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You're working on the RPG of your dreams, right?
Post progress!
>>
Brown cake.

With sound: https://files.catbox.moe/s04vpp.webm
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Here's the finished version of the sketch I posted last thread
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>>3027847
nice tits
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>use lua which is a easy scripting language
>playerbase are retarded kids therefore easy money printing machine
Take the Robloxpill.
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>>3027890
Stop it
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>>3027834
Hi there, i was the retardanon from last thread bugging you about your dev and music process. Will you be my dev friend?
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>>3027909
Yeah, but not too much.
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>>3027847
cool battler
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demo's getting a pretty substantial update soon.
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Picked up a tablet, able to practice drawing a little more regularly now
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I worked on Screen Transitions that play when a battle starts.
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>>3027795
Bought rpg maker.
I'm going to funnel my autistic ideas onto a game and see where it'll lead me.
Just another bitch ass rpg maker dev.
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>>3028671
based
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>>3028671
um hello? Based department?
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>>3027834
Your WEBMs are always lol random and I like it.
>>3027847
Well done.
>>3028276
Seems quite chaotic with a whole lot of stuff happening at once. Like Cyptode talking while the Hot Wind animation is still playing.
Maybe give things time to breathe.
Could just be me, though, and it looks pretty cool.
>>3028462
That's good news. The dude looks like he needs some sleep.
>>3028584
Nice. The last one's my favorite.

You all keep up the good work. You're all gonna make it.
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i think a summoner class would be really fun to play
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>>3028872
Looks cool n fun, what is it
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>>3028671
hope it was 2k3 or else youre ngmi (the gods may spare you if it was xp)
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>>3028937
It's over bros...
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>>3028997
>>
UE really doesn't like working with blender.
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Assesing the quality of all monsters in my game's roster, so I made a collage to take a look at that and style as whole.
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>>3027795
Why do erased events come back after i leave and reenter a room when im testing the game?
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>>3029121
Erase Event only lasts until you leave the map.
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>>3029125
How do i make it so it permanently erases the event
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>>3029121
What you want is to turn a self switch on to a blank page.
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>>3029128
>Erase Event
Use this for recurring things. I personally use it for enemies on the map, so they become "erased" after they're defeated, but don't reappear until the player reenters the map or loads the game again.
Also useful for Autorun events that do simple things. A good example is if you want sunlight on your map. You can use an Autorun event that uses "Show Picture" to overlay a sunlight image. However, all things stop until the Autorun event is finished, so you can use Erase Event to stop it. Whenever the player reenters the area, the sunlight image will be shown again since the event isn't permanently erased.
>Self-Switch
The most commonly used one. Use this for "scene" events, such as ones which start upon entering an area. Creating a new, blank event page will stop this scene from ever reappearing. Self-Switches can also be used for dialogue, quests, and pretty much anything that changes over time.
>Switch
Another option. Switches can affect multiple events, unlike Self-Switches which only affect themselves. Say you enter a town, a scene occurs which burns down the village, then the player regains control. You can use a single switch to change all of the dialogue in the village, as well as permanently disabling the scene event.
Furthermore, you can use switches to enable the player to continue the story or enter a previously unavailable area. A single switch can completely change the landscape of an area, and multiple ones will shape the narrative/gameplay of your game.
>>
I'm trying to use AI to write the code for me but none of them works.
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>>3029128
>Variable
Similar to Switch, but with infinitely more control. Events can be dependent on Variables, just like Switches or Self-Switches. The difference is that you can perform a huge amount of operations on Variables. Say the village elder won't talk to you until you've collected 10 apples. You can have a Variable operate "+1" every time you collect an apple. If that Variable equals 5, the elder can say something like "You're halfway there," then you can have a scene start when the Variable equals 10.
Once you become more accustomed to the engine, you'll realize that Variables are some of the most valuable and versatile things that the engine has to offer. For now, you can use them for basic things which require addition or multiplication. You can even integrate them into RNG mechanics for your game.
>Conditional Branch
I figured I'd mention this as well. Conditional Branch can be used alongside Switches and Variables to determine how an event should proceed. This doesn't really involve your question, but it's a way to change when an event disappears. You can also use it for small dialogue changes instead of wasting an entire event page. For example: If [Apples] is greater than or equal to 5, elder says "You're halfway there, keep at it!" otherwise he says "Hurry up!" You can use a conditional branch for this instead of creating a completely new event page. You can also turn on Self-Switches inside conditional branches, so I suppose it is another, less space-consuming way to erase events under certain conditions.
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>>3029135
Neck yourself. You are exactly the problem with gamedev. Lazy, stupid, too thick to learn.
>>
>>3028584
That last one's pretty spicy.
...it's just Show Picture commands, isn't it? Smart move.
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>>3028584
Cool
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>>3028872
I support a summoner class, its my favorite to play.
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>>3029141
On the ultra extreme end of what good variables/conditionals/etc are, you can effectively treat your variable pool it as though it were working memory and build up all kinds of custom systems around it, so thinking that you can use the "but it's RPG Maker" card as an excuse not to dev is invalid. Anything you see in this image is the result of clever use of variables, conditionals, and other things in the RPGM toolkit (2k3 maniacs). Everything is arbitrary. Your position within a menu might be as simple as 1 variable that tracks where you're at, or it could be a variable pointing to a position in the variable pool that you re-point by adding to/subtracting from it. An item might be as simple as Potion = 1, Magic water = 2, and you tell the game how to treat those values when your Item Menu is called. Your party's data might be located in a block of variables (101=who? 102=level, 103=EXP, 104=HP, etc) that you manipulate. You might have a dedicated space reserved purely for temporary info that you need on the fly (generating an EXP chart from formulas, making temporary item lists, copying combatants' stats around during command execution in battle, etc).
RPGM can do more than most people know, and if you can work at a high level in RPG Maker, you can most likely take some of that logic along with you to other things such as actual programming.
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>>3029368
>thinking that you can use the "but it's RPG Maker" card as an excuse not to dev is invalid.
Preach. I made so much stuff with just variables/events and UI. Limits breed creativity.
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>>3027847
>Rat.png
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>>3029368
Everyone... please stop being inspired by Earthbound...
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Anyone know where the sandbox RPG autists usually hang out?
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it's over...
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>>3027795
Anyone actually working on an rpg of their dreams?
No offense to some of you, it's just that I refuse to believe your dream games are that limited lol
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>>3030278
I got big dreams, but I know I gotta have bigger skills to make them come to fruition.
Only people who never game deved before try to make the next fucking elder scrolls game.
Scope is a cruel cunt of a mistress.
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>>3030278
Nothing I work on is my "dream" game.
At this point I'm mostly in this for the
>identify problem
>create solution
loop that comes with game dev. It's strangely addictive. I just like to see what I can do.
The fact that games can be made as part of this cycle is an added extra.
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>>3030278
Don't really have a "dream", I just like making stuff.
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Now that I've added big chests to the game will this attract the anime fans?
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>>3030278
I'm making the RPG of my dreams.
If you don't like it, fuck you.
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>>3030402
only if there's big booty as well
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>>3027795
map/waypoint/overworld system is finally working. now to make a cool UI element to replace my placeholders.
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>>3030426
So much booty
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custom engines are so hard... I guess I am literally built for rpg maker
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all the talented people here in thi sthread are pissing me off
its not fucking fair that i was born so useless
i wish you fuckers had any idea what it was like to be 100% worthless
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>>3030656
Believe me when I say it's not talent, but hard work.
No amount of wishing you could make a game can replace doing all the things that go into it. The experience of making a quick jam game in a week or two alone will reveal many realities about game dev to you that you've never considered. Even making something with the RTP in RPG Maker 2000, you will learn some things.
But sure, complain about talent. There are plenty of people here whose stuff I look at and wonder "how the fuck did they do that." But it's better to see it as something exciting and worth trying to understand rather than as something to be mad about.
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>>3030402
>top pops off like a SMRPG chest
Nice. My only complaint is the item fading in all boring-like. Everyone knows the contents of a good chest are shiny, glowing with unearthly light. It should be like the box can't even hold all that value. Don't just have the item saunter in after the fact
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>>3030656
Basically this >>3030667 but also "oh I am soooo talented for doing mind numbing data entry for weeks on end." Because that's the kind of stuff most development consists of outside of rapid prototypes.
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>>3030656
People who have this simplistic mindset are the people who never truly tried anything.
Like that fat woman who sees a thin person and believes some people are simply thin.
>Oh you can draw? Weird how you were simply born with that ability. I could draw too, if I was born with that ability.
Then perhaps they actually try it for some time and realize that one can actually improve and learn different things. And that LEARNING is actually a skill that can be developed too.
Crazy.
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>>3030723
Ooh I could do a thing, thanks anon
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>>3030656
No one is born useful. Even talented people need to discover their talents.
Get to work.
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>>3030402
Uhhhhhhhhh does it have a cool discovery jingle to go with it?
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>>3031688
It does!
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>>3029120
Looks dope Anon
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>>3030667
>>3031047
>>3031047
>>3031686
Talent absolutely IS a real thing and it's dishonest to downplay its significance. Of course, possessing certain innate qualities won't automatically make you skilled at any given thing, but it absolutely can and does substitute for a degree of work that may be potentially arbitrary.

Someone blessed with the potential for strong imagination or working memory may be able to work at certain things much more efficiently than someone weaker in those qualities, and while a person lacking such things may be able to substitute in for them, possibility with more work, the level of comparative effort they might have to put in in compensation may be incredibly different.

People can be 'born deficient' in given qualities, as talents can be demonstrably heritable. I hate people who imply otherwise, because it puts immense blame on people who might have otherwise honestly tried, and yet failed despite their efforts, yet still blame themselves.
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>>3032144
OK, but that doesn't change the fact that the majority of people just use it as an excuse to do fuck all instead of trying.
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>>3032154
That's also true, and you are are right to blame those people in particular for being complaining asses.
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keep at it bros
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>>3029041
In what ways?
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>>3032144
No, fuck YOU, buddy.

That mindset is discouraging and kills potential. I've got plenty of examples where people thought or were told they didn't have what it takes, and it turns out they did have it all along, they just wasted time being discouraged. And you don't have to be excellent at anything. Just getting a basic understanding of what goes into something is good enough, and highly valuable. Everything seems impossible when you got no clue how to do it, so you can't trust your preconceptions. Don't limit yourself by foolishly thinking it won't amount to anything. Even the experience of trying is worth it.

