content of the story, because I'm not a story kind of guy. You didn't commit any ridiculous errors, but you did miss a lot of things I always pay attention to, and it's mostly related to commas and periods.

Interjections(?) - you should separate them from the base sentence with proper punctuation.
ex
>ah, what do we have here?
>hey, are you okay?
>oh, wow!

Referring to the second person - there should be commas separating them from the sentence, because it changes the meaning of the sentence.
>fuck that man.
vs
>fuck that, man.

Then for a general thing, you should be more liberal with your periods (to separate sentences when they should be). There are lots of situations where you should definitely end a sentence with one or two words, because the "thought" is already complete.
>hey, buddy. i'll fuck you up if you don't back the fuck up, all right?
>all right. that should do it.
>sweet jesus! that's pretty nutty, huh?

But also relax on the ellipses. I particularly remember a sentence when the protag got teleported, and was being telepathically spoken to by the whatever, and you separated the protag's name with ellipses instead of a comma.
>jimmy..are you there?
>jimmy, are you there?
There are times when "name.. stuff" is more appropriate than "name, stuff", but this wasn't one of them. You'd use it when the speaker takes a much longer pause than what would be expected in a normal conversation. Since they're just chitchatting after the protag was teleported, this wasn't one of those situations.
>>
bumo
>>
>>183103554
Alright so be it, I'll try my best to change the way enemies deal damage. I'll also take a look back at the dialogue and change what I can, but I'm not that great with grammar rules so it'll still not be perfect most likely even after a revision.
>>
>>183107462
>new devs in charge of graceful, unautistic response to criticism
>>
Watching core script development on github; it's shaping up to be a beautiful nightmare.
>>
>>182741872
Don't have access to Google doc link, anyone have a copy?
>>
>>183107462
Turns out I impress myself with how quickly I can solve problems. I figured out a way to not only make enemies easier to hit, but now they only attack what's in front of them at certain intervals and if you don't want to take damage you can't just rush in blindly to hit them. You actually HAVE to dodge a bit and hit them by their sides if you don't want to get hit.
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>>183113430
>You actually HAVE to dodge a bit and hit them by their sides if you don't want to get hit.
Sounds MUCH better.
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What's that Anon?
I should redraw the boxring because I fucked up and only saved the .png?
Okay.
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>>183113430
Note to self, even after the changes, the spirit enemy is STILL an asshole. Oh well it's something.
>>
>Have /agdg/ open for a bit. Check back after an hour and all of a sudden thread is gone to shit with insults and whatnot.

Wew lads. This is why I like you guys more. Even if we slow it's still more comfy.
>>
>>183118845
right
>>
Alright, fixed all enemies except for miniboss (as I think it was fine to add a bit more challenge), and I gave the boss a few more wait frame times to make it a bit more manageable. Also did some slight dialogue fixes but I don't know if it's better now or not.

So, if I were to upload the updated version, should I just not include the RTP from now on? I know it's generally a good idea to include it in the game package but it might make my file size a lot smaller and since my internet speed is horrible, it would be faster to upload as a result. People could also download the RTP separately so...
>>
how come no one has done a psudo 3-d game with the available plugins?
>>
>>183120482
People here would have the RTP installed but if you want to show your game anyone else you should include it.
I would suggest continuing to work on your game (maybe add the second dungeon) before uploading a new demo.
Most people won't care for small changes.
>>
>>183121371
Because as far as we're aware, there's no plugins available to replicate that feel... in MV at least. There's like... one Mode7 plugin in English that's nowhere near done and there's no indication of WHEN it will be done either. No download links, nothing.

For the closest thing to a pseudo 3D game done in a recent RPG Maker engine, the same guy behind the Mode 7 plugin for MV that's not done yet also made H Mode 7 plugins for XP and VX Ace

http://save-point.org/thread-4404-post-30501.html#pid30501

H Mode 7 maps are apparently more laggy in VX Ace than XP though, for whatever reason.
>>
Who's the biggest badass in your setting?
>>
>>183123040
Either a doctor who goes to war zones to save as many as possible or a little girl.
>>
>>183121759
True. I guess for uploading here, I'll not include the RTP to reduce file size and save time. For next thread I'll just upload the updated version (no RTP included) and give the link.
Also
>RTP included = 200+ MB
>No RTP = 19 MB.
Holy hell that's like a tenth of the size! Def worth it.
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>>183121371
What kind of pseudo-3D? Like Swords & Serpents, or Wolfenstein 3D, or Galaxy Force 2?
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>>183123040
I'm going to assume that question isn't including the various gods and super immortal 'force of nature' guys running around, in which case I'm going to say it was this one Saint what did all the things. Got a city named after him, and he was such a huge badass that his skull became a magic artifact that protects the city from the undead.

Of those currently alive and also humanoid, it's a title held by the Couriers. The guys whose job it is to trek into the monster infested wildnerness between cities to deliver news and keep communication open, every day. Aside from them there's also the sheepkeeper of the main city's magic shop.
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Starting my first stab at a custom character battler (the enemy sprite is older). I really don't feel like doing all these animation frames.
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>>183123875
like dark savior for the saturn
>>
>bump
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>>183027405
mega-what? I don't know which site to download this from. Instructo pls
>>
>>183130190
Just copy paste the link you adorable female human.
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>>183131954
read between the lines you autistic doof.
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>>183132351
not me, but again what site is this hosted on?
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>>183133060
Mega.nz
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>>183027405
>>183133678
Got it to work, thanks.

Starting dialogue was iffy, but passable. I wanted to rush through it, and in general it wasn't bad through the map switches from heaven to the forest or from the shrine down to see the gems stolen, but it was too wordy above. I liked seeing the lifebars showing up with the little bit of freedom you're given up front to walk to the village, that's refreshing to get to in under a minute rushing text.

The dungeon was neat, wasn't expecting a Zelda-like. I was put off by the rocks only allowing pushes once, and not all rocks. Also I seemed to take a lot of unavoidable damage, and this is coming from someone who's spent decades kiting Darknuts. Just getting into King range(any of the 8 squares around an enemy) made me wither, so I couldn't dent the orc boss. Didn't bother me, but in showing the demo off to others you might want to tighten up the damage received, add more healing, or explain how to fight because I shouldn't have died with my skill level.

Didn't use save orbs at all but like the idea of limited saves. Rationing them out can help pace the game I bet. Also some of the bats in the two-room cave seemed to glitch onto terrain they shouldn't?

Good effort, as an alpha demo I'd give it a 7/10
>>
>>183136407
Well, I've already pretty much fixed the enemy problem, see >>183113430
And I'm gonna try to remove a bit more dialogue and make it even simpler, cuz fun fact I actually don't like cutscenes. But there needs to be SOME way for me to give direction to players instead of like zelda 1 which didn't tell anyone anything. Granted it's a good game but I want to give SOME help.
As for the rocks thing that's in the old 2d zeldas as well. You can only push some but they are sort of obvious and I tried to emulate that.
And also, as for the miniboss you can rush him down - even though you take damage you can stun lock him against a wall and kill him before he deals too much to you.
Also once you get the dungeon item after the miniboss you can break rocks that sometimes drop health you can stockpile.
Thanks for the feedback though!
>>
>>183136407
Oh and the bats are like the old school games too, them and ghosts just travel wherever they want including walls and I wanted to keep that just cuz.
>>
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Aaaaaand here's how the updated combat looks! I actually managed to not get hit. Got dem jukes. (There's also an audio cue for when most enemies attack btw.)
>>
>dying
>>
>>183140048
Is verboten.
>>
I've been playing through Mario and Luigi: Superstar Saga to get some inspiration for my own game. I'm nearly at the end, and the experience has been mostly enjoyable. However, there have been quite a few frustrations. I think that it's good to take note of these and strive to avoid them in my own game.

1. Platforming with this camera perspective just doesn't work. It's way too hard to judge the height of some platforms, especially if you can't see the bottoms.

2. When backtracking through low level areas, there are too many trash combat encounters. The battle results screen takes longer than the actual fight. Either drop the enemy density considerably or implement some sort of auto-battle for encounters that you can one-shot.

3. It's easy to get lost if you stop playing for a while and then come back. I completely forgot that Luigi could slip under fences after Mario hammered him into the ground. I was also stumped trying to figure out who could take me to Bowser's castle, because I had completely forgotten about that bird on the mountain.

