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/rpgmg/ - RPG Maker General #156
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Full cat RPG when 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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Have some cat bumps to get things going
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Get in here bump
>>
Post progress
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Cat and dog adventuring together is fine too
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>>147760726
Now make a rpg based off of this
>>
>>147760726
dog warrior and paladin
cat thief and mage
>>
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>>147760663
This is my window skin I made. That's my progress from when I last worked on my project months and months ago.
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An experiment.

What is your favorite kind of RPG plot?

http://www.strawpoll.me/10692603

I'm a classic black and white fag myself, I guess i'm just a big dicksucker for being the undeniable good guy and fighting a big undeniable evil.
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Posting some work in progress

>>147760887
Far too many projects on my mind already, unfortunately
>>
>>147761696
>http://www.strawpoll.me/10692603

Voted for the third option.

I can see the appeal of pure black and white, though it irks me when things that absolutely aren't black and white are presented as such.
That said, I don't think everything is or should be grey in grey either as it lacks contrast.
Some black and white for the foundation and framework, it mostly a sea of grey, and a few individual blobs of black and white popping up here and there.
>>
>>147761696
Well. I would say to make your primary antagonist a complex character, that can swing towards both spectrums. But still have some major antagonists that are black/white.
>>
>>147761696
>0 Votes for black and white.

I guess i'm the minority, nothing new.
>>
>tfw the default battle theme that came with RPGMV is growing on me
>cant compose or find anything to replace it that I like better

kill me senpai
>>
>>147763941
Just use it then
>>
>coffee, phone charged next to me with an Incense on pokemon go activated while i listen to soothe music while working on my RPG

feels comfy senpai
>>
If anyone needs Katakura Hibiki's Lords of Darkness pack, here it is. I couldn't find it anywhere online so I had a friend buy it for me and upload it to Google Drive. Since I can't find it elsewhere and got permission to do so, I'm sharing it here in case other people can't find it as well.

https://drive.google.com/open?id=0B8wON8Oiau1eTEY2Q3lxZGwxNGM
>>
>>147769657
Thanks man!
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>>147757116
It's purely a boss rush game. There's barely any other element than that.
>>
>>147769657
Thank you Anon, I appreciate it.
>>
>>147772440
>>147772249
You are both welcome.
>>
Was looking for a good character select plug in that lets you select class then gender then an appearance with four choices. Guess I just have to event it out myself.

Who else likes giving the player choices on gender and appearance? I don't want outright customisation, just preset choices.
>>
>>147772834
I love this stuff and I'm doing the exact same thing.
It works with a dialogue based choice system, I'm giving the player the opportunity to enter a name, select a gender (I kinda wanted to make a joke gender like an attack helicopter but I didn't) and select a hair color out of 6. Also a choice of a hometown which will change some dialogue.
>>
First time sharing anything instead of just lurking and replying for once, but here goes!

Working on fixing color pallets atm, bear is fixed though. And I like Knight as is.
Quick sketch of MCs. Might have a rat as a thief/archer.
All characters are toys and different classes.

Bear is warrior class, can duel wield

Fairy Doll is cleric

Jack In the Box is mage - he juggles fireballs and does "magic tricks." For spells.

Knight is Paladin

Robot is elemental "magic" attacker (he can equip a lighter or taser for "fire" or "electric") requires different upgrades/parts and batteries for super charged attacks

Rat is a thief + Archer

Weapons range from spoons, forks, knives, toothpick swords, yoyos, basically anything a toy could lift/find, you get the idea.
Healing items can range from scraps of cotton, plastic, thread + needle, paint, oil ect to craft healing items.

Basically have this whole game planned in my head from start to finish, just need to do sprites, tilesets, music and level design ect..
>>
https://mega.nz/#!TcpQCJCL!XuoSIYnK7cvW3N-i0Rt6791NUxSowMscjwAhF_p2c7U

You forgot to put the new Season Pass DLC in the OP.
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>>147775683
After that it's onto the bad guys..
The main toy villain is a ventriloquist dummy, and all the others are his henchman.
>>
>>147775683
>>147775970
Very neat idea, I like the concept. Jack in the best is already best waifu.
Is the plot twist just a kid/two kids playing with their toys?
>>
Post music you listen to while you work
>>
>read some Latvian jokes
>now want to make Black Comedy game set in crapsack medieval world
It keeps happening
>>
>>147779309
>Play some Valhalla and watch some cyberpunk/sci-fi movies
>Want to make a futuristic item shop managing game now
It really keeps happening
>>
>>147779306
Currently right now as I'm spriting. I dunno why really
https://www.youtube.com/watch?v=0v8_lHwq2C8
https://www.youtube.com/watch?v=ICKrtbT3PqE
Though I usually listen to a lot of Kamen Rider insert songs as I work on the actual game
>>
>>147774179
Sounds flippin radical
>>
>>147779309
>have to watch out for hunger, cold and insanity variables
>turnips are obtained by robbing and killing other townsfolk
>any time you leave your house, your wife and daughter might be raped and killed by soldiers
Ok, that is pretty shitsucks. Maybe something more like ASOIAF's Night's Watch, or some random villager from Berserk that keeps running into the trail of a Guts-like individual.
>>
Anyone know of any battlers (free if possible) that match Katakura Hibiki's style? Pic related.
>>
>>147785168
Some of Magellan's could work: I think.
http://cyanyurikago.web.fc2.com/material.html

