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/rpgmg/ - RPG Maker General #153
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A world of mystery and adventure 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 (embed)
[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 (embed)
Updated DLC Pastebin
http://pastebin.com/D1Nr8Zwd (embed)
Pixel Art Tutorials
http://pastebin.com/SuXCN3pf (embed)
Other useful resources
http://pastebin.com/TyAHmtW4 (embed)

[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
>>
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People are often asking for mapping tutorials, and since rpgm.net tutorial has broken images, I thought I'd share this one I just found:
http://rmrk.net/index.php?topic=29966.0

It's focused towards VX, but the theory should apply to any maker. It's only a short tut, but it should be useful for spicing up any map.

By the way, if anyone else knows of any other mapping tuts, please post them. I was considering making a doc and adding it to the next op.
>>
bump
I know it's early in Eagleland, but I hope someone else is around.
>>
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Not letting this thread die this quickly.
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>>146852920
I do notice a lot of people can make alright indoor maps/city maps but when it comes to forests or anything natural, people end up dropping the ball.
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bumpin
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>>146855598
Interesting. I like the rock texture, but the background elements look blurry and out of place. I know they're supposed to be out of focus, but I dunno... It doesn't look right.
Maybe try playing with saturation instead? For example, have the fore ground more saturated than the background? That way, the background with look faded and the foreground will pop out.
Just a thought, I know you didn't ask for criticism.
>>
>>146853850
It's midday here, I just missed the last thread's death. Oops.
>>
Give me a concept for a funny battler found on beaches that is fire-oriented (absorbs fire, attacks with fire). Setting is a bit like Earthbound, so modern things are ok.
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>>146858341
A sunburn.
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>>146858341
The Sun.
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>>146858525
Alternatively: The Sun.
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Page 10.
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>>146858341
Crab Hotpot?
>>
Hey, my RPG features a single character that uses the FTB battle system by Yanfly. Do you guys like that battle system?
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>>146862171
Isn't CTB better? I mean, FTB is like CTB, but you don't get to go multiple times in a row if you are quick, right?
>>
>>146862894
For a single character party I think FTB or ATB is better. If I have party members in my game they'll be auto-battlers, otherwise I'd use CTB, definitely.
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>>146863172
But wouldn't CTB be more important for a single character party since you would need to heal and attack sometimes?
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>>146863342
With FTB I have it so you have 2 action chips at the start of the game and as you progress you'll have around 4 at the end of the game. Healing isn't as frequent as other rpgs and will be expected to be done outside of battle (still possible, but expensive).
>>
>>146862171
I like it, yeah. CTB is overrated.
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>>146865806
Thanks, anon. Hearing that people like FTB motivates me to actually work on my rpg.
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>>146866964
>>146862171
I wish there was FTB for MV.
Yanfly plz.
>>
>>146864013
Man, that's almost exactly what I did with Celia's Quest. You start with 2 actions, and slowly grow that into 5 as the game goes on.
>>
>>146855598
Cool looking
>>
Speaking of battle systems, is there any reason to not use Yanfly's Battle Engine Core?

Victor made his own battle engine equivilant (or so he claims), but I tried it out and it doesn't fix any of the stuff that Yanfly's does. All Victor's battle engine does is add action sequences, which don't even include zoom functions. Literally the only thing you can do with Victor's is to throw an object across the screen in an arc, which Yanfly doesn't have. That's like the one main thing I want.

And then, there's all those cool effects you can do with the Yanfly Tips and Tricks that involve the battle engine core which you can't do if you use Victor's.

It feels like a huge loss in opportunity if I switch to Victor's than Yanfly's. Anons, what are your oppinions?
>>
>>146870401
Without having tried either, I have full confidence that Yanfly's is better than Victor's. Nothing Victor makes ever works the way I want it to, especially in combination with anything he didn't make. Yanfly's stuff has the downside of being instantly recognizable / samey (because everyone uses it), but at least it works, does cool things, and plays nice with others.
>>
>>146837565
Sorry for the late reply if you're still around helpful anon, bed called. Those are the only 2 pages on that particular event, so if that's not it it might be the switch, but I'm afraid to mess with that scripting because it was hard enough getting it to work the way I wanted it in the first place.

If anyone else has it set up so that NPCs respond differently based on what gear your character has on, I'd love to see how you pulled it off.
>>
>>146871835
Shouldn't the fork condition in the left page of >>146836990 be "If: Fully Nude is OFF"?
>>
>>146870401
>is there any reason to not use Yanfly's Battle Engine Core?
If you are using your own custom-made combat engine.
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>>146875758
Personally, I find it better that if you were to use a custom combat engine to build around Yanfly's. There's a guy by the name of DreamX who did some amazing things building off Yanfly's battle engine. Losing out on Yanfly functionality can be a big loss because so many of his great tips and tricks depend on the battle engine core to be present.
>>
>>146874729
I don't see why it should.
>>
Pls help, /rpgmg/
I've been looking fore a certain game for a long time now. I played it and remember liking it, but i never finished it and i don't remember the name either. Wether or not the game turns out to be as good as i remember doesn't really matter, i just want to finally remember the title.
Maybe someone here knows the game i'm looking for.

My memory of it is extremely hazy, but here's what i remember:
- It played like an JRPG.
- It used facesets in boxes when displaying dialogue. (i think)
- I think the protagonist had black hair (he may have had an headband?) and i remember a girl with blue hair.
- I remember the MC creating a family and having children after beating some boss.
- I also remember that the game didn't stop there. The family was attacked by robots (which i think weren't in the game before that point). And I think this is where i stopped. i don't know why, the game might have been incomplete, though this is just a guess.
- It MAY have been a german game

It's also possible that i'm mixing up two or several games here. In any case, even hints are appreciated.
>>
>>146867402
You know what? FTB is EXACTLY what my game needs!