4. The puzzles exist simply for the sake of being puzzles. They have no connection to the world. Hit these three switches within 10 seconds, and a bridge will suddenly pop into existence across a gap! The player doesn't get to feel like they're actually problem-solving.
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>>183144262
>implement some sort of auto-battle for encounters that you can one-shot

My favorite badge in Paper Mario 1&2.
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>>183144659
Speaking of, how do you guys feel about modular abilities you can turn on and off at-will? I'm about to start feature creeping hard and someone should stop me.
>>
>>183147501
Better than not being able to turn them off?
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Goin' to sleep now, don't die alright? Have an 'as perfect as I can get it' map of my first dungeon now with (most) enemy starting positions!
>>
>>183139931
Noice! is this a porn game?
>>
>>183144262
>2
I was planning to implement a simple level check to the protag except in areas where monsters actually drop useful items

The first dungeon will completely stop having encounters when protag level is 10 or higher in the first areas while the later ones will cap at 15-16
>>
>>183139931
nicely done
>>
>>183151694
I don't think it looks much like a porn game.
>>
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9
i'll shower in a bit, then work all day
>bugfix victory processing
>rebalance stages
>...rewards should be incrementally better
>...reduce difficulty for the tutorial-tier stages
>playtest area1 (puke) to see the typical player's stats after clearing the boss
>design area 2
>>
>>183154112
>except in areas where monsters actually drop useful items
Instead of deciding for the player what's useful or not, let them choose which monsters they deem worth fighting. Perhaps they have a potion heavy strat that you've now locked them out of?
>>
>>183147501
They're good, but not if making them takes away from the rest of your game or your ability to complete it. Perhaps write down the idea and see if you want to come back to it once you've finished the framework?
>>
Would it be too dirty to promote oneself as an artist here on /rpgmg/ in case anyone wants to comission graphics or something?
>>
>>183162828
I guess it wouldn't hurt as long as you don't spam? Heck, the board needs everything it can get in order to stay alive anyway, so...
>>
>>183158186
nvm got an interesting musical idea; distracted

>>183162828
a lot of people here aren't looking for comissioned art, i'd think.

they're either artists themselves, or they're so new to dev, that they're not willing to pay for material yet.
>>
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Working on an old abandoned underground city.
>>
>>183167567
Looks cool. But how has that furniture on the right survived?
>>
>>183148723
after playing the demo, I had flashbacks of the blue skeleton map you posted in a previous thread with the lines connecting the rooms, feels wierd man. I thought it would start from the top down at that stage.
>>
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>>183167831
Wood doesn't decay THAT quickly... at least that's my excuse for not doing more work.

I should probably fuck it up some, though. At least knock the chairs over.

(Damn it this was supposed to be quick and easy!)
>>
>>183162828
You can try, but as soon as you do someone's going to point out a better artist that'll do it for free.
>>
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>>183167831
>>183169186
Welp. It's something.
>>
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>>183170414
aaaaAAAA
>>
>>183126382
So getting drunk on prison alcohol and fighting a small child?
>>
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Finally done with the mc walking sprite
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>>183162828
sure, but what kind of style are you shooting for?
>>
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>2008
http://www.newgrounds.com/audio/listen/169068

>2017
https://soundcloud.com/tinyghoststudios/epicedium

i like how back then, the only thing I really knew how to do were those trance music buildups with reverse cymbals and snare rolls. aanyway, back to actual work..
>>
>>183169186
that minor details, save that for last. Core features first!
>>
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Don't give up Anon.
>>
It's a long, long way down the road but how would one implement Steam achievments? Lets say I had 5 red statues throughout the game that didn't do anything, but I wanted the player to interact with all 5 to see a description of them and then reward a Steam achievement, how would that work?

games that get a reputation for easy or skilled-almost-impossible achievements sell for that reason alone, same as trading cards and emoticons
>>
>>183180936
>Almost all achievements are explained before you get them.
>Story achievements can be hidden.
>The few """secret""" achievements should have a hints room or something beyond just the name of the achievement.
that's my baseline
>>
>>183181390
I mean how to do you get RPG Maker to talk to Steam's code and say "player got the achievement, display it on their profile"
>>
>when you spend all day working on your game then come back the next day and realize nothing you made is fun
>>
>>183175753
You're right, of course. Getting hung up on fiddling with details is a weakness I have.
>>
>>183186174
post world map
if not exist, make now
make all world zones, tie together in photoshop when done, post
>>
>>183180936
https://github.com/greenheartgames/greenworks
This is one such solution, though it appears to use custom builds of nw.js.
There may be other solutions, but I think they'd be roughly the same: an API that bridges the Steam SDK libraries and Javascript.
>>
Alright, which one of you posted a pic of my zelda-like in /agdg/ pretending to be me when I specifically asked NOT to do that? I don't wanna have to get a shitty name/trip so, do stop please.
>>
Ask me Javascript questions. Save the thread.
>>
sumrndmdde is streaming and said his skill tree plugin is going to cost $10, fuck him, that is all
>>
>>183186913
probably that Mono podcaster, dropping his name and tripcode temporarily.
>>
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>>183186557
It won't have a traditional world map. The starting city is the closest it gets.
>>
>>183186913
Why would you specifically ask for something that's unprecedented to not happen.
That's just begging for it to happen.
>>
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>>183174759
I strappedd a bit of everything here.
I was struggling to describe the kind of style so I guess an image is worth blah blah words
>>
>>183186963
How do you preload images so that they'll be ready for use later into the scene without the loading lag?
>>
>>183191373
preloader plugin
>>
>>183186963
Is it possible to make some sort of readable backlog like in visual novels?
>>
>>183191427
That doesn't really answer the question at all, because if I were to add a sprite to a scene myself, it'd still be subject to the asynchronous loading problem. This is even with a preloader plugin where I specify the exact image file that should be preloaded.
>>
>>183190289
I'm not personally looking to hire an artist, but that's pretty nice! I wouldn't mind seeing art like that in a game.
>>
>>183190289
very Adventure Time-y. The watercolors help, and there's complexity to hide the Cal Arts simplicity in a lot of it.
>>
>>183190289
I really like these. Do you have a site I can follow you at? Do you accept commissions?
>>
>>183197426
>one THICC figure with titties out
>"do you do commissions?" 11 minutes later in a dead thread

like clockwork.
>>
>>183188848
Because, an anon said they would post my work in another thread pretending to be me but like 'a smug asshole', of which I'm not, and I told them to not do that; in addition to wanting to wait until I develop my game more to even attempt to post there. I get that this is 4chan and all, but I try to be as respectful as possible everywhere I go cuz that's just who I am. But then someone goes off and claims to be me, despite my wishes, and join in on some 'flame war'. That's just rude. And from what I've seen so far there, it looks like a waste of my time to post there since
>Anon posts progress on game
either it gets no responses, one or two 'nice!' posts, one or two actually helpful posts, and then a shit ton of cancerous posts that ignite a flame war.
Repeat ad-infinitum.
It seems pretty toxic honestly. I'd rather have you guys tell me my game sucks than them since there's at least a higher chance that you'll tell me WHY you think that and I can improve the game like I have been thanks to your feedback. That's just me though I guess. Again, I don't mind criticism, but it only helps if it's explained WHY.

>>183197721
To be fair, it was an hour between posts. But that's because everyone is working hard.
>>
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What the, how is this MV?: The Video

https://www.youtube.com/watch?v=YS4TiLn0m10
>>
>>183197426
Hey, I'm not this guy >>183197721
Yeah, I have this thing:
104thbrat.tumblr.com
I've never opened a comission thing since nobody asked before, but down to do them, of course!
>>
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Legend of Mana-tier cartoon setting

https://www.youtube.com/watch?v=gLh3bxJulGo
>>
>>183191661
The answer to 'is it possible to ...' will almost always be yes, if you want to put the effort into it.
>>
>>183199913
thats amazing
>>
>>183200506
Yeah I don't get why it only has 40+ views, I would love a game in this style. Guaranteed $s on kikestarter for sure
>>
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Hmm, so I've hit a road block. The next place the player has to go to is a jungle like area. This is my over world so far, and I'm not entirely sure how to transition the pine forest the player starts in to the jungle like environment that will be to the left fluidly. I don't want to have too many filler screens is the thing.
>>
>>183202494
The jungle's on an island. A boat takes you there
>>
>>183202494
Fly with an airship
Take a carriage
>>
>>183202968
>>183203534
Good ideas! I like the boat/island option. Anyone else wanna chip in before I commit?
>>
>>183206279
You said you wanted it to be a natural progression but you could put a desert area in the middle.
Which is the exact opposite of what you want, but it would make sense geographically.
Maybe there's a huge cliff with an elevator and the top part is the jungle and the bottom part is the forest (or viceversa)
I'm thinking that you could have the elevator to skip quickly to the jungle and then later in the story the elevator breaks and you have to return through the ancient mountain pass which is filled with dangerous monsters or whatever
>>
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>>183207980
ric pelated for the sake of bump
>>
>>183207980
>Which is the exact opposite of what you want
Actually not by much, as one of the last couple dungeons is going to be in a desert pyramid. I was thinking of putting THAT on it's own island too, but the more connected I can make my over world the better.

