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/RPGMG/ RPG Maker General #109
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You are currently reading a thread in /vg/ - Video Game Generals

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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 up.

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? Some anon? I didn't quite get this.

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

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
What have you guys done in your games today?
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Why is there a link to the MV crack in the OP? It's not 2002 anymore, the "you're a young teenager with no money and the software isn't in English" thing doesn't really apply here. Have some shame.
>>
Today's Yanfly plugin is Armor Scaling:

https://www.youtube.com/watch?v=JVLJEZo2VHo

Is it me or is he/she doing a lot of League of legends stuff? Not that it's a bad thing (and in fact I like it). I'm just not sure how I feel like every game suddenly having LoL mechanics.
>>
>>123714854
I agree. Just copied what some other anon posted. Sorry. I feel ashamed.

>>123715238
I don't even know what this script does. Will watch.
>>
I'm new as fuck, I wonder if a battle system like Valkyrie Chronicles is possible or fight perspectives like Golden Sun the rotating from party to enemy type thing meaning their would be maybe 2 battle sprites for the character and enemies one from back and one from the front
>>
Silent maid is next in queue l, not sure why the OP's still confused about that.
>>
>>123714015
Did a bunch of stuff to try and pull my collab entry all together, but it's not done yet and I'm distracted by having to be packed up and ready to move in a week.

If anyone wants to help out by testing what's presently available:
>>123696048
>>123696263
>>
>>123717180
DLing, will report back in a bit.
>>
>>123717826
May jupiter have mercy on my incomplete entry.
>>
>Hello /rpgmg/! I'm a couple of days into my first project and while it's going well, I'd like to not be using the basic RTP and character generator sprites. I'm an artist and I do make nice pixels but shit man, I'm not made of time. So I could use some advice:
>Should I try doing my own tileset? I know those things are tedious and difficult, so I'm not sure if it'd be worth it. And if not, where should I get it from?
>As for characters, I'm fine with spriting those, but I'm having issues deciding whether to go with larger more detailed sprites or smaller and cuter (but less detailed) sprites. What size are you guys using?
Right now there aren't many good assets for MV, so you might want to use VX Ace if you want to stick with premade tilesets. That said, you could always try to just edit the MV RTP to your needs, depending on your setting. And talking about settings, that should probably be taken into account regarding the decision of using the RTP or not as well.

Characters also depend on setting and the story in general. Something else to take into account would be that characters with longer limbs don't look that good with the built-in animations.
>>
>>123720565
quoting
>>.123698382
from the last thread
>>
Dont die again
>>
>>123714015
I drew two character's haircuts.
>>
>>123714015
I added some scenery to the starting zone. I then spent the rest of the day thinking my game will be shitty and just played other videogames :(
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>>123717180
'Sup, Firgof? I've been around here for just some weeks and don't know so much about the collab, but I'd like to play it. How much do you think I'd have to play to reach where it is now?

>>123724393
Why you guys no show u stuff?

>>123724967
Tell us a little about your project. Ask opinions. Why not?

Also, I've made this. It's what's you play in one arcade in my game. This shit isn't even horror, desu.
>>
>>123726232
I haven't made their costumes yet. It would be too lewd to post them naked.
>>
>>123726232
In terms of time? It took me about 9 hours to reach the current end of the collab, but I was moving a little slow. From the savefiles that come with it, it looks like it's averaging 6-8 hours of play so far.
>>
>>123726519
I'm hoping to add another hourish of gameplay with this chapter, as that's the pacing standard other chapters have set up so far, so maybe 7-9 hours by the time the next chapter rolls out.
>>
>>123726335
That's where the fun is. kek

>>123726519
Nice. Will try to start tomorrow. I'll travel a 7 hours flight on Tuesday, so I'll have plenty of time.
>>
>>123727004
Do note that some sections are rather high difficulty spikes. I think the most common wall is the Muscle Bros, and if not that, it's the amount of difficult random battles later on that don't give enough exp to be worth anything.
>>
>>123714854
as a rule of thumb, I won't pay for anything until I'm sure I like it. Any crack serves as a demo. Which is how it should always be.
>>
>>123727718
Yeah, that was my experience as well. That's partly why I set up this chapter up with mostly fixed levels, known character attributes and equipment, etc. - I wanted it to be more about the strategy in combat than the grind.
>>
I refuse to let this thread die again while I'm waiting for feedback again. Live, damn you.
>>
>>123731245
I'm out right now but I'll totally try it out when i get home in like 5 hours.
>>
>>123731790
Yar, I know you guys are working up some feedback for me. I'll just hold the fort while you guys are. /vg/ feels like it's moving really fast today.
>>
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You let my Dinosaur theme thread die! Shame on you!
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>>123731971
My net's acting up so it'll be a while before I can dl it an play.
>>
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>Download MV crack.

>Failed to uncompress archive.

Now my burning curiosity will never be quenched! I MUST SEE HOW SHIT IT IS FOR MYSELF
>>
>>123733454
Stick with the old ones. They are better.
>>
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My project:

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

What do you think?
>>
>>123733676
=) I love cats
>>
>>123734361
I like turtles
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>>123734590
So do I!
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>>123733454
There's a trial on the site.
>>
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>>123736179
>>
>>123736179
Thats pretty sick have you made all of those assets? if so it looks fantastic.

