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/rpgmg/ - RPG Maker General 112
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RPG Maker MV is out.

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPGMMV Crack: http://s000.tinyupload.com/index.php?file_id=94706179999319730759

[MV] Base Resources:
https://www.mediafire.com/?ndx431biclng833
[MV] Cover Art DLC:
https://mega.nz/#!NhlnyZhS!VOOR6OvkVZYG6el9dzU8mELBBblqc8iSdthZNNMZK94
https://www.mediafire.com/?ndx431biclng833
[MV] Essentials DLC:
https://mega.nz/#!h1snEB7C!u89Cv_duppE6QBUC1N1ZKWxnccUfPK-1Fu8TAySj6ic
https://www.mediafire.com/?ndx431biclng833
[MV] Pre-order Plugins:
http://www.mediafire.com/download/afcef53z4d2retv/RPGmakerWeb_plugins.zip
[VX/Ace] Humble Bundle DLC:
https://mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Art Resources
http://pastebin.com/FgVGxTqW
Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd

[MV] Plugin Releases
http://mvplugins.com/
[VX/Ace] Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

/rpgmg/ Chain/Collaboration Game!
Status: Part 13 is in development.

Done with their part:
- RPG Maker Maker !!nHmJbtdk7T2
- Cortop !QqL8nX9URE
- Duwang !yP15zzo8dA
- MEands !!sbyw5zs4GtT
- Alexander Guy !swIUti/LTA
- salt !AOUYhrDYgU
- Double Anon !WAnon.pOpQ
- Crunch !I1tYcLS8Ts
- Comp !MEJ8qE/3h
- Silent Maid
- Joakim Morgen !!4elh6dhvavq
- W.T.Dinner !LTqeha3bQk

Currently working:
- Firgof !aFqhsxkECQ

Queue:
-Silent Maid again

MIA:
- !YakshaO2qs
- Anonymous PhD !!QqXzW/bDL5y

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
Silent Maid: Let me know when you're back so I know when to start up this stream.

https://www.youtube.com/watch?v=8sbR_tASYu4

Looks like we'll be getting new animated battler sprites with that animated battler system.

I kinda want to be in the spotlight in the RM community some day too...
>>
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ready to workout, bro?
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>>125464768
What's that look like in-game?
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Keep working at your games, my friends! I know you can do it!
>>
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Looking at Yanfly's plugin page, 4 plugins are scheduled for release this week counting the two that were announced:

Swap Enemies
Released: 2015.12.17
This plugin allows you to have an enemy be a basic randomizing swap dummy for other enemies. Insert enemy ID’s of other enemies inside of the swap notetag and those enemies will take place of the swap monster at the start of a battle.

Gab Window
Released: 2015.12.18
Sometimes there’s random jibber jabber that does not warrant a message box. The Gab Window fulfills that jibber jabber by placing such text outside of the message window box and at the corner of the screen. The gab text will appear briefly and then disappear, not showing up again until the gab text is updated with something else.

Extra Enemy Drops
Released: 2015.12.19
By default, RPG Maker MV limits enemies to only drop up to 3 items max and at very limited drop rates. This plugin allows you to add more than 3 items at drop. In addition to having more than 3 drops, this plugin also allows you to expand the enemy drops to have conditional drops, drops that will only appear before the player if certain conditions are met.

Status Menu Core >> Profile Status Page
Released: 2015.15.20
This plugin requires the Status Menu Core. This plugin adds a new 'Profile' command to the Status Menu where the player can read up on the actor's biography. Pictures can be added in. Text can be updated mid-game, too!

Hyped for all four of them!
>>
>>125464759
You were waiting for me? Wow you could've started without and I could've peeked in.
>>
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God damn it. Was just sitting down to work on this collab again, try to open up the project, and this happens. Guess I'll deal with that later.

>>125466370
Nah, it's alright. I work from home so I can just decide to stream whenever. Besides, I wanted to specifically try to hit whatever it is you're having the most trouble with.

Anywho, my channel is Firgof on Twitch. I'll be starting it up in just a moment - hopefully my tablet hasn't crapped out since I started up this PC.
>>
>>125466748
Stream's up. Feel free to join at any time - I'll just be doing some practice work and exploration on stuff while I wait for you to drop by.
>>
>>125466748
>>125467968
And then I realized I've never made a twitch thing to post on chat ever.

I hope you don't mind me watching silently.
>>
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Trying to use the Fullscreen++ script now:
http://www.hbgames.org/forums/viewtopic.php?t=76084

Is there a way to not make it blurry as hell in full screen mode? Pic related is what it looks like now.
>>
>>125468434
Oh, sorry - didn't see the viewer count tick up. You can watch silently if you like. So what're you having the most trouble with, map-pixel-art wise?
>>
>>125468834
Mostly it's nature stuff like grass and outdoor environs. Difficult for me without it looking very square.
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Progress


https://youtu.be/Nm01h4b9ev8
>>
I'm merging Strength and Intelligence to a single stat to exist among Agility, Vitality, Dexterity and Luck.

What should it be called? Vigor, Might, and Power are kind of lame.
>>
thinking of innate passive abilities

whats better, double stats when all other party members are dead OR X% increased stats per dead party member?
>>
>>125474359
entirely up to you which is 'better'

>>125473795
>>
Anyone got Retro Halloween Tiles?
>>
>>125474359
The second is far more usable, I think. You absolutely don't want to be left with a single party member alive due to healing needs and the possibility of status effects and Death effects fucking your shit up, so even double stats might not make me want to use such an ability.
>>
>>125464768

I'm going to fuck him.
>>
>>125464759
Totally didn't expect to be downloading a new set of battlers today. This Aekashics is good stuff. Then again, if he (she?) gets hosted on Yanfly's channel, I imagine the quality is up there anyway.
>>
>>125474359
The latter
>>
>BATTLE ROWS
I'm trying to create them through eventing.
I can do it successfully on a full party of 6 without a problem, using this method:
http://forums.rpgmakerweb.com/index.php?/topic/49918-implementing-battle-rows/

However, what if I have a party of three, and I want one guy in the front while two are in the back?
There's gotta be some way to account for this without scripting, and without changing the common events for every single battle.