>>183208158
Also, that's hilarious I was about to ask for an ms paint doodle to see what you meant. Is the desert supposed to be in the middle or did you not include that?
>>
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>>183208413
no, the desert and the cliff are two separated ideas
here's the 4 main ideas i had, i hope they're better explained here and understandable despite of the high levels of autismo in the drawings
>>
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>>183210256
Fear not, have my own shitty ms paint doodle. So I like the idea of having the village/pine forest be elevated with a jungle at the bottom and an even higher mountain range at the top where I'll put my volcano dungeon. But then where can I put the desert area in relation to this drawing? (I'll save the boat stuff for later tho)
>>
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Stop playing with your genitalia and work on your game.
>>
>>182774745
seconding, though hard to imagine yes.
>>
Give me something I can listen to while I draw
>>
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>>183211925
this is just an idea but you don't even need tho "think" where to put a desert in relation to a jungle and a forest that are one above the other.
Pic related is just an example but it could be
>forest above, jungle below, volcano to the north, desert to the east, sea to the south
or literally whatever
but i did this anyway in case you or anyone, obviously can find a use for it
>>
>>183214293
https://www.youtube.com/watch?v=pP7kapbwQ-Y

>>183214490
Woah that's great, thanks!
>>
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>>183214691
>https://www.youtube.com/watch?v=pP7kapbwQ-Y
This will do nicely, thank you Anon.
>>
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>have old script that gives events a palette swap based on a tag in the event name
>realize that it would be much better to just have that tag be a comment on the event page, that way different pages can have different palette swaps
>the old method had been used in various different areas of my game
>don't feel like manually going through my entire game to find these events
>wait, i don't have to
>write another script to run through every map's events with the tag and add the tag as a comment to the event page
>it worked
>>
How do you feel about androgynous characters? Most of mine are like that.
>>
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Alright so how does this look? New addition in bottom left.
>>
>>183218163
cool
>>
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>>183218163
i love them
>>
>>183219189
This looks really steep, maybe make it somewhat gradually.
>>
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>>183220064
Like this? I'm bad at this perspective stuff...
>>
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>>183220064
>>183220865
Actually here's a slightly better version. This work?
>>
>>183221516
Sure it works.
This is just a matter of personal taste. This looks a little more natural while the first looks manmade.
>>
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Well shit now I've run into another problem. These are the only 2 kinds of trees I can use to make the jungle...which one works better? I hate these limitations that this tileset gives me but I need to use it for a few reasons later on.
>>
is there an english guide for this?
https://github.com/futokoro/RPGMaker/blob/master/FTKR_SkillTreeSystem.ja.md

or at least a demo somewhere?
>>
>>183199913
I don't suppose there's a chance that the sprites will change to be less head and more body?
>>
>>183214490
It would be more accurate if it was, from north to south:

>Plains
>Forest mountain north side
>lava top
>Desert mountain south side
>Desert

When mountains stop rain, the moisture goes down along the mountain. It's the opposite side of the mountain that gets parched, rather than the bottom.
>>
>>183223957
Why don't you go download a Jungle Tileset?
>>
>>183227414
Because I'm using the mack seasons tileset. I need it for the time travel mechanic in my game.
>>
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>>183218163
I hate them. They only look androgynous. But 100% of the time they're still written as overtly male and straight.
Which, imo, defeats the purpose of making them androgynous in the first place if their identity isn't ambiguous in a way that's left to the player's imagination.
>>
>>183228045
What's that have to do with getting tileset addons?
>>
>>183228225
hadn't seen it that way
it's a cool thing too take in consideration now that you mention it
>>
victory screen fixed; sloppy input management lead to things being set even outside of battle

earlier levels easier, and increased rewards to make things easier and more lucrative

stats fixed some more
>>
>>183229365
Really? Why else would you do it?
>>
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>>183228225
I remember Stella Deus.
Adara was pretty cute.
>>
>>183230373
For lady cos-players.
>>
>>183231007
I remember it from topics about jrpgs being sexist and objectifying women. The game itself isn't bad, but it lists "measurements" for the females characters.
Like, why not list the men's penis sizes too while they're at it?

I mean, FF8 had blood types, but that's was a personality thing in Japan, like Zodiac Signs.
Age is definitely informative. Height and Weight, not so much, and they're usually laughably impossible. Like, A bodybuilder physique that's only 140lbs, no way.
>>
>>183233275
I don't remember the game being sexist, but I can hardly remember the story at all.
But what's wrong about listing measurements?
I don't see how that is objectifying anything. It's just numbers for fictional characters.
The devs decided to include them and that is their right, they can do as they please.

Sure these numbers don't mean anything unless they influence gameplay like height and weight do in Dragon's Dogma.
>>
>>183233275
>I remember it from topics about jrpgs being sexist and objectifying women
>Like, why not list the men's penis sizes too while they're at it?

kill yourself, SJW
>>
>>183237842
Like you've never wondered if their swords are compensating for something?
>>
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>>183238321
It's a shower AND a grower
>>
>>183231007
Where can i find Stella deus sprite sheet?
>>
>>183228652
Because the tile set comes in a set of four, one for each season that's why. Since the player can change the seasons during game play I HAVE to use this tileset. I haven't found any other tilesets that could work like that. At least none others that are free.
>>
>>183239932
If it's a jungle, it would just be wet and dry. Right?
One is raining and flooded, the other isn't.

>>183239920
Go to a resource request board and be convincing that you're actually going to do something with it (Like have a project thread or development blog)
>>
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>>183241725
Tell that to oracle of seasons. Almost every single part of the overworld could be any one of the four seasons. However since I'm also including the time travel mechanic from oracle of ages, that would mean I would have to make 8 of every single map. Instead of that, I'm simply limiting the changing of seasons to two seasons for the present time and the other two for the past. That way I only have to make 4 maps for each section. THAT'S why I'm using this tileset.
>>
>>183242608
Not sure if you know how climates work.
Oracle of Seasons Holodrum wasn't in the tropics.
>>
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>>183244404
It's not just one environmental area either but it did have an area where the trees typically only grow in a tropical region. Almost center of the map. Those are either banana trees or palms. Also it had a mix of everything, forest, desert, mountains, plains and so on. It's fantasy anon. All I asked was which of the two trees I should use.
>>
>>183233275
I thought the measurements were weird, but the artstyle and story didn't really do much to emphasize feminine or masculine characteristics.
>>
Which of these is the best idea:

1.
>Game takes place in modern world.
>New popular fantasy MMO comes out that MC skips school to play
>Next day leaves hikkicave to go get snacks
>Find bracelet that looks like its from game on road
>Put it on and finds out he inherits whatever powers he got from his progress in the game

Basically that one you'd have two games in one, the first and primary one being one that takes place in MCs town solving a strange mystery a la .hack with the inability to level and the second being the online game where he gets all his powers/equips from where you CAN level.

2.
>Adventurer/explorer gets badly injured
>Adventurin days are over
>Uses lifetime worth of loots to found roadside Inn a ways from nearest town

This one's half-baked but I'm basically thinking Recettear: Inn Edition for gameplay.

3.
>Superhero JRPG

Just like it says, a superhero themed RPGM game with the basic tropes of a superhero story just to get away from more Fantasy/Supernatural settings that a lot of these games have.
>>
>>183245146
That portion changes depending on who you meet first. Ricky or Moosh.
That region doesn't change seasons, it's always indicated as summer. But depending on who's flute you get first, the terrain changes completely to provided different gameplay. A "wasteland" (according to the wiki) of pits to fly over with Moosh. Or grassy cliffs to ascend using Ricky.

There's no explanation of how or why it changes.

