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/rpgmg/ - RPG Maker General 131
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>Maymay edition.

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, Cover Art DLC, Essentials DLC and Pre-order Plugins:
http://pastebin.com/QtQnqvf5
[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
Pixel Art Tutorials:
http://pastebin.com/SuXCN3pf
Other useful resources:
http://pastebin.com/TyAHmtW4

[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

The /rpgmg/ podcast (Updated every Wednesday):
https://www.youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

/rpgmg/ Chain/Collaboration Game!
Status: Part 13 (The finale) 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
- Firgof !aFqhsxkECQ

Currently working:
Silent Maid !ztOzYBnEEw

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe

Last thread >>134235747
>>
>tfw tons of vague ideas but no real way of tying them together into an actual coherent video game, like a string of towns i want to connect by railway but absolutely no idea what 'track' is.
>>
How are you making your game's climatic battle memorable?
>>
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some progress
>>
Anyone remember a 2014 indie entry game called "Trapped"? I'm trying to find the creator's name but can't seem to find anything.

Furthermore, has anyone actually gotten to the "end" of the game without glitches?
>>
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Here's a battle background. Free o' charge.
>>
>>134923774
i dont think moving your camera really fast while taking a pic makes for the best background.
>>
>>134921787

Ah, I played that one. I was enjoying the hell out of it, but never made it to the end because of glitches.

I loved that the enemies had vague names like "rubbery thing." It really grounded things. What a cool game.

Anyway, I don't know anything about the creator. Sorry.
>>
v1.1 crack where?
>>
Bumps
>>
Die
>>
Do we have an official Steam group?
>>
>>134931897

I think we just have the wiki. What would a steam group really do?
>>
>>134921787
Didn't this guy make it?
http://frankiesmileshow.tumblr.com/
He calls it "Weekend RPG", but he renamed it Trapped for the contest.
>>
>>134932003
Create a chat room to share dank maymays?
>>
bampu
>>
Why didn't you update the DLC Pastebin with the MV DLC I posted last thread?


https://mega.nz/#!Yo5AlLxZ!yzS3PMn144EGsj9LMnXeaaJ_ZxyTGgbIvFf3Y4Z0YRw

It's the audio DLC from the season pass.
>>
Bumping before this dies

OP's picture is stupid though
>>
Banpu
>>
Still wanna remove that damn Magic from my vidya game
>>
>>134916785
>already dead
>>
I know this is kind of a bad thing to ask, but do any of you guys know any commercial games or places that have sprites I can use as side view battlers for my enemies?

Most I found are extremely small and don't look right next to the player's.

I'm just making a silly game with my friends as main characters to learn my way around MV.
>>
>>134944129
Ragnarok Online has a million sprites you could use, with animations and everything.
>>
>>134925513
Agreed. Probably one of the few indie RPG games I've enjoyed because of the insane things you could pull off like releasing the psycho scissor lady in addition to basic music that fit the mood.
>>134932965
Yes! Thank you so much. I'm glad to see that he's still working on the game.
>>
Blimp
>>
Wtf don't dead
>>
What, besides here and the official forums, are good places to visit about RPG Maker (MV)?
I miss the old days with tons of unfinished games made with rips from Dragon Ball games.
>>
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Post pics of your main character(s).
>>
>>134943021
>>134949751
>>134950825
>>134953417
That OP pic is an abomination. This thread shouldn't be allowed to live
>>
>>134956924
>He says that whilst bumping the thread
Sasuga, anon.
>>
>>134956924
Yeah it's not the best choice for the OP pic
>>
>>134955589
Why is her head so tiny in relation to her body?
>>
>>134958890
foreshortening
>>
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How's /rpgm/ tonight?

Finally got my menu and first sprite sets running like I want to. So satisfying.

Working almost every day on a demo or proof-of-concept atleast.

>>134955589
>>
>>134960959
Finished my partner system, and now I'm sketching some concepts for said partners.
>>
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>>134955589
>>
>>134962813
nice
>>
also I just evented a type of block that can be "grabbed" holding a button and then pushed or pulled. The conditional branches for this thing are a mess but it works fine, I guess.
>>
>>134962930
thanks man
>>
>>134964076
What's your game about?
>>
>>134964373
a knight and his childhood friend, a rogue, get involved with demons and shit invading their nice rural countryside looking for shit, meet a mage and a cleric and a bunch of other party members, go on wacky adventures, save the world from the demons, etc, pretty generic really
we haven't really fleshed out the details of the plot yet though, primary focus at this point is just art and figuring out if what we want from gameplay is feasible in rpgmaker
>>
/rpgmg/, should I make a really silly game or a serious one?
>>
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>>134958890
A mistake, most likely. I did make a different sprite for her for a different project, though.

