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/rpgmg/ - RPG Maker General #147
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Don't Die on Me! 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
>>
1st 4 memes
>>
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So I just re-uped this after working on it the last few hours. If the guy in the last thread is still around give it another listen and tell me if that's what you meant? Less buzz moar softer.

https://soundcloud.com/mondo-nugget/under-the-waves

Also question for the thread for shits and giggles.

If you could have the rights to any one track from an existing game to use in yours, which one would you want and why?
>>
>>143926018
Game an RPG around memes.
Don't actually do that.

>>143926413
I haven't listened since the first version, but my god that instrument is 1,000x better than what you used before. Instead of harsh synth, it's got just a little bit of brass flare which is much more pleasing on the ears.
>>
nice thumbnail, tc
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>>143926661
Oooooo you have no idea how happy I am to hear that! It's a different synth and I've figured out how all the knob things work kinda. Thanks dude.
>>
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>>143926661
Also that track you posted last thread was fucking awesome btw. Just thought you should know.
>>
>>143926661
>Don't actually do that.
Well there goes my game.
>>
>>143927793
Thanks anon! That means a lot!
>>
>>143926018
Nice /utg/ rip off m8.
>>
Work on your game Anon
>>
In RPG maker vx ace, how can I make it so if one of my character's HP is below 50%, it regens?
>>
>>143932936
I don't know about regeneration, but you can probably instantly add hp using troop events.

You might be able to use states as well.
>>
is it really worth upgrading to MV?

I'm still using XP
>>
I recall there being a bingo here, I cannot seem to find it, might someone post it please?
>>
>>143934278
You mean the one with rpgmaker game tropes? "silent protagonist", "using over 9 scripts from other devs", etc?
>>
UM GUYS

WHAT THE FUCK IS THIS
>>
>>143935237
PANIC
>>
>>143934804
I think, there was one I recall that was mildly demeaning, but either or.
>>
>>143935237
Did it somehow get set to read-only? Also try running MV with administrator rights.
Go through the standard IT stuff. Like restarting RPGM, Steam if you're using it, and your PC.
>>
>>143935237
It was nice knowing you
>>
>>143935237
R I P
>>
>>143935237
You have your back up ready, right?
Right?
>>
>>143935237
Looking at my own project's Game.rpgproject, all it contains is:
RPGMV 1.1.0
>>
Uh
>>
>>143936943
HMMMMMMMMMMMMMMM


This sucks. Every one of my .json files is corrupted. I'm so put out.

My last backup was weeks ago :(
>>
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WIP Walk cycle for my robot protag. Taking sweet time.
>>
>>143937129
Let this be a lesson learned.
>>
>>143937853
My lesson is thoroughly learned. Gotta make backups more frequently.

All you other people out there, don't make the same mistake I did.

Ugh, I was all excited to spend my days off working on my game, but all my motivation is gone now. Gotta redo weeks of work.

Thanks for reading my blog.
>>
>Generic RPG died a generic death

I'm actually sorry man, I know how that feels. Any idea what happened? Did you update your java or something?
>>
>>143936943
>>143937129
>>143938137
Jesus man, I'm sorry that this happened. At least you have a backup of some sort, even if it's really old, so you don't have to redo everything.

Lemme tell you this though- it will go a LOT faster and you'll get back up to where you were pretty quickly. This happens any time there's software failure and you lose progress (with anything, not just RPGM). Plus as you're working, you might discover that you didn't like some ideas or are willing to try new things since you won't have to rework a bunch of stuff.

tl;dr Make the best of it.
>>
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>>143938447
It's not dead, but this is a pretty big setback tbqh famalam. I'm not sure what happened! I was testing enemy behaviour, and when I hit the "Test Battle" button, the comp bluescreened... then after a reboot the project wouldn't open again and all the json files were corrupted.

So yeah, dunno. Might try and salvage it somehow, I have backups from a few weeks ago, but I've made some pretty big cutscenes and maps since then and the thought of doing them all again... Fuck, man.

Oh well, I'll make it all again! And even better than last time!
>>
Good thing I use Ace, last time I made backup was more than year ago. MV seems like a mess.
Also anyone know how can I go about making some loot randomized? (something like common event that randomly gives one of few items)
>>
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>>143939571
My condolences, but good attitude mang. Thank you for reminding me to get a new backup drive.
>>
So I shrank my game's window size down to 320x320 and I'm trying to shrink the menus with it. How would I go about doing that? I tried shrinking the text size, but it doesn't change anything (except the text size, of course). Using VX Ace.
>>
>>143941027
The windows are drawn based on pixel size. Go into Scripts and find out where it draws the windows, and reduce them all accordingly
>>
Which should I make today:

Hub Area music,
First Boss Music,
or Practice Drawing
?
>>
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Made a theme for a desert town that I have to make still.

>>143942381
First boss music.
>>
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>>143942701
Fuck.

https://soundcloud.com/nathan-s-music/dessert-yum
>>
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>>143941560
I get how to change window sizes, but how do I change... the cursor size, the distance between each menu option, the mess happening on the right menu window? If anyone could point me to a good tutorial (which I can't find, google thinks I just want the game resolution changed and I've already done that), that'd help.
>>
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>>143942381
Boss Music.

>>143942859
Makes me wanna play Shantae. I really like the bongos and the flute changeout. Nice job.
>>
>>143942381
Pancakes
>>
>>143943513
>the cursor size
I believe the height and width are based on the window and text size. The way I figured it out in XP was cranking a random number in the scripts really high or really low and seeing what happened.

