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/rpgmg/ - RPG Maker General #146


Thread replies: 748
Thread images: 133

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Roll for location edition

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

[MV] Base Resources, Cover Art DLC, Essentials DLC and Pre-order Plugins:
http://pastebin.com/QtQnqvf5
[MV] Season Pass DLC
https://mega.nz/#!Yo5AlLxZ!yzS3PMn144EGsj9LMnXeaaJ_ZxyTGgbIvFf3Y4Z0YRw
https://mega.nz/#!ZxhjiaBD!lGIZEztZ8fhyyl9NuEoQ_TDw0BGa0LB6wEaSxmY01lo
[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/
Storyline Creator
http://www.mediafire.com/download/dtlzmd145cr4sz6/SLC.zip
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: Pt. 14 (The Real 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 !ztOzYBnEEw
- Joakim Morgen !!4elh6dhvavq
- W.T.Dinner !LTqeha3bQk
- Firgof !aFqhsxkECQ

Currently working:
Bubbles !u696zUYxpM

Version 13B: http://www.mediafire.com/download/89tsrb5ka31g36h/rpgmgcollab_v13B.zip
>>
Japan has some great box art, why are some Western versions so shitty?
>>
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>>143272875
...as compared to:
>>
>>143272875
Shitty marketers and possibly shitty focus testing groups; the two responsible for making everything shit in the west.
>>
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>>143273214
And this one...
>>
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>>143273414
... compared to this shoddy version ;_;

>>143273257
Indeed. Something to remember while marketing and testing your own games.

Which brings me to: what are you guys going to do for your own box art, or for lack of any physical copies: digital download storefront art?

Hire an artist?
Are you an artist yourself?
Do it yourself through 500 hours of photoshopping something to hell?
Just take an expressive screenshot, pretty it up a bit, and be done with it?
>>
>>143274013
Eh, I'm probably going to draw something, since I feel I have that ability.
>>
>>143272047
Sure, I'll roll something.
>>
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>>143272047
Hey /rpgmg/ I need help. Can anyone guide me on how to rearrange the sideview battlers like in this one?
>>
>>143272047
Rollan
>>
>>143273414
I agree that redrawing covers and box art bugs me- but that horse/cow guy's head in this one is the size of his finger.

And I would totally play >>143274013 if it was it's own, different game.

Still- we've gotten a little better. Still plenty of angry-eyebrow Kirbys though.
>>
>>143274013

That one is better than the Japanese version
It's not great, but it's preferable to just having the characters standing next to eachother.
>>
>>143274013
Some of the bad box art is hilarious in hindsight, at least. But it seems rare for westernization to come across as anything other than stupid and insulting at the time, at least to me. It's a shame it still goes on in some form or other.

Admittedly it didn't bother me much back in the day, when I never knew about changes until well after the fact. Still.

>Which brings me to: what are you guys going to do for your own box art, or for lack of any physical copies: digital download storefront art?
I couldn't art if my life depended on it, so...

I'd probably have to make due with screenshots. If I actually had money, I'd definitely hire an artist. Probably get them to make some character portraits too.

Ideally I'd git gud and do it myself, but that seems like an impossible dream. Then again, so does finishing a game.
>>
Woa
Bump
>>
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Eh, I post here enough I might as well namefag.

>>143274013
I'm gonna do my own art but I'm not sure what I should do with my gay rpg/dating game. Probably just something with all the characters fighting a dragon or something.
>Pictured here: Current title image.
>>
>>143275335
What version? If it is Ace, you can do it with a Script. If it is MV, you will need to code it yourself. At least until somebody makes a plug-in.
>>
>>143281620
Where do the characters heal? If it is an Onsen or Pub, I think you should show them hanging out there and just having fun.

Also, you probably need to fix the logo too. It doesn't say Yaoi Dating Sim at all.
>>
>>143283287
The characters heal at Inns and Campsites- in fact a majority of the dating sim scenes happen at the latter.
Hilariously, I do have a wallpaper for that I made for getting a lot of followers that fits what your describing.
>With a better variation of the title.
>>
>>143283893
Nice. That title looks much better. You can feel some passion in it, unlike the other one.

Something I see missing however is interaction between characters, and between characters and the environment. Four of the guys are just there, when they could be sharing food or checking out an item/map. Somebody could also be looking at that wolf in the background, or looking into the moon/stars.
>>
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>>143284980
Gotcha. I'll probably change the angle since you only see the faces of characters acquired later in game. Thanks.
>>
>>143282791
MV but its like i dont know how mv calculates their position
>>
>>143275335
Use Yanfly Row plugin. Make a front (left) row and back (right) row, defining the custom x and y properly on the plugin parameters.
Just mirror the sv_battler for the left row.
>>
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Here's a brand new song:
https://soundcloud.com/karbonic-1/lost-love
Tell me what you guys think.
>>
>>143288462
Wouldnt that show up a row command in battle and affect stats?
>>
>>143290387
It only show a row command if you allow it and only affect stats if you make it affect.
>>
>>143288486
I like it, feels somehow like a song for a somewhat sad ending but it ends really sudden.
>>
>>143288486
I'm no music buff, but the atmosphere makes it sound a little creepy or sad to me. If it's what your going for, excellent.

If it's background music, I'll definitely notice the cute mallet (?) in the background looping, perhaps let the drum bit play a section without the mallets? -but if it's for a scene it's probably safe.
>>
How do I learn to be good at something?
>>
>>143292605
Practice it every day.
>>
>>143292674

I practise life every day but I still suck at it.
>>
>>143292874
Sounds like a quitter attitude. We don't raise quitters here at /rpgmg/.
Guess what? Your still better then some jackasses who already failed, who quit. Now make a game better than them. Get that dev blog going and put the pedal to the metal.
>>
bumo
>>
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>>143296787
Yikes.

Luckily. I probably won't even use the slime-riding image. Since I decided full body images will only go in the background of the character's status.

I'll have to put some good shading and highlights in the hair and heads, though, since those will be showing up in all the dialogues.
>>
>>143288486
I've listened to the song at least a dozen times now.

General impression:
It's great!
Slow, atmospheric, moody, love it.
Nice choice of instruments, too, they really fit together well.
The layering as well, that's always something I appreciate in songs, being able to focus on one instrument and hear a different nuance of that song, and this one does it nicely!

Personal nit-picky stuff:
I'm somewhat divided about the drums. You kinda expect them to come in a little earlier, maybe on the loop before.
Also, I feel like they're too quiet. I'm sure that's exactly what you're going for, have them in the background to enhance, not to steal the show. But it kind of feels like they should be a little louder, and I wish I could explain why or how.


(Not a professional in any way, I just like music.)
>>
post progress, my fellow devs
>>
>>143300145
Oh, thanks!
I'll definitely take your criticisms into
account. The drums sound a bit weird to me
as well, so I may change them up a bit.
>>
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>>143300357
I decided to make unique icons for every skill in the game.

Very tedious, but it'll be nice to have when it's done.
>>
>>143300357
Just finished brushing up stats for the Arena sidequest. All that remains is testing, brushing up, and then drawing sprites for that.
>>
HOW DO I PUT THE ACTORS ON THE LEFT AND THE ENEMIES ON THE RIGHT IN THE BATTLE VIEW I HATE THIS FF SHIT REEEEEEEEEEEEEEEEEEEEEEEE
>>
>>143300357
Working on converting the basescripts to Coffeescript. Not sure it's the best idea, but I think it'd be good for this guide to the base scripts I'm writing.
>>
>>143303701
If you're the same guy that asked 2 threads ago, I already answered you.
>You can do most of this with yanfly's battle core (rearrange the SV actor's x coordinate) and an image editing program (flipping the SV actor images so they're facing right), but there's still the problem of when the actors move forward to take their actions.
which is solved by:
http://yanfly.moe/2015/10/11/yep-4-action-sequence-pack-1/
http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/
http://yanfly.moe/2015/10/12/yep-6-action-sequence-pack-3/

I don't know a simpler way to do it. You'll have to beg some scripters, I guess?
>>
>>143306239
I want plug and play, I aint dealing with all that
>>
>>143306705
Then you're either going to have to pay someone to do it, hope someone who wants the same thing does so and makes it public, or stop being a belligerent child and get your hands dirty.
>>
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>>143306705
I want a horse
>>
>>143303701
Why don't you try changing the scripts to reverse them?
>>
>>143306239
If you are that lazy you don't deserve any help
>>
>>143306705
>Wanting to make a game.
>Not willing to put in some of their own effort to get to that end.

You should be glad some programmer folks already did like 70-90% of the work for you with their plugins.
>>
>>143309458
yeah seriously. i bet anon is an ideas guy
>>
Remember to have fun Anons
>>
What are you listening to Anons?
>>
>>143314509
https://www.youtube.com/watch?v=RylK78Bvpxo
>>
>>143314509
Neighbors fighting.
>>
bumpan
>>
I'm starting a new project. Help me do a coinflip on what to do.
>Sketch a character.
>Draft a BGM.
>Database work.
>>
>>143316830
Head
Does this help?
>>
>>143292605
look at things you find good
and mix them together
>>
>>143272047
Question, are the codes in the OP for Luna Engine? If so what is the best way to figure out this shit. I got it in a bundle and it looks like it will help make the game less like rpgmaker-y looking.
>>
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>>143316970
May as well.
>>
>>143306239
If I'm not wrong, you can alter the direction they step in the Battle Engine Core itself by making the 48 to -48.
>>
>>143309458
Yanfly easily did more than 90% of the plugins I use in my game. Having access to that much versatility and still being lazy is no excuse either.
>>
>>143314509
https://www.youtube.com/watch?v=lcCYhDu4_ZY&list=PL843A1A0861E0AA1D
>>
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what am i missing? what should i add?
>>
>>143322602
You are missing rivers
>>
>>143323130
i am really terrible at rivers, anyone want to help me with that?
>>
>>143322602
SKYRIM BELONGS TO THE NORDS
>>
>>143318241
That has potential to be pretty cute. Keep it up, anon
>>
>>143323224
http://rpgmaps.profantasy.com/?p=2017/
>>
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>>143288486
That's pretty funking neato. Very much felt Earthboundy to me, in a good way! The ending is a bit abrupt but that's easily fixed by a fadeout or something. You been at the music thing long? Because you got skills.

I have some tunes I'm working on as well.

https://soundcloud.com/mondo-nugget/battle-against-a-mighty-foe-fantay

I have another one almost done, may post it in a bit once I upload it.
>>
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>>143326335
Thanks, I haven't been working with music very long, just half a year or so. The reason it's a bit abrupt is so it can act as a loop in game. The soundtrack version could have a little bit of a fade out though.

I like your song, it's pretty cool. Although one thing I will say is that I think the driving drums make the song
sound a lot more silly than I think you intended.
Those drums make it more fitting to an overweight character's theme than an epic battle with a huge creature.

Maybe replace the drums with more tribal fast
driving drums? I dunno, just a thought.
>>
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>>143323130
>>143326139
how's this?
>>
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>>143327968
Thanks dude. It's a little of both, the theme is meant for a battle against a Xbox hueg Knight, one of the first bosses of the game. He's very strong, but dimwitted, and the party has to use this facet to beat him, since they will be too weak at the time to take him in a straight fight. He may or not become a recurring boss, haven't decided yet. I liked your fat guy theme too, hope he gets all the burgers lol.

Also, new one's done son.

https://soundcloud.com/mondo-nugget/desolate-dunes-futur3
>>
>>143328740
>>143327968
do u guys like this one so far
https://clyp.it/z4hgmx4r
>>
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>>143327968
Also the tribal drums would be good idea, if I could find them. There's like a gorillan different drums to pick from and I'm too much of a fool to know what's what half the time. Wish FL was a bit better organized, I love it but some customization would be nice. Keep all the drums in one folder or something. I may flesh that one out a bit more and I'll try it with the other drums if I happen upon them.

>>143328874
It's bretty chill. I like the random chatter in the background, and it's ambient which I usually am a big fan of. Past the 2/3 mark it got a bit strange but overall it's good I think. Nice work.
>>
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>>143328740
it isn't that kind of fat man
>>143328874
Sounds pretty gud. Work on the mixing, some parts overpower others in ways that aren't optimal.
>>
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>>143329272
Oh. Well don't I look the fool lol. Makes more sense now that I think about it.
>>
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>>143328047

You just ms painted over a donjon world generation
>>
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>>143328874
>>143328740
>>143327968
Is everyone making creepy/spooky/downbeat games?

>>143328874
The piano and ahhs created a very nice sound. One of my favorites I've heard from rpgmg.

I know it'd sound much more boring/static if you removed the stuff like 2:35 and 2:50 onward's vocals, but I really wasn't feeling them.

>>143288486
Really good sound overall and the marimba/vibe melody's cute.

Before you export stuff, compare it to another song on your speakers. I think you'd have noticed that the overall mix volume was way off if you had.

I also agree that the drums being too much in the background because of the low volume and excessive reverb. Just making an assumption, but I'm guessing this happened because you felt the drums changed the overall sound too much. I think it's a result of not really having any kind of 'bass' in the song to accompany the kick and snare. So when you put them in there, they were REALLY noticeable.

>>143326335
The SOTC image helps give me an idea of the sound you're going for. I like that it's different from what you usually write. It's missing a lot of embellishment to the drums. You'll notice it's really static throughout the song.

I think you had the opposite issue with the main choir, where they felt like they always cut abruptly. They felt like they had no reverb to them, and the programming exacerbates it.


Also, a question to all of you.. do you guys ever practice writing generic cute songs or very melodic songs?
I think it'd help with your overall writing even if you won't be using them in your projects.


anyway.. i hope i make actual progress tomorrow.
>>
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>>143325961
God I am rusted to fuck.

How cautiously untrustworthy does she look?
>>
Newbie to RPGM2003 here. What's the Physical and Magical Rate nonsense mean?
>>
>>143331172
She is cute
Cute!
>>
>>143331079
Didn't feel like going down the creepy/spooky route, so I'm going for more of a traditional RPG.
>>
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>>143330103
i did
is it that bad ;__;
>>
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>>143331079
>It's missing a lot of embellishment to the drums. You'll notice it's really static throughout the song.

I did notice, but I was having a difficult time deciding what would be the best accompaniment to enhance them, so I went without for the time being. I think its one I'll come back to when I've got more experience under my belt. I wanted to throw in some trumpets and sharp violins but I have no clue what ones would be best. Kinda feeling it out as I go along.

>They felt like they had no reverb to them, and the programming exacerbates it.

What do you mean? Like no echo?

>do you guys ever practice writing generic cute songs or very melodic songs?

I do actually, what I crank out tends to reflect whatever mood I'm usually feeling at the time. Even if I won't end up using it, practice is practice.

https://soundcloud.com/mondo-nugget/its-a-new-day

It's crappy, but it fits the bill lol.

>Is everyone making creepy/spooky/downbeat games?

Nah, mine will have some creepy bits, but that won't be the focus, downbeat ambient stuff is just in my wheelhouse I guess, I've always liked it. I plan to diversify the soundtrack quite a bit, its one of my goals.

My game might not end up being the greatest thing ever made, but it WILL have a fucking dope OST.
>>
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>Make an arc in the store revolving around a succubus and siren lesbian couple

Is that a little too fetish-y?
>>
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>>143332223
If you're worried about welcoming people into your magical realm, my advice would be to make it a sidequest or sidestory instead.
Being a massive yurifag, I'd totally be up for it though.
>>
>>143332223
Is it a succubus (male)?

Just kidding, it's totally fine. Do what you want Anon
>>
>>143332223
Doesn't sound too ~Magical Realm~ for me.
But then again I'm a horrendous pervert.
>>
>>143332223
Depends on the writing. But I think it'd have to be pretty good to not be groan inducing.
>>
>>143290914
Thanks anon, I'll try it out!
>>
>>143332979
The idea is that the Succubus and Siren team up, one helping the other lure men (one taking care of sea, the other taking care of land) and they eventually build up an affection with one another.
>>
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>>143335498
Das cute, mang.
>>
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>>143331308
Attempting different style and techniques is suffering. Halp.

