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/rpgmg/ RPG Maker General #221

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Undying edition

Previous >>186693951

>/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
Stargem Castle
http://www.mediafire.com/file/n32ssapqaa5jr95/Stargem+Castle.7z
Tempus Ex Machina Demo: https://www.mediafire.com/folder/z69y7undwpp9s/Tempus+Ex+Machina
/rpgmg/ Collab Project | Ch5 in progress
http://www.mediafire.com/file/ckfve2l1n6skby6/CollabProj-4.zip
>>
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Time to practice necromancy and keep the thread alive.
>What got you into RPG Maker?

>Favorite RPG Maker game?

>Last one you played that's worth mentioning?
>>
>>187174739
>What got you into RPG Maker?
It was over 10 years ago, idk
>Favorite RPG Maker game?
Dark Eternal
>Last one you played that's worth mentioning?
They're all so short and forgettable.
>>
>>187174739
A friend was playing around with RPG Maker for the PS1.

Brave Soul.

Liar Jeannie.
>>
goodnight or morning.
>>
Oh snap, page 10 already!
>>
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What do you guys think about diverging paths? Choices actualy making a difference?
Is it too much work or totally worth it? I know some peaople need to see everything there is, but what about average joe?
>>
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>>187180624
Honestly, don't overwhelm yourself and complete the game. My game doesn't have that, but my next will so it'll be a really short game.
I do enjoy it if well planned and pulled off, though.

>About seeing everything or not
I'm no average joe, but I try to 100% any game that isn't ludicrously long and I enjoyed the game/ending I got to some extent.
I recently played a game called Dear Red or something. Stupidly short, but there was something like 12-13 endings and the game was only a handful of very varying choices, and it was interesting enough.
>>
>>187182415
I'm not planning to go full retard, the less important choices will only appear to have consequences.
And the game will probably endup pretty short.
>>
>>187183736
Won't the player just think all choices have no consequences, if you have a lot of fake choices like that?
Still, I don't know your project so I can't say much aside from good luck and get shit done.
>>
I want to make a game inspired by Escher's art.

What would the story be about?
>>
>>187180624
One of the Witcher games did this (as did Tactics Ogre), and it was basically two different stories. It's a fuckton of work, because you're literally making twice as much story content.

>>187183947
>Won't the player just think all choices have no consequences, if you have a lot of fake choices like that?
Shadowrun Returns is full of this kind of shit. There are mountins of 'choices' with differently-worded answers. So many, in fact, that my autism gave up on trying to find the 'perfect' one and just did whatever I felt like. That was probably the point: You're bombarded with so many similar-looking choices that you're trained to stop analyzing each one and go with whatever your gut says. I found it extremely annoying, but also pretty engaging.
>>
>>187187323
>>187183947
What about punishment for your choices?
Your patron god command's you to do something bad(?) and player refuses, so no MP refill for him.
Is doing good, it's own reward?
>>
>>187180624
my game has three paths based on the player's 3 main stats which will give them different final bosses and endings.
So far it is a lot of work, yes, but the areas will be the same and all bosses other than the final one are fought at the same time.
Not having to balance the whole game for other paths is a relief, though having to write a shitton of dialogue might be annoying.

A good point is that if you set a theme for each path you can throw in your ideas for situation outcomes more easily. The lack of having to decide which outcome will happen in the end makes it easier for me, at least, as all outcomes will eventually happen.

Just don't go overboard with it. Trying to keep all paths equivalent in a gameplay/leveling side is important but other than that the paths will feel samey.
>>
>>187191765
This only makes sure the game only has a single path and makes it all a chore. If one choice rewards you and the other punishes you, you're forcing something on the player and making sure they have no saying in the game.

Kind of like saying you have a 'choice' to not fight the enemies because you die if you avoid attacking.

However that's cool if you can chose what God you'll follow and worshipping another one gets your other god mad at you, but that only happens if you change allegiances.
>>
>>187187323
>Tactics Ogre
the kicker here is that the 3 major paths is only the first THIRD of the game contentwise, and you're ready to put down the game after 1 major path.
>>
>>187192180
So you just change some switches and variables, but keep almost everything the same?
I plan to try something a little more bold, like allowing a player to kill an important NPC mid quest.
>>187193569
When you have MP the game is in easy mode, without it's hard mode you have to use items and tactics.
Having the opportunity to change your patron seems like a cool idea, if it's not too much trouble I will try to implement it.
>>
Morning bump
>>
Well this is going nowhere fast.
>>
>>187174739

Funny thing is i was introduced to RPG Maker on PS1 through a friend of a friend i was visiting for a few days. I never played it but this friend made a legendary game in the area and everyone played it. Apparently You were a KKK member running around killing all the blacks in the game. Everyone thought it was great but i never got to play it.

After that i searched everywhere but i couldn't find a new or used copy of RPG Maker on PS1 and it stayed like that until i got the PS2 and i was searching for RPG Maker and some guy at EBGames said they didn't have it but they had RPG Maker 2 for PS2 and i had no idea they made a second one so i bought it.
>>
>>187198479
There are only three variables for that, and every time you get a choice or a certain stat threshold you get a +1 in that variable. Some outcomes depend on one of those 3 to be at a certain value, however it would be tons easier if it was just two paths and events only asked which variable is higher to define an outcome.
>>
>>187174739
>What got you into RPGMaker.
No idea, it's been at least 8 years.
>Favorite RPGMaker game?
Commercial or Free? And finished or killed? I loved "Necropolis" but it never got finished as it was in the middle of being transferred to a newer engine before it faded away. "Blackmoon Prophecy" is a damned good fangame, complete original flavor. "Paradise Blue" similarly was a great game made in the spirit of the older Final Fantasy titles.

Then there's games that went from freeware to commercial which remain rock solid and made changes and additions along the way such as "Oneshot", "The Last Word", and "Soma Spirits".

>Last one you played that's worth mentioning?
Hmm... recently took "Colors: Lost Memories" for a spin. It feels like Link's Awakening but without the combat and instead its all puzzles. Haven't gotten too far in it though, only just got a second color option. I also tried the demo for "Heartbeat" around the same time. It is somewhere around the same sort of spirit as Pokemon FireRed and Mario & Luigi: Superstar Saga.
>>
>>187180624

My game has only 1 singular path directly to the end boss however almost every NPC in the game is recruitable using a Friendship variable. Obviously there's going to be multiple girls you can raise their special Relationship variable with and get romantically involved to get waifu type text, Undecided if i wanna add in actual sex scenes(probably not).

None of it changes the story any but it's something you can do if you want to do it. Every NPC can fight aside from a few specific old people. Some characters start with a shitty base class that can't fight very well and has no skills.

Tons of diverging side paths you can take but none of it matters in the end. Just like Mass Effect
>>
>>187202963
Do I sense heresy?
>>
>>187174739
>>What got you into RPG Maker?
Probably the thought that I could make a super cool fan game with it, it was a long ass fuckin' time ago (in a town called Kickapoo).

>>Favorite RPG Maker game?
Exit Fate.