Note that they are only free for "not-offensive" free games, I think.
>>
>>147785451
I'm making one those typical RPGs inspired by the SNES Final Fantasies and my own Dungeons and Dragons and Pathfinder Campaigns I've DM'd. So it should be fine. I don't have enough privacy to do anything erotic or offensive.
>>
NO
BUMP
>>
>>147779306
I don't usually listen to anything.
>>
>>147779306
I usually just play the same stuff I'm currently into, so recently it's been

https://www.youtube.com/watch?v=ht8Q4ZJFjtI
https://www.youtube.com/watch?v=u8NOr47onjk
https://www.youtube.com/watch?v=KCvdLLFYvSU
>>
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Have you ever made a Yume Nikki game anon?
>>
>>147779306
My headphones broke but if I was listening to something it'd be the original FTL ost
>>
Would it make sense to have a STRENGTH parameter increase MHP?
Right now I'm using Quasi Parameters Plus and I'm using Fallout 2 formula as a placeholder for now. Basically every level you gain + 2 HP plus Constitution/2. So with a constitution of 10 you gain 7 additional HP per level. Everything works fine but I'm wondering if maybe strength should factor in.
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>>147792507
I'd find it strange unless HP stands for Hit Points and not Health Points. Perhaps all stats could contribute to HP like how some other games have it.
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https://soundcloud.com/mondo-nugget/mystic-future-the-worlds-greatest-rave

New tune, I wanted to have a boss fight in a nightclub at somepoint.

>>147779306
I've been listening to the A&C ost recently, as I find it quite good.

https://www.youtube.com/watch?v=oO-BeRokMss&list=PLcFxSnQYqlPFajLvTAyPj5bLTCWsw1uar&index=3

https://www.youtube.com/watch?v=jf6keO3AaA4&index=9&list=PLcFxSnQYqlPFajLvTAyPj5bLTCWsw1uar

Also this guy.

https://www.youtube.com/watch?v=xjDVX7uv6Wc&index=6&list=PL9A37525812B8F221

Maximum comfy listening to this late at night.
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>>147790242
There needs to be more love for 65daysofstatic in the world
>>
>>147794891
Dog for sure. They're criminally underrated.
>>
>>147793442
I think it's pretty great but maybe a little too upbeat for a boss fight. On the other hand it would be really cool specially with flashing lights and all that jazz.
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>>147795505
Thanks dude. I may just make it the club theme instead. Haven't decided yet. It will be grandiose those, for sure.
>>
The next real dungeon-ish area in my game is a vast desert. The party must trek through it to reach the tallest mountain in the world, right at the center.

I'm trying to decide what sort of puzzle/challenge would be good in a desert. Distinguishing mirages from reality? Finding oases? Whirlpools of sand? Land sharks?
>>
I have VX Ace. Is it worth shilling for the newer version?
>>
>>147797562
Just pirate it.
You can always buy MV when you finished a project.
>>
>>147797156
A giant sandworm that harasses the party regularly throughout the desert. It can be the last boss for it.
>>
>>147797156
>Distinguishing mirages from reality? Finding oases?
Both combined, a wandering oasis that misleads by creating mirages of itself, causing those that hunt after it (and aren't smart enough) to eventually run out of water.
>>
I just realized I wasn't going to need a smiling character portrait and now I'm curious- do your games have happy endings, or are they more bittersweet?
>>
>>147798584
>I just realized I wasn't going to need a smiling character portrait
I, too, enjoy suffering.
>>
>>147798747
I sell suffering and suffering accessories.
>>
>>147785451
What font does that website uses? It appears that my computer does not have it.
>>
>>147798584
>>147798747
Despair but also despair
>>
>>147799061
Not sure but it's some font used for Moonrunes.
>>
>>147785451
>skulldodo
>hummingbirdmuscleduck
i love this so much
>>
>>147798584
I plan for at least three endings. Only one of them is going to be a happy ending of sorts. The rest are degrees of bittersweet.
The happy ending is one in ignorance and requires the player to stop playing after the "final" boss of the story, not completing everything else the is to do. Completing (most) of the rest unveils another layer to the story and turns it into a cosmic horror story, which by default can't have a happy ending.
>>
Is there a script for VXA that makes the actor's initial target in battle be its target from the previous turn? Can't find anything on google but that might be because I'm wording it bad.
>>
over the past week, i've only gotten <4 hours of sleep daily

and even fewer hours of work daily bump
>>
>>147803290
Anon that is not healthy.
Please take care of yourself.
>>
>>147804505
someone's gotta 4am bump
>>
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>>147775970
>Tfw you will never get another toy commander game
>>
>>147776548
You're a new toy in a toy shop all happy go lucky, and you see kids coming and going, but some of them never leave and you have to find out what's been happening to them. You can only explore at night and you can't be seen by a human or it's game over.
Plot Twist: It's going to a really fucked up dark game.
>>
Would the update installer from http://forums.rpgmakerweb.com/index.php?/topic/60704-rpg-maker-mv-120-update/ work with a cracked version of MV?
>>
Sup /rpgmg/ just got back to try out MV. anyone here still using ACE? I tried to convert my old ACE game to MV and everthing is kinda fucked up now.

