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/rpgmg/ RPG Maker General #222

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Thread replies: 179
Thread images: 21

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Trips Edition
Previous >>187174296

>/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

>Useful Art Tutorials & Guides
https://www.youtube.com/user/Shineyoctopus/videos
https://finalbossblues.com/pixel-tutorials/

>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
>>
PDF link: https://www.pdf-archive.com/2017/09/01/make-a-2d-rpg-in-a-weekend-with-rpg-maker-mv-darrin-perez/

"This book will take you through the process
of using RPG Maker MV (RMMV) to make a six-level dungeon crawler within a single
weekend."
>>
good morning. are you trying to die at 2 posts?

10
>>
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How's your game going, anon? Any dev plans for the weekend?
>>
>>187929678
How do you download from that site? Too many fake download links.
>>
>>187936543
adblock(?) and not being new to suspect dl sites will help you(!)

>Download original PDF file
>wait for the 10sec countdown
>Download
>>
>>187936543
Try this direct link: https://www.pdf-archive.com/2017/09/01/make-a-2d-rpg-in-a-weekend-with-rpg-maker-mv-darrin-perez/make-a-2d-rpg-in-a-weekend-with-rpg-maker-mv-darrin-perez.pdf

Get pdf reading software like SumatraPDF too then you can hop between the chapters, resources and index as you need to.
>>
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>>187936543
>>187938475
Didn't work. Oh well, it's this one anyway
>>
bumps
>>
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>>187928106
>https://www.youtube.com/user/Shineyoctopus/videos
>https://finalbossblues.com/pixel-tutorials/
Anyone have more art channels or tuts to recommend?
>>
>>187944665

Parallax mapping is so nice.
>>
bamp
>>
don't die!
>>
>>187928106
would love to put something together like in op pic. wonder if it was a team or one dev?
>>
Where is the Long Road Dev?

I haven't seen him since his demo.
>>
I'm trying to make a basic kill quest to help me understand what I can do with variables, when I make a fight with two enemies it only counts as one, but managed to make it so you have to kill em by making a event page in the troop event pages, but i cant figure out how to make it two variables count and make sure the enemy is killed in battle and I can't figure it out, anyone got any suggestions?
>>
ded
>>
>>187957981
Can't you just increase the variable by 2 when that troop is defeated?
>>
>>187961534
super ded
>>
>>187962358
I must be overthinking this, mind if you tell me how to do this when the troop is killed?
>>
>>187935942
https://my.mixtape.moe/xfiwrp.webm

My adventures into pixelshit continue.
>>
>>187967072
Looks comfy, is this the minecraft soundtrack?
>>
I'm making good progress on my game but there's nothing worth showing yet.

I'm working on the tools and logics.
>>
>>187967793

Nope. It's from an artsy-fartsy RPG Maker game named Kosa which appears to have disappeared from the face of the internet.
Really not too interesting, but the soundtrack was entirely original and had some really dreamy tunes that I liked.

https://www.dropbox.com/s/0kkrdzzcsydi634/Kosa%20Soundtrack.zip?dl=1
The song is the first one, Kosa's Theme.
>>
live
>>
>>187971057
>>
>>187928106
what's nail saga?
>>
>>187976383
literally the first result in google you dumbass
https://forums.rpgmakerweb.com/index.php?threads/nail-saga-rpg-website-translation-new-screenshot.44282/
>>
>>187976672
well, yes. Instead of asking for sauce, I specifically mentioned the name to show that I COULD search it on google.