>>Last one you played that's worth mentioning?
I haven't actually played any in... I don't know how long. So I don't really remember this one.
>>
>>187209361
I recommend checking out RPGMaker dot Net. There's a lot of good games there. And a lot of shit. And a lot of unfinished stuff... But a lot of good stuff.
>>
>>187180624
If done well, diverging paths and real, meaningful choices are things that can make your game really stick out. Not only because multiple paths add replay value, but the fact that you have to choose can make everything feel more meaningful to the player. Tactics Ogre gets brought up a lot, but it probably wouldn't be as highly regarded if it didn't make the *player* make that choice. Undertale likely wouldn't be quite the hit it was either, if it didn't have the murder path to contrast and give weight to the player's choice *not* to kill anything for the "good" ending. Alpha Protocol may have questionable gameplay quality, but the reactivity makes for an amazing experience.

But as you well know, it's also a huge amount of work. You'll just have to ask yourself if it works for your game, and if you have it in you.
>>
>>187210080
I know, I know... but that doesn't change the fact that I'm a lazy cunt, trying to dev my own game, and have a bunch of other shit I want to do, including a whole stack of unrelated games. There's only so much time in a day!
>>
>>187212050
Hah, I know that feeling. Between Gamejolt, Itch io, RPGMaker dot net, and all kinds of places I keep spotting loose freeware titles my quality freeware backlog is insane.
>>
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>>187180624
In the Ar Tonelico games, at some point you have to pick who you are more concerned with: Girl A or Girl B.
The story will diverge slightly depending on the route you choose. There are alternative dungeons at this point in the game.
This is called "Phase II" of the game. Each route has a (more or less) bad ending. To get the better endings you have to move onto Phase III. There's usually a boss in Phase II that you have to beat under a certain time limit. And then you have to choose not to live happily ever after with your waifu of choice.
>>
>>186993752

There's a battle sample here, anon!

https://www.youtube.com/watch?v=furwEhNm9yA
>>
>>187214056
I played 1&2, a little to easy but I love them.
wut? >beat under a certain time limit
And some of those bad ends felt pretty good, especially Misha's, and then going to Phase III, seriously wtf, really made me want to punch my monitor and she isn't even my waifu.
>>
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Finally getting around to idle animations. Thoughts?
>>
>>187214056
Almost all of that is wrong:

>The story will diverge slightly depending on the route you choose. There are alternative dungeons at this point in the game.
This is called "Phase II" of the game.

Only applies to AT1. In AT2 the route split begins halfway through Phase I, and in AT3 there isn't an actual route split.

>Each route has a (more or less) bad ending. To get the better endings you have to move onto Phase III.

Only applies to AT1. AT2 doesn't have a bad ending. And while AT3 does have a bad ending, that only happens if you fail to fulfill the conditions to move to Phase IV.

>There's usually a boss in Phase II that you have to beat under a certain time limit.

Only applies to AT3. AT1's bad ending is gotten from defeating the final boss far before the time you're supposed to.

>>187216998
These are actually "normal endings", not bad ones. However, choosing the normal endings means condemning Metafalss and the whole of Ar Ciel to an horrible death after a few years.

Also, Misha's route has been decanonized for years now: all the supplementary material makes it clear the canon route is Aurica's.
>>
>>187219829
The feet sort of glide in and out.If it's supposed to be standing, that's going to be awkward.
>>
>>187219829
Is that meant to be heartbeats or lung-breathing?
>>
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>>187221289
Lung-Breathing. It's also partly because the character is based on a bull, so it's meant to kind of look like it's preparing to charge.
>>
>>187220583
Have you played the noSurge games? Are they any good?
>>
>>187223428
Going off topic.
It's localization was better than AT2. But it's still pretty bad. http://artonelico.wikia.com/wiki/Glitches
>>
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The RPG Maker community's made some really nice textures.
>>
ded
>>
>>187223428
>>187225194

They are very good. However, Ar nosurge's localization is every bit as shitty as AT2's was, arguably even worse due to the removal of several features.
>>
>>187227936
Is this a first person RPG Maker game?
>>
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Today I made the timer change color when below 30 seconds, and then again to red when under 10 seconds.
This is XP, but there tend to be crummy timers in all the RPG makers.
>>
>>187238926

Yeah i never understood why a timer had to be complicated.
>>
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>>187236784

Dunno yet. I've got a huge fondness for those Japanese horror-puzzle games, maybe one in first person would work.
Trying to figure out what I want to make next, but RPG Maker textures work really well for this. Only issue is that to make the map comfortably maneuverable I have to make them like 4x size, which results in me being a tiny shota or loli.
>>
>>187242497
Might be interesting, The Garry Coleman experience.
>>
What are some of the best RPGmaker games?
>>
>>187247202
Dude. The first post in the thread, not even a day old, already asks for people's favourite rm games. At least wait a COUPLE of days before you start on this.
>>
Still working, I keep getting distracted.
>>
>working on drawing a scene for an eroge
>have to fap
>after fapping don't feel like it drawing it anymore
every time
>>
>>187253478

I've had that happen while writing smut. I came to the conclusion that i should never write porn while horny. I end up with some fucked up incest, futa, gay, shota, loli stuff i scrap the next day. It's like writing stuff while you're under the influence of drugs or Alcohol and then reading it when you're sober.
>>
>>187253478
>>187254668
I don't have this problem.
>>
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For some reason battle animations make the game freeze for a split second because it apparently needs to load.
Is this normal for rpg maker vx ace games?
>>
good night bump
>>
>>187256148

I don't know, I've never used VX Ace but in Pokemon Essentials for XP it would freeze momentarily when entering a pokemon fight and it was because the midi sounds took forever loading. It's possible your sound effects are causing the same problem.
>>
>>187263654
My sound effects are in .ogg
Is that a problem?
>>
>>187263986

It shouldn't be a problem with .ogg but maybe try swapping a sound with a different sound anyway. It could just be a common issue with VX Ace unrelated to the sound I've never used it so i couldn't say.
>>
Okay so here's the deal i have the opening to my game, It's short and has a simple story suitable for my first game however i have a problem. I want to force the player into the item shop to reset the towns NPC's and turn off opening events but this causes an issue. I want to give a reason why the barrier i placed prevents you from exploring the town fully but the reason is currently "late for work" however if you go talk to your boss NPC it's going to drag you inside and you'll miss some conversation if you don't talk to them first.

How should i get past this? Do i drop the whole late for work thing and try for something else? Allow the player full access to the town which would undoubtedly cause problems.

My biggest problem now is the forced entrance into the shop with no option to say no. Should i just give the player the yes/no choice even though they're late for work?
>>
Why don't you just fade to black, reset, and back again? That's how most games handle a change from a cutscene back to gameplay without leaving a location.
>>
>>187266950

Well i could do that but It's not really the act of entering the shop it's that entering the shop is gonna reset the town to default but i wanna give the player the chance to speak with the NPC's but the way i set up the barrier pushes the player away and has your boss tell you to hurry up which i feel would prompt the player to speak to her first which they should ultimately be speaking to her last but it makes no sense in the story to force the player to talk to these people.