>>134966167
It's up to you, really. Whether a game is serious or not isn't really indicative of its quality.
>>
>>134966167
Honestly a silly one may be more fun to make and easier if it's your first attempt. It'll be less grueling to plan out a story if you're just bs'ing and having fun with it.
>>
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>fuck this we're out.
>>
>>134966167
Make a funny one.

It's probably better if you only do self referencial jokes 1 or 2 times in the entire game. Try doing an absurd world or/and absurd characters and likeable main character(s).
>>
>>134967803
I had this stupid idea of you being a drunk Slav getting abducted by British Chavs, and with the help of Stalin reborn as something, you go and save the world from British Chavs.
But that's just my autism speaking.
>>
>>134966167
Sillier games are always more fun to make, but that's probably just me.
I don't trust my own abilitites to write a serious plot so I just went with something that doesn't take itself very seriously, but at the same time tries to follow a solid cohesive plot.
>>
>>134968274
> something that doesn't take itself very seriously, but at the same time tries to follow a solid cohesive plot

Honestly I think this is the best route, nowadays there are too many indie games that try too hard to be deep and serious.
>>
Can I use static images as side view sprites? I dont want the animations, just one big picture.
>>
>>134966167
Sillies are easier to make.

But I prefer serious ones.
>>
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>>134967263
nice undertale clone
>>
>>134967263
Nice.

Pace their leave a little, maybe? Sequence them a bit more, so it's easier to pay attention to them. Use nice sound effects.

>>134970636
Nice Edgar Wright clone.
>>
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>>134970636
>glass shards instantly go under the piano

Is that a layer thing in Game Maker or something?
>>
>>134971228
Papyrus moves from under the piano too, so probably a layer fuck up.
>>
What classifies as an Undertale clone?
>>
>>134972351
A lo-fi humour driven "self-aware" shallow RPG with furry characters that may or may not also be a shallow SHMUP

Though now that Undertale is the new Hotness we're just calling what we would have called Yume Nikki clones Undertale clones instead
>>
>>134972351
Is it a video game?
If yes it's an undertale clone
>>
>>134972351
Basically anything EB inspired these days.
>>
>>134972351
I would only classify something as an "undertale clone" if it actually reused plot points from it, and it was blatantly obvious.

4th wall shit being prevalent, a race being a bunch of dindu nuffin, a guy who don't want to do what he has to do, a story about escaping from a place, an analogue to DETERMINATION, etc etc.

That doesn't mean you shouldn't be allow to use said elements, but you have to avoid making it obvious, and make it a lot more different.

I ran a tabletop campaign with a power source that had SOME similar effects to Determination, but even then it was a far call. The game was released after my campaign had been over for a while, and now I wanted to try reusing some of the characters and the story in my campaign, but I feel like I'd probably get "lol it's determination xD" comments on it.
>>
>>134972667
Fuck, my game actually has furry characters.
>>
>>134972351
A Mother 3 clone
It becomes Undertale with furfaggotry
>>
>>134974445
>Mother 3 clone with furfaggotry
Yeah, that's pretty much my game
>>
>>134972351
An Earthbound clone but without any of the endearing characters, amazing music, and good writing.
>>
>>134976119
Undertale had good music though. Not as good as Earthbound, but still good.
>>
New Yanfly Tips & Tricks

https://www.youtube.com/watch?v=2lOMn6iFvZc

league stuff but good if you want a recoil system
>>
>>134968274

>no anon don't lewd the big robot
>posts a bunch of muscle poses

You played yourself. In all seriousness, these look great.
>>
>>134972351

Every indie game that I don't like
>>
>>134970891
Hm I dunno, here's a version with sound effects if it helps you see how it sorta plays out.
No music though... probably not gonna bother with that until I get the demo finished.

https://a.pomf.cat/oswcfo.mp4
>>
>>134977667
Ah, it's a lot easier to make out with sound

If you can, could you move the blonde girl one tile forward, so she won't stand in the way of the guy when he descends?
>>
Kind of off topic but is there anything an ipad can do that a pc can't? I was kind of forced to be given one that I didnt want and I was just wondering if I could actually use it for something.
>>
>>134980426

The way I see it, you pretty much use them the same way you'd use a laptop. I guess with the "bonus" of having a touch-based interface.

If nothing else, you can use it to play Puzzle and Dragons.
>>
Finished my first dungeon yesterday, at least for the time being. I'm worried that it might be too boring, as it's only four rooms big two of which have no random encounters (one has a cutscene and the other has the boss). Similarly, I'm also worried about it being too challenging, since it's possibly the player's first time in action during the game. I'm also not sure how to make the boss a good challenge either, since at that point the character doesn't have any healing spells and only has one potion. I put a full restore at the end of the dungeon, hopefully that's not overkill.

