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/rpgmg/ - RPG Maker General #134
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Podcast Edition

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

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

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

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

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

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

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

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

Currently working:
Silent Maid !ztOzYBnEEw

Version 12: http://www.mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe
>>
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Let's not have a thread which dies on the first post please thank you.

Pic: 3D concept art of a character that shows up late in DiM: After Hours.
>>
Oh look this isn't dead yet.

If anyone's alive, how do you handle enemies in your maps? Making the have individual levels, or just having certain enemies per area, with it being harder the deeper you get in?

Also since I can do quests whenever I want, I want it to be so quest enemies are similar to your level so it doesn't feel like a breeze.
>>
Can anyone recommend some good RPGM games? Last thread I only got Cherry Tree High
>>
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Every tile of this grid is a separate picture, with so far 3 pictures used (the red tiles are just colored via Maker). Now I have to align the rest of them. Notice how they're semi-transparent so any overlaps would be clearly visible.

Currently trying to bring myself to place the rest of the tiles. And that's just the visible ones when standing still - if I want fluid motion, I need to place even more tiles outside the screen.
>>
>>136564776
Depends on the game I want to make. But yeah, that's typically the route I go - having them have individual levels and it getting harder the deeper you go in.

>>136564776
You'll want to grab a plugin to handle that then, making sure the stats stay roughly the same relative to the player's level.
>>
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live
>>
>>136564776
This is where most open-wolrd games fall flat. I just have the enemies get harder as you progress, because it's a linear story.

If I were doing open-world, skills that let you avoid combat (Stealth, Diplomacy, etc.) would be very important
>>
Why does this thread keep dying? We've had like three in a row get bumped off
>>
>>136565356
man your map looks so good

>>136565240
Mine don't even have levels, they are just calculated somewhere and pasted, for now

>>136567201
my game is nearly linear in its progress, but not entirely because of the sidequests.
>>
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>>136563684
Now with clothing concept.
>>
>>136567237
How 'bout that subchan guyz?
>>
>Still hasn't added the Season Pass DLC I posted to the OP.
But why?

https://mega.nz/#!Yo5AlLxZ!yzS3PMn144EGsj9LMnXeaaJ_ZxyTGgbIvFf3Y4Z0YRw
>>
https://www.youtube.com/watch?v=oCXl9hrhyow

newest Yanfly tips & tricks

>>136565356
WHY IS IT SO PRETTY!?
>>
I'm bored.
>>
>>136571524
just like make game
>>
How many game projects have you anons started?
What level of completion did you reach on each one before quitting?
>>
Is the Luna Engine worth it?
>>
>>136572950
Around 10, finished 2.

If you count things made outside of RPG Maker, Around 18, finished 6
>>
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>>136572950
At least a dozen. I've tended to find that the quicker I can get things into the actual game and actually playable, the more likely something coherent will come of it. Just making graphics or maps without dealing with any of the mechanics behind all of that is a death sentence.
>>
>>136572950
Too many projects to count, around 10% of each completed.
>>
What's the maximum # of skills, items, and states I can have?
>>
>>136577204
What version?
>>
>>136579646
ace

I heard 2k3 had limits and thought ace could have them too, but not as obvious
>>
>>136579726
>Increase the numbers to ridiculous amounts
>Lower them until the game stops crashing
Fix'd
>>
I have like one week of heavy work where I can't do Rpgm stuff and you guys die like 5 times wtf
>>
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So i'm new to this board and type of thread.
and i just got rpg maker, i'm completely new to it.
so any tips you guys can give me?
it's not as easy as i thought.
>>
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>>136582741
Go small. Make a ten to fifteen minute game. That's ten to fifteen minutes from start to finish, including dialogue, etc etc.

Learn how to do a little bit of everything and don't be afraid to experiment. Also, save often. Very often. All the time often. And then back it up. And then put that backup online.

Also ask us if you get stuck somewhere or can't figure out how to do a thing. There's quite a few oldhats in the thread who'd be willing to help you out.

>>136582719
Sorry was watching the VGAs.
>>
>>136582741
Don't spend too much time on graphics. Before you know it you have spend 1 month on how a character looks but you ain't got no levels to play in.
>>
>>136583203
My life now.
>>
So uh... does anyone know where that ship tileset for MV that was posted in the last thread comes from?
>>
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You have ideas you've been sitting on for a while, right? Is there any particular reason you haven't tried realizing those ideas yet?
>>
>>136582741
Once you get the maker how you like it, save it as a separate project and keep it in a safe location. I tweaked the hell out of XP and I have no intention of using it stock ever again (C is Confirm instead of Z, Q and W act as L and R buttons leaving a giant space between useful keys. If someone wants to play my game on a controller they're crazy)
>>
>>136589269
I'm actually out of ideas and as soon as I shit one out I dump it in the project. Just implemented it to the game fully.

Need more weapon and armor ideas.
>>
>>136583108
well i have a problem now.
in the the edit event i inserted a character from damage cause they looked like there sleeping over a bed and when is playtest and talk to the character, the character turns into another damaged/sleeping character. but then turns back into the inserted character, after talking to how do i fix this?
>>
>>136594517
i also want the character to wake up and move to an area, later join my party, but not be involved in combat
>>
>>136594517
There should be an option to prevent the event you're talking to from rotating to face you. It's often abused to fit more objects onto a tileset
>>
I have a few questions for you all.

