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Friendly thread for rpg dev discussion.
Rpgmaker, Godot, Unity, Unreal, Love, Gamemaker, vague ideas, all are welcome!
New jam soon maybe.
>>
Can a rpg be fun without randomness ?
>>
>>2275806
Sure, the first time you play it.
>>
>no jam info
>no links to poll jams
ANON
>>
Thread Theme: https://youtu.be/MYdUFYZUa40
>>
>>2275806
Depends.
Are we talking about random puzzles, maps, loot?
>>
https://strawpoll.com/p9wx86srz
https://strawpoll.com/gaw16jyx4
make sure to answer both polls

I'll probably launch this after I eat my turkey tonight
>>
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How hard do you guys like your puzzles?
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>>2275844
I am ok with anything but timed puzzles.
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>>2275856
I can understand this
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>>2275844
For the most part the solution should be self-contained; I don't want to have to do a puzzle in a dungeon where the hint is some obscure shit from an NPC halfway around the world. If it's mandatory dialogue or an NPC from a nearby town that's fine, but some older games are really fucking stupid about puzzles.

Nothing with random encounters in the same room. I can accept having to fight an encounter for getting the puzzle wrong, but I would limit the number of times this penalty is applied.
>>
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For those of you who played my demo, how many of you managed to beat it?
https://mammothplant.itch.io/mirrored-soul just in case anyone has an older version
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>>2275839
randomness in combat mechanics
>>
>>2275862
Yeah, none of my puzzles take place in areas with random battles because that would be horse shit. They're always self-contained too. It's been pretty bad watching streams of my game and people struggling on puzzles I'd figured would be very, very easy. I know as the person that designed the puzzle I'm always going to be biased in the direction of "thinking it's easier than it actually is", but it's made me worried about puzzle design in general.
>>
>>2275871
I've been meaning to play this, but I just don't like monster collection RPGs at all. Your writing is always incredibly charming, but every time I go to play it I'm like "I have other games to play". I know this is a problem specifically with me and that I should make the time as you seem like a full bro.
>>
>>2275888
Totally fine, based anon! I completely understand; I suffer from the same kind of apathy with basically every game nowadays, even the ones I love. Don't feel any pressure, its not as if I'm holding a gun to your head forcing you to play.

That's right, just keep staring at the computer screen. Don't look behind you
>>
>>2275894
Fuck it, I'mma do it. This post has convinced me your bro level is even higher than I had anticipated. I dunno if you've played my game, but it's Knight Shift, if you feel so inclined.
>>
>>2275878
You mean RNG dependent gambler-like class? They can be fun. I liked using them in the Paradox.
>>
>>2275917
No I mean, is completely deterministic combat fundamentally unfun ? Right down to being able to know how enemies will act.
>>
>>2275907
Downloading it as we speak. I'll let you know what I think in a bit. I always liked the look of it; like that one anon said it gives me Newgrounds vibes, which is rad.
>>
>>2275932
Hell ye. I've got today off and I've just plonked your godot icon on my desktop.
Am v hype.
>>
>>2275922
Ends up slipping into rote memorsation too easily i think. Played colony ship recenlty which had an entirely detmistic stealth system and ending up shuffling around a tile here or there on reloads, just to rig things favourably. Not good.
>>2275823
Didn't think it was decided on yet. Probly shoulda put the polls in tho \_(ツ)_/¯
>>
>>2275932
The comics in the comic shop made me snort heartily. V pleasing.
>>
>>2275932
Am in the mirror realm. Plot reminds me a lot of Night Watch by Terry Pratchett. That is high praise.
>>
>>2275932
Holy shit it's Jade Cocoon SMT this game is incredible. "U made a fren" made me HOOT with laughter. Good on you, pal.
>>
>>2275944
Yeah those are probably my proudest literary accomplishment, kek. Everyone seems to get a kick out of Milk Man and Onions Boy but I personally don't think I'm ever gonna top "mildly annoying Mikey"
A lot of the dialogue was written by my co-developer Hex4F by the way. He did that whole exchange with the Police Chief, for example. Most of the monster-related stuff is mine but sometimes I have trouble making relatable human characters so he helps with that. For the record, "you made a fren" was also his -- I only specified to "show a text box which congratulates the player on his new friend", and he took that to its most logical conclusion, god bless him

