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/rpgmg/ RPG Maker General #216

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Thread replies: 708
Thread images: 153

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Shark Week Edition

Prev >>182741872

>/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
>Art Resources
https://pastebin.com/2bJ8wBsz
>Even More Updated DLC Pastebin
http://pastebin.com/91QntR9H

>[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

Tempus Ex Machina Demo: https://mega.nz/#!Bg1hnChK!xccg-bwOD_yb_UksDYyE4IhsJKkEIwAONZrbPlhxpcA
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
Someone needs to finish Chapter 4, anyone? Do you even dev?
>>
Can this anon >>182891006 tell me more about his game? Looks neat
>>
How long should we keep stuff in the OP?
Stuff like the Demo links. People using mediafire can update files without changing the links, I don't know about mega.

How many months until we decide something is abandoned?
>>
>>183572826
That is some nice art.
>>
>>183576379
It's a slow moving general, and a slow moving process to make a game, so I feel we can keep things around a pretty good while. It's not as if we have new demos lined up to take the current ones' places!

...That said, the Steel Zeroes demo was uploaded over six months ago, and Long Road is getting up there as well. I certainly wouldn't object to removing them at this point.
>>
Perhaps we could create a page for older demos on the wiki? And move things there after a certain amount of time.
>>
> dying with a single-digit post count
>>
>>183580069
Clearly, everyone is too busy working on their games to check in.
>>
>>183580223
Y-yes... that's what I was doing!
I was playing Smash
>>
anyone do stuff that modifies health bars?
>>
>>183571618
Got drunk after fixing nine maps worth of cliff issues. Now on to ten with a hangover.
>>
>>183571618
Oh dear, you should have told me you would include my demo in the OP, I would have given the updated link...I don't believe I can keep the same link but have a different file with MEGA and if you can I don't know how I would do that, but here's the updated demo for Tempus Ex Machina:

https://mega.nz/#!45swzCgT!G0XeuIfCSJZC9gp7xJSoqKdGGayuhqBSsuX_LkF6pnI
>>
>>183585042
I would have posted the link in the last thread I mean. Anyways, the RTP needs to be downloaded seperately, just in case for whatever reason someone can't get the game to work and hasn't done so. The rest of the updates won't include the RTP either since the file size is so much smaller.
>>
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Make a side quest based on this picture.
>>
How much will constantly running parallel process common events impact game performance? Just simple ones like detecting when a character's level has changed.
>>
>>183590893
A couple here and there generally won't do too much, but the more you have that don't shut off, the more your game will lag. It's a good idea to just not have to many of those in general if you can help it.
>>
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Hey, to the dev of UnknownWorld
the game looks awesome and I'm loving it so far but I get this bug where the font becomes huge right after I hire my first party member
>>
>>183592703
Yeah I made a bunch of fuck ups in the newest build, one of which lets you level up effortlessly cause I'm an idiot. I'll be uploading a fixed version shortly.
>>
>>183583409
With what version? Do you have any specific questions about them?
>>
>>183592703
>>183593160
Ok I just fixed it. A new download is up.

Link for anyone else who wants to try it: https://dewdneym.itch.io/unknownworld
>>
>>183590893
RM has hundreds of checks running in the background every single frame already, so adding your own isn't that bad.

You should still find smarter solutions when you can, though, and your example is a situation where you can use a smarter fix. It'd require only adding a single line of code, too.

Inside the levelUp function for Game Actor, you'd add a line of code that turns on whatever game switch you want. You'd then use that switch as a trigger condition for whatever (common) event you want.
>>
>>183594679
yanfly released that plugin, and it made me think about more ways to play around with the health bar.

Not just changing AI at set percentages, but things like enforcing your own hp boundaries with skills. Dealing weakness or something changes up where the hp boundaries are, making "angry" mode happen faster or even the opposite.
>>
I can't find any good scripts that bring you to a checkpoint after losing a battle. Anyone know of anything?
Using VX Ace.
Honestly, this should be an option supported by the engine by default.
>>
>>183595483
If you're using evented encounters, just turn on "Continue even when loser", and do whatever you want.

If you're using random encounters, you'll have to make a very small change to BattleManager's self.process_defeat function.

When you look inside, the game goes to Scene_Gameover if the @can_lose variable is set to false. For random encounters, it's always false. You'd change this function to whatever you want.

Likely, you'll want to turn on a game switch inside this function so that you can create an event that runs when the party loses an encounter as well.
>>
>>183599119
>>
Cyan's site is still down. Safe to say this might be it. Does anyone have his material in a zip or anything similar?
>>
bemp
>>
Is it me or is this place deader than usual?
Inb4 it's because everyone is 'working hard'
>>
>>183604608
It's because everyone is working really hard!
>>
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>>183604608
I finished my practice demo and started studying and putting concepts together for the real thing. I won't have anything to post for a long while.
>>
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Fuck yeah, intro text crawls!
>>
>>183597494
This helps a lot but now I gotta figure out how to make the player teleport.

I'm assuming what I'd need to do is make a "get location" event on where I want the respawn location to be and make the script teleport me to that variable, right?
I just have no idea how to accomplish that because I don't know anything about ruby syntax.
>>
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>>183606596
I don't want to be rude but this is possibly the worst way to dumb your lore.
>>
>>183606596
Only Star Wars has ever been able to pull off slow text crawl intros.
Don't do this.
It'd be better if each of those paragraphs had an acompanying scene to make it look interesting.
>>
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>>183606776
It's a side project with a focus on gameplay first. No cutscenes other than the opening text crawl, NPC dialog as limited as possible. Trying to call to mind the limitations of FF1.
>>
>>183606596
you use so much orange for emphasis that said emphasis has no meaning. like, a good third of your text has the emphasis color
>>
>>183607147
>Trying to call to mind the limitations of FF1.
Speaking of FF1, it did a small intro like that much better. Or at least the remakes did.

https://youtu.be/e1RxxKfhb-A?t=235
>>
>>183607340
NES Zelda and Metroid had similar crawls if you let the title screen sit long enough
>>
>>183609796
then nes zelda and metroid overused emphasis coloring
>>
>>183610008

maybe, it was an older way to lazily add story to games with none.
>>
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QUICK

POST GAMES THAT HAVE LARGE CHARACTER PORTRAITS
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>>183611013
>>
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>>183611013
Heh
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>>183611013
even mobile games are doing it
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>>183611013
.
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>>183611013
Worth going below the waist?
>>
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>>183611013
artsy backgrounds or just your game behind the busts?
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Trying to make a "fatal attack" kind of thing in MV - the enemy has to sacrifice itself to use it. I'm having some trouble.

I've tried all of these formulas:

a.die(); a.atk * 6 - b.def
a.addState(0); a.atk * 6 - b.def
a.addHp(-9999); a.atk * 6 - b.def

They all seem to have the same effect: the enemy dies but the sprite never gets a death animation. The image of it still stays on the field. How can I force the death animation?

Pic related, the bees are dead but the sprites don't go away.
>>
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>>183611013
Fire Emblems
>>
>>183612540
I use vx ace but if its the same with battles, then there should be a few event commands you can run on the troop events page. You can have one checking for an enemy to have 0% hp, then show animation command, select whatever animation you want on the dead enemy. In the enemy database, make a completely blank enemy with no graphic. Back to the troop event page, have the dead enemy transform in the blank enemy. That's how I would do it.
>>
>>183612540
>>183613074

I came up with a solution after some more experimentation. I created another skill called "die", and used a.forceAction() to force the enemy to cast it on itself.
>>
Alright, the swamp should be 100% done. Here's what it all looks like! Now to make the REAL second dungeon.
>>
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I think I can FINALLY move on from the first few areas of my game. Making NPCs reactive to the events of the world was a mistake.
It's a pain in the ass but it's worth it.

Next up is placing treasure and balancing the monsters of this small cave.
>>
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Which RPG Maker do you primarily use? I'm curious about what everyone here works with.
http://www.strawpoll.me/13514081
>>
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>>183613472
It would help if I attached the pic. Derp.
>>
>>183613859
reminds me heavily of the swamp area in the minish cap
>>
>>183613795
I am loving this map. It's charming as hell.
>>
I tried listening to the podcast and it's kind of... not very rpgmg related? It mostly seems to be chat about non-rpgm games, with the occasional pause to go "oh and Yanfly made a thing".

...I mean, other games are of course relevant to a game maker - as inspiration, as examples of what to do or not do as you make a game - but it doesn't feel like the themes are sufficiently put into a game making context. It's more about the games themselves than the lessons I'm supposed to take away from them - and even from a game making standpoint, it's not very much about rpgm itself.
>>
>>183612563
>>183612357
>>183612126
>>183611914
>>183611729
>>183611487
>>183611357
>>183611179
>>183611013
Must be the podcast gang, because this has fuckall to do with RPG Maker.

Go resurrect the JRPG General or something.
>>
>>183613795
Reminds me of earthbound.

>>183615000
Actually, I've never played minish cap.
>>
>>183613859
The tree tile corners are white.
I dunno why you would do an entire map with a glaring problem like that; now you have to waste time fixing it.
>>
>>183615213
thanks

>>183615792
>Reminds me of earthbound.
Not what I was expecting but I'll take it. The mother series has a good aesthetic even if the first two games are pretty bad from a technical standpoint.
>>
>>183616137
White? What are you talking about?
>>
>>182891006
>>183572826
I KNOW THIS GAME.
Dev anon, you're the best. I love your aesthetics, I hope to support you the moment I'm not a dirty neet.
>>
>>183616480
The tree top corners are white, like the transparency is messed up.
Or possibly, snowtiles underneath?

Is this the season changing developer who wanted to make a jungle using deciduous forest tiles?
>>
>>183617608
Oh I see. Click on the pic to zoom in. Those white spots aren't actually there. 4chan does some weird stuff when resizing large pics. At least for my pics. And any transparent sections actually show up as black in game too.
>>
How can I get a legal RPGM MV cheaper (preferable not the steam version unless I can use it outside steam)? I'm willing to spend my hard earned money but 80 bucks, for fucks sake, that's a bit too much, don't you think?
>>
>>183613795
Nice tilest. Did you make it yourself?
>>
>>183618128
Wait for a sale or humble bundle.
>>
>>183618963
MV was seen in humble bundles? How often are the sales? How much it's usually off?
>>
For anyone looking to do script calls similar to event commands, refer to these bookmark-worthy links:
>vxa
https://forums.rpgmakerweb.com/index.php?threads/script-call-collection-for-vxace.25759/
>mv
https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0

>>183606753
Do you know how to teleport the player back to a checkpoint through only eventing?

I specifically mentioned at the very end that you'd want to use a game switch, because that'd let you go back to doing things through eventing immediately. You'd have that death processing function turn on a game switch, then you'd have a map/common event automatically run with that switch as one of its trigger conditions.
>>
>>183618379
Yep, it's 100% original. Thanks.
>>
>>183617931
Did you use a MapScreenshot script?
>>
>>183620248
Yes. Still shows up fine on my end tho if I click on the pic to enlarge it.
>>
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Got some more progress done today.
Act 1 is basically done, and I'll work on Act 2 next.

Once said Act 2 is finished, I'll release another demo, so it'll all be sorted out by the end of the year, hopefully.
>>
>>183622373
That's great!
>>
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I'm using VX Ace and I can't find a script to show mini HP bar on map. Many XP scripts had mini bars, I don't remember to see any battle system with mini bars on map to VX Ace. Is there any?
>>
10

should i post a buggy demo?
>>
>>183624869
Why not just fix the bugs THEN post it?
>>
>>183624869
Post anyway.

>>183625070
Shh.
>>
bumpin
>>
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>>183620418
That's not it.
There should be a ground tile underneath it.
It's not suppose to look like that.
>>
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>>183629412
What, you mean like this?
>>
>>183631659
Thats better.
You should overlap the tree trunks too.
>>
>>183632192
I'm not a spriter. I did the best I could to fix the corners but anything more is beyond my ability.
>>
>>183628135
>>
>>183632478
what? No. Just overlap the tiles you dummy.
>>
>>183620086
Oh damn, that script call is a godsend. For whatever reason I couldn't find the ones for VXA, just XP and MV.
Now I'm able to call a common event and get everything going from there.
>>
>>183613795
this has a nice roundness to it as a thumbnail, enlarged image is pleasantly earthbound. well done
>>
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Bump
>>
>>183634285
Not that guy, but that wouldn't work in VX. The forest roof tile and the grass are both A-layer tiles. You can only have one or the other.
>>
>>183638987
VX mapping is really fucking bad, huh?

I dunno how they fucked it up after getting it right with XP
>>
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Well sheeeeeeit. Anyways, back from getting some food, continuing to dev.

>>183634285
Yeah I was confused as to what you meant but >>183638987 made me realize you were talking about something in a previous engine.

>>183639190
It's pretty bad. I WISH I can have those extra layers. Since we are stuck with what we got in VX Ace, I can't even put tiles of the same tab group behind or in front of others and end up with pic related. It's got some stupid hierarchy to how it decides what can be placed on/in front/behind what.
>>
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boring bugfixing bump

there was a bug where sometimes the menu wouldn't draw any of the faces.
i know that i'm always using the same image file, so i save that bitmap as a local variable, and it's used each time drawFace() is called. normally, drawFace() creates a temporary bitmap to hold the requested face to be drawn.

this fixes the bug, and it alleviates a bit of the performance hit when opening the menu.

>>183625070
because it's boring
>>
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Looking at spritesheets for games like Recettear where you have these large character portraits in dialogues, and trying to condense my main character's feelings into 7 or so main faces or emotions to reuse for the whole game is stressing me out. I feel like it's not enough, and that I'm too stupid to figure out this body language.

Recette has 8 faces total, for all her emotions and suffering. Eight!
>>
>>183643991
What does the 318 mean?
>>
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>>183644380
mana cost. it's being shown with the wrong placeholder icon atm. perhaps it'd make more sense if it weren't being shown next to the tier-9 bard weaponry icon.
>>
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spiffy
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I'm bored. First person to post their protagonist gets a sprite of them from me.
>>
>>183649382
>>183631659
There. have fun.
>>
>>183649952
>RTP
Eh i'd rather do an original design
>>
>>183649382
Male and Female MC respectively.
>>
ded
>>
>>183650643
Fuck me I was just about done and seconds away from pressing ctrl+s.
And my computer crashes (crappy, dying graphics card).
Sorry dude its gonna have to wait till tomorrow, my mood has been totally ruined.
>>
>>183653814
It's okay Anon, stuff like that happens to all of us.
I'll look forward to it.
>>
Link for the Humble Bundle 2 DLC is down.
Anyone have a new link?
>>
>>183606596
I feel like I'm reading a mad libs story.
>>
>>183606596
Oh I just noticed Krylius is spelled wrong the second time.
>>
>>183658530
Thanks. I changed the spelling from a u to a y because I learned that Krulius was already a name in Doctor Who. Guess I missed one.

Honestly, I don't really care what the villain's name is though. I might as well just call him "The Dark Lord".
>>
>get ahead enough on javascript classes
>remember RMMV uses javascript for plugins
>get excited about making vidya
>download it
>realize I can't do anything worth a shit with standard resources
>uninstall

I wish I was an artfag
>>
>>183660159
I downloaded like 3 Andrew Loomis books for this purpose.
>>
>>183660159
>Be an RM artfag in 2017
>Everyone just wants you to make 'parts' they can assemble themselves.
>Nobody knows what they're doing or how to use things.
>Uncertainty is the new norm; it used to be a barrier of entry.
>>
What's your guys opinion on Fes?
>>
>>183663614
Not gay enough
>>
good night bump
>>
I'm a fan of the OP image. But having read part of the book trilogy, nothing really exciting happens underwater.

One of the main characters was half sea-elf half Sahagin. I vaguely remember some cultural stuff. Like they don't have a written language, but they had this thing with shells and beads on a string that they "read" with extra their extra fish senses. Like shark electroreception or something.

I had wanted to do an underwater rpg, and hoped the book would serve as inspiration. But whenever it was underwater, it was all sensory crap about buoyancy or just introspection for not being a full blooded fish-person.
>>
Live, as opposed to dying
which is what you're doing,
thread
>>
>>183663614
Can I emulate it?/10
>>
bump is life
>>
>>183663614
With no option to create/import custom art it is way too limiting.
>>
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>>183650643
>>183653814
Ok donezo with the male MC
>>
>>183681992
cool dude
>>
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I've learned from school the importance of producing work that immediately works for your employer. When you're given an assignment, the instructor tells you exactly how your submission should be compressed, what input your program should take, and what output it should produce. If it doesn't do all of those, then you fail the assignment instantly.

