[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
/rpgmg/ - RPG Maker General #148
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 145
File: Lina Inverse builds an RPG.jpg (73 KB, 736x416) Image search: [Google]
Lina Inverse builds an RPG.jpg
73 KB, 736x416
"Fun Things are Fun" 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
>>
firsteelerino
>>
File: witch-6.png (18 KB, 400x500) Image search: [Google]
witch-6.png
18 KB, 400x500
Post maps.
>>
File: ground22.png (449 KB, 1008x528) Image search: [Google]
ground22.png
449 KB, 1008x528
>>144194686
It's only missing the water. Your map's pretty comfy, though.
>>
What do you think will be the main demographic of your game?
>>
>>144196571

People who like shitty games.
>>
What would be the best way to have an upgradeable town?
Should I just change the map every time? I'd have to make hundreds of maps for every possible combination.
>>
>>144198929
Parallax mapping probably, I mean you COULD make tons of the same maps with minor upgrades but just changing the parallax would me better.
>>
>>144198929
One way that folks never seem to mention (this has come up several times before) is just covering up the buildings, then removing the cover once it's fixed. Put the pretty-looking building on the map, then put an event over it with the graphic of a trashy-looking building. Or even no building. Or even both, on different pages. Then just change a var or switch tied to the pages and poof, new building.
>>
>>144196571
Me.
>>
>>144198929
You can:
Make multiple maps
Add parallaxes to hide buildings.
Change tilesets

I don't think there are other options.
>>
>>144201091
Oh. And I guess you could make groups of events that re-position themselves around the map.
>>
>>144198929
Have a few spots with events that change from something like windows have boards with nails > Normal > pretty flowers
And so on.

You could also have a section of the map inaccessible until you get to a certain point, too. Like fence off an area where more people move in later.

>>144176037
Your map doesn't seem to have any focal point or direction. You could move the hill by the entrance right so it's more over the edge of the map, and connect more of the grass patches so they're not like a million little patches of woods.
>>
Can I mix multiple VX and MV tilesets in one map using the TileD plugin? Can it create pixel-based collision detection for pixel-based movement? If so, there's no reason to even use the vanilla map editor anymore other than to have the external maps imported.
>>
File: Mmmmaaaping.png (318 KB, 640x480) Image search: [Google]
Mmmmaaaping.png
318 KB, 640x480
>>144202775
weeds.
I cannot type, goddamn. Here have a map of mine.
>>
>>144203116
You can mix tilesets so long as their the same size, I haven't tried for pixel-movement, but it might be possible since TileD was made for any sort of 2D.
Only problem I can think of is it's a little annoying to place events when you can't see what the map looks like.
>>
One of minor locations in my game. I made it as part of expansionpack /remaster of my RPG.
>>
>>144203949
I know double walls are realistic, but aren't they consuming too much space? Are they plot relevant?
>>
I'm bored.
>>
>>144207703
It's time to work on your game!
>>
>>144196571
I'm hoping for an older/mature teen audience, ages 17+ who enjoy storytelling, SMT-inspired gameplay, character develolment, and a plot revolving around dilemmas of individuality and militarism

but realistically it will probably be eaten up by shitty kids on Tumblr instead due to having bright colors, an anime-inspired art style, a ~strong female character~ party member and a ~lgbt~ party member; they will inevitably ignore the plot and its nuances, and the fact that said transgender party member has killed multiple people in his experiments, and said strong female character is an abrasive asshole who stereotypes others, and they'll tell people to play the game because "uwu it has lgbt characters and strong ladies!! U should play it because some of the characters are black omg"

I may be slightly jaded
>>
>>144196571
Weabs
>>
>>144196571
me
>>
Gladiator guy here. Now I have my character graphic and 3 armor pieces (For out of combat.)
Top, bottom and armor.
I'm thinking of using these:
http://forums.rpgmakerweb.com/index.php?/topic/50259-visual-equipment/
and
https://galvs-scripts.com/2015/11/01/mv-message-busts/
Is this doable for someone with little/no experience? How hard would it be to rig these up to work together, not to mention tracking armor status?
>>
File: 10.png (63 KB, 258x297) Image search: [Google]
10.png
63 KB, 258x297
Jumpy jumpy bots
https://a.pomf.cat/phjykb.mp4
>>
>all the code is uncommented and most of the """documentation""" is just JSON object definitions
Nice
>>
File: 0portrait_waterwadEX.png (124 KB, 232x416) Image search: [Google]
0portrait_waterwadEX.png
124 KB, 232x416
>>144196571
Folks who like animal people are Furries.
What do you call someone who likes robot people? Robophiles?
>>
>>144211345
>doable for someone with no exp
If you can script, yes; if not, no.

You'd have to figure out how the Visual Equipment plugin determines how to draw faces/chars, then apply that to the bust plugin.