>>2275946
I read a few of his books when I was little, I really liked The Wee Free Men. Christ I really need to start reading more again
>>
>>2275964
Oh also on case you're wondering, I'm out on an errand right now so I haven't been able to download your game as soon as I'd hoped, but I will as soon as I can, you have my word
>>
>>2275967
>>2275971
Thanks man, I just got the last shield shard from shroot village and I gotta go do some stuff, but I am loving this a lot more than I can realistically describe. Fucking excellent work.
>>
>>2275986
Have fun, anon. Honestly there's no better praise than from a fellow dev, thanks so much for trying my game out. If you decide to pick it back up, keep me posted. I got a ways to go before I finish the full game but the demo's almost ready for Steam, and you bet I'm gonna shill the fuck out of that steam page
>>
>>2275989
Oh, I'll 100% be finishing this today, I just gotta get some shit done or I'd be playing it through to conclusion. Your OST is phenomenal and the writing is amazing. Having your characters say stuff in battle is inspired and I'mma probably write a fuckload of lines and steal this very mechanic, it adds so much. When Coilroy said "kept you waiting, huh" I was like 'cool, goty then'
>>
>>2275994
Oh shid, looking forward to it then. There are quite a few secrets in the demo alone, by the way. I'm trying to have this game recapture the sense of discovery which has been absent from, say, the more recent Pokemon games.
Thank you for all your kind words. I composed most of the OST way back in high school, so it's heartening to know it still holds up.
>>
>>2276002
I know the feeling, my friend and I wrote the Knight Shift OST back in 2013 and like, hearing people be like "this music is banging" brings a tear to my little eye. Knight Shift is the same way, I've tried to counter that "oh, they wouldn't put anything in there" feeling by making basically everything interactive. It makes mapmaking take double the amount of time, but if there's a tile that isn't floor, 99% of the time there's something interactive with it. That helps me hide secrets, too, because players should hopefully think "well, there was something in X place, why not here"
>>
>>2276006
Well shit, now I'm even more excited to play
>>
>>2276006
>>2276008
Alright, I'm back. Downloading your game. The place I'm staying at right now has the most legendarily horrible wifi of all time; we're talking kilobytes per second, no that's not an exaggeration.
Gonna give feedback as I play. Dropped ten bucks on the download, by the way. I don't normally pay for demos but in your case hell yeah
>>
>>2276084
Mate, you didn't have to do that! Please let me know if you have any feedback. In general too I'm in the aggydaggy discord and that if you wanna hang any time and talk design or w/e :D
>>
>>2276084
Just realised my post at >>2276115 didn't actually contain the words thank you, but thank you!
>>
>>2276006
>House of (player name but with a G at the beginning)
okay, I'm sold.
this already seems promising. intro sequence reminded me a lot of Paper Mario. the whole game does, to an extent. also yeah the music's great.
>>
https://lastremnant.fandom.com/wiki/Combat_Basics
any idea, how could I implement similiar mechanics via yanfly plugins into MV?
At least this
Deadlock
When unions are caught in close combat, it is known as Deadlock. In such situations, the two unions are set in what they may target. If a Deadlocked union is commanded to perform long-range attacks, support skills, or movements, Deadlock is broken. Cancelling Deadlock gives the opposite union a chance to engage them in Raidlock for a large damage bonus.
and this
Morale
Performance in battle affects unit's morale. As one might expect, high morale increases performance, while units with low morale are not as effective. The morale of both the friendly and enemy forces is displayed across the top of the screen. On the battlefield morale is affected by: Critical Strikes, Interceptions, Raidlocks, Flank Attacks, Rear Assaults, and Massive Strikes. This doesn't include the Arts that affect morale, such as Bluff.
>>
Are there RMXp scripts that make it so an attack cannot be used unless in a state?
i need to set it for an enemy
>>
>>2276127
Hell yeah, the Mario RPGs are exactly the vibe I'm going for. I even made a font to give the game the feel I wanted
>>
Just start the jam already, I want to play some games
>>
>>2276336
You'll have to wait a month anyway.
>>
Balancing this mana system to make it fun is so hard
>>
i am having trouble coming up with a story idea for this jam but i'm eager to get started!
>>
>>2276373
Balance is overrated, majority of developers just make sure it sorta functions and throw in random numbers.
>>
>>2276373
shoot me, Ill help.
>>
>>2276373
Balancing the specific numbers is one of the things to do at the very end. If the skills feel good, you can use mana to buff/nerf them a little more.
>>
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>already excited to sketch out the battle system and characters for this next jam
Soon...
>>
So what, I will fail to finish my game for the jam again anyway.
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>>2276387
>>2276388
>>2276390
I guess I wasn't clear
I'm making a TCG-esque system where there are are balls of mana of different types that are generated and characters can spend
I'm running into the problem of it feeling very unfun when you get to a character's turn and there's nothing they can spend mana on
I've tried both making the mana persist through rounds or regenerate completely each round, both have their own versions of this problem
Even when I give the characters a filler "charge mana" skill, spending the turn charging mana doesn't feel fun
>>
>>2276410
Mana screw is an integral part of the card game experience. Especially on early turns.
Post a prototype or a webm if unsure, we might be able to help.
>>
>>2276410
make it regenerate if mana reaches 0. Then, balance it so you can always reach 0 mana with your skills (so no situation where you have 5 mana, but skill cost 6), done.
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>>2276410
>>2276422
Alternatively, make a "take a breath" skill, that regens mana and some small % of missing health, not total.
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Just found out RPG MAKER MZ had an anime adaption.
>>
Are there any RM2K chipsets out there that match the general look of the default ones? I find RM2K chipsets hard to find in general.
>>
>>2276380
Killer snowman with a lot of puns
>>
>>2275801
Is it possible to implement a row battle system in rmmv/z?
>>
>>2276565
http://www.yanfly.moe/wiki/Row_Formation_(YEP)
>>
>>2276617
I'd like to find a way to script it since I'm not using YEP plugins and I don't want to buy it yet.
>>
>>2275801
Are there any good godot tutorials out there? Want to try it after reaching so many limits with Rpg maker.
>>
>>2276453
We should be thankful for everything rpg maker does wrong. Because it gives us entertaining reviews.
>>
>>2276779
the official documentation looks ok.
docs.godotengine.org/en/stable/index.html
>>
>>2276796
Its like listening to grandpa tell the same joke back to back. It's hard to smile when it's sad.
>>
>>2275806
Deterministic combat can rapidly feel like a solved problem. That's not good, especially for longer games.
>>
>>2276819
It needs to have good enemy variety to work, so your strategies just sometimes get hardcountered and you need to think.
>>
>>2276779
Not a unified one but just searching "how to make a 2D platformer" is enough to start you on your way. Once you understand how doing things in the engine works, you can start looking up how to implement mechanics and probably somebody has a video on it.
Honestly though, you're better off staying on RPG maker if all you want to do is turn based rpgs. Something like godot is not beginner friendly since anything complicated and fun you want to do with the engine requires more work and understanding how the scripting language works.
>>
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>>2275801
Posted in the last thread and got some good advice. Just want to ask something else in a fresh one.
When you guys make gear in your rpg what is something that you shouldn't do?
I mainly ask as in what can make gear either detrimental to combat or almost completely pointless in having an actual functional/justified purpose?

