>Work on your game edition
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Getting started
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Collection of old RPGM games
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/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
Spooky facemask scene will save this thread. Temporarily.
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.
>>135581897
Crafting, Talker, and Pluck (lucky/argonaut-y) maybe?
whatchu think of this latest screen?
>>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
Some food that's sold in the school area of the game.dont die
How does this map look lads? Any improvement before I start cutting it up?
>>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
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 :^)
>>135620324
Anon, your insecurities are showing.
>>135620493
:^(
>>135620948
Please put your noseboner away.
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.
>>135619063
He just never stops
This look better than the last one?
>>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.
>>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.
>>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
>>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.
How's that from a gameplay standpoint?
>The final boss is seen from the PoVof 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 ifthe 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?
>>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
>>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
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 atrap/girlyboymain 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
How long until your game is finished anon?Also have some sketch I made before going off to college.
>>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.
>>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 atrap/girlyboymain char.
Not bad. I'm working on ayuri and futaoriented 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.
>>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?
>>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.
What kinds of hurdles have you gotten through, /rpgmg/?
>>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 toget 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 isyour 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.
>>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
>>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
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.
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.
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
>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.
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
>>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.
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.
>>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.
>>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.
>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.
Screen made for a contest
>>135760561
VERY NICE
>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.
>>135751219
Almost ready for the finishing touches.
>>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
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.
>>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.
>>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?
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.
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
>>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.
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.
>>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.
>>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.
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?
>>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:
$gameMessage.setItemChoice(2,2)
The second parameter decides what list it uses. It defaults to 1 which is 'Regular Items'. (3 is Hidden A and 4 is Hidden B)
>>135848651
Thanks, that worked.
Then what's the first one? The general items menu?
>>135848808
First parameter is what variable you're storing the result into. Second param is what list it's reading from.
The list '1' for the second parameter is 'Regular Item'. You can see the types the numbers represent in their database format by going over to your Database, selecting the Items tab, and clicking on the Item Type dropdown list.
Any Item marked with a type that is called by the setItemChoice window will show up in that list so long as the player has at least one of that item, as I understand it.
>>135849032
What is it stored as? The item number?
I know some programming, but MV is a mystery to me, especially since you can't easily look into the code anymore like you could with Ace.
Cortop dropped a link for his game for us in this thread a while back so we played it and it's being released now if anyone wants to check it out.
https://www.youtube.com/watch?v=t9OqDsPbreE
Also feel free to send us your game. We'll play it!
>>135850594
The result is stored in the variable you indicated.
If, for instance, you did '$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.
>>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.....!!!!
>>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.
>>135834284
>VDSorry, 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.
>>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.
>>135832793
How much text do these games have?
I could help out with a potential translation.
>>135854329
Mine appears to work just fine?
>>135854664
>>135854663
VD II is pretty substantial.
The other games less so.
VD II has 18654 lines of text (including spaces and whatnot.)
>>135854750
For me it's not working on the first go, it only works the second time. It's like it can't store the variable before the event ends.
I tried multiple pages, but that didn't work.
>>135855119
Hm. Maybe. Try putting in a Wait command in there between the script and the conditional of like 20? Also is this in a parallel/autorun event or an interacted/touch event?
Any particular reason why you're using a script command there to bring up the item choice selector btw?
>>135855862
At 20 frames it doesn't work, but it does at 40.
Weird.
I had no idea there was a select key item option, that must be new to MV. Now all I have to do is make a common event that allows me to bring it up at any time. That fixes all of the issues, thanks.
Is it necessary to put the item variable on 0 every time to avoid issues later?
>>135856862
Variable 0 doesn't exist, so it probably just is returning nothing to the function call - which means it wouldn't need any time to process.
And nah it's not new. It's just been called 'Select Item' for forever even though something like 80% of the times I've seen it used has been in a Key Item fashion (because holy hell would it take time to code in responses to a large database of items)
If you call it from the Event Command it should probably process at the same time everything else does, so it should work normally. Scripted Event Execution always seems to have a short delay because it's not always working in the same thread(s) the rest of the game is.
Progress?
Too damn tired to do anything complicated, so I'm drawing faces. Dunno if I'll even use them, but at least I'm doing something.
>>135858471
Good, Luigi, you look kinda cool
>>135760561
What tileset?
>>135766982
Same. Everything else I'm fine with, but I absolutely suck at mapping.
>>135843287
left is pants on head 'tarded
Middle is what I usually do
Right can work too but doesn't make sense when you think about how a room is connected to a hallway for example.
>>135862451
Why left is retarded?
>>135864273
Because you are showing the opposite side of the room to indicate where a door should be, without actually placing a door there.
And, even assuming there was a door there, it would still be retarded because it also gives off this "room floating in space" illusion. And on top of that, it just unbalances the room in general.
Anyone know the JS-equivalent of the Wait event command in RPG Maker MV?
>>135864523
v1.1 where?
>>135869390
$gameInterpreter.wait(frames);
>>135869593
Hm. Must not be valid in this context then. Asking it to do so just returns that $gameInterpreter is not defined.
In my console I checked it out as well - wasn't able to pull up $gameInterpreter as an option for autocomplete.
>>135869754
There is a Game_Interpreter in my list, but it doesn't contain a Wait method.
>>135869947
>>135869754
Sorry man, I don't have MV. I found it here: https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0
>>135870385
Ah. Yes, I'm using that myself. Unfortunately, it doesn't seem to be correct as that global doesn't exist. I did poke around and found a Game_Interpreter which does have a wait method - but calling it tells me it is not a function. I wonder if a script has malformed the interpreter and thus broke it?
So because of the way my world is designed, I'm thinking of having a completely open overworld (i.e. you can visit any town in the normal world from the start of the game). How do you guys feel about this? Is it good to have everything at the start or is an open world good if done correctly? I don't think I'm going to have any overworld battles, so the player doesn't need to worry about getting their shit wrecked by overpowered enemies.
Also, are fetch quests good or bad? I'm trying to have more mini-quests in my game instead going from dungeon to dungeon to dungeon. For example, right now the character needs to get lemons to give to a doctor to make medicine. Then the character has to give medicine to an engineer to continue the quest. Is this too absurd?
>>135874968
Forgot my name in this post, also this thread could use a bump.
>>135874968
For me non-linearity is always superior in an RPG.
>>135874968
>or is an open world good if done correctly?
Anything is, by definition, good if done correctly.
> right now the character needs to get lemons to give to a doctor to make medicine. Then the character has to give medicine to an engineer to continue the quest. Is this too absurd?
Not at all. But even if it were, absurd fetch quests are great. One of my favorite fetch quests ever is to go fight demonic insects to collect ingredients so a frog prince can cook a delicious meal to prove his claim to the thrown. Absurd fetch quests are great.
Is there a way to play two animations at the same time (battle wise)?
I want to, alongside the default animation on the enemy, play one custom in the user.
I'm looking to make a mech game for VX Ace using GubiD's tactical battle system, and I'm trying to come up with a way to represent pilots and mechs as two different things you can pair up.
Way I'm thinking of doing it right now is have the pilots be the characters and the mech they're piloting be their class. The mechbay map would have a dialogue event where players can manage what pilots are assigned to what mechs, with switches and variables controlling how many of each mech type they have available and so how many they can reassign.
Different classes have different stats so I can control things like "mech type A has 50 HP, type B has 100", and I can use features like what items they can equip to control what types of weapons and armor different mech types can mount. Since characters can have their own features too I can distinguish them a little with special abilities, but a little hard to tie character-specific bonuses to leveling up so far as I can see.
Any of this sound plausible/any tips for this kind of game mechanic?
B
U
M
P
>>135888160
Haven't tried making one of those myself, but it sounds doable and pretty cool
Game set on Earth or game set on its own planet/land? Which is better?
>>135893431
I have it set on Earth but in an unrecognisable state.
>>135888160
>GubiD's tactical battle system
Careful, that shit's terribly unfinished. Not only is it bare-bones, the AI barely works.
>>135893431
Make it look like Earth, but near the end of the game you find out it's actually a different planet because Earth became uninhabitable.
>>135897451
Itoi first you downgrade from N64 Hardware to GBA hardware and now RPG maker?
>>135897850
Why is my ai so retarded!?
What do you think of when you see this robot?
>>135900585
LOL NICE PINK SKIRT FAAAAAAG
>>135900585
He must be a bottom
>>135900585
Chess.
>>135901641
LOL FAG, GET THAT PAINT JOB ON THE WAY TO YOUR DEADPOOL AUDITION? LMAO
>>135900585
>>135901641
A FUCKING PIPE!
I HOPE YOUR BOYFRIEND USES PLENTY OF LUBE WHEN HE POUNDS YOU WITH GAYBOI LOLOLOLOL
>>135893431
I have my own "Earth-like" world, sort of similar to Ace Combat's Strangereal.
Testing out diagonal buildings. How does it look lads?
>>135912120
>walls don't align with objects
>floor doesn't align with objects
I feel like I'm a dream world
>>135915785
Then you bump the thread fagola
>>135832793
Thinking back, the only RPG Maker game that stands out in my memory as particularly good is A Blurred Line, unless I'm forgetting some that weren't obviously RPG Maker games. This is the first I've heard of any of those.
I should get around to playing more.
How do you like your minigames, /rpgmg/?
I've often found it easier to work on adding easter eggs and bonus games than actually working on the main game, so I've been wondering if I shouldn't try making a game that has them as a major focus. Not really sure how to do that, though.
I'm bored.
>>135926801
Got someone to take my request from earlier up. Hope it turns out as nice as I'm hoping it'll be.
>>135874968
just don't pull of Breath of Fire 1 when you make them and you'll be fine.
>Need Oil, go to frog to get it.
>Go around long underwater path to reach frog
>LOL I'm hungry, bring me Fly for Oil
>Go back to town YOU JUST FUCKING LEFT to fight token boss for Fly
>Go all the way back to cave Frog is in(which you can't warp to)
>Get Oil and go back to town
I swear I nearly ragequit every time. If you weren't able to warp back to towns freely at this point I would have.
>>135930310
On that note, I feel like fetch quests are worst when they're overused. Having a few scattered around is fine, but I've played games that are about 90% going through dungeons to get past the latest arbitrary roadblock, and it's awful.
