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/rpgmg/ - RPG Maker General #149
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"Side Doors are a pain in the rear" 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
>>
Aah, a fresh thread.
>>
#149
Do these numbers count when we get deleted from existence half the time?
>>
Progress: Thanks to Anons in a previous thread, I found a good Visual Equipment script and after a lot of tweaking (and realizing I had no transparency layers on my clothing sprites, leading to redoing all of them manually in GIMP), I've got it working now. Not major to most I'm sure, but a huge jump ahead for me.
>>
>>144816441
Possibly. I just increased it from the last thread's number because that's all I know to base it on, and that was 148. We're not exactly shitposting central like /ffxivg/ is, 149 doesn't sound terribly off
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>>144816572
Everything counts Anon.
This is what I did, it seems so little for actually some hours of work.
They are mostly placeholders anyways but I can work with them for now.
>>
Of course while I'm writing a post a new thread is made, lol.

>>144810259
No. Never ever. /adgd/ has a lot more shitposting and hostility. You'll get shit on for using an engine/language that other people don't like and if you post progress you'll get trashed on usually. I love the atmosphere here and would hate to see it end up in /agdg/.
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https://soundcloud.com/mondo-nugget/mystic-future-flashback

Tweaked this a bit, the hits aren't quite as loud now. Dialed back the kick too.

>>144816406
Still has that new thread smell.

>>144817438
Looks good. I'm not that art savvy but that probably took some time to do so good work! I'm a bit intimidated by the art aspect, which is why I opted to do music first.

>>144816572
Sounds dope man. Good on you.
>>
>>144818064
Thanks man but it's really nothing impressive because I just edited some sprites.
I really need to learn how to do them by scratch.
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>>144819185
I wondered why one of them was a midget.
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>>144819386
He may be small but he is very important.
>>
Has anyone figured out how to make gameplay FUN? I've felt for a long time that gameplay is always the weakest part of RPG Maker games and why successful games(Lisa,To The Moon etc.) focus heavily on story rather than combat.

How should I go about trying to make combat fun instead this generic RPG gameplay everyone has played through a million times?
>>
>>144821546
Well, depends on the people playing. Try out some games with unconventional playstyles, like YonYon's games for example.

YonYon is a japanese dev who made as many types of games with RPG Maker as he could possibly think of, all with a gender-swap theme.

There's also HLF who made three games so far and he's been trying to change up the forumula too. His first game features regular RPGMaker combat, then his second game is a stuck-in-a-house puzzle game with many ends and solutions featuring no combat. His third game, which he is currently working on, has combat where there are no level ups and enemies stay within certain difficult constant BUT player and his party can gain stat losses and boosts through various events.

Both of these peoples' games can be found on TFGamesSite.
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>>144821546
This is related to people always wondering how to make RPG battles more difficult, because everyone's used to

>equip the relevant status- and elemental-resistant gear
>apply (de)buffs
>dps
>heal if necessary
>win every single encounter

Practically every RPG has terrible combat, including the mainstream commercial ones, like FF, SMT, and whatever else.
Nobody would turn on their favorite JRPG, FF7, and start running around looking random battles, because they can't wait to start slaying monsters.

JRPGs make their gameplay interesting with different progression systems. Basically everything outside of the actual encounters.
>>
>>144823923
>Nobody would turn on their favorite JRPG, FF7, and start running around looking random battles, because they can't wait to start slaying monsters.
Y-yeah... no one. But I dunno, I kinda like how the combat system works in certain SMT games (Not SMT1 and the like ofcourse) and enjoying fighting random encounters atleast to some extent. Same with certain FFs where I can exploit the system for fun effects, like FFT.
>>
Aand if you're not satisfied with that, then you'd have to actually improve your combat system.

You can improve a battle system by making it require more knowledge or more skill.

>knowledge
You can make your battle system more complex by adding more elements to it, like positioning in SRPGs.

>skill
Lots of games incorporate real-time elements to their battle systems.

Some have QTEs like Mario RPG or Undertale.

Some are other genres that are actually fun, like Mass Effect is an FPS or Tales of is an action game.

>>144824579
Sure, but I doubt you'd enjoy them if you didn't save your progress afterwards. Nothing related to developing your characters by spending JP, leveling your characters, collecting items, or what have you.
>>
>>144823923
Traditional RPGs usually rely on the "cookie clicker" game play element to provide fun. Basically repeat an easy activity to gain resources which let you unlock coolstuff, and said coolstuff has the effect of allowing to gain even more resources to buy the coolstuff++, which the eventual dream of finally unlocking the Ultimate Definitive Coolstuff that more or less automatically gives you resources just by investing time.

But that doesn't mean it isn't fun. It is a proven trick on human psychology that sense of progression + some vague element of surprise provided by randomness will keep us doing something.

Children will start multiplying 2x2x2x... with a calculator in their spare time the moment they discover how. Casinos make millions with things like Pachinko or Slots.
>>
A bump a day keeps page 10 away
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>>144817438
Did you take the bodies and double the height?, r something more crazy?
Either way, that proportion looks good and I'd be glad to see rectangle size MV sprites.

>>144821546
Grinding, samey battles are accepted in RPGs for any number of reasons- despite not really being that fun. I mash attack through most games I play.

Maybe the story is good, or people like seeing their characters grow or feeling achievement from finding treasure and/or beating a dungeon or tough boss.

I'd say, if you want battles to be long, complicated, challenging and "fun", do not make them random.
Things get boring and tedious the more you see them.

>>144825774
Also some of those Pachinko machines are very flashy and very anime. Sometimes the visuals alone will print money / provide "fun".
>>
>>144828856
Yeah, I tested a few things and double the bodies' height just felt right.
I'm just not that fond of the chibi style MV has going on.
>>
Wake up!!
>>
>>144835107
Grab a brush and put on a little makeup!!
>>
I have a question. When it comes to games like Space Funeral and OFF, do people not mind the fact that there was pretty much no thought put into the combat?

I personally feel that even though it isn't my preference, the ease of combat is partially what made both of those games work. I feel like if they had been legitimately challenging, it would have bogged down an experience that was so heavily centered around the weird world and creatures in it.

So when making my cool quirky mcguirky rpg #45, should I really strive to make an interesting combat system, or should I just stick to basics and just hand players everything as long as they aren't completely retarded.
>>
>>144836203
>do people not mind the fact that there was pretty much no thought put into the combat
Those games, as well as others of their kind, have environments that are far too interesting to ditch because of basic combat.

As long as your world is interesting/amusing enough, nobody will care. Hopefully.
>>
>>144836203
spoilers: highly presumptuous, of course, but the crowd interested in rpgs aren't the most skilled or ____________, so they're not "really" looking for difficult games. they're looking for interesting plot/characters/settings/whatever

"Interesting" combat doesn't have to mean "difficult", btw.
>>
>>144836203
I haven't played Space Funeral but I don't think that people like the combat in OFF. It's really bland and completely forgettable.
>>
>>144836203
>When it comes to games like Space Funeral and OFF, do people not mind the fact that there was pretty much no thought put into the combat?
I do, somewhat. I kind of agree with what you say - that the simple and easy combat in those games does work for what they are, letting you breeze through them and focus on the style.

