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School jam is in it's last week right now.
https://itch.io/jam/rpgm-school-jam
Friendly thread for rpg dev discussion and anything adjacent to it.
Rpgmaker, Godot, Unity, Unreal, Love, Gamemaker, whatever else, all is welcome!
>>
>>2143799
first for it will never be finished
>>
>4 days 11 hours 33 minutes
oh no
>>
already -1 participant
>>
>>2143835
No, I can do it! Just need to crunch for a couple of nights and give up on the custom sprites and UI, and I might be able to release a barely playtested version before the deadline!
>>
school shooter game jam? based!
>>
>>2143799
>VX Ace
Ugly and soulless.
>>
>stay up late crunching
>only sleep for 4 hours so i can get back to work
>too tired to get anything done
i didn't think this through very well. fuck
>>
>>2144356

I can already hear dungeon 1 playing in the background
>>
To those who posted their free games (not specifically jam ones or even rpgmaker ones) on itch.io with "Name your price": did you ever get at least a couple of bux?
>>
Is it possible to edit the RTP enough so it stands out? Making everything from scratch feels like an herculean task.
>>
>>2144488
Fiddle with contrast/brightness settings and hope for the best.
>>
>>2144488
Switch to 2k
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>>2144666
Okay satan.
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Two weeks of headaches fixing treasure chests not working and blaming the wrong thing to find out it was literally a single variable that needed to have been blanket translated for at least 40 other things except in this one place.
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I think I have to just trust the game. I playtested boss battles, events, and dungeons and there shouldn't be critical fuckups, but the overall pace will be untested. I just don't have the time to go through it all, my game is too long.
>>2144414
I started getting gray hairs, ever since the first game jam. Coincidence?
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If I don't finish mapping by the weekend the last floor of the game is going to be a fucking maze.
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autobattles are insteresting, but not interesting enough to build the game around them. so now the player controls his monsters. I also started adding more monsters and some evolutions
>>
>>2145158
Gives me digimon world vibes but 2d. Nice
>>
okay, making new project.
>>
Any good mapping guides? I want to aviid the usual mistakes.
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>>2145273
Don't paint under doors
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>>2145273
don't make square room.
sometimes functional > making any sense
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At least I'll have a playable portion of the game done, maybe I should just be happy about that.
I'm not, and I'm kinda scared that it will go unnoticed and I'll drop it after the jam.
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>>2141952
Fart spell.
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>>2145863
It depends. If you keep working on it, then surely won't go unnoticed. Your art is nice and eye-catching, any update is sure to gather interest.
However if you drop development after the jam it will be dropped by others as well.
>>
>>2145863
Just make sure save files can be carried forwards and people will maybe/probably check out updates if you post them.
>>
>>2143799
Why did you wait till the jam was almost over to make a thread?
>>
>>2145260
thanks anon. digimon world is definitely one of my inspirations
>>
>>2146188
it was in the op of the last thread, too, anon...
>>
>>2146111
>make sure save files can be carried forwards
How would one go about that in something like RPGMaker?
>>
>>2146271
just make sure the demo and the main game are the same project
>>
>>2146111
I definitely can do that.
I plan to put a little stopper once you get to a certain point that just boots you to the main menu after a kind message. You get forced to save before every fight so it wouldn't be disruptive.
>>
Anybody got a sound library they recommend?
Looks for pretty standard fantasy stuff.
>>
What are your favorite minigames/side activities?
I need to add some life to my town.
>>
>>2147257
fishing and bug-catching is always kino.
>>
>>2147257
Cooking can be fun, as well as casinos, a classic JRPG staple. Being able to get a super powerful weapon early if you get lucky/put in time gambling is really cool.
>>
>>2147257
casino
>>
How the fuck do I add actor fusion to my monster-catching project without having to use a common event item to call the creature? There is any plugin for it? Because no fucking way I will event fusions for 100+ monsters
>>
>>2147632
I think i know what you might need but it inst easy. You need to play with the id numbers of each actor in a way in that each combination through a formula gives each fusion a unique id. Then you can just event it once (like a map event or item) and obviously fill each actor id you need for fusions. Say you wanna fuse monster 2 and 14. You would for example make a formula like 2+14 +100= 16 then 116 is the id of that combination. Still in that example theres more than one combination so there are some limitations (and if you look at disc creatures, has some fusions but not that much).
>>
>>2147632
specific recipes only?
>>
Bros how do you avoid a burnout.
>>
>>2147632
Find how to use a matrix through any method of your choosing and the rest should be easy.
>>
>>2147774
Moderation is key, don't work too much or too little. Sometimes you're "in the zone" and you can get a lot of work done in one sitting and that's fine, but set a fixed schedule of how many hours a day / days in a week you plan on working on it and don't try to go overboard.

On the other hand on those days that you're just not feeling it, switch from whatever you're doing (making a note of what were doing when you left off) and work on something else; mapping, scripting, eventing, music composition, pixel art. Even if it's just opening a text document and writing down ideas of what you plan to do or whatever, just stick with it for atleast an hour a day.
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What's the most elegant solution here? The event is supposed to make my standing sprite (basically character portrait on the right side of the screen) slightly transparent while walking, which works fine. But it also triggered even when you can't walk but still holding the directional buttons, like during message box. I know you can solve this but adding a conditional switch, but is there a way more convenient?
>>
>>2147790
I took your advice and now i'm drawing character portraits. I feel much better.
>>
>>2147884
use script Conditional Branch: $gamePlayer.isMoving();
>>
>>2147993
doesn't work?
>>
>>2145899
is this Wolfrpg?
>>
>>2147993
Oh. What Version are you using? The syntax is probably a little different.
>>
>>2148002
If it's VX Ace, try $game_player.moving?
>>
>>2148220
Nope, custom engine (it is a game for the GBA, I always forget to say it)
>>
>>2148275
>Anon is coding is own engine.
Trully you are going to get far with that!
Hopefully you open source it at least?
>>
>>2148273
it works but for some reason sometimes the image will flicker. I guess I will just use the button press conditional. Thanks anyway anon.
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>>2148293
Are you "showing" and "moving" the picture in the same parallel process? I imagine it's flickering because it's looping, changing opacity.
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Final weekend's coming up. How's your game jam entry looking?
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>>2148693
I'm pretty confident this time, other than a few assets I need to finish I'm basically done.
>>
>>2148693
not even opening the project anymore. i big regret taking the initial direction i took because i ended up trashing almost everything in the third week and haven't been able to get the motivation back up to get back on the horse. sorry ya'll.
>>
>>2148693
Like I said, assets creation is the part killing me, everything else is pretty much setup. I am still shooting for between Oct 2nd but may do Oct 10th once I playtest on Sunday, having very few enemies kinda sucks.
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>>2148693
I'll be fine
A demo is fine
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>>2148281
It doesn't matter if I never finish anything with it, I'm having too much fun making it :)
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Oi mirror soul dev guy
Your text keeps spilling out m8
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>>2148956
Please post more of her.
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I started making character portraits. Rate?
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>>2149404
Not bad.
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>>2148693
I have a good amount of content so I'm definitely going to release SOMETHING, but the 2nd dungeon will be very unfinished. I'll have to cut out some features that I intended, but I'm happy with what's there.
>>
if next jam's theme isn't horror I will be fucked
>>
Nondev here, where can I play some games that /vrpg/ made before?
>>
>>2149935
https://itch.io/jam/yourpgm-gamejam/entries
https://itch.io/jam/yourpgm-gamejam-2/entries
https://itch.io/jam/yourpgm-gamejam-3/entries
https://itch.io/jam/yourpgm-gamejam-4-my-summer-isekai
>>
>>2149946
Thanks
>>
Haven't made sprites for kids yet. But we can just assume they're playing outside.
Got my first proper house done with a couple inside. No dialogue, yet. But it's progress.
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>>2150067
Looks great so far
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Finished the boss art and an extra enemy. Now to not sleep for the next two fucking days to try and get this done.
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>>2150331
Your art is suspiciously good. Are you one of those guys who only drawa females? Not judging, just curious. I've seen a lot of people with good art who are only willing to draw one thing.
>>
>>2150331
How'd she get the scar?
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>>2150348
I've done other stuff and posted it in the previous thread but yeah I mainly like drawing women.
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>>2149033
thanks for letting me know, anon. this is actually news to me; i did write the monster decisions but i didn't implement them yet. seems my programmer added them when i was taking a break from the game.
we'll get right on it
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>>2149039
I would but... None right now
As I update the game I'll dump my other doodles of her and others in the game files
>>
rate this dungeon theme
https://vocaroo.com/1j4Vw76aOpKY
it's supposed to be for a final dungeon, trying to make a theme that conveys that
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>>2150604
need backing chorus
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>>2150724
noted
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Is this waifu material?
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>>2151165
yes
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>>2151165
depends on her stats and skills
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>>2151174
Shes an alchemist with high intellect
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>>2151165
Beats my cast of artflow.ai people by miles and miles.
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>>2151196
Those look pretty good for procedurally generated tho, I would have done that but I want all my artwork to look cohesive in pixel art and I've already done a lot of stuff in my style.
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>>2151181
Hard pass.
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>>2151181
that's a yes from me.
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>ok i have to finish this by today
>it's small in scope i can do it
and i spend half my time adding secret shit the few people that play the game will likely not find or stumble on
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>>2151410
that's SOVL, anon
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>not gonna finish the game in time
heck, I basically couldn't work on it for the past week
w-we're still doing the spooky game jam this month right?
>>
>>2152035
if someone says "okay i'll make it" then it'll exist and people will be free to join it, yeah.
>>
24 hours remain.
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>>2143799
Just found out about this. When is the next one gonna happen?
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>>2152086
how long do you think the next jam should last? a month was a long time, this time around
>>2151410
i can't wait, thanks for the heads up anon, i'll be in completionist mode when i play through these
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>>2152819
A month was way too long imho, maybe between 2 or 3 week.
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>>2152819
now I wonder, I usually waste 1/2 of jam duration thinking of good idea. What if it was 1 year jam? Will I waste 6 months doing nothing?
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>>2152819
you nodevs couldn't even finish games in a month
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>>2153112
there were only 1 or 2 anons who dropped out. maybe more will, i don't know, but there are already 3 games submitted. also, a lot of anons have good art and that seems to eat a lot of time
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oh god i'll never made it in time
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>Haven't finished giving enemies their skills
>Still need to finish the final area
>Haven't even gotten to any form of balancing whatsoever
>game still doesn't have a title
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>>2153573
OH FUCK A TITLE AAAAAAA
>>
thread seems silent this close, is everyone working hard or hardly working?
>>
>>2153801
I'm scrambling to make an "end" since I spent more time working on gameplay and engine shit than anything else.
It's not going well but I'll put out whatever the hell I end up with, however complete it may be.
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>>2153801
After I finish up this final boss cutscene, I will be satisfied enough to release the game. I have something like social links written for some of the party members, but I haven't actually put them into the game yet.
If I have time between gamedev and real life obligations, I will try to have at least SOME of them in.
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>>2153845
>2k
blessed
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>>2153845
>I have something like social links written for some of the party members
I'm starting to have a sinking feeling that half of us made the same game.
>>
>>2153858
Don't worry, social links/bonding events/whatever you want to call them are just a staple of RPGs in a school setting. I hope
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>>2143799
10 hours remains, damn it! I'm almost there...
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https://drive.google.com/file/d/1kXDJBNXlBD0PrzpzsCq0oWLQHLVI6fPh/view?usp=sharing
Here is the game i showed some of my progress on, it features 2 fighs and that's it, is mostly something i did for fun and i got permission to share.
let me know what you think!
>>
>Almost done.
>Oh yeah need to load in tileset for bigger sprite
>What the fuck are all these circles

Oh fuck I forgot about this, is there a way to auto import this shit? The tileset I got comes with json files. I don't want to deal with this collision bullshit.
>>
I'll ask pre-emptively, since I don't want to panic over this as the deadline draws closer. Is there anything I should know about uploading an RPGMaker project on itch.io, or for making browser-play compatible?
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>>2154622
I don't think so, just remember to use tag it as one I guess.
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>>2154622
Make sure to give yourself about 15 minutes to get the game uploaded, as the process can be somewhat confusing if it's your first time.
>>
Ah, damn it. No way I'm making it in time. I'll post it separately a few hours after the deadline, then. Bummers.
>>
>>2155091
Just upload the incomplete version as part of the jam. You can still edit it/post updated versions after the deadline once it's submitted.
>>
>>2155091
Upload the unfinished version anyway. Use it as a reminder of your past failures.
>>
>>2155113
>>2155168
Never posted on itch.io before. Sorry for nagging you, but do I use a draft page for this?

