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/rpgmg/ - RPG Maker General #152
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/rpgmg/ - RPG Maker General #152

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
>>
i just don't know what else i'm supposed to be adding to my forest tileset.

trees, rocks, grass. now for flowers, i guess.
>>
>>146615812
Tree trunks and high grass are a must.
>>
>>146615812
Dirt, more flora than just flowers.
>>
>>146615812
Fallen leaves and moss.
>>
Fantasy RPG in a dystopian cyberpunk setting?
While I like the medieval setting I want to try something different.
>>
How much do you pay attention to scale when it comes to objects and landmarks on a worldmap (both when creating and when playing RPGs)?

Does it matter at all when some objects are far larger than others (houses larger than mountains, for example)?
>>
>>146617471
How about an utopian cyberpunk setting?
Yeah, I know, utopia and cyberpunk go together like space and laser sounds... but hear me out: utopia degrading into a cyberpunk setting

But I'm always for more cyberpunk, so yes.
>>
>>146617471
You could always make a Noir, Biopunk, Gothic Horror, Wildlife, Retrofuturistic, Lost World, Victorian, Wild West, Mesoamerican, Ancient Grecoroman, Persian, Xenobiology, Sea World, Escher Surrealism, Shinto, Superhero setting.
>>
>>146618709
All at once?
>>
>>146618827
That'd be different, wouldn't it?

But I am just joking and pointing out you could do a lot of other things.
>>
>>146619020
Sure I know that there is a lot of settings which are way too underused and truth be told I'm not even familiar with all you listed there.
Time to do some research.
>>
In your game, what is the first thing the MC and their friends do after a difficult fight?
>>
>>146621834

Fuck. (with more scenes depending on slut rating)
>>
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>>146620007
Well, I wouldn't blame you. Escher Surrealism exists mostly in short stories (mostly horror) and occasionally show up in some mindscapes or illusions in other series. Never really seen it as a setting for any kind of adventure.
Maybe check out the Junji Ito Manga Town Without Streets (although this only covers a couple of aspects of the theme).
And check these TV Tropes: tvtropes.org/pmwiki/pmwiki.php/Main/Bizarrchitecture

Xenobiology is used occasionally for some science fiction short stories and just vignetes for artbooks, but I love it personally. Maybe check out this story (it is more general speculative biology, but I find it really cool):
www DOT sivatherium DOT narod DOT ru DASH library DASH Ramjet DASH 01_en DOT htm
And the links in this page: speculativebiology.wikia.com/wiki/Exobiology

But you should probably, and most importantly, decide the setting based on the mechanics you want to use. If you've thought up some kick ass spell casting mechanic that you want to use, you should probably then scratch out immediately the Noir, Wildlife and Xenobiology settings. Then, maybe go with a setting that also allows you to pick up the right tone for your story. Biopunk naturally leans towards action, horror and thriller, more than to comedy or romance, while Victorian leans towards romance, politics and misery porn.
>>
>>146621834
Bully the shithead who got them into the fight in the first place.
>>
>>146621834
Eat the corpses of the dead.
>>
>>146622834
Thank you Anon. This will is very insightful and I'll learn a thing or two.
Maybe I'll really make a game in which you play some short stories and each is going to have a different setting with different mechanics.
>>
>>146623462
That's Live-A-Live, though.
>>
>>146621834
Rest together at the onsen
>>
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>tfw i want to make a game but mapping and pixel art are fucking me over completely.

I legit want to scream. I'm so bad at pixel art.
>>
>>146625332
I know this feel.
>>
>>146625332
you don't even have to be good at pixel art, though. just make it anyway.
>>
>>146625332
>don't want to use RTP
>can't draw, compose or make pixel art
I'm fucked, aren't I?
>>
>>146627059
You could always practice until you learn those things.
Or buy somebody's RTP.
>>
>>146627059
We have some music bros, maybe you could work with them.
>>
>>146627059
>>146625332
think of some other anons and their work.

the.. ghost/butterfly? in a forest? guy

the tiles and sprites were extremely simple, and clearly by a beginner.

the screenshots still had infinitely more personal flavor and appeal than any RTP.
>>
>>146627628
I'm going with simple, but it's just not coming to me ;_;

I-I'm gonna make a main character tonight blahh
>>
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>>146627183
>>146627218
>>146627628
This is too much work for one man. I'm gonna have to actually ask for someone's help eventually.
>>
>>146628891
What about commissioning someone?
>>
>>146629659
I don't think I have the money for all that, but it's almost inevitable to might as well be prepared for it.

I think the biggest problem is character art and tilesets. I don't think people would overlook the RTP/RTP Edits even with good parallaxing.
>>
>>146630739
If you expect your project to take a while (and it will, if you're not going for something super simple), you could just go ahead with it, using what art you can make even if it's bad.

You'll improve with practice, and making a game will be good incentive to keep doing that. I've seen plenty of things with art that improved over time. You can always go back and patch things up later.
>>
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>>146625332
While I do have mapping and pixel art on a acceptable level, scripting and composing are fucking me over completelly.
And I'm a cheap bastard who can't afford commissioning people at the moment.
>>
>>146629659
>>
good night bump
>>
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map bump
>>
here's my first song intended for some kind of vidya game.

https://soundcloud.com/user-344218426/hey-pretty-good

please be gentle
>>
>>146635905
pretty good :)
>>
>>146635905
hey pretty good :)
Don't ever use tags like #shit or something alike. You have to have proper respect for you and your work if you want to improve.
>>
>>146635905
While I do like the overall composition and song, there are a few criticisms I have. The first is that I feel that each segment repeats too many times, maybe have it repeat a little less and I feel like it'll be better. Second, the instrument for the other track at 1:55 is kind of hard to distinguish from the other ones. I feel like a more bass-like tone would work better for it, and maybe increase it's volume if you can't find a different distinct sound for it. Overall though, for a first attempt, this isn't bad at all, good job.
>>
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>>146631836
Yeah, I don't think I'd be able to finish even in something like 4 years, which is more than enough time to get good in some of the aspects I'm lacking.