I was asking more for the purpose of it being put in the OP. What's there to talk about it?
>>
>>187976959
oh, i see. my mistake, then, apologies
>>
I am making a game with three main characters and a job class system. Originally I wasn't going to use TP, but I've been thinking about using TP for "Limit Breaks". If I go for Limit Breaks, should I:
Make Job-specific Limit Breaks. 9 Limit Breaks total. Easier to balance.
Make character-specific Limit Breaks. 3 Limit Breaks total. Offers more replayability, but could also lock certain characters in certain classes.
Make Character specific Limit Breaks for every job. 27 Limit Breaks total and no risk of locking characters in certain Classes. Offers most replayability, I guess. But I don't think I can really come up with that many unique and exciting Limit Breaks.
>>
>>187979618
?
>>
zrzly
>>
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>>187935942
Good, just recently finished the designs for the main characters of the party.
>>
If you're thinking about making a Halloween Project. Now would be the time to work on it.
>>
What you guys think about giving up the Def stat and working solely on physical/magical rate on equips/states?
It feels much better to balance the early game and I've been thinking if it's better in the long run as well.
>>
How do you all come up with place names that don't sound retarded
>>
My DLC in VAce wont show up, pictures and faces dragged and drop show up fine in game but, tilesets that are dragged in drop into the game folder won't appear. I've read the readme file and have imported said tiles to game but they still will not appear.

Another question, can I import sprites from VAce to MV?
>>
>>187935942
Going to PAX! Making connections and shilling content is tiring work
>>
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>>187957981
It's simple if you're not using random encounters, since you can just increase the variable in the enemy event. With random encounters it's tougher because the battle ends before any "on enemy death" events can run. The easiest way would probably be to make the enemy inescapable so they have to be killed and run the "+2 to variable" event on turn 0 once per battle just for encountering them.
>>
>>187957981
>>187996593
Or, you could make the enemies have the "immortal" state, check when they are at <= 1% hp, add 2 to the variable, remove the immortal state and then inflict death on them.
>>
>>187994042
Like, what about references to historical terms? Teutonic, Sumeria, etc.
>>
>>187996980
Be aware that if you do this, you can't have any "instant death" skills that inflict the knockout state, as the check is HP based and immortal will stop it from working. Instead, you can make them deal 100% of the enemy's HP.
>>
evening 10
>>
>>187990525
You can make armor give max HP instead, easier to balance that way.
>>
>>187935942
recently finished 1/4 of a giant segment of a map, going to work on the next segment soon
>>
>>187986924
cute!
>>
bomp
>>
in the OP script list i couldnt find a script i was trying to make(if nobody had made it) which lets you change game/window resolution during gameplay via the options menu that is compatible with yanflys stuff. I have been out of the loop for a long time so i don't know if yanfly updated their stuff to be able to do it.
>>
Any news on ch5 progress? Who's making it, did he give up?
>>
>>187996593
>>187996980
>>187998584
Thank you guys for the help
>>
sbump
>>
>>187979618
I haven't been too much of a fan of job-specific limit breaks, even if I concede they've been much more useful in combat and balance.

I'd go with 3 character-specific limit breaks per person, 9 total.
>>
Do you mean like having the player select the Limit Break to use when the TP bar is filled, triggering Limit Breaks at random (or by fulfilling a certain condition), or having 1 limit break shared for 3 jobs for each character?
>>
>>188028607
Meant to quote>>188025397
>>
>>188028607
>>188029236
you've got options.
>choose 1 of 3 limit break to equip to a character in party menu
>limit break is dependent on amount of TP when you trigger it
>>
>>187995604
Please respond

;_;
>>
>>187995604
look at the tileset tab in the database editor?
>>
>>188031814
Have you created Tilesets where the Tiles are used?

They won't just get added to the Precreated Tilesets.
>>
>>188032816
I did.

>>188032998
I have and followed how I was supposed to do it but nothing, I looked up and someone had the same problem as me on a forum but it seems like they found the solution themselves but didn't post what it was and that thread was closed.
>>
>>188035945
Maybe try closing the Program and opening it again. or reloading the Tiles in your Map. I believe my Tilesets in MV occasionally needed some updates like that.
>>
live
>>
Why the OP doesn't have a link to cracked 1.5.0?
>>
>>188041104
I asked why the OP doesn't have a link to cracked 1.5.0?
We had an anon do it specifically for us and some shit OP couldn't be bothered do update the copypaste for several threads.
>>
LIVE!
>>
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Out of context RPG Maker game quotes, go.
>>
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>>188050239
>>
Anyone knows how/where can I increase the asset size (resolution) of the default window.png (the file that's used for window skin).