And here I am, working with a dipshit that give me art that needs to be repositioned to work with RM's specifications, or even where I need to edit the map tiles to even *tile properly*. I'm so fucking livid lately, and I hate anything related to art.
>>
>>183660608
which Loomis books are best? Can you jump into any one in any order, or are certain ones themed for more focused work in a particular area?
>>
>>183686390
>I've learned from school
many hearth keks
I've learned from work that what they teach you in school is the ideal expectation but once actually in the workforce on a project with a deadline, everything goes to shit because someone on the team somewhere is a fuckup and it's to be expected. Case in point, here I am shitposting on a tibetan lewd kinetiscope online-amphitheatre at 11AM because some fuckheads can't resolve their defects over the weekend and my testing work is roadblocked. Still gettin' paid, browsing six tabs of nonsense.

Chillax famzilla, I'd consider yourself lucky you got art worth working with in the first place, repositioning sprites is fairly easy work and I could forgive an artist not knowing the techie shit to align sheets properly as long as they look good once lined up right.
>>
>>183687120
>you got art worth working with
heh

but yeah, i get it's relatively small, trivial shit, but i cannot wait till i actually have money to throw around. i wouldn't hire fuckwads that consistently produced shit that had to be fucked around with every single time they produced something. fuck
>>
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>>183686390
maybe make your own art? Developers used to make their own regardless of how trash it was, and ship it anyways to financial gain.
>>
>>183686475
I don't really know, but I started on Fun With A Pencil, which seems to be the absolute basics and is likely the best starting point. If I had to guess I'd say as long as you do that one first you should be good doing the rest in any order. Maybe. I actually just got these from the /ic/ sticky the other day.
>>
Does anyone know how to draw a picture in a script with JavaScript? It seems really complicated with this loading and tree child stuff and I can't find a good example of a basic draw to build off of.
>>
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>>183688530
>I actually just got these from the /ic/ sticky the other day.
good to know. I've been dabbling with some of the facework and posing off of the normie meme "draw the squad blank" from google and pinterest. A little too Cal Artsy in style, but I think I can un-gay it up enough for my tastes.
>>
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>Scene_Map.prototype.drawTestingSprite = function() {
> testingSprite = new Sprite()
> testingSprite.bitmap = ImageManager.loadPicture('spookyimage')
> this.addChild(testingSprite)
>}
You basically need to do three things at minimum:
1. Create an instance of a Sprite object, and save that as a variable. In this case, it's the variable called "testingSprite".
2. Load an image for that sprite. In this case, it's an image called spookyimage.png located inside img/pictures/.
3. Add this sprite into the scene, so that RM actually draws it. Note that "this" refers to Scene_Map. That's why it makes sense to make the JS function that adds this sprite be a part of Scene_Map.

If you want to know more, you should really just watch one of the random YouTube vids on scripting. Since SRD's not looked at so kindly around here, I'd say someone like soulpour777 is also good to learn from.

>>183690219
What are you specifically intending to do with that sprite?
>>
>>183692035
Damn, thanks a lot looks like I was close but that's a super clean explanation. I think I've seen that channel's videos a few times so I'll try and look through more of those for future reference.

To answer your question it's for portraying an actor picture in battle. The end goal is I want pictures and the ability to change them based on states and actions. The basic example being something like a barbarian has a different picture when he has the rage state.
>>
>>183681992
That's pretty good, I like it a lot.
Thank you Anon.
>>
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>>183673907
THIS BRAVE SOUL, TAKKONGGUY, JUST POSTED PROGRESS IN /AGDG/'S WEEKLY RECAP, AND IS BASICALLY MAKING YOU HIS BITCH
>>
>>183696008
How is the response aside from >RPG MAKER?
>>
> Be me
> Test play game
> Character suddenly runs to the left without any apparent reason
> Not just once, and on EVERY map
> Spend 15 minutes checking events, closing and restarting rpg maker, checking other programs to see if keyboard is shitting itself
> Everything should be working
> Glance to the side
> Something has got on top of my controller and is pushing the stick to the left

Don't be me.
>>
>>183696008
he's got good art. he'll be all right anywhere.
>>
>>183696896
Everyone likes it. Mostly cuz of the art. If I posted mine I bet it would be shit on.
>>
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>>183696896
fair, hating RPG Maker is just a meme. If you can't brush off the engine criticism, then you're not gonna make it anyways

see here >>183680336 he got a lot of response and visibility. and like >>183698018
and >>183697982 say, his art is likable.
>>
>>183697850
>Something has got on top of my controller and is pushing the stick to the left
happens too much, I unplug when not in use. Not an issue with consoles but such a problem with PC
>>
10 drawing again, even though i'm not supposed to be. wrist issues
>>
>>183701109
do it with your dick, you have a tablet right?
>>
*bumps your thread from page 10*
Nothing personell kid
>>
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So a really good friend of mine made a game and it would mean the world to me if you checked it out. It's a really big passion project for them and over 2 years of work is finally getting released

http://blinking4soup.tumblr.com/post/163297014147/blinking4soup-h-e-a-r-t-b-e-a-t-developer

If you have any feedback please let me know! I'm just helping spread the word around but you can contact her directly via the blog posted. Thank you :)
>>
A lot of games will do a one-off rolling boulder/block pushing puzzle, maybe put 3-4 in a dungeon, but it's super underutilized. Would you hate a more puzzle-heavy boulder-roller if it made sense in the world and had story to go with it? Like Adventures of Lolo 3 with some substance behind it
>>
>>183706159
It's fucking gorgeous
>>
>>183706159
cautious, appears to be blantant shilling at first glance. Never seen this game in development on chans. Explain tumblr's shit format to me, because I can't clearly see where to find the later posts about the game as it was developed. I want to see earlier elements and development past
>>
>>183706159
Tell us something about this game.
>>
>>183706159
>check twitter
>31 tweets, 8 followers
tell your friend she's about 18 months late on the social media circuit. You start the outreach IN development, not at the last minute. Jesus Christ

It's lush & pretty for an almost complete RPG Maker game, which are rare enough as it is, but there are some basic unwritten rules being violated here
>>
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>>183706592

It's been pretty internal as far as development goes and the tumblr post was the first time they put it out to the public. If it seems like I'm promoting it in a bad way I can delete the post.

>>183706840

I'm not really sure how to describe it outside of a turn-based RPG adventure with a really diverse cast of characters. I liked the story when I played it for the first time, but what I liked even more was each individual character's uniqueness that they had, as well as their character development later on in the story.

>>183706934

There wasn't any real effort put into advertising since it's their first real game being put out. The only reason I'm actually here is because I got the OK to share it with whomever I wanted, and I figured this would be a good place to share it

Like I said earlier, if it seems like the post is in poor taste I can remove it. A lot of late nights in Skype and eventually Discord went into making the game, and I'm just trying to share the finished work around.
>>
>>183687120
Must be nice to get paid for your time and not actually have to do anything.
>>
>>183706159
>It's a really big passion project for them and over 2 years of work is finally getting released
>on their tumblr "HEARTBEAT has been in development since early January 2016."
>we are planning on a free demo around mid-July, while the full game with be released around the end of August.

some of this just isn't adding up. 12ish people on credits?
>>
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>>183706159
>So a really good friend of mine made a game and it would mean the world to me if you checked it out. It's a really big passion project for them and over 2 years of work is finally getting released
>http://blinking4soup.tumblr.com/post/163297014147/blinking4soup-h-e-a-r-t-b-e-a-t-developer
>If you have any feedback please let me know! I'm just helping spread the word around but you can contact her directly via the blog posted. Thank you :)

No, it's out there now, >>183707584
we are fickle gods
>>
>>183706934
>checking twitter
Who does that?
>>
>>183707876
obviously not you, nodev. Not Gonna Make Itâ„¢: The Post
>>
>>183707584
basically if you want 4chan support you need to share development from the ground up, including all the embarrassing fuckups while trying to make progress. Posting the finished game is just plain shilling.

You didn't screw up, if the game's actually good and fun then it doesn't matter, but posting the game when you can't play a demo, it hasn't been shared previously in dev, and you aren't even the developer herself are all silly moves.

•convince the dev herself to come post and talk about development issues and Q&A a bit here; it'll liven up the thread and she'll get quality feedback
•get her to release a goddamn demo NOW so we can play the damn thing
•post gifs and images of the game while shilling for her, and be informed enough to answer our questions about it
•don't get offended when we shitpost or call you a shifty jew nigger for shilling incorrectly. If you can win over us and more importantly /v/, you get fat stacks of Risk of Rain-tier money
>>
>>183708851

I understand that much! I'll see if I can organize something with the dev team so they can speak for themselves instead of me saying something incorrectly.

Also, the link I posted -was- the demo, does it not work for you anon?
>>
>>183709045
>Also, the link I posted -was- the demo, does it not work for you anon?
It looks like there's one there, it's just not front and center with the shit layout on that site
>>
>>183710109
Tumblr IS largely an awful site, but... it's a bolded allcaps link with arrows pointing at it. I think that's more on the viewer if they can't find it.
>>
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How sued am I?

>>183703834
I normally do draw with my dick, but I'm not that into big boys. Too thicc for me.
>>
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>>183710805
To be fair, I ALMOST missed the link too as I quickly skimmed the page. A colorful button would prob help with that but whatever.

>>183706159
I'll give it a look later when I'm done devving for the day.

Now, as for everyone else since you guys give me good ideas, what comes to mind when you hear "Abandoned Glade?" That's what this area is, and I'm not sure what aesthetic direction to go with it. I want it to have a nice desolate look, prob with some water again, but not like the swamp. Just some spooky/creepiness but also not too much since I wanna save maximum spooks for a graveyard area later on.
Also keep in mind I need to have space to put a puzzle to open an area inside this map too.
>>
>>183711424
I'd expect an "abandoned glade" to be overgrown as shit unless there are forest spirits tending to it or something. Fallen leaves fucking everywhere, much less cleanly defined than what you have there, and maybe a fallen tree or two if you have the tiles for it. If it used to be civilized (can't be abandoned if no one was ever there, right?) then you could have some minor ruins like a cracked walkway or something.
>>
>>183711424
this is an NES Zelda fairy lake without the lake, feels strange to look at as is
>>
>>183696008
please post here again taggongguy
>>
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>>183711896
>>183712024

I just made this as the framework to give an idea of the size I had to work with. The glade is in an area that has a mountain all around it.
Like pic related but not entirely a lake.
>>
>>183712171
it's definitely more beneficial for him to spam updates in agdg for the larger audience.

the only real gain he gets from rpgmg is that some of us are more familiar with scripting questions he'd have. rm specific answers could be given by us, and agdg would only have general programming solutions that wouldn't even really be useful to him.
>>
https://soundcloud.com/marcus-dewdney-1/unknown-world

Bumping the thread with music I guess. I think I overdid it with the echo.

I should just learn LSDJ and make accurate music but eeehhhh
>>
>>183713508
echo wasn't that noticeable; seems good
>>
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Master of the Wind has been updating it's game for 10 years. Replacing artwork window skins, and I don't know what else.

I'm tempted to download it again to see what's changed. I remember when it was a mixed bag of resources.
>>
Fucking hell I do not understand how I can go from I HATE MAKING PIXEL ART, SOMEONE END MY SUFFERING to loving this shit in no seconds flat but I'll goddamn take it! Now let's make some fucking pixel art!
>>
>>183719689
Pixel art is for rm2k.
Everything that came after it is color indexed low resolution art.
But no one ever listens to me.
>>
Okay guys hear me out. What if no timed hits during the player's turn, but yes timed blocks during the enemy turn?
>>
>>183719689
PIXELART IS AWESOME
IT'S ALMOST LIKE CHEATING
>>
>>183720638
Yes? and?
I'd list out games that have done it. But people shit on the podcasters for doing that, so I don't know what to tell you.
>>
>>183721058
I don't know any that have done it offhand. I think you're supposed to give an analysis or suggest ways to implement or improve it to avoid getting shit on.
>>
>>183721058
>But people shit on the podcasters for doing that
It's only one guy who has a hateboner for the podcast
>>
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Damn it, I can't seem to get this to look decent no matter what I try. This is annoying.
>>
>>183721563
Main thing you should change is that you shouldn't use the same tile for both "on the wall" and "on the ground" purposes. In particular, that means it's that one bush tile.

Other than that, it's good enough.
>>
>>183721315
But it's such a fundamental thing.
There's only so many ways you can do timed blocking.
Key prompts. Spinners. The linear form of spinners.
A combination of key prompts and spinners.

I mean, the podcast kinda did cover this stuff in the last video about critical hits.
This is just critical block.
>>
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>>183720012
Guess who's using rm2k, motherfucker!
>>
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>>183722180
Actually it turns out I'm an idiot. I had an extra tileset for this exact purpose and completely forgot about it. Now it should look MUCH better yes?
>>
>>183721315
It should be a significant difference to damage received, otherwise it just a waste of time.

In digimon world, when ever you use a Special Attack, or are about to be hit by one, you have a timed hit thing to boost your attack or defense.
But it's like, 100 point difference.
That's significant at the rookie level, when your HP is like 1000.
But at Champion, Ultimate, and Mega level, your HP is 6000+, so 100 point difference is negligible.
>>
>>183723515
Not really. You're using rock fissures on a brick wall. And look, a brick wall behind a brick wall!
Floor cracks on wall tiles.

You're trying to use tiles in a way they weren't designed for.
>>
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>>183724429
It's always something...there happy? I don't have any other tiles I can use to make it look caved in and want to have the stone cracked a lot.
>>
>>183661119
Fuck the generator. Seriously.
I miss the time where I can download unique character designs and get inspired for a story. Now it's generator look alikes x90000
>>
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>>183725887
You could always customize it a bit and draw a few more crack variants! It's not that hard.

What bugs me is that the top part is entirely flat - it's missing the edge tiles that the lower one has to show there's a corner.
>>
bumop
>>
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>>183727101
I guess it's comparable to when they started selling cake mix back in the 20's or whenever it was.
The story goes: People didn't like using cake mix because all they did was add water and bake. "It's not my cake."
So they took eggs out of the cake mix, making people mix in their own eggs. And suddenly "This is my cake. I made it" and store bought cake mix was a success after that. People are bias when they put something together themselves. They call that the Ikea effect. The cake isn't any different, but it's somehow "better" when people put enough of it themselves.
>>
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Alright so how's this for aesthetics so far?
>>
>>183730025
And here I'm just like

if I was going to buy cake mix, not wanting to fuck around with eggs would be like 60% of the reason. At least.
>>
>>183731150
Ditch the white rocks.
Your flora is too evenly distributed. It should be clustered from high vegetation leaving paths with low vegetation.
Flowers and trees should be concentrated around the tall shaggy grass. Because it's not a park or well mowed lawn.

I might have missed it, but what is that building suppose to be?
A sunken ruin? Maybe add remnants of raised flower beds, statues, ect...
More water. More trees. More trees in the water it's suppose to be a swamp.
Or get rid of all the trees and make it a bog.
The tree edges framing the map is too ridged, you know? Unnatural. But it there were stone tiles and older structures litered about that would prevent growth, that makes sense. But even still, I'd add a few more trees to make the edges jut out so it doesn't make straight lines.
>>
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>>183733932
Now this...this is the kinda shit I wanna see! Alright bit by bit:

>Ditch the white rocks.
Why that? At the very least I can reduce the number but this place is inside a mountain so the terrain would be interrupted by rock formations jutting out of the ground.

>Your flora is too evenly distributed.
I see what you mean, looking at it. Noted.
>Flowers and trees should be concentrated around the tall shaggy grass.
I'll see what I can do for that cuz this tileset is a bit finnicky when it comes to grass.

>what is that building suppose to be?
An ancient temple.

>Maybe add remnants of raised flower beds, statues, ect...
Not sure how I would add raised flowerbeds and as for statues, I don't have any that look weathered or have moss on them in this tileset...damn. I'll try to add more structures like stone pillars though, that I have at least.

>Swamp or bog?
It's kind of a combination of both actually. This section is inspired by pic related. What do you think I should do to make it look more like that? I don't want to have TOO much water though since the players literally JUST FINISHES leaving an actual swamp right before coming here.

>The tree edges framing the map is too ridged, you know? Unnatural.
I KNEW I FORGOT SOMETHING. I was actually gonna changed the tree line but I kinda forgot. Anything thanks for all the help so far, I'll see what I can do to change all this stuff.
>>
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Hey /rpgmg/, I got a small visual problem and I dont know how to fix it. Specifically, the cursor outline for a selected choice is too far down, and too close to the next choice. You can see what I'm talking about in pic related.

