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/rpgmg/ - RPG maker general
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>Work on your game edition

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

[MV] Base Resources, Cover Art DLC, Essentials DLC and Pre-order Plugins:
http://pastebin.com/QtQnqvf5
[VX/Ace] Humble Bundle DLC:
https://mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Art Resources
http://pastebin.com/FgVGxTqW
Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd
Pixel Art Tutorials:
http://pastebin.com/SuXCN3pf
Other useful resources:
http://pastebin.com/TyAHmtW4

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

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

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

/rpgmg/ Chain/Collaboration Game!
Status: Part 13 (The finale) is in development.

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

Currently working:
Silent Maid !ztOzYBnEEw

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

Last thread: >>134916785
>>
Where have all the good men gone and where are all the gods?
>>
Back to back ded genral champions.

Good job, /rpgm/. We did it.
>>
Where can I learn about rpg game design? Reading finalbossblues, I thought of a lot of things that I hadn't considered before.
Google isn't helping too much, as my Google power level is weak.
>>
God fuck stop dying
>>
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Spooky facemask scene will save this thread. Temporarily.
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What kind of party members should I add? I already have the Bruiser, Tank, Magic User, and Healer / Debuffer roles filled. Suggestions/Ideas?
>>
>>135581897
I've always liked the idea of a class that eats away at its own health for strong damage/effects. The issue is balancing it; it's easy to go overboard with making it cost too little or too much.
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>>135581897
Crafting, Talker, and Pluck (lucky/argonaut-y) maybe?
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whatchu think of this latest screen?
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>>135580886
I only wish I could spend all night bumping the thread, but I need to sleep :(

>>135581897
You need a good archer, or something similar.

>>135582634
Looks good, art wise. I feel like the building should have a color scheme that matches the surroundings more (or vice versa), but that's just me. It still looks good regardless :)

I finished my game's treasure chest art, platform included, as well as its eventing mechanics today. Small progress is still progress, I guess :/
>>
bump?
>>
Goddamn, this thing is trivial to crack
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Some food that's sold in the school area of the game.

dont die
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How does this map look lads? Any improvement before I start cutting it up?
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>>135591815
>diagonal buildings
woah

The statue looks poorly placed and disproportionately big and the main plaza looks rather empty, but aside from that this is really well done.
>>
Anyone going to make some games for mobile? What's on the app store right now is mostly lazy money grabs.
>>
>>135592381
Yeah, you're right. Imma see what I can do.
>>
>>135579510
Gamer's Toolkit.
>>
>Still didn't put the Season Pass DLC I posted in the OP.

Dafuck is wrong with you, OP?


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

It's the first season pass pack. Put that shit in the OP links.
>>
anyone know how to make regular attacks call different side view animations depending on conditions?

the idea is one character doesn't have a conventional weapon, he fights with ether shaped into one. if he attacks an enemy in the front row, he'll form a blade, if the enemy is in a further row back, he'll form a bow and shoot instead.
>>
Flat damage instead of percentage for slip states in VXA?

I don't need a script for that do I?
>>
Is it possible to do adaptive soundtracks in MV?
>>
How should I modify the damage formula in MV so lowish stats work better?

I have no idea what I should change, could anyone help me with what changes would be appropriate?
>>
bimp
>>
You suck at living!

Tell me: is there anything interesting involving death in your game?
>>
Bum
>>
>>135604769
Like I said last thread, gameplay-mechanics wise you are revived with weakness when KO'd excluding super-rare items that can res you without it.

I'm going with standard reincarnation for afterlife though. Something close to the lifestream.
>>
>>135604769
In my game you die if you are killed.
>>
Get back up there.
>>
>>135579510
>finalbossblues
Oh shit, I used to know the guy who runs that site.
>>
>>135597883
Maybe make the attack a script call?
>>
Newest Yanfly plugin: Area of Effect

https://www.youtube.com/watch?v=gxxBFFh3SaM

I'VE BEEN WAITING FOR THIS
>>
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Made a space tyrant villain sprite.
Every villain in every game of mine is going to be a woman.
Mostly because womyn are evil and manipualtive :^)
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>>135620324
Anon, your insecurities are showing.
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>>135620493
:^(
>>
>>135620948
Please put your noseboner away.
>>
>>135621337
:(
>>
Anyone know how to play a BGM from JS?

I'm using AudioManager.playBgm("Town1", 100, 100,100); and it doesn't do anything but return undefined.
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>>135619063
He just never stops
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This look better than the last one?
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>>135622951
Aha, got it figured out. It isn't expecting a string - it's expecting an *object*.

