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Old one died. >>1485765
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Last thread I promised some character art for some guy, here's what I've done so far.
>>
i'll start after i learn how to draw,compose, and code my own engine
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I'm making a nich fetish RPG and it's going better than I expected but worse than I'd hoped. I have these periods where I get a shitton of work done on it in 3 day bursts and then burn out and don't touch it for weeks at a time, and I'm afraid I'll never finish it. Also I'm trying to get halfway decent at drawing but I'm /beg/ tier and I'm afraid that a smut game with jank art is worse than a smut game with zero no art.
>>
>>1583253
Post screenshots, blue board, so censor if necessary.
>>
>>1583295
or he can post it in this thread >>>/i/629794 and link it here
>>
>>1582926
composition is easy, and rpg maker is a fine engine
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>>1583540
I was joking about making an engine I hate having the ability to code a game but dogshit skills in the areas people notice first.
>>
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>>1583570
try musescore, its easy to make music. just start with a repeating beat, then add to it, then add a melody on top of it
>>
>>1583652
>mess around on a site that lets you put piano chords on autoplay and input notes with your keyboard
>end up spending the whole time trying to play shit I know from other games instead of making original songs
it hurts but is too much fun to mess around with.
https://www.onemotion.com/chord-player/#HxJr2780
>>
>>1582823
Is that Shaggy? Is it a Scooby Doo RPG?
>>
>>1582771
Threadly reminder that anons have made a bunch of rpgmaker games for (you), so give them a play if you're interested!
https://itch.io/jam/yourpgm-gamejam/entries
https://itch.io/jam/yourpgm-gamejam-2/entries
https://itch.io/jam/yourpgm-gamejam-3/entries
>>
>>1582926
I tried to teach myself how to program, compose music, and draw all around the same time. Programming and composing music both turned out to be fun, and easier to get into than I expected. Drawing, however, is an incomprehensible nightmare, and I can't seem to grasp even the most basic concepts. I've also tried just directly practicing pixel art and vector art, but in all cases I have nothing resembling a coherent process, and I'm basically just throwing random shit on a canvas and hoping it will all magically work out somehow. I also tried 3D modeling/sculpting and found it immediately intuitive, but I just don't enjoy the tools or workflow.

Who knew "low-effort pixelshit" was so hard to make?
>>
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>>1583893
Honestly, you just need to find a style that can have whack anatomy and colors but still somehow look appealing. Take Touhou for example, it's a nightmare to anyone who knows fundamentals but something is just so cute about the characters.
>>
>>1583893
Making music is the part of the process I'm most afraid of, so I hope you're right in that it's not too bad to get something basic going.
>>
>>1583893
Drawing is 90% repetition (practice) and 10% noticing/replicating patterns (anatomy, how light works, composition).
So the easiest place to start is on paper and with reference.
You wanna do characters, try drawing people.
You wanna do natural shit, start drawing landscapes.
You wanna do items, start drawing still lives.

The hardest part is getting your brain to stop trying to conceptualize what you're trying to draw and to just draw what you see.
Once you've got that down, you'll pick up the patterns as you go.
And once you've got the patterns down, then you take that knowledge to original art/designs etc.

TL;DR start with basics first and work your way up to original shit, practice
>>
My biggest worry for making an rpg is accidentally making a song I've heard before and getting sued
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>>1583742
You're right, I fixed it.
>>
i have modern looking characters and very medieval looking world assets.
how can i combine the two? i have no fucking idea. cant find any decent looking 2d city tiles so i just have to use what i have.

should i just say fuck it and put elves, humans, orcs and company running around villages and castles in modern looking outfits with no explanation whatsoever lmao?
>>
>>1584837
They're at a theme park
>>
>>1582823
>>1584652
Why are you making a faggot?
>>
Nobody has the script I needed

now I either need to learn programming or do everything in RPG maker event
>>
>>1585242
i have it
which one do you need
>>
>>1585249
I need a script to display variable anywhere on screen with size and all, technically you can do it via pure eventing, but then I hit roadblocks
>sprite will always go below picture, the way the engine was designed
>everything must be done with mouse click
>all those works killing my motivation
>>
>>1585255
i dont have that one. hope you find something, good luck.
>>
>>1585304
I-I actually find a script that work exactly like I needed, I can't believe God actually heard my plea
>>
>>1582823
Thanks for sharing your gay fantasy :D
>>
>>1582771
>You are making an RPG aren't you
Hell no.
>>
>>1584898
>>1585313
...okay
>>
>>1585354
You committed the cardinal sin of not drawing an anime chick with big ole fat tiddies, anon. You should've seen this coming.
>>
>>1585363
Loli chick with big ole fat tiddies
ftfy
>>
https://github.com/lgamedev/Liam-RPGM-Scripts
Here are some RPGMaker VX Ace scripts that I made that people might find useful. Among those scripts are:
- A script for achievements that persist across savefiles with its own customizable achievements screen
- A script that can help you turn your game into a sidescroller similar to the game Lisa: The Painful but without lots of events everywhere
- A script that lets you make a state that hides your hp bar and its values
- A script that generates a new empty savefile slot whenever the last savefile is saved to
- A script that allows you to easily create and access persistent data across savefiles
and more