Is MV really worth using? Resizing picture is fine but waifu2x doesn't look as good as the default. The difference is too jarring.
>>
>>147807759
I'm using ACE, but only because of like one or two scripts MV doesn't have yet (or maybe never will have).
>>
>>147807759
using ace is fine. i'm actually probably switching back to it after my current project is done if i still have autotile lag.
>>
Good night bump
Maybe I'll find the motivation to do something tomorrow
>>
the fuck, why isn't there an srpg maker? like we need another visual novel maker, you can make vns in powerpoint
>>
>>147810752
There's SRPG Studio. No English version yet, but they said they were working on it like a year ago, and they finally stopped constantly updating the Japanese version, so the English version might be out soon-ish.
>>
>>147810752
enterbrain made one ages ago
>>
>>147810752
How many people can actually make an interesting SRPG without piss poor enemy AI?
>>
>>147812837
can't they just use the basic fire emblem ai
>>
>>147812837
Any halfway decent SRPG maker would provide enough pre-made AI patterns to allow for interesting gameplay. Stuff like "target priority by class", "rush player", "remain still until player enters attack range", "head to designated point", "protect designated unit", etc. There really aren't that many behaviours in most commercial SRPGs, because a huge part of the strategy works via the player predicting the enemy's movements.
>>
Don't procrastinate, guys.

Unless RPGM is the activity you procrastinate with. In which case, please go on.
>>
>>147798584
True bittersweet ending and super stupid, happy ending if you pursue the optional dungeon at the end of the game.
>>
I have an issue with deciding to go through with my story. It came to me in a thought one day and it sounded really good. Not much inspiration from outside sources, but I really feel like there's going to be that one Anime/Game/Movie that I haven't watched where someone will say "oh you stole that story". And the story isn't just a generic cliche story, but more like that really unique story that someone probably used already.
>>
>>147819068
I don't think anybody will care as long as your characters and setting don't happen to be exactly the same as well, which seems like it would be really fucking difficult.
>>
what's your favourite part of making a game?
>>
Is it me or do scripters don't like Yanfly at all? There's like this unanimous hate/jealousy towards his work.
>>
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What does your titlescreen look like fellas? Mine's probably just placeholder for now. I'll add a sketch or something later to jazz it up.
>>
>>147820379
Probably because they're envious
>>
TIL how to use Yanfly plugins to make Super Saiyans: https://www.youtube.com/watch?v=VP47ZY6hG64
>>
>>147824250
No, no, that was what you learned on Wednesday. Today, you learned how to go even further beyond.
>>
>>147824336
AAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH
>>
>>147824250
I kinda want to fuck "Harold"
>>
>>147820379
>>147824227
I'm assuming they're talking about this: http://forums.rpgmakerweb.com/index.php?/profile/25373-doublex/&status=74747&type=status

It's most likely envy. Yanfly's a successful plugin creator and a programmer IRL. There's a reason his works are picked above the rest, and it's not because of the sheer quantity, but also quality.

What I don't get is, those other scripters keep mentioning stepping it up, but there's no one so far who does the same level of work Yanfly does: making the script, documenting it, providing video tutorials, supporting the works, and then teaching people how to expand upon it further with Tips & Tricks videos. It's very clear Yanfly puts in a lot of time for his work and his passion shows in it.

Contrary to what Galenmereth says, I highly doubt Patreon is the thing that keeps Yanfly going. When he made his VX and Ace scripts, Patreon didn't even exist then, and Yanfly still showed the same level of enthusiasm and passion.

tl;dr, it's just jelly scripters being jelly of successful passionate people.
>>
you think those jelly scripters might as well make games
>>
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So for RM2k3, I'm still unsure on how to display bust sprites of characters during dialogue instead of face sprites.
Is it really just simple as adding the "display image" command of the bust sprite with the text command?
>>
>>147828469
Another example. Thanks in advance
>>
>>147828469
>>147828620
Yes. Just try it and you'll see.
>>
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>>147828695
It was easier than expected. sprites not made by me
Now I wonder how to orient the text to move to the side a bit for the sprites to show on top of the text box, like the second pic of >>147828469
>>
>>147829520
Ah, I meant 1st pic
>>
>>147828469
I don't use 2k3 anymore, but the way I used to do it was always make the text window transparent. I'd have a bust shot, then a custom windowskin behind it. It made for a nicer effect
>>
>got all the settings ready
>know the plot, character designs

now to actually make the game

doesn't actually know where to start
>>
>>147819428
Exploratory design. It's something like solving an orthodox mystery: it's pure cause and effect, pure logical connection, but with the kicker that both the conclusion and the premises are unknown. The process of moving from foundation to deduction through a repetition of trial, consideration, and retrial is supremely fulfilling. It's the part of game development that most heavily involves Thinking -- and not just "having thoughts".

tl;dr I start more projects than I finish by an order of at least five.
>>
>>147807448
Yes. Just run the updater, and use the cracked exe for the correct version. You don't even really need to overwrite the legit exe.
>>
using mv, can I use a single image for actors in battle instead of the sv sheets?
>>
>>147833542
You mean statics? You kind of need a plugin for that, but I've never seen such a thing yet.
>>
I'm using Yanfly's Enemy Levels plugin.