This worked:
obj = { name: "Town1", pan: 0, pitch: 100, volume: 100 };
AudioManager.playBgm(obj);
>>
>>135604769
Part of your group betrays you, and after you fight them the party spends most of the game believing they're dead. They're not.
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>>135292428
>Teach me anon.
Learn ruby or just programming in general.
I watched some tutorials off of this
https://www.youtube.com/watch?v=8gMjdiQInvc&list=PLu_gesZsbQQ50g3Y302dN0sq6DuErvcJy channel, to get accustomed to RGSS3, in case you're interested.
>Pretty much a standard "lust degree" one with combat intimacy
Sounds interesting, how is it supposed to work?
>except based around my favorite fetish since there's like only one game for it.
Kinda the same with me, not many games feature my fetishes or if they do, then usually it's very briefly and everything else is stuff that doesn't really interest me.
>Seems a good idea. H games are all about the events so I don't see how it would be a waste of time.
Thanks! I finished working on the carcass of that mechanic, now I just need to add the stuff where the heroine gets thrown into jail for stealing the key.
Sorry for the late reply, but I got b& and had to wait it out like a good goyim.
>>
>>135604769
If you're in the Normal world, you get dropped to the Alter world. If you die in the Alter world, you get shunted back to your prior savepoint so long as you have 30 MH. If you don't, it's game over.
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>>135623268
I like it
Reminds me of Super Paper Mario
>>
And another phoenix down.
>>
When did Final Fantasy jump the shark?
>>
>>135627182
Hasn't yet in my book. Though the first iteration of the FF MMO was a mistake; it has since recovered or so I'm told.
>>
>>135627182
>Final Fantasy characters can jump
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>>135627182
11 (for going online, not a bad game, but no FF fan wanted it) and 13 (undeniably poor, shoddy writing and gameplay, it's insulting).
Arguably, 10 with the omission the world map. I think that was the beginning of the end, but 10 is still a good game.
I liked 12.
>>
>>135623268
Looks better to me. More painted (and less MS Painted) than the last one.
>>
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How's that from a gameplay standpoint?

>The final boss is seen from the PoV of the final boss itself
>Get all it's abilities, not a single nerf
>However the protagonist is even more overpowered now and it's a "you can only lose" boss battle after a few sequence earlier of the protagonist getting fucking fucked up and other shit before kicking it into overdrive due to plot reason

I'm not sure if that'd be satisfying enough for a final boss fight.
>>
>>135629783
Only if it's the last part of a final boss fight, I think the player should still struggle a little to fight the big bad, and then have the perspective change.
>>
>>135629783
>>135629908
seconding this, it sounds like a cool idea, but the final boss being essentially a scripted fight is a really shitty way to end a game, you should certainly have something before it
>>
>>135631670
>>135629908
Alright, I'll keep it in mind.
>>
>>135629783
I agree; it might not be a satisfying ending in itself, but it sounds like a neat idea.

Especially if the protagonist is revealed to have been the true villain all along.
>>
Rise from your grave.
>>
My game has a multicultural cast, since it has a modern theme and it's set in a country that everyone in the world visits. Every main character dies in the game, but the black character happens to die first. Will my game be of lesser quality because of that trope?
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>>135634448
No. It's how your story is written. If you have to bend over backwards to change it, then its not worth changing. Also, worrying about Tumblr-tier details like that will sap your time and attention from what's important: Finishing the game
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>>135634448
Well, why do they die first?
Is it because they're black or because their personality made them prone to dying first? If it's the first then people might get mad. If it's the second people will get mad anyways but you can tell them to fuck off
>>
>>135634448
it won't be unless you have everyone jump out of tone and try to make a joke about it
don't make a big deal about it and people won't care, same goes for a lot of tropes/cliches I find
>>
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I've been trying to figure out a basic battle system for my game, but I'm having some trouble.

...It's going to be a lewd game, but I'm mostly worried about mechanics right now. I want it to be fun to play before I work out the details. That said, if you have any thoughts on what sort of system would (or wouldn't) work in a lewd game, they're welcome too. I'm mostly working in standard RPG terms at the moment, but I'll be rewriting things when the basic system is in place, and I'd like it to read well in play and make some measure of sense.[/spoilers]

I was thinking that most standard "attacks" and skills wouldn't reduce the target's HP directly, but instead raise the target's TP. When TP reaches maximum, it resets, reducing HP and maybe making the target temporarily vulnerable in the process. I'm not sure if this would work well in practice, though, and I'm not quite sure how to implement it so I can even test it...

Scripting is an issue, of course, but I can probably figure it out with enough time.

The main problem: How do I handle the difference between HP and TP damage? Should I have HP reduced by a set amount each time TP reaches maximum? That seems like a bad idea; not enough room for variation. I could have HP and TP damage run off the same formula, maybe with TP damage scaled down, scripts and states determining which one (or both) gets applied. Giving two damage formulas to each skill is another option, but that seems harder to code and balance, possibly for little mechanical benefit. Or maybe TP shouldn't reset at maximum, but instead makes the target temporarily vulnerable to HP damage... that idea only came to me recently, and it seems easier to work with, if not what I was initially planning. I was thinking maximum TP would represent an orgasm, but if TP represented lust, and most attacks were more about seduction and foreplay...

I, uh. I'm putting way too much thought into this, aren't I?
>>
>>135637160
Mechanically, your TP>HP ideas would be very easy to make. You could probably do it through common events fairly easily, with some minor script calls.

Though I personally can't stand the whole porn game thing, the mechanic of having one value as sort of a shield is really interesting. I'd probably suggest (assuming you actually want to make a decent game and not just something for asians to fap to) you give the player options to strike at either HP or TP (or both) depending on playstyle and situation, to create some depth to battles.
>>
>>135637160
I swear, I can hardly post these days without messing up some tag or other. Sorry about that. Hopefully it's not too hard to read.

>>135639294
I started out thinking I'd make a porn game, but I admit, the more I work the more I find myself interested in the gameplay elements. And less sure of what I'm going to do with my ideas, for that matter. If nothing else, I want it to be fun as a game, whatever else it ends up being.