I've been trying to complete all of stats and skills related to the equipment in my game but I realize I'm just sort of applying varying parameters willy nilly and it feels more like I'm checking off a list rather than trying to spice up the gameplay in a creative fashion.
>>
Turkey has been eaten
https://itch.io/jam/rpgm-winter-jam
>>
i added a different chest for each type of thing that can be in it but i didn't stop to wonder whether it adds or dectracts from the game until now
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>>2277019
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>>2277019
i'm going to make a game full of slippery ice puzzles and nothing else!
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Also shilling my game made for the last jam:
https://teamgehu.itch.io/fexf
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>>2277107
oh nice, i'm glad to see you finished it up!
>>
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>>2277019
Wondering if I should abandon my (first) project to try and participate in the jam or if I can juggle making two games at once
>>
>finally playing yngvar
>my fucking face when the first enemy i encounter outside of the jail
iowacorn you're the craziest motherfucker i known
>>
>>2277019
Gonna take my old abandoned project and make it wintery for this one
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I'm not really convinced on the body armor, and maybe the horn should be longer
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>>2277626
Is this like a paper doll equipment thing that gets overlaid on characters? Or is it an enemy? Looks cool.
>>
>>2277629
Nah, but i wish i had that cool of a idea. It's just how this enemy looks
>>
What software can I use to record my screen and does it work on a potato
>>
>>2277661
if you're on Windows 10, you just need to press Windows+G
On Mac, click Shift+Cmd+5
>>
>>2277661
obs and webm converter. check /agdg/ thread in /vg/
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>>2277671
What if the potato is Windows 7
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>>2277691
https://www.wikihow.com/Record-Screen-in-Microsoft-Windows-7
>>
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>>2277019
>only 29 days, 19 hours, and 37 minutes left
>still haven't managed to come up with a half-decent idea for my game
bros... it's over... go on without me... i'll make it next time...
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>>2277725
>>
Post progress
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>>2277803
I'm eating gamedev breakfast.
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>>2277803
I'm making camps for the player party they can set up while exploring the world map. The camp is different based on the biome they're in. The idea is to get some laid back banter with your party or npcs that are following you at the moment, plus some random events to add variety.
>>
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>>2277833
in-game
>>
Today's DLC releases are actually pretty good, the Japanese Modern Cityscape Tileset seems to be by the same creator as Futsu City tileset with this one being similar except more detailed. It's not expensive either.
>>
>>2277839
>>
>>2277846
kek
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>>2277032
Man, I love CCGs. I'm really looking forward to this.
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>>2277019
YES
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>>2277019
Can you copy paste the long description and rules from the previous jam? it's not that much of work and will make the jam page looks slightly more good. Just a suggestion.
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>>2277936
I didn't this time because I'm a boomer and people were confused about what a console-style RPG was and I was still going to have it be any engine so I figured unless I was restricting the engine to RPGM, why put that there.
>>
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>>2277924
>that pic
>does polar bear actually have black skin?
>google image shaved polar bear
>mfw
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>>2277019
Is it ok if i use somewhat of my previous games asset for it? nothing much aside from just the map and the character sprite.
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>>2278011
Yeah, no problems with that.
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>>2278003
Why did you show me this. I hate you.
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>>2253658
GBA demake of this in the vid: https://www.youtube.com/watch?v=NRJShDi_FiE&t=51s
>>
>>2278011
this isn't a strict competition and there's no voting or anything so idc about something so minimal
just like don't upload a game you've clearly been working on for months
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>>2278051
>>2278040
Alright thanks!
>>
>>2277839
this is cute
>>
Alright, I learned my lesson already. How do I scope my game down so I can finish in time?
>>
How do I make my game not boring?
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>>2278279
Think about rpgs that you don't find boring, and think about the reasons why
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>>2278250
>Make something simple that you can literally make in few hours to a day
>Expand on it from there
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>>2277019
>Got characters planned
>Abilities planned except for some enemy
>Enemies planned
>Setting is planned
>Plot is planned
>Progression is planned

Now it's time for maps. God I fucking hate mapping, tempted to just copy some maps from other games and just modify them.
>>
>>2278250
You really have to time yourself and know how long it takes you to make each segment. From personal experience I know if I work with no breaks it takes me about 6 hours to make a very very basic town and another 6 to make a functioning dungeon with a few monsters and a boss. Longer if I want to give the town a lot of life and an activity like a minigame. Longer if I want to give the dungeon puzzles or stop to have the party exchange a few words of dialogue, but that's the basics of it. World map development is incremental and I haven't been able to time it properly because it's something you always go back and fix after adding more destinations.

Essentially figure out how long you want to take to get a finished project, and how long it takes you to do things. Realize it's still not enough time once you get halfway through. (if you add on like 20% to the timeframe you THINK it's gonna take you might be fine).
>>
>>2278294
mapping is the worst part of the RPGM process for sure
>>
If I can come up with some decent gameplay today, I'll enter the jam. Wish me luck bros.
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Ok, I have a general idea for a decent winter themed story, now what?
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Witness my randomly generated dungeon technology which I made because I hate mapping
>>
>>2278326
Open rpgmaker
>>
>>2278333
That's fucking cool.
Did you create a bunch of preset rooms, then through variables decided how these connect to one another?
>>
>>2275922
>No I mean, is completely deterministic combat fundamentally unfun ?
>Right down to being able to know how enemies will act.
Sounds like how Beaglerush describes Long War combat- how different aliens have different personalities, how they'll do basically anything to avoid running suppression. He seems to enjoy it.

I'm not sure how well this would fit a RPG but I think the solution would be having a lot of different mechanics to juggle simultaneously. Something where it's easy enough to do well but almost impossible to do perfect.

>>2277725
https://www.youtube.com/watch?v=piS1Sjwb1Vg

>>2278294
Unironically do. Try Geneforge, it has surprisingly good maps.
>>
>>2278390
No the inside of the rooms themselves are actually random too
I want to expend as little manual mapping effort as possible
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>>2278432
How did you do that?
>>
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>>2276623
If anyone need to solve this sort of stuff, I've found a way. Just made the SV sprite sheet use the sleep state frames for a laid back frame to represent long distance. Kinda clunky but it did the job.
>>
>>2278333
That is cool. Did you make a bunch of those rooms, or are those randomized too?
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>>2278473
With a tile changing script and great autism
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>>2278491
Hurr durr I should've read the other replies first.
>>
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finally released a playable demo. any feedback is welcome.
https://hippierobot.itch.io/nova-odessa-the-demon-trainer
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>>2278521
oh fuck based
>>
>>2278521
Looks nice.
By the way, where is Old Odessa?
>>
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>>2275801
Not really a question about a jam but about broader things.
How do you actually balance things? All those stats for monsters, raw power and damage formulas for skills, stats for equipment and stat/level curves? Do you replay and test everything to find a sweet spot of difficulty and player's current level?
Or you can just make a lot of fancy and exploitable stuff and then make hard and scary opponents, and hope for the player to cheese the game so he can stay alive?
>>
>>2278564
Depends on how much time you want to spend tinkering with it, but you can very easily go down a rabbit hole of number tweaking.
This sort of thing is flexible so it's not the worst idea to leave game balance for last so your remaining time can be spent on it, even if you don't finish the balance it's still better than not finishing eventing cutscenes etc.
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>>2278521
Based, will try anon.
>>
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>>2277019
yeah fuck it i'll join
i'll prob end up not making a game though
>>
>>2278767
literally thought i was in /ggg/ for a sec kek
>mfw he literally just gave up in the final round and pressed taunt at round start
>>
>>2278789
kek I'm a retard and forgot what tab I was in
>>
>>2278526
>>2278677
thanks anons