>the distance between each menu option
See above. I guarantee its one of the dozens of numbers in that window script

>the mess happening on the right menu window
Even if you don't have it displaying the character graphic, it still sets aside the space. You'll have to tinker with that. Also, the text in the status screen, like everything else, is seperated by pixels. Just more numbers you have to find and adjust
>>
>>143943567
Thank you kind anon.
>>
I've been digging through all the .js files, trying to get a feel for how things work. So far so good. I've been working on a little plugin to log the target of particular skills in designated variables.

I thought I had found the function I needed to override a little while ago, but it hasn't been working out yet. Fingers crossed, though.
>>
>>143942381
third'd; i'm always more interested in battle music.
>>
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What would be the best system to reflect intense one on one duels?
I'm looking to try my hand at game making- including importing a script, I wanna make a small gladiator themed thing.
>>
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Fogs Effects can make things cozy.
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>>143945320
I figured out a lot of it over the last hour (yay me). I do need to figure out how to remove the space taken up by the non-displaying actor graphic still :(
>>
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>>143947938
Proud of you. Keep it up!
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>>143947938
Picture space gone, but a new problem! I need to move the hp/mp/class bars waaaay to the left.
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>>143949727
Hallelujah! Now to figure out how to re-position the windows!
>>
I just watched Deadpool, was kinda boring bump
>>
>>143950503
You've come a long way Anon. Keep up the good work.
>>
>>143947320

Nobody have any ideas?
>>
>>143947320
Make it like a fighting game :p
>>
>>143953084

So the vanilla system from MV?
>>
>>143953826
If you think turn-based combat systems from JRPGs are like fighting games, sure.
>>
>>143954064

Oh, like that- Can rpg maker even do real time stuff?
>>
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Why isn't your character a god?
>>
>>143958996
Because piñatas can't ascend to godhood.
>>
>>143958996
But Zetta isn't a god either.
>>
"Ten...." the dying soldier whispered. "Page ten is coming!"
>>
>>143958996
Knox's second commandment.
>All supernaural or preternatural agencies are ruled out as a matter of course.
>>
>>143965103
So, god is dead in Famicom Detective Club? Or just assumed uninterested?
>>
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I'm not dead, and neither is this thread.

This one's listed in order of newest to oldest. Looks like I clearly have to redo the katana girl. The evolution over the course of a week from my year+ break from drawing is pretty clear.
>>
>>143965456
I don't know about God, but a large part of FDC2 is about the truth being hidden by a ghost story. That's what the subtitle "The Girl Standing Behind You" refers to. The story was made up to mislead people from a crime, so I think Knox would approve of you revealing the lie.
>>
>>143965570
>halberd
>AND a shield

You're my new favorite.
>>
>>143958996
I prefer things on a smaller scale.
>>
>>143947320
I liked the Rock Paper Scissors systems we were talking about in the previous thread.
>>
jump
>>
Is there a tutorial for RPG maker MV?
>>
>>143975528

It would fit well with a gladiator game as the Romans based their games on a rock paper scissors dynamic, to an extent.
Care to elaborate? I wasn't there.
>>
>>143981478
People explained a few different games with RPS systems. Fate/Extra was one, and some Tekken mobile game was what started the conversation. Also some talk of Pokemon and Mega Man.
>>
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Is there a shortcut key for opening the playtest in MV? Pressing F12 (iirc?) would bring it up in Ace, but I can't find the same function in MV.

>>143981478
>Care to elaborate? I wasn't there.
Not that guy, but the thread is still in the archive. The discussion was near the end, so scroll down to the bottom and you'll see it.
>>
>>143981374
Copying a post I made a few threads ago:

MVisioned has some very good video tutorials. They're designed for Ace, but the editor is basically the same as MV.
Link: https://www.youtube.com/playlist?list=PLJxcybqKV5ZDNZsXhAS0ey4CWvbY81Po8

This gunn3rboi is making tutorials specifically for MV, but I haven't watched them so I can't vouch for their quality. Link: https://www.youtube.com/user/gunn3rboi

Echo607 has a ton of tutorial vids for MV, but her voice makes me want to stab pencils into my ears. Good advice though, if you can stand her.
Link: https://www.youtube.com/playlist?list=PLTcc-t1_NNLUzIUVRDyNWyGkfT-TBRtkG

RPGMweb has some written tutorials, if that's more your sort of thing. They're aimed at Ace users, but again, the engines are very similar.
Link: https://www.rpgmakerweb.com/support/products/tutorials

If you need help with a specific function, hit F1. The help file for rpg maker is actually really useful. And if you get really stuck, don't be afraid to ask us for help! Some of us are complete beginners like you, but there are a bunch of veterans here, too. It's likely someone will be able to help you, or point you in the right direction.

Good luck and never give up!
>>
>>143981478
Basically a combat engine where you have at least 3 different possible moves and some kind of HP or damage counter.
The first move and most important in such a system is some variant of attack and it is what you use to hurt the opponent (thus win).
The second possible move is something to defeat the regular attack. In the games we were talking about, it was Block and/or Evade.
Then the final move is something that defeats the Block, in the Yomi game it is the Throw that gets around Blocks, and in the Tekken game it is Focus, which lets you draw cards.

Basically, think what Rock, Paper, Scissors would be like if the goal was to achieve 10 victories with Rock, and every time you won using Scissors, your next victory with Rock would count as 3 victories. Or something like that. It becomes some kind of mind game.

Both Tekken and Yomi use cards and character-specific abilities to set up more complex conditions and decide the damage output. Not sure what Fate/Extra uses. I haven't played it yet. Tekken's engine would probably a bit too simple for a RPG, since the matches are balanced to last about 3 minutes, Yomi I think is too complex for a RPG and its matches are designed to last about 30 minutes from what I've seen online. Whatever you develop would have to be somewhere in the middle.