I don't know what it is about Young Thug but he's really motivating me to keep working on this game.
>>
>>134980426
draw porn while in bed
In all serious, though, I have to assume that while there's a lot you can do on an ipad that you can do on a pc, most design stuff is best done on an actual computer, since there you have a mouse/an actual keyboard and the like.
>>
Is there an event or a plugin that lets me to change the names of Types?

MV.
>>
Is there a way to easy make an idle animation, like the ones that runs if the player doesnt input any command after x seconds?
>>
>>134982673
Needs more rooms. Give players a sense of exploration.
>>
>>134983446
Probably not any easy ways without a plugin.

In MV, I think Quasi Movement and Sprites allow your characters to have idle wait frames.
>>
>>134983171

What exactly do you mean? Can't you just use the types tab?
>>
>>134983579
I agree, but I don't just want the player to get their shit completely wrecked, especially considering there's no save point until the end of the dungeon and a death takes you back through two big cutscenes. Hmm, tricky decisions to make.
>>
In VX Ace, can I somehow limit a random NPCs movement to a specific area?
For instance, I created an event, which is just a random townsfolk and I just want them to walk around town, but not through out the entire town, but only in a small portion of it. Can I somehow do this?
>>
>>134983746
I mean during the game.

For example, is there a way to change the names of Elemental Attributes or States, so that the player were to discover them during the game's progress, instead of finding out what all of them are called in the Status window?
>>
>>134985124
https://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/
>>
>>134987080
Not really an option for me. Still, thanks.
>>
>>134977667
don't forget to make the car alarm turn off
>>
>>134982786
>>134981152
Thanks guys. Guess I'll just move my aeak emulators over and use it to puddle around then. Maybe free up some of my laptop's HDD space
>>
you're not the protagonist fighting the first boss, you can't die yet!
>>
>>134990012
It doesn't
Because the owner of the car didn't turn it off
He fell on his boss' car
His boss is the lady with pink hair.
Although the alarm's volume does fade a little bit
>>
>>134972351
A form of rule-based entertainment primarily played by electronically manipulating images produced by a computer program on a monitor or other display.
>>
So can I not put the player on the left side of the screen? Fuck this final fantasy trash.
>>
>>134996405
MV? I'm sure there is a plug in for that. But having it on the left doesn't make it any less Final Fantasy. Right side just looks better for most people.
>>
pomf
>>
>Antagonist's worldview and actions make them the enemy of the protagonist
>However if they were hypothetically in control of things, they'd actually be a better ruler of the game-world than the current one, it's just that they're more dedicated to toying with the protagonist than taking over the world because they realized long ago that it's essentially impossible for them or anyone else to take over, their only attempt is a token one to further toy with the protag further.
>Basically two stories loosely tied together (Protag vs Antag, Protag 'saves' the world.) with one ending in success of sorts and one ending with things not better nor worse than they were at the start.
I'm not sure if this is something I can make coherent, let alone enjoyable to play or interesting.
>>
things that go bump on page 10
>>
>>135007546
let it die, the OP image is sinful
>>
>>135007714
only if you promise to make a new one within 10 minutes of death
>>
>>135003743
I think the idea of an Antagonist toying with the protagonist just because they've got little better to do is a good one. Recently watched an anime called Rokka no Yuusha and one of the main antagonists in there has layers and layers of convoluted schemes to the point where the other antagonists question what his goal really is.
>>
Guys whose games are being well criticizing, and everybody else, please, don't just post your screenshots and answer people about your games, but participate giving opinions, advices, etc. Many of us are just focusing on our games, but let's help the others. Please.
>>
>>135012628

Sure, what do you wanna talk about
>>
Is it better to be too hard, or too easy?
>>
>>135022137
I like too hard if the game's focus is gameplay.
>>
Enemies auto scaling (but within a range, to avoid mithril armored bandits or ragtag evil sorcerers) or not?
>>
>>135023371
depends where
>dungeons
no
>Roads you cross once or twice
no
>overworld you revisit over and over with a significant chance of encounters each time
yes
>>
buump
>>
I'm using this script for pixel perfect collision for characters chasing me because the one in RPG maker detects if you're either moving while touching an event or if you walk into it, but not whenever it touches you.

http://forums.rpgmakerweb.com/index.php?/topic/34975-cidiomars-perfect-pixel-collision/

I'm using making the event a paralllel process and running and if there's a collision between the event and the player and it works.