Also, I take it this is that 3d game you were showing off a few weeks ago?
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>>123740810
Yeah its coming along nicely. I didn't make the assets someone else did that =) they rock.
>>
>>123742264
Very impressive, how exactly are you making this in RPG maker? Also.. what are you paying for assets (if at all). I'm making everything myself and loving it, but its a TON of work
>>
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>>123742467
fple =)
http://save-point.org/thread-422.html

requires a lot of work as it comes with almost no textures, also its not really designed with exteriors in mind. it can look very glitchy if you don't take a lot of care.
>>
>>123742684
<3 mechguns
>>
Nope. Thread's staying alive,
>>
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>>123745553
bump!

fog looks nicer used as a background effect,
>>
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>>123746326
>>123745553
In order to keep the thread alive, would either of you be interested in reading through my early feedback thread and post some thoughts/comments here?

>>123733676

If you have any similar information about your projects I'd love to help out too!
>>
>>123747571
busy making stuff 8) sorry!
>>
>>123745553
Dude, can you get your zip uploaded elsewhere or as a torrent or something? My connection keeps dropping the download when I look away for like 2 seconds.
>>
Shit happened and now I'm stuck out doing nothing for an hour.

Rage bump.
>>
>>123750008
If you had to pick one, what is better, Turn Based or ATB?
>>
>>123750909
TB definately.
>>
>>123751438
This was my thought as well, especially because the combat will be somewhat cerebral, requiring thought out reactions. I'd rather engage a persons mind than their reflexes.

Though... I am trying to work in a Xenogears like combo system for basic attacks... just to give them a little bit of speed button tapping.
>>
finally home.
Downloading your thing Firgof.
>>
I am downloading it as well...

Do you guys need any help with anything? What version are you using?
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>>123753259 here, gonna have to second Silent Maid's request for a different upload location. Thing's just not downloading from google.
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>>123753684
>>
IM ABOUT TO START ON MY NEW PROJECT
MV or VX Ace
>>
>>123755936
I've been using MV and its honestly better. Javascript is amazing.

Not to mention... porting to iOS and Google Play
>>
>>123754680
>>123748808
I reuploaded it for you guys:
https://mega.nz/#!LQ5QmSxR!GhimZS5i1w4JfUqkDuXXNQ7B4liM0rvIozA2kDOi5-M
>>
In Ace, when your character moves into an impassable tile, and their walking animation still goes on for a couple of frames while the sprite is still in one place. Is there any way to disable that?
>>
>>123757027
Thanks a buch man, will try it out when it's done
>>
Alright, time to try this chapter out.
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Alright, so I think I've gotten as far as is made in this chapter (Assuming the ghost ship is up to where you've done.)

For now, I'll just try to point out the bugs and all, I'll leave the criticism on the chapter when it's done.

>A lot of the doors don't work right in the FP dungeons. The switches in them are also completely invisible, and I had no idea they were even there. Some decorations like the statue in the statue room were also missing, make sure to check that out.
>The ship starts in the wrong place and will get you stuck when you try to enter it. I looked in the editor and I noticed that you didn't make the player face the ship before entering it, which you need to do otherwise the board vehicle command doesn't work.
>the entrance to swamplands is below players and action button as well, making it inaccessible.
>In the swamplands dungeon, the Blue flame looks completely out of proportion and much farther than it's real position. The doors going deeper are also completely screwed up and don't look right at all.
>the world map also doesn't remove the red tint from swamplands so try and fix that.


That's about most of the bugs I found to what was done. I couldn't proceed past the Ghost Ship because the cutscene endlessly loops. Now as for the enemies, they're great, but most of the messages can be seen and done with in about 3-4 turns. They're way tankier than they should be and end up making the battles last much longer than it should.
>>
Im looking for some good story rpg maker games like Lisa or OFF, i dont really care the style as long as the story is good, which would be some examples?
>>
>>123733454
The trial is only like 20 something MB right?
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>>123764691
200mb ish
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>>123764750
I thought I was wrong and just dropped one zero but I just checked, it's just 20.651 MB. The crack I mean, not the demo.
>>
>>123764869
The crack is indeed 20mb, though I thought you were talking about the trial, since that's what you mentioned in your post.
>>
>>123733676
Is this setting like Looney Toons/Tiny Toons where you have regular pet animals as well as cartoonish anthropomorphic animals?

Because I can't help thinking that everything would look better if they all were just regular animals.
>>
How much attention do players give internal logic of a map?

If I say a forest path hasn't been used much in the last 50 years, would players be bothered that traces of the road were still there to serve as an indication of where to go?
>>
>>123772838
>Traces
No. Showing a little change is enough to establish that its fallen into disrepair. The only thing that would trigger me are shiny new road signs next to the tattered and overgrown road
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>>123762698
Technically, where it's presently 'complete' is up to when you first get to the new world map - everything past that point is not yet finished.

Questions about your feedback:
Re: Doors in dungeons. What would you say the reason is for the switches being invisible? Was the game screen too dark or were they literally not being displayed?

The boat was what I was originally using until I changed it to the Ship vehicle. I realized it was refusing to work on the swampwater tiles so I switched it over to what I thought was the ocean tile - what you're saying is that even as-is it's still not working?


>but most of the messages can be seen and done with in about 3-4 turns
Hm. That's odd, because there's 5 unique effects for both Greed and Hoard. Would it be better if I guarantee the next unique effect is a different one than the last one used?

>They're way tankier than they should be and end up making the battles last much longer than it should.
OK, so my pacing is too slow then. There's a couple ways I could fix that - do you think it'd be more enjoyable for the encounters to be more spread out or for the enemies to be less tough but as frequent?