Cards also randomize the battle a lot, but are not really necessary and make programming the computer AI more difficult. In a RPG you could probably give the enemies moves that are easier to "script" and repeat in patterns.

I imagine that if you are going with gladiators you could substitute Attack with using the weapon of choice and have different weapons and equipment affect the combat differently. So the character who wields a Sword and a Shield would have a balanced attack and block abilities, and the character who wields a Lance and Sword would probably have some really shitty Blocks but get more attack options.
>>
>>143983767
>Not sure what Fate/Extra uses.
It uses standard RPG skills, basically. Each turn is 6 rounds of either attack/break/guard/skill. Skills cost mana and can do damage, buff, etc., like in any other game, and they always beat all three normal plays. You also get one action per six-RPS-round that's entirely outside the RPS, and can be either an item or a skill from a different, weaker skillset.
>>
>>143983767
>>143985139

Is there a script available for this?
>>
Actually, what scripts are available for MV currently? I'm thinking this is a better way to go around it as I do not want to build my own.
>>
>>143985685
Not that I know of, but you could actually do a janky copy of the Tekken one with the default engine, some common event-fu and a shit ton of states.

Basically substitute the Magic Command for a Command that gives you a semi-random state (drawing a move) depending on a set of items (techniques) that you carry and the number of other states under which you are. To separate early from later states without having an array of data, you will probably need to make 4 duplicates of all your states.

Substitute the Attack Command for a Command that deals certain amount of damage and applies certain special effects and stats in a specific order, based on the number of states you have, and then clears you of all the states you currently had. Unless the enemy is blocking. In that case your early"states" are all cleared before applying the damage.

You will basically require to limit yourself to 1 Enemy per battle and no party members to do it with Common Events, though. You need to prepare 5 attacks and 5 states for each attack you include in the game. So you need 1000 states in order to make a game with 200 moves (like most SNES RPGs). Not sure if MV's Database handles that many, but I believe so.

And the enemy will almost certainly have to follow a pattern, since doing AIs in common events would be just painful.
>>
>>143988621
Here's a megalist:
http://mvplugins.com/

But not all plugins are on there. Mostly just stuff posted on rpgmweb, but if I'm looking for something it's the first place I look. Check out other forums like rmrk for more plugins.
>>
>>143988780
>Not sure if MV's Database handles that many, but I believe so.
fyi MV can have (coincidentally) 1000 states.
>>
So, are you going to put your project up on rpgmaker.net for the publicity?
>>
New Aekashic battlers are out!

https://www.youtube.com/watch?v=--ROuJZ2880
>>
>>143995106
Do they accept weird porn games
>>
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>>143995442
No clue. Don't think it would generate much publicity in a community like that anyway.
>>
>>143995106
I will post it everywhere that will allow me. In RPGM forums, even in itch.io and Steam Workshop for MV.
>>
>>143995798
That thing looks cute
>>
>>143995307
That Voltron inspired battler gives me some nice ideas.
>>
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>>143996580
Thanks, it's supposed to be deceiving the player.
>>
>>143995106
>>143996441
huh, do any RPG Makers advertise much? Like website banners or going to conventions.

>>143997657
Well I'm deceived.
>>
How difficult would it be to implement temporary skill stealing?

I have a concept where the main character can "hack" the enemy (Cyberpunk setting) and steal a unique skill from each enemy at the end of battle. They forget the skill once used however. Is there a way to set a skill limit and make it so each individual monster drops a skill if defeated after using the hack skill?

I have no coding experience but if mandatory my friend -might- be able to.
>>
>>143997657
I made a joke game with a OP'd as shit Raccoon enemy, like if you didn't kill the Raccoon first it wiped your whole party 2nd turn. Watching my friend die to it was a crowning moment. Needless to say they are coming back.
>>
>>143999323
Sounds like the simplest implementation is making those "skills" steal-able items.
>>
>>143999921
While that is a undeniably viable option, I know how to make one-use skills. Plus I'm worried if I use items the player will just stock up on the skills and faceroll the bosses.
>>
>>144001083
Then don't let them stockpile.
>>
>>143997657
Like a deceptively powerful battler or like the demon army's second general?
>>
Good morning bump
>>
Tell me why I won't be able to just buff my characters's attack and defense multiple times to beat each and every boss in your game.
>>
>>144010452
There's no buff skills.
>>
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>>143998992
I'd imagine they do if they want their stuff to be seen, maybe let youtubers take a shot at it etc. There's some tags and bots on twitter that circulate about rpgm development too.

>>144004880
It approaches the player in a forest area and doesn't attack unless provoked, but is a lot more brutal than regular enemies in contrast to its playful demeanor.
>>
>>144010984
Neat, reminds me of Ridley's babby form in Other M
>>
>>144010452
You ain't got time.
>>
>>144010452
Enrage timer :^)
Many monster's are the technical sort using heavy debuffs.
Several bosses have a buff purge and or a weaker enrage triggered by buffspam.
Instant Death is a thing because we SMT now.
Enemies that hit like trucks and lower your Max HP because fuck you.
Piercing
Critbastards
Statuses . No really I made them OP'd as fuck. And added in new ones.
>>
Post progress
>>
>>144021743
Only if you promise no stealireno
>>
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>>144021743
No progress
>>
>>144022431
Come on. I've already stolen every other asset posted on these threads.