I have no idea if this is a style with a formal name, but if there's a better way to do this, I'm open to suggestions.
>>
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Does this map look OK so far lads?
>>
>>143337982
>Diagonal walls and benches
What sorcery is this?
the lower right bench is missing a tile. the map looks suspiciously empty. the shadows also look really odd. i'd reccomend doing manual shadows instead of using the shadow pen.
>>
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>>
>>143343932
one more!
>>
>>143272047
I wanted to ask for an opinion on map design.
Is it better to close off all of the open edges of a map, so that the player just doesn't run into empty spaces, like in the right side of the screenshot, or is it fine to leave the edges open and just lay out a path indicating where the player can travel from one location to another, like on the left side of the image?
>>
>>143348807
Left side looks like a better map. However, open edges of the map are very annoying without any sort of obstacles. I'd rather they ended with impassable background objects rather than nothing at all.
>>
>>143349160
Yeah, I really suck at map design and managing tilesets. Guess I'll try and close off any and all edges then. Thanks!
>>
>>143348807
Closing off edges is important to me. You want to make sure there's clear entrances and exits. Do try to make things less square though. Break up those straight mountain walls, for one, and vary their elevation.
>>
>>143349983
Yeah, I have a tendency to make everything look blocky and symmetric. Will try and fix that. As well as the elevation. Thanks, a lot!
>>
>>143337225
What program are you using?
>>
>>143351487
paint tool SAI and I tend to do sprites with paint.NET
>>
>>143348807
Open edges make me sad, but paths make me happy. You should have closed edges AND paths.
>>
>>143353736
Aye, I've started adding paths to existing maps, where I previously haven't.
>>
>>143337225
I'm not a fan of the coloring. It takes all the obvious effort from your sketch and reduces it to a black blob.
>>
>>143357384
True, it kinda sounded like a better idea when I was just thinking it. I don't want to fully get rid of the aesthetic though, so I'll try to redo it tomorrow.
>>
>>143352391
Do you have a reference on what style you're aiming for?
>>
>>143358520
I guess something more along the lines of this? Eh, I kinda thought I could get away with just monochrome and a dash of color but I obviously don't know how to make it look good with just that.
>>
stop dying.
>>
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>>143360947
Oh that's pretty easy.
You have the right idea but you need a stronger knowledge of values
>>
>>143364874
I accidentally posted this without formatting my reply...to give tips and how this was a rough edit....my bad :(
>>
>>143314509
https://www.youtube.com/watch?v=VTW30Q4B3Go
>>
I do enjoy this tileset.
>>
>>143364874
>>143365658
>asking for tips resulted in unofficial art.
I'll try to work on witch girl again after I have a good sleep. Thanks for the insight, anon.
>>
>>143366523
I just saw your post on the forums. How much is it for a premium license?
>>
>>143370186
It was cheap when I grabbed it, sort of a "support me now and you'll win out in the long run" kind of deal, but he talked about changing the price as he released more tilesets, so no idea what a "lifetime" license would cost you now.
>>
>>143366523
s-sugoooi
>>
Anyone have modern urban tilesets for MV?
>>
good morning bump
>>
I really should have done all the expression poses at once, the new one (left) looks vastly improved from the right. To me at least.

Shirt triangles are off, and so is something else.
>>
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>>
Tell me something about your game
>>
>>143380469
It has a protagonist. Less terrible answer: Every boss has a non-standard gameover cutscene.
>>
>>143380469
The main character is a cute gryphon
>>
>>143366523
That's a sexy tileset.
>>
>>143380469
Secret magical girl transformation.
>>
>>143380469
The protagonist fucks a succubus off-screen.
>>
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Lunch time. What is fueling your game deving today?
I made curry for the first time. Turned out pretty good, really hit the spot.
>>
>>143382563
/ck/ would be proud.
I just got cereal.

Speaking of which, cooking / optional healing item crafting is one of my favorite systems. Anyone got something like that in their games?
>>
>>143380469
You fight the final boss in the first scene.
>>
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>>143382563
I ordered something.
>>
>>143380469
You're the chosen one's childhood friend and you're being blamed for his disappearance and assumed death while remembering barely anything about the related incident.
But you, as the player, know what's going on, and it'll be interesting to play with that dissonance.

And as it stands, you are sort of responsible. Indirectly. Or at least you can be. There'll be a hidden choice in the prologue.
>>
>>143380469
You play as a villain and explore tropes from the villains perspective.
>>
>>143383637
Not for my current project but I had a cooking mechanic going on in an older, unfinished project.
You were able to find lots of ingredients with varying quality. You were also able to experiment with these ingredients at every place you could cook (mainly kitchens and campfires and such) and you may or may not create something edible.
Almost every ingredient itself could also substitute as a way to regain some hp/mp, like 5 hp for eating a potato with normal quality.
>>
>>143386459
Does it have a snarky, genre savvy antagonist (i.e. hero) opposing you, trying to play you with said tropes?
>>
>>143386904
He's your typical dense hero. I'm using the RTP heroes as the antagonists.
>>
>>143380469
Its primary inspiration is Famicom Detective Club II.
>>
>>143383637
>cooking / optional healing item crafting is one of my favorite systems. Anyone got something like that in their games?
The game I am currently working on has a "Camp" mechanic for saving and restoring the party. How much you recover depends on how well you eat at the camp fire. You can pick Rations 25%, Double Rations 50%, or Provisions 100%. These aren't really crafting cuz you just buy them. It's just a more immersive alternative to healing potions/herbs, king of recalling the "tent,cabin,house" system from FF1 but more interactive. Later in the game you get a character who gives a Forage option for a free 15%. Staying at an Inn comes with meals and is 100%.

Next game I got planned is totally focused on cooking tho. I wish this game was already done so I could work on that one.
>>
>>143391907
This really reminds me of Darkest Dungeon.
>>
>>143392107
>Darkest Dungeon
Pretty much like that I guess. Plenty of games have something like it. You can also talk to your party while camping/staying at the inn and get exposition, character development, or reminders of what you are suppose to be doing. Which again a lot of games have done.

I just think doing it that way helps to draw the player into the world instead of just spamming potions like they are a magic energy drink that can keep you going forever.
>>
>>143392768
>spamming potions like they are a magic energy drink that can keep you going forever
I mean, that's exactly what they are.
>>
Are the Danganronpa games good?
Worth a pirate?
>>
Is there any MV plugin that allows weapons to gain exp and be upgraded?
Kinda like in Dark Cloud.
>>
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>>143383637
>>143391907
Definitely thinking of a camping system for myself as well. Adventuring for long periods of time would end up with a fatigued party that can only recover a certain limit of health until they rest. My current cast has one character who can cook in it, so I figure the extent of what can be cooked and how much the party recovers/receives buffs from food depends on her recipes. Deep Dungeon kind of game with emphasis on a lot of time spent away from towns, so I'm thinking about situations in which ingredients run out and have to be replaced with monster parts. As monster ingredients are experimented with, more recipes open up. Possibly even some in-world fluff of bringing the knowledge of monster ingredients to the surface to share with the adventurer's guild for extra money and exp. Lots of risk vs reward, trial and error type stuff since of course not all monsters are edible or healthy, while also managing whether it is worth more using monster parts for food or selling them in town.
>>
>>143398160
If you're into murder mystery stories or Ace Attorney, yeah it's real good.
>>
>>143398160
The stories are painful anime trash, the aesthetics are gross anime trash, and the gameplay mechanics are legitimately interesting advances on the Japanese adventure game format.

Personally, I'm absolutely in love with ADV games, and I would at the very least recommend playing the first Danganronpa just to experience its awesome mechanics. However, if you're in it for the writing or the mystery and you're not a middle schooler, you're better served elsewhere.
>>
>>143399048
>painful anime trash

I think you got the wrong site. This isnt leddit
>>
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>>143399048
>>
>>143398160
Sure, worth a pirate, if you don't have ridiculous caps. They're not great, but hey it's free.
>>
>>143399261
Being on 4chan means slurping up whatever excretions come out of Japan's ass.
>>
>>143400536
You're right anon we are only allowed to like whatever boring shit comes out of the west
>>
>>143400536
>>143400645
You're both wrong. You're supposed to like things that are good and dislike things that are bad.
Occasionally, Japan makes stuff that's good, and on even more rare occasion, the West makes stuff that's good. But talking about game writing, here? Both are almost always bad.
>>
>>143398160
why are you asking a thread where people are making games using rpg maker? are you stupid?
>>
>>143398862
I'm gonna miss Dungeon Meshi when it ends.
>>
>>143401395
There was an homage to Danganronpa in the collab so cool your jets you bully.
>>
>>143384614
Do you win?
>>
Can we talk pixel art game resolution please? What would you say would be best to do while taking into account the fact that we're the current year?

My game will be top down (ARPG) and for now I've settled on 640x360 since it scales up to 1280x720 (720p) in x2 and 1920x1080 (1080p) in x3. Seems pretty flawless to me. I've also made a few tests with my sprites to see if it looked good and it looked okay so far.

I've looked around and saw some people going for 960x540 since it scales up to 1920x1080 (1080p) in x2 but after testing myself it just looked... like way too much work art-wise, and also kind of awkward.
Also stumbled on this thread https://forums.tigsource.com/index.php?topic=39343.0 and everyone was talking about weird-ass resolutions I couldn't really relate to, though I believe it's because they wanted to keep the SNES feel.

Thoughts? reason I'm reaching out here is because quite honestly I haven't played any new games in a very long time, I'm kind of a /vr/ person and I'm not really knowledgeable when it comes to recent standards and so what are people's expectations on that matter.

(Originally posted over /agdg/ but I thought I'd ask here as well since you guys seem nice and might be more knowledgeable on the subject. I hope it's fine.)
>>
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>>143383637
One of my currently-on-hold projects is about cooking.

You basically have to collect ingredients (kill monsters and unlock areas) and prepare food for the Island's five ancient gods. And if you can't prepare a course that satisfies them, they nom you and your entire village.

Preparing the ideal course is a bit like a puzzle:
The main ingredients for every dish in the course are spelled out in some form in an ancient song. But each verse is more rhetoric than the previous one.
Moreover, the ingredients spelled in the song aren't enough to produce a "harmony" in each dish (except for the first dish of the first god). And every god has a different idea of what a "harmony" is. Finding out exactly what the harmony should be will require more puzzles (although saves.
To see the colors of the "harmony", during the "cooking" minigame you will see many coloured bars onscree, and as you add ingredients you will see that each ingredient adds or subtracts certain "flavor height" from "bars" on the screen. The "curve" created by the bars is the harmony.

So, let's say that you learned that your god liked its meals to be like a "stairway to heaven" and you got from the song that you have to make a "Caesar Salad" that in your bars looks kinda like a circle in flavors. Then what you need to do is add ingredients that increase flavors in the later bars while taking away flavors from the middle. (would explain it with numbers, but I have no idea about how many bars or how many heights would be good for game balance).

Or that was the idea.
>>
>>143407426
I'm using 960 x 720, which is a bit wider than x3 NES's resolution but keeps it 4:3. But I'm trying to fairly faithfully recreate the NES look.

Is there a certain type of look you are going for?
>>
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>>143409093
Heavily inspired by Zelda and Mana games.

I still think I should go for 16:9. I wouldn't mind going 4:3 but I'm not sure it'd be worth it, it might also upset people. Pic related is Secrets of Grindea which opted for the resolutions I'm thinking of doing (i.e. 640x360 (1280x720 (720p) in x2 / 1920x1080 (1080p) in x3 - as seen here it's zoomed by 2x).
>>
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>>143409093
>>143409481
To add to my post I suppose the other alternative would be 480x240, since it then goes to 960x540 and then 1920x1080 (1080p).

So 640x360 vs 480x240. Can't help thinking 480x240 looks awkward, and 960x540 native is way too much work, pic related.
>>
>>143409934
>480x240
I meant 270*; not 240.
>>
>>143407426
I think you've got a solid plan. 640x360 is a lot less art to deal with, and being able to cover 720p and 1080p only ensures more compatibility and players imo.
My monitor is a nice wacky 1366x768, So the 1280x720 resolution (windowed or fullscreen with a black border) would be ideal.

Also, I don't know about anyone else, but I don't look for resolution when talking about SNES or classic stylization. It's all about the constrained colors, and animation.

>>143408859
I'd play it. Sounds like a cool way of implementing crafting and puzzling. A lot of the fun would rely on how frustrating or not the riddles are.

>>143398862
Elder Scrolls taught me that I love eating unknown substances to test it's deadliness. I'd be down for that kind of cooking system.

I need to read Dungeon Meshi.

>>143391907
Hey, I like it. Makes more sense then lugging around a cabin.
What happens if you don't have any rations, and no foraging friend? Is camping just disabled?

>Pictured here: Best cutscene sketch related to the topic. No cooking system here, I'm afraid.
>>
>>143411372
>Also, I don't know about anyone else, but I don't look for resolution when talking about SNES or classic stylization. It's all about the constrained colors, and animation.
I also agree. As posted above, Secrets of Grindea is 16:9 and yet, although I don't necessarily agree with everything they do, they got the SNES feel right I think.
>>
>>143413481
It feels a lot like Goof&Troop.
>>
>>143411372
>What happens if you don't have any rations, and no foraging friend? Is camping just disabled?
You can still camp for Party Dialog, recover from certain status effects, and to save your progress.

>I need to read Dungeon Meshi.
Yes you do. The Monster Ecology in that manga is amazing.
>>
>>143380469
The main character is a piñata.
>>
>>143389384
You might just win the award for Most Obscure Inspiration. Only thing weirder IMO would be like a board game or a Weird Al song
>>
>>143380469
he's a hunter who's body has been merged with the mind of a fallen god
>>
Anyone know how to change the map display name from the faded black bar to a normal bordered window?
>>
what should a fantasy map entail?
>>
>>143416837
Anything a normal, realistic map would also have
>>
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>>143416837
>>
>>143416837
Pretty much every biome you can think of. Regular old plains by a comfy village and castle-city, a creepy forest, a snowy area, a desert, some puzzle-maze ruins, a sunken city, a big-ass tower, ruins of an ancient civilization that were pretty futuristic high-tech except not tech but magic, some kind of portal to a place not on the world but, like, another world, hell, or the moon. Maybe some cool nations like one run by engineers, a theocracy, a magocracy, a massive kingdom kind of deal and just give them all some kick-ass cities with fucked up architecture like a giant sword embedded in a castle or a city that is basically a massive cathedral complex or conjoined towers and shit like that.
>>
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Hi guys! Just wanted to stop by real quick and mention that Fairy Trail is not dead. Just on a hiatus since I'm busy with other games and such.

Okay, that was all I wanted to say. Good luck on all of your own projects~
>>
>>143418815
Thanks Anon, I'm going to work hard on my project tomorrow.
>>
>>143416837
For a fantasy game, variety is optimum to keep dungeons new and interesting.

Castles, caves and all that are fine, but why go to a cave when you can visit a bitchin' Volcano? Why go through another regular forest when you could traverse a frosty pine forest and navigate a dense rainforest that blocks out all light?
>>
>>143416837
As >>143420160 said, making sure you have some variety in your locations is good for making things interesting. Have ideas for areas you want to make? Throw them into your game. Don't have ideas? That's what the chart that's the OP picture is for.

On a different note: interiors.
>>
Watch out
It's page 10
>>
>>143415992
>Anyone know how to change the map display name from the faded black bar to a normal bordered window?
You could use one on the map name to image plugins to fake it, but that might be a pain if you have a lot of maps.
>>
Better post progress then.
>>
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>>143423475
Pucci? Is that you?
>>
>>143423475
>>143423584
Gay wizard is here now
>>
>>143407426
Hmm.. What tile size would a 640 x 360 game be using? 24x24? 16x16?
>>
>>143423584
>>143423475
How did I not see this before?
>>
>>143272047
Rawl
>>
Next podcast when?
>>
>>143429436
New podcast is every two weeks. If you want it every week, go complain to Marpix.
>>
>>143429636
I guess the quality would take a hit if they did the podcast weekly.
>>
>>143431147
Well you know, everyone's busy and we can't think of new topics fast enough.
>>
Would a lewd horrorgame work?
Where you are raped by spooky things?
>>
>>143433771
It would certainly work for my boner
>>
>>143433771
I'm sure it could, porn always finds a way. And if it's really spooky, I'm sure if-nothing-else /d/ would dig it.
>>
http://vocaroo.com/i/s1iUAymh7Y5b

My attempt at using fl studio.
>>
>>143435671
>vocaroo

just use clyp, vocaroo compresses ur audio so much

anyway it sounds passable, what's it for?
>>
>>143435816
Title screen.
I've been playing Dark Souls 3 a bit much.
>>
>>143435872
well it's not too catchy, and it's not amazing by any stretch, but it captures the atmosphere and if you don't care, it should work fine
>>
>>143435671
I like it. Interesting idea to mix the guitar with a chorus(?), would be perfect for some kind of safe haven or something like the sort.
>>
>>143436054
Thank you, I feel like I should change it up some more so it sounds less jumpy between repetitions. And yeah that is a chorus sound.
>>
>>143381170
>spoiler
That's really cool. I like small details like that.