>I'll leave the criticism on the chapter when it's done
I would enjoy hearing the general criticism now if you wouldn't mind tossing it out, as I can work on the game and address critique now but I can't when it's done and Silent Maid takes over. :P
>>
Reposting from the other thread:
Hello /rpgmg/! I'm a couple of days into my first project and while it's going well, I'd like to not be using the basic RTP and character generator sprites. I'm an artist and I do make nice pixels but shit man, I'm not made of time. So I could use some advice:
Should I try doing my own tileset? I know those things are tedious and difficult, so I'm not sure if it'd be worth it. And if not, where should I get it from?
As for characters, I'm fine with spriting those, but I'm having issues deciding whether to go with larger more detailed sprites or smaller and cuter (but less detailed) sprites. What size are you guys using?

TLDR How do I decide what graphics & sprites to use?
>>
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>>123781792
If you have a serious lack of time, I'd recommend doing something that saves you a lot of time at the foundational level. That's what I do for some of my games, like this one game Five Souls where I used a brush in Krita which auto-fills small gaps and such. It lets me paint things like this pic in about all of 10 minutes.

But yeah ultimately, think about what you can simplify and how you can stylize that simplification to look good. Some people go lower res, other people restrict their palette, others stamp stuff from real life, draw exclusively with patterns, make just a couple assets and make things up from them in varying combinations scales, colors, etc.

Whatever best fits with the skills you've trained up.

>What size are you guys using?
I use whatever scale best fits my present time constraints.
>>
Nope. No dying allowed.
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bump
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>You can hold down the click and drag the brackets when picking tiles to make it bigger.
And I bet everyone already knew this.

BREAKING NEWS
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Does anyone else build the world first and then add the story to it?

That's what i'm doing and I won't lie it's coming along pretty fucking slow.
>>
>>123789734
I'm doing this now. I have the setting and major characters, and only small loose ideas for how to tie it all together.
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>>123768273
You think so? Its really kind of just whatever, where the animals are pretty much universally stylized, not really anthropomorphic. None of the walk like people.
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>>123714015
I made a dungeon/cave/thing and was about to put some sort of puzzle in it but then I lost motivation
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>>123793868
Oh, sorry then. I just saw the dog with a leather jacket and the duck with the sweater and assumed they were anthropomorphic.

But I guess it happens in real life as well.
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>>123794624
This guy fucking gets it.
>>
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well... only 1000 more sprites to go ;_;
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>>123796402
sorry I'm new here.

what gaem?
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>>123789734
That's a recipe for a simple plot. Haibane Renmei is a very pretty anime, with practically 0 story. It's got a comfy atmosphere. They spend a lot of time talking about the world, and the details and art are more than enough to draw you in, but the plot seemed like an afterthought.

I have the opposite problem:

>Think of an interesting plot
>Setting may as well be space because it theoretically works in any setting
>Don't give two shits about what the characters look like, or their names, because they're irrellevant as long as they perform the actions I need them to
>If not for friends, feedback and RTP, I'd probably have grey blobs residing in a world of crayon drawings
>>
>>123796964
>grey blobs residing in a world of crayon drawings

anon, this sounds pretty cool.
>>
It always confuses me while people try to hide their inspirations for games.

Some of the greatest games were the result of inspirations.

If the movie Phenoma/Creepers didn't exist Clocktower would probably be non-existent or very different.
>>
Yanfly's sublcass plugin is out:

https://www.youtube.com/watch?v=YSt1SL4HAZc
>>
>>123803346
And Earthbound is booming with references to Star Wars, Terminator and other movies from the 80s.
>>
>>123803346
I never understood this either, The Long Road is heavily inspired by 90s Cartoons (Tiny Toon Adventures, Animaniacs, Rocco's Modern Life), The Twilight Zone, Homeward Bound, Milo & Otis, The Fox and the Hound.

Works of art inspire people, if it weren't for inspiration, no one would be here in this thread.
>>
>>123806678
Not to mention RPGs like Phantasy Star IV, Chrono Trigger, and Dragon Quest.
>>
>>123739876
Here's my feedback so far:

Doors/barriers are literally invisible.
No idea what to look for. The huge rooms "appear" empty but the other anon said there might be statue switches or whatever around.
Enemies are pretty rad but battle text repeating even after particular enemies are dead is pretty weird. Their tankiness also makes it really difficult to do 3 monster enemies without thinking that it's an unwinnable encounter.
I've not recieved any Discarded Humanities from my battles with Hoards. The Memories I got, but it's very unclear what they're for.
Hey, hey, Mitch, kill yourself. Charm and confusion in this situation is far too lethal when Mitch gets affected. Without revive items, (they've been rare to buy since forever) I'd almost think you were meant to die in these encounters and the labyrinth was a huge ruse.
I've had the game crash and I don't know why.

I still haven't managed to exit the labyrinth. An invisible thing was blocking my way once again and there was no indication of it being there or cluing me in on how to pass.

tldr: Your art and stuff here is great so far. The gameplay here isn't very appealing though.
>>
>>123809386
All of that's good and useful, thanks.
That's given me some ideas on how to approach those areas differently, which ought to solve a bunch of that in a single stroke.

Sorry about the enemy-dead-yet-still-proc-effect thing, forgot to check for enemy death state before running those conditionals. I'll look into the Discarded Humanity bit though - they ought to be dropping.

D.H. is a healing item for Mitch and D.M. is a healing item for Cherno - they'll also probably be revival items.

If you encounter another crash lemme know what the message box that pops up says. Thought I squashed all the crashbugs but I guess there are still some lingering about.
>>
>>123810023
It might have just crashed because my laptop is dumb sometimes. There was no error message to go with it.