How do I adjust the cursor select placement for this? I DO NOT want to temporarily workaround this by editing the image file, because this isn't universal for all text boxes, only specific to choice boxes. I'm assuming the solution is hidden in rpg_windows.js, but I don't know. Help, please!
>>
>>183738969
Is the outline offset by 4 pixels?
Put a ! in front of the filename.
>>
>>183742698
its literally the highlight from img/system/Window.png
>>
>>183706159
art looks good. I have to agree that I'm much more comfortable with the rpgmaker page as opposed to tumblr, but in general there could be some improvements in organization for more effective shilling.
>>
>>183746990
What makes you think they're selling?
>>
>>183748724
at this point, I feel that the meaning of shilling has watered down from selling to just plain being aware of something.
>>
>>183748724
It's listed as a commercial on RMN

She joined 5 years ago, but has zero activity until this month. I want to tell her...but her ignorance amuses me.
>>
This gets probably asked a lot, but

what's the best MV-friendly software to work with sprites?
>>
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>>183738969
I found that I could modify the window stuff in rpg_window.js, in the window_choicelist section of the file. I've been fiddling with the variables and this is the best I could fix it so far. Anyone know what else I could do?
>>
>>183749979
MV friendly? I get the feeling you've got some serious misconception.

GIMP. It's free. It does layers. Transparency locking. Custom Brushes. Animation. You can download plug-in's to create spritesheet if you're really inept.
It of course has tons of other features that aren't related to sprites.
But if you're stupid and easily overwhelmed you can buy Game Maker Hub for $25 and still not know what you're doing.
(Don't take advice from places like rpgmakerweb, they want to sell you stuff. And they ban anyone who calls them out on it.)
>>
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How do you do time travel stories without running into the question of "Why doesn't [time traveler] do ___ if he can travel through time?" I don't think I've ever seen a time travel plot done that avoids this issue. The time traveling characters always end up not doing something they easily could/should have that would have made their lives much easier.
>>
>>183752457
involuntary/not completely mastered time travel powers

either that or a device/situation that allows for very specific jumps in time
>>
>>183752457
Setting time nodes to travel to is a costly endeavor, far more than what a single individual can decide on his own.

Time travel is locked to particular timegates or monuments at the destination. Traveling heats up the timegate a great deal, limiting where and how often you can jump. Jumping into an insufficiently cooled will cause a nuclear explosion, and you'll be in the center of it.

Time travel causes a temporary sense of paranoia and readiness over a wide region. It is difficult to catch people by surprise right after an instance of time travel. As such, the mere act of time travel can cause deviations from history.

The characters ARE using smallscale time travel to make things easier, they just didn't bother mentioning the micromanagement.
>>
>>183752457
The time traveller doesn't get to choose when or where exactly they go. They don't know who anyone's ancestors are. Turns out the villain was still a badass as an infant and his pregnant mom can kick your ass too.

The only way to make people stop asking why x doesn't happen is to make x physically impossible, and that's not a guarantee.
>>
>>183752457
Most time traveling stories I'm familiar with are accidental or experimental.
They're so far in the past that stepping on a butterfly could send ripples of change through the timeline and erase themselves from existence.
Or they're stuck in time and their main concern is to get back home.
Or they're in a groundhog's day loop. And there's nothing convenient about that, but it's entertaining to watch them act omniscient on their 100th+ repeat.

In Doctor Who they mainly steer clear of their own timelines because it gets messy otherwise. And when it does happen, they get their memories wiped.
>>
>>183730025
Since we're doing the analogy that it's the same thing except people made it themselves.

The problem with the generator is that there's no personality beaming out of it. You cannot compare resources like Makapri's which has interesting design and composition to "generic" nondescript poses of the generator faceset. It doesn't help that there's no clear silhouette to distinguish each character from another which is understandable.

And there in lies the problem of a story-oriented RPG. If most RM games were aiming to be Dungeon Crawlers with 0 cast and minimal story, it's one thing, but the problem is most of them do have an "epic plot."

My disdain with the generator is how boring it looks and how forgettable they are. And in turn kills the creative flare to make a game with the assets or even play games using those assets.
>>
>>183749979
But it really doesn't matter as long as you know pixel art and it has transparency support. But here's a list to help you out.

Pixel Art Centric:
- Pyxel Edit
- Piskel
- Graphics Gale
- Cosmigo Pro Motion
- Aseprite

General Digital Art:
- Photoshop
- Paint.net
- GIMP
- Paint Tool SAI
>>
Last spring I played around and started making a game with Ace that I was actually having fun making. But it was with the trial though so once the trial ran out I had to abandon it.

I still have the project file and recently I really been thinking about maybe getting back to working on it, as a hobby.

Really don't feel like paying 70 bucks for it. Did you guys all buy your versions?

I looked online for "other options" but didn't find any links I trusted.

Sorry if I sound like a fag. I checked your wikia and didn't see anything relating to this.
>>
>>183759451
meme spacing
>>
>>183759451
I've bought all of mine, but not at full price. I got MV on a steam sale and the rest through a humble bundle I think.
>>
>>183760191
oh sorry didn't even realize I was doing it until it was posted.

If I do have to buy stuff I might just buy MV instead since it looks better.
>>
>>183761301
Wait for a sale then buy MV. MV is in alot of ways far superior to Ace, especially when it comes to plugins and javascript versus previous rpgmakers. On the flipside, most of the assets are garbage, some copied lazily from ace to mv without format changes making them look like ass. theres some more quirks, but mv also has a great character maker going for it, thats good and customizable, and far better than ace's. Just wait for a sale.
>>
>>183759451
Pretty sure the people who started and managed the wiki are gone.
The podcasters will disappear, if they haven't already (They're overdo for a new video)
Just like the booru board went nowhere. Discord. The collaborators. And so many many pastebins full of dead links that I have stealthfully pruned from the op over the years.

I'm reluctant to add anything to the OP because I know from experience that people will mindlessly copy & paste stuff.

I've tried encouraging /rpgmg/ to discuss actual rpgm games. Rather than people treating the general as their personal development blog.
That didn't work out. And "The game of the week" ended up being the game of 3 months - and no one spoke a word of it.

As they say, "You can lead a horse to water, but you can't herd cats in the cradle with a silver spoon." or something like that.
>>
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Good night progress bump. Hope this is satisfactory. I tried. Don't die over-night k?
>>
>>183764540
>The podcasters will disappear, if they haven't already (They're overdo for a new video)
We're on hiatus 'til October. The OP should probably be updated

You are a rare breed - You actually play RPGM games. The majority here are mostly interested in making our own game, but you're like the guy who actively seeks out independent film. I admire that. While I lack the time to help you (or play any games myself atm) I wish you godspeed
>>
>>183765702
More than I could hope to achieve, m8.
>>
>>183757418
I agree. Even if the RTP looked amazing, then everyone would have 'amazing' art, which would then look 'average' because everybody is using it.

I liked the halcyon days of the early 2000's where 13 year-olds would do their own art in a pseudo-anime style and not give a fuck. It may not have been perfect, but it had personality. I think people are scared to be seen as 'imperfect' and would rather hide their personality than show a weakness or blemish. It doesn't help that in [current year] EVERYTHING online is archived FOREVER, so you're always living with the thought of your embarrassing earlier works coming back to haunt you. I do not envy today's youth.
>>
plz live
>>
>>183765918
Most Rpgm games are an hour. 2 tops. I don't play them like a playtester would. Like, I've seen youtubers waste 10minutes in the opening room examining and scrutinizing every detail.
Me: I see a door and go through it. That took 2 seconds. Experience tells me anything on the starting map is inconsequential and I'll never see it again. Chances are too, it'll be the middle of the game before anything in the Opening Text Scroll becomes relevant - if ever.

I guess that's wisdom you only get by playing 100s of rm games and demos over 10 years.
>>
>>183772884
That is something I'm trying to fix with my game. The whole 'first half of the game doesn't mean anything' deal.
>>
10

i've got the opposite problem. i don't have any plot, or even any gameplay introduction/tutorial.
>>
>>183775993
craft one
I'm making a pretty ambitious title myself and I got a general idea of what I want but it never hurts to just sit out and brainstorm the major characters, what happens, and who's personality is who's.
>>
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>>183767915
>Be art graduate
>Replicate the RTP Style
>"Those are convincing edits"
>Moderators move it to a subforum with other edits.

You don't deserve me.
>>
>>183767915
really? What I see on rpgmaker.net is ALL "personality". Except that effort put into portraits and buildings is effort not put into making fights actually look and feel good.
>>
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>>183777382
>rpg devs in charge of making battle systems
>>
>>183777808
>expecting solid battle systems
>can't even make a convincing looking slash attack
>>
>>183776272
>replicate existing style
>expect praise for originality
>act like an autistic for not instantly being recognised as a gift to the community

JUST
>>
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>>183778004
you got a problem, m8
>>
>>183778652
I'm not sure what your point is. That was a real slow fucking slash compared to the particle effect.
>>
>>183778769
joke; calm down
>>
>>183777382
That's because the sort of autist who gets into the JRPG game does it because they think they are super quirky and interesting and can write something super quirky and interesting.

If they could leave out the battle and still call it a JRPG they definitely would. Battles are just padding for their anime aspergers adventure.
>>
>>183778983
You can't? You aren't forced to ever use the battle system if you don't want
>>
>>183781120
>call it a JRPG
no
>>
>>183752104
I use Photoshop CS2. It's also free right off adobe's site because of some weird DRM issue, so they still host it for legacy users on the honor system. For real though, they just don't give a fuck and want people using it so that businesses are pressured by it familiarity in the public to buy licenses. I don't think the latest Photoshop 6 ot 7 or whatever they're up to honestly adds any features the average user will ever utilize anyways
>>
>>183764540
I unironically fapped to this post
>>
>>183778652
excellent Cal Arts friendo. We Bare Bears nao. OK KO!
>>
>>183778853
no, your shitty slash WENT TOO FAR. I am now horribly upset and must be appeased with quality webms.
>>
>>183781120
>>183781268
>You aren't forced to ever use the battle system if you don't want

You are forced to use the battle system through subconscious hobbyist expectations that number grinding and menu navigation constitutes an essential part of the role-playing experience, largely perpetrated by the unintentional absorption of the Wizardry franchise into the japanese game market in the early 80's. While the series had excellent isometric map puzzles, what the japs latched onto was the goddamn party management and number-crunching, and ran with it into Dragon Quest(Warrior), Final Fantasy, and so on.

If an RPG Maker game could float on its own without combat, it would require actual gameplay like meaningful dialogue, exploration and puzzles, and a story to drive these actions. To The Moon seems to be the only game that successfully did this while driving a large number of players(for the engine). At least I assume To The Moon has no combat, I generally don't play modern-setting, touchy-feely things for the nu-indie crowd. If they did something for the swords and sorcery crowd, where you're having a story in a setting that usually relies on combat over a good tale and characters, that might be jarring to some but a big breath of fresh air, having to talk to harpies and beholders and whatnot instead of smashing numbers together over their sprites.
>>
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>>183782714
>must be appeased with quality webms
>>
>>183783621
Not.....what I was expecting.
>>
>>183783621
don't post webms of my autistic senpai.
>>
>>183783691
this is your last one then
>>
Pay atTENtion to the thread, people!
>>
>>183788534
do you have any progress to share? Not putting you in the hot seat, but what are you working on?
>>
>>183789408
I'm currently working on tilesets in MSPaint. My game takes place on an alien-like world, so the color schemes are weird (example: most plant life is blue). It's a game based on exploration. I'm trying to finish a small demo.
>>
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>>183790265
>It's a game based on exploration
abandoning all notion of combat then? How do you plan on fleshing out exploration? On that note, you know what I don't see often in plugin discussion, are map mods or other navigation add-ons to rpgm. Hmmm...
>>
>>183791701
You think that exploring a dark cave WON'T end with you being attacked by a once-slumbering beast? :)
>>
>>183792017
well what kind of battle system do you have in mind?
>>
Work on your game
>>
>>183803029
You can't make me!
>>
10

i just want to sleep
>>
>>183806002
>i just want to sleep
I want to get out of work and dev
fukkin kids
fukkin sleep
cant get anything done
>>
>>183783452
For all the praise Ultima 4 gets for it's roleplaying, I wish someone would give it a graphical overhaul to make it playable in this day and age. It probably has a lot to teach, but the barrier to entry is rather high
>>
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>>183803029
1-3: Art
4-6: Scripts
7-9: Writing
0: Scripts again
Dubs: Get scripting you fuck
>>
0-5 work
6-9 play

>>183807570
get fucked, nerd. why are you avoiding scripting?
>>
>>183806857
>make it playable in this day and age
combat was clearly an afterthought. Had to talk to Lord British to level, you could overlevel and get stuck fighting things that were way too hard and required buckets of herbs to cast against. It was pretty much Run Away After Level 4: The Game, and you learned enough about cheesing the system to only fight when you were absolutely forced like the last dungeon, or to steal pirate ships.

I replayed it(on NES anyways) multiple times at high level, low level, medium, with all different party compositions, different MCs, and with or without magic, and it was all super un-intuitive.It was forgivable then, because it basically invented tactics grid battles for Fire Emblem, Ogre Battle and FFT to copy(at least earlier ultimas did, #3 as far as I know) but those games didn't do much to fix the cheese mechanics of dancing in and out of position or how long it took.

The game needs a complete combat overhaul for Valor, or it needs to be removed I guess and replaced with RP or something.
>>
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>>183808241
I'm not; shit needs to get done and I've been writing too much anyway.
>>
>>183807570
fuck you batman, I see you on /co/ badgering me about webcomics and I don't even want to do one
>>
>>183806857
The Master System version looks a bit better and is honestly a lot more comfortable to play (if you're used to jrpgs) than the pc version.

(I mean, it still looks like an 8-bit game, of course.)

That said, I... don't think it's that great for roleplaying. You can -technically- do a bunch of evil shit and such, but then you kinda have to grind virtue points to make up for it if you actually want to progress the game.
>>
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>>183808607
>>
boo
>>
ded
>>
We need a cute thread healer
>>
>>183821327
Your RPG has a healer character, right?
Post 'em
>>
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>>183822146
Have one of my abandoned character portraits
>>
>>183778567
He's got a point though. Artists are an important part of any community. They're like flowers, but you got to water them or they wilt.
Flowers attract the worker bees that make the honey.
No flowers; No honey.
Don't neglect your plants.
>>
>>183822939
Devs vs NoDev
>>
>>183822939
I dunno. That's true enough on boards with a lot of young members. But I think the older they get, the more distant they become too.
No amount of praise will summon my favorite artists back past the threshold of turning 30.
>>
When should a game opt for maximizing exploration? When should a game opt for making traveling easier? Which one creates more immersion and which one creates more tension?
>>
>>183831314
I'll cut off your dick if you add (mini)map markers.
>>
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bump
>>
>>183831560
i told you it was white and gold.
>>
>>183831560
What sorcery is this?
>>
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>>183831696
Light and shadows.

Alright, so I pretty much put the finishing touches on this map. Now, what kind of puzzles would fit for inside the building? It's not gonna be too big, maybe three small floors max. Switches, Block type puzzles, ect?
>>
>>183833178
>Forest temple
Vine climbing
>>
>>183833178
One of my favorite things done in games is vines blocking doorways that you can burn away with a torch. Dunno if you'd be up to work out something that complex though.
>>
>>183835386
Alright I'll put some climbable vines.

>>183837557
That's actually pretty easy. Unfortunately, the player doesn't have any fire related item like a lamp or fire rod. They will get a fire rod like item later on though so I'll save that idea.

Anyone else got more ideas? I'll begin designing the inside meanwhile.
>>
>>183837557
>Burning vines
>In an overgrown complex
>Surrounded by a forest
>Where the building is not far enough away from the forest by modern safety standards

RIP forest

>>183837913
Mazes. Moving statues to make sunlight hit a thing
>>
>>183839584
It's zelda logic anon, don't think about it too hard.

As for the sunlight thing, I don't think I can do that here, specially since two of the floors are underground, but that did give me another idea I'll try to work with.
>>
>>183622994
Please?
>>
>>183841036
Literally took 5 minutes searching google.

https://forums.rpgmakerweb.com/index.php?threads/shanas-map-hud-v1-20.22668/

http://www.rpgmakercentral.com/blogs/entry/1384-creating-a-hud-beginner-intermediate-using-common-events/

Anything more than that, and you'll have to learn scripting.
>>
Does anybody know the script equivalent to the player's screen x and y position?
>>
>>183841864
its different in each maker.
just google script calls, there's a list somewhere
>>
>>183842791
using VX ACE, thanks for the suggestion, but please do tell us if you know the one for this specific maker.
>>
>>183831314
The opportunity to explore should be after the player knows where they're suppose to go.

You're in a Town, you know you're suppose to go to the church, but you can poke around other places for a bit.

You're on the world map, you know you're suppose to go to the North Cave, but there's a lighthouse on the coast that's not too out of the way.