>>144212764
lol Which scripts are you trying to learn, anyway?
>>
>>144213080
I'm trying to figure out the battle system so I can rewrite it. I've read over the code a couple of times and I think I understand how it works, but at a code level I'm not sure how to begin changing it.
>>
Getting way ahead of myself, but is it possible to animate the enemies?
>>
>>144216770

Of course.
>>
>>144216770
I assume you are using MV
http://forums.rpgmakerweb.com/index.php?/topic/47991-animated-enemies/
>>
File: ThisIsAnAngel.png (122 KB, 800x600) Image search: [Google]
ThisIsAnAngel.png
122 KB, 800x600
>>144196571
Edgelords, Waifufags, People who like convoluted plots dealing with Nihilism, Tumblrtards who think the big bad is empowering to women, Tumblrtards who think the big bad is derogatory to women, Manlets, Devilmaycry fanboys, SMT fanboys, autistic people.
>>
>>144217370
So 4chan in general then?
>>
Is it possible to have the screen shake by pixels in rpg maker? I always found that 32x32 shake to be kinda... cheap and distracting, as if it's just panning the camera left and right by one tile.
Can it be applied to battles too?
>>
>>144218772
Yeah pretty much. It wasn't intended but I'm pretty sure the first three things + autism covers everyone on this website.
>>
File: ds.png (20 KB, 787x360) Image search: [Google]
ds.png
20 KB, 787x360
redraw complete
>>
>>144223294
You may want to fix the left hand of the left sword maiden
>>
>>144218993
I'm using VX Ace by the way.
>>
File: 5.png (49 KB, 1972x360) Image search: [Google]
5.png
49 KB, 1972x360
>>144224248
the left one's being completely scrapped for the right one lol

atm, the only thing i'm seeing that needs fixing is the spear's left leg
>>
>>144224923
I see, in that case you did good.
That's a nice Miku
>>
>>144211836
yay! glitches i have 0 fucking clue how to fix ( except for the last one )
https://a.pomf.cat/qtsiit.mp4
>>
>>144226363
What're you using for pixel movement and the jump mechanic?
>>
File: testscreen.png (99 KB, 640x480) Image search: [Google]
testscreen.png
99 KB, 640x480
>>144194686
Comfy.

Here's a test map with some tiles I drew recently. I guess it shouldn't be too hard to figure out what country the game is set in.
>>
>>144227086
GaryCXJk - Free Movement for the pixel movement, and the jump is done via events.
>>
Post progress
>>
>>144196571
RPG Maker fans
JRPG fans
Weebs
Indie gamers
>>
>>144230551
My progress is coming to terms with the fact that it's going to be tough to make a shit game much less one that can please my cynical tastes
>>
File: twodayswork.png (42 KB, 1920x1040) Image search: [Google]
twodayswork.png
42 KB, 1920x1040
>>144230551
>>
File: dicsmegee.png (46 KB, 413x435) Image search: [Google]
dicsmegee.png
46 KB, 413x435
>>144230551
Still obviously working on it
>>
I know it's bad

But does anyone have a link to VX ace so i can use it for free a torrent or mediafire

I want to buy it
i really do but i just can't afford it right now
>>
>>144228101
IDK how often you deal with pixel coordinates as opposed to map coordinates, but a fix to your current jump system would have to be using them.

If the player's jumping onto a platform's far right side, you only allow them to jump if
>player's collision box pixel width + player's pixel x-coordinate < current tile's right most pixel x-coordinate

If the player's jumping onto a platform from the far left side, you only allow them to jump if
>player's pixel x-coordinate > current tile's left most pixel x-coordinate

Then you'd either manually edit every jump event near an edge with the appropriate check, or use a passability check to the left and right of the jump destination.
If the tile to the right of the jump destination is impassible, use the first check. If the tile to the left is impassible, use the second check.
Or you could do the "RPG Maker dev" solution, and specifically place your jump events only where there won't be issues and give the jump event some graphics.
It might even be better, because it'll give clarity of where you can or cannot jump.
>>
>>144224248
The redraw looks great- not only does that fix all the proportion issues, but it's got more direction and movement to it. The old one was all over the place.

You've got a lot of black clothes though. I wouldn't recolor anything unless it actually is visually a problem, when you use these cut-ins.
They are cut-ins right? I can't remember...
>>
File: Panties.png (597 B, 24x24) Image search: [Google]
Panties.png
597 B, 24x24
>>144234198
>>144224923
Wow I just cannot direct my comment links or whatever these are called.

Here's an old XP icon sprite I made for a friend so my post isn't useless.
>>
File: miku.png (18 KB, 318x313) Image search: [Google]
miku.png
18 KB, 318x313
>>144234198
Yeah, they are.