Good on you for keeping the ball rolling though. I'll keep writing dialogue as well. I'll need a few new ones since new developments with Zaria and Cherno is a bit different from what I had initially planned but still workable.
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Tell me about your current projects, guys. I could use some inspiration.

Do I want a combat focused RPG or a puzzle focused RPG? Or should I go for somewhere in the middle?
If I involve combat, how do I make it interesting?
>>
>>123812243
Information about my project can be found in this thread and here:

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

It really depends on what your story and setting elements call for. What are your ideas as far as that goes? Is your game supposed to me more light hearted? Suspenseful? What kind of a feel are you going for? If I know that, I can make some suggestions.
>>
>>123810570
Doing my best to do so. Between my stomach problems, moving, girlfriend being sick, asset creation for an upcoming game, asset creation for an existing game, and drawing a buddy's character portrait while working on equipment for an upcoming campaign session -- I'm pretty darn busy.

So I'm just trying to work smarter rather than harder. Y'all pinpointing the weaknesses of the game lets me hit those points precisely and help level it out into a smoother more enjoyable experience.
>>
>>123813157
Ah, basically you show up in some section of the afterlife that's kind of like a purgatory and you have to help console angry/upset souls with the help of a few other dead dudes (a dude from the 40's and a chick from antiquity).

The setting is kinda... earthy I guess? I'd like it to be something that gradually transitions from lighthearted to deep and layered as it goes on, with maybe a little bit of suspense in that I don't necessarily want the player to know they're dead until later on. I'd like it to have a kind of thoughtful feel if that makes sense? Something that says "yeah, this is a really nice indie RPG"... I guess that's what everyone wants but I love the specific feel of a good well thought out INDIE RPG, y'know?

Sorry if none of that makes sense, I still only have a vague idea of what I'm doing.
>>
>>123816287
I definitely am understanding you.

I think that describing movies or games that are ascetically similar, and by listing your primary influences, you might help us understand your game better.

Still, it is sounding like you might want to go with something in the middle. Ideally, the best thing you could hope for is come up with a unique way to present both the combat and the puzzles. Realistically though, you should probably focus your energy on the puzzles if your game is more about story and combat if your game is more about gameplay.

The key here is to come up with something that hasn't been done before or a twist on a known thing. For example, do NOT present your puzzles in the same way that every game does (push blocks, etc.).
>>
>>123817446
And also, to achieve that "yah, this is a really nice indie RPG" feeling, everything must be consistent and flow into each other.

For example, if the game is about consoling angry/upset souls, having the combat AND the puzzles reflect this theme is what you should aim for.
>>
>>123794624
Me on the left
>>
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>draw character
>doesn't look quite like she is supposed to be
>realize she looks kinda like another character for whom you still needed to figure out a look
I hope I didn't just rationalize it away.
>>
>>123825857
One of the best parts of the creative process is how things change while you are doing them. I have come up with my best ideas and sprite work while in the midst of messing with something I thought I wanted a certain way.
>>
>>123825857
>wants male/female option for protagonist
>designs both of them
>likes the female design better
>scrap the male option entirely and make him into a companion instead
I-it means double the character assets anyway, right guys?
>>
>>123827356
Right, plus you'll sell more copies
>>
2 new scripts I'd love to use.
> Legal:
> Free for non-commercial games.
> For commercial use contact me.

But I want you to be nice and give me your plugin as long as your nickname is my game, goddamit!
>>
>>123812243
My game is a non-linear exploration game where you chase and catch butterflies to find treasure and stuff.
>>
>>123831393
You wouldn't believe how much I'm interested on it. Please, tell us more.
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>>123829424
If it's Tsukihime, he recently made all MV stuff free. Expect him to ask for $15 per Ace script though.
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How do I get gud at making puzzles? Anyone got tips or inspiration?
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>>123834540
Steal them from someone better than you.
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>>123829424
What scripts are these? If they're easy, I can just ask one of my script buddies to make it.
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>>123834109
Basically I want to make a game with tons of secret stuff scattered throughout the world. The treasure you find one day might actually be a clue to the location of a secret cave in another part of the world housing a mythical beast that guards a chest full of even more treasure, or it might be they key to a vault in an abandoned fortress that holds a legendary weapon. I want people to be amazed at what they find and the journey they embarked on to find it.

The best way to find treasure? Butterflies. The silent protagonists that know all the secrets. If they can't lead you directly to treasure, they'll make damn sure you find something that will make you stronger to take on the world's vicious monsters.

I hope that all sounded good and you're still interested. It's still a concept in the works, but that's what I've got so far :)
>>
>>123831393
>none linear
I want to do this too. will you have places you will get curbstomped if you go too early? Going to have limited gold in my game, no farming monsters for gold as they drop none. making secrets even more tasty.
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>>123835621
>>123834447
They're from Mr. Trivel. Don't know if they're simple, but having them available for commercial use would be great. It sucks because it's my first game and I'm putting a lot of effort on it, but I really don't know if anyone would buy it, even though I'm having a LOT of fun making it. Pic literally related.

They're:
> Event Names over Events
> http://forums.rpgmakerweb.com/index.php?/topic/51813-event-names/

> Hurt Sounds
> http://forums.rpgmakerweb.com/index.php?/topic/51816-hurt-sounds/
(I'm not sure, but I think it can be made via eventing).

Btw, thanks anyway.