I don't think the gameplay part of either game was very well designed, though, even in that sense. OFF's dungeons in particular felt tedious. Easy and boring is much better than hard and boring, but boring is boring, and if there's nothing to the battles themselves then they'll become a chore as soon as the player gets used to whatever weirdness they keep running up against.

If you're making a similar game, I'd suggest one of two approaches: either keep the combat simple and easy, using it for flavor and keeping it rare so that it doesn't get tiring, or put the work into making it consistently entertaining and using it in a way that enhances rather than distracts from the game's atmosphere.

If you just want to make something weird, the first way is probably fine. I don't like slogging through endless random battles where all I have to do is mash attack and sometimes heal, but it takes a bit before I got bored of it.
>>
>>144836610
It was forgettable in the sense that there weren't any interesting mechanics, but the names of the moves and the actual enemy designs were creative. That much did stick with me.
>>
Working with Storyline Creator is really nice. It helps to organize your thoughts and to get a structure in there.
Good night bump.
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>>144828441
If only.
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>>144840519
I just tried the demon without realizing you can't save. Oh shit.
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>>144821546
Be creative, and don't be afraid to do something new. It doesn't matter if someone has already done it though; you're always standing on someone's shoulders. I have a distraction ability where if successful, the enemy will turn around to look behind them. Since they're standing the other way, you deal extra damage from behind, so it can be worth using. It's also random what he says to distract, and I'm trying to add as many funny lines to make less redundant.

Maybe you could try to implement a little skill requirement from the player as well, so they have to do something when they use certain skills (combo buttons and such).

Just remember to think this to yourself: Is this the same battle the player will have to fight for the rest of the game?
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hopefully i do more than one portrait a day when i wake up
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Brum
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>>144836521
This falls in line with something I have observed recently, not just in RPGs or games in general, but across pretty much all forms of fiction in the past two decades:

Interesting characters playing off each other in a solid setting, with plot sometimes even being secondary (or just an excuse to force interactions between those characters).

Look at all these procedural TV show that have a case of the week, a monster of the week, or whatnot. They rarely live off the content of the week, but the way the characters respond to it, deal with it, and play off each other.

That's no excuse to write bad plots on purpose, I think. But look at how the general attitude to, say, the myth arc of the X-Files is as compared to many of the monster of the week episodes. Especially when taken into account what a complete mess said myth arc has become. I think the term 'plot tumor' exists for a reason.

At the same time, completely relying on procedural plot content seems dubious to me as well, as I think it lacks some of the underlying magic.

Just my two cents, I make no claims to having any idea what I'm talking about. Just something I have observed.
>>
>>144840519
>>144848059
A while back someone posted the cracked version.

Whoever that was: thank you. It will help a great deal on all of my upcoming projects.
>>
>>144836203
I am making a game with a quirky setting built around visual gags, but I don't think that is the case.

I mean, if the combat is hard and the player dies a lot needing to backtrack a lot, then that raises tension and the player is less likely to explore (short of huge rewards). That is probably true. But it doesn't mean the simplest form of combat is necessary.

For example, my plan is to have every enemy have some kind of connection to the environment so they play off the visual gags in the scene. And since every combat started out from the mechanics before going into the monster design, with the idea that every monster would have glaring strengths and weaknesses. So, the player needs to understand what the the monsters are before launching random attacks, which in turn I hope will make him pay attention to the environment (since it plays into the monster designs).

So, for example, the rubber ducks in the beach area will counter any physical attack, and are impervious to water and electric attacks. It is obvious what element you need to use to beat them. Unless you don't figure out they are rubber ducks. But if you pay attention to the area, there are giant bars of soap laying around and lots of bubbles and foam (including other enemies that use foam to hide or bubbles to fly).
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>>144858960
>It is obvious what element you need to use to beat them.
Are there only 3? Because that's the only way it'd be obvious from the information given.
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>>144859826
There are four. But the other is neutral (until you find the Rubber Duck inside a bubble variant).

And come on. Rubber vs Fire or Rubber vs Ground?
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>>144860094
I don't see any reason why hitting a duck with a rock would be more effective than hitting it with an oven. Ducks are water-type, so neither should work all that well.
>>
>>144821546
That's why I'm making an action RPG.
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>>144860272
Rubber ducks are rubber-type, though.

Plus, you could always try beating it with ground and then checking in the almanac and seeing it is weak to fire.
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>>144821546
I've been wanting to steal some of the mechanics from FFXI, Mainly skillchains and magic burst.

https://youtu.be/I6UuABAPWmk?t=7s
>>
On a vaguely related note, I'm also not a big fan of going through areas in RPG Maker games, at least when they're RTP. Something about the act of walking/running around and exploring a dungeon just feels off to me, for whatever reason, in a way that isn't the case in the final fantasies or dragon quests.
>>
>>144854508
You're definitely onto something. There are way more Law and Orders in the world than Twilight Zones. There's a reason why so many copies of those procedurals are allowed to exist: They're simple, and go down easy. Plots get people thinking, and thinking takes effort, which the general audience can't always afford (or want) to do. Even the critics on the Hollywood Reporter talk about how they haven't bothered to start Great New Show A, but have completed their entire DVR backlog of Big Bang Theory. One requires active engagement to fully enjoy, and people's attention spans are getting stretched enough as it is. Side note: I love the Twilight Zone, but only watch a few episodes a few times per year

I also believe writing for TV has become really homogenized: The new Muppets show could have been done with real actors and a different name, and nobody would have known the difference. It's another case of using an established brand to jumpstart a production (Powerpuff Girls, Ghostbusters) without remembering what made the audience like it to begin with. (Teen Titans GO! is an exception, because they're *fully* aware of what they've done)
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Bump.
>>
>wake up
>page 10
no
>>
Newest Yanfly tips & tricks: https://www.youtube.com/watch?v=Obs1kOtpnqk
It teaches you how to transfer a party members status effects to an enemy and their remaining turns.
>>
>>144821546
>>144849374
This is why I wholeheartedly believe that people that are inexperienced with RPGs as a whole are perfect people to design them (as long as they understand how basic balance works).

It's easy to fall down the rabbit-hole of how RPGs combat, stats, equipment, progression, etc should behave when you've been so conditioned by other RPGs over the years.
When somebody that isn't well versed in the genre tries though, they usually tend to think of more creative ideas involving combat or progression and thus make more interesting games as a whole.
>>
>Storyline Creator
lol

https://www.kickstarter.com/projects/434922482/storyline-creator
>>
>>144874137
That's a bit sad
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>>144873791
Do you have any examples of that? I do agree with what you're saying, but it'd be nice to look at some of those more creative games.

You could argue from the other position, though: once someone's done a 'traditional' RPG, there's the chance that they'll want to go beyond that, and bring in ideas from elsewhere.
>>
How do you guys go about your healers?
I'm love healers but I'm afraid dedicated Healers will turn my game into a stall fest bar obvious counter mechanics but if every boss has the same anti-healing mechanics that is lazy.