Any ideas? If we can figure out a way to do this, we don't need to wait 2 months for Row Formation to finally win Yanfly's poll.
>>
>>125480957
I am not really in a hurry to finish rows now, though.
>>
>>125489242
Ditto. I rather way for Yanfly's row formation plugin to win, no matter how long it takes.

My logic: even if it takes 3+ months for it to win, my game will probably still not be done by then. When it does come out, all I have to do is install it and make the necessary changes then.

However, if I'm to event it now, when it does come out and I install it, I will still need to make all the necessary changes plus undo all the work I've done for it.

tl;dr It's better to wait it out.
>>
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So I was looking through OFF's files to get an idea about sprite sheets, but one thing I can't figure out is why they've got different, seemingly arbitrary background colors. Do colors make a difference?
>>
>>125502178
Nope. The author just gave them different BGs because they felt like it I guess.
>>
Reposting the bulk of my request:

Specifically I want a title screen that's sort of PMD like in that the title screen image is different every time the game is opened, but I don't want some images to be displayed until certain things happen in the game (e.g. a picture of the MC fighting a boss could appear, but only after said boss has been slain).

I just figured it would be a cute little touch to the game so if I'm not making sense or if it's too complicated, it's cool.

Also I can't into scripting so if someone doesn't mind spoonfeeding the answer that'd be great
>>
>>125502409
Can you just do that, if it's all solid in one color?
How do you separate sprites? Just have them fit into a certainly sized square on a theoretical "grid"?
>>
>>125503195
For spritesheets, all you need to consider is that RM is going to divide them up exactly like it's been told to. e.g. It will divide by 4 vertically, divide by 3 horizontally, and index the slices of image it gets from that into the appropriate slots.

Are you talking about a different sort of separation? (And before you bring it up, I do notice OFF is using an unusual series of divisions - they've probably overriden the default spritesheet loading behavior in the scripts)

>Can you just do that, if it's all solid in one color?
Sure. When you import a sprite through the resource manager in VXA you can tell the engine what color in that image is transparency and what color is full transparency. You just click on that and click on your background and boom - that color is what'll be key'd out for transparency.
>>
>>125503709
Nah, that's about it! Thanks a ton, I was super confused and all the tutorials out there are kind of vague.
>>
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Is the crack in the OP safe? Sounds dumb, but you never know.
>>
>>125509224
Wouldn't know, sorry. I bought it.
>>
/rpgmg/ isn't dead.
>>
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Not sure of this floor [or this palette], but I might as well keep it for now.
>>
>>125515162
Does that engine auto-generate the map I'm seeing on the right side as well? Looked into the engine a few days ago when you mentioned it but didn't see hardly anything that matches what you're making.

How custom is that game you're working on?
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stuffety stuff
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>>125515353
It uses a combination of wall, zone, and NPC data to draw the minimap.
The engine started out as a sort of reverse-engineering of FF6, if I'm remembering things correctly, so yeah, it's a very heavily scripted game.
>>
>tfw no money
But I just found a cheap but quality pixel artist who does all the work that I'm too lazy to do myself dammit
>>
>>125515616
Are there any good parallaxing tutorials besides the on in the doc?
>>
Do you guys like that thing that some RPGs do where when you walk into certain areas the game won't actually render the area, just show some background art for said area and text for you to interact with it?

I think SMTIV did it quite a few times. I'm a pretty big fan of it, even though I can't draw for shit, but I was hoping to do a bit of that in my project. Does it feel cheap to you?
>>
>>125524024
I don't think this is common enough for us to know what you mean offhand.
>>
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>>125524845
I think he means like when you enter a Town, and get a menu where you can pick different places like Pub, Shop, Hospital, etc., but you have no chance of exploring everywhere.
>>
>>125527248
>>125524024
Oh, in that case there's no harm doing things that way. Probably better to do it like that when you're not willing to map "huge sprawling kingdom city" or whatever and there's nothing really hidden in city hubs at all.
>>
>>125528989
Yeah, what he said>>125527248
I don't really know how most RPG players feel about it.

I guess I just really like VN elements in my RPGs.
>>
>>125524024
I like walking around, personally. Makes it feel more like a location, rather than a "hub".
>>
>>125509224
It works, not sure how virus free it is.
>>
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bump
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You did what you wanted to do with your game today, right?
>>
Bump it up.
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>>125533739
I can't find a good battle system though. And I haven't looked in 2 years.
>>
>>125464768
Now this guy skipped leg day.
>>
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New MV Wednesday Updates!
http://forums.rpgmakerweb.com/index.php?/topic/53093-mv-wednesday-updates-part-4/

also bump
>>
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I have an important request to be fulfilled...
I have no money but if you do it for me I'll credit you definitely because this is pretty important.

Can someone make me sprites of this character? Specifically in the disgaea one style
for some examples i'll give you a nice link for you to look at.
http://www.spriters-resource.com/playstation_2/disgaea/

The character in the pic is hoggemesiers son, the problem is in the actual game he has no sprites only showing up in portrait cutscenes. but my game doesn't have those. Plus he plays an important role in chapter 3. So I'd really appreciate it if someone could make me some sprites for this guy.

I'm working in RPG Maker VX Ace btw just so you know whoever takes me up on this offer.
Like please help it really is kind of important to the game.
>>
Is there any way to make a Final Fantasy style skill targetting system in MV?