However it takes a bit to react, like half a second, which is too much since I let my character sprint. The player is 2 spaces away after collision and it just looks wrong. Any ways to either make this smoother?
>>
Can someone post some good mapping tutorials? I fucking suck at mapping and I definitely need some help.
>>
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Do you think this is good boss music? I just made it and was wondering what people thought.
https://soundcloud.com/dr-doomsday/negative-five-second-warning
>>
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>>135012628
I can't really help much because I have very little knowledge of things like scripting or art, but I can give opinions.

>>135022137
I say the main story should be easy and side content should be hard.

>>135023371
Scaling enemies is kind of tricky. You don't want your player to feel like they're not getting any stronger throughout the game. Unless it goes along with the story, it'd be weird that the entire world grows stronger right along with you. I'd say avoid it.


I made a ghost.
>>
>>135036372
I don't know the tone/theme of your game, that boss, or anything else, but I really like it. However, I do have pleb taste, so I don't know how valuable my opinion is.
>>
>>135036372
IMO, the beginning is too quiet. If the song started around the 17-18 second mark, it'd be better (to me). Other than that, very catchy and enjoyable :)
>>
>>135036665
Imagine LISA with robots
>>
>>135036731
Yeah, the first 17 seconds are the intro that'll play once. Everything else will be a second file that loops.
>>
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I suck at mapping.

So I decided to take some of the sample maps and use them as inspiration. And uh... kind of copy them wholesale and modify them as I need.

Does this look okay? If not, tell me what's wrong with it.
>>
>>135037971
Your shading is off in several places.
>>
>>135037971
Looks good, but look at your shadows and compare them to the example map.
>>
>>135038417
>>135038432
Specifics?
>>
>>135040267
the shadows on the sides of the houses don't go far back enough for a building of its height, for one.
>>
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>>135040267
Enjoy
>>
sweet dreams
>>
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>>135041140
Thanks.
I redid the one building to make it 2 floors.
It's supposed to be an orphanage. How does this look (for an orphanage)?
>>
r8 my boss theme
http://vocaroo.com/i/s0hPf60qsdhM
>>
>>135045753
I like it, but it doesn't connect as a boss theme in my mind.
>>
>>135048182
Can you elaborate a bit? Is it lacking intensity or something?
>>
>>135045753
Fantastic
>>
So what do you guys think about MV in comparison to VX Ace? Is it worth going from one to the other?
>>
>>135049532
Not him, but I he probably thinks it lacks some grandiosity.

I really like it thou, I can easily see it as a boss theme for non-monstrous bosses, if that makes any sense.
>>
>>135049532
Not him, but I think it lacks that certain "oh shit" factor. It's not a bad track, but to me it doesn't quite reach the "this guy will wreck your face" level of intensity.
>>
>>135052246
>>135051928
I guess I can understand that. I'll probably make another theme for the main plot important bosses which are supposed to be big shit. Thanks for the feedback.
>>
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>Start fucking around with VX Ace
>Hey, maybe I can actually do something this time instead of giving up early on like when I was 12

>Oh looks like I can handle the battle system and the likes easily en--
>Realize I have to deal with making music and making sprites
>mfw

Now I remember why I gave up in the first place.
>>
>>135054716
You gotta believe in yourself!
>>
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How can I fix this issue with events constantly being rendered on top of other objects? Do I have to draw that or can I just use some sort of setting to tell these events to get rendered before the stall?
>>
>>135054716

Nobody is naturally good at making sprites. Only way to get good is to practice. If your first ones are so bad you don't even want to look at them, that just means you're one bad sprite closer to making good ones.
>>
>>135056638
Flag those counters as... well, counters, in your tileset settings. Make sure the events are set to same as player too.
>>
>>135057113
Tried flagging those as counters and the events are still being drawn on top. And yeah, the event priority is set to the same as characters.
>>
I'm trying to decide what to do here: Do you people preffer games with lots of debuffs/status effects or do you preffer to have a limited number of them to use or worry about?
>>
>>135057669
How's the passability set for those stands in general? You could set the front as star passability and then block them off with invisible events to make sure a player doesn't wander into them
>>
>>135057887
I like lots of status as long as they're all useful at least occasionally
balancing status is kind of tricky, though, it shows with how many games just make bosses immune to almost everything
>>
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>>135058019
O, you're right the passabillity was set to X, instead of the star. And I just set the inside of the stall to star, luckily the part of the stall is actually on a different tile, so the I can set the front as just not passable. Thanks a lot, anon!
>>
Is it a good idea to have your item/skill/anything descriptions be done in first person from the PoV of the protagonist, only giving a vague description of what can it do?
>>
>>135059415
Yeah, I love this kind of flavor text.
>>
>>135059415

Depends on the tone of your game, I generally like that kind of thing unless it's a really serious story in which case it can be kind of obnoxious
>>
>>135045753
Needs a faster attack to give it some oomph. Too much reverb/delay, even if you're going for the SNES feel.
>>
Newst Yanfly plugin: https://www.youtube.com/watch?v=zMrBaZKtvcU

That battle test extra functionality makes this plugin alone worth using
>>
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>>135061620
>>135059545
Well, the PoV is through the eyes of a girl who lost nearly everyone important to her due to a particular group killin'em.

