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RPG Maker General #219

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Thread replies: 567
Thread images: 103

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Previous >>184902742

>/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
>Art Resources & DLC Pastebin
https://pastebin.com/2bJ8wBsz
>[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

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

>The /rpgmg/ podcast (hiatus until October)
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

>Recent thread projects
Tempus Ex Machina Demo: https://www.mediafire.com/folder/z69y7undwpp9s/Tempus+Ex+Machina
/rpgmg/ Collab Project | Girlsaurus Ch4 (until August 13th)
http://www.mediafire.com/file/qtat9xy1p1215dh/CollabProj-3_5.rar
>>
How do I make it so guarding cuts the final damage count in half?
>>
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Post progress Anons.
What are you working on?
>>
>>186046289
Oh my sweet baby god that looks amazing
Is this art based on anything? Is your game like this? Ffffffuck
>>
>>186046289
first major location
>>
>>186046289
Haven't been able to work on Tempus Ex Machina for the past like 3 days since I've been getting everything ready for uni that starts tomorrow. Ughhh. fml rip me. But I should be able to keep working on it later this week when I get things sorted with my classes and can figure out how to best spread out my time.
>>
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>>186046289
giant mutant chase scene
>>
Collab Chapter 4 has been up for a few day
http://www.mediafire.com/file/9u6fmq79hukylxh/CollabProj-4.zip

You'd think OPs would be a little more involved with the general to know what's going on. Check to see if the urls even work. Know what day it is.
Especially if they're going to make cracks /rpgmg/ being lonely.

Saged for reboot
>>
>>186046416
Nothing that fancy, just a picture I saved some time ago.
It's based on a game called Dragon Nest.
>>
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Cracked executable for 1.50, because whoever the f4cg group is, apparently, they have no idea what they're doing.

https://a.pomf.space/jnmejslvrdrn.7z

Archive password: 184902742

Get the full version installer from the release thread in the official RPGMV forums. The version you get from the frontpage probably works too.

Put this executable next to the original one or replace the original one with it. Whatever you like. And remember, if you like it and have the money, go and buy it!
>>
>>186048392
thats cool thats cool
but here's a real question
why did you have to post that picture in particular?
>>
>>186048392
Thanks Anon, I'm sure people will appreciate it.
>>
Feel free to repack the exe, too lazy and don't have the connection for it.

>>186049034
:shrug:
>>
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>>186046289
Studying actual programming.
>>
>>186047790
That's lame, I remember playing that over a year ago and it was just a lame F2P MMO that looked nothing like that
>>
What sort of settings fit well with synthwave music? I just bought a whole discography of it that came with a commercial license.
>>
>>186051456
Probably Cyberpunk
What did you buy?
>>
>>186046289
>What are you working on?
"Research". Making a sci-fi/fantasy game inspired by 80's~90's anime of that type, so looking into the kind of fashion/design themes that were common at the time.
>>
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>>186046289
Finally finished designing the interior of a lighthouse after being stumped for a very long time, by using an image for inspiration.
>>
>>186051825
https://groupees.com/future80s3
$89 tier
>>
>>186054898
Also, here's the Bandcamp for all their music: https://future80s.bandcamp.com/
>>
>>186054898
The samples are pretty nice, you could make good use of these.
>>
>>186052986
https://www.youtube.com/watch?v=S8aAJIIPBYw

They were mostly milieu stories with characters from earth crossing over for whatever reason to a fantasy world. So the MCs were almost always in school uniforms, if they were girls.

If it was high fantasy, guys wore bomber jackets.
Low fantasy, outfits were plain tunics. Priestly robes or breastplates.
Honestly, fantasy conventions haven't changed, just the pantones.

Scifi today is more sexy skinsuits and power-armor. Back then it was jumpsuit/overalls. The idea was that space culture didn't really have "fashion". Climate control makes jackets, shorts, and other seasonal items obsolete.
>>
https://soundcloud.com/tinyghoststudios/not-cave-2
been implementing some ideas learned from my mommy, https://www.youtube.com/watch?v=fkxONd-mMRc
>>
>>186055430
It's probably enough synthwave to last a lifetime of 80s-style game dev.
>>
A while back I remember there being a link to a browser-based music creation app in a pastebin in the OP, or something like that. Now I can't find anything of the sort, anyone remember what I'm talking about?
>>
>>186046289
PC battle sprites. Approaching the 3/4 done mark.
>>
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sleep
>>
>>186058971
I like that you consistently post screens of your shit
but
What does it look like in motion?
Do you intend on the level trope changing at some point?
Is there any sort of story, characters?
Aside from placing, selling, and presumably upgrading towers, what control does the player have?
What's Mana for?

Sell me on this why I should play this over other tower defense games.
Oh, and why have three enemy paths if they're all the same general length and shape?
>>
>>186060808
there could've been a plot, but i'm too lazy to bother with it. releasing it quickly is more important. the plot was going to be:
>kingdom has ancient dupe spell
>dupe spell on heroes to defend kingdom against constant monster attacks
>evil guy uses dupe spell on monsters to attack kingdom
>party about to kill evil guy
>"hmmph ignorant fools; king is the real evil"

>evil guy's village used as test subjects for kingdom's dupe spell
>rip village
>evil guy's been out for revenge
>each time someone's duped, lose some life force

>join forces with not so evil guy to attack castle and king
>big battle with lots of duping on both sides
>party defeats king
>party dies shortly after, from all the duping
>no more dupe spell forever; peace restored
>end
would've been pretty cool with the plot twist and bittersweet ending
evil guy badass bishi; best boi

supposed to finish it quickly enough for it to be a worthwhile time investment, though. so far, it's been ~3 months, which is slower than i had hoped.
>>
>>186060808
>motion
https://www.youtube.com/watch?v=pLQl8rxZg0o
>level trope changing
i don't know what you mean by this
>controls, besides ...
that's it; mana is the resource. gold/minerals

>why this over others
not much :p

>3paths if all same
it's just to have more of the screen filled up: more enemies, towers, numbers, vfx, blahblah
and it multiplies mistakes. wrong decisions would lead to 3x the damage
>>
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>>186046289
Enemies and boss,will start dialogue part soon
>>
>>186063876
i want the sister to be my mommy
>>
>>186062976
>level trope changing
I meant if there were levels that weren't snowy, which your video proved
>it's just to have more of the screen filled up: more enemies, towers, numbers, vfx, blahblah
>and it multiplies mistakes. wrong decisions would lead to 3x the damage
can't these be accomplished by having three different paths? perhaps you could even have the paths intersect?
>>
good night bump
>>
sleepy time
>>
>>186071353
WAKE UP!
>>
>>186072816
(can't wake up)
>>
What do you guys think about a game with no permament party members?
You will have to hire or convince other adventurers to join you for a quest.
Some of them will refuse to go on specific quests(no dungeons for the claustrophobic guy).
>>
>>186077734
It's an interesting idea, but could potentially be very obnoxious. Also, how would the party interact when there's potentially six billion different configurations?
>>
>>186077734
So, like Atelier Rorona? I didn't like that very much, but who knows? There's possibly people out there that like the mechanic.
>>
>>186077924
Obviously there will be a small number of party members, I'm thinking 6 and you can take up to 3 on each quest. Also it will be light on storytelling.
>>186079152
Haven't heard of that one, I can check it out to know what not to do.
>>
>>186062976
That looks surprisingly fluid. Is this MV?
>>
Post some JRPGs with great UI design
>>
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>>186081015
>>
>>186077734
What do you mean? Like Pokemon where all your fighters are optional.
That's fine. You still have train them.

I have played a SIM game where you run a bar. As you spend money and add more expensive drinks, tables, ect...better recruits appear. Those recruits go as far as they can into a dungeon but they'll ultimately die. You're just grinding for money, to get better stuff, to get farther into the dungeon, to make more money, to get better stuff.
It looks like an RPG. But the characters themselves don't progress, it's the bar. This is what you'd call "rpg-elements". Once you get further along, you can custom equip recruits with a small selection of amulets for more Mana or Sleep-Poision immunity which are what ultimately ends most dungeon expeditions- they last longer, net you more money.
But it's all optional. The name of the game isn't efficiency. There's nothing rewarding about the dungeons. just higher levels means more money faster. But you could theoretically MAX the Bar out by repeating the lower levels enough time. That's what makes it a SIM and not an RPG.
>>
>>186082226
I knew someone would post P5 in the first three.
It's indeed quite nice tho.
>>
>>186077734
Having to train them is a chore. Equipping them also seems like a raw deal
>>
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>>186081015
They're all fundamentally the same.
>>
>>186082592
>>186084204
There will be no levels, esentialy you are LV1 the entire game.
It's going to be all about the equipment(interchangeable between heroes).
I'm thinking of unequipping everything at the end of a mission.
Maybe upgrade a hero by doing his quest or something(nothing major).
>>
>>186088710
>Maybe upgrade a hero by doing his quest or something(nothing major).
this scales very badly as you get more characters. There's a reason Suikoden never did it, and even those games were pretty stuffed with party members.

I hope equipping is not going to be an exercise in pain?
>>
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>>186065120
>intersections
i don't try too hard when coming up with stages, but i do already do that on some of them

>>186080928
yeah, mv. it'll lag if you have too many attacks occuring at once
>constantly creating new windows for the damage popups
>drawing their contents
>adding them to the scene
>then removing them from the scene
or if there have been ~4000 enemies spawned. The event cloning script I use just erases events in the same manner RM erases its traditional events, so it actually gets kept in memory.
I do have solutions to both, but I'm likely going to just be keeping the stage lengths short enough to not hit the 4000 mark. The damage popup lag is something I need to get to eventually, though.
>>
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Updated an old sprite. Original on left, newer version on right.

Which do you prefer?
>>
>>186091092
I like the one on the right more.
>>
>>186048392
Thanks anon.
It works, although the crack is twice as big as the original file. What's it laden with, dolphin porn, russian botnets and CP?

As for 1.5.0, I'm especially happy with the new plugin manager.
Relevant for 1.5.0: https://www.youtube.com/watch?v=qyweorBVa94
>>
>>186088710
>There will be no levels, esentialy you are LV1 the entire game

Sounds pretty boring desu, I like the idea of having my characters get stronger regardless of what they're wearing
>>
Anyone here use Smile Game Builder?
>>
>>186092789
The DRM system they used compresses the executable, so this is probably close to the original size.

MV is basically a HTML5 game creation tool. That's how it can be completely cross platform. But the downside is that it has to embed an entire browser engine for each platform. This bloats the file size. Note that deploying a completely empty RPGMV game for Windows gives you a 46MB .exe file: that's because the browser engine is just that big (Chrome's engine weighs in at about 49MB).

You can reduce the file size of the game executable (or most other executables, for that matter) by using UPX, a tool that compresses executables.
>>
>>186093654
I am trying it out currently, making 3D models is hard.
>>
>>186096015
hard as in you need to learn a bunch of things or hard as in the UI is not helpful?
>>
>>186096761
Well the 3D character maker for Smile Game Builder is only the default blocky characters which I have no interest in whatsoever. So if you don't want those then you have to learn a bunch of things.
>>
>>186093274
RPG maker devs be like.

I'm lactose-intolerant. So I use alternative gameplay such as Almond or Coconut milk. Watch me sell it as a dairy product anyways.
>>
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Would you be interested in playing a game made entirely out of sliding ice puzzles?
>>
>>186097458
You can do RPGs without levels, as long as your characters get stronger over time you don't have to have levels.
>>
>>186097674
Sliding ice puzzles are fine but a whole game of them? How long is the game?
>>
>>186097096
It seems to support 2d flat sprites, so you can start from there and work your way up, I guess.
>>
>>186097674
No, I wouldn't.
>>
I don't mind RPGs without levels, including stat gains. I vastly prefer games where equipment is the main focus even.

When you want to reduce your character's damage so that you can make a combo video, you just wear garbage equipment.

When you want to force a gameover so you can get the rape ending, you just remove your armor and spam defend.

When you want to do a challenge playthrough, you don't need to enforce wishywashy soft rules to circumvent level ups reducing the challenge difficulty.
>you're only allowed to reach THIS level in THIS area
You just keep using the same equipment from start to finish.

I also find it a lot more fun improving your equipment than it is to improve your characters. Like even if you have a stat-allocation system, choosing to put points into STR isn't as satisfying as
crafting a weapon, then perhaps enhancing its upgrade level, and slotting gems into it. Maybe you can fuse items into that base weapon, and change its internal properties. Maybe there are equipment skill interactions that make particular equipment sets optimal.
>>
>>186088970
I'll try to keep party members to a minimum.
Equipping takes less than a minute.
>>186093274
As this anon said >>186097818 I can work something out.
>>
>>186099303
That sound pretty good, but i want to make sure that equipment is not mutually exclusive.
Sword 2 can't be better in every way compared to Sword 1.
>>
I want the most generic, trope filled RPG maker game ever. Can someone point me in the right direction?
>>
>>186097818
Careful.
Levels are just plateaus that still involve character stats. That's the real character progression. There's a difference between Character growth and Equipment Upgrading.