I'm actually not decided on anything color wise yet, especially how the sword girl's just Miku, like >>144226140 pointed out. Even specific details are mostly up in the air.
>>
>>144234629
Do whatever with the rest, but ya gotta keep the middle one in black. It's the rules.
>>
File: kitsune.png (2 KB, 160x160) Image search: [Google]
kitsune.png
2 KB, 160x160
>>144196571
Perverts and people who are furries but don't want to consider themselves as such
>>
>>144234437
You should reply to wrong posts more often if that results in you posting more pantsu
>>
I'm trying to script something for battle in mv, how do I reference the currently selected enemy?
>>
Bumb
>>
What's the most interesting area you have planned out in your game?
bump
>>
>>144246048
Underwater dungeon where you have to collect 33 pieces of a statue head
You move incredible slow and the pieces are hidden in the environment.
One piece is a random drop from the enemies so you won't find all if you run away all the time
>>
>>144237315
https://www.youtube.com/watch?v=SLo44DfAvfY#t=6s
>>
>>144246582
Slowed movement isn't the best idea for that. It just sounds tedious.
>>
>>144248159
It absolutely is.
The only purpose of that dungeon is to annoy the player.
>>
>>144248393
I can't imagine anyone wanting to play your game.
>>
>>144248393
Better be a joke game then.
>>
>>144248393
Do you also have a time limit counter to the player drowning?
How about two boss fights in a row, with the first one being a long, drawn out one that consumes the player's MP, and the second one coming out of nowhere and demanding the use of a lot of MP-consuming abilities?
And maybe also having the prize of the dungeon being a super secret weapon that would have been ideal for fighting these two bosses?
>>
>>144246048
A spooky forest infested with psychoactive plants, scary monsters that inflict mental states, and a weird hermit with a loose grip on reality living in its deepest and most psychoactive reaches. Face your fears there and you'll come out as a Berserker.

Becoming a Rogue requires you to break into the School for Scoundrels (too obvious?) through one of the locker rooms, then sneak to the admissions office without getting caught.
>>
>>144246048
As I call it, The Forest Of Anal Cancer.
There is no real rhyme or reason to the map. You need to navigate through a very confusing series of maps. Exit to the Left room and you might end up looking up from below. Several rooms to look like the beginning and several to send you back to the actual beginning.

You interact with wisps to change the teleport path. The more wisps you reach the easier things get (lucky for you) so simply spending time on the puzzle makes progress. It's possible to skip the dungeon if you are clever enough to get it first try, or help an npc on a sidequest. (That may or may not involve an incredibly difficult boss.) The monsters in the forest are also assholes. They spam status conditions and have a chance to unload all of them at once on you with a special skill. Luckily this shit is near the end of the game.
>>
We need more Windsor in the podcasts
>>
>>144196571
The way things are moving currently, probably the Undertale crowd.
Which is a scary thought. Time to redesign my entire game.

>>144246048
>When you realize your game doesn't really have interesting areas.
Time to really redesign my game.
>>
>>144196571
Probably tumblerinos and furries
>>
>>144256634
Is your game about hugging enemies?
>>
>>144257580
No but it goes for the pseudo-wacky style that UT and the Mother games share and has a similar humor style to UT.
>>
>>144257847
You poor thing, was it intentional?
>>
File: 1390179760396.gif (4 KB, 344x326) Image search: [Google]
1390179760396.gif
4 KB, 344x326
>>144258849
Not really. That kinda humor style is just right up my alley so I just did what I know and like.
Unfortunately that means I might attract the wrong crowd or give off the wrong impression if I ever finish it.
>>
Wouldn't parallax mapping bloat the size of the game, since you'd have multiple images covering each map instead of having just one tilesheet for multiple maps? Or is that one of its few downsides.
>>
>>144259952
Yes it would bloat the size somewhat but it will look much, much better
>>
File: 2016-06-02_19-27-22.png (210 KB, 1191x831) Image search: [Google]
2016-06-02_19-27-22.png
210 KB, 1191x831
Shit, is it even possible to make an interesting cave with the RTP?
>>
>>144259078
What's it about? Give the sparknotes version.
>>
>>144261025
No.
>>
>>144261025
Curve some edges and godspeed. RPGMaker hates interesting things.
>>
Tell me why I shouldn't use level 9 compression on my PNGs.
>>
>>144263353
More compression requires more processing power to decompress.
>>
>>144263435
I'm sure everyone's gaming PCs can handle it.
>>
>>144259078
Alright. Not really familiar with sparknotes, but this is the gist of it:
>Color is stolen from world long before protag was born.
>King is one of the few people that have lived through it and still live.
>King tasks protag to discover the cause of the loss of color and to restore it.
>Protag does this.
>End.
>>
>>144265606
That sounds neat. Good luck on finishing it.
>>
>>144253583
He and Souls have mostly been MIA since they started collabing on a game. I miss him, too. We need the comic relief
>>
>>144265806
Thank you anon. I'll try for you.
>>
>>144196571
It'll probably be /rpgmg/.
>>
File: 1427678458714.jpg (960 KB, 2560x1440) Image search: [Google]
1427678458714.jpg
960 KB, 2560x1440
>>144246048
I'm gonna do a techno dungeon. Think Sanctuary Fortress from MP2 and that will pretty much be it in RPG form.
>>
File: -fabulous posing intensifies-.png (303 KB, 774x799) Image search: [Google]
-fabulous posing intensifies-.png
303 KB, 774x799
>>144266393
Can you do me a favor and not remind me of spider guardian?
>>
File: Split Point.webm (2 MB, 816x624) Image search: [Google]
Split Point.webm
2 MB, 816x624
Party split point!
>>
File: 2015-05-05_00006.jpg (210 KB, 1280x720) Image search: [Google]
2015-05-05_00006.jpg
210 KB, 1280x720
>>144271535
I lucked out, never had to fight the super bullshit version of it, only played the trilogy edition.
>>
>>144272517
Please do some Mario and Luigi RPG puzzles.
>>
>>144272558
It's for the better. Boost and Spider Guardians were just OP'd by a few overlooks. It wasn't real difficulty like some of the more enjoyable and rewarding bosses, looking at Quadraxis and Emperor Ing. That shit was the best.
>>
>>144263435
Maybe for large HD images. Probably negligible with 7kb spritesheets.
>>
File: 2015-05-07_00009.jpg (178 KB, 1280x720) Image search: [Google]
2015-05-07_00009.jpg
178 KB, 1280x720
>>144272767
Cosigned. Also the Dark Samus Battles. I like the idea of a recurring foe throughout the game. Mine will have a few as well.
>>
File: floor puzzle.webm (3 MB, 816x624) Image search: [Google]
floor puzzle.webm
3 MB, 816x624
Babby's first split party puzzle is just about done. I just need to bug test it.
>>
>>144275197
Completely forgot about the Dark Samus fights.Probably one of the reasons 2 was my favorite of the Prime series. Hopefully you can convey a similar feeling with those fights in your game, looking forward to it.
>>
Someone did the math on the long-ass ladder in Snake Eater and came up with this image, they said it was something like 411.95 feet long.