So not only is she mad, but she's also as snarky as she used to be before it happened, explaining the descriptions.
>>
I'm pretty new at this, so forgive the kind of stupid question:

In MV, what would be the best way to make a song start playing when someone uses a skill? Common events?

If it makes any difference, there would be multiple skills/songs pairings.
>>
It didn't die while I was asleep, remarkable!
>>
>>135063408
Hm. I'd probably shoot for a common event. You could rig up a script to do it as well via notetags or whatev.
>>
>>134980426
Only multi-touch comes to mind, assuming you mean a PC with just a mouse and keyboard.
>>
>>135059415
>>135062475
Doing it like that adds personality to the character. It's a neat narrative device in games. Off the top of my head I remember Ghost Trick using it.
>>
Should I keep using VX Ace or use MV for a new project? MV runs like ass on my laptop but it seems better.
>>
>>135065248
Yeah, that seems to work. thanks. The song only starts playing after the animation, but I can work around that.

Would it be possible to make one common event to handle all the skill/song combinations or would I have to make one for each?
>>
In VXA there's scripts to make common events play before the attack, maybe there's something like that for MV. Oh yeah, as someone who uses common events on attacks a lot, I recommend making a conditional branch to make sure you are in battle, otherwise the common events end up playing outside of battle if the battle ends during the attack portion. Or at least that's the case in VXA.

Probably hard to do it in a single CE since you'll need ways to flag the skill so that a CE can check which one you used. I.E. you would have to give the actor a different state for each song, then have the combination CE check which state the actor has to know what combination to use. Maybe there's some combo attacks plugin that would make it easier.
>>
>>135072909
Was for
>>135070924
>>
>>135070420
How much time or how big is your game?
>>
>>135072909
>>135073567
I actually bothered to look at Yanfly's scripts and his Action Sequence Pack 1 has a command to have a song play before an action. Much easier than dealing with multiple events.

Thanks for the help anyway!
>>
>>135073697
I just want to start something new for once.
>>
>>135074952
It's better if you go for MV then. You can even have people play your RPG on an mobile, which will make it more accesible and more played.
>>
How can I make a enemy attack that only target one actor everytime it's used?

It cause a state that only one actor is vulnerable to, so I could potentially make it Hit All and make everyone else 100% resistant to the state, but I wonder if there's not a way to make an attack only hit one character.
>>
>>135077718
I'm not quite clear on what you mean, could you restate that? You can't just make an attack a single target?
>>
>>135078981
Say you have an actor that is vulnerable to, like poison.

EVERY other actor is immune to it, however.

How can I make it so that one enemy can use an attack that deals poison, but that everytime it use it, it will only target the actor that CAN be affected by poison, and never target the actors that are immune?
>>
How do I make a fake death screen?
>>
>>135079391
fade to black, start the gameover music, import the gameover graphic into your pictures and display it as a picture before fading back in?
>>
>>135079172
Why would you dick over the players like that? Assuming it's some random, dumb monster, of course.
Otherwise, I'd imagine:
If
PoisonAttackPotential == False ##The game has not yet found if a member of the party is vulnerable
Then
PartyList = Get.PartyID ##Places the ID for the current party characters into a vector
PoisonVulnerable = Var(PartyList) ##Creates a vector with either 0 (false) or 1 (true) if the character is vulnerable to poison. Use whatever you used to denote this in character creation.
If
Sum(PoisonVulnerable) == 0 ##Checks if any member of the party has poison vulnerability
Then
function getAllIndexes(PoisonVulnerable, 1) {
var indexes = [], i = -1;
while ((i = arr.indexOf(0, i+1)) != -1){
indexes.push(i);
}
}
var PoisonTargets = PartyList(indexes) ##You now have a vector of all characters in the current battle that are vulnerable to poison
PoisonAttackCheck = True ## Ends the loop