In my starter dungeon, you control a level 15 character, fighting level 13-15 enemies. I don't want the player to gain exp or gold from these enemies for this starter dungeon.

However, even though the EXP/Gold is set to 0, the character is still gaining EXP/Gold, and I know why- because the monsters are leveled. But I looked at the formula in the plugin, and it's this

base * (1 + (level - 1) * rate) + (flat * (level - 1))

Since the EXP/Gold base value is 0, it shouldn't be multiplying at all, but I don't want to alter the formula because after the dungeon, I DO want Exp/Gold rates to be increased in accordance with enemy level.

Can anyone help with this.. I'm so stuck.
>>
>>147835113
order of operations bro, look at the formula again
>>
>>147835113
What is "flat" in that formula? If it's not zero, you shouldn't expect a zero result.
>>
>>147835113
also I'm pretty sure you can give specific enemies their own exp curve, so you could just give the enemies in the dungeon a formula of 0
>>
>>147835113
Have you tried using Flying Dream's enemy level calculator? It's made specifically for Yanfly's Enemy Levels plugin: http://yanfly.moe/tools/enemylevelcalculator/
>>
should I start with maps or character database?
>>
>>147836213
Neither. Start with your script
>>
>>147835276
>>147835353
>>147835402
>>147836014

Oh, darn. I feel dumb. I got the problem solved. Thanks so much!
>>
>>147830338
We all start somewhere
>>
someone post progress
>>
Do your normal run of the mill enemy have the ability to do a "Limit Break" type attack?
>>
>>147775940
Is that seriously the season pass DLC? seriously? they expect you to pay for that crap?
>>
>>147846740
yeah, it's pretty shit
>>
>>147846740
tbf, it's only $30. You'd be lucky if you can get anything decent for $30
>>
>man why is this so shit hahaha
>pirate it

is what it sounds like to me, desu.
>>
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I was supposed to make a game, what am I doing wasting my life spriting and drawing shit like this.

I will never finish this game.
>>
>>147852879
This doesn't look bad at all, can't you use this for your game?
>>
>>147853686
It's ok but I waste so much time drawing stuff for it that it feels this will be stuck in development limbo forever.

I haven't even touched the battle system.
>>
indulging in the fun part gets you nowhere, unfortunately.

if you really like ____, stop making more ____. you'll have plenty of ____ to make later on.
>>
>>147854545
Maybe go for an adventure/puzzle game then instead of a normal rpg?
>>
So, some of the heavier weapons and armor in my game give a penalty to AGI. I think this penalty is why, when choosing optimize, the weapons and armor are removed and not replaced with new weapons or armor of my type. Is there any way to fix this without removing the AGI penalty?
>>
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>>147810752
>you can make vns in powerpoint
>>
>>147855094
I've been thinking about it, but I really want to make a shin megami tensei like game where you can negotiate with monsters/monster girls and add them to your party.

Too ambitious but I really want to make a game like that.
>>
>>147855985
You could modify the optimization formula. It's likely happening because the negatives aren't outweighing the positives, so the game considers the player better off without the armor.
>>
>>147856197
Not him, but I made an adventure game. You can have branching paths and everything.

>Disable 'Advance Slide on click'
>Have several buttons to jump you to the next releveant slide (Much like a choose-your-own-adventure book)

The only downside is that you cannot store variables, so a branching flowchart works great, but managing stats or an inventory is up to the player and the honor system
>>
>>147855985
You could try with passive states, but I can see the problem with this being you would not see the changes in agility while equipping gear. An advantage I can see to using passive states however would be the ability to have abilities and other factors that can nullify these attributes or work around them. Sorta like how in FFIV when you go into the Dark Elf's cave and if an item equipped had the "Metal" attribute, you'd be unable to act.
>>
>>147856318
This would be pretty cool with your artstyle I imagine but maybe it would be better to do a small project first, as a warmup of sorts.
>>
>>147855985
Which version are you using? In Ace, the optimization formula is part of a hidden class, but I believe I've seen a script to modify it anyway; in MV, I haven't seen a plugin for that purpose, but I don't think there are hidden classes anymore, so you should be able to find it.
>>
>>147856390
https://www.youtube.com/watch?v=tLf9oWUe2fc
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>>147856778
Ace. This computer can't run MV (Doesn't support WinXP). Found out it was because the armor also gave a MP penalty.
>>
You must not die again
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Re-posting this to commemorate Windsor's return to the podcast:
http://vocaroo.com/i/s01Y9TMhysHT
>>
>>147859179
This is great
>>
>>147810752
SRPG's are incredibly niche. The number of people that enjoy SRPG's pales in comparison to the number of people that enjoy VN's.
>>
>>147861748
Is this a joke? Visual novels are exclusively for weebs, while SRPGs are for people who play video games. XCOM and Fire Emblem sell a million every entry; free mobile SRPG-lites get multiple millions of players. Meanwhile, the average localized VN sells around ten thousand, with the absolute peak not breaking 300k. Zero Time Dilemma is barely in the tens of thousands! And even if you're talking about Japanese sales, you're still not correct -- they make a lot of them because it's easy, not because they sell well.
>>
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Title screen for my game. I requested it back in 2012 but just now started to get off my ass and seriously throw myself into it.
>>
How can I make it so the Item/Skill description box displays more than two lines?