If the player doesn't know where they're going, they're not exploring, that's called being lost. And you don't want to stumble into an optional cave when you're lost because you might reason this is where the game wants you to be.
>>
>>183843081
>VX ACE
$game_player.x gives the tile coordinate.
$game_player.screen_x give the pixel coordinate.
0,0 being the top left corner.
>>
>>183843081
http://lmgtfy.com/?q=vx+ace+script+calls
>>
>>183844532
many thanks my friend, you have saved us some time.
>>
>>183844532
Second dev. of the same game here. We didn't try including an underscore with screen_. Have another (you) as thanks.
>>
>$game_map.need_refresh
>$gameMap._needsRefresh
It's only important to know the version when being spoonfed, but if you're interested in learning how to help yourself, both versions are structured very similarly.

>>183844924
>>183842791
nice meme, but that actually wouldn't necessarily help the guy in this situation.

>>183845214
lots of things are readily available to you in the default scripts, you just have to search for them with ctrl+shift+f if you don't know the exact class you should be looking inside of.
>>
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This is what I have so far for the first floor. Need to run errands now unfortunately but when I come back I'll continue to tweak stuff.
>>
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Anybody have/know where to get a back up of http://cyanyurikago.web.fc2.com/ stuff?, i was making a game using their battlers and now i cant access the site
>>
bump~
>>
alright, let's talk MV maps

I want to make bridges that the player can walk across left to right, but I also want players to be able to walk under said bridge up and down, as well as left to right under the bridge(i.e. free travel under it). What do I do to the tiles in System to make this happen?

Also looking to make tall grass or bushes you can walk through where the sprite sort of covers the player and rustles.
>>
>>183855083
First thing that comes to mind would be eventing.
The bridges would have to be events that, by stepping at a certain point, allow passage over, and once passing to the other side, become passable underneath in all directions. It would be best to have them default to be passable underneath though, less eventing is needed that way.
>>
>>183845792
Here is his pixiv:
https://www.pixiv.net/member_illust.php?id=692252

It doesn't have all of his works from the main site, though. That said, most of his battlers are still hosted, it seems like only the main page went down:
http://cyanyurikago.web.fc2.com/images/kouryuu.png

Some of the editors of this wikia seem to really be fans of his work, so all of his lovecraft-related stuff is here somwhere:
http://cosmic-horror-rp.wikia.com
>>
ded
>>
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NANI?!! What is this perspective sorcery?! How does one move through this?! With clever eventing that's how.

I'll stop posting every map I make though if people want. I don't want it to seem annoying or anything.
>>
>>183863992
I like seeing progress Anon!
>>
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Be sure to bundle up nice and warm!
>>
How would I go about making an attack that increases the user's evasion, but only on the turn it's used
>>
>>183868226
a.addState(stateID); in the damage formula.
Make the state last one turn and add some Evasion Rate
>>
>>183868735
Alright, thanks anon
>>
is it possible in VX to have the player choose all of the targets in a multi-target attack?
>>
This bump is a 2/10 - It exists, but lacks substance or meaning. Merely a filler arc.
>>
>>183871280
I'm sure Yanfly has a script for that, because he made one for MV
>>
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What kind of puzzle should I put in this room so the player can get the important item? I'm gonna go to sleep now and check the responses when I wake up, if there are any. Good night bump!
>>
>>183874773
A 1970s film trivia quiz
>>
>>183874773
Invisible walls
>>
>>183874773
Riddles with some sort of supernatural gate guard
>>
10 back to work after i fap
>>
10 replacing stock sound effects with royalty free, cc0 stuff
>>
>>183890217
cc0?
is that an improvement or is this a shitpost
>>
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>want to make fantasy rpg with some H elements
>dont want pixel art
>no ingame sprite sexing
>3dsmax skill too poor to make own render scenes
>poser\daz is an instant turn off but at least you own rendered images
>hiring 2d artist too expensive
Any ideas? Maybe i will use some games, modd them and snap pictures there.
>>
>>183890856
jfgi
>>
>>183891956
sorry
>>
10 short info dump intro
>>
What other media does your game reference?
>>
>>183898038
A number of spells are named after historical or mythological icons. For example, charm is named "aphrodite" while charm all is named "venus"
I also have a handful of skills that share a name, effect, or similar description to a move from another game, such as
>protect, makes the user take damage in place of an ally
>flurry strike, a multi-hitting spear attack
>steady shot, a particularly strong attack that takes a turn to prepare for, and gets canceled out if you're hit during it
I try not to be too obnoxious.
>>
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>>183898038
I've got one island that consists of a bunch of Edgar Allen Poe references because I find it amusing. The Man Who Was Used Up can't die because he's a Lich who's hidden his Tell Tale Heart under the floorboards, but going there you find yourself in the Pendulum Pit. Don't worry too much, since the ghost of Annabel Lee is there to help you and your undead partner, Lenore, escape. Watch out, though, there's a big Conqueror Worm digging its way through the island and it sometime passes through the dungeon.
>>
I have a Fear status that makes the player want to defend or heal with the afraid character.

To do this I am decreasing the afflicted character's attack and hit rate to 50% for exactly two turns. But it seems like that would make the player want to use magic instead, which isn't that flavourful, imho. I could also decrease mat, but then healing spells are also nerfed.

Should I go the wonky route, decreasing mat, but putting a conditional in the Healing spell formula that doubles its effect if the user is Afraid?
>>
>>183903703
seems like a decent solution; you'd just have to do it for any defensive spells
>>
>>183903703
Some games scale healing to defensive stats
>>
So I want to make a game with a board game mechanic where you roll and. Can only move a limited number of spaces.
How should I go about making this?
>>
>>183907719
You can have a variable generate a random number, but you might have to make the player move automatically with an event based on that variable.
>>
>>183907719
You mean like Itadaki Street and the DQV board minigame?
That could actually be done with just common eventing. I would actually make the player invisible and use Events to move around the screen, though.
>>
>>183908373
>>183908171
What if I have a variable generate a random number (1-6) and have the player invisible and immobile. Then using Yanfly's plugin with the buttons on the screen use the directional to move only the event and use each button click to add a variable to another number and when that number matches the dice roll the mice buttons disappear.
Sound plausible?
>>
>>183909226
Sounds testable. Why not try it?
>>
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>>183859872
Thank you very much!, I found most of his stuff on the Wayback machine.
>>
>>183898038
Similar to >>183899316
Some skill/item names reference other games and the magic types are the same as some FF games(White, Black, Green, Arcane)

Other than that nothing at all
>>
Help me out /rpgmg/, how do I have state succeed chance or skill succeed change based off of a stat like magic defense?
>>
Anyone using the Tiled plugin for MV? I'm checking it out right now; I'd gladly accept the few extra steps in setting up a map in exchange for not having to use MV's map editor, but does anyone who has used it seriously have any thoughts about it?
>>
>>183650643
Absolutely terrible trigger discipline, 0/10. Also the extraction window on the girl's pistol is way too much to the rear.
>>
>>183891829
If you have no plans to improve your art until it's satisfactory or pay someone to do it for you, your remaining options are pretty much either to rip off existing artwork like a motherfucker, or to con someone into helping you for free like an even bigger motherfucker.

Patreon could help you raise money for illustrations if you have something worth showing off and can build some interest, I guess.
>>
>>183915619
>japan
>trigger discipline
lower your expectations
>>
>>183920292
>japan
>>
>>183920424
I assume it was stolen japanese fanart
>>
>>183920720
Even if it isn't, it's clearly Japanese *inspired*. The sidemouth is a dead giveaway.
>>
Hmm.. I believe it takes ~2 hours to fully complete my first dungeon, and farm everything possible.
>>
>>183924795
That's a big dungeon.
>>
I'm sick of mapping. Anyone know where I can find a SHITLOAD of premade maps?
>>
>>183874773

>Easy Mode

Have a super fast object running randomly around the room that the player has to tag. Like a fairy or something. If you want to up the difficulty for the player place obstacles around the room that the fairy or whatever you use can fly over and the player gets obstructed by.

>Normal Mode

Have several objects around the room with a specific move pattern. If the player enters their line of sight, he gets warped out of the room (outside the dungeon if you want to be a real jerk)

>Hard Mode

Have there be a circuit on the floor connected to each of the bars you have there. It's broken and the player must rotate parts using switches around the room in order shift and rotate pieces of the floor around to connect the circuit to all three to open the door. However, moving some pieces of the circuit to connect one door will disrupt others. In the end you would also have a moving block puzzle from the room above where a circuit piece must be dropped down in order to ever complete the puzzle in this room.

>Nightmare Mode

Somehow implement all of these things at once
>>
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Rate and help refine my latest feature creep.

>intelligent opponents (and some social monsters) can sometimes initiate duel challenges, as can the player
>should the player/enemy accept, the two opponents go into a 1v1 screen
>attacks in this screen are more based on timing and correct button presses than stats as a 'player skill' thing
>typically one exchange where the player either tries to break down the opponent's defense or defends and then counters
>first turn goes to the one challenged
>winner of the duel deals a big hit to the loser (this IS based on stats) and the duel ends
>if the loser survives the hit, they and their side get a demoralization debuff
>if the loser is killed by the hit, the whole battle ends and the loser's side retreats
>if the MC dies this way the battle ends as though you ran away, no game over but they still have to be revived

I'm thinking only "leader" type enemies (mostly whichever enemy in a given troop happens to be the strongest) would be able to be dueled this way, but they can challenge and be challenged by any of your party members. Bosses can be dueled, too, but they're basically guaranteed to survive the hit and it only serves to debuff all the mooks at once. For context I'm using tactical combat so fights are longer and potentially debuffing the whole battlefield or ending it instantly is actually a pretty big deal.
>>
>>183925485
there's a lot of maps on piilossa.com, you're going to need to make an account to download them though.
>>
>>183926401
Sounds neat but do you get any repercussion for declining the duel?
>>
>>183925485
RPG Maker PS1. All you need to do is add events to take people from corridor to corridor. You can even add bridges/switchs/doodads through events to spice them up further
>>
>>183927939
I wasn't planning on it but that could help, hm. Maybe refusing the 1v1 gets the other enemies to gang up on the character or something, though that would open up aggro control possibilities.
>>
What upload service will let me use the same shareable link, while allowing me to upload updates to the same url?

I'm about to release the demo (and disappoint anyone that was interested).
>>
>>183929169
In the earlier Dynasty Warriors games (no idea about the new ones) enemy generals would sometimes challenge you to a duel. Declining made your side lose quite a lot of moral so maybe apply a stronger demoralization debuff then.
>>
How do I make state/ailment chance success rate roll against the magic defense stat?
>>
>>183930736
Scripting.

Are you using VX or MV?
>>
>>183926401
Do duels serve a thematic purpose in your game? Is the protagonist some sort of military officer, or hero trying to make a name for themself? Does accepting or declining duels influence their notoriety in some way?
>>
>>183933947
MV
I'm thinking I could achieve the affect via custom effect apply or through the skill formula but I dont know jack about MVs formulas
>>
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>>183926378
Oh, I finished the room a little while ago, rip. Though I will def save these ideas for future puzzles. Meantime, here's a small bit of what I made. Eventing this was a colossal pain. What I didn't show was that if the flames touch the crystals, their position is reset to where they started.
>>
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Finally got around to doing an interior test. This is a first test of tiles for an Alien-inspired spaceship interior.
>>
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>>183898038
The main character (Far left)'s "weapons" are all symbols of peace of various kinds, such as olive branches, doves, broken rifles, etc.
>>
>>183934591
wb
>>
>>183752104
I bought ASEPRITE in a Steam sale. The tiled view is great, as are the animation. But most of the time I use GIMP.
>>
>>183934497
cool, now actually make it challenging in some kind of way
>>
>>183940723
Well, the blue flame has inverted controls.
>>
>>183940723
>>183941218
Oh and its path is more complex.
>>
>>183941218
>>183941382
If you havent utilized all the space of the room yet, based off of the webm, you might wanna use that space or at least cut down the room size there's so much dead space.

Other than that very cool job my man, I feel your pain I fucking hate eventing shit like that and in my game each dungeon is meant to have it's own puzzle gimmick it's gonna drive me crazy.
>>
>>183925157
4U
>>
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Put finishing touches on this map, now gotta back and add all the enemies. Once that's done, I can FINALLY start with the main mechanic of the game. Wew.
>>
Wow, MV's pretty bloated. I have <30MB of project files, but deploying for Windows brings it to over 100MB with the various extra shit.
>>
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first time making games, how is this looking?
any advice? going for a dark humor / silly character aesthetic.
>>
>>183945078
Well I can see like a whole quarter of the screen, so you're off to a good start!
>>
>>183945445
right there is an intentionally small space, other places will certainly be more visible.
>>
>>183945078
Hmm.. not bad. I have no negative criticisms to give, because I don't see anything wrong with it so far. Or perhaps more accurately, I can't see anything at all.
>>
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>>183945712
here's a more criticism worthy picture
>>
>>183945979
never talk to me or my monster ever again
>>
I think I'll bump with a ***DEMO*** for the tower defense project.

https://tinyghoststudios.itch.io/copierre

Extremely rough, presentation-wise, but I really to get feedback on the gameplay and such.
>>
>>183950489
did you publish this correctly? the link doesn't work and i can't search it up through the site.
>>
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Hey guys, I need some help with the plugin VE_BattlerGraphicSetup...

I'm making a very amateur project with my friend and we're planning on using static actors for the party characters, but when we enable this feature using the VE_BattlerGraphicSetup plugin, the game FPS slows to a crawl, becoming unplayable (freezing for several seconds at a time) and sometimes crashing. The image files we're using for the actors are not bigger than the regular ones, and when we disable the static actors feature the game runs fine.
anyone here knows how to fix this, or know of any other plugin we can use for static actors? I appreciate your help

heres the link to the plugin https: //victorenginescripts.wordpress .com /rpg-maker-mv/battler-graphic-setup/
>>
>>183950489
>want

>>183950684
Oh, right. Didn't even make it public. Should be fine now.
>>
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And for my personal thoughts so far, as the developer of the game:

>visuals
They're really bland to me, but I have to settle for it, since it's not paid work. It's just me and my partner's stuff. I kind of want to like redo all of the vfx, and just make them balls-to-the-wall, screen-pollutingly large and excessive. The popup numbers already block everything, anyway.

The coloring for the maps are pretty meh atm, and I'm not really feeling anything.


>sound
For the music, the only song I've been able to personally enjoy on repeat is the pub theme. I feel like I can't just settle for something that's "eh, whatever; good enough". Do you guys get sick of the forest theme by the time you clear 1-9?

>gameplay
There's very little feedback for what promoting a unit even does, and what the bard is even there for. Possible solution would be to have all nearby units affected by the bard's damage buff flash a color periodically.

The stages should gradually get more difficult, and "require" better gear if you go for inoptimal decisions in battle. I think the swordsman's underpowered atm in comparison to the other units. I'll likely need to increase its DPS even more.

It takes me just over 30 minutes to clear 1-10 from a fresh start, so I'm not really worried about the game being too short. I'm wondering at what point will people get bored, though. Hopefully it's not before clearing this first forest area.
>>
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>>183934027
Protagonist is an explorer that wants to be a hero. I'm considering tying the duel mechanic into one of his many character flaws, which is being reckless and trying to do things on his own when help is available. I'd be trying to portray it as dangerous and probably dumb storywise, but also make it a mechanically attractive enough option that the player might choose to do it without being forced. I'm not planning an entire notoriety system, but it could perhaps affect several dialogues for a few key characters.

Mainly I want to try a Final Fantasy 9-esque You Are Not Alone moment where the protagonist gets separated from his friends and is locked into duel mode until someone gets through to him. The hope is that by having a way to fight alone as a known mechanic, any sections where a character actually is alone are backed up by gameplay the player already knows how to do. Kind of like how Suikoden II did it for important fights, maybe?
>>
>>183926401
>Declining applies the same morale debuff at a lower duration, and provides resistance to further morale debuffs
>Duel victory hits are always treated as crits, so you can equip to take advantage of this with crit weapons or crit immune armor

>Status ailments affect your base timing stats in a duel(attack speed, HUD fuckery, etc)
>Status ailments can encourage opponents to decline a duel
>Learning new MC abilities opens up some dueling options?
>>
>>183950697
I got the same problem. FPS fluctuates wildly even when I'm not performing any actions.

You'll have to report it to the creator and have them fix it.
>>
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Revamped the starting town for my game. Moved the academy (which had it own location) into the town and made it small and simple. Might redo plant/rock placing later. Has the 7 town building types: Weaponsmith, Armoursmith, Clothier, Item Shop Inn/Tavern (You'll find Travelling Merchants here that sell items the other shops down't, as well as be able to buy food and drink items that boost stats in battle.) and the Bounty Office (More or less a place for Hunting Side Quests).
>>
I love you
>>
>>183957993
I love myself.
Just kidding..
>>
>>183663614
Good intro to see if you'll like the series. Good for teens who think they want to dabble in game design. Good for screwing around if you get the itch to jam on the go. Good if you have absolutely no code or art experience and don't plan to get any. Good if you have no interest in using external assets, for some reason.