But back to your game, neither of the two will yield a jungle. Maybe in another sense of the word. Like a concrete "jungle".
You only options are to not call it a jungle in the first place. Or go to a resource request board and ask for someone to make you a tropical trees. But, there's still an issue of climates, since tropics don't have 4 season. Sure, you can put snow on stuff. But consider changing the fauna instead of the flora. Larva/Caterpillars, Chrysalis, Butterfly/Moths, Eggs.
>>
>>183249735
3rd one.
>>
>>183219327
>>183219402
>>183228225
Their gender is not a secret. What happens is that all of them are trained warriors. So most of their girly features are lost and boys happen to be cute.
>>
>>183249787
Looking at the tileset I'm using, it would be annoying to try to make some kind of jungle but a swamp could work, using the tree type on the left. Having it at the lowest elevation like I have it now should also line up in terms of geography right? It's not like I want everything to be 100% accurate, just close enough. And the season changing thing is going to be more amplified than it was in OoS since it's all magic mumbo jumbo anyways that's causing the issues. At least that's my justifications for it. I'm also not even sure of all the areas that will be affected by seasons or time travel either - that part I'm just winging it. So it's not like this swamp will for certain be turned into some winter wonderland.
>>
>>183249735
2>1=3

1 could be alright if you don't focus too hard on equipment. Make the powers take the spotlight, and contrast how they work in an MMO context with the RL context.
>Doublejump is purely for accessing new areas due to lots of homing attacks
>Dropkick everyone in real life by landing on their heads
>>
>>183199913
That's some comfy shit. Is it yours?

>>183200650
>Yeah I don't get why it only has 40+ views
Unlisted video. I think it's theirs.
>>
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>>183219189
The stairs are super steep, like almost a ladder. I'd extend them several tiles out.
>>
>>183249735
You COULD potentially make 1 good, I guess, but it still screams "this is the worst kind of awful nerd power fantasy, avoid like the plague" to me.

Both 2 and 3 could be interesting. 3 is definitely the one that stands out the most among the literally millions of billions of generic fantasy rpgs, though.
>>
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>>183254419
Actually more like <- this, to be honest.
>>
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We should do something for shark week.
What can we do for shark week?
>>
>>183256064
put sharks in our games?
>>
>>183256750
Playable sharks?
>>
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>>183256064
Suck some dick?
>>
>>183256750
do it
>>
>>183256064
>Will you join the rebel forces?
>Yes.
>*shark appears from the nearby pond*
>*devours the protagonist*
>>
>>183261749
I would have thought sharks to be in favour of rebellion over the establishment.
>>
>>183261925
sharks have no ties to any factions.
>>
>>183261987
Sharks are more about fractions.
>>
Does someone have the all Time Fantasy DLC?
The OP only has the base pack and I dont want to give them my shekels for some sprites.
>>
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>>183265316
>>183261987
>>183261925
>>183261749
reminder that sharks are shy, friendly, playful creatures that love to mind their own business and will blush the HECK out if you approach them
they're NOT the vicious bloodthirsty savages movies and shit portray them as
>>
10

i'm going to make a quick change to yanfly's synthesis
>>
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>>183268250
>>
bumpilereeno
>>
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>>183271835
I hate seeing owned/required.
required/owned is vastly superior.
>>
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>>183274484
i mean the other way around

>i only have 4/8 serpent scales
correct

>i only have 8/6 serpent scales
retarded
>>
>>183274484
agree
>>
>>183274758
you'd better be agreeing with the revised statement
>>
>>183274838
yeah, it took me a while to get what was wrong cause i was agreeing with the pic and my brain assumed the word placing was correct. Then I saw the mistake as well
>>
>>183259527
>this image is at least 13 years old
the memes are ripening
>>
>>183275813
I should hope so! I won't be satisfied until it's old enough that I can legally suck its dick.
>>
>>183280721
you can in my country
>>
>>183282024
Papau New Guinea gamedev?
>>
>>183282024
Nippon gamedev?
>>
>>183282681
>gamedev
if only
but i only lurk here because everyone's so nice to each other
>>
I'm bored.
>>
>>183285205
work
on your game
>>
>>183285205
DashBored
>>
>>183285436
fucking podcasters need to be eradicated REEEEEEEEEEEEEEEEEEEE
>>
>>183286320
Calm down Anon-kun
>>
>>183286320
no, just shills.
>>
Work on your game
>>
>>183291553
>work on our game
/rpgmg/ Collab Project: http://www.mediafire.com/file/qtat9xy1p1215dh/CollabProj-3_5.rar
>>
>>183292334
Wasn't someone going to do a prison rape scene? Or were they just joking?
I can never tell when you guys are serious or not.
>>
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Swamp coming along nicely. Unfinished, but here's what I have so far.
>>
>>183295810
good start, is aesthetic.

Needs more water IMO, and the tree style is neat, but a little too jungley.

I notice it's only 65 by 65ish tiles, so 3x3 screens? Seems small
>>
>>183295810
Looks too happy for a swamp idk
>>
>>183296112
I know. Like I said it's still unfinished and I don't want SO much water that the player finds it difficult/annoying to move. And also each single screen is 17x13, this map is 68x65 which is 20 screens worth of map, you were close - I'm impressed you could tell.

>>183296295
Don't worry, I'll fix that by using the magic of...TINTS! The lighting stuff is at the end, when I'm done with the map itself. It will look a decent bit darker and more spoopy.
>>
>>183296653
tiny screens, are you limiting field of view or are you aiming for a mobile game?

I'm working on an overworld of 21 256x256 maps and was chopping them up into 32x32 chunks with stones last night to work on 'one screen at a time' and how they interlock with each other.
>>
>>183295810
make the water in this image dry land. Make the walking ground in this image shallow water and you've got yourself a swamp. You can walk thru a couple inches of swampy water and rest on the dry spots.
>>
>>183297257
this is what I was thinking, also you can have deep water as barriers in some places instead of trees
>>
>>183297232
>21 256x256 maps
Not him but I would like to see that
>>
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>>183297232
They aren't that tiny actually. It's like the old school 2d zelda games, each "room" is the size of one screen. Pic shows how much you see at any given time.

>>183297257
>>183297424
That's...actually a good idea. I like it, so I'mma do it!
>>
>>183296653
It's a swamp. Not a park trail.

The player should be slowly wadding through water, littered with Snakes, Insects, and Amphibians.
Crossing boardwalks or paddling a raft or something. Or even walking over lillypads (It's a game, you can defy reality a little)

It should be mostly water and submerged trees.
>>
>>183298470
but, but, there are park trails through some swamps anon.

>>183297790
> It's like the old school 2d zelda games, each "room" is the size of one screen.
After comparing to old screenshots you're right, I'm honestly surprised.
>>
>>183139931
Is this QABS?
>>
How would you make turn based 1v1 combat interesting?
>>
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How's this for lighting? Wanted to test out lighting real quick. Too dark, not dark enough, colors too washed out?

>>183299110
https://falcaorgss.wordpress.com/category/pearl-abs-liquid/
>>
>>183299391
reactability/interactivity is everything when it comes to making things fun
>>
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>>183298827
>but, there are park trails through some swamps
Carry on then
>>
>>183299391
visible lifebars so you know you're progressing on a tough enemy, overcoming an enemy AI pattern
>>
>>183299391
Quick Time Events
>>
Is there a program which I can use to make the abilities animation? Something like After effects, but not so complicated?
>>
>>183299391
You need a dueling mentality. Fast-paced and dynamic, or methodical and deliberate.
>>
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>>183299415
Those "beaches" ...
>>
Card battle like Magi-nation if that's not cheating.

Otherwise you want to focus on resource management like Dragon Quest I. Managing how much shit you'd have left after each encounter to deal with the next was where the fun was coming from in that game moreso than the actual combat.

And in modern times you can throw in some sick skill development systems.

Turn-based RPGs are far less dependent on unique combat than you might think
>>
>>183301486
Perhaps you should also add that you should make your game fast and fun.
>>
>>183301407
there's a pogrom to keep you in your neighborhood until the designated train car comes for you
>>
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I love how despite all being in the same tileset, none of these tiles fucking cooperate! Want a hole in your floor? Better have a blue floor, fucker! Water? Yeah, that's not going to border ANY of the ground tiles properly. You'd THINK it would at least work with the grassy tiles, but no! Those only work with the poop brown floor! Red tiles with any of the others? Naw, bruh. Man, this rtp is such a mess.
>>
>>183306664
RTP is really bad and limiting in general.
>>
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>>183306664
not optimal, but they work when you realign things and are flexible with your design. Eventually, you'll come to the point where you edit the little things to make everything perfect, just be happy with Hydlide® grafics for now and upgrade to Super Nintendo later.