Also, bear in mind that shitty people will want to demoralize and discourage others by spreading this stupid mindset. Don't let them get to you.
>>
>you're just naturally talented
It's a coping mechanism
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>>3032242
Most people that achieve things in games and art worked their balls off to git good. Look at todd Mcfarlene, he got rejected multiple times before getting hired at marvel. Meanwhile there are artists like Wally wood who were gifted, but kind of fucked off his whole career and ended up killing themselves. Im sure there are instances of people who are just straight up talented and made it, but when you dig into people's backstories most worked themselves to the bone and overcame failure.
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>>3032144
yeah, pretty much this. its exactly same as with iq, athleticism, etc.
some people are simply better in some areas and you really cant compete with them.
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>>3032255
yeah but the thing is these people were still talented. the entry threshold is just so massive that you need both talent and hard work to make it.
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>>3032261
I think you need to have a general aptitude towards something, but you dont even need to be super talented, just have lots of interest. I think its more important to have work ethic to make it, now to excel to the highest levels you will need talent, but if one simply wants to make a living its almost impossible that someone going balls out wont make it.
>>
>>3032144
>People can be 'born deficient' in given qualities, as talents can be demonstrably heritable
Of course they can, but that doesn't mean you are useless in that field. Many musicians have a musical ear which means they can pretty much play by ear or sing in perfect tune. Many more don't.
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>>3032287
I don't have any innate musician's superpowers, I was told I would never be good, never thought I was, and years later I'm told it's crazy how I'm just naturally talented. It's a bunch of bullshit. I just liked banging drums man, and it has brought me good times and friends.
>>3032280
Just with basic understanding you're leagues ahead of those who have none. That understanding often bleeds into other domains in a valuable way. Understand that and keep being driven and you're again leagues ahead of everyone else.
And connections are a major part of success. You get more opportunities, advice, support, and so on.
>>
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>>3032253
It absolutely is. The two most important things people need to learn are how to actually learn and retain and apply things learned, and how to apply themselves even when it's unfun. Way too many people say "I could do that if I wanted to, I just don't really want to" and then go back to watching Netflix or playing braindead games and hating their lives. I knew a guy who said he "plateaued" on learning Japanese after using Duolingo for two weeks. What the fuck does that even mean? If you keep learning new things, even small things, and getting better and trying, you're doing it right. Other people may be better than you at somethings but only you can make yourself better than you were yesterday.
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/VRPG/ PROGRESS SHOWCASE ON THE 29TH
YOU BETTER HAVE SOMETHING TO SHOW BY THEN
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>>3032750
Says who?
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>>3032750
Uhh what if we hosted a demo day here?
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>>3027795
What engine would be a good start? Hard Mode: No RpgMaker.
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I wish I had a similarly manic coderbro that I could cook up and rapidly prototype absolutely unhinged card-boardgames with.

I think at this rate of AI though 1MA will become even more attainable with chatgpt.

Anyway have a WIP page of wands card. Trying to do some worldbuilding through visuals, I hope nobody cares when the Pentacles are a race of dark-carapaced insectoids with confucian chinese, jewish, and african tribal influence
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>>3033308
>manic coderbro that I could cook up and rapidly prototype absolutely unhinged card-boardgames with
lay the idea on me, my dude
>>
>>3032717
you just misunderstand the word talent then. you're in a privelaged position and dont even know it
>>3032242
Again you don't understand talent

Whats sad is you guys are dehumanizing untalented people. you cant even conceive of someone like that. those are the real untouchables of society who you pass every day and never think about
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>>3033423
>you guys are dehumanizing untalented untouchables
No, you're the one doing it.
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>>3033363
I've got a few. The throughline between them though is that each Major Arcana functions as a 'class archetype' that has a similar flavor of experience across each subgame, and really digs in to all the essences of the genre. For instance, when you think about board/dice games at their root, concepts like Control, Tempo, Aggression, resource ramp, discard, and Synergy exist below the veneer of whatever arbitrary nouns a dev uses to describe the interactions.

Ideas are cheap so walk with me on this mental winding road for the main example.
I say let go of balance right out the gate and make a game about who can develop more broken builds using the raw material of a tarot deck, a standard set of DnD dice (so d4-d20 with 2d10), and operate on a 7x7 grid (for the ability to make a neutral zone on the 4th row and/or 4th column to split the field for 2-4 players). Slap a token with a counter in the center of the board. This is the Bomb, and the basic win condition for the game. If the bomb detonates within your zone/side of the board, you lose. Each player has a Major Arcana class with a health die, resource die, attack die, and passive+active abilities. Each player draws five cards per turn for material in executing abilities/resource generation.

The insanity is in the ballooning number of options over how to explore the class interactions. Does your class generate tokens that work as barriers? Plinker minions? Do you take your Emperor's Decree passive to tax resource points from other players? Do you go unga bunga Strength and ramp up your own Attack die to bypass the bomb's counter to directly smack your opponent? Embrace chaotic board events with The Tower and The Wheel of Fortune classes? Classes that can anchor the Bomb to a square, classes that can manipulate the Bomb's timer, classes that manipulate the board itself by making square cause damage and so on.

Tl,dr; tarot-themed anarchy chess but with actually playable rule-stacking like Shotgun King.
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>>3032750
qrd?
>>
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>>3032780
ANONYMOUS
>>3033019
DO WHATEVER YOU WANT YOU TURBOFAGGOT YOU DON'T NEED MY PERMISSION I'M NOT YOUR DAD
>>3033894
SHOWCASE YOUR GAME ON THE 29TH
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>>3034075
alright, i'll come back then and show progress
i'll do it for you
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>>3034075
Anon...calm down
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>>3032750
>>3034075
I'll try to submit something. I wanted to post more often but I have too many things going on at the moment.
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>>3033801
Played some Shotgun King to make sure I understood what kind of rule stacking you were talking about. Fun game.

What kind of presentation are we talking here? I tried slapping together a quick Tabletop Simulator lookin thing but it turned out pretty raw
>>
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>>3034378
That's not too far off from the perspective I was thinking! I whipped this up to maybe give a bit more UI info. Looks kinda like if Inscryption got hit with a JRPG hammer.

I think a lot of the intrigue in the UI would come from things like animated tile flips/pulldown menus. Feel free to hit me up on discord if you want to pow wow more because from here things start seriously going into the weeds. For instance, seeing the page card on the board makes me immediately want to segregate numeric cards as resource generation, and use the court cards as deployable units.
Bliss#3039
>>
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>>3032750
>>3034075
>>3034157
I'm going to try to show the title and save load scenes.
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lil horror dungeon
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How long is your game gonna be, and how long is it right now? Mines 20 minutes right now and i'll probably be a hour or so when it's finished.
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>>3036693
well mine should be around 20hs on a final cut. Its 2 hs now I think.
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>>3036319
The fact that its response isn't "..." is soulless in of itself.
>>
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>trying to write normie dialog when you're autismo
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>>3037040
Get a writer or don't make a game which needs normie dialogue
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>>3037046
>don't make a game which needs normie dialogue
This. You can have a cast entirely made up of weirdos. Or just don't have NPCs talk. Or talk very, very little. There's so many lengthy expositions that could be cut down to NES sized GET CANDLE AT EAST PENINSULA one-liners and lose nothing.

I actually love NPC banter but only if it's good. If they don't have anything to say, why bother?
>>
>>3032750
>>3034075
Am I the only one with something to show?
Title and save load WIP scenes (game still doesn't have a definitive title, BTW).

With audio: https://files.catbox.moe/opbi0u.webm
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>>3037040
Just be normal, jeez
>>
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>>3032750
Not much to show because I didn't have much time this week.
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>>3037445
Cool transition.
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>>3037334
im trying pls be patient
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>>3034075
reporting it for the 29th
redoing most icons and getting ready to push this update out after like 2 months

>>3036693
~10h, 4h'

>>3037445
cool transition effect, but i don't like the bright flashes. i'd get rid of them but keep the wave transition effect otherwise. maybe replace the flashes with a screenshake?
>>
>>3032750
Haven't made any major progress, I've just been drawing portraits and facesets and one battler, and on the game itself I've completed some maps/dialogue, but not as much as I wanted.
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>>3032750
The great refurbishing is still going on, currently 24/32 are ready.
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>>3037151
Looks pretty damn good. I like the 3D models for the floppy disk and the USB stick.
>>3037445
Looks gooreat. I like the overworld and the battle system seems to run fine.
>>3037533
Interesting looking game. All the icons look really well made and I like the way the map looks.
>>3037584
Nice looking portraits. The magic circle(?) effect on the battler looks a little strange, though.
>>3037698
The new sprite looks fucking amazing.

Keep up the good work, you're all gonna make it!
>>
>>3037520
No. I have to be patient all day every day. If you want to write better dialogue, we're here to help.
>>
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came here to post this
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>>3038865
>be 2k3 dev
>custom systems
>can't talk to anyone about it if you run into issues or don't know how to approach a problem since no one would understand even if you explained it to them
>the .01% of people who would understand would tell you to suck it up and figure it out on your own anyway
On the one hand, it's interesting to have to go it alone and solve everything on your own without being able to fall back on google/stackexchange/etc.
On the other hand, you're basically hard limited by your own abilities, and you can easily make a huge mess of things if you reach a point too far beyond your understanding.
And the most frustrating part of all is that there's not really any "agreed upon" best practices to hold onto besides the ones you figure out for yourself. What is the "correct" or "optimal" way to do (thing)? The one that works best for you.
>>
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>>3038865
>>
>>3028671
Same. Finished my first chapter and released a free demo of it. Feels pretty good once you get to that point, it just takes forever
>>
Working on a small skyrim quest mod, if that counts as dev. It's going to be about a drinking club that recruits the player character, and will involve a couple of missions to dig up rare beverages.
Actually trying to use the creation kit has given me a new appreciation of released mods.
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Sorry no progress to post but I am grinding Unity lessons and practicing art, hope to have something to show soon.
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Blog time: I've just finished the first half of the first dungeon.
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>>3027795
been playtesting and crushing bugs I encounter
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Comfy snow level, or comfy desert level?
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>>3040028
Make it interesting, comfy cum level.
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>>3027890
>Forget that playerbase only plays crappy anime & roleplay games

>Waste years of your life for a game that peaks at 1k players and that gets copied to hell and back

Always do "market research" as in just see what the people there want. Sell your soul to make crappy anime games and when you get a lot of money THEN you can make a good game
>>
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I discovered the Lazer84 font while wanting to make the new official logo for the game. So I was testing some logo images wit the Steam sizes
>https://partner.steamgames.com/doc/store/assets
Mainly if you can get an amazing small capsule, it will heavily boost the CTR rate compared to a bad one, and I made something that works.