It's like >>186082592 SIM games.
A racing Sim. You race for prize money, you upgrade your car, to enter more races, to win more money, ect...
The car isn't a character.
Weapons aren't character growth.
>>
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Is this idea worth it?
Making the game episodic and free and ask for donations to support the game?

There are a few issues I'd be getting with making this all on one package, like having to beta test a hours long game just to fix some text over and over again, amongst other engine-specific things like stuttering and lag.
>>
>>186100553
>mutually exclusive
what did he mean by this
>>
>>186102224
>worth
no

your work is definitely commercial-worthy. just persevere, and i guess optimize the way you playtest things.
>>
>>186102224
This. >>186102427
If I had money I would throw it at you, but since I'm broke I can only offer advice. One of the best ways to play-test things later in your game is to make a debug room that you always start out in. You can test anything you like in that room without messing up anything else in the game. And if you need to test something in a later part, you can set a transfer event to wherever you need to go and just turn on switches and change variables manually to whatever you need them to be. It's what I do and it works quite well. I also have an in game save to make ABSOLUTELY sure things work in context.

Though do make sure you remove the debug room or place the player where you need them to start at haha. I've almost forgotten to do that a few times.
>>
>>186077734
If you're gonna do that, here are my suggestions

Characters aside from protag don't level up or have equipment other than maybe accessories
They're all tagged with easy to understand classes and roles
Perma-death
Protag's death is instant game over
Protag can have his class chosen at the start of the game and may have one opportunity (or rare opportunities) for a reclass/promotion
Have negative party member traits like claustrophobia be easily conveyed as well, such as pacifist healer being unable to attack, or arachnophobic knight running away if he gets hit by a spider. Basically nothing too complex.

IIRC, LISA 1 also runs on a temp allies only system. I also recommend you look into popular roguelikes for handling impermanent and probably random content
>>
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>>186102427
>>186103014
Okay, thanks for the advice.
I'll try to improve on the ways I playtest things.
>>
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>>
don die pls
>>
I'm working on a game entirely in the basic UI's graphics, it's laughably bad and it's grown on me.

I'm talking 8 tables in a row, clearly separate, and all characters act like it's some harry potter full length table. Clothesracks treated like punching bags. roasted pigs growing in a garden and everyone tells you it's totally pumpkins.

My question is this: If I want to make the game free for a bit cause I think it's campy and fun, is there any licensing I can do so I can make it stay mine, no reproduction or redistribution, and reserve the rights to make it commercial one day?

I want to be able to give it away for free, or charge for it, but keep it as mine no matter which I do. Too many spooky stories of people's games suddenly getting remaid and showing up on adultswim.com or something
>>
>>186102237
Is that the wrong way to use it? And I did give an example of what I meant.
>>
>>186112915
You could release it for free on Steam and later release a remastered version or something.
>>
>>186103827
You say some pretty nice things, maybe limiting equipment is a good idea.
Perma-death is too hardcore for me, I'm thinking if they get knocked out, they won't be able to adventure for a while.
The protag will be a prim and proper priest(the only one), so that the party always has heal and cure.
I've got a lot of research to do, not really familiar with this.
>>
>>186115158
Perhaps Paladin would be better for protag, you'd have both healing and steady damage
>>
Maximum length for random encounters?
Minimum time between them?
Was thinking a minute or two for a situation where you get fucked up a little, and 10-15 steps between encounters.
>>
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Finishing some areas!
>>
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>>186117624
>>
>>186117624
>>186118007
Your art style is nice and pleasant so see.
>>
>>186117506
Hell. No.
Randumb encounters should be few abd far between.
10-15 steps feels like every other step, add another zero to that unless your game is one coridor.
>>
>>186103827
kind of like FFT/FFTA, with one to three main characters and the rest you recruit them, except with stuff like permadeath?
I like how this guy puts it
>>186103827
Except for the non-leveling thing
But that's just a personal prefference cause I'm a slut for grinding.
It can be very interesting if you manage to make it balanced only with the equipment (characters that aren't the MC should be very different and with many different abilites and whatnot)
Now that I think of it, MH doesn't use levels and it's grindy as fuck. If you add procedurally generated allies with different perks to it you're giving it a shit-ton of replayability
>>
Gah, Starcraft Remastered released today. 15$
I want to go back and make an RPG map in it so badly.
>>
https://soundcloud.com/tinyghoststudios/cave
>>
>>186120441
Nice and catchy
>>
https://soundcloud.com/iwilldevouryourkittens/luciforge
>>
Aside from ease of implementation, is there a single positive to random encounters?
>>
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>>186128026
Enables faster grinding for those who are into that. They're practically synonymous. More exp, gold, items, etc. if the encounters are good for those.
>>
>>186128026
You can design maps without having to worry about fitting the encounters into them.
>>
>>186092789
Thanks for alerting me of Yanfly's 1.5.0 version. That fixed all my loading problems. I should really sub to his channel one day, but I don't want to keep installing every new plugin I see.
>>
Lads, where should I begin with my project? I already have a basic plot, the conflict and the backbone. I also have a battle system on mind, but I dunno where to actually start building the game. Should I make the main character's sprites first? Should I make maps? I feel so lost.
>>
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>>186133676
Personally I'd start on the battle system and get the basic mechanics working before doing art or mapping, but that's just me. Once you know how fights and stuff will go, you'll know how many sprites you need to make, for example.
>>
The more I invested in rpgm, the more I think I should learn about GMS or anything else really.
Especially when I have an artist/animator.
>>
>>186133676
http://yanfly.moe/comics/
>>
>>186133676
Personally I start off with ONLY rpg maker graphics. It gets amazing.

My pumpkin patch in this halloween game is a bunch of fried pigs surrounded by grass.

Once you have a basic design and don't give a shit, you can focus on plot. Fix battle system as you go, since tinkering is a fun way to cut writer's block and doubts
>>
>>186104672
Trying to brainstorm some ideas for hidden animations or cutscenes the player could find when doing something like peeking through a hole.
I'm usually working with suggestive or comedic stuff, might even add something really hidden just to mess with dataminers.
Would the anons here like to contribute with ideas? Or is that a no no around here?
>>
Go away page 10
>>
>>186141273
Embrace me /rpgmg/
>>
>>186117506
If you want me to drop your game 10 minutes into the first dungeon, sure.

With very few exceptions, random encounters should be either FAST or RARE. Yours don't qualify as either. It would be a horrible slog, and I would not tolerate it from anything coming after the 16 bit era.
>>
>>186128026
Basically
>>186129076
Visible encounters can be great if done well, but I'd take random enemies over a shittily implemented roaming enemy system ANY day.
>>
I want to play your lewd game!
>>
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Bumping with an enemy
>>
>>186147743
i like him
reminds me of the ducks from wario
>>
>>186147682
i was thinking i'd be able to make one, but i can't be the artist unfortunately. rsi problems specifically related to the way i hold a pencil
>>
>>186138012
I ask people for help with my game all the time and it ends up being better for it. Though I'm drawing a blank in terms of ideas, I'm sure anything slightly lewd (or full blown lewd) would be fine.
>>
>>186138012
I don't mind putting in cryptic shit. I intend on something akin to the Pokemon Red Mew Glitch as an intentional secret that leads to something big.
>>
>>186138012
Have a cameo from hypnohips bot.
>>
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anyone want anything drawn? I'm down to do any artwork
>>
>>186154035
draw a big stonkin' massive mchuge tree
>>
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>>186154534
i made a tree i guess
>>
>>186157056
B I G G E R
>>
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nah
>>
>>186158129
fine. But I'm rather surprised noone else has made a request yet.
>>
>>186160904
I'm either going to draw everything myself or hire an artist to do the art. Given the offer is of a single drawing, I don't even know what I'd use it for. Or what to ask for.

How about an Ant-Person?
>>
>>186161690
we'll make it one day, bruh
>>
>>186154035
A spider merchant
>>
>>186154035
an angel and demon dating
>>
>>186153187
doing what
>>
>>186162745
Stealing things? Dancing? Whatever Sorceress Bot wants?
>>
>>186162745
>>186165942
Or you know something lewd.
>>
10 why am i up at 4am?
>>
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>>186175552
There are only two answers I can think of, I'll try it with this one: Because you are not a teenager anymore and start your days early.

>>186161690
at least you can easily make your own character portraits http://make.girls.moe/#/
>>
Die monster, you don't belong in this world!
>>
>>186136098

There's no point, it's just a different engine, and arguably, a less flexible one at that. You can change the entire engine code of RPGMV, you can't do that with GMS. GMS also limits you to their scripting language, RPGMV uses JS for which there is just vastly more stuff available.
>>
>>186182378
I don't know anon, I'm not convinced GMS is less flexible than RPGM. The workflow is much better too and it doesn't have the performance issues RPGM has. Also while you're talented/knowledgeable you'll surely be able to do any kind of game on RPGM, but it would be like jumping through hoops. While I'm making a VN/JRPG I would like to make something different in the future as well.
>>
morning bump
>>
>>186183224
The performance issues probably stem from the fact that it's browser-based, GMS isn't. You do have a point there, though there's ways to optimize performance in MV, at least.

> Also while you're talented/knowledgeable you'll surely be able to do any kind of game on RPGM
Well, unlike RPGMV, GMS doesn't really give you any tools... you'll have to work entirely from scratch, so it's not easy, either. At least when you stick to an RPG formula, RPGM can help.
>>
First time poster here, quick question:

I started on a game in VX Ace several years ago, got maybe two hours of in-game time into it before abandoning it due to RL stuff. Now that I can start again, would it be better to start it all over again in MV, or just stick with VX? What does the former do that the latter doesn't?
>>
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>>186161940
>>
>>186189401
MV has performance issues. The plugins are made in Javascript instead of Ruby. There's also mobile deployment and vanilla mouse support.
Can't speak for VX Ace addons, but Yanflies plugins was the argument for MV in my case.
>>
>>186187574
>Well, unlike RPGMV, GMS doesn't really give you any tools... you'll have to work entirely from scratch, so it's not easy, either. At least when you stick to an RPG formula, RPGM can help.
Sure, but to make anything better/different that literally a carbon copy of what RPGM intended, you'll have to learn how to do it by yourself too.
Here and here it's time invested.
>>
How do I get items dropped from the inventory to appear on the field?

I can't figure this shit out at all.
>>
>Anon uses Yggdrasil's Leaf
>>
Is there any non-shitty action based system for any RPG maker?
>>
>>186195425
>Anon forgot to set item parameters.
>It does nothing.
>>
I want to make a dungeon crawler for MV. Should I give the player the option to create their own party or should I create a cast of recruitable characters?
>>
>>186047747
hello LISA
>>
>>186102224
>Making the game episodic and free and ask for donations to support the game?
if you have a patreon and the characters were all furry, absolutely. Robots will draw in less porn dollars than furries, but it could still generate revenue. But then you're beholden to your patrons' input and tastes.
>>
>>186198074
That's sounds like the same thing.
>>
>>186202698
I mean give the player the option to create each individual character
>>
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>>186200265
hello anon
>>
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Live
>>
should i even bother trying to make an open world game as my very first game?
>>
>>186211365
No.
Make a very basic game.
One town, one dungeon and a simple save the princess story.
>>
>>186211365
no
>>
Go for it! I'm sure it will work out.
>>
RPG Maker MV, pertaining to the tutorial on making pushable boulders and enemy event sprites that path towards the player: can you make an event/character that both moves toward the player/follows them when possible, and is pushable, into say dead-ends that despawn them?
>>
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Bump
>>
>>186220786
That duck is stronk
>>
How would I go about including permadeath with party members in MV? Would I need a plugin or could I do it through eventing?
>>
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What spirit animal should Colt, Arwin, and Dahl have, hmm?
>>
>>186221838
you just remove characters from party via event.
>>
>>186222785

Crab, Goldfish, Starfish
>>
Small numbers or big numbers?
>>
>>186223948
I vote for small.

Fucking hate it when the screen looks like a tilted matrix screen background.

Large numbers also don't help with design.
>>
>>186223948
as big as it needs to be
>>
>>186223285
reroll
>>
Oh wow, these threads are still going.
Nice. It's good to see activity.

Any new games from you guys lately?
>>
001 Game Engine which is basically discount RPG Maker is like $30 on steam right now. Not as many default assets as the RTPs in Ace or MV but it has the same idiot-proof feel as RPG Maker with a different way of going about shit. Dunno if anyone else cared, but in my case it was exactly what I was looking for. End shill.
>>
>>186231662
This is a general, not a studio.
Don't act like you're not one of us.
>>
>>186232652

No, but it's been a year since I've last posted in here, and I know there's been game jams and such.
I'm just askin', brah.
>>
>>186235359
We started a new Collab at about the end of February.
The goal was to have 10 chapters by the end of the year.

We've managed a prologue + 4 chapters in 5 months. So we're falling behind schedule at this point.