>>123837998
Dude, I REALLY loved it! It reminds me a little of Fantasy Life, for 3DS, but even more interesting. I love games with that kind of simplicity and sense of exploration. The whole butterfly thing adds even more value to that. That's something I'd really like to play.
>>
>>123838286
Honestly I'm making leveling up a non-factor in your character's strength. Your level is basically increased the more treasure/secrets you find. It's all gonna be gear-based. Most of the monsters will be equal in power with some quirk or special ability that makes each zone at least a little different battle-wise. In dungeons, you'll find monsters that absolutely require at least some gear/item prep. I'll have a warning system in place for areas with tougher monsters, like entering a cave you'll get the message, "This cave seems pretty dark. You can hear the growling of monsters inside." In terms of walking around the outside part of the world map, you should be fine. I'm thinking of not having random encounters. Instead, the butterflies might accidentally attract unwanted attention when you find them.
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>>123839029
>It's all gonna be gear-based.
I forgot to move this sentence in front of the one before it. Your strength will be gear-based is what I meant.

>>123838817
Thanks! I'm doing all the sprite work myself so I'm moving a little slow and also I'm not the greatest spriter. Here's a pic of the butterfly. I'm hoping to get the starting zone finished with some secrets thrown in to show people what it'll be like in a demo. I might be getting a job soon though, so I might slow down even more. Still, it's something I like to work on in my free time.

Also, I've never played Fantasy Life :( Maybe I'll get it sometime it's on sale to check it out because I was interested in it back when it was released.
>>
I'm gonna make a game. I got RPG maker VX Ace fired up and I already have two questions
How do I import my own icons for basically everything
What are some programs people use to make sprites?
>>
>>123839868
B-but... I've already saw this butterfly. It was you the whole time... Fantasy Life is pretty cool, but I really wish the world were bigger and have more variety of monsters, equipment and items.

>>123841387
I use Photoshop for sprites, but just because they're not pixel art. For pixel art, I use Pyxel. Also, I skipped VX Ace, but in MV is just a file called IconSet.png. I think it's the same in VX Ace.
>>
>>123841387
I'm just using Photoshop, because its what I am used to and what I know the hotkeys with.
>>
>>123841387
I use Krita and Photoshop, mainly.
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>>123842089
Yeah I posted the butterfly once before like weeks ago as a semi-bump to the thread. Expect to see hundreds of them in game.
>>
Is it just me or is rpg maker MV ass, and a complete letdown?
>>
>>123773189
Sorry for not responding earlier, I went to sleep and am now at work. I can give you the full feedback in a few hours when I'm back of you still want it.

As for the ship, it got stuck because it spawned on the tiny land mass in the world map making it unable to get into the water.
>>
>>123838817
>st/u/ck
Is this game about lesbians?
>>
>>123842850
why do you say that?
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>>123842850
the RTP is garbage. they didn't even try.
>>
>>123842850
There are those who agree with that opinion and others who disagree. You're not the only one but I've yet to encounter someone who holds that opinion that I find knew what they were buying into and/or knows what the differences/advantages between MV and all other RM products are.
>>
>>123843916
this >>123844162 and the fact that they somehow made the tools less intuitive to the point where i'm literally just finding it easier to code it in x86 assembly from scratch.
>>
>>123844298
I find that hard to believe unless you're going way out of scope for RM or complaining about the map editor (in fairness, I also dislike the autotiling differences between MV and others).

What is it you're doing in x86 assembly from scratch that you were trying to do in RM that you found so unintuitive?
>>
>>123844243
the only advantage is for scripters the rest of us got shit shoveled in our faces. They could have at least re-added layers.
>>
>>123844298
I've been using RPG maker for like 13 years and I think its fine.

>>123844162
who the fuck uses the RTP anyway?
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>>123844243
MV uses plugins and java instead of having a native scripting system and editor which isn't really so much bad as it is inconvenient. If I wanted to fuck around with Java and open up sublime I would just make a real game. Not to say that i've touched it yet. The thought of having to is really just offputting to me. Anyway another thing about it is the piss poor rtp which, honestly is a huge turnoff. For people who just use the program for fun the rtp is a sort of staple. I really, really don't like this one. But not to say that I wanted less changes. My main problem is that there aren't enough changes to the way that things are handled in the database and event editor. It's basically ACE2 with a shittier ui and a (somehow) worse character generator. I can't do anything in MV that I couldn't do in ACE, VX, or even XP. So for 80 freedom bucks I just can't justify the purchase. I'll just us SFML. Also is it just me or was the rtp missing some assets? Do you get those when you pay? What gives?
>>
>>123844841
In-engine RTP character generation that includes body and battler generation? A crapton of additional regionIDs? An event searcher? More controls over scope with skills, better animation tweening tools, and more in-database controls over terms? There's also built-in map-screenshot tools, better dungeon generation tools, and finally controls for TP in the event commands? None of those are advantages that target scripters. Not to mention it just plain runs faster and natively supports mouse and touch input and is cross-platform compat.

>>123844996
If it used their own custom editor again, we'd still be stuck with a resolution limit. All the other RM products have res limit because they're running in a custom renderer.

>the piss poor rtp
I keep seeing this and I keep disagreeing with it. Is it just too 'childish' for you? I mean it seems fine from everything I've seen of it - even if it's a bit blocky here and there. Music and sound effects are also either mostly the same or better - and we have pan controls over them now as well.