http://forums.rpgmakerweb.com/index.php?/topic/50457-larger-skillitem-description-windows/

This thread talked about it but none of the things they posted there worked for me.
>>
Comedy/Bromance game has a dark twist as an ending (your friend knew a really dark thing about you and was hiding it the whole time).

Does this ruin it for replays?
>>
>>147863852
If you use plugins that also affect your menus, then you have to modify the "newest" plugin, not the default javascript files.
>>
>>147864139
The plugin I use for menus doesn't seem to have anything in it directly related to the lines in the help box.
>>
>>147866858
well, the way i manipulate window_help is through the initialization.

>this._helpWindow = new Window_Help(1)
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>>147827615
Jesus fucking christ man I read through that status update and got a huge fucking headache out of it and Victor still comes off super scummy as ever, too

Is this what it's like to be popular as Yanfly? Getting all these scrub scripters hating on you for the obvious harder work you put in than theirs? Because if it is I'd never want to be that popular
>>
>>147871014
>Does their job but better
>Doesn't charge
>Deprives them of money
Shitposting is lot easier than trying to compete
>>
>>147864041
Maybe?
Is the story linear or do you have branching paths in there?
>>
>>147862972
Perhaps I'm wrong on that one. My bad.

But the other reason I don't see SRPG Maker being made is simply because people don't have the capacity to make an SRPG compared to that of a VN. Gubid's Tactical RPG script was out for years. There wasn't a single completed game made with it.

On the other hand, VN's are more likely to be completed, which is probably why they're aiming for that kind of market. Selling a software where people are less likely to make complete works for it (SRPG Maker) versus selling a software where people are more likely to make a complete work for it (VN Maker), I think most companies will go for the one that creates complete works.
>>
>>147875474
>There wasn't a single completed game made with GubiD
GubiD coudln't be bothered to complete his demo, for fuck's sake

A good SRPG needs better AI than FE, which is glorified wahck-a-mole. An old system like Shining Force would almost be an improvement
>>
>>147857327
>WinXP

Why the fuck are you even using XP? Use 7, it's the best.
>>
>>147875621
Regardless if he finished his demo or not, his script was still out there for the public. They just didn't use it. There was also another SRPG script made by Tomoaki that was largely ignored because creating shit for it took way too much effort.

Think about it this way. The majority of people can't even complete making a regular RPG. Completing an SRPG is even beyond that.
>>
>>147875621
Play Thracia 776 or Conquest, then see if you can make that statement in good faith. In fact, play Shining Force while you're at it, as I'm not convinced you have.
>>
>>147876946
>play Shining Force while you're at it
I have, and while it relies on chokepoints a lot it also knows how to target the hero/healer

>Thracia or Conquest
I played 7 and 8 on GBA, and they were easy to bait with cavaliers. They'd attack literally anybody in range
>Send cavalier into attack range
>Everyone else just outside
>Enemy dashes in like an idiot
>Gets gangbanged
>>
>>147827615

Jesus christ fucking get to work on something and make it compatible at this point. This isn't about Yanfly, these people just want to blame him because they're unsuccesful fuckers. Every idiot under the sun knows that when a new RPGM engine comes out is when scripters are needed the most, and compatibility for scripts/plugings is what matters to users. You had your chance to market your shit for almost a year.

You know what's sad? Yanfly could dissappear tomorrow, come back 5 years later or whenever a new RPGM comes out and he would make another 100+ plugins leaving everyone behind again.
>>
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I was thinking of making a game and decided to make a concept logo.

Aside from the moon runes (they're an edited MS Gothic) everything's manually written. I can't into making unique decorative fonts on the top of my head so I hand drew another font hoping my calligraphic style would be enough to differentiate it.

Any critiques?
>>
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>>147878243
In Japanese, "psyche" isn't written "saikii", it's written "pushike". I know that's nonsensical and not how it's said in English, but that's just how it is.

...I mean, non-Japanese games that put moonrunes in their logos already make me cry, so it might be a moot point, but oh well.
>>
>>147878652
It ties into the MC who's a weab. Thanks
>>
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DESERT
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>>147877704
This goes to prove exactly what I said in the last rpgmg thread, scripters feel threatened by Yanfly.

Yanfly's works are super successful because he shoots for that extra mile. Those shitposting scripters don't shoot for that extra mile. In fact, they don't even shoot anything past their goal. Tsukihime, Victor, Mog, and the other ones mentioned in the status thread don't even have an ounce of the extra effort that Yanfly's put into his works.