I also made the decision that there isn't enough to keep an early game mechanic going in the later parts of the game since it takes 3-4 days for every tiny thing with it I want to do, and I it's full fulled it's purpose, there is only 1-2 things that can be applied to other things with a simple check anyways. So half the remaining dev time left got halfed form that decision and there isn't anything meaningful to gain with adding more to it that what already exists.
>>
>>3038865
>>3039029
time to move on to a real engine bud
>>
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got sick of dying, maxed mana shield so mana takes all damage (except from DoTs)
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fun to play, mind-numbing to watch

just like my inspirations, PoE and Diablo
>>
>>3040799
Is your idea to have several game breaking builds?
>>
>>3040836
yes, play my game, make different builds
>>
>>3038865
RPG Maker is good, but the RPG Mkaer community worships Yanfly plugins and half the time you won't get any support on them unless you use discord.
>>
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Proof of concept
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>>3039029
I'm really hitting a wall with a complex fishing system in 2K. It's a drag not being able to ask questions about it.
>>
I've started using AI to write and optimize my marketing text to make it more catchy so I could have it done before the game is done, ended up getting the descriptions down. I have to figure out a trailer... Probably going to pay for it.
>>3041478
FNAF world reference. Make a really shitty Animatronic clone that can be gotten after the fight.
>>
>>3041478
If you're so obsessed with puns, why do the characters have regular names like "Ordon" and "Denzel"? Why not go whole hog and rename them something le wacky like "Joetagonist" and "Tolkien"?
>>
>>3041524
Denzel's surname is a pun, and Ordon is narrative-relevant
>>
>>3041533
>Denzel Washingcum
>"Makes Me Die of" Ordon
>>
RPG Makers are too limited but custom engines are too hard, AAAAAAAAAAAAAAAAAA
>>
>>3041533
>Denzel Jigabooyeah
>Ordon Freeman
>>
>>3041601
Gamemaker is sort of the sweet spot if you want to make 2D games. RPGMaker is just fundamentally garbage that isn't worth using and so people only ever make decent games in it by accident.
>>
>>3041533
>Denzel Black n' Slash
>Ordon Profagonist
>>
Got a new job and found myself with a lot of time on my hands. Let's say I wanted to make a spiritual successor to the first two suikoden games what engine would you guys recommend? Any specific tutorial I should look for?
>>
>>3042191
Unironically rpg maker has plugins to make a suikoden style game in the newer versions
>>
I can't dev today, fug
>>
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https://yanako-rpgs.itch.io/yanas-montamer-maker

Anyone here look into this? It looks pretty cool, though it looks to cost a pretty penny. The assets look pretty nice, all things considered.

>>3040028
Woah, I haven't seen any posts from you in a while. I didn't know you added another party member. Pretty cool. Don't like how tiny he is though desu.
>>
>>3042891
>it's another "fancy looking editor with impressive-appearing stock assets to fool retards into paying $50+ for something they'll never make a game with" episode
>>
>>3042891
From what I've read the tool is pretty basic, their selling point are the assets I think. Its easy to make a monclone in rpg maker, unity or godot. The problem is making 100-150 (decent) characters.
>rpg maker
disc creatures (this was a one dev project even) and I'm making my mon game with this too
>unity
Monster Crown, I think nexomon too.
>godot
Coromon
>>
New skill.

With audio: https://files.catbox.moe/vbkflk.webm
>>
Trying to decide on what Camera would be best. Game is an RPG detective game. I am thinking of trying to do RE style fixed camera angles but the engine I am using is a bit jank in that regard and when transitioning the camera forces a default I can't change so will try to figure that out. Other option is first person style camera with free look around. I am thinking the RE style would just be better but would take more work at the end of the day.
>>
>>3043326
Personal bias, but I think First-Person Dungeon-Crawler-like works best. A few examples below:

Devil of Laplace (not the buggy SNES version):
https://www.youtube.com/watch?v=Hp1js5w2FAY&ab_channel=PikachuPlay

Elvira 2
https://www.youtube.com/watch?v=pilO7GQLF9Q&ab_channel=WorldofLongplays

Waxworks:
https://www.youtube.com/watch?v=BxM_KJFPKVg&ab_channel=WorldofLongplays
>>
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>>3042891
Appreciate the feedback! Thanks
>>
Im too lazy to even begin bought some assets wrote some conceptual database with DIA but never felt the will to be a productive human.
>>
>>3027795
>>
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publishing all the updates i've been posting here in the last two months, so far so good
>>
>>3041533
>Denzel The Nigger
>Ordon The Faggot
>>
>>3043861
Ordon's a silent, self-insert protagonist, so if you think he's a faggot then that seems like it reflects more on your love of cock than anything else.
>>
>>3043872
>Ordon's a moaning, cock-insert profagonist
>>
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>>3043872
>>
>>3041533
>Denzel the Nigger
>Ordon the White Nigger
>>
>>3043872
>I'm incapable of writing a character with personality so uh uh uhhh YOU'RE GAY!!
Wow, you sure showed me.
>>
>>3044719
Correct
>>
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Remade some menu items, they will eventually be clickable but for now it works on a key basis.
>>
>>3027795
I use rpgmaker vx to prototype scenes but the actual game will be in fully 3d in unreal.
>>
>>3027795
I use unreal to prototype scenes but the actual game will be in fully 2D in rpg maker
>>
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we /mariobros/ now
>>
I’m making an adult VN. Spent all day on it today.
>>
>>3040836
>game breaking
Fun cuck spotted
>>
>>3037040
It helps to drink honestly.

I believe hemingway said, always write drunk and edit sober.
>>
I have to ask, how "problematic" can a crrator be for you to avoid the game or work? Say someone made a game and they had been a /d/ tier degen artist, and it wasn't porn, would you stay away from it? Normalfags?
>>
>>3046619
Look up what Toby Fox made in the past, that should answer your question.
>>
>>3027795
Can't post progress, but it's going well. Had investment offers from two sources and early testing/feedback has been overwhelmingly positive.

Keep expecting it to fail because of all the toxic bullshit preached in indie dev circles. Hobbyists and failures should keep their garbage projections to themselves.

>>3033248
Unreal. Unity's future is becoming increasingly uncertain and Godot hasn't gained nearly enough traction to be viable, meanwhile UE is being adopted as the standard for many upcoming projects and continues to release updates that streamline processes to be more accessible for creatives. It's great to both quickly iterate on ideas for your own games, and makes you more employable should you want to join a company at some point.

The only downfall is optimization when it comes to mobile and small indie titles, but the amount of time spent investing in trimming down on plugins and other bloat is comparatively less than getting Unity to perform well (run Genshin or Fall Guys on PS4 and the console will quickly start overheating).

Worth noting though is that the engine doesn't matter as much as the result, no one playing your game is going to care what it was made in as long as it's fun to play. Most of the people dick-swinging about which engine is best haven't released a single (successful) game.
>>
>>3046632
Can't find anything, is that it? We are talking some weird stuff, I don't wanna be cancelled that's all.
>>
>>3046619
I don't care what a creator has done, I care about their work. When I find out an artist I like has done something "problematic" or illegal I just shrug it off or laugh about it if it's something really funny.
>>
>>3046662
You want to filter anyone who cares about your past from consuming your work.
>>
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Does it look like a small town bar?
>>
>>3046483
I never said it was against it dispshit, how about you take your cuckfetish elsewhere.
>>
>>3046673
It does but the characters have like 100% saturation while the tiles have 40% and it clashes a lot. Is that motherfucking joseph joestar next to the counter?
>>
>>3046619
Why yes I am a /d/ artist how did you know?
>>
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>>3046696
Contrast between tiles and characters helps a lot on older GBA screens (it's a GBA game).
>>
>>3046729
I know but on the other pic the difference in styles and palette is a lot, its like the tiles are from FFVI and the characters are from golden sun. The battle scene you posted now for instance works fine. I've seen other screenshots from your game and I do feel that bar map doesn't work.
>>
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>lay awake at night
>so excited about my game that I cant sleep and just wish I could stay up working on it
>wake up in the morning
>just want to drink coffee and shitpost all day
>>
>>3046974
Welcome to gamedev
>>
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>>3046974
it's over
>>
>>3029120
These are amazing. Highly professional. The 2 red ones in the 5th row and the one in the sixth row, column 4 (the larger bat) are the only three which are difficult to understand the shapes of. For the 2 reds ones in the fifth row, I think the small one has too much texturing on his tan skin, and the carapace of the larger one feels a bit too complex. But everything else is really great. Your shading does a great job of showing shapes, and your color choices are really fantastic for all of them.
>>
>>3037040
I'll give you some examples
"yea, no cap, fr fr senpai"
"[group] be like"
>>
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>>3046767
I'll try to increase background constrast, but since I don't know how to draw, fixing 100% it is not going to be easy.
Thanks btw.
>>
>>3047059
Thanks a lot for your input. I'll take it into account, I just finished a pass to most stuff (all have 54 frame spritesheets) so it will probably go a long way but I'm absolutely fixing the wyverns and bats after I finish the actual 'full slice' demo (around 4hs of content and 50ish catchable monsters).
>>
>>3027795
Now that I got my life together I finally have free time to develop the RPG of my dreams. However I’m feeling conflicted about starting that project instead of using my off time to work on something more profitable. Sometimes I feel like a fool for wanting to develop a game that no one will likely ever play instead of trying to come up with an idea for a business or a product or just padding my resume to apply for a better job. How do you deal with the anxiety due to the opportunity cost??
>>
>>3046696
>>3046767
>>3047076
>Characters are more saturated than background
That's an old trick gamedevs have used forever to make the important things stand out. TF2 is the go-to example of this done well. https://www.youtube.com/watch?v=RJ5goMBD6oc
>>
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>>3047611
Most of the guys shilling the side-hustle stuff are grifters. It sounds great until you realize 100,000 other people are trying to do the same thing. The only ones I've heard of that pulled it off did some really underhanded scammy shit. Personally I wouldn't want to be spending most of my freetime doing that stuff.