Obviously inserting a bigger file doesn't work. The default 192x192 is a bit too small for my needs.
>>
>>188042896
you realize it's generally different people making the threads and that it's hard to keep up with everything that gets posted, right? If you want something included, it's best to post a reminder towards the end of a thread. Or make the new one yourself! The thread often goes down for days, so there's not exactly a lot of competition for the ~honour of being the op~.
>>
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wrapping up the game, and i'm so much less motivated
>>
>>188056819
>smug guitar player contemplates harem
>>
>never manage to finish more than 10% of my games
Guess I should aspire to make games 10 times larger than they need to be, that way when I give up, I'll have a full game!
>>
>>188055430
I realize, I know and I've often reminded the OP to include [x] (like when for reasons unknown someone stopped including 1.4.0 in it). And people are still blind.

>The thread often goes down for days,
Now that's a stretch, isn't it? Usually it's merely hours.

>>187928106

#####OP UPDATE#####
>RPG Maker MV 1.4 Repack
https://mega.nz/#!CgESnSzb!ZBeyWAWbLE5qQOsKAe3Y5WU5BFC0BQXtfBJOoiWiWsg
>RPG Maker MV 1.5.0 Crack by Anonymous
https://a.pomf.space/jnmejslvrdrn.7z (Win10) PW: 184902742
https://a.pomf.space/bowkgurjmpah.7z (Win7) PW: 186045660
Acquire the installer from official RPGM forums.

#####
Unsure if the Win7 is for Win7 only or it's the updated Win10 version. If the Win7 one works on both OS, post only the Win7 crack as having both is redundant.

Relevant info regarding MV 1.5.0 update, optionally put it in OP under the 1.5.0 crack:
>https://www.youtube.com/watch?v=qyweorBVa94

Archive:
>>186048392
>>186304682

>>186048392
>>
>>188060163
Wrong archive posts, should be:

>>186048392
>>186376450

>>186092789
>>186095659

Sorry for the confusion.
>>
>>188060452
>>188060163
Thanks.
>>
>>188064257
>>
>>188066857
>>
Is MV really that shitty compared to VX/ACE?
I'm having second thoughts, but I'm really too deep now to go back. I was lured by the shiny thing and Javascript, but the since I learned more about coding (still a complete amateur), I think Ruby wasn't really that bad and it was mostly shitposting and bad rep.
>>
>>188069332

Java is generally easier and you can learn a lot because literally everyone learns it in college and there's tons of tutorials
>>
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Got tired of playing through the game and fixing things so I decided to model new clothes. I will continue working on the game directly after I finish this piece but I really don't look forward to fixing all that stuff that is still broken.
>>
>>188060452
>184902742
This seems to keep saying quazip.dll is missing every time I run it. Any way to solve that problem?
>>
https://www.youtube.com/watch?v=qyweorBVa94

>YanFly has to fix the fuckups of Kadokawa
Why is KADOKAWA such shit? Would RPGMaker even be worth it without the community?
>>
Does anyone know of any scripts for MV that might be able to make weather feel more intense? I know that's kind of a vague request, but at 9 intensity, I feel like the rain is really underwhelming.
>>
>>188081651
Nope
>>
>>188081651
Yes.
>>
night bump
>>
good night bump
>>
>>188077235
So it's better to just use VX Ace after all?
>>
>>188106407
personal preference I feel like.
>>
>>188106407
MV with VX Ace Resources is the good shit
>>
Remember to work on your projects and bump the thread while I sleep, anons.
>>
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>>188077235
>Would RPG Maker be worth it if nobody made RPGs with it?
>>
sleepy time bump
>>
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>>188119714
>>
>>188053197
Bump, It's really important for me, please help anons.
>>
>>188125620
Or in general, where can I change the default asset size? Portraits for example. Please help.
>>
>>188125874
Bumping for help; no one really knows?
Is anyone here?
Am I alone?
>>
>>188125620
>>188125874
>>188127893
>>188053197
Yanfly's Core Engine allows you to change the size of portraits and most other resources EXCEPT the Window Skin.