>Also is it just me or was the rtp missing some assets? Do you get those when you pay? What gives?
Check your steam folder where the engine's installed. The default products copy a folder from within that folder whenever you make a new project - and that default folder doesn't include all the assets the thing comes with.
>>
>>123844994
well duh. no one wants to use them because they are shit.
>>
>>123845742
They have been shit since rpg make was first translated.
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Aw yeah! people are posting!
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>>123846231
Reminds me, I need to start spriting up these new mobs before I hit the sack tonight.
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>>123845462
>I keep seeing this and I keep disagreeing with it. Is it just too 'childish' for you? I mean it seems fine from everything I've seen of it - even if it's a bit blocky here and there. Music and sound effects are also either mostly the same or better - and we have pan controls over them now as well.
Some of the designs are really good but the actual execution is pretty damn terrible. The problems come from too much diversity and strange types of shading and contrast. There are alot of really nice looking pieces here but most of them simply don't go together to the point where it doesn't even really look coherent when you try to make troops. I found that some pieces even had inconsistent line-weights and contrast from other battler images. And that's just the battlers. They FOUND A WAY to make the character images less interesting to look at and the addition of pure blacks and consistent pastel colors in so many different areas creates stark contrast with the well done tilesets that have wide palettes and contrast with only moderate saturation and in some areas even low saturation. All the other RTPs had unity to make them look like a coherent set but this one looks like it was made by a team of disinterested people. It has some fabulous monster designs (not people. All the humanoids are shit) but the inability to string it together into something organic makes the whole rtp useless. And then the icons took out actual items. The whole thing stinks of most money for least work and quality be damned.
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>>123846261
Dinosaurs, right?

I need find a nice Treasure chest graphic for this view point.
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>>123846231
I want to play this game.
>>
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This is what I did today, low resolution sprites are such a challenge when they aren't humanoids. Its so difficult to fit pixels together properly going horizontally instead of vertically.
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>>123846470
Aw man. You give me hope.
>>
>>123846373
It's like this thread is in /ic/.

>The whole thing stinks of most money for least work and quality be damned.

If I paid $70 in an attempt to get the assets MV comes with, I'd come up with much worse than what it comes with. So all in all, it's still a decent RTP as it costs less than what it'd cost for you to get done professionally.

There are flaws in the battlers/charas, sure. It's obvious they got multiple artists to collaborate on this one, and there was an agreed to set of standards - but nobody was strictly enforcing them. But the art itself isn't bad even if it's a little inconsistent - I'm still not finding anywhere in your critique a justification for 'it's piss poor'. Piss poor is a phrase I reserve for the average trigger pull of the deviantArt roulette-wheel-of-fun that's called 'Newest Submissions (Global)'.

My own art is less consistent than the RTP as a whole.
>>
>>123846673
I agree with you and I think simply being able to export to different devices and marketplaces makes it worth using, for commercial games at least.
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>>123846504
=) I have two white cats so I approve.
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>>123846673
>There are flaws in the battlers/charas, sure. It's obvious they got multiple artists to collaborate on this one, and there was an agreed to set of standards - but nobody was strictly enforcing them. But the art itself isn't bad even if it's a little inconsistent - I'm still not finding anywhere in your critique a justification for 'it's piss poor'. Piss poor is a phrase I reserve for the average trigger pull of the deviantArt roulette-wheel-of-fun that's called 'Newest Submissions (Global)'.
organic makes the whole rtp useless. And then the icons took out actual items. The whole thing stinks of most money for least work and quality be damned.

Not working for the intended purpose usually qualifies as piss poor to me. There are great pieces that would stand really well ON THEIR OWN but as I said:

>It has some fabulous monster designs (not people. All the humanoids are shit) but the inability to string it together into something organic makes the whole rtp useless
>>
>>123847136
I love every RPGM succubus. Post more.
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>>123847045
:) Glad you like, she used to "work" in a vet clinic helping other animals.
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>>123846798
If you're going to make commercial games then you might as well just learn C++ and use SFML or Unreal.
>>
>>123847136
Well, alright. In my case, if it doesn't fit the style I feel like I'm shooting for I... just wouldn't use it. That doesn't make it 'useless' to me, just more limited. And even limited to the consistent things, it's still more than $70 worth of content so... I guess we'll just have to disagree on that point.
>>
>>123847136
I think this pretty much sums up the division in argument that people have with RPG Maker MV. If you are using it for casually making projects for fun using the RTP, you're probably going to have a bad time (or so I imagine). But... those of us who are interested in making commercial games for multiple platforms using completely home-made assets are enjoying it. Javascript is extremely powerful, and much more sensible than what was used before.
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>>123847182
from VX
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>>123847231
This is true, but for those of us who are just getting their feet wet and learning about publishing, promotion, etc... its a pretty useful tool for learning the ropes.
>>
>>123847260
Also, just to take this part particularly:
>The whole thing stinks of most money for least work and quality be damned.

If you only got $70 of value from the RTP spread over all the graphical assets (quality be damned, you're only getting $70 worth of value over 80~ enemies and 50~ faces) - then the battlers would look more like this.
>>
>meanwhhile in RPGMAKER 3
https://www.youtube.com/watch?v=D_N0IhwmoPg
>>
>>123848658
>RTP, the game
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>>123796920
robot gaem
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>>123849864
Give her a Megatron arm cannon you cheap git.
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>>123849931
>her
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>>123850239
>>123849864
If you did these they are amazing, well done!

Got any screenshots or other things to share? I'm pretty interested.
>>
>>123850449
hm sure i guess

https://www.youtube.com/watch?v=Ia7NGvco6fg
>>
>>123850893
This is fucking rad, please tell me you're making this a commercial project. it would sell.

I'll give you feedback as I watch it, sort of like a "playthrough".

Everything looks very polished, love the transitions out of the house, the sprite work all throughout. The music is a bit basic but pretty and does exactly what it should, sets the mood and compliments the graphics very well. World map is awesome, reminds me of Super Maro RPG... loved that fucking map.