>>2278536
thanks anon. i think it is in ukraine
>>
Hypothetically, if I was making a Vermintide clone, would I be welcome to post in these threads?
>>
Does anyone one which line to edit the battler frames in rmmz/mv? Like where to replace 3 with 6?
>>
>>2278887
How much RPG does it have
>>
Is there a way check if the user of a skill during combat is an enemy or an actor? I want to do it do different stuff for each.
(Rpgmmv)
>>
>>2278925
you could make two different versions of the skill, one to be used by actor one to be used by enemy, and just give them the exact same name and visuals.
>>
>>2278925
in the damage formula write
>if(a.isActor()){ put here the stuff you want to do for actors }else{ put here stuff you want to do for enemies }
>>
>>2278906
About as much as Vermintide
>>
How do you balance having ambient and BGM play at the same time? Should you give ambient stronger volume than the music so it doesn't end up overpowering it unless you want the ambient to be very subtle?
>>
>>2278929
That would be a hussle desu
>>2278943
I would kinda need it before damage calculation but I can work with that thanks.
>>
>>2278978
Try to look at references. Like what other games do.
>>
>>2278943
Im retarded. Just adding a state in the attack and checking for a state inside the common event works
>>
>>2277839
I think it's better to make the surroundings darker than to cover the center part with that.
>>
>>2278978
Just give player options for that and make them tweak it themselves
>>
>>2278978
having music and ambient noise at the same time can kind of have the opposite effect and make them diminish each other. what i'd recommend is, let's say there's an important object/landmark on a screen (waterfall, windmill, something big that the player will investigate) play a noise for that, but otherwise ambient noise IMO is best when it's just ambient noise.
>>
Anyone know a good resource for input buffering in Unreal Engine? I am building a dark souls character setup and want to be able to detect kick and jump attack.
>>
>>2275844
requiring obscure, real-world knowledge not found in the game :)
>>
on a scale of 1-10 how much do you hate the concept of permanently-missable optional content
>>
>>2279395
Depends on the reward or if it's "optional" in that you aren't forced to do it but completing it leads to a different route/true ending in the game.
>>
>>2279395
>consumable items that you can get anywhere else
1/10
>game has a "counter" for 100% completion for opening every chest and some are missable
10/10
>story-related stuff
10/10
>unique but not "ultimate" equipment
3/10 - 10/10 in the scenario above where the game has a counter keeping track of you collecting shit
>Ultimate equipment
10/10
>Unique spells and abilities
10/10

Lost Odyssey had a great way of handling it; anything that was in an area that couldn't be revisited eventually made its way to the auction house. So if you want to reward a player by going off the beaten path within a certain timeframe while not punishing players that didn't do so too hard, the option to get these items very late in the game was there.
>>
>>2279418
open RPG Maker
>>
>>2279405
>>2279416
you know, now that I typed out that question, I realized how bad of an idea it is to have a secret superboss be permanently missable
>>
>>2279395
I love the idea of branched missable content, like you can choose between X or Y content but miss out on the other one forever
>>
>>2279438
I like that sort of thing too
Adds replayability if done in a way that isn't obnoxious
>>
>>2279422
depending on if there's any reward or unique dialogue for killing it that would range anywhere from a 5/10 to a 10/10 on my list.
FFIX did it and FFX-2 did it several damn times but those games are the definition of "buy the strategy guide" to begin with.