To be honest, the Window Skin is probably referenced in a dozen other functions in the code, unlike Portraits and the like, so it is probably much harder to change. I would say that it'd be easier to just make your own custom Windows with customized graphics than it'd be to change the Window Skin size..
>>
>>188128338
Thank you anon, sincerely. Bigger portrait works, I didn't even knew there was an option like that in Yanfly's core. One tends to forget what's there, given the amount of plugins.
>>
bomf
>>
How do I make good maps? I don't like clutter, but I don't think sparse Game Boy-style maps are what get people to play games
>>
>>188136637
Look at maps you like.

Try to make something like that.
>>
Rpgm MV - am I retarded, dumb or just blind, but is it possible that the class Window_BattleSkill does not have windowWidth method?

windowWidth works fine with, for example Window_ActorCommand class. But I can't get my skill window to change. What the flying fuck.
>>
>>188138661
you're just unfamiliar with how it works. some windows use that sort of function, and some don't.

look at rpg_windows.js, then look at window_battleskill.initialize and compare it to window_actorcommand.initialize
you'll see in battleskill's, the initialize function call receives the window width as a parameter,
but in actorcommand, the initialize function doesn't do anything with the window width.

why are they different? i don't really care that much about finding out, but it's likely related to how the parent classes are structured.

regardless, this means you'll either want to modify the initialize function for battleskill, and override the width being passed in,
or you want to modify the function that creates the battleskill window, which will be found in the scene scripts.
>>
>>188139821
So, if I have a plugin that references Window_BattleSkill.prototype.windowWidth in a parameter and it simply doesn't work it means... it's a bug and oversight of the plugin developer, correct?
I'll try to mess with the initialize function, maybe I'll get it to work. I'm barely a monkey when it comes to coding so sorry if something I wrote doesn't make sense (it probably doesn't make sense to me either).
>>
>>188136637
I love GBC style maps myself
Simple, clean, you automatically know what everything is and it's much easier to make and navigate through.
>>
Is there any way to put a description textbox when selecting commands in battle?
I use different skills for Attack and Guard depending on Weapon and Shield and I wanted to have a tooltip to add some cool stuff to these skills like life steal or manacosts.
>>
>>188145487
I would like to know that as well, bumping this.
>>
>>188145487
it'd involve adding your own "help" window yourself. scripting
>>
>>188146406
Is that difficult for a complete newb? Time intensive?
>>
bumpin
>>
>>187928106
new to these threads, which version should i download?
>>
>>188146532
Depends a bit on the method you want to use. A simple function copying what the descriptions in the main menu do could do the trick, I think. So it should be fairly easy..

But if you want to add other information, make it so the text occupies multiple lines if it is long, etc. could require more work.
>>
>>188136637
Study the maps from SNES era games and learn their techniques. There is a logic to town/dungeon layouts and stuff like that that nearly all of them follow.

http://www.vgmaps.com/Atlas/SuperNES/
http://www.snesmaps.com/
>>
10
>>
Do you have any cool miniBoss in your game?
>>
>>188174096
I only have cool stuff in my game.
>>
Stop Dying.
>>
I need to know my event's ID, how?
>>
>>188180217
Common Events or Map Events?
>>
>>188179535
>>
>>188187834
>>
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>>188174096
I have a bunch of overworld mini bosses.
There's a pair of Sandworms that unlock after you finish a sidequest.
>>
>>188191296
>>
L I V E
>>
>>188199965
A L I V E
>>
If this thread makes it for several more hours I'll make a small gift to one of you guys
>>
>>188210028
ok
>>
night bump
>>
>>188210663
>>
What's the motivation of your protagonist?
>>
>>188216989
protag 1: to have fun
protag 2: to live in a safe environment
>>
>>188216989
1. Fame and adventure
2. Defeating strong monsters
3. Dicks
>>
>>188216989
Adventure, wealth, and getting laid.
>>
>>188216989
1. Protecting his sister
2. Avenging his best friend and living up to the example he set
3. Doing the right thing even if it means making powerful enemies
>>
>>188216989
1: to get the fuck out of this fucking house
>>
>>188216989
1. Saving the world cause "eh 'tis my thing"
2. Have literally nothing else to do than clinge to 1. who is also their only chance of survival
>>
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>>188210028
There you go
>>187986924
>>
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>>188216989
He became an explorer/treasure hunter to, in no particular order, support his parents, find a way to heal a friend, be a hero, and escape the oppressive smallness of his home city.