Thanks for the feedback, though. I'll have to experiment with the system and see what I can do. (And feel free to use my ideas if you want them.)
>>
Live
>>
Anyone have some references or tips for writing engaging dialogue? I think my game's writing is acceptable but I want to improve.
>>
>>135644910
Look at the classics and your favorites, over-analyze the writing and try to see how it develops the world and characters, try to see what makes it good. Don't necessarily copy but try to see how it accomplished what it tried to do and think of your own way to make your story become everything you want it to be.
And I don't just mean look at well-written games, expand horizons because there has to be something other than ignorance that makes people think vidya isn't as good of a storytelling medium.
>>
>>135644910
One of the things I do is observe how my friends talk with each other. It's a bit creepy but it helps make each character have their own distinct personality.
>>
>>135627182

Most people would say 13, but it's one of my favorites. No other ff has that much attention to detail in battles like 13 does. The other games are basically a DPS race, but 13 makes you pay attention to buffing and debuffing, status ailments are actually useful, the tank class has a great taunt system, and timing your attacks to juggle enemies and get a finisher at the right time is great.

People love to cry "autobattle" but the other games are literally about mashing attack for 99% of the fights too.
>>
>>135644910
Reading more is always a good idea. I'm mostly thinking of books, but anything, really; find dialogue you like and try to figure out why you like it, as well as dialogue you don't, so you can try to understand what it does wrong. I'm hardly a great writer and I guess I'm kind of repeating what >>135645772 said, but I feel like I've learned from examining the bad as much as the good. When you want to learn to be good at a thing, it never hurts to see how others have done it, anyway.

Beyond that... there are a lot of tips out there, but I've found most are either too vague or specific for someone that just wants to improve in general. I think you'd be better served by learning to identify what your writing could do better, then focus on that.

When I write, I start by visualizing an engaging scene or conversation in my head, then trying to get words to convey my ideas the way I imagined them. I can't say if that's a good way to work or not, though.
>>
>>135624792
>Sorry for the late reply, but I got b& and had to wait it out like a good goyim.
No worries! Will take a look at the vid.

>Sounds interesting, how is it supposed to work?
There's a lust/lewdness stat, sexual situations increase it. The higher it goes, the more open the character becomes to more lewd situations until you can just run around naked.

For the combat I intend the monsters to use certain moves until the player is aroused, then have them do sex attacks. I'm not satisfied with the way I have it implemented right now though, not sure about what to do.

>then usually it's very briefly and everything else is stuff that doesn't really interest me.
Yeah, or the game's either really shallow or short. Doing a trap/girlyboy main char.

>now I just need to add the stuff where the heroine gets thrown into jail for stealing the key.
Shouldn't be too hard. Could have a key steal switch then the inn NPCs having a page that activates when the switch is on, making them call out the player if they're seen
>>
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How long until your game is finished anon?
Also have some sketch I made before going off to college.
>>
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>>135648931
I'm getting discouraged by the prospect of having to make portraits, the MC and NPCs overworld sprites, getting the music and programming how the game should go.

So I'm just making enemies for now and filling up the database, delaying the inevitable.
>>
>>135648931

It's gonna be forever. I'm too lazy for this. I hardly even work on it more than once every two weeks. I'm always in this thread, though.
>>
>>135648931
At the rate it's going, 3 years from now.

If I go faster, which I'm trying to, less than that
>>
DED
>>
>>135648931
I want to demo by xmas? Idfk if I'll ever finish :(
>>
>>135648931
I should have a playable demo by mid April if I don't keep getting sidetracked.
>>
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>>135647708
>Will take a look at the vid.
Hope it helps.
>The higher it goes, the more open the character becomes to more lewd situations until you can just run around naked.
Sounds interesting. I hope that NPCs will also react somehow accordingly to the main character being nude? Otherwise it kinda breaks the immersion and makes the game less fun when you finally lewd the girl out and can get her to run around naked, but none of the NPCs care at all and all have the same dialogue and events as usual.
>I'm not satisfied with the way I have it implemented right now though, not sure about what to do.
Well, you can either go and search for some scripts or make your own, but I guess the latter would take you a little while, if you're new to programming.
>Yeah, or the game's either really shallow or short.
That as well.
>Doing a trap/girlyboy main char.
Not bad. I'm working on a yuri and futa oriented game.
>Could have a key steal switch then the inn NPCs having a page that activates when the switch is on, making them call out the player if they're seen
That's one way to do it. Though what I had in mind is when the mc goes to sleep, I'll just see whether or not the player has a boolean on for staying the night in the inn, if yes then it's fine. If no, then there's just randomize to see whether or not the mc will get caught. That way the player can stay in the inn even without paying, but they're risking getting caught.
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>>135596234
So... does nobody give a shit about this DLC?
>>
>>135596234
>>135657480
Didn't notice that being posted before. Thanks, anon!
>>
>>135656735
>I hope that NPCs will also react somehow accordingly to the main character being nude?
They will, I really hate it when they don't.

>just randomize to see whether or not the mc will get caugh
Should be much easier then!
>>
What is the best way to do stances in MV?

Skills that apply/remove states that give buffs to the user?
>>
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>>135660187
That's how I did it in VX Ace.

I assume it works the same in MV.
The stances mostly change how the primary attack works tho.
>>
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What kinds of hurdles have you gotten through, /rpgmg/?
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>>135660187
do you want to make using a stance take up the character's turn? if not, use yanfly's instant cast script
>>
>>135645772
Basically this. I'm watching Code Geass right now and the anime boils down to

>Tons of characters/worldbuilding (over 30 recurring characters!)
>Philosophy monologues that are fun to listen to (you're gonna hear "I have a question" every episode)
>A cliffhanger at the end of every episode

Almost every character has a name/backstory, and you're rewarded for remembering them. Ask yourself what you're trying to accomplish with every scene you write
>>
>>135662707
So far I've managed to get a cracked version of VX Ace so I won't have to start up Steam and let everyone know I'm working on a game.