They are all free to use non-commercially and commercially as long as credit is given. Descriptions of each script and some images are included in the github link.
>>
>>1585791
Thanks
>>
>>1585791
cheers to you anon
>>
>>1585791
who still use vx ace
>>
>>1582771
bad. i only feel like working on it when i'm high on meth
>>
>>1587452
Don't worry. You're gonna make it anon
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>>1582771
Would people be able to comprehend and even entertain the idea of Xenoblade but reversed?

>Gods are retarded/incompetent
>Make a broken world that imprisons and recycles souls to sustain it in exchange for allowing people to live lives.
>Some asshole from an ancient civilization breaks the cycle and ends up immortal.
>Finds out everything about the inner workings of the world and how fucked it is and how it's barely held together by duct tape.
>Watches everyone he loved die, watches his civilization fall. Watches new civilizations rise. Watches as people live "meaningless" lives. Can't anhero, goes insane.
>Stars the apocalypse basically.
>His dead waifu interferes and gives you the means to do something.
>You have to stop him.
>Journey consists of showing the world at it's best and worst. Could even consider a mild romance system like Dragons Dogma to give the player an earthly reason to remember what they are living for.
>>
>>1587462
Bless you
>>
>>1587490
That doesn't sound like a fun gameplay loop.
>>
>>1587503
I think you misunderstand. It's an RPG. By "showing the world at it's best and worst." I mean the locations the party visits and sub-conflicts they deal with. Are turn based rpgs expected to have gameplay lops these days?
>>
>>1587506
Well, yeah. Have you not seen the recent releases of RPGs? Even the creator of FF is jumping ship on random encounters in favor of less grindy combat.
>>
>>1587506
>Are turn based rpgs expected to have gameplay loops these days?
They always had gameplay loops
You described a story, not a game. Figure out the game part.
>>
>>1582823
Reminds me of Lute from SaGa Frontier except forced to live in Portland for a year or two in a misguided attempt at getting gigs. I'd play his route.
>>
>>1587419
people who want a functional RPG Maker version without a bunch of extra bullshit like memelords charging money for their scripts that do the same thing eventing can.
>>
>>1587554
>scripts that do the same thing eventing can.
So? don't use them? even then MV has much easier to learn javascript and better resolution option compared to vx ace.
>>
>>1587490
I don't see a lot of gameplay here.
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working on battlers, not really sure how to draw, how shit does this look?
>>
I have seeing people succeed when I keep failing, I hope no one here ever completes a project
>>
>>1588130
You shouldn't hold so much hate, anon. Just because other people happen to have the drive to fulfill their creative projects doesn't mean you cannot have the drive either. Just detox your NGMI energy.
>>
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its a femdom reverse ryona game inspired by tower of trample
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>>1588309
Are the girls cute
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>>1588580
idk. some will be. most will have a bitchy feminist vibe.
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I’d post it but I don’t want you to make fun of me
>>
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>>1582771
funny how no one ever posts screenshots on threads like this
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>>1588622
do you have some to post?

also, see >>1588607
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>>1588622
Starting my grand RPG today. You can't stop me anymore, anon.
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>>1588659
I actually have, i think it's looking really good so far
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>>1588622
>>1588784
Honestly the best way to avoid unnecessary complications. Makes it hard to have a discussion though but that's how it is.

Key mapping set from file, registering time, presses, holds, sequences.
>>
Currently working on an open-world graphic adventure in 2k. Not really sure if it qualifies as an RPG anymore because for the most part there's no battling, but I kind of feel like if I post about it in general "maker" threads I would probably get redirected here.