Holy shit, those town graphics are amazing. I love all of the animations, especially on the item shop.

The sprinting is either too fast or unnecessary, I liked it without it.

10/10 would fucking buy.
>>
heads up RPGmaker site is having a 75% off sale today.
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6 party I think.
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I'm toying with the idea of fiddling with a (free, for fun) Bro-Quest game.

Does anybody know how the artist would feel about this?

I know he hangs around 4chan.
>>
>>123852787
Looks a bit cluttered now
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>>123853225
>>
>>123853057
I don't think he hangs around here, sadly.

I was part of a BQ dev team about half a year ago, and the general assumption was he wouldn't mind. Our team lead seemed convinced they were okay. If you're going non-commercial, then I don't see the harm.
>>
>>123853347
Much better :)
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>>123843396
Why, m8?
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>>123853996
=D five it is!
>>
Rise and shine!
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bump
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>>123850893
What are the enemies like in this game. I don't think I have ever seen you post a battler.
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Windowskin Bump
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>>
Does anybody have the Inspiration Chart? You know the one that went:
Your game
Game play is like
Looks like
Story is like
>>
Is there any sort of thing in VX or Ace (or even MV as unlikely as it may be) like this battle system? The way it used animations as the sprites made a lot of the animations smoother than most other SV battle systems and a lot easier to configure too.

https://www.youtube.com/watch?v=ybYkF_ez7QE
>>
>>123871971
>VX or Ace
That or should not be there. I shouldn't post when half asleep.
>>
dun die
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>>123851762
Thanks anon
The sprinting is there pretty much so backtracking won't be a pain.
Well... I do plan to either commission someone or make my own music, those you saw there were just placeholders, as to wether I'll sell it or not... I have no idea.

>>123866551

I haven't worked much on those, just trying to get the main story segments done first.
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When Does Kin Bump
>>
>>123876979
Vinny?
>>
>>123877387
Looks like he's in one of those Japanese rope bondage things.
>>
>>123877387
>those ones near the bottom.
Your game not being porn greatly saddens me.
>>
>>123879634
that's the point :^)

>>123879732
it'll have some kinkier/lewd artwork and moments, you gotta go out of your way to find it though.
>>
Lurked ages ago and tried my hand at VX Ace but never got around to even finishing much of anything.
MV looks really neat though and I really need to have something to do while waiting to recover. Is it worth messing around and spriting for?
>>
YOU MIRIN THESE GAINS BRO?
>>
>>123888590
Most of the important MV advantages are commercial, so it is probably not that good for a learning project.
>>
>>123890307
That said, the Trial is free, so you can try it out.
>>
bampu
>>
>>123890805
I meant more like, if I bought it (tempted to try out the crack before I dump the 70 buckaroos but I'll probably find some coupon online to buy it cheaper anyways), is it too early for their to be much support?
Would feel bad to clutter the thread or something with questions that nobody still knows about.
Thanks for the help again, though.
>>
>>123895461
You have twenty days to decide whether it is worth the money or just crack it.
And even if you crack it, you can just uninstall it later and reinstall it with the proper key in a year or so, when it is cheaper.
>>
>>123896452
Also,
>clutter the thread or something with questions that nobody still knows about.

Well, it'll be free bumps, at worst.
>>
>>123895461
I'm always up to helping folks out if I feel like I can contribute something useful for them.
>>
>>123847208
Cute!!
>>
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My game is just for fun and won't be sold in anyway.
That means I can just throw copyright out the door and use whatever music and images I want, right?
>>
>>123901309
Maybe. If it gets famous you might get some cease and desist orders and get some download links or blogs taken down. Plus some bad rap from the community. Especially in the official forums.

Also, considering how shitty the offer of finished games is. I would consider selling any finished game for 50 cents in Steam.
>>
>>123902347
>Cost 100$ to get on steam
>at 50 cents a piece you'd only be making 20 or so cents a game after taxes/valve's cut
>>
>>123902691
A dollar, then? It still seems like you could easily pay for the admission cost and the RPG Maker cost within a few months, while also gaining more exposure.

And you could still upload your game in a torrent to share with everybody after the production cost is paid (I think).
>>
Gab window still not in:
https://www.youtube.com/watch?v=AWG0YxC5InE

New combat engine seems pretty cool, though.
>>
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>>123847136
Why does anyone use the default assets? Seriously? Can someone link me to a good game made with the default assets? RPGMaker is already giving you what amounts to a fully functioning RPG with everything taken into account- I cannot fathom the depths of laziness it takes to not make your own art.

You don't even need to be any fucking good at drawing. OFF was basically pencil scratch and recolored minimalist tiles and it managed to be 100 times more interesting than anything that could be done with the default set.
>>
>>123907867
You use the default assets to make money within a limited period of time. Thus, they are used by Patreon Jews, Japanese doujin circles and Steam Penny Chasers. None of these produce particularly great games, but they allow their devs to make a living with little effort, fulfilling their objective.

OFF is a much better game, but it probably took at least a couple years to make (haven't checked, but I am certain), which is probably too long for the starving Japanese NEETs, as well as your desperate Patreons who might move onto something else if you don't make your monthly update.
>>
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Bump.
Do you guys use character portraits like this, simple faces like >>123812243 , or neither/something else?
Do you use names on your text boxes?
>>
>>123911217
Simple Faces, Name Boxes.

If the character is a main character, the faces tend to be pretty wide in expressive range.
>>
>>123911092
So basically, it tiers content creators into two categories, those that try and those that dont.

