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/rpgmg/ - RPG Maker General #150
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World Map Inspiration 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
>>
150th thread anniversary post
>>
First for work on your game
>>
First for inspiring questions:
Imagine your game has an AI as a playable character. How are you going to represent it graphically?
>>
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Happy 150th, /rpgmg/!

Now work on your game.
>>
>>145496175
cute waifu
>>
>>145496175
Something like Metal Gear Mark II in Snatcher.
>>
>>145496341
Will do
Later
>>
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>>145496175
Five.
>>
Anyone have any suggestion on this? >>145440571
>>
Do you guys have the link to the Story Maker crack? Can't find it on kat.
>>
>>145501051
Oh shit. It is called Storyline Creator and it is in the OP.
>>
>>145498650
Learn how to debug.

You're calling adv_obj(), and you're giving it three things:
>:huntquest001
>:obj_id1
>$game_variables[0102]

What does adv_obj() expect each of those things to be?
If it's not working correctly, at least one of those things must not be what adv_obj() needs them to be,
so what are they right now?
>>
>>145387305
Don't worry about reduced image size, since down-scaling an image makes details a lot crisper (up to a certain point). It's one of the most important things to learn if you ever plan to make visual novels or the like, with large or full screen art.
>>
>RPGM MV
>48 pixels
>32 pixels
>24 pixels
>16 pixels
I can't decide which way to go. 48 is way too high, and I can't see a way to use the RTP since it isn't true pixel art. 32 is horrible to scale up. It boils down to 24 and 16, but at what cost?
>>
>>145505464
Can you change the pixel rate in RPG MV?
>>
Bump attack
>>
>>145505464
I'm making all of my assets as though they were in 640x360, but I'll be running the game with MV's natural tile sizes at 1280x720.

Double up.
>>
>>145503740
The quest
The objective in the quest
A value

This is using the Basic Quest System by V.M.

Looking down in the script I see two sections related to adv_obj()

ef adv_obj(id, value)
objective(id).current += value
@need_popup = false if !completed?
popup if completed? && !@need_popup
turnin if completed? && @auto_complete
$game_map.need_refresh = true
end


def adv_obj(quest, objective, value)
$game_quests[quest].adv_obj(objective, value)
end

I assumed $game_variables[0102] could be used in place of a straight up number. F9 shows the variable is increasing (Pearl ABS) when monsters are killed.

I wonder if $game_quests[:huntquest001].adv_obj(:obj_id1, x).value = $game_variables[0102] will work
>>
>>145511102
>The quest
>The objective in the quest
>A value
What is "A value" supposed to mean?
What's it supposed to be?

When your event is calling adv_obj(), what is "A value"?
What is it supposed to be instead?
How would you turn that "A value" into what it's supposed to be?
>>
Damn kids these days.
Back in my day we had 1 or 2 sidequests per town and we liked it that way!
>>
>>145512081
An integer

Ok I tried one more thing set_obj(:huntquest001, :obj_id1, $game_variables[102]) works.

Having the 0102 did not work, but 102 does. I'm confused, but it works now.
>>
>>145512502
Chrono Trigger did sidequests best.
>>
>>145513298
Not him but I never played Chrono Trigger, how did it handle sidequests?
>>
>>145512949
Yes, "A value" is supposed to be an integer, but what's it supposed to represent?

It's supposed to be the number to add towards an objective in a quest.

You wanted "A value" to be the number stored in variable 102, so you should find out what's in that value.

>puts $game_variable[0102]

Then you'd get
>0

At this point, you'd realize that's not the value stored in variable 102, so you should find out why this is so and fix it.

In this particular case, it looks like it ended up being some bs where Ruby array indices can't start with zero,
but this is how you should be thinking about fixing your problems.

It ends up being much faster than waiting for someone to help you.
>>
>>145514112
Sidequests weren't obvious and the ending depended on your sidequests. I guess that is what he means.
>>
>>145514112
They were handled very organically. You would just come across them and instead of being something generic like collect 10 wolf pelts the sidequests of CT were often about interesting things like characters or objects in the world.
>>
>>145515159
I have just learned about the console, puts, .to_i, and .to_s
Thank you anon
>>
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Parallax mapping coming along nicely.
>>
I just did 15 minutes of sports for the first time in like 5 years.
Time to work on my game.
>>
>>145518768
That looks nice especially with the bridge's reflection in the water.
Your character looks kinda like a young and grumpy Zelda.
>>
Is there any MV PlugIn you guys are looking forward to?
>>
>>145523947
Diagonal movement for NPCs
>>
>>145524339
already exists bruh