Is there an FTB system for MV? If not, do you think I could try and request it on the forum or do you think they'd tell me it was too big and to take it to classifieds?
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>>146876670
thanks, I did not know this and this is important
>>
Post progress
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>>146880194
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>>146880194
hopefully this doesn't get me banned
>>
Is it possible in rpgmaker mv to have a variable who's proper to event?
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>>146880805
comfy
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>>146881640
>proper
Do you mean "local"? If so, no, not by default. You get a couple local switches, but no local vars.
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>>146883625
Thanks.
But I just found a script that was made for that.
(I searched for 7 hours...)
>>
GUMP
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>>146881960
Thanks.
>>
>>146887228
Looks neat. You might wanna try a free movement script/plugin for the cursor though.
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>>146887228
Great.

I think you should go with a different menu, though. Something that is 2x3 rather than 1x6. That way the player can move through the options a bit faster.
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>>146887228
This looks really cool
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>>146888502
I'm considering it. I like how grid movement negates the possibility of pixel hunts, but I agree it feels less natural. Most JADV games have a free cursor, so I'll probably do it eventually.

>>146888779
I think it's critical to the JADV aesthetic I'm emulating (pic related). Plus, having a menu two options wide would require either the text or graphics to become less wide; I don't like either option, because the graphics already feel small when too much time passes between menu options, and I'm also struggling to fit some commands in (especially in the Evidence menu -- for example, I had to cut "Locker Combination Note" down to "Locker Combo" so it'd fit on one line).
The other possibility is to put the command window at the bottom (some JADV games do this, like Snatcher), but it's annoying to not be able to see the items and text at the same time during cross-examinations. I'm still open to suggestions, though.

>>146889538
Thank you!
>>
>>146890114
>I like how grid movement negates the possibility of pixel hunts
That's a good point, but like you said it doesn't feel very good.
Maybe you could have an optional grid overlay, so the player knows where they can click (since it will all still be tile based, functionally speaking)? Shouldn't be too difficult to implement, if you decide to do that.
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>>146891318
That's a good idea. Thanks, anon, I just might do that eventually.
>>
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You can find the locker code in three ways. This is one of them.
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>>146896516
>Multiple puzzle solutions
Excellent.
>>
>>146897184
This.

One of the things I hate the most from adventure games is overspecific puzzles.
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>>146878090
So that the left dialog appears when the PC isn't fully nude? Or maybe I'm just not getting something here.
>>
>>146898337
Original asking anon here, the way it is now (after multiple tweaks) it should basically translate to:

"If Nude = on, then say this; else, say that" - the "else" should cover Nude = off, shouldn't it? How else would I write it script-wise?
>>
>>146899132
Also, those are page 1 and 2 of the NPC I'm using to test this whole thing with, her mother. The left one should be the first thing said, then the 2nd thing said if you talk to them again, then it loops, I just wanted each one to be different based on the state of dress, possibly including a third option later for "halfway"
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>>146899274
How are you controlling your switch on/off? Have you checked the debug menu (f9 in game) to see if the switch is really in the state you expect?
>>
bump
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>>146903447
Your tiles are coming along very nicely!

One thing though, the stairs going down could do with a bit more depth. They blend in a bit too much with the floor. Maybe make the lower steps/wall of the object a bit darker?
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>>146901842
I honestly had no idea about the debug menu. I'll give that a shot a little later and let you know though.

I'd assume it was on though, because I had 2 temporary npcs that specifically turned the switch on and off and I tried with both as well as adding it to my parallel script that's running to control the character and sprite art.
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>>146903639
Agreed, it's nice to see a classic look that isn't "over-pixelling" it, and I also agree, drop the stairs a little and make the stairs' wall a noticably darker shade maybe
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>>146903639
Haven't worked on the tileset in probably 2 or so weeks, but thanks. I'll mess around with those stairs when I continue with drawing out this tileset [which I can hopefully get to the point of covering all the stuff the RTP does in a few weeks of decent work on it]

Am working on something that's due at the end of July, though, so I'd prefer to focus my attention a bit more on that at this moment in time.
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>>146903447
What a splendid resolution! What engine are you working with?
>>
Ok, so my sound-based mechanic for "creeping encounters" was a letdown in MV because the sound lag meant that the player couldn't really get the "sound alert" on time to really do anything about it, and thus eliminated all the "creeping" aspect.

The mechanic I am talking about is a "warning" that tells the player that a random encounter is incoming, and also gives some kind of vague warning regarding what it could be (originally, it was the sound of a monster in the incoming mob).

So, I am thinking about how I could make it work and I am thinking of a visual warning. Basically an event that on every step displays one of four different images (maybe there could be more variants, but this would be the default one). One for no encounters in the area. Another for area with encounters, but no encounters following you right now. Another for "being followed". And another for "boss encounter in this area".

So, what could be a good representation for the mechanic? Monsters don't really have any common lore, so there isn't much to dig there. Each character is all alone at a different point in the game, so I probably can't go with a physical quirk or equipment piece.

A dowsing stick? Some kind of crystal? A close up of the character's eyes?
>>
ynkcjy.xcg
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>>146905943
Close up and crystal are nice options. Why not an overlay? Like the fog on Silent Hill, showing you less the more close to danger you are.
>>
Is there any link for MV's Modern tileset? Can't find shit.
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>>146910838
The setting is a tropical island, so fog doesn't fit that well. It would be fantastic in Gothic Horror, which was the setting in which I first attempted to use the sound mechanic, though. If I pick up that project again, I'll probably use fog.

That said, I am considering using money now. I began thinking about the magic sword in LotR, and realized that if metal that glowed in response to danger existed in real life, it would probably be very valuable and people would want to keep it always at hand,which means it would make a great currency.