If i faded to black it would still just fade to black and reset the town making the player miss some dialogue same as it does now. If i force the player to speak to these characters they'll feel like I'm hand holding or pushing them down a specific path however if i don't do this they might have to restart the game to get the missed dialogue because they accidentally missed it (bad game design).
>>
>>187191765
>>187198479
I like lopsided choices like that. They help speedrunners, but also let the player examine thier own morals.

I dealt with something like that in Valkyria Chronicles

>When you start the game, you get 2 snipers, 4 scouts, 3 engineers, etc.
>WHO you get is random (any from a long list of fully-voiced characters with several individual quirks)
>Maps encourage you to bring a balanced squad, including at least one sniper

>Sniper 1 (Oscar)
>Like 13 years old
>Annoying to listen to
>Couldn't hit the broad side of a barn

>Sniper 2 (Cezary)
>Less annoying to listen to (but still pretty annoying)
>Way more accurate than Oscar
>Huge racist (Even gets a debuff around the squadmates he's racist against)

I went sniperless until I got to far enough to open up more characters. Then I got Marina, and she is the best sniper waifu.

Keep in mind, the game randomly assigns what you get, so I just happened to get the two shitty snipers off the bat.
>>
ded
>>
Made some good progress, I gotta sleep. Don't die. I plan on making more progress when i wake up. No more screwing around.
>>
>>187267981
So instead of the boss, have it be the character saying something like "if the boss sees me leave without even talking to her, I'm REALLY going to get it".

Or put in an actual road block like the old favourite, "the bridge is out and won't be fixed until you go do the fucking plot".
>>
>>187256148
>>187263654
I'm pretty sure it's a problem in XP, I get that occasionally- so it might be in VX ace too?
Maybe look and see if there's any way/scripts to preload assets?
>>
>>187280525
I'm pretty sure it's a problem in every RPG Maker.
>>
Help me think of a title for my game.

It's about a robot who fell from the sky. On his journey back, he gains human attributes and learns what it is to be a human.
>>
>>187285121
what kind of game is it? Gameplay, mood, themes, and such.
>>
>>187285121
>falls from above
>meets a species deemed "lesser"
surfacetale
>>
Have part of a cutscene I just finished. Best expression.

>>187285121
For some reason I imagined the robot literally grafting parts of humans on themself.
Try thinking of uncommon terms and words that could refer to humans or robots?
Tinman? Everyman?
>tfw my game's name is based off what I thought a cliche title for the genre would be.
>>
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>>187290252
I forget the file. Time to commit Sudoku.
>>
>>187278429

Should i add MC text? I thought it would probably be better to leave the protagonist silent, Is a talking protagonist better than a silent protagonist?.
>>
>>187285121
From The Thunderhead
Soul of a Golem
>>
I've heard that huge maps can lag. Ok, but, what is a huge map? 50x50, 100x100, 200x200?
>>
>>187295789
Silent protagonists are >90% garbage.
>>
>>187299382
[citation needed]
>>
>>187297459

I don't really think the size of the map matters Your overworld map can easily be the maximum 256x256 and not lag at all. The lag comes from loading animated tiles and events. I'd stick to keeping cities/villages below 100x100 because filling that space with events and water/lava/waterfalls will cause problems.

One thing you might notice and it's what i noticed that the actual FPS never drops below 59 however the camera gets less smooth. What i thought was lag was actually just the camera scroll skipping when i moved. I'm sure on a phone or maybe a mac it might actually lag but i don't know, On my PC it sits at 60 fps all the time..
>>
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>>187299382
?
>>
Please don't die!
>>
>search all over for MV Heroine Fantasy Pack and the 3 Japanese character packs

Baidu is annoying to navigate
>>
>>187285121
It could be something fancy like "Promethean the Created"
>>
Need feedback, play and do survey: https://nerokrohe.itch.io/rpgact1demo
>>
>>187313317
>grayscale
why
>>
>>187313729
¯\_(ツ)_/¯

In all seriousness it's thematic. Real world/overworld is a dull place, being in battle makes you feel alive.
>>
>>187313936
I guess it's subjective, but the lack of colour unironically put me off the game and made me not want to play it, I cannot get comfy in such games.
>>
>>187314109
sorry to hear, i'd do a colour version but it would definitely not look right
>>
>>187312395
>>
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>>187285121
Make a reference to Galatea or Pinocchio? Maybe Do Androids Dream of Electric Sheep? I'd have suggested calling it "Turing Test" if there wasn't already a game called that.

>>187308979
That's a tabletop game that already exists.
>>
How do you rotate assets in rpgmaker or would ps have to be opened up to rotate to the side?
>>
>>187319759
You'd have to manually rotate them to the side in Photoshop, I think.
>>
>>187174296
If I gave the player the option to be able to play as a spooky skeleton how different should the gameplay be
>>
>>187327051
Look to roguelikes for examples

>Can't heal magically
>Weak to blunt weapons
>No need for food (if applicable)
>If skeletons are rare, lots of changed dialogue (HOLY SHIT A TALKING SKELETON!)
>>
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I have since fixed the flaws but I can't arse myself to make a new screenshot.
>>
>>187329328
Well then it's going to be hard to say anything about it, isn't it! But I will anyway: That house looks like it's at a completely different angle than the rest of the map. Some wonk with scale is to be expected in the medium, but the front part seriously only has the same depths as that bridge. And the back corner extends outside the cliff. It's not a house, it's a cardboard cutout of one.
>>
>>187329328
That tileset is nice.
>>
Why are there no good fantasy tilesets for MV compared to vx?
>>
>>187336505
Maybe it's because Fantasy describes a literary genre, not a visual setting.
And no self-respecting artist is going to feign ignorance and present themselves as a Chinese bootlegger.
>>
How would I go about making it so pressing the Cancel button during the Character Action Selection Screen made it so the Character went into Guard.
>>
>>187336505

48x48 tilesets are hard to come by.
>>
Ded Space
>>
bumpf
>>
>>187336505
Good original 48x48 resources have been very slow to appear, it's 95% edits and recolors of RTP. I'm considering just using VXAce resources in MV.
>>
boomp
>>
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Bumping with a map
>>
buuuump
>>
>>187353223
I've tried resizing several different ways but they come out terrible
>>
>>187361181
You don't have to resize, you can use the original assets, you just need a plugin and two copies of every tileset you use, one 48x48 for the editor that you can just scale up in paint and the 32x32 version that will be used ingame.
>>
>>187359860
>>
>>187361473
Can we see a screenshot?
>>
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>>187364868
Is this what you had in mind? The plugin is called ChangeTileSize by Shaz. You lay everything out in 48x48 tiles in the editor but it uses the 32x32 sheets in game so no blurriness from upscaling.
>>
Can't let it die again
>>
>>187369550

Not gonna happen
>>
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Working on new areas.
Thinking of doing stuff like art commissions to raise up around 400$, should be enough to pay for the rest of the game's soundtrack.
>>
pls live
>>
yump
>>
>>187379306
>>
Is there a way to have enemies target an arbitrary location on the screen? Like if I want an enemy to aim at the ground, or into the sky
>>
>>187390760
In MV, I meant to mention.
>>
morning bump
>>
>>187238926
wouldn't it be better if you only change the color in the if statement and in the end you actually do the draw_text()? you're repeating it for nothing
>>
>>187390760
You'll need to change all the targeting functions in the Combat Engine. Several hours of work if you have some programming knowledge.
>>
>>187397681
>>187390760
Although I guess that if Sky and Ground are the only locations, you could also try to handle it with States.
>>
quick bump
>>
>see some nice assets for rpgmaker for my witch house
>it's for MV

>find some nice sprites and some other assets
>it's for assets
>>
>>187402603
>it's for assets
Is that a problem?
>>
>>187402179
>>
stop dying
>>
>>187409512
>>
>>187397681
I thought it might be a pain in the ass like that.