The biggest problem is participation. No volunteers.
>>
ded
>>
What level of pixelshit are you willing to accept in a game?
>>
>>186242029
I just got done playing Sonic Mania, and have lately been playing my friend's Mega Maker levels. On top of this, it took until 2017 to get an RPG in my top 3 that is more than 32 bits
So a lot.
>>
>>186242029
I'm fine with pixelart, as long as it's not lazy.
>>
Anyone got Yanfly's Sample Project? It's for a homework :v
>>
any tools to translate rpgmaker 2000 games? http://freegamedouraku.doorblog.jp/archives/26710989.html I want to translate that one
>>
How about you don't die yet?
>>
>>186245878
2k isn't encrypted. You can just open it and replace the text.
>>
>>186250758
as in, open the map files in RPG maker 2000 and replace the text from there?
>>
>>186253618
As in you can open the game in rm2k and edit it freely, maps, database, everything. (Though it IS possible to intentionally corrupt the files so that becomes impossible. But hardly anyone does that.)
>>
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Yesterday a girl said that my hands were really, really soft and she kept rubbing them for a few minutes.
Now I have to make a scene like that.
>>
>>186257814
are you gay, or does she want to fugg?
>>
How do I get good at writing romance
>>
>>186257814
she make you want to bite the dust?
>>
Early good night bump. Dun die overnight, k?
>>
>>186261439
Make characters feel like people. That comes from reading and experience.
>>
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>>186261439
>>186262826
And exactly one anime.

Kare Kano
>>
Arise
>>
>>186257814
u r a fgt.
>>
What's in the house, /rpgmg/?
>>
>>186271967
gay porn
>>
Tfw scrolling threw /vg/ and see a thing I made like 5 years ago.

That op pic, man.
>>
>>186271967
a 3d printing shop. Not supposed to exist yet in this timeline, so the time police have it locked down for 150 more years.
>>
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Are my tiles >passable?
>>
>>186279669
I like it
keep at it, anon
>>
I want to have a game mechanic where the character carries around a tent and can at any time pitch it in the overworld provided there is enough space, then later pick it up and have it return to the inventory for travel. Is this possible?
>tent cannot be pitched if there is not enough overworld space
>once pitched the tent stands there and acts as a house/room that can be entered
>player cannot pack away tent if they are inside
>player cannot pitch tent if they do not have their tent in their inventory
>player can pack away tent and move it elsewhere, having it disappear from the overworld

Whatever it takes, I just want my tent.
>>
compress your screenshots guys holy shit this is getting ridiculous, optimize your pngs or use jpg, having a size > 500kb for an average resolution is not okay
>>
>>186286838
What kind of third world internet are you using if this is a concern for you
>>
>>186289298
500kb is a lot of bandwidth, bro. That's like ten MIDI's I could've downloaded right there, or maybe one html page.

did a quick skim of the thread, and I could only see like 6 of the 20 .pngs with a filesize over 500kb. times must be hard
>>
>>186235359
>brah
FUCK off, no one here talks like that
>>
>>186286838
>having a size > 500kb for an average resolution is not okay
it is okay, because we're not africans
>>
>>186176524
Hat, ribbon, and glasses don't work very well.
>>
morning bump
>>
>>186296692
Some of us pay for data usage when we're not home. 4chan is blocked by most free WiFi spots.
I end up burning data on the weekends visiting this place.
>>
>>186048392

Sadly your crack was made on Windows 10 and refuses to open on Windows 7
>>
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>>186303590
>he doesn't hide behind 7 proxies
>>
>>186281040
It's definitely possible! The only issue is the whole "not enough room" thing, unless it's tied entirely to the map. Unless MV offers some sweet new tools for this kind of shit that I'm not aware of, you'd have to have something like
>if player's X coordinate is >10
>- if player's X coordinage is <15
>-- if player's Y coordinate is >20
>--- if player's Y coordinate is <25
...for every potential "not enough room to pitch tent" area on every map. (Or, alternately, do that for every area where you CAN pitch the tent. Whichever is less common.)

The easier way to do it would be to have certain designated suitable camp sites where the player just gets a pitch tent y/n prompt when they come across them. But of course that's also more boring.
>>
>>186294409
>ten MIDI's
What kind of fucking luxury midis are you downloading? Where I come from, we pray to our voodoo god in fear if we even see one that's over 20kb.
>>
>>186305328

I would probably use region numbers to accomplish that. Allow the tent to be placed on region 5 and then just place region 5 where you want the tent to be placed.

I would go full on plugin though and use region events with button mapped events. "T" would open the tent on specified regions only.
>>
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Changed magebot a bit
Made the cape cover the entire body, fits their shy personality better
>>
>>186063876
Do you have tumblr or patreon?
>>
>>186314017
>>
>>186296520
S'wrong, brah?
You okay, brah?
It's all right, brah.
>>
>>186310185
A CUTE.
>>
>>186321464
it has a dick anon
>>
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>>186321639
>It
How rude.
>>
>>186321873
robots don't have gender
>>
>>186322106
then what is the purpose of the dick
>>
>>186322212
to FUCK YOUR SHIT UP
>>
>>186322212
Why is Mega Man a Man?
>>
>>186322458

Because Dr. Light built him to be a boy.
>>
>>186322458
Because he apparently does have gender.
>>
How do we fix our general?
All this bumping is no way to live.
>>
>>186323326

Can't be helped. Making stuff takes time, time away from posting.
I just assume everyone's hard at working making really cool things!
>>
>>186323326
Post healers so they heal the thread
>>
>>186326189
preferably cute healers
>>
How difficult is it to make a post-apocolyptic or sci-fi game in MV with the default assets? The clothes in the character generator seem to be geared more towards fantasy games
>>
>>186328409
>How difficult is it to make a post-apocolyptic or sci-fi game in MV with the default assets?
Very. The RTP is really limited.
>>
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It might not look it, but furry porn is imminent.
>>
Oh shit, I forgot I had this neat plugin.
>>
>>186257814
Shea butter?
>>
>>186261439
Read one of those romance novels, like 50 Shades of Grey.
>>
>>186279669
2003 was such a simpler and easier time. Only 16x16 tiles.
>>
Look up 30 different synonyms for pleasure, hard, throbbing, etc and you'll be on your way to writing the next award winning nukige.
>>
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>>186333629

>Making my own private chapter nobody will ever see because the content created so far set the bar kind of high and I'm too self conscious about my skills.
>>
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>>186305712
>3dfx Voodoo grafix
All you need is a good sound card to play it silky smooth, like the Sound Blaster.
>>
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>>186334731
Why would you need all these synonyms for describing various actions of satisfying carnal pleasures, I wonder?
>>
>>186335357
You should write what's happening in Bastion.
Every chapter ends with a "Meanwhile...King & Company are still hanging out in the throne room" and it's kinda of a joke.
Starting to feel like there's some time dilation. The party has sailed across the sea, climbed a volcano, fallen into the volcano.
And back in Bastion they've moved into the hallway, I guess...Claymore never had the chance to leave the castle apparently.
>>
>>186337127
>Meanwhile on Namek
>>
>>186342067
>Meanwhile, back at the ranch...
>>
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>>186318235
http://takkongguy-blog.tumblr.com/

>>186333629
How do you show name? plugin?

>>186326189
aight
>>
>>186344908
A yanfly plugin. One of the early collaborators picked it. I'm not a fan of it. The way the boxes open and close seems choppy. Plus, I learned not to use the Enter key to advance text. You need to use the spacebar or "C".
Holding Enter is the Fast forward button. So of couse Taping it every line just make the FPS go haywire, took me a while to figure out what was going on.
>>
MV users, I have a question. Does MV make an executable for your game? As far as I can tell, it just makes an HTML file that you can play in your browser. If I were to make a game in MV, does that mean I couldn't distribute it on Steam?
Not that I have the skill and patience to make it that far, but I wonder if that would explain why I don't see MV-based games on Steam
>>
>>186350202
yes
>>
>>186350202

As far as I've seen it always creates an exe.
>>
>>186323326
I haven't been able to work on Tempus Ex Machina in a bit since classes started back up for me on monday. Once I figure out how to best schedule my time I should be good to keep working on it. So like next week or so.
>>
https://soundcloud.com/tinyghoststudios/snow
wip

>>186350202
you're either looking at the project folder that has the uncompressed assets, and whatnot,
or you've exported your project as a browser game.

mv's just newer than vxa, so fewer people have finished products with it.
>>
good night bump
>>
stealth bump
>>
You're loved. Stick around
>>
>>186337127
Going on worldwide hunt takes a lot of preparation, he was in the middle of getting ready when the screaming started.
I totally didn't forget about that, honest.
>>
good night
>>
So Im trying to go for a Ninja type game and one the party members I had in mind uses poison to fight but Im not really sure how to balance that shit. Poison always seems either trivial or completely over powered in games
>>
>>186371760
Give the guy poison of different strengths and durations
maybe even find a way to make his MAT/LUK/something determine the damage amount
>>
10 good night
>>
>>186304682
Good find. This version should work under Windows 7:

https://a.pomf.space/bowkgurjmpah.7z

Password: 186045660
>>
>>186371760
Poison scales to a stat.
Poison debuffs atk/mag
Poison debuffs healing
Poison is a stacking debuff, and different moves apply varying numbers of stacks.
Abilities that do extra effects on poisoned units
Dying from Poison ticks causes a unique effect.
Poisoning something does not trigger counters.
>>
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>>186371760
>>186371991
There could also be poisons that do different things. People think of poison as just a DoT but poisons can do a lot of different shit. A bunch of animals' venom focuses on paralysis over straight death, and plenty of plants have hallucinogens and such for confusion or berserk effects. Think of any debuff or negative state and you can probably find a poison to cause it (Ifrit's blood setting people on fire totally counts as poison if you get it inside them); maybe with a "debuff over time" effect where stat penalties get worse the longer the fight goes. Shoot, you might even give the guy battle drugs as risky buffs.

Depends on how the battle system works I guess, but I always like when games use poison as more than just some damage every turn.
>>
>>186376450

Works fine, Thanks for making one that works on Windows 7.
>>
Final bump from me, Gotta work on my game some more later.
>>
Can someone explain to me, in simple terms, how does the new version of Steam Greenlight work nad how much does it cost?
>>
>>186254095
how? I downloaded rpg maker 2000 from here http://2drpg.com/2000.php and I still can't open the thing. even if I copy the game to the project folder
>>
>>186384150
forget it, had the use app local and run in japanese
>>
Is a fairly linear dungeon crawler a reasonable game for my first attempt?
>>
>>186387240
It's what's recommended by a lot of people, and it's what I'm doing. Start simple and then move on to bigger things.
>>
>>186387639
Yeah I didn't want to get too bogged down in story. Are you just creating one town and one massive dungeon?
>>
>>186387763
I was thinking three towns and three mid sized dungeons. Just kinda following yanfly's templates with my own alterations to it.
>>
>>186387948
Sounds like a plan.
>>
>>186046223
yanfly damage core let's you change it to include guard whenever you want.
>>
What do you guys think of front view vs side view?
>>
>>186390706
I think front view is a taint upon the world, but a lot of people seem to prefer their static characters taking up most of the screen.

Side view just has so much more room for animation, although I hear 7th dragon makes front view with animations work.
>>
>>186390706
I choose front view due to the immersion value. It makes the encounters feel much more personal and intimidating, and you have a full view of what you're going against. Even better if the enemies are animated.
>>
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Using a spell ( cutscene animation )
>>
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>>186390852
>Side view just has so much more room for animation
Sega managed a decent amount of movement with first person nearly 30 years ago. There's no excuse for half-assing it now.

>>186390706
Either way is fine as long as you make it look good.
>>
>>186393170
>There's no excuse for half-assing it now.
But. They. DO.

You almost never see the character actually perform the attack, it's all explosions and particle effects.
>>
>>186391924
This. Also often much faster battles with instant attacks and effects.
>>
Is there a way to go over the set 2000 limit for switches/variables/etc?
>>
>>186393306
If they halfass a front view system that much, they were probably not going to be very creative if they did end up using side view, either.
>>
>>186395043
the problem is that they still sell. Just look at etrian odyssey.
>>
>>186394338
There was a Yanfly plugin that let's you use self switches as switches, maybe there's something about variables in there too.
>>
>>186394338
Is the limit in mv seriously only 2000? Vx ace lets you use 5000. Which might of course still not be enough if you have a long game.

>>186395164
Eh, I don't think that's a "problem". EO isn't a huge budget game, and the draw isn't the graphics. Unless you're Square Enix, you have to pick what you use your resources on.
>>
>>186396647
So who DOES do animated front view? I mean, in recent years.
>>
>>186394338

Seriously how in the world did you max out 2000 variables? I could understand capping out on the 250 map limit maybe if you had a lot of changing in your world but 2000 variables you'd need to have a variable for every action. What are you using all those variables on?
>>
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Some other sprites ive been working on
>>
>>186398753
Wait, there's a 250 map limit?
Fuck, think I'll stick to a world map then instead of interconecting areas with overworlds.
>>
>>186398753
250 map limit? Well, time to throw out my entire project then I guess.
>>
>>186399009
>>186399289

I've never actually gotten to a limit, Don't worry about it, 250 was a mistake i read somewhere. It's higher than that.
>>
I'm looking for a guide on how to draw hp/sp bars in XP, but google isn't bringing anything up. Does anybody here know of any?
>>
>>186368690
It's ok. It's not set in stone or anything. Once we have more of the story figured out we can go back and reshape it.