>>143382563
I've been eating eggs and toast lately when I'm deving. Quick to make, easy to eat and very filling. Perfect fuel imo.

>>143383637
I have a meal system where you can deliver items to the tavern and they'll cook you a meal. I'm not sure about the specifics of what it does yet, but maybe some kind of buff that last x many floors.
I like games that have food in them. It gives flavor (no pun intended) to the world.

>>143389384
I loved this game! Nice to know other people enjoyed it.
Are you the guy who was developing Phoenix Wright mechanics last thread? It looked really good.

>>143433771
Demon's Sperm and Demonophobia (although, that's mostly just guro) say hi.
>>
>>143438149
Demon's Sperm is not scary, it's just somewhat dark and guro is more disgusting than scary.
I'm more thinking about psychological horror, the one that will shred your mind while monsters are chasing you and want your [insert preferred genitalia here]
>>
>>143380423
That looks really sweet anon!
>>
>>143414026
Is Famicom Detective Club really that obscure? The second game has an excellent fan translation, and the first game was on Game Center CX. Now, if I had cited BS Detective Club, the Satellaview-exclusive third game, that would be really obscure. But I won't, because the third game is actually really weird and breaks tradition in several ways. Like, it has real-time elements.

>>143438149
I am indeed the guy who was showing off Phoenix Wright systems. Even though I'm very much following the classic adventure game template, I just can't resist putting in some logic puzzles every now and again.
>>
>>143433771
>>143438570
It would work for some people, but not for others.

I enjoy body horror, so I would personally love to see some hellscapes with sexual overtones and genuinely spooky monstergirls.

I am not that into being chased, though. I prefer the feeling of "am I being observed?", "what is that thing?", "is it alive", "what is it doing?".
>>
>>143429436
>>143429636
Cover my bills ($25k/year) and I'll do one every week. Hell, I'll even start each podcast with "Sponsored by _______." Throw in another $5k and I'll do extensive 'research' on TVTropes, too
>>
>>143272047
Rolling.
Still alive, but I've gone dark.
>>
>>143440869
>Is Famicom Detective Club really that obscure?
yes.
>>
DED
>>
>>143398160
The mouse+keyboard controls are very awkward. I guess no one told the devs that VNs use right click to open and close the menu.
>>
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I'm working on an rpg that plays like a board game hybrid, with an automatic gm.

Would you play something like this?
>>
>>143452112
Sure, I'd give it a try. Looks quite cool, actually.
What do you mean by "automatic GM"? Sounds like something meant to approximate tabletop, but in what way?
>>
>>143453492
An autorun event that reads the tile you're stepping on and runs an event in the little window at the top.

I made the events quite narrative, like a gm would describe them.

I would say it's trying to be a tabletop, but it's not nearly as complex.

Glad to hear that the idea is not bad, since i'm so far into it.
>>
>>143420842
These are really good, I'm going to steal them.
>>
>>143452112
Cool idea, its kinda like smb3 actually.
Is the pic on top part of a script or is that all common events?
>>
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>>143454098
Oh, I see. I wouldn't compare that to a GM; it's a pretty common feature of board game video games, from as far back as the Jinsei Game series (40+ entries since 1988) and as recently as Animal Crossing Amiibo Festival.
>>
>>143452112
Depends on the board game(s) it's taking inspiration from.
>>
>>143455516
I hadn't thought of the smb3 comparison. It's visually similar, but you move with a sort of "dice" instead. The screen on top is literally on the map. The frame is in the tileset, with transparent tiles, and the background is a parallax. When you're bad at scripting you get really creative.

>>143455748
The Jinsei Series! That was it! I knew I saw it somewhere. Yes, you can say it's a Fantasy Jinsei.

>>143455963
Just the basic idea of a board game. No extravagant rules, just roll the "dice" and land somewhere. The events that you get are the focus.
>>
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Describe your game's protagonist!
>>
>>143456161
That's a very interesting idea you have. Good job.
>>
You guys see that? RPGMV is on sale for 50% on steam as well as free to try until Sunday.

I'm tempted to get it, but I probably won't because I want to get it for $1 like with VX Ace.
>>
>>143460129
Thanks, mate.

It's nice to have these generals. You test and replay your own game so many times that you are no longer sure if it's going to be fun.
>>
>>143460580
How's MV? Is it worth it? It was already difficult for me to let go of XP for Ace, not sure if I want to do it again for MV.
>>
>>143460985
The main draw is the ability to release on phones. If you're not interested in that, there's no reason to switch just yet.
>>
>>143456161
clever. make this, give it a good story and get rid of the rtp and i'd pay money for something like that
>>
>>143461195
That's a relief.

I'll wait for it to be like, 75% off or something.
>>
>>143462202
Is the RTP really that much of a dealbreaker?

I thought of replacing it, but since I'm no artist, I desisted to focus on other aspects.
>>
>>143462787
It's pretty bad, but I'd focus more on solid gameplay and such before worrying too much about graphics.
>>
>>143462935
I'll have to do it, then.
Sprites are relatively easy with a template, but tilesets are near impossible to make from scratch, or find a consistent set of them online. Any suggestions?
>>
>>143463316
Actually if art isn't your forte if you do go commercial, having a completed game and then paying some people to do art for different things isn't out of the question. I just don't pay money for RTP games
>>
>>143464339
I get it, I don't think I would either.
>>
>>143462239
Nah, the main draw is not using a gimped, locked-down version of a scripting language, giving potential for more plugins and way more interesting plugins.
>>
>50% sale on steam
fugg I didn't even notice
Is now a good time to get this or should I just pirate like everyone else used to for previous versions? I've only got a vague idea of a game and probably won't get much done until I'm able to make some custom assets. Plus I should be working on another thing. Feels like throwing out that kind of money for something I at most will be fucking about with is a bit much.
>>
mv may not currently be as good as vxace is but because of the switch to javascript and no hidden classes, mv WILL be better down the line
also the rtp graphics are irrelevant, no one will play your game anyway if uses rtp graphics
>>
>>143467593
>>143460580
I imagine it'll go on sale again down the line, I bought it for full price and I'm not 100% satisfied due to the memory leaks and fighting with how mapping and layering works.
Try it while the free trial is going, try all of Yanfly's plugins, and if you find it's worth it, for it. If you're already working on a project- don't even try to switch over and finish your game first.
>>
good morning bump
>>
>>143467593
Pirate it, unless you don't trust the cracks. 40 is still a bit much if you're unsure how much you'll get out of it. It probably won't be a long wait for a sale if you change your mind later.
Also, wtf, TF2 dlc?
>>
>Download MV
>Download crack
Thanks Gabe
>>
Hi /rpgmg/!

I have a question which bugs me since a very long time:
Can I buy and use RPG Maker Asset packs in a non RPG Maker Game? I love the charsets and tilesets of RPG Maker Games. They are easy to use and edit, and it's just a huge catalogue to choose from, however I rather build my own engines nowadays. So: can I buy them and use them without any RPG Maker, or I have to own at least 2k? Or asset packs limited to specific makers? Thanks in advance!
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>>143459951
A snide, cowardly mercenary who's been spinning his wheels for years, living in a large city and doing odd jobs. He takes any well-paying work he can get, then blows his money on booze and hookers, leading him to live a very "paycheck-to-paycheck" lifestyle.

UNTIL ONE DAY...
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>>143475815
I'm fairly certain that the default RTP license you get by buying a RPG maker engine are only for the RPG maker engines.
I.e. you can use 2k's sprites in MV if you wanted and owned both, but not in your own engine.

As for the separate assets, they have different licenses so you'd have to check carefully.

There is probably a more in-depth answer somewhere on Enterbrain's forum.
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>>143459951
She is a crazy but cute cultist who wants to destroy the world by enslaving a god.
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>>143459951
A "team" (in the loosest sense of the word) of nondescript soldiers fighting a meaningless war in a ruined city. Love might bloom on the battlefield.
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>>143476947
Thank you!
>>
I have no prior experience and no big aspirations, but I feel like fiddling with RPG maker.
Got two main ideas. Should I go for the mostly comedic RPG, or for the one with poorly written porn involved?
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>>143459951
Not a single individual but a four-man party with no real leader.

A female knight. Her job is to keep the party alive in more ways than one. Protects the party with her shield and healing magic. Only party member who can reliably cook nutritious meals without putting their health at risk. Very motherly to the point where she has to keep herself from coddling her party members too much. Cares a little too much about others' well-being.

Male landsknecht and pyromancer. Stands at the front-line at the knight's side, flanking enemies and combining sword-play with pyromancy. Party rogue, minus the daggers and sneaking; dungeoneering-expert, dealing with traps, locks, cartography, and basic survival. Cheerful, risk-taking daredevil. Overestimates his own abilities a lot and feels the consequences frequently, but always gets up to try again. Genre-savvy thanks to a childhood spent reading nothing but stories of heroism and adventure.

Male mage. Casts mostly support magic in the middle row, and aided by his familiar. Has knowledge of history and magical contraptions, can repair and recharge some of the party's gear. Something of an introvert, doesn't like to participate in conversation as much as observe it. Originally tags along as part of an assignment from wizard-college, studies adventuring behavior in dungeons. Keeps to himself, but enjoys the company.

Female hexer. Debilitating spells from the back row to shut down and weaken enemies. Deals in monster knowledge, occult and hidden things, though it's difficult to tell whether she's telling the truth or making shit up since she believes every word she says. Pretty much /x/-tan and very chuunibyou. Mixes alchemical potions and performs occult rituals, though they're all weird and have strange draw-backs. Constantly attempts to experiment on fellow party members and frequently accuses important people of being demons, ghosts, or vampires; is sometimes correct.
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>>143408859
*nods*
No, I do not understand.
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>>143483194
>no big aspirations
In that case, do what you'll enjoy the most.
Or combine them into comedic porn.
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>>143484317
Stream where?
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>>143484439
> Or combine them into comedic porn
I thought about that actually. But the comedic project involve undeads doing undead things, and my boner disagrees with that. Besides, I get the feeling skeletons make poor pimps.
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>>143484769
Ah I see. Well now I'm interested to see your comedy idea. Go for it.
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>>143460580
>RPGMV is on sale for 50% on steam as well as free to try until Sunday.
Why not do this after 1.3, where there will be less complaints about the memory leaks, lag and desync?
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>>143483194
Comedy, unless your idea for porn stands out from the tons porn games already out there.
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>>143485158
Excellent. Thank you for the input.

>>143485354
It would have involved a brothel madame and a party of assorted sluts and/or people of the cloth fighting off an outbreak of horny demons because they totally dig in her profits. It's only interesting if there's a minigame where you recruit people to work at your establishment, but I feel that may be a lot of subsystem fiddling for a first game anyway.

The idea really isn't that much to sacrifice one for the other, but more to use one as a way to gain experience for the other. But I got my answer already, so to the drawing board I go back again, now that I'll focus on one of them specifically.
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>>143485343
Maybe 1.3 isn't as close as they would have us think.
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>>143483657
>landshark, pyro, and rogue all in one
Overestimates himself? I'll say. Landsharks should just dump 100% of their skill points into chases and let the real mages handle the zaps.
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>>143488890
Yeah, I may need to reevaluate his abilities. Always had trouble creating a character like this in most games due to how he tries to do too much at the same time, but basically his two jobs are "deal damage" and "navigate dungeons". Not too much of a landsknecht in the EO sense, mostly called him that because his role is to charge in with a two-handed sword and little regard for his own safety.

Speaking of evaluating abilities, how do you guys work with parameter curves for classes? Do you use quick settings or do it manually?
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>>143488685
It's not like they're saying anything but 'When It's Done' equivalents
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>>143495383
>>
>>143484769
>I get the feeling skeletons make poor pimps.
That actually makes me want to see a skeleton pimp.
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>>143484769
but think of all the bone puns you could make
>>
Who arthritis here
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>>143459951
Genius female student who was the best of her graduation. She's serious and a bookworm. She tends to be relatively calm when it comes to facing terrible foes, but at the same time she is rather neurotic and easily loses her cool when facing absurd situations. In a way, she admires her master because he's almighty powerful and wise yet, unlike her, he "plays by ear" and is a complete weirdo.

Her father was a great bloodmagic user who died when he accidentally opened a portal to hell, but he has quite a legend around him so she knows she has to work hard to live up to her father's name. A burden that makes her feel insecure.
Luckily or unfortunately, her opportunity to shine will come when she becomes the queen of hell and has to stop conspiracies and revolutions against herself
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>>143502228
Not me thankfully
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>>143499627
Oh, I was thinking of that. Not with the MC, that might get old quickly, but I imagine there could be another skeleton that constantly goes for the bone puns, getting generally... Mixed reactions.
>>
Work on your game Anon
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>>143509058
Come on, I just started and worked on things like "getting chests to work". Give me a break Anon.
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>>143510445
Need any help? I remember how much I struggled with stuff like that back then.
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>>143510943
All jokes aside, it's probably too late for any lesson to be really constructive, and I barely touched upon anything. Like, I'm half an hour into the project. More if you count the write ups I did in google docs, but I'm pretty sure that doesn't count.

In any case, I think I'm okay trying to fiddle with things a bit by myself first, and then ask for things if need be. But you know, if you have some specific tips or things you'd have liked to know when you started, I'll take it
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>>143459951
A leader useless in combat who belives others only let hem take control because he is the only one who can use an infinite resurrection item and his village is in the border of collapsing due to bandits, for sertain event his item is detroyed and he obtains a new one. The problem is it is not for humans and when he dies (shortly afther he obtains it) only hes body resurrect and continues without knowing he doen't have a soul.
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Hey, it's me again. I'm >>143435671 from yesterday.

https://clyp.it/athsfqku

Made v.2 of this song. Is it better? Worse?
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>>143499310
Ever watch an anime called Overlord?
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>>143512110
>Monsters with no soul
Nice Undertale fangame
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>>143513563
ayy lmao
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>>143459951
The rest of the party think he's a joke and love to troll him.
>>
>>143513402
The extra background instruments definitely add to it.

I think you should vary up the main instrument's melody a bit, rhythm-wise, because it's really static atm where throughout the song it's one. note. after. the. next.
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>>143513563
You got it wrong. Monster have souls made of darkness while human's are made of mana. So the protagonist dies while he sleeps whitout him realising (he doesn't know he has a mortal illness because the previous item always took him back). Now is a soulles body but he never notices it.
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>>143513402
Did you draw that?
>>
Is the Warcraft movie any good?
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>>143517991
Nope, sorry. I drew the monochrome witch sketch a few days ago though.
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>>143518423
Hollywood Reporter says the effects are good, but the characters are inoffensive and the plot is basic, well-trod and razor-thin. If you actually enjoy the lore of Warcraft, it could be worth seeing. It's not great, but it doesn't 'suck.'
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>>143484317
This is some shitty graph I threw down tonight and not meant to be like what I'd use in game (since the game would have to have some kind of Aztec/Mayan look) because I never really got much further beyond drawing 23 enemies and the main character sprites, but I hope it helps you understand how the cooking minigame would play out.

The ingredients would probably have to have more exotic names too.

Each God would check for two requisites:
That certain ingredients were used in the dish.
And that these "bars" (probably wouldn't be bars in the game) have certain relationship to each other.
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>>143513563
Spectacular meme!
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>>143455362
Thanks, but seeing as I'm a hipster and using an non-RPG maker engine, the tiles are 20x20 and therefore incompatible with RPG Maker ones [unless you're willing to cut them down to size or something]

Anyway, threw together half a dozen floor tiles.

bump
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>>143522647
What engine are you using?
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>>143523102
The OHRRPGCE. Overall it's less feature-rich than RPG Maker (especially with plugins factored in), but I stay with it if only because there's a few things about it I like more than RPG Maker.
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>>143523931
Never heard of that, tell me more.
What do you like about it?
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>>143511543
One thing I wish I knew five years ago:
Make a second project, and put all your default door/chest/inn/reoccurring event things in there.