It's really mostly meant for kids or people who want to make a game on the go. Here's a list of limitations. https://www.reddit.com/r/RPGMaker/comments/6j7yrj/rpg_maker_fes_limitations/
>>
What do you eat while programming?
>>
>>183968291
solid coffee
>>
>>183968291
A 30oz box of goldfish.
>>
>>183968291
I drink coke from a can. The fiz inside the can almost sounds like a light rain hitting the window. Kinda relaxing.
I don't usually eat at my laptop, especially when I'm typing. A granola bar or banana maybe. I might eat chips while I'm watching something, but I won't touch the keyboard until I wash my hands.
>>
>>183970095
>Wash my hands
https://www.youtube.com/watch?v=fREu-HCIEEg
>>
good night bump.
>>
>>183968291
I don't eat at my computer because I'm trying to be less of a fatass and it's really easy to eat way more than you intended when you're multitasking.
>>
>>183968291
Occasional snacks, but mostly just buckets of tea. If I'm eating "real" food at the computer, I put off keyboard-using tasks until done.
>>
>>183975472
>>
>>183975472
Don't die in my sleep, ok?
>>
>>183980713
We make no promises.
>>
>the dreaded 'no response' response
After playing my deployed version, it seems like it has significantly bigger performance issues than before. 1-10 drops to 20fps in the deployed version, while the project version stays above 50, probably.
>>
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I'd post images of my game but I DONT WANT ANYONE STEALING MY OC >:(((((((((((
>>
10
>>
10
>>
>>183987130
Jesus hid eggs for our sins
>>
>>183995667
>>
How do your physical characters do elemental attacks?
>>
>>183999424
by being on fire all of the time
>>
>>183999424
One borrows the power of some creatures made from pure magical power

One simply loads elemental bullets
>>
>>183999424
They enchant their weapon and attack. The enchantment consumes an item and lasts 5 turns.
>>
>>183945979
morty, flip me over
I'm PICKLE RICK!!!
>>
>>183945042
you're paying(in bloat) for the ease of porting to mobile platforms when you're all done. Honestly still small in this day and age.
>>
>>183956908
how civilized and quaint
>>
>>183999424
Squirtgun for water.
Stun gun for electricity.
Can of hairspray and lighter for fire.
Fire Extinguisher for ice.
Hurled rock for earth.
Skateboard for radical element.
>>
>>183976490
Good idea anon, and good luck with your struggles.
>>
>>184006717
what's that last one weak to?
>>
>>184009976
Nothing, but attacking with it is hard and you have an x% chance of eating shit every time you try.
>>
What ways do you differentiate elemental spells? How is the basic fire spell different from the basic ice spell? Should a mage have access to all elements?

going to bed, hope this keeps the thread bumped
>>
Anyone have any questions about MV's base scripts?
I could try answering questions about the other versions' scripts, but I don't have them handy to double check.
>>
>>184010625
Once a picture is drawn to the screen do you have to issue a redraw when it's updated such as changing one picture to another?
>>
>>184013509
That's a huge gap in my knowledge, so thanks. Do you have a bit more information, like the context, eg through game events, or a script call?
>>
>>183986110
Not going to lie, I'm starting to worry about if MV is secretly a ridiculous resource hog or something because even running test maps on my computer seems stupidly laggy for what it is.

I'm not sure if it's just my computer or what, but it makes me worry that if it'll run like shit for everyone else, maybe I should jump ship back to Ace or learn Game Maker or something.
>>
>>184015719
It's not much of a secret; Javascript isn't the most efficient language to start with, and the core scripts aren't well optimized. Or really all that well-written.
It's not completely hopeless. The core script repo on github seems to be a clown college that will scare away any serious, skilled devs, but performance will most likely improve, one way or another.
>>
>>184010429
Depends. In the game that has only 4 elements, every spell uses a slightly different formula. In the game with 5 elements, each spell type is able to inflict specific debuffs. In the games with 6 elements and very few spells, every spell is unique, and other than Fire and Punch, I wouldn't say there is anything that resembles a "basic" spell. In the game with 6 elements and 30+ spells, all the basic spells are the same, except Earth has no basic spell and the Wind spell costs a little less than the others.
>>
Anyone familiar with the MBS-VisualEquipment plugin and/or scripting shit to display changes in on-screen pictures based on equipment worn?

I managed to get a working setup for it but there's issues like the VisualEquipment not updating on changes that don't also open up the menu(e.g scripted gear change vs manually removing or adding it), and I've been trying to set something up to change character expressions but so far the switches and parallell-running script are causing "Uncaught TypeError: Cannot read property 'width' of null" errors.

The main problem is, I want to be able to just call these changes via common events and have it turn off the other facial expression switches(4 total, so 1 on, 3 off to ensure no overlapping pictures), rather than have to manually script it for every part of the game it may come up(which won't account for player decisions to change gear, and is crucial that it does work then).

What little info I've been able to find on that suggests it has to do with displaying event pictures to begin with. I've tried a ton of different things with scripts, switches and plugin tweaks with no luck getting the result I want.
>>
>>183999424
Magically imbued weaponry
>>
>>184017141
Guess I'll bump too.

Tried three more event tweaks and only made one step forward, getting it to load the initial expression, but all attempts to erase picture and replace it with the new expression's common event don't work.
>>
>>184020771
Wish I could help, but I don't use MV. But it might lie with how the event itself is setup. Keep tweaking the setting to see if anything changes is about all I can say.
>>
>>184022602
I've had multiple variations of the script so far but it doesn't seem to work out right, some with Else branch conditions, some without.

E.g If I wanted a "Surprised" expression while "Smile" was already on:

Switch Face Surprised = On
If Face Smile = On,
-Switch Face Smile = Off
-Erase Face Smile Picture #1
-Show Face Surprised Picture #2
Else
-Show Face Surprised Picture #2

Showing pic#2 just under the first Switch before the Face Smile branch and removing the Else branch didn't work either, it was still displaying Smile. Some tweaks made it display both images, so it's not erasing properly when I do get it to display. Dunno if that helps, but thanks anyways.
>>
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OH HELLO THERE WAKE UP CALL MINI-BOSS. Jesus, eventing this thing was an absolute NIGHTMARE. It's probably still broken somehow in some roundabout condition that I haven't accounted for but whatever, close enough. Spent all morning on this stupid thing.
>>
>>184024464
I make it look easy but that's because I know the patterns. This was actually my third attempt.
>>
>>184015043
So say in some script it loads in some object with a bitmap like sprite_picture. If you then load bitmap again for that same object do you have to do re add the picture to the scene map or battle manager sprite set or something?
>>
>>184024464
it's Zelda II for my dick
>>
>>184024464
Looks neat!

My OCD is screaming at them floating a few pixels off the ground, though.
>>
>>184025594
As someone else that is familiar with manually managing sprites through scripting,
The only thing you need to do is the
>sprite.bitmap = ImageManager.loadWhatever('something')
And you're done. No need for anything else.
>>
>>184026167
Oh wow, I didn't even notice that this whole time. Fear not, I have now fixed it.
>>
>>184027213
Awesome.

Now can you do something about the boss shooting the bow with his legs instead of his arms? I only just noticed that too
>>
>>184027134
Awesome, thanks! From my reading I also saw that there is no explicit deletion in mv now? Is it correct that you set some field to nothing and let the garbage collector handle it?
>>
>>184027879
Unfortunately I don't think so. The event itself is the lower half, just using a tall sprite for the model. :/ sorry. It's a limitation of the battle engine I'm using.
>>
>>184028351
I figured as much having done similar 2-tile sprites before but figured I'd see if you had a plan for it. Maybe rather than a bow on the top sprite you could do the same thing and add a 2-tile size bow instead?
>>
>>184028506
I tried it out but it doesn't want to display it correctly. It probably has something to do with how the battle system displays weapons/items. It most likely doesn't account for ones that are 2 tiles high or larger.
>>
>>184023071
So I have it setup like that again and it DOES work if I interact with an event to change it then, but if I insert the exact same Common Event in the middle of a scripted cutscene, it doesn't work. I don't understand why.
>>
>>184028019
Yeah, what you do to delete a sprite is to remove it from the "sprite container" for the scene, like
>this.removeChild(spriteThatNeedsToBeKilled)
and then remove any reference to that sprite, which I'm guessing is as simple as
>spriteThatNeedsToBeKilled = 420
Turning the variable that held the reference to the Sprite object into just an integer value. Now that object should have no references to it, and it'll be cleaned up.

Back when I learned how to do this (and you should do this as well), I had the sprite's update function constantly console.log("i'm alive"). And that spam would only end when the sprite truly died. Also, it'd be pretty obvious if the sprites weren't being removed if the game eventually lagged after spawning hundreds/thousands of them.
https://www.youtube.com/watch?v=mnpvDFkWKIU
>>
b
>>
>>184034123
u
>>
>tfw you give up and try to make an RTP game just to say you made a game
>tfw still assload of work
>>
>>184038562
but making your own assets is fun
>>
>>184037018
m
>>
>>184038773
What if you're only half-lazy and don't make your own assets but you do frankenstein a bunch of assets off google images and resource places? With credit when possible, of course
>>
>>184038856
p
>>
>>184038941
Not him, but I can't stand the chibi. No way to make a super serious edgy game like that.
>>
>>184038773
Making your own assets is fun, and time consuming. If you're just aiming to make that one first completed project, the rtp works.
>>
>>184044283
Making assets is extremely time consuming but once done it become your exclusive "RTP".
>>
>>184049474
Man this place is so ded.
>>
>>184051484
We all are working really hard.
>>
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and this time, it might actually be true. currently adding the ability to change the game speed.

remember to check out the demo, boiz. even just saying what stage you delete the game at would be helpful >>183950489
>>
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>>184052443
Yeah? Well I sure hope so. I wanna play dem gamez.

>>184052789
And speaking of which, I'll give this a try later tonight or tomorrow if I don't have time today.

And finally, IT'S HAPPENING. About time.
>>
bump

>>184052789
I will check it out tomorrow
>>
How could we read the actor ID of a person unequipping a piece of armor in VX Ace?
>>
>>183950489
>>184052789
>RPG Tower Defesne

Sign me up
>>
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>i'll be taking this crystal mcguffin k thx bye
>>
>>184056724
When you're in a scene like Scene_Equip, the current actor is held by the scene.
Look inside Scene_MenuBase (which as the name would imply, has all the basic functionality of any menu scene), and you'll see the function/variable I'm referring to.
>>
>>184059140
thanks for the help anon
>>
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It's okay to indulge yourself in pleasures like watching a good movie, playing a video game or masturbating furiously to female pov porn but remind yourself that only you can finish your game.
If you procrastinate too long you will lose sight of your project and maybe even of yourself.
So try to work on your game as often as you can Anon.
>>
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>>184064427
sounds a little gay. link?
>>
>>184064427
learn to delegate.
>>
>>184058306
You had ONE job boy/girl bot. ONE.
>>
>>184058306
no bully
>>
https://www.youtube.com/watch?v=pLQl8rxZg0o
>1x, 2x, 4x speeds

Right now, it's implemented through
>frame update
>update things with a 4x modifier
>next frame update
instead of
>frame update
>update
>update
>update
>update
>next frame update
This means that the game isn't 100% accurate to the normal-speed gameplay when played at increased speed levels. I wonder if I have to address it..
>>
Man, is there any easier way to shade in pixels than just a fuck ton of trial and error? I have absolutely no idea what I'm doing and it's getting frustrating.
>>
>>184071925
what exactly do you mean? are you drawing something? how are you doing whatever it is that you're doing?
>>
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>>184072162
I am! Sorry for lack of clarification. I'm trying to practice making my protagonist's sprite when she's talking, but I can't figure out how to get a really nice shaded look like this.
>>
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The Past and the Present. It's a good thing I can just copy paste whole maps and edit them as needed. Wew.
>>
>>183587439
already did
>>
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good night

>>184073140
it's basically just drawing in general, and i'm just going to guess that two things might be of interest to you:

1. hue shifting your darker shades makes your colors look a lot.. prettier/artsy.
you'll notice the individual colors going from light to dark don't necessarily stay the same color at all. like if you take the "red" cloth, the bright parts are yellowish and orange. the dark parts go to blueish color. your colors look a lot more amateurish when you stick to a single hue.

2. choosing where the different tones should be is just understanding the shapes you're trying to imply with your pixels. are you trying to draw a rounded muscle? then shade as though the light's hitting a rounded object.

is there a part of the object that sticks out more blatantly than other parts? then make use of contrast to emphasize that edge. refer to the sword, where it goes from completely dark to the sliver of bright white, then to the moderate value. if you shaded it naively, you'd just make it go from dark to light in a smooth gradient.
>>
>>184073140
Consider the light source. The light is basically hitting him front and ceneter, and a good bit above. This highlights his hair/mane, plus the feet (which are to the side and not covered/shadowed by the rest of the body) and the tail
>>
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>>184073140
I happen to have a lil infographic saved from ages ago that may or may not help you
>>
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>>184074225
>>184075163
>>184075916
Thank you all so much! I'll make sure to keep everything in mind. Am I going in the right direction so far?
>>
good night bump.
>>
don't die overnight k?
>>
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I'm gonna learn to art, but I don't know if I want to traditional art or pixel art. Can I make do with one without the other?
>>
>>184084223
yes
>>
b
>>
i want to die
>>
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>>184094669
>>
>>184077064
as far as hue shifting for your color tones, i believe you've got the concept down.
as far as the actual shading goes, it's still a wip, so i could be looking at problem areas that are still being worked on. cheek and neck, for example.

10
>>
If you could get the rights, what song would you use for your final boss battle?
>>
>>184106091
Actually RPG Maker has one of the best candidates for final boss theme

https://youtu.be/SbiynOTjxP4
>>
>>184106091
https://youtu.be/VX6ZFtiumk4
>>
>>184055346
that's a cool map transfer. Gives me some ideas
>>
>>184106091
https://www.youtube.com/watch?v=4AjoU95ofIg
>>
^
>>
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bump
>>
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It's been so long since I've mapped, how do I do the tree clumps without being unnatural?
>>
>>184122564
looks okay. Function and gameplay over ecology.
>>
>>184073467
I love Past/Present/Future versions of maps in RPGs/Zelda types of games.
>>
>>184122564
>>184123656
This. But if you really want to try to do something, then you'll probably need specific tiles that allow the trees to be close together like I have here. >>184073467

>>184124153
I do too. That's one of the reasons I'm doing this game haha.
>>
>>184106091
https://www.youtube.com/watch?v=ttSA5c2y1mc
>>
>>184017141
Holy goddamn. I tried poking at this script for about an hour, and now I understand why some scripters don't want to deal with MV.
If I were you, I'd just try to find another plugin that does the same thing. Going by the plugin's thread, there are other bugs, and they haven't been addressed for nearly two years.
>>
So, I've decided to switch the file hosting of Tempus Ex Machina to mediafire as I can simply update the files with out changing the link supposedly. So for the future OPs, do make sure to change the link to this: https://www.mediafire.com/folder/z69y7undwpp9s/Tempus+Ex+Machina

Also, can anyone tell me if the link works for them? Just in case I have to change something that I didn't see.
>>
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>>184123656
Fair enough, and people won't be back to this starting area, so I don't think it needs to be perfect, it just needs to slide them into the story and combat, as long as you say it doesn't look bad.
>>184124673
I did use similar tiles at the top of the map, but my execution of them isn't perfect.

Now I've moved onto the cave system to attach to the map, but I feel like they might be boxy.
>>
>>184125801
I've spent the better part of 2 days fucking around with that + my own scripting tests to make pictures display and I STILL don't have a working method that doesn't leave both pictures up. It's driving me nuts, I keep trying to move on but it's really crucial for details in how I want to do my cutscenes so it's not the same blank stare when there should be surprise or embarassment.
>>
>>184128168
>>184131793
>>184135768
>>184138632
>>
How do I creep down on the number of skills I have?
>>
>>184136404
https://forums.rpgmakerweb.com/index.php?threads/visual-equipment.50259/
Have you tried using this instead? It might be easier to work it/fix it into what you require; I think the other plugin would require a lot of poking to get it functional and fix bugs.
>>
>>184133301
It works, I was able to see the folder and download the file.

Might want to rename the folder to something more descriptive, though.
>>
>>184143387
You start thinking about what you can cut, of course.

* Are there skills that you can remove outright without really affecting anything? Anything that does (almost) the same thing as another skill?
* Are there skills you can combine into a single ability without losing anything of value? Shit like ailment cures would be a good example unless you have a GOOD reason to keep them separate.
* Do you have skills like, say, Fire 1, Fire 2, and Fire 3, and little to no reason to ever use Fire 1 once you learn Fire 2? Maybe just replace the old version with the stronger ones as you go.