1. If I plan on not using the Luck parameter for anything, is it okay to remove it via scripts? I'd rather just have skills have a certain % chance to apply a status effect instead of having it based on Luck as well.
2. If I set my characters' AGI to 1 point above every other enemy in the game's, would they all always move first before the enemies each turn, or is there a hidden factor that would still randomly make the enemies move first occasionally?
3. Is there a way to get rid of the % chance of surprise attacks and preemptive strikes?
4. How do I remove AGI and LUK from being displayed in the menus (not removed from the game, just removed from sight)?

VX Ace is what I'm using. I ask because I don't want to use AGI or LUK in my game and would like to just remove them from the menu. I also always want my main party to act first.
>>
>>136597097
>If I plan on not using the Luck parameter for anything, is it okay to remove it via scripts?
Why not? If you do, I would recommend giving everyone 1 Luck or 100 Luck or something as a baseline

>If I set my characters' AGI to 1 point above every other enemy in the game's, would they all always move first before the enemies each turn, or is there a hidden factor that would still randomly make the enemies move first occasionally?
The PS1 version has a little random variance. I assume later versions are the same

>Is there a way to get rid of the % chance of surprise attacks and preemptive strikes?
Depends on the version. Dig into the scripts and see where it tries to roll for Surprise Attacks

>How do I remove AGI and LUK from being displayed in the menus (not removed from the game, just removed from sight)?
As above, just dig through the scripts. I've been messing with XP and once you know what you're looking for, its easy to adjust
>>
>>136596054
Direction Fix. On Event Page.
>>
>>136598365
If I knew how to dig through scripts, I probably wouldn't be asking. I suppose the first question was kind of redundant because of the 4th question I asked.
I guess I'll also ask if there's a way to remove the random variance for turn order if it's there.
What if I set party AGI to 9999 and enemy AGI to 1? Would there still be random variance? Since I don't have plans to make AGI visible, as per question 4, it'd work for me if it guarantees 100% chance of going first.
>>
>>136605145
The variance is a small percentage, so setting the player to 100 and the enemy to 1 would basically negate the problem.

With such a high AGI, the likelihood of being Surprise Attacked would be almost zero, anyhow, so there may not be a need to remove it. Keep in mind that Event Battles will never have surprise attacks for either side.
>>
bump bump
>>
Do you work better with or without chemicals (medication, alcohol, weed, etc)?
>>
Anyone knows how I can make it so a character copies and returns the abiliity it stole/countered if it's made of fire?

>>136610472
Never tried any of those before I'm hight on life xddd
>>
>>136610472
I take aniracetam, centrophenoxine, ALCAR, caffeine, and L-theanine in the morning. Piracetam in the afternoon.
>>
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>>136599818
yeah this is kinda driving me crazy, i don't know where i how to get this character from not glitching into another character that i didn't even assign, she, just transforms into this red haired douche everytime i talk to her in the playtest.
>>
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>>136612774
>>
>>136613582
ok thanks.
i thought you had to do it on Autonomous movement or contents
>>
>>136564806
>Can anyone recommend some good RPGM games?
I was pretty impressed with A Blurred Line when I played it, but that was a long time ago, so take that with a grain of salt. Might be worth trying, though, even if it's unfinished (and ends just as the story starts picking up).

I thought the general combat balance needed work and the (partly stolen) assets were a mixed bag, but it was an interesting game with a lot of clever elements and impressive cutscenes. At least, that's what I thought at the time.
>>
Is there a way to have smart AI for guests party characters similar to how there's smart AI for enemies with Yanfly's script?

I'm very bad at searching apparently.
>>
>That feel when nobody ever responds to your questions in these threads.

Why do you all hate me so? ;_;
>>
>>136572950
Excluding projects I "started" by poking around in the editor for a bit before abandoning...

Five. Two of those I finished, which wouldn't be such a bad record... except they were trash that I forced myself to make over a couple of days just to prove I could. I have yet to finish a proper game, even a short one.

>>136589269
Oh, I have a ton. Some of them might actually be good. But I have problems with finishing anything, so...

...Also many of them would require custom assets that I don't have the skill to make, which puts a damper on my enthusiasm.
>>
So, I've been looking at the pre-Playstation RPG Makers, and I've been feeling a strange desire to make something with them. No idea why.

For those around who still use them, why do you do it? Nostalgia? The challenge?
>>
>>136618678
yeah i get that feeling too on some other board
>>
>>136622249
speaking of playstation, i had this thought once, that what if i was to find a couple playstation memory cards that have rpg maker save files, and i was to check out whatever the hell was put on it by its previous owner?
i can only imagine the shit that was saved in those cards.
>>
TELL ME BIG DIFFERENCES BETWEEN RPG MAKER VERSIONS
HERE'S WHAT I ALREADY KNOW

>XP
-the one I'm most familiar with

>VX Ace
-smaller resolution
-don't get to choose your own layers while mapping

>MV
-Java instead of Ruby
>>
>>136624576

http://rpgmg-games.wikia.com/wiki/RPG_Maker_MV

just about right with ace, except with a less robust (ie: shitty) mapping tool compared to xp. You can choose parallax for all your fancy needs without worrying about making 200 picture event tiles to make shit layering upon each other, but it's still a lot of work.