One of these days I'm going to learn Javascript or whatever. Today is not that day, though.
>>
How do I into tilesets? Are autotiles too necessary?
>>
>>187415341
use parallax mapping
https://www.youtube.com/watch?v=64nxvCaPaJw
>>
How many equipment slots are really necessary if you merely use equipment for balance purposes?
>>
>>187418661
five
>>
>>187418661
2. One armor and one accessory. FF7 and SMRPG got by on that system just fine. Adding shields/helmets only increases how much gold the player has to spend on equipment, and the difference in DEF only becomes more pronounced (and harder to balance) amongst those who can equip the good stuff, and those who can't.
>>
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>>187415341
Tilesets are pretty simple. Autotiles aren't NECESSARY as such, but they sure as hell help.

That said, parallax mapping will probably look better if you put the effort into it.
>>
>want to make an rpg but at the same time don't want to
>just making maps and areas
>>
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https://soundcloud.com/tinyghoststudios/castle-2
final stage theme wip
>>
>>187421369
I wish somebody would make maps and areas for me, because I fucking loathe making maps.

in other words, post your maps here so I can borrow them for my project ;)
>>
It's nice to know this thread can exist without me for a few days.

Been playtesting a friend's game.
>>
>>187421369
Make a walking sim.
Or if you don't like the battle systems, do a simpler one like For the Frog the Bells Toll or RPS.
>>
>Suddenly after working on my game for a week i want to scrap it thinking it's gonna be shit.
>>
How many layers of complexity is a regular rpgmaker games player willing to go through to play a game?

I don't use standard stats or elements and there are some weird mechanics I'm not sure people would enjoy.
>>
>>187441103

As long as something is logical then nobody will care how complex it is. However if you've got 18 fuckin made up elements like "Torgothi, Luffin and Loji" or some shit and it not just regular realistic elements everyone knows then i would suggest not doing that. I'm not gonna sit around learning 18 different element combinations
>>
>>187441103
Depends on if it's worth it or not, honestly.

Generally speaking, less is more. Every time you add something, ask yourself "Is this actually making my game better? Or am I just goofing around?"

There's nothing wrong with fucking off and adding stuff just because you can, but that's not good game design. Keep it simple.
>>
>>187439181
Thats when you make revisions
>>
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>when you look over your class stats and notice you gave one class twice as much base phys. defense as the next highest class
What the fuck was I thinking?
>>
tiny bump
>>
Names are probably the hardest part of designing a character, for me.
How do you select your character's name?
>>
going to sleep early bump.
>>
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I'm working on defining monster stats and abilities and all that good shit right now so there's not much to show off.
I'd like to brainstorm ideas though. Don't really have much in mind for these guys aside from the Jigglybox having ridiculously high physical defense and low magic defense (that's kind of the "thing" for all "box" enemies) and the Sand Skull having an AOE sandstorm attack.
>>
>>187174739
>What got you into RPG Maker?
I always loved the idea of making games, so I was interested in RPG Maker the moment I heard about it. I got the first PSX one the day it came out.

Of course, dreaming of making games and actually doing it are two different things, and I never managed to finish a serious project. I've still had fun pretending I would, though.

>Favorite RPG Maker game?
A Blurred Line. Shame it was never finished; the game wasn't perfect, but it impressed me at a lot of points.

>Last one you played that's worth mentioning?
I've only played the first demo, but that robot game seemed pretty good. I don't play enough RPG Maker games anymore.

Or... enough anything, really. I've been wanting to make a game myself for years, but between college, annoying relatives, and depression, I don't have enough time or energy.

That's what I keep thinking, anyway, but maybe that's part of the problem. And maybe I'll be able to figure something out.
>>
>>187453208
Names can be based off mythology, religion, history, borrowing names from other media, but my tried-and-true method is "Yeah, that'll do."

In Defeat the Darkness, for example:

>Sir Beaumont the Brave
>Alliteration (Like Clark Kent or Bruce Banner)

>Kay, the bard
>Adam told me her name is Kay, and that was it

>Our big bad (well-voiced) villain, Dark Dagon
>'Dragon' without the 'R'

Thinking too hard about the name stifles your character (I named him Dexter, so he has to be smart ABOUT ALL THINGS ALL THE TIME). Give them room to be themselves.
>>
Question time, and totally not an excuse to bump the thread. What would you do to keep money relevant in late game? What are your favorite examples, and what could be done better?
>>
>>187466537
I really like flashy and inefficient ways to blow through them because they make getting filthy rich a goal rather than a late-game issue.

The best I can think of right now is Disgaea 5 having a class with a passive ability that gives them +50% damage at the cost of spending 10HL per point of damage done (which, this being Disgaea, means burning billions each swing). It's not at all worthwhile, but once you hit the money cap it's fun to punch a huge hole in your savings.
>>
>>187466537

Tons of weapon/armor upgrades, maybe a really cool weapon/armor crafting system with lots of crazy strong end game bosses that promote upgrading. Though you should never have to grind in an area for more than 20 minutes in the main quest however the upgrading thing is really fun post-game. I just like upgrading things and getting really strong.
>>
>>187466537
I think Mother 3 handled this really well due to how the party roles were assigned (and the rolling health system).

While Lucas had the best healing PSI, he was slow and also the best dealing physical damage. He had a lot of things to juggle so you couldn't primarily rely on him for healing, requiring it to be spread among other teammates.
Now Boney, because he's so fast, becomes your primary healer, since he usually goes first so he can save teammates in a pinch if they've been mortally wounded. But he has no healing skills of his own, so he's gotta rely on items.
The Rolling HP system makes items even more useful because they have a quicker animation than PSI, allowing you to catch teammates before their HP rolls to 0.
>>
I can't tell if the VX RTP swordman, darklord, and evilgod battlers are all supposed to be the same character and my autism is driving me insane over it
>>
>>187466537
I'm going to have a town the player can build and upgrade as a massive cash-sink.
>>
I really like RM games with completely unnecessary mechanics and systems added, like when a game has battling, stat builds, crafting, dating, day/night schedules, catch em all, farming, open-ended, blahblah.

I can't really think of any off the top of my head, though. I remember a few VXA projects being like this, though. Likely dead before ever getting substantial progress.
>>
>>187174739
>What got you into RPG Maker?
The games. Simple as that, really. Back when I was a kid, I loved looking for freeware games and I found several done in RPG Maker.
Finding the engine came afterwards.

>Favorite RPG Maker game?
To be completely honest, I don't actually like RPGs. What I like are the horror-puzzle games that often come out.
My absolute favorite is Fantasy Maiden's Odd Hideout. It has just about everything I want in a short game.

