[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
/rpgmg/ - RPG Maker General 113
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 141
File: 18_ground.png (171 KB, 640x416) Image search: [Google]
18_ground.png
171 KB, 640x416
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 12 is in development.

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

Currently working:
- Firgof !aFqhsxkECQ

Queue:
-Silent Maid again

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

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
File: A Very Cute Witch.png (55 KB, 350x500) Image search: [Google]
A Very Cute Witch.png
55 KB, 350x500
(In case >>126138205 didn't catch it in the other thread.)

I'm doing fanart for yer vidya games, so post characters and as soon as I get to yours I'll draw until I pass out.
>>
What kinds of attacks would a raccoon have?
>>
File: image.jpg (87 KB, 544x640) Image search: [Google]
image.jpg
87 KB, 544x640
Sadly this is a little blurry because I'm on my phone sadly, but I did work on this map earlier today.
>>
>>126143550
Mugging attacks, evasion buffs, enemy aggro.
>>
File: I Love This Game SO MUCH.png (43 KB, 350x500) Image search: [Google]
I Love This Game SO MUCH.png
43 KB, 350x500
>>126138521
I love your little dude! I can't wait until the game's out or you at least have a demo available.

>>126143550
Throwing trash?
>>
>>126143752
God that's cute. I look forward to this game too, it looks great.
>>
>>126143752
You are awesome! Thanks for drawing this :)

I'll definitely be doing a demo first. I want to make sure I'm going in the right direction with gameplay and mechanics since I don't really plan to use any fancy scripts or anything. It's a game all about free-roaming the world and chasing butterflies which lead you to treasure and other hidden goodies.
>>
File: reddragon.png (1 KB, 160x160) Image search: [Google]
reddragon.png
1 KB, 160x160
>>126143435
Oh man, that's great. Thanks, dude.

Anyway, I've done a good amount on my game. Got the last map done up, got all the armor sorted out, drew almost all the enemies I still need to draw, and even fixed a really nasty bug. Hopefully I can finish this thing up by Christmas Eve.
>>
File: more like kigg of my heart.png (76 KB, 400x550) Image search: [Google]
more like kigg of my heart.png
76 KB, 400x550
>>126138528
I fucking love your character designs, dude. I can't wait for a build on this, too.

Drawing all of your characters is absolutely making me grow attached to all your games.
>>
>>126145783
Awww shit, that looks awesome, thanks!
>>
>>126145783
Oh, shit. That's everyone. Well, I'll go back to playtesting then! Thanks for showing me your characters, everyone!

>>126145891
No problem! He's adorable!
>>
>>126143550
Something with rabies.
>>
File: selia-in-progress-3.png (10 KB, 90x97) Image search: [Google]
selia-in-progress-3.png
10 KB, 90x97
Is she cute, pure, and innocent yet?
>>
File: spritebaseface1.png (3 KB, 384x192) Image search: [Google]
spritebaseface1.png
3 KB, 384x192
>>126145783
Take your pick, I'd be surprised if any of my designs actually do anything for anyone.

Only the upper left autumn elf is a girl.
>>
File: the best.png (40 KB, 350x500) Image search: [Google]
the best.png
40 KB, 350x500
>>126148028
Aww, what are you talking about? They're all adorable!
>>
>>126150194
NOW I'M VERGIL--I MEAN MOTIVATED.

Thanks arty anon.
>>
Arty anon is going to sleep. Have a good one everybody!

And Leo - I got a little ways through the alpha before realizing that I can barely stay awake, so I'll finish up tomorrow and send you all the feedback in one go.
>>
>>126147502
Seems about right. Looks fine.
>>
>>126011276
> The guy who was making the lewd robots game

Laptop broke so until I get that fixed, I aint makin' any progress on it.
Oh well... want me to do some shitty sketch on paper?
>>
File: dialoguesample3.png (13 KB, 1005x245) Image search: [Google]
dialoguesample3.png
13 KB, 1005x245
In which I write about boss plans that are related to the story.
>>
>>126155662
Is that fucking Gurren Lagann Reference you glorious bastard.

Those skills sound pretty cool. Hope the boss looks as cool. inb4 it's a literal sword
>>
File: kamina_mitcherno.png (51 KB, 192x190) Image search: [Google]
kamina_mitcherno.png
51 KB, 192x190
>>126155662
Hey. Hey Silent Maid.
Fight the power.

Also, I was sort of expecting a One Punch Man reference - this is an unexpected turn.
>>
>>126156275
>>126156550
>>126156658
>>126156775
Caught your deletes.

And we are definitely going towards that territory with how I'm writing everyone for this.

Oh, I guess I have to change those battler sprites now to add that that headgear.
>>
>>126157181
It was horrible. Every time I thought I got it right, it was wrong.
>>
Right back up you go
>>
File: selia-in-progress-4.png (11 KB, 89x96) Image search: [Google]
selia-in-progress-4.png
11 KB, 89x96
The theme song for these final face sprites of Selia's:

https://www.youtube.com/watch?v=3-ah5xJz6ZU

Capturing a look of horror like this is unpleasant for me - usually I do terrible things to characters which deserve it. She most certainly does not.
>>
smokers in your game?
>>
>>126155270
You didn't lose any data, did you?
And yes, do some sketches. Lewd ones. Preferably with mind-control involved.
>>
It is not yet time for you to die, thread.
>>
File: 1450072589539.jpg (11 KB, 294x171) Image search: [Google]
1450072589539.jpg
11 KB, 294x171
Anyone have any tips for keeping events from becoming spaghetti? I've already got events with tons of nested conditionals and jump statements all over. I would love to treat the jumps like function calls but there is no way to return to the previous context.
>>
>>126163240
I might have some tips for you on that tomorrow if you're willing to wait for them. For now, it's 5 AM and I'm hitting the sack. See y'all in 5-7. Don't let the thread flatline while I'm out.
>>
File: c15JB.jpg (48 KB, 460x291) Image search: [Google]
c15JB.jpg
48 KB, 460x291
How do you trigger screen shake in a script in VX ACE?
>>
>>126167395
>No native screen shake
PS1 version wins again!
>>
Can VX Ace projects created in the English version be opened in the Japanese version? Or are there compatibility issues?
>>
File: bigger nice people.png (23 KB, 768x512) Image search: [Google]
bigger nice people.png
23 KB, 768x512
I'm making a game for my first year of college. These are the party member graphics I'm working with. Any good?
>>
>>126160407
Nah not really, it only really had physycal damage in the upper part and I had to take it to get repaired.
>>
File: CRAMPED.jpg (654 KB, 1122x1015) Image search: [Google]
CRAMPED.jpg
654 KB, 1122x1015
the ghosts faction is ready and today I finished the Ghost/Desert war events.
Now I need just to complete the events for all the other possible wars they can engage (jesus...).

While I'm working on ghosts I've designed Orc town.
Things are getting cramped in the Princess KIngdom!

Follow the updates @ towerkc''dot''blogspot''dot''it
>>
>>126172591
I like your art assets, but the fact that you're using the default tilesets and message boxes is sapping my interest away.
>>
File: tileset.png (375 KB, 640x480) Image search: [Google]
tileset.png
375 KB, 640x480
I'd really like some feedback on this tileset. I improved a few things since last time I posted.
>>
>>126172739
IT'S STILL A BETA!
No really, the art sucks, I know (but I used the default tileset only in the world map).
>>
>>126172852
Looks a hell of a lot better than anything I could make. The bits at the top of the pillars look a bit like they're sticking out further than you'd like, though. That's the only criticism I can think to give, it genuinely looks really good to me.
>>
>>126167973
>>126167395
It does have screen shake though. It's there in the event menu. Not sure what you mean by in a script though.
>>
>>126173073
Thanks, anon :)
I don't like using pre-rendered graphics but since I suck at 2D art, it's my only chance.
>>
>>126173239
I think he might mean he's using a script that interferes with it. I've had that problem, but only with scripts that give you extra options for dialogue box functions.
>>
>>126172852
It's me again.
Is XP still popular? I'm making my game on XP because it's the best version to suit my needs. But I'm a bit concerned about this. I hope people won't think it's outdated or anything.
>>
>>126174193
nobody minds. just make sure it looks good.
>>
>>126174193
You're two versions behind now. If you think it's gonna result in the best game it doesn't matter, though. Ultimately the tools you use to make the game aren't important, the quality of the finished product's all you need to worry about people judging you on.
>>
>>126174323
I don't like the way VX and MV handles tilesets. It doesn't suit what I'm trying to achieve at all.
>>
>>126173586
>>126173239
I have a script that triggers a sound when you try to walk on an unwalkable tile. I wanted to add a screen shake effect for fun.
>>
>>126174634
Make a common event that shakes the screen then call it on script $game_temp.reserve_common_event(id)
>>
>>126174839

I fucking love you ! Thanks!
>>
>>126175048
You're welcome ;)
>>
So anons, what makes your game's battle system different from all the rest?
>>
>>126176209
Nothing. I don't want to use scripts ;_;
>>
>>126176209
I'm experimenting on a system that rewards you for just fighting rather than winning. You still get EXP for winning a battle, but you'll also get random stat increases during a battle. So the longer you stay in battle the stronger you'll get. I'm also trying to use element slots more creatively. Classic Fire, Water, Earth, etc are still there but I'm also using things like Hit, Cut, Stab, Bullet, Soundwave, Armored Enemy, Flying Enemy, etc.
>>
>>126176867
>the longer you stay in battle the stronger you get
This doesn't seem like a good idea to me. What's gonna end up happening is that the player guards every turn and winds up spending several hours in one low-level encounter trying to max out their stats. That's not fun.
>>
>>126176209
I don't know. So far it's a somewhat mix of VH and MSE.
I'll try and play around with it some more, but for now I'm ok with what I have.
>>
>>126177024
I'm aware of that. That's why I said I'm experimenting. If I can't find a way to avoid exploits, I'll cancel the idea.
>>
>>126176867
>>126177024
I would assume those stat buffs are temporary and disappear after the battle is over, no?
>>
>>126177453
I'm not sure. Like I said, I'm still experimenting. If can't find a way to make this work, then I'll cancel this idea. I really don't wanna make an unbalanced game.
>>
>>126177549
You could make the buff limited in number of times it can be applied if its temporary. like you can have a maximum of 5 stacks or something. Hell you can even start off lower and then increase the stacks as you level like a skill.
>>
>>126178207
That's an interesting idea. I'll try that.
>>
>>126178275
Actually, building off that, if you're making the stat buffs permanent you can put a stack on how many you can get in one battle. Have a message box say something like "you've gotten all you're going to out of this battle" or something, or don't even, just put a limit on how strong you can get off one fight.
>>
>>126176542
I think no equipment should be obsolete. All weapons/armors should have different ups and downs but none of them should be better than the other. It should be all about using the right equipment at right party member at the right time instead of "oh, I found a better armor. Now I can sold the previous one"
>>
>>126178507

Going on from what you're saying, you could assign a level value to each enemy, and then increase or decrease your odds of gaining stats based on your character's level.