Also I've made progress in learning basic scripting, I guess.
>>
>>135647396
I liked FF13 too, actually. I thought it had some (rather huge) flaws and it took several hours of play before I started enjoying the game, but I liked the battle system and some of the characters. The game has problems, but it's worth a look, I think.
>>
How do you go about designing enemies, /rpgmg/? Do you create them with the dungeon in mind? Come up with a concept for an encounter group, and work on the individual enemies from there? Throw some numbers and abilities together and hope they work?

...I mostly stick to that last one. I'm not good at designing enemies.
>>
>>135629189
>>135629189
13 > 12
>>
>>135670262
theming matters, of course, but it's important to come up with gimmicks for enemies. It's fine to start simple, like an enemy with a poisonous basic attack, or can drain the party's HP. As you go on, though, you can't just repeat these one off gimmicks with higher stats. That's boring. You need something that'll stimulate a player's thoughts and creativity.

An example, I made a giant spider enemy that spawns with some smaller, weaker enemies. If the spider's HP drops past a certain threshold, it will use Devour on one of the other enemies, killing it and restoring it to full. Now, do you ignore the bigger threat and try to kill off the smaller enemies so it can't heal? Maybe you have a fear spell that can make them runaway, or make the spider sleep. You could even cast protection magic on the small enemies that prevent Devour from working.

Give the player a problem, then give them at least 2 ways to solve it. Don't resort to making damage sponge enemies unless you can attach a gimmick to it.
>>
Ded thread.
>>
>>135604769
You start the game dead, as a spirit, that is summoned by a witch. She makes a contract with you, promising to free you and give your life back after you do a grand unspecified task for her which involves getting her into certain locations so she can do whatever. She doesn't tell you what this task is, but she makes it clear that she's purposeful with each major location you defeat.

The twist is your physical body is actually physically alive, but dead in a sense that he has given up on chasing his dreams. The witch that summons you talks a lot about dreams and chasing after them as a goal, and is actively encouraging you to not give up on your dreams.

inb4 nice Undertale clone
>>
Are there any good RPG Maker communities out there anyone would recommend? The official forums seem too strict, and while /rpgmg/ is nice enough, I'd like to hang around somewhere more... permanent. I wasn't around back in the days of pirated fan translations, terrible Dragon Ball Z fangames, and endless sprite rips, but I get the impression things were a whole lot more casual back then.

Does anyone do that anymore?
>>
>>135677818
Try rpgmakermv.co.
>>
>>135623268
bring in the outlines a bit and try dropping the o utline on the shrubs?
>>
>>135604769
>135604769
Heh, important plot points can be figured out by examining what happens during a "game over".
>>
back to the top with you
>>
How to return the ID of a character who used an Item?
Example npc gives me a fruit and I use it on say Adam, so now the npc says Adam ate the fruit.
>>
>>135689297
Whoops I forgot to say I'm using MV.
>>
>>135689297
best thing i can think for you to do is make a variable for the item, and set it to a value equal to the actor that used it. so if actor 4 in the database uses it, set the value to 4, nd so on.

This will work fine for a one time thing, anyway, but you'd have to use a new variable for each item you want to do this with, so if it's not just a few special items I don't know what to tell you.
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>>135689807
How would I set the variable to be equal to the actor that used it?
>>
>>135690187
using the item would call a common event, which has a conditional branch set to check the actor using it.
so the condition: If Actor x, set variable y to x
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>>135690604
Oh that wouldn't work for me as I'm planning to use an actor clone script.
>>
>>135690604
Is this possible with just events? I've been trying to do something like this in VX Ace, but I haven't had any luck yet, with or without scripting.

Is it an MV thing? Or have I been missing something obvious?
>>
>>135691343
common events and conditional branches have been around for a while, you should be able to do it
>>
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Well, time to finally grow a pair and learn this shit in order to make my own game, it's been in a corner of my head for far too long now.

Wish me luck.
>>
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Okay. Re-did the map a little bit. How does it look now? Any suggestions? Additional vegetation will be done with the map editor.

This is the prev. version
>>135591815
>>
>>135691571
I can't find any way for variables or conditional branches to reference the user or target of an item or skill, though, which is my problem. It looks like you can reference the stats of actors by their ID, the ID of actors by their position in the party, and the stats of enemies by their position in the battle troop, but none of those seem to be what I need.
>>
>>135691343
>>135692870
http://www.rpgmakervxace.net/topic/25469-return-id-of-character-who-used-an-item/
This thread might be helpful for you.
>>
>>135692612
the statue looks much more natural now. the new stalls give the map more life as well, nicely done.
>>
>>135693489
Thanks for the link. I'm not entirely sure what I'm doing (and I'm currently too tired to figure it out), but I seem to be getting somewhere now.
>>
>>135692169
Good luck! We'll be here if you need any help.

Assuming this thread doesn't die on us again, anyway.
>>
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YOU CAN DO IT
>>
I can't seem to find any tutorials on altering the game's start up. I was wanting it to pan up slowly a few seconds then focusing on the selected title graphics for a few more, then have the menu show up.
>>
>>135689297
Whelp I figured out how to do this it's just. $gameParty._targetActorId
>>
>>135698836
http://himeworks.com/2015/11/pre-title-events/
Are you looking for something like this?
>>
Are you really just going to die again? I refuse!
>>
>>135581453
Is that a massive dildo next to the calculator on the table?
>>
>>135708084
That's a phone, no?
>>
>>135708840
>>135708084
It's a phone.
>>
Bum p
>>
>>135712653
bem p
>>
>>135637160
My lewd game idea is:
- Fatigue and Lust are your HP. If Fatigue hits 100, you're out of combat, and if Lust hits 100, you're too horny to battle.
- Offensive attributes (origin-damaging) are Physical-Stamina (punches, swords, clubs), Physical-Lust (touching), Mental-Stamina (magic) and Mental-Lust (seductive behavior)
- Defensive attributes are Toughness (reduces incoming damage of all physical) and Willpower (reduces of all mental).