It has inventory-based puzzles that work off equipment and stats. Characters react to what you have equipped, and you have to equip something in your hands to "use" it as well. The game will also feature a mood/personality system that influences dialogue and plot. The game only has a smattering of set "goals" and is a make-your-own-adventure sort of thing, but in order to progress 100% the player will have to be present for and trigger certain events. It's not based in real-time, but will have 6 "phases" that tick only when you interact with the world in meaningful ways. So for example, you might get a "tick" from learning about something heavy from a random NPC, or being witness to some other event. Once you roll over to the next phase (which can be tracked), time will elapse in the world, some NPCs will move around, some items will disappear, etc. so you can only experience so much in one playthrough. However, the pace of the game should be somewhat brisk, so starting a second run shouldn't be exhausting.
>>
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>>1588622
check my palm tree
>>1583701
this sites good, thanks for sharing
>>
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My game will never make money, and my art will never be good, and yet I persevere.
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>>1588987
fun >>>>>>>> money
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>>1588989
(money = independence+comfort+freedom) > fun
>>
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>>1588622
Not allot of point when you're doing engine stuff with placeholders
But just for you bb
>>
>>1588622
Still designing the system and adding and thrashing all ideas I want them to be in
>>
>>1589341
Stressing yourself out doesn't help anyone.
>>
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Progress is being made lads, I might be able to put out a demo soon! Only 4 MONTHS after the goal I set.
>>
>>1588090
Id suggest to work on a clarity abit, clean up silhouette, and reduce visual noise. Otherwise pretty unique, I like it.
>>
>>1591212
in time for v3?
>>
complete fuckin newbie here, just looking to mess around with an rpg maker and maybe eventually do something with said mess
on a scale of 'don't even bother' to 'mite be useful', how's XP for a first?
>>
>>1594401
might as well get MV or VX Ace desu. wait for a sale.
>>
>>1594401
Any RPG Maker is fine to start out with, but I'll echo >>1594500 and say that MV and VX Ace are the most newbie-friendly. Also never buy RPG Maker at full price, they go on sale all the time for 20-80% off, I got 2k3 for 2 dollars last steam sale.
>>
>>1594500
>>1594521
yeah of course, not a chance i'd shell out $80+ for what may just be a whim
a friend gifted me XP from a humble bundle extra so no actual money is involved, mostly i'm just wonder if that one's a bad idea to start with

also, have these threads collected any kind of info/resources/guides for new people? planning on scouring the net as usual but i (mostly) trust anons' advice
>>
>>1594571
i prefer xp but you can do less with it than the others
whenever i need help i use google.
my advice would be practicing animation, figuring out how it works in the engine

why dont you download the free (censored) demo for my porn game, open it up in xp and see how i did everything
https://le-desir.itch.io/mall-of-desire
>>
>>1594909
maybe i'll do just that, thanks m8
>>
>>1582771
I don't get why you retards keep pushing neverwinter shit as a legit gamedev engine alongside the likes of godot or rpg maker. Even flare engine is more legit than that.
>>
>>1595323
because they asked us to acknowledge it
>>
>see an interesting looking rpgmaker game made by a first timer dev
>it costs 12 dollars
for what purpose
>>
Has anyone here tried NESMaker? Would it be better to make an NES rpg from the scratch instead?
>>
Just got SRPG Maker the other day, are there scripts to add MP or make casters cast from HP?
>>
>>1594571
XP is fine. all versions of rpgm have basically the same events, the only real difference being scripting and what premade scripts are available.

>>1595323
nobody does.

>>1595818
all of the decent SRPGS scripts are in japanese
https://w.atwiki.jp/srpg_studio/pages/28.html
you'll have to use google translate for them.
>>
>>1595323
It's only 1 person.
>>
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>>1588622
Testing plugins did not update any graphics for the moment

>>1588987
That looks pretty good simple but nice
>>
What is the best software for making RPG music? Is Fruity Loops a good choice?
>>
>>1595731
they saw Omori making bank and here we are
>>
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Smoothing out a bit, most of the core is done so now it's asset making and writing.
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>>1582823
Hey thanks man, I didn't expect you to give me them delicious colors too. Though when I said "shaggy-looking fellow" I've meant shaggy as in the adjective, not like literally Shaggy himself.
>>
>>1582771
Can dungeon crawlers be discussed here ?
>>
>>1597252
why not
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>>1596263
>game features mecha AND giant waifu with huge tits wearing almost nothing
BROS
>>
>>1598203
not a real mecha until the background change to outer space
>>
>>1596708
Omori was made by a rich Californian and a team of people she hired specifically for the game. She actually put out a product that has a reason to cost money no matter your opinion on it.
>>
>>1596701
i just use musescore
>>
>>1596701
FL is really good if you know what you're doing
>>
>>1595731
guaranteed sales no matter the price. not many, but still some
>>
>>1603254
Are there really people who buy RPG Maker games no matter what?
>>
>>1603254
>>1603269
It was a meta game about mental illness. Of course it sold.
>>
>>1582771