Since we don't know what kind of skills you have, it's hard to give any immediately useful advice.
>>
>>184144147
Ah good. What do you mean more descriptive though.
>>
>>184143863
The visual equipment I use shows clothing on the ingame sprite, not the menu art, but I think I tried that too before I found the MBS one. But Visual Equipment is only a minor bug, it updates if the menu opens.

I'm more concerned with the picture-displaying issues and at this point I've said "fuck it" and made a new equipment slot for expressions to try that out. Of course, now they don't show up in the list of Expression Armors even though I set them as Expression-types and the slot, so I'm just confused as hell at this point
>>
>>184143387
Don't make shit or OP skills.
For instance I have only 2 tiers for elemental spells and the difference is wasting more SP for a flat 200 damage increase, but the formula allows them to be both viable.

The very first skill learned by MC is always viable especially for normal enemies because it's a.atk * 5 - b.def * 2 and uses only 10 TP
>>
How do you feel about projects that use sprites based on RM2k3 ones?
>>
>>184145901
Something like the title of the game rather than "my files".

...Although looking at it again, either you already did that, or mediafire just choked on the name last time I tried - possibly because I was too quick to click the link. All looks fine now.
>>
>>184143387
Honestly, the best way is probably to just play the game (and preferably get others to play it as well) and note which skills see little or no use. If any of those abilities still have situational use, you can probably make another existing skill fill the same role. So if you have an ice spell that only shines in a desert level, remove it and add another weakness to the desert monsters.
>>
>>184148471
That would imply people download and use custom resources. That's a myth.
>>
>>184148471
I like the 2k/3 sprites a lot better than the modern ones, so I''d be all for it. Just don't use any of the really terrible generator ones.

>>184150676
How is this relevant?
>>
bumpin
>>
If I am making a lewd game, should I expect the player to be familiar with Spell tropes from SNES JRPGs?
>>
>>184157252
Nope. Half your playerbase probably won't even have been old enough to've been alive when the SNES was king, let alone those that were into RPGs too.

I'm curious now though, what kind of spell tropes would be in a lewd game?
>>
>>184157252
Elaborate
>>
Let's not commit word crimes. Please use "trope" appropriately.
I've been educating summer fags all week on the use of "genre"
Not everything you categorize is a genre! A target market is not a genre.
>>
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>>184165690
Cute and Kirby-esque. I like it.
>>
Does your game have any unusual status effects? Including beneficial ones? Alternatively, what are your favorite status effects?
>>
>>184170150
my favorite status effects are ones that help and hurt you at the same time.
>>
How could we prevent a specific character from using items in VX Ace?
>>
>>184172414
Like berserk?
>>
>>184170150

Weakness: After revival from death the player's stats including MaxHP are all severely reduced unless you remove at a church.

Lifelink: My healer character will target and "link" to one character for several turns. Outgoing damage, healing potency, and defense is increased vastly for both player characters, but they share both damage and healing and if one gets ko'd the other follows suit
>>
Your character has been inflected with "Deaf"
What does that do in battle?
>>
>>184182087
Reduced dodge (can't hear 'em coming) and magic defence (can't hear what the fuck they're casting).
>>
>>184181620
yeah, things like that
>>
>>184182087
What? Did you say "Death"? Ok, I'll use a revive.
>Executes the wrong commands, uses the wrong items.

https://www.youtube.com/watch?v=k7jtcVzCBGE
>>
>>184182087
slightly decrease your dodge chance i guess
>>
>>184182087
That wouldn't do anything in my game the way the battle engine works.
>>
>>184182087
If it persists between battles, increase chances of a back attack
>>
>>184182087
He can't chant anymore
Which is bad
>>
Whoa whoa whoa, where you are going without a Song of the Day? Here, take this.

https://www.youtube.com/watch?v=vRtXAtzItZM
>>
>>184170150
Barrier/Sphere: Total immunity to physical/magical attacks, used by some bosses.

Quick: Adds +1 to attack times.

Bubble: Doubles MaxHP for 5 turns.

Time Stop: 3 turn paralysis but can be only used by a certain character and also affects most bosses, of course it has a limit(80 TP, 50% SP and can only be used twice in a battle)

Supports: Those are exclusive and can be activated/switched/removed in battle by a certain character.
Power: +50% physical damage, +20% critical chance, -50% magical defense.
Magic: +50% magical damage, +5% magical evasion, -50% physical defense.
Defense: +35% physical/magical defense, +10% evasion, +50% critical evasion, -25% physical/magical attack.
Healing: Item Effect +100%, Healing Rate +50%, HP Regen, -50% physical/magical attack
>>
>>184190570
Where have you been?
>>
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>>183572826
>>182891006
I think I recognize those tiddies. Isn't that Lateshifter?
>>
>>184190863
Forgot to say...
All the party is affected by one support at once and they are all mutually exclusive.
>>
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>>184191079
Clearly waiting for new music to post here.

Joking aside, my only two real hobbies are writing and designing things (IE, RPGM). For the first time in almost 2 years I was inspired to write again. I churned out I guess 126k words since June 1, mostly trying to get a hang of the hobby again and get myself back up to snuff.

Since the release of MV, I poured practically all my creative juices into RPGM instead. Now they are flowing back to writing, so I've been away from the engine.
>>
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>>184190863
>Barrier/Sphere: Total immunity to physical/magical attacks, used by some bosses.

Plot stuff or puzzle type? Do you have to hit them with damaging status like poison that don't count as 'attacks' or do you have to dispel it a certain way? Is it tied to the 'certain character' and their support ability?

Sounds interesting just from mechanics.
>>
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Ran through what little I have of my game so far and here are my times!
save 1 is the average play time (little on the quick side since I know where everything is)
save 2 is me trying to get things done quickly and
save 3 is a speed run. Yes that time is possible and in fact, I was kind of a bit slow. Prob could have cut off about a minute.

It's coming along nicely.
>>
>>184191143
>>183572826
>>183576573
>>183617412

Thanks dudes! I check in here but don't really post so much anymore since I feel like I'm not making a 'proper' RPGMaker game (no combat or real stats or anything, mostly just choices and interaction with people and objects).
Anon above is right, game is Lateshifter.
>>
good night bump
>>
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Anyone here use Yanflys Class Change Core?

I'm having a problem with the plugin commands- they're not working at all. For instance one of them is "UnlockClassAll 6", which is meant to unlock Class ID 6 for all party members.

instead, it does nothing. None of the plugin commands do. Am I doing something wrong here? I'm just copying that UnlockClassAll 6 in the box, pic related. That should do it, right?
>>
>>184192131
All of them really.

>Plot device
The first boss to use them simply does it to throw the party into an unwinnable boss fight initially, but then a guest party member arrives to dispel it and we proceed to rekt the boss

>Puzzle
Another boss has minions that can only be hit by a certain element. As long said minions are alive they will keep casting both Barrier and Sphere to the boss.
A dual boss alternates between them, although you can use the Time Stop skill to break the pattern.

There is no "support" character, the Support skills can be used by any party member equipped with Strategy Book but there is only one in the entire game
>>
>>184191143
>Doing this for myself.
>But I'm publishing it online for attention.
>Allow me to just reaffirm that I have no interest in your interests.
>It's not a lack of confidence or anything, baka.
>Are you still reading this? I don't care what you think.
>But if I did care, I want to think of me as a good person.
>...and that's my "approach to content"
>>
>>184199632
That's a bafflingly inaccurate summary of that post.
>>
>>184201129
Actually accurate summary:
>I am not catering to SJW, if you can't get the hint
>>
Finally fixed a stupid bug that was giving me issues, thank god. I can finally go to sleep now. Don't die overnight k?
>>
>>184201129
>>184201567
I don't think he was summarizing the post. It was summarizing the character and intention behind the post.

>I'm doing this for myself
>I'm posting this online for myself
>I'm overly conscious about myself.
>I like to pretend I'm a big deal on the internet.
>Approach to content? Lemme talk about myself instead.

Some people just don't realize how big their ego is.
>>
>>184203718
The post did seem unprecedented. I really doubt anyone confronted him about any of that.
>>
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Does your game have lots of options, /rpgmg/?
>>
What's shameful is that in [current year] you can mooch off friends in your social network and call it salesmanship.

How many of you have donate to your friends project out of pity while you do the same thing for free?

Jessica. An rpg maker game doesn't need crowd funding. You just refuse to work on it. It's been 5 years, you could have made something in your free time by now like everyone else. Oh look. the forums closed. there goes everyone that gave a fuck - I mean, potentially - if you had actually participated in the community and made meaningful connections with people. You can't just put something in the proverbial window of the internet, and expect it to sell itself. You think people browse patreon looking for projects to throw money at?
>>
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>>
I've been thinking on joining the collaboration, but I have my doubts.
Just finished playing through it and I'm wondering does anyone playtest this?
Are you guys going somewhere with the plot or is everyone making it up as they go along?
Any rules or guidelines? Something I should know before signing up?
>>
Pokemon Sage's new demo came out a few days ago, did you fags try it?
>>
>>184209292
There's no real coordination*. You just have 2 weeks to take the story in whatever direction you want. Up to a month. It's suppose to trade hands quickly, but Idk if it's because of the summer or because it's the middle of the story, but participation usually slacks at this point.

You're suppose to respect what other collaborations have laid down. But that doesn't mean it's untouchable. Reshape it if you think it's necessary but not nullify someones chapter. .
This collab in particular, the chapters aren't as self contained. There's a lot of overlap between maps. Backtracking and reusing towns is possible.
Because of that, you're advised to just focus on moving the story forward and not worry about changing npc dialogue in the ch1 town to reflect the story in ch5 and stuff like that. It's a WIP after all, that stuff can be smoothed out in post production, if it ever reaches that point.

*Don't hide under a rock for two weeks to "surprise us". People who do that end up making zero progress. Post screenshots. Share your plans. Transparency.

**There was a trend of changing the main character for each chapter.
Ch1 was Colt, 2 was Jaye, 3 was Orihs, 4 was shaped up to be Arwin, but Silent Maid basically forfeit.
>>
>>184207874
> You can't just put something in the proverbial window of the internet, and expect it to sell itself

Sometimes I wish I lived in an earlier time period, where such a thing were still possible.

Led Zeppelin got a lot of guff after their third album "People just buy it because Led Zeppelin put it out." Apparently, they were popular, but not well-respected (could be something to do with their theft of other people's songs, but I digress)

They got fed up and released their fourth album. The album with 'Stairway to Heaven' on it. This album had no proper title: Just four symbols. If you wanted to know what band made it, you had to buy the record and dig through the liner notes. It sold off the merit of its content alone, in the days where something like that could grow through word of mouth. Nowadays, there are just too many goddamn things to waste time on.
>>
>>184211645
I was going to to save this discussion for after the halfway point of chapter 5, when thing need to be resolved.

There's a writing structural method called Open & Close Brackets.
Basically you resolve points in the reverse that they were created. Just like html tags. So if the first half of the game looked like this
<Colt><Jaye><Orihs><Arwin><???>
then the second half would look like this
</???></Arwin></Orihs></Jaye></Colt>
closing the book and resolving their personal stories. We opened with Colt and his sister, so it should conclude on a similar note, or at least tie up and answer the questions it opened with.
>>
>>184205934
It's in rm2k, so not really.

I mean I could potentially let them change the window skin, I guess.
>>
>>184211645
Well alright. I'll give it a shot, but don't get your hopes up.
Gonna come up with some ellemental adventure for Arwin.
>>
>>184150637
This actually made me wonder if it'd be worth it to have my game actually save which spells I'm using and how often somehow during the testing process. Like have the game make note every time a spell is cast and then output it in a list via some debug function.
>>
>>184214271
Give us a name you're going to be working under.
Note: the player transparency was left on at the end of chapter 3. You need to turn it off going into chapter 4.

Honestly the hardest part is working whatever you want to do into the story.

Latrans wanted to do this sea adventure, but he ended up rushing it because he spend so long figuring out what to do with Orihs and pick up where chapter 1 left off.
Silent Maid wanted to do a prison escape. But all he managed was a conversation between 2 characters that didn't go anywhere.
>>
>>184148471
I think it's a fun classic style, and I honestly prefer the old blockier sprites over the super modern ones. Maybe the modern ones in the new RTP just look kind of odd to me having so many colors to them, though.

Maybe take my opinion with a grain of salt, though, I'd even consider playing something with FF4 style map sprites if it manages to strike me.
>>
I feel like BSTAnon took the easy way out, rather than decide where and what the party would do next - he broke away from the main cast to follow Jaye in a dungeon.
Leaving even more questions for future collaborators to answer.
>>
>>184217564
If you can find an easy way to do it, I'd definitely do it! It'll give you nice, factual data without burdening the player with writing down or remembering everything they do. Especially if you also have other playtesters, I could see it being a big help.
>>
>>184218280
I liked the PSP remastered graphics for FF4.
But the graphics for the Mobile version of FF5&6 are an eye sore. They made the sprites taller, but they didn't add frames to the movements - that alone would make it extra janky. But they didn't even do a proper walk animation! They're have these stiff shoulder pose and kinda move that arms around. The arms btw swing differently depending on the direction it's moving.
On top of the fact that they used amano's concept art for character portraits, all pale with white hair, which looks cool by itself, but it clashes in-game next to their corresponding sprites with ultra pink hairstyles that looks completely different.
>>
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>>184223376
You are receiving this faster than I can send it
>>
>>184217871
I've got a basic outline already, but I'm goint to work on it for a bit to see if ti's viable.
>>
>>184229994
>>184232629
Oh baby, a triple bump!
>>
super ded.
EVERYONE IS WORKING SO HARD WE SWEAR.
>>
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>>184237628
I'm playing Final Fantasy Tactics for research. Want to try to implement facing and backstabs and shit.
>>
How do i change my character skills based on the weapon equiped?
>>
>>184238861
If you want to make a weapon teach certain skills, use the "Add Skill" parameter in the weapon edit.

If you want to teach skills via level up/other ways but only make them available with the right weapon, then make multiple skill types for every weapon type and use the "Add Skill Type" parameter in weapon edit.
Alternatively simply use the weapon requirement if you are okay with having a skill list with all the skills a character can perform
>>
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Whelp I've hit another conundrum. I wanna have this past swamp have a different layout than the present version, but the time travel to the past is only like 100 years. I can't come up with a realistic excuse as to why the layout would be different is what I'm saying...thoughts?
>>
>>184242974
Any number of disasters, both natural and manmade?
>>
>>184148471
I think they're pretty spiffy.
>>
>>184242974
Logging. Climate change. Flooding. Forest fires. Earthquakes. A dragon landed there. Sinkholes. Erupting volcanoes. Draining the swamp. Disease. A wizard did it.
>>
>>184242974
Aliens
>>
>>184242974
This isn't really an answer to your question, but if you wanted to, you could have an area's past version be a completely different spot. Why is it so different? Did something happen, or did time travelling take you to a different location? If the latter, why? Could be a nice small mystery and change of pace if you can come up with satisfying conclusions.
>>
>>184203718
>>184199632
Nah, I think you got me all wrong.

>>184201567
Is right. It's a bit wordy, sure, but it's because as soon as you put any western hentai content out there you get requests for SJW themed content from people who have no intention of supporting your work, it's just policing, and I wanted to have it in writing, something airtight that can't be credibly twisted and clearly states that I'm not going to be coerced into covering stuff I have no interest in covering.

It seems really self centered as a post, I know, because I'd agree that I'm an internet nobody, but that's literally an extract from my blog, and I didn't post it.
>>
>>184203718
I think you're being uncharitable. Many artists will put out something similar (I don't do requests, I won't take 'suggestions,' I draw what I want to and I don't owe you anything, etc) that may seem a bit dickish, but can come from past experiences or others' experiences.
Maybe the author is jumping at shadows, maybe the author is really a huge dick. But that's a really unfair characterization gleaned solely from that one post.
>Some people just don't realize how big their ego is.
Mote, beam, eye, etc. Don't armchair psychoanalyze people and call them egotistical.
>>
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how about capeship as a setting?

starring a superhero group, pic somewhat related but featuring my own team of course.

here's a rough brainstorm
>Zenith - a superman archetype, powerhouse
>Gadget Boy - speaks for itself, buffer/debuffer
>Barbarian - might replace the superman type because he'll be less OP
>Weathergirl - controls the elements, a blaster/mage
>The Leech - a rogue type, can hide and poison people, like a spider-man
>Soul Man - has a magic instrument, the healer
>>
>>184242974
Not in the current shape. But deforesting can be used so past is more dense. A fallen tree here and there can change the available routes with enough chokepoints.
>>
bu
>>
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Hey everyone! I used to have RPG maker XP as a kid and I loved it a lot. Recently with its dropped price I am considering getting it again and putting in work to make a full fledged RPG with my own custom tiles, characters, and music. I was wondering if it is possible to get a game made with RPG XP published on steam without requiring the buyers to own rpg maker xp? Any answers much appreciated.
>>
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>>184256451
also is it possible to get people to download and install my game in order to play it without owning any rpg maker version at all? surely there is some work-around right?
>>
>>184256451
>>184256803
As long as all the assets the game uses are included in the package, it should be completely standalone, for any version of rpg maker.