https://youtu.be/PoVm4qACAxs

https://victorenginescripts.wordpress.com/rpg-maker-mv/
>>
>>145524614
>You can use Victors stuff for free even in commercial games now
Huh, that's pretty unexpected.
>>
>>145523947
SRPG plugin
>>
>>145526095
>skeleton.jpg
>>
>>145496175
Uh, clockwork Android or something like that
>>
>>145526707
>keep_hope_alive.png
>>
>>145531659
Well, that worked for Liru
>>
Am I allowed to use Kaus' tilesets for my non-commercial game? Its going to be a pain in the ass to remake all my maps.
>>
>>145533237
Nobody is going to care if you make no money from it.
>>
>>145535561
Nobody is going to care in general : (
>>
>>145537457
Don't say that my friend
>>
>>145537457
I will play your game Anon.
You only need to finish it.
>>
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>>145524614
Th-thanks.
>>
In VXA, is there a way to quickly transport scripts from one project to a new one?
I already made something but ended up dropping a release because it wasn't very good. Recently I've wanted to pick up RPGMVXA again but I don't want to go find all of those scripts I used all over again and manually reinsert them to the new project.
>>
>>145540314
Just copy the Scripts file from the Data folder
>>
>>145540832
thanks
>>
I played ~20 minutes of DashBored
It's like a trippy mix between Off and Lisa until now.
There is one thing which could need a fix, the right shoulder of Nic (viewer's left) seems to be stuck in one place while the rest of his body moves.
>>
>>145541170
I'm talking about battle animations, should have clarified that.
>>
Good night bump
>>
If an enemy doesn't have a manually input resistance to a state, doe sit default it to 100% or 0%?
>>
>>145544545
I'm going to assume 0% by default, because there's no way you need to input X state resists to Y enemies just for an operable combat. It takes less time to test than it does to post that question though.
>>
>>145498225
3 a supreme
>>
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Bumping.
>>
>>145504608
Well I do keep hearing that scaling down the image does kinda make it look better, but how do artists do drawings in really huge resolutions then? Like 4k or even more?
Also, thanks for the suggestion!
>>
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Help me out lads.
I'm still thinking of a battle system. I'm leaning more towards making it "row based" as in having three rows for tactical purposes. Front line absorb the shock from melee attacks while the second and third rank act as support.
Here's plan weapons:

Swords/Axe/Maces: Can only attack what is in front of them.
Pikes: Can attack front row from back row. Maybe give the defense skills? Like counterattack?
Zweihanders: Can attack two enemies based on skills. No shield.
Halberds: More attack power thank a pike but can also attack from second row.
Crossbows: Can attack from second row
Arquebus: Can attack from second row
Bows: Can attack from second and thrid row
>>
>>145548609
Well, what do you want help with? Seems like you already have plans.

In general, my 2p is that three rows is unnecessary and adds nothing over two rows. I've not played a game that has convinced me otherwise. Additionally, rows should only fit half the party (or in a 3-row game, if you must, then a third of the party). Make the player pay attention and care about the rows.
>>
>>145548609
I'd maybe swap the halberd and pike if you're intending on giving one defensive abilities.
>>
>>145548924
Just looking for suggestions lad
>>
>>145547825
I wouldn't know about huge resolutions, but I imagine a good rule of thumb to go by is how your line art appears when down-scaled. As long as you know how you want it to look in the final image, you can base the original scale of your drawing off of that.
>>
Bamp.
>>
B-Bump.
>>
Diagonal pixel movement plug-in, possibly buggy
>>
>>145549469
Fair enough. I should probably look into how to best scale down images without losing much quality.
>>
>>145548609
Are these characters or units? And they seem fine to me.
>>
Newest Yanfly Tips & Tricks: https://www.youtube.com/watch?v=ZvGz7_7CoMk
Thievery from FF9. Pretty cool!
>>
>>145548924
I prefer 3 rows because the middle one can be used with reach weaponry, and the back one only with ranged.
>>
>>145559107
How many people will be in the party, though? It seems difficult to me to imagine 4 people in a 3 row formation.
>>
>>145559107
Seems unnecessary. A two-row system where swords = range 1, polearms = range 2, and bows = range 3 conveys the same advantage without needing an extra row.
>>
RIP
>>
>>145547825
cuties
>>
Bump-a-roo
>>
>>145561682
>>>145559107 (You)
>Seems unnecessary. A two-row system where swords = range 1, polearms = range 2, and bows = range 3 conveys the same advantage without needing an extra row.
But then it wouldn't be a 2 row system, huh?
>>
>>145571283
i m guessing the enemy would also have rows
>>
>>145571542
Yep, this. If the enemy has two rows also, then 2-range would mean you could hit the enemy front row from your back row, or the enemy back row from your front row. 3-range would essentially be the max, enemy back row from your back row.
>>
>>145547825
In this case, they scanned it out of a book. It also looks a tiny bit blurry. At 300 dpi, a standard 8.5"x11" page is 1700x2338.
>>
>>145571542
>>145571936
But a polearm at front row would reach the enemy back row. With 3 rows this won't happen (at least until the enemy front row is breached), securing the ranged and wizard.
>>
>>145573003
Sure, but is that a problem? It shouldn't be. It's not like attack ranges are 100% of the difference between classes -- if your wizard feels obsolete because of a halberdier, your problem is not the rows.
>>
>>145547825
Yeah it's normal for an artist draw at 3k canvas size or more. It's for the best picture quality.
>>
>>145572412
That's 200 dpi fampai
>>
Which RPGMaker game has the best looking interface?
>>
>>145576212
vxa > xp > 2k > mv
>>
>>145576284
I meant a game made in RPGMaker, not the engine itself..