This way you can have plenty of battles:
1. Hard-Hitting Physical-Stamina, weak to Mental attacks.
2. Undead immune to Mental, weak to Physical.
3. Monsters more easy to beat down.
4. Monsters more easy to get horny.

And the reverse too, with monsters that focus more on lust, or stamina, or physical, or mental.

Once I'll try to make it true.
>>
How could I make a state where if you're affected by it, the enemy recovers a % of the damage they deal to you?
>>
Yanfly's newest tips & tricks is from ff9!

https://www.youtube.com/watch?v=OsT3cSdPSs4

And it's brilliant!
>>
Page 10 for $1000, Alex.

"This general seems to hit page 10 a hell of a lot of times."

What is /rpgmg/?

Correct!
>>
>>135720643
I can't see this as a good effect. Two-hit kill skill that obviously won't (shouldn't work) on bosses.

I do think that any status effect must be usable in any enemy found, minion or boss (aside burn on fire elemental, frozen on ice monsters...)
>>
>>135724907
I could see usefulness in a version that requires a certain percentage of max HP in a single hit of physical instead of any attack so you can't kill anything significantly bulky that way
>>
>>135727219
Could work, as in a Threshold value (minimum damage necessary to trigger event).

The game lore idea was that the God of War was dethroned after being seduced by the Goddess of Love, and now no one can die anymore and treats sex as serious as food. That's why Orcs won't just butcher you before (or after) the rape. They just can't kill. This allows for deathly traps in temples to be just knock-out"-ies".

The character is a foreigner from another dimension, so to allow the player to learn how all functions at the same time as the character. He just want to go home, and restoring the original state of the world is optional.

Would have 90% of the fetishes, since I visit 4chan since 2006, getting here because of /d/, so..., and a lot of bad-endings, but not to the point of being a rogue-like mortality (maybe foreshadowing the "it will end badly here").
>>
Blimp
>>
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>Make a Panicked state that prevents from using the buff abilities and any other skill

>However it also prevents using the Power Down ability
>Which is here because buffs don't stop until you're dead, yet they cause you to lose a lot of health per turn

>If you're panicked while buffed, you can't stop the health degeneration until you're not panicked anymore

I'm not sure if I should leave it that way honestly.
>>
>start on a game
>do a decent amount
>decide to take a break for a while
>come back months later
>everything is gone

What the fuck

Well, at least it'll probably be better this time.
>>
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sjws who complain I sexualized females too much will have to understand that I do the exact same thing to men.
>>
>>135734352
>not backing stuff up
>>
Got the sarcophagus' interior mocked up. This'll let me actually draw the helmet the old SNN came with for Indigo's faceset
>>
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>>135736873
Forgot to attach pic.

Also, the sarcophagus from the outside: http://img11.deviantart.net/0ed1/i/2014/246/e/3/snn_hid_001__sacrophagus__by_firgof-d7xrrhz.png
>>
>>135716103
>How could I make a state where if you're affected by it, the enemy recovers a % of the damage they deal to you?
I'm pretty sure you'd need a script for that. Which version are you using? Yanfly has a Lunatic States script for VX Ace and Buffs & States Core for MV that lets states apply effects at various stages in combat, including after the target suffers damage.

I've never used either of these scripts before, though, so I don't know exactly how you'd do it. Or if they even support that by default. Is anyone around here familiar with them?
>>
>>135738557
If you're using VX Ace, the LSP Punishment addon for Lunatic States lets you do... almost what you want. It lets you add an effect that, when the target of the state suffers damage, whoever inflicted the state recovers HP based on a percentage of the damage dealt. Sounds like it works no matter who inflicts the damage, though.
>>
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Cursing in RPG Maker games.... good or bad?
>>
>>135741640
Depends on the setting. I'm personally avoiding since my game is all cartoony and colorful and shit
>>
>>135741640

Depends on the game.
Everyone knows that cursing too much is bad, but something that also bothers me is ´child friendly swearing´. If you´re going to curse either do it right or not at all.
>>
>>135741640
I'd say it depends on the setting and style of the game too. Personally, I find excessive or overly casual swearing generally detracts from a game, unless it's a darker modern-ish setting or something (like LISA).
>>
If your game has puns in it I refuse to play it.
Yes, that includes ironic puns.
>>
>>135744463
Nah I fucking hate puns
>>
>>135734998
You should give him a sprite where he turns his ass towards the camera and shakes his womanly hips, and then blows a kiss at the camera.
>>
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>>135744463
:(
>>
>>135744463
There's only one pun and another character hates it because puns suck
>>
Character classes - love 'em, or hate 'em?

I find this to be a major stumbling block for me when I plan a game. I enjoy the structure and replay-ability that class can bring, but ultimately most people want flexibility in building their own characters.
>>
>>135746907

Having classes doesn´t mean you can´t have flexibility.
>>
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>>135737110
Getting a little Guyver-y/late-90s-anime.
>>
>>135751219
I'd like to make my game as interesting as yours
>>
B.U.M.P.
>>
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>struggle for days to figure out basic mechanics before I can even start
>feel hopeless again, decide to procrastinate by looking at random Yanfly scripts for like the fifth time
>realize they did what I needed all along

ok
>>
What's /rpgmg/'s opinion on Gamemaker Studio?
>>
Same as anon here >>135692169 I've decided to quit wasting time and getting to work so I guess I'll be around asking dumb questions.