Better bite the bullet and start practicing art I guess. As you said, my game will make a good incentive to continue, I just hope I can keep it up.
I'll probably just commision music though.
>>
Post progress bump
>>
Good night bump For real this time
>>
>>146615812
Fallen trunks
Mushrooms
Ferns
Shrubbery

What kind of forest are you going for anyway?
>>
>>146615812
Animal corpses, of course.
>>
How are the cutscenes in your games?
Some scenes in my game involve dialogue between two characters seem like they in a blink of an eye even though there's like a bunch of dialogue I wrote.
>>
>>146646860
They only seem fast because you know what they're saying. A new player actually reading through it all won't get that feeling.

If you still feel like padding them some, use emote icons, and add some pauses to the text itself.
>>
>>146646860
Consider leaving them short. Nothing wrong with brevity.
>>
>>146649427
I feel like it's hard to get emotion and feeling through a brief cutscene. Feel free to prove me wrong, I'm interested.
>>
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>>146650626
This cutscene in Dragon Quest V lasts about one minute with maybe twenty text boxes, but it's one of the most memorable in the series.
>>
>>146634757
Neat.
>>
Applying a state on a critical hit, can be done with just base engine or need a plugin?
>>
>>146656705

Sorry, this is in MV.
>>
>>146656705
>>146656778
Plugin. You can't modify crit behaviour with the editor.
>>
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How would you guys go about subclasses from a lore perspective?

Hard Mode: Job Classes in my game aren't the crystallized experience of ancient heroes.

>>146625332
>>146627059

If you're making a commercial game, pay someone to do those assets for you

If you're making a f2p then use the RTP who gives a fuck? Here's an idea; if you're game becomes a cult classic offer fans to become a part of history by adding assets to it after release. Slowly but surely they'll cloak over your RTP with legit assets
>>
How the hell do I download DLC on Steam?

I click download on a DLC's page and it just opens up RMVM.
>>
>>146625332
I can deal with pixel art, but I suck so many dicks when it comes to mapping and managing tilesets. I have such a huge and unsorted mess of tilesets and I can't remember which ones I still actually have use for and which I don't. Well, at least I credit all of the creators of those tilesets.
>>
I'm trying to make a corruption/degradation system, like in a lot of h-games, where the heroine will be able to undress, wear specific clothing depending or perform specific lewd tasks, depending on stats.
One way I was thinking about doing it is having a general lewdness stat for h-scenes. The player can view the heroines lewdness stat from the player menu if it matches a certain number they can play out the h-scene or perform specific tasks. The lewdness level rises when the heroine permforms lewd tasks which require a lesser degree of lewdness or gets raped by monsters.
With clothing it's a bit tougher, because I have a lot clothing pieces that the player can change to their own liking, for dress-up purposes. And the way I thought about going with clothing is having a shame stat. The shame stat can't be viewed by the player, but it will increase when the player starts taking off the heroines clothing or putting on clothing that's way too revealing or lewd. When the shame stat rises, it will check whether or not the lewdness stat is high enough, and depending on that the heroine will either put the clothing back on let herself undress/put more revealing clothes on.
Is this kind of system good or would it be annoying that the heroine has to perform lewd tasks to be able to perform other lewd tasks later on? As well as I'm still not sure how to go about comparing the shame stat to the lewdness stat.
>>
>>146657451
Books and manuals.
Guiding spirits or living weapons of some kind.
Just some kind of role that the character can decide to take after seeing it.
Mutations and body upgrades.
>>
>>146617471
Shadowrun?
>>
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>>146627059
I make shitty pixelart too, but lots of people enjoyed my game. Don't worry too much about it and you'll be fine!!
>>
>>146664973
Is this the expanded universe version of Bee Movie?
>>
>>146666104
Jerry Seinfeld lied, Bee Movie 2 is definitely happening
>>
>>146666916
God help us all
>>
>>146662819
I think it could be somewhat cute, if you get her behavior to make sense, and I don't consider it too annoying. Plus it is kinda similar to what you have in Slave Maker, Princess Trainer and other such games.

That said, if you want to use that mechanic, I think you should reduce the customization in your game a little bit to just underwear, dress and accesory.
>>
>>146658995
I'm guessing it's the same as with dlc for VX Ace where it downloads it into the steam folder of RPGMV/dlc/


>>146668152
>if you get her behavior to make sense
As in change in attitude over time? That's definitely something that I will work on, once I have the basic system working.

>Plus it is kinda similar to what you have in Slave Maker, Princess Trainer and other such games.
I haven't really played those games, but from the looks of it, yeah kinda similar.

>I think you should reduce the customization in your game a little bit to just underwear, dress and accesory.
Well, I'll look into that later, if it needs to be reduced, but I really love dress-up in games, so I'd want to keep it, if possible.
>>
Does anyone know how I might go about adding in help text to the upper windows of my menu scenes?

Probably too hard to bother doing, but it'd be nice if they weren't empty half the time. For instance in pic related it'd say something like "[?] Automatically equip highest-rated equipment" or something.

Anyway, any ideas?
>>
Good morning bump
>>
>>146625332
>>146664973
Not sure how much artistic bone I have in my body, but I certainly am a perfectionist. So for me that attitude sadly won't work. It's not good enough if it's not up to my own (far too high) standards.