Give up yours. Or do you have no progress?
>>
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>>144023021
Just shitty concept art that I need to re-do.
Cant do shit about in-game stuff until I decide on a battle system.
>>
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>>144021743
I've just been working on a title for a side game, not even my main game.
>>
How do you make references not cringey?

I loved the Stephen King references in Shin Megami Tensei and the Star Wars shot outs in Mother 2 and 3, but even thinking about referencing pop culture in my game makes me cringe. Why is this?
>>
>>144030038
Because you don't. The few exceptionally rare cases of pop culture references in games not being garbage come from the games themselves being so good that you're willing to overlook the awkward, out-of-place nonsense.
>>
>>144030038
It seems like it works when you like the base game already.

If a shitty game throws out a hidden "phoenix down" xD, it seems retarded.

If an amazing game has a hidden "Phoenix Down", it seems crazy that they'd throw something like that in there!
>>
>>144030038
Keep them on the low down? Don't overuse them, make sure they fit in your narrative, or at least make sure they don't interfere with your plot.
This is personal opinion, but don't name drop anything. If someone gets it, they get it. If not, it's just odd flavor text.
i.e. examining a fridge and it says 'this study fridge could probably survive a nuclear explosion.'
>>
>>144030038
What is modern pop culture anyways?
Epic memes everyone hate?
>>
>>144030038
I think it is mostly about how fitting it is, and how necessary it is to know the source to understand it.

Even if you don't know what Chris the Car is supposed to be, its existence makes sense in the universe of SMT, where you see humans, animals and machines getting possessed by demons regularly. At worst you might think the name is a little odd.

Mother 3 is a bit more explicit about the references, but even then the Pig Army is a visual gag in a game that is dripping with visual gags, so making one that comes from a movie seems fine. And the choice of masked soldiers in futuristic armor also seems fine considering their background in the story.
>>
>>144010452
You can if you don't mind your characters dying left and right. Buffs also burn HP or MP while they're active. The fun part is that you can't throw heavy heals in my game without corresponding transitory heavy debuffs. An all heal spell like SMT's Mediarama or FF's Curaga is just asking your enemy to rape you in the next turn.

>>144030038
Show, don't tell. In a matter that you just catch the reference if you're really paying attention, so that the player will be too busy patting himself in the back instead of cringing.
>>
How do you guys feel about games that don't take themselves too seriously?

I personally like it because it's like the game is just trying to show a good time rather than deliver a masterpiece narrative. However I know a lot of people find those kinds of games really trashy (and a lot of them are).
I ask because my game is dancing along a line of seriousness and silliness and I'm not sure if I can walk that rope correctly or if it's even worth it in the end if people won't like it.

Opinions?
>>
>>144021743
>game balance guy is nearly done with exams

I'm utter shit at balancing, it's a mess aaaaaaah
>>
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>>144037412
I like them.

Don't get me wrong, an enthralling narrative will grab me for sure, but the main reason I play games, or most people for that matter, is to have a good time imo. If it's fun, then people will play it.

My game is gonna follow a similar feel, some dark parts, but a decent amount of humor to balance it out. The trick is to find a balance. I have a rather dark sense of humor, so I think it'll come out pretty good.
>>
>>144037412
As long as it isn't this month's edgy new mother clone, dont get me wrong I liked undertale but it sparked several new breeds of cancer, Mother knock offs being a big one. I could appreciate a game that is humor based as long as its legitimately funny.

But like the posts way above, 9 times out of 10 is cringy references and bad one-sided humor memes and in-jokes.
>>
>>144037412
Depends on how it's done, really. But I guess that goes without saying. In my experience, a silly story done poorly will be annoying, while a serious story will just be boring. I'm not sure which is worse.

You can certainly walk the line between and come out with something great, though, in a number of ways. Phoenix Wright does a pretty good job of it, for example. On the non-game side of things, you have Slayers alternating between the two extremes, and JoJo's Bizarre Adventure often being ridiculous but taking itself so seriously that it just works.
>>
>>144037412
Mostly they piss me off. As >>144041019 said, it's a matter of balance, but the problem is that most of those games' reason for not caring about the plot is that theirs aren't that good to begin with, and try to offset the damage by saying "Hey, it's just a game, relax." and that's insulting. Having character based humor and sidequests based humor is okay, but an unimaginative parody that tries to excuse itself as such has no playing worth.
>>
>>144041594
>b-but just because it's pixel art, doesn't mean it's an underta- i mean mother clone.
>>
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>>144042559
Agreed, well put.
>>
All I know is, any story I'd come up with would be a joke just like practically every single RPG.

Good thing I'm a "gameplay" guy.
>>
>>144042559
I agree with this man.
>>
>>144037412
My webseries starts that way, but gets more serious as the cast gets more involved. Think Galaxy Quest. Once they realize their consequences have actions, things start getting real crazy real quick.

https://www.youtube.com/playlist?list=PLyrIVUR5VXKDo-Rohe0Z5rzlt216WKbHg

Silly games are good as short games, but if you want people invested, then you as the writer must write characters who are invested. If the characters don't care, why should the player? Obviously you can have a funny game, but if you're killing God with the power of friendship then everyone has to be on board for doing that and working towards it, jokes or no jokes.

>>144042372
Great examples. Slayers can get really whimsical (especially in NEXT with the doll tower and Brass Rackets) but despite that Lina and Co. are still taking the plot very seriously.
>>
>>143995798
>>143997657
>>144010984


the teeth are too defined, makes the sprite look weird

do more cartoony spike-teeth and it will fit better with the look
>>
>>144041019
>I have a rather dark sense of humor,
Translation: I have a terrible sense of humor,
>>
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>>144046317
Possibly, I don't think I'm a funny person, so there's that I suppose. When I say dark, I mean like Three Stooges or something like that. It's cartoonish, but kinda messed up when you think about it.