>How do you deal with the anxiety due to the opportunity cost??
I would say the most important thing is to find a community of well-adjusted people who have similar interests. It'll be really hard because 95% of the indie gamedev community is trannies, incels, furries, NEETs, etc. The other 5% are trust fund babies gatekeeping everything. Personally I don't think /agdg/ is that community. It's fun to lurk but if you actually have your shit together the amount of delusion will chafe with you.
>>
>>3047611

Do you have any advantages? Tho I hard about this. If you have an uncle who runs an oil company or some shit you could leverage that into your own business that makes you a lot of money.

If you don’t have any advantages like that I’ll say that most of your brainstorming will lead you right back here. Information is the ultimate product. No input cost for scale, no shelf life, global distribution, etc. once you start thinking about information as your product you’ll ask yourself what am I interestedin or passionate about. It’s probably vidya lol
>>
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We snow now, lads
>>
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>>3047661
Missed a bit.
>>
>>3047670
Based
>>
>>3039916
>>3040799
>>3040835
Neat, reminds me of Vampire Survivor. Got any new webms to show for?
>>
>>3043839
Love the dynamic lighting on this. Wish more crpgs cared about that sort of artstyle.
>>
no, i can't tell stories
>>
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>>3047727
> new webms
not really but you checkout the game at itch and newgrounds, search for 'Fantasy Combat Simulator' tentative title

and you could also check out my twitter for progress posts @joedman593
>>
>>3047628
That image is pure distilled cope from someone who tried once and gave up, everyone with that mindset was NGMI from the start and the reason they were, are and will be always in a shitty position. Don't fall for the crab mindset and just make something you really want to make
>>
>>3047611
I've asked myself the same thing a few times. I have a good job and have good career prospects, I could further my studies too but I enjoy where I'm at and I won't need those to further my career. I now earn enough money to provide if I get my gf pregnant so why should I become a bigger slave to the corporate ladder when I have a comfortable life doing what I enjoy without being a neet. Sometimes a man just needs something to put passion into and that may as well be vidya development.
>>
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>>3047727
here new
>>
>>3046673
Is that a fat Jill Valentine that's seated?
>>
>>3041533
>Denzel the Nigger Faggot
>Ordon the White Nigger Faggot
>>
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>>3048291
It really is like Vampire Survivor! I take it melee is gonna be terrible in this game if magic is so fucking good?
>>
>>3048392
The skill showcased is actually a melee skill combined with sorcery skills
[Strike Surge + Chain Shot + Seeker Shot]

> melee terrible
It ain't bad, spells are just better.
>>
>>3048552
>The skill showcased is actually a melee skill combined with sorcery skills
huh, did not know that...
With the way it was being spammed, I assumed it was just basic-ass casting.

I feel like the MP cost should definitely be a bit steeper tho, at least when compared to more normal sorcery.
>>
>>3041533
>Denzel the Black White Nigger
>Ordon the White Nigger
>>
>>3047919
Crab mindset is tearing other people down. I'm not saying you're wrong, but you'd be more convincing if you used terms correctly instead of as buzzwords. If you know any gamedev communities that aren't shit I'd love to hear them.
>>
>>3048638
> skill cost
Yeah, I made my own weird system
> skills has a support cost when being added to other skills
[Strike Surge Lv0] base skill cost 1sp 1mp
[Seeker Shot Lv10] has a base 11mp cost but reduces mp cost by 1 per level so 1mp
[Chain Shot Lv5] multiplies base skill's mp cost per chain + 1sp support cost
[Quick Strike Lv10] 10sp + 1mp support cost
>>
>>3048665
>Crab mindset is tearing other people down.
You're both fucking wrong and retarded lmao. Crab mentality is about dragging other people into the bucket. Either because they're successful or they realize they're in one in the first place.

>>3047919
There's only 1 game in this thread I would even think to consider gmi and it's not any of the jrpgs that look like they were made by a high schooler.
>>
Very slowly learning to 3d model and texture. Already know how to code, that's the easy part.
>>
>>3048675
Loving the stats autism! Keep it up, it'll filter all the plebs!
>>
How hard it would it be for a blender fag to put some high quality nipples on a meta human for me? I feel like it would take me several days to something that someone else could do in 5 minuets
>>
>>3049089
Literally just nipples on an existing blender model? Very easy
>>
>>3041533
>Ordon is narrative-relevant
Ordon deez nuts
>>
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zoom indicator and buttons on the hud
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>>3049089
take a picture of a nipple, subdivide surface until theres 500 tris, edit the model with the texture applied until the surface of the model relatively matches the picture
>>
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Is a man not entitled to the make of his game
>>
>>3049905
Cool a reference I understood. I don't get most but I love your puns though
>>
>>3049905
Pretty cute ngl
>>
>>3049905
I'm really digging the 2000s webcomic artstyle you got going on here. Gives it a huge amount of charm and soul.
>>
>>3049905
Replacing the fancy RPG Maker ice chunk with a cartoony one adds a lot, I think. Hope you eventually do that with slashes and the rest
>>
Is pygame viable for developing an RPG or should I skip directly to RPG Maker (or the recently-announced RPG Maker Unite)?
>>
>>3050039
RPG Maker is the easiest tool out there for non-coders, and ease of use matters for getting shit done. There's a reason people still buy it despite being a poorly performing overpriced mess that likes to downgrade features from previous versions.

If you must roll your own RPG engine (which you would have to do in pygame), I really don't recommend Python. If you want to make a game in a Pythonesque language unironically just use Godot
>>
>>3049908
The puns are what those faggots were complaining about earlier too. So many fun cucks in this thread, trying to shit up the thread by forcing their misery-porn fetish on everyone else.
>>
>>3050117
I see that Godot is a game engine. However I want to do everything from scratch. I realize python is a slow language, so what programming language would you recommend instead?
>>
>>3049908
Thanks fren, I post 'em for you
>>3049922
Thanks!
>>3049927
It's mostly a limitation of me not having a tablet and doing all my art with a tablet. That and my inability to draw any other way
>>3050134
Some people have a very firm idea of what an RPG maker game should be, or are sick of QUIRKY INDIE RPG - I dunno, I just wanna make funny dragon quest game
>>
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>>3050018
Oh, I forgot to reply to this; I actually have redone all the slashes etc - the basic one in that gif is redrawn. The one I'm happiest with is the electric slash though
>>
>>3027834
clean it up wagie
>>
>>3050301
>I just wanna make funny dragon quest game
A simple man with simple tastes; I admire that.
>>
>>3050260
Use whatever language you're most comfortable with. Ignore that other guys, Rift Wizard was made with Python.

I prefer C# and you can target more platforms though, but I just prefer strongly typed languages..
>>
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>>3050313
I love a simple game, I just wanna execute well and do something to make people happy. Thanks for the kindness, anon
>>
>>3050260
>However I want to do everything from scratch. I realize python is a slow language
Always funny to see posts like this. You don't even know what "slow" exactly means. If all you care about is performance, go C++, or C if you don't care about modern standards and conventions. But I know you're a NGMI know-it-all so you should definitely go with ASM.
>>
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I want to dedicate my time towards developing one game that I will continue to update and improve upon over the years.

How terrible of an idea is this if I'm dependent on a game engine (Godot). Will long term development be in danger if the engine eventually stop being supported?
>>
>>3033423
it sounds like the only thing you're suffering from is pessimism and low morale
do you think most people start out being good at something? the winners are the ones who actually try instead of deciding they're too worthless to do something
if you haven't tried - and I mean tried properly, not made a small effort and decided it was too hard - then shut the fuck up about how 'talentless' you are and stop trivializing the hard work of others
I used to think I was useless and couldn't learn, but I was just intimidated, lacking confidence and fucking lazy
99% chance that's exactly your situation too, so get over yourself and stop whining
>>
>>3050459
You're right. I don't know. That's why I'm asking. Will I ever gmi? I may or may not, I'm only getting started, but I can tell you haven't and you won't. You're a crab, and crabs by definition haven't and will never make it. They can only try to pull others down, but guess what? Your crabbiness is only pushing me up, incentivizing me to look things up and learn, so thank you for that.
>>
>>3050491
Godot is open source
It will live forever, or someone will make a backwards compatible engine
>>
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Post progress right meow.
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>>3050860
I'm working on a dungeon.
>>
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rpg in a box, now has in the last release a rayscan function to basically implement some FPS rpg type of combat.

basically now It's possible to craft some tps or fps type of rpg shooter.
>>
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Saying learn my barely-a-game is not very inviting
>>
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>>3050860
Tunning the UI and wasting effort in custom tiles for places players will never visit.
>>
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>>3050379
>Cuck-Billed Splatterpus
That wordplay was muy peligrosamente basado!
>>
>>3050941
Grafix should definitely get an overhaul later on. Would love to see a Doom/Duke Nukem-style blobber, like Daggerfall with guns.
>>
>>3050910
>giant maps with nothing in them
stop
>>
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I WILL post progress tomorrow.
>>
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>>3051136
This is gradually beginning to look like the bad UI memes. Tons and tons of overly busy elements, a font that is appropriate for some things, but is hard to make out in some of the smaller text, that weird thing in the upper right corner that is clearly blown up from a lower resolution and didn't survive the journey...
>>
>>3051286
Uhh I get your points but I've been actually cleaning it up. I need to show some stuff that doesn't show up in menus. On the other hand I guess the text is indeed difficult to read.
>That weird thing
Its a sun clock
>Why did you pick a sun clock when its difficult to understand in current era
It makes sense tematically.
>>
>>3051296
I don't think the game is mouse controlled but in case it is you can get a lot of mileage out of just making the text disappear until the player mouses over it. Failing that, make the text smaller (in a more legible font if necessary). Move the map name up so it's less obstructive or only show it when you enter the map/pause the game. Health/Satiety/Affinity seem to be main mechanics so you probably don't need to label those. I know two take up the same position but Affinity is a different color than Satiety (and only the player has it?) so it should be fine.