I think I'll be able to cobble together a crude prototype in an hour if my spaghetti code doesn't decide to lose shit, but it's gonna be really barebones. Wasted too much time on outdated godot tutorials and had roughly 4 days of actual work on it. At least I've got my assets done...
>>
Well, I didn't make it.
I had an interesting idea and tried something different with the gameplay, but didn't feel good, and I couldn't come up with a way to make it good.
At least I got some experience and level 40 in New World.
>>
>>2155193
Guess I might tell the concept since some people might be interested.

The idea was a Lobotomy Corporation clone, where you run an Occult Club in school, and for some reason urban legends start becoming real and (You) need to deal with them.
The general loop would be something like,
>go to classrooms to hear rumors
>go to library and manually type the name of the spook to get some more info
>fulfill appearance conditions (time of day, specific key items, specific room)
>beat the shit out of it while avoiding deaths yourself
students have physical and mental health, which is used up when performing things during night/day respectively, and also spooks have three types of damage - physical, mental, and occult (both)

>woah that kinda sounds cool upload it anyway
It's in a really bad state. There's only one monster, everything is developer graphics, and there's no tutorial or info how anything works and what to do.
Also it just didn't feel RPGy enough, but maybe I could do something about it. Should I join the jam anyway and maybe spend a week getting it to a playable state?
>>
is the /rpgm/ irc still alive?
>>
>>2155222
I like to think if a jam was motivation enough to get you started on a game with a cool concept and you want to see it through, you should regardless of deadlines
It might turn into something great
On that note, instead of jams is there a site where we can pick a project theme and give anons unlimited times to work on it?
>>
>>2155260
I honestly think we need to take the /agdg/ route and have 2 separate categories here.
>people working on extended/longer projects who want to do a demo for jams and then continue it thereafter
>much shorter jams (1 week instead of 2-4) where the expectation is a completed game
There are some users who are doing the former anyway, but I feel like it's time to dial back on timeframes for the true jams.
>>
>>2155278
I don't understand collaborative games. How do you prevent asset clash? For example, none of the anons who have posted their games with custom art, like the green grocer guy, would match each other. I don't have any problem with asset clashing but I know normalfags hate it and think it's unprofessional or whatever.
>>
>>2155222
You can roll this easily to the next jam. It's October, should be horror-themed.
That said, submit it anyway.

>>2155190
You do get a draft page.
>>
>>2155304
Thank you! I'll batch a proto for now and will finish it after deadline
>>
I was working on a gamescript for my game and I realize I want to do choices and with that comes the xyz it also made me realize that if I want it to affect the outcome of the game I really need to plan this out longer and it's making me write more than I usually would.

It also had me thinking about party members I had over 10 but I've narrowed it down and the other members are guest party members for certain chapters, personally I don't like a huge cast in j/rpgs and just a smaller one to work with I have to level them all up plus with less party members the main cast gets more focus and development not always. How do you all feel about extra party members? If you have any how many do/will you put in your game? I don't mind just having the MC but I would like an A.I companion to go on missions with granted the A.I isn't retarded
>>
>>2155326
I'm a strong believer in the concept that not every single party member has to be important to the plot as long as they offer new gameplay opportunities. FF6 is a pretty beloved game, but you could trim quite a few characters out of the main story and still be left with a functional game, yet we're still happy to see them because even if they only have a couple scenes each and not much development, they're still options.
>>
>Game not uploading.
It's over.
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>>2155374
Do you use Ublock Origin or uMatrix? I had to change permissions on itchio to allow uploading.
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>>2155394
Just up'd my project.
Holy fuck.
If it ends up being buggy I apologize. My games usually do, but anyway it was a fun jam that felt far too lengthy. Remind me NEVER to do this style of game ever again, as I found out I suck at designing it even despite my notes/research/experience.
Yes, I "borrowed" and vastly improved/took the best parts of a few different inspo sources and made something that has more technically impressive elements, so don't hate. All credit where it is due.
>>
>>2155417
I've said it before in these threads, anon, but one of the most terrifying things I've felt is realizing that I left a bug in my game. Just white knuckle it, you did your best, you're at the finish line. Let it be.
>>
Congrats to the anons who completed and uploaded games this time around!
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>suddenly 10 games uploaded on the jam page
absolutely based turnout.
>>
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I haven't slept in a couple of days, the game's still noticeably missing a lot of polish, variety and NPCs, having to finish it over the coming week will affect how many people play the actual completed thing and the upload process gave me a heart attack.

But it feels good to have at least something to show in the actual jam for this month of work. Thanks for all the help ITT.
>>
AAAA please don't play my game yet it's not finished
>>
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Uploading now. Holy shit this is taking forever. Welp, I finally managed to get a game out. The game is pretty simple and horribly unbalanced. Buffs are the way to go holy shit.

I have some ideas in mind for the future but wow. Playtesting is something I really need to do more of. Right now the FOEs just kind walk on a preset pattern. I wanted to do actual puzzles with them and also have the dungeon be more Anatomy focused and shaped but time constraints with working full time just meant actually spending dosh on a tileset I liked to make it faster. Even then it's really not even close to what I wanted. Hopefully now that I have a goal in mind, possibly release next year, I'll be able to do more of the abstract shit I want to do.

Looking forward to checking out the other entries.
And as it is uploading I realized there is no music for the boss battle.
>>
>>2143889
>10 uploaded entries
No, Mr. Bond. I expect you to kneel.
>>
Well, time to be shit on. *sigh* Oh well, I'll hope i'll get enough time to get it to working condition.
>>
>>2155469
that -1 was me.
>>
>>2155475
Oh, my bad, I mistook you for one of the doomposters that tends to drop in to say "haha nogaems." I'm a -1 too, I just never officially joined so the number wouldn't go up and down based on my participation since I was pretty unsure this time...
>>
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THE FINAL TURNOUT]
Congratulations to all who managed to crank out a game for this jam. I look forward to playing them all.
>>
>>2155487
>Still uploading, only at 44%

At least I hit upload before the timer ran out.
>>
seeing the turnout being at this many games released, i kind of feel like changing my mind about wanting shorter jams. if a long jam produces this many results, i'm fine with them being long. i just won't procrastinate next time.
>>
>>2155500
nah i think people would still be working on the jam at the last stretch just like me this time holy shit i just worked on this sunday morning
>>
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>fucked up the start position in initial upload of game

If you downloaded Sleepless just as it got released, please download the new version to get an actual game
>>
>>2155513
I hear ya, I barely slept saturday due to working on it like 5 hours, then had all of sunday to work on it. It was nice seeing it all come together finally, all that work on the database, also watching it be buggy as shit also and then trying to fix it in the last hour. Also holy shit my upload is dog shit.

>>2155516
Thanks for the notice, will do.
>>
Goburinbro, your opening song in the classroom is so funky. What is it? Sounds like I downloaded something off f95.
>>
>>2155534
https://www.youtube.com/watch?v=2rHc7FyY78U
>>
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>Internet went out when trying to upload
>Upload was at 80%

FFFFFFFFFFFFUUUUUUUUUUUUU
>>
>>2155551
I don't know how you did this. The 3D is fucking magic. The dialogue is well-written, the music though is incredible, my favorite part.
>>
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>Luneia the Soothsayer anon didn't make it in.
That sucks. I was pretty much using the guy's game as a meter for what sort of story length/map size I could reasonably achieve on my own for this School Jam. I liked his writing; wanted to see something of his that wasn't a walking simulator.
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>>2155563
to be fair, I pretty much just replicated existing event code from other stuff and modified it to suit my needs since a lot of DRPGs out there for 2k/3 still don't really push things too far.
I meant to expand the view distance even further and do some other neat things, but I ended up getting too sucked into that and started forgetting to actually make a game. Would have loved to add in more customized graphics and stuff but that's just too time prohibitive and was kind of sucking really bad anyhow, so keeping it ripoff/simple was the only valid way.
>>
oh god I can't play dungeon crawler without map anymore
>>
>>2155588
hope you have graph paper, anon
>>2155580
how do i make it fullscreen? alt+enter dont work
>>
>>2155588
same, filtered hard when the screen suddenly went dark

>>2155580
is it intentional that you have no indication of doors being opened? took me a couple minutes to realize i'm already at the hallway, i thought i was going in circles
>>
Just finished hodgepodge high, fun game, what was the deal with the wizard dolls though?
>>
>>2155592
Graphics options should come up with F5
>>2155598
Ah shit did I forget to set the SFX for doors opening? For some reason I thought I'd put it in.
I kindly included a map item somewhere in the game, but you'll have to work to obtain it. I thought about including it by default, but... nah.
>>
>>2155601
I'm glad you liked it, anon!! The wizard dolls were supposed to be tied to unlocking a secret boss, but I ran out of time before actually implementing it. I might add it later on in an update down the line.
>>
damn this is a lot of games
is this the most we've had for a jam?
>>
>>2155601
>>2155610
I got RTP not installed error, any help?
>>
>>2155612
4th jam had 12 all told.
>>
>>2155610
I see, that's cool, might check it out some time if you get to it
>>2155613
you need to install the rpgm2k rtp, just like all other versions of rpgm
>>
>>2155613
I got it running via downloading the RPG Maker 2000 rtp installer here:
https://www.rpgmakerweb.com/run-time-package
>>
>>2155613
>>2155621
Just updated the game's description to include this link, thanks for pointing it out.
>>
I hope nobody minds my game being two hours late. Internet died and I have been trying to get it to upload for three hours now.