>>135926801
Download a random RPG Maker game from the collection in the OP, try it, and let us know how it is. I have never played many, so I'm curiousand also lazy
ok, how do I make a skill target the whole party EXCEPT the user?
>>135938994
I've never tried to do this myself, but I think you could have the skill target just the user and give them a state making them immune to the effect you want, then call a common event that causes the user to use a second skill, this one affecting the whole party (only the user would be immune).
If that doesn't work, you'll probably need an advanced skill script or something.
>>135938994
>>135939661
Either this or, if you're using MV, use Yanfly's action sequences to control it.
http://yanfly.moe/2016/03/21/plugin-preview/
new yanfly plugin preview
>>135944939
>This video is private.
RIP
How do I make interesting dungeons?
I've got a few jumping puzzles and the usual switch/door stuff, but idk, is it just boring because I know what to do?
>>135944939
Why he doesn't put a calendar with the plugin schedule?
When will the collab game be finished?
Bumpo
Bleemp
How does /rpgmg/ feel about healing the undead? Do you like the idea of zombies taking damage from healing spells, having their own necrotic form of healing, and other associated tropes?we're planning an undead party member and making him behave that way
>>135960102
You ought to make him mechanically different too. Hurt by heal, heal by poison and such.
>>135960278
that's the plan
currently, he takes damage from healing and is immune to poison and similar status
he has a few spells with necrotic healing, which hurts the living and heals undeador zombified party members
>>135960102
>How does /rpgmg/ feel about healing the undead?
Thematically, pretty good. In practice, it usually doesn't change much. Anytime I came across an undead in an RPG I killed with some holy spell I could've just killed them with thunder, fire, ice, a sword any other myriad abilities. Having a character in your party you can't heal normally, as well, is probably going to make them the sort of member I would swap out, especially if you have AOE healing abilities.
>>135951805
Slowly but surely it's inching along.
Here's a spoilerific character art.
>>135960102
I think its pretty novel, and they should be rather powerful to compensate for being unable to be healed.
Lufia handled this in an interesting way: There was an accessory that boosted your stats and turned you undead. You could only heal with certain items, and if you fell, you couldn't be revived until after the battle (when you could unequip the accessory)
I've given myself a vox for my 'author voice' in DiM: AfterHours, a sample of me grunting. It's actually humorously effective, though it reminds me of Banjo Kazooie.
>>135960102
What if healing spells bring the undead back to life and you now have to kill that living thing, which turns undead when you kill it and you have to kill it again?
Hey /rpgmg/. So, I know a lot of people are struggling with pixel art and don't know where to look for tutorials. I recently came across these tutorials/tips by pixel logic and decided to upload them to mega for you guys.
They more like tips and tricks by skilled artists, but they cover fundamentals too. Anyway, they should prove useful.
Chapter 1 - Lineart:
https://mega.nz/#!7M4y3YzA!I4YOVeJifuw6fZr8hiXixVW38kGtbrtbOOWxxjDEOmo
Chapter 2 - Anti-Aliasing:
https://mega.nz/#!PYJXwIxB!PZt11ZZkKR_05LQkr8CnTE5NqNAvJO4qljPe66BPm7k
Chapter 3 - Color (if you only read one of these, make it this one!):
https://mega.nz/#!eIIzSbLY!IvuwBSadNDEDysbbaiec6-vV1MmKdyVueSA4qRu3ESY
(pic not by me, just thought it looked cool)
>>135972806
I'm nor huge on pixel art, but you never know. Will give that a read. Thanks a lot, anon!
>>135949967
Well, I give dungeons a theme and give them a puzzle based around it, rather than just generic switches for no reason.
>>135949967
I used to do this when designing dungeons for dnd, and I find it applies (somewhat) to rpgm too: http://roleplayingtips.com/readissue.php?number=156#1
Give it a try?
>>135949967
http://finalbossblues.com/dungeons/
http://finalbossblues.com/puzzle-types/
http://finalbossblues.com/puzzle-design-2-moving-parts/
Bump again
First enemy art for DiM: Afterhours' "Side B". Tried to make it as undecipherable as possible.
Are these threads archived?
>>135978147
Yeah. Why?
>>135978507
Was simply curious. I'm getting started and so was wondering if 4chan-x would redirect me to this thread if it'd die.
>>135978639
You can always just the settings of your fork for that and see where it will try and link you.
>>135978080
Are the enemies glitches in the virtual reality? That's a cool concept
>>135978080
Looks trippy.
>>135979067
Yep; they show up as glitches and errors because the system can't render them correctly. Even their names are just error messages.
http://store.steampowered.com/app/220700
>90% off
Worth it? I don't currently have any ideas and I'm not sure I'd get the time to do anything with it, but I've had it on my wishlist keeping an eye on the price for almost 3 years now and if I'm ever going to get it, it'll have to be now.I can barely afford it even 90% off, the base price is crazy.
>>135979765
Totally worth it. Skip a meal and buy it if you want a good piece of RPGM software.
>>135979765
Get it.
>>135979765
>6 yuros
That's a good price.
>>135979765
Yes. Never buy Ace at full price, but $5 is a steal.
>>135979765
Eh, just wait for an MV sale.
>>135980335
That's not going to happen for a long while yet, mate.
Post recent enemy sprites you've drawn.spoiler because SMT-styled nudity
>>135980335
I give it until at least Summer before we get our first real sale of MV. By 'real' I mean 15-20%.
Is the collab game any good?
>>135979765
Thinking of getting as well but aren't both Ace and MV piratable anyway? Yes I know these programs are great and I should support them but I'm poor as fuck and I'm usually very dubious about how steam handles their games/software.
Are there really any positive arguments in buying it rather than pirating it? Please convince me.
>>135983160
You can sell games you make with it without the fear of being called out and/or sued for piracy.
>>135983014
Of course! The quality varies, but it's pretty fun. Give it a try.
>>135983160
If you want to share your game, you should buy it. And by "share", I mean on various rpgm outlets, like rpgmaker.net, rpgweb etc. because they have a way of knowing if a game was made with a pirate copy. If they catch you, I imagine you'll get banned or something. Obviously, if you want to sell your game, you need a legit license.
If you're not going to do that, though, pirate to your heart's content. It's really easy to do.
You should still buy it on sale or something someday, though.
>>135983160
MV 1.1 doesn't even have a crack yet.
>>135983786
He's asking about RPG Maker VX Ace which is on sale right now.
>>135983645
>>Cloud saves (even if they're buggy as fuck and take forever)
If you get Ace (I assume MV does this too) turn this off asap. It really does take a billion years to update and when you're testing something in a project it will drive you insane.
Make sure you backup your game somewhere else, though.
>>135983160
>Steam
>Cloud saves (even if they're buggy as fuck and take forever)
>Steam Workshop may have good assets on it for free eventually
>Can redownload the software if your HDD fails or you're forced to wipe it (viruses, etc.)
>Ace
>The only spyware on it will be from Enterbrain and Steam
>You can sell your game
>MV
>As above, but with patches/updates too
How could I go on about making it so that, when the MC is attacked by certain attacks, she get the ability to attempt to dodge in a sort of timed hit manner in VX Ace?
The MC really isn't that strong in comparison to what she's going up against, so it would be necessary to avoid dying quickly. And I've got no clue on how to script either, so I don't know if something was made to handle this already.
>>135983895
I'll take note of this thanks.
>>135983407
>>135983609
>>135983903
Alright thanks. Well 6€ isn't much anyway so I might as well buy it.
Is RPGM VX Ace still useful with MV around though? I'm very new to all of this, my first projects are going to be somewhat simplistic (think GB Color-like games) yet I don't want to people to think they're playing something out of RPG Maker and for that I plan on working hard (aka making all the art myself). Would I able to make my dreams come true with RPGM VX Ace?
>>135984446
Guy who was originally asking here:
How would you feel about some sort of a "4 of us pool our money and buy the 4 pack" deal?I'd just have to find another 2 people who are interested, then.
>>135984446
MV is the new hotness. It's made of pure JavaScript. You can literally upload your entire project folder to a website and test it out from your browser.
>>135984660
Sounds like a pain just to save 2€. Sorry but nope, good luck in finding people though. Try /v/ and /wsr/ perhaps.
>>135985026
So would you say VX Ace is obsolete now with MV around?
>>135984446
>Is RPGM VX Ace still useful with MV around though?
In my experience? Ace is still legit as fuck.
While most scripters have moved to MV, there are still a ton of scripts and resources for Ace.
>I don't want to people to think they're playing something out of RPG Maker
A big thing that screams rpgm is the graphics and sound. Don't forget the smaller details too, such as:
>window skin
>font
>sound effects
>battle animations
>Would I able to make my dreams come true with RPGM VX Ace?
Yes, if you put the work in. For inspiration, take a look at LISA the Painful. I wish Dingaling changed the appearance of the battle system, but otherwise it doesn't look at a rpgm game at all.
I've been updating some of my game art over the last few days to try to add a little detail. I was wondering if you all could give opinions on my tree changes. I spray painted some leaves on it and added bark lines to the trunk. Is it even noticeable?
I hope you all are making good progress as well :)
>>135985440
>Is it even noticeable?
No. The color contrast is way too low. I like the first version fine, though. It's simple and cartoony, but it doesn't look unfinished.
>>135985427
Thanks for the replies.
At first I am not planning on doing RPGs, I am thinking of doing a game very similar to Link's Awakening and the Zelda Oracles (from GBC). So no RPG combat or anything. Are action/adventure games like those easily approachable through RPGM? That makes me think, there are literally hundreds of Zelda fangames, were all of those made on RPGM? Let's say I wanted to make Link's Awakening all over again through RPGM, the exact same thing, 1 for 1, would it be possible?
Sorry for asking so many questions but it's been a few weeks now I've been taking notes on the project I'd like to do and since I'm a total newbie I'm wondering on quite a lot of things at the moment.
>>135985440
I honestly don't think it's very noticeable. As an artist the best advice I can give you regarding colors and specially light/shadows is to not be afraid to go wild. It'll be easier to adjust from there, on top of looking better. Better to do too much than too little.
>>135984660
>How would you feel about some sort of a "4 of us pool our money and buy the 4 pack" deal?
I'm not that guy, but come on, VX Ace is 6 dollars.What's your steam account's email?
>>135983786
I have a crack. It's incredibly simple to do yourself, but the download links for the tools appear to be down. Of course there's a trust issue, but if you're willing to use the 1.0 crack, there's not much difference.