You can copy paste them into your main project when you need to.
Should work on any version of RPG Maker.
>>
>>143524261
It's one of the many freeware RPG Maker alternatives out there. It's been around in some fashion since 1998 which you could easily tell by the antiquated interface. It also uses 20x20 tiles for whatever reason, and still sticks to a 256-color palette.

For things I like about it:
- better mapping [up to 8 layers, each of which can use its own 16x10 tileset]
- 9999 zones/regions, which are also far more easier to put on the map than they are in RPG Maker
- scripting is required to a good chunk of stuff, but the fact that moving an NPC around uses generally the same methods as much more complex stuff got me to doing that much more complex stuff
- direct control over palette colors > RPG Maker's hue shifter
- converts .mp3s to .ogg files for you

Honestly though there's no real reason to switch over if you're fine with RPG Maker. Two different flavors and all that.
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>>143525275
Alright, thank you for your input.
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Thoughts on proportions?
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>>143527601
I think the proportions are okay except for the right arm of the sword maiden but I'm no expert for this.
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>>143527601
The mage's left hand seems a bit on the huge side.
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Anyone know where I can find a lot of sfx or bgs sounds like footsteps, people chattering, a car driving around every so often, stuff like that? I know it's a rare thing for people to just have these available somewhere.
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>>143532434
https://www.freesound.org/ is a great site for that stuff.
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>>143532434
Just get a tape recorder and do it yourself Anon :>)
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>>143532601
Thanks anon.

>>143532604
My mic is of terrible quality so no.
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>Plan a project
>While working on it another project comes to my mind
>Kinda want to do the other project now

Fuck
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>>143527601
1) Hand looks too large compared to the other hand and the face

2) Same here, hand too large compared to other hand

3) Maybe it's just perspective swallowing it all up a bit, but it appears like there's a chunk missing between shoulder and elbow

4) No issues, just loving this area big time!


>>143535892
Do both, use one of them to work on while hitting a road block for the other one.
>>
Good morning, /rpgmg/.
The times at which people post "good morning" and "good night" here lead me to believe that we have a very multicultural general.
>>
I'm looking for input on an aspect of my battle system.

Right now, I'm planning on having characters have multiple "Normal Attacks" based on their Class. At first, I was content to replace the Attack option with a Skill Type menu and shunt things like "Quick Attack" and "Wild Attack" in there as Skills. However, I've also considered having an "Attack" action for each of these types of attacks (so at the Actor menu in-battle, "Quick Attack" and "Wild Attack" would be their own options along with things like "Guard" and "Use Item".)

As Skills, these "Normal Attacks" wouldn't have any cost, and would basically just be alternative methods of attack with fair trade-offs (e.g. high speed-low damage attacks, low accuracy-high damage attacks, etc. Think Dwarf Fortress Adventurer Mode attacks, if you're familiar.)

My problems with these methods are thus: In the first method, if a character only has 2-3 types of attacks, I feel like it's a waste of a menu. ESPECIALLY since characters won't be learning new Normal Attacks throughout the game. With the second method, though, I want to keep Actor battle menus to 4 commands tops, to eliminate the need for a scroll arrow. However, having an option for each attack type (again, even just 2-3) bloats the Actor battle menu to that point.

Any input appreciated.

>>143543430
Good morning, anon.
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>>143546653
Just put the attacks at the top of the skill menu. So 3 commands,
>Skill
>Defend
>Item
Or, break your skills into 2 menus based on something like offense/support or physical/magical.
>Offense
>Support
>Guard
>Item
or
>Skill
>Magic
>Guard
>item
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>>143546871
>Just put the attacks at the top of the skill menu.
I actually kind of like this idea. A little unintuitive, but since VXA (engine I'm using, ofc) completely omits a cost -- instead of listing it as costing "0" -- if a skill has no cost, it should help the player understand that skills like that are normal attacks.

Shit, dunno' how I didn't think of that. I'll tool around with it and get some more input, but this helps. Thanks, anon!
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>>143535892
Make the second one a sequel to the first one. If you're working on them at the same time use the first game to set up some super dank foreshadowing
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>>143535892
I do that all the time. I have 6 projects. None of which is cancelled
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>>143535892
You may as well do both, then if you feel one's not worth doing anymore, put that on hiatus and pursue the other.
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>>143511543
Hover over literally everything in the editor. Every field, every button, every everything. It all has tooltips with useful information.
The very first one you should look at is a message field, because it tells you about text codes.
>>
If only I didn't have to make maps, I'd probably already be halfway done with the project.
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>>143382563
>tfw you ate Tales branded curry irl and it just was a hamburger tasting mess
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>>143389384
I need to play those. And your game too, I suppose.
>>
HEY ASSHOLES

RPG MAKER MV IS 50% OFF ON STEAM
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>>143555224

>>143460580
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>>143474379
Crack where? Also will the crack work on the Steam version?
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>>143460580
I'll be getting it at the 50-75% off sale that they will certainly have for Christmas and enjoy my pirated version until then. It is not like I will have finished my game before then, anyway.
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>>143548840
>>143535892

Also keep a notepad to put all these ideas. You'll like some of them more than the others by the time you finish your first projects.

>tfw it will be a while before I can make my 'hero-raising' game.
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>>143556183

I would like to know this as well.
I'm still using version 1.0.
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>>143555098
You definitely should! Classic JADV games are really interesting.
>>
New Yanfly plugin! https://www.youtube.com/watch?v=oAnoZbyNIUU
New Game+ IT'S HERE!!!!!
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>>143565346
Yay!
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>>143565346
Can't even finish the game, imagine a game+
>>
Hello, I am using animated sideview battlers in MV and was wondering if there was a way I could change the image of a character permanently based on status effects. For example, if a character is set on fire, then it can play a fire loop in the regular sideview sheet but change to an entirely new sideview sheet once the fire status is put out. Having characters do things like lose limbs or suffer burn scars is fun to play around with on maps but it's been hard to carry those changes over to the battle screen.
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>>143565346
I was always wondering why this plugin took so long to make. Then I read >>143566393 's post. I wonder if this plugin will be any help to me when I can't even finish my own games...
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>>143565346
Huh, my next project is a single dungeon adventure with a couple of endings. However one of the things is resource management, because your stuck in the dungeon.
How does /rpgmg/ feel about carrying over levels but not items at all?
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>>143569513
It's usually more interesting to bring over equipment than levels.
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>>143555224
I want to get it.
But my favorite forum is offline at the moment and I don't know if it'll come back.

Other sites treat it like Barbie Doll accessories or lego sets. If that's all that's left, I'm giving it up for good.
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>For for around 2-3 months so far.
>Only an average of 16 minutes of play time.

Fuck, creating a game with hand-placed combat and no random encounters sure drains the play time and padding away from your game.
>>
>>143572113
Meant to say dev for. Oops.
>>
Page 10. Bump.
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>>143556183
You can find it on kat, or direct download here:
http://s000.tinyupload.com/?file_id=32927483891407347839
This is for the web version, which is easier to break and less annoying than dealing with a steam crack.
>>
>>143566393
Make some kind of time travel/time loop game built entirely around abusing game+
>>
>>143565346

I just realised NG+ would actually fit great with the story.
I'm definitely using this.
>>
Has anyone here actually played some MV games on their phone?
How well do they work and how laggy are they?
>>
>>143580091
Makes me think of 999 or something.
>>
How can I easily move my projects from one computer to another on a regular basis?

I'm using VX Ace btw.
Does Steam Cloud work?
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>>143583062
Yes.
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>>143583062
You can use Steam Cloud or Dropbox.
>>
>Major NPC sometimes takes drugs (Opium, sometimes Heroin)
>Offers you some if you didn't piss her off beforehand
>Get a Yes/No choice

Would people get bothered by this? Is crying about drug abuse still a thing?
>>
>>143584190
If it's a choice left to the player, it's probably ok.

That's the big argument for GTA's violence. It's optional, not mandatory.
>>
>>143584190
if you implement it correctly all 5 players of your game should be ok with it unless you'll force it into the game to be edgy
>>
>>143584190
As long as it makes sense in the game's world and lore. It'll come off as trying too hard if it doesn't make sense in the big picture.
>>
>>143584190
It's not so much that I would be offended by that event in particular, but knowing that you are the sort of person to ask such a question in the first place colors my preconceptions of the rest of the game in such a way that I would be far less likely to want to play it.
>>
Any DLC recommendations for the steam sale?
>>
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Feeling like making a summer themed dungeon crawler over a lewd dungeon crawler. Hopefully I can throw one together before it gets cold again.
>>
>>143587879
>all 5 players of your game
Things like this are what make me want to quit.
Because you're right.
>>
>>143588627
that was a joke, but i guess you could say it's funny because it's true
don't give up tho, even having less than 5 people enjoy something you made should be a pretty amazing feeling
>>
>>143587946
>>143585462
>>143586635
>>143587879
>>143587946
It would be completely optional and if you berate her even once she would not offer you some of her drugs.
Drugs are not a major point of her character or something but she simply likes to take them from time to time.
>>
>>143588627
Don't quit, anon. Do it for one person; the rest are just gravy.
>>
>>143555224
Sadly, 50% of $80 does not equate to $0
>>
>>143555224
MV is garbage though
>>
>>143594703
Why?
>>
>>143589039
>>143592085
I'm gonna do it for (You)
>>
I want to try MV just because you can port your game to Android and that sounds neato to me.
>>
Hey, /rpgmg/! What are you working on today?
You ARE doing -something- to make your dream game a reality this very day, right?
>>
Hey /rpgmg/! Can anyone explain to me how battler positions work with yanfly's battle engine for MV? The formula is out of my understanding.
>>
>>143598513
Well. Since they're doing a free weekend for MV I downloaded it, took the plugins and shit that didn't come with the older cracked version I'm actually using.
Then I did some plot scribbles, since I don't even really have an actual story yet.
Then I watched some youtube videos on writing plugins, but that started to hurt my brain so now I'm just doing nothing. Are there any good WRITTEN tutorials on making MV plugins? Videos aren't as helpful for me as text is.
>>
>>143598513
I'm supposed to be drawing character designs, but I just end up turning them into characters from other shit I like.
It's practice at least, I guess.
>>
>>143598513
I've made my dream rpg maker game already and it has been received well. I want more people to play it.
http://www.tfgamessite.com/index.php?module=viewgame&id=636

I'm here right now because I am motivated to work on a RPG Maker game again. I still want to make a bigger, more ambitious sequel title but my ideas for it still aren't completely there. I have a world that I've already established and some ideas of what I want to do, but I'm not actually sure how I want to do the story.
>>
>>143598513
Making character sprites and map parallaxes. I'm spending way too much time on a single map
>>
>>143598513
Struggling to make sprites with no artistic ability.
>>
>>143598513
I'm drawing characters!
>>
>>143598513
Fixing my drawings.
>>
>>143598513
Playing Professor Layton vs. Phoenix Wright.
It's research, I swear!
>>
>>143598513
I actually just downloaded RPG Maker XP recently

I have no idea what I want to do but I enjoy fucking around
>>
>>143598513
Been job searching, but yeah, I cleaned up enemy balance and skills today. Will do more-later.
>>
>>143598513
I was supposed to make tilesets, but haven't progressed at all in three hours because ='ve been shitposting.
>>
>>143600968
Is the game good? Anything useful for a detective game?
>>
>>143606541
Yeah, it's good. Mob trials are a great twist on the usual Ace Attorney format. I'm definitely using the idea of questioning multiple witnesses at once; that's why I implemented the ability to catch testimony and present it elsewhere.

The other main thing I think I'll be borrowing is the hint coin system. Hint coins come from the Layton segments and are mainly used to buy hints for the puzzles, but they extended them into the trial segments too. When you use a hint coin during a trial, rather than giving you a hint in words, it blanks out a few of your pieces of evidence temporarily to point you in the direction of what you need to use without straight-up giving it away. It's like the 50-50 from Who Wants To Be A Millionaire, except instead of turning 4 choices into 2, it turns like 20 into like 5.
By implementing this system, LvAA gets away with trickier tricks than it otherwise could. It really sets it apart from AA5; in that game, your assistant always points to the answers super-blatantly whenever the solution isn't obvious enough.
>>
I've started branching out into doing my own tilesets, but so far I've mainly stuck to more 2D platformer-y stuff. How do RPG tilesets differ? Any tips on giving perspective to tiles, in the sense of like, making cliffs and whatnot.
>>
>>143608124
Thank you
Then I'll use this game for research as well
>>
So, how do I write skills quotes for specific characters?
Sorry if it's a noob question but I don't want my mute soldier to start shouting at the enemyes.
>>
>>143612804
http://vocaroo.com/i/s0uOgZyfQdOb
>>
>>143612413
>>
>>143615306
I think he meant the actual technical part in the maker.
>>
Are there any MV plugins for extracting text into something like a .txt file?
I want a quick way to spellcheck my dialogue.
>>
>>143615306
What I mean by mute was that he literaly can't talk, I was refering to how actualy do it technically like >>143615743 said, but it would be nice if somone knew how to make diferent dialogs depending on states as "panic" or "angry" too.
>>
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>>143615743
>>143616825
R.I.P. the dream

>What I mean by mute was that he literaly can't talk
>...!
>...?!
>!!!
>.........

>but it would be nice if somone knew how to make different dialogs depending on states as "panic" or "angry" too.
>If using a skill, check state
>If Panic, display Quote A for skill
>If Angry, display Quote B for skill
>>
>>143617395
I know how I would do this.
Just have a skill that only the actor has (that isn't the main actual skill) and
Conditional branch, if panicked
play crying.wav
else
play yelling.wav
and force action > the actual skill against last target.
>>
>>143617868
I meant, have the actor-only skill call up a common event that does all that.
>Conditional branch, if panicked
>play crying.wav
>else
>play yelling.wav
>and force action > the actual skill against last target.
>>
>>143617395
>>143617868
>>143617991
Tanks everybody, I tink I can make somthing out of this.
And to the one that say some quotes for the mute character, I alredy knew what his quotes would be like. I just didn't know how to put quotes on skills.
>>
What's up guys? Haven't been here in quite a while. I've kind of been neglecting my game due to summer break shenanigans, but I'm trying to get back to work on it. Anyways, I'm currently in a bit of a pickle with my story. Currently the basic plot is this:

Some guy asks you to rescue his wife from the Nightmare World
--->
Rescue his wife, she informs you that the Dream World is being invaded by the Nightmare World
--->
Rescue scientist and gather supplies to create a portal to the Dream World
--->
Save the Dream World from the Nightmare World

I don't think this is too bad, but it just seems a little bland right now (especially the middle part, since it goes from fighting cool demons to fighting lame animals). Would it be better if I say the Nightmare forces are invading the real world to get to the Dream World, and then they make it to the Dream World just before I do? My friend suggested maybe giving the player the choice to join the Nightmare forces before leaving for the Dream World; does that sound interesting at all?

(more in the next post)
>>
>>143621325

Also, the first part of the story is a bit convoluted at parts. Most of it is ok, but I often end up with large scenes of dialog trying to explain way too much because of earlier loose ends and confusing things (example, an actual scene from my game: https://www.youtube.com/watch?v=K47-BZ5eo78). Currently, the game starts with the guy whose wife is stuck in sleep teleporting to the Nightmare World using a portable warp device. However, I threw a wrench into this by changing the end of the first dungeon; you no longer rescue his wife in this dungeon, instead you rescue her in the fourth dungeon. I try to explain this away by having the scientist say that the warp device is sometimes inaccurate for no explicable reason, and that he is sold out out portable warp devices so now he makes a portal that can't move places. If you can't follow exactly what I mean from that explanation, that just shows how absurdly complicated I've made everything so far. So do you guys have any suggestions on how to clean this up so it makes more sense and shortens this cutscene? I would also appreciate any other tips you guys could give about game design, since this is my first ever full length video game and it's pretty ambitious. Thank you!
>>
>>143618446
I tink I could do it if sonone said to me how to set a conitional branch to the skill user ip
>>
I've been at a grinding halt.