I have a question, about how long is the meaning of life rope in Lisa: The Joyful? Assuming the height of Buddy is something between 54 and 62 inches
>>
>>144275283
are you proud of this? *shoots you*
>>
>>144278676
*its a hologram*
>>
File: 2015-04-28_00010.jpg (117 KB, 1280x720) Image search: [Google]
2015-04-28_00010.jpg
117 KB, 1280x720
>>144275805
I'll do my best, I have a few ideas rolling about on how to go about it.
>>
>>144275283
Nicely done, but you'll probably want some explanation as to why the party has to split.
>>
>>144281272
The following party would fall to their death. It'd be good to actually show the player that, though.
>>
File: mv_gif001.gif (173 KB, 287x300) Image search: [Google]
mv_gif001.gif
173 KB, 287x300
>>144196571
Chubby chaser,milf lovers, Thicc fag etc
>>
>>144282931
Did you make this? holy shit
>>
File: mv007.jpg (347 KB, 823x652) Image search: [Google]
mv007.jpg
347 KB, 823x652
>>144283127
Yea
>>
>>144283852
>>144282931
THICK
>>
>>144283852
oh shit

where can I follow your development?
>>
>>144283959
No where, on hiatus at the moment
>>
>>144284219
At least make a tumblr or something so I don't miss it when you post your game
>>
>>144281272
There's a brief tutorial text explaining that since each tile can only be stepped on once, the other person will need to take a different route. You see it the first time you step on the Switch Point.
>>
File: mv_gif002.gif (2 MB, 816x624) Image search: [Google]
mv_gif002.gif
2 MB, 816x624
>>144284272
Nah not feel like to open an account for this, these is all i got atm
>>
>>144285041
>wielding a sword
>so thick, she still slashes with her heels
>>
>>144285041
If you ever decide to work on your project again make sure to post your progress then
>>
>>144285041
>scarred tits
I didn't know I needed this. Hot diggity.
>>
>>144286539
Will do
>>
bump command
>>
You get a bump
>>
>>144246048
Each city is supposed to be interesting but probably either the laboratory or seattle, but actually literally on fire
>>
>>144282931
>>144283852
>>144285041
It is... beautiful. How you did the animation?
bump
>>
>>144286171
>sword is actually a weighted pole used to counterbalance her THICK
>>
File: 23010193.jpg (837 KB, 946x725) Image search: [Google]
23010193.jpg
837 KB, 946x725
What are the comfiest cities you've seen /rpgmg/? I'd like to focus on a handful of city maps as the world setting for a game.

Also, is there a way to have RPG Maker use 4-sided diamond tiles rather than squares?
>>
File: MV_av_actor_warrior_test02.png (2 MB, 2880x1920) Image search: [Google]
MV_av_actor_warrior_test02.png
2 MB, 2880x1920
>>144299074
Here is the preset ;)
>>
>>144302552
Why does your style remind me of Skullgirls?
>>
>>144302086
2k3 has isometric mapping built in, IIRC. It's not great, but its there.
>>
>tfw my game idea is a Megaman Starforce ripoff

I wanted to make a world where data packets are carried by literal planes (virtual planes) as an alternative to Internet.
Protagonist would find one of them going rogue because Evil Co. is doing evil. Then he can pilot said virtual plane by turning into data.
Sounds retarded, but that's all I came up with.
>>
>>144304873
>2k3 has isometric mapping built in

Pretty sure it doesn't.
>>
Newest Yanfly plugin: https://www.youtube.com/watch?v=LCm9FiRokWg
Made for eventing encounters. This can be handy if I used evented encounters.
>>
I wish I had progress to post.
I wish I was gainfully employed.
I wish making progress was my gainful employment.
>>
>>144310829
This. This so much, oh god
>>
>>144310829
I wish this general didn't hit page 10 so fast.