Otherwise, Ace has a lot of good scripts and resources for you if you don't want to wait for mv's community to churn out resources or make your own.
>>
>>136618678
When I ignore questions, it's usually because I don't know the answer or how to find it.

If you've asked something here that you want answered, though, point it out and I'll see if I can help. I'm not doing much tonight.
>>
Where are the MV games. I wanna play an MV game!
>>
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>>136630380
Oh fuck, I completely forgot about this.
>>
>>136630380
>>136630653
Man, I loved that game. I was actually working on a prequel back in the day, but of course I got too ambitious with it and never finished it.
>>
no die
>>
Okay fine I'll bump this thread one more time before I sleep, but no more

Let's talk about RPG Maker 3. Y'know, the PS2 one. Did anyone else here get it around release? I remember being pretty disappointed, thinking it had some neat features, but way too many quirks and limitations. Especially compared to RPG Maker 2. I had some ideas for it, but in the end, I never seriously tried to make anything.
>>
>>136639403
Had a cube, so no.

Would have been fun to try rpg maker atleast on pc back in the day, I didn't use it until 2015. even worse I'm 22 might be 2latte now
>>
>>136639403
I got it a bit after release. Only barely got to mess with it for two days before my brother left the disc out and ended up destroying it.
>>
>>136622249
I've stuck with the PS1 version for a number of reasons

>I didn't quite 'get' the PC RPGMs when I was younger. The menu and input scheme for PS1 were extremely familiar.

>As an aspiring dev, I was vulnerable to feature creep and a simple system (two tilesets, no scripts, limited custom assets) kept me on task

>Because it had no scripts, taught me lots of event-fu

I'll definitely be moving off of it for my next project, but it was fun. There are some things in DtD that I don't think have ever been done with events. I'm also able to trust myself not to jump on any new feature/script I see and try to shoehorn it into a game. And if there's more than one type of grass, I'm now sure that picking one which to use won't be an agonizing decision.
>>
How's everyones projecting chugging along?

I just began what I thought was my first project but realized I had an Ace project cloud saved. Really funny. I didn't remember anything about it when I played through what content I finished. My now second project will be a remake of the first but in MV

Bump
>>
>>136648210
Also, would anyone like to play a demo when it's finished (^:
>>
>>136648210
Stopped working on it, instead doing sprite for it.

If good enough I can sell the sprites as a pack, even if the game itself is a collection of old tabletop adventures and as such, can't be used for profit.
>>
>>136648318
that's the spirit
>>
>>136648210
projects on the back burner indefinitely since my partner is dealing with some shit and I don't want to rush him on art and writing since it's his pet story

been working on a rhythm game in game maker, so no rpgm progress to post unfortunately
>>
What do you guys think about gaining experience depending on your level in relationship to the opponent's?

Does it make balancing easier?
>>
>>136654025
It makes balancing a large cast easier. Suikoden had proportional scaling so characters you never used (but were suddenly forced to use) would catch up really quickly to the rest of the cast. If you want to prevent grinding on weak enemies I'd recommend it
>>
FLYING BUMPARU~!
>>
What's your game's backstory, /rpgm/?
>>
>>136659167
You (playing as yourself) are a one-of-a-kind creature born from nothing into a strange world where you find treasure with the help of ghost butterflies.
>>
>>136659167
It's simple and generic, then people who are too genre-savvy for their own good try to break it. It doesn't end well
>>
>>136659167
A focus on trivial problems while the world outside falls apart right into your lap.
>>
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>>136659167
Uh. Well, there are 6 different animals(a rooster, a snake, a cat, a monkey, a cow, and a rabbit) you start out with that become human during the intro, and you get to choose through a personality quiz which character's story you go through. Currently working on the rooster's path, he's a lady killer- hen killer that is- that happened upon a farm run by a single, friendly, reasonable farmer who took a liking to him immediately.

There are also 6 main antagonists, whose backstory is that they're scientists who mined resources from the Earth's core, irreparably damaging it, in order to colonize the Moon and make it into a new world, in order to escape a massively chaotic extraterrestrial being that was found to be heading for Earth. Now they changed their mind and are trying to combine 6 human essences(don't ask) to gain the power to stop this being. The game obviously takes place on this new Moon.

I'm making the game I want to play, not the game anyone else wants to play.
>>
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>>136659167
Nearly a century into the future the world's still recovering from the Global Climate Crisis. In these dire times the games industry is thriving as people all over the globe escape from their bleak reality.

A New Korean firm is about to roll out its new MMO, 'Project DiM'. Coupled with the launch of their company's Head Mounted Display people, they announce the MMO is to help 'rebuild the world' - a massive simulation of an alternate Earth driven by the collective consciousness of all those playing. This brought heavy criticism from the Humanity First activist group who have relentlessly campaigned against the company launching products which 'steal people's lives in exchange for false realities'.

To show their new MMO and hardware is safe for public consumption, MerCo Industries has outsourced their testing to Mobius SoftWorks. With only weeks to go before the product's launch, pressure is high for Mobius to complete their first human-piloted test. Glitches, strange behavior from the device, and constant patches to the game plague their attempts and soon the time comes for the first human-driven test of the game.

