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Reminder: You have 5 (FIVE) days left to submit your entry to the 2nd (You)RPGM Game Jam. Don't be late!
Discuss
>RPG Maker Games
>Eventing Techniques
>Scripting
>Graphics editing
>Game Balancing
and more.
>>
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>>1339437
https://itch.io/jam/yourpgm-gamejam-2
Link to the jam page
There's still time for you late entrants, just don't overthink it and have fun making (You)'re game.
>>
>called rpg maker
>not a single rpg made with it
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>>1339437
I will just wait until the next jam
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>>1339441
>for meeeee
Sordis on suicide watch.
>>
>>1339443
we made some just for you, anon
https://itch.io/jam/yourpgm-gamejam/entries
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>>1339437
I personally use unity, working on a pixel top down rpg and got a long way to go
Currently working on a solid UI foundation i could easily expand upon
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New battle QTE, hold and release to do extra damage
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>>1339940
Seraphic Blue 2 is coming along well I see
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If you ever feel bad about your mapping skills. Just remember what MZ sample maps look like.
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>>1340495
When in doubt, I just pick a random letter and make rooms/areas/etc in that general shape so I don't get hung up on it too much.
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>>1339935

Very nice, anon - is this for the jam, or an on going project?

>>1339940

Be careful waving all that edge around.

>>1340495

Damn, that is pretty dire. Those two chairs at the top left briefly looked like toilets when I first opened the pic.
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So (you) wanted to develop a game for a jam. But you were running out of time so you started cutting corners. You deleted a map but forgot to delete the transfer events to it. Or you created a door, but you forgot to set the Map ID variable.
Regardless you now find yourself in MAP 0.
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>>1339437
Do the RPG Maker splash screen characters have names
>>
I kinda want to have a 3-gun minigame, but my game is turn-based and side-scrolling. Any ideas?
https://youtu.be/_CqJmp412u0
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The Last Sovereign is too long, I think it's length is actually a flaw, not a plus.
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>>1339940
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>>1341032
If anything, it's not long enough. I'd love it if all characters had their own personal quests and arks in every chapter, but then the plot would still be around beginning of chapter 4, if that.
>>
>>1341032
I've got 126 hours into my main save and the only time I felt like the pacing was bad or that the story started to drag was (I think Chapter 2? Might be the beginning of Chapter 3) when the harem got split up and you had to play through 3 different routes back to back to progress.
>>
>>1339935
>>1340663
Ongoing project, thanks a lot!!
>>
I've started messing around in MV and quickly realised that using just the base engine is pretty limiting. Is it safe to say it's required to get Yanfly Engine or whatever to make the most of RPG Maker?

Do anons tend to make/use their own plug-ins, or do you just load up on ones that are already freely available?
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>>1341582
>writing the base engine off
>just a few threads ago some dude was doing old RPG maker 2000 techniques in MV to prove a point
Yanfly engine and plugins can help restore some of the stuff people got used to in other RPG makers but it's also hard to say they're required when a lot of their functions are flat out normal scriptable events.
>>
>>1341654

Fair point - maybe I'm being too hasty and should spend more time getting to know it better before rushing off to plug-ins and other engines.

When you say scriptable, do you mean using your own js, or is there something else that could refer to in RPGM?
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>>1341912
A lot of "missing" functionality is usable by keeping a crib sheet filled with easy to copy+paste js commands
https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0
Obviously you won't need every single one, so make your own .txt file of the top like 30 you actually use. And some like Call Map Event are better off used in Yanfly plugin form, but that's just something you sort of figure out what's right for you anyway.
>>
>>1341985
>>1341912
Also when I say "scriptable" I mostly refer to the event command option that lets you literally write in a js command.
That alone takes MV potentially miles and miles above the older versions IF you learn to make the most of it.
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Welp I got out of work because the world froze, so I'm able to work on my game for the jam for the first time in days. I finally finished the opening cutscene! oh god oh fuck there's only 4 1/2 days left I'm not gonna make it bros
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>>1341582
Yanfly's stuff is good, but that's more for the frontend stuff. I'd still recommend using it anyway, but it is good to know how to use everything to your full advantage.
And most anons are lucky to even know where to find the freely available ones, there's still people struggling to look through the official forums. I'd be impressed if there was an anon around here that makes some plugins for this crowd.
>>
>>1341582
I mostly roll my own plugins.
Third party plugins are mostly for enhanced debugging.

I don't see a point in using Yanfly because everybody is, so instead of making your game unique, you are actually making it a part of the indistinguishable homogeneous crowd.
>>
>>1342402
>tfw been stuck at home from work all week
>all the time in the world to work on game
>kind of getting sick of it and starting to doubt whether it's worth finishing but already put too much time and effort into it to stop
s-see you guys on monday
>>
>>1342626
You'd be surprised how many don't use Yanfly scripts, even the basic ones. You really, really, REALLY don't have to worry about being homogenous, especially given he gives you the tools to be more unique and original pretty damn easily.

I mean, I can definitely respect your jive, it's great to see someone that can pull up their britches and do some good ass programming. But don't put down people doing their best to establish a good foundation, cause Kadokawa doesn't.
Sort of why it fucking sucks Yanfly and other devs went full jew...
>>
If I know a bit of Javascript how hard is it to figure out Ruby for VX Ace
I'd rather do my own stuff instead of relying too hard on pre-existing plugins too
>>
is this asset bundle really worth $30?
https://www.humblebundle.com/software/fresh-start-game-dev-assets-software?hmb_source=humble_home&hmb_medium=product_tile&hmb_campaign=mosaic_section_2_layout_index_1_layout_type_threes_tile_index_3_c_freshstartgamedevassets_softwarebundle
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>>1343034
You should buy it and let us know
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>>1343034
No, imagine homogenizing your own game even further by using pre-made assets
You should try making your own, it will make your graphics more consistent and it's more fun
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>>1343090
>You should try making your own, it will make your graphics more consistent and it's more fun
already tried multiple times, failed, and it wasn't fun in the least
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>>1343034
the graphics in those packs are pretty cool and of good quality. if you think you see enough stuff there that you'd like to use, and you have plenty of disposable cash, it couldn't hurt. i wouldn't worry that much about homogenization, as it's not like every single person is using each of those packs.
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>>1342744
>plan to make stat raiser
>write out some scenarios and ending
>make a decent amount of assets
>game is in a functional state
>gotten over most if not all hurdles while making the game
>stop because I got worried that nobody would play a stat raiser that goes day by day.
See you next week
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>>1343168
i'll play your game, anon. i played all the jam games last time and i'm looking forward to doing it again this time.
>>
>>1343090
>>1342626


What do you feel games made with RM need to be classed as unique? Art assets? Bet it still feels like an RM game when you play it regardless.

Using your own, homemade plug-ins/scripts maybe? Does that really separate you from the crowd? You are likely making scripts that are already widely distributed as an existing plug-in anyway, so how does making it from scratch yourself actually make your game unique in any way?
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>>1343090
This only works if you're good at art.
I would much rather play a game that made good use of premade assets than one shitty art.
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>>1342769
The statements "many don't use Yanfly scripts" and "it's required to get Yanfly Engine" are exclusive.
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>>1342769
I don't hate Yanfly for it, ultimately everyone needs to make money somehow and it's not like his scripts are hard to pirate
Ideally it should inspire people to learn how to do this shit themselves but here we are
>>
I wanted to take part of the Jam, but I'm too late and there is no way I can make any game in only 4 days.
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>>1344201
A game can be 5 minutes long, anon
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>>1343579
And now you see why so many RPGMaker games are just painful to play...

>>1343489
My definition of being unique is that you should feel the creator's heart is behind it. Some detail, some method, that gives insight into the author's priorities and ideologies.

Look at Hylics, for example. As a game, its dead simple. But the idea of making a claymation RPG, doing all the effects and skills, and having randomly generated dialogue, that's what makes it unique. The path to making a unique game is to make a game you want to play, an idea you want to see in fruition.

Now, there is a difference between "uniqueness" and "quality". Make sure you don't forget that.

(As an aside, my baseline for unique RPGMaker games is if they give you 8-way movement. It's not hard to design around that, make it feel like a PC RPG, guys...)
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>>1343489
>What do you feel games made with RM need to be classed as unique?
not them, but trying to create some RM project with the sole intent of being unique is the fastest way to get "soulless" as a result.

i don't care if you use the default battle system, the problem is when i have to use it a million times in order to reach the max level... in a game with the final boss that remains 100% RNG if i can win or not.
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>>1340729
I've been to map 0. Don't save the game there because you can't load into it.
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>>1344229
but it won't become 1 million dollar IP
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>didn't work on my game yesterday or today
bros...
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>>1344999
Digits confirm that your game will be great despite the setback.
>>
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What can I do in under 3 days for the jam?
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>>1345401
1 town
1 dungeon
1 boss
1 party member
3 enemies
RTP only
Get on it.
>>
Man, this brings me back.
I used to fool around with RPGMaker 2003 a lot back when I was in middle school. I even "distributed" some of shitty games to people around school.
How's the community doing? Is the latest version any good?
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>>1344310
>My definition of being unique is that you should feel the creator's heart is behind it. Some detail, some method, that gives insight into the author's priorities and ideologies.

Yup, and this could 100% be achieved with the base engine/assets. If the creator has a particular story they want to tell that is unique, has well-written dialogue and characters, and balances the gameplay in whatever way to keep the player invested, then I'd say that's good enough.

>Make sure you don't forget that.
Holy shit, I assume that was some ironic "listen, kid" line played for laughs. You got me if so.