I don't know what engine to use.
>>
>>1587490
Hows that a reverse Xenoblade? The whole point of XB1 was that god is a prick and not worth worshipping.
>>
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Pretty good, fixing up some dialogue, working to make sure the main quest shows up on quest journal, a couple of more maps and I should have a demo ready soon
>>
>>1603269
yeah, not many but rpgm is a community, you get people who buy all the new ones just to be supportive.
>>
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>>1605450
> they bought your game but they never played it
i would rather have them pirate the game and actually play it
>>
>>1588309
Based. I actually hated tower of trample's fetishes (feet fags are cancer and vore fags are even worse) but I loved the combat.
>>
>>1605864
thats why you make your first one free
>>
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>just got ORK, which is basically RPG Maker for Unity with 4 stock combat systems
>VRoid and Asset Forge for art assets
Feels gud.
>>
>>1585791
dope as hell my man
>>
>>1605893
>trying to talk shit about vorechads in an RPGM thread
GET HIS ASS
>>
>>1604135
>those names
>no Griffin
>no Meghan
>no Wolfe
>>
>>1606351
>ORK
Oh shit, there's a 50% off sale on that right now. Might actually pick that up.
>>
>>1588090
I didn't even notice that he's holding a gun at first because of all the gribbles. If you're dead set on that art style, why not color their guns with pink. Pink clothes would also work. Maybe pink boots too.
>>
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>Finals gonna be done next week
I'll for sure utilize all my free time to make a small project.
>>
>>1607954
Im sorry anon I dont get the reference
>>
>>1582771
What are the game jams people keep talking about in these threads and how are they organized and scheduled?
>>
>>1611694
I think people are getting tired of it
>>
>>1611892
Heh. Wait until you see my game.
>>
>>1611896
I hope you are not the creator of the sixth sentinel, because you totally need an editor
>>
>>1611694
>organized
>scheduled
lmfao
>>
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i hate working on menus
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>>1611923
My heart wasn't really in that one honestly, was sick of it about halfway through and probably wouldn't have finished it if I hadn't been the one who started the jam in the first place.
>>
>>1613336
Also no, >>1611896 wasn't me.
>>
>>1613264
Oh shit, glad to see your project again. Any idea when a demo might drop?
>>
>>1613351
i'm planning to release a demo in 2 months
>>
Bump.
>>
Did /vrpg/ ever make that collab?
>>
>>1614811
it was like 95% idea guys
>>
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Oh shit, somehow I can post images again! Better post some progress while it lasts. Demo in 5 days!
Spritework is a bit spartan at the moment, but utility is the first goal of this demo.
>>
How economic is using 2D models or sprites, compared to even low-poly 3D models? I’ve heard conflicting things, like them being more expensive due to needing dozens of frames to look nice if they don’t use Spine, which can conflict with the look of something like Octopath, but they generally seem like less of a pain to make, considering how most Gacha are made with a shoestring budget for pure development, especially if you go for 16-bit designs, and not SF3 or even Xenogears-tier ones. asking as an artlet trying to make a game with lots of characters.
>>
>>1617172
2D sprites is definitely going to be easier in the long run. Even if you wanna go nuts with animation, you're working in peanuts of pixel resolution, so it's really not that time consuming to make something at least serviceable.
3D of any kind is going to have modeling, UV mapping, texturing at a minimum. Toss in rigging and animating with characters. Toss in really tedious shit like retopography, normal baking, and weight painting with higher fidelity characters.
>>
Man I just can't finish up project.

I already failed 3 jams.
>>
>>1618343
Which jam?
>>
>>1618356
random jam in itch.io
>>
File deleted.
Does this seem like a good start menu tree for an rpg?
The bottom of the screen is the GUI that also appears in the overworld. Players select which character is highlighted and they each have different abilities for B button.
I'm not sure if abstracting health as both a meter and numbers is a good thing. The meter is useful in the more action-like stages, but you want definitely numbers for the RPG.
>>
>>1618359
Just join agdg jam they have not time limit
>>
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>>1618403
image was too small
>>
>>1582771
Pretty good. I've refined and trimmed my characters, have several of the key story beats and arcs, and am working on filling in some of the space, and working on hard numbers to build the combat system around. I'm starting to make my (shitty) concept art for characters, that I plan on finalizing once the arcs and over-plot are finished.

I mean, I still don't know how to fucking code my way out of a broken file extension, let alone make anything else, but fuckit, cross that bridge when it's the last one left.
>>
>>1618407
more like
>join random jam
>spend all day to find an idea that suited the theme
>spend another day to make the most basic of asset
>spend another day trying to learn what am I supposed to do (I am shit programmer)
At least I now understand a little bit about the game engine
>>
>>1618421
I'd rather have a sprite AND a face-portrait but prefer a sprite on character pages OVER a face-portrait if you can't do both.

What is to the left of the HP bar supposed to be? Another character?

I quite like the individual inventories.

Stats screen should display more relevant information I think. Enemies killed to me is more important than wands collected. Battles escaped from, times ko'd, etc.