Indigo, lead game tester at Mobius SoftWorks LLC., hurries to her workplace after accidentally spending a bit too much time in an MMO. When she arrives, she finds the building abandoned despite this critical test being scheduled to have begun 30 minutes ago. Putting these concerns aside, fearing she'll be fired if she doesn't do the test anyway, she straps on the headset and starts it up. Everything seems to be going smoothly, but the more she plays the more she notices strange quirks of the simulation - objects moving regardless of whether she saved the gamedata or not, vague and odd memories, and so on. And then it happens.
>>
How do I go about making a sewer level? Just a bunch of small canals with water?
>>
>>136659167
only a virgin can defeat the evil
that's it
>>
>>136666118
Look up sewers of video games.
>>
>>136666118
Usually sewers are maze-like and wind around a lot.
>>
https://www.youtube.com/watch?v=34fvPyUn10E

Newest Yanfly plugin is pretty nifty. You can do so many neat things with it
>>
Monster Tower Anon here. I'm retweaking Monster Tower, in lieu of Monster Tower II's near completion. When Tower II is finished, I'll release it along with the first game's revision.
>>
From 1 to 10, how "blank slate" is your main character?
>>
>>136666516
I'll do that, as well as play some games with sewer levels in them. Thanks.

>>136667738
>mazes
I that having just a bunch of maze like sewers would make them quite bland and more of a chore to go through. Though I'll see how it turns out for me. Thanks.
>>
>>136673671
They don't have to necessarily be an actual maze. I just mean that there's often no 'straight path' from any one objective point to another in a game's sewers.
>>
>>136673930
O, makes sense. Well, I was planning on adding some puzzles in there that would make the player wander around a bit and maybe encounter a secret character. But I guess I'll take a look at some sewers in other games first, to get some inspiration.
>>
>>136659167
higher ups are causing a ruckus and one of them is not happy with it so you join him along with some other faggots to beat em. Your main character is a failed experiment and due to fear to you, the top dog orders the higher ups to go nuts.
>>
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I can't. I just can't.

My laptop decided to die alongside all of my progress. So SWTHWT? Is officially dead. Fuck this gay earth. It kind of is my fault, seeing as I didn't make a backup somewhere so shame on me.

Anyway, I feel like making another game. But with my own tiles and sprites n' shit. Hopefully it'll mesh good with my cell shaded artwork.

Now, my question to you guys is, I still have VX Ace. Is there something MX has that VXA is sorely lacking in? Or will it not make a difference at all? I really don't want to learn about another program if it ain't worth it.
>>
>>136676018
Truly a shame lad. I have my project in dropbox in case something like that happens, so I can use different computers to work in it and to work with other 2 people.

We have to take turns inside the project but we can use an external copy to then drop the map in the project.

And about VXA, I still use it, but because I started my project when MV was just coming out with no yanfly scripts. Now MV has a tons of it and it uses the easier javascript too. Not sure if it's worth it right now though.
>>
>>136669036
Golden Sun, is that you?

Actually, how would you use this to make Golden Sun style field magic and puzzles? You could have the skills call common events, but how would you check what they're being used on and have the target respond appropriately?
>>
>>136676261
And they say memes aren't useful.
>>
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Do you write dialogue on the fly?
I sometimes do that for npcs.
>>
>>136678282
absolutely yes
>>
>>136678282
pretty much 100% of the time so the dialogue doesn't feel stiff but rather more natural
>>
>>136678282
All of my dialog is written on the fly except for the really, really important stuff.
>>
>>136659167
Like 10 years before the game, a bunch of asteroids fell and rekt preety much the entire world.
It was originally gonna take place after a nuclear war but I figured it had been done too much already
>>
>>136676018
>>136670814
Nice to see you guys crawl back out of the woodwork.

RIP Sexy Dinner game
>>
>>136677978
memes are always there
>>
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>>136680925
It's okay, the next one will be mildly lewd as well. It's another project I've been planning on doing if I ever finished SWTHWT. It kind of has the same battle mechanics as well. It's based on
https://en.m.wikipedia.org/wiki/Fearsome_critters

Will give moar details later.
>>
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Post enemies from your game and what they do.

This man probably needs no introduction, it's demopan. He first offers to sell you a stout shako for 2 refined, which in my game translates to 800 autism bux.

If you don't the battle resumes, he can use his shield bash, crit you with his pan for the most part and shoot grenade pipes at you.

But if you buy his shit he will leave you alone and if you encounter him again he'll just praise your shako and leave.
>>
>>136665069
I like this one
>>
>>136680925
Kinda had to, /eagg/ is no more.
>>
>>136685516
what was eagg?
>>
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>>136685994
East Asian Genocide General, or Musou/Koei-Tecmo General. The threads spiraled down to
>Page 10
Koei desu and waifu shitwars.
>>
>>136686172
well we are in page 9 lmao
>>
>>136676018
I definitely prefer MV over VXA, if nothing else it's much easier to use, and the mapping, while still limited, is much better than VXA's.

Plus Yanfly is releasing plugins rapidfire-mode, together with most of the big script names, so as long as you're willing to do your own graphics there's pretty much no reason to not use it over VXA.
>>
UMP
>>
>>136676018
Yeah, that's a shame. It always takes losing everything on one project to start being serious about backing up stuff.