Would be limiting heals to something of the nature of a Limit-Break or making them very expensive MP wise be a good solution? People like offensive gameplay more then defensive.. so..
>>
>>144874569
Take into account that RealTimeBoard exists, which not only allows you to do what Storyline Creator does(which is literally just a simple mind map), but it's also free and has tons more features, including the ability for multiple people to work on a project at the same time.
>>
>>144875653
cooldown
>>
>>144875653
It depends on you, there's so many ways healing has been done and can be replicated in RPGM.
You can do DnD style healing, or the very similar FF style. Hell, event "x limit per battle use" system even. There are so many ways to customize this
You could do large draw-backs, like expansive MP you mentioned, or maybe either debuffs on cast (and even delayed casts) or till next action. That limit break could work too.

You could also limit how much HP can be restored and even set it to scale based on who is healed. Maybe make it a nice skill to use, but not something that can out-heal damage. There are many different games you can reference for ideas, like Darkest Dungeon for example.

Just like, play around and see what works for YOU.
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>>144873791
>Do you have any examples of that?
Sorry, I don't really have any specific examples.
I guess I'm speaking more theory than actual proven ideas.

>>144874137
>>144874569
To be fair, he asked for a bit too much money considering the scope and idea of the software. It's a planning device. You definitely do not need $11,000 to make something like this. Plus he used Papyrus as his font of choice for his rewards section. The only thing he missed was to use Comic Sans with a pink color aligned to the right for his description.
I like the software and all, but man.
>>144875691
Plus there's Bibisco if you want less of a visual planner and more of a "what do I need to do" kinda thing.
>>
>>144878905
>Bibisco
Eh, that's more like a set of questions that you could just copy and paste somewhere else and never have to use the software again.
>>
I hope you all have a wonderful time working on your project
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>>144875653
Don't do what Breath of Death VII did. The healer was the most powerful attacker and spellcaster in the game, as well. However, you needed to heal basically every turn, so they'd be on healing duty until you got a spare turn to do some decent damage.
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>>144883535
>Breath of Death VII
>Cuthulu Saves The World
You mean these gems were RPG Maker games?
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>>144884340
>Guy is asking for advice on RPG Combat
>There are RPGs that weren't made with RPG Maker
>>
Anyone try to remake/make a card game, kind of like: Shandalar, MtG, Yugioh, etc?
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>>144884340
Zeboyd used their own engine, IIRC
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Sorry for my shitty art.

I haven't really done any concept art on my main character yet and I'm kinda torn between two styles.
The MC is supposed to be lazy and really doesn't enjoy having to do anything that involves leaving the house. If he has a choice in the matter, he will usually turn down jobs and requests.
The game is also a little quirky and strange, so I originally drew all the eyes as circles instead of normal eyes or anime eyes.
The left version has normal long hair and a sort of "too cool to do anything" look to him. The second version has a "really lame" look to him and has a mullet instead (because mullets are pretty lame).

Which looks better?
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>>144884993
I have played around with similar systems. The main one I worked on for a long while used both cards and dice.
When trying to implement a TCG in RPGM, there's basically nothing of any use in the existing classes, so it more or less has to be done from scratch. I'm not gonna lie, it was too tough for me -- I eventually gave up on bothering with an RPG frame and just worked on getting the game playable with real cards. I do want to go back to the project someday.
>>
>>144887317
Oh, I have experience with working on a TCG game using real-life templates... but yeah, was wondering about working within limitations of RPGM system, especially since both VXAce and MV offer so much in scripting possabilities. I mean it would be easier to do it outside of RPGM, but that would take the fun out of it.

Thanks for the input anon, do you still have the prototype of that projects you worked on?
>>
>>144884993
There are a few, like Tomoaky's, and I was working on one at one point. https://www.youtube.com/watch?v=g05gmQeZibU
After I finish my current project, I'm likely returning to it.

>>144887746
It's actually just as difficult/easy in RM than out of it. RM just comes with everything else, like item inventories and menu systems.
>>
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>>144887746
In terms of the rules implementation, I threw it straight in the trash. After struggling with hacky-bodgy air-quotes solutions for a while, I decided it wasn't salvagable anymore. Trust me; my Ruby skills were not up to snuff.

However, I did go on to re-use the maps and such for an entirely different game. One of the few projects I can call "finished", though it still leaves a lot to be desired.
>>
>>144888656
And actually, the inspiration for that project is Deus Cards, made with RM2K.

It's got some gamebreaking bugs, and the balance is terrible, but it's still one of the most impressively evented games I've seen. Definitely worth checking out for anyone interested in RM beyond RM. RM2K.

https://www.youtube.com/watch?v=P7wji1X36AM
>>
>Hear about LISA
>Decide to buy it
>Start game
>Walk to the left
>Die

What a short but enlightening experience.
>>
I'm using Falcao Pearl ABS Liquid v3 for a combat system. I noticed that loot drops persisted between area transitions, with the drops staying in their relative location on every single map. I know little about scripting, but I did find the section of the script partaning to resetting aspects of the combat system, including drops. I'm unsure how to call this, but I was able to copy this section of the script and throw it into every area transition event: $game_player.enemy_drops.clear

Am I being unobservant and there is something in the documentation I missed?
>>
Is there an easy way to make a status effect restrict the character from being healed?
>>
>>144896780
If you download Yanfly's Special Param Formula, you can edit healing parameters. https://youtu.be/a90vP0jVWIE

So this way you can just:
>Create new state, let's call it: "No heal"
>Set it's parameter to "Recovery Effect 0%"
You can then test by creating a skill that afflicts a user with this state and test any healing item on afflicted user.
>>
>>144897715
Yeah that does it, thanks.
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>>144899435
Good to know, but too bad this is a "all healing or no healing" solution.
I haven't tested yet if you can make conditional disable of healing, like say for example not be able to use healing magic BUT be able to heal using a physical attack or item use. Or any other combination of the three where atleast one is allowed and the others are not. Would be interesting, right?
>>
>>144900172
yeah the only thing I could imagine that you could do there would be adding an event that would remove the status as part of the attack, do the healing then re-add it with the same amount of turns or whatever remaining.
>>
>>144900412
Can always work on a javascript that recalls the source of the healing and acts based on assigned permissions. Basically saving you the work of manually having to edit everything yourself.
>>
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Making spooky enemy sprites and eating cheap shrimp noodles. A patented wednesday evening
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>>144901203
Waaaay too spooky Anon
>>
Any mana-like plugins?

If not, how good is Yanfly's combat system? Im trying to make a mix between SoM/SD2/3 and SMT.
>>
>>144901808
Did Yanfly even make an action battle system?
>>
>>144904626
I dont think so, but I could probobly find some compatible add-ons to make the next best thing and my friend can probobly tweek the code.

It would just be a million times easier to find a mana-like system.
>>
>>144886774
The art's not bad, but it definitely needs more work done with it. If it matters, A looks better though B's hands are slightly nicer.

I can't really recommend the anime-style circle eyes if the rest of the art style isn't going to compliment it in a unified manner.

Only other advice I have is to work on his eyes more, make them "closed" more but not actually closed, and shrink the pupil size down to a proportionate level.
>>
>>144901203
Pretty nice, though the hands look really tiny and not like bones
>>
>>144906006
Thanks. That's true, I'll fix the hand size. Had to tone down their color apart from the rest of the body because the left hand had the same color scheme as the ribcage.
>>
>>144884993
I think I will try to make something based on the Tekken Card Game at some point. But I am still not sure. I want a combat system for a lewd game that can simulate completely owning a monster girl in a fight and taking time to molest her for funzies. So something like, it plus a Taunt mechanic seems like it could work well enough. Although it might be necessary to extend the periods during which the player and enemy are vulnerable. So, perhaps a mana or charge system could be incorporated.