Those same posters are also forgetting the super successful scripters in the VX era. KGC and StrCat were highly dominant before Yanfly started. Successful people like Sephiroth Spawn and Modern Algebra started on the scene way earlier, too. And if Yanfly can catch up to them in popularity at the time, these shitposters should be able to do the same.
>>
>>147874165
It is just for a side project I started yesterday, so there isn't really that much that is set in stone. But sorta. You'd have at least four factions with conflicting interests and the ending would depend on whatever side you helped out the most.
>>
>>147883435
>>
>>147886536
>>
For the guys who take that route, how do you move from mechanics to story?
Particularly, character arc-wise.
>>
Okay, how about this for characters and their fighting styles.

>MC gets two types of basic attacks, one that is quicker and grants more 'charges' while another does more damage and even slows the enemy's ATB. He then uses his charges plus MP to deal magic attacks.

>MC2 Has a lightning charge ability and a physical attack that does more damage depending on the charges that she has. Her magic only costs charges and her physical skills cost MP

>MC3 has no 'free' attack, she has a light MP heal move and a mighty physical attack that does damage when the enemy is afflicted by a frozen status.

Sound good or too complicated?
>>
>>147889187
I like it. But I do like complicated attacks, more in tune with WoW than FF.
>>
>>147889187
My only reservation with complex combat systems is that you have to have a *lot* of fighting to make them worth implementing.
>>
>>147890326
I'll try to, I just wanted something more than a regular RPG battle affair, I'll probably add someone 'standard' to cool things off.
>>
>>147889187
It doesn't sound complicated or complex. I don't know why the others think so.

charges = TP
>>
I'm making my game on VX Ace using a lot of Yanfly scripts. One of which is being the Class scripts. Utilizing them, I have the following class system in place.

Each character starts with a base class (Primary Only). When that base class hits lv.20, you get two new primary classes. By leveling up those primary classes you unlock sub classes, a total of 2 sub classes each.

This means that a player can customize their party accordingly by changing between one of the 3 primary classes and the 4 sub classes once they have everything unlocked.

Only issue is, I totally forgot how to quickly calculate how many combinations that can create.
>>
>>147893847
3 * 4 = 12 combinations
>>
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placeholder? who knows???
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>>147856197
it's really not that hard, man. it won't be fancy but if it's just choices you can just use hyperlinks
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>>147878247
you probably want a better animation for dive
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Does this sound reasonable as an "evolution tree" for the "Fairy Tamagotchi" game? It gives you a total of 16 classes/forms for your fairy.

Should Cold/Wet/Hot/Dry be Flora/Ice/ThunderMetal instead? Or how about Sadness/Joy/Rage/Fear?
It seems kinda difficult to differentiate Winter skillset from Cold skillset (and same with the others) without making one a more specialized version of the other, now that I think about it.
>>
>>147895118
emotions sound more interesting than elements to me
>>
>>147894287
So 96 possible combinations total. (3 * 4) * X where X is the number of characters. So (3 * 4) * 8 = 96. At least until I start adding more party members.
>>
>>147894384
Would play
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>>147896293
I think it'd be (3*4)^X actually.
>>
>>147895118
Let me get really stoned and come back to you
>>
>>147895118
Go for emotions instead, would be much more interesting.
>>
>Be somewhat depressed for whatever reason
>Couldn't find the motivation to work on my projects for a few days
>Decide to work anyways because I need to finish this someday this millennium
>Feel a little better

/blog
>>
>>147810752
There are also games made in Excel, but they all use the integrated Visual Basic scripting language, so it's pretty plausible.
>>
kinda sucks that mv character generator make it kinda hard to make girly male characters
>>
>>147900617
Then make a girl and call it a boy.
Easy.
>>
>>147900670
this
>>
is it possible to use ace tilesets in mv?
>>
>>147902043
Well, they're the wrong resolution to use by default. I suppose anything's possible with scripting.
>>
>>147902043
They have a wrong resolution by default so you would need to edit them a little.
>>
Good night bump
>>
I need help on making an intro after the player starts the game.
What I want is a few pictures to show up along with the text box, kind of like a slideshow. All I know so far is that you need a separate map that's transparent so the player doesn't show at the beginning? And then you transfer them into the real starting point.
Engine is RM2k3
>>
mmm, I'm getting a black screen whenever I playtest on MV. It wasn't like that yesterday.
>>
>>147905375
In your projects folder should be a crash file log or something.
>>
How do i make the battle screen with half bodied character pictures like in Stranger in sword city?
>>
>>147905756
I accidentally moved the rpg_ plugins