>>2279438
This I don't mind so much, I think. Also I want to say as weird as it may be I only care about any of this in JRPGs. WRPGs are more about crafting your own story, where in JRPGs I feel that's rarely the point, and I don't give the faintest of fucks about missing anything in WRPGs.
>>
>>2279395
I like it, but it triggers peoples OCDs, so it's not a popular thing.
I always try to include some though.
>>
Quick, I need a reason why MC have to hunt 4 differents king level-beasts
>>
>>2279494
devour them and steal their powers
>>
>>2279494
that sweet, sweet bone marrow
>>
>>2279494
SEX
>>
>>2279494
They stole his 4 gfs
>>
>>2279494
He needs to get the four pieces of a mighty sandwich and finally eats it to discover it was alright but that that it's over his life feels kinda empty. So instead he retires to Rivendell to write poetry.
>>
I'm so excited to not finish my jam game in time again!
>>
>>2279536
fuck my suggestion and fuck anita sarkeesian go with this
>>
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>>2279568
>>2279536
but I want to make pure love story and harem is not pure love.
>>
>>2279588
They're 4 parts of the same person, easy fix.
>>
>>2276162
Bump
>>
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Excited about this questline
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>>2278294
>>2278301
What are you guys talking about? Making tilesets and mapping is the absolute best bit.
>>
>>2279655
I'm with you on this. I find that shit almost therapeutic.
>>
>>2279588
But what if girls like him and each other?
Any normal guy would not be jealous if his girl loves another girl as well.
>>
>>2279655
>>2279661
What? Tell me how to enjoy it anon. I can only do character sprites right now.
>>
>>2279395
I had love/hate relationship with it in Last Remnant.
The game requires a lot of exploration because if you just run through it doing story missions, you will miss not only a lot of companions, story, quests, dungeons, equipment but even cities. It has permanently missable quests too, so you can lose money, equipment, unique skills and future companions. The number of completed quests also determines the power level of final boss (he has like 10 ranks, if I remember right). The full powered final boss requires all quests being complete and a couple of those are pretty infamous.
The first one has timed fight with very, very strong boss, for that part of the game. If you leave it for grinding, you will probably be fine but if you go for the next two-three story missions it will autofail.
The second one is a not really hard quest, but it is available for such a small amount of time that you will not know about it without a guide. The game does not indicate it in any way but during continuous story missions in the capital, you need to go into another city and do this quest. And yeah, it will autofail if you do all missions in the capital and then come back.
>>
>>2279718
Ditto. I loved that game, but it basically requires autism and the wiki open at all times to play. Not to mention shit like the final boss insta-killing everyone constantly or the boss that grants himself five turns in a row and just fucking kills everyone.
>>
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>>2279710
Right now I'm creating a cosmetics system for Knight Shift to give the player another layer of customization, but all I want to do is make fun places
>>
>>2279710
I often just make the maps with default assets and then go over replacing them. Feels real nice to check on your full maps after you made some new fresh tiles and got every single element under your style.
>>
>>2279395
It really depends on the game. If it's a linear experience then it's bad, but if the game has multiple routes/endings then it's not bad since I can get it on next attempts.
A compass or something that helps you find all the stuff you missed in NG+ would be great.
>>
>>2279996
Filled to the brim with soul
>>
>>2280173
Big heart emoji, bro
>>
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Probably the last update for the night: New weapon graphics to match the battlers
>>
>only 28 days and 12 hours left
It's over...
>>
AAAAAAHHH I DON'
T HAVE AN IDEA YEA
*yet
>>
>>2280331
>>2280301
You can do it anon! I believe in you!
>>
>>2280331
I have an idea, but its probably bad. But I don't care!
>>
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I wonder if one month is enough for me to make riviera clone.
>>
>>2280331
I have too many ideas and don't know which of them I'm gonna do.
>>
>>2277019
>>2278011
Another question, i want to use music from the prodigy as part of my game soundtrack, you guys cool if i do that?
>>
>>2280534
Sure
>>
I've been trying out SRD Hud maker and it looks work really great.
>>
>>2280534
Do what you want man it's just a jam. I had the instrumental version of Faint playing for my jam's final battle with Jack.
Too bad I didn't catch that jam at the start and ran out of time so the combat balance was non-existent and everything died in 1 hit.
>>
>>2280648
>I had the instrumental version of Faint playing for my jam's final battle with Jack.
Pretty based
>>
>>2280648
are you gonna enter this one?
>>
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Stella cute!
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>>2280848
more like hella cute am i right guys
fucken gottem
>>
>>2280848
That makes me feel a little better about all the bots who pretend to like my tracks on soundcloud. Cute indeed.
>>
getting the heeby jeebies about this jam.
>>
I've got an idea by it would probably be better suited for a vn or something.
>>
>>2281221
But* it would be.
>>
>>2281221
for rmmv there are plugins that give you visual novels features. Can't remember if it was mog hunter or galvs.
>>
>>2280789
Yup. My goal is to actually finish balancing combat this time.
>>
Well, any ideas for christmas themed enemies?
>>
>>2281221
Many of RPGmaker games are glorified VN with walking sections anyway, so there's nothing stops you from turning it into RPG
>>
>>2278333
That's pretty cool, but making the rooms bigger, and putting the exits not on the center of the sides will make it feels more organic, in my opinion.
>>
anyone want to team up
>>
>>2281397
The villain is actually your parents
>>
>>2281221

I like games that are half VNs half games like Rance
>>
>>2281397

Piles of slush that throw watery snow at you, maybe in melting (slushy) snowmen form
>>
>>2281436
and do what? (not that i have any free time anyways)
>>
>>2279654
Obnoxious.
>>
>>2281561
Why?
>>
I kinda have an action RPG idea centered around collecting powerups for AP in a zelda-like dungeon.
AP can be spent to use abilities / items depending on your class and level. You get 4 party members and can switch between who the leader is with Select.
Basically MP is not a resource to meter through an entire dungeon, but a powerup you can stockpile a certain amount of. Inventory items would be what meters a dungeon and would likely be extremely dependent for success (so no cleric classes).

Anyway, combat classes like fighter/archer would be most interesting for players since they're most durable, even when casters get better damage/AoE. I'm thinking of ways to make them interesting, perhaps little minigames to cast spells. I think players would find it charming if some silly spell required a 10 minute game of solitaire to cast, with time seemingly standing still.
>>
I did it... I've finally got a concept for my game. I can't start really working on it til Wednesday tho... How is it coming, anons?
>>
>>2281590
Not so good. I already realized how deceptively large the project actually is and I feel like chickening out already. Either that or major cuts.
>>
>>2281596
Hey now, it's way too early to give up completely.
>>
>>2281596
same here, my third time actually.
>>
>>2281580
I like the idea of an action rpg where you swap characters like that. So you collect ap from breaking rocks, pots, etc.?
>>
>>2281596
Nothing wrong with downsizing. It gets easier to scale up every time you complete a project.
Walk before you run and all that.
>>
Can I go back to an abandoned project for the jam or is that off the table?
>>
>>2281658
I don't think that anyone would mind it if you did. Maybe retool it a bit to fit the theme so it's not as obvious though? People have accomplished some pretty amazing stuff in just a few weeks so it should be fine.
>>
>>2281660
The original concept was a people dogfighting their robots and I was gonna be cheeky and make the host of the event have the last name "Winters" while also everything is snowy but that might stick out too much.
>>
>>2281662
That sounds great, do it. There's no reason to think too hard about it, at the end of the day we could all look forward to playing one more entry.
>>
>>2281590
I finished up portraits for 3 characters and worked on some of the gameplay. I'd like to finally try a custom battle system this time around, but at the same time I probably wouldn't get that done in time with everything else I had planned.
>>
>bash: good against armoured enemies
>slash: good against enemies with exposed skin
>stab: ????
>>
>>2281711
Stronger in general, but weaker on enemies that resist it.
>>
Here's to hoping for Moshimo Jet V: The Winter that Never Came.
>>
I GOT IT!

