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/rpgmg/ - RPG Maker General
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#151
Rate my tileset 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
>>
First for ded general.
>>
>>146032191
I tried my inept hands at making a tileset for my new side project which sprung from the stupid idea of dealing damage to enemies by compressing their sprites.

Not too sure about the gold-plated contacts. They throw in some nice color, but I feel like they don't fit universally.
What do you guys think?
>>
>>146032718
Speaking of ineptness, first time making a thread here. So that's what the name was for.
>>
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>sea tiles now tiling well
cool
>now to animate them!
but I am already sleepy...
>>
I missed you all.

>>146032906
I think the contact are fine but the color is just a little off.
>>
>>146032718
I think they could fit better if you made the green of the circuitry plate brighter by adding more yellow.

Note that most players don't know or won't care what color circuits are. They just know them from movies and other vidya where they show up in blues and liteblues. Real world accuracy should almost always step aside to visibility and aesthetics, IMHO.
>>
>>146033203
>but I am already sleepy...
So you get to animate them after you wake up. Progress sounds like a great reason for waking up to me!

>>146033315
>>146033491
Agreed. I'm not particularly going for realism in the first place, just threw in a few elements I saw on various pictures of circuit boards, partially for variety's sake because green on green is already rather monotone.
>>
>>146032389
Not going to happen!
>>
>>146033203
Should the waves cover all the "wet sand"? I am trying that right now and it doesn't look well.
>>
>>146034768
i'll make sure this gets deleted before 50 posts
>>
In MV, is it possible to run a Common Event at the end of every battle? If so, how?
>>
>>146037469
find the function where scene_battle is processing the victory sequence. there should be plenty of places you can make your changes.

inside the function you chose, add a line that turns on a switch.

finally, have your common event trigger automatically from that switch.
>>
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>>146038123
I don't know anything about actually modifying the Javascript program data. I don't wanna fuck something up I don't understand.

Also can anyone confirm for me that this is should be producing the effect I want?
>If Mari is in the party and not dead, the game will run a common event upon battle end (when I figure out a good way to do that).
>Depending on which weapon Mari is using (only one is listed so far), it will add to a variable.
>When variable hits x value (depends on weapon), new skill is learned.
>When other weapons are equipped, it should do nothing to the other variables.

I THINK it's working fine based on what I've checked so far, but if someone could just confirm for me that continuing on like this should work fine, that'd be great.
>>
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Progress
Watch out for clumsy security bots
https://a.pomf.cat/rqtmqg.mp4
>>
>>146040440
I want this game and I want it now.
Also, it should be "Hey there, buddy!" with a comma.
>>
>>146040440
Took forever to load. Really dig the camera control, man. Almost feels like a cartoon
>>
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New tune incoming.

https://soundcloud.com/mondo-nugget/mystic-future-my-beloved-peasant-village

Something more upbeat than my usual fare.
>>
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>stopped practicing drawing for over a month now
>maybe I'll just continue working in game
>realize making more progress means a bigger backlog of art to be made
>mfw
>>
>>146043065
>also in art-hell
Fuuuck original assets.
>>
>>146040440
Seriously man you have to be a top game dev just making a side project and hanging out here with us. If you're really an amateur dev you're like one of those unsigned geniuses and I'd be wondering how you've gone undiscovered for so long.
>>
You must not die, not with only 20 posts.

Guys talk about your minigames should you have one.

Also, any good pixel art tutorial?
>>
BUMP

Share with the thread what you'd consider your most interesting party member.
>>
woo lad
>>
>>146051684
I don't have a party. Your character is player created. Nothing to share :ralphhurt:
>>
>>146051684
Klodd the Guardsman. He starts out as this brutish character who rarely speaks more than a one at a time, using his strength and durability to smack faces. As the story goes on he slowly gains confidence in his less physical side, and it turns out he's a natural at healing magic, slowly transitioning him into a paladin as the game goes on. In combat he serves as a tank that doesn't want to take hits. He deals more damage at high health, and later on he gains ways to heal and shield his allies based on his current health, so he's kind of an anti-tank in a sense, still providing durability and helping keep his party alive, but doing so through other means than just tanking hits like the other tank(s) in the party.

Fleish the Abomination has some interesting stuff going on too. He's a Frankenstein-inspired flesh golem with the ability to bring out different sides from the parts he's made out of, so he can serve as a spellcaster, a physical hitter or a tank, and can swap roles mid combat, but it takes him a few turns to hit his potential as either role, and he lacks the pure power of the more specialised characters.
>>
>One of my characters dies.
>escape battle
>"<Character has died>."
>Game over.

I... What? I have no idea where this flag got set. I'm confused.
>>
>>146049417
Minigames are fine, as long as there's a point in doing them. Money reward or collectables, or other things. Optional grinding is an amazing time sink for players to waste their time on.
>>
>>146058196
Maybe it is the main party member?
>>
>>146059908
If anyone is the main party member, it wasn't the one that died.
>>
>>146060797
Is he the starting party member?
>>
>>146036390
Good luck bump
>>
Time to experiment with events
>>
>>146049417
Way back in like 2005 I made a bubblewrap popping minigame for an RM2k game. It cost like 500 GP to pop each bubble, but there was a 10000 GP prize under one of them.

I didn't know how to do random numbers at the time, so it was always the same one.
>>
>>146049417
Brothel mini-game.
>>
>>146069854
And now that I don't need to bump the thread with urgency, you basically have different costumers with different tolerances to bargaining. So it is a bit like a memory game after a while.
>>
>>146040440
This might actually be one of the better looking rpgm games when it comes out.
>>
I meant to ask this yesterday, but oh well.