UI for options looks fine, consider keyboard and controller configs.
>>
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>>1618657
I guess sprites could be in the child menus, since there's always a picture of the character there.
The left of hp is just the UI from the game. If its too busy its not a problem to just erase it from the main menu.
The stats are actually player defenses, I was modelling them after early d&d stats (breath weapon is your defense against dragon's breath, etc). Escaped battles and times ko'd are good stats though.
Thanks for suggestions.
>>
>>1618769
I much prefer when the characters's name is more seperated. Either in its own smaller box or even a line that makes it line up with the portrait box and take out the ":"
Much MUCH prefer when it's a different color text than everything else too.
>>
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>>1582771
Nothing tangible for now. Working on moodboard, concept art, GD and little 3D scenes to get a better a grasp of what I want
>>
give some ideas for a short rpg
i have the knowledge, will, assets and all the time in the world but no ideas
>>
>>1619478
This looks neat. Post more of this 3D shit, even if it's just tentative/exploratory.
>>
>>1619514
just decide on a theme and work from that
>>
>>1619514
Sure thing. First I'll need to find a work process to churn out okay looking environmental assets first. I don't want to have to eye out every texture size to make sure it's all the same size.
>>
>>1619514
The main character is framed for a crime he doesn't commit and sentenced to a life in prison. There he makes a plan to escape and the goal of the game is to escape.

The prison should have levels like Hellena from Legend of Dragoon or Impel Down from One Piece.
>>
>>1619514
>>1619838
this but also it's UNDERWATER
>>
>>1619514
>>1619838
>>1619858
this but also the main character is a big titty anime bitch that sucks cock to restore HP
>>
>>1619875
>he doesn't get banned for this but I get banned for asking about PS2 rpg recommendations
mods explain
>>
>>1619514
Undertale... TWO
>>
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>>1582771
>use to go hard making rpgs in game maker, rpg maker on ps1, and rpg maker 2K/2K3.
>now that Im a professional game developer, I absolutely hate how much you have to do to make an rpg

I don't know whether it's my expectations or just a big mental block of anxiousness that keeps me from moving forward. Or maybe I lost my younger passion.
>>
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>>1582771
I suck at making music, so that slows me down a fuck load (and is such a depressing issue, every time i take a stab at it)
and i hate how slow i am with art, it takes me an enternity to make art. a single character (in sprite form) has taken me a year to work on, much less the 999 NPCs in the game, and im only like 60% done with this character...
>>
>>1583652
now make more than just that simple beat repeating every 1-3 seconds.
now make it actually blend, and not just sound like completely different songs changing every 4 seconds.
etc
>>
>>1620620
you guys really need to start doling out money to hire people to do shit for you. Ever since I have, developing is a lot easier. Game development is not really a solo project unless you're just programming something with default graphics.
>>
>>1583701
try https://musiclab.chromeexperiments.com/Song-Maker

its pretty simple, but it CAN make a full song, and is pretty simple. It does have its downsides for being as simple as it is.

My suggestion is to make the song here, and save it as a midi, and then open it in Pro Tools First (its free) and then you can edit in more instruments, or extend notes to be longer/shorter, etc.

making a song in pro tools first w/o importing a midi, feels like more work than it should be imo.
>>
>>1620669
this is kind of cool
https://musiclab.chromeexperiments.com/Song-Maker/song/5653042198740992
>>
>>1620653
This. Not everyone is Toby Fox
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>>1587490
> Not realizing that the monad is the demiurge
ngmi
>>
File: chatter.webm (1.81 MB, 640x360)
1.81 MB
1.81 MB WEBM
I admit I've been getting kind of lazy with it, but development should pick up soon
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>>1621972
Toby Fox hired out for assets, too.
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>>1622033
so even Toby Fox isn't Toby Fox
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>>1620620
>tfw handling the entire creative side of the game by myself ok mostly; my programmer's a much better writer than i am so he's helping with the dialogue a bit
>tfw making all the music, sprites, level design, story, etc all by myself
>tfw consider myself pretty good at all of it, and can do it incredibly fast
>tfw no work ethic whatsoever

grass is always greener, anon
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>>1622050
Yep same here, except the programmer part.

>>1620952
>https://musiclab.chromeexperiments.com/Song-Maker/song/5653042198740992
Yeah, its fun to just throw stuff together. But if I want to intentionally invoke an emotion, or make something i hear in my head, thats beyond my ability.
>>
>>1620952
oops, i just copied ur song in my quote in the post
>>1622204
meant to post this;
https://musiclab.chromeexperiments.com/Song-Maker/song/5479528439218176
>>
>>1620669
>musiclab
holy shit it's Mario Paint
thanks, chum
>>
who (and where) to look for if i want someone who would create maps in godot tile editor? level designers?
assets are there, just need to paint everything together.
>>
No motivation. After realizing that i can't draw girls at all ive got no motivation.
>>
>>1622901
just add boobs and ass to the man and violin
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>>1622917
Adding an ass is okay, but boobs on a violin is where I draw the fucking line.
>>
I'm trying to create the feeling of that I got from my first d&d games where I never knew what to expect and was always wondering what could have happened had I made a different decision.
One way of doing this I was thinking was of having once-per-file encounters, something weird that the player couldn't know the correct answer to if there is one at all.
For example. An NPC that askes for a story from your life, you choose a party member and they tell the NPC a story. It gives a bit of lore on that party member and when its done the NPC gives some kind of item related to the story told.
ie. The thief tells a story about greed and gets a gold related item or a the warrior tells a tale of wrath and gets an attack related item.