Plus, I've always loved Metal Slimes/Cactuar, and if I created a battler that is literally made of money, and reacts to danger (flees) seems like a flavorful excuse for one.
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>>146911583
You mean the sci fi one?
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>>146915567
I meant the Modern Day Tile from the official site but then I realized it was only for VX Ace. I wouldn't mind the Sci-Fi one tho. Is there anyway to convert the tilesets? I read something a while ago about it, but not sure.
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>>146915815
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>Currently fleshing out the succubus/siren story line
>Play a bit of sakura dungeon on downtime
>Has a succubus that is a lesbian

WELP GUESS THAT STORY LINE IS GETTING CUT
>>
>>146917367
NOOOOOOOOOOOOOOOOOO
>>
>>146917367
>WELP GUESS THAT STORY LINE IS GETTING CUT
If you start going down that route, you'll eventually have to cut everything.

Look at the enormous amounts of entries sites like TVtropes list. At this point in time, you won't be able to come up with completely unique ideas anymore, and if you do it's likely by accident. Billions of people had ten thousands of years to come up with stuff.

What you can do is set yourself apart in details and in new combinations. Sakura Dungeon has a lesbian succubus, so you focus on the distinctions between the succubus and the siren. Because I bet it does not have that combination.
>>
>>146917312
Thanks Anon, I actually had these already. Just came back to MV and I'm still figuring it out. Had some good experience with VX Ace tho. Is there any good equivalent to this tileset in MV?

http://www.rpgmakerweb.com/a/graphics/modern-day-tiles-resource-pack
>>
>>146917367
I have faith that you can make a better succubus than the one there.

And yeah, don't worry about storylines that are similar to ones in existing media. You'd never get anything done if you wanted pure originality.
>>
>>146917367
You kids and your sexy games.

Stop making games so sexy!
>>
What is your opinion on RPGs without experience points and levels? My game is going to be purely gear-based, so experience points and levels are pointless.
>>
>>146920791
The gear will need to have a noticable impact on performance (damage, healing, health) then
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hello rpgmg.
i've posted here before and i made a new composition.

https://soundcloud.com/user-795244489/aftermath-orchestal-interlude

if you guys wanted to check it out, id be grateful to hear what you think :)
>>
>>146920791
I'm not sure if I ever played a game like this, I honestly can't remember.
It sounds good though, I would play it.
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>>146920791
Why not? I could go for it
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>>146920313
>>146918142

Its more of a problem because its come out so recently. See everyone going "Nice undertale clone" whenever someone puts a joke or a dog in their game.

Though, if current progress is any indication this wont be finished for another 20 or so years so maybe that wont be a problem.
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>>146922310
Nobody will compare your lesbian Succubus to Sakura Dungeon's Succubus.
Nobody.
>>
>>146920791
My game is having something similar to this. The main characters don't get xp, but their summons do. Recycling their summons pay out crystals which is then used to increase the MCs stats but it returns the summon to level 1. So there is a tradeoff of having more fire power or leveling the MCs. The MCs also make their summons more powerful, so there is incentive to recycle the summons instead of just sitting on them at max level.
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>>146855302
I think it's because player objectives for indoor/cities come naturally. Rest, shop, stealth, and sleuth.
And people are good about putting traps and puzzles in dungeons and towers.

But outside places can't all be branching paths from point to point. Forest A, B, and C all need different objectives.
Hunting, Racing, Hide&Seek.
Don't get hung up making it realistic. Take notes from real rpgs. It's not unusual to have a section of forest dedicated to a guessing game or for playing whack-a-mole.
>>
>>146920791
Honestly? It ends up making every regular fight worthless and tedious, because the gear you want you will or already have gotten from the bosses and/or chests. Players will be a lot more prone to fleeing or, if that's not allowed, then just being frustrated with it.

I just had this experience with Elana, Champion of Lust's newest update. They made fights take x5 times longer, with no flee or auto-fail choice, and you have to click multiple times through every attack, and there is quite literally no benefit from winning or losing the fight. Novelty turned to frustrating into infuriating very quickly.
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>>146923593
Enemies can still drop items and money, y'know.
>>
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Alright, I'm making some progress with scripting my game down to my desired 320x320 window. My current project is pic related, changing the equip window from left to right (except less shopped-looking). Any help or advice would be appreciated, as always (VX Ace). Special shout-out to the person who helped me last thread. You gave me the exact advice I needed. Thanks!
>>
>>146923751
But does it feel worthwhile? If you've been playing smart and you're a good chunk of the way through the game, could a player be set "enough" with money and generic items that they would find those regular fights a bother? Will it feel like "an interruption to the game"?

I didn't mean to suggest it's impossible to pull off. I just had a really bad experience with it recently.
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>>146922310
People will say that regardless. Mostly because people are idiots.

One of my favorite stories in that regard is about William Gibson going to see Blade Runner when it first came out in cinemas. He more or less ran out of the theater in a panic because what he saw on the screen looked just like what he was imagining in his head while working on Neuromancer.
And even if critics made comparisons Blade Runner, it certainly did not affect the novel's success.

Besides: People are still idiots, and opinions on the internet are like assholes: everyone has one. They even call Cave Story an Undertale clone, which is kind of hard with Cave Story having been released before Undertale.
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>>146921419
Funny, earlier this day I remembered your other song. While I don't know anything about the technical side of music I'll tell you what I think.
I like this song it has a certain melancholic beauty in it.
The beginning feels somewhat "cheaper" than the piano later on (which is really good). The piano simply outclasses the instruments used in the beginning.
I can totally see this track in a game after something tragic happened.
While this doesn't give you any useful insights keep it up Anon, a full soundtrack by you would be really beautiful to hear.
>>
>>146924175
The way I'm thinkg people would have to reinvent rewards for that kind of setup.

Fewer battles would also help because if there's random encounters then you could get frustrated easier but I dislike random encounters in the first place.
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>>146923593
>over 7k/month on patreon
People really do like their porn. Also, what sort of system has no difference between winning or losing a fight?