Happy it's finally done.
>>
>>2155580
What code/plugins did you use to get 3D working? Can you go into detail, I want to make a DRPG in RPGmaker sometime.
>>
>Uploaded game finally
>It won't show up

Thanks AT&T,
Anyways, here's the link. https://addr.itch.io/promiseschool
>>
>>2155648
The process for doing 3D dungeons on RM2k/3 is pretty simple when broken down step by step
>make a chipset with your floors/walls/etc and assign them terrain numbers based on what they are
>example - floors = 1, walls = 2, doors = 3, and so forth
>create an event which grabs information about every tile for a given radius around the player and for each of the 4 cardinal directions the player can face
>example - get player location and store to variables X, Y. Grab current location terrain info, store to a variable. Add +1 to X, grab the tile's info to the right. Add +1 to Y, grab upper left tile info. so on, so forth.
>include grabbing of event data for nearby surroundings as well, in the same fashion
>create picture display events for each individual part of the dungeon screen that will be shown (walls, doors, etc)
>so if (tile in front of player) = 1, show a wall image, or else show no image at all
>you'll be refreshing your entire surroundings grabbing/displaying of pictures every single step, so bundle your entire above system into a collective common event
As for movement
>An autorun event that waits for player input is best. Each step calls the above stuff.
>Devise a system that will still let you activate events manually (If [enter] pressed, call page x of event directly underneath player's current location) and write your event code accordingly (take care not to get confused too much with conditional branches and loops/nested loops if applicable, add an else condition so you don't have issues with trying to call events on spaces with none since that will crash the game (invalid event specified))
Adding on new features or expanding stuff isn't too hard as long as you keep it modular enough, and by the time you've sorted out everything above it would become clear exactly how to do stuff like that.
>>
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>>2155656
HOLY SHIT that headmistress...
>>
>>2155656
See if the jam creator can send you a code for a late submission.
>>
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>>2155662
Thanks bro, have a full size. She was supposed to be a boss but I just didn't have the time for this with work and creating assets. Hopefully in the future.
>>2155663
I'll see if it can be done later. It's late and I got a dentists appointment tomorrow early anyways.
>>
>>2155661
Thanks, any other good guides? The only ones I can usually find are in jap.

I feel like that one 3D plugin for MV though is probably better for making a DRPG RPGmaker game these days though.
>>
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>>2155666
Cursed trips, anon. I noticed Mary can use Armageddon Ice Barrage on party members. Is this a mechanic I'm not aware of or a bug?
>>
>>2155672
It can select enemy or actors, it's for use with reflect. The front view can fuck up selecting the enemy, I recommend using the arrow keys and seeing if the enemy is selected in the OTB above. I've done it myself
>>
>>2155672
Oh shit I just realized I forgot revival items SHHHIIEEEEETTTT. I'll update it if it's too much, there's healing first aid kits in two rooms that should revive with recover all.
>>
>>2155675
I feel now is the appropriate time to mention that ANY healing item can revive fallen players in After School Dungeon Club.
>>
i wasn't able to make something for this one, but holy shit, some good looking entries people
>>
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stella a qt
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>>2155278
/agdg/ has jams now? As in outside of demo day?
>>
Just discovered that a friend of a friend is doing a playthrough of my demo on yt hell yeah
https://youtu.be/I02SNdCEgiE
>>
>>2146432
I'm also trying to find royalty-free music to use in my project. I took a look at filmmusic.io, but most of the shit on there is """Cinematic""", and there is no way to filter this shit out in searches. Also been finding alot of generic electroshit

Where do anons get their music from? I just want stuff thats usable and suits RPG background music & fight music.
>>
>>2155802
tell me about your project, anon. if it's interesting, i'd be happy to help out. i could lend you a few of my pre-made tracks if you want
t. musicfag
here's an example of my stuff https://vocaroo.com/13JdU3eZchWL
>>
>>2155808
Nah, I wouldn't feel good about that. My game is too on-and-off, and is just something for me to work on in my spare time. I don't wanna set any expectations. I was mainly just asking out of curiosity what sites people are getting tracks from.

I have managed stuff on ccMixter and Free Music Archive, but I think a decent amount of it is too cinematic. Free Music Archive seems hard to navigate and track down specific styles of music, too.
>>
>>2155816
I gotcha. hope you find what you're looking for
>>
>>2155802
try peritunes
>>
>>2155863
Looks like good stuff anon, thanks
>>
>>2155656
Newer version is up, fixed the default targeting for skills, fixed skills being useable from the menu, fixed the lack of revival items by just giving you 10 to start with.

Surprised by how short the game turned out to be despite all the hours that went into making it. Need to make the dungeons bigger and the FOEs a bigger part of them.
>>
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>coffee brewing
>downloaded all the games
it's gonna be a good morning lads
>>
next jam when
>>
>>2156211
>Beer purchased
>Games downloaded
Gonna spend the night rudely critiquing eveything
>>
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Man, afterschool dungeon club completely filtered me, a dungeon crawler in rpgm is interesting, but this one was a big chore, it doesn't have an ingame map and the areas are too big to actually draw them comfortably, by the time I finished making a map of the 3rd floor I was just tired, decided to not draw more maps and just wing it, just to be trapped in the darkness zone.
It is an interesting game and I don't want to bash it too much since I didn't get too far, but next time I'd really recomend to either add an ingame map or to just make your areas smaller.
>>
If you could only have 6 skills/actions in your game. What would they be? How far do you think you could push the gameplay with just six?
(And no, you don't get stuff like "Defend" for free)
>>
>>2156497
I found out I'm pretty awful at dungeon design throughout the whole process, so I can't say I'm surprised. Maybe I'll add EZ mode and include a map soon.
I'm getting filtered by sleepless right now. Mapped out 1F entirely. If A-G is X axis (Left to right) and 1-7 is Y axis (up to down), i think there's 2 doors on the north wall of E3 that just don't work or something.
I've been roaming around aimlessly and get rekt by ribbons, and can't really get many souls since none of the monsters want to talk to me. Also the stairs don't seem to work. No idea if that's intended. But I can't figure out what to do next.
>>
>>2156536
>If you could only have 6 skills/actions in your game. What would they be? How far do you think you could push the gameplay with just six?
>(And no, you don't get stuff like "Defend" for free)
If it's only 6 skills then why you wouldn't get a defend action? would all 6 of those skill be offensive stuff? And what do you mean "for free" does that mean that you might get more than the six actions, just not for free, that you don't get all your 6 actions at the beggining, or that it would have a resource cost?
Anyway my 6 skills would be
-Single target attack
-AoE attack
-Defend
-Some form of healing
-Some form of CC
-A buff
>>
School Duel is giving me an error and saying it can't find vehicle.png. Which is weird, because MV doesn't even have an RTP to install?
>>
>>2156544
Thank you for pointing out these bugs, I didn't do much playtesting this time around so there's more than several bugs in Sleepless. I've fixed the door issue and spirits SHOULD want to talk to you now even if you messed up a conversation in an earlier battle.
I messed up the passability settings in the stairs, but you should know what to do now with the stairs. There should be some NPCs in a room that will allow you to start a quest to recruit Xinmei. Also, I just realized this while going through the files, but I forgot to add in a method for recruiting Mr. Dulac.
I'll have to sit down and thoroughly check this thing for more bugs once I get home. For now, there's a new version up that fixes the ones you listed.
>>
>>2156608
Ah shit, works for me when I playtest, I'll look at it real quick.
https://cloudydaze322.itch.io/schoolduel
I made the page pretty, feel bad for updating it so late
>>
>>2156608
Okay I figured it out
RPGMaker kinda spergs out if that file isn't in the game, even if it's never used. This time I exported it without leaving out unused files and it ran. Reuploading now, but again, first to mediafire.
>>
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Fixed!
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This was the most soulful hour I've experienced in some time. Good goddamn job with all the little details, the last-jam references, the tropes, the wackiness. It's an easy cruise through the game but it's hard to complain when literally every single dialogue box has this kind of effort put into it.
>>
>>2156497
Im getting filtered by the window resolution
>Launch game and it's the size of a postage stamp
>Reboot out of Linux to Windows, still a postage stamp
>Force maximize the window, now a postage stamp in very large window
>Lower monitor down to 640x480 reso, it still only takes up a third of the screen
Am i being a retard here or is this just how RPGM works?
>>
>>2156686
>>2156697
>>2156729
Nice, downloaded again.
>>
>>2156740
You may need to right click on it and change your high DPI settings. For some reason, changing it between application/system sometimes has it start at a different default scaling, which subsequently affects everything else.
>>
>>2155672
Make the goth girl's tits four times bigger.
>>
Got Artificial Spirit Division to a version you can actually play through in its entirety. If you already downloaded all the jam games (>>2156211 >>2156464), you'll need the re-download the 0.8 version to be able to actually hopefully play through it.

I'll continue over the next few days to fix bugs as well as add more dialogues and things to do in-between activities to make the hallways and challenges feel less samey. Maybe try and get some actual music ready too, while I'm at it. Barring any softlocks, glaring errors or disasters that will need immediate fixing, I'll probably post all the changes from now as a final single release when it's ready.
>>
>>2156536
If this is for each characters, treat it like a MOBA.
1 for Attack (with unique effects)
1 for Defend (with unique effects)
3 basic skills
1 ultimate skill
If you have a 4-man party, that's 4 options you can choose from each turn.
I think the depth of gameplay comes from not only that though, it also depends on
>positioning (front/back row only? 3x3 grid? full-blown TRPG map?)
>time system (classic turn-based? ATB? any turn manipulation system (Brave/Default, Press Turn)?)
>damage types/resistances
>meaningful buffs/status effects

Tell you what, I'll attempt this on my game and then you could judge whether the gameplay is good enough.
>>
>>2156750
Played YNGVAR all night, which is my first rpgmaker game ever played and utterly excellent.
Went back to play around with dungeon club after and see if i could get it larger than 8x8 pixels. Turns out i am slightly retarded and the load screen tells you to press f4 for fullscreen (in very tiny letters). F5 lets me scale it too.
>>
Alright after school dungeon club is pretty great (the music choice is on point too). The dungeon crawling was a little disorienting at first but I got used to it. Funny enough I was making a 3d dungeon crawler esque in MV, and the main gameplay doesn't look too much different than mine aside from it being pumped full of other peoples plugins. I only found this general halfway through the gamejam, and some of the webms i've seen of maniacs is actually convincing me to switch over to that
I also really like the artsyle in Sleepless, and the conversation system is pretty interesting, although I'm not a fan of all the random encounters. I look forward to playing the rest of the games tomorrow.
>>
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>>2156878
Managed to fix an issue with one of the main dailies, which had forced me to disable it in v. 0.8. Had to really simplify the craft system a bit, but at least you now get an actual choice of activities every day.

Hopefully the last big fix until I start getting player feedback, and can actually get around to playing people's games.
>>
>>2156878
>>2157566
i'll play it tonight
>>
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So creators are aware, I will once again be recording and uploading playthroughs of (you)'re games so that
>you may observe a blind playthrough and use the info arising from it for your own purposes
>to archive this piece of board culture as a relic of sorts
>for lazy people who would rather watch someone else play than play games themselves
if you do NOT wish to have a playthrough of your game posted on the internets, please let me know.
>>
>>2157608
Link the videos here too
>>
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>>2157608
Please do not do a playthrough of Four Exam Fiends until it's completed, thank you very much.
i'll finish it this week, i promise

On another note, I want to ask a question. Is there way to change the effects of Guard to be different for each actors? I don't want to use scripts/plugins, the best way I can come up with is
>use a call to a common event
>then use a conditional to check who the actor using the Guard command is
>then use Force Action event on the actor to make the actor use the specified Guard-replacing skill
I haven't tried this method yet, seems like I'll have to create lots of switches with this, and even then I'm not sure if this will work. If this doesn't work and there is no other way possible, I'll give up on this I guess.
>>
>>2157608
Good job
>if you do NOT wish to have a playthrough of your game posted on the internets, please let me know.
People who don't want their games played on videos/streams are giant weenies. It's strange that these people exist outside japan.
>>
>got ace and xp on sale for 13$
>switch computer to win 8
>game isnt reading product codes like before on win7
>enter product codes in steam
>software installs fine
>try to start a new project or do anything in current open project
>game crashes

I wonder if I should have brought MV it was about 18 or something I think, anyway do any of you have problems with Ace/XP? If I could use the direct DL of them that I got when I brought the games I would use them but for whatever reason the product keys aren't reading and it's probably because of the OS? I checked the rpgmaker forums and the thread I had looked at said to re-dl it etc and the steps I took didn't work. I didn't want to use the steam versions since steam always runs in the background and slows my toaster down, sometimes I forget to open the task manager and end it. Other than that though it's been crashing on me, anyone else have this problem? I just want to work on my game. ;_;
>>
>>2157671
Man am I conflicted on that one.