Tell me about your characters' fathers! Dead, missing, actually a good dad?
>>
>>146074685
Main character's never met him since he got separated from him while he was an infant in this universe's equivalent of the Titanic which left the father stranded in another continent with no resources whatsoever and one less arm. They get reunited shortly after the main character gets a kid of his own.
>>
>>146074685
For some reason, portraying my characters' parents is always something I seek to avoid in any way. A matter of focus, maybe, but I wish I knew why.
>>
>>146074685
Main character: Dead as fuck. Raised by a single mother.

Second party member who occasionally becomes the MC: Alive and well, but got captured and brainwashed. He meets his parents later on in the story and it's not a very happy meeting.
>>
>>146074685
Affectionate parent, but probably not present enough in her daughter's life, so he attempts to compensate in other ways. He might die in the story depending on a couple of decisions.
>>
>>146074685
Mother dead. Genetically inherited disease which makes her allergic to magic. MC has the same disease.

Father renounced to his military post, faked death to care for MC till he got strong enough to survive. (around 14) then left him in the care of a former subordinate to search for a cure.

He's a good dad, even when you get cured, he stills sends you powerful healing items, until you meet him and he joins your party.

For once I don't want to play the dead/absent parents trope in rpgs but it's hard to.
>>
>>146080723
>and he joins your party.
I didn't know I wanted this, but I want this so much.
>>
Page 10, go away
>>
Took a nice long break from my game, checked out the VX Ace master script list and every link is dead.

I suppose I could just learn scripting on my own.
lol no fuck that
>>
>>146074685
Both of his parents are dead. In fact, the family of every single one of your party members is dead. They're all war orphans.
>>
>>146049417
I'm still trying to think of a fun cooking mini-game(difficulty and variance depending on the recipe) to complement the restaurant management aspect of my game.
>>
>Hoping I can make charming enough games to quit retail
>Thinking 7-10 bucks per game to sell more games
>Lately RPGMaker games are being sold for 2 bucks
>This is going to make people go "Why get this rpgm game for 7 when I can get this for 2?"

Well... I guess I'll just go for the low hanging fruit and just put anime tits on my screenshots and flood steam....
>>
>>146074685
He runs an inn and is pretty nice most of the time, when he drinks too much he gets a little melancholic.
>>
>>146087026
>>Lately RPGMaker games are being sold for 2 bucks
In a way, that reveals what the creators think their games are worth: a throw-away amount of money, not more.

>This is going to make people go "Why get this rpgm game for 7 when I can get this for 2?"
Quality will always win in the long run. It's like asking "Why buy a proper game when I can buy Bad Rats for something like half a dollar?"
>>
>>146087026
5 is a decent enough price. If you set it too low, people will have really low expectations. You may think this is good, but really it's bad because people might think it's just a throwaway game they'll buy, play for 10 minutes, and then uninstall and let it clutter up their steam library. 5 is at least "This is either an old game or a small little project that will give me a few hours of fun."
>>
>>146087026
Just sell it for 100 bucks then people will think it's a bombastic AAA game :^)
>>
>>146088153
>In a way, that reveals what the creators think their games are worth: a throw-away amount of money, not more.
Not the other guy, but to be honest, I'd probably give my game for free, if it meant more people would play it. But distributing it in Steam seems like a good way to get more people to notice it, so selling it for chump change just makes sense to me.
>>
>>146091460
I get that, and it does make sense.
However, I think there is a well-documented effect people experience when faced with something that appears to be cheaper than it is supposed to be (and not currently on discount).
I wish I remembered specifics on it or what this effect is called.

It just makes you wonder why a game that promises at least 10 hours of gameplay (looking at Storm of Spears RPG which recently appeared on Steam) costs only 2 bucks (and even less with the current 40% discount).
I don't want to claim anything bad about this game, it's just an example that stuck to my mind when I saw it on Steam

We might just be stuck in an economic world where selling yourself short makes you look like you don't have great things to offer.
But then there's the actual artistic-creative side of wanting to reach the most amount of people with your works, so yeah, it does make sense giving it away for (close to) free.
If you look at the amounts of money famous works go by, there seem to be some clear connections in peoples' minds between worth and price. Sadly so.
>>
I want to do something with my weapons but I'm not exactly sure how to go about doing it... (Using MV)

How can I make weapons which improve the effectiveness of a particular skill(s)?

For example...
Let's say I have a Flame Sword. If you have the Flame Sword equipped, it makes the Flame Slash skill do 20% more damage and have a 80% chance of inflicting Burn.

If I have a Status Rod, I want to increase the chance of states 5, 6, 7 and 8 affecting an enemy by 20%.

Those are just examples, but I think you get what I'm after. So how can I go about doing this sort of thing? What sort of formulas do I need?
>>
>>146074685
He wishes his son would come back home. They all do.
>>
How long would it take to play through what you got in your game so far?
>>
>>146095038
Five hours, roughly, which is way more than expected. At this rate the game will end up as a 60 hour epic.
>>
>>146095038
Uh
2 Minutes?
;_;
>>
>>146095038
About 10 minutes.
>>
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>>146040741
>>146040972
>>146072469

Thank you anons! That kinda stuff helps me keep going.