So if the enemy is level 10, a character who is level 5 would be more likely to get stats, while a level 15 character can't get stronger by fighting an enemy they're so much stronger than.
>>
Any of you guys play MARDEK? It wasn't made in RPG Maker but I think it has some really good ideas you could use to influence an RPG Maker game.
>>
>>126179340
That may need some heavy scripting :(
>>
>>126180252
to be fair if he's entertaining this idea at all its going to need some scripting.
>>
>>126180252
If you can take the time to learn how to do it, though, then you know how to do it forever. That's how you grow as a game developer.
>>
File: test.jpg (174 KB, 640x960) Image search: [Google]
test.jpg
174 KB, 640x960
Which test box and what color?
>>
>>126181401
Oops, I meant "text box"
Which one looks better and what color should I pick? Or should I just leave it gray?
>>
>>126181696
I like the top one, try some transparency before looking at colors though
>>
>>126181401
Bottom because the borders of the top one are slightly irritating.
>>
File: 1448445652836.jpg (33 KB, 570x608) Image search: [Google]
1448445652836.jpg
33 KB, 570x608
>>126181930
I don't like transparency ever since I played FF8
>>
>>126181401
Second one's better. I'd make it gold, it's a less boring color. If you make it grey, that's like telling the audience "you shouldn't pay attention to this".
>>
>>126182096
Speaking of that - I want a little transparency still but I wanted to make my text boxes much less transparent, is there a number I can change in the system scripts without finding a custom text box script somewhere? That would be stupid.
>>
>>126184436
I don't know what version you're using but there's a way in XP. In Window_Message class, find "self.back_opacity" and change it something between 0 - 255 to determine transparency. Also, if you want the borders to be transparent as well, you can change "self.opacity"

Again, this is on XP. I don't know how to do it on VX or MV.
>>
Any "D&D" resources? I can find tentacle beasts with multiple penises but not a single Gnoll or Hobgoblin worthy to use.
>>
What are some free or piratable tilesets that go well with the original VX Ace tileset?
>>
>>126193435
>>126193271
Make them yourselves, lazy fucks.
>>
File: dra-comparison.png (419 KB, 762x833) Image search: [Google]
dra-comparison.png
419 KB, 762x833
>>126193271
If you want to clean her up and finish her, I do have an old hobgoblin portrait you could use for a battler.
>>
https://www.youtube.com/watch?v=npBsjJwod8Q

Some new battlers. Good shit here and it looks like we'll be getting a nice batch of resources every Tuesday. Seriously, things are looking up for MV as a whole. Yanfly powering the plugins and his buddy delivering battlers. All we need now is a dedicated tileset creator and we're set for the best RPG Maker yet.
>>
>>126193271
>>126193435
>>126196401
You faggots are the reason why RPG Maker isn't recognized as a serious game engine. Make your own goddamn graphics.
>>
>>126196785
Uh, you're also the reason, anon.
If they're not comfortable in their art enough or don't have enough time to make their own graphics for their game all you're encouraging them to do is slap stuff together as best they can.

In what world does a 'serious game project' look thrown together? At least by using available assets they can ensure a bare minimum level of quality.

Not every game needs completely custom graphics to be great; this goes double for non-commercial projects.
>>
>>126197512
You're right. But when people go to Steam and see every RPG Maker game looks the same, they think it's some child's toy rather than an actual game engine. It makes both RPG Maker and its games seem worthless. Good games doesn't get the attention they deserve because of this.
>>
>>126197783
If all that were true, Unity wouldn't be taken seriously either. The reason why you're not seeing larger teams take on RM is because it's built to help people with very small team sizes, modest budgets, and serious time constraints. The reason why you're not seeing many serious projects is because there's not many people who can actually and successfully one-man-army develop a game. It has less to do with RM than you think; it has much more to do with who it is most useful for.
>>
File: ss+(2015-12-22+at+09.59.01).png (22 KB, 646x509) Image search: [Google]
ss+(2015-12-22+at+09.59.01).png
22 KB, 646x509
Jesus Christ, do I hate working with UI's.
I have a separate point in my menu, with a separate scene and window, where I can distribute points across character stats. I don't really like that idea, so I'm trying to bring all of that over and combine it with the current Status menu and Jesus Christ, is this ass.
>>
>>126200841
Yes, menu screens are a pain in the ass. I finally made mine sort of like a combination of dq1 and ps4 and then just said fuck it.
>>
>>126201105
Guess I'll just fiddle around until I get something out of it.
>>
Should I make the game playable first or eye-candy (new icons, battlers, item descriptions, fluff buildings and unimportant NPC) it first?
>>
>>126202395
Gameplay first, everything else later.
You can't build a house without making a strong foundation first.
>>
File: need_and_editor.png (23 KB, 291x494) Image search: [Google]
need_and_editor.png
23 KB, 291x494
Man, I really need an editor.
>>
>>126202395
do gameplay first
(you need to have SOMETHING for item descriptions first though, just to help YOU out)


personally, i'm making a "demo" of sorts that has the full package, just to keep it as a reminder of what my end goal is. For the majority of the game though, I won't start polishing until after i actually get the foundation down
>>
Is there a way to easily modify the experience table on MV? I want to implement a custom XP table, but can't seen to find a way without messing up with plugins.
>>
>>126202928
Yikes, no offense Firgof but you really do.
>>
>>126204661
None taken. I know it's a weakness.