It's easy to forget that not all people are like that, though.

At any rate, there are some great tutorials out there:
http://opengameart.org/content/les-forges-pixel-art-course
- helped me a lot with perspective, lighting, and tiling

http://androidarts.com/pixtut/pixelart.htm
- gives varied insight into lights and shadows as well

http://finalbossblues.com/pixel-tutorials/
- covers right about everything

Plus there's the pastebin from the OP with additional tutorials:
http://pastebin.com/SuXCN3pf

Start slow and simple, and you'll get somewhere in no time.
Nothing you can sell quite yet, but you'll get to a point where you realize that you don't suck as much at pixel art as you thought.
>>
>It's another we need a bump every 20 minutes episode
>>
>>146675483
>Skip that episode bump
>>
>>146666104
>>146666916
It's official, I'm making a Bee Movie 2 RPG
>>
>>146679010
I dunno. Desperaux and even Shrek seem more like rpg material.
>>
Why haven't you posted a demo yet?
>>
>>146684649
Not even finished a single dungeon.
>>
>>146678062
>>
>>146684649
What if I already have and it just happened to be years ago?
>>
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>>146679010
It worked for Space Jam
>>
LIVE
>>
Learning how to apply lighting and shadow sucks bump
>>
In MV, is there a way to make a skill target one target and then automatically target another if the second target has a specific state on them?

I did this in Ace, but it was so long ago I don't remember how, but I'm pretty sure it was without scripting. I think I added something to the formula?
>>
>>146695185
Lighting on pixels sucks bump.
>>
>>146698780
THis. I'd rather just draw the shadows on the pixel art
>>
>>146701063
Doesn't sound like an improvement if you have no idea where to put the shadows on more complex forms bump
>>
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https://soundcloud.com/mondo-nugget/mystic-future-so-whats-the-plan

Finished a new tune, soooooo glad I'll have more free time to work on this shit soon.

>>146635905
I like the arps and instrument choices, its a little loud though. I wanna make some chiptunes like that but I've no clue what vst they fall under. Good job regardless, keep at it man!

>>146617471
That's basically what I want to do as well, the MC is from an Akira-esque cyberpunk dimension, and his main goal is to find a way home from the High Fantasy world he's been dropped into.

>>146621834
Light a joint and make a fire out of the remains, BS-ing about how awesome a story the battle will make.

>>146625332
I feel your pain to a degree, my art skills are lacking, but I find mapping easy for the most part, behold my shitty RTP slums! I'm sure that will change when I have to start mapping complex dungeons though lol.

>>146627059
Nah, just overwhelmed I'd say. When I get better at composing and sound mixing I wouldn't mind maybe doing some commissions for anons that want them. It would be good practice for me probably, and I'll have lots of free time over the next few months. Can't promise I'll be amazing at it but I'll do my best.

>>146646860
Not bad, I'm getting better at pausing for effect and having them flow like an actual conversation. Writing the script out beforehand has helped a lot I think.
>>
>>146704334
>All those mismatched building tiles.
>Using floor tiles as walls.

Stahp.
>>
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>>146706304
no u

Seriously though, it's supposed to look like it was thrown together, the RTP does it no favors but they ARE supposed to be slums, which aren't exactly prime real estate. It's all a placeholder layout anyway, more or less so I can move around and test things.

Once I git gud at pixel art or whatever the fuck I promise it won't look so bad. I just ran with what I though would look OK for the time being. Some of the floor tiles look better as walls imo, and you can make them impassable so I don't see what the big deal is as long as the finished game doesn't look that way.
>>
>>146707758
This is painful to look at, dude. You'd probably be better off with having black for most of the ceiling bits there. And why are there holes in there?
>>
>>146690101
The greatest game
>>
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>>146711049
Windows. I like the cloud paralaxx that MV came with and found out you can have it slowly scroll in whatever direction, adds some life to the room besides the shopkeep.

When you say black for the ceiling bits do you mean the black squares in the mapping palette? I think I get what you mean, the black would look more ceiling like and such.

Said I found mapping easy, didn't say I was good at it lol. You have any good examples of mapping? I'm happy to learn, since I'm still fairly new to all this.
>>
!Page 10!
Death imminent
Administer life-saving bump
>bump
>>
>>146711846
>>146707758
>windows

I can't tell what's happening in that room at all. lol

Before you start throwing in details, you should layout the floor, walls and ceilings.
>>
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>>146715223
Noted. I kinda just do it as I go along, haven't worked out a structure yet since I'm still feeling it out. I find it's easy to get sidetracked from one thing or the other, gotta stamp that shit out then I suppose.
>>
ded
>>
>>146719201
Very ded
>>
>>146664973
this is good art though
>>
One of thoise companies that put RPG Maker games on Steam reused a stock Maker graphics for two different projects, lol
>>
I don't think I'm going to keep this widescreen resolution. It's a little weird for RPG Maker and might not work when I actually get my game going.

I'll experiment with it and see if I can pull off some kind of "theater" view that will give the game a unique look.
>>
How do you get inspired? I'm in the mood to make a game but nothing is really hitting me.
>>
>>146725723
Watch some good movies, play some good games, read some good books, stories or even poems.
Anything, really.
>>
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>>146723460
I should at least post a picture
>>
>>146725723
play a game that makes you want to copy them, but do it better.
>>
>>146725723
>>146725924
This, but also mixing it up by:
Sleeping with something on in the background.
I'm serious, a lot of my ideas come from dreams that distort whatever's on.
>>
>>146726151
Well, I gotta say it doesn't look very good right now, but I'd blame the tilesets and character sprites, rather than the resolution..
>>
bamp
>>
>>146727824
I mean, the texture in the tree trunks looks a bit like veins. It'd probably be better to just have trees without texture.
>>
>>146726151
What the heck is going on with the stretching here? Or is that intentional
>>
>>146731027
I imagine those are placeholders and he wants his characters to be two tiles tall..
>>
>>146731027
>>146729939
>>146727824
It's all just placeholder art.