I've asked a similar question in the past, and the response is usually "Make it clear what path gives what or allow it to be repeated"
But I want the player to feel like the world is bigger than himself and that wondering of "what could have been" is something I love in tabletop

>"What if the had cleric told a story, what would it be about, what would the item be?"
>"What if I had asked the river spirit for wisdom instead of strength?"
>"What if I had finished the fight before the portal collapsed?"

Am I pointlessly trying to emulate something that only really works on tabletop with no save-scumming/wikis to just try/see every path or should I just go for it?
>>
>>1622969
Tabletop and vidya will always be different and it's more than the flow of the game, the fact that vidya is singleplayer will always dampen the experience you're trying to recreate to some extent.

What you're trying to do CAN be done, but it would be better off with a dev team and a 5 to maybe even 7 figure budget AND would benefit from multiplayer.

For a single dev or a small dev team on a budget it's probably better to try and recreate the experience from Ian Livingstone's fighting fantasy books which were cyoa, not a whole ass TTRPG
>>
>>1622964
no wonder you can't draw women, you are gay.
>>
>>1622969
>Make it clear what path gives what or allow it to be repeated
This is a retarded sentiment. Games are most rewarding when they withhold a little from you. Just don't signpost that the player is missing out on something else and let them come to that realization themselves.
That said, what your describing has already been accomplished by choice driven RPGs. So its not pointless, is possible, but also isn't terribly novel.
>>
I want to do RPGM game with bondage and ero status effect systems. Problem is I don't have any experience on programming or working with RPGM. How difficult would it be to make the standing pose update with visual effects as your status changes, both inside combat and outside. In practice, as your character gets blindfolded during combat the picture updates with it until the status effect is removed, and while outside combat for example having a womb tattoo would be visible on your character. Does something like this sound like it's possible to achieve with plugins or would it require significant amount of coding? My understanding is that these types of systems get convoluted and buggy fast if you have many factors that change visually.
>>
>>1596263

I really like the monkey on right, keep it up and post updates
>>
>>1596263
>Big booby monkey lady
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>>1623316
outside is really easy
inside battle is more difficult. "change battle graphic" can be done with a skill, i dont think it can be tied to the state. so the skill would have to cause the change, and another skill would have to undo it.
>>
>>1583701
how exactly does this work? why does it play 4-5 different sounds* when i hold down on (say) G5 with the example that loads at the beginning, but when I make a new project clicking on a similar chord button (G5 goes away, but say C, or G7) it only plays one sound.*
is there a progression in the background, or am i changing the key of an existing melody, or what's going on here?

*i've said sound to be safe, but i'm about 60% sure they're specifically chords. i'm just confused because i assumed G5 is a chord button, so having the button play multiple chords is confusing and there is a possibility, at my level of music knowledge, that chords can actually do that and i just don't know it.
>>
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>>1582771
Nahhh, I'm too fucking lazy to think up any characters/story/setting/make music or anything on my own. I just enjoy shit other people make, regarding RPGs, both big studios and indie devs.
>>
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How do you make enemies fun to fight? The more I play RPGM eroge the more I just run through maps or use run away command when collision can't be avoided.
>>
>>1625288
is it enough to just give the player fun skills to use?
>>
What if I just fucking rip off other people for ideas for my game, yet I never actually act on them?
Can I just shit out my ideas into this thread so maybe someone more competent than me can steal them or gain some inspiration from them at least and make a character, idea, texture, world, whatever around it?
Maybe that'd be useful instead of letting thoughts just go to waste.
>>
would you rather have:
>resource management with loads of encounters slowly whittling you down until the next area you can recover
or
>healed to full after every encounter but each one is very deadly and high chance of party wipe
or some combination?
>>
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>>1625312
Go on, anon.
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>>1625329
>resource management with loads of encounters slowly whittling you down until the next area you can recover
This

Your last few dungeons and optional challenge dungeons should carefully mix both.
>>
>>1625312
>Stealing ideas
Only amateurs care about that stuff. Every piece of media you've consumed got its ideas from other media and most are different enough to stand on their own. And what truly matters is the characters anyways.
>>
Do you guys sometimes wonder if your game will even be played, if you manage to finish it?
Surely some of you are doing this as a personal project for yourself first and foremost, but others must be aiming at getting their game gaining some kind of following.