The early chapters were intentionally vague. Like when the king orders to use "that" method for dealing with the Shadowfey.

My idea is that the King is harvesting shadowfey by turning them into gold. Kinda like how the Homunculus in Full Metal Alchemist were susceptible to Alchemy and were defeated by changing their composition, like water into gas.

So Dahl is going to reveal The Midas Touch, that petrifies prideful things into gold. His end game would be to use it on "It" who think's itself "perfection". However, It's true body is in space. Not only would something in that amount
render the value of Gold worthless, it would be dangerous if it ever fell to earth. Although, there would be poetic justice in a Kingdom being destroyed by a Solid Gold Meteor. I'm hoping someone takes it in that direction.
>>
>>186399997
Better question would be why would you use the worst RPG maker in 2017?
>>
>>186400950
:(
>>
>>186399997
Ok. So like, You got a picture right? The Picture is a Bitmap, m'kay. The picture is displayed inside the bitmap's boundary. So you tie the bitmap's width to HP variables.
So as the HP goes down, the bitmap gets smaller and cuts off more of the bar.
>>
>>186382938
There is no Greenlight.
You pay Steam and your game goes up
>>
>>186390594
>yanfly damage core
not seeing a script called damage core. Do you mean lunatic damage?
>>
>>186402574
http://yanfly.moe/2015/11/07/yep-25-damage-core/
>>
>>186403426
>MV
sorry, VXA here
>>
daily reminder that most scripting concepts can be applied to either version almost exactly.

if you see a tutorial for scripting something in vxa, and you learn how to do it in vxa, you just need to learn how to translate that into mv. vice versa
>>
How do I make it so that battle text progresses on player input as opposed to at an automatic speed
>>
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gammaking some enemies
>>
>>186407420
Does this doggo have a tentacle arm?
>>
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>Hi anon! Did you work hard on your game today?
>>
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>>186407637
he has the famous 'artist can't really draw for shit syndrome'
only wanted him to hold the baton somehow.
here's another doggo though
>>
>>186407857
Y-yes...
No
>>
>>186408242
I like the style
>>
>>186390706
>>186390852

Etrian Odyssey has been one of the leading Front View games for a long time, It's pretty popular although i think side view is just far more nostalgic and it's rare to accomplish front view battling as well as Etrian Odyssey does.

https://youtu.be/OzsmZzzM3wM
>>
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>>186410220
T-thank you anon, I like you too
>>
>>186413978
O-oh gosh.
With nice looking battlers like these I wonder how your maps look like.
>>
>>186413507
Popularity is relative. Maybe in Japan were handheld gaming is a success. But in the US, nobody outside of RPG fan sites will have heard of EO. I'm willing to bet, if I went to my local game store, it wouldn't even be on the shelf.

It's certainly can't hold a candle to Pokemon.
>>
>>186420115
>Atlus
Well that's why.
>>
>>186423783
>>186419793
we're 300+ posts in, bumping does nothing
>>
>>186423862
Bumplimit is at 750 posts on /vg/
>>
>>186424142
ah, my mistake.
i'll admit i'm quite new to /vg/.
>>
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>finished up and released a project
>finished up submissions for another project
>should start work on another project soon
>but for now i need to take a break from dev and relax
>actual free time for once

Awwww ye time to download a whole bunch of RPG Maker games and play through them!
>>
>>186426216
What are you playing?
>>
>>186430930
>>
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>>186427575

I'm not sure yet.
I'm a big fan of those not-quite-horror puzzle RPG Maker games, though. Ib, Bevel's Painting, Chloe's Requiem, etc.
So I usually spend a bit of time going through rpgmaker.net and searching through the horror section, downloading each one, and then randomly pick one to play.

Sometimes they're good, which is fun!
Sometimes they're mediocre, which is still a nice timewaster.
Most of the time they're awful badly-written tripe with MSPaint graphics and cliche jumpscares, though, which is even more fun.
>>
does your game have any promo art yet?
>>
>>186436480
Not yet but surely one day!
>>
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Did this face come with any pack? She's really cute
>>
>>186440070
No. that's Archeia/Lacroa's OC from Princess Princess
>>
>>186413507
but that's my point exactly. EO doesn't have shit for animations, not the original, not the untold versions. They prefer having over-detailed, static images that remain the same throughout the entire game. Only the FOEs ever move at all, and they aren't exactly the peak of animation quality. The rest are just the cheap "breathing" warp crap that I'd rather gone if it would save a little more battery.
>>
>>186046289
oooh gerraint and argenta
>>
Would you play a game consisting of a semi-open world with plenty of NPCs and sidequests where you travel around with a tent? Would you play it if it had no combat and merely involved socialization and puzzles? How do I make this interesting?
>>
>>186445264
Sure I would play it, but the characters and the puzzles would need to be really interesting.
Probably with different character routes and different reactions from your party depending on what you did at the puzzle sections and what you said beforehand to them.
>>
Alright. Now. I want you guys to nominate Spirit Animals for the collab game. I'll put your suggestions into a hat and draw from it.

You have until I come back from my walk. I fully anticipate no one will respond by then. If that's the case, I'll go with a Triceratops. Possibly with dildos for horns.
It depends how much I hate you. .
>>
https://soundcloud.com/tinyghoststudios/snow-2
why am i so gdlk

:31's chord in particular is sexy af; instead of playing the 6's chord as a minor, used a major instead
>>
>>186445264
If you make Layton x Persona, it'll be a best-seller WITHOUT A DOUBT.

A says B is telling the truth
B says A can't stand near any red-haired people
C says he has three umbrellas
D says he needs two people to balance the scale

How different triangles are there when you re-arrange A, B, C and D?
>>
>>186448602
A parrot
>>
>>186448602
Alligator

Manta Ray

Hummingbird
>>
>>186448602
A triceratops. Possibly with dildos for horns.
>>
>>186448602
I like snakes and spiders.
>>
>>186448602
Platypus, Echidna, Tree Kangaroo
>>
>>186442352
anon pls
>>
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And the winner is Alligator
>>
creating lore for a sci-fi jrpg is fucking hard like the amount of effort it takes is incredible even only doing around 3-4 planets as a setting but still creating the organizations, plot, character relations is tough as balls and even coming up with names that sound cool is tougher than i thought but is still enjoyable
>>
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>>186452336
At least you are having fun, right?
>>
Was the heroine fantasy pack for MV ripped? I don't see it in the pastebin unless it's bundled with something else.
>>
Should I make up my own afterlife or borrow from existing mythologies?
>>
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>>186433809
would you like to try mine out?
>>
>>186454857
Why not all of them? I want to want to go to the island of Mandango, where I get steaming hot sex every night

http://www.newgrounds.com/portal/view/72146

(Around 2:30 is where afterlifes get mentioned)
>>
>>186455576
Not him, but I'd like to.
I was always a huge fan of RPGM horror games.
>>
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>>186455916
here goes anon!
( not horror though, still sorta puzzle based, and just a demo )

http://www.mediafire.com/file/n32ssapqaa5jr95/Stargem+Castle.7z
>>
>>186455576

Sure thing, I'd love to.
>>
>>186454827
Please respond

;_;
>>
good night bump
>>
>>186454717
always anon
>>
What would be the easiest way to hide easter eggs in my game from dataminers?

Say I want to put some special enemies akin to the Fiends in SMT or Legendary Pokemon in Pokemon, but I really, really don't want players to know they exist.
>>
>>186460597
Patch them in a week after launch.
Or make them available via super convoluted means and throw in some red herrings in there too. But...
>I really, really don't want players to know they exist.
Then what's the point of putting something in a game if it's not gonna be seen at ALL. Just don't put it in then if that's the case. Though if you meant you don't want DATA MINERS to know they exist then that's a bit more difficult unless you literally include secrets in a game that don't lead to anything, then patch in the final parts later after release. But really though I don't think people care THAT MUCH to datamine some rando rpgm game.
>>
>>186420115
>It's certainly can't hold a candle to Pokemon.
Lol. If the worst you can say about a game is that "it can't compete with one of the biggest franchises of all time" then you don't have a leg to stand on.
>>
>>186460597
Data miners will find anyting and everything. It's why TCRF exists.

Call me crazy, but this is what I would do:

>Player meets crazy conditions for secret enemy
>Game pings a server to download the enemy in the background
>Scene of dialogue
>By the time the scene is over, the download should be complete
>Enemy literally doesn't appear on your hard drive until you've unlocked the fight
Now all you need is a why to protect that process from dataminers (what does the game send out to the server to get the enemy data? A password? Does it send out what system switches are on/off?)
>>
>>186461208
>>186462050
Well, maybe not actually protecting the game from DataMiners. The game probably won't even have its own wiki unless I make mine, judging from similar games. But I wouldn't like the existence of these secrets to be easily found by looking in the image folder and I wouldn't like the way to find them to be figured out with one look at the json files.
>>
>>186462050
>Hey for some reason this RPG Maker game wants Internet access
>Denied
>Game crashes
>>
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>>186462478
>Hey for some reason this RPG Maker game wants Internet access
>Denied
>Switch xyz ON
>No secret boss for you

As if I would be so underprepared
>>
>>186462381
Mirroring what other anons have said, it would be pretty darn difficult to hide something like that unless you literally patch it in as new content after the fact. It's not that hard to do either. You can simply activate some switches or change some variables when the player meets whatever condition you want, and tell them to go back to a specific location once you release a patch update that will unlock that stuff.
Otherwise, if anyone does even ATTEMPT to datamine, then pretty much everything will be found out.
>>
sleepy time bump
>>
>>186048392
Not at home right now; mind linking to the release thread you speak of? I'd like to check it out when I get home, been meaning to start on some RPGMaker stuff.
>>
>>186460597

Never use file names that draw attention, Always hide things in plain sight because people will be looking for specific things and they're not likely to search through every image. This is how i hide my porn, I make it look like boring System32 files nobody wants to look at. All they have to do is go into the System32 folder, Find the "Update History" folder then go into the "Error Report" folder which i keep hidden, No indexing.

Still doesn't guarantee you'll be safe from every nosy person though.
>>
>>186456203

- Graphical presentation is cool. Sprites are cute, environments look neat. Character portraits are cool. That logo popping up on entering the castle is really eyecatching. The mapping is really cool, I loved that room after the clock area with the floating lights. No complaints here, cool cool cool.
- Nitt is cute, too. Character dialogue is fun.
- The Armnitt puzzle only activates when it's in lowercase. Since the letters are presented in ALLCAPS, I tried ARMNITT several times.

Gud game. Really liked it, even if the demo was short.
I followed you on Tumblr, I'll be keeping tabs on this. Thanks for letting me have this.
>>
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i don't like asset creation. i don't wanna do it.
>>
>>186469064
Go indie retro and use 8-bit sprites that are made of 256 colors. Like, Space Invader that shit.
>>
>>186469453
>indie retro and use 8-bit sprites that are made of 256 colors
The only thing that hurts more than reading "8-bit sprites that are made of 256 colors" is knowing that as far as "indie retro" goes, that's in fact entirely correct.
>>
>>186448602
Liger
>>
>>186452336
Funny, that stuff is actually what I like to do most, then drop the project once I open RPG Maker.
>>
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>>186470225
I'm glad you caught on that I purposely made it sound stupid. That makes me feel good.

For real advice though, try this; Draw stick men doing poses and animations like pic related. Draw out a very rough version of the pose you want them doing, then draw details on them, vague as they may be, and finally just trace it in paint/photoshop/gimp/whatever. Just do what you want to do, and take your time. Good sprites come to those who are patient.
>>
First time being here in a long time; what's the repack for MV in the OP? Just the full program, ready to roll right away?
>>
>>186456203
That was pretty awesome, anon! I basically share the other anon's sentiments. Everything about its presentation is incredibly pretty and well done. There are a few comments I have though:

- There were a few small bugs here and there. I could talk to Nitt while she was hovering above the clock even after she had left. After I did that, some strange things happened where Glen's portrait was replaced with Nitt's, and a weird camera glitch that happened after talking to her right before the demo's end. I can try to recreate it if you'd like.
- The puzzles were pretty basic. It's the beginning of the game so it's understandable, but more complex/difficult stuff would be cool.
- The sound effects were pretty piercing and loud, it messed with the atmosphere a bit.
- The setting and the plot got me hooked, which was awesome. The way it handles the mysteries surrounding Glen and the castle were fairly well done, though I do wish that the mystery of Nitt's relationship to Armnitt was maybe drawn out a bit more; it seemed like it was revealed much too early (though this could be fine, depending on how long the final game will be). There were a few small grammatical errors too, but otherwise the dialogue and the plot were handled well.
- I don't know what you mean by it not being horror. The hallway leading to your first encounter with Nitt was spooky as heck.