I want my "game" prototype to be seen even though it's an unfinished unplayable mess and I'll come off like an attention whore if I openly encourage it.

I definitely don't want to discourage a run of it since I really hate denying others something innocuous over personal image, but my "game" prototype is an unfinished mess that will definitely backfire on me.

Or the man doing the video already dismissed it as an unfinished product and I'm having a headache over nothing.

Oh, I've just realized that I come off being obnoxious even by posting this. Fucking hell.
>>
>>2157689
One of the reasons why I took on GODOT - download a version, run and you can go on developing in a matter of minutes. RPGMakers always bug on me hard for some cosmic reason.
>>
>>2157689
VX ace has more limitation than MV (lower screensize without script for example) and have more obscure programming language if you are making your own plugin, but it's older and therefore have more support compared to MV, which in my opinion have shittier plugin or blocked behind paywall. They both have shit default tileset, but VX ace's is slightly better.
>>
Does anyone know where to get rm2k3 barring Steam? I've found the Portuguese version but wanting English
>>
>>2157707
The steam release is drm-free so consider the implications of this if you're trying to do a high seas voyage approach.
>>
>>2157773
found it
mods, you can close the thread now :-)
>>
Putting out an extremely important update to After School Dungeon Club, somehow my stupid ass managed to do a wrong switch which prevented a certiain girl in a red hat from appearing AT ALL, therefore preventing you from even clearing the game properly.
Also gonna suck it up and add in a completely optional map toggle which you can decide to activate at the start of the game. Otherwise, the item that enables it will still be available in its usual place, albeit with the usual penalty for equipping it. Will post a link once the update is out.
>>
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>>2157144
Thank you anon!! I'm glad you played my game and enjoyed it.
>>
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>>2157906
All right, it's up. There's a few other tweaks and fixes in there as well. Those of you who thought you'd beaten the game but got confused about where it ends, it might make more sense now.
>>
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>>2145158
some progress
>>
>>2157700
I do have Godot but rpgmaker "does everything for you." I should probably get around to learning either their documentation or C so I can work on my game. It's good for 2D sprite work yeah? Has the 3D for Godot improved? I've heard that 3D isn't really too great for it
>>
>>2159124
>I do have Godot but rpgmaker "does everything for you."
This, I use Unity and you guys have it convenient.
But again I could probably spend a week setting up a framework and then copy it when I feel like making a new RPG.
>>
Bug Report for Artificial Spirit Division: On day 1, I made charms in my room. On day 2, I equipped diligent and did so again, but I didn't seem to get extra, and more importantly, the game said "4 days remaining" again instead of 3 and then got stuck on a black screen.
Really enjoying the game so far, though! The face graphics are super super cute and the characters are charming.
>>
>>2159170
Oh, also, even though it showed a black screen, I was still able to enter the menu. Not sure what exactly is going on, just thought to mention that too.
>>
Really had fun with School Says Six Senses. The tone, plot and pacing reminded me a lot of those 80s schoolgirl comedy anime OVAs, where anything goes.
>>
>>2159170
>>2159173
Ah and yes just to clarify, this is on version .81 of the game. Sorry I'll be quiet now.
>>
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This is gonna be good. I was excited to see Isekai Madness got a sequel.
>>
>>2159197
Hope you like it!
>>
>>2159170
>>2159173
>>2159189
Thanks for the heads up. The day transitions were really messed up, so it was a major bug that would have kept anyone from progressing.

I should have a new, fixed version up in an hour, although I'd recommend rolling back to a save before the Fieldwork Exercise if you're transferring them.
>>
>>2159170
>>2159303
That took forever to reupload, but the new version should be working now. Next jam I'm making a nice and compact 2k3 game.
>>
>>2158994
Nice
>>
>>2159901
v.82 now starts with "day of the cadet exam" and Erik saying "gotta find my partner and talk to mari" unfortunately.
>>
>>2160184
AAAAA
>>
>>2160255
it's okay anon, i've absolutely been there before. i really hate to be the guy that has to keep shooting you, i'm not trying to nag or get on your case, i just enjoy what i've seen and wanna see the whole game.
>>
>>2159901
>tfw every jam another 2k/2k3 user appears
love to see it
>>
I didn't realize that School Says Six Senses was done by Raw-Inversion anon. This is a pretty damn good jump in quality, kudos to you.
>>
>>2159232
Left my overall thoughts on a comment on your itch page, very nicely done. Bronwyn and Lebben are such a great pair, and I was happy to see Phoebe make an appearance, too.

The only real bug I found was that after you beat the old man who runs the bar, the options will change to shop/no, and picking no will lead to fighting him again. That and I think some of the shopkeepers could be fought more than once (maybe intentional). Great fun, though, really enjoyed my time with it.
>>
>>2160262
No, I appreciate the feedback a lot, please keep it coming! Especially if the bugs are this serious. I just wish it didn't take so long to re-upload fixes.

Speaking of which, the new version should now be up.
>>
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>>2155699
Smug star girl!
>>2156738
Thank you, I'm glad you liked all the little details and such! Looking back at the difficulty, I think it might be that I made the party members too strong/level up a little too fast.
>>
>>2160525
Thanks for letting me know, I already updated the game to fix those things.

Also while there isn't another route, if you "finish" Mel's story you get to talk to more people in the ending, and something happens if you kill certain people in the town, like the mechanic.
>>
>>2160603
>please keep it coming
Incidentally, I did quickly-ish find another one: I ended the exam on day 2 with Erik down and Mattie still up, so when Mattie left the party during free time, I instantly got a game over. Gotta insert a party recovery afterward or else that might happen to unskilled folks like me, haha.
>>
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Hat World translation has been progressing steadily, one route is essentially finished but still has a lot of holes, thank you for listening.
>>
>>2160655
glad to see ya'll are still working on it.
>>
>>2160603
>>2160642
Annnd, unfortunately I'm still getting the hang in the same spot. I've uploaded my save file, it might help you out to have it so you can check and see which switches/variables etc. are activating that aren't supposed to or something:
https://www.mediafire.com/file/aq7nlbwolvwwwqr/file3.rpgsave/file
>>
>>2160621
https://youtu.be/8pjQb74TqCo
I'd say based on my run it was probably less about the leveling and more on having immediate and constant access to abilities that made it very difficult to lose, but I'll argue in favor of it since it worked well in maintaining the game's pace.
>>
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>>2160655
That's neat, the game looks interesting
>>
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Congrats to all jam participants!
2k/2k3 entries with custom engines are awesome.
One day I'll finish a RPG too.

>>2158994
Looks great!
What are you using to make it?

>>2160655
Impressive GFX.
Are you posting its progress on a blog or something?

>>2145899
I just have finished the skills menu of my shitty GBA RPG.
For once I have not coded like a monkey, I have tried to make it using using a model view controller pattern.
I hope to reuse it for the items menu and more.
>>
>>2143799
oops i forgot again hahaha
>>
>>2161091
thanks anon. i'm using gamemaker
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>>2160664
Thanks for the save file, that helped a lot. Turned out there was a very specific side room at a specific instance that was taking you back in time and softlocking you. Cleaned up some other time-related conflicts as well. New version should be up again.

Apologies for flooding the thread like this with constant patches. I look forward to the day people can actually get to my game's ending.
>>
Playing Sleepless now and the difficulty spike with Anne is filtering me. My healing can't keep up with her attack. What's the strategy for beating her?
>>
>>2161292
Good stuff, I'm gonna grab some lunch then give it another spin.
>>
>>2161707
I took a look at Anne's stats and HOLY fuck did I completely forget to adjust them. I'll roll out an update real quick so that her stats aren't completely ridiculous. Just in case, here's a few things you might not have encountered yet that can help with the other bosses:
If you've unlocked the secret shop (through a quest you can get in one of the classrooms), then they sell items that give you resist to certain elements and also better armor.
You can recruit Mr. Dulac by talking to the janitor and doing his quest. After you complete it, you get a key to unlock a room on the west side of the school.
Eris is weak to holy element attacks, which you can get from talking to an Angel. I suggest you focus down Eris first, since she spams annoying ailment attacks. Generally, all the bosses are weak to an element.
>>
>>2161707
>>2161830
Alright, the update should be live now. Let me know if you see anything else that seems unusually difficult/annoying.
>>
>>2158994
Really nice to see this develop over the months.
You anywhere near the finish?
>>
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>>2161292
Finished the game! A few things:
I found Ryouji's key in my locker, but it didn't get added to my inventory and I wasn't able to give it back to him/use it anywhere, at least not that I was able to find.
In the finale, after saving Aiko and her friend, it said I developed the focus "rescuer" but it wasn't added to my inventory.
Sometimes the red Kotori-Bakos will do 200ish damage in a single hit, I don't think this is an oversight so much as a matter of me not really understanding how the battle system works fully? I still managed to defeat the regular boss as well as the Sokushinbutsu boss (which was a doozy).
I also played through a second time to do the Aster Route, which I enjoyed a whole lot, too. damn, she's REALLY good at fighting with those special attacks. I will say that on said route, when I developed the "jokester" focus it didn't get added to my inventory, either, unfortunately, but that wasn't much of an issue. I found the game to overall be extremely charming, and both endings gave me nice, warm feelings. I really enjoyed your game, anon, glad you were able to get it all working.
>>
>>2162081
Also, one more thing that I REALLY liked was (ending spoilers for artificial spirit division) the way Erik covered for Mattie on her route, but Aster covered for Erik on the Aster route. I thought that was neat, and the way Erik came rushing in to give Aster a hug at the end was really sweet.
>>
>>2143799
This thread is full of creatively bankrupt manchildren who got groomed by gookchink nostalgia-bait simulators.
>>
>>2162081
>>2162096
That is a huge relief to hear the main plot is fully playable now. I'm glad you enjoyed the story.

If you were the same anon that was pointing out the big game-breaking bugs these past days as well, thank you very much for guinea-pigging multiple times through the game and bearing with it. It was a really big help. I'll still keep fixing those item drops and any other problems that might come up, but at least I won't have to make in-thread announcements every time a new version is up anymore.

The red Kotori-Bakos hit very hard when your Position is high, the blue ones when it's zero. I might put some clearer in-game hints to that other than their attack dialogues.
>>
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Making a pseudo hybrid of Point and click-CRPG, how do you guys prefer your dialogue? Established character so I think right now the approach is you select one reply to the conversation and that reply lasts for two lines or so, the main issue is that the player can't see what the other two lines are.
Wish I could do it like Disco Elysium did but this will have to do
>>
>>2162148
I was, and I'm glad I was able to help it get to this point, especially since I wasn't able to submit a game this time so it makes me feel like I at least contributed SOMETHING, ahaha.
>spoiler
I kind of got the feeling that's what was going on! I was mainly noticing that if my PST got too high or too low, that's when I was getting beat up the hardest. By the time I was on the final battle on my second playthrough with Aster, I was pretty good and cleared the Sokushibutsu version of the finale pretty handily.
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Really enjoying my time with Sleepless so far. What are you anons playing?
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>>2162307
Got School:Duel loaded up for this evening. I hear begging is overpowered, but I'll be damned if I resort to it.
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>>2162307
Going for the third elemental staff in yngvar and getting filtered by death wasps
Btw is anyone gonna update the old jam games image?
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>>2162378
Goburinbro usually maintains that, i think. He'll probably wait til he's finished all of the jam games to do it.
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>>2160658
>>2161091
It's mostly the long grind right now so there's not much of interest to talk about that aren't spoilers.