>>135985625
>>135986139
I figured as much. It's always more noticeable when I'm zoomed in and can see everything. I might give it another try later, but I was a fan of the original. Some suggested to me awhile back that it'd look better with leaves, so this was a small attempt.
Thanks for the input :)
>>135986442[email protected]
Any game I do get my hands on (usually donated or at great discount), I tend to play into the ground and beyond as I can't freely buy more.
>>135986963
Same here man, I know that feel. Debating whether spending 6 bucks for that game is a big deal to me.
>>135986963
Here.
>>135987279
Seriously, you too?Give me your fucking email.
>>135987413[email protected]
You really don't have to anon though.
>>135986442
>>135987413
>Dear anon,
>better make it worth the 6 dollars tbqh
Well, if I ever needed motivation to be creative, there it is. Many thanks great anon.
I'll finish playing Darkest Dungeon first which I've been grinding to dust over the last 3 months and couple hundred hours, but then I'll see what I can do and bust out my old sprite making skills. Cheers again.
>>135986139
If you want to make a Zelda-like, I can't suggest you use rpgm. I have tried a variety of scripts that mimic arpgs and all of them are clunky. I've been making a simple Zelda-esque battle system myself (mostly as a fun exercise) and, while functional, it's very clunky. The main problem I've found is rpgm's collision system. It's far too rigid for a Zelda game to feel good. I would suggest a different engine altogether. For example, construct2, game maker studio, zelda classic or solarus.
I mean, you're free to try making a Zelda game in rpgm, but if you're buying rpgm for the sole purpose of making a Zelda game, I don't recommend it.
So basically:
>Are action/adventure games like those easily approachable through RPGM?
They're possible, but clunky. From being arms deep in it, my conclusion is that the collision system sucks, even when using scripts that change event collisions.
>That makes me think, there are literally hundreds of Zelda fangames, were all of those made on RPGM?
A cursory glance over rpgmaker.net's game gallery points to no. Most of them are made in zelda classic.
>Sorry for asking so many questions but it's been a few weeks now I've been taking notes on the project I'd like to do and since I'm a total newbie I'm wondering on quite a lot of things at the moment.
It's cool. We're a friendly general and don't mind questions.
>>135988005
You're welcome, good luck with your game.
>>135988004
A bit too late for that.
>>135988521
Thanks anon, you're great.
I hate asking lazy questions like this, but I literally can't into Yanfly's CTB/ATB plugins.
As in, I have one of my actors set up to combo some attacks that inflict states (like wet -> paralyzed), but due to the way those systems work (and probably the fact that I'm using low stats) the turns go by way too fast and in a nonsensical manner from a gameplay standpoint.
I realize I need to edit the variables in the plugin, but I can't grasp what would be a good balance to use. So yeah, I realize this is asking a lot, but could anyone help me?
My slowest actor has a minimum/maximum agility of 8/97 and the fastest 14/147.
>>135989287
That was horribly phrased, but just to clarify: the states end way too soon in most instances, not even giving the character a chance to use the next attack in the "combo".
>>135984167
Maybe Galv's timed button attacks script.
There's also a script that lets you do put a Common Event before the attack. Put the event for what you want, if character succeeds, give them a state that gives them 100% dodge or something. Then remove it with another CE after the move if you need to in case there's more enemies.
>>135989939
Alright, I'll look into it. Thanks.
>>135988129
Thanks for the insights, it's helpful.
>construct2, game maker studio, zelda classic or solarus
I'll look into those sometime soon. I remember playing Zelda Solarus in the past, which I believe is just an improved ALTTP engine, though I might be wrong.
>It's cool. We're a friendly general and don't mind questions.
Thanks.
In case it wasn't obvious, I didn't mean making a Zelda fan game, I meant a game that behaves similarly to Zelda but being 100% original. Here again I'm planning on doing my best on finding a middle ground and to not make it look like a "this guy just made a Zelda and renamed it differently". Although it's true some homages will definitely be there.
What happened to that project of yours? Did you move it to one of the programs aforementioned? Or was it, like you said, simply a quick test that didn't lead to anything?
>>135990383
>In case it wasn't obvious, I didn't mean making a Zelda fan game, I meant a game that behaves similarly to Zelda but being 100% original.
Yeah, that's what I assumed. Calling it a Zelda-like was just the easiest way to describe it. I imagine you want to make something like Anodyne: heavily inspired by Zelda mechanically, but otherwise original.
>What happened to that project of yours? Did you move it to one of the programs aforementioned? Or was it, like you said, simply a quick test that didn't lead to anything?
It was just messing about, but I had considered making it a game. However, like I explained, the engine is just fundamentally unsuited to this type of game. With extensive scripting you could MAYBE get something good working, but that's way outside of my skill set.
If I was seriously going to make a arpg I wouldn't make it with rpgm. I'm looking into Zelda Classic at the moment. It seems to be comparable to rpgm, except for zelda-ish arpgs. If you decide to try it, this community seems helpful and active: http://www.purezc.net
>>135991331
>I imagine you want to make something like Anodyne
Looks quite nice, and yup from what I'm seeing you're right.
>If you decide to try it, this community seems helpful and active: http://www.purezc.net
I might, thanks, though I had the page opened already.
Not necessarily totally related but if you're interested in arpg I recommend looking into Secrets of Grindea (although that one is sort of a mix between Zelda and Secret of Mana). /rpgmg/ might be interested to know about it, too. The game isn't finished but it looks promising so far. There's a demo on their website, and they also often post about their progress.
It's against my policy to pay for a game that is not finished (there's an early beta access thingy) so I can't say if the game will actually be as good as it promised though. We'll see.
>>135992115
Oh, by the way, I didn't show you that community to tell you to leave. I'm sure you're still welcome here, if you're making some kind of rpg with an engine. We wont be able to provide technical support for ZC, but a lot of game theory we talk about would apply to a Zelda-like too. We have a dude using ohrrpgce and even someone using the PS1 rpgmaker, after all.
Of course, if the thread disagrees with me, that's fine. But from my point of view, ZC isn't that far removed from rpgm, so I don't think it's too far off topic to include it here.
>>135994865
I didn't take it that way at all don't worry. Like you said many things within this thread are still very much relevant to me, and anyway I also have plans for RPG games in the future and still have a lot to learn, so I'm here to stay.
>>135984446
>I don't want to people to think they're playing something out of RPG Maker
Another tip for that - change the title screen. That means the art, of course, but everything else about it if you can. The font and position of text, the sound effects and music (preferably using assets outside the RTP), the color and border of the new/load/quit window... heck, make the window invisible and add in an options selection or something if you can. Your title screen is the first thing people will see when they play your game, and if they're familiar with RPG Maker, they'll recognize the default setup right away.
At least, that's how it is for me. I watched several gameplay videos and streams of LISA before playing it myself, and I had no idea it was an RPG Maker game until I started it up and saw that title screen.
>>135996276
This is a good point. There's something very telltale about that little message window. It's not difficult to hide. Changing the position and size of the window is dead easy by editing the window_title (I think that's what it's called?) script. All you have to do is change some numbers. There are also a wealth of scripts that dramatically change the title screen. Take a look at Moghunter's for an example.
Is there any way to increase the number of frames in a walk cycle animation?
>>135998042
You would need to use a script.
Ace: http://rmrk.net/index.php?topic=46822.0
MV: http://galvs-scripts.com/2015/12/12/mv-character-frames/
>>135998264
Thanks man!
>>135996276
Don't forget things like timings, how the menu options appear, feedback when pressing a button, etc. Look over title screens you like (that sounds dumb as hell) and study how they behave.
DED thread.
I've been spending most of my time getting props and combat to work, and get something more than placeholder for art. At least I think I'm getting somewhere now.To the guy who said he'd finish the WIP I got later, I finished it on my end so I had something to use in the meanwhile, because I don't know if you're still doing it, but thanks for even taking my request in the first place.
>>135989441
Go into states or battle core, can't remember which one. Check the tick based states settings. Make them last more ticks. If they feel like they're going by four times as fast as you want, multiply by four, and so on.
>>136002684
Thanks man, that worked well enough.
Stop dying.
>>136007996
Okay... I haven't been doing much progress, but I have been doodling pixels. Here is a helmet dude.
Found some of my old audio files that I made for Redemption: Seven Sages. These'll help set up a lot of DiM:AH's atmosphere.
Remember to back your stuff up folks. Not just for the you that's working now - for the you that's working in the future.
>>136009184
Are you sure it's not a guy with a gigantic nose?
>>136001337
>>135989939
>>135990113
Alright, I actually got it to work.
So, the way it works, her only available timed hits are for defense, all enemy attacks deal a shitload of damage because she's going up against much stronger foes, but defending properly completely nullify the damage thanks to dodging. Is this a good idea?
But what about non-RPGs using RTP? Would you play that?
>>136010252
Could be either. I thought he looked like a duck.
page 10
>Hear that MV's char gen just increased its assets.
>Open it up, hit randomize.
Now there's the Ace generator we know and love.
>>136010436
Sounds like it could be interesting
>>136010436
it'll probably wind up like the Mario and Luigi rpgs, where offense is the only thing that matters, because why not be a glass cannon in an rpg where you can avoid every attack
it's a fun idea, but rough for game balance
>>136013682
Page 9 isn't much better. Get up there.
How do we get more people into RPG Maker so these threads aren't so dead.
>>136018993
shill on /agdg/?
>>136019172
Anon no!
That would end us. They're mean there.
Now that the chain game is coming to a close though it'll be nice to have a new project more people can work on. Might breath in some new life.
>>136018993
have an RPG maker game get ridiculously popular so that a bunch of untalented hacks begin invading the thread trying to mimicked their new favorite game
>>136019172
Also a possibility, and one that's much more realistic. I'll have nothing to do with it because even a Jew gets tired of shilling things.
>>136019617
>They're mean there.
Do you really crave for a safe space so much?
On a scale of 1-10 how hard is it to implement a side-view thing like Lisa the Painful did?
>>136018993
Every time there's a sale, we end up with a nice influx of new people. A small handful of those end up staying full time,replacing the other old-timers what end up finally leaving.
>>136019172
No. Last time someone posted an rpgm game there, they were called a meme game (whatever that means?) and were pretty much told to leave.