Like for example, lets say we have a Fire spell.

Normally Fire hits one enemy. But you can not only turn the cursor for Fire back on your allies if you want, but more importantly, you can make Fire hit all enemies/allies at the touch of a button (of course, making it target all would reduce it's effectiveness.)
>>
mmmmmmmmmmmuuuuuuuuuuuuu~~~~~~~~~
>>
Is love handled in your game at all? Is it romantic or platonic?
>>
Yo! In VX Ace how do i make a heal party event that ignores dead ppl?
>>
>>125550680
nm fixed it! ace rocks!
>>
>>125543424
Bumping.

I'd really appreciate it. I'm not a sprite artist the most i've done is just edit sprites from the actual game...
>>
>>125550323
MC is a girl so you can go full Yuri, just friends and hetero.
>>
>>125550323
All your choice. Player gender is choosable and there are some gay/bi characters aside from the straight ones.
>>
>>125550323
No, it's irrelevant to the plot.
>>
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>Firgof is still not done with his chapter

Oh.. okay
>>
>>125555107
It is getting a bit long but at least I like what he has planned. If it can come out well after the work I guess it's not a problem. Do wish it could be rushed a bit more though.
>>
>want to art
>finals
what is life
>>
>>125550323
It is realistic, build up over the course of time, exploding in a moment of fear and excitement, and then not requited.
>>
>>125529293
You have to put things in terms of pros and cons and compare to the rest of the game mechanics and story elements:

Pros of menu system in comparison to regular exploration.
Less time invested mapping towns. Might be useful if you have a lot of towns and not much time to characterize each of them.
Map size might be more realistic. Do you want extra realism in your game?
Player will never get lost when exploring a city and will always get wherever they want instantly. Is there a mechanic that would be too punishing if they ended up lost (Poison, for example)? Do you feel cities should feel extra comfortable/safe for some story reason?
People will be observed in the background within the context of their daily lives. This could make things like fashion sense, customs and technology more apparent.

Cons:
Less sense of discovery when exploring a city. Especially for the first time.
Cities might become too interchangeable if you don't give some unique areas to each one.
The visible area of every part of the town will be more confined and usually centered around the commercial and traveler districts. Making each Town feel less diverse.

Could go either way:
Less NPCs running around that you could freely talk with. This could mean fewer opportunities to expand on Lore elements, but also less necessity of text in case you really don't have much else to say.
Player won't be able to randomly enter other people's homes. Realistic, but still eliminates a possibility.
Secret areas unlocked will become visible instantly. Player is given a paper with the location of the Thieve's Guild, then the player is instantly there. No need for "behind the left statue of the Goddess of Fortune"-
>>
How about everyone try to draw their main character, even if they're not good at art? Maybe we could help each other improve.
>>
>>125543424
>>125553564
I'm pretty serious though I need it.

Otherwise I may have to either stop the game or find a hugeass workaround that'll probably suck dick.
>>
>>125560354
if it's that important, just learn how to do it yourself
>>
up you go
>>
>>125550323
God no. I was even thinking about adding a lore to flat out state that nobody in the world ever falls in love.
>>
>>125543424
This is the closest I could find. Just needs a little tweaking and some clothes. Good luck, anon.

http://www.spriters-resource.com/playstation/fft/sheet/1495/
>>
>>125565838
Why? Anything too bad about romance?
>>
>>125550323
it's a little bit implied
>>
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>>125555107
>>125555980
Sorry, y'all. I can release it whenever - but it's only got some of what I want in it right now. There were some hiccups along the way that I've since kindof/sortof resolved.

If you'd like to know why it's taking me so long:
I always tend to make overly long train-like cutscenes so I tried to keep away from that this time - but the third act of this chapter I just couldn't find a good way to implement the gameplay in.

I had some back and forth with Zaria's role and introduction in this chapter, which meant she was removed and then added back in to various sections as it was developed. Same with the spike puzzles - those took about 3 days themselves to get working the way I wanted and then I felt they didn't add much and were too buggy (timing issues), so I tore them out. If you look through the bones left scattered about in the project, you'll see all the scars left over from all these continuous revisions.

Right now I'm working on what's suddenly become the final (short) dungeon and I'm struggling to get this first-person-labyrinth engine to display the things I want correctly and in the fashion I want. I also recognize I need to add some more direction to get the player going in Arc Two - and so on and so forth.


Best guess timeframe: I can maybe be done by Sunday if everything goes well. If it doesn't, it might be another week. Still have some basic gameplay to tighten up in the first dungeon and I'd like Mitch's Shadow to feature in the battles of that dungeon if possible. I'd also like the encounter with Agana's Shadow to be a little less derp in the dialogue dept ( a desire spread throughout the chapter as well ).
>>
>>125566316
Thanks actually.
That I can do,

I'm good at little edits just not making whole sprites I need a template of some kind. This is perfect. Thank you anon.
>>
>>125566783
Oh, right, and lest I forget the error I encountered yesterday: I think the project file's corrupted at the moment so I might need Silent Maid or somebody else to upload the project I tossed up on here a while back. Literally just need the game.rvproj2 and it should work again.
>>
>>125567042
Ah, nevermind. Found the file lying about on my HDD. Back to work I go.
>>
>>125566409
It triggers me.
>>
>>125550323
The only love in my game is between you and the world around you.
>>
>>125567319
Why?
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>>125567684
Probably because he can't get a girlfriend.