There's more you can do but I'm fucking tired right now.
>>
>>135083153
Nah, it's a particular boss. And thanks.
>>
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Well this is going poorly.
>>
>Right, I'm ready now, I've engaged in some senseless consumerism, and now while I wait for delivery it's finally time to start MY RPG!
>Right now.
>Immediately
>As in at this moment in time we will open RPGMaker and commence the creation of an electronic game
>You know, I still don't really know what I'm doing... Maybe I should do some research so that I don't make something horrible
>Yes, research. That's what we need, we need to play some RPGs to get the right idea of what'll make ours good!
>And, unlike actually looking for and reading things on research, this will show us what we should do, interactively!
>Even though we've played RPGs before, it can't hurt to broaden our horizons can it?
And thus, Anon never did start creating an RPG, for anon was afflicted with the status effects 'Procrastination', 'ADD' and 'Chronic Laziness', made all the worse by the fact this game has no healing items.
>>
tfw debugging other people's scripts
>>
>>135086169

Tfw asking the script creator for help and he calls you retarded.
>>
This board sure is fast today.
>>
>>135086531
>"just read the instructions on the script file"
>It's not like others that clearly put instructions, he just put a link to ad fly in the end of the script with the instructions

I don't remember which script was it but that sucked. And the shitty script didn't even work
>>
>>135088692
The worst is when there is a script with a glaring game-breaking bug, but in the forums everyone just says "great script!" showing they didn't even try it out.

There was an anon a few threads back with a problem like that. In a fresh project, script would cause the game to crash whenever you killed an enemy. Turns out there was a missing "!" in one of the conditional statements...
>>
>>135089149
really ought to check what they're scripting and base their test cases on that.

I mean you can't really account for other scripts unless they're super popular like yanfly's but if it fucks the base then of course that's a big problem
>>
>>135088619
slow memes
>>
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sketched some villanious ladies.
>>
How do you design your maps?

Do you draw them out beforehand, or just play around with the RPGMaker editor until you've got something you enjoy?
>>
>>135094187
Playing with editor till I like it
>>
>>135094187
Depends on the type of map. Sometimes I just come up with a theme and build around that, othertimes I'm building around a puzzle, and other times I just mess around until I get something that 'feels right'.
>>
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>>135094187
Depends, on rpgmaker 2k3, i planned my maps on mainly on how they were interconnected. I was inspired by Paper Mario 64 on the map design, simple routes with loads of crossroads and new abilities to unlock more paths.

Now i just fiddle with the map editor until I find something that looks cool.
>>
How to make Skill usability depend on second equip slot?
Trying to make the second slot for secondary weapons.
>>
>>135098892

Make a equip requirement or make the character learn the skill while yoi got it equipped.
>>
>>135094187

Usually, my areas have a central "point." Like in a city, town hall. I figure out where on the map I want that to be, then build everything up around it.
>>
>>135094187
I give it a reasonable size first, then the more treasures I want there to be in it, the bigger I make the map. in 60x60 maps I got 10 treasures, so it's worth it exploring
>>
>>135094187
Dungeons I kinda do taking inspiration from others. Mostly NES RPG Dungeons since that's what most of my games' difficulty level is at.

Towns and such though, I try to think of how the town began, and what role it plays. If it's a coastal city, everything begins with the sea port, so most of the larger buildings and the inns and such are near the seaport because that's where the workers would have stayed when they were building it.
Basically figure out what was built 'first' and then organically build the city from there deciding what was needed next, etc
>>
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>>135094040
Looking great as always. How evil are you planning on making them? Having a well-written antagonist is just as important as having a well-written protagonist, after all.
>>
Do you make puzzles often? How do you plan them? Inspiration from another you've seen before? You make it around a script/plugin you found? You had the idea of it before? How did you come to that idea?
>>
>>135103565

Even though I played about half of the professor Layton games and have watched a good chunk of detective Conan, coming up with good puzzles, tricks, and mysteries still completely eludes me. Damn shame.

I usually just focus on making my areas interesting to make to for it.
>>
>>135103912
I have to throw some once in a while so it's not just walk from A to point B with random encounters in between
>>
>>135104024

Well, of course even I can come up with basic stuff like sliding block puzzles, "go here and press a button to open a door elsewhere" etc, but that always feels kind of pointless to me, since I always fully explore dungeons anyway.
>>
Is there a way to replace the "no damage" message based on the attack used by the enemy (and ideally without scripting)?

Let's say for silly example purposes:
[Enemy] hit player with a fish!...There was no effect on player! > [Enemy] hit player with a fish... There's something fishy about [enemy]!
>>
>>135104394
I put alot of treasure for exploration but even then I know some people will not care, usually those who don't play many RPGs so I have to take everyone into account.
>>
>>135103912
I tend to make overcomplex/overclever puzzles so I often have to spend time refining the idea into its simplest form. I feel like the best puzzles are obvious once you 'speak the language'. The more 'busywork' puzzles like pushblock puzzles and the like I'm not a huge fan of because they feel like I'm just putting them in to make sure the player spends time doing some menial labor rather than advancing the plot to pad my playtime.