But yeah, that is part of the reason why stuff like the newer paper marios aren't liked as much: when getting into battles isn't worth the effort, and when your rewards from them are either transient or useless, unless your battles are really good you're just not going to go through the effort of fighting them.
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Would you find it weird if Ithe player wasn't reflected on water tiles in my game, but clouds were?
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>>146927238
Depends. Does it have any plot or character relevance?
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>>146920791
You can hardly call it a RPG.
Is there a weapon proficiency stat? Can you modify your gear's attributes? Skill slots? Skill modifiers?
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>>146927135
>Also, what sort of system has no difference between winning or losing a fight?
Formerly, there were 3 outcomes to failing a task
>Escape (Blue, in the center)
>Fight (Yellow, flanking the blue)
>Jail (Red, the rest)
On one of those meter things. It was a pretty easy mini game to get consecutive escapes. With the newest update, it is pic related. The tic now moves at x2 the speed and in a semi-random pattern, making a desired choice near impossible. If you win a fight, you escape. If you lose a fight, you go to jail, where you play the old version of the meter (easy escape). If you fail that, you lose 5 xp and try again. Pro-tip: xp doesn't matter after the first 5 minutes of the game.

But fuck, these fights. It's about a good 20 seconds to click through a single round of combat, where you do about 3% to 7% of a single enemy's life, and leveling up combat stats does not make it go any faster (which is simply ridiculous).
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>>146927979
forgot pic
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>>146928139
>>146927979
How do you muck up something as simple as escaping, or random encounters? I see some vague reasons as to why you'd want to do something different, but I don't see why they had to make a porn game with a system as convoluted and drawn out as the one you're describing.
>>
>Realize that my game is more a VN than anything else
>Proceed to roll with it
>>
>>146929617
Don't worry about it.
>>
I want my game to be puzzle and riddle based but I don't want players to be able to look up the answers or get them from friends. What do.
>>
>>146931112
Use some RNG to have different puzzles/riddles each time you play the game.
Maybe even a time limit so they can't use Google.
>>
One day I'll add a fishing minigame.
One day.
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>>146931986
I love fishing minigames, they just feel so relaxing.
>>
>>146925447
>They even call Cave Story an Undertale clone

I'm fucking screaming there's no way someone is that fucking stupid. But this honestly makes me feel better about my Undertale clone
>>
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>tfw you feel better about making a game heavily inspired by Undertale

Thanks guys!
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>>146932412
>>146933405
Nice Undertale clones.
Just kidding, do whatever you want friends. The most important thing is that you have fun.
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>>146933551
>fun

Nice buzzword
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>>146933627
Nice /v/ meme
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Here's a fun question for you all.

For those of you who have actually released a game or demo, what is something that you've dummied out of the game/left on the cutting room floor?

Basically, something that has a spot somewhere in your database, but isn't accessible ingame?
>>
>want to make game with semi-lewd outfits on party members
>too embarrassed to actually go through with it
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>>146934606
An old game I made for my friends had the an entire scrapped ending in the games files, and several unused sprites
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>>146934672
Why is that embarrassing? Is your family going to end up stumbling upon it and you're worried about that?
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>>146934606
Technically yes. I started my game with a focus on one char, then after actually commissioning art with the artist, I changed to a diff one which required rewriting the whole intro story, so currently the old project still exists in its' entirety, but once I'm further along and done importing and tweaking old maps to work with the new char and ideas/story I plan to wipe those out.

This is something games these days don't do enough anymore though. Stuff you can only find via debugs or gamesharks and datamining and shit that can be modded back in to see neat little behind the scenes shit.
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>>146934606
My first big game release, Treasures of Il'moria, has an absolute shitload of dummied out content. Some of which you can play if you know the right cheat code to access it.

Stuff accessible via cheats:
- Like 10+ party members with incomplete skillsets and unbalanced stats.
- 3 optional bosses, one of which is a toned-down version of the final boss. They're pretty much the toughest fights in the game.
- Boats and an airship to explore unfinished areas with.
- Little alpha-build preview areas of every future dungeon in the game.

Stuff that can't be accessed at all:
- Tons of equipment and items.
- 6 unused classes and characters to fit in them, which are:
>Guardian - Heavily defensive class. Deemed pointless because Knight was just as good at it and not useless on offense.
>Illusionist - Would have used Illusion spells that changed the battleback and applied field-wide effects. However for some reason the game always crashed when I tried to use any of the skills (likely due to the script conflicting with another script) so I left it out.
>Engineer - Would have been like the Alchemist but it would have fused together special Tool items instead of regular items to produce effects. However the Mix script didn't allow me to separate mixable items into different categories, so I had to leave it out.
>Ninja - Would have had a Throw command to throw weapons and stuff, and Ninjutsu spells. Basically Edge from FF4. But I couldn't get the Throw script to work the way I wanted so I scrapped it.
>Assassin - Would have dealt in instant-kill techniques and status effects. Replaced by Dark Knight.
>Rider - Would have rode around on a horse which granted it field-based advantages/disadvantages, but primarily be a physical offensive character. Scrapped because I couldn't find a horse riding sprite for the hero (he can change classes).

That's all I can think of off the top of my head.
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RTP reborn
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Ideas for skills that revolve around being super watchful/perceptive?