But yeah,MV is pretty shitty.
>>
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>>145576212
>>
>>145576385
oh, derp; well an actual response would be

https://www.youtube.com/watch?v=hStyiXYalYk
>>
>>145577438
trigger warning for how ridiculously good that game is
>>
>>145577438
That is indeed pretty good.
>>
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Asdfgh.

I have to take a break from this before my eyes start bleeding.
>>
>>145581059
it got taped on lol
>>
Magellan is posting new battlers. Now in MV sizes!
http://cyanyurikago.web.fc2.com/material.html
>>
>>145581164
Hope it holds. Maybe I'll add a easter egg in which it loosens and falls down if you tap enter rapidly.
>>
>>145581059
that's both awesome and hilarious
>>
Is there a plugin for MV for a "damage preview" display? Like, when I'm selecting a target, it can tell me how much damage the attack is going to do (or about how much it is going to do), like some strategy games have?

My game uses fixed damage calculations, so for example if you have 5 Attack and the enemy has 2 Defense, the attack is always going to do 3 damage, so I'd like for the results of the stat calculations to be displayed to the player so they can know at a glance whether their attack is going to be effective or not.
>>
>>145576385
Why is it shitty
>>
>>145583850
Well, it is not exactly shitty, I guess. It simply doesn't look as good in a PC as the other ones because it is meant to be Tablet friendly, which meant buttons and text got considerably bigger.
>>
>>145565060
in peace
>>
Is there a list of every MV battle system plugin? I need something new and exciting. Other than Yanfly's I mean, I already looked those over.
>>
I want to give the menus a different colour to make them stand out more. What's a good combination?
>>
>>145589590
B:255 and G:255
>>
How can I make MV's minimum damage 1 instead of 0?
>>
>>145591046
Global Event: Add 1 to all damage
>>
>>145577438
Hahaha, no seriously.
>>
>>145591259
What? No, that won't work.
>>
>>145573249
Not about role protecting, but true protection. I don't like how this way the halberdier could easily hit the mage.
>>
>>145591046
You could always tweak the formulas. So the damage of an attack is 1+4*attac-2*def, for example.
>>
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https://soundcloud.com/mondo-nugget/mystic-future-battle-against-a-robotic-warrior-v2

Bamp, retuned it so the robot nip twists aren't so loud. Filters are weird.
>>
>>145594646
>again with the erotic warrior
>>
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>>145594724
What do you mean by erotic? I dun git it.
>>
>>145594924
He thinks your music is sexy
>>
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Which is the correct way to put a forest next to a cliff?
>>
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Posting progress. Still pluggin away at that laboratory.
>>
>>145594571
But that won't work either because in my game, all the damage is based on fixed numbers.
For example, if you have 3 ATK and the enemy has 1 DEF, you will always do 2 damage to that enemy with your normal attack.

But I also want it to be where you can't deal less than 1 damage.
>>
>>145599102
Left makes it look ike there's a gap between the trees and the cliff, and as a player I'd try to walk between trees and cliff, so that could feel awkward.

Right version looks like the trees immediately border the cliff.
>>
>>145594303
Usually, this is unimportant because a) enemy parties are not typically constructed like player parties and b) the back row has some measure of damage reduction, often doubly so from non-ranged attacks.
But I mean, it's your game. Make it the way you think is best.
>>
>>145599376
I am always amazed at what everyone else here is able to accomplish
>>
>>145599383
In Ace, you'd use the 'max' function of an array, like this:
>[formula, 1].max
I don't have MV, but with the shift to Javascript, I assume you won't have that function anymore. Instead, you'll probably have to use Math.max:
>Math.max(formula, 1)
Where "formula" is whatever formula you were using -- in your case, probably just "a.atk - b.def", I assume.
Note that I don't have MV to test this, but it should probably work, I think. Give it a try.
>>
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>>145599102

Since your trees are 2 tiles tall, you have to imagine 2 tiles tall tree on every tile.