The only thing that really is worth looking at is the horizon and the bushes (which represent an artstyle I am experimenting with)
>>
What's something unique/interesting (i.e. perspective, mechanic, style, theme, atmosphere, etc) you've seen in an RPGM game recently?

Part of me wants to go for a sidescroller for my next venture but I'm also not confident that I'd be able to have fun with it. Any good sidescrollers you've seen recently?
>>
>>146732093
Also as an afterthought; I want to make an alternate history/American revolution themed game but that is all I know. Any ideas or prompts or whatever to get me started?
>>
>>146732423
Think about the American revolution in context with what was going on in the rest of the world.
>>
>>146657451
this
>>
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I made a game back in January and forgot about it, please play it.
After making 3 joke games I decided to make a """""""serious""""""" game. Please enjoy and tell me what you think.

https://mega.nz/#!e5YHBLhR!AeCgr9dZ7lsgT4CUDC0yuk9pqZP-ztk845PTDyR2u0A
>>
>>146736593
Alright, duder; I'm playin' it.
Just for you, man.
>>
>>146737576
Thanks anon
>>
>>146736593
It's way too late now to play this, but I will do so tomorrow.
>>
>>146732423
Make the entire cast of historical figures into cute, scantily-clad lolis.
>>
>>146739252
I second this, but don't make them scantily clad. Makes fanservice more appreciated.
>>
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>>146736593
I'm not sure how I feel about this puzzle (didn't save before doing it the first time ;-;) or most the sliding puzzles, actually. I'm able to break them pretty easy with the jump function.
>>
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I made a joke game but I may have gone too far,
even without making my own assets (I can I'm not worried) this took months and this fucking combat system still makes no sense.

Someone save me from this abortion I have to playtest this cancer and endure its "plot" before I can give it to my friends.
>>
>>146741282
Why not embrace it Anon?
>>
>>146741385
No mortal man should be subjected to this cancer.
>>
>>146741282
Welcome to the "Joke Game Gone Too Far" Club.
I've been working on mines for over a year, barely any music or art asset is original, and for some reason I'm still compelled to work on it.
It's 4-5 hours long so far and it's not even halfway done.
>>
>>146670937
"Anyone got any ideas on this?" bump

Also I'm experimenting with icons and added some for the attributes.
>>
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>tfw my meter event is working flawlessly
I had a rough concept of what to do, but it only took me like four minutes to actually event it. I'm surprised at how easy it was.
>>
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>>146743034
And with a marker for the target zone.

I forgot what this thing is actually called.
>>
>>146742029
Godspeed Anon, if its as bad as mine I feel bad for you when you need to get to balancing shit.
>>
>>146723460
If the game is all about going left and right, widescreen is great. If it's about moving up, down, left, and right about equally (like most RPGs), then widescreen is not appropriate.
>>
>>146737709
Okay, I give up. I can't defeat what I assume is the final boss. The only parts I liked was being inside your room (and the music), sorry.
>>
>>146745169
DID YOU GRIND ANON?
DID YOU EVEN TRY?
It's okay, thanks
>>
>>146745227
I didn't grind. I wasn't aware I could get exp since I just ran away from everything 'cause it didn't seem to impact my ability to defeat the bosses of each of dream sequence. r.i.p. doggy
>>
>>146745667
Oh yeah, each time you kill a enemy you gain perma stat increase instead of exp.
I left everything vague to be """deep"""
;_;
>>
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>tfw yanfly practically making your game for you
>>
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Post progress.
>>
>>146746515
>Fuckboy over there
Is this you Jill?
>>
>>146747392
Funny I had the characters planned out a few months before I played that game. Realized they had that same attitude. Hoping it doesn't rub off too much in the final product.
>>
>>146747476
I think you will be fine as long as you don't bring in some spooky ghost character only she can see.
>>
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>>146748276
To be honest a lot of other games have taken a much more obvious toll of influencing this game.
Including but not limited to Sonic the Hedgehog, Grand Theft Auto ,and various MMORPGs.
>>
Good night bump
I've lost control over my life
>>
>>146746496
Is there a way to download all his plugins at once?

I'm lazy.
>>
>>146749407
pledge to his patreon for a demo that has them all
>>
>>146749624
>pledge to his patreon

oooooyyyyyy veyyyyyyyy
>>
bamp
>>
>>146747392
Nothing wrong with a fuckboy
>>
I've been trying for ages to make a top-down stealth game (first in XP, then in MV), but I just can't get melee attacks to work by button press, and projectile weapons don't work at all. I have no scripting knowledge and I'd like to keep plugins to a minimum (I am decent at eventing though). The only other option I can think of is to not have combat at all and force an instant game over if the player gets spotted, but that's a cop-out. Wat do?
>>
>>146755838
>but I just can't get melee attacks to work by button press
Have two switches that relay a guard's direction (Left/Right and Up/down) and if the player talks to them from 'behind,' they're dead

>projectile weapons don't work at all
You're gonna need a script for that, unless your guard's stand still

A guy back in 2002 did something like this for the PS1 version.
http://www.gamefaqs.com/ps/258251-rpg-maker/faqs/16701
His demo and website are gone. At least the guide is still there
>>
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>>146755838
Try taking a look at some games that have it and observe their implementations. For example, the long-running Nobita no Biohazard series has both melee and projectile weapons, and those games are mostly made in 2k3, so it's all done via events.