She became an explorer/treasure hunter to, in no particular order, actually explore and learn about the world, get rich quick, have fun, and make the first guy admit he's just running away from himself. She is also running away but it's not really something that motivates her.
>>
>>188227756
nice
>>
>>188216989
At first a reward. Then it's just to save the world after you see how bad shit gets.
You can reject the request if you want, but you'll get a bad ending.
>>
>>188216989
Originally he was about to commit suicide but found the fallen princess in the forest. Took pity on her because she reminds him of his dead daughter and help her get back on her feet and start rebellion to take the throne. Btw, he won't be able to romance her.

The game has a theme of suicide, death, and depression.
>>
>>188229293
Forgot to add.
His motivation is making the country a better place before he commit suicide because he can't rest in peace knowing all the shit in there.

He is just a generous guy.
>>
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I wanna check if an enemy(target) is affected by a status for a skill to be determined to be instant cast via Yanflys script, but i dont think it lets me check it. I use

<Instant Eval>
b.isStateAffected(51) instant = true;
</Instant Eval>

it returns with "b not defined" in the console when i use the skill. same if i use "target". yet i can use this to check if the target is affected by the state in the normal Formula box instead of the notes box.
>>
>>188227756
wow very nice
>>
>>188229293
so like, last of us but fantasy?
>>
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A font.
>>
>>188227756
Wow thats pretty cool dude thanks
>>
What underused settings would you like to see in a rpg maker game?
>>
>>188245821
1920s america
>>
>>188245821
Probably going this the wrong way but:
Mecha anime.
Urban fantasy.
Kaiju film.
Super Sentai.
Thief.
>>
>>188248559
>Mecha anime.
I'd love to make a game in such a setting, but would the combat really transfer to RPG Maker all that well?
>>
>>188252541
Well the Super Robot Wars series is a series of SRPGs and you can do SRPGs in RPGMaker with a ton of eventing.

And that is because SRWs takes a lot from Gundam. If you watch shows where fights are mostly one on one and the robots ignore the environment for the most part, like the old Mazinger and Super Sentai series with giant robots, the battles feel kinda turn based.
>>
>>188254113
>you can do SRPGs in RPGMaker with a ton of eventing
Know any tutorials or examples I could crack open to see how that shit works?
>>
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I dunno if there was an easier way to do this but i guess i finally finished that 1-more mechanic from persona!

ignore placeholders
>>
>>188254562
I don't have any saved, just try Google.
>>
>>188252541
I think I remember Squaresoft making a Mecha Anime inspired RPG scenario for Live A Live.

Also you're underestimating how far people can take the RPGMaker engine. The Last Word, Cherry Tree High Comedy Club, farming games like The Farming One and World's Dawn (both, according to memory, were in the works long before Stardew Valley). There's Roguelikes made with the engine as well as action-rpgs and tactical rpgs.
And there's The Reconstruction, its prequel I Miss the Sunrise, and then sequel The Drop.
I remember seeing a sidescrolling shootemup made with it!
That engine can take a hell of a lot of abuse.
>>
>>188235756
I never played Last of Us.
Maybe similar to that?
>>
>>188255560
Looks nice.
>>
>>188252541
No better or worse than any other kind of combat.
>>
Casually passing by, just a random healer.
>>
What sort of motivations do you give your main character when there's no apparent big bad boss?
Like I'm thinking maybe I should put a location as the end goal but it feels like the answer is too simple.
>>
>>188263448
I don't like to start a story with the Big Bad being front and center, the protagonist should have a much smaller, more personal goal in mind. I like motivations to be simple and relatable: the pursuit of wealth, to grow stronger, to protect/rescue loved ones, or romance.
>>
>>188263448
A dirty dark mage was playing dirty.
You will look for him, you will find him and you will kill him.
>>
>>188263448
My MC begins her journey for research purposes, her main goal is to study all 4 elemental crystals hidden in secret elemental shrines for the purpose of strenghtening magic.
Someone who is responsible of her gives her said task and contracts 2 guardians from the guild to protect her during their travels.
There are people that do not want her to accomplish her goal and will try to stop them, who may be or not affiliated with the big bad boss.
I'll also place interesting* points to sight-see and interesting* areas that will have some rewards by exploring them.