The left makes no sense.
>>
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Believe it or not, these two screenshots aren't from the same game! I was surprised too!
>>
>>145594924
it's just a bug with 4chan's soundcloud embedding
>>
>>145600636
Uh, i dunno how to even implement that into the game...
>>
>>145603476
In the formula box of your damaging skills. Replace their existing formulas.
>>
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Work begins on my first MV custom tileset.
>>
Is there a way to get rid of the blinking box behind a selected menu item?
>>
What is the proper way to make a character's abilities change depending on the day/night cycle or the season? I was thinking of using
https://youtu.be/lnsQ9WnVruo
and just having abilities be available depending on switches? Does this sound right?
>>
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>>145606641
If you want it gone absolutely, you can remove it from the window graphic (it's the bit to the left of the cursor). If you want it gone sometimes, it's annoying as hell to fiddle with because it's not done by a single standard function.
>>
Is there a way I can create a state in MV that temporarily increases the persons level?
>>
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>>145607156

Thanks, that worked.

Before I waste time making portraits, how does this look?
>>
>>145608252
I think it looks pretty nice
>>
>>145608252
I think morale and energy should be a little bigger and more readable. The values could be a little smaller and 1 should be closer to Level.
>>
>>145608252
>>145608680
Agree. If you could do
First line: name class level
Second line: HP
Third line: MP

It could be better.
>>
>>145608252
Beautiful dialog. Do you write professionally?
>>
Tons o fun that day
>>
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>>145609204
>>145608680

Better? No script existed for this, so I had to go in the code with zero JS knowledge to change it on the menu screen and make the MP bar on the battle screen bigger so it wouldn't overlap.

>>145611589

Yes, I have to 2 novels published.
The next one is coming on the last September of this year.
>>
>>145614423

>to 2

Just 2.
>>
So far so good
>>
>>145616084
That is... interesting
>>
What would be a good puzzle for a lava zone with hot vents?
Nightmare mode: No pushing rocks to cover the vents.
>>
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>>145620503
jumping puzzle
>>
shhh

https://www.youtube.com/watch?v=RAczCrwj-_M

How important is voice acting to you? Would you put it in your game?
>>
>>145618461
>>145618461
It's not the final art style, just a test to make sure my assumptions about how the tiling works are right.

Turns out the tiles are being sourced in a very different way to the homemade map editor I wrote in java last year
>>
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>>145622492
Oh. I know that feel. Tile arrangement wasn't nearly as obvious as what I had imagined. And in many ways actually worked opposite of what I though.
>>
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>>145622263
Major thanks as usual to Karbonic, maker of Dashbored (TM), for our beautiful thumbnail
>>
>>145606952
Alright the best way I believe is to use Skill Core to have custom requirements which will check if a switch is on or not(The time switches) and allow it to be used.
Using common events to learn and forget skills is probably wasteful as players won't be able to check their opposing time skills if it isn't that time.
>>
>>145622263
As long as it's decent I can tolerate it but a bad voice acting can break a game.
Good voice acting can really make a difference, though. Liam O'Brien comes to mind, I think he is really good and I enjoyed Nier and Asura's Wrath even more because of him.
But a good voice actor can only be so good as the script he is given. If the dialogue is rubbish then all passion and emotion is simply wasted.
>>
>>145622263
No voice acting for regular interaction.

Voice acting is acceptable in prerendered cutscenes. I'd also like to see a game experiment with live action video cutscenes.
>>
>>145625315
>I'd also like to see a game experiment with live action video cutscenes.
20 years ago we have FMV games (Tex Murphy) and they fell kinda flat. With improved tech, they might get another shot.

>>145624198
>If the dialogue is rubbish then all passion and emotion is simply wasted
Unless its on purpose eg. Far Cry: Blood Dragon. Those can be fun in small doses
>>
Don't spend so much time devving that you let the rest of your life fall by the wayside
>>
>>145620503
switches that turn some vents off and some on
some vents are on the floor and shoot up through catwalks on the second floor
>>
>>145625691
But Anon, I don't have a life outside of this thread/deving.
>>
>>145626657
This is kinda cool.

But it would probably work better more naturally with stones instead of switches.
>>
New here.
Can i get the maker for free and if so where?
>>
>>145627294
Got a steam? I can send you a key
>>
>>145627078
Switches that would correlate to two sets of vents each.
Let's say make each vent fall into a group, red, green, blue, and yellow. Then have a switch toggle the state of all of the red and blue vents, and another switch swap blue and yellow. the idea would be to navigate a maze and hit the switches in such a way that all of the vents are off and you can get to the next area.
or you could only have two sets of vents and have a few switches that toggle the state of all of them.
>>
>>145627527
That is interesting. And I do have a story justification for four colors of vents.
>>
>>145622263
When is Windsor coming back?
>>
>>145628942
He was almost in this episode. He said 'Give me 5 minutes.' We gave him 15. Never showed. He's around, but his schedule seems to be rather hectic. We only hear from him on occasion
>>
I'm pretty happy with how this wall is coming along.
>>
>Have a neat fog effect for an area
>Come backs to your project months later
>Can no longer get it to work, although it still works fine on old save files that still have it running.