MtG and YGO require evaluation of non-convertible resources (card advantage, life points, mana parity/tempo, resources necessary in the graveyard or battlefield) can't really be translated into each other all the time and also demands certain opponent awareness (am I fighting a combo, control, aggro or midrange strategy? And what does that mean), so I think that it would be really hard to make an AI that can put up much of a fight. Even in the official games, the computer usually needs "mind reading", broken/stacked decks or special rules to be a challenge. IMO.

Maybe if you went with a simpler engine. Just placing the top card of your deck as a resource/land every turn, fusing the Main Phase and the Battle Phase, making all blocks 1 on 1, etc.

Or maybe just go with "every game is a puzzle" approach and give the opponents scripted decks that you have to disrupt.

>>144886774
I say go with B and try the old Archie or Scooby Doo eyes (just dots and upper eyelashes). I guess the character reminded me of Shaggy a little.
>>
>>144905853
when find come tell
>>
>>144908040
I'd actually say it's incredibly easy to create a competent YGO/MTG AI without those cheats you mentioned.

The majority of the actions made in those games aren't ambiguous decisions. If you have a card, then use it; if not, then don't.

>certain opponent awareness
This would be the only thing interesting about writing the AI. This is pretty much what determines the "personality" of the AI, and determines in what manner you can "game" the AI.
>>
How much screen time does the hero need with their mentor before the mentor is killed off?
>>
>>144908040
Speaking of AI, the Shandalar game I mentioned? Really bad ai, sometime the enemy will buff your guys for no reason or make some really weird misplays. Good game that I suggest checking out regardless though.
>>
I made this forest way too fucking big, but I'm already a good way into detailing it, and I don't want to throw out all that work. Maybe I'll just crop it down to the completed area.
>>
>Want to start making some custom art
>Know I could never match RTP style
>Don't want to have to make custom art for the entire game

life is suffering
>>
>>144911669
Honestly, people will like your game more if you made the effort of having your own custom art even if inferiour to the built in resources. And if you keep at it, you can only improve.
If you got a game like this Llama Wars, for example, it can be really charming. https://www.youtube.com/watch?v=_OueW8IoqCM
Ofcourse if it's something like World of Nora... then it just looks painfully bad.
http://theworldofnorathegame.blogspot.nl/?zx=421e92cf190d3043
That said, the guy has been improving if you look at what he's been posting in progress reports and the clown that he has drawn came out really well. So who knows where it'll go, all I know is this guy's game is buggy as shit in ways that could've been easily fixed long-ass time ago.
>>
>>144911669
It'll just take a lot of time. You have a lot of time. Do it.
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>>144884993
I recommend not doing it. My events for this is miles long. And creating a non-retarded AI is pain. This one is loosly inspired by triple triad from FFVIII, but only the 3x3 format.
>>
So how exactly do I go about starting to develop a game and in this case more specifically an RPG?
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>>144913781
>>144912203

Alright, you guys have convinced me. Pic related is my first attempt at a custom portrait for the party healer.
>>
>>144914886
Do you have RPGM yet? It's easy to start anywhere, so choose whatever suits you best.

Personally, I always start a project by hammering out the unique mechanics. I like writing and mapping too, but I'm a designer at heart. Once I've nailed down the implementation for some interesting tricks, the story and setting will naturally develop from there.
>>
>>144915584
That's actually not bad, not offensive to the eye. Don't give up anon, hand-drawn stuff like that can easily fit with the ingame tilesets.
>>
>>144909858
>If you have a card, then use it; if not, then don't.
That is exactly what the AIs usually do in those games and it is one reason why beating the AI is piss easy in the official games. Using all your cards leads to over-extension. Torrential Tribute and Wrath of God (and all other mass removal cards) absolutely devastate the computer. You don't really want to commit too much to the board in either of those games against a human player, because every human player carries mass removal. In fact, a lot of the "skill" involved in Aggro vs Control matches in MtG is in baiting the opponent into using mass removal (and not falling for the bait in the Control deck's case). And even when you have no mass removal, different cards have different values, so they can't really be played with the same disregard against opponents that can easily destroy them. An elf deck going "Forest, Heritage Druid. End Turn" against a Red deck is just asking to have its face smashed. Even losing 5 life would be preferably to risking the Heritage Druid.

In YGO you also have tutoring and fusing/synchronizing/xyzing, which are parts of every important strategy for the past 8 years or so. Decks and Extra Decks have become toolboxes of sorts, where you need to pull off a combo and find answers against your opponent's combos. If the AI doesn't know how to do this. It is fucked. against human. Each YGO turn can have anywhere from 3 to 20+ choices due to all the absurd tutoring.

In MtG you have lots of playable preemptive disruption in the forms of discard and counter spells that are only really effective if you know what the opponent is up to and can evaluate the situation regarding the likelihood of a card coming handy to the opponent or not, given their mana situation.

And that is why the developers usually rely on giving final bosses things like 4 times your HP or demanding that you beat them with preconstructed decks that don't have cards that will demolish them.
>>
>>144916552
Would you say getting it down on paper first is best to start? Also go does one limit themselves. I have tons of ideas whirling around in my head.
>>
>>144917074
>Would you say getting it down on paper first is best to start?
Not him, but yes. Even the stuff you don't plan on using. You'll forget it in a few months/years. Get it down while you have it
>>
>>144915584
STUDY
ANATOMY

I dont care and dont want to hear "but my style"
I dont care and dont want to hear "but I'm bad at realism"

You will not lose your art style. You will have a better understanding of how things work and YOUR style will improve the way you want. I promise even if its hard its worth it.
>>
>>144917858
This - Get one of those wood posing dolls, either online or at a local ikea (yes they have them for sale somewhere in their store, I've seen palettes of them) - They're used as a reference for how things realistically bend, turn, and interact, and it actually does help you a lot.
>>
>>144917074
I personally use Notepad rather than actual paper, but yeah, it helps keep things orderly.

If you have a million ideas, my recommendation would be to throw out 999 997 of them. When you're getting started, too many directions will only slow you down.
Decide on a game genre, a literary genre, and a motif, write them on post-it notes, and paste them to your forehead. (Metaphorically.) When your scope seems to be getting out of hand or a new idea strikes you as canned bread, evaluate everything in relation to your three core descriptors. If an idea is not in service of the core, toss it into a different txt file, close it, and don't look at it. It'll be there if you need it (but you probably won't).
>>
>>144917502
>>144919403
Thanks. Good advice.
>>
>>144905872
>The art's not bad, but it definitely needs more work done with it.
It was just a quick sketch to show the difference in styles.
>rest of the art style isn't going to compliment it in a unified manner.
Whoops, guess I accidentally forgot to mention that. Right now everyones' placeholder sprites have circular eyes.
Thanks for the advice.