>>136021069
Have you ever been to /agdg/? Actually, I just had a look and they're talking about some kind of collab game, which is pretty cool. Normally it's full of shit, though. There's some people talking about games (with someone replying that it's shit for no reason), but that's usually 10% of the posts. Skimming through this thread, it's either people asking for tech support, discussing game design, discussing engines, posting screenshots/assets or bitching about things breaking.
We're not the greatest place, but at least we stay on topic and when we have criticisms of other people's games, we state a reason. Just because we're friendly and want to help each other, doesn't mean we're a hugbox.
>>136022006
piss easy/10
The side view in LISA is a total illusion. It's all down to the graphics. If you have a copy of the game, open it up with a rgss decrypter and take a look at how Ding did it.
>>136022107
I miss Wind... I wonder if s/he completely abandoned that robot wars game?
>>136022006
just do invisible tiles with specific direction permissions.
Also, putting either "$" or "!" in front of your character sprite (i forget which symbol, exactly) stops the 6 pixel offset and draws the sprite starting from the bottom of the tile.
>>136024238
"!" is for removing the 6 pixel offset, "$" is for charsets with only one character (3 sprites x 4 sprites).
>>136015858
Looks like I have a new waifu.Seriously though, MV gets more tempting as time goes by. Starting to wonder if I should switch and try to learn Javascript.
>>136026431
Ah, thank you.
>>135743093
what like, gosh dang it instead of god damn it?
That's how i normally talk.
>>135960102
How about the undead regenerating after so many turns. So in order to win all of them have to be incapacitated in some way. Banished, Petrified, or just have all enemies K.O. at the same time.
Or they release/attract, another type of monster. A murder of Crows. Parasites.
Or they inflict a status effect on death. A poison cloud is common. Maybe a curse or Possession.
>>136027519
I think they can make a game look silly if used wrong, but that goes for everything. I certainly don't mind the idea, myself.
But then, I'm a Fire Emblem fan, so I might be biased.
Bought VX Ace today due to the sale. Always wanted to give it a go.
Thinking of a simple concept, but hard to put my thoughts into the game as I'm so inexperienced.
One room, with little areas of situational story spread about with things to interact with and combine. A few riddles to solve, with some sort of text input with one letter already there (so people don't get tricked up on semantics/synonyms).
Going to go through some tutorials now and try to get my head wrapped around this. I'm an experienced C# programmer, so the programming part should be easy enough even though it appears to be Ruby.
You guys makes me so warm inside. Good night bump.
>>136027519
>gosh DANG it, y'all
Only acceptable from a hillbilly or a nun/some sort of straight-edge character that wants to avoid swearing.
>>136022549
>Last time someone posted an rpgm game there, they were called a meme game (whatever that means?) and were pretty much told to leave.
I posted a lot of DiM there and was told that the thread wasn't for RPG Maker - it was for everything but RPG Maker. That said, given how much 'whodev' shit I had to slog through for a few months, I'm not surprised to see the phrase 'memegame' come out of that thread.I came back later when I did Ouroboros: The Sacrifice, which was OK because it was being made in Adventure Game Studio
I think there's a couple people there who'd feel like we're inviting them to 'babby's first game thread' because they take what engine they use to make a game overly seriously. Really, I still don't see the need to separate us into /agdg/ and /rpgm/ - it's not like we're spending appreciably less or more effort than the majority of people posting on agdg. Our stuff is just usually less fancy looking.
>>136030745
Feel free to ask if you have any questions, no matter how basic. RPG Maker is pretty easy to use as game development engines go, but it still takes time and experimentation to learn the basics.
The worst that can happen is you save someone from having to bump the thread.
>>136030745
Good on you for picking something easily achievable. As >>136032557 says feel free to lean on us. I've been using these engines for forever so I've picked up quite a few handy tricks.
I know i'm a sad person for doing this, but fuck it.
Is anyone here willing to buy RPG Maker VX Ace for me? I'm broke as fuck and would love to make games with it.
>>136031632
>'whodev'
I never understood this term. Especially when /agdg/ hates anyone with a name or trip. If I ask if anyone has any progress to show off, I don't care who answers me. There are regulars here that I recognize, but I like seeing what the whole community is making.
Unless I'm misunderstanding what whodev means?
>I think there's a couple people there who'd feel like we're inviting them to 'babby's first game thread' because they take what engine they use to make a game overly seriously.
This is another thing that makes me avoid /agdg/. Who gives a fuck if you made your own engine or not? If it serves your game well, then why does it matter that it was made in rpgm or game maker or whatever?
>Really, I still don't see the need to separate us into /agdg/ and /rpgm/
In a perfect world, neither would I. But the atmosphere and attitude compared to here and there are completely different. We're a different community and it's a shame. We're all making games.
>Our stuff is just usually less fancy looking.
Depends what you mean. If you mean technically better (advanced lighting systems, high poly 3d) then /agdg/ has us beat. If you mean aesthetics, I would argue that.
>ags is fine, but not rpgm
What? I've used both and AGS is far less complicated than rpgm. It's this obsession with engines that I can't stand. It's the most baffling elitism I've ever seen.
>>136032912
Sure, as long as you pay it forward at some point in the future. Add me on steam and get a copy. http://steamcommunity.com/id/farhymn/
>>136033402
Though AGS is definitely less complicated than RPGM and holds your hand more, it also is not called 'RPG Maker' and thus avoids that special treatment.
>whodev
People got paranoid for a while after the itch.io monthly stuffs started getting 'invaded' by people who weren't 'known contributors' to the agdg thread. So they called everyone out who they didn't recognize as 'whodevs', feeling that they only posted their game and talked about it in the thread for a quick marketing bump.
Of course, this led to a lot of people calling people who've contributed to the thread for a while 'whodevs' just because they didn't recognize them. It got really out of hand and some people just used it to troll people knowing that they'd get away with it. That's my understanding of all that.
>>136031613
I'll be darned.
>>136033814
Thanks, I will.
I just added you.
>>135994865
>someone using the PS1 rpgmaker
S'up?
>>136015858
Zombie hairstylist?
>>136033814
>Though AGS is definitely less complicated than RPGM and holds your hand more, it also is not called 'RPG Maker' and thus avoids that special treatment.
Wow. That's... incredibly shallow. So, if it was called RPG Studio, it would be fine?
>whodev shenanigans
Well, that's fucking stupid.
We've had a couple of shills here, too, but it was obvious that they weren't a regular and were quickly told to sod off or ignored. But someone posting a screenshot and telling you what they've done lately? That's obviously just some dude who wants to share the dev process with you. Are Hopoo and the guy making that retro polygon racer (Slipstream, I think? or was there another one?) considered shills, too? If they're so paranoid, they should have kept their collabs in the thread, like we do, and then make a compilation with the finished games later. Maybe they could use something like, oh I dunno, a wikia? Just brainstorming, here.
Really, this sounds like something that didn't happen at all and was shit made up by some troll. Or are /agdg/ really that paranoid of the indie clique cabal invading their secret club?
>>136029225
Dastard means dishonest. You've never heard of someone performing dastardly deeds?
It's just another (maybe archaic) way of calling someone a liar or cheat.
Unlike a bastard, which is saying they are already damned (born out of wed lock) and good for nothing.
It's the difference between saying dislike and hate. Although "hate" isn't used as strongly as it use to be.
"love it. hate it." are used so casually these days.
Love/Hate used to be really strong words that meant you couldn't ignore something and (you) were compelled to act on.
>>136035757
>So, if it was called RPG Studio, it would be fine?
Well, yes and no. On the one hand there's this stigma that just goes with the name and some people jump on it just because other people jump on it. If we go a bit deeper, it's because the art between RPG Maker games tends to be similar in their eyes - and that's the reason why it deserves to be treated as 'not agdg material' - because we're not having to create all our own graphics and our games can, at times, use similar or the same assets.
AGS doesn't come with any real graphics assets (or at least not enough to make a full game with). I think AGDG's underlying problem is that RM comes with everything you need to make a complete game - very little else does.
Unity, compared to RM, should have the exact same reputation - but people don't always use the same assets that are free and given out by Unity so I guess it avoids some of that stigma (despite some people still blasting it because some people spend money to save time by using other people's content/scripts/etc).
In a phrase: The more art and stuff that comes packaged with an engine, the more AGDG tends to hate on it (excepting UE3 for some reason).
>The whodev-ening
Nah, it happened, just to less an extent than some anons made it out to be. There were people in /agdg/ who railed against those who whodev'd, even using >muh secret club as a retort. It was also used to blast progress mondays (I think they were called) and all other manner of stuff because people felt like people would only show up on those days and post progress as opposed to posting the rest of the week?
Still though, the whodev meme refused to die. And it's still being used.
>>136036597
>further blabbing on RM
Just to clarify I think some people resent RM because they see all these games made with the default assets on Steam and feels it somehow devalues their own work when other people can so easily make a game and sell it for so much less effort - to them RM isn't just a 'babby engine' it's also a large source of their problem with the indie game scene.
>>135634178
https://www.youtube.com/watch?v=hihEhsdwiIk
>>136036597
I'm not arguing with you, by the way, I'm just trying to understand the /agdg/ community. Just in case I came off that way.
>In a phrase: The more art and stuff that comes packaged with an engine, the more AGDG tends to hate on it
Well, that's fair. Everyone seems to hate rtp. But
>(excepting UE3 for some reason)
there's that hypocrisy again.
I guess I'll take your word on the whodev stuff. But if you make a weekly event where people post progress, of course they're going to post progress on that day. What did they expect to happen? A big chunk of our progress posts only happen because someone shouted "Post progress!". Is that wrong?
>>136036924
I see where they're coming from. But at the same time, I'd say 90% of the people that played LISA or To the Moon had no clue what rpg maker was. Those games seemed to sell well (for a small time indie game), despite the existence of rtp no-effort games. If you make a good game and market it well, the gaming public don't seem to care about engines. Unless it's something with objectively shitty problems like gamebryo (lolbethesda) or unreal engine (ungodly texture pop-in).
>it somehow devalues their own work when other people can so easily make a game and sell it for so much less effort
If we were making Twine "games" or Unity walking sims, I'd agree. Those non-games are cancer. But I know our games are far more substantial than that. It's a pretty clear difference from where I'm sitting. If someone makes an rpgm game with shit or no gameplay, I'd feel the same way. This is down to the effort and design philosophy put in by the dev, it's nothing to do with the engine.