>>146046917
Not really, I'm just an amateur who has tons and tons of half-finished shitty rpg maker games behind him, enough to learn how to do certain things.
>>
>>146074685
Your dad was not ready and never wanted to become a father, so your mom left him and moved to a big city in another country while she was pregnant with you. After birth, your mom soon develops severe depression and becomes an alcoholic. After one of her late-night drunken orgies, your mom just suddenly stops coming home. You think she’ll come home soon, but days turn to months. There’s no news regarding her whereabouts and it may be too late to call the police. Will they even help? She’s most likely dead in a ditch somewhere. You drop out of high school and find a job as a waiter to pay for your exorbitant rent. You are about to be evicted from your apartment when you receive a letter inheriting your dad’s restaurant who went missing(and is presumed dead). It turns out your dad was investigating some sinister plot regarding the recent outbreak of beasts on the small island nation; and the game’s story revolves around you stepping into your dad’s shoes figuring it all out. You meet his spirit to give you some inspiration at some point.

Holy shit, before writing this out, it wasn’t supposed to be THIS depressing. Thanks, anon.
>>
>>146095568
>>146095543
It's alright. I started making my game 1.5 years ago, and it's still just around 30 min long (if I piece all the scenes together).

>>146095229
>5 hours
Congratulations, your game is now a AAA game.

>>146095903
Those half-finished shitty games made me a better developer. It's a long road, bub, but we can do it.
>>
>>146063631
Nope. Totally optional.

I remember seeing a "if party member dies you're fucked" flag but I don't remember where.
>>
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>>146095903
>>146096978
Aye, without all my half-finished shitty games, I wouldn't be able to put the kind of skill behind my real dream project that I'm able to do today. Granted I'm still no master by any means, but I've definitely improved from my early days.

So here's to hoping that everyone's shitty, unfinished projects lead them down the road to creating a not-so-shitty finished project!

And as for me, I'm taking baby steps towards that not-so-shitty finished project. Pic related, now I have 5 party members in the menu.
>>
>>146098197
Most people use the magician's design from the starter pack and I wonder why.
>>
>>146098615
Because she's cute.
>>
Why the hell did the RPG Maker forums have to make their classifieds private?
I hope they let me in.
>>
>>146099952
I think they did it to stop predatory publishers like IP-Builders.
>>
>>146100298
who?
>>
>>146100495
Long and very interesting story. Here's the quick and dirty version.
>A bunch of people (like 50+) get emails/PMs/etc from a company called IP-Builders offering to buy the rights to their RPG Maker games, even offering $1000 for shitty tech demos.
>Some of these people take the shady deal. Others spread the news of the shady deal. Eventually RPG Maker staff finds out about it and posts a sticky on the forum advising people against taking the deals because the contracts are super shady and there's so many people getting $1000 offers for 30 minute tech demos that it is most likely a scam or something.
>In said thread, many users share their stories, most of them negative, telling about bad contracts and the publishers being overly pushy.
>IP Builders' reps get banned from the RPG Maker forum. So they take to social media, Reddit, etc, and swear that they are totally legit businessmen - while simultaneously insulting, threatening and in some cases, attempting to blackmail people who speak out against them.
>They end up releasing some people's games on Steam and shit and rumor has it that some of these games had content changed without the creator's consent and in some cases even broke the games.
>IP Builders then begins releasing games under a shitload of different names for no apparent reason, such as Epic Quest Games, EQ Games and various others, and seems to kill off the IP Builders name.
>Sometime after this, the sticky thread on the RPG Maker website about them gets nuked of all comments with a notice that they received a Cease & Desist from IP Builders' lawyers and they demanded that they stop "Defaming" them.
>They still continue to prey on foolish, uninformed RPG Maker devs to this day, under different names.
>>
>>146103174
Damnn. I remember hearing a bit about that.
>>
Bump
Stop dying
>>
If I decide to use Ace instead of MV, what will I be missing of exactly?
>>
Thread's dying awfully fast
>>
>>146107932
Mobile/Click support.
Some Scripts not made yet.
A worse (IMO) RTP.

That is it.
>>
>>146108390
Is including the RTP in the game itself a meaningful bonus or is it not that imporant?
I'd to share my game without it requiring any extra downloads.
>>
>>146108808
You can share your game without including RTP in Ace, but it is extremely heavy unless you begin messing with your library, which is somewhat tedious.
>>
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>>146109215
Guess I know which one I'm using, then.
Thanks for the info.
>>
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Is anyone here an active member on the RPG Maker forum? I can't believe this fucking barrier to use the classifieds. I really need to commission some scripts but I don't have the time to pretend to be an active member of the forum.
>>
>>146111221
I haven't been on an RPG Maker forum since RRRevolution died.
>>
>>146111221
How complex we talkin', fampai?
>>
What's a good dev process to avoid burnout/wasting time/writing yourself into a corner?

Here's a list I've come up with. Don't know if it's any good.

1. Come up with a concept for a world.
2. Write a story. Make any changes necessary to (1) to support this.
3. Given (1) and (2), plan the general "level design" for the game, including rough map geometry, boss fights, etc.
4. Begin rapid prototyping. Make areas that are just barely playable, then move on. Go for breadth, not depth. Don't worry about combat balancing or anything like that. Don't worry about blocking out complex move routes, those will change later.
5. The big one: Iterative refinement (art assets, mapping, databasing, encounter balancing, etc.).
>>
>>146111607
I need three.
First one being something that allows the play to toggle on and off a mode that automatically skips text they had already read on their second/third/fourth/etc play through, like visual novels often have.
>>
I can't come up with a job title for the ruler of this empire. My first thought is just "Emperor" but he's also the highest wizard in the land. I want a title that encompasses both of those.