Yeah I know i'm a fucking retard. Fite me faggot.
>>
is it possible to increase critical damage in ace?
>>
>>125566783
>>125567042
>>125567216
Like I said, I like how your chapter is going and feel like it'd be a shame if it was cut short too much, so I'm fine with waiting a little more, though do try to speed things up a bit.
>>
Man, there's some cool stuff being posted for RMMV.

https://www.youtube.com/watch?v=zqnqFalZq9M

>>125568493
Doing my best.
>>
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r8?

I know it's shit but any sort of criticism or advice is well appreciated.
>>
>>125570725
A bit too sketchy and it gives off the vibe as if you're symbol drawing, instead of constructing. Also, it's hard to tell whether it's a male or female, unless that's what you were going for originally.
>>
>>125570725
I like it. Very bishie.

Also, needs clothing.
>>
>>125571273
Well for now, it's a rather quick sketch done in about an hour in between studying since my time is a bit scarce atm. It is a male character, I intended for him to look like a typical prettyboy but I guess I went too feminine with that.

>>125571318
That's the general direction I was going for with this. I didn't do clothing for this specific one since I just tried to practice a facial close up so far. I'll probably post a full body one later, maybe in a week or so.

Thanks for the feedback guys.
>>
>>125571636
It's not bad as a sketch, but I'd suggest you work a bit on the facial anatomy, it's a tad bit off. I'd suggest you try and reconstruct some real life facial photos, to get a better understanding of how the face is structured.
In any case, keep practicing. It looks pretty good so far.
>>
>>125572176
Alright, I'll try to do that, thanks.
>>
>>125572580
No problem, anon. I'm no expert on art myself, but I've recently had to go through pretty much the same stuff as you.
The draw threads on /a/ can be really helpful with this sort of thing, so I'd suggest you give those a try from time to time for some valid critique on your art.
>>
>>125543108
Told you. They would release one final update to fix the issues found by the Japanese players.

We were literally their playtesters all these months.
>>
>>125570725
It's impossible to make any sort of judgement based on a 30-second scribble.
SpendSomeActualFuckingEffortOnIt/10
>>
New Yanfly tips and tricks

https://www.youtube.com/watch?v=46jtwveFnRU
>>
Post progress!
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Why is XP so superior at not looking like a block
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>>125582473
Yes sir!

https://youtu.be/x52HsnlxTds
>>
>>125582846
It's the tileset, not XP. Import the same tileset into VX or Ace and you get the same results.

PS: It still looks like a block.
>>
>>125584314
Looks really nice! I also really like the music, really fits that fight.
>>
>>125586662
ty!
https://youtu.be/wsJucyg2Q78
>>
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I'm a bit stuck here.
I'm trying to create an event from scratch, directly from a script and it works fine, for one small thing.
When I set up the graphic for the event, I pass it the image I quickly made in paint to test animations. If I set the index to something from 0 to 3, it will select the first three tiles from the first line.
For instance: "test.pages[0].graphic.character_index = 0" will select the black, dark grey and dark red tiles from the first line. If I set character_index to 3, it will select the purple, white and bright grey tiles from the first line. If I set the character_indext to 4 or anything above that it will just give me a constant white tile.
So how do I reach the tiles below the first row then?
Pic related, as well.
>>
Lads! In Ace, in scripting, how do I check for region ID? I was using events as substitutes for walls and objects in a stealth system for blocking vision of NPCs, but will change it to region id instead, as that is more convenient.

Right now it checks the distance and direction towards $game_map.events[8] (just one example) and makes the NPC do nothing, as it is a tall object that blocks the NPCs vision on the player. What should I replace $game_map.events[8] with to get a region ID instead? I've placed region IDs on all blocking and impassable objects, but I just don't know how to call for it in scripting ...
>>
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>>125587856
Nevermind, I feel retarded. All I had to do was setup the image itself correctly. Turns out it reads one index as 3x4 tiles.
All I had to do was just move a set of tiles two lines down and when I set the character_index to 4 it started working.
>>
>>125568339
please help
I want to be able to change critical damage to other values other then 300%
>>
>>125591768
You need a script to do it, but most "core engines" will probably have it as part of their functionality.
>>
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Sorry I haven't been posting lately, I've been busy with finals and all.

I have a new song I'd like to get some feedback on.
https://soundcloud.com/karbonic-1/bad-town

I like it, but I think some people may be turned off by it.

Either way, how are you guys doing today?
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What do you think of 2d Zelda perspective?
>>
screen.pictures[n].move(0/1 (top left or center), x, y, zoom1, zoom2, opacity, blend type (0,1, 2), wait)

In Ace, how can I make a "Move picture" script line work for several pictures at a time? Is that even possible?
>>
>>125597316
It's okay, at times it gets a bit confusing.
If you plan on using it, make sure players know where the levels actually are.
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Probably not my best work, but I've added birds to my collection of peaceful woodland creatures freely roaming about. Hope everyone's day has been going well :)
>>
Anyone know where I can find those Danganronpa assets they released?
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>>125597091
feedback pls
>>125601253
How do these animate?
They look good so far,
although you may want to add some more sahding to them.
>>
>>125603009
>https://soundcloud.com/karbonic-1/bad-town
Pretty good, when you modulate and change the song up after the first 40 seconds or so, you should drop the main burpy sounding instrument in favor of something else, then return to it.

with the whole song being in that burpy tone, it gets old.

seriously though, its passible as it is, but could use a little work.
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BUMPAN WITH wolf anus
https://youtu.be/IRBKmm2qx1M
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>>125603009
Bird and butterfly flaps its wings. Bird has more animations than butterfly.
Squirrel peeks its head out of tree and looks both ways before going back into tree.
Fish jumps in a semicircle out of and back into the water.

I'm not a good judge of music, so I can't help you with that. But I'm curious: what do you use to make music?
>>
>>125604608
I use FL Studio 11 for music

Is there any way you could post a gif to see what the animations look like?
>>
>>125603847
https://soundcloud.com/karbonic-1/bad-town-mixer

Here's a slight change, I'll make some modifications.