Bit late to ask now, but where were all the lewder scenes in your game? Never really came across any of them when I played through it.
>>
They still haven't fixed MV yet, have they?
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>>136692645
With the aid of some community scripts, it's fixed for me now.
>>
>>136692645
Fixed? It works fine. 1.1.0 fixed pretty much all the issues and 1.2.0 is supposed to have a bunch of nice new improvements. Not that 1.0.0 didn't work fine for the majority.
>>
>>136693190
They seriously just sat on their asses and made the community fix their game for them.
Well assuming we had the same issues, is it really okay to get my hopes up? Back when I tried it there was serious memory leaking problems and audio took forever to actually load/start up, and the only "fixes" I tried never actually worked.
>>
>>136693331
Yeah, the audio issues were solved via a caching plugin. The editor itself is also much more responsive now with sounds and music.

I think it's built in to the engine now. Dunno about the memory leak problems. Haven't had any crash related memory problems.
>>
>>136693320
Where is the 1.2.0 update log? I haven't seen any mention of it. What is changed?
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>>136648260
ME! I WILL PLAY IT!
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>>136697050
Hasn't been launched yet. Will include some performance tweaks and a 'secret special feature' which they haven't announced yet.
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>>136682185
Isn't it from Team Fortress? Sorry if I'm being dumb, I do'nt really know the game's characters.
I'm really interested in knowing your game's setting. It looks weird, in a good way.

This one is Bonnie, a bunny-like brawler with flora related abilities. Her brother has been kidnapped for being fucking smart and useful for the evil emperor. She starts as an enemy, but becomes your ally as soon as you defeat her.
>>
>>136701248
yeh it's from tf2, from the videos made by users, where a demoman wearing that attire asks if he can sell you his stuff.

I also have the theme of having enemies (just a few bosses actually) joining you because they didn't know of the higher up plans until you beat the shit out of them because they are stubborn
>>
>>136659167
You inherit a restaurant from your estranged father who is said to have committed suicide. The restaurant is located on an island country that welcomes you with open arms. It turns out the country is in deep shit due to a recent monster outbreak and that your father was in incredible debt, which you have also now inherited. The only ways to pay it back and not become homeless are to help the government and develop a thriving restaurant.
>>
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>>136665069
Put together an official Tumblr for the game's development. Feel free to grab on if you want to read/look at all the stuff that does and doesn't make it into the game.

http://dimafterhours.tumblr.com
>>
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How can I make pic related in RPG Maker? I can't find a way to create a common event that, when triggered, turns the self-switch of its adjacent events to A/B/C/D. Could anyone give me a hand, please?
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Any attack ideas for this 2?

Here's what I got for now:

King:
-Sip wine
-Dinner blaster


Cdi link:
-Pit Book (it buuurns)
-Squadallah
-Morshu bombs

blocked the fighters because they're just inside joke shit no h8
>>
>>136711951
King
>Sony Vegas Keygen
>"I'll take the Triforce of Courage to protect me!"

Link
>Bomb some Dodongos
>Howabout A Kiss.. for Luck
>>
>>136713590
Man how could I forget sony vegas

https://www.youtube.com/watch?v=4bM2b5cfeZo

Everything sounds good except for the kiss, don't know what effect it should do
>>
My autism is making me procrastinate. I can't stand it. MV has shit tiles. All the interior tiles look like pure ass when they're against the wall. I remember there being a nice edit in VX where tiles actually looked normal. anyone else deal with this?

bump
>>
>>136714053
Charm, obviously.
>>
>>136716636
how did charm work again?
>>
>>136711951
Don't forget MAH BOI.

Maybe it's a buff for Link, or you could combine it with "This Peace is What All True Warriors Strive For" and have it make everyone immune to damage for a turn or something. I dunno.
>>
>>136711951
>Eat an octorok
>>
Importing new assets to the MV generator is such a pain.
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>>136726515
Is that you, Sloth?
>>
I really want to make an ARPG, but the current one for MV is too shitty. I'm thinking about switching to GM, which has an extensive tutorial on making an awesome ARPG, but I don't want to give up the RM-only graphical assets.
>>
>>136716961
It's basically confusion, except the restriction is set so that they only attack allies, I think.
>>
>>136562085
so how do you guys do the art for your games? do you make the game with placeholders and replace them all later? or do you do art first?
>>
>>136733373
Depends how crazy I'm feeling. Usually it's placeholders, sometimes it's full art if I feel really confident about something.
>>
>>136733373
I can't art, so I've never really thought about it. I just tend to stick with an RTP I like and make or acquire edits or similarly-styled resources if I need them (and can manage it).

If I could (and I'm hoping to learn), I'd probably use the RTP art as a placeholder, and gradually replace it with what I need. There's no way I could make all the art first. That would kill the project before I even started it.
>>
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>>136733373
The only time I use placeholders is if I want to show a screenshot example here. Otherwise, I use the original art I made. It makes things less confusing for me.

Here's some slingshot icons I've made. Is anyone else currently working on icon sets?
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A long time ago in the northeastern woods of North America, there lived a group of people known as the Lumberjacks. Their mission, besides hauling trees, was to protect the modern world from the threat of the fearsome critters, a group of supernatural creatures bent on devouring and destroying mankind. Through the years these fearsome critters were spoken of in folklore like the Sasquatch, the Jersey Devil, Mothman, etc. And with them came the saviors of the woods, the Lumberjack, that in secret, rid the Americas of these bloodthirsty demons.