>>1344418
I also feel like if you wanted to make the next "viral" indie game, making it in RM is probably shooting yourself in the foot from the start.
>>
>>1339437
ah
i forgot about it
AGAIN
see ya next month
>>
>>1345541
>I also feel like if you wanted to make the next "viral" indie game, making it in RM is probably shooting yourself in the foot from the start.
If your intent is to try and make the next viral game, it doesn't matter what you use to make it or how you do it, you will fail. You don't get to pick what becomes viral, how, or when. There is equal potential for an RPGM game to become popular as with other engines.
>>
>>1345541
Aren't like 75% of all viral indie RPGs made in RPG Maker
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>no. of participants doubled from the last jam
Noice
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>>1345524
The community is smaller than before but just about as passionate, and the latest version is currently a major disappointment but might get better later.
>>
Post rpgmaker memes.

https://youtu.be/wpsfeFY-97I
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>>1345813
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>>1345882
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someone post the RPG Maker MV Trinity DLC please
Or VisuStella plugins
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>>1345813
>>
is it possible to make some sort of ammo system without resorting to script in vx ace?
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>>1345416
The jam requires 2 dungeons, 2 bosses, 4 enemies. (you)
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>>1345940
>requires
last I checked, those were guidelines.
>feel free to follow all of them, some of them, or none at all!
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>>1345945
>lowering the bar is a "constraint"
Is this limbo or hurdles?
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>>1345974
Ok nodev
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>>1346002
You should make it more handicap accessible.
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>>1346136
Keep going anon. This is a masterpiece.
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>>1346241
I don't even have combat implemented yet. It's mostly a walking sim at the moment.
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>>1346248
Yeah but it's still better than what others produced YEARS ago with this random baggage they're bringing to the thread from when this WAS a general, and also better than a lot of games on RPG Maker Web, with as low of effort that you think is put into it. I believe in you, anon.
>>
>>1345541
I wish it was ironic, but no, just me getting a little bit too lost in the role...
But yeah, you can totally make a unique game with only the base engine. It would have to be damn good for me to call it quality, but, again, quality =/= uniqueness.
>>
>>1346266
Translation: "It's trash that makes me feel superior. Keep doing what you're doing and don't look at your flaws or dare to improve. "
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>>1346402
RPG Maker General died 3 years ago anon. It's time to let it go.
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>tfw things all start coming together in the last few days
I was really worried there for a bit and feeling pressed for time, but I'm feeling at least a little less like I'll be crunching in the last day...
https://litter.catbox.moe/2t74f4.mp3
thank you based RTP music for being all right at times.
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>>1346418
Has it really been so long?
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>>1346418
You would know. You're the one projecting.
>>
I'm stumped, anons. Made a chipset for 2k3 and it isn't importing correctly. The tiles come out dim and all fucked up. I know the tiles are the right size and placed in the correct position, according to the chart I found that shows where autotiles go, 2nd layer, etc. What's making it dim though? I made sure it's 256 colors by saving it as .png 8bit with 7 dithering/128 transparency threshold in paint.net. From what I've seen, that's all I need. To reiterate
>480x256 overall
>48x64 per "chip" or whatever it's called
>256 color/8 bit png
>128 transparency?
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>>1346418
You're the one bringing it up, bro. But since you did; I find it funny that the /rpgmg/ podcast ended up a lot like most RPG Maker games. It started with good intentions, had some solid ideas and some bad ones, but overall had a poor execution and fizzled out before an unceremonious non-ending.
>>
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>>1346826
I use GIMP to deal with graphics for RM2k/3 because of how damn picky it can be.
I still run into weird shit from time to time, but GIMP has at least been somewhat consistent.
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>>1346847
It's because an artist joined it and pushed out the others who actually had interesting answers to topics they would present. The person in charge of the podcast always wanted to push his game over what anyone else could do.
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Posting random resources
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>>1347060
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>>1347066
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>>1347068
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>>1347070
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>>1347075
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>>1347090
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>>1347096
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>>1347106
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>>1347108
>Random
>A bunch of character templates
Guess I gotta break it up.
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>>1347112
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>>1347115
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>>1347117
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>>1347122
Pretty much all I got for now unfortunately. There's a ton of free resources and templates on RPG Maker Web, or a quick google search.
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>>1347122
Kind of useless without source attribution/license.
>>
>>1347149
Just invert the colors and it'll be so ugly they wouldn't want to look at it.
>>
>>1343101
>>1343492
Yeah in my case I am looking at rolling my own text-based game engine on the theory that being forced to make a good game with minimal art will be better than making a game with shitty ugly distracting art.

I've developed a variety of skills in my life. I can write programs, music, and stories. I like building things that can be made with discrete components. But I've never had any skill at visual art or any real drive to learn (I made a few attempts but always got frustrated and have never been able to improve). In fact the one game I ever managed to finish was back in the 90s and involved a collaboration with a friend who did all the artwork.

I'm might make some abstract mspaint art (shapes, etc.) to walk through the process of building a basic RPG in order to get some practice at fundamentals, but unless I find a collaborator there's roughly zero chance that I'll ever finish a game if I have to make my own art
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>>1347649
>White text on light blue text box on almost-white background
If you're the guy making this then for the love of Pete make your text more legible
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>>1345734
What's wrong about the latest version?
Also, if it's bad, what's the alternative?
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>>1347689
>making
Nah. I'm just shilling someone else's ongoing series.
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>>1347693
The latest version is MZ, which is nearly identical to the previous version MV except:
>MZ needs a third party software to make animations
>MZ is not compatible with MV scripts, of which there are many good free ones
>MZ is significantly more expensive than MV
Scripters are currently doing their best to make MZ better, but for now you're better off waiting for a sale and getting an older maker. The ones generally considered best for newbies are VX Ace and MV; VX Ace uses a modified version of Ruby and MV uses Javascript so if you're proficient in either of those go for that one, otherwise they're similar enough that you could go for either. The old makers 2000 and 2K3 go on sale for like a dollar, so if you just want to dip your toes back in they're just fine too. Just keep in mind that the makers all go on sale a lot so you should never buy one at full price.
>>
My protagonist has a gun and psychic powers
He could totally beat up your protagonist
>>
Dumb question: is there any support for Live2D animation integration?
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>>1348183
I know MV has plugins for it at least
>>
Very important survey
https://www.strawpoll.me/42667689
>>
How feasible is it to add city-building mechanics into RPG Maker? I want to do something similar to the Dark Cloud series in which you traverse a dungeon, and outside of the dungeon you have a giant empty hub in which you can place buildings anywhere you want using materials you gain in the dungeons.

I know it's definitely possible (and much easier) if the buildings are forced into being built on specific locations, but I want to give the player freedom to put a building wherever the fuck he wants in the empty hub.
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Testing random event.
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>>1348634
You can do what the fuck ever you want.
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>>1348642
Ha ha, butt
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>>1347649
Nomnomnami's games are barely games.
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>>1348634
here is a link to a viprpg called "waterization," which is a clone of civilization that was made in rpg maker 2000.
http://vipkohaku2011.web.fc2.com/entry/012.html
>>
>>1348642
the h aspect is whatever to me but having various cgs for the characters sleeping at an inn is unbelievably comfy, why don't more games do this?
>>
>>1348634
You can probably make it happen with eventing fairly easily (if with a lot of hardcoding) if you have a specific number of specific spots to fill instead of being able to place objects anywhere there's free space
For something like Dark Cloud that sounds like you'd need to get into scripting
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>>1348642
Guess you can say that Event is Dummy thicc
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>>1347712
why...
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>>1348824
what game is that?
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>>1348061
Which is the best for codelets? I just want to make something simple without taking the engine to it's limits. Though I'll probably use custom spirits after I get used to using it.
>>
>>1348824
The game anon posted is lonely wolf treat
idk wtf you're trying to say with this though
>>
>>1348871
VX Ace is easier to make custom sprites for because they're 32x32 pixels by default as opposed to MV's 48x48. Alternatively, 2000 and 2k3 have zero coding and are dirt cheap and as such are very good for teaching you how to event, and what you learn in the old makers generally carries over to the new makers if you decide to get another one later.
>>
>>1348926
Thanks. Time to make the next Earthbound/LISA/whatever and make millions. Expect not really. I just want to make some shit that only I could possibly like that'll be uploaded for free if it ever gets uploaded at all.
>>
Anyone got those VisuStella plugins? I have the care package [Yanfly+OctoPack+Stella Character Generator]: http://www.mediafire.com/file/xirto505ci8re85/vrpg+care+package.zip/file
>>
2 weeks

I spent 1 and half week scouring dead japanese blog for scripts
>>
>Jam ends on Tuesday
Should I blitz through something real quick, or wait until the next one, and make something better?
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>>1349103
Was it worth it?
>>
>>1349119
Maybe
>>
>>1349109
Make SOMETHING.

I've been trying but I'm not sure if I'll finish in time. Even if I miss the deadline I like what I started and plan on finishing it anyways.
>>
>>1349109
You don't see anyone else doing anything, do you?
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>waited around all night last night to play guilty gear strive, server never came up
fuck
>hop on to play, server still completely fucked
fool me once you piece of shit, guess i'll do some rpgm after all
>>
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>jam exactly during midterms and project deadlines
I've only finished the first map...I'll have to scope this down so hard it'll be smaller than my member
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>>1349439
Why throne room has bunch of bookshelves?
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>>1339437
Is RPG maker the game that lets you make RPG's?
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>>1349447
Was planning a bit of exposition dump (1-2 books about the enemies and kingdom background foreshadowing a twist) but given the deadline, it looks like they won't make the cut
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>>1342626
>Every file ends with .js

What's wrong with the world?
>>
>>1349439
actually, king's son is not a noble, but royalty.
>>
>>1349485
Pretty sure he was using it as an adjective, not a collective noun.
>>
I found the place where certain more famous game get their free music from. is it ethical to use some of the music that also used in that game?
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>>1349452
Actually it's used to make walking sims and creepypasta games.
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>>1349439
I feel your pain
>doing lots of work and adding an extra dungeon while doing WFH job
>"by the way, you're alone tonight"
>now concerned I won't have time to do the shit I was hoping to do because I'm getting assfucked by my job
>normally have literally nothing to do all night and can do anything I want
Fffffffffffffffffff
>>
>>1349452
actually it's used for shmups and rhythm games.
>>
>>1349589
gamba anon i believe in you
>>
>tfw started only started yesterday

wish i knew earlier, OST is coming along nicely but i'm worried I won't have time for balancing or finishing cutscene. Time to grind over the weekend.
>>
>>1349452
RPG Maker is like a Warcraft 3's World Editor but 2D and even simpler.
However, it is less flexible and the quality of the OOTB assets aren't as polished as World Editor's.
>>
>>1349690
>less flexible than warcraft 3's world editor
today, i will remind them
https://youtu.be/J9g0e3h2nQQ?t=746
https://youtu.be/VNAP3plqaWk?t=27
>>
>>1349109
be careful, it ends on monday at midnight, not tuesday
>>
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>>1349723
I kneel
But at that point it's probably not that different from coding everything from scratch
>>
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>oh haha i'll just set this npc's movement to random
i can't believe i actually got memed on this hard, i never thought it would happen to me. she was walking around normally until she found a nice cozy spot to stand completely still until i literally exited the game!
>>
when is the next jam
>>
>>1350131
Probably a month from now so everyone can recharge
>>
>>1350131
Take your God Damn pick.
https://itch.io/jams