What the fucking how. I'm so confused.
>>
>>145632074
>Event crashes the game
>Paste into another map, works fine
>Event calls upon no switches or variables, just self-switches and pictures

WHAT THE ACTUAL FUCK, I AM SO LOST.
>>
>>145633872
What kind of error are you getting?
Do you use any scripts?
>>
Script 'Sprite_Picture' line 54: NoMethodError occurred.

undefined method `width' for nil:NilClass


I have no idea why it's doing this. It works just fine on other maps. It's just this one freaking out. I've got a few scripts, but why would it just crash this one map and none of the others?
>>
>>145634797
I actually have no idea and Google is not really helpful.
Someone fixed it by creating a new event and doing the exact same event again.
>>
>>145635601
I did that. It worked for a little bit, then broke again. This is fucked.
>>
>>145635659
Strange.
Is your maker up to date?
>>
>>145635780
I'm not sure. I'm afraid to check incase it totally and complete breaks all my scripts.
>>
>>145636210
Welp. I fixed it. And it was stupid. I needed to load up the same overlay that appears on the map BEFORE you teleport there, on the same image slot that already exsists. So... Yay I guess.
>>
How is this for a story; A grand magician with the power to manipulate time attempts to fight a great evil, unable to defeat it, he turns back time to his younger self so that it weakens the great evil. Meanwhile it creates hole in time and you can recruit people from different times.

You have amnesia of what you were fighting and the last thing you remember is when you were able to control time for the first time.
>>
>>145638941
This sounds like Madoka Magica. I love it,
>>
>>145636571
Great that you could fix it.
>>145638941
Please go bonkers with time shenanigans then, make a scene in which you try to stop yourself from trying to stop yourself from going to a dangerous path or something.
>>
>>145639567
That would be funny, I guess I'm trying to figure out the best way to move back and forth into different time area, either magical portals in one location or some kind of world map deal. I'll probably do the portal way since I might not be able to finish one with a giant world map.
>>
Anyone know where to get free music resources? Preferably jazz or something along those lines.
>>
>>145606157
Looks pretty good.
>>
>>145625315
You could always use samples from Robin Williams and craft your dialogue to match them
>>
>>145642459
Youtube.com :^)
I actually have no idea, sorry Anon.
>>
>>145505464
I seriously FUCKING HATE MV's non-pixel art, quasi-art stance on the RTP. The problem is people tend to support the RTP style the most but it's slowing the community down, looks ugly as shit and causes problems for real pixel art.

I'd prefer a 16px game scaled up but then again I prefer simple low-fidelity pixel art like gameboy games.
>>
>>145642459
Newgrounds and any site advertising they have 'royalty free musik'.
Bandcamp too, but you have to ask before using if it isn't stated you can use it.
Oh and if you get permission from someone make sure you keep record of it just in case. Weird shit happens.
>>
Good Night bump
>>
>>145622263
It doesn't fit a 2D game. 2D games and especially rpg maker games are built around simplicity and the immersion gets ruined when voices are introduced. It's weird looking at pixel sprites speak with a voice, and voice acting quality needs to be impeccible to even be considered, which no indie 2D game dev would afford. Also, why? To me, it seems like rpgmakers who want voice acting in their game does it to make their game less simplistic, but then they shouldn't use RPG maker. Fish and bicycles.
>>
Burmp
>>
>>145652585
>>
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How to atmosphere, /rpgmg/?
>>
>>145638941
>different times.
What time periods? Does the hole in space time encompass time periods before he was even born?
>>
>>145625589
Command & Conquer was great. Most of it because of FMV. Kane lives in death.
>>
>>145638941
>a roman legionnaire
>a modern MMA wrestler
>a medieval cleric
>a byzantine archer
>a WW2 soldier
>you, a time wizard
Oh my, please do.
>>
>>145639958
Just remember you have to explain why he knows time magic because time travel is pretty dangerous stuff it wouldn't be given to just anyone. As for recruiting people throughout time why was he alone to begin with? Was his party killed before him?

Perhaps use the "Accidental time fracture opens from 2 powerful ancient spells clashing and sucks up both you and the bad guy and sends you to different times" or something along those lines and prevent the player from using the power at will. Once you save someones village or something the hero there decides to follow you for whatever reason and because time is still fractured you could have it so if you go back to the battle location with the recruited member it reacts to the power of having a Hero from that time follow you and you time travel once again however this time the world is shitty because of the badguy which time traveled to a time period and took it over so any time after his take over is going to be dark. (I know it's cliche)

Perhaps if you want the fight to be solo you could make it so instead of recruiting party members you could absorb their fighting spirit or soul or whatever in a mysterious stone which reacts with the fracture and allows you to travel to a new location. After collecting a couple of people some old scholar or something sees the stone and explains it to you so then you're able to access the heroes power to change your character into a super version of yourself with combined powers and abilities of you and heroes.

You could even get villains to join you because you know the enemy of their enemy kind of thing because once that big bad takes over everything not all the villains are gonna accept this guy.