Bumping for justice and truth.
>>
>>144246048
One of my areas has a research lab built on top of a magical ancient temple, so there will be a mix of old fantasy and modern tech.
>>
Should I create a blog for my game even though I have no art right now and most of my progress is on writing and brainstorming?
>>
>>144320904
No. Wait until you at least have some concept art. People usually need visuals of some sort to stay interested these days.

Besides, blogging your writing as progress is a quick way to accidentally spoil parts of your game and make people uninterested if they've read the blog when the game comes out.
>>
My progress right now is learning how to parallax. I'm using TileD for mapping and trying to understand how to autotile on this bitch. Might be worth it.
>>
File: FC_world_full.png (327 KB, 3200x3360) Image search: [Google]
FC_world_full.png
327 KB, 3200x3360
bump
>>
>>144310829
With enough finished works on sale, you'll be collecting dollars for the rest of your life! Then you can move somewhere with crushing poverty and live like a king for nickels a day!
>>
I ' M B O R E D
'
M
B
O
R
E
D
>>
>>144327919
try working
>>
>>144327919
work on your game
>>
>>144324871
Why does the South-Western island have two hands?
>>
Work on your game
>>
Are you a hetero/homo, male/female?

How do you feel about the following character types? Do you find them appealing/interesting?
>clearly depicted as female, but declared as male; Aikawa from Prunus Girl, Jun from Happiness!

>extremely feminine builds; generic shoujo leads

I have a feeling I'm really still appealing to a primarily heterosexual male demographic. Which is fine, as one, but I'm just curious.
>>
>>144336283
>Are you a hetero/homo, male/female?
Yes
>>
>>144336428
Thanks for the input.
>>
>>144336283
I prefer my characters to be Gemigender Drakefluid Neutrois that identify as blor/blirz/blytzelf.
>>
I have both a levitate skill and a grappling hook in my game. What can I use for one that I can't use for the other.
>>
File: 56155765_p0_master1200.jpg (347 KB, 700x1000) Image search: [Google]
56155765_p0_master1200.jpg
347 KB, 700x1000
>>144336283
It does things to my dick.
Glad to have them on any game.
>>
>>144337968
As a hetero male?
>>
>>144337647
Levitate is used for levitating over chasms and holes I would say.
A grappling hook is used to get to a higher place and is not usable all the time.
>>
>>144336283
I am a hetero male and I am fine with bishies and traps as long as they aren't the ONLY build in the game.
>>
>>144336283
The villain of my game is exactly like that.
>>
>>144336283
I'm a cismale and I'm not a big fan of that faggy shit. I prefer dickgirls myself.
>>
>>144336283
"Draw a girl, call it a boy"-style characters are usually annoying garbage, but on very rare occasion extremely cute. Pic related, Ryou da bes.
In my experience, their fans are 99% men who would say they're straight. That'd include me, I suppose.

By the by, it's because you use words like "hetero" that you get responses like >>144337421. Ain't nobody in the real world talks like that.
>>
>>144336283
I don't care about stuff like hetero/homo anymore. If my dick likes it then my dick likes it.
And my dick likes boys who are girls.
>>
>>144338243
>the crossdresser is the villain
TRIGGERED

>>144337421
Thank you, fellow neutrois.

>>144338971
>use words like "hetero"
>Ain't nobody in the real world talks like that
..What? The only more "normal" term would be straight/gay. Plenty of regular people use the terms heterosexual/homosexual.
>>
>>144339320
Heterosexual, yes. "Hetero", no, not outside tumblr.
>>
File: 夢をあきらめない涼_.jpg (95 KB, 500x730) Image search: [Google]
夢をあきらめない涼_.jpg
95 KB, 500x730
>>144338971
Ryou does look somewhat like a boy, though.

I know fans of Idolm@ster guessed correctly that he would be the trap Idol just from his artwork and weight long before it was announced officially.
>>
>>144338025
Liking traps is kinda gay depending on your point of view, but yeah, hetero.
>>
>>144339606
That's part of his appeal!
>>
>>144339320
>TRIGGERED
Yes, I considered the fact that tumblr would probably see it as insulting, but I swear I'm not doing it to piss off SJWs. I just like those kind of characters and I wanted to make a dangerous and ruthless villain who looks delicate and unthreatening at first glance
>>
Would people enjoy a battle system like SoM, except instead of a single static recovery time, attacks would drain a fraction of stamina, which recovers over time?
>>
>>144341153
Yes. Plenty of games have stamina bars, like fotm, Dark Souls.
>>
>>144341274
DESU, I actually haven't played a lot modern games, except for grand strategies.
>>
>>144340785
I don't think there'd be any issues with it personally. Griffith from Berserk is bishied as fuck, and he also makes for a great villain.

I've personally always wanted to make a nature-themed androgynous elf villain. Kinda like Psaro the Manslayer, but more like an ecoterrorist rather than a misanthrope / monster supremacist.
>>
>>144341829
Personally, I don't consider bishies like Griffith to be in the same category as cute boys like the ones >>144336283 and >>144338971 mention. The appeal is greatly different; bishies are mainly popular with young women.
>>
File: berserk prototype.png (146 KB, 720x1061) Image search: [Google]
berserk prototype.png
146 KB, 720x1061
>>144342258
Well, you see Griffith's muscles very early on in Berserk, and he is already very well built, so you don't get to consider him much of a trap. But his face is about as effeminate as Miura's style gets. He is even identical to the girl from the Berserk: Prototype manga. Especially during the occasional gag cuts that Miura sometimes does where he simplifies his art a little.