I'm also shit at explaining things, as you can no doubt tell. Long day at work, had a couple drinks so I'm a bit off lol

Writing for this thing is gonna be a bitch, so that's why I've been writing the plot down in my notebooks, handwriting it makes it easier to come up with things I think.
>>
I'm an old man and I'm scared and confused.
How do I change MV's resolution?
>>
>>144049267
Use Yanfly Core Engine for an easy time.
>>
I feel like my characters talk too much, and too informally. But the main character is supposed to be an expert at what she does, so I expect that she'd be giving advice to the other party members. And I'd expect all the party members to have something to say whenever spooky shit happens.

Maybe I should just go the Final Fantasy route, and have the party completely mute in basic conversations with NPCs, and only speak up in full on cutscenes.

However, if I go down that route, I need to think about how players can get particular information they need from NPCs. Maybe a system of conversation topics/keywords like Final Fantasy 3?
>>
Is it possible to make the inventory of a shop locked behind certain events?

Here is an easy example using Pokemon.

The Pokemart in the beginning only sells like 3 basic items, but after you've gotten your 5th badge the shop upgrades its inventory to maybe 15 different items.
>>
>>144056124

>Page 1
>If Switch X OFF
>Shop A

>Page 2
>If Switch X ON
>Shop 2
>>
>Pirate MV
>Everything works
>Buy MV
>Get a blank white screen every time I want to test my game

Help
>>
Hey, what are some good depressing and/or disturbing RPGM games?

Obviously LISA is outstanding, I liked Dreaming Mary too.
>>
>>144037412
I recently started playing an RPG called Okage: The Shadow King. It's charming and hilarious.

>Sister gets afflicted with an incurable curse.
>All the curse does is force the victim to speak only in Pig Latin.
>Father summons the Evil King from a bottle he found so that the sister can be cured.
>Evil King picks your shadow to reside in because it's the best among your family members from the shadow "shadowness" contest.
>Sister is cured, but her shadow becomes pink.
>Turns out the pink shadow thing is totally working out for her because she's now super popular due to her "cute" shadow.

And that's not even everything that happens in the first town.

I'd attribute it to the writing. It's got the silly charm without feeling too forced. The characters are still believable without feeling like outright caricatures, despite the fantasy setting.

It's all about how the writing goes, just like what the other anons mentioned already.
>>
What is the best RPG Maker for making 2D sidescrollers?
>>
>>144057483
I get this shit too, but I'm running it through Wine so I expect problems (running the game through nw works)
Does it still happen on a completely new project?
>>
>>144059506
LISA was made in RPGMVXA. Dunno if that's explicitly the best, but.
>>
>>144060023
I tested a few things and apparently I get this error when I create projects on other drives than on C:
No idea why
>>
>>144050509
I'm not a fan of mutes, myself, I like it when a character who would respond, does.
Talk to a random NPC that says all elves are tree-hugging jerks?
The elf PC better speak up about that shit.

Best way to temper it is to make sure it doesn't halt the gameplay tempo- if you're exploring a dungeon and spooky shit happens, only have someone speak up the first time.

Also in long NPC conversations, make a self switch, just in case the player accidentally talks to the NPC again, therefore they only get one line of dialogue instead of the whole scene again.

>>144058460
I am disappointed it's not an RPG maker game I can pl- research right away.

>>144059506
You're better off using another game maker engine- unless you mean sidescrolling on maps with RPG battles. (Like Valkyrie Profile?)

Then maybe MV, the best sidescroller plugin/script I saw was for MV.
>>
>>144060023
I don't understand at all but now everything works, I can create projects on other drives and plugins work, too.
>>
>>144059506
Use Gamemaker.
>>
>>144062634
Why?

>>144059506
MV. You'd have access to Box2D. If you don't know how to script, you aren't ready to make a sidescroller in any engine.
>>
>>144062981
Because Gamemaker is much more suitted to a sidescroller.
>>
>>144063137
Both engines provide different benefits.

Need a physics engine? GameMaker has you covered.

Need a menu system? A message system? A save system? An inventory system?

Tough luck.

Need a physics engine in MV? Import one or write your own.


People regurgitate the same advice without knowing anything themselves.
>>
>>144061593
>I am disappointed it's not an RPG maker game I can pl- research right away.
It's on PSN for like 10 bucks. It's an oldie but a goodie, at least so far in my 3 hours of play.
>>
>tfw story is done and I can hide behind "there is no plot to make characters" anymore
procrastination is suffering.

Gonna have to do art eventually but fuck man. Its so draining.
>>
>>144063854
JUST DO IT
>>
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>>144063854
I feel your pain about art, its frustrating.
>>
bumpernickle
>>
Goodnight /rpgmg/. Thanks for the responses btw. Good opinions that I'll take to heart.

Also bump.
>>
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>>143937396

Tried my hand at sprite work. Very new territory for me.
>>
>>144071156
Nice job
>>
>>144071156
I like the design, but the body and head are very much pillow shaded, making the overall image look blurry and paradoxically flat.
>>
bumb
>>
>>144078769
wording this post _b
>>
>>144030038
Buffs are states, so they don't stack with themselves, and each has one drawback. ie, Stone Body drops your speed by 50% (huge in CBT), Wild Spirit makes you go Berserk, etc. So, if you try to stack up on buffs, you will be stacking up on ailments as well. Some on which could be exploited by different bosses.
>>
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I am procrastination and indecisiveness incarnate, arisen from my grave. I bring an in-game screenshot, now with new art (except the trees) because why not.