He is advised by his council of Archmages, who receive reports from Inquisitors and their armies of Accountants.
>>
>>146112241
>I have the personal belief that bad writing begets bad writing, so if you shrug and say “I can fix this up later” to progress more quickly, the important parts that follow it will also become bad. Even when you do revise, because you have that bad foundation, all you can write is “an improved version of a bad sentence.”
>Fafoo

I can't get behind a "broad strokes" approach. Work on one element until it's good and ready, and only then move on. That way, the difficulty curve of creating slopes down rather than up, because you can use your good work as support the further you go. With a broad approach, the difficulty curves upward as you become overwhelmed, since everything you make ends up making more work.
>>
>>146115237
Fair point. I do worry that a process like that will mean I never get anywhere though, because stuff can always be improved.
>>
>>146115404
That's true, too. The way I see it, as long as you aim for "good" or "very good" rather than "great" or "perfect", you'll make progress, even if slow. Every skill that works as intended, every character that you figure out, every script modification you need -- it might amount to 1% or less of your game, but it's never 0. Whereas if you take a "fix it later" approach, you can have ten hours of content and still be at 0% progress, because none of it is worth playing.

There is of course merit to planning, storyboarding, etc., and if you see prototyping as a more hands-on version of that, I think it can be worthwhile. I don't personally use anything but heavily-indented Notepad files for planning, but if you're a visual or tactile person, it could probably be useful to jam stuff into the editor as you think of it. Just as long as it's thought of as planning rather than doing.
>>
Wake up, /rpgmg/! It's your fourteenth birthday; your coming-of-age trial is today! You can't be late!
>>
>>146114497
High Magus?
>>
>>146118843
But I want to sleep dear mother.
>>
>>146118843
I'll go back to sleep if this isn't a porn game.
>>
>>146114497
Pontifex Maximus?
>>
>>146118843
>>146119736
Now I want to make an intro where you have the option to go back to sleep until the next day.
You wake up in the middle of the night with the house in flames, and battle against end-game tier enemies, being obviously defeated and getting a Game Over. If you don't sleep, you come back from the trial to find the town burned down. This is the way the game truly starts.
>>
>>146120917
I'm all for choices with grave consequences like this bump
>>
Any fun rpgm games under an hour long?
>>
What are your games influences? I'd say the game itself is influenced by the Kirby series, SMT, Animal Crossing, and Undertale
>>
>>146123754
Ace Attorney and Danganronpa I would say.
>>
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I'm going to make it big!

I'm going to make it big and sell my game on steam and make a million dollars! You'll see! You'll all see!

All I gotta do is get out of this rut and everything will be fine!

You'll all see! I'll make it bigger than Notch!
>>
>>146125149
Do it, get out of that rut.
>>
>>146074685
The two people from the real world are assumed to have normal families. The princess' father is the king, who is naive and a little quick to trust (he had to raise taxes after giving too many 'adventurers' money to go rescue his daughter). The rest of the cast never had a family coded in, and it's a crucial plot point.
>>
>>146118843
My main character is like, 30.
>>
I suddenly have an urge to name characters after my fellow Free Company members in FFXIV. Please stop me.
>>
>>146130975
If the names are fitting then go for it.
>>
>>146111476
I know that feel
>>
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>tfw tileset shaping up nicely
>>
BUMP
YOU WILL LIVE
>>
From Yanfly's latest update, did this fix that problem some anon had with their UI icons in the last thread?

>Fixed a bug with RPG Maker MV’s inherent ‘drawTextEx’ function. By default it calculates the text height and then resets the font settings before drawing the text, which makes the text height inconsistent if it were to match the calculated height settings.
>Without this change, anything that utilizes different font sizes through text codes used for GUI purposes may have inconsistent vertical centering.
>>
I wish I could make a game as fast as bob ross could paint a nature scene
>>
How long is your game clocking in at currently?
>>
>>146140031
0:00 after a couple months of work
>>
Another month, another Summoner of Sounds entry, except I didn't make it in time. :( Because of my retardedness, I'm making this one royalty-free for commercial use, not that anyone's ever gonna use.

The theme this month was battle, so here's a battle theme:
https://soundcloud.com/cats777/desperate-battle-for-justice

Tell me how shitty it sounds. I don't know if it's my soundfonts or what.
>>
what's the most memorable battle in your game so far and why?

>>146074685
actually relevant to the main story. not necessarily a bad dad. but his whereabouts are central to the plot
>>
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>>146142646
The Rat King. It uses its tail to summon more rats. You can wind up cutting off the tail if you hit it a few times
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>>146143113
Here it is with the tail missing
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>>146144082
Aw, I feel a little sad seeing him like this.
>>
>>146140575
>mixing
Yeah, the overall sound quality is meh. The good thing is nothing sounds blatantly wrong; it's just.. whatever.
I'm guessing you don't do much toying around when it comes to mixing, apart from possibly reverb. verb, eq, compression, blahblah..

The soundfonts chosen are generally okay, depending on your goal (like a SNES/PSX era song?), but you could look for better sounding stuff. The biggest problem to me was how weak the snare sounded; the rest of the instruments chosen can even stay the same.

>writing
Your overall writing is really good, and you're clearly knowledgeable when it comes to composition. You know how to make every instrument contribute interesting notes.

The main issue I found with your songs is that while you know exactly how to choose "what" notes should be played, you don't dictate "how" they should be played.
Any time you're writing for an instrument that's not struck (pianos, drums, bells, harps, etc), you have vibrato and pitch bends(!) to work with.