>Last one you played that's worth mentioning?
Think Outside the Box, JUST finished it.
Interesting little game, but not much reason to actually go back and re-do the puzzles.
>>
>>187473459
I've seen games do darklord turning into evilgod, but I think they're all their own character.
>>
>>187174739
>What got you into RPG Maker?
all of the really fun RPG maker games I've played like OFF and the LISA trilogy

>Favorite RPG Maker game?
Probably the LISA fangame "LISA: The Pointless" for all of the effort put into the balancing and visuals

>Last one you played that's worth mentioning?
Suits: A Business RPG was really fun, a nice game to play when you've got time to waste. Had some really funny moments
>>
sbump
>>
Sometimes I find a new group of creators, and I'm hopeful they have enough experience that they'll know exactly what my problems are in order to guide me. But they don't.
>>
>>187453208
Looking through lists of names until something pops. There are a ton of sites for "baby names" and shit that could help.

Giving them a random one as a place holder and later coming to realize that it's grown to symbolize the character in my head so I don't want to change it.

Names feel more important than they are. You don't feel like a brave hero or nefarious villain should be named, like... Greg or Sue. But at the same time, there's no reason a person named Greg or Sue couldn't become a hero or villain. Perhaps even just to show that they can, despite sounding more like an accountant!

Basically, don't stress it. You don't *need* to find the one perfect name that screams "main character" or "final boss". If you write it properly, you can get away with pretty much anything.
>>
>>187484051
>>
>>187457942
need system. Is this just pokemon?

>>187466537
1% drop items start appearing in the shops at ludicrous prices that you can afford.

>>187467852
Disgaea 5 also has an evility that deals 5% more per DIGIT of money you have.
>>
>>187174739
>What got you into RPG Maker?
One day, I was browsing some game sites and spotted a game called Vagrant hearts. Downloaded it, played and kind of liked the mechanic. Then started searching for similar games.
>Favorite RPG Maker game?
Laxius Power 1-3, Laxius Force 1-3, Dark Eternal 1-2
>Last one you played that's worth mentioning?
Those above.
>>
>>187494353
>need system
Default RM shit.
>>
>>187494939
system of your game, sorry. What kind of game is this?
>>
>>187495140
I'm using VX ace. Going for a Dragon Quest style game so I'm just using the default system with minimal changes.
>>
>>187495385
>>187457942
Scorpyramid
>Greatly increases def/mdef if anyone in your party is poisoned
>can do poison sting

Dragonfly
>can self-buff
>does dragon breath if you leave him alive too long

Ripper Rabbit
>stun bite
>moderately high evasion, magic would more consistently kill them, but there should still be phys moves that can do the job
>>
>>187495706
These are pretty interesting. Especially the Scorpyramid.
>>
morning bump
>>
dont die
>>
>>187503286
what I just say
>>
STOP DYING
>>
>>187512590
>>187512590
>>187512590
>>
>>187488954
>>187459402

Thanks, I suppose I'm just being too picky with them.
>>
>>187519501
You're not, all the generators and lists are garbage.

I wish I could figure out exactly how some authors come up with names for their stuff.
>>
>>187488954
>Names feel more important than they are. You don't feel like a brave hero or nefarious villain should be named, like... Greg or Sue
Gregory sounds like a fine enough name for a hero or supporting character actually.
>>
>>187459402
>In Defeat the Darkness, for example:
podcasters and their non-games are shit
>>
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Has anyone ever seen a Ys-style game in rpgmaker before? I have a similar idea and have been looking to see if anyone's actually done it already, but haven't found any quite like it
>>
>>187529631
Ys' combat is a little faster and tighter than what I've seen out of RPG Maker, it ends up being more NES or SNES Zelda's speed of combat but a few folks have done that route.
>>
>>187517071
>>
>>187535753
>>
>>187532550
yeah, you're right, and I haven't found anything as smooth as I was hoping. I haven't tried an action combat type system in rpgmaker but I'd imagine it's not too easy given how few there are
>>
>>187540515
Think I recall seeing people saying the engine just doesn't allow for any sophisticated collision detection so I imagine that'd be why. Might just require a good coder though.
>>
>>187540515
I'm doing zelda like combat for Tempus Ex Machina and NO it's not easy. but it's worth it. And speaking of which GOOD NEWS EVERYONE I can get back to working on the game slowly. University SUUUCKS btw 4 third year level classes are no joke. I don't know how people can handle more and some even more intense classes. Yeesh.
>>
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>>187541372
Finished this puzzle. Bit of a pain but once i got the logic down it was fine.
>>
>>187453208
Idk I find it very easy, it's like the name comes to me when I see them, specially if I'm not really involved with them.

If anyone has trouble naming a character/race/species/plant/city/etc post them and I'll name it?
>>
What are some combat mechanics to give a game a old school D&D kind of feel?

I know that the computer medium limits things, but I like the idea of knaves and kobolds versus high fantasy as well as the idea of making dungeons a lethal "fantasy fucking Vietnam"
>>
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Gotta say, working on NPCs is probably one of my favorite parts of game making.
>>
I plan on opening art commissions to raise up to 400$ so I can pay for my game's soundtrack, is that something I can shill here?
>>
bumpin
>>
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Soon (tm)

>>187546394
Post art or game
>>
>>187544417

If you're interested, have your hand at this:

Protagonist is a holy paladin serving a god of death (death should be the end of a journey, life is worth living and protecting, etc), she's a wanderer who goes from place to place trying to do whatever good she can and help out people in need.
Very passionate, quite traditionalist and extremely DEUS VULT, has no patience for heresy--heretics and infidels are to be utterly crushed. Thankfully, to her order heretics are people that want to spread death around willy-nilly so otherwise she's mostly good.

Appearance-wise, pretty stereotypical armored knight. She's cute underneath, but it's not like she'll ever remove the armor when she could be CRUSHING MORE HERETICS.
Function-wise, she's actually primarily the spellcaster and has a wide different array of spells learned from different schools of magic. Just straight-up fucking decks people when out of mana. Gauntlet punches hurt.
>>
>>187556954
Sounds like you could use this as a good naming source
https://en.wikipedia.org/wiki/Category:War_goddesses
>>
stop with the dying thing
>>
>>187556492
Im 12 and what is this
>>
>>187563218
AAAAAAAAAAAAAAAAA
>>
>>187174296
posting pictures of vlad from LoL fucking kek
>>
>working on two different games
>keep stopping
>don't know what to do anymore
>decide to make it hide and go seek
>would have to put effort to it

How do I motivate myself to continue?

Anyone here making a horror rpg?
>>
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>>187556492
Steel Zeroes
>>
>>187568997
Bro, you've been here forever. Just don't overdo it. Maybe like once per thread.

>>187567284
It's a symbol. If you don't know, you'll find out in about 12 hours
>>
>>187569901
hm?
>>
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>>187569901
Read up a bit. He's not showing off, he's announcing that he's accepting commissions. It just got lost in the comment chain.
>>
>>187570514
What I meant is he's been in /rpgmg/ for a long-ass time. I wouldn't mind if he shilled, as long as he's not going overboard with it
>>
Anyone knowledgeable with Moghunter's Chain Commands?
I'm trying to make a battle system based around that but I needed some sort of editing on the plugin to allow either conditional chains or adding that to Yanfly's Action Sequences.
>>
>>187568573
>Anyone here making a horror rpg?