Except Twine. Fuck Twine. It killed the IE genre.
>>136038837
Too busy bitching about /agdg/. Gotta sleep soon, so I'll shut up now.
>>136036160
Fire Emblem was probably a bad example, yeah, since it tends to use words that aren't just typical substitutes for profanity.
Still. I like the way those games are written, I admit.
I decided to give the tree art another try. Pretty much the only way I can wrap my brain around giving my art more detail is spray painting the crap out of it. Is this any better than the last one I made, or should I just stick with the original art?I should probably just stick with the original art >.<
Last bump from me for the night. Somebody else needs to take over for me. I leave the fate of this thread in your hands, /rpgm/.
>>136040068
I definitely like the trunk more on the right. The greeny bits... not so sure. It's not bad, but the color variation looks a little too intense now, I think. I can't art, though, so take everything I say with a grain of salt.
If you're not sure what to do, you can always keep using the original for now, and come back to it later. (Or just stick with the original, if you decide that's good.)
>>136040068
Yeah I'd say use the new trunk but keep the old leaves. You don't need that much details since your game art style is very cartoony
Anyone here have experience with RPG Maker 95? Playing games or using the program.
That's the one I never see anyone talk about. Is it just too old and outdated for anyone to bother using it?
How do you get good battle animations? I have been looking for a good shooting animation in first person and I haven't been able to find anything I like.
Are there any free assets I could use?
>>136043608
Red Mage from the podcast has used it before. He may be able to answer your queustions once he checks the thread
>>136043608
As I remember it required the program to play the games. So you could only share it with other devs.
Imo, it wasn't a bad thing. If the community was as big as it was today it would have created standards.
>>136038837
My very first vidya. Played it when I was 2 or 3 at my grandmother's house.
>>136041401
>>136043579
Thanks for the input! I think I'm just going to stick with the original tree after all. I only spent two minutes making the other tree, so no real time wasted. I actually didn't like any part of the tree after I posted it, not even the trunk. I might add a different kind of detail later to make it seem more round, and I might change up its roots too. The roots have kind of bothered me for awhile.
But first, I need sleep. Take care all!
This probably gets asked a lot, but we're already on page 9 again, so. What are your biggest sources of inspiration for your project?
I haven't actually started mine yet (I'm busy with studying and stuff, not just lazy, honest), but when I'm thinking on what it will be, I find myself thinking back to Paper Mario and Monster Rancher a lot. That might seem like an odd pair, but I loved exploring in Paper Mario, I'm thinking of including raising sim elements in my game, and both games gave me the feeling of being filled with secrets to discover. I'd like to try to incorporate that sense of exploration and discovery in a game some day, though I'm not sure I'm up to the task.
Why is there no SV Battler for the RTP dancing skeleton woman? I'm so annoyed. I wanted her to be a party member ;-;
>>136048421
My biggest inspirations are video games and anime. I'm normally reserved person, but I like making whimsical or overly-dramatic cutscenes. Old-school anime has the magic the I hope to recreate
>>136048421
For game inspiration I usually look back at older adventure titles like the NES/SNES/GB era Zeldas, or the different Souls games for world and story design. I like how Souls handles world immersion in general and I think older Zeldas just have really fun worlds to explore.
As for combat... Hmm, I'd say a combination of Pokémon and more recent Final Fantasy titles? I especially enjoy how they tend to make fights fairly fast paced once you figure out weaknesses but (relatively) challenging if you just smash your head against them.
FFX is a great example of (though a bit easy) really smart enemy design. By having enemies with very big strengths and weaknesses and party members that can abuse them, they really promote their own party member swap system. I think a lot of RPGs kind of fall flat on really utilizing their cast due to every fight being possible to just brute force through, and I personally much prefer having to actually put thought into party and equipment composition.
do your NPC's drop important hints? how many layers of meaning are in them?This is actually a VERY important hint in 2 completely different contexts
>>136049056
Who said it is a woman?
>>136048421
My current project is pretty much CoC + Pokemon.
The console RPGMs are too nostalgic for me to give up on, so I'm going to make my first attempt at an RPGM3 game in years. Just something for my IRL friends to play.
Anyone wanna weigh in on the story? I want to keep it simple instead of devoting too much time to what'll ultimately be a short project, but I want it to be interesting enough to keep my buddies from getting bored since RPGM3 is so simplistic.
The basic premise is that the player is summoned to a generic fantasy world away from Earth, with no idea why. You start the game incredibly confused and running around searching for clues.
In time you discover that the ruler of the world is a generic overlord dude who periodically summons humans from other worlds to fight him, because he's too powerful for anyone to beat him and he's bored.
The player makes their way through the game and find out more. It is later discovered that the overlord guy is a former hero summoned by the last overlord, and that it's a pattern that's been happening forever.
When a hero takes over the throne they become immortal, and inevitably summon heroes to challenge and kill them so they can enjoy the sweet release of death and pass the role onto the next hero.
The player eventually gets to decide whether to kill the overlord and take over his place, or literally destroy the planet and return to Earth.
Is this too simple? Does it sound like it could be enjoyable if written/paced well in the game?Has it been done before?
>>136053826
it's a very Dark Souls plot, in a very broad sense at least (DKS2 in particular). Not that that's a bad thing. there might be a few more, but I haven't played any like it.is there a secret ending to break the cycle and still let everyone, overlord possibly included, be alive and happy?
>>136054301
>is there a secret ending to break the cycle and still let everyone, overlord possibly included, be alive and happy?
It depends, really. I do a lot of writing and tend to avoid bad ends because they bum me out, but since this is a small project for my friends to play, (friends who love bad ends, for the record,) I figured I'd get it out of my system with this.
I guess it all depends on how I feel after finishing the other two paths and how many game resources remain to make a third one.
>>136053327
>Inteligent
>>136053469
Her feminine boner, for one.
>>136053826
I'd say it's more like Dragon's Dogma than >>136054301 aside from the protag being new to the world, but really, it's a very common plot.
Which isn't necessarily bad, but it means you have to put a little more effort in to not feel like you're rehashing it.
I guess I mean to say that it's simple, but simple can be good, I would enjoy it if it were well written and yes, it's been done, but maybe not done to death.
>>136054816
Huh. That's surprising. I'm actually a big fan of Dragon's Dogma but haven't gotten far enough to know about all that, but I'm glad you brought it to my attention.
I've known from the start that the smaller-scale writing will have to be good enough to make up for the vague plot but hearing about other games that have done it helps me know how to steer things in different ways.
I can't decide if I want to make a serious (or at least semi-serious) game, or something just goofy and fun like Dragon Quest. It's so hard.I'm pretty sure I'd be shit at making either one so I'm fucked either way huh
>>136055359
Start off goofy, but as the game progresses, make the story and atmosphere take a turn towards being more serious.
>>136039082
at the end of the day, I think all the problems with /agdg/ just stem from its size
bigger generals pretty much always attract more shitposters than smaller ones
/agdg/ has this competitive and aggressive attitude that comes with a lot of the faster generals
I don't even bother posting my non-RPGM games there because of that, because most people don't give thought-out or constructive criticisms
>>136055359
Serious into goofy.
Why does everything have to line up so poorly in MV?
I constantly have to make edits.
>Get decent ideas while at work
>Can't write them down because no time
>Forget about them when I'm back home
>Get good tunes playing in my head
>Can't note them down because I don't know shit about music theory
I'm starting to feel like I should just get someone else to do the music.
Did someone make a useable ship tileset for MV yet?
I would really love to have one.
You can trick around only this much with not ship tilesets.
>>136060430
If you cut off the bottom part and only have the scene play out at the top it's not that bad.
>>136048421
Different things come to mind.
Gameplay-wise: Dragon's Dogma, Rune Factory, Secret of Mana. I'm in dire need of a good ARPG plugin.
Music-wise: Hiroki Kikuta, Nobuo Uematsu. I'm always trying to find music(preferably royalty-free) that's around their style. Highly melodic.
World-wise: Ace Combat's Strangereal
Story-wise: Madoka Magica. Well, pretty much Urobuchi and Tomino in general. Currently watching Bokurano for more inspiration.
>>136048421
Story wise, Gurren Lagann, Cave Story, and Pokemon Mystery Dungeon (and a veeeery small bit of Attack on Titan) for the main story, with little bits of stuff like Off and Danny Phantom and TWEWY mixed in, primarily for the Void and how it works.
Gameplay wise I'm trying to go for Mother (psychic skills at different levels as well as exploration) and SMT (statuses and physical skills, two "special" skill types which are light and dark essentially) with some Pokemon tossed in (type advantage, basically a fire->electric->ice->fire Rock Paper Scissors type thing, as well as with special skills like multi hit physical skills and etc, and exploration again)
Visual design wise, I can't say I know what my inspirations really are - I guess various types of architecture, perhaps Pokemon Mystery Dungeon or main line Pokemon games, some Earthbound also, mostly dungeon design, but not as clean of pixel art (if I have time in the future I may go back and clean it up) and some slight Danny Phantom and Tron for the technological aspects of it.
And I guess for physical appearance of the characters, elves, dwarves, moles, and I guess some Middle East/South Asian physiology for skin tones and muscle mass though I'm hesitant about that since they really aren't based on any one race of humans what with being alien. Oh and a healthy topping of the Lion King-style meerkats. That was definitely an inspiration for their markings.
stop the kill
>>136060069
>Get good tunes playing in my head
Every tried humming it out and recording it on your phone? That's usually what I do.
>>136066956
Thanks for the idea anon, That really solves my problem.
>>136060069
>Get decent ideas while at work
>Can't write them down because no time
I use my phone as a notepad whenever I'm at work
90% of my message space is just drafts with pseudocode and ideas
>>136060069
You should also get OneNote. Makes taking notes brainless.
>>136060069I'll do the music, I'm a faggot who went to school for music theory
>write a whole bunch of dialogue
>click cancel instead of ok
>>136071292
The worst.
Also the worst: Reaching page 10.
>>136071292
The new update will have a confirmation box to avoid this.
>>136073567
Hm? Were the features/upgrades of the update announced ahead of time? I haven't seem 'em.
babump
>>136071292
>>136073567
Now that you mention it, I'm guessing there's no cancellation confirmation in VX Ace, right?
>>136068691
This. Evernote is a piece of shit.