If the Sphinx Mimic is one of your monsters and not an enemy the placement is pretty bad; put all your monsters on the same side so you can take stock at a glance
>>
>>3051269
I'm putting more stuff in it.
I swear.
>>
What is the optimal length and scope of a person's first rpg?
Five hours, eight?
>>
>>3051512
One town
One dungeon
One boss
>>
Video explains it all.

With sound: https://files.catbox.moe/rkq3to.webm
>>
>>3051308
>I don't think the game is mouse controlled but in case it is you can get a lot of mileage out of just making the text disappear until the player mouses over it.
I've been looking forward to implement something like this but it might take a while.
>Health/Satiety/Affinity seem to be main mechanics so you probably don't need to label those
I'll probably just make a small tutorial to explain that and use icons instead of text (heart for life, a plate for hunger/satiety and handshake for affinity).
>If the Sphinx Mimic is one of your monsters and not an enemy the placement is pretty bad; put all your monsters on the same side so you can take stock at a glance
Yeah I originally had everything on the same side but since it was covering too much of the, so one idea was to put them in opposing sides.
I appreciate your feedback a lot, I'll post another version soon.
>>
>>3050491
part of me wants to only recommend C or some equivalent programming language instead of a specific engine. Especially if you want to do this for years and years, it makes any sort of apprehensiveness less significant - with that kind of timeframe you can and will learn something like C to a competent degree, so there shouldn't be a fear of getting overwhelmed. Plus, older roguelikes and games like DF were all made in this way, with a simple ascii tileset and each component of the game under your direct control. Give it a try at least, I know for me personally I have the same dream and this is the path that makes the most sense when i reason it out.
>>
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level up indicator
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>>3051286
>E.Y.E. reference
quality content
>>
>>3051313
an elf harem dungeon? im a fan
>>
>>3051898
>Yeah I originally had everything on the same side but since it was covering too much of the, so one idea was to put them in opposing sides.
It's fine if you put the protagonist's health and stats on the other side, or the other 2 monsters on the right side. It's splitting them up that feels weird
>>
>>3051960
>It's splitting them up that feels weird
Good, that would be optimal then.
>>
>>3051972
What, are you trying to do disorienting UI on purpose like Cruelty Squad or Hotline Miami? Start tilting and misaligning stuff I guess
>>
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>>3051972
>separating information that one expects would be grouped close together
>optimal
Just because you make a UI make sense doesn't mean it can't be interesting, and doesn't mean that it has to be boring. Making bad design choices for the sake of being interesting or different alone is what causes awful interfaces.
Want to know one of the worst offenders? Omori. Every other RPG in the history of RPGs knows that you need to group the party's information close together for a number of reasons, but here, we have a UI that requires you to look in the 4 furthest possible opposite locations from each other to assess your party's status.
Players have certain expectations for things, and in an RPG battle screen, that might be
>Commands are entered from left to right, top to bottom during command allocation
Separating things and setting them in unusual locations can work, but you still have to consider player expectations and what makes their monkey brains happy to use. People shouldn't have to think about how things will work, because they should work exactly the way they expect them to.
I've never played Omori before, but my best guess is that you'd enter commands clockwise starting from the bottom left, but who knows? There's not a clear logic to it just based on a glance alone.
I repeat: Just because you make a UI make sense doesn't mean it can't be interesting, and doesn't mean that it has to be boring.
>>
>>3051990
>>3051992
lmao, I'm retarded. I meant what this post recommended >>3051960
would be optimal, shifting the character to the right and leaving all monster on the right side. Cool notes on ohmori though.
>>
>>3052006
>right side
left side*
>>
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added target highlights and cursor style for interactable objects
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Still a ways to go to replace every animation I need
>>
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progress is slow but steady
>>
>>3052429
tuga?
>>
>>3052429
I'm getting serious Stardew Valley/Seiken Densetsu vibes from this webm, not sure if that's a good thing or bad. Keep going, I wanna see what you do next.
>>
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>>3052391
https://files.catbox.moe/0vpxgj.mp4 Boss ended up being pretty fun
>>
>>3052445
br

>>3052463
thanks anon
>>
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Behold. A cube.
>>
>>3043563
Reminds me of Adventure Quest, desu. Thanks for the reminder.
>>
>>3027795
I'm still endlessly ideafagging while I finish up on other things in order to start actually structuring and doing stuff. However, now that the initial idea I forced myself into developing has come into its own, I've gotten ideas for other games. Where should I start first? pretty much all of them are too daunting and a whole lot of effort for a project for someone with no past, but regardless
>initial idea, complex RPG with dense world, autistic gameplay and a lot of possibilities
>even more autistic grander RPG that might slightly tie in with initial idea it's kind of impossible and nonsensical for this to come before the first one but still
>weird RPG with not quite as much open exploration and probably somewhat different gameplay, possibly more linear story too would also tie in with the first two but i could maybe shuffle things around to get this one to work
>unrelated chuuni "RPG", gameplay essentially 4 niggas in a row, little player agency in story, not as big a scope either, least effort
at least i think the 4th concept will stay unrelated
>>
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Attack skill assigned to 'M1' will now select on click,
other hotkeys with target skills will still select on hover.
>>
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>>3052981
You're welcome, friend
>>
>>3043563
i would suggest you make the sword icon point to the exact point the slider is at, or move the icon lower and put a high-contrast bar or arrow where the slider is.
that way it removes ambiguity (and frustration) about where it will stop when the button is pressed.
>>
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removed vendor & stash buttons on the hud
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>>3054500
moved zoom indicators a bit more to the right
>>
>>3049905
Leftmost character looks like a self insert compared to the others.
>>
>>3043563
>>3054413
Yes. Make the sword straight instead of tilted for better clarity.
>>
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fresh new build of samsara is up for anyone who wants to try it. for fans of baldur's gate: dark alliance ii

https://vita-brevis.itch.io/samsara-wheel-of-extinction

so far no one has beaten the demo, that i know of.. will (You) be the first...?
>>
Are there like open source RPGs that people download, modify and branch off of?
>>
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Okay I pretty much condensed a lot of information to clean it as much as possible. All alerts will be part of the name/health plates so as to bother as little as possible.
>All good on player and 1st beast, nothing to worry about
>Wylliam is kinda hungry
>Woopie is the middle child so it gets absolutely no attention and the portrait flashes red
If the anons that gave me feedback before are around here I'd appreciate some more.
>>
>>3054557
What about if I tilted the rest of the bar instead? I like the angled sword.
>>3054413
To be fair, the icon is incredibly generous - it's more art than science. So long as a pixel of it's touching the green you're golden, same with yellow. It's always weighted in the favourable direction
>>
>>3054916
I'd make the UI a bit visually simpler. I like the style, but it's pretty noisy. Hard to parse things at a glance.
>>
>>3054574
I love the Dark Alliance games I'll check it out if it has controller support
>>
Is it possible to release a game, be able to sell it on steam or whatever BUT NEVER EVER EVER have your name out there for anyone to pull out?
>>
>>3055056
What in particular is noisy there? The pixelated clock(WIP btw), the bar frames, the center button bar?
>>
>>3055253
I second this question. I want to make an edgy game but I don't want to be unpersonned.
>>
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How on the nose do we like our parody, /vrpg/?
>>
>>3055193
no specific controller support yet but it does have user mappable keybinds so i think you might be able to get it to work! actually super curious if it can be mapped to gamepad without any additional work on my end. i don’t have a gamepad so please let me know if you can get it workin’
>>
>>3054500
Why no more inventory?
>>
>>3037040
>>3037046
>>3037061
>This. You can have a cast entirely made up of weirdos.
This is the way to go. Just make every character some variation of schizoid turbo autist retard. Normies actually do enjoy listening to that kind of stuff
>>
>>3055814
Why did you essentially post the same gif twice?
>>
>>3056179
Wanted to show off the new battleback, why?
>>
how do you guys make a game though? I'm 36 and i cant figure out where to start
>>
>>3056312
Download RPG Maker 2k3 and start clicking shit.
>>
>>3056312
Get some ideas and pick an engine. Play around with the engine and try to implement your ideas. Learn what it will take to implement your ideas and then get good at what you need to and implement your ideas.
>>
>>3056006
there still is an inventory button, it's beside the map button.
>>
>>3056324
Do anything but this. RPGmaker is just trash and will make it way harder to do anything good than if you'd started with anything else.
>>
>>3056380
If you start with something too hard you lose motivation fast as fuck.
It's better to start with the easy option and change later if needed.
>>
>>3056412
You may as well fuck around making stuff in Minecraft then, not even joking, as that gives you more immediate freedom and also allows you to create more mechanically substantial stuff if you want. RPGmaker is just the word kind of easy, as it teaches you to make the most generic slop that you'd want to graduate from as quickly as possible if you want to create anything decent.
>>
>>3042891
This looks cool, but I've already devoted so much time to my project in Pokemon Essentials for RPG Maker XP...
>>
>>3056478
why use essentials when pokemon studio is already out..
>>
>>3056479
I forgot abotu Pokemon Sutdio! I actually was trying to remember what that app was called because I heard about it years ago, but never used it. Does it require a lot of coding knowledge to use?
>>
>>3056479
>>3056667
That doesn't sound like a bad idea, but then it requires me to convert all the stuff I've made for Pokemon Essentials... I don't know if that would take forever or not. :(
>>
>>3055253
>>3055738
Anyone can asnwer this?
>>
>>3056667
Its pretty much pokemon essentials with a Pokemon dedicated UI instead of the base rpg maker one.
>>3056670
Look into it, you probably can input your stuff into a project in pokemon studio.
>>
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>>3056798
definitely gotta lerp that camera shift or something
>>
i wish we could start a game dev team instead of everyone working on solo projects. i have no talent whatsoever and i want to be carried by other people who have to pick up a 2nd job as a Teacher as they teach me how to make a game
>>
>>3057095
>i want a team
>i have no talent
>i want to be carried
please tell me this is a troll post
>>
>>3056479
>>3056705
I took your all's advice. This morning I looked into Pokemon Studio, and by tonight I will already have most of my game converted over to it. Thank anons. I'll mention /vrpg/ in my Thank You screen, in the credits.
>>
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>>3057095
There's maybe 1 or 2 people on this entire website who I think I could work on a project with, but I wouldn't want to subject them to dealing with me.
>>
>>3057116
Best of luck anon, hope to see some progress soon.
>>
>>3057095
Its pretty difficult to make a collab with people you don't know. Then there's the problem of settling for one idea and going down that with the correct vision. Then there's the fact you pointed out you have no talent, but you can get away with it if your toolset is good enough. Don't want to bring the discussion back to talent vs effort again. I'm so fucking tired.
>>
>>3057095
Maybe you have other talents, like writing or at least designing characters, maps or battle systems, even if you can't program?
For me, I'd be down for team work, but there'd had to be minimum requirements. For instance, no woke shit. You already have the mainstream for that.
>>
>>3057534
>For instance, no woke shit
Based.
>>
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>>3057534
>>
>>3056798
The fucks an arbiter I mean I know what the word means but in rpg terms what type of class is it .
>>
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auto loot wip
> auto loot prompt
> auto loot options