im retarded
>>
so after another day of 4hr sleep, i guess i'll just work.
>>
>>147906134
Moghunter's battle HUD and heavy customizing.
>>
>>147889071
Mechanics can lend themselves directly to character arcs, so it's a clean transition.
For example, an adventure game with Phoenix Wright mechanics points its protagonist towards an arc that involves gradually gaining confidence, because the systems require the player to repeatedly be put in a losing position. It also works well with a narrative that uses "not knowing" as its hook, where the protagonist has to catch up to a world that looks down on their ignorance. That's because investigation is something that can only happen after the tragedy has already occurred.
>>
>>147908591
By heavy customizing you mean a lot of scripting?
>>
>>147913948
photoshopping, fucking around with screen coordinates, among other things
>>
>>147904642
What do you need help with specifically? Sounds like you know exactly what you want. Just make it. (Assuming you haven't already in these past 4 hours.)
>>
>>147904642
Yeah. Start out in a transparent map with a parallax background and the player invisible
>>
New Yanfly plugin lets us add more life to the game characters by giving us near infinite balloon emotes: https://youtu.be/lPpJLic9gh0
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>>147920234
Fuck yes.
>>
>>147916289
It's my first time really using an engine to make a game. I guess I know what to do (reading tons of tutorials), just not how to do it/execute it if that makes sense. (haven't done anything yet though)
>>147919165
So if irc, you make a map transparent by using that one blank tile with the transparent color in the tileset right?
>>
>>147920234
This is why we love Yanfly
>>
>>147920702
You don't really need to add any tile. Empty tiles are transparent by default. Just add the Parallax background and set a large enough map size.
>>
hey rpgmg bros
I made a new track that sounds like it might fit in an rpg
https://soundcloud.com/user-795244489/new-adventure
do you guys think it would?
>>
>>147921384
Mood in my rpgs is a bit more mysterious, but I think that could work well for a School Environment, a flashback to a character's childhood or maybe even some kind of ball for a Princess or something.

There is some kind of "innocence" vibe to it.
>>
>>147857030
I was going to reply to the powerpoint dude and link Type Moon and Nitro+... then decided to fuck it because they might not understand anyway.

But thank you Anon for giving me hope that another person here probably reads VNs.
>>
How many skills do your characters have that they can use outside of combat?
>>
>>147925850
none. the only thing you can do outside of combat is use items, and even that's possibly being removed.

10am sleep bump
>>
>>147921384
This sounds amazing anon! I think it would fit for the first area right at the beginning of the adventure
>>
>>147925652
I mean, the fact that pretty VNs exist does not contradict "you can make VNs in PowerPoint" in any way. You can make VNs in Famicom Basic, too, even though you couldn't make Mahoutsukai no Yoru. The graphical effects really have nothing to do with the genre.
>>
>>147926116
I think he mentioned Type Moon because their games often have things like Combat Systems, RPGing elements and the like, which you most definitely can't do in Power Point.

That said, I doubt a "Visual Novel Maker" would come with a decent Combat System. The dev would have to program it all.
>>
>>147926863
Type-Moon games don't have those things.
>>
>>147927282
None does? I clearly remember an anon a while ago who talked about how he liked the way equipment was handled in some Fate/ game and how he planned o do something similar in his game, and a previous time when somebody brought another Fate/ game as an example of Rock-Paper-Scissors combat so I assumed they all did.
>>
>>147856390
>>147926863
>you cannot store variables
>RPGing elements and the like, which you most definitely can't do in Power Point
Of course you can. PowerPoint has had a built-in Visual Basic IDE, so you can do just about anything with it. It wouldn't make much sense to, but you could.

>>147928086
Type-Moon only makes visual novels, but they lend out their IP to other developers. So there are plenty of games in the Type-Moon universe that aren't VNs, but they're not made by Type-Moon themselves. For example, that rock-paper-scissors game you read about is Fate/Extra, which was made by ImageEpoch. It's a full-blown RPG, not a VN.
>>
>>147928086
These are not made by the original devs. Visual novel games have either no combat or a variation of rock paper scissor combat. The best you'll see might be something like a card-type combat but the reason is not because they're of a particular game/company. These combat systems are usually a common addon or script shared among VN devs and engines and they're just slapped onto it for variety.

They're not bad just... gameplay and combat isn't the priority in these types of games sadly.
>>
I just wish Yanfly would make a goddamn ABS plugin. It would the most godly ABS plugin.
>>
>>147923681
I see. Never thought about it in a school flashback setting but I can picture it.
>>147925963
Thank you. That is what I pictured as well
>>
>>147930004
I think the fact that it doesn't exist despite being such a popular request for the past several years should be taken as a testament that it's not a good idea. Trying to force action into an RPGM framework is not the road to follow.
>>
>>147930723
Yanfly could make it work.
>>
>>147932570
You can make physics "work" in RPGM with enough programming knowledge. But like he said it's not a good idea because the framework wasn't designed for that type of thing.

So yeah it could work, but will it work properly like in a good action RPG?
>>
>>147921384
Sounds like fun dialogue music. Like, you're in the first town and meeting everyone. Your cute childhood friend asks if you're going to the Summer Festival tonight and you give the classic "...Huh? That was today?!"