However, the thing that makes you take Griffith seriously is that he is competent and powerful. Which in his world demanded a well-built body (at least while he was a human). But if you are writing a story in a more fantastical setting where humans can use magic, you don't actually need the character to be muscular to be powerful, so I think you could get away with the skinny trap build, just like any villainess gets by with the seductress body.
>>
Working on a project and seeing progress is actually fun
>>
File: MM Opening.webm (866 KB, 816x624) Image search: [Google]
MM Opening.webm
866 KB, 816x624
>>144336283
Everyone in my game is going to be a robot.
Unless I throw in monstergirls.
Would anyone want mostergirls?
>>
>>144351027
Yes
>>
>>144351027
It would feel too random for me, judging from that webm. But if you think they can fit...
>>
>>144351598
Imagine a "humanity is gone, subhumans have evolved, find out why" scenario
>>
File: monster girls.jpg (469 KB, 720x720) Image search: [Google]
monster girls.jpg
469 KB, 720x720
>>144351773
>subhumans have evolved
>into attractive humans with quirky traits like animal ears and animal-like extremities
I am sure a lot of people will like it, but I like speculative biology and xeno-anthropology too much for that.

Maybe if they were genetically modified creatures designed as a slave race and have managed to survive somehow. And they were either slime-girls or insect-girls. I think that'd make sense.
>>
>>144354030
>slave races
slave to the dick?
>>
File: I've seen some shit.jpg (39 KB, 302x285) Image search: [Google]
I've seen some shit.jpg
39 KB, 302x285
>>144351773
>Robots from mines, foundries, and all manner of factories have had their routines halted as infrastructure breaks down
>A few have gone out in search of why the humans have let things fall apart
>Humanity went full furry as part of a fashion fad and lost the higher functions required to maintain their creations
>You killed them all, and deactivated yourself after wiping your memory banks.

Having been reactivated you will pursue the mystery of your lost memories, only to rediscover the shameful legacy you thought obliterated. Can mankind's legacy be preserved? Or will removing their shame from the universe require you to burn the world with atomic fire?
>>
>>144351027
>>144351773

I was thinking of doing something similar. I would recommend "Blame!" https://bakabt.me/torrent/175622/blame

If you're really into the whole humanity is gone earth is now different. I won't ruin it for you because it's sort of a mystery all the way through but it does have a ton of robots, cyborgs and other things you'd expect to see. Good reference material.
>>
>Listen to random music while working
>RJ144766 Ultra Endurance Cum Explosion 01.mp3 comes up

I'm not sure if that is a good thing or a bad thing
>>
>>144356164
post the mp3
>>
>>144355806
I was planning on making it more lighthearted, but thank you!
>>
>Sakura Dungeon
>lewd dungeon crawler project
FUCK TIME TO SCRAP THIS PROJECT
>>
>>144358123
I seriously doubt that it will be any good.
>>
>>144355425
Sure. It could explain why there would be more female than male ones too, if the anon wants to go that route.
>>
>>144358921
Hot
>>
>>144358123
You can always just pander to furries to make a quadrillion bucks.
>>
>Figure out how to give the Player a family name
>Feel accomplished

It's the little things.
>>
Should I:

>Let player choose their starting build from presets.
or
>Have their preset starting build be chosen with a few personality questions.

I'm planning to have the player choose what stats they gain from leveling up, so the starting build doesn't really force you into anything in the long run.

inb4 Dark Souls ripoff
>>
>>144364663
Do both. Will appeal role players and strategists alike.
>>
>>144358123
I seriously doubt anyone who would potentially play your game would mind another lewd dungeon crawler in their lives.

Seeing as I'm getting one started up myself
>>
>>144305297
My mistake. I was messing with some kind of RPGM around the turn of yhe millenium and it had isometric support. All it did was take existing tiles and stretch them diagonally. The cool part was that because of this, it was tile-based and any map could become isometric/normal at the click of a button
>>
Does anyone have a good resource/tutorial on how to actually USE scripting in RPGM? MV specifically. Every tutorial I find goes over unrelated shit or the wrong kind of scripting. I have scripts downloaded and enabled but haven't a damn clue how to add them in or make actual use of them.

I'm also trying to figure out how I store something like equipment status to a variable that I can call on later via scripts to change displayed pictures, but without knowing the previous thing about implementing it, it's a moot point.