>>136060430
>Stairs lead up
>You walk straight across to access the upper level
Nice work MC Escher
>>136071292
>Not writing the dialogue in notepads first.
Small update.
Added a tattle info for when you approach an NPC and press Z + hold A, just to give some character to folks who remain in the sidelines.
And yes... it's pretty much a ripoff of Goombario's ability in Paper mario.
https://a.pomf.cat/kywsvf.mp4
>>136060069
I have a notepad for random ideas and such, but I have the same problem with music.
Loving bump.
How's everyones projects going.
>>136084310
Like shit.
http://forums.rpgmakerweb.com/index.php?/topic/58683-rpg-maker-mv-memory-leak-and-sound-lag-issue/
This news is about a week old, but I just saw it. The sound lag was one of my big issues with MV, and since the last comment I saw on the issue was "we can't do anything, get a good computer", I'm starting to feel better about the program now. I haven't made much progress on my project, so maybe I'll switch after all.
Might as well start practicing pixel art in the meantime, I guess.
>>136083203
as someone who made a point to Tattle on every NPC and area in both Paper Marios, I approve
Is there a way to make dialogue boxes bigger?
There are libraries where you can look at books, and with the regular size it would take too much time to skip through all the text.
>>136086727
Yanfly (that cute little bastard) Message Core.
>>136084310
>Working on game 'takes too much time'
>Spend 6 hours a week editing the podcast
Irony is a cruel mistress
>>136087793
Thanks!
>>136084310
RPG Maker project is dead in the watermy custom engine is coming along greatI don't wanna leave
>>136088525
>my custom engine is...
TELL ME
What is something you wish you had known sooner / when you got started?
>>136084640
What's wrong? Any way we can help?
>>136090468
That I should have hung out with my dad more so I could learn how to do music effectively. That I should have talked to my grandfather about art before he died.
>>136090580
The usual stuff.
Knowing that in the unlikely event I do manage to complete a game, nobody will play it for longer than 5 minutes.
>>136090468
"Don't use VX Ace, use XP, much better to make maps and your PC can actually handle it, not to mention the resolution is better, because the moment you put a 640x480 res script on your game here it'll stutter to death, too bad now it's too late and you don't want to start over on a new engine, huh?"
>>136090580
You guys are some cute motherfuckers. So helpful.
>>136090902
A lot of people in this thread will give your game an honest chance.
>>136084310
Did some serious brainstorming while doing the laundry and now I have another game idea. Welp.
It's kinda like Judge Dredd and SWAT 4 crossed with Pokemon.
Wait, let me explain: you play as a police dude and you have to clear out a gang hideout. You gain exp by cuffing criminals and get citations (and eventually exp penalties?) if you accidentally kill them. You catch criminals by weaking them, like pokemon, and then using your handcuffs on them.
I dunno. Sounds pretty simple to do and I reckon I could make a short game out of it (1hr or so like Treasure of the Winter Isle?), since the abs game I was making went bust. I also found some awesome royalty free electronica music and wanted to use it. Modern cyberpunk swat game? Sounds like it could work.Still not sure what to do with the Hunting game, tho. I'm too busy with dumb experiments. Ahh.
>>136085979
Oh fuck! I guess it's almost time to switch over!
>>136083203
I like this idea a lot. Reminds me a little of reading minds in Golden Sun.
>>136090468
Certain script calls, how to find and compare player/enemy x and y coordinates, how to use A S and D for extra keys and all the stuff you can jam into variables (text strings, game data like HP values, etc). Also, common events and parallel event triggers. Basically LV2 event-fu.
>>136090902
I'll play it. What's your game about?
>>136091045
Das kawaii mang.
I'm bored.
>>136094307
make game
>>135972806
Thanks, Anon!
>>135981486
I just love this style, m8. Nice!
>>136091349
It looks fun!
>>136089420
it's just an rpg engine, it's nothing fancy but the specific things I'm trying to do were kind of annoying to fuss with in rpgmaker, especially the graphical and menu stuff
>>136090468
To just shit out a game before I try to make my dream game.
I'm happy as hell with my progress right now. Moving faster than like 5 other dead projects since the XP days
I think I've managed to get more done for this then all those combined.
>>136083203
DAMN I did something similar too. I'm ripping off a lot of things from Paper Mario
Total noob here, how do I end autorun events in MV?
Besides "erase event" I mean.
Also, anyone have any good tutorials or guides for MV?
>>136098934
Turn self switch A on then make a new page with condition self switch A on.
>>136100072
Is that really how you do it? Seems janky but it works, thanks a lot.
What does "exit event processing" do? I thought that was the way to get an event to end but seems not. What do you normally use it for?
>>136032697
>>136032557
Thanks, anons.
I'm currently looking at implementing this:
http://forums.rpgmakerweb.com/index.php?/topic/4917-khas-awesome-light-effects/
I'd like the room to be quite dark and use lighting as a mechanic.
It seems...not impossible to work in, but I'm unsure if there are more appropriate plug-n-play libraries to accomplish a dynamic lighting system.
>>136091349
>Reminds me a little of reading minds in Golden Sun.
One of the greatest mechanics of all time.
Absolutely amazing how they used it, especially when some Psys knew you were trying to do that, and when you found useful secrets.
>>136091349
>all the stuff you can jam into variables (text strings
What? Can you explain this a bit more?
The best I can do regarding text strings are using actor names, but if there's a better way, I'd be glad to hear it.
Shit, guys, I just got demoted at my job, from full-time to part-time. I guess that gives me more time to work on my game.
>>136102812
Damn.
Did you deserve it?
Also, since you have free time, can you point me in the right direction to fully modify my title screen (BGM/graphic/options)?
>>136091045
Is this a popular opinion around here? Using XP over VX Ace?
Genuinely curious since I've never used XP.
>>136104537
VXAce is superior to XP in every fashion except mapping. XP has more parralax layers, allowing for nicer custom maps
>>136104085
Actually, I'm still at work right now, so... yeah.
>>136102420
I'm not great at explaining things with text, so I made a picture. Basically, you can use the script option in the variable controls to insert text into a variable instead of a number. You can also insert game data this way (like actor stats) if you know the right script call. There's a big list of them somewhere, so try googling them.
>>136090468
I don't need like 60000 switches for shit I can do in a single event..
>>136104905
XP also has a far superior ABS.
I'm looking at an example and the lights dim upon each map transition.
There's no event at the start point of the map, so where is the script being called to do this?
>>136105808
Does XP have any TBS scripts? I've heard GubiD's is the most complete on VXA, but the AI is bad and other aspects aren't as fluid as they should be. If I wanted to make something in the style of FFT or Fire Emblem, should I use XP or VXA? What would be a good script?
>>136105063
Wait. What!? You can use variables to store any data just like that? How have I never heard of this before? That's incredibly helpful.
Well, here's your answer, >>136090468
>>136106641
Welp, figured it out.
Any easy way to modify multiple tiletags at once?
>>136106641
>>136108435
Oh, and so I'm not that asshat who just goes FIXED IT:
It was an event off in the corner set to autorun to dim the lights.
I didn't notice it at first.
>>136107630
>Wait. What!? You can use variables to store any data just like that? How have I never heard of this before? That's incredibly helpful.
I dunno, I only found out about it a few months ago. As a script illiterate, it's really helpful.
>>136106860
I don't think anyone's ever made a good TBS script, because no one seems to be good at making AI.
>>136109051
How can anyone be worse than Fire Emblem?
>Are you in range to move and hit that guy?
>Move and it that guy, weapon triangle and odds of survival be damned
Even Shining Force on the Genesis understood priority targets (healers, the MC, etc)
Page 10? Inconceivable!
>>136105063
Holy fucking shit. Thanks a ton anon. Oh, holy shit. All this time I've been reserving a good 20 actors for name-using shennanigans, all while this was possible.
I don't even have a reaction image that expresses my thanks, so take mfw.The "Game Data" is actually the option right above "Script." Click on it, then Actor, then choose the Stat you want to store as a variable.
>>136114708
>Spoiler
Ah yeah, I knew that. I got mixed up because I've been doing some stuff using script calls.
But yeah, glad it helped you. Variables are power.
"Just do a personality system," he says. "It'll be fun," he says.
Nothing quite like writing lines for up to 50 enemies/allies, each of which with multiple personalities, each of which with randomized answers based on mood, joy, and living conditions. There's well over a hundred lines for each personality, and I haven't even started the randomized backstories yet.
Ultimately though, I'm just relieved that the system is actually coming together, considering how much randomizing is going on. Pic related is one of the talk options for a recruited looter. Asking how they are increases their joy. Other options are asking about their history to increase loyalty/affection or being asked a question that will either increase or decrease their Will.
>>136110268
Speaking of FE, it's me, the one who underwent a great league to make a green-clad thief and in the end returned to a fucking frankensprite.
This is my first new attempt, to a total different character. Really want criticism on this.
>>136117334
I haven't gotten very far with it, but the religious looter is quickly turning into one of my favorites.
Greetings:
>Another prayer, another coin. Something like that, anyways.
>Riches in faith, faith in riches.
>Everyday, when I wake up and realize I'm not poor, I thank the gods. For my quick hands, I mean.
When asked to Work:
>Yeah, I can do some honest work. I think the gods are okay with that.
>I'm going, I'm going, but I expect a good tithe for it. For, uh... the gods, of course.
LowJ-LowF:
>Well, I'm praying every night for some furnishings. Nothing has happened yet, but maybe tomorrow I'll find a caravan that won't mind being a few dressers lighter.
>>136043608
I'm actually using it to build a random little romp on my old-as-piss laptop.
What can I answer for you?
>Khas Ultra Lighting is $25
Fuck me. I was just getting comfortable with his Awesome Lighting and ran into huge performance issues.
I'd gladly pay the $25 if I could try it first...
>>136120284
As a user of it, the performance issues don't go away.
>>136120754
Well...shit.
>>136091349
setting sounds like something i'm making, even though my art still looks like shit i think i'm improving with this.
>>136120284
I never liked Khas's lighting. I kept getting compatibility problems with other scripts and, like you, performance issues.
I prefer Zeus' script: http://forums.rpgmakerweb.com/index.php?/topic/16040-zeus-lights-shadows/
I'm not saying his script necessarily has better performance, but it might be worth a try anyway. It seems to work better for me.
>>136120754
Well, that's fucking bullshit for $25.
>>136121283
Well, as long as it's just the setting, I'm sure we can co-exist.I'm kidding.