You play as Sammy, a redheaded girl and apprentice of the senior Lumberjack, Finnegan. Together, you patrol Pine Barrens, New Jersey in an attempt to rid the forests of the Fearsome Critters.
>>
>>136733373
I have someone who just makes things look more spritey because she really likes doing that, but not much else.

I use tons of RTP for maps, don't kill me
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The gameplay is still pretty much the same. (TP and HP; no MP or Experience points to earn) Like last time, there are no random encounters. Instead, you fight solely off of Event battles that are either hidden or story driven.

I'll be saving EVERYTHING on a thumbdrive or something so I won't be repeating my mistake.

Anyway, the girl is Sammy and the fat guy is Finnegan.
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Last picture, showing some critters.

This is all concept art btw so things might change just a little bit.
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>>136736165
use dropbox m8, it handles versions of files in case you didn't like something or if it got corrupted, you can set it back if you need to.

I don't recommend github
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>>136736165
I like your art, it's pretty, hope it ends up in a great game
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>>136736835
Daw, I appreciate it.

>>136736487
Yes, this too.
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>>136734719
Yes, and I'm having tons of fun making them. The hard part, for me, is that each item will have a small and a big icon, but it's looking cool.
>>
>>136734719

>>136738521 here. Sorry, forgot to mention, but your icons look neat!
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>>136738521
My icon set in all its shitty glory. Aka default shit plus a row with stuff from other games and stuff.

I can't draw for my life desu familia

>>136737329
so yeah use dropbox it really can't fail you.
>>
>>136736165
Sounds interesting. I look forward to hearing more.
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>>136735468
Oh yeah I forgot. The game is called Fairy Trail. Still deciding on VXA or MV.
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>>136736165
>>136736430
how long have you been drawing?
>>
>>136742594
Do you have art assets like character sprites, faces and tiles? If so you could just stay with VXA. Otherwise you could attempt to use MV, which allows for mobile rpgs, which will get much more widespead
>>
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I'm trying to use lunatic mode for Yanfly's Skill Core to make it so that one of my skills is only visible if under a certain state. So I have this code in the notetag:
<Custom Show Eval>
If (user.isStateAffected(18)) {
visible = true;
} else {
visible = false;
}
</Custom Show Eval>

But I continuously get this error:
>Syntax Error
>Unexpected token {

What the fuck do I do? Why does Javascript have to be so fucking obtuse?
>>
>>136743941
shouldn't if go on lower case?
>>
>There's a 4th Space Funeral coming out
>With graphics that don't look awful
I'm not sure how to feel about this.
The awful graphics are part of the fun.
>>
>>136743941
>>136744781
Never mind, I figured it out. One of my other skills using this code had an else statement followed by a line break and then an if statement, when I should've condensed them into an "else if" statement.
Apparently that gives an "Unexpected token {" error. Makes sense.
>>
MV question;

Is there any way to make the battler sprites animated? I want to make them have a simple 3-frame animation, but I'm drawing a complete blank here.
>>
>>136750706
Yanfly has animated battlers. Check his videos, one of his plugins lets you use a sideview battle character as an enemy.
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>>136750996
Oh, I must've missed that. I feel stupid, it's 4 am and I'm trying to learn from scratch.

Thanks, I'll be sure to look carefully over everything after I get some sleep. Can't wait to finally have animated enemies.
>>
>>136742594
PLEASE PLEASE PLEASE include the axe-headed cougars and weird tumbling snakes from Lumberjack lore in your game. I've been interested in it since I was 12, those were my favorite. I'm really glad to see someone making a game out of such a cool yet extremely unexplored lore (for video games at least.)
>>
What's the difficulty in making your own game?

Excluding art.
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>>136752146
General motivation.
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>>136752181
Ok, say I want simple low digits, mazes, and stat altering equipment.

Would I need a lotta maths or a little maths
>>
>>136752280
Little.
And even with this you're underestimating my lack of motivation.
>>
>>136752352
oh shit. Can't wait till my laptop come sin. Gonna pirate all the shit.

I think I'll just get a feel for it using an NES games assets and work from there.
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>>136752429
Good luck, anon.
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>>136752507
and to you
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>>136673101
Very blank. Basically a Dragon Quest hero. He has a place in the plot, but he never speaks and is pretty generic looking.
>>
bump again
>>
How to introduce late playable characters in a way the player won't immediatly dump it in the reserve without even trying, because he is already attached to the starter set?
>>
>>136758463
Sex appeal.
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>>136758463
Make the moveset so strange the player is compelled to try it.
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>>136752146
Art is the easiest part since I'm an artist by trade, so I have to say time and dialogue. I always feel like I MUST DO MORE! But I don't have time. I also worry my dialogue sucks but that will just take time to streamline I guess.
>>
>>136752146
Having the time to stay motivated while trying not to burn out.
>>
>>136758463
Forced section where you have to use him in your party, either from lack of members or something like they're the only one who can open the start and end doors of the dungeon you need to go through.