>>147928525
>PowerPoint has had a built-in Visual Basic IDE, so you can do just about anything with it.
They hid it well. I didn't end up needing it, anyway. My game had 20 endings. It was 5 minutes long, but it had 20 endings
>>
>>147925850
None specifically, but in general one part of the protagonist's arc is learning not to take the easy way out with magic.
>>
>>147930723
This. Yanfly explained before that he wouldn't be creating an ABS or Tactical system for a couple of reasons: He doesn't have access to change the editor through plugins. Therefore, he has to work with the limitations imposed by the editor. The amount of work he has to do to go around the limitations surpasses the amount of work actually needed to make an ABS itself in a different game engine. So even if he were to make the plugin for an ABS, the users would have to jump through hoops just to get it up and running. It would be far more efficient for the user to instead make a game in a different engine other than RPG Maker to create an ABS.
>>
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>>147934452
Interesting. Nice scene you described. I could see it applied in dialogue as well.
>>
dun die
>>
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Got a portrait for an electric vampire done today.
Not much progress, but it's better than nothing.
>>
bbb
>>
Tell me something about your game
>>
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even small progress feels like progress
>>
>>147947302
There are monsters, and you can hire them if you want I guess.

Not humans though, humans are dumb.
>>
>>147947302
All characters are mythological creatures from various folklores, except the villain
>>
>>147921384
I like it
>>
>>147947347
These hips are really tempting Anon.
>>
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>>147952180
hehe thank you :)
>>
Is there any way to make a Castlevania style map system in MV? Where like, you can bring up a minimalistic map (just showing rooms and hallways, with differently colored ones for places like save points) that becomes more visible as you enter new areas?
>>
Okay so i'm making a game where you have the choice of being a big bad guy or a big nice guy. Basically there will be a series of plot important characters/enemies you can choose to either recruit or kill. The thing is you don't get any XP when you recruit but when you kill everyone by the end of the game you're a one man army because by then everyone but you would be dead. so basically when you're the good guy you HAVE to fight with your allies to stand a chance while if you go evil you can be powerful but well lonely and an asshole.

So here's my conundrum i'm looking for a song that can be used for the bad final boss, I already have the good route final boss theme it's very hopeful and focuses on working with your team to fight, hope ect. all that jazz.

If anyone could help me pick a song for the bad route that'd be great, lyrics preferred. But yeah I can't really locate a song that's all about one guys power and shit.

Good god this sounds autistic writing it all down.
>>
>>147957621
I don't care what it's from or anything.

Yes i'm a shamless twat who can't sing so I can't make it myself. ;_;
>>
>>147957621
I like your idea, maybe I find some music later.
>>
>>147957621
>>147958478
These are probably my top 4 favorite battle themes that would work great for a final boss. Gong has a version with vocals, I believe. Final Steps has two songs before it in the fight, the first song has vocals (Dragonsong, if you want to look it up.) As you can tell, I really really enjoy FFXIV music.

https://www.youtube.com/watch?v=vz0X2ybZ3a0
https://www.youtube.com/watch?v=AsxIXhYCi5Y
https://www.youtube.com/watch?v=5Av8flSjmMc
https://www.youtube.com/watch?v=12KJO-35hK8
https://www.youtube.com/watch?v=PVd6AvzGJP0
https://www.youtube.com/watch?v=vz0X2ybZ3a0
>>
>>147960570
Oops. Posted one song twice. And it's actually 5, not 4.
>>
>>147957621
>Basically there will be a series of plot important characters/enemies you can choose to either recruit or kill. The thing is you don't get any XP when you recruit but when you kill everyone by the end of the game you're a one man army because by then everyone but you would be dead.
>So here's my conundrum i'm looking for a song that can be used for the bad final boss
Maybe this:
https://www.youtube.com/watch?v=ZcoqR9Bwx1Y
>>
>>147964150
...
I feel like I should take this insultingly but honestly I just feel empty.
>>
>>147964242
It was a joke, mostly. But you should definitely try listening to the music of final bosses where it wasn't clear who was the good guy during the final battle, or where you ended up the clear villain of the battle. The type of "panic" feel from that track is one way to go at it.
>>
>>147899342
It's OK anon, we've all been there...
>>
>>147957621
>But yeah I can't really locate a song that's all about one guys power and shit
Look no further than the early/mid 2000's and all the emo boys

https://www.youtube.com/watch?v=ZgIx5Dc4oys

https://www.youtube.com/watch?v=xY-oili63QQ
>>
>>147967336
Not really what I was looking for but thanks for the contribution.
>>
>>147967429
https://www.youtube.com/watch?v=OYjZK_6i37M
https://www.youtube.com/watch?v=d2-MKq27hIQ
>>
>>147957621
https://www.youtube.com/watch?v=ZDFFHaz9GsY
>>
Damnit. Coming up with spells for "adulthood-themed fairy" is much harder than I thought.
New Moon/Birth fairy: defensive buffs, summoning animals, buffing other party members
Waxing Moon/Growth fairy: offensive buffs, ice and fire spells
Waning Moon/Decay fairy: debuffs and status ailments, poison/bio and ice spells
Full Moon/Zenith/Adulthood fairy: ???
>>
>>147976297
Full moon could be tied to water and madness, I guess.
>>
>>147976297
This is really not easy, seeing that so much is already taken.
>>
>>147978297
Yeah. I think I should probably go much smaller in breadth and develop the buffs and debuffs more carefully. I mean, I have to build 16 distinctive classes, not just four.

I think I'll start out assigning roles, then move towards more specific skillsets.
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