GAME IDEA WHERE I DON'T HAVE TO BALANCE SHITS
>>
>>2281711
Stab would be better against medium armor like chain mail. Rings are efficient against cuts but not stabs
>>
>>2281779
How is player supposed to know which one is medium armor and which one is not from 2d sprite.
>>
>>2275844
Requiring obscure high-level knowledge to beat the game. The player must become a PhD in a certain topic to even begin understanding the puzzle.
>>
>>2281397
Raindeer
Christmissile
Santanist
>>
>>2281563
not him but the reference is too obvious
>>
>>2281847
I'll rewrite! Thanks
>>
>>2281666
Since you got trips I feel morally obligated to actually go through with it now.
I just need to come up with more opponents to face because I'm planning a tournament type thing.
>>
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Barely got started and I'm already tired
>>
>>2281590
i got an idea, now i'm trying to play the whole game in my head and keep it very simple (one town, one companion, one dungeon, one boss)
>>
>>2281903
Pace yourself. There's no need to finish in a hour.
>>
>so many amazing music packs on sale for -70% to -90%, often costing below 5€

Hell yeah, music makes such a big difference
>>
>>2281927
Riight, they'd be more amazing if they actually looped, were in the correct format, and were made by people who have played a few RPGs in their life.
>>
>>2281590
I have a concept but not sure if I wanna commit to it, it might seem too gimmicky and not fun, but it's better than nothing I guess, and then there's design questions like do I wanna make it 1 character or 4 niggas in a row type, etc
>>
Worried I'm gonna put way too much effort into the art and give up from overwhelming myself
>>
>>2279494
Revenge is never a bad motivation, have them betray the player in some way
>>
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If you'd like a character from your game to appear in the CROSSOVER INN hit me up
>>
>>2282178
do you like post character sheets for you to add in?
>>
>>2282181
Post ref and I sprite them in my style so they look COHESIVE IN THE WORLD OF KNIGHT SHIFT
>>
>>2282188
Well here is my guy that i am going to use for my jam then.
you are free to take liberties.
>>
>>2281819
Not that great at pixel art but I think you can make the chain mail look like a mesh of Bright and dark pixels, while the plate would shade as a full metallic piece. Also drawing them with a coif pretty much does it.
>>
>>2281819
>how can people draw two different things
lol
>>
TICK TOCK the clock is ticking
>>
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>>2282264
AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHH
>>
I want to make good sound effects for monsters and magic stuff. What is a good free soft for mixing sound tracks?
>>
>>2279588
They're 4 friends (female) and you can choose one at the end.
>>
>>2282178
>bokube
>GMI gang
...........
>>
>>2282398
What's your game?
>>
So, if Id were to write a game about not-covid and not-qr codes if a fantasy setting, how would you disguise them, so it wouldnt be TOO on the nose?
And no, I dont wanna make a political game or somthing preachy bs, just wanna explore some themes out of my own fear and paranoia.
>>
>>2282413
here :)
https://store.steampowered.com/app/814380
>>
>>2282430
That's what I thought, nodev.
>>
>>2282429
I don't think its bad to take inspiration fom real world events. Subtler themes are more creative though
>>
>>2282482
Its not about current event per se, but more of a "what if 2021, but we wait a few generations AND its fantasy world, actually". So I dont want to use vaccines, etc, but dusguise it as something else.
>>
>>2282429
not-covid is a hivemin demon king
not-qr codes are the divine markings of the chosen heroes

There. Free of all politics :^)
>>
>>2282482
All games are about WW2.
>>
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>>2282178
Sounds fun.
Here's mine from the isekai madness games
>>
You play as kind hearted youngster living on an island who gets mysteriously thrown into a different universe, making unlikely allies and hoping from world to world on an interdimensional ship in search for his friends.
>>
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Gonna try putting up a steam page soon as I can
>>
>>2282623
Godspeed anon.
>>
>>2282313
Bump. What sound editing apps do you use anons?
>>
>>2282491
I think there might be clever ways to do it. I would think of a hub city with restrictions and patrols that you have to sort to advance. Kinda using the confinement theme to make some interesting gameplay.
>>2282576
Yes, that got old. Pandemic is kinda fresh
>>
>>2281735
I was thinking about making something other than a Jet sequel this time but I'm drawing a blank, so I might fall back on that after all. We'll see!
>>
>>2282683
In thinking in a little bit different direction. I guess?
Like, how much regular person life would be influenced not by danger of any-thing (i.e. patrols) but via the fear of said danger itself. Maybe, society is strung toghether on a basis that there are terrible monster beyond the walls etc, but no one saw them for centuries really. Stuff like that.
>>
>>2282705
>fear of said danger itself
Its a pretty based idea anon.
>>
>>2282725
And, to top that off, I wanna make it inside of the megastructure. In fantasy. Ugh, gotta think more about how to tie this shit.
>>
I've been away since Summer started
Did I miss any jams full of cool games
>>
Post progress.
>>
>>2282761
This is the 6th jam we've had, so probably.
>>
>>2282766
The layout is comfy but the buildings seem kinda out of place. Maybe add snow in the roof and frost in the walls?
>Post progress
I wish I had finished what I was working on. Maybe next week.
>>
>>2282766
Getting my shit drawings for characters out of the way now so I'm not scrambling to do them when the deadline nears.
>>
>>2282775
Dunno why you're so possessive. They're all hosted by different people. There are like 5 other RPG Maker Jams on itch at any given time you could have participated in.
>>
>>2281633
Yeah that's the basic idea. They would be following the leader like ducklings. I can't decide if I want them to just be immune to damage when not in play but also passive, or have tactical AI and help fight but also susceptible to damage.
I also want to have mech segments like blaster master
>>
>>2282985
?
>>
>want to make a spiritual successor to medabots but don't know how to implement a build your own robot system
Ideaguying is suffering
>>
>>2283167
the idea isn't going to slink up to you at a party in a red dress and fuck me pumps and offer itself to you
think up some options, how to structure them, and try them out and see what's doable and what works and what isn't/doesn't
>>
>>2283167
Play some games with HUGE customization. Start with Noita as an example because I can't think of any other right now.
>>
Does anyone know where to find good RM2K chipsets?
>>
>>2283167
I'd start with some basic weapons (gun, sword, hammer, flamethrower), corresponding damage types, then armor parts that give defense against that, and you have a solid foundation to go from there.
>>
>>2283233
chara-project
I'm surprised that site is still alive, used to use it a lot years ago to get rpg maker 2k/2k3/XP graphics
>>
>>2283233
>>2283248
right forgot to say, from the front page, go on the left sidebar and click "complete resources", that will take it to the database of all graphics they have
>>
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>>2282766
Decide to make a Fist of north star grunt as an optional recruit. Meet him in random encounter, can choose to kill or recruit after defeat him.
>>
>>2283263
big red flag if this kind of a character shows up in a porn game
>>
>>2283268
he has face, so it's okay.
>>
>>2283167
You're not just an Ideaguy. You're a Badideaguy.
>>
>>2283248
I dunno man, I recall Charas Project consisting solely of gaudy SNES rips with the transparency not set right.
>>
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>>2282766
Yeah, 3 days for this.