>>2160675
Really hope everyone will enjoy this game as much as I do once it's done.
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>>2162378
>>2162415
Yeah, I haven't been feeling 100% due to allergies and lack of sleep for the past some odd days, so I haven't been able to go hard on the playing of games like I usually do, so it may take a few days before that image gets updated. I've also been slowly doing image editing work for >>2162449 Hat World and my own personal projects like experimenting further with RM2k3 Maniacs (picrel: working on making a "stock menus plus" that would replace the basic menus and add extra capabilities, but I'm still a ways from doing that)
>>
Got the shop menu to now show the name of the shop. Had to do it in a rather roundabout way because of how RPG Maker handles shops. I set a specific variable to the name of the store before doing shop processing, then molested Yanfly's shop plugin so that it displays a new window with that variable in it.
After all this fucking about I think I can officially consider my shop menu finished.
>>
Anyone using plugins to bind pictures to map (for parallax)? Galv's Layers doesnt work for me and neither does TDD's Bind Pictures to Map Plugin
>>
Does anybody have experience using FPLE? I was hoping there'd be something more of a guide. Right now I'm trying to figure out how to load additional tiles and their pictures for them.
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Finished the general skillset design for all the characters, but still haven't decided the numbers yet. How long should a boss fight take? Is 10 turns too long?

In the meantime, I'm working on implementing some of the more complex skills and systems. Currently done implementing
>party position targeting system a la FF1
>a steal skill
>a concentration skill that applies a state, then consumes that state next turn for the attack. the state is removed upon taking damage
>>
>>2162028
Thanks anon. I'm expecting to finish this game in ~6 months
>>
>>2162768
good stuff anon.
>how long should a boss fight take?
i don't think it necessarily needs to be measured in terms of turn order, since certain comps will do it slower than others (high dps high risk teams vs. low dps "lame it out" teams). as long as the player has options to deal with what the boss is going to do, i think there's no specific time to aim for.
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>>2161862
Thanks. I've beaten the 4 girls but now I can't seem to find Xinmei anywhere. I've checked all the rooms already I think. If I speak again with the 2 girls, they'll say I haven't beat any of them yet.
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>>2162994
Looked into it and found out that I messed something up with the variables, uploaded a fix that should hopefully work.
If you've been to the teacher's lounge, Xinmei should be in a locked room within that hallway.
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>>2162479
tfw finally solved the problem I was most worried about in all of CMS building which is the whole edge scrolling thing.
Took me long enough to devise a solution, but now that I know the theory I won't have to fuck with it too badly ever again.
I know it's stupidly simple seeming but it's also the shit no one ever discusses in any guide anywhere ever, so you're on your own for it
>>
>>2163091
is this pure eventing?
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>>2163055
Alright, I managed to reach the 2nd floor, played a little more and found some bugs. Unfortunately the game crashes every time I enter a battle with Chessie. D: Apparently, I can't escape from Chessie battles so the crash is unavoidable... The talk ability seems to do nothing on Cockatrice. Also, the doors can't be entered or interacted with even though there are arrows pointing to it.
>>
>jam ends
>NOW i want to make a game
next jam when?
>>
>>2163234
NOW
or later idk
some sort of halloween theme probably
>>
>>2163261
Personally I'd like it if it started somewhere in mid october, just so I have a little more to rest my brain and organize some of my ideas.
>>
>>2163234
>>2163261
If we start it on Sun. that would give anons 3 weeks to make a Halloween game.
I guarantee you that people are already starting though lol
Should mix up the theme to bamboozle the early starters
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>>2163117
It is pure eventing.
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>>2162449
Shame.
Is there any info of vids out there about the battle system and other gameplay stuff?

>>2161091
I just have finished the entire skill loop: selecting the skill, reducing player hp/mp, hurting the enemy and stunning it if it has weak affinity against the skill, repeating turn, etc.
>>
>>2163384
obscene, crass and hilarious
>>
>>2163312
>I guarantee you that people are already starting though lol
Probably but there's nothing wrong with that is there, we aren't really competing with each other.
We shouldn't punish the sane people starting early because the flipside is waiting until last weekend and not making it.
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https://vocaroo.com/1j0DrQMpRBd0
thoughts on this? it's inspired partially by Finnegan's theme from Soul Hackers (who the character is mostly based on) and partially by Spamton's theme
>>
>>2163362
not with that show string picture command
>>
Is it possible to make autotiles in 32x32 for rpg maker mv?
>>
Any advice on making battle transitions, animations, etc. faster?
Most of my game is autobattle and I don't want the player to wait around that much.
>>
>>2163947
Using MV sideview by the way.
>>
Playing After School Dungeon Club. I'm at the part where Maura leaves after I activate the portal. I think I'm supposed to use this portal to leave the dungeon but I'm unable to interact with it and am now stuck.
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>>2163384
There's this recording.
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does the sprite look too small
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>>2164446
Depends on what you're going for aesthetically, I guess. Feels a bit small in my opinion though, maybe make the head a bit larger/noticeable?
>>
>>2164446
i'd go for just a little bit wider and a little bit taller. see how wide the doorframes look compared to him? try standing in a doorframe irl and notice how much space you've got around you. just my imo
>>
>>2163147
Thanks for the bug report, I looked into it and found out what was causing the error:
I didn't do much in the way of stat adjustment for some of the later enemies, so I had Chessie's MP set to 0, but there was an ability that it was using that was apparently dividing by its MP. I've fixed this one and the other one as well. I'm planning to do a deeper look into the door issue tonight and maybe finetune some bits, so please wait warmly.
>>
What do you guys recommend I use as a complete novice? I think the last time I touched RPGmaker was somewhere in the WinXP era. Really, I'd just like to make a porn game of some kind, something above a literal VN but below a full fledged RPG. Would RPGmaker be suitable to get the ball rolling, or should I investigate other avenues?
>>
>>2165096
Rpg maker mv will be plenty if that's your goal. Porn game fans care more about the cgs and writing than the engine you use. Star knightess aura dev started out asking basic questions in this very thread at the start of the year and now homeboy's pulling like 1.5k a month on patreon.
>>
>>2165096
rpgmaker is fine for that, but if you're a complete newb I'd also recommend something like godot, the barrier of entry is higher since you need to learn a little progaming, but you'll also have to learn rpgmaker anyway if you want to make something good, so you're just kicking the can further anyway.

I'm not saying rpgmaker is bad at all though, the sequel games are great and they're rpg maker.
>>
>>2164132
Thank you for letting me know, I just updated the game with a quick fix for that. Sometimes the 3D dungeon events (especially ones that move around) are a huge pain to get right since getting their exact order of operations is so critical, and it's not as easy to "cheat" the order or certain other things like it is when doing a more standard game.
>>
>>2165128
>>2165137
I appreciate the tips, guys. Between MV and MZ, is MV fine despite being the same price? I'm assuming it's one of those things where MV being older has more available tutorials and resources.
>>
>>2165227
MZ sucks ass so MV is the better one.
>>
>>2165237
Shit, alright then, thanks.
>>
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how about now
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>>2165262
an excellent solution
those vases are massive however
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>>2145158
Damn. Was that all rpg maker or what?
>>
>>2165262
Definitely looks better.
>>
>>2163475
What's this for? If it's for playing when an important character shows up or just music for a dungeon level then I think it sounds pretty good, if it's for a battle then maybe a bit faster? or something to get the excitement up.
I really like the bass line and strings in the background
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>>2165221
Just finished the game! I've had a great time with it. The dungeon crawling really reminded me of Etrian Odyssey, down to the drawing of maps. I've posted a review on your submission page, cheers!
Some bugs I found:
>in the first dungeon with Brad, the map stops working after moving up to a certain point
>at one point in the 2nd dungeon, I'm suddenly unable to use any of the skill learning items. It will state "Everyone already knows skill"
>"All Night Mantle" not in inventory after defeating vampire enemy
>"Bucket Helm Steel Book" not in inventory after defeating bucket enemy
>final boss has no battle music
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>>2165801
Would you mind uploading your save to catbox or something so I can check out the variable/switch settings? I'd like to take a look at some things to figure out what happened with the skill learning among other things. I think that RPG2k3 Maniacs has some issues of its own that I'll need to learn how to deal with. During my playtesting I'd see stuff like
>turn counter would suddenly just start out at 1 all the time instead of 0 (even when forcing it to be 0 in multiple ways, it would still do this occasionally)
>when taking actions too quickly, the turn counter would count extra turns
>bonus calculation seems to skip parts of well-formed conditional branches and will be a LOT higher than it should be (though this isn't the worst problem as I found out, the game is far better balanced with the higher on average payouts since healing is still not THAT easy to load up on unless you really go out of your way to grind)
>music would randomly change to something that it wasn't supposed to be (had the upper half music of the "real" dungeon suddenly play while in the /VRPG/ section of the lower half, for instance)
I never had the music NOT play outright however, so that's pretty odd.
The map failure in the 1st dungeon is a literal map failure since I hadn't decided to implement an on-the-fly map viewer until pretty late and didn't consider the edges/etc until it was too late and I couldn't be bothered to fix it with hours remaining before the deadline. Originally there was going to be a separate map view screen you'd swap between, but it kind of messed with the flow of the game a bit
I'm glad you enjoyed it and am very very sad there wasn't a submission from you this time around quizmaster saga when?
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>>2165831
Here you go
https://files.catbox.moe/467v35.lsd
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Do you think the wall looks too thin?
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>>2165847
Compared to the top/bottom, yeah it looks a bit weird. Try making the top/bottom shorter or the doors larger I guess.
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>>2165849
Well it's supposed to be cthulhu mythos clone which also a clone of an old NES game sweet home.
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>>2165842
Thanks, just found out the dumb reason why skill learning didn't work.
>thought I'd set the learn checks up as a somewhat automated indirect reference series and just copied and pasted the same event code over and over, which you can totally do if you set that all up correctly
>turns out I really freaking didn't do that
>game denies you learning new skills if all members know Pyre at the same time due to bad copypasta code
>therefore game also won't stop you from learning your way to thousands of stats if you just keep buying cheap Zaps/Aquas/etc and stacking them
wellp. time to go and fix that
>>
>>2165879
Well, actually scratch the mad powerhouse mode thing, it worked for exactly 1 thing due to strangely specific circumstances that only I would likely know due to this jank eventing.
>>
>>2165765
It's an encounter theme for a reoccurring rival character. By now I've already incorporated it into the game's demo, so let me know if you think it works in context
https://mammothplant.itch.io/mirrored-soul
>>
>>2163147
>>2164939
Alright, I've uploaded a fix for the problems on the 2nd floor. Admittedly, it's a lot more barren compared to the 1st floor, but there are still a few things you can miss.
>>
>>2166028
Thanks, the game no longer crashes and I just found Tristia. Now I'm not sure what to do in the 2nd floor. I've managed to find 2 doors (top-right and top-left) that I think are supposed to act as switches(?). But nothing seems to change and I can't open the 2 locked doors at the end of the maze.
>>
>>2165277
gamemaker
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>>2143799
I just wanna say I am really proud of you all.
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>>2163384
What font are you using?
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>>2163425
Just as I wanted :)

>>2163475
Looks great! Maybe the eye scar is a bit too much?