>>3057750
convert physical to elemental
>>
Clickable UI wasn't so hard.
https://files.catbox.moe/ndyv2j.mp4
>>
>>3057858
>convert physical to elemental
So an elementalist?
>>
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Good modern city tileset?
>>
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>>3057095
you never know until you reach out and try
i'm still working with an artist who saw my game in this thread last year. you could try and set something up
>>
>>3057963
You should make the full game ISO imo, this looks too good not to.
>>
>>3057534
I have no talent whatsoever
>>
>>3051920
>part of me wants to only recommend C or some equivalent programming language instead of a specific engine. Especially if you want to do this for years and years, it makes any sort of apprehensiveness less significant - with that kind of timeframe you can and will learn something like C to a competent degree, so there shouldn't be a fear of getting overwhelmed. Plus, older roguelikes and games like DF were all made in this way, with a simple ascii tileset and each component of the game under your direct control. Give it a try at least, I know for me personally I have the same dream and this is the path that makes the most sense when i reason it out.
Sounds like terrible advice if you've actually never made the journey yourself. I wish you the best, but honestly good fucking luck on crafting a game from scratch
>>
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>>3057958
> So an elementalist?
No, the Wizard is the elementalist. I wanted a hybrid between a status caster and elemental user, and had to pick a title that would be on par with the others in the outer circle.

Right now the Arbiter branch has 4 skills that will convert Physical(Melee, Range) attack to elemental. I wanted to make more elemental buff/debuffs skills but that's for a little more later.
>>
>>3058403
Cool, if I can make a suggestion "Alchemist" could fill that role between priest and Wizard and sounds more rpg related. But I do think its cool you try to come up with something more unique. Arbiter makes me think of a ravnica faction from mtg.
>>
>can't stop adding features to the game
Help, please
>>
>>3058289
Many such cases
>>
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Auto-loot
- auto-loot gold
- auto-loot potion (all)
- auto-loot potion (present in inventory)
- auto-loot potion (present in hotbar)
- auto-loot prompt
>>
>>3058593
You’re doing great
>>
>>3058593
Why don't gold coins stack?
>>
I’m so glad there are real amateur devs here. I can’t wait so I have something ready to share here. Right now I’m working on the movement mechanics of a prototype for an tactical RPG. Keep doing your good work. You encourage me and I hope I can do the same to others.
>>
>>3058596
:D

>>3058602
It does, but it has a limit of 100 per stack and that stack uses 1 bag space.
>>
>>3058661
Nice, kinda brings a runescape vibe.
>>
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Declutter button added. Also added functionality for Beasts to show balloons for ill / injured / hungry (every few minutes). Will probably add decluttering in combat too.
https://files.catbox.moe/1aes7y.mp4
>>
>>3058792
See, the de-cluttered mode is closer to how the default setup should be.
Surely you could find some way to make your interface clean and quickly readable while taking up the same amount of space as the de-cluttered view?
>>
>>3058806
Yeah I guess, if I didn't show health for example. I think I should list whats absolutely required and make that the base. But then why declutter?
>>
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>>3058810
OK dude
>>
>>3058863
Was just finishing a sketch like that, putting the bars in a vertical fashion. Does look better to be honest. And I can make the declutter button hide the all character portraits. Ty.
>>
>>3029120
where do you take inspiration from? i love these. i agree with the other anon though. the second one and the last one in the 6th row are a bit hard to read too, i think maybe you could go a bit easier on the texturing.
>>
>>3058932
meant the 7th row, my bad
>>
we are all going to die from climate so whatever i dont care about cringe or judgment
Ill man up and at least include elements from the one thing ive always wanted, a schizo pop star rpg
>>
>>3029120
absolute kino, probably best pixel artist here desu
>>
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>>3058932
Most if not all are reinterpretations of mythical / folklore beasts, with some twists and being breathing beings. Monster hunter is a big inspiration for me in concept with how all creatures have ecology in mind. I put a lot of time into thinking how they make sense in the places they live, what is their diet, how they breed, etc.
>7th row
You mean the griffin and the bird? They should make more sense animated but they'll get a polish eventually.
>>3059274
Th-thanks anon. I don't think I'm good yet but getting there.
>>3058863
UI should look smaller, consistent and simpler now. Thanks a bunch for the feedback.
https://files.catbox.moe/x86mzt.mp4
>>
>>3059243
>schizo pop star rpg
So you play as britney with a shaved head?
>>
Ok, anons, I finally want to try to start making my own game. I want to make a game inspired by Darkest Dungeon 1. A simple Dungeon crawler with some base building elements for progression I already have some ideas for mechanics, but I also have a bit of a dilemma. How much do I take from Darkest Dungeon? For example, should I take their combat system (not 1 to 1, mixing hard numbers and prozenteges is just weird) and their themeing? Meaning fanatsy ghotic? So many questions i don't have answers to yet...
>>
>>3059510
My idea for the world was:

"A world destroyed by a magic nuclear war, the surface is barely liveable, resources are hard or dangerous to get because of some form of magic radiation, so teams go underground through a shear endless dungeon to find resources, food, materials, and space for building new cities and harboring survivors."

And for the dungeon part, and why it seems endless, it could feed some form of mystery. Maybe some form of the magical nuclear holocost already happened once (maybe multiple times), and the dungeons are the people from before, going through the same quarrels the player and the people of the world are facing.

So we have a kind of loop thingy; this has happened before and it will happen again. It's a bit cliched, but it should work just fine.
>>
>>3059510
>How much do I take from Darkest Dungeon?
From how you worded your question, everything. Sounds like you want to make a game but don't actually have any unique or interesting ideas to make it different, so just make the same game and you'll get those ideas eventually (or get bored and drop it).
It's mostly for learning so who cares, you can even use their graphic assets for it.
>>
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Shift+Click
- 'M1' and 'Single Target' Attack Skills will auto-select a target within skill's range
>>
>>3059588
nice, you're really adding a lot of possibilities through that.
>>
>>3059510
The real questions are "how can i code it?" and "how can i draw it?" Other shit matters little.
>>
>>3059586
I do have some unquie ideas, but my concern is more about meachnics, like battling. Do i use the same 4v4 battleing mechanic as they do? I do like it a lot, but i would add some improvments like having some more fun and better consumables similar do Darkest Dungeon 2.
>>
>>3059606
You could try experimenting with 3 or 5 per team, and see how that compares to the 4 that you're familiar with.
>>
>>3059602
C++, Godot, Paint.net for art since i am broke. Wish i could use Clion for IDE but i am broke currently, might switch to it later, for now useing the one from Godot should suffice.
>>
>>3059607
Yeah, that is something to think about, could even add lore reasons for why only 3 ( if i pick that number ) can enter at a time. Maybe the tunnels that will connect rooms can only allow so many at a time? Or something else maybe...
>>
New dungeon area.

With sound: https://files.catbox.moe/gmmpmz.webm
>>
>>3059627
Without sound.
>>
>>3059420
No you play as a mostly normal one but the game itself is schizo ish in design
>>
>>3059629
Lovely pixel art. Seeing the sprites on screen reminds me of FF VI.
However the guy with the beard looks like a numale.
>>
>>3059521
Stop idea fagging and begin getting your hands dirty.
A teacher of mine used to say, action must lead the way. Inspiration will come in the process.
>>
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>>3059648
>However the guy with the beard looks like a numale.
Gómez is numale?
>>
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Question: Do you prefer an "End of Chapter" screen at major milestones in a story, or for the whole thing to be seamless? I'm torn
>>
>>3059941
End of chapter screen if it means we get custom CGs for each one. Just be sure to give it a nice jingle as well like how Paper Mario does its End of Chapter screens.
>>
>>3059945
Naturally there's be custom CGs for each one - and I'm working on a jingle as we speak
>>
>>3059611
okay cool story but where's your game?
I thought you said you want to "make your own game", not your own novel. Get to work.
>>
>>3058407
Ah yes, the yandev curse. Happens to everyone eventually, a consequence of hyper-fixating on our projects too much.
>>
>>3059941
Quick, give denzel some anti motion sickness pills!
>>
>>3060178
Isn't the yandex curse the else/if/else/if/else/if type programming on extremely unoptimised engines?
>>
>>3060244
>yandex
FUCK. I mean yandev. I'm not from FSB, I swear!
>>
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>>3027795
Anyone knows how to use this Thing?
Just recently decided to try out the so called RPG Maker genre and decided to start fro m one the oldest ones (the 2003 is a no go to me) which is the XP version but there is barely any info at all, no tutorials, no PDFs, no nothing, there is more info about fallout 1 than this, how is that possible?