This one just started https://itch.io/jam/30-days-rpg-maker-rtp-game-jam
>>
>>1350469
>people play rpgmaker games in browser
Really?
>>
>>1350499
Opposed to what?
>>
>>1350499
As a 2kfag, I have strongly considered switching to MV for these jams solely on the basis of not making people suffer through possible RTP BS. Even using the official EN version that has fewer problems than the JP .exe or the Don Miguel .exe, people still run into issues all the time. Exporting to browser all but guarantees it'll be playable to lots more people.
>>
>>1350521
Pretty sure MV/MZ already deal with the RTP hijinks natively by just including the assets.
>>
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Welp it seems my game absolutely won't be done in time for the jam, guess I should use this time to work on my actual project
>>
>>1350530
What are you even talking about?
>>
>>1350532
Just hack together an ending real quick
>>
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>>1350535
It's a game not a children's book.
>>
>>1350534
That you don't need to worry about RTP installations for MV/MZ, independently of whether you deploy to browser or not.
>>
>>1350544
Maybe this will help you
https://imgur.com/a/hNqD5IO
>>
>>1350584
Great story. Too bad you can't play it.
>>
>>1350535
>our adventure only has just begun!
>>
>>1349800
A) Never have a 1x1 entrance/exit with randomly walking NPCs. This will happen. It will always happen.
B) If you can't fucking help yourself, always place an empty event square at the entrance, then. NPCs will never step on an event.
>>
I bought RPG Maker XP on steam
where do I go to learn the Ruby game scripting system?
>>
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>>1339935
>Brazilian folklore RPG
Please link it when you are done. This is my kind of shit.
>>
>>1351107
A truly beautiful thing would be if that one Aztec autist from /v/ and this dude joined forces to make an aesthetic af RPG Maker vidya
>>
Any recs on where to find battle animations?
>>
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I sprited a Saibaman
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>>1351686
that's pretty good, anon.
>>
>>1351689
I think of making Saibamen my 'common' enemies, but in my head they're not regular saibamen, they are Time Rift Saibamen, they are much stronger.
>>
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>14 entrants
>>
>>1351758
we're just about at the final push. let's all do our best, anons.
>>
>>1339935
...hey wait I have this on Steam. What's it doing in a gamejam?
>>
>>1351931
this thread's for all rpgm discussion, not just the game jam that we're also doing at the same time. the anon that made it hangs out in these threads.
>>
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>2 days left on the gamejam
>completely rewriting my project because my original idea didn't pan out as well as I'd hoped
At least I can still reuse some of the maps I had done, but this is really going to suck.
>>
>>1352144
kudos for putting the work in, anon. i'm not sure about my story at all, so i'm just kind of forcing myself to finish at this point.
>>
>>1351709
They were common enemy in Videl Quest too, so tnat's neat and smart. Love your updates.
>>
I want to say I had a busy week so I didn't do the work for my jam game but it really wasn't
I'll play all your games though
>>
>>1348917
the environment
>>1348848
some game that used to be posted on /v/. the dev quit though because people said it looked like undertale.
>>
If we follow the pattern, does that mean the next jam will last 3 weeks?
>>
>>1352404
that's a shame, tho I can definitely see some resemblance to undertale, like the static 2D background, purple color, and the shape of the trees
>>
>>1352421
If we extrapolate further using 2 points as a base, does that mean the 500th jam will last 502 weeks?!
>>
>>1352404
To be fair it's hard not to look like Undertale if you're bad at sprite art
Undertale isn't an RPG Maker game but I think it's RPG Makercore, same with Barkley Gaiden
>>
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>think I'm having issues setting up some battle events that simulate automatic buffing of party members due to RM2k limitations
>spend 2 hours wondering why it defies logic during repeated battle testing
>go to test it in normal game
>obvious answer that isn't easy to see when doing isolated battle tests
fffffffuck this aspect of 2k
>>
>>1352030
Ah. I usually lurk in /vg/ and /v/ and on the rare occasion /tg/ and /m/ so I'm not as familiar with the boards of /vrpg/..
>>
>>1349452
And puzzles, P&C adventures, VNs, roguelikes, action games, text-adventures, platformers...
>>
>>1351107
https://store.steampowered.com/app/1375760/Tropicalia/
It's Early Access now, planning to release it this year

>>1351931
I lurk here and know there's a jam going on, but didn't noticed this thread was only for it. Is it?

anyways, I'm not on the jam
>>
>>1352404
Is anon saying Lonely Wolf Treat looks like Undertale or something? Because it's snowy?
It's more like "trying to be a DSP game without the edgy stuff".
>>
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Hello!
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>>1353227
Yeah, someone else explained it. I'm not usually in /vrpg/.
So far the game's interesting. There's a weird lag when you prepare to dive/run into things, but it feels very much like a late GB/earlySNES game in a stupidly charming way.
Combat's good, spritework is very good, item decay is always drive me up the wall but it is fairly simple to gather up shit to make new things as needed (even with the item caps).
On the flipside I'm a cheap bastard who hoards healing items and is very careful in when/how far I wander from the resting places while grinding levels or things I need so I've yet to die or encounter a real challenge.
>>
>>1353025
That's just what makes 2000 special
Just think of all the cool guy cred you're going to rake in
>>
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>>1353317
If I ever bother to sit down and work out a CBS someday, I'll probably be much happier.
That's so far outside the scope of what's possible in a jam timeframe unless you're either
>autistically good at RM2k
>using a template you've already created
>outright stealing someone else's CBS
I'd switch to RM2k/3 but I can't stand the default battle system because even though you can set the ATB to WAIT mode, it's still kind of trash and I'd ultimately end up trying in vain to simulate 2k's more barebones battle system just so I could
>call common event
>show picture
and other nice commands in battle, all of which means nothing if you just bite the CBS bullet.
As it stands, picrel describes my main hesitance towards doing that instead of just finding ways to work around the limitations of the stock battle system.
>>
>>1353251
>stupidly charming way
Haha, thanks a lot anon! Really!

The game really is a simple RPG aimed at veteran players who want to turn off the brain, while still not doing braindead stuff

Thanks a lot for the feedback!
>>
>>1354053
I tend to focus on RPGMaker games that do something completely different with the engine, like Last Word, LISA, and Cherry Tree High among paid while freeware include Lockheart Indigo, Momo Bomber, and Professor McLogic (And the long dead Necropolis rpg Castlevania-ish world demo.)
But sometimes you need a straight RPG. Even better when it doesn't use default RTP or the standard combat setup.
>>
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How would you make this castle but with default RTP assets?
>>
>>1354145
tools->resource manager->pictures->import desu
>>
>>1354189
I meant recreate it with the assets.
>>
>>1354238
Look at early Final Fantasy and Dragon Quest castle map layouts.
Go from there.
>>
>>1354238
i'd give it a shot, but also, i'm budgeting my time pretty hard right now. but literally like, if i was in a hurry to make it work it'd be
>world map icon
>step on it
>show picture of the castle
>after it fades away you're already inside it
if i wasn't in a hurry, it seems like it'd be a fun challenge, but also, i'm insanely bad at mapping so i probably couldn't pull it off.
once this is all over, maybe we could do it as a fun mapping exercise/challenge/activity.
>>
>>1354103
LISA was the one that sparked me into creating Tropicalia. But I overestimated the work needed to replace the RTP, it really is a lot and I soon gave up on doing it all alone
>>
1 day jam when?
>>
>>1354311
It is definitely a lot of work to fuck with the base engine.
>>
So what's the deal with MZ? Is it just that RPG Maker has already reached its logical conclusion or did they just neglect adding features it obviously needed? I don't know if 3D is on the table in that regard but I'd have a field day with something like RPG Maker that could make low poly PS1 or PS2 rpgs with some pre-animated rigs and simple assets like magic effects. I looked into it and was a bit disappointed that there's nothing to practice on or just screw around and churn something basic out with
>>
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>>1354292
>>1354300
I have to also think that it's supposed to a crushed Castle since a giant ape destroyed it.
>>
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>>1354367
genuinely pretty good swing, anon. so you know, if you shift click while making a wall you can usually get a bit more of a solid line, which will help stop the layers from blurring together.
>>
I use rpg maker xp am I allowed?
>>
>>1354393
you're valid
>>
>>1354393
My rpg has anthros too.. can I stay?
>>
>>1354397
What if I use rpg maker 3?
>>
>>1351758
says 13 joined. 0 entries.
No topics.
>>
>>1354419
>0 entries
Nobody's done with their game yet, and there's no reason to waste time making a topic on that page when you could just drop a quick screenshot or whatever ITT, don't you agree?
>>
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>>1354425
more like I will never done at this point
>2/12 CGs left
>>
>>1354400
no, i don't
>>
>>1354466
meant for >>1354425
>>
What are some good, free, obscure rpgmaker games to play while drunk?
I've already played all the popular stuff or at least checked it out.
>>
>>1354425
Are those participants even in this thread?
>>
>>1354541
maybe they can't post because they're Bronies.
>>
>>1354419
They might be holding off entering until the last day?
>>
>>1354557
Bryonic Heros? Superfluous men?
>>
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>>1354541
i am, anyway! i just finished making a stealth section for my entry. tomorrow night i'm gonna size up whether or not i can pull off a quick minigame that i've had in my head. failing that, i'll just design a new battle. then all i'll have left is the last boss and the ending cutscene and i'll be done.
oh, and then assigning music for locations, but that'll take like 5 minutes, i hope.
>>
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>>1354541
>>1354566
Polish and bugfix and test and balance and crunch holy fuck
I thought I was gonna be further ahead of things compared to where I am, but I think no matter what the last 48 hours would be stressful, even with nothing to stress about.
>>1354584
BASED
>>
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How to make unite attack in MV?
>>
>>1354940
https://victorenginescripts.wordpress.com/rpg-maker-mv/cooperation-skills/
>>
How to finish a project?
>>
>>1354962
Thanks man.
>>
>>1354967
With discipline
>>
>>1354967
Basically, you sacrifice a goat for every milestone.
>>
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>>1349800
Hey anon, I made a plugin for this a couple of months ago:
https://pastebin.com/6UyViFNs

You can change settings to your liking, but basically lets you walk through an npc to mitigate this kinda problem.
By default I think it's about 1.5 or 2 seconds, but you can change this. Lemme know how it works out for you.
>>
>>1354444
You drew these, anon?
They're really nice! Great colour work, too. I wish I had an artist or time to develop the ability to make stuff like this for my game.
>>
>>1355261
bust shot is literally the easiest thing to draw
>>
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>>1355268
Yeah, it's about all I've been able to manage in the past, but I work in pixelshit which I think makes things easier, cause at a low enough resolution it's just maths or trial and error.
I'd like to be able to make something like anon there, though.
>>
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>>1355274
I think your problem is mostly on design. Either you need some interesting artstyle or make the character more unique by design or pose.