Make the game fun and working first, pretty it up after.
>>
backing up my project
>>
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>>183308271
Oh, make no mistake, I am editing the hell out of this. I just find the default setup confusing. You'd think they would at least have made the beach tiles the same colour as ONE of the floors in this set!
>>
>>183312473
This is good practice. More people should be doing it.
>>
Are there any ideas you really liked but ended up discarding?
>>
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>>183317794
Yes
>>
>>183317794
Yeah. It was about a guy who worked at a company who helped desperate people find girlfriends/boyfriends. Your success depended on finding people who were the most compatible with your client. The more people you matched, the more famous you'd get.
>>
bumpan
>>
>>183319561
So, what are you working on now?
>>
I need one more character reverse trap or tomboy?
>>
I'm probably going to NEVER EVER use RPGM for anything, but how long do you prefer your boss fights to be before you get sick of it(the battle itself, discounting things like cutscenes)?
>>
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Did someone order some Boxes on strings?

>>183325042
I like long boss fights but battles more than 25~30 minutes are pretty exhausting.
>>
>>183325042
I like long boss fights

15 minutes is fair for mid bosses, and major storyline battles should be 30 mins with the end boss and superbosses taking up to an hour
>>
>>183325042
Generally speaking, I like my battles short and snappy, with all involved both capable of killing the opposition quickly, but also beingrelatively quick to die.

That said, if you can make the boss EXCITING for half an hour, be my guest! But realistically, that probably isn't going to happen.
>>
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HELP!

I'm using an ABS (XAS, pretty good if you can make sprites) and I want to show a picture when the character is below 50HP. It's a blood screen picture. But I'm doing something wrong because it doesn't work and I can't see where's the error. I'm tired, almost giving up. Please, can someone tell me what is wrong? Switch is already active, there's some error using variable or conditional branch.
>>
>>183324849
reverse trap is more in fashion
>>
>>183326587
It's ok, I got it. Forgot to put the variable inside commons event. This isn't a good signal. When you get tired and do this kind of dumb mistakes. The end is near, isn't?
>>
>>183326587
If it's anything like the system I'm using and the monsters are visible on the map, then that means you have to have the HP switch on pretty much the whole game. So if that's the case then, in (what I assume) is a common event you have to be constantly comparing the player's current HP to the variable you are using. What might help is re-declaring the variable in the common ev- oh ok you figured it out. K fine.
>>
>>183324849

>>183327103
This.
>>
>>183322674
A story of a guy who loses his job at a company and his struggle to get back to his old way of life. He starts off taking life for granted but quickly becomes bitter and cynical. Once he's back on his feet again he gets a hard slap of reality. The new company he works for is doing a lot of things that he never imagined were possible, much of it illegal and heartless.

Right now I'm working on the big choice the player has to make and how the game pans out after that. I'm not sure if the bulk of the game will be leading up to the choice or if the choice will be right near the middle and there are two separate paths that the player can play through. The latter is much more work.
>>
Why haven't you hired the narrator from Darkest Dungeon to voice some lines for your game?
>>
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So I'm making a dungeon in somebody's dream. However, rather than dream logic I'm thinking I'll have the place run on examples of classic videogame logic. Things that are unconnected, but anyone familiar with the conventions of the medium will find intuitive. That is, something like lighting all the torches to open a door. Perhaps you need to hit switch A three times, switch B once, and switch C twice, and that makes a bridge appear. Water all the flowers to get a collectible.

What are your favorite classic puzzles of this sort?
>>
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Bump Question time!

Which type of protagonist do you prefer to play:
1. A complete blank slate that can be built in several different ways, both in abilities and personality? (think Fallout: New Vegas)

2. A predefined hero with his own past/personality/motivations, but with the power to choose from a handful of important story choices?
>>
>>183337492
Who is he, and how much?
>>
>>183342325
His name is Wayne June and he actually gives prices quotes.
http://www.waynejune.com/voiceover_price_quote.htm
I assume you get what you pay for.
>>
>>183317794
The first game I worked on was a fangame of Fate/ years ago. I ended up not making it because >fangame and I was worried nobody would ever play or care about it.
Maybe I should work on it again someday. I dunno
>>
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>>183341880
I like both.
>>
>>183341880
I prefer 2 if only because the overall story needs fewer assumptions to stay intact.
>>
>>183343612
his website looks like it's from 1998. Why do all voice actors' website's look like this? like is it that hard to hire someone to make it for you? Or at least if they're doing it by themselves, which most of them probably are, update it every year or every few years.
>>
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I have concepts for around 12 dungeons. I am unsure how many should be major and how many should be minor.
>>
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Alright, after finally having time to work on it, here's the updated swamp map. (It will look darker in game.)
>>
Good night bump. Don't die over night alright?
>>
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Haven't been to /rpgmg/ in a while. Missed you guys.

I updated my demo so I'm gonna shill it here if y'all don't mind.
https://dewdneym.itch.io/unknownworld

I also got to work on some post-demo content, hoping to get the next chunk of the game finished by mid-august.
>>
>>183341880
2 because 1 does nothing but limit the interactions/story potential
>>
>>183325042
I am aiming at making my bosses last around 7-8 minutes max(in-battle events included) except of some tougher ones and final boss who may take even a good hour

>>183317794
Originally my MV project was gonna be a back story for the previous VX Ace project's villain's 3 main underlings and pretty much feature revised versions of the same maps/enemies etc.
I discarded that and went with the back story of the most important of those 3 with new enemies, maps and characters
>>
How do you handle basic enemies difficulty?

In my first project the enemies get hard around after the 4th boss fight... that takes 3 hours of playtime to reach. Before that you destroy them in one hit and if they do attack, they deal shit damage.(0 if you return after upgrading armors)
After that enemies will take 2-4 hits from the strongest character in the game to KO and will deal around 1/6.5 of most character HP(except healer who goes down in 5-4 blows) - other than occasional status moves, AoEs etc.

In my second project enemies before 2nd boss(2 hours of playtime) are incredibly easy - again - barely dealing more than 0 damage. After that they pretty much reach the same difficulty as the first project, with the exception now every weapon has a type so for instance bringing a spear in a dungeon full of armored enemies means destroying them quickly.
>>
>>183367648
lvl 10
>>
>>183341880
1 in an ideal world, but it's NEVER happened.

What we always get is a game that deosn't give enough freedom of choice in actions, and that leads to immediately losing the intended feeling of being your own character.

Just stick to always making 2.
>>
>>183369476
LV.10 what?

>tfw first midboss ends up harder than the first two bosses combined
>>
>>183343618
What servants were you planning on using?
>>
>>183337492
Spent entire va budget on Simon Templeman.

>>183337903
There was a pizzle in iirc Wild Arms where you got several mentions of time, and then there was a circle of 12 torches and you had to light them in the order of like... 2, 10, 12 or something. That was pretty neat.

>>183341880
Literally always 2 unless you are like... a writing god.

>>183351556
You're not there to gawk at how pretty his website is. If it's functional, it's enough.
>>
>>183371419
I didnt have all of them but the player's servant was going to be Artoria, Caster was going to be either Lovecraft or Morgan le Fey, Archer would have been Robin Hood and that's as far as I went before abandoning the project
>>
After beating Superstar Saga, I'm now playing Final Fantasy 3 (steam version). Here's some observations that I hope I can use to make my own game better:

1. The game is oddly paced. You're charging into adventure from the very start, without much in the way of explaining why your quest is important. It could use some early "refusing the call to adventure" stuff like the classic hero's journey.

2. The main quest is meandering through tons of little episodic plots ("get the fang of ice back from the thief!", "go explore that tower!", "break the curse on this tree!") . They're not bad, but it's often unclear how exactly they relate to your main objective and it seems weird that the party is wasting time on them. By the end of each episode, it usually turns out that you've managed to progress the main quest, but it feels like a weird coincidence (e.g. the thief who stole the fang of ice winds up leading you to the Crystal of Fire).

3. The underlying systems are frustratingly obfuscated. For instance, your attack stat is actually higher unarmed than with a weapon equipped. But the game doesn't tell you that unarmed attacks use a different damage formula, making unarmed damage shit unless you're optimized for it.

4. Switching classes is a big pain, because switching classes causes fatigue to kick in, debuffing you for a few battles. it make me want to just pick one class for each party member and stick with it for the rest of the game. But I can't do that since I need specific classes for certain purposes (e.g. thieves can pick locks). It's also hard to tell if a newly-unlocked class is actually useful, since it starts at level 1. Is the class just useless because it's underleveled, or will it always be useless? I don't want to invest the time grinding to find out.