Eventually you'll find a way to control how to use the time fracture to travel to specific locations and go to either places you've already visited or new ones. One of those locations could like send you flying back with dark powers and you'd know that's the final area.
>>
How can threads be real if bumps aren't real?
>>
>>145622263
I'm thinking about putting random snippets of voices like "Interesting..." or "What?!" but definitely not full lines of dialogue. That would just waste disk space.
>>
Happy belated anniversary, /rpgm/!

>>145642892
I agree with the art style. It's the difference from having your game look stylized and having your game look like a Flash game.
>>
>change the font
>have to go through every single piece of text to make sure it doesn't go outside the border
>have to keep going in-game because it shows the vanilla text in the editor

Please tell me there's an easy fix for this.

Please.
>>
>>145656934
overlays
>>
bmup
>>
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So... I'm having a bit of a problem...

I tried to get back into working on my game, after a long hiatus, but all of the sudden, my battle system (Yanfly CTB) is broken.

Last time I worked on it, the battle system worked perfectly fine. I added no new plugins since the last time I ran a gameplay test, nor did I change any plugin settings. The ONLY things I've changed are stats for the characters (I put everything really low. I want to have really small numbers in my game) and changed around a couple skills (none of the default important ones though).

But yet now every time I load into a battle, the game softlocks like in the picture. It won't load the action select window and won't progress past here. The characters are still moving and the music still plays, but nothing happens.

If I disable Yanfly's CTB battle system, the normal battle system seems to work just fine. What's the problem here? I didn't change anything to do with the battle system plugin. Well, I did update ALL of my plugins, but that's only AFTER I first noticed the softlock, but updating them didn't fix the issue.
>>
>>145670478
Word wrapping plugin maybe?

https://youtu.be/xkRKqmbulD4
>>
>>145675056
What's your agi range? Did you change the CTB settings to match it? Yanfly's CTB "ticks" down in the background until someone hits 0. The speed of ticks is dependant on your settings, and ticks needed depends on actor/battler agility. By having very low AGI and the default tick settings, turns would take almost forever to load.
>>
>>145676645
Maybe that's the problem...
Actually my agi range is very low, but there's a point to it. Out of the 5 characters, each one has a 1 agi difference from the others.
Kelt = 5
Ilsha = 4
Mari = 3
Luda = 2
Sana = 1

So in general I was kind of hoping for the turns to generally be fixed in that order, with enemies mixed in where their agility fit in. Then, certain equipment could provide a character with AGI+1, AGI+2, etc, and the equivalent of Haste status in my game gives AGI+1.

So... if that's not going to work then... what do I need to set the plugin settings to in order to make it work?
>>
>>145679023
To add, AGI is fixed. It'll never increase as they level up. In my game, the only stats that increase on level up are HP and MP. Everything else is determined by equipment. Just like my previous game Slay the Dragon.
>>
>>145679023
In the CTB plugin there's a "per tick" setting. Change that to something like 1 + ( user.agi*0.1) I guess, to have a set rate with a small bonus based on their personal speed stat.

Or you could set it at a set rate and then make the initial speed dependant on their agi value.

Under Turn, you'll want to set the full turn setting to something very low with those agi values. I'd suggest something like 10 assuming there's no AGI growth in the game.

The Full Gauge setting decides how many points they need to collect to get to act. Assuming the formula above, Kelt gains 1.5 per tick. And a turn has 10 ticks, so he'd gain 15 ticks per turn. If you let them act once every 10 points he'd act 1.5 times a turn while Sana acts 1.1 times per turn.
>>
>>145679678
To expand on this, these are my settings. I'm running a base agi of 10, with a 20% per level growth, so 10+2*level. Max level is 25, so a normal base agi at that point would be 58. Then gear add some on top of that, putting you around 80 if you go for agi items specifically, and around 12-13 at level 1 most of the time.

>Per tick: user.agi
Simple enough, lets a 20 agi character act twice as often as a 10 agi character.

>Full Gauge: Math.max(5000, BattleManager.highestBaseAgi() * 300)
Basically, a character needs to accumulate 5000 points, or 300 times whoever has the most agi in the fight at the moment, whichever is the higher number. This means the system will scale properly with agi throughout the game, and not let everyone act way more often than once a turn in the late game.

>Full Turn: 500
A turn goes through 500 ticks. At 1 tick per agi and 10 agi as base value, that means a completely normal value user will. at the start of the game, act once per turn. Overall most characters will act more than once per turn later on, as they get faster, but since actor/enemy turns aren't the same as battle turns anymore that doesn't matter for anything but combat events.

Rubberbanding is turned on, with
>Minimum Speed: 0.5 * BattleManager.highestBaseAgi()
Meaning a slow character will never be slower than acting once per the fastest character's two actions. This is to prevent just speed stacking from breaking combat, together with:

>Maximum Speed: 1.5 * BattleManager.highestBaseAgi()
Same idea. A character cannot be buffed to a point where they're more than 1.5 times as fast as the fastest character's base agility, to avoid speed abuse.