So I have a story that is really good and met with nothing but positive remarks that I had been polishing based on a concept for about 5 years.

However I am nowhere near skilled enough to do it justice with RPG Maker yet, so I need something else to make while I figure out how to use the fucking Luna Engie shit, apparently I can skip coding with it but it seems like a fucking pain.

I need to start the art but I cant seem to write another good story for the life of me, my friends tell me my most recent is "good" but it's clearly not the same. I just cant convey the same depth as my big project.

So tl;dr what is the foundation of a good story? What do I need specifically to keep people invested?
>>
>>143621465
>1:30 and onwards
Uh, okay.

I'm too tired to wrap my mind around parallel world shenanigans so I'm just bumping the thread.
>>
>>143624983
YOU need to be invested before you start thinking about other people.

If you want a foundation for your structure, I recommend any book by Syd Field (but especially Screenplay and the Screenwriter's Workbook). He encourages you to write down everything about your characters: Likes, dislikes, place of birth, eye color, etc. Everything about who they are helps define them.

Another thing to remember: You cooked your big idea for 5 years. Nothing you came up with in 2016 is going to have the same level of depth, thought, or care.
>>
>>143621325
Your first draft is fine. Stick to your guns. Maybe it sounds bland to you because you thought it up, but it all depends on how you present it yourself.

You'd do yourself a favor by not needing so much exposition at the start. At the start, just work on it in a way that new players can be comfortably introduced into your story. If a player doesn't need to know about it, don't force it all into a cutscene.

>You don't need to explain dreams and nightmares at the very start. You can explain them in more detail later on, or space it out better. Maybe have scientist man radio in or something at certain checkpoints of the dungeon.
>Front loading info is bad for a game. If you have to explain how gods created creation or how scientists developed the world's technology, you will lose new players very fast.
>You'd do better to develop a player's sense of relationship with the main character. The stronger that is, the more you can dump info without the player losing interest. If I can't understand or relate with Hero McGeorgeton, I'm not gonna sit around for a long dialogue explaining how calculating the molar mass of an atom might maybe be tangentially be related to saving the girl.

If you want some general tips or other stuff, go check out the /rpgmgp/ or the RPG Maker General Podcast. Totally not sponsored.
>>
>>143625260
I will check out those books, thanks a bunch.
>>
>>143625376
>Totally not sponsored.
Kek

Episodes about writing include Ep 9 (The Narrative Hook) and Ep 12 (Writer's Workshop). I would start with 9 since we don't break off into ranting about Tumblr or diversity in that one at all.

https://www.youtube.com/watch?v=0EYwTlBe5pI

I mean, bump
>>
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I think I'm getting a little annoyed with drawing my protagonist
>>
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>>143527601
Took the suggestions and fixed the mage's left arm. Also changed the right shoulder a bit.

The katana girl.. I think the right arm's bicep is just an unfortunate perspective situation.

Got my spear n shield boy done, but he seems smaller than the other two. Wish I looked sooner.
>>
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>>143629525
>>
>>143629525
Keep at it Anon
>>
>>143629886
>spear n shield boy done
>boy
The pecs look a little like boobs, unless that's intentional, you should probably make them less rounded and more square.
He might look a little better if you sneak in some pixels of height in the mid-drift and legs.
>>
Sup /rpgmg/, glad to see this is a general on the chan. I was thinking since it's on sale I would pick it up. I used to make games all the time back on the XP.

I was hoping for some advice. I've been bouncing from webcomic artist, to animator, to music back and forth constantly. So I was thinking maybe I could put all my talents together to make a game. But I'm not quite sure how to adapt animation to it? Are animated sprites used a lot in VXace?
>>
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>>143630340
I consider this fan art of my game. I finally made it guys
>>
>>143631831
There are always scripts to help- I have animated battlers in XP,
but MV has animated sideview as an in-engine option now. (2k3 also has this, in case you're feeling classy.)
I feel MV > VXA, because it can release on multiple platforms and uses Javascript instead of Rubyscripting. (aka more plugin support possible.)
However MV is still pretty pricy - you might be best trying it or nabbing a crack until it goes on super sale, and then buying it so you can release commercially.
>>
>>143629886
>spear n shield boy

Best waifu isn't even a waifu.
This is a prank, right?
>>
How do you handle foreign speakers in your game in the perspective of a character who doesn't understand and the perspective of the player?
>>
>>143635810
What I mean is how do you convey a foreign language to the player in relation to a character who doesn't understand?

For example, do you state what language the speech is before displaying the text in English so that the player will understand? Or do you keep the player in the dark, like the character who doesn't understand, by displaying the text in some gibberish?
>>
>>143635810
I made another wacky font to bundle with my game. That's all.
>>
>>143636450
Gibberish makes more sense.
It will be kinda strange if the player can read the language but the character can't.
>>
>>143636450
wingding
>>
Where can i download the last tilesets from Ancient Dungeons: Base Pack?
>>
Good night bump
>>
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>>143631280
>>143635112
Intentional, as this guy used to be my ideal.

Now that I've slept on it, though, I do see more things to "nerf". The right leg up is a bit too op, so it might be changed to a more normal stance.

The lower torso actually seems a bit too long, so I was thinking of cutting it by a few pixels instead.
>>
Anyone got a list of Japanese horror rpg maker games?
>>
>>143650576
dude, just google it
>>
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http://www.rpgmakerweb.com/a/resources/animations-collection-i-quintessence

Has anyone bought this? Looks pretty great, but I don't have the $10 to spend on it at the moment... a Mega link would be great if anyone has it.
>>
>>143651075
Of all art there is to create, I think battle effects are the most doable. Particularly the "particle explosion" stuff.
>>
>>143635810
>>143636450
Simple: actually write those lines in another language.
>>
Does your game have any secret areas?
>>
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Anyone have a script for VX Ace that makes enemies move?

Literally all i'm looking for is a script that makes them pace back and forth on screen literally just the pic sliding back and fourth on the screen.

Feel it'd make combat just a little less bland.
>>
Just found a site whit all the script calls that rpg maker mv have. It is helpful for when you need to put in comands somthing you know how to do whit events.
https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/htmlview?pli=1#gid=0
>>
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I'm co-opting my old platformer tilesets and turning them into RPG ones instead. These were originally for a Game Boy style platformer, and I have a weird way of making tiles so if they look crappy it is what it is. In any case, as I read the pixel art tutorials, does anyone have any tips for tilesets? Like, especially in regards to perspective. How to make a wall clearly a wall to the player, how to make sure things don't look wonky, etc.
>>
>>143652914
But what if the player know the other language that the character don't?
>>
how do you decide a good palette?
>>
>>143656413
Well, what if? Is that a problem?
>>
Yanfly new tips and tricks: https://www.youtube.com/watch?v=yv1ooNqHc3w
Auto-life! Yes!!
>>
>>143656413

Then that's just a bonus for the people who do speak that language.

Like how at the beginning of The Thing the 'twist' is given away if you happen to speak Norwegian.
>>
>>143656413
Star Trek fans still took a while before they got Klingon mastered as a language.
>>
>>143656032
I'm assuming this is what you mean.
https://atelierrgss.wordpress.com/rgss3-battler-motion/
>>
Didn't think this completely through.

bump
>>
>>143648170
Wow damn it's been forever since I thought about that game.
Okay I'm sold.

>>143656413
Well originally you were going to announce 'This character is speaking in another language!' and then have it in english.
This just conveys the same fact without pausing the narrative so to speak. Some players will know what the character does not, but they'll still know that the character doesn't know the language.
>>
>>143660105
Are you kidding you can have buttviews of player characters in bikinis.
This is perfect.
>>
>>143598513
Working on music, almost have another track done, gonna post it real quick.
>>
>>143467593
Well there's not much of a difference going to RPG maker MV from VX Ace aside from "java" which is shit in most games it's used in and like a few very minor adjustments or changes and the price tag is $40 compared to VX Ace which is also currently on sale 75% off at $17. The only reason to jump over to MV is the 2 major selling points, The ability to release your games on multiple platforms and HTML5 web games. but is jumping to java really worth it i mean sure being able to release on mobile gives you a possibility for major money as people eat up mobile games like starving African kids and if that's what you want sure i guess MV being over double the price is justified a bit.
>>
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https://soundcloud.com/mondo-nugget/under-the-waves

Annnnnd done. Time for food.
>>
>>143648170
Man, I hated Magna Carta's male designs. Why make a dude look so feminine? Seriously, it even looks like he has boobs. Why not just make a girl? Am I just old fashioned or something?

Good luck with your game, though. Don't mind my ranting.

>>143467593
Yeah, I'm not buying MV until they fix the audio lag. I know they said they'd do it after pixi3 releases, but that was announced almost 2 months ago. What's taking so long?
>>
>>143660450
It's less that [which is half the reason I'm going this way with this project] and more that the player character is way too small in perspective.

Could just go this way, box out the area where the player graphics would be, and keep the scale for the player graphics as they are.
>>
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>>143662043
>>
>>143662841
Oooh. Alright, well the box idea could be alright, but it makes the battle area seem tight and claustrophobic.
Good luck though, I like your spritework.
>>
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>>143663170
Lol at your image. I'm gonna assume you didn't hate it then. Thanks for that!
>>
>>143663214
Thanks. And yeah, the one with those boxes does make the area seem awfully small.
Might just go with this layout, in that case.
>>
How do I open/edit .lsd files?
I'm not familiar with RPG maker and I'd rather not use it, but I heard that's the only way.
>>
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>>143662145
Hyung-tae Kim's style is all about exaggeration and sexuality, and his males are no exception.

You're just not that into pretty boys, and HTK takes it to an extent farther than most.


Anyway, what sound lag are you even having? Is that really still a thing for people?
>>
>>143664759

There's no way the one on the left is a guy.
>>
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>>143665736
The one on the right is the only one that looks even remotely masculine to me.
>>
>>143665853
When there's not much to go by you can usually tell the difference by the eyebrow height. Females tend to have higher eyebrows. In situations where the eyebrows are low on females it's made apparent they are female by other features. Males will always have low eyebrows unless it's made apparent they are crossdressing and you can usually easily see that they're male by other features. The only exception is bad drawing.
>>
>>143664610
please respond
>>
>>143666636
Have you tried "Notepad++"?
>>
>>143366523
It's a pretty good tileset. Too bad it's still a bit blocky, unlike Celianna's tilesets. Too bad Celianna's tilesets are of the VX format.
>>
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>>143665853
At least a shorter haircut helps out!
>>
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>>143667350
yea
>>
>>143664610
What's an lsd file? At first I thought it was a 2000 era map file.
>>
>>143668328
>Cat Incest
>>
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>Want to make Final Fantasy X-0 fan game.
>99% of the sprites would have to be done from scratch.
>Tilesets too.
>Therefore, cannot make.

Suffering.
>>
>>143669318
I bet most of what you need does exist. Between IV - VI and Record Keeper, there shouldn't be much left out. Have you even tried?
>>
>>143669691
I doubt there's sprites available for random NPCs from FFX, or for major characters from 10 years before, like Yuna, Wakka, Kimahri and Lulu. There's also the issue of tilesets. I'm sure there's some generic tiles I could use that would fit the art style, but I doubt there's tilesets for iconic areas in FFX that would NEED to look right, else it would break immersion.
>>
Is it possible to prevent a class from using certain consumable items? I'm working on a cleric class that uses a "prayer" skill to recharge their MP rather than items, but other classes will be able to use MP-restoring items.
>>
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>>143668328
So how do I open those properly?
>>
>>143672137

>>143668584
>>
>>143672241
Your guess is as good as mine, although it says "LcfSaveDatad" and it's a save data for an RPG.
>>
>>143672337
..If you don't know what that file format even is, then why do you even want to open one?
>>
>>143672506
Because my save file got bugged and I don't want to restart the game.
>>
>>143670578
Someone who gives up before even trying gets no sympathy from me.
>>
>>143672965
Wow, you're a prick. You automatically jump down someone's throat over a simple comment like that? What an asshole. Do the world a favor and kill yourself.
>>
>>143675094
Do yourself a favor and don't give up immediately.
>>
>>143670578
Edit things as necessary then. If there's something missing, make it. No one's gonna make your game for you. It's your game after all. It falls on you to, you know, actually make it.

Now, if you're gonna say you can't take some of these sprites, edit sprites, or you can't make your own sprites for things that are missing, then it just sounds like you never really had the heart to make a game in the first place.
>>
>>143651332
It really is. This is the kind of stuff you make when learning photoshop. But these days it's even easier with After Effects.

It's missing sound effects. Probably the most important part.
Wisdom of the ancients says people can stand to watch bad static antenna reception and VHS track lines, so long as the audio is good. But if the audio is bad they won't watch it even with clear HD graphics.
>>
>>143677567
*Photoshop transform tools
>>
It's too fucking hot for me to focus on what I'm supposed to be doing. Describe a character from your game and I will probably doodle them for you.
>>
>>143683242
>air conditioned masterrace
>>
>>143683242
A female detective who is kinda laid back about things and doesn't do everything by the book. Has some moments of special insights but she can't solve every case, though.
1.75 cm tall, tawny hair and blue eyes.
>>
>>143662043
you made those?
>>
>>143686056
Er, 1 Meter and 75 Centimeter of course
>>
How's this for an AC-like tune?
https://soundcloud.com/dr-doomsday/town-theme
>>
>>143687520

No, your game is now about tiny detectives less than 2 cm tall.
>>
>>143690338
A small time detective who won't give an inch.

>>143686056
> can't solve every case
Neato, some room for failure/ character building experiences is always good.
>>
When are Item Carrying limitations a good idea? How do you make it so it is not an annoyance to the player 100% of the time, but actually something they have to carefully consider?.
>>
>>143692781
MMOs like this, because it makes a player prioritize rarer items. Also buying bags.
Other then that, some horror games, like the early Resident Evil, were all about item and resource management to add to the sense of danger.
Roguelikes, one-dungeon RPGs, certain horror games, and anything that is about immediate danger and survival could use it to that effect.

Otherwise, don't include it in a game that doesn't need it- or has no reason to.

>mfw this makes me want to create a game about being stuck on an island alone.
>>
>>143692781
In dungeon crawlers with enormous dungeons, universal item carry limits serve as a motivation for the player to return to town every so often to sell their acquired junk once they're full. Additionally, if drops take up the same inventory space as consumables, then balancing how many potions you take in with you becomes a factor in preparation.

Or for something completely different: in the Tales series, item limits per-item (that is, an inventory that can hold every item in the game at once bu no more than 15 of any given item) allow the items to be individually powerful (like readily available 60% HP/MP restore consumables) without being busted. It's important to make the items fell worthwhile because Tales is an action series, so menuing to use an item breaks the flow in a way that players won't bother with unless the effect is great.
>>
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>>143689921
Pretty good. Composition wise, it certainly sounds like it's made for an AC type of sound.

Mix wise, I think the bass is too thick, but not as thick as this boy's thighs. Like that's the kind of bass tone I'd be aiming for when writing a heavy rock, boss battle theme.
>>
>>143694205
>This is a boy
N-no boner
>>
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>>143694205
>Draw a girl
>Call her a boy
Truly a long-standing Japanese tradition.
>>
>>143694205
>Literally draw a girl tits and all even if they aren't that big.

>It's a boy guys.

He better atleast be trans to explain this bullshit.