I'd certainly work a lot faster with one too. I can edit and proof my own work to be snappier - but it takes me a lot of time to pare down what I want to say to its most essential and relevant portions. Lots of time invested into rewriting dialogue bits and so on with this chapter. I've rewritten the introduction 4 times and it's still longer in the tooth than I'd like.
>>
>>126205016
I feel you, I had to rewrite a few scenes as well because they just took too long. Its such a fine balance between wordiness and perfection.
>>
>>126205153
Yep. I often get two characters involved in talking to each other and, especially if they're in an antagonistic relationship, it can just go on and on as they keep grating against each other.

It's particularly hard with Mitch because he's a little inquisitive and I can always feel his character wanting to ask follow up questions so long as there's time to put them out there.
>>
File: temp.png (45 KB, 584x494) Image search: [Google]
temp.png
45 KB, 584x494
>>126202928
If you can't make it short, make it snappy. This is where re-writing helps: You know what you want to get across, but adding character to it takes a little extra thinking.

>>126205446
Metal Gear?!
>>
File: pared-down.png (16 KB, 291x344) Image search: [Google]
pared-down.png
16 KB, 291x344
>>126205897
Yeah, I can be a little 'Kojima' at times I've noticed.

As an example, here's what it looks like when I go back and rewrote that dialogue. Now I'm going to have to go back and rewrite it again I think, but first I need to get that dialogue sequence to its conclusion.
>>
>>126206895
Sounds like a good plan. One thing about what you have there, though - Mitch's question seems rhetorical. "Why is she full of dark magic?" is never answered. Or is it touched on later in the conversation?
>>
>>126207457
Just doesn't feel like it was directly answered. The statement directly following his question is the answer to it; it's because it was answered more generically than specifically. As I wrote, I could really use an editor - I'm sometimes not lucky and stuff like that gets by me. :P
>>
>>126207720
If you want to be generic, go full Kojima and just have him say 'Dark Magic...' which means he's thinking about it, but not bothering anyone else for an answer.

I'll stop bothering you now lol
>>
Good morning /rpgmg/! I didn't sleep through the whole day like a lazy piece of shit, the clock just says 6 PM because of, ah, daylight saving's time!
>>
>>126204520
No. You would basically have to make a new experience table with Variables, Common Events or JavaScript.
>>
>>126197783
This is how I feel about 90% of indie games period. There comes a point where every other fucking indie game is graphically 8-bit retro to cash off nostalgia and that gets me tired and sick, too.

I'd pick the RTP any day over the overused 8-bit nostalgic crap as long as the gameplay is solid.
>>
I'm completely new to this, but should i just focus on one RPG maker or is it okay to mess around and experiment with 2 different ones or should i just focus on one? With the steam sales I'm considering getting VXA and 2k3 , the latter mostly for nostalgia
>>
>>126213972
yeah but at least one is actually made by the game's developers.

to each their own i suppose
>>
>>126214868
Being made by the game's devs has little to do with it when the point is it's still overdone. The thing that gets me about the 8-bit indie games is that right from the get go, they feel cheapened out because you KNOW they're cashing on your nostalgia.

To me, cashing on nostalgia isn't a strong point for the game. It's a cop out, and an even bigger cop out than using free resources for RPG Maker games.
>>
>>126215638
I don't think its just that though, I think there are limitations as far as the game devs are concerned. Really the only option for many devs is to use RTP or to use 8-16 bit graphics because of how much easier they are to learn to do.
>>
>>126160407
Any specifications?
>>
Up you go.
>>
File: Fools.png (179 KB, 576x288) Image search: [Google]
Fools.png
179 KB, 576x288
>>126143061
Enter the squad for the girl route
>>
>>126219203
Girl route?
>>
>>126215779
This. Plus, there is value in knowing that the graphics were tailor-made for the story, because it means there were more design choices and thought put in the object.

You know that you are fighting a cockatrice because the dev thought cockatrices would make the most sense in the ecosystem, or because the dev thought that an encounter with a cockatrice would be fun, or teach you something about the mechanics, etc. In case of a RTP game, unless the RTP pool was huge, it seems more likely that you are fighting a cockatrice because the dev needed to make the most out of his library of assets.
>>
>>126219359
Ah. It's from my game. You get to different squads if you choose the male route of the female one.
>>
New person here, I have a question if the thread isn't dead.

How do you go about doing the writing for a game? Is it like writing a script?
>>
>>126221096
I write my games like one, yes. Lots of people write differently; write however works best for you - the real trick is always in the editing.
>>
>>126221096
I write a lot of dialogue on the fly, but when I do plan stuff I write it like a screen play. It's the most logical format for an audio/visual medium.
>>
bampu
>>
We're closing in on a full month since MV has been released. How is it treating you all so far?
>>
>>126224512

Didn't it come out way longer ago? I liked it from day one. It's got some ugly bits, but at least the mapping is better than vxa.

I would probably have a much worse opinion if I had had the same shitty experience 90% of the anons itt had, tho.
>>
>>126224512
Haven't been able to use it much yet due to being so entrenched in the collab game - from what I used I don't regret my purchase:

Disclaimer: I'm a developer in the industry and have spent thousands of dollars on development and production/engine software.
>>
>>126225470
What games have you developed?
>>
>>126164954
If its not much trouble I would be grateful.
>>
>>126225582
First, you should describe what common stuff you're trying to do, maybe with a snapshot of some of your code so I can better feel how you like to use the engine.