I still lurk here almost daily and haven't given up on finishing... something.

Hope you're all making more progress than I am :)
>>
We must not let /rpgmg/ die!
Quick. Say something about your supporting cast.
>>
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Gladiator guy here-
Ok, So I'm thinking of basing my combat system on QTE: Specifically doing a combo in time.
Perhaps with character skill an equipment deciding the time/lenght of combo.
I dont want to have HP bars but instead show damage on equipment - yes H game- and some superficial injuries.

http://blog.rpgmakerweb.com/tutorials/tutorial-insert-button-sequence/?utm_source=forum&utm_medium=social&utm_campaign=tutbutseq
Using this, would such be feasible?
>>
>>144085019
Hello my friend, you're not alone in the procrastination sadly. Love your screenshot anyway!
>>
>>144090452
That kind of event-based implementation works well for set patterns, but gets annoying as the scale increases. Still, it should be fine as long as you don't go nuts with the number of different combo inputs. Using common events, you can keep it relatively clean.

Gonna throw my 2 pence in and say that H with injuries is a major turnoff.
>>
>>144091148

I'm thinking of making the system so that armor Always breaks first to keep injuries to a minimum.
At the same time I'm thinking of making a lot of the battles be first blood meaning that the player character actually getting injured is a loss.
Finaly when it comes to getting killed I'm thinking only in cases of really ridiculous amounts of damage or if one has a bad enough score that the crow hates the character - I'm most likely gonna make that text only.
>>
>>144091378
How about having the characters face-planted on the ground to indicate death?
No blood, and depending on your art style it can be comedic looking enough.

I agree with >>144091148 's idea about set patterns for combos. Maybe use common fight -game inputs? Quarter circles and dragon punches and all that.
>>
>>144091378
Star Wars d20 has a seperate 'HP' bar called 'Vitality,' which is basically plot armor. As characters get hit by attacks, they block/avoid them with Vitality, thus keeping lightsbaer duels relatively bloodless until the very end (which helps a lot since getting hit once by a lightsaber is usually enough for most people)
>>
>>144058460
Everything about Okage lead me to believe I'd hate it, but it was really enjoyable.
>>
>>144092667
I like that. Its sorta the idea I had, never played it sadly. Not much TTRPG aronud where I am.

>>144092310
I agree with both, it would serve its purpose well and cut down the time I'd need on making assets that only so few people would like, anyways.
>>
Bumpin. I would post a screenshot of progress but it would be of the biggest spoiler in the game, so you'll just hafta take my word for it!
>>
>>144089779
They all die.
>>
>>144089779
One of them is taking medication for an upcoming surgery while questing together with you to ease their worries.

It's not explained in-game, but the surgery is implied to be a sex change procedure.

Is that too outrageous for a modern-ish rpg?
>>
>>144099702
>outrageous
It will sell millions mate
>>
New Yanfly Tips & Tricks: https://www.youtube.com/watch?v=X-bA1nGPmv4
>>
>>144089779
I tried to spread out their stats- no two characters have the same stat for strength in example.

Although I have two elves, two characters with white hair, two with hair over one eye, and two with dead spouses.
>>144099702
It's better to be interesting and different then samey.
>>
BUMPSTER
>>
>>144089779
They share the same profession as you.
>>
Where in the script can I change the critical hit text? I cant find it anywhere.
>>
>>144108923
You gotta tell us what edition of RPG Maker your using, Anon.
>>
>>144110448
VX Ace
>>
>>144110483
Vocab module. Top of the script list.
>>
I am making a Tycoon-ish sort of game set mostly in a single building and got a couple of questions:

What is the best way to handle regular NPCs moving around? As of now I have up to 5 workers and 40 costumers that move between different maps of the business. The way I am handling it is with a series of Switches that track where the NPC is located. So, I move a NPC offscreen in 1 room, set a Switch saying where it went, and if the player goes into that room while the Switch is ON, a different, but identical Event NPC is standing there. Every room being a different map. But I've been having some issues when it comes to the player, because if the player leaves the room before the movement is finished, then the event goes haywire, because the movement and positioning is continued with the events in this new room, so I end up with things like my save point following the route the NPC would have followed in the previous map, and things like that.

1) What would be the Pros and Cons of just having the entire building inside a Giant Map, so I can simply teleport the Event NPCs around? Do big maps have any extra lag? Keep in mind however, that I also intend to include some Events that cause the Player character to become "followed" or "noticed" by client NPCs. So, I could end up triggering the animations for these things off screen.

2) What would be the easiest way to show the upgrades done to the building? Right now I am using the Change TileSet option in order to not fill the game with so many maps I won't be able to remember, but if I use it for things like a bed being tidy or not, then I will end up with redundant TileSets. Plus, can Change Tileset be used to place objects above the place they used to be? Like say, add a new floor to the house that is visible from the Town Map?
>>
>>144110884
Thanks so much!
>>
>>144113248
A large map with several NPCs is laggy, but there are variables "fixes" available if you must. I'd recommend against it.

>switches to manage where an npc is located
Use variables instead. You could even just make the variable value = the map ID.