There will be people that hate that, but that's really the easiest way to get someone to try a party member.
>>
>>136752146
Other than art, which is tough as nails for me because I'm studying for Software engineering, is coming up with enemies and their attacks. I sometimes need then to do something new. I already had to make the regular attack scaling lower so tapping Z is a weak option unless you intentionally power up your crit chance which still requires a bit of thought
>>
Another day, another day looking at this thread instead of working on a project.
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>>136758463
I pretty much enlarged the party count so you use everyone. Your party can be of six
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>>136767876
I'm on the bus, not much I can do here other than not miss my stop
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>>136768189
wanna talk on steam about ideas when you get home :(
>>
>>136768789
Why not here? Should keep the general alive.
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>>136752146
>What's the difficulty in making your own game?
Making and filling up maps. I honestly suck dicks at it. My project was moving sanic fast while I was coding shit, once I started trying to make maps, I started slacking off really hard.
>>
>>136769491
How far along are you in your game?
>>
>>136758463
Not being caught up on small details that derail me, hard.
>>136769581
I really enjoy mapping, I'm a fan of less is more and utilizing small spaces.
>>
>>136770406
Half way consists on 2 early game bosses, 5 bosses, 3 big sidequest and a final boss.

Got all early game, a quest and 2 bosses with the area of the third boss.
>>
>>136770597
I meant that I'm halfway and the full game consists on the shit I said

>>136770496
Making places recognizable is probably the better choice
>>
What kind of spells should I give my Black Mage other than elemental attack spells and status inflicting spells?

My game only has 3 elements (4 if you count non-elemental attacks) and skills/spells scale in damage with your level so there's no need for a "Fira" or "Firaga" type spell system, so there's only need for 6 spells - 3 single-target and 3 multi-target. And status effects are dealt by a different character in the party.

So what else can I give her? Gimme some ideas.
>>
>>136770993
Does she have the all powerful non elemental attack that damages everyone and is powerful as fug? As A move you get much later
>>
>>136770496
>I really enjoy mapping, I'm a fan of less is more and utilizing small spaces.
I envy you, anon. I always try and make really spacious maps and end up wasting a lot of time fucking around with them to just end up realizing half a day later that I can't fill in all the blank spaces with stuff. I really wish I could find a helping hand with this stuff.
>>
>>136767198
seconding this
all extra party members in our project are forced in the group for a dungeon where they're relevant storywise and mechanically, before being demoted to normal party status

introduces them and gives you an opportunity to see them shine to win you over
>>
>>136770993
you could make unique targeting spells to differ the elements, like in etrian odyssey
fire did splash damage, ice did a column attack, and volt did a row attack
>>
we page one, boooooy. shieeet
>>
>>136770406
Still alive? How's Your game going?
>>
>>136772198
I could be your guy. Tell me about what you're trying to do.
>>
>>136772681
yeah, sorry. It's good. My first project was deleted somehow. I'm trying to make a 5 minute game or something small now though. There's virtually no combat though.
>>
>>136772882
Happened to the WT Dinner guy. Unless that's you there must be an RPG maker curse
>>
>>136772559
Skies of Arcadia did it first.
>>
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>>136772717
Making a yuri and futa h-rpg, something among the lines of VH, MSE and D&P. With a bit more focus on exploration, rather than just constant fighting. I've pretty much made all the scripts for my game, aside from a few additional scripts, that I'll add along the way once I'm more finished with my game. Story wise, I've mostly been throwing around ideas back and forth, I don't want anything 2deep4you, but I also don't want it to be another bland fantasy story like ever other h-rpg, so I want to add some easter eggs, secret characters and events, some of which will have nothing to do with the h element.
>>
>>136773346
We will get full body picture that relates to what you are wearing right?

I'm gonna have to increase your project's budget tenfold
>>
>>136773039
yeah I saw that too, I had a most of my maps done, and then poof. It was horse shit. It happens though. Happen a lot to me in VX too.
>>
>>136743645
Since as long as I could remember. Probably since I was a little toddler.

>>136751579
Prepare to be pleasantly surprised.

>>136743682
Nope. Just art so far. I wasn't expecting to do this one yet for obvious reasons. I'll try MV out.
>>
>>136773083
oh, neat
haven't gotten around to playing it
>>
>>136773346
I really like that, it's pretty nifty. Is there an octopus?
>>
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>>136752146
Trying to make the story not boring as nails. My things tend to have no story. Just episodic events that happen for no reason.
>>
>>136773576
>We will get full body picture that relates to what you are wearing right?
Yes, I already have the main heroine portrait drawn and a few different poses and a few sets of clothing, that you can change and combine how you want. Though I still need to draw some more, as well as add armor degradation, both in code and visually.
>I'm gonna have to increase your project's budget tenfold
Hah, thanks. Though I'm not sure that my work deserves any actual money, at least so far.

>>136773749
>I really like that, it's pretty nifty.
Thanks.
>Is there an octopus?
What do you mean?

>>136773785
>Trying to make the story not boring as nails.
I noticed that a lot of the time if I'm not trying to over complicate a general idea, then it comes out more or less well.
>>
>>136774330
That's good

0 times 10 is still 0. huhauahua
>>
>>136774330
an octopus that someone fucks.
>>
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>>136774413
>0 times 10 is still 0. huhauahua
Kek. ;_;

>>136774783
Well, I haven't thought about octopuses, but tentacle monsters are definitely something that I'll be adding into the game. As well as tentacle traps. Having an octopus is actually also a pretty interesting idea, just need to think about how to get the player next to or inside the water.
>>
>>136774783
But that's lewd.