>>126225556
Star Ruler and Star Ruler 2.
>>
>>126225696
I mean, I also have developed a smattering of personal/hobby projects [mostly incomplete prototypes and a handful of functional, 30+ min games] but those are the only two professional projects I've been attached to. Been using RM since 1999 - before I even dared dream of actually working in the industry.
>>
>>126225696
I knew that name sounded familiar. I like the SR games.
>>
>>126225987
Thanks, anon. I'm sad they had to end the way they did; I guess that's the price of trying to forge new territory.
>>
>>126225696
awesome I'll have to get those two. thanks Firgof
>>
>>126225696
Here's some pseudocode to illustrate the kind of dialog/event trees I am trying to make, albeit I intend to use a lot more branches.
http://pastebin.com/WKYCmZ1t
>>
>>126228158
I figure you'd be best served by is using a combination of Common Events and Vars/Switches to emulate function calls. Would you like an example which follows the example you've posted here or do you get what I mean?
>>
Could any script anon help me modify Yanfly's FTB so that as opposed to using all if your attack points for the turn to be over, you can end your turn whenever and save attack points for next round?


Also how the shit do I get the MP bar to disappear? I've got no use for it, I really only want the HP bar.
>>
>>126228524
I think I get what you mean as far as passing variables into the common events by using the global variables. How do I get the map events to react to what happens in the common events? Should I set variables from the common event and have event pages check against those?
>>
Hey guys, how would you go about unit recruiting? Should I make a crapton of base actors with an event that customizes them and adds them to the party or is there a way to create actors ingame?

Using MV, if that helps.
>>
>>126228954
Oh nevermind, if I am looking at this right it looks like the common event executes in the context of the calling event.
>>
>>126229512
Yup. Ideally, common events used in such a context would self-manage.
>>
>>126229158
The first. Unless you can Script.
>>
You know, after sleeping, I realized something.

I've never actually watched TTGL, and that one line was probably more coincidence than anything.

But now I feel the urge to have everyone say it.

Dammit, I'm already pandering to people and I haven't even started yet.
>>
>>126229946
You should do more blatant pandering.
>>
>>126214127
Every engine has its own shortcuts and quirks. Pick the one you're most comfortable using. I'm using the PS1 version and basically nothing's going to carry over to a newer engine after I'm done. Hell, buy them all and see which one you like. Losing features you won't use is nothing compared to liking the environment.

>>126221604
Holy cow, are you me?
>>
>>126231460
There's actually gonna be plenty of my own pandering, not just from TTGL.

"Nanomachines!"
>>
>>126234185
What a roller coaster these later chapters in the game are. 0 -> 60 -> 0 -> 60
>>
>>126234254
It's the best kind of pacing. You can't get great climaxes without slower points in between.
>>
>>126234254
60?
>>
>>126238086
As in the phrase "zero to sixty", referencing how fast a car can accelerate. An arbitrary number indicating that the plot gets intense.
>>
my new year's resolution is to make a game, no matter how rough
>>
File: Untitled.png (6 KB, 192x214) Image search: [Google]
Untitled.png
6 KB, 192x214
Hope everyone's having fun working on their game. I've been busy all day away from home, but I came home and managed to make some new tiles.

I promised a picture of something not nature-y in the last thread, so here's... something. It's some sort of cathedral that hasn't been visited in a long time. I'm planning on adding things like spider webs and cracks in the wall, and maybe some dead plants too, but here's a preliminary of the main area. You can find and explore the place yourself for treasure, or perhaps a kind butterfly or two from the forest nearby will tell you where the REAL treasure is hidden throughout the cathedral. They know everything, after all.

Perhaps you will even find something far greater than you ever could've imagined...
>>
Motivate me to sprite, guys. This shit is boring as fuck. How do you even begin making tiles?
>>
File: FF1 hack job.gif (2 KB, 90x130) Image search: [Google]
FF1 hack job.gif
2 KB, 90x130
>>126243902
Just dive in. One you get into the flow, you'll realize what you need to do
>>
>>126243902
I can only explain how I started but, I've slowly been creating a tileset while I've been developing my game. I started with a grass tile and a path tile. Then I made some objects like trees and rocks. I didn't make them all in one go though: if I got bored of building a tile, I'd draw some objects or do another part of design (maps, database etc). After making some staple tiles, I'd just start making them as I needed to. Now I have pretty versatile tileset for my game.
>>
File: Capture.png (157 KB, 1348x667) Image search: [Google]
Capture.png
157 KB, 1348x667
How are you guys doing? Any progress?

I'm coming so close to completing my jam game. Hopefully I can finish it today and then playtest it thoroughly tomorrow.
>>
File: feeling hard.png (117 KB, 1366x768) Image search: [Google]
feeling hard.png
117 KB, 1366x768
>>126249437
Doin alright. I've been working on this thing for about three months now, got two weeks to finish it. I think I'll be done with another sixteen hours of work.
>>
Does anyone hate when they're lured in by lewd, but it was all a ruse, and the game kicks your ass?
>>
>>126249437
love the look of your game, really cool palette
>>
File: festivus0085.png (14 KB, 640x400) Image search: [Google]
festivus0085.png
14 KB, 640x400
>>126249437
Getting close to being able to release this thing. Just have the ending and then some largely ornamental things to get done and I'll be set for a release... that I might add onto in the new year.
>>
>>126251984
Wow, that looks nice. I love the look of games with tiny color palettes. I've been tempted to do a gb style game for a long time.

I'm looking forward to your game!
>>
File: ouroboros2-uiconcept4.png (104 KB, 320x200) Image search: [Google]
ouroboros2-uiconcept4.png
104 KB, 320x200
>>126253046
It's hard to do right. Last time I tried it resulted in a messy failure of design.
>>
>>126251984
looking forward to this as well, very difficult to do well with such a limited palette. you have a lot of talent.
>>
How the fuck do I get the .dll files I need into my system for this without having to deal with the pay-2-fix stuff? I've downloaded like three different programs and each time it's always had pay bullshit.
>>
>>126255323
What? What DLLs?
What pay-2-fix shit?
>>
>>126255579
My computer is missing some .dll files it needs, so I've been trying to get them installed but it's not so easy. And by pay-2-fix bullshit I mean programs that make it seem that they'll help you, but then say that you have to pay x amount of money to do it.
>>
>>126256015
You shouldn't need any special dll files for rpg maker. What dll does it say you are missing?
>>
>>126256015
Which dlls specifically are you missing?
>>
>>126256156
Qt5Qml.dll, Qt5Quick.dll, Qt5Core.dll, and Qt5WebEngine.dll.