Overall really nice. I'll also be following you guys, thanks for sharing.
>>
>>186456203
>At the start, in the room with the three heavy objects blocking the blue gem, the text reads "A huge blocks um...blocks the way..." without saying what blocks the way.
>The hallway after unlocking the first door is EXTREMELY loud. That sound effect is crazy strong.
>After the lights come on in the hall, the individual says "It's an amazing weather for somethin' warm, eh?", which feels off grammatically.
>When Nitt is explaining the rules, she says "I'm afraid you only have a certain ammount of time...". One m too many.

I didn't encounter any bugs, just these typos. Now, here's my critique;

>Character design is cute. Reminds me of 70's and 80's cartoons.
>The colors were great; nothing clashed, everything felt "right" in the setting, and nothing blended in too much.
>Puzzles were pretty easy, except for the wizard name. I didn't expect to see it backwards like it was, and from earlier attempts at solving, I didn't think to go back there.
>For a dusty castle, it looks pristine. A little dust here and there would work wonders.
>The camera effect is nice, but gets a bit jarring when you come to a sudden stop.
>The text just before seeing Nitt in the last room went by too fast, as I was holding shift to sprint. A brief pause before the text comes up would be nice.

It's a good start, no doubt about it. I had no expectations, and I came out of it moderately pleased. Keep it up anon!
>>
>>186467590
>Hiding porn in C:\

say goodbye to them when the windows fucked up and you need to reinstall
>>
Boop
>>
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>>186467590
Or you could just get in the habit of locking your screen with a password only you know, anon. And setting it to lock after, say, five minutes of inactivity. In-browser video, VLC, games and other such things don't trigger that, by the way.

If other people can access your files, it's not the location of your porn that is the problem, it's that people can access your files.

If you have a partner, sibling or parent using your computer (hey I don't judge), Windows allows you to make multiple user accounts that can be switched between without logging off. You can lock your screen and whoever wants to do things can then log on, without access to your files. And when they're done, they log off (or lock their screen) and then you can do your thing again. Simple, innit?
>>
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>>186471738
>>186465036

Download the trial version here:

https://s3-ap-northeast-1.amazonaws.com/degica-prod.product-files/43387/RPGMV_150W_Setup.zip

Then get the crack in >>186376450 , and replace RPGMV.exe in the installation directory with the file in the archive.

Someone will hopefully eventually come around with a repack so it's a one-step process.
>>
>>186344908
>>186063876
it gonna be lewd or just all softcore?
>>
>>186485202
>>
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I think I'm doing something wrong but the instructions make it seem like I'm doing it right.

I'm trying to get my character to go into another room but they end up being transported to the same room, when doing so do I make a completely new map for other rooms or is having sub divisions within one map fine?

I have clicked on where I would like them to go but the option stays as the current room.
>>
>>186493560
Nevermind, got it to work now.
>>
>>186467613
Glad you liked it anon!
Yeah no worries, I'll fix up the name puzzle to include all caps too

>>186473407
Ah I see, I think I know what's causing that, I'll fix it!
No worries anon, I'll be sure to put some more difficult puzzles as the game goes along.
Hm, which sound effects, exactly?
And trust me anon, there's a lot more to Nitt's character than that.


>>186475110
whoops, thanks for catching that anon! I'll be sure to fix those, english is my second language so I guess a few errors here and there is to be expected ( I never sent the demo for proofreading so... )

There's actually another character who cleans the place, but I get where you're coming from.
Yeah I'll fix the text a bit, thanks for playing anon!
>>
>>186448602
birds

maybe a pigeon or a crow
>>
Post a cute girl from your game and one negative thing about her
>>
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>>186500805
she'll lie to get what she wants
>>
>>186471415
I know how to make good art. I unfortunately went to art school. I just don't like sitting down and pixel pushing.
>>
>>186502114
Just like a dinosaur!
>>
Quick!
I need all of your motivation
>>
>>186504874
>>
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>>186509640

I'm no motivational speaker.
>>
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>>186509640
>>
ten
>>
>>186494875
Playing through it again, it was basically just the menu sounds. So the sfx's that play when
>Navigating the menu
>Selecting an option in the menu
>Opening/closing the inventory
were too loud and/or too sharply pitched.

And that's fine, it just felt like the game was showing its hand too early, but if there's still much more to learn about her then it's okay.

Good luck anon!
>>
>>186502114
Devious
>>
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I am making a game that should play like combination of princess maker and harvest moon with inspiration from games like gothic or runescape.

The framework is basicaly finished. Things like different NPC placement each week, visible equipment, sprites changing with age are fully working.

What would you guys expect to see in a game like this? I already added most of the obvious stuff, like farming, home upgrades, NPC relationship, quests with multiple solutions and so on. Also how do I get good at making UI.
>>
>>186517915
Sounds a lot like my dream game. I'd offer my artistic help or ask you to work with me but I have terrible social skills and no motivation so godspeed anon
>>
>>186517915
Needs some sort of end goal
>>
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>>186500805

Immature as hell, doesn't think about the consequences of her actions and does things just because they'd be cool. Probably autistic.
>>
>>186518414
>Sounds a lot like my dream game.
That is genuinely the only reason why I'm doing this. There is no game like it. Sure, there are plenty of games having the individual things, but no game that combines them all. I am working on this thing in my free time. For like two years. And I still don't feel like stoping so I am fairly confident in finishing it in my lifetime.

>>186518720
There is. I will try and tell you the short version of the story.

Year 2048. Russia owns the world. Your parents did something bad and they get sent on a island full of prisoners. They on the ship before ariving there. You get a letter you are suposed to deliver to a very famous criminal. You have eight years to do that. And that is the point when the game starts.
>>
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>>186519157
>>186518720
After that, you can basicaly do "anything" you want. You can finish the main quest and end the game in like four years, or you can take your time and do other things or just ignore the main quest completely. There will be multiple endings depending on the things you do and your stats (just like in princess maker).

Also, the world will be open, but not very big. You can open shortcuts by doing quests / raising your stats. I want to keep away from doing the "lazy" quest rewards, like giving the player money or some item. This is what I mean:

Farmer wants you to pick the potatoes on his field. After that, he will start growing new crops and he will allow you to take one each week.

You have to pay the bridge guard for crossing the bridge. But if you talk to some NPCs, you will find out that he really likes certain kind of food. If you bring him said food, he will let you pass for free.

What I need right now are some ideas for features you people might expect in a game like this.
>>
>>186519865
Can I make the main character age into a granny? Like, spend so much time doing every single thing that she's eventually grey and elderly? Maybe as a silly Metal Gear Solid easter egg that references The End?
>>
>>186519865
Is fighting a thing in your game?
Then how about some sort of arena?
Also romance/marriage.
>>
>>186522232
Not really. The game simply ends after eight years and you will get the ending. I am planing only one ending where she ends up living more than three years after the game ends anyway.

>>186522642
Yeah. Combat is a big part of the game, but you can avoid 99% of all encounters entirely. Most of them are not in "optional" parts of the world those that are in the main area can be avoided by just walking around or having the right people in your party.

The thing is, your character suck ass at the begining of the game. Even the weakest enemy in game can kill you in a few hits. That is where the followers / party members come in. Every major NPC can be temporarily recruited into your party. Every follower has one ability. Farmer can identify wild plants so you can collect them without having necesary skills if you take him with you, hunter can butcher animals you kill (you can butcher them your self if you learn the necesary skill), some NPCs can persuade certain enemies to leave you alone and so on. So they serve other purposes than just being another guy that fights.

Arena is planed, but I doubt this will be something many players will use. Combat is simple, but healing is slightly harder than in other games. Healing items are expensive and rare and it takes some time to heal your wounds without them. Plus if you end up getting injured too often, you will end up getting scars and other permanent injuries. NPCs will comments on those too.

As for romance, you can befriend every major NPC. This does the obvious things, like altered dialogue, more information about certain topics, greater discounts, willingnes to follow you and so on.
There will be three NPCs you can romance. These will be about the same age as the main character, so they will age and change with you. Other NPCs can be only friends.
>>
Trying to making a game with minimal story, just sailing around to different islands and shit. How can I make exploration fun?
>>
>>186524202
Interesting things around every corner. Since you have no story, you don't have to save the cool shit for the end. Just put it fuckin everywhere man
>>
>>186524110
I'm gonna be keeping tabs on you m8. I'm an artist for hire and I feel like your game can be taken from good to great with better graphics, but it depends on if the gameplay is actually good... demo when?
>>
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bump
>>
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>>186509640
You can light a thousand candles with one flame.
>>
>>186529375
But I'm not gay
>>
I'm making a stalker game, for now it's 2D but I think in the future 3D would be better and it'll be more utilized thinking about it even though I'm using MV would this even still count as an rpg or should I got to /agdg/?

In the game you have to hide from your stalker in the surrounding area, if you are caught it's game over, if you are bad something happens. I'm still working on what the stalker would consider bad behavior from the character.

After you've beaten the game you can play as the stalker.
>>
>>186530735
If it's made with an RPGMaker engine, it goes here, and not /agdg/. /agdg/ is basically for every other engine. It's about the tool, not the genre.
>>
>>186530038
That's the first thing you think of?
Methinks thou dost protest too much.
>>
>>186530735
Make it a porn game. A burglar is in your house and you have to hide until the police arrives.
>>
>>186531064
/agdg/ on 8ch usually is pretty fine with RPG Maker. A lot less shitposting, too!
But they're pretty dead over there anyway, so. Here is still fine.
>>
>>186531189
Silly anon, women can't rape men.
>>
>>186509640
to be better than Toby Fox
>>
>>186530735
Not an RPG. Visuals and narrative devices don't count as gameplay. That's why Visual Novels aren't considered Video Games.

At best it sounds like a stealth Action game. Easily made an Adventure game with the use of tools or traps.

If the gameplay isn't focused on character growth, with the outcome of your choices hinging on formula damage to or gambling on dice rolls. It's not really an RPG.

People often confuse RPG mechanics with Adventure mechanics, because the more classic JRPGS used Adventure mechanics in dungeon design.
>>
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Working on assets
>>
>>186517915
Why isn't this lewd? Like seriously, it would be great.
Also, are you doing this in MV by any chance?
>>
>>186533061
RPG = Role-Playing Game
Game = anything with an objective that can be completed and a set of rules as to how to complete the objective

Is it interactive with a set of rules and a clear objective? Do you assume someone else's role? Congrats, you got an RPG.
>>
>>186536417
chex quest is my favorite rpg.
>>
>>186536417
>assume the role of mario
>super mario bros is an rpg
when you use that definition of an RPG, anything can be an RPG, and then the genre name loses any meaning. therefore, this sort of thinking is retarded. please don't encourage this line of thought.
>>
>>186536417
>>186536908

As quoted from techopedia https://www.techopedia.com/definition/27052/role-playing-game-rpg.
A role-playing game (RPG) is a genre of video game where the gamer controls a fictional character (or characters) that undertakes a quest in an imaginary world. Defining RPGs is very challenging due to the range of hybrid genres that have RPG elements. Traditional role-playing video games shared three basic elements:

Levels or character statistics that could be improved over the course of the game
A menu-based combat system
A central quest that runs throughout the game as a storyline

Modern and hybrid RPGs do not necessarily have all of these elements, but usually feature one or two in combination with elements from another genre.
>>
>>186536908
The genre name never had any fucking meaning you goddamn brain tumor. What the fuck does roleplay even mean?
>>
>>186536908
do define RPG for me then. i'll wait.
>>
>>186460597
you can't hide plain text but with images you can at least make them hard to see by choosing a really dark color pallet then switch to the real colors via scripts, but it would be too much trouble
>>
>>186538763

Honestly for me RPG is used for any story driven game you level up in by gaining experience points. Mass Effect: Andromeda for example is an RPG despite having the gameplay of a 3rd person cover based shooter.
>>
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>>186490712
Just teasing
>>
>>186542614
>Not that poster, but >>186533061 (You)
Really makes you think.
>>
>>186542781
I wasn't the anon they asked to define it.
But yes, I quoted an earlier post I made.
>>
Damnit. I tried correcting a spelling error. Then I found another one, and I ended up undoing the first one. Whatever just: Post deleted. I shouldn't have to explain want an RPG is in an RPG MAKER thread.
>>
>>186540441
is she a dwarf? because her upper legs and body to legs ratio makes 0 sense
>>
>>186533061
>Visual Novels aren't considered Video Games.
I disagree.
>>
Post cute males
>>
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>>186546656
ok
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>>186544567
Let's hear it then.
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Stopping by to drop off a new demo version.
Balance changes and a handful of secret areas, one of which has a mini-boss of sorts.