Hi.
>>
>>135755664
Ask all you need. Your questions can't be dumber than mine, so don't worry about that.

(I'll be away for a few hours though so hopefully others can answer.)
>>
>>135755426

A lot of great games have been made with it.
Never used it myself though.
>>
>>135756254
Thanks. I need to sleep now but I'll be sure ask tomorrow.

>>135756304
I read about this yeah but I also read their code (GML) wasn't the best. I'm asking since at first glance the OP only mentions RPGMaker I believe.
>>
>>135755426
I was actually developing a game in Gamemaker before I moved to RPG Maker. It's of course much more versatile and better if you are a somewhat experienced coder, but it requires much more effort to make something good. I dropped it because I couldn't find anyone to do art for me.
>>
I just edited a sprite for the first time, i´s pretty fun. You can make original sprites even though I have no idea what I´m doing.

Also, fuck you captcha, hamburgers are not sandwiches.
>>
>>135756490
I can't code for shit but I can draw. I'd like to start with something basic at first (think gameboy-tier). I don't mind having to learn a few coding basics but if I can avoid to it'd honestly be great.

>>135756664
>fuck you captcha
The worst are the street sign ones.
>>
>>135755426
Coming from a coding background, the language it uses is a pain in the ass. Though I may have just failed to understand it/best practices.
>>
>>135756821
>I can't code for shit but I can draw
Damn, maybe between the two of us we could actually make something.

I kid, but if you don't want to code then RPG Maker definitely seems better for you. Especially if it's your first game, it's better to make something simple rather than get overwhelmed and end up making nothing.

>>135758106
I thought it was ok once I got the hang of it, though I also hadn't done any programming in about a year when I picked it up.
>>
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Screen made for a contest
>>
>>135760561
VERY NICE
>>
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>Doppelganger fight
>Doppelganger select from the same menu as you do in it's attack animation before actually attacking you

Yes or no?
>>
>>135763170
That would be pretty neat
>>
>>135763170
Mite b cool

What I'd really like to see is a fight against a doppelganger with low HP that spams heal/potions to break the whole "everything is much stronger and has much more HP as an enemy" trope.
>>
>>135700375
yes, that's exactly it. thanks
>>
>>135763170
Sounds neat, as long as it's not too slow or too quick. Better if you could tie some unique gameplay to it.
>>
>>135765784
Well, the doppelganger can use every stance the MC can, which include a Counter Stance or Defensive Stance, so it's mostly changes to what it can do.
>>
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>>135751219
Almost ready for the finishing touches.
>>
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>>135763351
>>135764119
>>135765784

Well, it's working, complete with sounds effect. Not exactly the ENTIRE menu, but that might've been kind of a hassle to do the entire menu honestly.
>>
God I hate making maps.
I suck at it, and it takes 90% of the time for me.
>>
>>135760752
THANKS
>>
Speaking of animations, can I use this with Yanfly Action Sequence to extend the animation frame?

I mean, I put the extra sprites in the animation (skill animation tab) and use it on the skills for that extra punch.
>>
>>135766982

Nigga mappin best part of the game

I could spend 3 hours making shit
>>
>>135740768
yes this is what I'm looking for, I will check it out. Thanks
>>
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Okay rpgmg, Is there anything you can do to this to make it better. Because i've been working on this for about two days because i don't know how to make the spritesheet work. I'm sorry for asking for your help on this, But i have no fucking idea on how to make my own template.
>>
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>>135770860

Oh sorry that other image was shit, here's a jpg image.
>>
>>135770860
>>135771623
>the png image was shit
>here's a jpg image
WUT?
>>
>>135772781

I'm sorry, I just meant to upload a .jpg in the first post.
>>
I may have bitten way more than I could chew. I think Im gonna start over with a less ambitious project
>>
>>135773798

That happens to all of us.

You could also split it up in several parts.
>>
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>>135766261
And completed. Now to make the faceset.
>>
It's been a while, but is it me or is it impossible to position furniture/objects like closets in a way that they look good against walls?

MV, if it matters.
>>
>>135775506
Sometimes I give up on that and do it in the parallax instead. It's not you - not everything lines up against walls neatly.
>>
>>135775506

Beds are the worst, they're always half a tile away from the wall.
>>
>>135775504
Holy shit how do you work so fast? I wish I could do the same, I spend too much time just with the lineart
>>
>>135776047
Front views I can do very quickly and reliably. I suck at just about everything else haha. Mind that it did take me the whole day to paint this one piece - and I do this sort of thing for a living in the games industry.
>>
When dealing with major NPCs:
Classic RPG Maker dialogue or scenery image like Fallout talk-heads?
>>
>>135775660
>do it in the parallax instead

Sorry, could you explain what you mean by that? Not really sure.
>>
>>135777529
I use image overlays on all my maps. It's a bit of a nomenclature error to say 'the parallax' when referring to laying an image over the base map but that's what I'm talking about.

So I'll block the area with an event with no image, go into photoshop after I take a mapshot, grab the tileset images, and then copy-paste the stuff I want into the map if it doesn't fit quite how I'd like the first time.
>>
>>135777683
Welp, that's way too much work for a silly game to make my friends laugh.

Still, thanks for taking the time to explain it to me.
>>
Are there any guides out there for Yanfly's Lunatic Objects script for VX Ace? I've looked, but I haven't had any luck.