If you want my advice, the biggest problem about your pic is readability. Aside from the windows and lights, everything just blends together. I didn't even notice the other guy at first. As a rule of thumb, make the characters light and the backgrounds dark or vice versa. Alternatively, you could use warm colors for character and cold colors for backgrounds. Or saturated colors for characters, desaturated colors for backgrounds. And so on. You need a clear contrast between objects, characters and backgrounds, so the player can see what he's doing.
>>136030745
>>136101632
IT BEGINS
See webm for lighting in-game.
https://a.pomf.cat/qtdfdt.webm
>>136124178
It is indeed awesome lighting.
>>136123151
thanks dude, ill try to use your advice.
id love to see what you would do with it and it sounds very interesting.
>>136124178
Good luck. I see a lot of rpgm projects shoehorning lighting systems into their games, but not actually implementing it as a mechanic, so I'm already interested in your game.
I don't think I've ever shown a map to you guys from my game before. This is one currently in progress. There's no scenery yet because I'm still making it, so just trees and rocky cliffs.
>>136053327
Since my game is built on talking to butterflies a lot, yes. Not talking to the butterfly NPCs makes exploration more of a challenge, though. An example of how talking to butterflies can be beneficial would be that on certain (in-game) days, secret bosses spawn. They might tell you where they are if you're lucky.
>>136060069
Always carry a notepad and pen.
>>136071292
It is annoying when that happens, but I generally type it down elsewhere first so I can organize it better. If I cancel, I can just re-paste it all.
>>136084310
Slow. I recently got my first job ever and am trying to get the paperwork done.
>>136090468
How to do events better. The more time I spent with events, the more I was able to simplify the heck out of them.
Keep up the good work, my friends!
Hi, guys! I haven't been posting about my project (screen related), but I've been commenting a lot in the thread.
>>136127091
Dude, I'm really glad you're interested in getting better with your sprites, and actually "listening" to others advices. It's really clear you're doing something really good. This map is great! I'd love to know how to map mountains and forrests, my game's next area will have a lot of them.
>>136126204
This. Lightning, in my game, is just something visual. I'd like to see how to make good mechanics and puzzles with it in RPG Maker, too.
>>136127091
Looks like a whale tale, and overall very comfy. Reminds me of hiking through the woods in Pokemon
>>136127685
Really cool aesthetic, reminds me of 90s Nickelodeon cartoons. The perspective on the bunk bed is a bit fucked though
>>136128954
Yeah, very fucked, m8. I'd really like to make it the right way. I'm trying not to make it sound like "oh right fuck your opinion, I'll make it my way because yes", it's just that's there's a lot to do and I don't think I'm capable of making it better yet.
Sorry about my english and thanks for the criticizing.
>>136126204
>>136127685
I'm planning on piggybacking on some of the math Khas uses, as well as simply doing test cases to what what is where.
One thought is having an image of a silouette of the light bending off walls in a certain way, as well as another element that must be lined up, and it allows the player to progress.
I'd like to implement a Wheel-Of-Fortune style riddle mechanic, where the user fills in the word given a riddle and one or two hint letters (to avoid synonym fuckery).
It'll be a dark mystery, with a little horror.
Any thoughts or ideas are appreciated.
I haven't even begun to formulate a story/scenario.
>>135986542
Are you going to elaborate? On that note, why not upload your own crack if it works?
>Playing GubiD's TBS demo
>Enemy dies
>Sprite dissapears, but can't walk on that square
>Placeholder data is on that square
>Try to use Paladin's healing skill
>Won't let me heal myself or an adjacent ally, just gives the error noise
>Attacking animations are clunky
>Camera jump cuts from enemy to enemy instead of smooth transitions like most AAA tactics games
>Talk to an NPC about the 3d system
>It moves the camera for a cutscene
>Never reverts control to the player, camera now locked in place and won't follow me
>Sound effects are at seemingly arbitrary volumes, overpowering the music or barely audible through it
How can a man be so close, and yet so far?
>>136117513
The art looks good, though if that's a generic enemy like I'm assuming, something about the face and beady little eye makes it look more cute than intimidating to me.
The animation definitely needs work, but I can barely manage simple static sprites myself, so I'm not sure what criticism I can offer on that. It's too static, I think? The motion blur on the axe looks good, but alongside the way it ends straight out without the gnoll itself moving, it looks kind of weird. If you changed it, maybe adding a couple of frames so that the axe is swung further and the gnoll twists its body downwards along with it, that might look better. I dunno.
>>136134497
Thank you. Yes, he is a generic enemy, and originally I intended for his eyes to be red, but I wouldn't use the color in any other part, so I went with a smaller color palette.
The animation sucks, I know. I too hate static enemies and your idea is great, but since I need to work on more enemies, I think it will be like that for a while. Now I'm working on a longbow variation for him.
Again, thank you for your opinion.
>>136137135
>I too hate static enemies and your idea is great, but since I need to work on more enemies, I think it will be like that for a while.
That's probably a good idea. You're still learning pixel art, so there's no harm in leaving the animation like it is until you have more experience. It's functional the way it is.
Much better than letting yourself worry about details until you stop making new sprites entirely, like I do.
>>136130831
Partly because I wanted to at least check if it's doing anything obviously bad in a process monitor, and partly because I'm not keen on figuring out a host for the file.
I'll upload it if people want it, but I can't really guarantee it's safe. It seems okay after some testing, but I'm not an expert.
How's your game going?
>>136146885
Pretty good actually. I'm currently making my custom shop interface entirely through events and pictures, with a talking shopkeeper portrait.
>>136146885
I fairly new to RPGMaker in general, and am actually still using the trial of VX Ace. Ive done no mapmaking nor spriting, only mechanics. However, I've got all the types of enemies and their encounters down and am planning to buy it full on Steam (Only $9.99 due to sale) and start to add custom sprtework.
I'm happy with the progression.
>>136131565
It hasn't had any updates in two years. I had to drop a project because of it.
>>136149547
Are there any other scripts with similar functionality? Google keeps riding his dick. I don't know what else is out there. Either XP or Ace is fine
No die
How long is your game going to be?
I'm shooting for 15 hours, but I'd be satisfied with 12.
I actually have about an hour of gameplay done
What's the best rpg currency? Dollars, gold, credits, beri, mira, or EN? My favourite is magazines
>>136154813
Hundreds of hours. There will technically be an endless amount of things you can do. The end will be when the player gets bored and quits.I'm hopeful it'll be fun enough to play that long.
>>136155841
I'd say it depends on the setting. Gold is probably the most common rpg money.
>>136154813
No idea just yet, but I feel like 10 hours would be a good number to shoot for. Long enough that it feels like a proper game rather than a glorified demo or short story, but not so long that it's biting off too much to chew.
Then again, I'm currently thinking my game ought to have a lot of replay value, so speaking of biting off too much...
I am terrible at thinking small.
How does RPG Maker handle 3D graphics?
I'm assuming the answer is "not well", if not "it can't", but I'm curious. Has anyone ever tried?
Be honest, How well did i do on the title screen background?
>136160451
It handles it alright. It doesn't do it by default though - you'll have to code it in yourself. MV should handle it much better due to it running on PixiJS (and not an in-house engine, which they've made very slow in nearly all the recent past versions) and thus supporting proper shaders.
Lots of people have tried though, yes. Usually it's in the form of a First Person Labyrinth Explorer.
>>136160952
It's a little unfocused - I feel like the planet/ball is much less impressive than the swirly nebula thing though. The planet is almost distracting.
>>136097605
I'll probably end up ripping off Luigi's stories from TTYD too.
As in... after every chapter he'd be there with some new stories of his own adventures, that was one of the things I'd look forward the most after I was done with a chapter.
>>136161436
Neat
I need some opinions again. Which grass tile looks better?
>>136155841
i went with Crowns. they're like my setting's Septums, officially relegated currency.
>>136161661
right
left just looks too flat
>>136155841
Real currency always leads to "now why the fuck would X be so expensive/cheap?"
For example, burgers costing 14 bucks in Earthbound.
>>136163540
>burgers costing 14 bucks
Ever been to a state fair?
>>136164378
14 dollar burgers at a fast food joint that also sells 7 dollar fries
>>136160451
I don't think that's how computers work.
>>136160451
Never done it, but in MV, theoretically, you could hook in webgl or whatever 3d-in-the-browser solution. But then it might take more effort to make it work with the base scripts, and the editor might become more and more irrelevant.
Has anyone here bought RPG Maker 3 on PSN?
Is the framerate any good or does it drop on big world maps and shit like it does when emulated?
It's hard to trust emulation since PS2 emu is so shitty.
And again
b-bump?
Is there a good Mystic Quest style battle plugin for MV?
I can find ones for VXA, but I'm really after MV
>>136154813
At least 20 hours, including New Game+, which will have new story content.
bump vicariously
>2k Field 4 Theme
I dont remember this being so good.
They did a really good job remaking the old stock files.
Specially on 80% pitch the song carries a complete new feel.
Is it possible to release an update for a game with new content and bug fixes but allowing the player to continue their same game? Or is that a headache not worth the effort.
>>136187541
it could end up weird if the player saves in a weird spot since you need to alter at least one map to get to new areas and the patched content could break the game but its entirely possible.
There is just this slight chance of the player saving in a weird spot and it fucks his savegame over. Also, if you do major changes to the things the player has already done and change variables and switches the player already activated.
>>136187748
Is their a guide to game patching? It's something I'm very interested in both for bug fixes and the like but also adding in new content if desired.
>>136187927
Just make sure your maps are set in stone when you launch. Everything else should be smoother than that
>still need a good ship tileset for MV
>need harbor and pirate themed assets in general
thats a VXA screenshot and i know the ships way too big and empty
>>136193604
Solid effort for what you have to work with
>>136193604
would be perfect with a sail and failing that, a really long pole with the actual sail not visible.
>>136194092
its okay i had a script for VXA that would overlap multiple maps, the sails are actually on another map
>>136194359
>overlay maps
Is there a plugin like this for MV?
>>136195101
dont think so, not yet.
>>136195101
Kaus Ultimate Overlay might be worth looking into
>>136194359
Okay that's fucking cool
Are there any MV plugins that allow for really long text/choices and viewing of the dialogue history, a la WRPGs & VNs?