I'm not sure if that was the right choice for a synth though.
>>
keep it alive
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>>125591768
http://forums.rpgmakerweb.com/index.php?/topic/853-critical-effectsmodifier/
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>>125609091
whoa this is great, thanks anon
>>
Is anyone still up?
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>>125612745
Yep.
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>>125612745
I'm here
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>>125612745
I just woke up, timezones and all that.
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>>125612745
>5pm
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>>125614531
11 pm where i am
people have jobs
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>>125607515
Do you guys like this version better?
>>
>>125617768
Not them. But it seems fine.
>>
Can I use the resources from VX Ace on MV?
Also, doing a PC and Android versione means that i have to use graphic resources with different resolution/dimension?
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>>125618085
Cool, thanks!
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>>125617768
much much better, good work!

funny enough, I just made a song today.

plays during part 2 of the wolf fight, when the battle switches to atb.

you like?

https://soundcloud.com/jowey-342490524/death-to-the-daylight
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>>125599840
So how about this? ( WIP )
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>>125621280
That blue plant's perspective is different to everything else
other than that, looks good!
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>>125619708
>https://soundcloud.com/jowey-342490524/death-to-the-daylight
It says that track is missing :\
>>125621280
Looks good so far, although the north walls perspective looks a bit weird. Just keep in mind how the characters will look on it. Do you have any character designs?
>>
ok, so how do you tile
I like to think im decent at coding for rpg maker, but i have zero skill in spriting whatsoever, same with arranging tilesets. what do?
>>
>>125623296
Test around with the original assets at first.
Open thim in PS or paint or something and just draw over them. Keep in mind patterns are usually best when kept at the edges, to make a sort of border.
>>
>>125621280
You didnt tilt in the bottom wall, if you check the zelda map the bottom wall is tilted inward.

think like your looking in on a mouse in a square box
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>>125624141
hm yeah, I'm actually having all sorts of hard times with that perspective ( especially with actually making the maps themselves, so much that there's a good chance I might scrap it and go with RM's natural perspective.
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Getting there.
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>>125624745
it's a tricky one to incorporate correctly... it gets easier when you think about the bottom floor box as being smaller than the top of the walls.
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>>125533739
man, that looks great. honestly, do you have a demo yet?
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>>125626790
how are you making the maps? is each scene individually drawn, or is it more like 3d rendered?
>>
>>125622317
Try now

https://soundcloud.com/jowey-342490524/death-to-the-daylight/s-Rz0Kv
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>>125628841
Got it ;)
It's great! dramatic.
What kind of game are you working on?
>>
Can anyone help me with implementing the following feature in a VX Ace game?

NPCs that:
>randomly spawn, go from a set point A to B, then despawn
>choose randomly from a pool of spritesets upon spawning
>can be interacted with/spoken to
>do no not block the player

I'm trying to make towns look more bustling without having to handcraft each NPC.
>>
>>125629635
This sums it up better than I can:

http://forums.rpgmakerweb.com/index.php?/topic/50078-the-long-road-early-development-feedback/

it gets over the top at certain moments, and that song is one of the moments :)
>>
>>125630415
Looks good.
I like your musical style.
Do you plan on selling this once it's finished?
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>>125628402
Not yet. Hopefully I'll have everything squared away for this by Christmas.

>>125628616
It's more 3d rendering; it looks at various things on the map [mainly where walls are and what graphics the NPCs are using] and draws stuff on the main screen/minimap based on that. I can make it all in the map editor, which makes things pretty easy to assemble (NPCs and the like have to be individually scripted for various reasons, but that isn't too bad considering what else I'm doing here).

I attached what the maps look like in the editor [minus NPCs], if that's of any interest to you.
>>
>>125631026
>map editor
wait, are you actually using RPG Maker? i thought you were using GMS

either way thats pretty brilliant. i'd thought about doing something like that with pseudo-pixel art 3d, but i'm not that good at coding yet
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How does this look to you guys?
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>>125630920
Yes (because I'm starving and poor), but I'll be giving out several keys here and elsewhere. I'm also going to be getting a small group of alpha testers together and if your interested... check that thread i linked you in a few days.
>>
>>125632393
if you're parralax mapping, feel free go into those background files and mess with the image to reduce the noticeable tiling effect you got going on there... otherwise looks good.
>>
>>125630920
I should elaborate...

starving, poor, and I refuse to beg for donations via crowdfunding.

I'm making everything myself (except some free plugins).
>>
>>125632704
Unfortunately it's not parallax mapping, so I cant really fix it like that. Can long images work as parallax images without being smushed?
>>
>>125633225
You can make any map fully parallaxed mapping using something simple like the Bind Pictures to Map plugin.

I don't quite get the question...

I have a map that is 51 tiles long and 13 tiles wide and it works just fine. As long as your parallax maps are all ratios compatible with 48x48, should be fine.
>>
>>125633852
I meant if a room was 17 tiles long, but a parallax was much bigger, would it crush the parallax inside the room
>>
>>125636589
>>125636589
I don't really know, I suppose it depends on the program you were using the bind the parallax images to the map.

You can control for that though by just making the image a size that wont get crushed. Most of the time this is achieved by keeping the picture's width and height divisible by 48.

From my experience though, the pictures dont get resized.
>>
>>125636923
okay cool.
Well, I'm off to bed.
Watch the thread while i'm gone.
Make sure she doesn't die.
>>
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What is up with these weekly patches going on with MV?

On one hand, Steam says that the game is updating. On the other, the news posts give you dropbox links which include "patch files."