Nobihaza Insanity Destiny is one of the series' few VX Ace games, but it still handles the combat via common events (though does take a small shortcut: it uses a script to replicate the "call event" command that 2k3 had but Ace lacks).
The most important common events are shown in pic related: one to check for the attack button, one to move the "bullet" (just variables, the bullet isn't an object), and one to check whether there is an enemy at the bullet's location.
It's not a difficult implementation, really; it just looks complex. (Of course, the game does take it a bit further, with attack animations for each weapon, the ability to draw/put away your weapon at any time, strafe/rotate controls in combat, and special moves for a couple characters -- but you don't need to worry about that stuff when you're just getting started.)

>>146757061
>You're gonna need a script for that
No. People are far, far too quick to say this. Events are much more powerful than you think.
>>
>>146758813
Oh, and for reference, though I think it should be clear from the explanation anyway, I'll translate the relevant bits of Japanese in the screenshot.
The first event is "combat controls". The comment says "When combat is allowed, press shift to ready your weapon, then Z while ready to fire. Press C while ready to ready the knife."
The second event is "handgun attack handling". The variables it sets up are the bullet's X and Y positions, the range, and player facing. (Range is set to 0 because the way it is handled, it increases until it breaks a certain value dependent on the weapon, then collision checking stops.) The label jumps are to end this event.
The last event is "collision detection". The conditional branch script check is big and didnt fit in the shot, so here it is:
>$game_map.events[$game_variables[10]].instance_variable_get(:@event).name.include?("[T]")
It checks the name of the event in the bullet's tile, looking for "[T]". Enemy events and no others have that, so that check is basically "is the bullet on an enemy?". The event call that it then makes handles damage and blood and such (it's not a common event, but one page of the detected enemy event).
>>
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>>146746515
OK

https://soundcloud.com/mondo-nugget/mystic-future-world-map-cyberpunk

Theme for the Cyberpunk world map. I dunno if it's something I ate or what, but tunes are coming to me like crazy these last few days. Maybe the few days I took a break were more helpful than I thought.

>>146746496
I ain't complaining, less shit to stress over which gives me more time to focus on tunes or other shit, like working on mapping.

>>146741282
I'll admit, the thumbnail has me intrigued. I'd give it a go if you would let me.

>>146736593
I'll run through this later today, got some stuff to do before I can veg out and play stuff. Downloading now.
>>
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>>146746515
Alright.

Wanna go rob some graves?
>>
badump
>>
Are Gods real in your game's world? What are they like?
>>
>can't find this female singer's thread on rm official forums anymore
ajkfdlasjh
>>
>>146765004
One is. You know, the usual; benevolent, all-knowing, often misrepresented.
>>
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>>146765004
In one dimension, yes. The Fantasy world is gonna have some religious factions, who pray to the respective deities they worship. So standard "my god has a bigger dick than your god" will probably apply for some.

I was thinking about making some kind of class that does high damage and has good defense, but can't deliver the killing blow since it goes against what their "ways" are about. (i.e. magic policeman, protect and serve or some shit) Then once shit gets real (accidentally kills someone, is forced to kill some villan to save someone's life etc.) they have to deal with that turmoil of committing sacrilege or whatever.

Then, you, the player could either tell them to stop being such a weak, weak, man or GTFO.

Not sure how I'll implement it in yet, but I'll find a way. Killing gods is usually a good time, so I guess they are real then.

The Cyberpunk dimension has no magic, only the cold hand of science.
>>
>>146765004
At least one is. And she/it is kinda like a mix of Eris and Prometheus. Other gods aren't really well covered in the lore, but the fact one is real could mean the others are as well.
>>
>>146765004
The ancient gods are not real, but the one true god is. Just like in real life.
>>
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Guys, help: I've been reading Va-11 Hall-a and I now I want to make a cyberpunk game that actually has gameplay.
But I also have multiple projects on hold.
What do?
>>
>>146773374
Depends on how resource intensive and long you want this cyberpunk project to be.
>>
>>146765004
There is a god and a goddess in my game, and some others that are made-up or are alternate representations of the real gods.

The god created the universe and is basically just an immortal watcher who is easily entertained by the actions of his creations, rarely intervening. The goddess likes to play with the god's creations, spreading chaos and whatnot. She hopes to one day take control of the universe which she feels is rightfully hers, but she fails at every attempt except for that one time.
>>
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>>146773505
>how resource intensive
Depends on whether I want to stick with my usual style and recycle old graphics or make some new ones.
If it's the latter, I'll never finish it. So, I guess resources will be pretty simple.
>how long you want this cyberpunk project to be
I'd like to make something episodic, I think. The longest project I've finished so far was about 40mins/1hr long, so it might be fun to bang something that sort of length out.

Yeah, you know, I have some themes I can focus on and explore in a short game... Maybe I'll set myself a deadline like last time and see what I end up with. I haven't done any deving in ages, so it might be good for me. Been a lazy cunt lately...
>>
Hmmm, thinking about buying rpg maker mv. Now that more shit has been done.

Should I?
>>
>>146765004
no, just admins
>>
>>146775928
Is it still on sale?
Have you tried the trial and liked it?
Are you not affected by lag and other bugs/don't care?
If so, then sure.
>>
>>146776054
there is a trial? I will check that one then
>>
>>146765004
Yes, but I think they are more like very powerful creatures since they are not truly omnipotents.

In ancient times there were three gods who created the island in which the game takes place and all of its inhabitants. One of them grew envious of the others and killed them, but was sealed away by the islanders before he could do more damage. During the years the legend changed drastically and in modern times it is believed that the sealed god actually protected the island by the other two and then went to rest, awaiting to be awakened in times of need.
>>
>>146773374
>>146774606
Depends what you mean by "on hold", I'd say.