>>144908040
>try the old Archie or Scooby Doo eyes
Hey, that's not a bad idea! I might see how that'll look.
>I guess the character reminded me of Shaggy a little.
Huh, I didn't make the comparison but I definitely see it. Neat!
Thanks for the input.
>>
I still can't figure out how to fix my insane lag from common events. Anti-lag scripts don't seem to work. Please let this suffering end.
>>
>>144913972
The problem was that you were trying to event it. lol
>>
I believe in you, /rpgmg/.
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>>144925527
This.
>>
Is there anything stopping me from uninstalling and reinstalling RPG Maker and getting another free 30 days?
>>
>>144926312
Some text file they leave somewhere in your system.

You could find it, delete it and install again, though.

But it would be easier to just hack it.
>>
Hm, looking over at "Play Movie" event... looks like all I am limited to doing is:
>Playing the movie
>Restarting the movie mid-movie
>Locking player controls
>Locking background NPCs in place
That's kinda annoying.
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>>144925527
Im glad you do because I do not.
I've barely started and I have to make ll the charicters, all the tilesets all the overworld sprites all the attack animations (I've never touched animation so I'm terrified) all the comic-book like cutscenes all the fucking everything.

And then somehow find a composer who is actually going to give a shit about composing rather then running off the cash and making some forgettable soundtrack.
>>
Getting back to work on my VX Ace project. I know how to reference a character ID via script call, but is there a way to reference someone in a certain party slot? I'm trying to make a piece of equipment that, for every turn you have it, it buffs your attack and lowers your defense until you're hit, which then resets all stat bonuses to 0... But it's proving problematic.
>>
I need a good artist for my waifu farm simulator/Rune Factory rip-off.
Anyone know of anyone who I could commission for this?
>>
>>144821546
I find this kind of funny, actually. I was kind of getting bored with jRPGs. You know what actually sparked my interest in the genre again? Etrian Odyssey. EO does very little to innovate. It doesn't try to reinvent the wheel. It's pretty standard with its combat. What makes its combat fun is that every encounter is a threat. It's challenging, offers interesting class choices, and allows you to make unique builds.

So maybe, your RPG DOES NOT need to reinvent the wheel. Maybe you just need to use what you have well.
>>
>>144928516
Hime actually has interesting plugins that can help you emulate an Etrian Odyssey experience, now that you mentioned it. Like for example you can have equipment for sale that appears when certain conditions are met, such as say when the player has "sold 5 rat furs".
>>
>>144927574
>And then somehow find a composer who is actually going to give a shit about composing rather then running off the cash and making some forgettable soundtrack.

I'm always looking for good practice and I'm sure other musicians in the thread wouldn't mind helping out once in a while. If you need a song, just ask and maybe one of us will do ya' a solid? You never know.
>>
>>144928062
$game_party.members[x] should work
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>>144930047
Cool, thanks. Is there a way to have it check an array of characters? Like, can I have it scan all party slots 1-5, and if it finds the item on a certain character, it stores that value to a variable. I could then call that variable to $game_party.members[x] to apply a buff.

God damn this feels like it should be simple but it's not.
>>
>>144929565
I'll keep it in mind. Its going to be awhile though.
In development / art hell for the next six plus months.
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tsun tsun
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>>144935090
>sweating man.png
>>
I'm bored.
>>
Go away page 10.
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>>144935090
R34 when?
>>
Work on your game
>>
>>144935090
dude SHE ISNT WEARING A BRA
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>>144944013
gasp!
>>
>be a lazy bum and do nothing at all
I'm sorry
>>
Got my first major boss fight up and running. He's a shadow wizard, who summons three immortal shades at start of combat, then uses them to do most of his damage. Not that he's weak by himself, but leaving the shadows to attack makes him almost impossible to deal with. Luckily, pushing a shadow down to below 50% health puts it in stasis for two turns, healing it but making it unable to attack. Now, two turns in Duality is something like 6 player actions total, so it's a lot of time to do something else. Problem is that while you're focusing on a shadow you're not dealing damage to the main threat, who is the only one you can kill in the end. So you have to balance keeping shadows down and damaging their summoner.
>>
>>144948006
Sounds like a very tough boss fight.
Is the party strong enough to handle it, though?
>>
>>144948392
Yeah, I've run through it several times with the resources given to you at that time. If you're fully leveled/geared for that point of the game you'll be able to handle it easily (if you know how to manage the shadows). If you're a bit below where you could be you'll be able to scrap through it if you play it really well.
>>
>Want to make item management a thing
>Yet doesn't want to make players fuck themselves over

Is putting the resupply point a distance away a good penalty to avoid people constantly hitting the "I fucked up" button to cheese the game?
>>
>>144948702
That's very good. I often have the problem that I make bosses way too overpowered, balancing fights is really hard to do.

>>144951384
It sounds like the player is absolutely doomed if they use a potion too soon. Maybe you should be a little more lenient.
>>
Anyone have any clue where these tiles are from? They're not the samurai pack, and I don't know of any others that would have bamboo.
>>
>>144921808
I can't script, yo. Tried to learn it, but I'm too stoopid.
>>
>>144956978
Why so blocky?
>>
>>144959570
It'd be better than nothing and I don't have a the months it'd take me to make tiles for one map.
>>
My inTENt is to bump.
>>
How much backstory do the characters in your party have? What are their goals after the adventure is over? Do they have relatives and friends outside those involved in the main quest?
>>
>>144966115
I don't want to weigh down the game with plot slaves, so I plan for most of them to come from sidequests or straight-up recruiting. The more complicated the sidequest, the more plot. So hired goons' life story is pretty much irrelevant, while your potential waifu has a bit of a history.

Either way, I want to keep it relatively simple. Piling on backstory doesn't necessarily mean a better-rounded character. How they react to their backstory and their current story is more important.
>>
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Sharing a ship tileset for MV, coz I'm nice like that.

>>144956978
The fox looks familiar, which makes me think it's from the samurai set, but on checking it the bamboo tree tiles are from there. There's just bushes and stuff. Maybe it's a custom tile?

>>144959570
Ace RTP style. All is blocky. All the time.
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>>144967813
>are from there
*aren't from there, I mean.

As penance for such a dumb typo, here's some more boat tiles.
>>
P. 10? Not on my watch!
>>
>>144971278
>>
>>144971278
You're slipping.
>>
>>144974190
>>144971278
Beat me with a second. I retract my claim.
>>
>>144951384
Seems like something you'd have to fix in balancing. I mean, if things get bad, late in the game you could have items that satisfy multiple roles. Weapons that heal you with damage dealt, potions that satisfy hunger while also recovering HP, or whatever.

Also, rather than making a closer resupply point, you could make it so enemies can take items as bribes or as part of a trade, or establish smaller "recycling machine" points, where you can dump useless items to gain money. Which would feel a bit better than just throwing items away.
>>
>>144966115
I made a family tree and history for each character. It'll make the impact of their deaths that much greater.
>>
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How is MV? Is it worth it because of the new features, or should I stick to VX because of all the scripts?

I'm not gonna make an RPG per say. Most of my favorite RPG maker games focused more on the world/atmosphere than combat so I'm looking more to make an adventure game style. I guess IB/Yume Nikki is an easy comparison, though I kinda want it to have a Metroidvania sense of progression. Or well, progression in general since Yume Nikki and it's clones don't really have any.

Would such a game be easy to make with MV? Or would I need a lot of scripts to accomplish it. Here's some things I'd like to do gameplay wise.