5. The slog through high-encounter-rate dungeons with no save points is draining. Then you have to fight a boss at the end knowing that failure means going through the whole thing again. It's stressful.
>>
morning bump.
>>
>>183249735
>1
What would he be using his powers irl for? If monsters from the game start showing up irl, then you just awkwardly grind in one world while making progress in the other.
>2
Sounds undeveloped, and there are already some rpg maker games that have you controling innskeepers, farms, equipment stores and item stores in DQ-esque worlds. That said, the character being a retired adventurer rather than just a blank slate self-insert that inherits the place is a new angle.
>3
Not developed at all as a concept, and there are many superhero types that would play differently. Make sure you pick one where your mechanics fit well with the theme. Maybe read some Mutants and Masterminds first to get ideas.
>>
>>183378081
There is nothing wrong with a hero who charges into adventure from the start and the hero's journey can eat a dick. In fact it can eat all the dicks.
>>
>>183384568
agreed. What FF3 needed was more personality during the journey rather than before it.
>>
>>183384568
My problem with it is that the whole opening of the game is:

>fall down a hole
>a crystal tells you to save the world
>"ok"
>>
>>183386602
and the only problem with that is the last part, an "ok" that didn't really feel very heroic.

Unless it's some kind of stupid pun on Onion Knight.
>>
>>183356240
huge improvement, it's looking good
>>
I am looking at learning scripting in RMXP. Should I just go look up general ruby tutorials?
>>
>>183384568
>>183378081
>heroes journey talk
coming from a kid who got exposed to D&D books but didn't have anyone to play D&D with living in the sticks with no one my age, the Heroes Journey can fuck off. I want to move & explore and interact and kill anything in sight, in no particular order. I loved the Bard's Tale on NES because it was a city to be mapped with things to kill and new XP benchmarks to be gained. That's it. Story can be nice, but just give me a maze, some math that flows nice and some graphics and I'm happy.
>>
>>183386602
>a crystal tells you to save the world
if an aesthetic, normally non-speaking object communicates with you, it's probably worth taking at face value
>>
>>183388825
It's usually a good idea, but there's a caveat here: the version of Ruby used by XP is severely outdated. It's very slow, and missing features that might be idiomatic now. Still probably the best course of action, but you'd have to be conscious of the version limitations.
>>
>>183390967
So should I look up tutorials based on the version that XP uses, i.e. older ones?
>>
>>183387770
Thanks! I'm also most likely gonna have it be raining a bit to add to the atmosphere.I'll record a snip of how it all will look a bit later today.

But as a general question, anyone else ever feel just an almost constant sense of fatigue no matter how much rest you get? Some days I can relax and sleep for 10+ hours but I still end up waking tired no matter how much or little sleep I get. I usually drink coffee too and it helps, but once it wears off, I feel even MORE tired than before. It comes and goes which is the worst part, one week I'll be fine then the next week I feel like shit. If anyone else at least somewhat gets like that, what do you do to try to fix it? I probably have to get it checked out with a doctor but ugh that's such a hassle. This really hurts my creativity if I don't feel like using energy to dev because of how tired I get.
>>
>>183394029
consider the possibility of sleep apnea

Or lack of exercise

Or lack of nutrition

Or actual, medical depression
>>
>>183394029
there isn't really a big difference in 4 or 10 hours of sleep, once you been conditioned for your regular time(unless you stay up late multiple nights in a row and end up in some sort of deficit). Your quality of wake-up time is reliant on when in your sleep cycle you actually wake up, and if all your conscious bodily functions trigger and get going in the right order.

Sleep for people is really like defragging regularly on a computer, and if you don't do it enough, all your programs lag from having fliles spread all over the damn place. Most people seem to get enough sleep, but it[s where the idea of a "sleep bank" or "sleep debt" comes from, where you only get 3 hours of sleep two nights, then you feel a strong need to sleep 11 hours the third day when you can.

There's parts of the REM cycle that are ideal for waking up out of, and your body shutting off sleep paralysis, increasing oxygen/lung intake, etc. I don't know the details because I suffer from not being a morning person and good mornings are rare. Probably the best thing you can do right off the bat is conscious breathing exercises. Nothing specific, but take deep breaths in, and thorough breaths out; while you're sleeping your lungs work a lot less and keep a lot of stale, un-oxyginated air in your chest. The sooner you expel it and get your engine revved for real energetic breathing, the sooner your get revitalized.

non-RPG food for thought
t. 4-6 hour sleeper
>>
>>183394406
Well, I don't have sleep apnea but it's PROBABLY a combination of the rest. And my sleep schedule being all sorts of screwed up.

>>183395320
This is probably my main issue though. I'm NOT a morning person; I'm most creative at night when everything is nice and quiet and the temperature is nice and cool. However, there in lies the problem because I don't get much time to work on the things I want to at night since by the time I wake up at like 4-5pm, I have to take care of some errands and chores around the house. By the time I'm done with all that it can be anywhere from 9pm-12am and THEN I can work on stuff. But by then I'm mostly so tired that I only get like 3 hours to work on the stuff I enjoy (namely working on my game) and then I need to go to sleep because my body doesn't wanna keep going. No matter how hard I try to reset my schedule to try and get enough sleep and wake up early so I have MORE time to do things, my body somehow prevents me from changing my sleep cycle and I go right back to where I was.

Another main issue I have, is just a kind of anxiety in wanting to do SO MANY things but not having enough time to do them and with Uni stating back up in like literally a month, I will have EVEN LESS time to focus on the things I enjoy because I'll have to give time for four advanced level classes so I don't fail. So it becomes and even bigger problem and I just sit there and let it eat away at me and I end up not even starting to do anything at all which gets the vicious cycle going all over again. And I don't even know what to do to fix these things.

I apologize for the /blog/rant/ but I seriously needed to get this off my chest, it is extremely and unbelievably stressful.
>>
>>183389260
It's probably a better idea to seek psychological help when normally inanimate objects tell you to save the world.
>>
progress bumps nonexistent
>>
>>183402035
>seek psychological help
>medieval village life

pick one
>>
bumpin
>>
>>183402210
That's why you ask the local priest, anon
>>
Lets try to liven this up a little.
If you could only include 8 skills in your game, used by both PCs and enemies, which skills would you choose?

Hard Mode: Stuff like "Attack" and "Defend" are not included by default.
>>
>>183410583
•push rocks
•shoot stunning projectile
•push stunned enemies into water/holes/chasms
•on/off light source
•raise/lower bridges/ropes/ladders
•terrain "destruction"
•eating bees and then barking, shooting bees out of the mouth with each bark
•transformations that toggle the above abilities on or off
>>
>>183410583
easiest thing i've ever seen

attack
heavy attack
shoot
uppercut

defend
dash
charge
jump
>>
Are you having fun?
>>
>>183421546
I have been playing more than making games today. I could lie and say it's for research, but I just felt like some fucking Super Robot Wars. So I'm having a decent amount of fun, though not of the especially productive variety.
>>
Each of my 3 characters learn between 20 and 30 different spells, but I am afraid that so many spells are going to be confusing for the player, and most might never even be used because another is slightly better in most circumstances and the player might fail to identify the circumstances under which the other spell is stronger. What should I do?
>>
>>183363127
>https://dewdneym.itch.io/unknownworld
I will try this tonight and let you know how it is
>>
>>183425762
Cut down half
>>
>>183426793
But how do I decide which ones I cut? I love nearly all of them, and while I know that "deal very high fire damage to all characters" is fantastic with the fireproof equipment available later in the game, most players might simply prefer the spells that only damage opponents.
>>
>>183428193
Just make it the way you want to. One game that comes to mind is Final Fantasy Tactics. That game had special skills for each class and some were way more useful than others, in fact some were, seemingly, useless except for special circumstances. Yet the game was still fantastic because it let the player make the characters the way they wanted to make them. The overwhelming choice of character skill/equipment/party options made it very easy to return to it to play it another way that you didn't before. And some styles you didn't even know you could go for until you get later into the game and see what classes are available.
>>
>>183430671
The issue is my game will probably be 3 hours long or so, but FFT was like 40 hours long.
>>
>>183430934
FFT was that long because it was open and loose. Plus grinding was pretty much required if you didn't want to brick your game and get stuck. I'm sure your game is much more focused on a story and that requires more focus and direction than a game like FFT. Not to say that game didn't have a story but the sense of urgency goes out the window when you spend 8 hours playing Mandalia Plains and 4-6 months go by on the game calender and you're supposed to be tracking some evil-doers that just attacked.
>>
>>183430934
Yeah, 20-30 skills over that little time does seem a little excessive. Save some for your next project.
>>
bump?
>>
>>183410583
Jump
Dash
Charge
Melee

Special Weapon 1
Special Weapon 2

Planeshift
Sacrifice
>>
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Work on your game
>>
Is there a good way to mechanically separate melee and ranged damage in a game with no row system?
Let's say for a bow, so not magic.
>>
>>183445767
Well, you can create a Ranged Element and you can associate specific weapons with specific elements.
>>
>>183446449
I was gonna do that, but I wanted something on top of that because it seems so basic. Anything else I think of is either confusing to balance or too complicated so I'll probably just stay with this
>>
>>183447808
Well, some old games made it so Ranged weapons were more accurate against fliers and you could also create a special damage formula for ranged/piercing weapons. Both would require a few lines of coding, though.
>>
>>183448185
I think this sounds workable
>ranged attacks have a bigger multiplier for enemy defense
>can knock down flying enemies for melee party members to hit more easily
Basically turning the ranged attacker into a support-offense hybrid
>>
>>183445767
ranged Crits apply limb debuffs
melee Crits apply stat debuffs
magic crits apply elemental debuffs
>>
>>183450009
Difference between limb debuffs and stat debuffs?
>>
>>183410583
Attack
Defend
Item
Flee
Talk
Attack Magic skill
Healing Magic skill
LIMIT BREAK
>>
>>183450157
Etrian Odyssey style, where disabling certain limbs locks certain moves.