Otherwise he is one lucky boy.
>>
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>>143695050
>>143696037
I started off just knowing I definitely wanted an exposed midriff with a skin-tight top like <

Not too sure about the pant situation, but I kind of like the shorts.
>>
>>143695050
>mei is an otokonoko

>>143696151
>male

Japanese tradition.
>>
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>>143684542
This apartment building only lets you lease their AC units for like, an extra 200$ a month, plus 150$ install fee, plus only between the months of June and September. It's some goddamn bullshit.
>>143686056
Sorry this took awhile, I had to run out. Take this doodal.
>>143689921
pretty cool, gj.
>>
>>143696872
Wow. I like. You're very skilled.
>>
>>143696872
Woah, thank you Anon. I really appreciate it.
>>
>>143696954
>skilled
Only relatively speaking- I could point out at least a dozen things done wrong off the top of my head- but thank you
>>143697989
You're welcome
>>
>>143690338
Not gonna lie, this sounds pretty interesting. I'd play it.
>>
Fuzting around with class stat growth in the editor is such a pain. You can't even copy and paste. Is there any way to edit them with a spreadsheet or something?
>>
vump
>>
>>143703754
I do believe I've seen such a script for VX Ace. Dunno about MV. Do some googling.
>>
>>143703754
>>143706201
I want to believe Yanfly has something like that for MV, because of their enemy levels plugin, but I'd have to search through a bucket full of (great) plugins.
>>
>Start Layton versus Phoenix Wright
>Get greeted by witches and inspector Hitler
Huh, okay then.
>>
>>143707239
>inspector Hitler
I take it you've not played a Layton game before.
>>
>>143712913
Yes that's true. I think I should change that sometime, though.
>>
Work on your game
>>
>>143716812
fuck you i just worked a 13 hour shift and have work as soon as i wake up
>>
>>143716812
are you?
>>
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>>143686198
Yup, I did. I'm still fairly new to the whole music thing but I think I've picked it up pretty fast. I've always loved vidya ost's, and now I get to make my very own. I'm psyched.

https://soundcloud.com/mondo-nugget/boss-battle-futur3-wip

Posted it a while ago, but it's my favorite so far.
>>
How much of a fucking lazy idiot will I look like for making my first game in RPGMaker?
>>
>>143720187
It's still up to you how lazy you appear.

There are plenty of low effort RPG Maker games, and there are plenty of high effort ones.

I'm going to guess 'very' for you.
>>
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>>143720187
No more than I, for it'll be my >>143719567
first as well.

It all depends on how much you are willing to put into it I think.

What this guy said basically.
>>143720373
>>
>>143720373
I can write and I can draw, I can design levels but I can't manage shit like RPG stats and everything, I'm coming to RPGM basically to make a depressing walking simulator but I worry about that concept being overdone
>>
BLOCKED
Work on sprite art or work on game mechanic?
>>
>>143720580
Stop worrying about that stuff and simply work on your game. If your game is any good then people will like it regardless of rpg maker or not.
>>
>>143720973
Game mechanic, when it doesn't work you can fall back on the arts.
>>
>>143720580
>walking simulator
>can write, can draw
If the game looks pretty, people will play it.

>>143720973
I'm seeing a lot of people drawing, so I'd rather see someone post about some new mechanics.
>>
>>143721848
>If the game looks pretty, people will play it.
walking isn't a game. reading isn't a game. You need objectives and challenges. Some would say it needs an element of chance, other wise you're just going through the motions and not really playing.

But try not to simplify your game into a skinner box.
>>
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Just finished an animation that will only show up on the title card.
>>
>>143723410
I quite like it, reminds me of older Animes for some reason.
>>
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>yfw MV free weekend
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>>143720973
Mechanics, make it dope breh.

>>143721020
This

>>143721848
Agreed, makes me nervous though, after I feel good enough about music making, I'mma tackle art next. I see the phrase RTP thrown around a bit here. That stands for the placeholder graphics right?

What's a good program for digital art if I want to do spritework? I have gimp but I've yet to use it in-depth. Don't want to take on too much at once.

>>143723410
That's pretty dope. Nice work!
>>
>>143677567
Wait, are you saying music > graphics?
>>
>>143723752
>That stands for the placeholder graphics right?
Yes, RTP means RunTimePackage, and those are all the image and audio assets that come by default. They are butt.
>>
>>143723869
not music. Audio.
Those battle animations will only go as far as the sfx carry them.
>>
>>143722791
There are people who play walking simulators, just as there are people who play visual novels.
>>
How far will I get with the RPGMaker trial anyway?
>>
>>143724728
This.
Yume Nikki is pretty much the definition of RPG Maker walk sim, and it's got a massive fanbase. It's all about finding new and interesting things in the meantime.
>>
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>>143723869
Music can help set the mood I think. This was something I made last month.

https://soundcloud.com/mondo-nugget/slum-grooves-futur3

It's for the first area, which in the end I want to make look like pic related setting wise.

Gameplay is most important though, it's either fun or it isn't, sound aside.

>>143724338
OK. Say I wanna just set up all the events first, can I use those until I git gud enough at art and then just port them in?

>>143724728
I agree, I actually quite like how it can be used for both. That aside, I prefer engaging gameplay for the most part. A good narrative will still catch me though.
>>
>>143725537
What did you use to make that?
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And yet again, the new one is too small.. I liked how the pixels are already looking, too..

Perhaps I'll just reduce the weaboo and the sorceress.
>>
>>143651332
There's a whole bunch of free ones from the same creator.

http://forums.rpgmakerweb.com/index.php?/topic/55245-animations-archive-season-1-521-pain/
>>
>>143724728
you play music. you play a dvd.. you play with your hair. you play pretend.

But their are certain connotations involved to classify something as a "game". Like goals, rules, chance, and other stuff I can't think of at this moment.
>>
>>143725537
>Say I wanna just set up all the events first, can I use those until I git gud enough at art and then just port them in?
Different Anon - I recommend pasting the RTP into your project folder, and renaming them for whatever you're going to replace it with.
I.e. You use fighter04 as a stand-in for a mercenary character. Put the .png in your character folder (or just copy the one there if you're using MV) and rename it to MercenarySteve.png or whatever. Then use it in game.
That way, when you replace it you don't have to edit the events, you just overwrite the .png file.
>>
>>143726034
Yeah, okay.

Good thing they're called "visual novels" and "walking simulators".

And regardless of whether or not you want to call them games, there's a playerbase and market for those genres.

Why is it a problem that they aren't "games"?
>>
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>>143725694
FL Studio 12, I bought the super-turbo-deluxe-whatever-the-fuck-edition and a keyboard, got book-learnt on music theory and have been at it hard ever since.

I also did >>143662043, but I think it needs a bit of work.

My game may not end up being the best game ever made, But it will have a kickass ost when I'm done.

>>143726106
That's fucking awesome. Thanks man!
>>
>>143726034
The Higurashi "games" are on Steam. They're part of a subgenre of VNs called kinetic novels, in which you literally just press one button to scroll through text until the story ends. It's like reading through a text-based story sequence in an RPG, except the sequence lasts a few hours until credits. On Steam, it's under the category "Adventure Games".
>>
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>finally decide to use RPG VX Ace because owned on Steam somehow
>look at tutorial teaching how to make map
>follow along, make river
>his second river step looks great, mine doesn't connect like his does
>have no idea what I'm doing wrong
>>
>>143727113
You're using the "water in desert" tile instead of the "water in grass" tile, which causes all sorts of silliness.
>>
>>143727113
SIHFT-click to keep it from autotiling. Autotile makes it try to build itself based on what tiles are around it. Disabling Autotile with SHIFT-click sets the tile down as shown in the spritesheet
>>
>>143727039
>sure whatever kinetic VNs
To each their own. To some it's gamey enough. It doesn't really matter.
>On Steam, it's under the category "Adventure Games".
Okay now that's a fucking crime.
>>
>>143727276
>>143727348
Oh, fuck, I figured it out; I was mixing up columns and rows for some retarded reason.
>>
>>143726313
different aesthetics?

>>143727039
Steam also sells software, soundtracks, and DLC under the "all game" category. I'm not calling them games.

And you know, Japan has a lot of different categories for things that just get approximate marketing treatment in English stores. You know, Life Sims get labeled RPGs and whatnot on the mass market - because, close enough.
>>
>>143727424
Steam categories are the worst. A lot of ignorant user tags based on what the screenshots look like.
>Visual Novel, JRPG, Female Protagonist.

Filter single-player and I still have to wade through hundreds of mmos.
>>
Fuck my life, backing up huge rpg games and all the art and music project files is the worst.
>6,363 Files, 284 Folders
My game is a fat fuck.
>>
>spend like 8 hours at a friend's house, the entire time the fact that MV is 50% off but I have no money in the back of my mind
>get home
>my ex bought it for me as an early birthday gift

Holy shit. What kind of game should I make, /rpgmg/?

apparently being a big gay furry slut pays off in the end
>>
>>143731830
A furry game, you furry faggot.

And now that I think about it, I've never run into a furry RM game.
>>
>>143730620
Software has its own set of categories. And I don't think Steam sells music by itself, so it makes sense that they're DLC for the games that they represent, like art books and guides(yes there games that sell guides as DLC).
>>
>>143731830
big gay furry sluts 5
Okay for serious though, I'm making my dumb game because I realized a bunch of JRPGs have dating sim traits, but don't really cater to yaoi fangrills like myself. So I decided to make my own.
I suggest, take one thing you really want to see in a game or RPG, and work with that.
Just start small, and you can use what you learn to make a bigger better game later.
>>
>>143731687
are you the type that uses a different music track for every scene?

I tried working with this guy, I think he was from Sweden, and his project was like that. Like, he'd use the first - i dunno - 10 seconds of a 6min mp3.
He fancied "secret music tracks", so if you didn't advance a certain scene at a normal pace, Greensleeves or some shit would start playing.
Just in case he became a pop culture icon or something, people would have some trivia or fun facts to write about, I guess.
>>
>>143732642
Oh god no. I reuse music because I love leitmotifs at least.

I'm more the art equivalent, and that filecount includes all the .psd files in a separate folder, old sketches, and all that junk that isn't actually in the game. Plus what little music I do, and all my notes to self, and error reports from my roommate.
>>
>>143732069
I don't think I have either, weird. Might be cool.
>>
>>143734287
I'm making one, sort of. I mean, I'm not making it explicitly as a furry game, but the characters are talking animals so I guess you can classify it as one. I hope this won't bother anyone too much.
>>
>>143735321
Nah, talking animals can be cute and charming.

Also bumbarooni
>>
Holy shit I can't into sprites as hard as I try

How do I get gud
>>
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Hmn, worried some of my gameover scenes might be too ~Magical Realm~, would it be weird to have a censor option for those in specific, as well as the normal SFW option?

>Although it could be useful for players retrying the same boss over and over. Skip the scene, load, try again with minimum frustration.

>And I'll draw a better titlescreen later, I swear.
>>
How bad of an idea would it be to get that bundle of all five RPG Maker versions on steam?
>>
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>Be poorfag
>Buy 2003 just the other day
>NOW IT'S 75% OFF

JUST FUCK MY SHIT UUUUUUUUUUP
>>
>>143740718
Unless you print money, it's not worth it.
MV is like VXA but better.
I haven't used VX but I imagine- VXA is VX, but better.
XP and 2k3 are slightly different monsters - XP has better maping imo, and 2k3 is the one that originally had all the best features.
>>
>>143741626
It's only like 65 bucks, but if MV is probably the best then I guess I'll just get that.
>>
>>143741690
I wouldn't call it the best, but it releases games on multiple systems and uses Javascript instead of Rugby.
And at least you can try it before you buy it right now.
>>
>>143741784
Is there any compatibility between the versions, or no?
>>
>>143741838
Basically none- you'd have to start your project over.
There is one plugin to convert VXA events and maps to MV, but the tiles are different sizes, among other problems.
If you want the -best- version for your project, you're best off trying them all, or demo games from each and see which resembles most closely what you want.
>>
>tfw need art
>tfw can't draw
>Even if I try to learn now it'll take forever to make it a semi-decent level.
>>
>>143664759
>Anyway, what sound lag are you even having? Is that really still a thing for people?
Whenever a sfx or music file loads for the first time, it takes a couple of seconds to load. There's a noticeable lag and it's quite irritating.

Now, I wont lie: I don't have a top of the line pc, but it's still ridiculous that I can't run fucking rpg maker properly.
I have a AMD Phenom II 2.8gig with a Radeon r7 250 gpu. It's about 4 years out of date, but I still run most games at medium or higher with stable 30fps. Not the best, but far from the worst. I don't think it's unreasonable to expect a simple 2d game engine to perform properly on it.

>>143675330
This. Next you're going to say you don't have the right music for your project and have to give up.

>>143723410
Very 80s OVA. Very nice.
>>
>>143738217
I'm not sure it's possible to sell a Magical Realm game outside of its specific niche, no matter what censor options you include -- at least, I'm not aware of a single game that has succeeded by doing so. So, I'd say fuck it; stop trying to downplay what seems to be the game's selling point (to its niche) and just stand proud.
>>
Is it possible for a party member to revive an enemy? I'm starting to think of necromancy.
>>
>>143738087
Practice. Also, study.
>>
>>143744535
Are you in a hurry or something?
>>
>>143694205
Hey, I fixed that bass by making things guitars.
https://soundcloud.com/dr-doomsday/town-theme
>>
>>143738087
Just imagine it in your mind's eye, and try your best. You can do it!
>>
Bumper
>>
Rescue Bump.
>>
https://www.youtube.com/watch?v=YMtrV35-7kQ
I wish I could steal this combat engine without getting sued.

Although I guess I wouldn't be able to program the AI, either way.
>>
>>143750214
So you mean like
>Kill a monster
>Use spell
>Monster revives on your side of the field fighting the other enemies
>>
>>143763541
Sort of. More like revive and at the same time place an undispellable "attack ally" type state on them. Maybe make it count as a death state with some plugin as well so that the battle ends when all enemies are defeated and only reanimated enemies remain.
>>
mv steam crack where
>>
>>143741297
Well at least you have a really good version of the game.
>>
>>143764325
I guess Victor or Hime made a plugin for Death-like states that call defeat, but I don't know if it work on enemies. You would just need a skill that removes Death state and add a Zombie state with attack allies.
>>
>>143764325
Well how about this
>Cast spell
>Timer on monster
>Kill monster in time
>Monster revives with a debuff that makes it attack enemies
>When no more targets to attack have the debuff instant kill your monster which ends the battle

It would probably be easier than trying to code your whole battle system to include your necromancy ability.
>>
>>143765513
That might be an option, though it also sounds a little more complicated than what I had in mind.
>>143765175
Essentially it's a revive-type spell that also applies the attack-ally state during reanimation, both of those should work without plugins. What I'm mostly wondering, though, is whether enemies who have already been defeated can be targeted by the player, since as far as I know they are removed from battle.
>>
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Top (A) or bottom (B) style?
A uses a 2 pixels down per pixel left, brick division with the darkest gray of my palette.
B uses a 3 pixels down per pixel left, brick division with black.

I'm aiming for an Ultima/Tibia style.
>>
>>143768435
I like the top better. Rather go too soft than too harsh
>>
>>143762310
You wouldn't. It's just RPS.
>>
>>143380469
It will never be finished ;_;
>>
>>143380469
The goal is not to kill enemies but instead hug them and be friends with them. It's gonna make millions I'm sure. Original idea do not steal.
>>
>>143774738
It is always finished in out hearts.
>>
>>143744858
Have you not used a preloading plugin? It may or may not solve the issue you're having.
>>
Yanfly's Icon Generator got updated: https://www.youtube.com/watch?v=-DAXyLYUZzs
>>
I'm feeling great today bump
>>
>>143662043
I really like the ambient sounds, but I feel like the main synth itself is kinda detracting. The notes it plays are fine but I think the instrument itself is too harsh sounding when put with the rest of the instruments.
>>
>>143778090
Seems a little pointless, you can easily do that yourself in photoshop or even paint.
>>
Blump
>>
>>143782876
Not everybody's artistically inclined.
>>
Would anybody be interested in a 16x16 tileset that would try and cover everything in the OP chart (plus overworld stuff), and if so how much would one be willing to pay for it?

It'd have about the same look as these >>143420842
tiles. Might try and throw together an example of what the exterior tiles would look like tonight.
>>
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>>143775904
I wish I had the drive to finish it, I enter a state were I'm hyped and ready to work on it I do some work but then get burned out so hard I just give up.
>>
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>TFW you finally figured out how Autotiles work.
This is AMAZING!
>>
>>143788492
Please don't give up Anon
>>
>>143787014
I am not interested personally, but I think many will be. I imagine you could get up to 10-15$ for the tileset, since there are no battlers or player sprites included.
>>
Okay, i'm gonna lay out the plot of my rpg and you people tell me what you think.

The basic plot outline is this.

>You are a prince.
>Son of da king.
>There's a ball coming up.
>Church is burned down.
>People massacred.
>You find out your sword is missing.
>Turns out it was stolen and used to slaughter them
>YUP you were framed for a crime!
>You escape the kingdom and attempt to find out who framed you and why and perhaps clear your name in the process.