I'm thinking of making one.
I really like RPG Maker puzzle-horror games and want to do my own take.
>>
>>187568573
When you use the words "horror" and "rpg", what are you describing?

I half expect you to mean a survival horror game made in rpg maker. And not an rpg at all. But I'm giving you the benefit of the doubt because I want to believe someone here knows what they are talking about.
>>
>>187577731
My psychiatrist tells me it's bad to live in denial.
>>
>>187556492
Quick hint/bump before I go to bed:

It's a podcast
>>
>>187577731
No one cares that much.
>>
>>187584791
Communication skills are important.
It's the difference between doing a Remake and a Remaster.

Don't call something an RPG if it doesn't play like one.
>>
brump
>>
Just woke up and dreamt an idea, however i can't use it in my game so have a suggestion if you ever need one, just use it if you need it

>small part of party can travel in time
>they reach an empty place where there are other members of the party and a few allied forces
>they get some item to power up the healer's powers
>the item was actually a trick and due to the characters not paying enough attention they begin sucking out life force instead of healing
>they remain completely alone until event X happens
>>
>>187591472
I don't follow, who does what?
>>
>>187568573
https://startupbros.com/killing-the-7-motivation-murderers/
I always come back to read this article when I get too demotivated. Hope it helps.
>>
>>187577731
I should have worded my post better like I'm using rpgmaker to make a horror game but it won't necessarily be a rpg game
>>
How often should attacks miss, so that such occurrences don't get annoying?
>>
>>187610770
never unless explicitly stated such as low hit chance, high damage
>>
>>187611326
So, other than hit % what are some ways to have classic D&D feeling combat? Which is to say generally fast, simple, and lethal
>>
>>187614369
Low HP? No fancy skills? Did you even thinks about this for 1 sec?
>>
>>187614772
Because one of the risk mitigating factors at low level is the large percentage that foes whiff their attacks. That PCs often whiff adds to the tension. However, lots of early whiffing is something I don't think would be fun in an RPGMaker game
>>
>>187543830
explain it
>>
>>187614997
whiffing sucks, for both sides.
>>
>>187615736
Push button, some blocks lower, others raise. The was also another mechanic at play but there's an instant cheeky solution for it in game. Won't spoil it.
>>
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Virgodev here, there's a new podcast up with an interview about the game, you guys can check it here and stuff: https://www.youtube.com/watch?v=IgE8xxl7oFU (I warn you though, my accent is cringy)
>>
heading out for awhile, dont die k?
>>
>>187619041
it looks good at a glance, hopefully no monster encounters while you're doing it
>>
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>>187624251
please consume Tide® laundry detergent pods until you expire, faggot podcasters.
>>
>>187227936
>>187242497
What program are you using to make it like this?
I'm working on a game where the MCs are toys trying to save children from the toy shops owner, so this large looking tileset would be perfect for that effect.
>>
>>187629217

I'm just using Photoshop to scale the textures up.
Unless you mean the first-person view, in which case I used Doom
>>
>>187614369
>>187614997
D&D's battle system barely works as a tabletop (only because you are there with your friends having fun) and just doesn't translate to video games. Every time people try it, it just ends up as a slow shitfest of missed attacks. I've also seen people mitigating the missing factor with variable damage instead, but it's the same thing, you are sitting there wondering what the point is. It just doesn't add anything to a game other than "it feels like D&D I guess."

Rather than copying the literal mechanics, I'd advise focusing on the meta aspects you enjoy from it and try to implement them in ways that are fun for the player.

I mean, the generic RPG battle system is already an adaptation of the tabletop systems. Skills replicate the explosive aspect you mentioned. Having them gated by a resource is an adaptation of the missing's damage mitigation factor. They knew it just wasn't going to work, so they changed it around.
>>
>>187614997
Look at pokemon. Moves with 100% accuracy are universally more used even if their damage is lower. In two turns, a 100% accurate, 80 damage skill does 160 damage, while a 80% accurate, 100 damage one has a noticeable chance of doing 100 damage in two turns, making it completely inferior.
>>
man, it's been a while... time to dust off my shitty old project and keep going
>>
>>187645814
Sometimes the opposite is true. Nowadays many people aim for the harder hitting less accurate one because the lower base attack does too little, while the high risk high reward types means you can reliably OHKO the other guy without giving the other guy a chance to retaliate. Or, reliably 3HKOing vs a chance to 2HKO, many people would pick the latter because a 3HKO can be risky when the opponent poses a serious threat. These would be the type of choices I think which would be helpful, or you can kind of circumvent this with a multi-hit attack, each with individual hit chance.

Speaking of which, does anyone know a good damage formula for a standard RPG game? I had problems with that recently, and if you have a multi-hit attack, it does not matter how strong the single hit move is, with the default RMXP formula, a technique with a single extra hit wlll generally outdamage the one that is not. Before it becomes a which move has more hits to determine superiority, how are your damage formulas generally like? Also I do not like to risk magic damage doing too much. I equated attack and magic attack with the same attack stat in my case because tiered magic attack will eventually become irrelevant late game if I went with the default formula.
>>
>RPG Maker MV
damn, a new one came out? I just opened my old project and it's on VX Ace.

I don't want to change, but out of curiosity, is MV any good
>>
>>187376904
What is your website / how do you take requests and payment?
>>
Did you guys finish any games yet?
>>
>>187657994

Finished making or finished playing?
In terms of making, I've finished one, then moved to another engine I'm more familiar with.
In terms of playing, I've played a lot. They're a lot of fun to go through.
>>
>>187658162
Finished making. What's your game? I gave up on rpgmaker ages ago and also switched engine. Still come back here though because it's comfy.
>>
>>187658417

It's comfy here, yeah. And playing games is always really, really fun.
https://rpgmaker.net/games/6544/ - I put this out a long time ago. It's not very good. I'm fond of the protagonist, though, I wanna put her in a better game someday.
>>
>>187658756
I just played it for a short while and it seems pretty fucking cool to be honest with you family. The overworld combat was a bit lame but then I got to the discussion fight with whatever the fuck is in his head, really cool stuff. I like the dark mood of the game so far aswell, not your everyday high fantasy setting. I need to sleep soon otherwise I'd play more.
>>
>play through my old project
>get bored 30 minutes in
not a good sign
>>
>>187663518
>play my current project
>get bored 3 minutes in
not a good sign
>>
>>187664467
>launch project
>get bored at the main menu

really makes you think
>>
>>187658417
>I gave up on rpgmaker ages ago and also switched engine. Still come back here though because it's comfy
same, even though basically all my projects are essentially rpgs, I'm too obsessed with adding dumb extra shit that I can never get to work in rpg maker (mostly just because I'm still bad at it somehow after all this time) and end up putting them all off half-finished forever
>>
>>187624251
You were great, thanks for coming on.