Ranged focuses more on interrupting entire moves, while Melee is more reliable in the short term.
>>
>>183450768
Oh, okay
>>
>>183382176
Fair point on the first one. I was trying to find a happy medium for Sword Art, Log Horizon, and .hack fans. Seems like SAO want the wish fulfillment/nerd wetdream harem angle with a ton of action, LO fans want the world building, and .hack want the actual real world to be involved in the plot.

My idea was to appease all three, and was good in my head at first, but on second thought it'd be a clusterfuck as is.

Could you point me in the direction of any of these RPGM games that have you manage an inn?

On the third one I think a story about a superhero team could be good. I like how the westaboo teen titans cartoon has a very varied set of origins, personalities, and powersets on the team and I'd try to emulate that with different party roles.
>>
Is it okay to make a demo that has some story, but it's like a prequel to what happens in the game I'm really planning? All the gameplay elements will be the same, and the main story might have a couple nods to the demo, but nothing vital.
>>
After Rage, what is the most common and easily understood mental status ailment
Alternatively, what ailment would increase "MAT" and lower "ATK"
>>
>>183453557
Yeah sure
Though if I were making a demo I'd probably just make the tutorial/first dungeon and have a cheeky "that's all for now" NPC blocking the second major area. Only downside is them having to replay that when the full game is released, which your method WOULD bypass, though it'd take longer to make a "turorial act".
>>
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>>183454018
First question would be poison.

Second question, I could see a charm or confusion effect causing that. Maybe even sleep if the characters can move during it.
>>
>>183454018
For 1, Confusion or Charm.
For 2, Drunken Influence
>>
>>183454783
My issue with that is you already played that part in the demo, so if you had to play through it again in the actual game, it would lose people that already played the demo, or it would feel like a slog.

A separate but related demo would give demo players a show of the gameplay, and when they get to the real game, they'll see some nice nods of stuff that may have happened in the demo. People who skipped the demo can go without knowing the demo, as it ultimately has little to no impact on the real game.

It's sort of a strange sequel problem.
>>
>>183453557
So like, a Ground Zeroes to your actual game? That sounds like a neat idea.
>>
>>183454018
Confuse

Numb
>>
DODGE THIS!
>>
>>183460157
Woah everyone, watch out! This guy knows about timed hits!
>>
>>183461831
Are timed hits a good mechanic?
They're praised in basically any game that has them, but a lot of RPGs completely lack such a feature. Why not have them?
>>
Don't die yet.
>>
>>183454018
What you mean with misunderstood?

Most games do Rage/Berserk by doubling your ATK but forcing you to use only attack.
FFXII also made it an actual boss strategy to have a party member with Berserk to wreck the boss
>>
>>183466631
misunderstood as in, "what does this ailment do, exactly?"
For example, "confused" means "possibly hit yourself" just as much as it means "hit random targets"
Or rage, for instance can sometimes come with the extra drawback of reduced defense. Or in my game's case, reduced Technique
>>
>>183464929
For one, it's easy to do badly. More importantly, doing timed hits badly can kill your game by itself. Remember that fighting games are entirely about timed hits, whereas RPGs have to devote significant chunks of resources to literally everything else, from enemy variety to element typing and tactical play.
>>
>>183464929
Timed hits and dodges shift the role of the player. If the player should be a strategist, avoid timed hits. If the player should be an active participant, include them.
>>
>>183467680
lol
>>
>>183476739
what?
>>
What is a better gimmick than slippery floor for an ice dungeon?
>>
>>183476847
>fgs are entirely about timed hits
i think rpg devs are lacking in fundamental concepts that are shown in fgs.
like how "attack until low hp, heal, repeat" is a widespread problem devs don't know how to deal with.

>>183477704
melting/freezing paths
>>
>>183477754
>melting/freezing paths
How could I make that work?
>>
>>183477754
and I didn't get into the nitty gritty of fighting games. I just pointed out that fighting games spend a much larger proportion of their budget JUST on timed hits.

>>183477915
freezing a path can make new areas accessible, but create spikes or slippery floor.

Melting tools that remove blocks, but cause explosions(see steam explosion). Use the explosions as part of the puzzle.

Purposely divert water from melting to somewhere else to refreeze
>>
10
splashes, titles and intros today
>>
>>183477704
I'm sorry but you are required by law to have slippery floors as your gimmick in an ice dungeon or the jrpg police will arrest you.
>>
>>183452173
>Fair point on the first one. I was trying to find a happy medium for Sword Art, Log Horizon, and .hack fans. Seems like SAO want the wish fulfillment/nerd wetdream harem angle with a ton of action, LO fans want the world building, and .hack want the actual real world to be involved in the plot.
>My idea was to appease all three, and was good in my head at first, but on second thought it'd be a clusterfuck as is.
You should probably avoid trying to appeal to everyone. That said, it isn't that hard to fix your idea. Just make it an augmented reality game akin to Pokemon Go.

>Could you point me in the direction of any of these RPGM games that have you manage an inn?
I believe it was either Moonstone Tavern or Fortune's Tavern, but you could probably find more unfinished projects like that in the rpgmaker forums.

>On the third one I think a story about a superhero team could be good. I like how the westaboo teen titans cartoon has a very varied set of origins, personalities, and powersets on the team and I'd try to emulate that with different party roles.
Yeah, a team akin to the Teen Titans could probably make for a good rpg party.
>>
Working on making my characters go behind mountains that they should be able to based on perspective. Is there a better way to do it than having event tiles that are swapping graphics?
>>
>>183486246
what, transparency? some anons were working on opaque rooms or regions that become transparent and reveal what's behind them when you get close.
>>
>>183484509
and if your water dungeon doesn't have impaired movement, it's gutter trash.
>>
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>>183486701
Getting it to do that I've figured out. It's just overly heavy on events, so extra annoying.

So say a cliff is 4 elevation, it should have a 4 square space behind it which you can walk since that is actually where the cliff ends. Or a two height cliff would have a two height space.

In my picture everything with a 1 should be accessible from ground level, as well as the level it's actually on.
>>
>>183477704
floors made of thin ice?
>>
>>183487869
i've seen scripts for these purposes. you'll often see them for bridges and overpasses.
>>
>>183487869
>It's just overly heavy on events, so extra annoying.
but it looks so GOOD
>>
>>183487869
>So say a cliff is 4 elevation, it should have a 4 square space behind it
Nah, brah. Only 3. Just like how trees that are 2 squares tall can only have their top square be walkable. The first square is reserved for the object itself. Everything above it can be walkable
>>
>>183489686
I figured out a way to trim down the eventing. I made a half tileset duplicated with one half being shadowed. Now I'm using an elevation switch to trigger it from showing the cliffs to the shadowed behind cliff area.

>>183489924
Thank you. This will save me a billion event scripts. Definitely missed that.
>>
>>183490258
...? Could you describe to me what exactly you're doing?
>>
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>>183491492
Using an event switch on each stair set to adjust the elevation and as the elevation changes the tile I set changes to be on that level.
>>
>>183487869
>>183492220
Those "stairs" are completely vertical.
>>
>>183495073
Shoot. Thanks. Now I see my perspective screw up. Gotta draw that cliff along the edge and add one more stair time. Dammit. I made like like 8 maps with this screw already. No rest for the rookie.
>>
>>183500523
>>183503463
>>183506192
>>
>>183496550
Don't worry too much, I see a TON of people make that mistake. Just be glad you hadn't completed a whole game by the time you realized!
>>
>>183509692
Definately.