Are they updating the game or should I be dropping those files into place myself? Both? 5 years from now, if I come back to MV with a fresh install, do I need to remember download all those dropbox resources as well and place them again?
>>
>>125638902
i think its just more RTP i could be wrong though
>>
>>125641267
The dropbox stuff isn't added to the RTP by the update (you have to do it manually), so what's the 70 MB they downloaded?
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>>125641641
>>125641267
>>125638902
Actually, I take that back. They just threw all the dropbox stuff in the DLC folder with all the other RTP stuff.

I couldn't find OceanIcons.png in it, but that's because they updated it with more icons on the sheet and changed the name. It's all there, so far as I can tell.
>>
right back up you go
>>
Do any third party JS libraries work with RPG Maker MV like Rot JS http://ondras.github.io/rot.js/hp/ or libtcod? I want to see what I can put together for a basic roguelike type of game and experiment with all the bits and bobs that might offer.
>>
>>125648115
Just so you don't feel ignored, I'll gladly tell you I have no idea. However, to pretend I am more educated than I am, I'd like to remind you that due to the nature of programming and needing internal consistency, I doubt outside libraries would work without being intentionally built to work for RPGM.
>>
In MV if I want a player to get an increase in stats when they learn a skill what's the best way to do it?
>>
>>125651985
Well, it sounds like you're talking about learning skills apart from leveling (where it's built in anyways), so why not have the same event that is teaching the skill also increase a stat?
>>
>>125651985
If you learn a skill via leveling, adjust your stats accordingly.

If you learn it via item use, add permanent stat boosts with it.

If you're learning it with an event, you can do the same thing as the item one.

You could also try a script with Passive Skills, but you don't strictly need it I think.
>>
Denying Death
>>
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This might be really stupid because it lowers my chances but I'm not gonna win anyway so here it goes:
https://www.youtube.com/watch?v=X7GqFyl1494

(and because not many people are aware of it)
>>
>>125656362
>Your name
I'm fine with giving my e-mail, but I'm autistic about giving my full name.
>>
>>125550323

There are only two characters (technically), the hero and his friend, and the whole story ends up being about them falling for each other (with a doomsday-bringing elder god cult subplot). I'm a little worried about the player being turned off by it, but I'm mostly making it for myself and the two or three randoms that download it on a whim, so I guess it doesn't matter.
>>
>>125648115
They technically can but you need to trigger them.
>>
Have they fixed any new problems in MV or is it still just
>h-hey guys water tiles don't destroy the game anymore!

I can't even work with MV because of the shitty audio issues. And of course this had to be the first RPGM I paid full price for. Never again will I support these phone/browser-pandering tools.
>>
Is there a way to make animated parallax maps?
>>
Dead general.
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>>125659685
aint it tho
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>>125663630
>>
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>laughing at people a while back who were either jokingly or seriously afraid of being accused of being Undertale wannabes
>lately been desiring more and more to make a trippy 8-bit game
>MFW
>>
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>>125665461
EMBRACE IT
>>
>>125658172
They wrote an update about that in the Steam Announcements section.
>>
>>125665710
There is only one entry in the Announcements section and it says nothing about it.
http://steamcommunity.com/app/363890/discussions/2/
>>
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Anybody know where I could get these kind of character spirtes (if they are free of use) or similar ones? (with a generator or whatever, anything will do just not chibi like the standard RTP in VX/Ace/MV)

What I found on my own so far is this site but seems rather limited in terms of epic armour:
http://www.geocities.jp/kurororo4/looseleaf/
>>
Got a question for you, /rpgmg/!

I'm making a game with a predominantly chip-tune soundtrack, but I want to have certain dramatic scenes/bosses have non-chip-tune music, like full-on metal tracks maybe with vocals.

Would this add to the intensity of the game, or would it feel too out of place? Or is there no way of knowing without having experienced it in the game itself?

Anyone who doesn't like regular music/vocal music in RPGM games to begin with need not apply. I don't care what people feel about either type of music, only if the contrast of having the musical style change for particular parts would be hype or just distracting.
>>
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>>125666101
RPG MAKER XP
>>
>>125668103
Most likely tacky. Especially if the majority of the game has chiptunes.
>>
>>125665461
Memetale will go away eventually.

I'm making my own shmup/rpg right now.
>>
>>125671047
Well shit. Wish I knew how to make my own music, because most chip-tune music out there doesn't fit an "epic" scene.
>>
>>125671305

>most chiptunes don't fit "epic" scenes

You need to play more old games
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>>125671689
You need to browse more royalty-free music sites.
>>
>>125671734
Commission some music. It's cheap because there are so many music shitters out there.
>>
Wow, I am really intrigued by this chiptune thing.

I decided to google what it was and it looks like there's free chiptune makers. Considering I can't afford the good music makers but I still want to make a game 100% solo, this might be a good second choice. I hope I can still sell my game using chiptune music made on a random website. The ones I've seen don't say whether you can or not.
>>
>>125672273
not that annon but is there some soundfonts for chiptunes or can I reliably fake it with an instrument somehow? i use fl studio.
>>
>>125665950
Ah, excellent. That fixed my sound stuttering issues. Weird that it defaults to DVD quality though. Now all they've got left to fix is the delay between when the map loads and when the audio loads.

I'll go make a suggestion on RMW that they provide the option to 'hold the map' until the BGM is loaded for it if the track in the new scene/map isn't the same as the one presently playing. Won't fix mid-scene BGM changes having a pause but at least it'll make most BGM change use cases somewhat resolved.
>>
>>125672840
What you and everyone else should suggest is that they make a fucking version that doesn't assume by default that you're making baby games for web browsers.

I bought RPG Maker MV for the same reason I bought/pirated all the other games; To make RPGs for PC.
Not phones.
Not browsers.
PC.