I'm sick of working on this starting area. Can't wait to do the next dungeons.

https://dewdneym.itch.io/unknownworld
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>>186540441
>>186544223

I'm no artist, Far from it actually so this is just a shitty edit but i think what this anon is talking about is true, She needs a little more torso.

It's your art style though, You're free to draw it how you like. No hate from me my friend. It's still better than my mspaint garbage that fails so hard i use default assets because it's better than my 5 year old kindergarten refrigerator artwork.
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>>186546656
>thief detects a bear trap
>"i sense something gay nearby."
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>>186547591
As fas as I can see it there are two types of visual novels.
First you have VNs which require no further input aside from hitting the mouse/enter to advance the text. No choices to be made, no condition to get a game over, nothing. Even if the experience might be nice these are not games.
Then you have VNs which interact with the player. He can make choices, often resulting in different routes with more choices to make, and most likely he can get a bad end which is a game over. Even if the input is minimal I would say this classifies as gameplay, but I can see why people would say otherwise, the definition of a video game is pretty blurred after all.
Of course if you have much more interactivity than just making choices then it's easier to say "Hey, that's a game." People say that Ace Attorney and Sengoku Rance games are VNs and these have various elements of "actual" gameplay to them.
So yeah, I would say that if VNs require input in some way, aside from hitting enter, they are games.
>>
I wrote some dialogue today. But I was writing in circles and wasn't really getting anywhere.
So I took a nap and when I woke up I realized I had been writing it like a normal conversation. No overtones. Just snappy beats with a consistent momentum that wasn't changing.

There's emotion, and then there's key emotions. Anger is anger, but when it's important to the plot then that's a key emotion you have to exaggerate and put emphasis on .
You know, like, a character's feelings towards a NPC bandit would realistically be equal towards the bandit leader, they're both criminals. However the bandit leader is more important to the story. So when the character points out the leader and says "Your ass is grass" it's an important moment so the music everything goes still. But if they said it to a nameless bandit, the music wouldn't have stopped and the scene's momentum would have stayed the same.
>>
>>186544223
Oh shit can't unsee now, thanks for pointing out man gonna fix now

>>186549443
Aye,no worry .Appreciate the critique <3
>>
>>186550858
I thought you might say that. Reader engagement is a narrative device. Or you could simply say engagement is engagement.
You "Play" a game in the sense that you play an instrument, a movie. But virtually turning pages isn't a game.

For something to be a game, it requires skill or chance, a challenge. Now you can argue that a VN requires memorization. But that's a self imposed challenge. There's no rule that says you have to experience every branching event through multiple playthroughs. Or see the furthest-you-can-go ending.

That brings up Japanese use of loan words. They might use the words "Game Over" as a colloquialism for failure, while "The end" is more of a decent alternative ending. Maybe not the best ending, but it's not necessarily a failure.
Some people might try to use that as evidence that VN are games.
The fact of the matter is Novels and Games are different types of media.
>>
>>186553862
>it requires skill or chance, a challenge

Would you say Ace Attorney requires no skill? I would consider the trials at the very least to be puzzle type gameplay where mistakes cost part of an effective HP bar. Being able to save scum a puzzle doesn't make it not a puzzle.
>>
Speaking of Choose your own Adventure Books.
The series I read as a kid had a fluctuating continuity.
The one I remember the most was were you crash land on a plant with dragons.
In one path, the dragons were actually machines. In other paths they were real, but they could be innocent slaves you needed to rescue or they could be murderous monsters that you have to kill. Even the native civilization could be different, one had primitive bird people that sewed feathers onto your skin and threw you off a cliff, while another had an advanced civilization living underground. In one you meet another human, she could be your loyal friend or a backstabbing cunt. Every path was a different reality.
>>
Do you guys not read books? A game needs to be interactive, and have rules and an objective that can be passed or failed. It's not a very grey definition. Just... Can you win or lose it? It's a game.
>>
>>186554997
It's an Adventure Game. Specifically a detective game like the Nancy Drew PC games.

I can see it being tagged as VN to market it to people who play those sorts of games. The Wikipedia page needs amending.

Just like "To the Moon" is really an adventure game, but it's tagged as an RPG on steam. It absolutely is not an RPG.
>>
>>186553862
Ace Attorney is on a Point-and-Click level of challenge. Not that we call such titles Point-and Click GAMES.

Yet Ace Attorney presents itself closer to a VN in how the storyline progresses.

>>186542729
I think the term you're looking for is character progression, not development. Lots of characters get development in books, novels, etc.

And yet some RPGs DON'T have character progression. You keep the same set of tools all the way until the end of the game. Some even take away said tools to emphasize how the MC is weakening.

The absolute core of a roleplaying game is to play AS a character. It could be a self-insert, it could be some clearly defined being. Hence we have tabletop RPGs, and there are not an insignificant number that throw away things like levels or powerups.

Levels are just a commonly used tool to flesh out a character, as you usually see in cRPGs or western RPGs, or to show their growth in ability, as you see in jRPGs.
>>
>>186556243
*Note that we call such titles
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>>186549443
>>186544223
Better?
>>
>>186557336
have you ever seen a human in your life m8? throw this shit in the junk bin and redraw her from the skeleton to the skin so you don't end up with this half hip half tit monstrosity you're trying to pass off as a living organism
>>
I'm bored.
>>
>>186557336
This is actually worse. The torso is even smaller now. Hips are not found directly under the armpit.
>>
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>>186557336
like no offense but what giant walked on her skeleton with metal cleats
>>
>>186560013
>what giant walked on her skeleton with metal cleats
maybe it was the shota MC
>>
Does anyone know why autobattle doesn't work with any instant turn plugins?

I want battlers to immediately execute their action. But when selecting autobattle, nothing happens.
>>
10
>>
I think of (electronic) rpgs as games where success is determined solely by how well a character can perform the task at hand. You want to hit this enemy, so the game uses the character's "hit enemy" ability, not your twitch fps reflexes. You want to jump this chasm, so the game uses the character's "jump" ability, not your pixel perfect platforming skills. Mass Effect is a shooter with RPG elements. A full RPG version of Mass Effect would be Knights of the Old Republic.

Story wise, electronic role playing is still incredibly limited. You can't just "be your character" - you have to go down these pre-written paths if you want to progress. A real RPG doesn't need to involve combat at all; a properly prepared party could potentially solve a lot of issues with stealth, diplomacy, and creative use of other abilities (magic...). But replicating that kind of thing is incredibly hard to do properly in an electronic game, since every option needs to already have been thought up and put in the game.
>>
>>186556243
>RPGs = roleplaying
That's not gameplay. Genius.
Next you'll be telling us Adventure games = adventure.

You're right. Point&Click isn't a type of game. It's a type of control. Rpgs can be Point&Click. Just like they can be Side-scolling. Those aren't genres.

Ace Attorney is an Adventure Game. It has Adventure mechanics. A game's genre IS it's gameplay.
If an RPG doesn't have character progression, then it isn't an RPG. Plain and simple.

Visual Novel is a separate media.
Literary genres aren't Game genres.
Narrative, like I've said many many times, has nothing to do with it's genre.

Fantasy and Scifi are -literally- literary genres. But colloquially people use the terms to describe setting and visuals. It's a case of mass ignorance, what can you do?
Adventure is also a literary genre, BUT there's also video game genre of the same name. See? They are different things.
Horror is a literary genre. Survival Horror is a video game genre. You might think they are basically the same thing, but literary horror can a relatively tame tale of unavoidable circumstances.
>>
>>186565915
you didn't read the very next post correcting it as NOTE, did you?

so by your words, VNs are under Adventure genre, since apparently Ace Attorney fits there too?

I don't think I've ever heard of the classification Adventure VN in the same way people use Adventure Games.
>>
>>186565915
Dude, chill. Smoke a blunt. It's just the internet.
>>
>>186566376
I'm not the one calling Ace Attorney a Visual Novel. It's not a Visual Novel. It's a Game. An adventure game.

Apparently people think anything with a heavy narrative is a visual novel? Pfff. Ok. I guess Xenosaga is a movie then. (I mean, they actually did release a separate DVD...so you know, the DVD is a movie, but the game is still a game.)

No. That's not how it works. It's like how Pluto is a dwarf planet. Not because of it's size, but because it's gravity hasn't cleared it's orbit of other bodies. Like Ceres in the Asteroid belt.
Saturn's moon Titan is bigger than Pluto and Mercury. But it's not a planet. Why? Because it's a moon.
>>
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Has anyone here actually gotten RPG Maker FES?

I don't know where to find more detailed info about it. Like what kinds of tilesets there are, whether you can edit game terms like the name for money and stuff, whether it has a VX-Ace style character creator thing, etc.
>>
>>186568385
yo i fuck w u
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>>186560013
Eh but i quite like how she looks now, think i gonna keep it. thanks for the input bud
>>
>>186568385
I was being very literal. If you call the format that Ace Attorney or, say, 999 uses "adventure", then what do you call the format VNs use as a so-called genre? If it isn't adventure, how is the genre different?
>>
>>186568698
No prob, but if you do decide to make any changes at all, lower her hips/waist. just a smidgen. gl with your game anon
>>
>>186566376
Genres go under Media. Not the other way around. I think that's what's confusing people. Visual Novel isn't a genre, it's media.

Photography is media, Glamour is a genre.
Painting is media, Landscape is a genre.
Photomanipulation is neither media or genre, it's a technique.
Paper is a medium. Which can be used by multiple media.

You can think of a game console or PCs as a medium shared between Visual Novels and Games. They also play music, movies, and more now.

The .Hack series is multi-media; have games, manga, light novels, anime, and films. Probably more that I'm not aware of.

>>186569030
If you're asking what genres Visual novels have, then there's: Nakige, Nukige and Utsuge .
In English terms, Nakige is Slice-of-life tear jerker, Nukige is erotic, and Utsuge is tragedy.
Honestly, any genre under regular novels could potentially fit under Visual Novels. But remember, Visual Novels is it's own form of media, with it's own conventions and techniques. So it's possible that to have a VN genres that can't be done by regular novels. In the same sense that Painting has genres that photography can't replicate. And new genres can come into existence whenever. Like the "New Adult" genre has branched off from Young Adult, having older characters and sexual situations; but not to the degree of being Erotica. The same difference between Eroge and Nukige.

The Wikipedia's article on Visual Novels is a mess. It explains how there's a clear distinction between in VN and Adventure games, but goes on to list Adventure games as Visual Novels anyways.
And it lists Horror as a genre, which I don't doubt could exist, but it uses Corpse Party as an example, which is a Survival Horror Adventure Game. So it doesn't explain how Horror works as a VN genre. I mean, a genre is more than just a theme or setting. It uses very specific conventions to deliver. The name of the genre doesn't explain it all.
>>
>>186574026
But how is Ace Attorney so different from a VN? The original didn't have stuff like examining evidence and 3D models.

Both are linear stories with choices at certain points, Ace Attorney just has a lot more "wrong" choices.

If the concept of "losing" being different from "bad end" is so important, how is it any different from time travel stories, where "game overs" are generally developed to a farther degree depending on where in the timeline it happened? Would you call that a game over or a bad end?
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>>186046289
I post in these threads all the time but i haven't made any progress since April, and even then the only thing i have done in my game was setting up monsters, their weakness/strenghts and their attacks, and other dumb shit.
>>
>>186574656
I think you're mixing up what another anon said about games being something you win or lose. There are games where you don't win or lose, you just score high or low, and how you feel about that is up to you.

According to my research, Ace Attorney is mixed-media. Some titles are VN while other are more Adventure mechanics in the form of crime scene forensics. 10 titles total, with 2 Drama CDs, 3 Musicals, a Manga and Anime.

It's like the Zelda series in general is Action-Adventure, but Zelda II did have RPG mechanics.
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>>186534309
>Why isn't this lewd? Like seriously, it would be great.
This is usualy the first thing people ask me when they see it. The thing is, game like this would need some good art, which I'm unable to make.
And I am using RMXP since I have most experience with it and there is shitload of material on the net..

>>186524893
>I'm gonna be keeping tabs on you m8.
Thanks. I have a blog where I post something every week. There are like two years worth of progress righ now:
https://pmhmproject.wordpress.com/
>I feel like your game can be taken from good to great with better graphics
Yeh. You are right. The thing is I can't draf for shit. The only thing I can sort of do is 3D modeling. So all the character sprites I shown earlier are actualy 3D models. I work on this game in my free time (2-6 hours a week) and I am not particulary rich so hiring someone is a not really a option. Plus the amount of images required just for the main character would be pretty high (eight years of = eight different images for base body alone. Each outfit will need eight versions of it. Same goes for weapons, hairstyles, wounds, expresions and so on.

The demo is the thing I am working on. First release will be focusing on gameplay, second on writing and graphics and third on general fixes. Judging from the way things look, it should be ready in like five months. Maybe later / sooner.