I'd like to just steal VH's strip script but I can't get to it apparently
>>
These threads die down way too easily. Cut it out.
>>
>>144371278
Post some progress yourself, then.
>>
File: 1F House.png (400 KB, 721x722) Image search: [Google]
1F House.png
400 KB, 721x722
>>144371525
Remapped my entire protag's house recently, made it less bland and more open, redid the bathroom and TV room entirely. More default assets than I'd like, but meh.
>>
File: 2F House.png (410 KB, 714x681) Image search: [Google]
2F House.png
410 KB, 714x681
>>144372056
2nd floor. Not sure what I'll ever do with the laundry room, but it's there.
>>
>>144374705
How do those doors into the side rooms look in game?
>>
Guys, I'm new to MV.
How do I use the characters generated by the character generator?
When I save the setting it only creates a .json file.
Do I need to import them somehow?
>>
>>144375204
Like shit, frankly. Normal bad when I use the original doors, stretched as hell when I use the resized ones. I really don't want to change it though but I might have to.
>>
>>144375857
Export them instead, usually piece by piece (face, sprite, etc) and insert them into the proper project folder.

I also highly recommend getting GCH if you intend to do any real and manual customization of sprites, it's a very useful tool.
>>
>>144375857
The JSON file saves your parts so you can load them to make edits later. You export them using Face Image, Walk Character, etc.
>>
>>144376695
>>144376759
Got it, thank you Anons.
>>
File: 2f Doors.png (324 KB, 587x526) Image search: [Google]
2f Doors.png
324 KB, 587x526
>>144375204
>>144376527
I found some 2tile high doors, looks better than before but that tiny bit on top that's not covered bothers me still.
>>
How do I switch the order my maps appear in the left side view thing?

I'm using RPG Maker XP.
>>
>>144377789
I won't be much help but the only way I've found to make any kind of rearrangement of order is drag and drop until they're in the right order. I'd like to know a better way too, even with sub-map designations
>>
File: door and rug.png (103 KB, 430x428) Image search: [Google]
door and rug.png
103 KB, 430x428
>>144377606
Part of the problem is that side view perspective in RM just doesn't make sense.

In pic related, note the autotile overriding I had to do to make the rug seem more plausible.

I've also drawn in what I think a proper side-view door would look like. Note that the doorway is really two tiles wide, despite the fact that the player can't pass the southern half. What you're seeing is the top of a pair double doors.
>>
>>144379946
I should really get on making a side perspective door. At first I had it just as an open space, but that looked dumb and ended up making it a solid wall (don't need to access the room anyway). Both ways that I did it gave me criticisms.

Doors are rough in RPGM.
>>
>>144379946
Perspective wise this looks awful. A single rectangle would work better imo.
>>
>>144379946
Side view is a better idea but how to implement it properly is another question entirely. That's not bad but it should be worked on to look more natural.
>>
>>144368951
Well I figured out the picture display script using a commont even and equipment variables. Now I have a question:

Is there a way to have this running all throughout the game that doesn't involve calling the common event on every map?
>>
Does anyone still use 2k3?

I dunno why, but it seems attractive to me. Aside from the image restrictions, it just feels the most intuitive and familiar.
>>
>>144383963
I like XP more.
>>
>>144383963
>>144384235
All RPG Makers are great and equal. Except VX, that one doesn't exist.
>>
>>144203949
>>144203185
Hot damn! I'm filled with both envy and resolve to step up my game after seeing these two shots.
Well done, guys!
>>
File: 1445665256176.jpg (42 KB, 1000x579) Image search: [Google]
1445665256176.jpg
42 KB, 1000x579
Made a new track, wanted to do a cute shop theme, will probably use it for something like that. Kinda wanted to do a gameshow theme but ended up with this instead.

https://soundcloud.com/mondo-nugget/whatre-ya-buyin
>>
So I'm trying to decide if I should get MV or not. Did a quick google search to see if the type of battle system I want has been built yet and didn't find anything, and this is the determining factor of whether or not I get MV now or later.

So does anyone know if anyone's built a combat system like Final Fantasy Tactics Advance (preferably) or Fire Emblem?

For those that don't know those games, it's a combat system where all the units are on a grid and they move around to fight.
>>
>>144386539
I like it, would totally buy stuff there.

>>144388072
Sadly it does not have a tactics battle system and I think it would require some heavy scripting to accomplish something similar.
>>
File: 1460093341218.jpg (72 KB, 540x540) Image search: [Google]
1460093341218.jpg
72 KB, 540x540
>>144388072
As far as I can tell, it's set up more like classic Final Fantasy games and Dragon Quest I think. With side views and turn based combat. You may be able to get the systems you want through scripting possibly. I'm not 100% on that though as I'm fairly new to this.

>>144388313
Thanks man!
>>
File: 2f Doors.png (437 KB, 765x530) Image search: [Google]
2f Doors.png
437 KB, 765x530
>>144379946
This look any better you think? I'm kinda set on side doors either way so I'll have to make the most of it
>>
>>144389001
Not him but that is even worse.
>>
>>144389001
Looks retarded desu
>>
>>144389236
>>144389390
Damn. Thanks for the brutal honesty though fellas. Any ideas to make it suck less while still looking like a 2-high doorway?
>>
File: 9088909.png (438 KB, 604x388) Image search: [Google]
9088909.png
438 KB, 604x388
>>144389390
>desu
>>
>>144389543
>Being triggered over little words

baka
>>
>>144379946 looks better than >>144389001

You get the "thin slice" doors to look better by just animating them opening and closing. Then your players will eventually get desensitized to how "bad" they look. They'll just think, "Oh, here's a door." later on.
>>
>>144389535
That does not look like a 2 high doorway. It instead looks like a section of the wall was cut out and replaced with a door mural where the wall was removed.
>>
>>144386539
Sounds good! Good job mang.
May want to lower the volume of the saxes so they mix better with the other instruments though. Kinda startled me with their volume at first, haha.
>>
>>144389974
>>144390289
Sounds like a plan then, thanks!
>>
>>144391151
Apparently there exists no such thing as an existing side door tile that I can find, people would rather work around it than make a simple tileset that animates a door opening sideways instead of up and down...you'd think after..how many years has RPGMaker been out? That someone would have. Guess I'll have to try to make one myself.