It's particularly noticeable because you're using a guitar for the lead, and it's missing the "color" that a real guitarist would add to that melody.

>lead guitar written without, then with extra "flair"
https://clyp.it/f3rpvvmj
>>
>>146146219
oh and also, this includes chiptunes. it's a big part of how you give flavor/soul to even electronic synths.

https://www.youtube.com/watch?v=csisM0fshrU
>>
>>146136978
Holy shit! Thanks so much for posting this!
I'll check when I get home, but this sounds like the exact issue I've been having.
>>
VA-11 Hall-A was just released bump
>>
Seem to be a lot of musically inclined folks around here, so I'd like to ask; is there a guide or list of tips and tricks for a beginner messing around with FL Studio so it sounds good?

All I'm good at is using soundfonts on occasion.
>>
>>146148886
What is this game, and why does it look and sound so ridiculously good?
>>
>>146149762
It's a cyberpunk waifu bartendering VN with robot girls pretty much.
>>
Good night bump
>>
b
>>
>>146155149
c
>>
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hey guys, remember me? remember tomb of friends? probably not, but i just started working on something else. I'll keep you updated!
>>
>>146157362
I remember it my friend
>>
>>146157362
I couldn't find the last friend.
So I'll always bee in the tomb of friends.
>>
I'm worried that by the time I finish my game computers won't be able to run it anymore. I know it's a VXA game but everything's MV now. Will Windows 13 or whatever is out by then not be able to run it? Will the last two years have been a waste? Am I just a paranoid bitch on the internet? Yes to that last one at least.
>>
I'm trying to make a boss have an attack where he (re)summons a minion into battle, and he re-uses it if the minion is dead... After a few turns. What's the easiest way to do this? I wanted some added strategy of being able to stop him if he tries, or preventing it with a status effect on a dummy enemy, but god damnit, I'm having a weird amount of trouble with this.
>>
>>146157981
if we can still run DOS games, we'll be able to run rpgmaker games.
>>
>>146157981
Given that modern computers still run RPGM 2000 games just fine, I wouldn't worry. Whenever computer architectures change too much, the old ones are emulated anyway, like with DosBox.
>>
I see you're trying to get to page 10.
You need to collect the four crystals of elements before you can do that.
>>
>>146157362
Played it, found all the secret boys, got the real ending, loved it to bits.

Can't wait to see your next project
>>
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bump with good names
>>
this general can't be THIS dead, come on guys
>>
>>146164568
Hopefully it means that everyone is busy working on their games
>>
>>146164568
I'm sorry. I've been caught up in the latest episode of the Mighty No. 9 debacle.

If anyone is thinking about using Kickstarter, be sure to keep in mind that it can bite you hard!
>>
>>146157362
I just played it now.

I really liked it.
>>
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>>146164901
Just be realistic and stay within your skill level. Things will turn out great!
>>
>>146157362
Just played it.
Der can go to hell.
>>
So, a while ago I had a discussion with some anon regarding whether Rubber Ducks were obviously electric-proof or not. The anon insisted that they being water-beings would probably cause the player to interpret them as weak to electricity.

In the game I also have a "Glass" status ailment that works as a variant of Petrification/Stone that makes the target immune to electric damage. Would the Rubber=Immune to electricity be clearer if the Glass status was substituted by Rubber? There are three rubber enemies in the game in total, but there are no Glass enemies in the game at all. Also, I am not sure about how many people know Glass is an insulation material
>>
>>146170038
My first thought when I see "Glass" is that whoever has it is going to break the second they're hit, and not anything to do with insulation.
Go with rubber, but if you have something like Rubber Duck, you'll need to put the emphasis on the Rubber part when it comes to the design.
>>
>>146170038
I agree with >>146170882, glass being immune to electricity is not obvious at all.
Ducks are usually double-weak to lightning (being water-y and air-y), so you really need to emphasize the rubber part if you want that to cancel it out.
>>
bumb
>>
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Let's say I wanted to display this menu in a very specific spot instead of the middle of the screen. Is there a plug-in that gives me more options?
>>
>>146146219
Yeah, I'm notoriously horrible at mixing. This track lacks some oomph. Anyone know of a good 90s-style drumkit soundfont?

I have to figure out how to do vibratos and pitch bending on my app.
>>
>>146146219
>written
people write their music?
>>
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That feel when you have awesome ideas, but can't draw shit.
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>>146176713
That is kind of what blank sheet music is for.
>>
>>146181076
I just play something until it sounds good enough and record it. Didn't know writing music was much of a thing amongst amateurs. Also not knowing knowing how to read sheet music is also partly at fault.
>>
>>146114497
Go with Almagest. Double points if the emperor/mage goes with starry/celestial-themed attacks.
>>
>>146114497
Here are some silly suggestions:
Wizeror
Wizerator
Magerator

Thank you, thank you, I'll be here all day
>>
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Post maps, old or otherwise.
Bump.
>>
What do you guys use to edit the js files that MV uses. Totally not used to it
>>
>>146187843
notepad++

just something with configurable tabs and background/font colors is good enough for me.
>>
>>146174285
Make changes to Window_TitleCommand.updatePlacement for the position.

Window_TitleCommand.windowWidth for the width.