When I look at a website like itch.io, the sheer quantity of perfectly well-made games that remain completely unknown is a little depressing.
>>
>>1625353

If your game appeals to a niche fetish it'll be played even if its clumsily made but not actually bad. If you made a game that isn't explicitly for adult audience you better have made a fun game.
>>
>>1625345
These are true words. It’s why idea guys don’t mean shit at the end of the day
>>
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>>1625359
there's a lot of truth to that
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>>1625353
I make my games with the expectation that nobody will finish them, so I can be more free with my expression and not try to neuter my work into something that would be consumable by the average person. I already made that mistake once and what came out was pretty shitty.
>>
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>>1625330
Alright, nigger, here's a very boring idea I had for an NPC
>have game that has a calendar system (or at least special events for characters)
>rip off Cirno from Touhou (or at least part of her design, the part of her being a blue girl in a skirt)
>combine idea with that one goreshit song (https://youtu.be/jgZ4W6ApgfI) and make her an NPC available only on Sundays, occasionally on other days
>call her "Velvet Girl" or some cringe shit like that
>in my head if I were to make a game with her as an NPC vendor, I'd want her to be very hard to find, as in, hidden somewhere in the game, maybe you'd have to do quests from other NPCs, collect items or something, idk, knock yourself out
>the reason for making her hidden is that she would sell a variety of items, say HP replenishing items at a discounted price, but if you stick with the calendar system idea, you can make her sell different shit every Sunday, or maybe have her inventory increase as the game goes on (every Sunday has new weapons, items, armor, equipment, accesories that increase stats, fuck do I know)
>you can maybe make her have special Sundays, again, if you stick with a calendar system, maybe if it goes up to 4/7 (4th of July), make it a special Sunday where she discounts weapons massively, she would probably have a different portrait as well, with aviator shades, maybe in a blue camo uniform
>again, the reason for making her very hidden and unconvenient to find and access is because her shop prices would be cheaper or at least more affordable than everyone else in the game
>the reason? I want to make a game where money is sparse and it's hard on the player over what he wants to choose: mindless grinding or exploring the world and finding special enemies that drop the good shit or just find her and buy it all for cheap as fuck anyways
>TLDR: I want to make player suffer.
Yeah, that's just one shitty idea I had though, so I don't know if it will help you much.
>>
>>1625288
>How do you make enemies fun to fight?
Up the battle complexity. 5+ party members, enemies can come in large groups as well, character customization, powerful status effects, meaningful resource management, worthwhile rewards. Maybe an initiative order instead of phase based combat. Think about what makes EO combat fun. Also, it is my opinion that symbol encounter systems encourage the "run away from all enemies" mindset. If it's a traditional JRPG, I prefer random encounters and a run command that carries a significant chance/cost of failure.

Personally I think it is very difficult to make traditional jrpg combat interesting and therefore when I make a game it will have non-modal, grid-based, turn-based tactical combat (like a roguelike or Voidspire Tactics).
>>
>>1625426
I also had this unconnected idea where if I made a MC in an RPG, I'd really want him to see his own funeral and the way he would die or some shit.
Idk, really.
>>
>>1625288
>make it rogue like
>make card based combat system
Just make a combat system where you you have alot of room to experiment. Also source on that pic?
>>
>>1588309
>tower of foot
I'm all for reverse domination but this game just takes it too far.
>>
>>1625426
sounds like the turnip vendor in Animal Crossing.
>>
>>1625516
I haven't played Animal Crossing, so I really wouldn't know.
>>
>>1625149
its possible. and w/o pluggins. just gotta be creative a bit. (its not complex, and doesnt require some insane event either)

>>1625288
a lot of ppl think the solution is to just make combat more complex. imo, i think DQ3 did it right. (the rest of the series failed to handle random encounters the same way) which is about priorities, and varying that up.

>>1625329
the 1st, i like resource management, but MOST players prefer the second. im an exception to the rule.

>>1625353
I know no one will play it, but im gonna make it, and put it out there... if i ever finish. at my current rate, i should be done in 40-50 years. (ill be 20 years dead by then)
>>
>>1625507

Card based systems have been some of my favorites
>>
>>1582771

I trying to figure out this

https://m.youtube.com/watch?v=KqCfI-2cTYM&t=77s
>>
>>1626739
damn those look cool, but
>you need yanfly script to do it
>check yanfly's plugin page
>$30
>>
>>1622969
how to balance combat where main char is someone like kenshiro from north star, basically an untouchable guy.
>>
>>1626616
>tfw thought about sitting down and recreating either Wild Card or Kotobattle's battle system in RPG Maker
>never got around to doing it after drawing up a plan and realizing how long it would take
>>
>>1626873
You got 30 dollars?
>>
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>>1626912
>>
Damn, you guys are spending that much on RPG Maker? If I made my own free jarpig factory would you guys use it?
>>
>>1626873
>>1626912
sub to his patreon for $5 and then unsub once you've gotten all the plugins
>>
>>1627166
>If I made my own free jarpig factory would you guys use it?
maybe
i'd have to have a reason to use it over RPGM though
>>
>>1627166