If you're putting them off because you don't feel like working on them right now, go for it. There's no point in delaying something you want to do for things you aren't even doing at the moment, and maybe it'll spark some interest in getting back to your old projects afterwards.

If you're waiting on someone or something before you continue with them... well, I guess I'd say do it anyway. Just don't let it get in the way of anything more important. You can always drop it and come back to it later.
>>
>>146775928
I have it and I'm still using Ace anyway. I dunno, MV just looks ugly. I don't like the changes to the editor.
>>
anyone got a collection HUDs from other games for reference?
>>
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more portraits
>>
Ugh.

I was working on formatting everything in my game to fit into a 320x320 screen, but I took a long break and now I have no idea where in the scripts I changed things. Oops.
>>
Is it possible to detect when the player presses and F key? I'm mostly interested in F12.
>>
>>146765004
In ancient times when the land was covered with nothing but endless ocean, 4 primordial gods risen to the surface and created land.

Then some other stuff happened and they left to the stars.
>>
>>146781194
Yeah MV's higher resolution graphics also made everything look more weird than cute.
I haven't seen many good looking MV games yet.
>>
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>>146784647
Okay, I think I'm back on track. I'm going to keep working on things myself, but I'd like to ask for some help here while I'm trying in case I can't figure it out.

I'm trying to close the gap between the stats and stats numbers here so equipment will show up on screen. Any help or guidance will help. This is VX Ace.
>>
Guys, quick. I need a name for a mythical beast made of shapeshifting shadows that is thought to attract bad luck. What do I use?
>>
>>146786919
I believe the function is draw_actor_param in Window_Base. It adds a 120px offset between the parameter name and value.
Note that because it's in Window_Base and not Window_Status, changing it will also affect other places it's used, like the Equip menu. If you're handling those separately, make a duplicate function specifically for Window_Status and change draw_parameters in Window_Status to call the new function instead.
>>
>>146788685
Mojo.
>>
>>146786919
>>146789184
Oh, one more thing -- from the looks of it, that won't move the equips over on its own. You'll probably have to change their x-offset in draw_block3 in Window_Status.
>>
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>>146736593
Ok, so I've been playing it for the last 20 mins or so. I like the setting quite a bit. You draw those enemies? Looks dope.

Dig the music, especially the bonus track on the Headbust CD player. You have a soundcloud? I'd like to follow you if those are your tunes. I was thinking of doing a jukebox extra thing like that too. Maybe make it so that you unlock more songs to play on as you progress or find them. An I-pod would be a cool feature, kinda like in MGS4.

Battles seem a bit underwhelming, I like impact on battle effects so that's just my bias I guess. No clue what the emotions do but I bet that's revealed down the road. Really like that I can jump, spent like five mins getting a feel for it. That a plugin or can you event something like that?

Overall, I'm invested, gonna keep playing. Nice job mang.

>>146783338
I really like your artstyle, kudos to your skills man, I gotta work on mine, after I git gud at music. Thinking of going to school for it this fall.

>>146788685
Kremlot
>>
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Just a reminder that story choices are a narrative device.
Turning the page isn't a game, but you can make it a game by adding chance or skill.

land a dart on a dartboard.

>Score greater than 13 and turn to page 57.
>Score less than 13 and turn to page 4.
>Score exactly 13 and throw salt over your shoulder shouting "Begone Satan!" then turn to page 72.
>>
>>146790234
I dunno. I think adding chance to a story doesn't make it a game. That just seems silly, but most conversations about What is a game? are silly.
>>
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hey, i made concept art in the style of Undertale's concept art.

im so good at art
>>
>>146791904
porn when?
>>
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>>146783338
This ain't gonna be some sorta weird shota RPG, is it?
>>
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>>146791904
>lil' kid
>15
nice sketch otherwise dude
>>
>>146792176
i'd actually feel honored if someone drew lewds of my characters.
>>
>>146793669
It's a weird robot RPG, I believe.
>>
>>146793785
it was kinda supposed to show that i have no idea how old she's gonna be

but i also just kind of fucked that up
>>
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>>146793669
MC is a boybot and all, does that make it a shota RPG?

Canonically he resembles his scientist mom's fiancé when he was in high school, so if anything he physically resembles a 15-16 year old in that universe
>>
>>146794684
>he physically resembles a 15-16 year old in that universe
so you're saying average teenage boys have thighs like his in your setting?
because I'm not sure if I'm okay with being okay with that
>>
>>146795494
>Not wanting your RPG hero to have delicious childbearing hips.

Disgusting.
>>
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>>146795494
Pretty much everything in this game has hips.
I'd say just roll with it.
>>
>>146784647
Why do you want the window to be that size?
>>
>>146796253
I said I was okay with it, just the thought of the general non-robotic populace also having them is hard to wrap my head around

>>146796368
I'm sold on it though
>>
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I had a little idea. Would anyone be interested in playing a game which ONLY used default MV maps?

I'd like to do this as a sort of challenge to myself. I can only use default maps and the only changes I'm allowed to make are as follows:

1. NPCs.
2. Chests or other interactable events (such as puzzles).
3. Doors/Teleports
4. Placing towns, dungeons and bridges on the World Map.
5. Stairs to other floors in dungeons.

Database wise, I can only use the Cover Art characters as potential player characters (with their official names, like Aldo here), but pretty much everything else is fair game.