It's very simple, so don't be afraid to look at it, or I'll be disappointed with you.
>>
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>>146176713
>>146183467
the three layers of being a musician are playing, writing and producing.

in this thread, i've seen people good at playing their instrument, but don't do much else apart from writing for their own instrument.
there are also people good at writing, and are clearly coming from a strong musical background, but are new to producing, like >>146140575
then there's people that, like me, started with no skill/knowledge in music and jumped straight into a DAW.

writing doesn't necessarily mean physical sheet music, btw. i still can't read or play music.
>>
>>146188637
The menu in my screenshot is a custom choice. I'm using a custom start up plugin that allows me to start on a map instead of the title screen. I guess what I'm looking for is a choice plugin that allows me to move the choice window to more places.
>>
>>146157362
Yes, I remember Tomb of friends.
Because I enjoyed it
>>
I don't usually like the resolution of RPG Maker but I think I can work in a good cartoony style.
>>
>>146177889
You could always use stick figures or geometry.

A triangle with a circle on top could be your main character..
>>
I bump you!
>>
Work on your game
>>
>>146196408
Not game examples (since they are made by people who probably could make much more intrincate drawings but simply stick to a minimalist style), but you could look at some of these animations for inspiration:

https://vimeo.com/107395294
https://www.youtube.com/watch?v=Jf0-Os95Z4U
https://www.youtube.com/watch?v=1IUX0Qy-IDM

Or you could look at Space Funeral
>>
>tfw you want to make something but have no idea what
>>
>>146186764
>r tomb of friends
those are some nice textures
>>
>>146201417
Do something short then post it.
Something creative, I dunno, try making a game with a single map, or single playable character, maybe just a series of scripted battles. Its up to you.

Best way to get out of the rut and its fucking fun.
>>
I'm back from work. Did you all make good progress?
>>
>>146202290
I surely will
Later
>>
Do you have a basics tutorial in your game (for controls and such)?

I tried making one, but it just sounds boring to read through. I think I might just hope that people know how to play an RPG when they play my game. I know I can make it optional, but it still just sounds horrible.
>>
>>146204289
Well, for some (maybe even just one person) your game may be the first RPG Maker game they play.
So an optional tutorial would be very helpful then.
>>
>>146204289
A couple days ago, we had someone post an RPG made in a different engine, and people couldn't even find the menu button. If it's new to you, nothing is ever obvious.
>>
>>146157362
how many friends do i need for the secret ending? i have 131 after getting dog god, secret boy, and super secret boy
>>
>>146209048
132 now after omega secret boy
>>
Hey, does the "reduce screen flickering" option in VXA have any adverse effects when turned on? It helps with the little bit of screen tearing that a big map was causing but I don't know what else it does.


>>146204289
The player starts with an item in their inventory which tells them about how to play. I may include a very short intro splash on key commands though.
>>
tips on animating water? seems so daunting compared to still tiles.
>>
>>146204289
Unfortunately, I'm going to HAVE to include a bunch of obnoxious tutorials in my game because the way skills are learned and is rather odd, to say the least.
>>
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>>146166603
But anon, that's just his way of expressing love...
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Does anything happen if you give your character a certain name in your RPG?
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>>146211003
I went a bit lazy here and there is no real flow in the animation outside of the "beach line", but if I were to do it again, I would start out with the area inside the big dashed line square and ensure that there is flow in the animation of the three frames.

Then, and only then would I start out creating the "bright" of the waves near the beach, which should be dictated by the "main tiling area" (bdls) and could have more freedom due to the wave "breaking".

To animate the "deep sea" you start out dividing the "main tiling area" of the "shallow sea" into four and pasting it broken down behind the shallow sea so you can use it as reference to create continuity between both.
>>
bamp
>>
Don't die bump
>>
>>146123754
Witch and the Hundred Knight and Fate/Grand Order
>>
>>146220943
This sounds interesting, while I know next to nothing from Fate aside from a girl named Saber I've played Witch and the Hundred Knight.
Tell me more about your game.
>>
I should be working on extending the plot forward, but I keep coming up with more introductory and/or flashback stuff instead.
>>
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Bumping again.

What's your opinion on monster girls?
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>>146223285
They make me wonder how they came to exist.

Is it a monster that happens to look human? Is it a human cursed to become a monster? Is it the offspring of two different species?
>>
>>146223285
I like very much them but I'm also a pervert
>>
>>146222020
I'm making a game with witches as the focus. The protagonist lives in a country that has been at peace for about 300 years after having a war against a god. He meets a young witch by chance and has to join her in a journey to a land where only demons and monsters live. By helping the witch, the protagonist may or may cause his country all sorts of misfortune (nothing catastrophic though) for completely selfish and petty reasons.
The party consists of bunch of idiots and outcasts who all join you in your journey for their own trivial motives.

The protagonist himself is kind of a dick and acts very nonchalant about almost everything that goes on. The witch is an airhead who lived her whole life away from society and lacks any trace of common sense.

As for Fate/Grand Order, while I don't like the game as a whole, I did really like the way it handled some aspects of the combat, where debuffs are very relevant to battle and weaknesses are very important things to consider unless you want to get killed.
Also the way it handled equipment, with it not making much of a difference in stats, instead granting all sorts of bonuses and modifiers to skills and certain attacks, some of them very situational.
>>
>>146226926
may or may not*
>>
>>146224489
They are almost always cute because that is how monsters of their species look like in their world.
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>>146226926
This sounds pretty cool, I'm looking forward to your game Anon.
>>
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>>146223285
Monster Girls are a primary focus of my game, so...
>>
How do I make physical attacks more interesting and differentiate them from magical attacks? I mean, I don't really want my mage to have Thunder: deal electric damage to 1 foe and my Warrior to have Thunder Blade: deal physical electric damage to 1 foe
>>
>Last podcast was about voice acting in games
>Somehow they didn't talk about voice acting in foreign languages or what effects dubbed works can have on people, if some works are best in their native tongue and whatnot

Felt kinda lackluster
>>
>>146229947
speed, range, etc.
>>
>>146230161
We also didn't have any actual voice actors. It was a fun episode, but it lacked meat and didn't live up to potential. We will revist this.
>>
>>146223285
I've always liked the mostly human kind (catgirls and the like), but more monstrous sorts like harpies and centaurs have been growing on me recently, too. If I had any kind of artistic talent I'd probably be making a game about them myself.