*May not be as interesting as they appear.
>>
>>188263448
There are three types of traditional quests:
Self-improvement.
Finding something or someone.
Changing something about the world.

If you are looking to create a specific character arc, you usually start by "telling your character a lie" and have the story be about the character finding out what that "lie" is.

So, if your big bad is some vindictive monster that wants to get revenge over humanity and the moral of your story is "revenge is bad", then your main character could start out being motivated by revenge, then fail to get revenge and then see himself in the big bad at the end and be glad he didn't get his revenge.
>>
L I V E
>>
>>188248559
I wouldn't say urban fantasy is overused, but I would murder at least thirteen people for a super sentai setting.
>>
>>188273965
A super sentai RPG maker game? How would that work?
>>
>>188275573
https://www.youtube.com/watch?v=Vrl2bCBzqRc
>>
>>188275573
All party members are a single sentai.
Probably involve a lot of tech usage.
Boss battles are done in a giant mech, where each party member is a respective bodypart.
>>
>>188277517
Well, that answered that.
>>
Stop Dying Already
>>
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>>188275573
Something like this I guess at a bare minimum.
>>188273965
It'd probably an episodic game, the prologue being normal humans doing martial arts training or some shit with the "boss" of that bit being a sudden alien invasion or some shit and your lead character finds a Transformation Token at the end of the prologue.
>First "real" episode is the hero finding out what the Token does and struggles to figure out wtf is going on and how to work the Powersuit.
>Finding a second party member, probably a ranged or healer.
>The discovery of the Sentai Base and they learn some of the history of the old Sentai team.
>A big motherfuckering kaiju shows up and they summon their mechs to fight it.
>The player can pilot the mechs outside of fights to reach areas they can't on foot.
>A third and eventually fourth member show up.
>Team has to show they're the good guys to another potential member because holy fuck some other jackass in a similar sentai suit is wrecking shit for lulz.
>Jackass Sentai is working for Evil Bad Guy. Possibly Mind Controlled, probably not.
>Bitch better not turn out to be the Sixth Ranger because fuck that trope, latecomer always makes the team look like pansies and steals the leader role from original leader guy. Fucker also has the best badass shit.
>Death, monsters, and mayhem. Lots of fighting.
>Giant mech fight happens but this time the mechs can fuse into gigamech to kick Jerkass Sentai's uberstrong mech.
>Final Boss is in space. Because its ALWAYS in space.
>>
Alive
>>
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I want to find a scripter to commission a menu script, anyone available?
>>
>>188286593
maybe after i finish my own game.

are you not satisfied with the menu you currently have?
>>
>>188254562
The general Idea would be to use your character as the cursor and become whatever you select by changing sprites and shit.
I have no idea how to do actual effects and attacks other than showing animation while interacting with enemies. Maybe some heavy variables work could do the trick.

I'd say, with no testing whatsoever, that every enemy would have a condition for when you're with some character other than the cursor selected to open a choices menu to use a skill/attack when you interact with them and open the same choices menu through yanfly's button common events.

Ranged attacks are a mystery though maybe they could generate a new cursor to select a target the same way? It's pretty complicated though and there probably is some sort of plugin around to do it easier.
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