Any Veteran who can help a newcomer out?
>>
>>3060576
Ah, so the >>3057325 thread is migrating. Cool, Cool.
>>
>>3027847
boobs look like they are hanging a bit too low. other than that, its good
>>
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QoL Update

Vendor & Stash
- removed HUD/Dashboard buttons
- can still be accessed via hotkeys 'V' (Vendor) & 'H' (Stash)

Auto Loot
- added 'Auto Loot' buttons at the bottom of 'Inventory Menu'
- de/activate auto loot by clicking on the buttons
- auto loot gold
- auto loot potion (options: all / present in inventory / present in hotbar)
- auto loot prompt

Monster Density
- spawn points will now have a chance to spawn multiple monster.
- spawnChance = 100 + ( zone_lv * 10 + sub_lv )

Monsters General
- Player & Monsters base 'Move Rate' increased from 100 to 120
- 'Speed' mod now affects 'Move Rate' half its value beyond base value

Monster/Loot Target Highlight
- monsters/loot will be highlighted on mouse over and select/lock-on

Level Up Indicator
- You'll now be notified whenever you level up

Screen Zoom
- base zoom level is now 1.5
- Added zoom indicator and buttons on the hud

Skill Menu Tooltips
- tooltip objects have been added at the top-right below the skill points
- hover the cursor over [ ? ] to reveal tooltips

Skill Menu Navigation
- removed 'Return Buttons'
- click on icons/arrows to navigate

Cursor Indicator
- cursor style changes on mouse over interactable objects

'M1' On Click Target
- Attack skills assigned to 'M1' will now select on click (other hotkeys with target skills will still select on hover)

Shift + Click(Skill)
- 'M1' and 'Single Target' Attack Skills will auto-select nearest target within skill's range

Bug Fix
- 'Target Indicator' now properly offsets when menus are open

https://joedman593.itch.io/fantasy-combat-simulator
>>
I want to use maniacs patch but I hate 2k3s battle system, what do
>>
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I'm prototyping a TRPG on pygame from scratch using a chessboard and chess pieces.
So far I've figured out movement and collisions, but there's so much more to do but I'm learning and having fun.
>>
>>3060576
>one of the oldest
>not Mamirin
>not Dante
>not Dante 2
>not Dante 98
>not Dante 98 2
>not 95
>not 2000
>not 2003
Do zoomers really?
>>
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CG Catchup is now up to chapter 2!
>>
>>3060727
The fuck... is this that AI bot? I SWEAR I saw the EXCAT SAME post around here.
>>
>>3060721
>pygame
Be very careful with optimisation if you decided to work with Python - that language has a very slow processing speed and can create lag where you least expect.

Regardless, have fun and learn well!
>>
>>3060585
Not like anybody gives a fuck to answer that thread anymore
>>
>>3060588
I see... thanks anon, I'll keep that in mind.
>>
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>>3030425
this looks fucking awesome, u like mine?
>>
>>3061158
If this is the latest iowacorn kino (and it sure looks like something he'd do) then I'm ready to play it.
>>
>>3061160
idk who that is sorry
>>
>>3060634
>but I hate 2k3s battle system
then pull a yummy niggy or violet heroin and don't use the battle system
>>
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>>3060634
Give up and take the Custom Battle System pill.
>>
>dreams
I don't know what you mean by that anon
>>
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>>3061158
way to go, anon
>>
>>3061191
That's hard though
>>
Finding the right font is hard. Do I want a pixelized font because its a pixelshit game? Do I want a medieval looking font because its an rpg / fantasy game?
>>
>>3061501
You want an easily readable font. You can use Arial or TNR and no one will say a thing.

If your game goes after NES Look, I can recommend "Press Start 2P":
>files.catbox.moe/t8i891.ttf
>>
>>3061538
I was looking for something more rpgey. I'm torn between:
>alagard
The easiest to read and the most used
>Alkhemikal
A bit more unique but a bit more difficult to read
>Celtic bit
Looks nice but I'm having some weird error when loading it
>>
>>3061574
There, you know what to choose already. You just haven't realised it yet.
>>
>>3061196
Soul
>>
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>>3061574
You don't want something more "RPG-ey." You want something unique. The more "unique" you go, the more you will sacrifice things like readability, and the further away from actual "RPG-ey" fonts you go. If you're actually trying to select a good font, put yourself in the shoes of SNES devs for a moment and think about why they (usually) picked the stuff they did.
The biggest one was readability across a wide range of displays since people had some dogshit TVs even going into the 90s, especially kids who'd get a hand-me-down for their room, and often they were using RF adapters which further nuked the image quality.
The moment you start to complain about something being "difficult to read" you abandon your desire for something that is authentically "RPG-ey" as you have put it.
>>
>>3060246
>I'm not from FSB, I swear!
Just when (you) thought you could get away with it too. You can't hide from us, glowie. we're everywhere, maybe even in your walls.
>>
>>3060244
>else/if/else/if/else/if type programming
I never for the life of me understood why nodevs don't just use arrays for conditional searches like that. Only an absolute novice would make that mistake. Hell, just go on Stack Exchange if you're really that shit, you might actually learn a thing or two about programming, on top of just copying everyone else's homework.
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>>3062010
I tend to abuse if/else or resort to switch case because I am really bad at organizing variables is it that bad? What if people read what I write?
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>>3061986
That makes a lot of sense but I'm not looking for authenticity, just something that makes sense temathically and is readable because I need to use it on certain scales that hq fonts make it difficult to read. Looks like I need a compromise solution.
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>>3062050
Well son, you gotta learn sooner or later that coding requires doing a lot of complicated maths, I figured that one out the hard way. On the other hand there's a lot of easy shortcuts for optimizing your shit that doesn't involve a calculus matrix.
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>>3062058
You didn't really got what I said, but I like the KotH reference.
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>>3061986
I really like top left and top right. Left's vertically angled letters are very dynamic and appealing, and Right has an almost gothic serif font.
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>>3051296
alot of that menu stuff at the bottom can be put behind a pause screen menu or some kind of collapsable type thing
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>>3062134
I've been looking for an excuse to use my 12px variable width adaptation of the Soul Blazer font in a game or a translation project, but the right thing hasn't appeared yet. It's so good, but really only good for specific stuff.
But as a huge fontfag myself, there's nary a moment when I don't have FONY and FontForge open, ready to make whatever strikes my fancy. You just can't count on a random font you find on the internet to work precisely the way you need it to, and when it comes to fonts, you have to be a control freak.
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>>3062633
Yes I made a declutter button and a lot of changes like a week ago >>3059390
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Enemies will now gain new abilities every 5 levels instead of 10.
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>>3063074
Did that enemy just hadoukenned our guy into oblivion?
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>>3063089
Yeah, but more like froze him in place.
>>
>>3062711
I feel like it would be kinda neat if you did a faux-depth effect with the white or off-white, and a very dark grey color underneath offset by about one pixel.
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>>3063473
Can you show a pic of what you mean? This same font saw a pretty nice coloring effect in the actual Soul Blazer title, but I get the feeling that's not quite what you're after.
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>>3063498
I guess something like this? Just a little drop shadow, that's all.
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I'm not sure if I improved it or not, but here's another version:
>>
I like the light blue shading on your screenshot tho, looks very clean.
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>>3030273
>Today I'm going to write...
>unless..
Last 4 years of my life
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>>3063543
>>3063548
>>3063550
Ah, I gotcha. There's lots of good options when it comes to thicker fonts that don't work as well/at all with regular glyphs, especially if you have good glyph height going for them too. And if this was romhacking as opposed to ancient RM2k3 I can think of some other cool things that might look nice too.
>>
>>3030278
Making RPGs IS my dream
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>>3063560
>And if this was romhacking as opposed to ancient RM2k3
oof, ig that means you're very limited in how you can set up your UI then, no? Also here's another variant I made with the shadows on the left this time:
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And here's a full mockup of what this font could look like, turned out far cleaner than I was expecting it to.
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>>3063720
Oh, I can still get pretty creative with this even with 2k3, but I try to avoid it since I don't want to break compatibility too badly with the popular EasyRPG emulator that can't quite handle some of my workarounds to 2k3's limitations.
https://files.catbox.moe/gbblm8.7z
Here's the .fon and .ttf if you want to mess around with it/change it/use it/improve upon it.
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>>3063857
One of my favorites was always the "thick" drop shadow that was commonly used in SNES Final Fantasies, as well as GBA/DS Pokemon, where it sort of wraps around the entire bottom and right side of each glyph, but whether it looks good super varies from font to font.
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gave sprite font more pixels (except for hud/dashboard and status timers)
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>>3063857
Neat, thanks for fixing that lowercase t btw, there were quite a few things I wasn't happy with! But at least we have a nice selection of font effects here, hope you get some mileage out of them!
>>
>got hooked on tears of the kingdom
>Can't dev anymore
Fug, how do you balance wanting play vidya and deving?
>>
>>3065089
You can finish TotK in under a week. Just play it and resume your dev after.
>>
>>3065093
Just don't let the next "new" thing ruin your design goals tho, it's very easy to taint a project this way.
>>
>>3065093
Cool I thought it was kinda longer
>>3065123
I'm not extending the scope but the aesthetics do give me some ideas. I just wish I had thought about them sooner.
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>>3060721
Making progress. Just imagine it isometric and with sprites and animations...
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>>3065162
>I'm not extending the scope but the aesthetics do give me some ideas
Good, I just hope you don't fall for the bandwagon effect like a lot of devs. As long as you keep the mechanics deep but intuitive, you should be in the clear.
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Truly, we have reached peak puns
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>>3065841
Mosqueito ok
Sultana I don’t get
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>>3065977
For me, it's the opposite. WTF is a mousqito?
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>>3066041
De added e is for Mosque
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>>3051992
A message from person that hates JRPGs but started playing Omori because a hot goth girl played it and recommended to me: I liked the UI and the art-style. Having four pannels make sense due to how they interact with each other, you wouldn't have half the combat stuff the developers put in if the characters were grouped in one row.

Maybe it makes sense for you as a veteran of shitty jrpgs that autistically needs to have everything the same and familiar, but for someone unbiased Omori is great. Also, the action order is not connected to the character's postion, only their stats. So having them in one row would make no difference.
>>
>>3046974
yes, that's me
I'm pathetic and I'm not sure I can change
>>
>>3066284
Ah, nvm I am le stupid. Sultana made more sense to me.
>>
>>3066961
What’s the explanation for Sultana?
>>
>>3027795
I have learned to open unreal. Thats progress, right?