I could be having this issue because I upgraded to Windows 10 a while back, but I'm not 100% sure.

I realize this isn't the best place for tech support, but I did try googling + I don't want people on /g/ to call me a retard if I try to make a thread.
>>
>>126256405
I don't mean to be rude, but have you tried reinstalling rpg maker? Are you using the steam version?
>>
>>126257132
I'm trying to use the cracked version in the OP since I'm a piratefag.
>>
>>126257220
That's odd then. I'm using the trial + the crack and I just needed to install the trial and then apply the crack.
Sorry, I'm not sure what's wrong.
>>
>>126256405
>Windows 10
>>
>>126257373
Thank you for trying to help anyways, anon. I really appreciate it. Sorry to have taken up your time.
>>
How different is MV from the previous RPGMaker programs?
>>
>>126257913
Pretty different but not that different.
>>
If you guys wanted to do a last boss battle that felt really large scale, what'd be the best way to do it? A few things come to mind, such as Kefka's Tower from FF6 and Bizarro Sephiroth from FF7, where you need more than one party to do it but I can't think of a way to implement that into RPG Maker. What would you guys do?
>>
>>126260196
My final "boss" battle is going to be each character individually getting through a situation that is unique to them. For example, the healer will be forced to triage patients in a certain amount of time. The tank will need to take the beating of his life, etc.
>>
File: enoch2.png (3 KB, 80x65) Image search: [Google]
enoch2.png
3 KB, 80x65
>>126260196
If you want an RPGMaker example, OFF did it really simply.
Tiny character sprites, large boss sprite, shift the camera around from side view to front view.
Maybe still a little too small for what you're planning on but it might be worth a look at.
>>
>>126261121
Well that's more of an aesthetic thing. I was wondering more about a gameplay wise way to do it. It's still a good idea, but it'd feel like every other boss gameplay wise.
>>
File: 1371086778406.gif (489 KB, 500x281) Image search: [Google]
1371086778406.gif
489 KB, 500x281
>>126251868
Your kind words keep me going. I hope you guys enjoy it when I'm done.

But now it is time for lunch.
>>
>>126260196
Do it the Unlosing Ranger way.

Never lose, even when you die.

https://www.youtube.com/watch?v=8wn6NYU7QeU
>>
File: 1448608058227.jpg (42 KB, 354x367) Image search: [Google]
1448608058227.jpg
42 KB, 354x367
Does this battle layout look okay?
https://www.youtube.com/watch?v=29D7FAt1b64

(keep in my this is XP and graphics are work in progress)
>>
>>126268796
Nevermind, I found a wonderful battle script. I'm finally dropping that horrible system! :D
>>
In VX ACE is there anyway to make portraits smaller? resizing the images does nothing.
>>
>>126196785
>You faggots are the reason why RPG Maker isn't recognized as a serious game engine.
Actually it's because of how the engine forces you to use a lot of default scripts and if the dev doesn't want to use those then in 90% of cases the dev just looks for an already pre-made script instead of making their own.
In other words, a babies first engine is usually considered the one where you don't really have to do all that much to make most of your game, because most of it is already done for you. For instance, Unity is also often considered as a babies first engine, because of all the "drag & drop" that you can do there, whilst in engines like EU you have to assign most things through scripting.
>>
So... What's gonna happen with Eilian and Thomas? Does Silent Maid's chapter touch on that at all?
>>
>>126277215
They'll show up. And then soon after I'll be dismissing them because other than them and the Cat possibly being in the same organization, I don't feel like they're too important to the plot.
>>
File: ss+(2015-12-23+at+06.00.30).png (23 KB, 646x509) Image search: [Google]
ss+(2015-12-23+at+06.00.30).png
23 KB, 646x509
Finally succesfully moved the point distribution straight into the status scene.
>>
File: menu 2.jpg (157 KB, 640x480) Image search: [Google]
menu 2.jpg
157 KB, 640x480
this is a nice menu
>>
Sometimes I wonder if some of the older collab game makers are still around, like RPG Maker Maker, Duwang or Cortop.
>>
File: 1417430517450.jpg (56 KB, 480x480) Image search: [Google]
1417430517450.jpg
56 KB, 480x480
>Almost done with all the scripting for the demo
>All that's left is finding out how to script sprite animations
Oh boy, oh boy, I can't to start working on actual maps and a scenario.
>>
File: lemnomnom.png (10 KB, 620x564) Image search: [Google]
lemnomnom.png
10 KB, 620x564
18 battlers finished. Over 63 to go (well, technically I only need four before I can start working on the first area, but still a lot to go).
>>
>>126280868
game
>>
>>126289245
Luna Engine
>>
Yo /rpgmg/,

My game has clone units the party can recruit, and because this is army tech it needs a cool acronym. Does the name sound like something an actual army would use?