I really can't craft story worth anything.
>>
Belting out all the custom art right now so I develop sunken cost fallacy and force myself to complete this jam
>>
>>2283280
if you're willing to go through it you can find some good stuff in there
>>
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>>2283287
Same
>>
>>2283333
Checked
>>
>>2283167
My idea for a medabots clone was about dolls that were possessed by evil spirits (in lieu of medals)

The dolls weren't as customisable as medabots but you could build your own custom ones from scratch

I gave up on it when I realized how unfun it would be to do with 2D sprites
>>
>>2283513
Well the original medabots games (yes it was a game prior to the anime) were all 2D so maybe its not that bad. And you can use dragonbones nowadays.
>>
>>2283333
cum in girl
>>
Man this looks really fun, I wish I had the time and dedication to make my own videogames. Good luck to you all.
>>
>been housesitting for my folks, cant work on game
>will be until the 30th
>new character in guilty gear comes out on the 30th
bros... go on without me...
>>
I've never submitted an entry before, can I do it before the deadline? Gonna be visiting family for the holidays so I can't submit it on the 25th.
>>
>>2283729
Yes.
>>
Any examples of incredibly short rpgs? I'm looking for inspiration for putting together a first game that is manageable.
>>
>>2283758
Most of the previous /vrpg/ jam games are only an hour or two long. Have you tried those?
>>
>>2283758
Undertale's only 5 hours long.
>>
>>2283768
oh awesome, how do I go about finding those games?
>>
>>2283758
Space Funeral is an all-time classic and you can breeze through it in three hours.
>>
>>2283780
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
https://itch.io/jam/rpgm-school-jam
Douzo, lad
>>
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>>2280848
Thanks for playing Hodgepodge High, I hope you've enjoyed it!