Eh?

Came up with it after listening to alot of rhaspody.
>>
>>143794707
Forgot to mention the ball matters because you decide not to attend and this is used as proof against you.
>>
>>143794707
That sounds more like chapter 1 than a whole plot outline. I mean, do I get to go to the ball at some point?

>>143794859
That sucks. I wanna go to the ball.
>>
>>143794707
Sounds really generic.
>>
>>143795106
Give me a list of games that use that exact plotline.


>>143794930
Well it is a BASIC outline, obviously i'm not gonna tell everything just yet.
>>
>>143795230
>protagonist framed for a crime, with evidence stacked against them
I mean..

But I'm not >>143795106
It doesn't matter if it's generic. It's the execution that counts.
>>
>work on tilesets for over two hours
>erase it all because you hate how bad it looks
True development hell.
>>
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i organized all colors in increments of 10s for no reason if anyone needs
>>
>>143794707
Some observations.

Did somebody more important than the prince die? I mean, the King won't let you take the blame just because your sword was there, unless his favorite son died or something. I mean, even if you killed all those people, why would you leave your sword there? It is clearly a trap.
How great a warrior is the prince? I mean, killing a whole ballroom of survivors without any witnesses seems downright outlandish unless the character is Superman/the Flash-tier fighting against regular humans. Unless somebody locked the doors from outside.
Why would you go outside to investigate who killed people inside the castle? I mean, presumably all the clues would be in the crime scene and its surroundings.
>>
>>143797769
>1.it's gonna go a bit deeper than his sword just being there.
>2.Not gonna bother with this pls read.
>3....again read man.
>>
>>143798054
but to actually explain the last one it's not solidified yet but he's gonna be chasing the guy who presumably stole his sword.
>>
>>143794707
Actually nevermind let me just preface this now just so everyone knows.

This isn't the entire focus of the rpg, the plot changes rapidly at a certain point and this basically becomes irrelevant for great reasons that you'll see later. but let's just say this is bigger than just a simple plan of framing some schmuck prince.
>>
>>143798839
When asking for opinions, do not respond with "wait and see" or "it'll be more fleshed out later". If those are the answers you want to give, then step back, look at your ideas again, and present them more clearly. It's not possible to receive useful feedback when you're not willing to share your ideas in full.
>>
>>143762310
Game design isn't copyrightable.
Also what the fuck is going on.
>>
Besides having more scripts available, what makes VXA better than MV?
>>
>>143789282
Grass autotile I understand, but wall autotiles? All tutorials are about grass, didn't found one on walls.
>>
>>143806832
>Besides the thing that's better, what's better?
I mean, why ignore that part? It's kinda big.
But also: many folks report major performance issues with MV, seemingly related to how it handles sound and to how it handles animated autotiles.
>>
>>143632218
>MV is still pretty pricy - you might be best trying it or nabbing a crack

I can't find a crack for Steam's version anywhere.
>>
So I compressed my (joke) game and sent the file to a friend.

Some music that was imported (atm as far as he's gotten, 2 tracks and a sound effect) are missing from the game while others are intac.

I checked the files and they are clearly in-game (RPGMaker, though I am unsure of his end) and it's working on my end until I play the exported version.

Anyway to fix this?
>>
>>143812526
Maybe it is a format issue?
>>
>>143815179
All are mp3 files. Unless you mean during compression. In which case I have no idea how to alter it.

Its VX Ace if that helps, I read it has some bugs with compression.
>>
>>143812526
You can send him the missing files I think.
>>
>>143812130
Why not use the cracked web version?
>>143810017
Possibly because it's comparing a younger base with a much older one. MV already has pretty good support.
>>
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I'm the >>143768435 and >>143807169 having a hard time dealing with wall autotiles. I know to grid it at half tile (24 pixels) and that the 48 pixel center piece is the "real tile". My idea is using the top this way instead of relying on another tile for the top of the wall (I don't want my wall top to be a whole 48 pixel), but I would really like some more tips from you guys.
>>
>>143810017
>I mean, why ignore that part? It's kinda big.
Because VXA has been out for years and MV is fairly new and has a more powerful scripting engine. It's a given that there will be more and better scripts for MV in the future. Hell, I could probably write my own if I had to.
I'm more interested in which engine is easier to work with and has more features, which seems to be MV, but I keep seeing people recommend VXA. Performance issues are concerning, but do the devs have a record of patching that sort of thing?
>>
I keep trying to get back into RM2k3 because I really liked it in high school, but I just can't. It has the most flexible eventing system out of all the RPG Makers (it really has to, since scripting wasn't a thing) but is still seriously lacking. Like, I can set the value of a switch by referencing the switch's number via variable, but I can't branch off the value of a variably selected switch. It's driving me crazy.

I gave MV a little try today what with the free weekend and all, and I'm considering picking it up.
>>
>>143821626
You can get a much longer free trial of MV on the site if you're still unsure.
>>
>>143822134
Yarr Harr Fiddledidi
>>
>>143818179
>Why not use the cracked web version?
Besides being an idiot and just not seeing where it is in the thread...if it's the Steam version I'll actually remember to use it.
>>
Best song in any of the RPG Maker RTPs?

I'd have to go with Theme04 from XP.
>>
Work on your game Anon
>>
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>Close friend agrees to play a little demo of my game.
>He skips through all the dialogue (literally mashing z).
>Doesn't laugh or even smile when I attempt to use humor.
>When we're gone, he says if it wasn't unfinished it'd be "pretty good".

A really good friend, but just getting a possible "pretty good" and a comparison to Undertale hurts motivation.

The moral is if you're looking for someone to give advice or their thoughts/feelings on your game, know the kind of person you're showing it to.
>>
>>143824230
It's just like getting feedback from this thread.
Kidding aside, I know that feeling.
Drop a link and I'm sure to play it and tell you my thoughts.
>>
>>143723720
>He fell for the MV meme
>>
>>143824230
Yo, I'll test it out if you'll leave a mega or dropbox link.
>>
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>>143782012
Thanks dude. I agree, I wanted something punchy but I agree that the Arpeg is a bit much, I just have an affinity for weird synthy stuff. Some of the beats are off too, so it needs some fine tuning.

There's so many different instruments and I liked the way it sounded at the time. I wanted something aquatic or spacy but its hard when they all have weird names lol.

Will fix it soon, work has made free time a bit sparse. Which sucks, a lot. I get all these melodies in my head and I end up forgetting them by the time I get home

>>143755642
I dig this. I need to make some tracks like this. Nice work dude! Haven't played AC but it sounds like something that could come from it.

>>143824230
Lol what a dick move, that sucks dude. If you have the means to load it up somewhere, I'd gladly give it a go.
>>
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>>143662043
I actually really like this senpai

What software do you use?
>>
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>>143825008
>>143825809
>>143826318

Man, this is why I love this general.
Thanks guys. I would happily send a little demo and ask for opinions, but the play time is way too short for me to feel comfortable putting it on the web yet. But it means a lot!
>>
>>143824230
Shit I know that feeling.
"Hey want to test my game?"
"I dunno if I can fit it on my computard"
As he's fucking playing Diablo 3. It's an RPG maker game, not the next HD AAA cheese.

And additionally I've got like, 6 testers and only 3 have played the game, and of those only one keeps sending error reports.
>>
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>>143826492
Thanks man! I use FL Studio 12 and a Keyboard I bought about 2 months ago. It needs a bit of work but I have the foundation I need I think. Still a bit of a nub when it comes to composing but every track I do teaches me something.

Also loled at your gif. Damn son, smoked.

>>143826989
No sweat. I'll be sticking around for a while I think, so when it happens, I'll be down for a demo.
>>
>>143827292
>"I dunno if I can fit it on my computard"
Kek'd more than I should have.
Lots of us here on this general are really good at advice. If you ever want to post a demo or a portion to test here, you'll probably get a lot of useful notes. I remember a few weeks ago an anon posted an hour long demo or so and I remember seeing a lot of good feedback going his way.
>>
I feel like playing rather than creating at the moment, Anyone have anything to test?
>>
how big are textures usually suppose to be?
>>
>>143829804
Just wait a few months

>>143829823
That depends on the version of the maker you are using.
>>
i wanna see houses you've made
>>
>>143806832
Port to android, native support for sideview battles (while still maintaining front-view battle support), javascript which is loads easier than ruby, and more options for character generator as well as battler spritesheets in sideview mode
>>
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>>143832754
Last year I worked on this but never finished it.
>>
>>143834750
Come on senpai I know you can do better
>>
>>143823493
You can find it on kat, or direct download here
http://s000.tinyupload.com/?file_id=32927483891407347839
Just need to download the v1.2 trial and install it.
>>
What are your thoughts on FMV cutscenes?
>>
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This fight was fun to make
>>
>>143837559
If no voice acting in the game then cutscenes should be minimal for stuff like airships, introducing cool things like people, swords and areas. But that's just my opinion.
>>
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>>143782012
https://soundcloud.com/mondo-nugget/under-the-waves

Sound better?

Tweaked it a bit, went for something less harsh for the main melody, and fixed some of the patterns and beats. I think its a good deal better now and am much happier with it.
>>
>>143839135
First off, not him.
Second.
Dont take this the wrong way but I'm going to rip this the fuck apart.

Your most glaring issue is the way the intro melody sounds, the synth buzzing/bleeping (not sure what it's called) is annoying. It sounds better later on, but before 1:37 it feels alienated from the rest and is rather grating.. I feel like the synth buzzing would be better if it sounded different, less buzzy more soft I guess? I hear a lot of inspiration from Phendrana Drifts / Metroid Prime and it sits good with me because while I can pick up on it the song and sound in general has it's own identity still. The composition is good, I could see this in a deep sea temple or another dimension-like dungeon.

It's a good start, but it's a START and you need to improve upon it still.
>>
>>143837559
>>143838195
How much does animation cost anyway?
>>
>>143840780
Considering the difficulty of animation and the bloated rates of 50$ for normal art, expensive.
>>
>>143837559
A good spice, but keep it around 5 for your whole game (intro/ending/3 important scenes)

>>143840780
I'm sure someone on Tumblr is taking commissions and could give you a quote
>>
>>143840780
Probably enough that you'd want a Kickstarter or Patreon to save up for it.
It would also depend if you wanted frame-by-frame, or the poorman's tweening.
>>
>>143842145
Not him but what does tweening mean?
>>
>>143842292
Tween is short for inbetween or inbetweening. Basically a computer makes the inbetween frames when you slide, deform, and rotate bits.
Basically, it makes animation look like flat puppets on strings or incredibly cartoony. It can be useful/cheap, but some people have a huge hatred of it.
Think of some of the animation in flash games.

>Huh, I guess RPG maker games are kinda like the surge of flash games of the past.
>>
Is there a way to make touch-triggered events activate if the player touches them by event-driven movement in MV?
>>
>>143843131
Can't you just make something else happen when the character reaches a certain point on the map rather than make a whole new event just to trigger something?
>>
>>143843548
I have an event that makes the player walk into a door.
I can put the scene transition into the walking event, but if there's a way to make the walking event trigger the door event by touch, I'd like to know.
>>
>>143843131
>>143843548
Anon might have movement randomized in his event, or something else crazy going on.

I have no idea what your doing, so I'm gonna assume player moves randomly, and your touch-events move randomly.
If you wanted, you could delegate four variables, one to player's x and y. Another to the events' x and y. You would then check if the x and y values are the same through conditional branches every step.
Then set the touch-event to through so that can happen.

For some reason my thought of application was a pachinko machine. With lazers.
>>
>>143843707
>>143843936
Nevermind. just put the door thing in the walking event/cutscene.
>>
good night
>>
You're not dead yet, are you?
>>
>>143847523
Heaven must wait until I finish my games
>>
Who are your starting party members?
Lana, a mercenary ranger
Mezatrix and Sabas, a pair of mages on a pilgrimage
>>
>>143848425
You, the self-insert MC.
The witch that summoned your dead soul.
>>
>>143848425
Mandom, a piñata who's otherwise a generic cowboy-esque gunslinger.
I'm terribad with names, so I've taken the JoJo route and am naming most things after music. https://www.youtube.com/watch?v=N9JN4aqMduo
>>
>>143848694
> I've taken the JoJo route and am naming most things after music
Ha! I'm doing that too. Sounds interesting anyway, I'd play that.
>>
>>143848798
Th-Thanks. I've got to git gud at spriting before that becomes a possibility, though.
>>
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So I intended to make some kind of winter/snowy theme tonight.
Somehow I made a old-school boss theme thingy instead.

https://soundcloud.com/nathan-s-music/some-kind-of-boss-theme-maybe

I'm sure I'll wake up tomorrow and realize that it's shit or something due to how tired I am. Goodnight /rpgmg/. Don't die.
>>
I have been wanting to start a new project for a while but I am blanking on what I'd want to make. I might just try to figure out a way to make RPG maker gameplay fun which will probably take a bit of work..
>>
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>>143843131
Ok so I wanted to see if i could get it to work with my noob knowledge of RPG maker and this is what i came up with.

>Player enters area

>Door event on building

>Player touches invisible route movement event

>Event moves to the location of the door

>Then Player moves in front of door

>Self switch A turns on

>Self switch A moves movement event into Page 2 and it has the image of the door it autoruns and turns trigger "door" on

>Trigger "door" on Moves the other door script into an empty page 2 with an invisible image to prevent door images from overlapping

>Door script runs on movement event

>Just after the door script finishes a self switch B puts this event into an empty page 3 so it only runs 1 time and another trigger at the end just before it swaps to page 3 turns the "door" trigger back off so the normal door event runs on page 1 again.

It works but it's probably made way more complicated than it needs to be
>>
Bumping for justice
>>
Is there any plugin to assign values to items aside from their cost?

For example, a reward on a quest that depends on the quality of the sacrificed item.
>>
>>143777073
I have, yes. I've used the audio cache plugin and the preloader plugin together and separately. They did work, however after handful of screens they crashed any deployed projects I tried them with. I still don't know why and they were up to date versions.

>>143851849
> I might just try to figure out a way to make RPG maker gameplay fun which will probably take a bit of work..
This is a good approach, in my experience. All my projects that have had any significant progress have all started with an idea for a mechanic, usually devoid of any ideas of characters, plot, etc. For developing the latter, the mechanic sort of works as a theme to revolve around.
>>
>>143826989
This might just be me, but I'm far more likely to play, complete, and give feedback on a short demo than a long one. Say, 5 - 30 minutes is a range I'll play; anything over that is unnecessary.
That's about the length of time that a real, finished game has to hook me, too; even if it "gets good later" (AKA FFXIII syndrome), if the first 20 minutes is boring, no one's gonna bother wading through to the better parts. It's a pacing problem.
>>
Good night bump
>>
>>143856123
>This might just be me, but I'm far more likely to play, complete, and give feedback on a short demo than a long one. Say, 5 - 30 minutes is a range I'll play; anything over that is unnecessary.
I agree with this, but my threshold is a little higher. I think 25mins to 1hr is a good length for a demo. It gives the dev enough time to introduce any interesting mechanics and shows us a little of the world and characters. Just enough to keep a player interested in the future game.
>That's about the length of time that a real, finished game has to hook me, too; even if it "gets good later" (AKA FFXIII syndrome), if the first 20 minutes is boring, no one's gonna bother wading through to the better parts. It's a pacing problem.
This is very true. Making a demo is a good exercise in making your first taste of the game. As a cripple neet, I have tons of time to play and make stuff, but you'll still have to compete against other my games and hobbies, if you want to keep my attention. The start of a game has to grab the player, just like the first 15mins of a film has to or the first few pages of a book. This is why games with top heavy tutorials are often criticized. Even if you have the deepest and most engrossing mechanics in the world, if it's all thrown at the player with long and dry tutorials, no one will have the patience for it. The same with really long exposition or a barrage of character names. The opening of your game is so important and you should spend a lot of time on getting it right. Once you've grabbed your player, it's a lot easier to keep their attention, even if you have some slower parts later in the game. Those dozen or so minutes are the key.

>>143858262
Good night, fellow dev. May your dreams be full of game make.
>>
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>>143840519
It's cool man, if I wanted sugar-coated opinions and feedback then I wouldn't be posting here obviously.