EMMM is pretty bad but even he know what makes interesting visual.
>>
>>1355287
Yeah, I guess my problem is also that I've not done any design work for my game yet, so it's full of placeholders from older work, and lately everything I see is like "Oh, shit, that's great, maybe I could try for something like that"
>>
Any ideas on how to create unique-looking character models, or at least new parts to go into the built-in character generator? The Stella Character Generator doesn’t have completely functional Battlers yet, and my idea of using VRoid models may not work out the best.
>>
>>1355238
Oh hey, your faces are getting better.
>>
>>1355414
Thanks. It's mostly only thanks to various anons wasting their precious time by helping me...
>>
>>1355361
Here some links towards some new parts by the community.
https://www.hiddenone-sprites.com/mv-generator-parts.html
https://forums.rpgmakerweb.com/index.php?threads/sinnistars-resource-collection.54608/
https://forums.rpgmakerweb.com/index.php?threads/ices-generator-parts-09-22-2017-updated.54798/
https://forums.rpgmakerweb.com/index.php?threads/rhinos-random-resources-updated-1-8.78809/

There are a variation to all of these that are meant to be used with SumRndmnDude's Character Creator plugin.
https://forums.rpgmakerweb.com/index.php?threads/update-to-srd-character-creators-27-8-new-eyebrows-updated-eyes-cloak.77641/#post-726450
>>
38 hours left in the jam and I haven't started
If I really hack something together maybe I can still make something
>>
Today I looked into a plugin that shows collision in order to work out how the FUCK I can draw sprites on screen that stick to the map.
I have cracked it now, and I can make obscured rooms that reveal themselves only when you walk into them.
>>
>>1355814
Like the HD Rayman games?
>>
>>1355818
Dunno, never played them, but it's like square fog of war covering dungeon rooms, that clears permanently once you walk through the doorway one time.
>>
>>1354444
ALICE? THERE YOU ARE
>>
>>1354361
Some of the former, some of the latter.
While MZ is the better engine than MV, its also full price, has less community support because of such, and pretty much forces you to start from scratch, all for an incremental update from MV. While I don't think going 3D would have made it worth it, it goes against their core values of making an accessible engine that a child could handle, I do think they could have had a far more major update than just the animation engine and ATB battles. At the very least, they could have modernize the default systems, have inbuilt 8-way movement, unlimited layer support, a much more versatile and easier to use character generator, maybe even a windowskin customizer.

The main problem with RPGMaker is that its so constrained an engine, its hard to actually make modern RPGs with. Not to say that RPGs are an easy genre to design for, especially with only one person. But RPGMaker doesn't really give you the tools or know-how necessary to actually make it easier. It's why I believe so many of the most popular RPGMaker games are walking sims or horror walking sims, and not actual RPGs. I believe that, if a total overhaul of their core principals are out of the idea, then the very least they can do is provide the tools to create some other styles of RPGs, like dungeon crawlers, CRPGs, aRPGs, tactics games, or even RTSs, right out of the box. Live up to the name of RPGMaker, not Dragon Quest 1 Maker. Else, full-price incremental updates like MZ are going to be trashed for continuing to be a fucking nightmare to use, no matter what nice features they add in.
>>
>>1355931
I would have paid full price on day one if it had the following:
>automatic UI and FOV scaling, so it would look similar at 4K as it does at 720p
>on-map grid combat with battlers and regular models being the same size, and Cold Steel/Divinity-style AOE skills
>easy skill check system
>an option to remove loading when entering buildings or another room
>ABS mode that replicates 2000’s era Ys with at least three attack animations by default for a single melee combo
>>
>>1355931
I would love for the (relatively easy) advanced customizability user scripts and plugins offer to be in an engine upgrade. Stuff like notetag "events" triggering certain things is really handy and easy to understand anyways.
I'd also love some sort of drag and drop functions like game maker has to introduce newbies to writing code.
>>
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Should I make my map bigger still or it's too big?
>>
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>>1356212
Also what should I add to improve the HUD?
>>
>>1356228
I'd drag the health bars to the top and move the money somewhere else.
>>
>>1356228
>>1356292
I'd ditch the Zenni and put an unlockable minimap styled to look like a dragon radar (black with green outlines for landmasses, orange icons for dragonballs, red icons for overpowered encounters which are actually optional bossfights) in the bottom-right or top-right corner.
>>
If I want to add animated scenes in RPG Maker MV, what are my options?
>>
>>1356940
You can play a video file, there's scripts out there that give you more functionality
Other options are to manually event things out with images and battle animations
>>
>>1356940
I think there's some Olivia's animation plugin that could do the trick. Depending on how big your scenes are. It's paid though.
>>
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>>1356940
this is xp but i assume the process is the same
>>
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>>1357192
Oh god please no
>>
>>1339437
I'm looking for an older RPG I played for a bit years back. Don't remember much from it, except for the fact that the first character you played as didn't have a basic attack, only a drain attack, and there were a female knight and a robotic companion. It was also a very grim dark setting from what I recall.
Been trying to find it for years and unsuccesfully, anyone know?
>>
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>>1356332
The Dragon Radar doesn't work so it makes it pointless. I'd have to think to way to make it so the Player can check the 'Dragon radar' as an item and it opens up in some sort of menu to show the full map where the DBs might be.
>>
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>>1357192
>>1356940
if you want to animate inside of rpgm, yeah, you would have to do stuff like that, but you could also just use the play movie command. i even remember playing an rm2k game that used videos.
>>
Can I get away with calling my game a non-porn game if the porn is only described through text and is actually porn in-universe rather than the characters fucking
>>
Played Omori
Really impressed by how often it made me forget that it was an RPG Maker game
>>
>>1357965
is that in terms of gameplay, or was it more just the production values and art direction?
>>
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I'm trying to add a Saiyan Pod. Current result.
>>
>>1357965
It was pretty obvious to me. The real mindfucks are shit like LISA and Cherry Tree High.
>>
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>use custom battler
>equipped weapon appears below them during an attack animation
Anyone know how to fix this, and also make it so custom Battlers have their looks changed with what they have equipped?
>>
I'm using Yanfly's ATB battle system and I want to remove the charge phase from the thing.
I see no point in having the bar charge up twice.
How can I achieve this?
>>
>>1358159
>The real mindfucks are shit like LISA
LISA's extremely obvious about being an RPG Maker game once you get past the side-scrolling presentation though.
>>
>>1358463
if its 2k/3 make it so that the weapon image is blank
make a class for each different weapon
>>
>>1358562
I’m using MV/MZ.
>>
>>1358549
True, but the fact remains that if I never knew about Cherry Tree High I would had never suspected it was originally RMXP.
>>
>>1358463
in MV, the weapons are in images/system as weapon 1/2/3.png. you'll have to manually move the weapons in those images and orient them so they line up with your character. alternatively, you could just have a separate battleset for each weapon you've got equipped like >>1358562 suggested.
as for changing the battlers based on what gear you have equipped, you'd have to have individual battlers for that, as well. to change, you'd just do a simple
>conditional branch: (character) has (gear) equipped
then use the change actor images under system settings on page 3 of events to change the sv battler.
>>
>>1358801
How well will that work for a customizable protagonist?
>>
>>1358811
sounds like way too much work to me. how customizable are we talking? let's say you have 4 hairstyles, 4 faces, and 4 skin tones. that's already 64 different heads. then let's say you have 4 different armor sets, that's 256 different head + armor combinations. you could probably look into some kind of plugin, but i don't know anything about that because i'm a dinosaur and only like to use eventing.
>>
>>1358858
and when i say "look for some kind of plugin," i mean one that lets you make graphics layered like that, so you don't have to manually create each possible combination of head and gear.
>>
>>1358873
Would there be a way to basically take something like SRD’s character creation plugin, and replace all the RTP assets with new hairstyles, clothing, and even bodies?
>>
>>1358893
i don't know much about plugins but it looks like you could probably replace the rtp ones with ones of your own design if you just swap out the image files. not 100% sure though.
>>
>>1358921
ack, actually yeah, looking at his post in the thread for it, someone already asked if the parts could be swapped for your own and he said yeah.
>>
Anyone finished their game for the jam yet?
>>
>>1358956
I deleted it
>>
>>1358956
I got stuck in something stupid.
I'll wait for the next one.
>>
>>1358956
I have one map.
One character.
One tileset.
One song.
>>
this is going well
>>
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Are there any turn-based RPG's that have additional combat mechanics like Feinting/Parrying? I wanted to add some to my game but i need a reference im not sure how to make it balanced
>>
>>1358956
finished designing and fine tuning the final boss, getting pretty close. working on a minigame, then the final cutscene, then i'll spend tomorrow evening playtesting.

for anyone planning on submitting a game, remember to give yourself plenty of time to pack it up and get the jam to accept it. i remember last time was kind of frantic at the last minute because itch.io's kind of janky unless you know what you're doing.
>>
What's are alternative to BindMapToPicture plugins for MV for parallax mapping because the link to his plugin documentation isn't safe.
>>
>mv rtp has two gun sounds but no reload
fug
>>
MZ hasn't had an update in almost 2 months.
>>
>>1359189
There was an update on just the Japanese forums that fixed a bunch of autotiles. But it became clear, whoever is making this stuff has no idea how it works in the editor.
>>
>>1355238
That has too much soul
>>
Is anyone else getting this CBAData error in the Steam version of 2003
Might just go back to the old bootleg version at this point
>>
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>>1354469
>>
21 hours
>>
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>>1359588
19 hours
>>
>>1359737
I have 20 maps, 0 event
>>
Good luck to everyone, I hope you manage to finish your games for the jam! I ended up withdrawing because work made it impossible to get my game done so I'll live vicariously through you all.
>>
>>1359745
Now wouldn't it be funny if we all said the same thing haha
>>
3 hours l
>>
>you have to register
>>
that's it I give up
>>
>14 entries
There better be 14 games.
>>
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>>1359998
Finish it.
>>
>>1360008
nothing can be done under 24 hours

I will just wait until the next one, at least now I understand the basic of eventing
>>
>>1359566
Goddamn, nigga, maybe this is just my colorblindness speaking, red-on-black is functionally unreadable.
>>
>literally physically unable to make roofs walkable
naze?
>>
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Do squat to gain xp
>>
>>1360106
Go to your Tileset settings in the Database and check the Passage settings. Stuff with X's mean they cannot be traversed, so change that to a O.
>>
>>1360162
The thing is the passage attribute of roof tiles is literally not editable.
>>
>>1360166
Just for clarification, I mean the directional passage.
Of course I can make roofs completely walkable but then you can enter then from the ground.
>>
>>1360169
What version you are using? It doesn't really make much sense that you can't edit passage settings of one specific tile, they are all images and its not like the engine can tell what is or isn't a roof.
>>
>>1360180
>What version you are using?
MZ.
> It doesn't really make much sense that you can't edit passage settings of one specific tile, they are all images and its not like the engine can tell what is or isn't a roof.
I agree, which is why I'm confused.