Would you be interested in playing something like this?
>>
>>146797782
Also to clarify, I can only use default asset enemies, and I can only use music that either comes with MV or is part of the Cover Art Characters pack.
>>
>>146797782
could be a fun idea if you got some other people onboard too and each made small games in that fashion, so players can compare what different people made from a limited toolset
>>
>>146797782
I would. I started the same project (but with Ace) last year; never got very far, but it was fun to do. And if you're new to the program, it's great training.
>>
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More progress!
Will probably stop here when it comes to this part, don't wanna literally show everything.
https://a.pomf.cat/jtmwin.mp4
>>
>>146790052
>>146789223
Kremjo it is, then.

>>146797782
Seems like a better learning exercise than something that would appeal to me as a player.

Also, there are already such games. Mostly shitty hentai
>>
>>146798796
How do you do that little, uhh, "pop" animation when a portrait changes?
>>
>>146798796
Aside from a few spelling mistakes ("deplete", not "deplead" for example), it looks OK.
>>
>>146798796
that sound effect on the happy portrait is cute, didn't notice it before if it was in the last one
>>
>>146799457
Yeah spelling mistakes are the biggest issue I have here, english is my second language to there's bound to be a ton of messed up engrish there.
Thankfully I have a few native speakers on steam that agreed to help me out once the game is finished, so I'll be giving them a beta to proofread and report all of the typos.


>>146799310
Picture manipulation, just needed to change the width to 120% then back to 100%
>>
>>146799713
I'd be happy to help too. English was one of the few classes in which I paid attention.
>>
>>146799713
Where are you from, anon?
>>
>>146799713
Have you considered a release in your first language? It's certainly the case that an English release will widen your audience greatly, but you shouldn't overlook the value of a less-crowded market. Depending on what your first language is, you might have a lot less competition in this space in that language than you do in English.
Though of course, do release in English too -- I'm very much looking forward to playing your game.
>>
>>146800015
I'm from Brazil.
Please don't bully me.

>>146800820
There is literally no market for RM Games ( or games in general ), or even potential to build a descent audience here, not to mention Portuguese is a very unpopular language so a game on my native language is a bit out of the question.
>>
>>146798796
If you don't put this on steam so I can give you money I'll be so mad
>>
>>146798796
This is so adorable
>>
bmpp
>>
>>146801105
I mean, YOU clearly play RPGM games. You are the living proof that people exist who both like RPGM and speak Portuguese. It's an untapped market!
>>
I'm having trouble deciding what tone my game should be. I want it to be cute like the Kirby games or Animal Crossing, but I want it to have dark moments, like one of the characters suffering from severe depression. Because of the aesthetic it's probably going to have, I feel like this would be too edgy and out of place. What do you guys think?
>>
>>146806376
I think that subject matter as serious as depression should not be a "moment". Continue with your happy game, then make a different heavy game.
>>
>>146806376
Kirby's cute and dark. Make Kirby.
>>
NOOOOO
>>
Current task:

Struggling to write a scene where the new party member is introduced to the party. The problem is that the player has already been introduced to this other character in another segment, so I don't want too much retreading of stuff the player already knows.
>>
>>146808812
Do a fade out where the player can assumes the party goes over all that past stuff or something like that?
>>
>>146801105
I'm a fellow HUE too, irmão. You don't know how hard I get knowing you are so close to me.

Boa sorte!
>>
Standard medieval fantasy devs:

Do you prefer to call it "chainmail" like popular culture does, or do you simply call it "mail" or "maille" like it was actually named at the time?
>>
>>146801105
The main problem in Brazil is that most of people have a bad opinion about RPG Maker games. Unfortunately, brazilians tend to give more credit to Unity games.

Mas, estarei torcendo para que você não desanime e consiga tocar seu projeto até o final. Votarei no seu jogo quando chegar ao Greenlight e comprarei como faço com todos os jogos indie brasileiros. :3 Neste caso, não só pelo incentivo aos devs brasileiros, mas porque realmente estou gostando do que você tem mostrado aqui.

If you want my advice, then just follow Chroma Squad example and release your game in both languages. Then you can get support from brazilians and people from other countries.
>>
>>146811581
I use maille. Please use maille, too.
>>
>>146812935
>The main problem in Brazil is that most of people have a bad opinion about RPG Maker games.
That's the same everywhere.
>>
>>146813812
Except Germany and Japan, I've heard
>>
>>146814419
German here.
I actually have no idea how people nowadays see RPG Maker games but in the past we regarded them quite highly.
>>
>>146815293
That's quite interesting.
>>
>>146812935
>>146814419
>>146815293
Which seems odd to me, as using RTP is the equivalent to using Unity stock assets... and that doesn't seem well-regarded anywhere.

I know Germans have, for some reason, always been rather fond of these little one-person-developer games. In the past, those did not rely on blatant stock assets, however, so I do wonder how that translates into ouralleged love for RPGMaker games.
>>
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https://soundcloud.com/mondo-nugget/mystic-future-betrayal

One more for the night. Give it a listen and tell me if it sounds ok.

>>146806376
Make it like Happy Tree Friends or what this guy said. >>146806709

Cute and Macabre can mix together just depends on how you place and pace it I think.
>>
>>146798796
Remember to save your progress regularly anon. The last thing this general wants is for your work to be lost.
>>
B U P M
>>
>>146812935
I dunno, it just doesn't seem to be worth the effort of making two languages.
Especially since in RPG Maker you have to go through every single individual event and translate them.


>>146820323
I will anon, I will.
>>
>>146818904
I like it, but I'm really a sucker for synth music.
What kind of scene did you had in mind while composing?
>>
>>146818904
Most of the time when I give mixing advice, it's just a preferential thing. But in this case, that bass synth is offensively loud in the low frequencies.

Remember to do comparison checks!
>>
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>>146821139
Thanks man.