Just refine your overall "world" management to properly deal with those bugs related with movement.
>>
>>144114145
>there are various "fixes" available*
>>
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Using MV, how do I import a bigger sprite, like this into the game? Currently the game only accepts a very small section of it.
How do I set it up? My google seach hasnt really helped me.
>>
>>144114534
put a $ in front of the filename
>>
>>144115651
Thanks- Out of curiosity do you have a link to an explaination on that?
>>
Is anyone here using a game resolution SMALLER than the default? Just curious because I plan to use a resolution that's smaller and more square-shaped.
>>
>>144116078
384x216 here
>>
>>144116061
no, but you can also put a ! in front of the filename so rpg maker doesn't automatically raise the sprite, I dont think there are any other codes
>>
>>144116078
no one is going to play your so retro pixel shit
>>
>>144116078
>default is 816x624
I was originally doing 1280x720, but now it's 640x360.
>>
>>144114534
That's a big female
>>
>>144116594
Why so mean my friend
>>
>>144113248
>>144114145
Ok. Thanks. And just in case, what are these fixes?

I am thinking of only having the three most commonly used rooms as 1 map. That'd be a map of about 40-45 x 110-120 tiles (including plenty of black space to hide the NPCs and separate the rooms) with roughly 50 event NPCs. Would that be acceptable?

>>144116078
I tried to reduce the screen by 1 tile in both dimensions in order to better hide my NPCs walking away offscreen and to see if it made the place look bigger. But it didn't work. NPCs sorta
>>
>>144119123
>50 npcs in a map
I don't know. Try it. I don't like that number, though.

>what are these fixes
They're called anti-lag scripts.
>>
Planning on setting up commissions for character portraits - about waist up. I wanted to include expressions and save a face graphic page for any buyers too. (In MV or Ace sizes)
So what are the 8 most important expressions for an RPG character?
>>
>>144119449
Lewd ones
>>
>>144119449
xD
O_O
-_-
:)
:(
:p
D:<
;-(
//^_^//
>>
>>144116594
I think everyone in this thread is making "pixel shit" for their games.
>>
>>144119357
Well, I have about that many event NPCs in one of the maps right now and there is not a noticeable lag. Admittedly, 30 stay off screen at any given time and only the 5 employees move freely.

Every client NPC will have only 5-7 animations and only three possible movement routes, but the employees will get a lot more (20 animations, and the possibility of interacting with the player).
>>
>>144119449
I'm actually close to drawing my own character's portraits.

Sample of your style?
>>
>>144119449
Neutral, smile, big open smile, angry, sad, yelling, laughing, and shocked.
:| , :) , :D , >:/ , :( , >:O , XD, :O
>>
>>144118183
For you.
>>
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>>144121085


>>144122064
Sounds good. Thanks.
>>
Hey guys
I'm not too much into the RPGMthing due to a variety of reasons, but it's something that really catches my attention, I come to these threads and lurk cause it feels cozy desu

I'm currently creating my first tileset (for MV I think? tiles are 48x48), mostly to learn some pixel art and blah blah
I didn't know about autotile until i had already worked too much and I'm not changing it now, so there will be different tiles for corners, etc

I don't even have rpgmaker, I just enjoy making up stories and fucking around with pixels

I was thinking; would any of you guys be interested if I posted my current WIP and check if nice maps can come out of it / people think it looks cool?
>>
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Hey guys. People at the RPG Maker Forums don't give a single fuck about what I'm asking about, and I don't blame them. But could you guys help me with something?

My game will have a ton of skils, and I want the player to see what's the skill type through it's icon. In this comet icon, it's easy, since brown is the color of the comet and yellow~orange~yellow is the color of the comet's tail, but there are skills which the original icon colors aren't so intuitive. How do you people prefer?

A, B,
C or D?
(D is only the icon, without the indicators)

Thanks.
>>
>>144123535
B and C look the best to me, but in B I'd make the circles bigger.
What's the maximum number of types/circles/romboids each skill has?
>>
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>>144123147
Since I'm using all of my non-working time to work in my game, I won't probably have time to work on a map with your tileset. But I don't think that you shouldn't be encouraged to post your stuff because of this, since I love checking out what other people is making, game-wise speaking. Also, if you enjoy making up stories and fucking around with pixels, I really think you could try to make a game, even though it's a simple one. If you can make it all look and feel like a game, you're a step ahead of most of us here. Also, I love to check other people's art styles. Here's mine in a (in progress) map.

>>144123873
Two. I understand and I agree with you. Now you've mentioned, the circles are really small, indeed. I'll try some others. Thanks!
>>
>>144123535
C
>>
>>144123535
This may sound silly but what exactly are the indicators indicating? Skill level or something?
If so then go with b.

>>144123147
Sure
>>
>>144123535
Use C and swap brown and red
>>
>>144123535
What are the dots even showing? They mean nothing to me.
Also, when looking at this kind of thing to say which is better, it's really best to look at it in native res. Things which are clear blown up are not always clear at native size, and sometimes vice versa, too (esp. with text).
>>
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>>144124387
>>144124995
Skill types, sorry I didn't mentioned.

>>144124404
Thanks, but why? It shouldn't matter, since those are only the skill type.

>>144124346
Thanks!
>>
>>144125226
>Thanks, but why?
The brown meshes with the comet too much. Moving them apart makes it easier to see
>>
>>144125864
Indeed. But I'm so pissed about it that I'll probably remove the indicators. Thank you all (and tell your hearts that I really appreciate and I take into account what you all have said).
>>
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>>144124387
Here's what i have for now
Take in consideration i made this with fallenlorelei's parallax tutorials in mind, so some tiles are "meant" to overalp, because i assumed pro mapers use photoshop a lot.
I also recommend you guys play with every piece's hue/saturation
eh whatever you guys are the pros here i don't have to tell you anything!
>>144124259
thanks a lot for your kind words m8
I'd much rather make a collab tho but i don't wana attentionwhore too much about it now
your game looks great and i love the way you picked the colors!
>>
>>144126328
>you guys are the pros here
I literally don't know the first thing about pixel art.
>>
>>144126328
I forgot to say water is a placeholder
>>144126442
i-i meant at mapping
like
using the tiles and adding fog effects and cool lights etc
>>
>>144126674
I'm still no good at that, either.
>>
>>144126328
>>144085019
>>144010984
You know, I don't really ever see "unique" palettes used.