I've only really been able to think of a few so far:

>Next attack is guaranteed critical
>Big evasion boost
>Enemy scan

I'm considering something like a skill that puts you in a "focused" state for a turn or two, and a large number of skills that are usable only while in that state.
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>>146936645
Thats very charming anon!
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>>146934883
Maybe? Also my fetishes are weird.
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>>146937002
Passive skills that give a damage bonus when attacking certain types of enemies (i.e. bugs, birds, beasts, demons, etc)
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>>146937561
I'm okay with a lot of fetishes.
I'm absolutely not okay with some.
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Eyes, do you prefer rounded eyes or semi-acorn eyes?
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>>146938287
semi-acorn is what a normal eye would look like.
rounded would be for crazies.
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>>146937002
Chance of negating negative effects maybe?
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>>146901842
>>146903890
F9 did show that "Nude" was On despite being dressed, so I went looking at the common event and did a little tweaking; I removed all Else Branches and just made 2 seperate "If Nude is ON" and "If Nude is OFF" events, and changed the Switch in the same way so that it only changed based on 2 IF sets rather than using an Else branch and now it works fine. Thanks a ton Anon!

Pic Related is what I had before the fix, now it's 2 sets of the triple-switch check for on & off. I'm sure this is probably a terrible way of doing it, but it works now, so meh.
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>>146938734
Not him but congratulations anon.
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Making a game in 2 languages is really hard.
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>>146941997
Two different games or a single one with language option?

Either way, sounds tough.
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>>146942162
Yes, one game in two languages.
Aside from the language barrier it's hard to translate some things the proper way because these things either don't exist or mean something different.
I'm sure the 5 people who will play my game will appreciate it.
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>>146942481
Well, since it's your game you'll be able to to find appropiate equivalents, thus avoiding stupid translation typos.

Don't give up.
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>>146942481
What languages are you wanting to use?

I could playtest for you if you want, but if can't read it then we may have a problem :)
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I just got XP off steam, but most of the tutorials in the sticky are for newer versions. Am I still going to be able to follow along most of them? I know I can't use Java. Also, did I fuck up? Should I have just gotten the newer version?
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>>146945657
Why, Latin and Akkadian of course.
German and English with German being my mother's tongue.
I appreciate your offer, when I have something playable I'll be sure to post it here.
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>>146945846
I would have recommended a newer version (either Ace or MV), but XP will probably serve you fine. They're not THAT different. The main downside is that you'll have a much harder time finding resources (especially scripts) for that version.

Some tutorials will still make sense, and some won't.
Eventing tutorials will largely still apply, because the event commands haven't changed all that much (though things will often not be in exactly the same place).
Mapping tutorials will only be helpful conceptually, because XP uses a different number of layers.
Scripting tutorials will be entirely useless, because the scripting language changes in every version. That largely extends to things like formulas and tricky conditionals as well.
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>>146946060
Great because I read German but is great in English (I'm Danish).
Hope I'm on when you have something playable.
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>>146946115
Thanks for the detailed reply.

I only have 1.8 hours on file and XV Ace is still under $10.
Should I do it?
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>>146946654
I got mine in the Humblebundle and that cost me around 16$ so if you feel it then go for it.
Also if you get it try reading this pdf : Make a 2D RPG in a Weekend: With RPG Maker VX Ace (it is on torrent sites)
It is a complete book about how to start and make a small playable game, while also teaching you the tools
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>>146946654
I would. Like many others here, I got Ace in a humble bundle, and I paid a little over 10 to beat the average. I had already been using the program for quite a while through unkind methods with no repercussions, and I still think it was worth it.
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>>146924135
You're welcome.
I've almost got it, but there's a really annoying bug. To be clear, you don't want a help window?
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>>146924135
>>146950603
Here, done. This one requires edits in a lot of places, so have a pastebin.
http://pastebin.com/EMvv89LG
Should work automagically with whatever script you're using to change the equip types, but if it doesn't, just complain and I'll see what I can do. I was pretty lazy with this one and overwrote methods rather than aliasing them, so there's a possibility it'll require modification.
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What would be the best way to simulate a battle between armies? I was thinking of doing a strategic mini-game but I have no idea how to tackle such a thing.
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>>146927481
No. Just ease of implementation. I think an animated parallax behind my semi-transparent water tiles looks cool, but it bothers me a little that the main character doesn't show up in any reflections. I wasn't sure if anybody else minded.

I mean, I guess spookie pastas could be written to say that the whole story is one of the characters' deranged imagination while they are trapped in a a mental asylum... just like you could do it for almost any story.
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>>146953163
What strategy games have you played? Any total war? Any grand strategy?
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>>146954001

Pretty much all kinds. A part of my game's story is actually inspired by one of my crazy CKII runs.
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>>146955136
Observe the many kinds of strategy games you play and analyze the macro aspects of the game versus the micro aspects.You don't have to completely copy a system but understand the relationship between the grand scale strategy aspects and the more intimate micro scenarios.
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>>146955904

The problem is getting a functional system in RPGM.
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>>146925884
thank you very much. I am definetely gonna work on making the instruments sound more realistic and getting better software in the future. this was my first time working with instruments other than piano so im still feeling my war around but it was a good learning experience nonetheless
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This was surprisingly easy to implement. Kudos to RMMV for actually having something you can do without scripting.
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>>146953163
You could use a normal battle with heavy re-flavouring. Instead of HP, call it "Soldiers". Instead of MP, "Morale". Instead of going to "Skill" and picking "Fireball", going to "Orders" and picking "Cavalry Charge". That sort of thing.
Then you could encapsulate it in a choice-driven section that frames various armies moving around the world map and encountering one another, with different fights based on which of your platoons encounters which enemy and where.
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Does someone around here happen to have the new Time Fantasy packs? I'm tempted to buy the bundle on itch.io but I don't know if they're really worth it.
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>>146953163
I would make it a turn-based Advance Wars-inspired puzzle with the simplest unit types (cavalry, archers, infantry), and environment types (river/canyon/natural insurmountable obstacle, forest, hill and plains) and a square grid.

Troop effectiveness is the obvious Rock Paper Scissors at 2x effectiveness, but with the modifier of terrain and position. Troop movement would depend on terrain. Troop health would be the number of soldiers.