"Presenting the BRAVO Units - Battle Ready Androids designed for Variable Operations. Designed for mass-production and maximum effectiveness on the battlefield, these modifiable living weapons can be customized to suit any situation."
>>
>>126290089
You could probably do without the 'designed' part of the name. If you don't, BRADVO would make more sense there. Then again, I'm not really knowledgeable with acronyms and how they work properly.
>>
>>126290457
Yeah, that makes more sense, actually. Thanks for the help.
>>
alive

progress
>>
File: Untitled.png (1 KB, 192x192) Image search: [Google]
Untitled.png
1 KB, 192x192
Butterfly game guy here (I should really just name myself that when I post). I decided to spend a lot of today on battle aspects for my game. As such, I've made my first enemy battler.

How does it look? It's supposed to be a tiny tree that can walk around, I guess. Right now. I'm working on some sort of spooky ghost monster for the cathedral seen here:
>>126243319
>>
>>126292748
Looks really pathetic-looking. Perfect for an early monster.
>>
Finally making some progress on rhythm game. I'm pretty excited to finish scripting and start working on the art, music and story.
>>
>>126292748
What kind of a battle system are you using?
>>
File: ramen.gif (159 KB, 810x621) Image search: [Google]
ramen.gif
159 KB, 810x621
Keeping the thread alive with Ramen the Raccoon.
>>
Alive?
>>
>>126297721
Basic VX Ace battles because I'm trying to make everything myself and have zero scripting skills :/
>>
>>126284153
I'm still here, I just don't use my trip very often.
I'm working on my chirstmas jam game at the moment, and then I think I'll go back to making my hunting game.
>>
>>126293521
>rhythm game

This makes me curious. What other extremely modified RM games are being developed right now? Anything that doesn't use the default battle system, unless HEAVILY modified.
>>
Bumpan with music from new area:

Base music:

https://soundcloud.com/jowey-342490524/on-the-outside-looking-in/s-I8RS6

Battle Music:

https://soundcloud.com/jowey-342490524/strange-twilight/s-LgAx9
>>
>>126309439
I can't give much criticism because I don't know much about music, but I really like that first track.
>>
>>126309924
Thank you! When the music plays you are basically roaming around outside of houses that are lit up, with people inside loving their animals. You are on the outside alone and abandoned, roaming this rural road at night. I was trying to capture that feeling of being awake for too long and feeling strange.
>>
>>126309439
>>126310116


Both of those are really good. They convey the emotion you want to properly as far as I can tell.
>>
I haven't bought it yet (I'm saving up holiday money), but how easy is it to make new tile sets and sprites in RPG Maker MV (or in general, but specifically MV)?

i'm looking to make an RPG out of hand-drawn pencil sketches or something like that, so it'd be nice to know if I can scan things in on paper (the ideal) or if I'd have to do them in an image creation program in a specific way.
>>
>>126309439
Very nice. Very nice.
>>
File: army.png (20 KB, 552x512) Image search: [Google]
army.png
20 KB, 552x512
Anyone wanna help me name something?

I'm trying to come up with a rival faction for my rpg.

They're essentially like a combination of Team Rocket from Pokemon and the Red Ribbon Army from dragon ball and they're the first threat before the aliens come along.

Problem is I can't come up with a good name for them.
I feel it needs to sound neat or catchy in a way.
>>
>>126311171
the Wrong or Right company
>>
>>126310850
>>126310669
Thank you so much!
>>
>>126311171
F Troop
Guile Battalion
Badd Company
>>
>>126311171
Sonic Strike Squad
>>
>>126312084
or
Or Super Strike Squad

Or Super Squad

Super Sonic Strike Squad
>>
>>126292748
'Sup?
I really like its design. The only thing buzzing my eyes is the pillow shading in the leaves. I think you could do some details, like leaves.

>>126243319
The pillow shading in the wall is bad, too. I hate drawing bricks, desu,
>>
File: Brick Texture copy.png (3 KB, 48x48) Image search: [Google]
Brick Texture copy.png
3 KB, 48x48
>>126243319
>>126313445
this is my brick texture you can use as reference if you think its good
>>
>>126310804
anyone?
>>
>>126310804
YOu can do that easily with MV by parralax mapping
>>
>>126314829
I'm doing it, but with a tablet.
>>
>>126315392
Yeah, just make sure your maps are divisible by 48 and use bind pictures to map plugin.

hell with quasi movement plugin you dont even need to make sure they are divisible by 48
>>
File: Capture.png (129 KB, 1349x698) Image search: [Google]
Capture.png
129 KB, 1349x698
Final area bamp.
>>
Anyone feel like posting some images of things they made the the MV RTP? Trying to understand what tiles can be used for what. Things found in any RPG like shops towns etc would be helpful
>>
>>126324591
This is some good work using the RTP

http://imgur.com/a/KLcJk
>>
File: Army3.png (1 KB, 224x192) Image search: [Google]
Army3.png
1 KB, 224x192
>>126311171
Haven't decided on that name yet but bumping with a custom battler of Mr.General in the bottom right.
>>
File: Army3.png (1 KB, 224x192) Image search: [Google]
Army3.png
1 KB, 224x192
>>126327850
Better
>>
>>126328460
much better, i noticed how you made it less flat
>>
File: 1367440203066.jpg (215 KB, 737x794) Image search: [Google]
1367440203066.jpg
215 KB, 737x794
>>126328460
>Mixels
>>
File: Army3.png (1 KB, 224x192) Image search: [Google]
Army3.png
1 KB, 224x192
>>126327850
>>126328460
.
>>126329217
???
>>
>>126329770
Mixels is when you have 'pixels' of different sizes, for example in your one, the outline compared to the details on the hat. To a lot of people, (me and that guy up there included) it looks sloppy and poorly done. Try to make it so that you have a consistent size for each 'pixel'
>>
File: temp.png (56 KB, 1046x712) Image search: [Google]
temp.png
56 KB, 1046x712
>>126330171
You read my mind.