You actually NEVER need the maker itself to play a game, but you MAY need to install the RTP (the stock assets) if the game uses, but doesn't come packaged with it.
>>
>>184257959
Im assuming there is some way to include the necessary assets with the installation then?
>>
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>>184258198
You select the include rtp data box when you compress the data. It will make your output project file larger though.
>>
>>184258717
oh cool i had no idea that existed! and thats in RPG maker XP as well?
>>
>>184259272
I don't have RMXP myself, but the point of the program is kind of to make games that other people can play. It would be very strange if they suddenly decided to remove the option that lets you distribute your work properly.
>>
How can I make my character designs more memorable if they all just wear uniforms? Everyone has different physical designs, but the fact that they all wear the same thing feels pretty boring.
>>
>>184261096
with accessories
>>
>>184261096
there have to be some chinese cartoons out there where the entire cast wears the same clotes, but are super unique. look at what they do?
>>
>>184227306
Are you trying to sneak around the time limit?

I'm putting you as starting on the 30th. That's a nice even 2 weeks. Have something ready by Aug 13th.
>>
bugfixing the game speed toggle; nothing really interesting to show.
the mage spells activated at the 1x speed, so enemies moved out of the aoe before it popped.
>>
>>184262531
>there have to be some chinese cartoons out there where the entire cast wears the same clotes, but are super unique
They often differentiate the characters by their hieght/weight, hair color, accessories, and how they wear their uniform (ie not buttoned all the way up)

Off the top of my head:

Baka and Test
School Rumble
Code Geass
Toradora
Hyouka
Host Club
>>
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>>184227306
Sink or Swim!
And remember it's shark week.
>>
Hi, NewGuy here again with another question. I am an animator on macromedia flash. Would I be able to employ cut-scenes animated in flash within my RMXP game?
>>
>>184250016
I can't really remember any superhero RPGs, and the only superhero I even remember being in one was in Shadow Hearts II, although he was more like a vampire who coincidentally happened to be one.

This might be interesting.
>>
>>184268262
In rmxp? Unlikely. There were scripts that would let you play videos, but as I recall they were pretty buggy. Issues with screen modes. and the video files wouldn't be encrypted.
>>
>>184270939
Not that poster, but I wasn't aware this issue wasn't fixed. Damn, I kind of wanted an OP movie, basically one of those easy small ones like fighting games that are basically just a short stylish slide show/cast roll type thing set to music.
>>
You are trying REAL hard to die
>>
Has anyone ever tried adapting a book or movie into a game? It's a challenge because the stories are like, canned concentrate.

You got to somehow delude it and give the player something to do.
Some settings lend themselves well to rpgs, a change in locations between chapters is a journey the player can make for themselves.
But they're not all pilgrimages. Some dramas never leave a town and other times stuff unfolds all at once, half the game would be consecutive boss battles.
>>
Gettin' close to auto thread death. Remember for whoever makes the next thread in case this one dies overnight, I switched the file hosting for Tempus Ex Machina to Mediafire, so change the link in OP for this one: https://www.mediafire.com/folder/z69y7undwpp9s/Tempus+Ex+Machina
Thanks. Going to sleep now, pls don't die k?
>>
>>184274231
Hmm. Is there at least a way to add voice-overs to character text? I wonder if I could at least alleviate the lack of cut-scene animation with voice acting along with text and character portraits? If RMXP is too old for all of this, which RPG maker would you recommend? Think HyperLight Drifter
>>
>>184283982
i'm not sure if voice acting in an rpg maker game (without good equipment and voice actors) is such a good idea.
>>
>>184284327
I have been told I am quite good at voice acting, and I have the necessary equipment. I can find connections on NewGrounds for OST and female voice-actors as well, if necessary. I am only wondering if the system/program would somehow not allow this?
>>
>>184284327
A link to what my voice sounds like:
https://youtu.be/zY0rHf9zj2U?t=32
>>
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>>184274231
You don't need a movie for that! Even back in 2k, you could pull that kind of thing off with pictures, panoramas, and maybe the occasional battle animation display. Something simple like this took me 15 minutes to throw together.
>>
>>184283982
Older versions support wav audio and newer ones take ogg/mp3 as well - the technical side is dead easy.
>>
>>184281434
I played with the idea of adapting the Ar Tonelico - Arpeggio manga into a game for a little while.
The cosmosphere dive system was a staple of the series, a visual novel portion of the game, but it wasn't featured in this story because the only reyvateil wasn't always present. However, another character has a doppleganger familiar of sorts, it shows people memories of the past. And since the main character has a lot of flashbacks, I figured this kind of "vision quest" could be substituted for the cosmosphere.

I had an issue with writing dialogue. Speech bubbles in comics are brief. A lot of one liners and short exchanges of words which doesn't feel right in an rpg.
I would have had to expand everything to the point where I might as well have just done something original.
>>
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Makapri is never coming back.
>>
>>184284745
That is not the kind of voice that belongs in a video game
>>
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Bump, hmm is there a way to make them stop sliding?
>>
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Cyan has probably exhausted Lovecraftian horrors, as well as other mythologies, and even Alice in Wonderland abstractions.
>>
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How many people even remember Naramura?
>>
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And those were just the popular ones. There were a lot of other talented artists that faded away before anyone knew they existed.
>>
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>>184264402
Shark week, you say?
>>
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>>184294975
Oh, hey. Shota-tank developer.
>>
>>184295452
never heard of it. Looks nice
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>>184304647
not anymore.

>>184305427
big rmxp era artist. A lot of alternative rtp battlers back then.

I remember discovering naramura through a game called Dark Eternal, which used The Black Mages final fantasy soundtrack, and music from Naruto (which at the time hadn't been dubbed and was relatively unknown in the states.)
>>
>>184306613
Dark Eternal is one of the few "dark fantasy" rpg maker games out there. It's sequel was never finished - not abandoned, just 10 years of development.

There was another game called "Under" and "The Black Effect" by The_Man. I don't actually remember if it was an rpg or not. I'd like to play it again, to see if it was as good as I remember thinking it was. But it's one of those projects that's all dead links and deader forum.

The most recent dark fantasy rpg maker game I've played was called Numina. Chapter 2 is still being worked on. Don't be fooled by "a 4th wall breaking RPG", what that actually means is the main character talks to this disembodied voice and the player choices what the voice says. It's just like making choices for the silent protagonist, only this protagonist is an invisible spirit.
>>
>>184306613
it is always shark week in your kokoro
>>
>>184283982
>Is there at least a way to add voice-overs to character text?
Should be as simple as using a Play Sound Effect command right before the text box command. XP can probably do it. Hell, 2k3 can probably do it. I shoehorned it into the PS1 version via movie-making magic.

https://www.youtube.com/watch?v=po4AsEHZR08

>>184284745
Not to completely agree with
>>184294946
but that role doesn't make your voice sound very 'anime.' Do you have any other work on Youtube?
>>
>>183891829
Find any HCG
Trace and redraw
>>
Halt! Only those closest to Her Majesty may bump the thread. How do you prove your loyalty?
>>
>>184075916
Are there any more of these, if so where can I find them?
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>>184316924
Tumblr. So many tutorials on Tumblr. My first stop would be pinkuboa, since she has an extensive and organized list of RPGM tutorials. From there, you can find find more art-related blogs
>>
>>184294758
It seems their last post is December 2016 and has been in F/GO hell since...
https://twitter.com/soichi_okbk/status/805818873991729152
>>
>>184294975
Sprite_Battler.startMove() is the function that moves everything in a battle scene, including your actors. If you want to simply remove every sort of movement, then you'd just add a "return" at the start of this function, or perhaps comment/delete everything out inside.

If you want a more nuanced fix to things, like perhaps you only want to stop the actors from moving when attacking, you need to now look at Sprite_Actor.
There are a few functions called stepForward(), stepBack() and retreat(), which you'll be able to see all just call startMove().
And the function that uses these is updateTargetPosition().

The first conditional is basically asking "is the actor inputting something from the action menu, or is the actor performing an action?", and if so, the actor should step forward. And whatever else. You'd modify this function to work however you want.
>>
does anyone else ever feel like your motivation for doing stuff is was just to prove you could.
And once you know you can, there's nothing driving you anymore.
>>
Does anyone have a download for the Time Fantasy packs? Monsters, Winter, etc?
>>
What you think of this as the final challenge?(final rooms of the last dungeon)
>2 medium-hard boss fights, main villain's underlings and of course important characters plot-wise. You can heal and save between them.
>the hardest story boss, most important of the main villain underlings, once again, pretty much a main character in terms of plot
>last heal and save, rest is consecutive
>3 consecutive guard robot bosses and immediately followed by the first form of the final boss, robots are medium difficulty, boss is very easy
>second form of the final boss, easy-medium
>full recovery but no saving
>true ending boss if conditions are met, medium-hard
>>
So I'm currently trying to make a sidescroller on MV. Once the player reaches the end of a map it transitions into the next map. Doing this, I ran into an issue where, if I don't use fade transitions to transfer the player to the next map, the game hiccups for a second or two, which stops the action and is very noticeable to the player.

Has anyone that ran into a similar issue found any fixes to this? Googling gave me no real results, only found some forum posts complaining about the issue without any actual fixes.
>>
>>184324550
because it's loading the game? that's kind of why games have loading screens
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>>184325351
Sure and I get that this is likely the issue, but RPG Maker VX Ace didn't have this issue at all. It had instant transitions. In a way, this even makes the function to set the transition fade to none useless in MV, since you'd always experience pretty bad lag.
>>
>>184325351
No it's a transfer player issue. You can be transfering on the same map where everything is already loaded, and it still hiccups.
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>>184319751
Oh shit i already want to giveup ( ×ω× ), edit the main.js right?
>>
>>184328429
no wtf lol; relax

any script changes you'll be doing are inside of rpg_whatever.js
and usually, you'll be bale to tell which by what it's called, like Sprite_Actor would be inside rpg_sprite.js
just look inside of them, and it really won't be that scary
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>>184328895
It works! Thanks man!
>>
added the option to turn off damage values
recalculating dps info for stage 2 bump
>>
man... i picked up MV during the summer sale and i've lost so much sleep the last week just making dumb shit. it's mad addictive. can't believe i never tried it before
>>
>>184322403
I divided difficulty for bosses under those criteria(in-game too):

>Very Easy
You can only lose if you don't know to occasionally heal basically. No specific equipment, party members or anything needed. It's basically a regular enemy with more HP. You are definitely winning as soon you encounter said boss without issues.
Includes the very first boss and the final boss first form and event battles.


>Easy
Like very easy but boss has one skill or an elemental weakness to look for
Second boss and first midboss fall here.

>Normal
Boss has more attacks or quirks to look for but could be dealt with all party combinations and upgraded enough equip.
Most bosses in the first half of the game except a recurring one.

>Medium-Hard
Like Medium, but it requires you to catch the pattern. You are using buffs to stay alive here because that's where the boss stats are too high to sustain the entire battle otherwise.
Most second half bosses are here.


>Hard
Boss requires knowledge of the pattern to defeat, a decent party combination and some strategy, especially buff managing.
Fights with the main villain's minion are here.

>Hardest
Boss requires upgraded equip, optimal party formation and you must be able to predict the next attack. Requires some strategy to adept the boss abilities and of course knowing perfectly the pattern and how to survive every attack.
The only one is the most important minion, she's fought 4(5 in true ending) times and it ranges from Hard to Hardest.
>>
bump for love
>>
>>184320501
All the time. A lot of fun is lost when you vanquish whatever mental demon you were facing, but making something like this is about putting in the grind, not beating an opponent. You won't have fun polishing the little details, but it's gotta be done
>>
>>184320501
I know that feel too well indeed.
Not only RPG Maker-related, I always have it in general.

You can say my motivation for doing something, even playing games is simply proving I can finish it and then I never touch it again.
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Bump
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Wishful Thinkingâ„¢:

Telling my story in game via graphics, gameplay, and body language such that if a foreigner were to download it, they could understand and play intuitively if English were not their first language, or even a language they understand. I intend to make reading the text in-game meaningful, but would like the game to be playable by anyone without requiring a translator
>>
>>184347486
Ever seen Sequelitis? The Mega Man X episode gos over how the game conveys the important mechanics without a single character of text. As far as conveying a story, Sonic 3 gets a lot done with a laughing Knuckles sprite.
>>
>half the posts are bumps
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>>184351336
>the other half are bump baits
What does your protagonist do when a thread's on the verge of dying?
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>>184353919
he bumps it
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>>184351336
I'll ask for help then.
I want my npc to show choices when you talk to him, like what follows.

May I help you traveler?
>Ask about cats
>Ask about money making
>Ask about mining

But then when my player acquires a farm, I want the npc to display a 4th option. I have an idea about how to do this but I am not sure. At all times the NPC will show the menu 1 with 3 choices, then once the player acquires a farm, he'll get variable 1. Now I'll make a conditionnal branch, that if the player has variable 1 = 1 it will show menu 2 with 4 choices instead. Is there not a way that it just adds choice 4 to menu 1 instead? Also how do I make it that the choice disappears after it has been selected so it gets back to the ones you have not selected yet? More menus used with conditionnal branches after x option gives you a variable? Looks like too much work
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>>184355542
This would be the most basic way. If you want the last option gone after the player chooses it, set the variable back to 0. Otherwise, if you want something more complex, you'd probably have to use self switches or regular switches.
>>
>>184356275
I wanted to post something similar but you were faster.
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>>184356275
Thank you
>>
I need pictures
Pictures of your main character
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>>184356275
Need your help once again, it works great with one choice added but what if I need to add 3 choices (all with different variables)? I can't work it out
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>>184359552
Keep adding conditional branches in the else parts checking for the value in the variable you are using. This is the quickest and dirtiest way to do it and not very efficient but it gets the job done. I'll show you a better way to do it in a bit. By default, you can't have a choice box display more than 4 choices btw, unless you use a script but in general you should do these kinds of things with events so you learn how to fix things yourself if they dont work.
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>>184360115
I'm such a moron, I didn't even figure this one out.. Thanks a lot
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>>184360115
>>184360261

Here. This way is a bit better. With this, it doesn't have to keep going deeper and deeper checking everything in the conditional branches to decide what it should execute. If the first statement is false, it skips the whole thing and checks the new one instantly. Then you can just fiddle with the variable to display whichever choice set you want.
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>>184361592
It's driving me mad man, I really appreciate you taking the time to help me. Is there no way for the conditional branch to check for 2 variables at a time? Maybe using a different page with the second variable as a condition for it to show? If the player got 2 quests I want the questions to be displayed together in the menu box, right now it would either only show one or the other. Not sure it's clear.
>>
>>184362068
Well it CAN, but you would have to script it using the script section on the last page in the conditional branch options. You could still do what you want combining both methods I just showed you though. You just need to understand how the logic works.
>>
??? isn't this what he's asking about

>>184362068
you put another conditional inside the conditional
>conditional: var 4 == 2
> conditional: var 5 == 3
> show choices abc
now you'll only get to the "show choices abc" if both var 4 == 2 AND var 5 == 3
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>>184363450
Basically. They just also have to account for if the player has one or the other and not both. Which is why I said you can use nested conditionals in addition to regular conditional checks to get what they want. If they want to have a check for two variable literally in the same statement, it can be done but must be scripted something like the pic.
>>
>>184363046
>>184363450
That worked, I put a conditional, then another one, then the choices. I feel so fucking useless right now, thank you both, it's time to sleep now after so much retardness.
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Hey TD Dev person, played your demo so here are my criticisms.

1. Art style: It's simple and it works, if maybe a tad 'flat', but that's a minor gripe.
2. Gameplay: Interesting and quick enough at first, but then slows down with the 'difficulty increase'
3. Music: It's decent enough to not get boring quickly but maybe use one more track for more variety? I liked the 1-10 music.

Now for my specific 'issues': Reduce the damage variance or at least do more tweaking to the damage formulas. Even though I had points in strength and the one that supposedly reduces variance, and even with stronger tier weapons I was STILL hitting anywhere from 2s and 3s to 30s and 40s. The skill that reduces variance didn't seem to do much if ANYTHING. That meant that sometimes if I rolled low rng enough times in a row, the enemies would get past me and deal damage to the crystal. And with the damage dealers focusing on the targets that are closer to the crystal, they would let the enemies behind the front ones advance way more and cause me to lose because they can't keep up. Even though theoretically they should be able to kill said enemies quickly.