As for the gameplay, I find it enjoyable enough to play through it on its own. There is shitload of content missing and I my playtime is already like hour and a half.
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>>186576750
The general gameplay loop goes like this. You start a new week and walk around the world. You harvest your crops and start growing new ones. You visit your friends and talk to them to raise your relationship with them. Then you explore for a bit to see what events are happening at the moment. You get a quest and try to finish it (you can have only one quest active at a time). Then you go and do some small activity, like part time job, mining, woodcuting etc. After that you find someone who will give you a job for the next week. The time advances by seven days, your stats increase and then you do all of that again. Or you don't. Time advances only when you work or rest so you have plenty of time to do whatever you want.
There is crafting. You learn new recipes by raising your stats and learning them from NPCs. There are simple survival mechanics like hunger, but I did them in a different way from other survival games. Food is like a curency. If you want to advance time (work) you need a certain amount of food to do so. There is a mood system. You raise it by resting or talking to people and it lowers by fighting or working. If it goes below -100, you lose.
I try to put huge emphasis on world reacting to the player. NPCs comment on different things. They will notice things like new injuries, scars, quests you finished for other people, other people liking you, talking to them while naked and so on.
Since the game advances time in jumps and not in realtime like other openworld games, I can do events that change the game world without much problem. First event I did was like this. If you walk acros a certain bridge, your character will comment on its bad state. You can try to fix it or talk to certain NPC to do it for you. If you ignore this warning though, then the bridge will colapse after few weeks and you will have to use another way from that point on. Things like this are really easy to do. They just take quite some time to do.
>>
While I'm going on about genre distinctions, I'd like to point out how subtle they can be.

Horror is unavoidable circumstances. A guy is tied down with a scythe swing down to cut him in half. It's out of his control. If he survives, it's purely accidental, and will probably find out he's doomed to die another slower death. Like, tough luck, he beat impossible odds but he still has cancer.

In Literary Adventure, you can have the same scenario, only he maneuvers his way out. Pickle Rick style. The difference is the character has volition. You can walk away from an Adventure - or at least the possibility is implied (of course the story would go on)
>>
I-It's not like you deserve to live, b-baka.
>>
>>186576519
I....don't think we're referring to any title as a whole. Ace Attorney as in just the GAME, a VN by itself, ignoring all other related content that may be more definitely games, etc.
>>
bumpf
>>
Anyone has an idea how to make an attack that would target either the whole front (or other specific one) row only? MV/Yanfly Row formation etc.
>>
>>186587734
Read the plugin info.
>>
>>186589389
I wanted to say that I did that and I'm still having issues, hence the question. But, eeeh, it actually worked. To my defense, RowFormation seems wonky. At first I didn't even manage to get it to work and I'm still having problems with positioning.
In any case Selection Control is key.
>>
I'm bored.
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>>186592623
play game
>>
>>186592623
make game
>>
>>186592623
dashbored
>>
How do I write a character who is smarter than me?
>>
>>186594617
A thesaurus
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Gotta love RPG Maker. This was a pain in the ass to make.
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>>186596380
That's fucking cool dude
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>>186596472
Thanks.
Dear god I just noticed the image quality now. I saved it in 256 colour mode to preserve filesize but it's not even remotely close to reaching the limit.
>>
>>186594617
Make them figure out things by "just my intuition" that no one else could, not even yourself unless of course you knew beforehand like the game maker
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>>186596563
>filesize is smaller
well shit
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>>186596728
looks great anon, do you draw sprites yourself?
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>>186598502
Yessir
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>>186596728
Nice
>>
>>186576750
>>186577193
checked your blog, pretty interesting, i noticed the environment doesn't really change, in the course of 8 years will maps stay static?
>>
>>186594617
It's difficult, but do research and work backwards from the conclusion. Typically you'll want the character picking up on hints the player *could* potentially catch as well, so any big "I figured this out" events doesn't come off as complete bullshit. Maybe read some mystery novels to see how they make it work.

>>186596605
This is terrible advice. Intuition is not intelligence. You'll end up with a character who just magically knows shit, not one who figures it out.

(Some degree of magically knowing shit is excusable in a game, since the character presumably lives in this setting and knows more about it than the player. You'll want the player informed about the important bits, though, or it'll still feel like you're just bullshitting.)
>>
>>186594617
Research the thing they're supposed to be smart at
>>
>>186603032
Intuition IS intelligence, just not the conscious type.

It's not magic, just connecting information in your mind and spot something maybe others missed
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>>186602797
I wanted to do things like season change, but doing the graphics for that would probably kill me. But there will be some changes. The thing about the bridge in my previous post is one such example. Other things I have planed are mine caveins, bandits burning lone houses, trees getting cut down and so on.
There will be a war between the three factions in later years so that will change things a lot. Things like old battlefields, ransacked settlements or soldiers resting all over the place.

And as for the graphics them selves, 99% of them are just placeholders. I will start working on them after I'm finished with the gameplay side of things.
>>
>>186596728
iktf, rpgmaker is hard to work with in regards to custom animations for characters. That being said it worked out v nicely!

>>186576750
When the demo comes out I'll take a look and see if I can't draw for you for free anyway. This is such a neat concept, I wanna see it done beautifully.
So when you say visible equipment, is it on her overworld sprite as well? How'd you do that? I know damn near nothing about coding and your menu seems pretty far from the default. I haven't checked the blog yet either but does it go over HOW you do things?

Honestly, I'd trade you my art for your smart. Again GL on the game anon, I cannot wait.
>>
>>186582629
You can't ignoring content, anon. That's not how classification systems work.

If you put Earth in orbit around Jupiter, Earth wouldn't be a planet anymore. It would be a moon.

I think you're have misconception that the story can be viewed separately as a Visual Novel.
If Capcom wants to market it as a VN, that's their business.
But you know, just because Almond Milk is in the dairy department and has Milk in the name, doesn't mean it's actually milk.
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>>186604503
>So when you say visible equipment, is it on her overworld sprite as well? How'd you do that?
This is the part of the game I didn't actualy did entirely by my self. I found a script online that can change players sprite depending on the things you have equiped. I still had to change it quite a lot since it suported only one body type and layering was kinda fucked. That aplies to a lot of the things in my game. If I can find something online and it, then I use it and change it to suit my needs. But plenty of things were done by me from scratch. The menu avatar and dialogue system is one of such things.
>I haven't checked the blog yet either but does it go over HOW you do things?
Sometimes I do. Depends on how much time I have to actualy write something. I even did a few shitty videos showing some of the features like the player avatar blinking and talking and I think I even did one showing the sprite change in game.

As for the help with art, I would really apreciate it, but I already got burned like a year and a half ago. Working for free is not motivating for most people and I fully understand why so the only help I will most likely accept from anyone are going to be simple concept sketches and other quick and easy stuff. If artist quits on you halfway in then you can scrap most of the art since it will end up inconsistend if someone else decides to pick up where the other guy left.

But other than that, I want to hear things other people want to see or expect from this game. Chances are that I already did most of the stuff you will sugest, but who knows.
>>
>>186603319
If you're trying to write a character who is supposed to come off as intelligent, you would be better off presenting this as perception and reasoning instead.
>>
Sbump
>>
>>186594617
Research. Lots of research and study.

Being smart at something really is just having a lot of knowledge and applied knowledge. So study up.
>>
>>186607006
Well yes, in the end you are the game maker so you know everything.
But in the same position of said character you would need to be very intelligent to figure out something - and the only way to surprise players is making said character basically pull out reasoning the player can't possibly pull, and how you do that? Either intuition or simply pulling new information there.

Or simply make them say lots of knowledgeable stuff that seem impressive using hard words
>>
>>186611682
Again: mystery novels. The default setup is to give out all the hints, technically allowing the reader to solve the problem themselves. Then, when the detective presents the motive and the culprit, they can look at these things and see that it adds up. Of course, the idea is to not make it obvious, which is probably the hardest part! But that's where the research comes in.

Obviously, it's going to look a bit different in an rpg, but that actually gives you MORE opportunities to hide the evidence in plain sight. If the player can examine everything in a building, how are they supposed to know which object is important, if any? In a book, you have to actively mention it somewhere.
>>
>>186568426
> Like what kinds of tilesets there are,

It comes with a tileset called "Fantasy" which is pretty limited. More tiletsets will be offered in the future as DLC, though I'm not sure if those will be paid or not.

It doesn't support custom tilesets. But the intention is that you can play the game on any other 3DS, and without owning FES at that, so so that's probably one reason why they limited that ability.

> whether you can edit game terms like the name for money and stuff
I don't see any option for it, unfortunately. The currency is called "gold" (symbol "G") and


> whether it has a VX-Ace style character creator thing, etc.
Characters use predefined sprites that are part of the tileset, and you can pick "face graphics" (full body image and a portrait) as well as overworld sprites. There's some variety in character designs. Furthermore, each design gives you three additional predefined variations where the hairstyle and clothing color is different.

I think the target audience for FES really is people making smaller games with the existing assets and then sharing them, and it seems to fit that niche quite well.
>>
>>186614085
That's not how mystery novels work. The clues don't add up on purpose to create suspense. You think you know everything the detective knows, but the detective will pull something out his ass at the last minute.
Some obscure knowledge of pharmaceutical side effects that explains a victim's illness - that frames the doctor as the culprit.
The anonymous caller was secretly set up by the detective, designed to incriminate the officer who had erased all the evidence - who the detective had suspected from the beginning, but this was made unknown to the reader.
>>
>>186617807
>>186568426

There are some tilesets available for free now in NA and EU, and also paid versions of the same tilesets that (presumably?) have more content. There's "modern" which has some stuff and characters you'd expect in a modern world, "sci-fi" is the same but sci-fi, and there's also some Japanese themed set.
>>
>>186618903
...Maybe not how your mystery novels work, but a GOOD mystery novel needs no detective. Even if I were to agree with you that mystery novels require the detective to pull info out of his ass at the last minute (which is fucking abyssmal storytelling mind you) that still doesn't mean it applies to game making. In mystery GAMES, you ARE the detective, and therefore everything of value must be made accessible to you.

basically if you have to use a Deus Ex Machina to make your mystery game good you already fucked up
>>
>>186618903
>>186628918
While I'm at it, reminder that stories, by design, must lead up to a climax. If the climax has little to do with the lead up and more to do with what the author wants to happen next, the story feels cheap and disorganized. Games, likewise, are designed for someone to play and learn about the world. If the player didnt want to be the one doing the detective work they'd be watching a fucking movie, not playing a game where literally every action is contingent on the player and his/her knowledge of the game.
>>
Does the genre guy have to explain the differences between Gameplay and Narrative? Again?
You guys are so lacking in fundamental knowledge it hurts.
>>
What is the best way to upscale vx tilesets to MV? I've tried gimp and I either get blurry results or lines at the edge of each object
>>
>>186631265
Photoshop has a scaling feature called "Nearest Neighbor" that does this perfectly. Say you scaled from 32x32 to 64x64; it'd make it so every pixel becomes 2x2, as if you used a 2x2 brush. Not sure what other programs can do that, but I'm sure there's more than just Photoshop if you don't want to pay for it.
>>
>>186631859
Damn I thought gimp could get the job done. Don't want to pay for photoshop
>>
>>186631265

It's impossible to upscale without problems. In Gimp the best you can do is turn off bi-linear filtering under interpolation when scaling an image to get rid of the blur. You can do near perfect rescaling of any image by switching the type of scaling to % scaling rather than pixel scaling so you can increase the size by 100% to double the size. So set the image to 200% scale and upscale it. Sadly this puts it at 64x64 which is too big to use. Why they set the resolution for the tilesets to 48x48 is a mystery, Possibly just to make it so you have to buy or make new tilesets instead of using old ones.

Scaling is only perfect when it's doubled. 32x32 does not scale to 48x48 without customizing the messed up pixels by hand.
>>
>>186632181
You shouldn't need to. From what I'm reading, there's a method for gimp to do Nearest Neighbor like Photoshop. When you go to Image > Scale Image, set Interpolation to "None". You can also try using Paint.net, as it has a Nearest Neighbor option as well.
>>
>>186631085
This thread is for Role-Playing GAME Maker not Role-Playing NARRATIVE Maker
>>
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>>186628918
Actually, crime stories are a pretty good western example of the 4 act Kishotenketsu.
Introduction. Development. Twist. and reconciliation.

Nothing changes during the first 2 acts. There was a crime. The facts and alibis are examined. The 3rd act is a non-sequitur in which something new is presented. The 4th act explains how it fits into the story. The end.

Basically, we don't understand what the 3rd act means, until it's explained in the 4th act. This is the famous Hercules Poirot sit-down whodunnit bit.
Or if you need a more recent example: Zootopia. Judy walks away in the 3rd act, where she learns Night-howlers is a name of a plant. And it's in the 4th act were the Mastermind spills the beans and explains what it all means.

Now a detective game isn't really a thing. Ace Attorney is an Adventure game, while something like Carmen SanDiego is a Trivia. The gameplay is completely different,/
>>
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So I have a sidequest idea that I could use some help with making more interesting.