The computer would deploy and move its troops in a pre-established way (unless you can program an AI), but you would have the ability to place your troops any way you want at the start of battle (within a perimeter) and also move them every turn. If you don't go with an AI, make sure the battles are short. Five turns at most.
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>>146953040
Man, I don't know why I didn't think of checking the Scene section. Most of my scripting has been in the Window section, and it was throwing me for a loop trying to do equips. And I understand what you mean by the help window being evil. I actually changed something in an attempt to remove it that completely broke the equip screen and I had no idea where it broke (I forgot to write down the changes) so I had to make a new game file and transfer literally every script change I've done so far to it to get back on track. All is good now, and I thank you for your help! A lot of the WindowBase stuff you had was what I had, so it was nice to know I was at least on the right track there.

I believe my menu screen is now complete! Next on the list: combat windows!
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>>146960352
Very cool. I was actually doing something like that as Dancing moves inspired on ballet in one of the games I dropped

I've also been thinking of using something like that (but considerably less flexible) to mimic the Ninjutsu techniques from Final Fantasy XIV in my current game. I hope it plays well.
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>>146966628
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Dark Souls style illusory walls and objects, Y/N?
Planning to have a quest that tells the player where one is and what to do to let them know they exist.

I had to learn how to make webms and remove the audio stream to post this. That was an adventure.
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>>146953163
Suikoden had a very simple RPS system where Charging beat Archers, Archers beat Magic, and Magic beat Charging. No direct unit control, just a number of units in the upperleft and a mass of tiny sprites executing your commands every turn. Your # of troops acted as your HP, basically. You also had a couple special talents witht heir own weaknesses (ie calling in the Dragon Knights, who would be squelched by Archers)
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>>146970553
I like the idea of Illusory Walls, but it's important that they are telegraphed pretty well. The example in your .webm looks likes it's almost a tutorial of how illusory walls work but if you telegraph an illusory wall well enough you can provide some wonderful secrets for players.
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>>146970553
So, you need to press the action button to see them/go through them?
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>>146974382
For now yeah, you just hit the action button and the illusion is dispelled. I haven't worked out 100% how it will work. I think the action button makes sense but I don't want to encourage wasting time spamming the action button on everything everywhere. Maybe I will have a buff you can get from a spell/potion that alerts you when you are near an illusion.
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Are there any RPG Maker games worth picking up from the Steam Sale? I browse for them occasionally but a lot look like low effort made in a week stuff.
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>>146975937
This, only good RPGmaker games on steam are Lisa, Undetale and Cthulu Saves the World
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>>146977156
UT wasn't made in RPGM, and Zeboyd used their own engine for CStW

If you want a safe bet, go for stuff that's been in Humble Bundles (Legionwood, Deadly Sin, Sweet Lily Dreams, Skyborn)
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>>146977156
Check your facts.
Only Lisa was made in rpg maker.
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>>146975937
There's this RPG Maker game with the gimmick that your main character grows weaker as the game moves forward. I'm going to give it a spin and report back to yall
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>>146977935
>>146977837
I get you had to establish the facts, but you reinforced how fucking awful the market is for RPGmaker games.
>>
New Yanfly tips & tricks
https://www.youtube.com/watch?v=R6Tj7jnRqlc
>>
bumo
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>>146978302
Good. Purge the community of scrubs.
>>
No dying allowed
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Is there a way in VX Ace to upscale a screen with a resolution of, say, 160x144px? I can set the resolution to that, but it'll just occupy a very small part of the actual screen, whereas I'd like it to take up as much space as possible with clean upscaling.
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>>146981858
We need scrubs to survive
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Show us yr concept art!!

it can even be shitty sketches like pic related.
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>>146934672
Go ahead and do it, I say, weird fetishes or not.

If they're weird enough, people might not even recognize them as fetishes, but either way. I'm pretty sure that a good portion of fiction has its roots in someone's fetishes anyway.
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>>146984064
Fullscreen++ script, it does exactly what you need
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>>146984414
I've tried to get into the habit of drawing the layout for my towns before mapping them. I'm no longer working on the project this came form but I will likely recycle the map in my new project.
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>>146984414
Here's another from my current project. Still have to map the part of the world map beyond the mountain range.
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>>146984868
Thanks a lot, it really does!

Next question: Can I somehow set the upscaling of VX Ace to "nearest neighbor"? No matter what I do, it's always blurry as hell. Ideally I'd also like to remove anti-aliasing from the text.
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>>146984414
cute!!!
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>>146986567
Aww jeez! Thanks!

My game has lots of porn material cute characters.
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>>146984414
>>146881205
[although it's not really concept art as it's gonna be converted into a much smaller graphic]
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>>146986719
I hope you're not ironic
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>>146986040
awww. valdoa is so small and lonely
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>>146988028
Allantaea and Sunderlund took most of their land
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>>146986208
I don't know how that upscaling algorithm works. I'm using a 16:9 resolution (384x216) and it upscales just fine up to 1080p without distorting the pixels. As for the text anti-aliasing, it's impossible to disable, but you can use a pixel font to avoid that problem. You just have to set it to its default size (most pixel fonts have a base size of 8px).
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Updated battler sprites.
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>>146989926
LOOKS REALLY NICE!!
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>>146986040
This map is extremely big. It's cool and all but remember overworld map isn't RPG maker's strong point.
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>>146989926
I like it. That guarding pose or whatever is kind of strange, but overall these look nice.
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>>146989926
dayum
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>>146989926
Thank you for the courtesy spoiler, so as not to make the rest of us look like garbage in comparison.
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I need fictional saints for my cleric and paladin classes. So far I have
>Attila: Explosives, white magic
>Louis: Good music, cooking, arches
>Vitus: Fear, doom, scary music
>Vidicon: Engineering, glitches, desperate fixes
>Hubbins: Quality footwear
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>>146990240
Nothing except the red boxed area is going to be in this game. I'm building a setting for multiple games.
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>>146990180
>>146990386
>>146990452
Thanks for all the positive feedback!