Since the new jam has me poking around RPGM again, I've uploaded a fix today for a few minor issues with some events, along with fixing a missing space among in the event tiles for the cutscene before the rooftop stairs. I'm not sure how I didn't catch that during last jam, but better late than never, right?
>>
>>2283824
>I've uploaded a fix today for a few minor issues with some events, along with fixing a missing space among in the event tiles for the cutscene before the rooftop stairs. I'm not sure how I didn't catch that during last jam, but better late than never, right?
Not him but I just downloaded it today before you made those changes lol, guess i gotta reinstall
>>2283811
Speedrun WR is sub 10 minutes for it.
>>
>>2283826
I'm really sorry, anon! If I finish something in time for this jam, I'll try not to take an eternity to notice any dumb mistakes.
>>
>>2283836
Nah I'm not mad about it, it's just a funny coincidence.
>>
>>2283826
On one hand that probably does go to show that I was underselling it, on the other hand I'm sure the average first-time playthrough doesn't flirt with world record speedrun figures.
>>
>>2283824
>Thanks for playing Hodgepodge High, I hope you've enjoyed it!
I haven't managed to finish it due to irl stuff but I'm very much looking forward to doing so, really really enjoying my time with it.
>>
>>2283263
looks like the party member that gets more character development than the protagonist
>>
I want to make some sort of horror-RPG where you deal with shapeshifters, but I can't find any reason of why any of the character would wander by themselves and get THING-ed.
>>
>>2284012
>Live in small neighborhood with friends
>Shapeshifter appear and start fucking things up
>The neighbor gets more and more fucked as the game progresses
>>
No thoughts
Head empty
>>
>>2284107
>t. me when it comes to do anything other than combat mechanics
>>
I'm looking to make a text based post apocalyptic cyberpunk game but I have no idea what engine to make it in? Should I just make my own
>>
>>2284134
Depends on how much math and variables you want to have on the background.
If you want some basic CYOA then you can use Twine. If you want some VN with fights and stats, you can do that in Ren'Py.
Using RPG Maker for "text based" game is not a really good choice. You would need to get creative with variables and tweak UI here and there. That would be like trying to kill cockroaches with grenade launcher, possible but not really optimal.
>>
>my jam idea (that I came up with few days ago) has a similar concept to medabots
>if I do it now, people will think I stole it from this discussion
no...
>>
>>2284189
I'm making a game where people battle robots too and I'm not the medabots guy.
One of us.
ONE OF US.
>>
>>2284189
man, who the hell cares. If the in betweens are different no one would have anything to say about it. It's your idea after all, it will have SOMETHING different from the other anon's
>>
>>2284193
I care, my honor of a solo dev beater is at stake here...
>>
>>2284189
People repeat concepts all the time. Give it your touch and it will be different. Also medabots is dead so anything that tries to fill that niche will be mostly praised by nostalgia. GET TO WORK.
>>
>>2284198
No idea is wholly original and it's better not to stress out over a jam that only lasts a month
>>
>>2284208
>>2284209
I already booked a week-long mountain trip to find myself and a new jam idea.
>>
Should I attempt to make my own battle system for the jam? I don't know if I can handle 2k3 atb shit
>>
>>2284232
I'm one of those freaks who likes the 2k3 system, but making your own battle system in 2k3 is really fun so I say go for it.
>>
>>2284232
Jams are the best time to practice new tool in my opinion. Just keep in mind it might take you few days to set shit up.
Do you plan on making new one in 2k3 or from scratch in some new engine?
>>
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I begin
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>>2284252
I've made custom battle stuff in 2k3 before actually, but the one I'm working on for my main project is similar to Kirby's if I had to compare it to something and that's off the table for the jam because good lord is it a lot of drawing and trial and error.
I'm still planning to do this in 2k3, but for this one I want it to have an actual rpg battle system. I guess I could just copy the math forumlas from the built in guide and do them via variables so the atb shit doesn't happen + I can customize stuff more.
>>
>>2284278
Use 2k3 Maniacs and save yourself a lot of huge headaches with the CBS design.
>>
>>2284398
What exactly does it do? I've already figured out how to do a lot of stuff with the picture function and variables.
>>
How do I disable the Battle UI in rmmv/mz? I want to make custom UI
>>
Does anyone has any recommendations for games that do auto battles well? I'm working on a prototype and I'm kinda stuck with shitty gameplay, so I thought I'll fish for ideas.
By auto battles I mean that the characters do the entire fight on their own, and you can only chose equipment / party composition. Pic related from Soulestination, the player can't choose any action once combat begins.
>>
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>>2284406
What exactly doesn't it do?
You know firsthand how much prep work goes into making certain things like digits/numbers/names/etc appear in custom menus and battle systems, right?
Maniacs takes most of the bullshit out of the process by letting you display text as a picture. You can use it to display and update variables, change names using the default name screen rather than having to devise clever but painful ways to handle custom name displays.
Variable control is also greatly improved in terms of usability with a more efficient menu/means of selection (you can type in the number of the variable/switch you want to operate on/use as the operand... crazy simple, but not included as a stock feature in any maker.)
>>
>>2284468
That's more like puzzle game though, I made a similar game for the 2nd jam and it was purely by eventing.
>>
>>2284184
RPG Maker has all of the RPG fixings so if you're going to do a proper RPG it's already got everything you need, certainly more than Ren'py or whatever the fuck
>>
>>2284408
Bump
>>
>>2284494
Holy crap that looks appealing, I'll look into it.
>>
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>>2283248
>>2283280
Speaking of which, what are other character generators worth using? Preferably anime-styled.
I found Charat.me. Liking it so far, only static full-body poses though.
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>>2284468
There's an entire genre of autobattlers out there, maybe you'll find some inspirations.
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>>2285201
Yeah, that's the first thing that comes up in Google, but I'm looking for a single player version of a similar idea, with much simpler combat. FF12 does have the gambit system, which is fairly close to what I'm thinking of.
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that's it! no more doomposting about the jam! we're gonna make our games bros!
>>
all i've got left to play through is yngvar (which seems like a damn long one) and after school dungeon club, which i'll probably start up tomorrow. i feel bad that it took me so long to get around to playing last jam's games, these are all so good.
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>>2285209
Then maybe gacha games are what you're seeking about. Plenty of them have real-time auto battles, with player input only consisting of activating skills at the right time (and even that can be auto'ed too).
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>>2285268
That actually does sounds similar to what I'm thinking of. Is there any gacha like single player game? I don't want to waste hundreds of hours before I have access to the full mechanics.
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>>2285277
They're all single player games, or at least have PVE modes. Multiplayer battles are not the focus of gacha games, it's waifus. Watch a battle video then scrounge the game's wiki for information.
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Any good tools for making a world map or do I just have to use paint
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>>2285297
There are some free tools that help you make a world map like inkarnate but it will look better if you do it yourself.
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Does anyone know why Mason Lindroth hates fan games?
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>Falling down the Script rabbit hole again
Oh nonono
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>>2285322
Where did he say that?
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>got a pretty solid game idea that I wanted to make for a while but in different setting
>all the design details fell into place automatically
I still don't know how I want the level design to look (first person, RPGM-style bird view, or something else), but so far the ideaprogress is good. Gonna get some serious progress done starting tomorrow.
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I hate mapping, I don't know how to make good stuff.
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>>2285217
Blakely > Stella I'm sorry but thems the facts.
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>>2285209
gambits its the best you are getting,gachas are purely you jsut make your party and throw them at bosses most of the time,soemthing like FFXII doesn't happen you have no way of tweaking the behaviour of the AI
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>>2285377
It's only after opening rpgmaker myself that games I've played which don't use custom graphics: MGQ Paradox, Black Souls etc, use the default maps and modify them somewhat.

So if you're struggling try that. Load the preset mountain village map or whatever and put your own touch on it.
You can also do what BS 2 did and just straight up copy other fictional settings or irl settings like pic related. Dark Souls also did it with Anor Londo.
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>>2285494
Im thinking more of city layouts but but you rise some good points. I'm gonna try it.
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First protag sprite for the jam done now time to try and figure out how to get the parallax backgrounds to correctly scale up to the size of this guy
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>>2285532
Im literally drooling at the idea of playing as a game starring this guy. Cant wait to see what you make!
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>>2285532
What's your game gonna be about anon?
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I've found that for jam games with 1-2hr length and traditional RPG combat, it's best to design the battles first (how many battles, random encounters or visible enemies, gimmicks, estimated player's level and equip, etc.)
You will be forced to work on the database, which will guide you towards recognizing what skills you need to implement, what plugins are needed, how fast the player will progress, etc. Basically the core of the game.
With the core ready, you will understand better how the game should look and feel.
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Creative energy... zero...
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>The page for 2k3 maniacs lists viprpg
well, that explains how thunder draco exists
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>>2277019
Can you link to the previous jam games in the page description, maybe people want to check out how the previous jams go

The list is in this post >>2283813
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>>2285607
Thunder Draco wasn't even made with the maniacs patch.
That said, I'm really pissed at myself for not downloading bookmarking another shmup I found made by the same guy while perusing the VIPRPG collections. I've been trying to find it again but can't for the life of me locate it.
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>>2285693
>Thunder Draco wasn't even made with the maniacs patch.
Unironically amazing
>That said, I'm really pissed at myself for not downloading bookmarking another shmup I found made by the same guy while perusing the VIPRPG collections. I've been trying to find it again but can't for the life of me locate it.
https://w.atwiki.jp/vip_rpg/?cmd=word&word=thunder%20draco&type=&pageid=795
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>>2285693
>>2285699
Nevermind, just found it. Time to play THUNDER WINDY.
https://viprpg2020kohaku.xxxxxxxx.jp/entry16.html
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I know nothing about game development, where do I start with this sort of stuff?





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