The kind of colors that can be achieved through screen tints and such. Artistic coloring.

You just see standard lighting and coloring.
>>
>Programs suddenly stop working
>Restart PC
>HDD no longer being recognized
>Panic
>Replug HDD in.
>Can see HDD in BIOS now.
>Windows won't boot from SSD anymore.
>PANIC

And that's the story of how my day was ruined. Hopefully I don't lose my RPG Maker shit over this
>>
>>144126328
I like what I see there, especially the windows are nicely done.
Not sure if I can actually use your stuff though, sadly it would clash with my own style.
But maybe you should give the RPG maker a try, I'm sure you could make something very charming with your graphics.
>>
>>144126328
>looks great and i love the way you picked the colors!
Actually, I just stole it from somewhere I don't remember, probably a pixel art forum. But thanks!

I'll start with what I like:
> Trees and the swirly shading in that bush;
> Dirt ground;
> Nice windows!;

And what I dislike:
> Grass outline;
> Stone ground;
> The patterns in tiles and roofs (I'm probably not being fair here, since I'm not seeing it in a real map).

But it's really hard to judge only by a tileset. Just for curiosity, why don't you try RPG Maker? I think you could make some pretty neat stuff. If you have patience and time, I think you should ~buy~ RPG Maker 2003 to make something while practicing pixel art. You can achieve some neat SNES visuals. Or you can just learn a little more about shading and try to make stuff in RPG Maker VX Ace/MV.
Or, if you just want to make assets, try to post'em in RPG Maker Forums and offer it for free, accept comission, whatever you want. I just think you have potential and you shouldn't waste it without sharing and learn more.

>>144127619
I feel terrible about you. Now I've read what's after the greentext, I feel relief.
>>
Any idea for puzzles?

I want something pretty simple, like something you would see in a Pokemon gym. But it's pretty hard to come up with this shit.
>>
>>144128310
pushblock
sliding ice
switches and doors
>>
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>>144128210
thanks for your feedback m8
grass was the very first thing i made, and as i progressed i started learning new things and tricks so you can see the improvemets
(windows and tree stuff are around the last things i made) so maybe they do look out of tune
also because i had in mind to make a very simple tileset, with little colors and a cartoonish look (which i think it does have)
but as i keep making things i unconsciously jump from style to style (which i realizeed just now)
here's a smol map i made v quickly when i only had a few tiles done
>>
Is there like a maximum amount of tiles you can have?

I downloaded Pokemon essentials, and it comes with a whole fuck ton of tiles, but is it possible for me to just add completely new ones to the preexisting set?
>>
>>144129418
Per tileset, I believe so, though I don't recall what it is; it's probably in the help file under something like "resource standards". I vaguely recall XP's vertical limit being quite high.
You can add to a tileset as long as it's below the limit, and you can of course always add another tileset if need be.
>>
>>144129242
What's exactly what I'm talking about. It's really neat!
If your characters were like this, in visual terms, and if you weren't full RTP, you could achieve a really cool gaming mood. It reminds me of Mother 3 (what is great).
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>mfw have several complete maps and combat system is up and going but the story is near non existent
>>
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>>144132760
>m-mfw my problem is the exact opposite
>>
>>144133369
>>144132760
time to collab
>>
Is possible to make a text-based battle system using scripts?
>>
>>144134323
Almost everything is possible with scripts, care to elaborate what you are planning?
>>
>>144133562
are you >>144132760 ?
cause i'm >>144133369
(and >>144126328) and i've been looking forward to find someone to collab with
i'm a complete 0 at anything programing-related, but stories / characters / worldbuilding / arting is really my thing
so if anyone here wants to start a project (I'd rather keep it something small to begin with; i don't want to jump directly into something too big unless i find it hella woo-wie and it motivates me a lot lot) feel free to hit me up?
skype: ofelote
>>
>>144135061
No m8 sorry.
Just a visitor from another general.
>>
>>144134708
Is a one-player game. In the battles the player will see a message window showing the monster's HP and a description of appearance
>>
>>144135538
The enemies attacks also are described by custom texts
>>
>>144134323
>>144135538
>>144135773
Yes, very easy for a scripter. There's nothing simpler than text. Depending on exactly what you want, you'd likely be able to handle it just fine with eventing, even.
>>
>>144136578
Thanks
I gonna try both options
>>
Work on your game
>>
Tell me something about your first boss
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>>144142537
He wants to knock you all down.
>>
>>144142619
L-lewd
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what game is this?
>>
People, how do I make a low-numbers balance in my game? I've tried using custom simple damage formulas, but I still don't know how to balance some things, such as luck, agility, rates (element, debuff, state), resists, etc.

Any of you guys is making a Paper Mario style combat?

Thanks.
>>
>>144142537
He's the real main character. You switch MCs after the fight.
>>
>>144145702
you just tweak formulas as you play test. there's no secret.
>>
>>144142537
You can beat him without taking damage if you use your items correctly. And if you do, you get to save the NPC's life.
>>
https://youtu.be/Y90pf2Uled0

shhhhh. It's a secret to everyone. It goes public later tonight. Skip to 37:45 for actual dev talk
>>
>>144148124
I've been waiting for this
Thread replies: 255
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