Next, it would be a good idea to give the players a bit more time to set up before starting, even one or two more seconds before a wave starts would help. I kept finding myself having to rush because enemies would show up quickly and that made me make more mistakes than I otherwise would have.

Another thing is at least to me, the warrior seemed completely useless no matter how much I powered them up. So I stopped using them at all. Too slow, not enough damage even with a strong weapon equipped, as well as costing a lot. In fact, I mostly used the bard plus archer combo and beat quite a few of the stages before I kept dying due to difficulty.

1/2
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>>184367051
Which leads me to the grinding. While it is an interesting idea, for this sort of game it slows things down a bit too much for my taste.

Personally, you should think about reducing the costs of items and the amount of drops you get per mission. I would always end up with dozens of crafting items and just barely any gold to buy one or two things. And yes, I did put points into the luck stat to get more gold. Still had to do missions many times to get the gold needed to craft. I ended up with 99/# a lot.

And finally, the maps themselves. It would be a good idea to make the start points of enemies spans a bit more noticable because in maps where there are multiple lanes, it got a bit confusing at times for me and I lost time running around because I didn't know where things were gonna spawn. Also I didn't know some maps were bigger than one screen in size because on some maps you can scroll and others you can't but that's not too much of an issue.

I think I got everything but all that said it was pretty good for an alpha demo! 7/10.

The damage variance was the main issue for me, but idk maybe I was doing something wrong.
>>
>>184367051
>>184367305

Oh and one last thing, please make a way that lets a player either reset the stage or go back to the hub area. It's a minor thing but it would be so much better for it for convenience. As it is now, I have to wait till I either win or lose to go back, so if I make a mistake early, I have to sit there and wait for the mobs to kill me.

And if you do end up giving the player more time between waves, you could have a visible timer somewhere on the screen to help the player know when a wave starts.
>>
bemp
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>>183938053
ty

>>183934591
Now with lighting! I'll probably need to make the floor darker though.
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>>184358692
here have bad concept art
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>>184373526
What kind of game are you making Anon?
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>>184373461
np

>>184367051
10/10 feedback; been writing an essay reply bump
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>>184375610
an rpg :^)
(wasteland adventure)
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>>184348661
Action and survival horror games don't really have a story. I mean, on modern consoles they're practically movies.
But in rpg maker they have short premise that's suggested by picking up clues or what little interaction you'll have with a fellow npc.
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>Want to escape being NEET
>Apply for university
>They don't accept me
More time for getting good at art then.
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>damage variance barely being alleviated by DEX
So my philosophy for the primary stats is that each stat should feel roughly equivalent in terms of increasing your party's combat effectiveness for each point. Most of the stats lead to a separate 400% damage output multiplier. STR/INT directly increase damage up to 400%. AGI lowers the base cooldown to 25%, and CHA reduces the summoning cost to 25% as well.

DEX only leads to a ~180% multiplier when looking at reducing damage variance (where 55% average damage turns into 100%). DEX also provides increases to the attack range AND AoE, though. In a BS, inaccurate sense, it leads to a 180 * 200 = 360% damage output multiplier for Archers. Then when it comes to the Swordsman and Mage, in a nonsensical, hypothetical sense, just the AoE multiplier alone is 400% (area of a circle formula bs), so that's an ahegao-inducing 180 * 200 * 400 = 1440% multiplier in a single stat. Oh, wow!

So it's not *that* bad of a stat for Archers, and for Swordsmen/Mages, it's (theoretically) flat out bonkers.
I do get the sentiment that it doesn't feel good to put stats into it, though, and others have said similarly.

Regardless of how many points you pump into AGI, your mage still casts two bolts on each monster before they walk away.
Regardless of how many points you pump into DEX, your damage still deals the abysmal single digits.
Regardless of how many points you pump into CHA, your swordsman still costs the "too expensive to be worthwhile" 300 mana.
Regardless of how many points you pump into LUK, your crits are still too infrequent to be relied upon.
I think it's a combination of practically not seeing a substantial difference w.r.t. to STR/INT, and also that it's a psychological disconnect, where you can't see your minimum damage increase by any notable amount. I think it's something that just has to be left as is, because I feel like I balanced the stats rather well rn.

damn, it's fun to sperg about your own game
>>
>>184378768
>go to haunted house with friend
>friend wanders off
>find terrified friend babbling "She's coming"
>friend dies
>conveniently find book "How to Summon Your Murderous Daughter Back from Hell and Save Her Soul; For Dummies."
>The bookmarked chapter is "How not to be dragged into hell | Puzzle Box Solutions"
>???
>Profit
>>
>>184380562
>gold rewards
>too many materials
The dirty secret is that you're supposed to sell your excess materials. It's something obvious to me as the game developer, and as a player of RO and MH. I can see why people normally wouldn't do that, though. People like to horde items and materials in RPGs.
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>>184380989
>losing due to damage variance RNG
Before implementing randomized damage, I balanced stages in a strict, calculated manner.
>units deal exactly this much damage
>player will have exactly this much mana
>spawn exactly this many monsters with this much hp to match the resources the player will have

This of course lead to problems when I first implemented damage variance.
If you get two consectutive low rolls, then you'll fail to kill a monster, through absolutely no fault of your own.
If you fail to kill any monsters and fall behind on killing for mana, then you'll lack the resources to match the challenge of the subsequent waves.
Death spiral. Solution?

I could've increased the minimum damage (and decrease the health of monsters), and it would work. I feel like I added damage variance for a reason, though. I also don't like gimping the effectiveness of putting points into DEX. If minimum damage started at, say, 70% instead of 10%, then the effectiveness of maxing out DEX would lead to only a 18% increase, rather than the original 82%. Practically nothing.
>>
>>184382457
Instead, I chose to rebalance the stages/monsters. For example, in 1-1,
>archers fire twice on 4-speed events
>archers deal 10 base damage per shot
>give fairies 20 HP
>10 fairies spawn
>i want players to spawn a second archer (160 cost) for the second round
>make fairies give 16 mana each
Seems to make sense.

With damage variance included, players just starting out will deal roughly 60% of their base damage. Depending on how you invest your stat points, it can be in the mid 70%s.

If I wanted to be strict, I'd set those fairies to 12 HP, and it'd be "balanced" for the .6 average damage multiplier (this is actually the visible EFF stat) players start the game with. I made it even easier, and the fairies actually start with 8 HP.

This makes it so that it's very rare to roll too low for fairies, and when you do, it's only one or two.
And to account for THAT ever happening, I also boosted the reward rate of fairies to 24 mana per kill, rather than only 16. This means you need to kill 7 out of the initial 10 fairies to have enough for the desired second archer.

I rebalanced the numbers like this, gradually increasing the EFF I expect players to have as the stages go on.

So what's happening if you still fail?

1. My intended solutions for that wave is too unforgiving. This can definitely be a problem, because it's not fun if the only way to beat a stage is to use the super sekrit optimal solution that's forced on you by the designer. I'd like to know which stages give this impression, though.

2. Your stats fell too far below the expected EFF ratings to forgive inoptimal unit placements. While I don't hard enforce stat requirements, like "you need 20 STR to clear 1-8", you still need to keep up if you're straying too far from the concept of that particular stage.

I personally failed 1-9 several times when attempting to speed through to a new world 2 save.
>>
>>184382854
>swordsman is never used
I think this is something everyone has said, and I'm wondering about what to do about it. This is something I specifically remembered reading about when looking at another TD developer's game. People need to be encouraged to use the close-range dps unit, because range is such an important trait in RTS (and therefore TDs). They had their close-range units be ridiculouslyy broken to encourage people to use it. To the point where people were constantly saying it needed nerfing.

This leads to a situation where if I design a stage that I want you to use a Swordsman in, you'll 100% DIE if you ever stray from it by using Mages and Archers, because Swordsmen will be, as given, that much stronger than the other units. It also then means if there's any stage that has a possible application of Swordsmen, they'll make the stage muuch easier than if you went with the expected archer or mage.

So it's sort of kind of like a spectrum from:
>Swordsmen are strong, and therefore absolutely REQUIRED whenever a stage is balanced for them and trivialize any stage that even allows them to be used.
to
>Swordsmen are useless, because if I stick to Mages and Bards, I can win the same stages just the same.

And my personal view is that you should let players have the option to go for their choice of playstyle, as long as it's not THAT far off from what's ideal.
...That said, I still buffed the Swordsman a bit in the current project, because I want people to use him. lol His animations are so much better than the rest of the cast, and they need to be seen.
>>
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>>184380562
>AoE multiplier
Maybe I missed something but I didn't see anywhere in the game that said AoE increase actually increases damage as well. Maybe that's what you meant by area of effectiveness, but what I got from that was that the range of damage increased now how strong it hit. That's what I assumed str/int were for. I only noticed the range increasing when the units could hit farther away, but that wasn't until I put quite a few point into it.

>Regardless of how many points you pump into x, your ____ still...
Well if that's the case then what's the point of having the skill system in the first place? At least for me as a player, I test out what each stat does, see what happens when I boost it, and figure out the game plan from what I FEEL seems to be the best option. Dex wasn't doing too much that I could SEE which was 'reduce damage variance' as what I was primarily looking at. I expected the numbers to be tighter together, but when I equipped stronger weapons and boosted the stat, I was still getting such low rolls, therefore, I decided I didn't need it.

>>184380989
I actually forgot you could sell the items is the thing, since I barely used the shop as is. Since I knew I would need items to craft I just kept them, then forgot I could sell the extras later.

>>184382457
Well, it happened more times than I would like, and I've played my fair share of TD games before, as I grew up with a lot of them. It would happen that, even though I THOUGHT I placed the units in the most suitable location, I got low rolls constantly (hence my gripe with the variance), and died because of that. So I saw that I didn't like using the warrior because of previously stated reasons, so I focused on the other three. Hence now I pull pic related and plow through all the levels. This is without putting too many points in what I saw as a 'not worth it' dex stat. Nothing can get out of the kill box.

>>184382854
Idk man, I'm just telling you how I played it and what happened.
>>
I am trying to access the height of a sprite I added to the scene, whenever I try to read height it equals 0. This also happens if I try to go to bitmap.height as well or anything deeper. Wtf am i doing wrong, I can access something like Graphics.boxHeight fine.
>>
>>184384161
>what's the point of having the skill system
It's a scale from "stats are useless" to "this content absolutely requires these stats", and I guess it's just farther on the "useless" end than you'd prefer. So like, when looking at DEX alone,
at 1 DEX, it's 10.9% min damage
at 9 DEX, it's 18.1%
with full snake gear bringing it to 20 DEX, you have 28%
You'd agree that's a decent amount, right? It's still, of course, a large range, still varying by 72%. Those are the sorts of ranges you'd only expect for axe type weapons or something. It's similar for the other stats. While point-by-point, you won't feel the effects of CHA, after a while, you'll see your Swordsman barely costs more than the original cost of the Bard. And so on with the other points.
STR/INT are just naturally biased, because they're much more tangible.

> so I focused on the other three
Do you remember which stage in particular had you lose confidence in the Swordsman?
>>
>spawn indicators
i don't think anyone's brought this up, and it couldn't hurt to add
>more time
i'll add some more time to the start
>giving up early
i'll add it because everyone wants it, and it's definitely a normal feature to have, but when i think about it with the damage variance issue, it reminds me of SRPGs and mid-battle saving in a sense.
>people will savescum for successful 30% attack rolls from the front, when they're supposed to properly position for the 80% side attack
>people will quit early because of multiple rolls below 50%, when they're supposed to place the (different?) unit in a different position

>>184385745
This is something everyone will have problems with at first, and I wish it didn't take me so long to figure out the issue. It happens because of on-the-fly loading. When you create that sprite, set its bitmap, and add it to the scene, then try to get its bitmap information, it's actually not ready to give you that yet. It needs to load the bitmap first.

You'll be able to see this yourself by adding it to the scene normally, and then while ingame, examine that sprite with the console. you'll see that it has everything properly showing.

If you want to do anything with that sprite when it first loads, you'll want to add a load listener to the sprite.
>this.bitmap = ImageManager.loadPicture('somePicture')
>this.bitmap.addLoadListener(function() {
> this.someFunction()
> }.bind(this))
So when the game finishes loading 'somePicture' to be used as the bitmap for this sprite, it'll run the function called someFunction(). And inside that function, you can safely try to get the bitmap's height and whatever else.
>>
And actually, perhaps it's a misunderstanding of why I wrote those statements. When I say
>Regardless of how many points you pump into AGI, your mage still casts two bolts on each monster before they walk away.
This is just the psychologically flawed view of the stats other than STR/INT.

At first, AGI won't seem to be doing much, but by the end of the game, your Archer's going to be firing eight shots that previously only got shot twice. And so on with the other stats. So it's not like I even have stats that are practically useless. It's just that because they're not visibly increasing damage like STR/INT, they appear to be useless, and are psychologically less enticing than STR/INT.

>conc
And to wrap up, I'm really glad you played the game through to its boss conclusion. lol
The only other person who's played it that far is someone with obligations to me, so it wasn't necessarily an unbiased stranger.
And feedback from actual random people on the net seemed to be from people that only played the first couple levels, and quit. While it's still good feedback in other ways, yours actually let me talk about the more interesting things, like mechanics and whatnot.

>spending this long writing instead of working
>>
>>184378807
>They don't accept me
You're a white male, aren't you
>>
isn't it really easy to get into colleges? especially community college. i got into my state university's school of engineering ezpz when transferring from a community college.

>dying so close to the end
>>
>>184388163
>people will savescum for successful 30% attack rolls from the front
>people will quit early because of multiple rolls below 50%
That's not as common as you would think tho, especially in a game like this. I only wanted that because early on, my mistakes had waaay more impact and just made me lose (misplacing a swordsman in a spot that is meaningless because mis-click for example), so I wanted to have a quick restart for reasons like that.

>And actually, perhaps it's a misunderstanding of why I wrote those statements
Yeah, that's why I wanted you to clarify what you meant.

>At first, AGI won't seem to be doing much
Actually as a matter of fact, that's actually the stat that I pumped points into the most on ALL characters because I know how useful it is to have units proc their abilities quickly. That's why I kept buffing the bard to increase her range because she made the other units more op.

>I'm really glad you played the game through to its boss conclusion.
Actually, I was REALLY close to just drop the game way earlier because of all the issues I had that I've pointed out, but I stuck with it to try to get to the end to give a fair review. That's the kind of criticism I want others to give for my game so it would be hypocritical of me if I didn't do the same.
>>
>>184394202
If you can't get into community college you might as well end yourself

Normal colleges are pretty easy to get into if you can sound sophisticated in your entrance letter which you should have plenty of experience in if you waste time arguing with people on the internet
>>
bumpin
>>
>>184395649
>sound sophisticated in your entrance letter which you should have plenty of experience in if you waste time arguing with people on the internet

not the college poster but THANK YOU in recognizing the value in this
>>
good night love you guys
>>
File: Capture.png (220KB, 1287x758px) Image search: [Google]
Capture.png
220KB, 1287x758px
>>184387778
>Do you remember which stage in particular had you lose confidence in the Swordsman?

Uhhh stage 5 I believe. The one called converge or something like that. Was too slow for me.

There, pic is final play time and what I ended up with.
>>
>>184283125
Last reminder 'fore I got to sleep. Only reason I'm pushing this so hard is since these threads last a week or more sometimes, I'd rather not have a link to my game in the OP that will never be updated. Fully expecting this thread to die when I wake up, but hopefully there will be a brand new one to take it's place! Good night bump.
>>
I'm having a single real issue with my game and that's creating a core design mechanic into my turn based rpg system that perpetuates the entire game to make it a bit more unique and stimulating. Any ideas or tips? Specifically talking about in-battle here.
>>
>>184409269
All skills change the element of your weapon. Each skill is keyed to more than one element, so using it again will change the element.

Combat revolves around the party outputting elements in certain sequences for stacking bonuses.
>>
>>184409269
4x4 grid on both sides. On the player side, changing formations alters stat buffs and can be used to mitigate aoe damage. On the enemy side, traps can be laid and enemies can be shoved for optimal damage output.
>>
>>184409269
Have your fights be a text adventure
>>
silent bump
>>
File: tf-farm-and-fort-left.png (413KB, 472x360px) Image search: [Google]
tf-farm-and-fort-left.png
413KB, 472x360px
Anyone bought this yet and can provide a download?

http://www.rpgmakerweb.com/a/graphics/time-fantasy-farm-and-fort
>>
>>184238334
There are mods for FFT if you want.
>>
Also TF related question:

Do you guys think the 2K styled character looks too out of place with this tileset? I love the TF tilesets but I hate the TF character sprites, do you think I could get away with using 2K characters instead? Pic related.
>>
>>184417952
I think it looks quite charming.

But if all sprites are that height, you may want to supplement taller sprites for adults, or just run a game entirely filled with kids/teens.
Thread posts: 708
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