Speaking of spending money on RPGM, is anyone able to tell if this tileset meant for MV will also work on MZ? I really like the look of it but I can't into compatibility questions.

https://www.dlsite.com/home-touch/work/=/product_id/RJ221985.html
>>
Finally made yami sideview battler works!
>>
>>1627764
when u select an action, look at her shadow, it bounces up and down, meaning theres an error in the character sheet.
>>
Is stunlocking something that should be avoided in design, or allowed?
I want to make a thief class who’s ability is preventing a target from acting (this ability has a cost and doesn’t affect anything slower or immune to it).
On one hand I think this would make the class valuable so players don’t feel bad for just choosing fighter/mage instead. On the other, it could be abused and make the game’s difficulty impaired.
Also its tough justifying a class that’s about status effects when bosses are usually (and should be) immune to such things. It’s like writing a final exam and on the last page in invisible ink “check this box to get 100%”
>>
>>1629601
It depends on a few factors. How many characters are in your party? The fewer there are, the more precious each action is. But if you've got like, 5 dudes then maybe having one be able to stunlock while the other 4 kill is a bit too strong.
I don't think there's anything wrong with allowing it, though. Magic classes have sleep spells, blind spells, paralyze spells, etc. so there's no reason you should worry too much about stunlocking. If anything it sounds like that would be too weak, since those other ailments last multiple turns each and effectively neutralize the target.
>>
>>1629601

From eroge perspective it can be pretty bad. In one game I played reaching orgasm during combat would cause you to get stunned, and if you stacked enough status modifiers you'd accumulate enough damage in one turk to orgasm, causing you to get permastunned. Of course this could've been avoided by healing those status effects first before going to combat however.
>>
What the hell kind of screen size is 816x624
It's not 4:3 and it's not 16:9
>>
>>1629601
Make it "Interrupt" instead of stun.
If the THF has maxed out speed, and goes before the enemy, they can stop its action from going off. but it wears off before the turn ends.
>>
I envy you guys. I wish making things brought me joy, instead of endless frustration
>>
>>1630190
it's not always fun but sometimes it is. honestly the best part is getting my friends to play it, but none of them played my most recent release so i've kind of been in a rut
>>
>>1629601
>bosses should be immune to status effects
Why would you think this? Why create a mechanic that is completely invalidated during the hardest fights in the game? Why not instead find a way to make status effects worthwhile in boss fights without being overpowered? Play EO or something.
>>
>>1630190
wait, ppl "enjoy" this? someone shoulda told me this sooner...
>>
>>1630190
Just daydream for hours on end and don't worry about actually making anything
>>
>>1630190
literally stop working on big projects. make a 20 minute long kusoge
>>
>>1628478
Ye 1 pixel different, fixed
>>
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>>1630404
Yikes 1 pixel difference between idle and ready, fixed
>>
>>1630229
I guess things like poisoning, zombification, or slowing are valid. Some effects designed to completely stop activity can easily defeat boss fights (think sleep, toad, stun, petrify).
Do people like discovering these weaknesses? Sure, it’s definitely a tactical advantage to know your opponent. Tactics are what make RPGs good.
I think if there wasn’t a metagaming factor it would be a great discovery, but most players just pick up a walkthrough and get their answers. Easiest way to punish metagaming is “sorry there’s no shortcuts, shoot it until it dies.”
Another way is to randomize the weaknesses of bosses, leaving hints in game. It sacrifices some flavor (The golem is weak to petrify?) but maybe this is better.
>>
>>1630404
>>1630447

What will your game be about and will it be erotic one?
>>
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>>1631335
post apocalyptic walking simulator with various size alien girls. not sure for lewd level at the moment
>>
>>1630447
Uhm...
Can I...
Can I touch the monkey?
>>
>>1630272
this, but for two years straight with nothing to show for it except a .txt titled "ideas" and an Excel document with some numbers autism
>>
>>1627166
>Damn, you guys are spending that much on RPG Maker? If I made my own free jarpig factory would you guys use it?
Yes. I want to make an NES JRPG (except 256x256 instead of 256x240) that's barebones like Dragon Quest, and RPG Maker is too much of a pain to work with. The game has to be 256x256
>>
>>1632431
I think Godot can do that especially since there's a plugin that emulate RPGM database system
>>
Do you guys have some tips on making believable overworld/world maps other than manually drawing one? Like, how to create landmasses and stuff.





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