>>2164350
Impressive! Does it autoplay or is it just that the menu is not visible most of the time?

>>2165847
Yeah, and it is weird than some doors are squared and others not. Take a look at 2D Zeldas, they nailed that building style.

>>2166639
GBA FF Tactics for the common characters and GBA Kingdom Hearts for the small digits I think and Comic Sans for some big characters.
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>>2166712
It's an auto-battle feature, it's pretty competent as far as I know but as I haven't used it much myself since it was added after I personally finished the game I doubt it can handle the harder battles.
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>>2166712
it was just for testing on how many default tileset I can reuse.
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>>2166257
There's a 3rd door that activates a switch for opening the library near Tristia's room. Since you already have the other two, you only need to turn on that one.
Once you've found all three of them, you should see a message that lets you know that the library is open if everything works.
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>>2166712
>Looks great! Maybe the eye scar is a bit too much?
Thanks but I was actually talking about the song. That's just concept art
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>>2167269
Can't believe I missed that one... Anyway, I've beaten the game! It was honestly kinda tedious at some parts but overall I enjoyed it, especially the characters and dialogue. Left a review on your submission page.
Some minor bugs:
>monsters don't accept Goritos in negotiations even when you have it
>infinite Metal Bracelets from the bin
>leaving the toilet that Sofia is in will transport you to the wrong entrance
>the girl who asked me to find her lispy friend doesn't recognize that I've found her
>Xinmei's escape skill is unusable
>Koberu's sublimation skill wears off instantly
>>
>>2165831
>>2165879
>>2168722
Didn't use RPG Maker since I was a little kid, is this what eventing looks like nowadays?
>>
>>2168966
Thanks for playing through all of Sleepless, and congratulations on finishing it! It's a lot more gameplay-oriented and open-ended compared to what I've made so far, but with that also comes more balancing issues. I'm glad you enjoyed it, despite the amount of tedium/lack of playtesting in the game.
I was going to put in more quality of life features at first, but I either wasn't sure whether or not to put some of them in OR ran out of time for actually implementing it. Thinking about it a little more, it would probably have been a good idea to put in more QoL features, since I can't imagine how many people must have just gotten frustrated with parts of the game and quit.
As an example, I was planning on putting in an in-game map from the very start labelled with room numbers that would fill up as you went from room to room, but I never finished making it. If I made an expanded version of Sleepless down the line, I would probably put in things like a map and quest log to reduce tedium.
I will say the entire 2nd floor is a lot more tedious than I wanted it to be. If I had a good puzzle planned, it would be there in place of what is currently the 2nd floor. Actually, I also wanted to put in more math puzzles like in Pail, but had a hard time finding some that would be reasonably easy enough to solve while still being challenging for somebody not experienced with solving those kinds of problems.

As for the bugs: I'll try to fix these over the weekend. I had Sublimination set to only work if you were over a certain level depending on the floor, but maybe I fucked something up there. Thanks for the patience in dealing with them.
>>
Here's a really stupid jam idea

It's halloween right? The time when you dress up in a costume.
So the twist will be to make a game that LOOKS like an RPG, but isn't one.
As an example, imagine the usual RPG Maker walking simulator, but you can find weapons and armors to equip, but they don't matter as there's no combat ever (or they could be key items, used to progress the story)

How dumb is this? Originally I wanted to suggest just "halloween walking simulator" jam
>>
>>2169213
To do this you will have to ask a question, what IS an RPG?
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>>2169213
wait at least 2 weeks to make new jam.
>>
Finally starting up Yngvar. Kicked the bucket on purpose to hear the mf'ing Bee Gees. Playing in zoomer mode though, sorry iowacorn. You know you can just make a switch that sets that before the game properly starts so you need not release 2 separate versions?
>>
Slowly running out of dumb shit to code into my blobber and may have to start making the game proper soon.
Fuck bros i can't draw this is gonna be painful
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>>2170382
Just keep the code open-ended enough that you can keep building new stuff into it as you go. Nothing worse than thinking of a feature you'd like to add only to have to re-do swathes of code from scratch.
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>>2169633
>Kicked the bucket on purpose to hear the mf'ing Bee Gees
Did you catch my joke in the pot, at the entrance of the Prison? You know, the 5G? Hehe.
>Playing in zoomer mode though, sorry iowacorn. You know you can just make a switch that sets that before the game properly starts so you need not release 2 separate versions?
I said I wouldn't judge anyone's choice and I'm sticking to that. If higher move speed is what gets people to play my games, that's okay :) I don't know how the switch would work though, could you elaborate please?
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>>2170455
Do it like this and just ask the player before the game starts "zoomer mode yes no" or something. Or make it something that can be changed later on if so desired.
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>>2143799
What version should i use?
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>>2170512
I see, I see. I should've implemented that earlier. I'm too lazy to change it now. It is what it is... Maybe the next game jam I'll do this.
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>>2170534
rpg maker mv is best for new, your choice of 2k or 2k3 for retro, based on whether your prefer dq style battles or final fantasy atb battles respectively.
>>
>>2160668
Watching your playthrough, I can see what you mean. Quickest solution I can think of is making skills overall more costly, and maybe making healing less effortless. If the way things are now benefits the game, though, I'll try not to worry too much about it. Just gotta keep better skill balance in mind for future things. (I'm glad you used "Search Backpack" a lot, by the way. As someone mostly still new to RPGM, it felt great to make that skill actually work!) Also, I want to apologize for what feels like baiting with how the Chemistry room only has one interaction. I originally intended to throw more things in there at first, along with the cafeteria, but couldn't... Speaking of that, there's a couple of easy to miss scenes in the game, like one for unequipping Cooper's shades in the menu! Really, I guess I was mostly worried about someone one-shotting everything while thinking "What is this?!" the whole time, so I'm thankful it's not quite THAT unbalanced. Even if it was, it would probably still fit the game just fine, honestly. Anyway, sorry for the late reply, and let me thank you again for playing my game!!
>>
>use yanfly plugins
>everything breaks
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>>2170805
I just steal from japanese "games" readme because I know those plugin will never interfere with each other unlike western plugin, what's with that?
>>
>>2170829
They're fundamentally modular since they understand that everybody wants to make a different game.
>>
>>2170543
So question
Where are you "supposed" to go after going to the town with the TinyMedal princess?
It's really open-ended but everywhere I go, I'm getting fucked by the trash fights hardcore.
I tried going to the volcano which seemed about the right level but even with fire resistance the dragon just steamrolled the whole crew in a few turns.
Did I miss a zone between here and there or is this just how it is?
>>
>>2170905
Not the dev.
There's two locked doors you've already seen and now you've got a key. I the dungeon they lead to is the one you're meant to go to.
I did the volcano first too and ending up grinding a few levels to get through it.
>>
>>2171256
Fuck, i meant to spoiler all of that.
:(
>>
So stealing songs from old JRPGs and obscure Soundclouds seems fairly standard practice when people don't make their own music for jams. But how kosher would flat-out stealing a lesser-known James Horner piece be? It fits really well what I'm trying to go for.
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Got all skills done and implemented well, almost all, there are some context-sensitive skills left like Steal, end up changing the default damage formula to a.atk^2/(a.atk+b.def). Not a fan of subtractive defense.
Each student ends up having a grand total of 5 skills: an Attack skill that gives effects to normal attacks, universal Defend skill that also recovers a little HP and MP, 2 basic skills, and a Ultimate skill that is usable only on 100 TP. At first I aim for 6 skills total per students as put forward by >>2156536, but can't think of more unique skills for some of the students and decided to cut it altogether. I'm not too worried about it though since any holes in the comp skillset will be covered by items.

>>2162820
Decided to aim for 6-8 turns for the standard battle duration. 10 turns or more is definitely possible for defensive teams, also the player can deliberately delay the kill to fill up the TP bar so they can dump ultimates on the next boss. It's not going to be that easy, though.
Some other party building possibilities include a cheesy comp for those who like it instant death setup, chaser comp a la Etrian Odyssey, and Ultimate spam comp.

Now only the bosses are left, the general concept for each of the bosses is done (high damage high defense, minion master, status effect/debuff trickster, and duo/tandem boss), but I haven't decided on the movesets yet. Progress is slow because of The International. May need at least a day of implementing the bosses and another day of playtesting of balancing. this is taking longer than i thought kek
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>>2170905
>>2171256
I wonder if anyone has beaten the Tower of Despair, the "secret" dungeon I made. It's harder than Lord Wyrm's tower. Is it actually beatable? I didn't have time to test level balancing without some grinding.
>>
Damn Hodgepodge sure have lot of soul
>>
Just beat Artificial Spirit Division and like the idea of how the battles work, but would have liked to see a more gradual buildup into it in the form of more battles with a greater variety of mobs to mess around with stuff.
Getting this stuff done in jam time limits can really make it tough to pace but there were a lot of things that seemed to go either under-explained or unexplained. Being able to buy upgrade parts which enable additional skills is a good thing and an idea I enjoy dearly, but there weren't really enough opportunities to see what most of them did, and a lot more choices than I knew what to do with. I pretty much had to go by "oooh a gold star" or "this one sounds cooler than the rest" rather than "this will let me battle how I want to." Again, I think this is probably solved by more true gameplay and battles against a greater spread of enemy types, and perhaps a slower trickle in of skill acquisition early on.
>>
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Just "finished" School Duel. Ended up encountering a serious bug somewhere around Rank 601 (shortly following the Double Doberman fight) in which, after a fight, I couldn't move my character back in my room. Tried reloading to an older save, and it had me fight the Doberman fight again, after which it still glitched out.

I left a more in-depth opinion of the mechanics on the game's page, but overall I felt like I was going full lobotomized cavewoman, being constantly on the attack regardless of the enemy or circumstances. Didn't 't help that I didn't quite figure out that pencils actually did something immediately, so I slogged through the first 100 ranks or so throttling enemies without any equipment, stupidly saving up for the Mirror instead.
>>
>>2172764
Oh, and since you asked to mention it on the game's page, it took me about 2 hours to get to that rank. I can't tell you how much of that was due to my retarded approach, though.
>>
>>2172595
I was running very short on time, but I hadn't really thought of that angle. I'd included the "practice mode" in the sims to try and give somewhere you could try out skills and mechanics unlimited times, but it was a very token quick fix. Since I don't really want to have grinding areas, the fix to the problem to me seems to just add more days before the exam and enemy variety /amount in the sims and field practice.
>a slower trickle of skill acquisition early on
That's a good tip, and would be very easy to implement.

Thanks for the feedback. Hope you enjoyed the game in spite of those issues.
>>
Is there a way to make the player enter/exit the Airship state through events? Or just the same "flying over stuff" type of movement. Using MV.
>>
>>2173112
>set vehicle location: wherever player is
>get on/off vehicle
>>
Do you guys all use maniax patch or is 2k actually have higher resolution when windowed compared to vx ace?
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>>2173406
I thought VX Ace runs stock at some weird shit like 544 x 416? RM2k/3 runs at a cool 320x240 unless modified.
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>>2166723
Auto-battle should never be able to handle the harder battles, unless you want it as a very easy mode.

>>2168860
Sounds fine for a tension scene, but I'm not an audio guy, so I can't tell you much more (sorry).