Yet MV forces you to develop, test, and play your game under shitty web-based restrictions.

They should've made RPG Maker MV for PC, and RPG Maker MV Mobile for phones and shit, so we don't end up forced into a program that caters to the casual systems.
>>
>>125674007
That was a part of my suggestion. Though less 'a fucking version' and more 'provide a desktop option for our desktop builds'.

http://forums.rpgmakerweb.com/index.php?/topic/53093-mv-wednesday-updates-part-4/#entry524560
>>
In MV. Is there a simple way to make messages/text to appear as you are walking over an event, but that doesn't stop the player from moving?

For example. When my character walks across a town on the world map. A text will appear saying "You see a seaside town. The wooden buildings stretch on for what seems like forever." or something. It's important it doesn't stop the game in any way though. Since that would be really annoying.
>>
>>125674949
That's what the "Gab Window" plugin Yanfly's working on will do. You can only accomplish that effect through scripted behavior. All the default message-behaviors are blocking.
>>
>>125675203
Well, actually you *could* accomplish it by exporting a ton of image files and have those displayed in the correct locations with show image and control variable rather than doing it via script (or the animation system) - but I imagine you'd enjoy using the Gab Window a lot more than spending hours in photoshop typing stuff up and cropping it to fit your text.
>>
>>125675203
I see. Would it help using VX Ace for that?
Or is the script in a usable stage?

I had this idea of making a more text based game. Almost similar to an old school cRPG like Wasteland.

>>125675334
Yeah. That would be a bit bothersome.
>>
>>125675574
Ah, if you're on VXA then you're in luck as the Gab Window already exists for VXA (along with a bunch of other scripts which do similar things to what you're asking for).
>>
>>125665461
It's funny how the game people used to use was 20 years old (Earthbound), meaning we've been long overdue.
>>
>>125675696
Hm. Maybe I'll switch to using that instead then.

Though it would be a bit sad to lose some of the new features of MV.
>>
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GOOD MORNING /rpgmg/!

Today's the day you work 6+ hours on your game right?

Right?
>>
>>125675865
Well, if it's any consolation that Gab Window will be showing up very soon. If you're patient, you'll have a version for MV.

You could also, of course, develop your own plugin as well if you've got a head for that.
>>
>>125675956
Oh, decisions.
>>
>>125675757
My game wouldn't have any real similarities with Earthbound.

It's the 8-Bit + minimalist color scheme that appeals to me, and that's one of Under's most recognizable traits.
>>
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>>125675950
Evenin'.
>Today's the day you work 6+ hours on your game right?
Sure, I don't need sleep. I've been as sick as a dog lately so I want to actually DO something while I'm feeling well. Game making seems like a productive thing to do.
>>
>>125676751
Loving this portrait, was yours the game with that dog in the snow with the trees?
>>
>>125676621
>Under's most recognizable traits
...which wasnt even unique

>what is off
>what is space funeral
>>
>>125669379
thanks though I already had the XP RTP
>>
>>125677002
>Loving this portrait
Thanks man. I like drawing faces, because I have more freedom to sketch and draw compared to low res tiles and character sprites.
Yes, that was my game. I'm still hoping to release something by (the end of?) Christmas.

>>125676621
>It's the 8-Bit + minimalist color scheme that appeals to me
Then I would be more worried about ripping off the whole NES library and countless indie games.
In other words, don't worry about it. Undertale is a good game, but it's also very derivative. It's the last game I would be worried about being compared to.
>>
>>125677694

I thought your screenshot looked awesome and I want to know more!

This guy gets it, just make your game and don't worry about being a snowflake.

Its ok to enjoy the artstyle of a popular library of games and incorporate it. :)
>>
does anyone need some music? just throw me some ideas, theme, mood, etc and I'll try something out.

i'm just trying to practice and get better feedback before I attempt to sell any music, kek.

I work best mostly with electronic, world music, ambient, and/or spooky stuff (not necesarily chiptunes), but whatever you throw at me i'll attempt and give you a download
>>
>>125678541
Spooky forest full of adventure (like being a kid and thinking the shadows are monsters, etc.)

so a somewhat whimsical but extremely spooky forest.
>>
>>125672748
There are plenty of soundfonts and VSTs.

https://woolyss.com/chipmusic-soundfonts.php
https://woolyss.com/chipmusic-plugins.php

YM2612's one of my favorites.
>>
>>125677694
>In other words, don't worry about it. Undertale is a good game, but it's also very derivative. It's the last game I would be worried about being compared to.
What you fail to realize is that Undertale is a super-hyped up game right now, with a huge booming bandwagon fanbase.

The average person who plays/watches/is aware of Undertale will look at black and white 8-bit games and immediately compare it to Undertale. Those people won't strip it down and analyze it's divisiveness.

It's the lowest common denominator that are dangerous and will call copycat if you try to release a game with any similarities, and enough of that is all it takes to seal your game's fate.

tl;dr = Most people aren't going to be aware of the things people in /rpgmg/ are aware of, and enough outcry can fuck you over no matter how hard you try to explain it away.
>>
>>125679425
This is part of the reason why I wanted to emphasize color in The Long Road
>>
>>125679425
This so much. I have a talk mechanic in battles in my games and that worries me enough
>>
>>125679951
Just say you got it from Shin Megami Tensei. That's probably where Toby Fox got his idea from too.

The worst you'll get from saying that is you'll get lotsa idiots yelling at you to play Undertale. (maybe)
>>
>>125680249
>>125679951
>I-It's from Shin Megami Tensei..!

Just admit you're making Memetale clones. Any attempts at justifications will sound retarded.
>>
>>125679425
>It's the lowest common denominator that are dangerous and will call copycat if you try to release a game with any similarities, and enough of that is all it takes to seal your game's fate.