I know the basics of scripting, so I thought I'd be fine, but I have no idea what it's expecting of me. The script's documentation doesn't seem to explain itself either.
>>
>>135780645
Never mind, I figured it out. Like I usually do minutes after asking.

Turns out you have to edit the script, creating your own custom tags. Say...

when /TEST TAG/i
user.hp = target.hp

Would set the user's HP equal to the target's HP when you include something like <prepare effect: test tag> in the skill's notes.
>>
You'll die when I say you can die.
>>
I intend to make a playable game which gives the player power to discover a story at their own pace.
This eliminates excessive story cutscenes and instead gives me the need to let the player discover things through gameplay. It's gonna be a challenge, cause I like spoonfeeding stories through cutscenes. But I find souls games and silent hill games as great cryptic inspiration, where the directors don't really care about how accesible the story is. It's there; it's up to you to discover it.

Hard to do in RPG maker innit? Requires talent, I suppose. But what the hell, why not at least try to capture even 10% of that genius?
>>
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I wish the black wasn't made transparent during animations.

Either way, here's the doppelganger menu selection attack with the MC's strongest move. I spent more time on that finger pointing motion than on anything else.
>>
>>135789947
That's fucking savage son
>>
Now that we've finished this, should we play LISA: The First? I don't know if I can take much more.

https://www.youtube.com/watch?v=KMITaqOiEFQ
>>
>>135792238

You're lookin' for >>135747862 Anon, I'm pretty sure this thread is meant more for the actual creation of Rpg Maker games.

That and people might not take too kindly to advertising..?

That being said, Lisa the First is alot more abstract than the other games and also, just not as fun. If you're expecting something as engaging like the Painful games then you're not gonna be getting that.
>>
>>135795709
Ah, my bad i'll stay over there.

And yeah I don't like advertising in a spammy manner, so I try to start conversations or contribute to threads at the same time.

but I appreciate your input
>>
>>135788498
It would be hard with any software, I imagine. Not only do you have to convey the story you want in indirect bits and little details, you'd have to set it up in a way that the player is encouraged to explore and pay attention, and is rewarded when they do.

Good luck, though. If nothing else, it ought to be an interesting exercise.
>>
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What's an enemy from a game you're working on/worked on that you really like, /rpgmg/?
>>
>>135805262
I was going to have a dancing skeleton as a bonus boss way back when I was working on my RPG Maker 2 game. I never got that far, of course, since that was one of my first projects and I set my sights way too high.

But still. I made a custom idle animation and I was going to have flashy attacks for it and everything. It probably would've been fun, maybe.
>>
>>135789947
To keep the black there, double click the cell and then set the blending mode to normal.
>>
So I want my poison status to cause percent damage up to a cap, such as 10% unless it's doing over 100 damage
>>
>>135811327
Calculate current (or max) HP x .10
If <100, apply damage
If >=100, apply 100 damage
>>
>>135811949
would this be through notetags, common event, or what, because statuses don't have a damage formula box
>>
How would I go about making target rate into a visible stat?
I want to add AGR (Aggro) as a stat that goes down (up for a certain class) as you level up, and higher AGR makes enemies more likely to target the party member. Essentially it would determine each party member's placement on a target rate tier.
>highest AGR: 50%
>2nd place: 30%
>3rd place: 20%
>least AGR: 10%
>>
>>135813231
Not sure how exactly you'd go about doing this, but it sounds like you'd need notetags and a script of some sort. Yanfly has some scripts/plugins for more control over states that might help.
>>
>>135814371
There's TGR.
>>
>>135820872
Yes but how would I make that into a visible stat that changes with level?
>>
>>135821230
you'll likely need a script for that, either for menu's or Special Parameters
>>
>>135821230
Any plugin that show parameter on menu, no?
>>
>>135755426
it's useful for just about anything, but rpgmaker is easier for what it works well with

having worked with both, I think the best argument for an rpg in game maker over rpgmaker is if you really want to avoid having your game look like and rpgmaker game, because of how much effort it takes to completely hide it

or for non-standard things that are outside the bounds of existing rpgmaker scripts, if I have to code shit myself I'd rather do it in Game Maker because I find it easier personally
>>
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>>135805262
that's a really nice sprite man, love the colors

one of my favorites from our current project is this cockatrice, not sure where he's gonna fit in yet though
>>
>>135809237
Oh jeez, I didn't know that worked. Thanks.
>>
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Hey /rpgmg/

I've never posted here before, so I don't know if this has been discussed to death.

RPG Maker was hot shit during my childhood (late 90s early 00s) in Germany.

As I recall there were a lot of good games (at least they were to my 10 year old self)

The games were:


- Mondschein (Moonlight) (RPG 2000 | Sci Fi | Fantasy) https://youtu.be/-k2cLndUZSg
- Unterwegs in Düsterburg (On the Road in Düsterburg) (RPG 2003 | Fantasy)
- Eternal Legends (RPG 2000 | Fantasy)
- Vampires Dawn - Reign of Blood (RPG 2000 | Fantasy | Horror)
- Vampires Dawn II (RPG 2003 | Fantasy | Horror) https://youtu.be/dD9Y5ULQy58
Any other anon here played those? Do they hold up?
>>
>>135832793
Not sure how many of us have played them due to language barrier but I know Germany has a really good reputation for RPGMaker games in general, outside of Germany I mean.
>>
Is there a way to save what items you have in an inventory, take them away and then give them back later?
>>
>>135833162
Thats good to hear. I wonder why no one ever bothered to translate them.

VD II was especially good IIRC.