So there's going to be a big important show but one of the dancers has gone missing. One way to easily complete the quest is to sub in if one of your party members is of the Dancer class.

Now I'm just trying to think of how to make the other route more interesting.

I was thinking either
>the dancer's roommate killed her over a petty squabble (he has anger issues) and hid her body in the desert. The roommate acts all flustered and sketchy when you're talking to him out of fear and regret.
or
>She got lost in the desert trying to return to town from a spot near the ocean she really likes, you find her injured and have to give her a healing item (or if you have a someone with the Medic class in your party, they heal her for free) to get her back on her feet.
>>
>>186631265
Get irfanview.

It's free and you can use it to bulk resize everything at the same time.

(You'll need to check "use advanced options (for bulk resize)" and then make sure "use resample function (better quality)" is unchecked in order to get nearest neighbour scaling.)
>>
Is there an alt link for the humble bundle #2?

https://mega.co.nz/#F!5sYwEAAZ!4z3M0xmYSQKRbxR6RoOUNA
>>
>>186637103
I'd think the first scenario would be cool if you had more than 1 way to resolve dealing with the problem.
>>
>>186637103
Murder is cooler, but if you wanna go mega cool make it SEEM like a murder but then reveal that it was merely a kidnapping, and she MAY still be alive... Go save her!
>>
>>186635239
You can make visual novels in RPG maker if you want.

The point is you can't call visual novels "games", visual novels don't have gameplay. If it has gameplay, it was never a visual novel to begin with.
If they did, they'd just be called video games. We're talking about different media here. A movie isn't a game isn't a book isn't a comic isn't a visual novel. They can all have the same narrative - that's not what separates them.

Some wise-ass thinks a game having a narrative must equally make it a visual novel. Which is false. A game is still a game.
>>
What do you anons think of parallax mapping? Is it worth looking into? Any of you planning on designing your maps that way? Pic is not mine, just got it from Google.
>>
>>186643095
I think it's alright depending on what you want to do. I'm not using parallax in my current project, because it's full retro and I'm making my own assets.
>>
>>186643095
I can do it. I just don't.
It's a beautification thing you'd want to do towards the end of development once you know how all the maps will be used, you know?

You want to know how many times will the player revisit that map? Is it it explorable? Is it just for a cutscene ect...
Backtracking? Side-quest? What do you do there - Farm items and Grind for EXP? Will you need to use it later for a stealth mission? Will part of the town be destroyed later?
You don't want to be tripping over your shoelaces and constantly re-tie them.
>>
>>186641341
Hm... That could be neat.

>>186638574
Ok now I just have to figure out the details of the murder and how to solve it.
>>
>>186644489
How does that map connect to other maps.
I mapped for someone else's project for a short time, I was constantly changing what I made.
It was just an area with a dead end at first,.
Then I needed to add exits for new levels beyond it.
And then it became a crossroad, so I had to make it more convenient to pass through.
That's the trouble with making it up as you go, you end up doing more work because you don't know what you need until you need it.
>>
>>186642220
>a book isn't a comic isn't a visual novel
>>
>>186643095
Like anons said, it depends on the project. If you like making sprites and tilesets, and you plan on using the same assets multiple times, or if you're building the game as you go, then don't.
If you want an extremely polished look or something otherwise unachievable with RPGM's map/layer/event format, or if you know exactly how you want everything to look, or if your backgrounds are hand-drawn or otherwise not made with a tileset, do parallax. Both have their merits.

Certainly worth looking in to just because RPGM has a limited map making system and sometimes you just need more oomph. I, personally, am not doing it for my current game because I have autism and maps that cannot be broken down in to a repeating set of 2^X pixel tiles trigger my autism I just like having things be on a grid :)
>>
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>>186045660
>>186046289

Working on a title screen.
https://youtu.be/1V6Ywa99y-A

anything you would change?
>>
>>186647730
Add some asymmetry. Different mountains on both sides, the cliff having some rubble and crevices scattered about, and a shape that isn't as obvious a triangle as it is. Most importantly though; up the contrast on the title. While it's readable, the contrast is a bit too weak. A brighter tone for the upper layer would work wonders, such as the second lightest tone on the background mountains.
>>
>>186643095
I don't like it. Hours and hours of extra work for a single map. Not feasible for a full game without a whole team working on it.
>>
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>>186081015
Underrated aspect of FF in general from 7 through 13 excluding 11
>>
>>186102224
I would definitely pay for your game anon, from what I've seen in these threads and donations are a hell of a missed opportunity because I think a lot of people would as well. But you give me something for free? Chances are I'm not going to remember to pay ya for it.

>>186128026
On-screen encounters can be just as obnoxious.

Random encounters are easy to mitigate; an accessory/item/ability that lessens their rate or negates them altogether for instance. On-screen encounters can be handled the same way but more of a pain from a design perspective.

And like another anon said they make grinding faster. I'll add on to that and say with mitigation methods you can do the opposite and increase the rate and make grinding even faster. Again, something that can be done with on-screen encounters, and again something that would be more of a pain in the ass to implement with on-screens.
>>
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>>186133676
Make a game that familiarizes yourself with the basics of the program.

Here's your homework assignment: tonight just make one town, one dungeon, and one player character.

Your entire game's plot will consist of the hero waking up and the king telling him the princess has been kidnapped by a dragon and your hero storming the keep and killing the dragon and saving the princess.

You might think that's too simple, but if that's the case you should be able to knock that out in a few hours anyway right?

That'll teach you the limitations of the program and better yet how fast you can pace yourself when doing something. Then you'll have an idea of how long it will take to make your game.
>>
>>186649885
Needs portraits
>>
>>186193343
You'll have to make variables for player map x and y and shit and link the appearance of an item's icon to you discarding it from the inventory.
>>
>>186242029
A N Y T H I N G that doesn't look like RTP. Undertale was even acceptable.

>>186371760
Play FFXIII. Debuffs were more than useful. In fact they were almost necessary for some bosses.

Lots of stuff you can do though. You can have the guy do a lot of DoT debuffs, not just poison and have attrition be his main method of doing damage (as in his normal attacks suck so he kind of HAS to DoT to be useful). Look up Summoners abilities in FFXIV too.
>>
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>>186081015
I'm gonna do the opposite

>>186242029
What >>186650961 said. As long as it's not RTP I'm happy.
If you look at a game like Soma Spirits, the spritework is pretty bad but it's got some charm and it's completely original. It makes it more interesting and stands out from the sea of RTP shit.

If you really want, just use rips from professional games, but original assets are always preferred. Even if they're not that great.
>>
>>186390706
Front view on the basis that every fucking game is sideview and it makes your game look unique

>>186469064
Better whip out them neetbux and pay someone then

>>186594617
Knowledge-wise that's always easy. Just research their area of expertise (or if it's made up even better), and just have them spout off knowledge relevant to the situation.

If you're talking calculation wise that's also easy. Have a problem with a solution and come up with the best possible solution yourself. And then have your character come up with that solution using the available variable way faster than you did.
>>
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Why the fuck are indie developers like Falco Girgis so pretentious? Read his ramble about making the greatest menu system the RPG genre has ever seen and then look at a screenshot from his dogshit non existent kickstarter scam game.
>>
>>186651859
My mind went blank reading this, but from what I gathered, he did by himself what other developers have already done many times over, and he's proud of himself for doing something that isn't new?
>>
>>186650495

I know what you mean, My biggest issue is always reality vs fantasy. What i imagine and what i can do conflict. I want to make what's in my head but my knowledge of the program isn't good enough to make my games.
>>
>>186397126
Dragon Quest 7 and 11 3DS. That's about it.
>>
good night bump
>>
and everyone died
>>
Who am I? Why am I here?
>>
ded
>>
I tried doing something with VXAce long ago, when it was still sort of new. My project went up in smoke though,because of unfortunate computer exploding reasons. That deterred me for a while, but I came to accept that I also got way too ambitious with my first attempt at a game. Now, I'm trying MV and I'm not sure how to do this one thing;

>Enemy can't be killed at first; stops at 1hp once they hit it
>Enemy stops whatever they were going to do, and brings you to 1hp (attack that cannot kill you)
>Dialogue mid fight, tells you to use an item
>All options other than the item menu greyed out
>All items in the item menu greyed out, except for the item it tells you to use
>Item buffs you to dodge absolutely every bit of damage, including status effects, for a short time (I know how to do this, just adding it for clarity)
>Lets you kill the enemy

Do I need some kind of script for this? Or can it be done without any scripting?
>>
so what the fuck are all y'all doin' tonight? i'm doing drugs i mean working hard on the next AAA game
>>
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>>186663776
crafting gear on western monster hunter, instead of working on my game with a monster hunter crafting system.
>>
>>186663776
Doing writing for my game. Setting up the barebones details for my story, macguffins, and characters. Haven't even opened the program to start the game yet.
>>
>>186664142
fucking GOOD. to all anons, the more you do on paper, the easier it gets to actually make the fucking game when the time comes. no planning is fucking hardmode
>>
>>186664557
Here I was, expecting some sort of comment telling me I was doing it wrong. I'm so used to seeing notifications that lead to that. I'm probably overdoing it though, I've got almost a gig of saved text documents full of what-if stuff for this game I want to make.
>>
>>186664708
>almost a gig
>of text
power to you but damn dude are you making fucking skyrim?
>>
>>186664708
Don't forget to actually work on your game, anon. I'm sure it's amazing, but my PC can't emulate your brain.
>>
In VX, I can hit F1 in-game to adjust keybindings. This doesn't seem to work in MV. Is it a different key? Or is the menu gone?
>>
>>186664979
I'm overdoing it, but god no I'm not that crazy. I write down literally anything that pops into my mind, and I only just recently picked up MV thanks to the anon who posted the crack earlier in the thread. The only thing I'll be brutally honest about being autistic over is my characters; I'm trying my damnedest to NOT make them sound like special snowflakes, but it's hard; literature is not my strong suite. I've played so many games where everyone is over the top in some way, but I just want a down to earth protag in a fantasy world, and I want his posse to be people equally related to. THAT is my bane right now; I know the roles I want them to fill, but I'm just losing it on how to stop making them sound cliche.

>>186665185
That comes after I'm happy with the bare bones. Gotta be happy enough with an idea to move on with it, right? Not a definitive thing, but just something that's good enough to start with.
>>
Ha ha ha! I'm sneaking an item into your game: The Glass Mask. Now what does it DO?
>>
>>186667784
Increases Atk, M.Atk, and Spd, while decreasing Def, M.Def, and Luk.
>>
>>186667784
Something to do with acting and relationships between your characters?
>>
>>186667784
Massively increase accuracy, noticeable increase in evasion, noticeable decrease in luck. slight decrease in def/mdef.

Oh, and it disables your main job abilities.
>>
Quick, show/explain one of the monsters in your game. Doesn't matter what it is, be it a boss or just a throwaway random encounter enemy, reference art or a sprite.

I'm making an Opabinia, but large like the bugs in that shitty modern King Kong.
>>
>>186667784

Okay then I'll add "The Glass Mask" to my game.

>Someone once said you shouldn't throw stones in a glass house, Well I don't know of any glass houses but I'll tell you the tale of this Glass Mask i found. One sunny August day i was travelling on foot to meet the old hermit who knew the secret to disabling the magic barrier around the castle when i came across an old ruin ravaged by battle. As i passed through this decrepit area of collapsed buildings, Buildings I'm sure the architect spent months designing only for them to end up in this condition abandoned by all or so i thought.

>I came upon an old man wearing a mask who spoke to me. "Share your water with me and I'll give you my mask" he said with a raspy voice. I'm not one to abandon a person in need so i shared my water and as he finished gulping down a large pint of water, Before i could even object he handed me his mask and vanished.

>This mask i soon found out had a small curse, The curse to see through all the lies of whoever wears it.
>>
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>>186669043
>A Harvestman is a small fairy of the Fall court that resembles something between a pixie and some kind of arthropod. Two of its six spindly limbs end in scythes, which are primarily used to steal crops, but can also be used as weapons to defend itself. Harvestmen can be dangerous in large numbers, but they're cowardly by nature and can be typically scared off by waving a bit of iron at them. Sometimes all it takes to ward them off is a bit of blue or white cloth draped around the fields, as these colors remind them of their hated enemy, Winter.

>In battle, Harvestmen have high speed, middling attacking stats, and low defenses. They often attempt to steal items, particularly food, and then run away. If unable to flee, they will use their scythes, and their skill at negating armor, to fucking ruin your knees.
>>
>>186664557

I can't plan things, My imagination only works vividly or not at all. I can write but only at the time my imagination is working. My characters form and come to life as i write them and i write everything on the spot. If i need something for my world i create it as i write. I literally have a harder time planning stuff.
>>
>>186669982
I think that fairy would die of nicotine poisoning.
Which would be pretty rare, since the leading cause of death for fairies is internal bleeding and rupture of organs due to foreign object insertion.
>>
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>>186669043
This is a Roosterlord. It does AOE fire breath and hates magic.
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