>>126329770
Nothing grinds my autism more than mixels. By using a specific pixel size, you are obligated to maintain that size. Using anything else looks tacky and out-of-place. Yes, it means your faces will lack detail, but trust yourself to be creative and work around this limitation. For example, I've tweaked the character you posted. Please study this, and observe the design choices made. I moved the yellow notches on his hat inward to give them a proper outline, and made his moustache as detailed as possible with 5 pixels.

By keeping your pixel size and placement consistent, your game will look much better
>>
>>126332412
Also want to add that when using a specific pixel size make sure it's consistent throughout all resources, backgrounds, other sprites, etc. Even something like having a different pixel size for the background can be jarring sometimes.
>>
Speaking of mixels.
I'm making a 16x16 pixel game on rmxp which is, by default, 32x32, so it will be technically a mixel game, which can't be helped unless I went down to rm2k3 which I don't want to do, because I'll lose a lot of gameplay detail.
>>
>>126334201
16x2 is 32.

just double the size of all your work.

boom!
>>
File: 1367894606838.png (12 KB, 400x350) Image search: [Google]
1367894606838.png
12 KB, 400x350
Is there a way to allow only one actor to consume certain items in MV?
>>
>>126334365
When you double it, if you're using photoshop remember to set the scaling mode to nearest neighbour so that it doesn't become blurry.
>>
>>126334365
To be more specific, pixel art must be multiplied by the power of 2, which means 16x16 can be scaled to 48x48 without any mixels. Funnily enough, this means that rpgm 2003 rtp scales better than VX Ace rtp for MV use. Go figure.
>>
>>126170480
Looks good, although maybe a bit too much like earthbound. Either way its nice, you may want to add a bit more shading, though.
>>
File: Onepunchman001.png (25 KB, 576x288) Image search: [Google]
Onepunchman001.png
25 KB, 576x288
So I'm making a OPM game where you play a hero and you just try and become an S ranking basically. It's gonna be boss heavy with minimal mobs and pretty linear for now.

so I made this faceset to trial some stuff and in the database I try click on it but it doesn't load. Why is that

running MV
>>
>>126340174
Double click?

Else you gotta put that png in the game folder.
>>
File: Dog.jpg (46 KB, 504x286) Image search: [Google]
Dog.jpg
46 KB, 504x286
Is there a template or guide for the size limits of 2k3's battle sprites? I cant really find anything on it.
>>
>>126340174
I tried it on my editor and it works fine. Are you sure you have it in the right game folder?
>>
>>126340752
>>126340678
yeah I do boiz it must've needed to load or some shit thanks y'all
>>
This might be a really stupid question, but which event command allows me to show an Actor's face onscreen in MV?
>>
>>126340885
In the message box? Make a message box and pick a face.

On screen in general? Make a picture and use "display picture".

Otherwise you'll have to elaborate on what you want.
>>
File: lol.gif (484 KB, 810x620) Image search: [Google]
lol.gif
484 KB, 810x620
bumping with garbage racoon named ramen
>>
>>126341134
>ramen's belly is all tight
Does... does it have a poop attack?
>>
>>126341302
lmao nah, not goin there with this game.

maybe if you fight a monkey though...
>>
File: 1447650236446.jpg (23 KB, 589x550) Image search: [Google]
1447650236446.jpg
23 KB, 589x550
I don't know if this is old news but since there's a lot of new people picking up MV, I thought I'd let you guys know about this.

If you're having audio delay when you start bgm/sfx/etc on a map, there is a fix!
First, add this to your game: http://forums.rpgmakerweb.com/index.php?/topic/46515-preload-manager/

And then add this beneath it: http://forums.rpgmakerweb.com/index.php?/topic/51422-webaudio-cache-experimental/?p=508507
>>
File: it tiles does it.png (3 KB, 24x24) Image search: [Google]
it tiles does it.png
3 KB, 24x24
this tiles pretty well, no?
>>
File: into this.png (4 KB, 216x144) Image search: [Google]
into this.png
4 KB, 216x144
>>126343410
it became this
>>
>>126344532
You can see the tiling if you look close, but it's passable.
>>
>>126344686
I'm parralax mapping so i always go over my tiles with some brushing to break up the tiling, so these kinds of tiles work perfect for me.

thanks for taking a look at it :)
>>
Hey FAGGOTS! You wanna make a game? You really think you're dumb shit could POSSIBLY make a game with enticing level design or engaging plot that another human being would ever wanna play on the same level as ACTUAL GAME DESIGNERS who GET PAID did back in the 1980s?

Well, let me share a little secret with you. You're right. My younger brother who is a big Minecraft gaming fag has been pestering me to start playing this shitty game called Undertale by Toby Fox (sounds like a furfag) and I've gotta say, it has an engaging gimmick where you're never resigned to simply mashing buttons, but the game is a pretty fuckin' boring slog from left to right for the overwhelming majority of the game. There are rarely parts of the game where you are not simply going from left to right or maybe up and a down a little bit.

All the fights are super fuckin' easy and I haven't needed to use a single a item or health pickup. The most shocking thing about this tepid game is that people actually spent money on it, when there are BETTER games MADE BY YOU GUYS, that you're releasing for fucking free.

I mean to be fair, he probably built his own game engine with the active time minigame fight thing, but that gimmick only gets you so far, when your story is okayish, and your levels are so damn linear.

Why is this fuckin' game so popular? I mean I appreciate that it's kind of funny and quirky but it really just makes me wish I was playing Earthbound, which does the same damn thing only better.
Thread replies: 255
Thread images: 141

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.