In pic related the green circled one has the behavior I want.
Once I climb up the ladder, I can run around.
At the same time I can't just enter the roof from the ground, perfect.
Now too bad it's not the right look.
The one circled in red has the same properties (both of them are marked as unpassable), yet behaves completely different.
Directional passaging can't be set, I guess because if autotiling or something like that.

I emulated it using the tiles where I'm allowed to edit directional passability + using some invisible event blockers (bottom of pic).
>>
>>1360193
Ah, I get the same deal. I think I know what's wrong, it doesn't let you adjust the 4-Dir Passage Settings for A1-A2. It just treats them as floor and walls. I should read more into it for more stuff.

I believe you can skimmy around that by putting your roof tiles onto A3 or below. Or just use your event blockers to prevent walking from the ground to roof.
>>
>>1360211
I just ended up placing some barrels on the backside, seems the least hacky solution.

Still don't understand why the green-circled tile behaves differently from the red-circled tile, though.
>>
>>1339437
Whats the best RPG maker to start with If you are a newb?
>>
My boyfriend wants me to make a gay game. Where can I find material to work with?
>>
>>1360248
I read through the Help section.
Tileset A has a lot of hardcoded selections to make sure that certain systems like boats and autoshadows are used properly.
You can skirt around it by placing the tiles in A5, as that is the only thing without hardcodeing in the A page.

The reason why those two tiles work differently is that the wood tile is officially in the Building section, A3, while the gold box is on the Walls section, A4. Copy the Outside tileset, then swap the sections around, and you should get what you want.

...Remember how I said using this shit is a nightmare? This shit is why....
>>
>>1360282
using MV/MZ btw.
>>
>>1360023
Just submitted my entry to make sure I don't sleep through the deadline by accident.
I've been hunting bugs for nearly 12 hours. If I didn't get most of them sorted out by now, I don't know what to say.
Good luck, and I can't wait to play everyone's games.
>>
>>1360267
MV
>>
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>>1360339
man meanwhile I only did this one thing
>>
>>1360824
there used to be an indie game thread there, but there hasn't been anything new in like a year and a half.
Everyone just wants to make VNs in Ren'Py now.
>>
Say I want to make a monster catching game but I wouldn't want to use pokemon essentials. What would be the best way to implement monster catching using rpgmaker? I've been lurking around and found that a possibility is to make a common death event for enemies that creates an actor in your party. So each monster on the roster would have to be copied from enemies list to actor list, but is it really that practical to implement?
>>
>>1361038
Play Monster Girl Quest.
ALSO make a Monster Rancher game instead of a Pokemon game please-
>>
>>1361038
It's very easy to transform a blank actor to copy an enemy's stats.
It's much harder to create stat variation in random encounters, however. Particularly skills.
>>
>>1361073
>ALSO make a Monster Rancher game instead of a Pokemon game please.
I'm actually taking a lot of input from monster rancher for my rpg. Including combat (action turn based without waiting times) and trait systems. It won't have breeding at first but I'm planning to add it later.
>>1361093
>It's very easy to transform a blank actor to copy an enemy's stats.
Thats neat, I will try it
>It's much harder to create stat variation in random encounters, however. Particularly skills.
Noted, maybe I'll have to make some research in this.
>>
>>1360282
>>1360288
Dunno. Bara or yaoi shit? Either way, you might want to look at Yuri shit games like Luxaren Allure, Lonely Wolf Treat and related games, Uncommon Time, Inspirited (demo), and Super Lesbian Animal RPG (also demo). Maybe also the Insurgence games? Deep-Sea Prisoner's games (especially Wadanohara)?
I can't remember if there's any male gay RPGMaker shit floating around. Everything else I can think of are predominantly VNs made with or without Ren'py.
... why the fuck do I know this shit?
>>
>>1361358
Wadanohara doesn't have any yuri. It's all about a witch and her shark bf. The Gray Garden by the same people is the game with yuri, though it and Wadda for that matter aren't really that good.
>>
>>1361384
...that was a boy?
>>
>>1361121
>I'm actually taking a lot of input from monster rancher for my rpg.
Based. Be sure to post progress and when you have a demo let me have a go at it.
>>
>>1361391
The guy looks like Squall with a shark tail shoved up his ass so I don't know how you'd think otherwise. Or were you thinking about Dolphi? Because that one is a girl.
>>
>>1361412
I wish I could say "yes I was actually thinking of Dolphi" but I'm used to seeing butch bitch gays in such cutesy shit. Dolphi was clearly a girl by shape of the shoes, Same (while masculine) had a lanky enough build and impossible to tell face that with the dev's other work I just went "oh they are gay".
>>
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>...................
>....................
>Wadanohara...........
>...................
>You're........... Probably wondering where all this blood came from................
>.......................
>................................
>The truth is...................
>......................
>............................
>I've been.................... Stealing your tampons..................... From the trash Wadanohara........................
>...........................
>I sniff them.............. When I get lonely...............................
>.................... I never wanted you to see me like this............................
>.........................
>Wadanohara............. No..............
>.......................
>Why are you running.......................?
>..................
>I can.......... Share............ If that's what's wrong................
>>
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>>1360399
I started with MV about a year ago, I still feel like retarded with it.
>>
>>1362173
Is it at least easy to use javascript with it?
>>
>>1361905
it's surprising these still haven't leaked
>>
>>1362180
I don't know JS language, but I don't know either the other type of languages that the older version uses.
>>
>>1362181
I know, right? It’s not like they have DRM attached to them.
>>
>>1362181
Someone has to pay for them first, and MZ isn't popular enough to justify dropping the $100 for the full collection yet to share (seriously, what the fuck). Niche of a niche, you know? I'm sure it'll happen eventually, but its gonna take a while.
>>
>>1362181
From my current experience, pretty much only people who know JS use MZ.
While people who would be willing to drop money in plugins use MV.
>>
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>Dawn of the Final Stretch
>5 Hours Remain
>>
>>1362698
>thought i only had 4 and a half hours
>actually i have 5 and a half
let's fucking go!
>>
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110 hours into the last sovereign and I feel like I fucked up religion badly, I think I went through this segment completely wrong

>church is turning against succubi
>high priestesses are backstabbing me and voting against me even though i picked the option where they vote for what I want
>church is falling apart and talking about dividing into sub-religions, succubus forming their own religion, or an outright schism
>>
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>>1363035
Fuck.
>>
>>1363053
Oh, just a forced game over. Disappointing.
>>
>>1363035
>>1363053
>>1363059
looks like you beefed it, dude. do you get to retry that part? or are you just fucked?
>>
>>1363063
I just reloaded a save from 10 minutes before the game-over and used up all of my influence points to sway a priest to vote a different way and that fixed it.
Church didn't shatter but the succubi got kicked out to form a new religion.
>>
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How do i get into pixel art if i wanted to create my own models?
>>
>>1363121
You could use MS Paint and some tutorials on palettes/colors. Or just build ASEPRITE from github.
>>
>>1363125
I used MS paint to do some random objects, albeit they weren't the worst thing in the word, they looked extremely subpar. The thing i'm mostly worried with right now is to learn how to make proper character faces
>>
>>1363132
*character sprites
Should've said it better
>>
>>1363121
Look at how games you like do sprites, and look up tutorials and practice.
>>
>>1363121
You need a design first
>>
>>1363121
As more a artdev than a code one. >>1363199 This is the way. Good design is good no matter how shitty the style.
>>
>>1359088
Try using the Coin sfx with low pitch
>>
1 hour left niggas
>>
it's fucking over
>>
found so many fucking goddamn bugs and errors in the last two hours of playtesting, i've been tearing my hair out fixing some of them but i managed to do it. had to axe the minigame i had planned but overall it's a success, now itchio better have fucking accepted my goddamn submission because there's like virtually no feedback on whether or not it's been registered/accepted/etc.