>>2163384
Finished with the status spells (reduce attack, speed, etc.) and some passive skills too.
For the GFX I have setup the classic circle window raster effect but with a scaling background, color palette rotation and a bit of blending on top.
>>
>>2174431
It's fine, anon. Your game looks really fucking cool and right up my alley. Definitely something I'd get really into and tell all my friends about on a level of frequency which would border on annoying. Great work
>>
How do I add life to a map? i tried parallax but it has its limitations.
>>
Having a lot of fun with After School Dungeon Club, but I think I might have locked myself out of using the portal.
After going through the teleport maze and turning on the switch, I went back to Maura and got the option to go through the portal. I decided to stock up on some water and clear out the rest of the rooms first before going in, but after checking the room with Maura again there doesn't seem to be any way to go through the portal.
Also, I thought I was just imagining things at first, but all the Addle skillbooks that enemies drop are actually Analyze skillbooks.

Here's my savefile for reference: https://files.catbox.moe/bcl2z4.lsd
>>
How many is too many towns? Is 10+ pushing it?
>>
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>>2175137
>addle book item id 212
>messed up while setting my drop table
damn, what a silly mistake. but thanks for reporting it. As for the portal, at this point I'm just gonna have to set it up as a stationary event with "there's a portal here, looks like it's inactive" because getting it to move around while still functioning correctly is apparently too finicky.
Between playing jam games I'm trying to figure out how to change the resolution of 2k3 maniacs because what would be REALLY cool?
To do a nintendo DS-like "lower screen" map or something rather than chewing up already limited screen space
>>
>>2143799
I want to participate in the next jam. Any tips?
>>
>>2175566
have fun
>>
Is using old photoshop default shapes for attack animations too ... corny?
>>
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>>2175579
Nothing is corny if it works.
>>
>>2175255
The original FF had 10 towns and 10 dungeons iirc
I think a 1:1 ratio at the most with dungeons is preferable. You should have as many dungeons or more dungeons than you have towns imo
>>2175566
Start organizing your database and plugins early. You can figure out what you're going to do for balance and combat before a theme is announced
>>
Hey, uh, School Duel anon? What exactly am I meant to be doing in your game?
Battles pretty much devolve into
>hold Z over ATTACK
>hold Z over Back Away when out of mp
>hold Z over Band Aid when nearing death
the outcomes of these battles feel a lot more random than they should as well. there's no telling what is going to happen and sometimes you'll do zero damage or get stunlocked for several turns in a row with no real foreseeable end.
I know you were hoping that this wasn't a grindfest, but... what else is it?
I also didn't realize there were different shop categories until a few battles in, and you don't really get to go back to a previous option if you missed one of them.
None of the skills or items tell you what they do either. The shiv doesn't seem to boost stats, so what does it do that bare fists don't? After all, it seems to do no damage just as often.
I think some work on setting expectations for the player needs to be done. Item descriptions, predictability over randomness, etc. There is nothing more "grindy" than being helpless and wondering when this battle is going to be over.
Solving those issues would make the game more playable and approachable, and from there... maybe adding some narrative and freedom instead of holding the player prisoner. The text in the pictures is REALLY hard to read and you can't even go back to a previous one if you accidentally click through one.
Not gonna lie, I dropped it after about 20-30 minutes because I just didn't see any sort of change in sight.
>>
Gonna DL the newest version of Sleepless and give it another spin today.
>>
>>2177449
>jeanne d'arc is weak against fire
You cheeky bastard, I laughed.
>>
>>2177597
From the very moment I started drawing up her sprite, I couldn't resist putting that in.
The other bosses have element weaknesses that are also somewhat easy to guess. I only realized after the fact that I made too many of them weak to light-element attacks.
>>
>>2177642
Finished it up, left my thoughts on a comment on the itch page. Had a fun time with it, though that second floor really was a bit hairy, haha.
>>
I think tonight I'll play Hodgepodge High, then tomorrow start in on YNGVAR and finally Dungeon Club. I've really enjoyed the games I've played so far in this jam, I hope you guys are playing and having fun too.
>>
48x48 or 32x32 tiles and why?
>>
>>2178131
32 because it's a magnitude of 2 and the smaller the tile size the less work required to make the sprites.
This is coming from someone who stuck with the default 48 of MV and is too deep to change them.
>>
>>2178143
I've made 1 (one) map with 48 and I'm already lazy but it may be better at the end of the day
>>
What's the best UI plugin for MV?
>>
bros i'm feeling burnt out..
>>
>>2178908
Go take a break and play what inspires you. Take some notes. Observe things.
Then get back to work.
>>
>>2178912
>Go take a break
Yeah, that's the problem. how long?
>>
>>2178917
Burner here working on a year-long project. Two weeks is generally good to rest yourself. Ten days the very least, and never more than sixteen.

Just make sure you really keep away from your game, and collect the ideas you get. When you have so many ideas/fixes that you can't help to but open the engine, then you can get back.
>>
>>2178131
When it comes to tiles, less is usually more. You can cheat a bit by making an item multiple tiles when it is really necessary. Big tiles can look bland if you don't use up the space it offers for details, and if you do you might never get around the other aspects of making the game.
Unless you work in a team, and you are the appointed environment artist.
>>
What are some plugins for MV?
>>
>>2179167
More information needed to tell you what sorts of plugins would fit your needs.
>>
>>2179169
A crafting system?
>>
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>>2179241
Normal eventing, perhaps? I guess it depends on just how basic/complicated you want your crafting system to be.
I don't know where some people get off asking more than $1 for these kinds of plugins but there's options in the form of a few that pop up with a quick google search (Ramza's, Szyus, Yanfly's). Surely if you aren't against high seas voyages they can be had at a discount of sorts.
>>
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>>2168722
>been reading K&R C several hours a day, every day the last two weeks
>sick to death of pointers
>decide to take day off so that I don't have to think about pointers anymore
>come to /vrpg
>see this

Is there truly no escape?
>>
>>2179169
>>2178232
>>
>>2179288
Pointers make allot of intuitive sense once you start using them desu. Dunno why people get hung up on them.
>>
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>>2179288
>>2179406
It's too bad they're difficult to explain in a simple way because of how much setup they usually require before you can truly start to use them. A lot of existing guides on rpgm forums tend to dive in too hard while failing to explain certain basic ways they can be used, the simplest of which is in loops where you want to check values of a lot of repeating/similar variables.
>>
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>>2179288
>>
>>2179547
I tried something in vx ace and the whole game just crashed.
>>
>>2179288
I have been using pointers for decades and when I hear someone talking about them I still want to blow my head off.

Stop reading about them and start using them.
>>
>>2178131
16x16 so you could either 2x or 3x them.
>>
>>2180386
I don't get it, so you could scale them?
>>
>>2179547
>using jump to
>>
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>>2179406
>>2179743
I actually like pointers, but the book I'm learning from seemingly goes out of its way to use them in the most confusing way possible. picrel is how function pointers are introduced. I just needed a break, man.

In any case, I think I know enough about C now that I can make an RPG in it. Whether or not I should is another question, but not one that I am much preoccupied with. I'll just make something simple, then move on to a higher level language for more complicated games or get sucked into the vortex of learning ASM and modding Diablo 2.

>>2180396
Is using jump to considered harmful?
>>
>>2180714
Absolutely bad practice in actual coding
>>
>>2180714
>Is using jump to considered harmful?
The big no no, quickest and surest way to make spaghetti code.
>>
What is the benefit of using a normal loop over goto commands if they achieve the same end result?
>>
>>2180788
a loop can be more organized especially if you change things in an event later on
may have a negligible effect on processing speed, but if it's like a common event that uses the loop logic like a ridiculous amount of times it may be worth it if your game is being played on a toaster or phone
>>
>>2165847
The wall doesn't look too thin. Your main problem are the pixelated lines in the corners and around doors, they stand out because they look like they are drawn in Paint meanwhile everything else looks fairly RPG Makerish. The angled doors also have proportions wrong, the higher line should not be that wide but only very slightly wider than the line at the bottom.

t. Art-Diploma-Haver
>>
>>2180788
>goto
I think I used it once like two years ago and it was for a jam to quickly hack shit together.
Just call a function instead.
>>
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>>2180845
I can draw cute girl naked but sprite art and environmental one to boot is new field to me.
>>
>>2155672
Make the goth girl's tits four times bigger.
>>
>>2181977
Like a Lovecraftian protagonist whose mind struggles to acclimate to the true nature of reality, I can feel my sanity slipping as I attempt to come to terms with the manifold consequences of living in a world where it is possible for there to exist a post this based.
>>
>>2181977
Yeah I plan on it. Designs aren't final after all but I'm going to wait before remaking any assets. Decided to take a break since finishing the demo and am thinking of moving it over to MV3D since I prefer first person dungeon crawlers.
>>
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https://www.youtube.com/watch?v=hCfUAcHodc4
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>>2181842
Is the character sprite going to be basically head and shoulders, since the angle is directly from above? It's not a very good angle because it limits the sprite expression heavily and if you are going to use frontal sprites like the slime over there, there is going to be a constant perspective clash aesthetically. Just like if we assume the perspective is directly from above, the walls suggest the room spreads in that case and the roof covers a larger area than the floor.
>>
>>2182369
Good plan.
>>
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>making game in rpgmaker2k3
>wait for all movement command suddenly breaks and freezes during cutscenes no matter what I do
If I have to redo every goddamn cutscene I'm going to be so fucking pissed
>>
>>2183704
More specifically it proceeds with the movement and then freezes the rest of the event. Tested it with a variable changing right after the movement and that doesn't change. There's nothing blocking the character from proceeding and "skip if cannot move" doesn't work either so I genuinely have no idea what the hell is going on.
>>
>>2183415
the slime is just a placeholder, and the perspective is alright I guess. Some game like zelda on GBA uses it.
>>
>>2183844
>Some game like zelda uses it
Yeah, I know. It's visually alright enough but it just doesn't make sense perspective-wise, but not everything needs to make sense I guess. Stylistic choice.
>>
Do any of you use software to track your project's progress? I'm using a google sheet with a checklist but it seems too amateur.
>>
>>2183978
of course
notepad
>>
>>2183978
You don't necessarily need a check list or such but you do need a plan of the project so you know what you have done and what needs to be done and there are clear goals in your mind.