Still... I think that those of us who make all of our own assets have the advantage. I don't think those RTP games sell very well, and custom asset games have the potential to reach 20k copies sold, etc.
>>
>>123911217
I haven't decided yet, but I would like some portrait frames with a bit of customization for each character.
>>
>>123907382
Write your own, gab window can EASILY be done with events and a very basic understanding of how to edit the window_scene .js
>>
>>123898923
Thank you! I'm trying hard to keep it simple but heartfelt :)
>>
>>123912952
It's a bit of an oversimplification, but those groups do definitely exist. I use the RTP and paint on top of it because it reduces the amount of time required to create any particular scene - and I value my time a lot. Additionally, I'm a bit of a specialist artist - I can't replicate the high end results the RTP comes with even though I can drastically improve their usage thanks to paint overs.

> I don't think those RTP games sell very well, and custom asset games have the potential to reach 20k copies sold, etc.

Depends. There haven't been many successful commercial (mainstream) RPG Maker products in total. To the Moon used mostly RTP assets, as an example of one that did which sold well. There's lots of examples of RTP games which didn't sell well though.
>>
>>123913490
I suppose you are right. I just think that if you work the custom assets hard enough, you can't even tell that you're making a game in RPG maker anymore. That is the magic place to be at, as far as I'm concerned, because I think the generic anime-style JRPG (and the RTP) is so over-done and boring.

I could be wrong though, people might enjoy eating shit.
>>
>>123912952
I don't see it as tiers, as much as simply people with different objectives with different requirements. It is like if you separated cooks by how far they go in preparing the food, and decided that chefs who don't make their own pasta or grind their own beef are not even trying.
>>
>>123911217
Neither. If someone is talking, I just put "Name: message."
>>
Yanfly's new poll: https://www.youtube.com/watch?v=AWG0YxC5InE

I got what I wanted (skill cost items fucking finally) so I still have a vote to use up. What do you anons want me to vote for?
>>
>>123917260
Fucking. Gab. Window.
>>
>>123915218
Dont you find that a little cheap/lazzy ?

i like using faces. Full body shots for important bosses
>>
>>123921339
Faces help the player attach themselves to the characters. It is important.

>>123915218
Is really more of a very old school stylized choice
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I finished OFF and I really enjoyed it, but I felt a big hole in my soul with the endings.
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Ugh. Hardly had any time to work on the project today between all the cleaning and that character portrait being worked on. Have some character portrait art?

I should have time enough to fix the dungeons tomorrow at least.
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>>123923552
No big surprise, you literally aided an alien race's plans.

Pic not related to off but it is a character in another RPGMaker game.
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>>123917841
So much this.
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>>123907867
>OFF was basically pencil scratch and recolored minimalist tiles
Minimalism can go a long way. When you put in TOO MUCH effort with shitty drawing skills, leaving less to the player's imagination, it winds up looking retarded.
>>
>>123844996
>Java
I-it's Javascript.
>>
Live
>>
Hello /rpgmg/ Is there a way to change your characters' walking character midgame?
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>>123944495
I hope the image provides enough information for you.
>>
>>123944495
Yes, make a new sprite sheet for it and change the walking animation, in an event go to movement for the actor you want to switch and set it to change the actor's picture
>>
>>123944869
>>123944935
I'm sorry, I was terribly misleading there. I mean, changing the actor's character, battler and menu portrait midgame. Kinda like what I guess the class change plugin does, but without the menu change.
>>
>>123946975
I think it's a thing you can do from events without any need for external scripts or plugins. Explore and learn.
>>
Just checking if Firgof finished his chapter yet.

I guess not huh.
>>
>>123948597
At least he gave us a preview. Proves he's actually been working pretty hard.
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>>123948676
Oh he did? That's cool. Did he post a link in this thread or is it just a screenshot preview?
>>
>>123948597
He put up version 12.1
I'm okay with waiting some more, gives me more chances to write.
>>
>>123948878
>>123757027
>>
>>123948935
going as fast as i can.
>>
Help me /rpgmg/-Kenobi, you're my only hope
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Making progress, guys?
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>>123957518
I will when I get home. If I walk away from my job, I may end up making a lot of progress.
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bam
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>>123913083
Explain how to do it with just events?
>>
Are you ok with bosses having life bars in RPGs?
>>
>>123965627
Sure. But you should give them some other kind of surprise element to make up for it.
>>
>>123912952
I am a writer. I can't draw and can barely code. RTP is a way to prove I'm capable of a project without dragging anyone else along for the ride
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>>123968256
don't worry about RTP. just make a nice short game to show off your skillz..
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Dropped a new version of clock towel.


https://www.dropbox.com/s/gqskqwbne3u1s0p/Clock%20Tower%20Alpha%20Trial%20Version%20V0.02.zip?dl=0
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>>123975145
b
u
m
p
>>
Is there a way to have the enemies in a battle start with, like, 1 HP and have the battle end when their HP is maxed out?
I'd like the battles in my RPG to be more about talking to enemies and trying to raise their "happiness" than hurting them.
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>>123977602
God damn, that is a nice effect.
I'd love to make a wizardry-like if this was easy enough.
>>
>>123978692
>>123978692
Only with lots of Troop Events.
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>>123979175
Is there a way to have some extra stat that starts at 0/1 and ends the battle when it's full, if that would be easier?
If not, and you/someone would be willing to explain I'm listening.
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>>123980160
At the start of the battle set a Variable for each enemy.
At the end of every turn you check if the variable has reached certain number, and if it has you call a Common Event that ends the battle.
Repeat this code in every single Troop Event.
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