On top of that, in BattleEngineCore, Timed States and Buffs are set to true, and turn time is once again specified as 500, to make sure their duration matches normal battle turns.

Those are the important settings for setting up Yanfly's CTB system, and you'll want to figure them out ASAP.
>>
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Sketching some summons.
They're mostly based on colors, such as Yellow and Ruby here.
>>
>>145681851
plz make a lewd game some day.
>>
>>145681851
You have a gift anon
>>
I'm trying to make an enemy that always goes first without overloading Agility so the party can escape.

For normal attacks its obvious, set attack speed to 999.

But for skills, I've tried setting Invocation to 2000 and -2000 and the party seems to go first regardless of the two above. Even when I set Agility to max.

How do I fix this? Using VX Ace.
>>
>>145681828
Not him, but thanks. Still too much for me to understand. Let's say I want a simple turn D&D-like where at the start of battle everyone rolls a d20+agi and that's the turn order for the rest of the battle, with anyone only acting once per turn. How to do it?
Assuming the D&D example, initiative ranges from -5 to almost +15.
Thanks
>>
>tfw number-color synesthesia So messing up balancing because certain number colors are ugly together
>tfw doing this subconsciously and didn't notice until today

I'll never balance this shit correctly. Dammit.
>>
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This took a dangerously long time to do essentially a couple hours of work.

E3 needs to stop being an excuse for inactivity.
>>
>>145685907
But we all care about E3 here
>>
>>145659675
So far all I have is 3 characters, the starting party as they continue to go on.
>Time wizard
>Barbaric Eskimo
>Town guard where the wizard resides

>>145661982

I already have the big bad planned and stuff, as for how he knows the magic its more like he's a super special snowflake since not everyone can manipulate time and those that can don't even know about it. I want his skills to change the enemies level and weaken them.

Hopefully I'm good enough to where I can make beating enemies puzzles via level, like when they reach a certain level they aren't immune to certain elements and stuff.
>>
>>145685907
I like her facial expression.
>>
>>145682030
Teasing is better than porn anon.
In my opinion at least.

>>145683108
thank you anon
>>
>>145685008

I haven't tested this myself so it's not guaranteed to work, but it should be something like this at least.

You'd use a set tick rate. of, say, 1, and have the actors needing to accumulate 50 points total for an action. Have a turn be 50 ticks. Increase this if agi can be higher than 30. So everyone acts once a turn always (but using a move that fills your ctb bar would still give you an advantage, should you want to allow for that).

Set the Initial Speed setting to "Math.random(21) + user.agi". This will randomize a number between 0 and 20, plus their agi, for each actor and enemy.

No need for rubberbanding settings if everyone only acts once a turn and the tick rate is set.
>>
>>145685907
Needs bigger titties
>>
>>145685907
Can she cast meme magic?
>>
>>145692385
https://www.youtube.com/watch?v=uuJyY9X8URY
I'm quite fond of konosuba's "Explosion!"

It's partly why my "ranged attack" character is still a mage.
>>
>>145694820
Why is anime so shit?
>>
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Just downloaded "more frame" plug in for MV... if I were to adopt 6 frame cycles, the work just increase by order of magnitudes. Even with only 4 character in this animation style (other NPC will be drawn in similar style but use regular 4x3 sprites) I guess I won't know how much work really until the rest of the game is layed out.

I am brainstorming on how to use battle interface as some sort of "interaction" rather than fights. Like talk to girls, interaction like hugging or heavy petting.

I am thinking about replacing battlers with large animated sprites and extensive customized menus . You either raise or lower your intimacy level depends on how you do from these encounters, and sex are like boss fights.
>>
Time guy here, what do peoplpe think if I don't use real live locations? I planned on having atlantis and realized that isn't realistic and figured using fictional characters in fictional locations make more sense.
>>
>>145699568
Atlantis was (most likely) a complete myth in the first place, so depending on your theme, it wouldn't necessarily feel out of place.
Games like Illusion of Gaia used several mythological places to great success, for example.
>>
>>145699568
Most definitely the best idea.

That said. Atlantis had a stand-in in Chrono Trigger, so if you are going to have one too, you should probably at least use it differently.
>>
>>145696562
Some shows don't take themselves seriously.
>>
>>145699568

You don't have to go for either completely historical or completely fictional. You can include (semi)fictional history.
>>
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Been playing with lighting lately. I really like how much more interesting it can make a map.
>>
>>145701531
That's probably what I'm going to do. The main 8 that I have are very easy to notice timezones or locations. Some things will seem like it's historically accurate but not...if that makes sense.
>>
>>145701553
I feel like most of the RPGM community agrees with you, but personally, I abhor post-processing of any kind on pixel art. It's even more off-putting than mixels.
>>
>>145679678
>>145681828
It works now! Thanks :)
>>
>>145701553
>HOLY SHIT! SHINY BREAKABLE OBJECT!
>HOLY SHIT.. SHINY BREAKABLE OBJECT!