It can be something as simple as you writing down a brief summary of the story in chapters.
>>
>>2184804
I've done that and limited the scope as well as listing milestones like for example a demo version and the subsequent steps to full game. But i tend to lose sight of my workflow (1 hour spriting, 2 hs coding, half an hour looking at scripts etc) so I wanted to know if there was a better way to organize myself since I'm pretty much working solo.
>>
>>2183978
Lots and lots of notepads. Start a new todo one whenever the old gets too cluttered and i tend to append planning txts with how far i got and what's left to do for that topic.
Fucking mess desu
>>2184829
Can think of a few collab one's like trello. Nothing springing to mind for a solo dev tho. Maybe give the Kanban board wiki entry a look?
>>
>>2183978
Huh, someone also asked this over on agdg.
I have everything in GitLab and use the internal issue and milestone system.
>>
>>2176030
Don't worry, I plan on overhauling the current playable section of the game before moving on. I will go back and add descriptions and a "shop menu" on top of everything else. Mainly, I'll be adding faster progression and more exp gains too, so that it's less grating on top of everything else that should delude the grindyness of it.
>>
>>2172764
>>2172771
Oh god, yeah. No, I wanted this to go wayy faster than that. Actual item descriptions are on the list, I was just planning to have that be in a letter but now I'm realizing that it's a necessity.
>>
How do I hide some followers in rpg maker mv? I wanna show only 1 follower while still retaining the rest in the party.
>>
>>2185937
Nvm, just edit line 8766 of rmmz_objects.js change $gameParty.maxBattleMembers() to 2.
>>
when did yanfly paywall his stuf??
>>
>>2185937
>>2185967
You can also just... not set a walk graphic for the members you don't want to see.
>>
>>2186080
Yeah but I intended to function lke following pokemon (the first is the only one in the overworld).
>>
>>2186015
Doesn't most of his stuff come with RPG Maker? If they are included in the RPG Maker package, one can only assume they are free to use.
>>
>>2186015
since MV
>>
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>>2143799
i gave up before even starting
>>
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VX is going to give me an aneurysm before this translation is done I swear to god.
>>
Yanfly's CTB script is nice and all, but it doesn't show next turn predictions so if a player is fast enough they suddenly jump the queue without explanation.
I think I've managed to make a decent compromise by making a charge bar with an indication of how much each player's bar increases per tick. It's far from perfect, but should hopefully be less confusing than it was.
I have a feeling I'll need to come back to it and tweak it, though.
>>
>>2187001
https://rmrk.net/index.php/topic,47593.0.html
if VXA
if it's just VX wtf are you using it over VXA?
>>
>>2187189
Translating I said.
>>
>>2187202
oh my fault
>>
I'm learning python in a club for work and spent some time with pygame making a dumb little rpg battle game. Any suggestions on what language to work with once I actually want to start trying?
>>
Anyone made any Mystery Dungeon style roguelikes with RPG Maker?
>>
>>2187302
technically possible, but it's too much work for RPG maker.
>>
So, two weeks until hello win.
Jam?
>>
>>2187487
I only have jelly.
>>
>>2187487
you make it
>>
>>2187487
Be the change you want to see.
>>
>>2187487
I swear if I am gonna complete my game for the next jam.
>>
>>2187302
https://w.atwiki.jp/vip_rpg/pages/717.html
>>
Do we want an extra theme, or just "Halloween" theme?
>>
>>2187688
I'd rather have a jam that starts later and has a cross between a Halloween and Christmas theme.
>>
>>2187738
i think the broader the theme is the more people are willing to join.
>>
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>>2145158
>>2158994
forgot to post this earlier. I'm planning to release a playable demo by the end of the month, just need to compose some music, add some sound effects and do a lot of playtesting
>>
>>2188669
Based
>>
>>2188669
nice, looking forward to trying it out.
>>
I have given up
I'm too much of a brainlet for this
>>
>>2188669
Looks pretty good, desu. It's kind of what I would picture a Pokemon game if it were an action rpg
>>
>>2187302
Was thinking of this just now, actually.
Let me tell you, as someone who tried endlessly as a kid and teen to make Mystery dungeon battle system work in RPG maker, I think we'd be better off in Game Maker
>>
>>2187487
Idk have you guys cleaned your plated and played all the games from this one?
Who's gonna wanna make a game if nobody's gonna play it? Thread's been pretty quiet.
>>
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>>2174492
Good to hear :)

>>2181842
At least you can draw something, you don't have to loot all assets.

>>2187110
Your game looks fucking great, I like the style *a lot*. It is hard to make high res stuff that doesn't look like piss, and you are doing it. Great work.

>>2188669
Neat. Are there going to be boxing round monster girls?

>>2174431
After fixing millions of bugs, I have made a cure skill.
>>
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Update: https://cloudydaze322.itch.io/schoolduel
Mostly fixes, game plays a lot more fun now (I hope)
A lot of notes on upcoming stuff too
>>
>>2189421
>Hodgepodge High's Shining Stars
Very soulful. I like this kind of compact but flavourful game.
>After School Dungeon Club - 放課後迷宮部
Filtered me out
>YNGVAR and the Tale of the Last Dragon
difficult, but not in the "retro game" sense. Screw you for putting that 5G joke.
>Isekai Madness 2: The battle against the Licht king
Definitely need more polish
>School:Duel, Four Fiend Exam
These are unfinished right? I haven't check if they have been updated
>the rest
haven't played them yet
>>
>>2189479
>>Isekai Madness 2: The battle against the Licht king
>Definitely need more polish
Thanks for playing, but could you go into more detail?
>>
I want to make an rpg game where the more you use your attacks the better the attack will be, the question if i can do so in RPg Maker XP, seeing it's my favorite.
>>
>>2189663
Should be possible with variables
Definitely possible with scripting
>>
>>2189433
>Your game looks fucking great, I like the style *a lot*. It is hard to make high res stuff that doesn't look like piss, and you are doing it. Great work.
Thanks, it means a lot. I need to figure out how to turn anti-aliasing off/on mid-game or at least upon restart in MV.
At the moment I've got it set to nearest neighbour which looks great at 1080p where everything is exactly 2x scale. But any other resolution looks ugly as sin. So I need to figure out how to put AA in as an option for players not playing at the intended resolution.
>>
>>2189851
Could you force integer scaling with black bars instead of putting AA?
>>
>>2189421
>School That Breathes
idontknowwhatthefuckisgoingon.jpg
>School Says Six Senses
i had fun with it, i kinda wish it had more content
>After School Dungeon Club - 放課後迷宮部
it's a nice game, but the minimap stops showing your position after a certain point and got lost in the darkness
>School:Duel
i ungabunga'd until Rank 600, you either get lucky or have a terrier one-hit kill you at full health after missing 4 times in a row
i'd fix the drop rate for the Glasses because they 100% breaks the points of money managing (they sell for 500 and are dropped by low-level enemies)
also it's hard to read the Melvin's letters in either window mode and fullscreen
i'll try playing Hodgepodge High's Shining Stars and Sleepless next week
>>
>>2187110
What plugins are you using to alter the UI?
>>
>>2189421
>Hodgepodge High
Full of an incredible amount of soul. You put a lot of work into this, and it shows. Gives me the feeling of a really, really good cartoon from the 2000s. It's about only an hour or two long, but every minute is worth it.
>School Says Six Senses
Chuuni fun with charming handdrawn portraits. The attacks that the two girls get are pretty strong, I don't remember having trouble with any of the enemies. I wish this one was a little longer.
>After School Dungeon Club
Good dungeon crawling fun, liked the skill slot system a lot. I got pretty far without drawing my own maps or using the in-game map, but the huge dark room at the end of the game finally did me in (even with night vision goggles). I think I was pretty overleveled by the end of it all and just beat up the final boss in a few hits. Would like to see this get expanded into a larger game. I'm tempted to make my own blobber in RPGM now, which was the original plan for my game.
>School:Duel
I got filtered by this one, but I was hoping to play the new update soon.
>>
I want to make an actor storage system (yeah kinda like a pokemon pc) any insights? Most plugins for this have no support and haven't worked for me.
>>
>>2189421
Agreed, I've only gotten around to playing three so far. I wanted to give Isekai Madness a spin next by playing all three of the jam games released so far, but I've been dragging my feet this weekend.
>>
>>2190100
Mainly Yanfly's battle engine and CTB plugins. But I've heavily modified them to suit my purposes. Especially the turn order indicator from CTB.

>>2189973
It might be possible, though I have a feeling coding-wise it'll be easier to figure out how to put in a toggle for AA. That and the jump between 960x540 and 1920x1080 is quite large.
>>
>>2188740
>>2188754
>>2189068
thanks anons

>>2189433
Ring girls? That's a very good idea. Thanks anon
>>
>>2190402
You can do it in the event system, at least in 2k3.
What I'd do is I'd make an event that, when clicked on, says "store actor?" and then you click yes. Then you get the variable of all your current actor ids (variable 1 (choice 1) = variable 2 (player 1) and so on), which will lead you to a screen where you select which one to leave in that slot. Make another page that takes the variable of the actor you selected and have it equal the one of the slot. Then make the second page only exist if variable (slot x) = variable (player x) and have it add the player back to your party.
I'm spaghetti at explaining so I may make a mockup.
>>
Hey, School Duel anon, whenever a Sophomore Geek backs away, it deals a SHIT ton of damage to Edith (sometimes). They don't seem to have a Morale or Pain bar either.
>>
Finally got around to getting through After School Dungeon Club. That damn door at the end of the first darkness room was a massive filter, since I was navigating using the up arrow and a map, and assumed you'd put in a dead-end to screw over people trying to blindly brute-force it. I'm garbage at both ATB and Dungeon delvers, so I'm pretty happy with myself having persevered to the end.

Who the fuck uses elevators at school? Serves that slob Johnny right for not being a man and taking the stairs.
>>
>>2191223
That's a feint, deals damage based on charisma and can be bad with the Geek's high luck
No clue on what to do about the invisible bars. Still need to make that list and send it to the plugin author, but I have no idea if he can help or will even update the plugin.
Also does anybody know if I can cheese the mv3d demo plugin by having props like chairs and desks in as 2d events?
>>
Bump
>>
so, where is the jam?
>>
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I need some help. I have this game, where you can get stronger in two ways; practicing your moves to refine your techniques, and training your body. Your real strength in combat is the combination of the two.
When the player trains an technique, it accumulates xp until the technique is levelled up. I think it is a good implementation. Like when you practice a skill irl, and suddenly have a breakthrough as things click together.

I am not sure if I should do the same thing with training your attributes though. If I do, all the investment into an attribute will be useless until you gain a level in it. The other way is letting every bit count, and allow let fractions to raise the value as well. Like when you work on your move up slowly. (Strength 5.4 is stronger than strength 5).
Writing this all down I might be just overthinking it, but wanna hear what you guys think.
>>
>>2192550
we don't even know your battle system or how what stats in your game
>>
>>2192569
You want the short version or the entire thing?
>>
>>2192550
Sounds like disgaea, maybe play those games to get a feel of a similar sistem.
>>
>>2191221
I kinda get what you mean but I don't really know how to solve the variable storage issue and how to show every single one of the stored actors on a screen (there are a lot).
>>
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>>2189720
Well after i found a script that allows me to use skills for attacks, i finally was able to make it into a reality.
I have somewhat fleshed out to basically allow it for the basic attacks, i am now planning to do it for some other skills in the future, but now i am moving to make it somewhat of a proper looking game.
I am working on a Madness combat fangame where you don't get EXP, but the more you use a certain move, the better it gets, story wise you are trying to enter the ranks of the A.A.H.W.
Might even release the proof of concept if you guys are interested.
>>
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>>2191100
Try to put some scanlines as an option too.

>>2192550
I would do attributes leveling as something more classic, with less randomness.

>>2189433
First slash type skill.
>>
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enemy design. this is an optional midboss. thoughts? not really looking for feedback just wanna know what you guys think
>>
>>2193206
She probably be good fap bait, but oustise of that it feels alien and probably somewhat.
>>
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>>2193230
christ what won't you people fap to though
alien is good; that's what i'm typically going for with my designs. I'm not trying to be like nu-pokemon where everything's just a cartoon animal. thanks for your insight anon
>>
>>2193252
But nu pokemon is actually antropomorphic furbaits
>>
>>2193206
hips like damn
>>
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>>2193206
Looks good.
>>
>>2193846
Based caballerosdelzodiacoposter
>>
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Hiding my first few monster attempts in a dead thread.
Also my incredibly artistic 16:9 solution.
>>
>>2193903
I like it, anon!
>>
>>2193903
This looks incredibly based. Is this in the MV 3d dungeon plugin or a different engine entirely?
>>
Thread up
>>2195166



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