Maybe one of these days I'll actually get around to learning. The task seems intimidating, though. Every decent artist I know has been practicing for most of their life.
>>
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tfw pixel art is still fucking you up

a-atleast i can still make music
>>
>>146231338
It's never too late to start drawing Anon.
>>
>>146229017
>these hips
Hello there boner
>>
>>146226926
You, I like you.
>>
>>146230246
Speed (priorities, I assume) is a good idea, but doesn't really work in CBT, which is what I am using right now.

Range does work to differentiate physical attacks from magic, but feels a bit like a drawback on physical moves and isn't that good to differentiate one physical attack from another physical attack from the same character.
>>
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I've been making some icons, but I was having trouble picking a color scheme for the icon frames and backgrounds, particularly for the instant cast skills.
I'd appreciate any feedback on these or what color combinations to use.
>>
>>146235625
The last ones are the only good looking ones, IMO.
>>
I feel page 10 clinging to us
>>
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I'm back again my dudes, still working on my game for RPG Maker 2 (SFC version). Anyways, I'm again looking for some more help on my story. Here's the bare bones:

Have to rescue someone from the Nightmare World (in my game, there's three worlds: Nightmare, Dream, and the normal world)
---->
Find out that people from the Nightmare World have started invading the normal world
---->
The Nightmare World people move onto the Dream World

I just need a couple of things to explain or rewrite:

Why would the people from the Nightmare World (the Nightmare Brigade) suddenly decide to invade the other worlds? What was stopping them from doing this earlier?

Why should we save the Dream World after saving the natural world? (I was thinking of somehow tying the well-being of the natural world; maybe the natural world can't be saved until they save the Dream World)

Also, I welcome any other input on my story. Other ideas include:

>giving you an ally at the start of the natural world quest that reveals himself as a double agent using you to invade the Dream World

>almost dying at the end of the natural world quest, and being taken to the Dream World where you have to recover your party

>merging the Dream World and natural world quests, allowing you to complete them in whatever order you wants

Pic somewhat related, one of the rooms in a dungeon I designed. I tried to give it an OoT Forest Temple vibe since that's probably my all-time favorite video game dungeon.
>>
>>146229017
Do you post your art anywhere else?
>>
>>146234881
>speed doesn't work in a CTB
Sure.
>>
>>146238615
Well, I assumed you meant like priority. Like an attack that always goes first or always goes last. You can make it so the next attack comes sooner, but that is the same as just raising the character's speed.
>>
>>146238202
The minds of all people are transferred to either the dream world or the nightmare world when they sleep, right?
This should be reason enough to stop the nightmare forces.
As for why the nightmare forces can attack, maybe some sort of seal was broken or has worn off after a long time.
>>
>>146239041
I just got an idea: someone from the natural world infiltrated and became the new leader of the Nightmare Brigade. Maybe he was somehow able to rally the forces when no one else could
>>
>>146239562
Sure that works, maybe the nightmare forces lack motivation by default and a human with DETERMINATION can control them.
Better give him/her then a good story as to why they are doing this.
>>
>>146032191
Any script to make tales battle system?
>>
>>146240498
I'm thinking of having him be a powerful army leader that left for the Nightmare World so he could gain absolute power. That way, I could fit in the theme of "absolute power corrupts absolutely" to help explain his reasoning. Anyways, thanks for the help!
>>
Dying is verboten!
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>>146238202
What sort of creatures populate each world?
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>>146244383
And what is the relationship between them? Do the Dream and Nightmare worlds predate humans? Do they predate life? Or were they created by it? Maybe both and dreams gave shape to something that always existed?
>>
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I make only the best of graphics
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>>146245076
Your game is already art.
>>
>>146244383
>>146244548
The Nightmare World is populated by various monsters as well as Nightmare people (essentially humans, except EVIL!!!). Dream World will be only Dream people (essentially humans, except GOOD!!!). The natural world is just like our world; humans and animals. Both the Dream and natural world will get invaded by beings from the Nightmare World though.

The Dream and Nightmare World are essentially parallel worlds that we visit when we fall asleep. Its lore isn't really that important, I'm trying to only explain the necessities so as to not overwhelm the player with textboxes (good cutscenes are pretty much impossible to do in RPG Maker 2, so I try to make them short and succinct).
>>
>>146245989
What can I say? I want to make an art game.
>>
>>146246567
I guess that works. Regarding why the portal has opened, you could say:
Humans used a (sleep manipulation? dimension distorting? VR?) machine for some reason (entertainment, preventing or fixing some kind of real calamity, winning a war) and that weakened the dimensions.
Humans tried to open a portal to the dream world, but that opened both worlds.
It was going to open up anyway because time has passed, stars were right, the chosen one was born, etc.
Nightmare dwellers always wanted to pass and finally managed.
Dream dwellers opened the portal to the human world and it also happened to open the nightmare portal..
>>
>>146229017
For the best
>>
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https://soundcloud.com/mondo-nugget/mystic-future-boss-battle

Been messing around with sound filters and mixing. I had no idea there was so much more to tweak with. Been toying with the idea to go to school and get taught proper, maybe get some courses on graphic design or art studies so when it comes time for the art I'll be more prepared.