>NOT FUCK WITH THE BLOODY THING! IT MIGHT EXPLODE!
>NOT FUCK WITH THE BLOODY THING.. IT MIGHT EXPLODE!
>>
https://www.youtube.com/watch?v=Iq3_phBQA_Y#t=2m10s

Platinum beat me to making a cuhrayzee bullet hell!
>>
>>145704761
Fuck I can't watch that, I want to avoid spoilers.
>>
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I've been wanting to make a game that focuses exclusively on dialogue trees and player choice. I guess you can say it's like a Telltale game, but my many inspiration is going to be classic CRPGs and Alpha Protocol. Aka player agency and choices will actually matter and affect the story Unlike Telltale games, and it will have an espionage focus to it.

Though I've already ran into a hurdle while fucking around with MV. Himework's Choices plugins seem to accomplish most of my issues, except for the fact that if you put choices in the text box (as I want, so the player will know exactly what they are saying) they are limited by the size of the text box, and it doesn't seem to be comparable with his 'large choices' plugin. Is there anyway I can hack them together or will I need to re-learn Java?
>>
>>145705846
Why do you need a plugin for choices?
>>
Is there any scripting I can use to check party size via conditional branch, or party exhaustion?
>>
>>145707562
what's party exhaustion
>>
Working on smooth corners! Right side shows the smooth corners I've made so far, left is default autotiling behavior.
>>
>>145708447
Was in RM2K3, possibly 2k. It was a measure of your overall health in a party.
>>
>>145710496
Additionally, is there a script call I can do to check if the player is moving? It's easy to do if button is held, but ... I can't figure out moving.
>>
>>145681851
>>
>write story
>design monsters
>design skills to create a variety of puzzley battles for the player
>but skills don't really fit your characters at the point in time in which they would fight certain monsters

Should I re-conceptualize the characters? Rewrite the story? Change the skills?

Leaning towards the first because I liked this project because it had the one story I was able to conceptualize from start to finish.
>>
I feel retarded

Is there a particular reason enemies don't play an attack animation when they use a skill? It flashes the screen like it says to in the animation but the visual doesn't appear. It's set to normal blending which is what I have all attacks set as, and the player can use a normal attack animation and it works fine.
>>
>>145714308
Find the element in your formula (either monsters story or characters) that can be tweaked the most effortlessly and go from there.
>>
>>145714308
There are some questions you can ask yourself to assess what parts you could change:

- is your story specifically tied to particular characters? Can you substitute the places of characters A and B and have the story still work?

- can your story only happen in the particular chronological order you wrote up?

- can the skills be swapped among characters in any way? Does it still work if you turn a certain skill from ice to fire, for example?

- are the monsters necessarily tied to the point of time you have them appear in?

etc.


Might sound a bit arcane at first, but asking myself questions like these has helped me with plotting around road blocks.
>>
>>145714694
Bump also I'm using vxace
>>
Do water tiles still lag MV?
>>
>>145717798
Look at your character's info boxes at the bottom of the screen.

Unless I'm misremembering.

In that case, that's probably the default.
>>
>>145722220
I don't understand. At the bottom of the animations? Or the enemies?
>>
>>145723869
If you are using front view style (looks like early dragon quest games), I am talking about the box in battle where your character's hp, mp, and such is displayed.

But if it really is that style in particular, then yeah, all you get will be the flashes and sound effects of the animation because that's how dragon quest did it before.
>>
>>145725946
Is there any other view than front view in VXA?
In any case, no, the animation didn't show up there so I'm assuming I'll need a script for it to show up.
>>
Finally got around to finishing the new idle pose for my heroine.
https://a.pomf.cat/mmaakc.png
Now I can start drawing clothes for her.
>>
RIP
>>
>>145726492
Consider Yanfly ACE Core ore whatever it's called if you really want it to play. It adds some quality of life improvements as well and doesn't change things too much.

There are sideview scripts for VX Ace but it takes some work to make it look good.
>>
>>145729025
Well I don't want sideview. Fontview is fine. I just want enemy attack animations to play, but I'll check that Yanfly script out.
>>
Remember to back up your progress.
>>
Before I waste my time trying to do it myself, are there any edits to the VXA tilesets that include diagonal walls?
>>
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Doing a bit of testing, trying to position the battlers for the yanfly's row system.
How does it look? Ignore teh enemies.
Both two first two rows are close together while the last row I intend to be a skirmisher or support row. Maybe I'll revert to two.
>>
Why don't we have a discord?
>>
>>145733573
Isn't this a program to chat?
Do you want to have this general to even have less posts?
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