Anyway, here's me creating and tweaking one of my older puzzles. Maybe it'll inspire you?
http://imgur.com/a/cOYhJ
>>
>>135104519
Not without scripting. You can check Modules>Vocab to see how it works normally.
>>
>>135103260
They're not necessarily evil, just working for the villain that's all.
The game itself will be separated into chapters like Paper Mario, and one of the requirements for the good ending is to befriend them all once their chapter ends to make them like Earth enough to defect from the big bad ( all of the villains are aliens )
>>
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>>135105656
Makes sense to me. Keep up the good work.
>>
Is there any event or plugin that lets me change the name of an Element Type or Attribute/State Type during game?

May sound really irrelevant, but I really need that.

RPGM MV.
>>
live
>>
>>135044001
Looks pretty good! Definitely gives the orphanage vibe.

>>135084028
I feel your pain brother.

>>135094040
I love it, you capture that sexy/bratty look so well (plus the thick, this is my fetish).
>>
Are there any MV plugins that adds some kind of rhythm game type of mini-game?
>>
>>135110692

Only tangentially related, I remember downloading a "DDR" type game made in rm2k(3?) back in the day. That shit blew my mind, even if it was a bit finicky.
>>
>>135110692
There's this: https://atelierrgss.wordpress.com/rmv-theatrhythm/
>>
Okay, I caved and bought MV. Looking at Yanfly's plugin list now and totally overwhelmed. Everything looks good to use. What do you anons recommend?
>>
>>135113498
I asked that same question a few days ago.

The response I got was effectively:
>design your game first
>figure out how you want it to work
>get scripts accordingly

Stressing out about what scripts to take or trying to use them all will basically just lead to inaction so work on the game first, then grab a script when you need it to do something.
>>
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It's me again. I gave up on being original, at least for now. I have an almost complete sv_battler sheet for the last (right-most) attempt in less than 1/10 of the time "lost" through all the tries.

Chose a relatively famous DB32 color palette (instead of trying to learn color theory 101) and will keep the FE sprite for consistency and easiness of frankenspriting.
>>
Curious on how well RPG Maker MV handles Low Stat numbers, like Mario RPG style.
If not well and there's no plug-in for it, is there something that explains the damage algorithms and stuff?
>>
>>135116515

>>134899061
>>
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>>135096787
>You're still around.
Look, all I'm saying is that jotuns and snu-snu are my fetish, and your image is doing things to me.
>>
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I bet you thought when you convinced an enemy to join you that those of the same type would all share dialogue. You thought wrong.

This is the most exciting and challenging part of my entire game to include. A dynamic, background-supported personality system. It was the very first thing I had planned when deciding what game to make, before I knew anything else about it.
>>
>>135036841
I would suggest cutting that entirely and make it its own loop or a MSE that play's before the actual battle starts.
>>
>>135120095
Nope.

>open in audacity
>create bookmarks at the beginning and end of the part you want to loop
>select all the space between them
>now go to "edit metadata"
>create two additional metadata listings
>first one called "LOOPSTART" with a value of whatever is in the box right under "Selection Start" in the main window
>second one called "LOOPLENGTH" with a value of whatever is in the box that was directly to the right of the last one
>finally, export the whole track in .OGG format

Depending on how accurate you were in your selection, the song should loop perfectly as a BGM. Unfortunately MEs do not loop.
>>
You write your own damage formulas, and changing the other formulas (like how speed/luck works) are some of the easiest kinds of scripts to make.

In short, it's simple.
>>
>>135120827
meant to reply to >>135116515
>>
god damn bump
>>
>get good idea for game
>want to start scripting it
>realize I don't have rpg maker vx ace on this comp
>"guess I might as well try the new one instead"
>10 hours left

T-This will be worth the wait right?
>>
>>135126869
download it on pirate bay mang. The one that says english in the title for it
>>
>>135127051
Pirate bay is down for me and it's been down for a while.
>>
>>135127265
again? that sucks
>>
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You've been working on you game this weekend, right?

Right?
>>
>>135127338

That's a gorgeous BG. I've slowly been chipping away at my srpg. Finished setting up player movement, haven't felt like slapping together a menu for attacks so I've been being lazy.
>>
Any good MV games worth playing for research purposes?
>>
>>135129927
Check Steam. That's not meant ironically. Those games are finished.
>>
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>>134955589
>>
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>irl work being shit
>told to pick up the pace and everything
>collab chapter progress delayed again.