If I get to interview the GLITCHED guys again, I think I'll put gameplay in the backround for them, too. Kind of combination LP and interview. Way more interesting than a flat image by far
>>
>>187624251
no bullying the podcasters
>>
>>187624251
You weren't kidding.
>enigma art
?
>ingninigmy art
????
>ININGME ART
??? ??? LOL
>>
>>187657994
Twice, two shitty pieces of butt that at least bring me some laughs when I replay them.
Both RTP, less than an hour play throughs.
Meanwhile my 3 non-RTP projects are all over the place. One cancelled, two ongoing.
>>
>>187655870

https://pedrovin.deviantart.com/journal/COMMISSIONS-are-OPEN-618617100
requests through e-mail ( [email protected] ) and payment through paypal
>>
night bump
>>
>>187624251
That was cute. Good job.
>>
Good night bump. Don't die, k?
>>
>>187684921
ogey
>>
sbump
>>
>>187653171
You can try adding %HP damage, it will be next to nothing at low lv, but keep it relevant late game.
Maybe add luck or agility to the formula, maybe a variable or element.
Or just google how to make the most of the damage formula.
>>
>>187690889
>>
>>187653171
I like divisible formulas, I currently use (a.atk + 5 * 1.3) / (b.def + 3 * 0.8) and add a multiplier to the whole thing to calculate a skills strength relative to each other.
>>
i'll suck dry the daddy that posts a 1.5 repack
>>
>>187710058
IIRC one was posted a few generals ago. Hold out hope!
>>
Can I bump a little?
>>
morning bump
>>
How do you fucks balance mid/late game with all equipment possibilities, classes and skills without resorting to "just grind If you need" philosophy?
>>
Good morning, /rpgmg/!

What are you gonna work on today?
Today I'm gonna map.
>>
>>187692789
I added some of that to the game (I only go 40% at max though for protagonists at least, anything beyond that is somewhat broken, and 40% itself is pretty broken), but a few moves are not enough to really deal with the formula itself. I experiment with the formula a lot so I was wondering how you guys do it. Just looking for inspiration on doing things without making them too broken. A lot of new games with their power creep seems to have spoiled me in my sense of fair damage or balance, so I always have to have a fair sense of progression. I think it is these scary multipliers that make and break the game, really.

I looked up the old FF1 formula, but even in practice I realised in-game magic attacks will eventually lose its effectiveness while physical moves get stronger, I'm not sure if that is intended, but it seems to be the case for a lot of RPGS, and even the old Maplestory. Putting them on equal footing is also a bad idea I think, but I would like to give them similar potential, while giving specific enemies more RES or more DEF depending on the scenario. Pokemon's formula is too complex to even consider. For now I factor attack into account for both physical and magic attacks, and skills can now deal critical damage.

>>187703994
Hm. I remember. VXA allows you to use your own individual formula per skills right? I have to edit Scene_Battle3 in RMXP to even change the primary base formula, and believe me I have done a lot of modifications on it, as the default formula is a very strange your strength is always 20 above your actual value thing. I think you have the right idea there, so I might try something like that out.
>>
>>187722519
I generally playtest my battles with specific bosses with characters and predicted equips at that point of the game to see how well they fare, and adjust accordingly. As for whether they will reach that level or not, I do not know until I playtest everything, but I try creating sidequests and things of that sort which can help, but not necessary for victory. I actually put a cap on the characters' levels at 30 until they can promote to a higher class,
which I made a separate character in the database for each of them
, but then again the game I am working on is pretty long if you are a completionist. Start with the bare minimum and see if the bosses seem either reasonable, too easy or unfair, and then balance them out, starting with the best equips possible and at highest level you may reach there, then work down from there. I cannot stress enough how playtesting is important.
>>
>>187725879
Do you have different possible builds within classes? I play around with 3 main builds for every character based on three main attributes but there are plenty of choices as well.
I think I fucked up by making every single ability come from equipment which also has too much variation on stats provided so there's rarely a "better" build.
I'm play testing it a lot but whenever someone else does they get totally fucking wrecked. Can't advise them enough on how important it is to deviate from the main path to find that one chest containing new equipment that unfortunately changes EVERYTHING and shouldn't be that much important.

I didn't want to make levels themselves change too much just so I can give a lot of exp for several things like picking the right choices on NPC conversations and solving mini quests here and there as well as exploration, so relying on levels more than equipment feels kind of wrong, I guess.
>>
>>187727742
Yeah I have different builds, but they do not differ so radically from one another. For example, if a class's base was a Fighter type, he would generally stick to it, but he retains his base sword skills and newer skills he learns are based off different branching paths, like ability to use spear skills, or axe skills, or something to that effect, while primarily using sword. I would not give him mage magic though. You can also add some passive skills that augment certain stats depending on the character. And yeah, do not make everything based off equipment. It is one thing to disable sword skills when the character is using a spear, or if he cannot fire bullets when he is holding a shotgun which uses shells, but there needs to be some base skills he can still use, I think, so the person is not totally screwed against some required bosses.

Also do you think by design you want a specific build to be objectively better than the rest? I did, however, do the Puzzle&Dragons routine with Ultimate Evolution, so that when someone promotes to their third level class, where things branch off to different specialisations, they always have the ability to demote back to the second level, and choose again should they want to (but of course you need the item that allows you to do this). Little things like that could be useful if you are looking for ways to make your characters have different builds but not get entirely screwed should they pick the wrong one. Each should probably have a role in different parts of the game, methinks.

I think if you want your players to deviate from the main path to find a special weapon to beat a specific boss, for example, you may want certain NPCs hinting at it, without being too much in the face and people can then start figuring things out. If a boss likes Fire and you hint that he is weak to Ice skills, and there is an Ice dungeon nearby with Ice based weapons, that would be pretty interesting.
>>
>>187724973
stages
>>
>>187645814
>Moves with 100% accuracy are universally more used even if their damage is lower.
not in online PVP, maybe babymode PVE watching people crawl through the storyline or something.
>>
>>187669246
maybe they should stop being such shit in the first place?
>>
>>187734745
I pointed that out in >>187653171 although some people still do run Flamethrower over Fire Blast in some cases. Fire Blast is overkill at times and does not hit every time, but yeah, PvP nowadays thanks to the power creep favours one shot or get one shotted type of mentality. And no switching in unless you are absolutely sure you resist the hit. I still question their logic of nerfing the special attacks to this day when things like Close Combat exists -_-

But this is RPG Maker, where people will not generally be playing competitively against each other. Another advantage of those 100% accurate moves are that they have higher PP, and in a game with multiple trainers, 10 or 15 PP sounds a lot more enticing than 5 PP that has a chance to miss. But I think people should make both types, so that the harder hitting one has more use vs a boss, while the reliable grunt killer should generally be used for exactly that.
>>
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>>187734745
There's a reason Stone Miss and Hydro Miss have those nicknames. I usually only see the lower accuracy moves on mons with low-ish attacking stats so they have a good chance to actually get the KO. Pokemon with super high attack stats typically favor the reliable moves.