You could turn any NPC in the World into your Servants and have them battle and conquer.
You could get taxes and buy new EQ.
Tons of Dungeons and Monsters to battle.
Tons of Sidequests.
You could find and turn a thieves guild so they provide you with items.
6 different endings depending on your humanity level and you difficulty chosen.
>>
>>135833487
Wow, that sounds epic. Sounds less like an RPGMaker game and more like something I'd expect from an open ended rougelike like Elona.

I may have to give them a shot, with the game on one screen and google translate on the other.
>>
>>135833862
I just found out that the first one HAS been translated into english

http://rpgmaker.net/games/4626/


I can however not vouch for it's accuracy.

Also VD 2 is much better than Part 1 .

Still worth playing tho.
>>
I spend way too much time coming up with names for characters.
It's not like anyone will care as long as they're not stupid.
>>
>>135837628
pretty much, I've learned to never waste time brooding on names and just let it come to me with time because I used to do the same thing
I'm usually happier with those epiphany-type names in the end, anyway
>>
I've been wrestling with MV for about 30 minutes now, trying to change the position and width of the 'select item' window. Nothing is working.
>>
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>>135839691
The best I can do is get the header of it to be on the top or the bottom of the screen.
>>
>>135839898
>using VX sprites as 'children'
I can't decide if that's hilariously dumb or incredibly smart
>>
>>135840325

You see things like that in bigger games.
Like having a character float slightly above the ground to make them seem bigger so you don't have to make a bigger character model.
>>
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>>135839898
Putting up a bounty for $15 on the RMMV boards to solve this problem for me (and while it's being solved, add a little flair). Here's hoping somebody bites.

>>135840325
Wanted to use the sprites from the prior version of the game in this one - the look in the game feels about right so I'm running with it.
>>
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How does everyone do interiors?

I always use the right option here.
>>
>>135843287
I go back and forth between #2 and #3. Problem with #3 is that I always feel like I need to put down a 'this transitions to another area' indicator otherwise the player might mistake exits for decorative interruptions/pillars/etc.

I feel like that's less a problem in #2 because it leads 'into a void'.
>>
Newest Yanfly: https://www.youtube.com/watch?v=X8Ht7p3IuEo

Fixes the hideous hit vs evade problem that plagued rpg maker for years.
>>
>>135843870
About damn time.
>>
Is there a script for MV like with Ace where you can press a button to bring up key items, and then select those to make something happen?
>>
>>135845247
Use Yanfly's Button Common events to bring up the Select Item event I guess?
>>
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>>135741640
Make it like cursing in FF7.
>>
>>135845668

Nevermind, I can just use $gameMessage.setItemChoice(2);.

For some reason key items don't show up though.
Does anyone know what's up with that.
>>
>>135847647
>Does anyone know what's up with that.
Yep.

What you want is:
$gameMessage.setItemChoice(2,2)

The second parameter decides what list it uses. It defaults to 1 which is 'Regular Items'. (3 is Hidden A and 4 is Hidden B)
>>
>>135848651

Thanks, that worked.

Then what's the first one? The general items menu?
>>
>>135848808
First parameter is what variable you're storing the result into. Second param is what list it's reading from.

The list '1' for the second parameter is 'Regular Item'. You can see the types the numbers represent in their database format by going over to your Database, selecting the Items tab, and clicking on the Item Type dropdown list.

Any Item marked with a type that is called by the setItemChoice window will show up in that list so long as the player has at least one of that item, as I understand it.
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>>135849032

What is it stored as? The item number?

I know some programming, but MV is a mystery to me, especially since you can't easily look into the code anymore like you could with Ace.
>>
Cortop dropped a link for his game for us in this thread a while back so we played it and it's being released now if anyone wants to check it out.

https://www.youtube.com/watch?v=t9OqDsPbreE

Also feel free to send us your game. We'll play it!
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>>135850594
The result is stored in the variable you indicated.

If, for instance, you did '$gameMessage.setItemChoice(201);'

Then it would store it in variable 201. That means if you did a Condition Branch event command and selected variable 201 it'd be reading the variable you stored the item's number in.

Let's say you have a Potion as the first Item in the item list. You do a select item, choose the potion, and store the result of your select item (Potion) into Variable 5. If you then do a Condition Branch which checks if Variable #5 is 2 then it'll fail (because Potion is Item #1). If you check if it equals 1 it'll pass.
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>>135826440
Haha I love this. Very funny and dynamic. The dithering is subtle but works very well. Reminds me of Dragon Quest's enemy sprites. I'd love to see more!

>>135832793
I read a translation/playthrough of Unterwegs in Düsterburg on the letsplay archive. It looked like a really solid game. I don't know German, so I can't actually play them though.
I'd love to play a translation of these games, if only for the historic factor.

>>135843870
Yessssss.....!!!!
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>>135852998

That works, but only the second time.
I can get around this by having a separate event that fires when the variable is what I want it to be, but it should be possible in the same event.
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>>135834284
>VD
Sorry, I haven't had much sleep.
>>135843287
I use the middle one. The 3rd one makes the exit too ambiguous. The 1st one has the same problem, but also ruins the illusion and makes it look like a floating room.
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>>135854058
I started translating VD II whenever I feel like it.


So far I have completed 4 Maps out of 716.

If that keeps up you guys can expect to play the game in 2018.
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>>135832793

How much text do these games have?
I could help out with a potential translation.
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>>135854329
Mine appears to work just fine?
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>>135854664
>>135854663

VD II is pretty substantial.

The other games less so.


VD II has 18654 lines of text (including spaces and whatnot.)
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