>Change the equipment system. Selecting powers in Yume Nikki from the menu was kinda like selecting camo in MGS3. I want an easier way to switch between items on the fly.
>I kinda want to change all the stock RTP assets including menus and text.
>Free form movement. There's 2 scripts you can sorta mash together in VX to be able to move around in 8 directions freely ala Chrono Trigger or something, but I'm not sure if MV has this.
>Multiple currencies.
>>
>>144979921
I'm gonna assume by VX you actually mean Ace, because no one in their right mind uses VX.
What you want to do is very simple and could be accomplished in any version. Unless you're a cool kid and use a console / handheld RPGM.
The main draw of MV is the ability to distribute on mobile. In most other respects, it's extremely similar to Ace. The only other thing is that some folks prefer MV's scripting to Ace's by a significant margin, but that won't affect a simple project like yours.
>>
>>144980543
Resolution, built in sideview support, steady flow of plugins matter too.
>>
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>>144979921
>How is MV?
2 steps forward, 1 step back like all rpgm iterations. The only way you can know is by trying it out.
>should I stick to VX because of all the scripts?
No. In my opinion, MV has a far wider variety of scripts now, compared to any rpgm. Most scripts I've used from Ace have been remade for MV. But if there's a specific script you want that hasn't been converted to MV, you're shit out of luck, obviously.
>Here's some things I'd like to do gameplay wise.
>Change the equipment system. Selecting powers in Yume Nikki from the menu was kinda like selecting camo in MGS3. I want an easier way to switch between items on the fly.
Make a parallel event that activates a common event when you press a certain key.
You can do this without scripts with Ace, but you may need to use a keyboard plugin with MV depending on what key you want to use. It's not difficult to do, but I can rustle up an example if you want.
>I kinda want to change all the stock RTP assets including menus and text.
Easy enough. You can use numerous plugins to do this, but if you want to move windows to specific places, you might need to mess with the base plugins. It's not difficult though, all you'd be doing is changing some numbers.
>Free form movement. There's 2 scripts you can sorta mash together in VX to be able to move around in 8 directions freely ala Chrono Trigger or something, but I'm not sure if MV has this.
MV has plugins for both 8-way tile movement and free movement like chrono trigger. They shouldn't be hard to find.
>Multiple currencies.
I recently found a plugin that does this, but you could do this yourself with multiple variables. The plugin I was talking about can be found here: https://rpgmakermv.co/resources/sek_moneydivision.868/
I haven't used it myself, though, so I don't know how it works.
>>
>>144966115
Yes, the MC has parents (which are divorced however) and a bigger sister. None of them are involved in the story at all.
>>
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/agdg/ here. Be honest, why aren't you using a proper game engine like unity or unreal? They're

>easier to program
>more customizable gameplay and graphics
>better dev support/community
>software updates
>your game won't be instantly disregarded as an rpgmaker game

Just curious, not looking to argue.
>>
>>144982218

Because the amount of extra effort needed to do a similar-to-RPGMaker-game in another engine isn't worth it when the upside is basically that some asshats won't judge your game based on what its engine is named.

Also this RPGMaker bias isn't as widespread as people around here seem to think. Hell, most people on Steam don't know what RPGMaker is, not to mention RTP.

In my case I want to make top down turn based combat RPGs. It's a fun genre and the kind of game I've always wanted to make. So why would I not use the engine that lets me do it easier than the others? Plus I'm bad at code so it'd take forever to do anything in another engine, while I can just fiddle with premade plugins in RPGMaker and reach a somewhat unique end result.
>>
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>>144982218
Just because shit-flinging bumps our mostly-dead general doesn't mean it's worth doing.
>>
>>144967813
>>144968029
Nice. I had resigned myself to using a carriage instead of a boat for my game's opening but these are perfect. Where are they originally from so I can give credit though?
>>
>>144982218
>easier to program
For someone who knows how lol
>more customizable gameplay and graphics
If you can code
>better dev support/community
We have a pretty good one for our engine
>software updates
So does RPGmaker
>your game won't be instantly disregarded as an RPGmaker game
Yeah, it'll just be instantly disregarded as a unity game

In all truth: I like RPGs and I'm good at art but not coding or programming logic. Why spend extra time making the rpg bits work when I know there's an engine which will give me a solid base and let me tinker from there?
>>
>>144981397
Yanfly and few others also made their own version of multiple currency plugins. I suggest looking up all the released plugins of this kind and checking out their javascript codes so you can customize it to your liking.
>>
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>>144982218
The only people who care about game engines are other devs. Consumers only care when an engine is notorious for some reason, i.e UE's hideous texture pop in or blind hatred of Gamebryo (which is only seen as bad, because of Bethesda). Also, rpgm has always been a strange self-fellating community, in that the only people who play rpgm games are people who MAKE rpgm games. The community has changed a bit over the years (thanks to some break out hits, like To the Moon and LISA), but it's still mostly true. My point is, the engine isn't all that important, as long as it works for your game.

If you're making a turn based jrpg, you can't go wrong with rpgm. It has a very elegant message box system, all the rng is calculated for you and has pretty much everything you could ever need for an FFstyle rpg out of the box. It's a waste of time to code that all yourself, unless you want to seriously deviate from what rpgm offers.

To directly address your questions:
>easier to program
This is a moot point. 99% of rpgm users do not touch the programming side. I've used game maker before and it's is far more complicated to use than rpgm and also doesn't have built in features that accommodate the creation of jrpgs, unlike rpgm.
>more customizable gameplay and graphics
This is true. If you want to make something that you cannot make with rpgm, you should switch to a different engine. But if what rpgm offers is what you need, then why program it all over again? Just to say you made the engine? What's the point?
>better dev support/community
I'll agree with dev support, but rpgm has a very strong community. In fact, because we have little to no dev support, the community has to look out for itself. Rpgm in the west would have died over a decade ago without such a strong community.
>software updates
This is false. MV has updates. Whether they are timely or useful is another question altogether though.
>your game won't be instantly disregarded as an rpgmaker game
See above.
>>
>>144982218
Because rpgmg doesn't know how to program at all.


But as someone who does know, and is familiar with other engines, I'd still use RM over GM for my 2D projects.

GM comes with simple physics to work with, so it's easier to get things running and bumping around.

RM comes with everything else you'd want in a game, like menu screens, message systems, and an integrated database. And the fact that GM comes with physics isn't even that big of a deal, since you can import Box2D into RM.
>>
>tfw there's only one ABS plugin for MV and the creator doesn't want to do AI party members
>>
>>144983156
>Where are they originally from so I can give credit though?
They were both assembled by this person: https://rpgmakermv.co/members/jodis.5126/

>>144986143
Rpgm abs systems are notoriously clunky. You're not missing out.
This is one of the few times I would highly suggest you use a different engine.
>>
>>144985657
>Box2D
How do I put that in MV?
>>
Is 4chan alive again?
>>
>>144991793
Did it die? Welcome back, I guess!
>>
>>144992131
What are you making?
>>
>>144992131
Eh, it was ded for me apparently.
Just might have been my Internet, though.
>>
>>144875691
I think the biggest downside of RealtimeBoard is that there's no offline mode.
>>
>>144985657
>But as someone who does know, and is familiar with other engines, I'd still use RM over GM for my 2D projects.
really? I've been having an easier time with GM recently than with RPGMaker

I was trying to make an unusual battle system in RPGMaker last time I used it and found myself fighting the engine too much

though to be fair I may just be worse with RPGMaker code overall
>>
>>144995856
Chiming in on this discussion line as a CS minor with experience in scratch coding, GML, and RPGM...