While this is true, it's also impossible to make a truly original game. No matter what you do, you will be compared to other games. Even if your game is the most generic turn based fantasy rpg, you'll be compared to Dragon Quest. Or Earthbound. Or Undertale.

Also, the people that see your 8bit b&w game might be interested in it BECAUSE it looks like Undertale. People always want more of the same. This is why there are so many indie platform games. Not many of them succeed to the heights of Meat Boy, but they are popular and people buy and play them. They're also easy to make, but lets just ignore that fact for now. The devs that make their own spin on the genre are the ones doing it right. Towerfall and Rogue Legacy are, at their heart, indie platform games. The popular genre made them accessible, but with a few tweaks, they became something special.

Don't worry about being compared to other games, because it WILL happen.
Just make a good game and make it your own.

>>125679951
>>125680249
Nah, say you were inspired by Portopia and wanted to integrate it's mechanics into an rpg, for maximum hipster points.

>>125680703
The thing is, a lot of people here probably were inspired by SMT instead of Undertale. Undertale only released recently, but is a cult series that SMT has been around for ages. It's as likely people here are inspired by SMT as someone would be inspired by Castlevania, instead of Shovel Knight.
>>
>>125680703
What if for example I didn't play undertale and then made an RPG that has plenty of personality filled non-humans? Am I gonna get shat on for that? I really hope not because if I do, that means humanity is worse than I expected.
>>
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>>125679425
Your kinda forgetting that these types of games existed for a very long time. If anything, Undertale copied from them and not the other way around.

Also it doesn't really matter because nobody here has a reasonable budget and time when they play around in RPG Maker. You can't compare hobby made games to commercial games made by a company or people who learned how to code/draw as their job/in their free time over many years.
>>
>>125681412
My post went completely over your head.

What I'm trying to explain to you is that the AVERAGE GAMER ON THE INTERNET won't approach it with our mindset.

I KNOW that Undertale uses a lot of concepts and mechanics that already existed, but THE AVERAGE JOE DOES NOT.

I really can't think of how to explain this to you better. Whether you like it or not, unless your target audience is nerds in /rpgmg/, the masses dictate your game's fate.
>>
>>125681265
Of course you are. We're talking about the general public here.
>>
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>>125681594
>>125681672
Any indie rpg that comes out in the 6 or so months is going to be compared to Undertale.
What you guys are forgetting is that the average Joe doesn't even play rpgs.

Also, Toby (and Homestuck) had a massive fanbase to begin with. You can't say that didn't help him a lot. He would have gotten good reviews still, but without that original base, I doubt Undertale would have gotten half as much success. Aside from the big hitters like Pokemon and Final Fantasy, rpgs just really aren't that popular.

And if all else fails, just make your game a roguelike. Plebs love roguelikes.
>>
>>125681412
God damn I fucking loved that game. My game is going to have PS4 esque custcenes.
>>
>>125682572
Wait, the guy who did Undertale did Homestuck?
That explains so much. So very much.
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>>125682820
no, toby did the music for homestuck
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>>125682572
>>125682820
That explain so fucking much!
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>>125682820
>Wait, the guy who did Undertale did Homestuck?
Toby Fox made a lot of the music for Homestuck. He has a pretty big tumblr following due to that.
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>>125681594
desu the average gamer on the street doesn't play indie games.
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>>125682918
>>125683000

close enough!
>>
The only good thing about Toby Fox is that he makes fun of MGS, because he knows that the autistic MGS fanbase is easy to rile up.
>>
would ya'll play a game that was turn based for most fights, but transformed into atb for boss fights to create tension?
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>>125683278
It wouldn't be a deal breaker. But I'd prefer it to be consistent.

Granted I hate ATB and can't really see the fun in it.
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>>125683397
I just feel like turn based is too slow, I may be wrong though. Ill just leave it and see what people think.

CTB is basically turn based but with a turn order window so that doesnt help much.
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>>125683278
I don't see how that would create tension. Can you explain your reasoning?
Like >>125683397 said though, I'd prefer the battle system to be consistent. I see boss battles as a way to test the player on what he has learned/gained so far, so changing the battle system for bosses works against that.
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>>125683216
you rang?
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>>125683657
What a shitty series.
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>>125683129
Explain Undertale's popularity then.
The average gamer on the street doesn't read Homestuck, either, so don't try using that excuse.
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>>125683216
>>125683712
MGS fans are fags but MGS is great, and you're also a fag.
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>>125683712
I respect your opinion.
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>>125683540
Instead of focusing on speed focus on stuff like patterns and exploits. Like, make it almost a puzzle.

So you can either grind your way towards victory, or win underleveled by using your brain and outsmarting the system.
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>>125683731
But lots of people read Homestuck. Undertale had a cult following before it was even released.
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>>125683871
>MGS is great
Pic related.
In any case, go back to working on your game.
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>>125684019
That's just like, your opinion man.
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>>125683934
gotcha.

There isnt any grinding really though because there is a limited amount of battles possible before each boss. I guess I'm just having trouble making the first boss just a first boss and not some killing machine. I just have to be ok with that for now, especially because the players barely got to experience the combat system before the boss.
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>>125684389
Great deduction, anon.
Now stop slacking off and get back to working on your game.
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>>125683712
>>125683871
>>125683876
>>125684019
>>125684389
Pffft. Look at these losers who don't work on their games.

So, how is your game going, /rpgmg/? Got any progress to show?
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>>125684846
>Look at these losers who don't work on their games.
I'm just taking a small break whilst drinking tea. I've mostly been drawing today and will go back to working on the game scripts in a moment.
>>
>>125676751

I'm gonna smooch him on the helmet. What a cute.
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