>Your most glaring issue is the way the intro melody sounds, the synth buzzing/bleeping (not sure what it's called) is annoying. It sounds better later on, but before 1:37 it feels alienated from the rest and is rather grating

Fair point, I'd argue that it's an improvement from the synth I used before but I see what you mean. Have any in particular you would recommend? Not sure if you have FL or something similar. I used FG Redundancy if that helps.

>I hear a lot of inspiration from Phendrana Drifts / Metroid Prime

Good ear. Metroid Pime had a dope ost and I'd like to have touches of it in mine. Glad it doesn't sound like a total ripoff at least.

Thank you for the critique. I do appreciate it and will work hard to make this shit the best it can be.
>>
Page 10 bamp.
>>
>>143848425
Two snarky assholes
>>
Is plot copyrighted? If I want to use an old plot from a book, but changing names and the dungeon geography, can it be done? Off course, having a disclaimer so hardcore gamers don't feel cheated for me using such plots.
>>
>>143800812
It is not? I had read that Wizards had a copyright on ATB, for example. But I guess they have never sued any RPG Maker game and most use ATB. And App Stores are overflowed with shitty copies of more popular games. So, I guess it is just not done.

>>143771112
Kinda. But that is sorta the beauty of it. Even if your opponent is considerably stronger, you still have a chance as long as you manage to predict all their moves. And that goes both ways. You might lose to a weaker opponent if you get distracted. In a about two hundred matches of the game so far there has only been two times where I lost and felt like there was nothing I could have done to win (and it was to a combo deck that got incredibly lucky).
>>
>>143864852
In a general sense, yes, it is. But re-imaginings do have some degree of leeway (though changing the names is nowhere near good enough), and depending on how old you mean, it could be public domain. The English canon is the source material for gazillions of new works every year.

>>143865728
Technically, it's specific game mechanics / actions which can be patented, while design cannot. That's how patents work -- you cannot patent ideas, only implementations. I believe the mos well-known examples in gaming are Wizards of the Coast's patent on the "tap" action in Magic: the Gathering (rotating a card to show it has been used; many card game makers pay royalties to use this, as it's so damn useful) and Namco's implementation of mini-games on loading screens (which recently expired).
>>
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>>143864852
There's also the option of just making it a fangame. As in, DON'T change the names and such, and wear it proudly. There have been some successful RPGM games in the past that were almost complete retellings of existing works.
>>
>>143867304
This could work.

I want to profit and saw 2 options:
A. Sell game, give resources for free;
B. Sell resources, give game for free.

>why free?
I want to give back all the support I get from the community. But I also want to profit.
For a fangame, only option is B (but with a few free resources too).
>>
RIP
>>
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>>143870958
>
>>
Is stealing/reusing/editing assets from other media (e.g. editing stuff from an old NES or SNES rpg) ever acceptable if the game is a non-profit, free, for fun thing?
>>
>>143873989
As far as I've seen people do this quite often and there doesn't seem to be a problem with that. Though you might want to write in the credits/readme that some of the assets are taken from specific games and just name those games.
>>
>>143874801
Oh yeah, of course. I just want to make sure that when I get around to releasing babby's first big-but-basic RPGmaker thing I won't be chased out by the mob for, say, using a tileset that draws from Crystalis.
>>
What's a good in-universe way for a character to say "I'm out of MP, we should stay at an inn." without sounding too game-y or fourth wall breaking?
>>
>>143876058
...
"I'm tired."
>>
>>143876058
"I'm so tired, I can barely think straight - how am I to cast spells like this? Let's go and rest."
>>
>>143865728
ATB is under patent, and it's owned by Square, not Wizards. Wizards makes tabletop games.
And unless it's possible to extend a patent, I'm pretty sure it's expired by now.

>>143866248
Another big one is "large 3D arrow on screen that points the player to objectives." Sega owns this and 2K had to pay royalties to use it in Bioshock.
>>
>>143866248
>Namco's implementation of mini-games on loading screens (which recently expired)

Do you have a source for this? I ask because I read...somewhere, I don't remember where...that they got it extended.
>>
>>143851759
It reminds me of Battletoads? I like it.
>>
>>143877717
Ah, yes -- the Crazy Taxi arrow. That's another big one, for sure.

Googling indicates that Square's ATB patent was filed in March '92 and enforced in February '95 (before the term changes in June '95), meaning it would have expired in March 2012.

>>143879814
From a quick googling, I found the loading screen minigame patent was filed November '95, so it would have expired 20 years later. Several articles agree it expired late November 2015: https://www.eff.org/deeplinks/2015/12/loading-screen-game-patent-finally-expires

I don't believe patents can be extended by request; I'm pretty sure it only happens in cases like clerical errors.
>>
>>143866248
>rotating a card to show it has been used
Man, that's a bullshit patent. Just rotating an object to signify a change in that object's state seems way too obvious.
>>
>>143882176
Game mechanic patents are usually bullshit.
So are software copyrights.
>>
>>143882176
Figured I'd look up the Wizards patent too while I was at it. Turns out that one was filed October '95, so it's expired, too. I wonder how much Bushiroad's profit margins increased after suddenly not having to pay Wizards for using the mechanic in like 7 of their games?

The Crazy Taxi arrow patent was '97, so that one should expire next year.
>>
>>143881796
Thanks.

>>143882176
>>143882279
I agree. That would be like patenting having handles on the top of your suitcases. You shouldn't be able to patent general ideas.
>>
>>143883395
To be fair, the Wizards patent in question isn't just for tapping -- it basically defines the TCG. Competitive card games like Magic didn't exist before then, so nothing was obvious. Rather than "we should put a handle on suitcases", it's much more like "we should invent suitcases and handles". There was nothing like it before.
>>
>>143883395
They aren't general ideas, because you CAN'T patent general ideas. Patents are for inventions.
When the ATB patent was still active, you could have a semi-real time RPG battle system without paying Square, but you couldn't make it too similar to ATB, because the invention of ATB was owned by Square.
>>
>>143883731
>>143883782
Those two make sense (to a point) because like you said they pretty much invented those things and there was nothing like them before.

But then you get to minigames during loading screens or having an arrow show you where to go. That just doesn't seem right to be able to patent.
>>
>>143884096
I don't speak legalese so patents are pretty difficult for me to read, but it looks like Namco's minigame patent covers a method of loading games; first you load a minigame, and then you load the rest of the game in the background while the player plays the minigame.
>In addition, the program code means relating to the auxiliary game that was loaded first is preferably processed and the program code means relating to the main game is loaded in parallel while this process is continuing.

Sega's patent covers specifically a 3D rotating arrow.
>>
>>143884816
Drifting away from legal talk, I really wish that more game developers would spice up their loading screens. I know we don't need to worry about this because it's RPGM and visible loading pretty much is nonexistent.

Like Namco's minigame loading screens, or Assassin's Creed's loading screens where you can walk around in them to distract yourself. Watching a bar slowly move with a static screen and a little tip about the game sucks and is boring.
>>
I want to learn how to script for MV. I have a fair amount of programming experience in Java and C++, but I haven't really ever worked with writing plugins to change the behavior of someone else's codebase.
>>
>>143885180
Javascript isn't too hard; the biggest hurdle is its object/prototype system (which can be nice) and that his too many lists when it should have rules.
If you prefer, you can use a transpiled language, like Typescript or Coffeescript. The main workflow is monkeypatching the base scripts to call your own modified or new classes/functions.
>>
>>143885145
I know MV has a loading screen, but it only really shows up for me if it's lagging hard for me.

One thing I'd like to do is randomly show two characters interacting. Just as a cheap bit of character building.

Okami's timing or button mashing for an item was neato. Another favorites of mine is, if you hit a button it sounded a random note.
>>
>>143886512
>Another favorites of mine is, if you hit a button it sounded a random note.
Reminds me of Soul Calibur 2 where you could hit a button and the character you selected would scream a battle cry. I always thought that was pretty funny, even if it was thematically correct.
If I was making a game with significant loading times (not rpgm that's for sure) I'd definitely do something creative with them.
>>
Recc me some rpgs or link me to your own. I'm bored.
>>
>>143888125
Guadia Quest Saga, the best RPG of last generation.
>>
>random patent legal stuff

It's just RPS, >>143762310

Tekken's card game isn't even the first to have a card game based around it. Look at Sirlin's (superior) game, Yomi.

Attack > Grab > Block > Attack

In Tekken, it's Attack > Focus > Block > Attack

Just come up with your own twist on RPS. It's braindead simple to anyone who plays fighting games.
>>
>>143888483
Speaking of rock-paper-scissors, Fate/Extra has a wonderful rock-paper-scissors combat system. The trick that makes it neat is that you choose your play six rounds in advance, and by fulfilling certain conditions (grinding for mobs, quests for bosses), you get to see a partial prediction of the opponent's plays. The more mobs you killed or more quests you succeeded at, the more of the 6 moves you saw (up to 4ish). You could also use skills that ignore the RPS triangle, but they cost mana.

It was simple, but quite fun. That's what I look for in a story-driven RPG.
>>
>>143886512
>>143885145
In the Darkness, when you went to an area to progress the story for the first time, the main character would talk and give backstory or insight into his emotions. When you went to an irrelevant area you'd get either him playing with his handguns or one of a few irrelevant anecdotes.
It's too bad it'll be 20 years before that game ever gets ported to PC.
>>
>>143877717
Yeah. Sorry. I was thinking of two examples for game design patents and got the names mixed up for some reason when I chose one to keep
>>
>>143888125
RPGM games? Hellion and Artifact Adventure.
>>
DED
>>
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Starting on a scifi game. Main protag is gonna be a tiny helper droid. Any thoughts on the look so far? Personally I feel the colors look a bit off.
>>
>>143897423
Cute. The only thing that looks odd to me is the head color. I think it would look better blue, like his body. It would also give you a neat primary color scheme on his head.
>>
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>>143897616

Yeah I guess dull colors didn't really match up too well as well. Thanks for the advice!
>>
>>143851759
Reminds me of Spiderman vs Venom.

https://www.youtube.com/watch?v=gskDcG7WLNs
>>
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So I'm redoing some of my older battlers. I think I'm starting to get the hang of proportions a little better now.

>>143898332
I can hear the similarities. Pretty neat!
>>
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>>143897423
Reminds me of TV-20C from Magician's Quest: Mysterious Times.
>>
Remember, anon, it's your time.

https://www.youtube.com/watch?v=MZf928oAqZc
>>
I had an idea, but I have too many projects to do it.
It would be cool to have an RPG that kinda worked like Megaman, where you go to any elemental dungeon right away. A fire dungeon to get a fire powerup/weapon, etc. Then you can go to the ice dungeon and it helps out a lot.

For an RPG though, it would probably be best to setup the dungeons to scale depending on how many dungeons the player has beaten.
>>
>>143898141
Cute.

>>143902235
>scaling in RPGs
Bleeeeeeghhhh.
>>
>>143902235
Secret Of Mana2 kinda did that.
>>
>>143902235
This can only work in a non-RPG action game, like Metroidvanias or Zelda.
>>
>>143905736
No, it can absolutely work in an RPG. There's no reason it couldn't.
>>
>>143905736
Knights of the Old Republic had a Megaman-like structure.
>>
>>143897423
The side of the head probably needs a bit of shading to show it is not on the same plane as the screen. I think.

Also he looks a bit of a wimp because of those thin arms in relation to his head. I sorta feel like he'd fall to the floor if pushed a little. I hope he bulks up a little during gameplay (with upgrades or something).

And now I am thinking that I should make extra portraits for my characters getting scratches and messy hair throughout gameplay.

>>143888483
Yomi does look nice from what I am reading online. It would probably be a nightmare to get a computer to play it correctly or to get the player to understand the AI's "personality" through its decisions, though. The amount of possible choices to make and information to handle just boggles things for such a purpose, IMO. It is absolutely necessary that I choose something simpler if I am ever going to implement it.

My idea for the flavor of the combat actually involved wizards slinging spells, so I should probably start building the gameplay around that. Which probably means that Blocking should feel more like mounting a barrier, and the player should have more control over what he draws than just pulling random cards.

>>143889506
Grinding for some scrying ability sorta ruins the fun for me, though. I'd rather just build gameplay around the idea that the player is going to get his face stomped by bosses until he figures out how to beat them. But I probably need to try that combat system as well.
>>
>>143903375
Imo scaling is only bad if it's by character-level. Because then there's no real reward to getting exp or uping characters.
But that's just me.
>>
>>143903375
Not really fair to compare it to shit like Oblivion. Without scaling, the game would either force a path, or dungeons would just get easier the further you go.
>>
>>143910101
That's true of Oblivion as well.
>>
Thank you Anon who recommended Layton versus Phoenix Wright. I really have fun pla... er researching it.
>>
>>143907769

Oh yeah I forgot about shadowing! Ugh. But yeah he's supposed to be a little bit wimpy. He's only a helper droid. But eventually it'll be a bit more combat heavy.

Yeah I'm just gonna make multiple portraits for injured, happy, sad, scared, etc.
>>
>>143910283
It's comparing a sandbox world, and a linear progression through dungeons where the order is chosen by the player.
>>
>>143911931
You're welcome. I'm "researching" the final trial just now myself. I must say, it doesn't disappoint!
>>
>>143905736
>>143903375
You can simply abandon the leveling mechanic and focus on Gear and learning Spells/Techniques.
>>
>>143914497
Neither one has more excuse for level scaling than the other.
>>
>>143914497
If you scale it by dungeons completed and only by dungeons completed it might be alright.
Especially if you focus on puzzles.
>>
>>143914679
Yeah, this is probably the best way to handle it. Spells that don't strictly outclass one another are a mainstay of RPGs; it's perfectly acceptable in both RPG logic and Mega Man logic for Dungeon A to reward you with Blizzard and Slow while Dungeon B rewards you with Fire and Haste.

Another angle to take could be for each dungeon to reward you with a new party member or class -- a whole set of skills and attributes. That way, you can have a more interesting rock-paper-scissors loop than "enemies in fire land are weak to ice (so cast blizzard a lot)" by instead doing something like "enemies in mountain-land have high def but are very susceptible to ailments (so bring the hexer with you)".
>>
Come on Anons, just a few bumps left
>>
>>143915405
Yeah that's what I feel the biggest issue with Pokemon is that still stands to this day: When you're facing someone that's weak to you, you have literally no other reason than to just use your strongest attack that counters them over and over.
>>
>>143919797
Against the computer, yes. Against another human player, it is usually a Rock, Paper, Scissors, since human players don't tend to stock up on Pokemon of the same Type.
>>
>>143921705
Yeah, that's what I meant. I never played Pokemon online so I don't know how that ends up working.
>>
tfw no bumps left
>>
>>143919797
>>143921705
My personal solution to this is to play by the CPU's rules a bit more. I'm currently in the middle of a playthrough of Red++ (a romhack that updates Red's mechanics to be Gen 6-ish), and I'm using Set battle style and only Poison-type Pokemon. It's great fun; when you have the same restrictions as the average trainer, you have to win by being smarter than their garbo AI rather than by rocking their scissors all day like you normally do.

>>143922189
Competitive Pokemon is 5% preparation and 95% yomi. It's fun, but in a very different way from the single player.
>>
>>143922525
Is yomi mindgames? Lots of Pokemon fights between my competitive friend and myself ended up being lots and lots of switching
>>
>>143915048
...besides forcing a path, or making the first dungeon chosen the hardest dungeon, etc.
>>
Someone should prepare the next thread
>>
>>143922683
>Is yomi mindgames?
Yep. From Japanese, it means "reading". I don't really know why the term is used in English lately, but I personally picked it up from fighting game streams.
>>
File: 1454276594133.jpg (210KB, 960x640px) Image search: [Google] [Yandex] [Bing]
1454276594133.jpg
210KB, 960x640px
Are Pokemon Essential games allowed here?
>>
>>143923349
Heck yeah. It's RPGM XP, right? So this is exactly the right place.
>>
>>143923467
Yep. Just thought people be a little apprehensive to them considering how much work in terms of scripting and shit has already been done for you with it.
>>
Make a new thread Anon
>>
New thread

>>143925718
>>143925718
>>143925718
>>
>>143922995
>I don't really know why the term is used in English lately, but I personally picked it up from fighting game streams.
You kind of answered your own question.
FGC jargon is loaded with imported Japanese terms most good fighting games are Japanese.
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