The basic outline is during the prologue one of your party members betrays you to a crime lord that you and your group are on your way to collect a reward from for stealing some tech in a factory from a corporation. They have you dead to rights, and the traitorous swine goes to gloat until some wasteland bio-weapons come along and start wreaking havoc, giving you a chance to escape.

At which point this would start playing, as you now have criminal scum, cops, and bio-hunters chasing you, fighting each other while you try to lose them.

https://soundcloud.com/mondo-nugget/4-star-wanted-level

Hopefully action scenes aren't too difficult to pull off with events, otherwise I'll be pretty boned.

>>146821463
You mean the bass it opens with right? My terminology is lacking, and I'm still learning mixing. I may have over compensated because I was worried it would be drowned out completely by the other instruments when it picks up. That aside, is the overall composition OK at least?

Would it be better to just put an audio controller on it to raise and lower the volume throughout when its necessary or just lower it across the board?
>>
>>146818508
Germans and Japanese historically received a better share of good vs bad RPG Maker games early on, which led to the formation of communities and distribution systems that improved the average quality of RPG Maker games known to the public overall, and in turn a higher popularity in the software. The perception of "RPGMaker=vaporware made by some autist trying to make a sonic the hedgehog-dragon ball-looney tunes crossover fangame" just isn't there

That is all there is to it (not German, but this is the explanation I've received and it makes sense)..
>>
>>146798796
cute
>>
>>146823370
>Germans and Japanese historically received a better share of good vs bad RPG Maker games early on
That does make sense. Germans love themselves their RPGs, to the point they didn't jump the DnD train and instead use their own spin on it (The Dark Eye). RPGs have always been prominent in games-related magazines as well, so yeah, I'll take it.
>>
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>>146736593
Jumped outside my room and got stuck.
>>
Alright, /rpgmg/, what if there were THREE WAY BATTLES, where your party fought 2 sets of enemies that aren't on the same side?
Not like Final Fantasy where you can have 1 set of enemies infront of you and another set behind you, but 2 group of enemies that will fight each other as well as your party.
>>
>>146827917
Well, in World of Warcraft there was the Valithria Dreamwalker fight in ICC, where the players had to heal her before she died... That's more 2v1 though.

I dunno, 1v1v1 is strange because against smart (humanoid) opponents the best tactic is to do nothing and swoop in at the last moment and claim victory.

It could be done though. Like 2 groups both want your party dead and attack from either side, each doing AoE effects that harm the others.

Sounds like fun.
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>>146827917
While I like this idea this doesn't happen a lot in games.
It's really an advantage for the player.
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>>146828837
>>146829603
What if the two enemies are so strong that, if their attention weren't divided between you and each other, they'd be too hard, and their attacks do less damage to each other so waiting them out wouldn't be as viable?
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>>146829928
Yeah, like a fire and ice golem type situation, where they hit each other (and your party) which decreases the other's defenses/armour, allowing your party to do more physical damage to them.

Assuming your party doesn't have strong enough magic to cause the effects themselves, that is.

Just an example, but it sounds like a fun boss battle concept.
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>>146822837
The core of music production is basically compression, equalization and reverb/delay. It's all related to making sure instruments sit right with each other.

In your case, the bass synth is really loud, but only in the extremely "low frequencies", or the deep, low sounds that generally come from a bass and kick drum.
You can't simply turn down the volume of it to make it quieter, because when you get to the point where the bass is no longer offensively loud, you won't be able to hear the bass at all with the rest of the instruments playing.

This is where EQ comes it. It allows you to cut at the offending frequencies while leaving the good ones alone. Since the bass is way too loud in the low frequencies, you'll cut away from the very bottom.

Which frequency to cut and which to boost is ALWAYS on a case-by-case basis. For example, one kick drums you find might have a specifically annoying sound at, say 200 hz, but another kick will sound perfectly fine there, so cutting it at that frequency there would harm it for no reason.
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>>146831196
Not him but I know some of these words.
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Please post in here so mods know this is the rightful /feg/. The other one is full of faggots who refuse ot accept #FE as a fire emblem game.

>>146821579
>>146821579
>>146821579

>>146821579
>>146821579
>>146821579

HELP US RPG MAKERS
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>>146832573
Thanks for the free bump. However, I'd rather not get involved in your drama. FE has irreverisbly changed from its roots. Yo (its fans) will have to work that out yourselves
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>>146832515
Magic word is frequency, I guess. A word most people would know is "pitch", and they're pretty comparable.

When you drop a book on carpet, those are low frequency "thuds".
When you tap silverware on a plate, those are high pitch/frequency "tinks".

So EQing is about cutting the unnecessary frequencies or the offensive frequencies.

Like take a piano.

In a solo piano piece, you'll probably want to keep, or even boost the low frequencies to make the song sound fuller, meatier, thicker, etc. Maybe you'll lower the higher frequencies for a more mellow, calmer sound.

But if you're using that same piano in a rock song? You'll tend to cut the low frequencies to make room for your drums, your bass guitar, your warm pads, etc. Otherwise, your midrange is going to sound all muddy, crowded, etc. Perhaps you'll even need to boost its high frequencies to make it shine through the rest of the instruments.

It all depends on the needs of the song.
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How talkative is your party? Do they each chime in with something whenever something interesting happens?
>>
Are there games where the playable party are silent protagonists but they take their queues from a talkative "main character" figure? How feasible is this for an RPG?

I guess the most recent one I can think of is the Witch and the Hundred Knight, where the main character is the witch rather than the knight you control.
>>
Ten textboxes of monologue is enough progress for one day right?
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>>146835968
Why not double it?
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>>146835243
They talk too much.
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Do you set aside time in your RPG for some bro bonding?
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