How do I make an on field skill that has a 1% chance of finding something?
will putting 1% sucess work on an on field action?
>>136199678
Start with a skill that is only usable out of battle. In the skill's effects, simply make it activate a common event.
For the common event, create a variable to be used for generating a random number; for a 1% chance, the simplest option would be to have the event begin by setting this variable to a random number between 0 and 100.
Next, make a conditional branch that checks whether the variable you just controlled is equal to or greater than 99, and if so, add an item. You can create an else branch to throw out a "failed" message.
If you want the item itself to be selected randomly from a pool of items, that'll take a bit more ingenuity.
Basically, having all the calculations happen within the common event, rather than during the default success check, will give you a bit more flexibility. Notably, the chance of success rate for skills only works in integers, but you can simulate, say, a 0.01% chance using a randomly set variable.
>>136187449
I know, I often get distracted just listening to my songs pitch-shifted.
>>136200845
how do I generate a random number?
>>136202281
thank
I'm bored.
>>136206173
Make a game about being bored.
>>136206173
Hi bored, I'm dad joke.
New Yanfly Tips & Tricks: https://www.youtube.com/watch?v=LLNsXKiiDDc
It's the reraise effect from Kingdom Hearts!
>>136209826
He never quits
>>136209826
I want to fug the yanfly puff
Reminder: If you're using anything past RPG Maker 2003 your game is most likely shit and no one will ever genuinely care for it.
>>136212750
Welcome to the bad opinion zone
I wonder if AGDG has this many page 10 problems.
>>136215832
>not lurking on agdg
>>136215959
https://www.youtube.com/watch?v=CoAzqf7GpFU
>>136215959
I trolled them a few days ago and asked why they didn't have a podcast. They might start one now. Shit'll be great
Worked a bit more on this town
>>136217851
As always you are an inspiration to us all
Any guesses as to what THAT is going to be?
>>136010689
>But what about non-RPGs using RTP? Would you play that?
Good question.
If it's free, I think I'd be more likely to try it, since unusual uses of RPG Maker are always interesting to me. If it costs money... probably less so. RPG Maker is meant for making RPGs, after all, and I'd be less optimistic about the quality of a commercial game that uses RTP assets while trying to work outside of the system.
>>136222003
Hopefully, it's the soon-to-be-released pixi.js 4.0.
>>136212750
Explain further.
>>136223831
That's what I'm hoping for too. That and perhaps the inclusion of a rudimentary lighting system.
>>136226093
>That and perhaps the inclusion of a rudimentary lighting system.
That just wouldn't be right. The fun of RPGmaker is faking stuff and doing things the engine was not meant to do.
>>136226948
That's not what I find fun in it. What I find fun in with it is : making games with less hassle.
Good out of battle skills?
I was thinking bandage skill (recovers a bit of HP for a bit of MP) is great, lets you choose how much you wanna heal rather than waste an item when you didm't need that much.
Was thinking of a dig skill which gets random items but made it cost money to balance it out (doesn't make sense but it's the only way I can think for it not being abused)
>>136227572
>doesn't make sense
It can make sense though. To dig you need to have some upkeep on your tools like shovels and picks. If you made it a skill that used up a shovel or pick item that you had to buy, then it'd make more sense.
Another way to balance it would be to invent an item like a "censor crystal", that when used will tell you if you're near treasure you can dig up or not. So instead of buying picks an shovels, you just buy those. Of course this all grows more complicated as you work out the variables and exactly how treasure is discovered, whether it just be a random roll every time you use the skill or if the location of the treasure on the map is predetermined.
>>136228101
It's a random roll every time
Question: how do you guys decide on names for things? Do you copy from other games, use Google, look in a dictionary, or something different entirely?
Personally, I've been naming everyone after professional wrestlers (with the exception of my main character who is named after a musician and the main character of A Clockwork Orange), and I've been naming the towns after small German and Dutch towns near me.
>>136228419
Due to making references to other games, I take most from other games and inside jokes.
Planning to make a better rpg after the one I'm making, which is my first one
>>136228321
Makes sense, the problem with that though is that players will probably use up all their rollsall at once (no reason not to) and just stay in one place each time, so it's like their always digging in the same spot which doesn't make a lot of sense. It makes sense for a fishing skill, but not digging. Have you thought about making it a skill they can only use x times per day or x times after having rested? That might help cut down on dig spamming.
Unless of course you're cool with dig spamming which if so then you do you mang
>>136228419
Sometimes I pull things out of my ass (Firryn, Firgof, Kirzikal, Mjlnh), sometimes I use old or foreign languages as inspiration (Voshim, Althara, Serzahnk, Kerrno Vos), and sometimes I just use existing names of famous people/locations with a twist (Daniel Warren [Dan Woren], Nathaniel Hawke [Nathan Hawk]).
>>136223706
>Charging people in /rpgmg/ for your game, regardless of if you go commercial or not
No one actually does this, right?
>>136229201
I mean I could give out steamkeys like candy - but that's not really 'not charging'. How'd you go about not charging /rpgmg/, charging everyone else, while somehow preventing people who 'aren't on /rpgm/' from getting it for free also?
>>136228986
Man those are not easy to spell except firgof.
>>136228916
I'm ok with dig spamming, it really is more like a roulette spin
>>136229328
If I were to ever sell a game, I'd drop a mega link here for people to give it a last crash-course try before I add all the credits and compulsory acknowledgments. And if I end up changing something, I'd reupload the new one.
I unno, considering all the help, feedback, and ideas this general gives, it's just weird to me to charge you guys. Even if I go commercial everywhere else, it'd be something of an honor to have it as a recommended game in our pastebin.Doesn't help that I believe "try before you buy" is a perfectly reasonable thing to do, even if I don't usually do it. If someone here ended up really liking the game, they could just buy it to show support, but it's a "thank you" gift otherwise.
>>136227116
You're doing it wrong.
>>136233283
OK.
>>136230729
I like to think that making the game is the prize. Getting money from it is just a plus.But I'm changing all my sources names to hide my copied content.
>>136233761
>But I'm changing all my sources names to hide my copied content
That is a terrible idea. You cannot hide things on or from the internet. No one can. Many have tried, and you will not be the first to succeed.
Honesty is the best policy
>tfw you've already used 10000 of your 44000 memory blocks
>tfw you're maybe twenty minutes into the game
Well, fuck me. Might have to make this a two or three part game somehow. You guys warned me about dialog in the old RPG Maker games; I didn't listen.
>>136235332
>Final cutscene of Defeat the Darkness
>One map
>Dialogue out the ass
>5500 memory
>11/16s of one memory card block
>Out of 15 blocks
>4.6% of my total event memory is one scene
Playing a sound effect is 3 memory. Every letter you type is 2. Gotta make each one count, man.
My suggestion would be to have a readme/manual and then say as little as possible in-game (Except for the final boss. He obviously needs a speech)
>>136193604
My game literally cannot function without a ship tileset.
But yet there isn't one for MV.
FML
You'll never guess what time it is.
https://www.youtube.com/watch?v=0EYwTlBe5pI
Today, its all about making a non-crap introduction for your game.Whoever makes the next general, please update the OP to say the podcast will now appear every <other> Wednesday. Thank you.
>>136237441
Well. That would explain why I could hardly manage a demo of my PSX RPG Maker games back in the day before I started worrying about memory limits.
That and wanting them to be 30-40 hours long.
>>136245321
You still technically could. With careful memory card and save management, you can have a game folder (Memory card 1) extend over many event folders (Memory card 2). They just have to have the same name. Save, unplug memory card 2 (Event data), insert new memory card 2 (New event data).
Also, you'd have to carefully duplicate data you'd need for a long time (ie more than 1 event card).
This would allow you to make episodic releases, but seeing as the game is over 15 years old (and 6 Makers ago) it would be silly to seriously attempt.
>>136237441
>>136245321
Yeah. I once had a game that took like three memory cards or some shit. Maybe four in two parts. I don't remember but I remember having to actually buy more memory cards for it.
Maybe it was as >>136247115 said
>>136226093
>RPG Maker
>ever getting a built-in lighting system
>>136247876
On the PS1 version, you can only have one set of Game Data (Maps/main characters/enemies/monsters/items/spells/etc) but theoretically infinite sets of Event Data (where text and other instructions are stored). It was always worth it to have Event Data on a seperate card so you could easily swap it if your adventure got too big
>>136228419
I usually go to a site that lets you search for the meaning of names, look for names that match the personality of the characters, then mash some of them together.
>>136249159
Hey, their parent company acquired 001 Engine. What does 001 have that RM doesn't (well OK a lot of things but also: )? A lighting engine.
>>136242753
>Windsor is so tired he can't make jokes and is instead giving good examples
>>136242753
What isn't made clear during the events of the podcast is that I deliberately slept in and showed up late just so I could give everyone false hope that I might not be on this one. I give hope just so I can snatch it away.
>>136242753
I ought to actually listen to this thing one of these days. I keep forgetting to check it out, but it sounds interesting.
dundie
>wake up at 4am
>maybe /rpgmg/ has the pirate dlc for vxace and i could use some of it for MV
>the mega link in the pastebin is dead
>>136263169
You can find it in the Pirate Bay or KAT, though.
a
Post backgrounds.
>>136271893
I actually started gamedev with Starcraft back in the early 2000's. RPG Maker was a slightly more flexible engine and I eventually made my way to...
Did you mean art? Fuck, dude, I can't into art
I swear I'm going to use this thing in a game one of these days, one way or another. Mark my words.
Anyone know an easy way to add more frames of animation to overworld characters?
I just made a more realistic character and his walk cycle feels like it's going to need more than 3 frames.
Using MV but willing to script solution.
I can't really think of any other good way to solve the issue other than redesigning the character.
>>136279585
Here's a thing: http://forums.rpgmakerweb.com/index.php?/topic/46759-more-character-frames/
I'm not sure it's exactly what you're looking for, but it sounds like it. Hope it helps.
>>136279824
thanks anon
>>136276832
brother
>>136194359
needs more rope, rope was very important for sailing, also need some crew doing ship crew things. an odd puddle of water here or there would give some extra atmosphere.
>>136280908
I had to look up the source of that image, and suddenly I regret not finishing that visual novel.
>>136209826
I'm starting to feel guilty about using his stuff. guy gives a lot to the community.
Do we know his birthday? We should pool and get him a present, maybe a custom yanfly puff plush.
bums