>>1363531
>>1363606
19 minutes boys
>>
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>10 minutes
>>
>>1363531
>>1363606
>>1363609
>>1363626
https://www.youtube.com/watch?v=RqZQg9cRcpI
>>
Thanks to everyone who submitted a game, I'm already looking forward to trying them tomorrow.
>>
>4 submissions
>>
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>14 entries dropped to 6 entries
>only 4 games submitted
Embarrassing
>>
>>1363649
>>1363650
gamedev do be pretty difficult tho. in all seriousness, i almost feel like 2 weeks is too much time. you end up planning too much, letting your scope get too big, wasting time because "you've got two whole weeks," cutting things, and giving up. maybe next time we should just stick with 1 week.

still, thanks to everyone for participating or at least giving it a shot.
>>
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>>1363657
2 weeks is not enough time for me.
>>
also, anybody who started work on a game, you might as well finish it and post it up! i'll still play it.
>>
>>1363657
I got too comfortable in the first week and thought I would land on a viable plot candidate much sooner, then ended up having to blitz the 2nd week making up for it. Had I simply run with the first idea I'd come up with, it'd have been a far more comfortable experience, though I'm not convinced you "get out of" crunch. Something about the last couple of days just feels... crunchy, even if you're nearly done. There's always something else you can do, always some other issue you didn't know you had.
It's quite a learning experience and again, I appreciate normal game devs more even now than before because of it.
>>
>>1363672
i barely made it and i had 4 extra days off due to weather shutting my job down. of course, as a result of all that extra time, i slacked way more than i would've if i'd just been at work normally, so i'm not sure the end result would've been much different either way.
looking forward to playing everyone's games tomorrow!
>>
>Northbound
You are a drunken scumbag most of the time
But not this time
Based line.
>Billy's Love Quest
for some reason it keeps throwing an error about not being able to find System 4, even though I have both the EN and JP RTP installed. I'm having to run it through Easy RPG Player for the time being which is OK, but it may need a re-export or something with the "Include RTP in installer" option checked.
Game Over'd from not checking out them apples
Game over'd from kicking a literal bucket
tfw no game over from checking the mailboxes tho
tfw killed by the first slime
tfw can't save anywhere outside of town
This is truly the dark souls of RPG Maker 2k/3 games.
>>
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How would I depict a sideways locked door
>>
>>1363846
Do what Luigi's mansion did and put rugs in front of doors.
>>
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>>1363839
Aaaah, someone actually played my game. Even if you think it's shit, I think I can die fulfilled now. Thanks anon.
>apple
Did you get the Golden Apple? It's very special and important!
>bucket
Get it? Kick the bucket? Heh...
>mailbox
I've been working on an improved remake of the game and this time, mailboxes are much more exciting. I didn't know how switches and variables worked but now I do so mailboxes are a HUGE gamble since, well, it's a federal crime to tamper with mail.
>slime
The game is so short that I purposely made enemies and levelling ultra-grindy and hard. The first level of fights is a roll of dice whether you die and you probably have to heal at the inn every battle. Yeah, it sucks, but how else do I pad the game time out? If it wasn't padded, what's the point of playing? I hate games that take less than 30 minutes unless they're replayable but that's not an RPG.
>RTP installer
I will immediately get on that and re-upload the game. I had a feeling it would be a problem. Sorry for the inconvenience.
>>
>>1363846
I've never heard of a sideways lock
>>
>>1363650
once again Sordis didn't participate.
>>
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>>1363839
>>1363882
Okay, I re-uploaded a 7z with the RTP included. It should be good as a standalone game I hope. The sad part is it's not under 1 MB. I liked the idea of packaging a game in a floppy-friendly format but oh well, 14.3 MB is good enough. Also, can anyone please help me with importing a chipset in rpgm2k3? I asked a while back but it's not working right. I edit the default pictures, 480x256, in 8bit png using paint.net. I don't know how to use GIMP or irfanview, they're weird. The problem must be transparency somehow. It imports but looks "dim" and the second layer is totally black.
>>
>>1363846
if you are asking for animated sideway door, tough luck.

if you are just asking for the door object, that depends on the wall where you place it.
>>
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Do you think I need to add the bookpiles?
>>
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Playing Shoukan Gaki. It's cute and fun but I encountered a glitch with the screen transitions in the beach caves. I'm stuck and can't move, no menu or anything. I was able to reset though. Here's what I did
>Go Up to the room from where I was in pic related
>Immediately tried going down while pressing right
>Froze
I did that because I noticed an enemy on the other side of the room above pe clipped through the wall, so I thought the wall to my right was a secret. Luckily I didn't lose a lot of progress.

Trying to recreate this gives me a different glitch doing the exact same thing in the same area...Basically the "camera" can't keep up and tries to transition one "room" above the player while I have full control. I just can't see my character. I can recreate it on any vertical screen transition easily but if you (the creator) want a webm of this glitch happening in action I can whip one up.
>>
>>1363911
*more
>>
What are the jams doing wrong?
>>
>>1363839
>Jet 2
More importantly, you said we're fucked?
Verbose dialogue and thinly veiled threats
Sir THE MUTT
15 days since Timothy last fell in the well
You're the Mark Twain of the RPG Maker jams with all the accents written in, just as before.
>Autohealing after battle
Based

>>1363918
My biggest regret was deciding to make the dungeon like this, because it ended up messing with dashing since even with certain mitigating measures in place, you can completely skip over the "move screen" tiles.
THOUGH, I'm gonna put out a quick update in a sec with that bug fixed. Turns out I somehow managed to not include a "force step forward" command while passing through these zones while facing up. Yet, it's there for every other direction...
>>
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>>1363935
And for the record, I managed to replicate it too just now. The tiles operate on the basis of
>if facing up, step foward, scroll screen up
>else do the same in the opposite direction
so I'm gonna need to redo all these tiles real quick so this can't happen, probably without an ELSE involved and maybe a forced WAIT so you can't do anything until that movement is completed. And here I'd thought I'd messed with these blasted things enough to know what was going on.
Well, in the future I'll either
>not do this again
or
>make it better
>>
>>1363944
>Well, in the future I'll either
>>not do this again
If it's any consolation I thought it was a cool idea and I wanted to pilfer it for my own RPGM project.
>>
>>1363927
>literally do anything
>while I watch
>>
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>>1363951
Here's the gist of how you can do it if you wanna make a non-broken version of it. In theory, now there is no possible way to face any non-valid direction when passing over them.
The dash on/off commands can be ignored, and I recommend it. Originally you were meant to be able to dash holding [ENTER] but I could never figure out a way to get around the known bug I'd described earlier. It's just an RM2k thing I guess.
Update'll be out in a few. Old saves still work if you just copy paste them of course.
>>
Still no MZ games.
>>
>>1339437
any anons ever played the Laxius series?
>>
>>1363961
Neat, thanks.
>>
>>1363969
>Still no MZ games.
What did you expect? Most of them only started development a couple months ago.
And a lot of people aren't migrating until there's more plugin support.
>>
>>1363984
https://goburinbro.itch.io/shoukan-gaki
Update's up so nobody else has to meet an unfortunate camera-breaking fate. Thanks for the assist, anon.
>>
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>twice the duration but half the games
>>
>>1364112
They must be catching on.
>>
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>>1364112
But you can always count on at least one to be great.
>>
>>1364112
In my defense may aunt died yesterday so I couldn't crunch anything
>>
>>1364122
>In my defense I couldn't crunch
>crunching
ngmi
>>
>>1364112
double the duration again until there's only 1 submission
>>
>>1364120
found the cancer
>>
>>1364122
I'm sorry for your loss, anon.
>>
>>1364112
Logic dictates that half the duration of the original = twice the submissions of the original, right? Taking this logic to its conclusion, a 1-second jam should yield a fuckload of games, right?
>>
>>1364212
RPGMAKER Ware
>>
>>1364291
>next time on (You)RPGM...
>1 day
>1 map
>1 party member
>1 boss
>>
>>1364296
how about no eventing challenge
>>
>guys how is this even a jam its way too easy without more limitations!!
>>
Fuck it
I'm just going to finish my jam game and release it even if it's past the due date
I'm no nodev, you'll see
>>
>>1364368
Haha, see you in 3 months when you give us your suicide notice.
>>
>>1364352
>I can suck my own dick!
>>
>>1364368
NODEV NODEV
>>
>>1364368
Please do, anon. I'll be waiting to play it.

>>1364352
Yeah, even the most basic constraints can still end up being pretty challenging. Still, I'm sure this was a good learning experience for the people who dropped out. I feel like most rpgm dev is done with the mindset of "it'll be done when it's done" but a jam can really make you realize how long stuff takes.
>>
>>1364792
>learning experiences
Yeah. Don't waste time with the socially inept.
>>
I played Northbound, got to the cabin before the cave entrance on the first map just outside of town, but the cabin was all kinds of fucked up. I could walk all over the walls and the fire wouldn't light. Am I missing some firewood or something? Looks like there's an interactable sparkle effect above the fireplace, but it's not animated and pressing action on it does nothing.
>>
Anon who made Northbound here.

>>1363839
Thanks! I loved writing some of these characters.

>>1364979
After work I'm going to check that out, thank you!
>>
>>1364979
>>1365005

I noticed some oddities as well in Northbound during my playthrough, such as
>if you go back inside the bar, all the events representing the heroes are still present
>the loading time when opening doors and entering/exiting areas, is that normal?
though, I was never able to break the game or anything.
I was 100% ok with the fact that some of the text was in Italian and a lot of the English not being perfect was surprisingly charming, which is part of why I think that line I mentioned in >>1363839
hit the spot for me.
>>
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>>1364920
>>
>>1365005
Although I did just remember one thing that confused the hell out of me at first. The "Ability" tab of the battle menu looks an AWFUL LOT like "Agility" and I can't tell if it's an honest misspelling or if it's the font.
>>
Gee I wonder if the lack of submissions attributes to the outbursts against others, because it's more worth it to shred your anonymity to join a legit jam where others will support you rather than trying to play Among Us with the poster count across /vrpg/
>>
>>1363664
That's what I'm going to do. I'm going to continue working on it without the time limit and without adding anything to crazy.
>>
>>1365065
>without the time limit
ngmi
>>
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>>1365020
>>
>>1365005

Some additional feedback/observations from the 40mins I spent with it:

-I found the wait time when exiting buildings pretty tedious.
-If you didn't have enough time to recalibrate the menus/battle to the larger resolution, I would have preferred it smaller or even default.
-If you go back into the inn, it resets to be in the default state before the opening cutscene event plays. It was kind of funny to see the party still there in the inn, though.
-I liked the treasure chest placements, especially the one hidden behind the tree in the left corner of the village.
-Opening text contains typo 'Now after all this years' instead of 'all these years'.
-Hilda's sentence 'There are monsters, that old witch with his minion always around!' needs revising in the opening scene at the bar
-this >>1364979 seemed to just be me not clicking enough times or on the right spot to light the fire, I think? The walls are all still broken, though.
>>
>>1365102
ngmi
>>
>>1365013
Trying my best to write good dialogues in English since I'm pretty good with it but far from perfect.
I really need feedbacks like this, thanks!

Loading times should've been a cool idea for giving a sense of "leaving a warm place to enter a cold one" but I'm not completely satisfied with it.

>>1365022
Probably a typo, going to check that out as well.