When it really comes down to it (and I mean REALLY, as in, when you're working far outside RPGM's out-of-the-box functionality), the difference is entirely one of preference. There is nothing that either engine can do that the other can't. If you're "fighting the engine", just ignore it -- you can write your own classes and methods, intercept the game loop at any point, load entirely external libraries, whatever. If you felt like it, you could write literally any program completely from scratch and stick it inside of an RPGM game. And of course, the same can be said of Game Maker; you can write literally any program in GML as well.

What I'm saying is this: when you choose a Maker, you should do so entirely based on what it provides. When you go outside of the default, your choice ceases to make any practical difference.

I'm of the opinion that the object-oriented interface of GM is fantastic for most game genres as a way to logically organize a modular system of moving parts. I'm also of the opinion that RPGM's default classes are a huge head start towards an elegant user experience. Neither really has a downside; it's more accurate to say that they have different upsides.
>>
>>144994940
That's also a pretty huge downside.
>>
Post progress
>>
>>144997526
yeah, I think I'm just more comfortable with object oriented programming; for as much as I love RPGMaker, I could never get used to programming with it

>>144999279
I would, but I'm basically a nodev since switching engines
>>
>>144999279
But I'm afraid I will be bullied
>>
>>145001260
>>144997526
..RM's structure is object-oriented, though? To a fault even, with how deep you sometimes have to search to find where some function even came from.
>>
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>>145002296
There are no bullies here Anon, don't worry.
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>>145003012
Akari's the biggest bully, though.
>>
>>145002661
I didn't say it wasn't. I referenced GM's "object-oriented interface", but I mean that literally -- GM's actual GUI is based on objects.
If you've never used it, imagine RPGM, but events didn't exist and you just stuck instances of classes on the maps. That's basically how GM looks. It's a difference of organization.
>>
>>145002661
it's not as explicitly though, is it? almost all my projects have had the majority of their work done in events and scripts, the objects don't seem as front and center as in other engines

and for basic stuff you can make a whole game without ever opening an object's code

I just never thought that RPGMaker lent itself as well to working through objects, but I'm not too experienced with them in it so I might be wrong
>>
blump
>>
Does anyone know of a script for VXAce that will let me show enemy descriptions during battle? I've found stuff that shows stats, but I'd like to have one under the initial combat options (fight, run away, auto battle, then something like examine) that just gives a brief description of your opponent.
>>
Still in the very early stages of making this tileset, but it's getting there.

bump
>>
>>145010348
Looks ace!
>>
>>145010348
snes/10
Good job.
>>
>>145010348
looks nice, enough detail to look serious but doesn't look too busy
>>
Hey guys, I've seem to have encountered a strange problem with Yanfly's skill cooldowns plugin in MV. No matter what combination of plugins I use, I can't seem to trigger the cooldown with the proper tag in the skill's notes section.

I have it activated under Yanfly's skill core plugin, which is the requirement. Strangely enough, I've used the same combination of plugins with a test project and the plugin works. Any ideas what the problem is???
>>
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>>145011194
Nevermind, I'm retarded. The plugin by default includes the first 7 skills in the database as bypass cooldown skills.
>>
Does anyone else vastly prefer the old RM2k/2k3 chipsets? They had so much more colour.
>>
>>145014353
You're not the only one, they sound great and I selectively use many of them in my current project. Though honestly, my preference might be fueled partially by nostalgia.
>>
>>145014353
I agree, they had much more charme
>>
>>144957149
If you managed to recreate something like that with an event, you're intelligent enough to learn how to code
>>
What is the favorite sport in your game's world?
>>
>>145020098
In the whole world? Hell if I know. What's even the most popular sport in the real world? I'd guess football, but I really have no clue. There're a lot of sports, y'know?
>>
>>145020098
Huh, I have never thought about this.
Only thing I have going on is a board game similar to chess which is played 1 vs 2 or 2 vs 5.
>>
>>145020098
It's a toss up between small scale gladiatorial contests in the more settled regions, and hunting dangerous game everywhere else.
>>
>>145023365
Sounds really bloody. Is the MC also a fighter looking to prove himself in battle?
>>
Bump
/vg/ needs more pages
>>
How long have you guys been visiting /rpgmg/?
I think I've been here for like 3 and a half years now or something like that.
>>
>>145028313
That's a good question.
I have some problems with remembering stuff but let's see what I can recall.
I remember a tripfriend called Germanfag or something like that. And I'm pretty sure the Elona general was alive back then. I also remember a guy who made a game with a very cute slime girl as the protagonist.
Probably something between 2 and 3 years.
>>
>>145028313
I crawled in here about a week ago when I got RPG Maker.
>>
>>145028313
Around the time I decided to actually do something with RPG Maker, which was, coincidentally, shortly before Undertale's release.
>>
How do I make a good first person dungeon crawler?
>>
>>145032802
Engaging gameplay, well crafted traps and puzzles. The story is not as important as the visuals I would say.
Reward players with porn
>>
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>>145025629
Nah, the MC is an elven immigrant, just trying to make a living as an NPC in a human city. She has the bad luck to be living at the same time some Lord of Demons and some Hero are doing battle for the fate of the world far away.

Shit sucks when you're just trying to get by and the world is slowly being corrupted.
>>
>>145028313
2 years, I think?
I dunno what I could date myself with... Obviously, I've been around longer than the collab game. I don't remember exactly when we started that.

>>145030732
>I remember a tripfriend called Germanfag
Yeah, he comes and goes. I saw him a few months ago, I'm pretty sure.
>>
That Liru game was released.
>>
>>145036115
Forever ever.
>>
Mentlegen, I present to you a sample of
my work in progress, Pariah's Creed.

https://www.youtube.com/watch?v=MCGkOAOjAqg

The idea is that these bonus bosses have multiple lives, which can be dealt with by either dealing damage, or using special limited use skills to remove a life directly.

Turn on CC for explanations.
>>
>>145028313
September-October last year.
>>
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sketching some villains
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Is there a good hooded character sprite out there for MV? Need something to represent the player character pre-customization.
>>
>>145036992
Goddamn how long did I take you to get that good?
>>
>>145020098
Because of the city's economy and living space issues, no one participates in actual sports anymore. Most everyone is too busy being absorbed into conglomerates and are busy with dull, dead, gray existences.
>>
>>145014229
Did he dead?
>>
>>145028313
probably like 1month a couple years ago, then another month up till now
>>
>>145028313
Since before they were numbered (and they started at 16!). I used to help event things, since I use the PS1 version and it has no scripting capability.

"I don't know if there's a crafting script for VXA, but this is what I would do..."
>>
>>145036398
I missed the "turn on CC for explanations" and was like "well that's some gameplay right there."
>>
Im at a complete loss on where to start.

I made a joke project, learned the system as I went along and think I should be fine once I get some add-ons to fix up the combat and add a bunch of stupid gimmicks.

However I'm very discouraged in making a setting. While I have a bunch of ideas, ways the story could effect gameplay, lore, little details into several settings ect. Im scared they will be too similar to things that already exist.