I am working on it though, but real life sucks.
>>
>>135094040
The one on the left is mai waifu.
>>
>>135094040
>>135133745

The one on the right for me.
>>
>>135132490
My irl work is pretty much working on my game.

It's pretty nice being allowed to use your laptop at work.
>>
>>135143327
Lucky anon.
>>
How do I make people interested in my game
>>
>>135147014
Make a good trailer, or make an intriguing screenshot.
>>
how can I disguise a fetch quest to make it feel less monotonous?

>>135147014
release demo, make sure the plot doesn't drag its feet in the beginning
>>
>>135147294
Allow and actively encourage that it be done as you make progress throughout the main game's story
>but it's needed to get story progress at one point and isn't available until then
General White please fuck off of game design, PLEASE
>>
>>135147014
Good visuals and audio are the first thing to grasp peoples' attention.
>>
>>135116464
the last one looks good
there's nothing wrong with using the fire emblem base as long as you learn from it and push it in another direction eventually
although, a lot of people wouldn't care either way

and using existing palettes is never a bad idea, we're using an NES palette and it looks a lot better than the colors we were using originally
>>
>>135150015
Thank you. bump
>>
>>135113498
Depends. How much experience do you have with RPGM?
>>
What are some good alternatives to common status effects?

Poison doesn't exist in my game, and I replaced it with an Infected state, which deal less damage per turn than Bleeding.

Crippled reduce Agility and Defense, Armor Break also reduce Defense but by a higher percentage than Crippled. Crying prevent a character from moving for a few turns but can be stopped by using the Slap skill on the crying character.
>>
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>>135156928
My game will probably have a Selfless/Soulless ailment, that pretty much prevents your character to use any skills and disactivates abilities. It will be a pretty big deal in my game and you can probably only heal it with an item.

It's one of those "oh shit no you didn't" asshole enemies.
>>
>>135157374
Funnily enough, speaking of asshole enemies, the Crying state only work on one character, who lost nearly everything.

The only way it can be inflicted is with the Insult/Taunt skill, which is exclusive to the enemy.

They're actual assholes.
>>
>>135156928
try making effects contextually if you want some unique things
like, design a weapon, player, or enemy, and give them appropriate status
that said, most things have been done in some shape or form, looking up obscure status from older games on wikis or some site

I think the only really unique status I have is a buff called Lion's Share, which make the tank with the skill take half the total damage of an AoE on your 4 or 5 man party
>>
How can I remove the TP bars from the menu screen? I tried checking the main plugins but couldn't find the appropriate sections.
>>
>>135154812
I've used XP, VX, and Ace for quite a few years so I know what I'm doing. I'm just wondering what plugins best fit the traditional jrpg.
>>
>>135159497
YEP_CoreEngine.

Menu TP bar: false
>>
>>135161784
Well, shit. Can't believe I missed that.

Thanks, man!
>>
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So RPG Maker forum added some silly rules in order for you to use the classifieds.

Are there any scripters here who would be interested in being commissioned for a handful of scripts for MV?

[email protected]

I can go more into detail on what I need through emails, so shoot me one if you're interested!
>>
>>135156928
Nervous
Refuses to get close to enemies. Can use Magic and Items, but cannot attack
>>
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>>135133745
>>135136892

The shape shifter shadow creature and the pedophilic jester lady who mindfucks little robot boys/girls into becoming her assistant? Alrighty
>>
>>135170604
>pedophilic jester lady who mindfucks little robot boys/girls into becoming her assistant

My boner can't handle this much want.
>>
>>135170604
Sure it isn't a lewd game?
>>
>>135170604
Your art always has so much volume just from form alone, how do you do it, man?
>>
If I don't care about mobile support and just want to make some windows game, should I care about MV or stick with VX Ace?
>>
>>135175242
Probably.
>>
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Finally got the dialogue/choice windows to behave. Now I need to settle on how I want to do area transitions.
>>
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>>135174406
Lots of implied kinky stuff and fanservice, but no straight out pornography.
>>
>>135118442
Yup i'm still around. Haven't worked on the game for a while but yeah. Snu snu is good.
>>
>>135131280
Which ones were made in MV?
>>
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>tfw absolutely no motivation

Seriously can't get anything done with my game if I don't pump myself with caffeine beforehand. Shit sucks.
>>
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How does a protagonist that focus on debuffing enemies via a Stance system modifying their primary attack sounds like? No special debuffing attacks, just changing their primary attacks to deal different effects.

They're not particularly strong either, they just got a knife to shank peoples with.
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