>>1365114
Noted these and other bugs from other messages. This evening I should be able to fix them all! Thanks!
>>
>>1364009
Why is that? Doesn't MZ use js as the last rpgmaker?
>>
>>1363980
I played Laxius Power 2 or 3in my youth, the one in which Random goes a school for knights
I remember enjoying it immensely at the time but the details are pretty fuzzy, I don't think I would enjoy it today
>>
>>1365205
They massively cleaned up their API.
The codebase of RMMZ is much much cleaner and easier to use for making new plugins.
But at the same time there's a lot of API breakage to MV which kills many MV plugins.

Adapting MV plugins is actually not hard at all, it's mostly just adapting to some slightly changed method signatures and variable name changes.
>>
>>1365205
Yeah, it is, and porting plugins to MZ is actually fairly easy, according to several devs that have.
But to the devs, the work required isn't really worth it at the moment, cause there isn't enough of audience for MZ for them to split their attention between 2 engines. Leading to a vicious cycle of no one supporting MZ.
>>
>>1365205
There is unironically 101 things wrong with MZ. Things people notice within 10 minutes of using it. But the QA testers deny there's anything wrong with it.
>>
>>1365268
It wasn't MV Trinity levels bad at least.
>>
>>1365234
that map looks cramped
>>
>>1365452
You've been in quarantine too long.
What are you going to do with more space? Play basketball?

The only complaints I have are with the tilesets. But that's all on MZ.
>>
>>1365452
It's better to have a cramped map than one too big, though Aura-anon can afford to make everything one-tile wider if he doesn't want to have diagonal movement.
>>
>>1363846
Put a carpet in front of it.
>>
Just got done playing the Bratty Summoner game. It was enjoyable and well made.

I liked the summons idea, the dialogue/story was pretty good and it didn't feel like a slog to get through. Not sure which version of RM it was made in, or whether the creator used the default music, but the Inn's music being a knock-off of the OoT shop music tickled me.

The only bad thing I would say is that Dragon Dude didn't have an intro sequence like the other summons... why'd you do the dude so dirty?
>>
>>1365506
OMG you guys have no sense for visual composition.
>>
>>1365508
Like Red means locked or something?
>>
>>1365512
The Dragon Dude totally does have an intro that nobody will ever see because I was having too much trouble with the 2D Zelda camera to transport the player out to the intro map, then back to the dungeon without breaking it horribly.
You just have to leave the beach dungeon and read his book literally anywhere besides there to see it.
>>
>>1365519
It's less about composition, more about actually playing in it. You lose out on more and more benefits of a tighter, more compact map the more buttons you have to push to get around it. Just to get to the left side of the map takes at least 8 key strokes...
>>
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>>1365532
>>
>>1365539
>actually playing it
>>
>>1365452
>>1365506
Thanks for reminding me.
I kept forgetting adding this one tile line so you don't have to go weird ways to go to the left side.

In wouldn't make it more spacious though.
I personally dislike many maps in RPGM games because they are so big and it feels like a chore to run around.
So I probably sometimes end up making them a bit more cramped rather than too wide.
>>
>>1365268
When they released the preview sample games, everyone was giving them the benefit of the doubt. Focusing on the fine print *still in development*
but even the streamers were like "they're releasing this in 3 months? It's going to be shit; you just know."
>>
>>1365539
You touch the screen and the character zips over. Have you even played a RM game in the last 5 years?
>>
>>1365646
>phoneposter
OH NO NO NO NO NO NO NO
>>
>>1365654
It's the same for PC, retard.
>>
My dungeon is so empty and barren
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>>1365790
It would be a den otherwise.
>>
>>1365567
>>1365532

Then I have nothing to complain about - it's a great entry anon, well done.
>>
>>1365615
Much better. No need to make it any wider, that works just fine. And yeah, you are right about people making maps way too spacious in RPGMaker. Map design is an art not a lot of people are good at, or at lot of people actually teach.

>>1365646
>Trusting MV/MZ's mouse controls
No.
>>
Northbound should be fixed!
Thanks again to everyone who played the game and for the feedbacks, currently downloading all the other entries.
>>
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heck'n valid
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>>1363035
The big religious council is one of the most complicated parts of the game. It's important to know on later playthroughs it's impossible to get the best results so you should really just focus on what you want the most.
But there's a lot of ways to make sure you get what you want, overall.
>>
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So I just installed SRD’s dodging plugin, and I’m loving it so far. My only question is how do I change the dodging animation, and the direction the actor moves in? Also, from a gameplay perspective, should I balance it by having dodging cost stamina, be only restricted to characters not wearing armor, or having damage taken by the party being really high?
>>
>Billy's Love Quest
This fuckin game, man. I did a shitload of grinding, and then my save file got deleted because I guess my computer doesn't like RM2K3. I got a real kick out of the dialogue in the town and some of the events (especially the bucket, of course). Got to the tower where the skeletons beat my ass into the ground even though I was level 5 with the better sword and armor. I'll go back and finish this up next time I've got a chance to listen to a podcast or something while I grind levels (which I wish could be at least a little faster) and I wish I could save outside of town. Maybe a shortcut opening after you get through the tunnel for faster access to the tower would be nice too. Funny game, though, looking forward to seeing the ending when I get a chance.
>>
>>1367659
Yeah, there is legit no reason for the XP and gold payouts not to be at least triple for that game, or at least giving the player slightly better stats so you don't get steamrolled right away by everything.
Not allowing saving in certain places I can understand, but having to go from outside to town to outside to town over and over just to get to level 2 without getting crushed by slimes is really something. There's tedious like SNES Breath of Fire 1, and then there's just cruel.
>>
>>1367718
I will say that it certainly does make you appreciate each level you manage to gain, though. You really feel the power boost, and then each new enemy puts you right back in your place.
>>
>>1367659
>Northbound
Cool game, I liked the mapping a lot in particular, everything is nice and filled out. The battles were fine, I found myself really wishing there were descriptions for items and skills so I would know what I was buying/getting, but it wasn't that big a deal in the end. The ending was sweet, too, that exchange between Svend and Revna was really nice and I like the idea that the three of them will continue going on adventures and looking for relics together. The mapping was cool, too, I liked the look of the final dungeon.
All I really have to say for critique is that the battles got a bit repetitive (fortunately the escape function was pretty strong), pic related where you can walk onto the roof of this building, and that if you light the fireplace and leave again you'll see the cutscene between Svend and Revna again.
Overall cool game, thanks for sharing.
>>
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>>1367835
Forgot pic.
>>
What would be a good removable obstacle (later removed after defeating the boss) in library themed dungeon? books wall is not very convincing.
>>
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>>1367875
How about some especially large/heavy rolling ladders? Could add some backgrounds elements to the dungeon that imply that they're so heavy that a separate mechanism deeper into the Dungeon is used to move them around, or depending on the tone of the game you might have actually NPCs on the ladders that refuse to move until after the boss is gone.
>>
>>1367961
>gap between steps or just climbing the ladder
>>
>>1367835
>Shoukan Gaki
This rules, damn. I lost it at the twist in the intro, gameplay seems cool as expected, I like the summoning system, looking forward to playing it more but I have to sleep now that I've gotten my ass handed to me by the boss at the game center
>>
>>1368111

Wow, you suck - that game was great, but the battles were not hard in the slightest. Just keep slime chan summoned and you can just auto everything.
>>
>>1339935
are you the tropicalia guy? that game looks impressive, can't wait for the finished product.
>>
>>1341032
too long? it's not even a complete game, I'm waiting for it to be finished before playing it.
>>
>>1339437
What are some god tier plugins for MV/MZ?
>>
>>1368745
MV3D
>>
How many successful RPG maker games are there? I recall LISA but nothing else comes to mind.
>>
>>1368795
To The Moon
Skyborn
>>
>>1368795
Financially successful? Not sure, probably OneShot, The Witch's House, Hylics, Jimmy and the Pulsating Mass. Popularity-based success? Ib, DSP games, Yume Nikki, OFF, basically anything hosted in vgperson's site.
>>
>>1368795
Omori is the latest big indie darling

>>1368811
Didn't Fear & Hunger make enough to warrant a sequel?
>>
>>1368795
Including porn or not?
>>
I know it's a common meme-goal where every newfag who just gets RPG Maker for the first time thinks they can just jump in and immediately make a 30+ hour JRPG epic. I was like this for the last few months until I realized that that's far more difficult than it seems to make a long game that's actually fun to play or where the story's interesting enough to stay invested.

So I've opted that, instead of trying to make a long continuous 30+ hour JRPG, I'm going to probably create a bunch of smaller, 1-5ish hour JRPGs, set in the same world at different points and times with different casts and stories, but shared lore and world building. Something akin to what Suikoden or Kiseki does, but on a much, much smaller and contained scale.

Are there any other RPG Maker devs that do this? Like a bunch of short adventures in the same world?
>>
>>1368795
Angels of Death and Noel the Mortal Fate had success on multiple platforms
Towelket still gets merchandise, fan goodies and stuff 14 years since the first installment
>>
>>1368601
Hey now, I made that fight that way on purpose so that a lot of people who (rightly) believe she is OP, but become dependent on slime lass or never bothered to summon anything else yet, would get shaken out by how easily she is killed, especially since that is probably the first dungeon people will do.
Slime lass will often get one shotted if that boss uses his all-targets attack, and her healing alone won't keep up with it even while defending if he uses it multiple times in a row, so starting the fight off with something more defensively-minded can take the heat off of slime lass if you decide to bring her into the fight later, though that still doesn't solve her squishiness outright.
In hindsight, I really should have bumped up everyone's HP by at least 25% since slime lass's autoheal scales increasingly worse with higher HP amounts due to the formula I used, but I didn't have enough time to go back and tweak or balance it when all was said and done.
>>
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How do you do that thing where you stretch out RTP characters to make them look better?
>>
>>1369415
"Stretching" isn't going to make anything look better.
>>
>>1369143
For me, at least, the HP levels were fine and bosses presented a light challenge without being too difficult. I beat the game with 0 deaths and didn't feel at risk of dying on anything, but I did get battered around by the bosses somewhat and had to use healing items etc. (mostly on slime-chan, as you said, she is squishy).