The one appealing to me the most right now is a cyberpunk merged into a virtual world brought upon by an artificial man-made god. But I'm scared It'll be compared to DDS because the battle system I'm set on is Turn Press + Phantasy Star IV, my story and characters are absolutely nothing like it and the added mechanics would widen the gap, but I'm scared none the less. It has the most potential of the three, some amazing designs that aren't yet on paper, and a few plot twists.

Another idea is a very "decision and punishment" as my friend calls it, persudo-fantasy. As its got some heavy sci-fi elements. However there is a choice to side with the villain and end the world to fulfill your own desire along with an alignment system that I can only imagine the raving swarms of retards comparing it to Undertale.

My final idea is a dream/astral-setting that is almost entirely linear (It was originally a web-comic idea) while the plot is more original and developed, I dont think it transitions well into an RPG at all. Not without a lot of work but at that point I'm pretty much redoing the entire plot.
>>
>>145040528
> Im scared they will be too similar to things that already exist.
Don't be, people would rather play a solid game that doesn't try to be original than a game trying to be different or meta without anything of quality to back it up.
>>
>>145040528
Don't worry about it, I say.

Everyone gets their ideas from somewhere, and every game is going to have some things in common with others. What matters is that your game has a style or twist of its own, which it will if you put effort into the game as a whole, just by virtue of its creator being someone else. People might make comparisons, especially if it's similar to some fad game at the time of its release, but if you're not deliberately copying anything you'll be fine.

Like >>145041561 said, there's nothing wrong with being generic, anyway. A standard but well-executed story can still be great.
>>
>>145040528
Stop to be scared about that stuff and simply work on your project, you can't invent the wheel anew.
I get that you feel the need to be original and make something completely new but that mindset is blocking you.
If you get compared to other games then so be it. As long as you don't make a carbon copy of another game then nobody will say a thing.
>>
>>145041561
>>145042169
>>145042225
Alright then, I'll get to work on it as soon as I wake up.
>>
>>145042689
Stop posting in your dreams Anon.
>>
>>145043014
I cant, I just sleeppost every night.
>>
Years and years ago, I made a silly little RPG on RM2K3 that took place in modern times, featuring four kids who discovered 'artifacts' that gave them unique fighting capabilities -- Essentially giving them classes. Each character was similar but not identical, and each class could only be given to one character. What made it fun though, was that instead of four kids getting classes of holy warriors or the like, the classes were just archtypes of typical kids. Instead of warriors, thieves, mages, and clerics, there was bullies, class clown, computer dork and goth kid. The more I've been thinking about it, the more I've realized it's kind of a fun idea and I would like to revisit it...

... Problem is, I don't want to start a new project. Life sucks.
>>
>>145043398
But Anon I would like to play your game.
>>
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I should be working on actual game content, but instead I'm making art assets.
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>>145037307
I've been drawing since I was a kid so I had an entire lifetime to work and get better I guess...
Also I made a space detective that the player takes control of in-between chapters, going to bed now, bai.
>>
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>Try to come up with simple idea
>end up making it too complicated to pull off
>try to scale down only to get locked in a cycle of increasing and decreasing the scope and entire premise of the project several times over.
>Get overwhelmed with Project X and start to drift away from it.
>Get a good idea for a project I decide to role with so I can finally do a thing and not worry about Project X.
>The cycle continues anew
Wake me up inside
>>
>A monster hunter and her mentor are hunting a monster in the woods
>They get ambushed by an enemy gang of bandits
>The mentor gets killed
>???
>The hunter winds up helping a pair of mages who have to take a magical stone to the desert

I can't figure out how to bridge the gap and get the party members all together. I'm thinking that the bandits maybe want to use the hunter to steal the stone from the mages, but I can't really think of a way that all this could unfold.
>>
>>145047404
>Hunter fights
>Gets badly injured
>Mages show up and drive the bandits off
>Hunter wants to help them in return
>>
>>145047404
Have the hunter/mentor scene then flash forward a year. "After grieving, the hunter became a sell sword and found her way into the service of two mages."
>>
>>145047404
>I can't figure out how to bridge the gap and get the party members all together. I'm thinking that the bandits maybe want to use the hunter to steal the stone from the mages, but I can't really think of a way that all this could unfold.

Maybe the hunter is a member of an important guild or distantly related to the mages? Something that would put her in a position to possibly get close to them, when they normally stay locked up in their wizard towers or whatever. So the bandits think the can use her to steal the stone, threatening to kill someone she cares about if she doesn't go along with it or something.

I dunno. Might be interesting.
>>
Good night bump
>>
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;D

probably changing those pauldrons and breastplate
>>
>>145039793
He is kill
>>
>>145047404
Hold off on killing the mentor.
>mentor held captive by bandits
>hunter sent to steal the magical stone so that the bandits aren't prime suspect
>hunter encounters the mages: skirmish with mages? captured by mages?
>hunter returns with mages to free mentor
>fight with the bandits
>mentor killed
>time to repay mages for their help and aide in their journey.

I personally like the idea of the hunter using an underhanded tactic to fight the mages and buy time to escape with the stone. One of the mages calls after the hunter, and the hunter says something back that let's them know where he'll be meeting the bandits. Then when the bandits get the stone and try to eliminate the hunter & mentor, mages show up in time to save the day. Enemies become friends, adventure ensues.
>>
I'm working on my own little game and would love some advice if anyone can help.
I'm making a barracks in my game, and want to have a soldier follow the player around when they're in there. Making the npc follow is easy, but the problem is there are multiple entrances, and I would prefer if he was right next to the player when he enters and not in a set location. Is there a way to do that? I'm using VX Ace
>>
>>145056892
Really loving the face and the whole package
>>
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Some music for the evening.

https://soundcloud.com/jowey-342490524/mountain-pass/s-sXb2w
>>
Daily reminder that databasing and balancing is the most important aspect of game design, with plot, graphics, and music coming after in that order.
>>
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>Download RPGM
>See everyone failing to finish their projects
>Not gonna happen to me i swear I'm gonna finish all my projects!
>Open up my RPGM
>Suddenly all my ideas forgotten
>Any ideas i come up with are shit
>Create a character
>Make 1 sprite
>I'll do more tomorrow after i come up with more ideas!
>>
>>145070769
That's why you write everything up in a GDD, then implement it. Don't write the plot first; work on basic setting and game mechanics and save the plot details for later.
>>
>>145064520
I love it. It gives me the vibe of a sunset. Pretty comfy tune.

Lots of people here have started sharing their progress in music, so I thought I could try as well. https://soundcloud.com/hoodlumbandit/time-to-strike/s-3vr6m
>>
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Has anyone got their hands on RPG Maker MV? How is it?

Pic related?
>>
Newest Yanfly plugin: Element Core
https://www.youtube.com/watch?v=M2yP8S5cYx0

It's been 107 plugins and Yanfly still provides features that are a "must" for me. The feature creep is way too strong. Anyone else having this "problem"?
>>
>>145071083
Well i was skeptical but it's actually really nice. Small changes here and there but the add-ons are just flooding the internet thanks to the switch to java.
>>
>>145071440
I really wish there was a "download all" for the Yanfly plugins. I want all of them but i don't want to download all of them individually because it would take forever.
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