>>146990583
Aw don't feel bad. If it makes you feel better, I made them in like MS Paint. I bet you can do much better with gimp or some other shit I dunno how to use.
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>>146991984
>Carla: Study, wisdom, insight
>Pengu: Chaos, apocalypse
>Brando: Wine, the harvest
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>>146991984
Well, is there any other functionality you need?

Say, if you have a Teleport spell, you could have a Saint of Inns or Safe Travel.
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>>146993874
Clerics and paladins cast the powers through icons of the saints, so tying them into the gameplay is pretty important. Safe Travel is a pretty cool idea (although since I don't plan on using random encounters, it'd be limited to skipping low-level enemies or something). Maybe I can tie that in to Hubbins.
>>
B U M P
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posting progress. basically just a checklist encyclopedia for random facts you learn throughout the game
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>>146996949
>Trojan condoms
Do I even want to know?
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>>146996949
What
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>>146996949
I just started at MV and I want to do something like this. Can you share some info senpai?
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>>146996949
pls show trojan condoms flavor text i need it
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I'm about to start programming a short horror game (not even as long as the Witch's House, depending on how well the player solves puzzles) just to feel out the program. Should I keep anything in mind that the official VX Ace tutorials don't cover or will I be good?

Plot loosely follows the myth of the "coin locker baby", if you know it. Should be an interesting project.
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>>147000248
I'd love to watch you make this here, it sounds really cool f.am
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>>146996949
>chinese baby

What kind of game is this supposed to be?
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>>147001338
I think he is the detective club guy.
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>>146996949
AAAH how did you do it? I've been looking for something like this since forever
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>>147000248
Never heard of coin locker baby, tell me about it.
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>>146996949

I had to google Trojan condom and I'm severely disappointed it's not some form of ancient condom used by the Trojans.
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>>147002896
>Coin-operated-locker babies is a type of child abuse found primarily in Japan and China. In these cases, unwanted babies are left in public lockers with the presumption that such lockers are regularly checked by attendants and the infant will be found quickly. Unlike an official baby hatch that often includes a sensor to alert caregivers, many children are found dead in these lockers. Between 1980 and 1990, there were 191 reported cases of infants that died in coin-operated lockers, which represents about six percent of all infanticides during that period.

Neat
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>>147000635
Hey, thanks man. I'll do my best.

>>147002896
Yeah, >>147003581 explained it pretty well, but I'm taking a more supernatural angle to it. It is a horror game, after all.
My inspiration stuff:
https://www.youtube.com/watch?v=EfR6T4i-odg
https://www.youtube.com/watch?v=Elp71-x5ELM
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>>146997171
it's just a statistic about how trojan brand condoms are widely popular in the US
>>146997845
random facts found in the game, with a database to help you keep track
>>146998579
>>147002513
without getting into the nitty gritty, it basically loads a file of facts and then uses a variable to see which ones you've discovered. pic related is the process to load the file and turn it into data. vx ace, btw. i dont know how to javascript. but you can do anything with practice anons. i didnt know shit when i started. i believe in you
>>146999919
i-it's just a fact about condom statistics
>>147001338
>>147001672
i am not that guy. these facts are actually completely unrelated to the game. it's an old running gag between me and my friend
>>147003509
you and me both brother
>>
Do you guys listen to specific genres while you work? I tend to listen to work better while listening to ambient stuff

https://www.youtube.com/watch?v=F9L4q-0Pi4E
https://www.youtube.com/watch?v=U5xZrFRKaBQ
https://www.youtube.com/watch?v=VpAwrkmzmp0
>>
>>147006645
I listen mostly to Mountain Goats albums while devving. "Sunset Tree" is my favorite at them moment.

When I'm not in the mood for that, this always works:

https://www.youtube.com/watch?v=pFkOYRl5hTM
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>>146989926
Needs some Eye blinking yo!
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>>146989926
is there a simple way of doing the colored gridbox thing automatically in an image editor? doing it manually is such a pain
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Ay, here's another rough ms paint furry trash character sketch

i hope the game sprites look better when i make them
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>>147006645
i was just thinking about music genres. people are less and less into rock music.
>>
vjhzo
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>>147008589
Nope. I did this manually. Such a pain in the ass for sure but it was worth it.
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>>147008589
Define "automatically". I could do it in less than 30 seconds in Illustrator, with the Move and Do Again commands.
>>
How do you motivate players to pursue optional objectives in your game? I feel like it's tough especially for an RPG Maker game.
>>
>>147006645
If I'm writing dialogue, I like to listen to stuff that keeps me in the mood of a scene. I used to listen to non-speaking ASMR, but it makes me too sleepy and I feel like it cuts my productivity.

But if I'm doing something more tedious, I'll listen to vaporwave.
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>>147006645
I'm not shilling but I started listening to this general's podcast, and it's pretty good background noise as well as providing insight for my game.
>>
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Trying to decide the """"artstyle"""" of my first VX game. It wont be anything big... obviously. I'm not good at drawing at all really and all I have is a mouse, ms paint and shit ton of free time.

Pic related is what I can slob up in about 5 or so minutes. I was gonna go for a whole "quirky" sort of thing but I feel like thats overdone. Not that I really expect anyone but me to every play it... I'm just wondering if you guys had any suggestions.
pls dont bully
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>>147013114
I think if you reward them with a better ending, that could work. RPGs especially are all about manipulating empathy, and for the most part, human beings are hardwired to want to help others, even if it hurts themselves.

So, most players want to see the protag succeed out of sheer instinct, and duh, that's the reason they play in the first place. So, if a side quest hints at giving a better ending, odds are, they'll either pursue it from the start, or they'll play again to get said ending, if they miss it.
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>>147013545
These look like Tamagotchi creatures or something
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>>147014853
is it good?
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>>147013114
Make them fun to play?
Make them interesting from a story perspective?
Give the player a prize encouragement to pursue them?