Maybe that would be a criticism then if you were trying to present challenging bosses? I avoided a lot of fights as well and still beat the game comfortably. It suited me perfectly, though, as if it had been challeging I probably would have not completed it in all honesty.
>>
>>1369466

oh, and don't get me wrong, I did get that realisation you put in the first spoiler here >>1369143 and it did make me experiment with the others, but I ended up finishing with slime-chan regardless. Still, that is some nice planning and design on your part considering it was for some throw away jam on 4chan.
>>
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>>1369415
are you talking about Mack?
>>
>want to make a thing
>lack of unique looking art packs to purchase
>never make thing
>>
>>1369537
just get some free asset then
>>
>>1369537
>want to make things
>constantly being pulled to do things by friends
>realize that being a creator is more or less a lonely, soul-draining venture
NGMI no-devs
>>
>>1369545
Free assets that don't look like RTP shit?
>>
>>1369548
Just go make what you want to make.
>>
>>1369549
black souls 1 and 2 are made almost entirely by free assets (in 2 the creator uses more of paid asset tho)
>>
>>1369563
>black souls
>all of that custom bust art/porn/etc
Are you fucking kidding me m8?

I can't draw for shit or rather I am deathly afraid of investing 300 dollars into a drawing tablet because I do not think I would be able to draw at an acceptable level fast enough to succeed.
>>
>>1369537
>can draw my own stuff
>don't know what to make
>>
>>1369466
Challenging, no. Not 100% trivial, yes, since the dungeon bosses can be faced in any order and at any level.
I think it became clearer how to approach the balancing by the time I'd gotten around to the final boss, but now these are notes taken and lessons learned for future projects.
I have a bit of a thing for trying to automate stuff that people "waste" turns on (stealing in Goburin no Tower, buff/debuff/heal in Shoukan Gaki, making sure most/all attacks have an additional reason to use them beyond raw damage) and I'm OK with that having the natural side effect of making things a bit easy. Kind of like the balancing for Emilia and the Endless Winter where the game actively encourages you to use the excellent tools you have (but seldom punishing those who don't do it), even at the expense of difficulty.
This was by accident but turned out to be ideal, leading fights with Skele/Pixie will guarantee you get level 2 of their buffs, and summoning mid-battle always happens before your current monster can act so you can't scam free actions.
>>
>>1369574
Oh I see you are one of those "lazy" people. Bet you also have a billion dollar RPG idea, huh?
>>
>>1369574
Anon, if I have learned anything in life it's that you just have to do things even if it turns out you are garbage at them and stay garbage at them.
If you don't try you will never know.
Also you don't need to start with a fucking 300 dollar tablet just to for trying out.
>>
>>1369594
You're right anon. Thanks for the inspiration. I did purchase an active powered stylus for my iPhone Pro Max. That 1200 dollar piece of shit better actually come in handy.

>>1369590
My idea might make some bucks, I won't say it is worth billions but surely I can at least eke out a comfortable living as I try to bring people the same enjoyable experience and wonder I experienced from similar works.
>>
>>1365268
It's mostly visual. In the past 6 months they fixed mostly minor stuff you'd need hawk eyes to notice in the first place. Like, all the front view battlers had the left edge cropped off.
Or there was a walking character who was missing a head band in a certain directional frame.

Then there was a lot to do with the character generators parts. The biggest issue being that the eyesbrows and mouth parts have skin tone issues. They only fixed the eyebrows...

The MV Trinity DLC is apparently useless as MZ has a different base that the parts don't match. Still no official response. But it's clear they only released MV Trinity for MZ as an incentive to buy MZ, and charge more for the MV RTP that people already have.

Then there's tilesets where there is technically nothing visually wrong. It's just worthless. Like you have all these Scifi doors, but nothing else to use them with. In fact, none of the doors match anything. Everything is off color.
A comparison with MV's set suggests someone mindlessly rehashing tiles without thinking about how any of it was suppose to work together.
The tile sheet arrangement is all messed up. Walls and floors miss matched between inside and outside sets. If you open the dungeon maze generator, the tile rows weren't arrange properly, so the floor selection is stairs.

There are many tiles that don't tile seamlessly.
The wall autotiles tile too well, lacking borders and only a thin pixel to separate the top of one wall from the bottom of a wall standing behind it.
>>
>>1369607
Now you are just being delusional, or shitposting considering this is 4chan.

In case you are serious, just check steam with rpg maker tag and see how many are actually making money (steamspy or number of review or just ask the creator himself)
>>
>>1369628
Alright. Stop projecting at me. Just because you can't do shit doesn't mean others cannot.
>>
>>1369634
Don't forget to take the pictures of your one million dollar mansion after you rake in billion from your game sales.
>>
>>1369647
Oh my lord shut the fuck up already with the hyperbole.
>>
>>1369628
Steamspy doesn't show sales. Or returns. Or who received the product for free. What discounts they might have used.
What the production costs were ect...
>>
>>1369628
based blackpill retard.
>>
>>1366411
All im saying is that theres five billion games on itch.io, so how on earth will they catch me sneaking a pirated mp3 of aerosmiths "dont wanna miss a thing" in my next game?

>>1368601
Yeah, my mistake was trying to revive and keep Slime Lass going instead of just switching to Cyber Skele. I thought her attack down skill would help but uhhh, I think the enemy was using magic, haha.
>>
>>1369647
Just because all of the YouTube tutorials and "the community" of game development says that everyone who is new is trying to be the next Toby Fox or Edmund McMillen doesn't mean it's true.
>>
>>1369685
Making a great game and selling it so you can make a living out of it are two different thing
>>
>>1369693
You know you're basically saying anon should try because even if his game is shit he will make a living.
>>
>>1369688
Sorry didnt mean to quote you there northbound anon
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>>1369688
>going full VIPRPG
you'd be based if you did this.
>>
>>1369698
Did I ever say to not make game?
>>
>>1369711
You already implied he shouldn't you big fucking moron.
>>
Whats the best site to get plugins?
>>
>>1369719
https://forums.rpgmakerweb.com/index.php?categories/javascript-boards.139/

Most popular scripters post at least one of their plug-ins here. You can then follow links to that scripter's personal website if you want to see more of their work since they all put links in their signatures.
>>
Until you have a pre-established fanbase always make your games with the assumption that you'll fail to even make back the 100 bucks from Steam
>>
next jam when?
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>>1370033
Next jam NOW. You have until page 10 to make a game, upload it, and post the link here. GO GO GO
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>>1370073
dont tempt me anon
>>
>jam page still says 6 entries
Where are the other 2 games?
>>
>>1369815

Do a lot of people pick up RM with the intention to make money in the first place, though? I would assume that most people do it as a hobby to start with, then maybe try and make something worth selling later, if they manage to git gud.

I picked up MV in the recent sale literally to take part in the jam, for example (which I failed miserably because I didn't realise how much effort it was to learn, my bad). I never have any intention of selling a game, it's just for fun.
>>
>>1370300
Just practice and learn so you're ready for the next one. Making games for $$$ is for suckers. Buy shitcoins over at /biz/ if that's all you want. Having a good time and making something purely for others to enjoy is what it's all about.
>>
>>1370300
I personally don't make games for money, and I probably never will. I think that mostly just has to do with how different rpgm culture was back when I first got into it, with everyone making fangames and shit like Pokemon: the evil inside 2, stuff that you just COULDN'T sell, so my brain still sees rpgm as purely hobby/"for fun" type things.
>>
>>1370251
you're illiterate.
>>
>>1370251
I was actually wondering about that, too.
>>
>>1370073
Rmmz shat itself trying to deploy something with 0 database entries.
Half the project size is the locales folder- do i really need this? it's 41mb by itself.
took longer to upload.

http://www.mediafire.com/file/2ccwxprmjhh0jj9/Project4.rar/file
>>
>>1367841
Thanks anon!
Fixed some bugs and going to upload a new version tonight.
>>
>>1368899
Not rpgm tho
en.wikipedia.org/wiki/El_Dorado_Gate
>>
>>1368899
the devs Kanao and hakika do that, though the the latter made a lot of fairly lengthy games
>>
>>1368899
Doing bite sized rpgs like that is fun, manageable, and just as good as making one long big one. The main issue I have with making stuff is that after like a week I'll start thinking "is this even fun? Is this good, is this worth finishing? It's kind of dumb, maybe I should throw it out." If you finish your short game, though, you can do it before the idea fatigue sets in. I had never finished a game before this year, now I've finished two and I plan on doing more.
If it sounds fun, you should just do it, anon.
>>
>>1371267
I like the idea of doing bite sized sequels, but I worry I would go full Miyamoto tier and feel the need to do a little bit extra, innovate more, with each passing iteration rather than keeping it consistent across the board.
Not everyone feels this way but I understand and appreciate this mentality more when I think about it.
>>
I'm going to put Vene Ansbach in my next game jam entry.
>>
>>1371901
ill have to play seraphic blue so i can understand your game anon
>>
>>1372027
That was my plan all along, how did you figure it out!?
>>
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Billy dev if you're there... you're a really bully!
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>>1372074
>jar at the top of the tower that just gives you a game over
you son of a bitch!
>>
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>>1370690
>GRAB MY TAIL
no game over for grabbing his face
I am disappointed anon
>>
save/warp at the beginning of the dungeon or before the boss?
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>>1368111
Alrighty, finished with Shoukan Gaki! Overall, I really liked it. The snowmen cracked me up, especially when I went back and talked to the snowhusband after the boss battle and realized that HE was the one who filed the restraining order. Loved the story progression with the camp scenes, the camerawork in the beach dungeon impressed me, and you did really well with Maura's development and the sad scene with her and Lorelei. I'm glad you didn't decide to have Maura magically revive anyone and that she had to live with the consequences of her actions and grow up. Also, Dragon Dude best boy. tfw no macro dragon bf.
As far as gameplay, yeah other than the Gamecenter boss it was a bit easy (last boss felt pretty good tho). Only found a few very minor bugs that didn't cause any gameplay errors, pic related (though I did get a kick out of summoning him on the world map and him saying "hello little lady" to my teeny tiny sprite).
Overall very fun game that I enjoyed a lot, I'd say just don't be afraid to ask a bit more from the player in terms of basic encounters and boss fights. They can save whenever they want, so slapping em around a little is fine!

And that's a wrap from me for this game jam. Thanks for all the participants and to everyone who at least gave it a try, better luck next time to those who didn't quite make it.
>>
>>1370690
kek, nice anon



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