I haven't been on Showdown in a few years, though.
>>
>>187736054
Stone Miss is not used that often on 1v1 Battle Spot actually. Generally we resort to Rock Tomb, as that was enough to take down things that are 4x weak to Rock anyways. On 1v1 yeah, Stone Miss is helpful for hard hitting things, especially with STAB. I actually use lower accuracy moves on higher attack mons and more reliable ones on lower attack yet defensively built mons, because you want to stay on the battlefield as long as possible with them. I used Hydro Pump on a Life Orb Sharpedo because it is going to get KOd by a Caterpie's Tackle anyways, so hit hard or get beaten. I did not know other people used them differently.

Things like Focus Miss, on the other hand, is aggravating. It is pretty much mandatory on things like Mega Gardevoir, for instance, who would rather have a 70% chance to win than a 0% chance to win against certain Steels that might prove to be an obstacle. Fighting coverage OP. But a great risk nonetheless.

I wonder how this could translate into RPG Maker though. I think by design high risk high reward and stability should be taken into consideration when building skills.
>>
>>187737058
>Generally we resort to Rock Tomb
What the fuck? Isn't that move insanely weak?
>>
>>187174296
WHAT IS A MAN
>>
>>187737627
The target is generally 4x Rock weak mons (like Talonflame back in Gen 6), who will actually fall in one hit, and also lowers speed. Even Garchomp packs it. It is also powered up with Technician for Breloom, so it is a great coverage move anyhow. Hey, we used Rock Slide before Stone Miss was even invented. Rock is one of the greater coverage moves of the game, so for its uses, Rock Tomb is not bad. I think Gamefreak knew this and so never made a physical 100% accurate Rock attack, which sucks. If the target is not Rock weak, just use your other attacks. And if your opponent is not a Metagross or Bisharp or something, you at least crippled them if they try to switch in by lowering their speed. It is really a tactical move I guess, like Icy Wind, which is actually pretty weak. I do not think you will see this in 6v6 singles as often though, you will see more Stone Miss there.
>>
>>187285121
Made from Cosmos
>>
>>187466537
Money sinks are easy man. Make resource management tough in your game so your player is constantly in need of potions and restoratives.
>>
>>187285121
Downgrade.
>>
Why does your mc have amnesia?
>>
>>187743487
He doesn't because I'm not a hack
>>
>all this Stone Miss memeing
it doesn't miss on the No Guard high-speed Lycanroc distributed via Gamestop cards this spring :^)
>>
bumpin
>>
>>187743487
because his memories were stolen by a mind flayer-type villain so he can learn how to unleash some great power that the mc once sealed away and the mc is an idea I had wanted to use but haven't got around to
>>
>>187743487
He doesn't at the start, but one of the plot lines involves a forest guardian mindwiping people that get too close to the area an Ancient Evil was killed; even dead the dude's dangerous. Your party runs afoul of both of them, but it's resolved in the same "chapter" it's introduced in so there are few if any lasting consequences except for the new party member you recruit in the zone.
>>
>>187743487
They don't. Well, maybe they do if you want to. They're blank slates with very little backstory aside from "you grew up in a small town and help out a lot, making you well liked".
>>
>>187755437
>they

Oh shit you control multiple MCs?!
>>
How do you guys usually find groups to work with on projects?
>>
>>187757997
Usually?
Well, usually, I find people who say they want to do stuff and then I tell them what stuff is needed and then nothing happens.
>>
>>187759002
so like every group project every where money isn't being offered? cool
>>
>>187757997
the only group projects I've ever had go well are ones I've done with friends desu and by go well I mean made progress at all, not finishing
>>
I can't seem to get VX ACE games to run when they aren't in the.exe format

i used to be able to in windows 7, but with windows 10 i can't, i've already tried the DEP exclusion trick and the running in compatibility mode trick and even running as admin, and excluding the folder and game.exe files from the anti virus

is there anything else i should try before i just set up a virtual machine with XP in it just for these games?
>>
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>>187760223
like an idiot i forgot the image that i meant to post with that post.
>>
>>187759294

Pretty much.
Nobody's going to be as invested as anything as the original creator. It's one of the perils that comes with being on a free project.
>>
>>187757264
No you can choose between male and female.
>>
Why does the villainous organization in your game fall apart once the leader is killed/defeated, instead of falling under new administration or being reconstituted by the socio-economical or geopolitical conditions that gave rise to the original villainous organization?
>>
>>187772717
Because you KILL THEM ALL
>>
>>187772717
>villainous organization
>imyplgin

It's just one dickhead scaring the shit out of a defenseless boy.
>>
bump it up lads
>>
srsly
>>
>>187772717
Evil dictators are ego-driven micromanagers and no one else in their circle has the charisma or respect to carry on their will

At least my dictators are that way
>>
>>187772717
My big bad is the source of all evil in the world. Monsters literally spawn from it.
>>
>>187772717
My villains are ultimately daemons, and they will always exist, even if you stop them temporarily, as they cannot be killed by mortals. That, and looking at the world around us, well... evil is still around. But by proxy, many villains are in league with them, whether wittingly or even unwittingly.
>>
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>>187772717
>the
>not having multiple villainous organizations running around at any given time

-You get one of the lieutenants to switch to your side and they take control of the remnants after your fight with the leader kills basically all the hardcore loyalists; organization remains but ceases to be villainous for the most part
-it's a fringe cult and most members either kill themselves in sacrifice to unlock the leader's final form, or kill themselves in despair after you kill him
-turns out it was vampire mind control
-the leader actually only had the one active follower, who was trying to revive him; his former followers were rounded up long ago
-turns out it was demons
-the leader was the only one that knew the secrets of the sea to make piracy actually viable in-setting;
-etc.
>>
b
>>
good night bump
>>
>>187783546
>"Evil will always exist in the world!"
>"Yeah, but you won't."
>>
Does anyone have any theories for why there's very rarely any veteran or older adventuring parties? Even if they're not main characters, it's either they don't exist or appear to be a rival party to the main party.

I find it hard to believe that teen adventurers don't have a longer lifespan when they can slay hundreds of monsters in what is usually a weekend romp.
>>
>>187795880
because a single party of teenagers can usually purge all the evil from the world by themselves. if someone else was already doing it, there wouldn't be anything left for you to kill to begin with
>>
>>187796994
And yet for most settings there's academies, research facilities, expedition teams, etc. that seem to imply that there are a large number of adventurers that exist around the locale. None of them get old enough to be veterans?

And for that single party of adventurers, it's entirely possible they could be older too, but there's no such ex-hero parties in RPGs either.
>>
>>187795880
I'd say there's enough reasons, depending on how much realism you are going for.

Dying for one.

Getting old is a pretty good too. Probably would get very tedious if going through an area takes you 3 times as long as it used to. Or it ends up in the previous point.

Assuming it's full fantasy game land and you don't get much weaker with age, simply something like "finding yourself" works. After traveling through the world once or twice, you are bound to find answers, even if you didn't have questions. Finish what you set out to do, find love, find what really is important, find new hobbies, etc.

More mundane points like getting bored or finding enough riches to settle down aren't bad either.

I think it's far less likely for there to be that many adventure maniacs just adventuring endlessly for the sake of it.
>>
>>187795880
Where do you think the high level tavern owners and shopkeepers come from?
>>
>>187799206
This is a good list.

>>187799780
This is fine too.
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