I haven't gotten to optional objectives in my own game, but some examples of games with great sidequests:
In SMTI there are like 6 sidequests that you could take to shift your alignment. This is important because your alignment defines what demons you can Summon and Recruit, your interactions with some characters and your endings. The experience from extra bosses was also the best way to grind, and a couple of the sidequests also offered interesting moral dilemmas.
In Final Fantasy VI, you could do sidequests to recruit back your former allies, who got split up after the cataclysm, this gave you insight on their backstories which was interesting, but was also good for the final dungeon and boss, which were much easier if you had a large party.
.In Chrono Trigger your ending depended on how many sidequests you took, but sidequests were also very rewarding emotionally and their effects on NPC made you feel as if you were truly reshaping the world.
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>>147013545
The word balloon, the big belly guy and the robot seem nice. The jellyfish and underbite could be passable.

Note that execution is not all. Concept and clever design can pull off the doodle art style.
>>
I have a potentially stupid question.

No matter what instructions I follow, I can't seem to get a two-tile-high door to function properly. It just gets cut off. I've tried !, $, !$, and cropping the image and nothing seems to work. The door event just shows up on the map as the top half the door. I'm using a set of DLC doors, but the problem happens with the default 2-tile doors as well. Am I missing something?

Pic related, that's the door.
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https://youtu.be/nlOIUGNSA5o

Ladies, gentlemen, and variations thereupon:
Windsor is back!
Now what the hell makes an RPG an RPG?

This cast and the last one were a bit under our norm. We've already had a meeting about it and should be back to form in two weeks.
>>
Bamp
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>>147017436
>Windsor is back
FINALLY
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progress
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>>146858341
A really fucking pissed off sunbathing firebreather with sunburned skin. Hitting him with fire fuels his unholy rage and increases his attack. When he dies he explodes.

>>146920791
They are fine, just don't make any items lost forever when you progress to a certain point. Or at least allow an alternate means to acquire it later whether it some super post-game shop or a recipe.

>>146921419
Holy hot damn, this, is fucking good. The piano is great, really impressed. Felt melancholic and rich. I want to be this good at music. I could say that for many of the other musically inclined anons here now that I think about it.

>>146931986
Fishing can be comfy. What would you have in mind? The only ones that come to mind are Zelda and Jak.

>>146937002
Some kind of move like Glare from pokemon that can paralyze the enemy. Do they wear glasses? Laser eyes are usually cool.

>>146934672
Man up you pussy. lol, look at MGQ. If that has a fanbase then I'm sure people would like yours too. If the gameplay is engaging and/if the story is good then you have nothing to worry about.

>>147006645
Either the stuff the other anons post here, the garbage i've been making, or the soundtracks to whatever vidya I've been playing atm.

I like mashups. Found this recently and I dig it.

https://www.youtube.com/watch?v=1xl5Ilh4QFg

Ambiance is fine too, probably my preferred genre.

https://www.youtube.com/watch?v=l2zAsAS2FJI&list=PL9A37525812B8F221&index=3

Wouldn't mind trying to do a few myself, doing remixes would be good practice too right?

>>147008798
Seems that way doesn't it? It's because our ears are evolving lel

>>147013114
A decent reward, whether material or emotional is usually good enough for me. Anything that maybe helps to open up the world further or expands it for lorefags like me.
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>>147021453
>I could say that for many of the other musically inclined anons here now that I think about it.

Holy fuck I sound like a fucking douche, more tired than I thought. I meant I want to be as good as all the other music guys here.
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Show me your city maps
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>>147021920
>I could say that for many of the other musically inclined anons here now that I think about it.

Wow, you sound like a douche.

>>147022419
This is a Christian image board, anon.
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>>146936645
Nice, looks like lazy indie game pixel art.
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>>147023009
I just got an idea. Has there ever been a game where the more you progress, the more the graphics turn retro until it's basically a Commodore game where you play as dots?
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>>147023393
Evoland in reverse? Count me in
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>>147023009
If you actually played Last Door you would know why the creator went with such a strangely low resolution.

Answer: for the spookies.
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What else goes in this chart?
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>>147024451
Non natural hair color
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>>147024451
Slightly less omnipresent, but:
> Personally knows the final boss
> Gets best special attack in game
> 'Average' stats
> Woken up at start of game
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>>147024451
I borrowed this
>>147024767
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>>147024451
>the only one who can do x
>last of his kind/from a species of warriors that look identical to humans
>highest stats in his party
>masters secret technique that only 2 people have mastered or some shit
>fast learner, becomes as skilled as a seasoned veteran mere hours into the game
>no older than 25
>if female and not silent, then stoic
>if male and not silent, then likable pervert who makes HILARIOUS jokes
>everyone loves protag, protag is magnetic and even his enemies end up admiring him and joining his cause
>voiced by johnny yong bosch
>>
>tfw want to make an erotic harem game
>can't put my name on it because of how I'll be associated with it
>can't put too much effort in the gameplay or plot because I'll be putting all this effort for something I won't credit for
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So I noticed a lot of people don't like random encounters, but does that apply to the traditional first person dungeon crawlers?
How else would I handle encounters in that type of game? Random encounters seem like the best choice in this case.
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>>147022583
A bit lol, it wasn't what I meant when I typed it, that's my bad. Meant no offense, at least I caught myself, feel like a fool. I can be shit at wording stuff sometimes.

I meant that I could learn a lot from everyone here. That guy that was explained mixing and frequencies earlier helped me a lot. Been tweaking around with it and I've been figuring out what he meant.
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>>147025469
Stand by your product Anon
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>>147026087
Oh, no it was a joke. It's all good.
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>>147026710
Phew, good.
Thread replies: 255
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