Is there a way to make a tile be above but not be passable?
>>
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>>183509692
How would you fix that, though? I'm legit so artistically challenged I can barely even see the problem. Which I'm going to need to fix if I'm ever going to design more maps.
>>
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>>183511862
Like this
>>
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Now that I am awake, have some progress. Here's what the swamp looks like in game!
>>
>>183512886
>You move slower in the water
That's nice
>>
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>>183511862
Either by having them cut into the platform as in >>183512321, or by having them stick out from the wall.

Assuming the stairs go up at a 45 degree angle, you need two tiles of stairs for every tile of wall.
>>
Random thought: A game where you start powerful but lose stats as you gain levels and need to focus on non-combat solutions to progress in order to save your strength for the unavoidable battles (bosses). Would the concept immediately turn people away?
>>
>>183410583
Punch
Reason
Throw fireworks
Hide behind friend
Pick lock
Climb out window
Hack laptop
Rest and search for hidden doors
>>
>>183515891
I'd play the shit out of it on one condition - The main character is old and past their prime, which completely justifies the gameplay
>>
>>183515891
Making it so the player's stats remain static while the enemies become stronger and stronger seems easier to program and to balance, so I'd suggest going that route unless you are specifically going for the old man flavor.
>>
>>183515891
Could be fun
>>
>>183517792
>>183519969
Yeah, I was thinking you'd basically be Old Snake here.

Maybe with different endings depending on how worn down the character is by the end.
>>
DYING IS VERBOTEN
>>
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>>183528009
>>
lets talk about water levels
>>
>>183533215
Uh... could you maybe... start?
>>
>>183533215
They are wet
>>
>>183534507
That is FAKE NEWS. Sad!
>>
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>>183533215
Best ones have great atmosphere and eerie music. They're a bit different than Ghost/Pirate ships or islands which happen to be dungeons that are on or near water. Bonus if the dungeon and monsters get creepier the deeper you dive

Sunken Temple from FFI, and Via Purifico in FFX are good examples

Of course there's decent ones above water that are water themed like Golden Sun's Mercury Lighthouse.

Overall though, we definitely need more of them. Seems like every game has one token one (if that) when they could have a bunch.

Personally I'd like to see more underwater towns though.

Here's a water themed waifu
>>
>>183533215
My game is gonna have a water/ice dungeon. Not sure how I'm gonna handle it but that's for later when I get to it.
>>
>>183533215
There were a lot of underwater tilesets for XP back in the day. Coral and such.

I haven't seen anything for VX or MV. But underwater is kinda of an impractical place for a game to go.
Spike Traps and other Damage tiles will depleat health, but never outright kill you - in an RPG.
Perhaps holding your breath underwater drains MP?
>>
>>183537649
Just have your characters pop some oxyale and call it a day.
>>
FUCK THIS PROCRASTINATING
TIME TO WORK ON MY PROJECT
>>
I hope you're making more effort to avoid :
- enemies being damage sponges without any actual difficulty
- attack, attack, heal, attack....
- defend being totally useless
- get to new town, buy new gear, ditch old gear, repeat...
>>
good night bump
>>
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TEM3.webm
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N-NANI?!

(Slight game spoiler.)
>>
i just ran my game on my surface pro 3, and it can't even reach 40fps. mv's pretty demanding, eh? can it even run full fps on an actual phone?

>>183540486
same
>>
>>183541729
Nice damage.
>>
>>183533215
>lets talk about water levels
the established cop-out is FF1; there's a Water Temple that you access via a town, and basically the stairs in/event transfer is a tile in the town's port of a sub, so it's not an actual vehicle per se. The temple is all stone and bluey, filled with water enemies, and you acquire a key item that says you can all breathe underwater. The gameplay and movement doesn't change, but it's explained in a cheap way that lets you do a water dungeon filled with fishmen and naga and whatnot.
>>
>>183542157
It feels wrong to call it demanding, since that sounds like it requires a lot of resources to do something impressive. Javascript is inefficient by itself, never mind Javascript that should honestly probably be rewritten.
>>
>dying at 741 posts
>>
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Annoying alliteration ahead.
>>
>>182771441
My main character is a filthy peasant whose grandfather dies of disease at the beginning of the game.
He could just do peasant shit, it's an option, but grandpa had a sword and shield so why not explore?
He uses whatever he likes and gets good at.
Dead family.
He's a filthy peasant.
His favorite food is a stew that he can't get anymore because dead grandma made it.
>>
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>>182771441
>Tell me about your main character
>Why does he undertake this adventure?
A prince asks you to with the promise of a reward, of course. You can refuse if you want.
>What does he look like?
pic related
>What kind of weapon does he use?
Swords, Spears, Bows, Axes, Daggers, Hammers and Staves. Pretty versatile.
>Does he have a family waiting for him?
Nope.
>What is his backstory?
You're sort of a small town local hero. You generally just spend your days helping out in your little village, defending it from monsters, repairing houses and just helping out where you're needed. Aside from that it's pretty open ended so you can self-insert or just make up something.
>Favorite food?
Whatever you want it to be.
>>
>>183533215
most games have sewers. Sewers count as water levels, right?
>>
>>182771441
His name is Nikolaus, informally referred to as Niko. He is a prince.
One evening he is kidnapped by the queen of thieves and informed that the two of them must gather two other royals to stop an incoming mystery attacker.
He is Blonde, with hair swept to both sides in a way I'm sure is only possible in 2D. Wears a lime tunic, black belt, and thick black gloves
He uses spears and lances
Yes, including a twin sister.
Growing up, he had a deep interest in the art of combat, which baffled his family but turned out quite useful.
Eintopf
>>
>>183555534
Usually. But they're almost always among the worst fucking dungeon in a game
>>
>>183512886
Probably shouldn't ask this right before the thread starts to kill itself but I'll try anyways. What kind of goodies should I put in my swamp for the player to find if they go down a dead end?
Besides the obvious monsters.
>>
>>183558015
Well the most obvious rewards would be money and equipment.
>>
>>183363127
Holy fucking shit I just realized I fucked up and left some playtest tools in there.
I'm updating it now but if anyone downloaded this, don't talk to the ghost that sits right in front of the first boss unless you really want to make it piss easy.
>>
>>183555842
No offense but that is way too cliche on the main hero. Plus it doesn't fit well. Most nobles are taught combat. Unless your world is different. Which could excuse this but the world couldn't really be full of danger unless this is the biggest most prosperous kingdom.
>>
>>182771441
>Why does he undertake this adventure?
Somebody screws up a teleport pod in her training academy and she ends up warped into a cave far away. Hoping to return back she makes friends with a rich lady who promises her to send her back when her tasks are done, however her ship gets stolen by a very powerful knight with a villainous plan.

>What does he look like?
Long blue hair with red eyes
Dresses in a red female school uniform

>What kind of weapon does he use?
Can equip every white weapon but mainly sword and katana

>Does he have a family waiting for him?
Yeah

>What is his backstory?
The game itself is her back story.
She appears in the previous project as a part of the 3 most powerful generals of her empire, as recurring boss fight but tries to help the party when she can.

>Favorite food?
Not decided yet
>>
So how do I know if the files from the OP's pastebins are safe? I don't trust you kikes.
>>
>>183561356
Run them in a VM
>>
>>183541729
Make the explosions less....sequential? Is it possible to make them happen more disorderly?
>>
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Progress! Implemented a gender choice at New Game, where you're read a short intro and get to pick a man or woman starting character. Written as the same role, planning a gender check on certain conversations where a little flirting will happen and your rival treats you differently based on the sexual tension but otherwise the character works as a male or female at its core.
>>
>>183561746
there already is sexual tension between your protagonist and antagonist, regardless of gender, though.
>>
>>183562026
What if I have 2 antags and 1 protag?
>>
>>183561746
regardless, there will be sexual tension between the protag and me
>>
>>183561403
To much work desu
>>
>>182771441
>Why does he undertake this adventure?
Someone's gotta at least fucking try to stop people transforming into monsters, right?
>What does he look like?
Generic blonde dude with a red outfit I guess. My art department is lacking.
>What kind of weapon does he use?
A knife. Very sharp.
>Does he have a family waiting for him?
No, but the adventure was his sister's idea, technically, after she lost all hope and decided it's time to fight.
>What is his backstory?
For some reason unknown to them, bad people started becoming monsters. Then good people did.
>Favorite food?
Unicorn thighs. Especially when peppered and cooked over a low fire overnight.
>>
>>183565957
mega gay. all of this.
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