I'm curious though, >>144379946 how do yours work if a player actually moves through them?
>>
Do I go to sleep or do I continue to work?
Help
>>
>>144391991
Both. Sleepwork.
>>
>>144391963
>how do yours work if a player actually moves through them?

That's just a mockup in gimp. I feel like sideview doors are completely nonviable in MV, unless there's a way to get 2k3 style ceiling tile behavior.
>>
>>144392290
Well shit theories don't help fix things.

I did find this though: https://fanofrpgmakermv.wordpress.com/2016/04/02/rm-mv-ressource-side-door/ - Problem is, he made that really weirdly. It's on the wrong tile and is twice as high while "closed" as it is while "open"
>>
File: sidedoor.webm (373 KB, 816x624) Image search: [Google]
sidedoor.webm
373 KB, 816x624
>>144392632
You've convinced me to try and make a side door.

Pic related is progress so far.
>>
File: 1465013254699.png (107 KB, 430x428) Image search: [Google]
1465013254699.png
107 KB, 430x428
Why put opening and closing doors at all? could just do this.
>>
>>144393631
Good start! I tried using the one above and it's so tiny...then I tried to resize the door sprite to fit better and it looked even worse, like a growing door instead of an opening one.

I would love you forever (and credit you if you want) if you make one and post it for the general public to use. It's something so simple we've desperately needed yet it's never been done properly, always worked around.
>>
>>144393889
Realism, aesthetic touches, something different. For a bedroom you'd want a door for privacy and going through an underpass hurts that immersion.
>>
Good night
May your muse kiss you in your sleep
>>
File: double doors.webm (2 MB, 816x624) Image search: [Google]
double doors.webm
2 MB, 816x624
Getting all the eventing done for these double doors was a big chore.
>>
>>144393631
Btw, before you get further into it, remember your entrance way is two tiles wide, but your door only covers one tile.

From your character's perspective, they're looking at an entrance blocked on the left side by the door, and they could just walk around it to the right side.
>>
>>144396260
See >>144396196
>>
Is there any way for me to do percent chances in 2k3, or am I stuck with guarantees?

I bet it's right there in front of me and I'm just dumb
>>
>>144396561
Percent chance for what? Skills to activate? Or just like random number generation?
>>
>>144396601
Fuck me, I should've actually explained that. I need some sleep.

Percent chances for debuffs to afflict an enemy with an attack that also does damage.
>>
>>144396812
Each enemy has a "state rate" in their stat that shows how susceptible they are to status effects.
>>
>>144396989
Shit, I knew it'd be in my face. Thanks anyway.
>>
>>144354030
>ugly ones, but yeah

Golden.

Bump
>>
File: bgb00070.png (2 KB, 160x144) Image search: [Google]
bgb00070.png
2 KB, 160x144
>>144384536
You know, I miss RPGM GB2. I should really go back to it someday.
>>
>>144389001
If all the map doors are side ones, why not redraw the map to use normal doors? Tilting it 90 degrees.
>>
File: 1431091160772.jpg (44 KB, 424x600) Image search: [Google]
1431091160772.jpg
44 KB, 424x600
>>144391034
Thanks brochacho. Noted on the sax, I'll lower it a bit, gotta get some good headphones so I'm not at the mercy of shitty laptop speakers.
>>
>>144394059
>>144396196
I kind of think if you're displaying the full height of the walls, then you should use the underpass together with a door opening sound and small delay to moving through that tile. That way you have visual cues with the carpet and wall that something is there, and you have audio and movement cues that you're interacting with a door.

If you really want to add something extra, you could have the underpass part of the wall, at half opacity so that the player can see the door animation and the character passing through.

Animated side door is the way to go though.
>>
Yanfly's newest tips & tricks: https://www.youtube.com/watch?v=viPPQACdZfA

He shows us how to do charging skills with the ability to interrupt them!
>>
>>144418295
That's pretty neat. I'd also like to see something close to some recent MMORPGs like Blade and Soul or Wildstar, where you need to use 2 or more attacks of the same kind to cancel a charging skill.
>>
File: tumblr_nmtkpdVU161rk1fobo3_500.jpg (195 KB, 500x740) Image search: [Google]
tumblr_nmtkpdVU161rk1fobo3_500.jpg
195 KB, 500x740
Is there a particular version of RPG Maker that's preferred over others? Or do they all have odd quirks and specialties?

>pic unrelated
Thread replies: 255
Thread images: 145

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.