>>136774413
So what is your game about meme? I've seen you post a bunch of stuff already but I'm confused about what you're actually trying to make.
>>
>>136774994
>water
Nigga just make a mindflayer. Like those things in Demon's Souls.
>>
>>136774995
since it's more about inside jokes of a group I'd rather not say the details, but you're some random, generic dude that's entirely white (similar to the PC master race muscle guy, actually) that gets banned and needs to see what the fuck's going on, meeting an admin, 2 shitposters and 2 other crazy bastards in order to take down some admins.

I'm not the only one working on it but I work alot on it. Mostly doing it to learn the basics of making an RPG and getting feedback from many people so when I make my next one I have some bases.

>>136774994
We do it for the thrill, not the money. That might come later if we're good at it
>>
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>>136775414
Uhh okay? Well whatever it is, it better have Skooks.
>>
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>>136775139
>mindflayer
That's actually a good idea. Thanks.
What I was thinking about before was having some sort of event where the main heroine jumps into water and depending on what RNG rolls, the heroine would either get raped or would get some sort of item, from "deep sea exploration" could also add some sort of minigame to that.

>>136775414
>We do it for the thrill, not the money.
That's true. My main reason why I picked up drawing and started making my own h-game is because there's very little h-games that are focused on yuri/futa. Most of them are focused on fat faceless guys fucking the girl, which just isn't my thing, to be honest.

>That might come later if we're good at it
That's also true.
>>
>>136775631
might release a demo since I'm not getting enough feedback from the current testers
>>
And now there's an ARG for DiM: AH. Because apparently that's what I feel like I should be doing.
>>
>>136775631
I regret searching for skooks on google images. Those nipples, yuck
>>
Ded again
>>
What would your characters do for fun at a stereotypical Japanese festival? Watch the fireworks? Play crappy carnival games? Eat los of food?
>>
>>136777331
No not google images! On Youtube. The misadventures of Skooks.
>>
>>136752146
Actually making it instead of doing something else because I have anxiety about other aspects of my life.

>>136782186
Collect souvenirs, of course.
>>
>>136782186
There's always fucking your special someone against a tree during the fireworks.

I want to attach a picture related to the Japanese penis festival, but I can't because I'm at work.
>>
I installed MV from the OP, and I've been fiddling around with it, learning how to use it. I love the hell out of it, it's so much nicer than VX Ace. Although, I hit a snag; I can't open VX Ace anymore because it asks for an activation code.

I'm not going to use VX ace anymore, but I had some code in there that I didn't write down anywhere else. Is there a way for me to get what I had without finding an activation key/crack?
>>
>>136782186
Pick fights with the locals.
>>
is there any difference between the trial crack and the full game?
>>
>>136788331
I imagine there wouldn't be. Don't know though.
>>
What is a good size (in pixel) for sv_battlers? Assuming a proportional human size instead of the fucking chibi ones. And a 5 man party.
>>
I'm bored.
>>
>>136792549
Me too.

Hey, wanna share dick pics?
>>
>>136792990
Das gay
>>
>>136794250
Nuh uh.
>>
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Post enemies.
>>
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>>136795161
You're a wuz uh huhuhuhu yyeaaah
>>
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>>136795673
I showed this one awhile ago. It's a somewhat clueless animate flower.
>>
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>>136795673
those are really cool man, loving the realistic details
here's a pumpkin
>>
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>>136795673
Oops. Hit submit too soon. I was going to say that your enemies look really cool! :)

I have one robot guy made. It's not as skillfully detailed as your robots, but it's the best I can do which is fine with me.
>>
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>>136795673
Here are some enemies for my game
>>
>>136784981
Code as in Ruby scripts? There's a way to extract them. If that's what you want, I'll try to put out a guide or something.
>>
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>>136795673
>>
>>136797718
Man, Gamefreak really dropped the ball with gen 7 designs..
>>
Hey /rpgmg/, explain your game in ten words or less.
>>
>>136801537
Tits, dicks, vag, ass, lips, tentacles, rape, lolis, murder, ice cream
>>
>>136801859
1. Lewd
2. That's 11 words
>>
>>136802180
Nuh uh
>>
>>136801537
Do you like 4th-wallbreaks an dispair? Welcome abaord!
>>
>>136801537
Old AD&D modules translated to MV without the cute atmosphere of the engine.
>>
>>136801537
Do you bitches love role-playing games? Hell yeah, you do!
>>
>>136801537
You talk to butterflies and search for hundreds of treasures.
>>
>>136801537
Locals missing, mole people explore, robots appear suddenly, space bees.
>>
>>136801537
Hey kids, do you like boring RPGs? Look no further!
>>
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>spend 30+ minutes designing one room in my dungeon
>"this actually looks pretty cool, I should screenshot it"
>painstakingly take 12 different screenshots
>"ok, time to piece them together in GIMP!"
>exit out of my emulator without saving

Kill me senpai. Anyways, here's the room in question (there's a couple things I'm going to change based on this second look, but you get the gist). I wanted to make something like the Forest Temple in OoT by mixing indoor and outdoor parts; I think I did a good job considering what I had to work with. I have yet to add any actors, but I know that the entrance will be at the green dot, the exit at the red dot, and treasure chests at the blue dots. So, any thoughts?
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>>136814272
lol
Thread replies: 255
Thread images: 113

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