Also behold my awesome map skills, forgive the RTP, use your third eye and try to imagine awesome looking spritework in its place. I also plan to make it look less blocky, so it's more a framework than anything else.

It's gonna be the protag's hangout/sick-view-of-the-city screen. Will be the first area that the player gains control after the intro cutscene.

Question:
When drawing maps, do you prefer to layout all the ground first, then chests and goodies? Or do you plant them as you go? I've been doing a mix of both, haven't been able to settle on one.
>>
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>>146236457
How about this?
>>
>>146223285
It can be enticing

My game will have a succubus/siren lesbian couple
>>
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>Update to 1.2.0
>Need a key again
>>
help me pirate this
>>
>>146252384
Please support gaming companies (especially one with a niche such as this) by legally purchasing the software to promote future releases.
>>
>>146252883
>$80
>>
>>146253114
>spare change
>>
>>146253910
I'm sorry I thought this general was for indie game developers
:^)
>>
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>>146223285
Fairly indifferent. Good or cute ones will stand out I suppose. I plan on having an android girl as an initial party member if that counts. She'll serve as the teams medic. That is... until she dies saving the main protagonist. Androids are gonna be their own "species", of the oppressed kind. Mostly used for labor and... other means. Emotionless, but capable of reasoning and with unique personalities, or programming or whatever the fuck you call it.

>>146204289
The prologue will be the tutorial, but in a way that won't seem like an obvious one. For the most part anyways, there may be a few for key commands, but not many, and in depth stuff can be handled via an optional training room or something ala FF7.

>>146235625
I like the top and bottom two rows, particularly the skull one. Looks like it'd be cool for poison status. maybe for the instant cast stuff put a lighting bolt in the corner or something like that.

>>146250991
The note one makes me want to play Banjo Kazooie. I think the other version of the skull one looks better.

>>146176713
I try to, I'm getting better at it, and with more free time to practice soon I can only get better.

>>146177889
I know that feel.

>>146140575
I love the melody and the instruments that you used for this. It does sound kinda flat though. Not bad overall though I think.

>>146146219
>https://clyp.it/f3rpvvmj
This comparison is night and day! How the hell do you do that on FL studio or any mix software. I wanted to do something like that for this

https://soundcloud.com/mondo-nugget/mystic-future-my-beloved-peasant-village

but for the life of me I haven't figured out how yet. I wanted a Yoshi's Story guitar strummy sound but couldn't seem to wrangle it.

>>146149073
Learn some music theory if you haven't already, that's what I did. I also bought a nice keyboard to practice on, feels way easier to come up with melodies and such when you can actually play on something.
>>
please help me pirate this
>>
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>>146251559
By the way anon would this be too fetish-y? I'd like to pretend my game can be good enough to gloss over fanservice but I'm afraid I'll scare off people who'll see an anime babe on the screenshot preview and go "oh its one of those anime tit games I'll just pass it"
>>
>>146254938
http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
just for you anon ;)
>>
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>>146254225
I've made a few more. I think limiting the colors was a better idea.
>>
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>automating parameters, like pitch bends and volume, in FLS
For things natively in FL, such as volume and pitch, you can just right click the knob, then choose either "Edit events" or "Create automation clip".
The left window is edit events, and the right window is the playlist window showing various automation clips that'd run alongside the single pattern block.

Pattern events are tied to pattern blocks and uses the pencil and line tool to draw their curves. Automation clips use various curve types to generate their curves.

I'd recommend automation clips.

>other stuff
Some soundfonts/synths/libraries use different articulations depending on the velocity of the note.

http://www.gregjazz.com/upload/ugk2.rar
For example, this clean electric guitar soundfont has muted notes at low velocities and vibrato at max velocity. I used to use it all the time, but moved onto other stuff.
>>
Good night bump
>>
How do I make an enemy transform from one to another when it dies? Making a battle event that runs when they have 0% doesn't work, nor does Yanfly's battle transition thing.
>>
>>146260054
Make them resist the death/knockout state, then make that exact same battle event.
>>
>>146260278
This is fucked. For some reason they're just disappearing. What the hell?
>>
>>146260054
In the enemy tab, make them immortal in the part where you put things like elemental resistance or state immunity.

This is not the same thing as being immune to the death state.

It's in the enemy tab, not troops.
>>
>>146259012
Good morning bump.
>>
>>146118843
>tfw game starts like this

Fuck. It's my character's 16th bday though. To add to the trope-vomit he gets a mysterious message in a dream right before his mom wakes him up
>>
I moved from a pirated VXA to a legit steam one. How do I change name input in my game from Japanese characters?
>>
>>146268535
Nevermind, found the fix :^)
>>
>>146255539
Just don't put the titty monsters as the focus of the trailer and feature them in less than 10% of the promotional images.
>>
Hey guys. Any RPG MAKER MV 1.2.0 crack?
>>
>>146223285
Not really into them. Sticking fuzzy ears on someone is boring and 90% going to be an annoying character, and going the other direction (too much monster, not enough girl) makes them unattractive.
As with everything, though, there are some exceptions. I don't mind non-animal-type monster girls, like elves / succubi / vampires / etc.
>>
>>146272440
Just google "how to not be a cheap pirate".
>>
>>146260054
>Making a battle event that runs when they have 0% doesn't work

It should, but make sure you also have a "full recover" in there so that the enemy gets all its health back.
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