Seriously, its a bit rough on my low mid tier 2018 desktop with default settings. Im working on either improving performance, or finding a less intense engine to work with.
>>
>>3066970
https://lmgtfy.app/?q=sultana
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>>3066977
Learn how to play on a cheap Chinese violin before investing in a Luthier instrument.
PS: disregard the above if you’re rich.
>>
>>3066985
It takes more effort to do that plebbit tier shit as giving a plain answer.
>>
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>>3066991
>>
Hey how I can learn to draw in a anime art style any tips
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Finally up to the exciting bit of train section
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>>3056312
I have two suggested paths. If you're strong in something, or stronger, like music or art or coding, focus on that and then start learning how to integratw it into an engine. Any engine. You can use placeholder assets for the other bits until you're ready to attack other domains. If you're more of a writer, your first few games can even be text based.

The other option is to just pick an engine and start following tutorials for it. Read a book, if thats your thing. This way, you can focus on the core of your skillset... game design... and when you tire of free assets, you can set your sights on making the things you want to see and hear. Its a multidiciplinary field. Just start chipping away at something, and start making things.

Some people will recommend you code from scratch. Im not gonna be the guy to say "don't do that", because i learned to code by learning x86 assembly, and everyone back then told me... dont do that. But i recommend you only go that route if you love coding, math and physics.
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reworked [Charge] & [Leap Slam]
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>>3067197
You should allow people to skip the combat entirely by climbing on the roof, that'd be so fucking cool. Got make the skip hard to pull off tho.
>>
>>3067162
look it up/ trace anime character to learn
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>see there's sale on unity store
>find a really neat plugin
>it's 150 bucks after 50% discount
thank god there's shady websites that let you download the cool shit for free
>>
Special greeting. With sound: https://files.catbox.moe/mzmi2h.webm
>>
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Waddup fellow game developers.
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40 to 60 games release on Steam alone EACH DAY.
About 350 games in the week around your release.
AAA release? Successful release AAA or indie, in your genre? BOOM you are done.
Also, not only are you competing with other new releases, but the entire backlog of games on every system a player owns. :)

Take all the "indie success stories" you can think of in the past 10 years and divide it by the number of devs in that time who have tried (again, 50 games a day, 1500 a month) and there's your historical likelihood of "making it."

Steam cut, higher self-employment taxes, no benefits, no retirement, AND to top it all off: Your sales diminish over time, so even if you hit this "mediocrity lottery" you'll have to do it all over again in a couple years.

>He thinks that indie gamedev can provide a sustainable primary income in 2023
Hahahahaha

H O B B Y
O
B
B
Y
>>
>>3068846
>>He thinks that indie gamedev can provide a sustainable primary income in 2023
Just leech off of a studio, it's that easy.
>>
>>3068846
Nigga if someone says he plays basketball that doesn’t mean he has to or even wants to play on the NBA.
>>
>>3068331
There's already plans for the train's roof, I'm afraid!
>>
Is Unite not dogshit if I want to port my rpgmaker projects to phones? MZ is awful for dat
>>
wtf is """"""""""Unite""""""""""
>>
>>3069167
>>3069231
unite is actual dogshit people will pay almost 100 dollars for
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>>3068845
>>3068846
The more I look into this the more I realized a huge portion of successful devs never even thought they were going to be huge. In Notch's case the dude just dropped out of an MMO project to make small non-serious games again which Minecraft was. If Minecraft went absolutely nowhere he would still be making games. There were people throughout history who never thought they were going to go anywhere. They just wanted to make their vision before going bankrupt.

If you go in with big expectations not only will you fail but your game will also be shit. This cancerous culture of idolizing devs and hoping you'll also be the next big fish is in everything not even just games. Art, music, movies, etc. It's why everything is shit now. I genuinely believe /mu/ is the worst board because that's all it is. Remember when artists actually made art instead of publicly masturbating their ego to everyone? These people have totally lost the plot and forgot what the point of making a game in the first place is. It's to make something you actually want to play.

If you're having dissolutions you need to simply think about the investment cost vs the outcome. Why are you making your game? Would you even want to play it if it's something you saw/heard about randomly? If you want to be the next big game dev or you just think it'd be more fun than your current job, then you will have issues.
>>
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>>3069432
This is why I rarely post in /agdg/ or its derivatives. The other side of the coin is the self-improvement stuff. Somewhere along the way they lost the point to what they were doing and only care about the grind. They're no longer making a game because they think it'll be great and fun, but because they're on the sigma grindset. It's especially hilarious when you see someone with a fucking loli picture posting it, like, this dude who jacks off to children is going to play armchair Jordan Peterson.
>>
>>3069435
I WILL make a loli ero rpg and you WILL play it
>>
>>3069516
Fuck off, pederast
>>
>>3069516
Only if you make her get raped by a hot character and not an ugly bastard.
>>
>>3069526
Deal. Fat Man was an overplayed cliche anyways.
>>
>>3069167
>>3069231
>>3069232
wait for the steam release, they'll fix the bugs by then
>>
What is the point of Unite? What does it being integrated into Unity enable you to do with it that's unique
>>
>>3069674
>unique
nothing, pretty much anything that you can do in Unity, you can do in older RPG Makers
However, the key difference is that doing said "anything" in RPG Maker takes 10 times as much time and effort. That's why you don't actually see complex unique games made in it, only short few minute demos showing off "hey, it's possible" (or a longer "game" but with the depth of a puddle because dev gave up mentally).

But yeah, Unite is kinda pointless because most people getting into gamedev already choose Unity or Godot in the first place, and most seasoned RPGM veterans developed stockholm syndrome and enjoy using their clunky and slow tools for street cred or as artform.
>>
>>3050491

>Will long term development be in danger if the engine eventually stop being supported?

Depends on how good a dev you are. There are games built in long-unsupported XNA that are still getting updates. Hopefully by the time your engine dies, you will be a good enough dev to compensate.
>>
>>3069686
It seems completely pointless. "Real" devs would just be annoyed at the way RPG Maker works and RPG Maker devs don't gain any new functionality from Unite. Why did they make this?
>>
>>3069695
"Real" devs use things like RPG Maker on a daily basis, they just usually build it themselves. Unite is something I would definitely consider using for a gamejam or something.
And like I said, RPG Maker devs gain freedom to actually use the functionalities they "had already", because they're not tied to thousands of gotchas and obtuse parts working against them. Turning your project into a 3D game for example is (in theory, I haven't paid 100 bucks to try) going to be significantly easier. It "was" possible before, but I haven't seen any actual games do that, so it basically wasn't possible after all.

RPG Makers were sets of windows, input fields and checkboxes to streamline development, while letting you code what you need was an afterthought, meant to adjust few formulas or gimmicks at most.
Unity is the very opposite, an environment where you need to code everything, allowing you to build your own windows, input fields and checkboxes to streamline development if you need (and you should). Unite does the second part for you.
>>
Question for amateur dev bros.
I’m afraid of picking up RPG Maker and becoming to dependent on the engine as opposed to having more flexibility, not understanding what goes on beneath the surface so you can reproduce it yourself. Is that a thing or nah?
>>
>>3069783
Evaluate what the chances are that you will ever make a game if its an intense amount of work and learning. Be honest with yourself. If the answer is no, then use RPG Maker, its your best shot to get an RPG out with the least amount of work. If it isn't learn a real engine. If you don't know try out various things and see what sticks.

No one here can give you a definitive answer on this because it's impossible to know without knowing your internal life. There is an obvious "better" choice for gamedev than using RPG Maker but whether or not you have the discipline and drive to go that path is only something you can answer. Great games have been made with RPG Maker but you will hit the limits of your imagination in it at various points.Those limits can be transcended but would be much easier to deal with if you had learned a proper engine.
>>
>>3069783
First question is becoming too dependent, and to that I'd say it's possible, there's often very little reason to make a switch from one engine to another, outside of curiosity. I'd say if RPG Maker looks like exactly what you need at the moment, or "good enough" to fuck around with, go ahead.
I started with RPG Maker myself when I was like 12, fucked around with that for a year or two, and later picked up Unity after a few year break from devving, so I was looking for a fresh start (and I had C++ lessons in high school by that point).

Second question is about understanding, but it's not like you need to know what's going on under the hood. If you want to make an RPG from scratch, then you think knowing how RPGM used to do that would be invaluable, but it's more about having experience to be able to piece together what you need. Consider this, if you'll be dropping RPGM to make your own RPG, you'll probably be doing it because you want to make something different, so you won't really be reproducing RPGM, right? Even then, there's a bunch of tutorials to help you get started, and you could also ask here for help.
As for skills, I'd say RPGM has a bunch of things you will learn - setting up events is basically coding, extremely similar to what normal engines offer in form of Visual Scripting/Blueprints/etc, everything has tilemapping nowadays, and also boring stuff like setting up project data or just managing your various data. You will probably need to do some C# tutorials either way, but you'll be able to tell "oh that's an if else, I've done those before".
>>
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Post progress
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>>3069669
>they'll fix the bugs by then
bet.
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>>3027795
Is the yellow text really that hard to see?
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>>3069989
>>
>>3069989
>>3069991
yeah kinda, especially far away from the screen unless you're squinting really hard.
>>
>>3069989
Never use yellow text against clear backgrounds
>>
>>3070017
Or against white backgrounds, or any background, really. Bright text should be contrasted by darker surroundings to make it easier to read. It's why subtitles tend to use transparent black text boxes underneath them.
>>
>>3061143
Ignore him, her tits should sag a little. They're made of body fat and milk, not helium.
>>
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P happy with the effect this achieved
>>
Doing a big DPS boss
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>>3070965
looks good
>>
how would you make 1v1 pokemon-like combat interesting?
>>
>>3027795
Still working on the systems, but I am trying to make something that is a mix of Wildermyth's procedural storytelling with Etrian's dungeon crawling. It feels like it will be simple to work with once the initial work is done.
Heavily using AI to generate mass variation of possible sentences for each scene, weighted to personality, profession, quirk and background. So your noble born tomboy hunter will say something different from a poor villager tomboy medic.
AI text itself is low quality standalone, but with actual human writing and scene setting backing it up, there is an advantage to using a machine that can generate 500 different version of each line of dialogue to fit whatever combo you want in your custom party.
>>
>>3071137
make it ATB
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>>3071137
Make it realtime. Make it so you can move the pokemon around and use their abilities whenever you want. That's what I thought Nintendo would actually do but they just keep making JRPGs.
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This room is fucking claustrophobic
>>
I want to make an RPG but I don't know what type
My favorite RPGs are isometric CRPGs, but my favorite game of all time is VTMB
What type should I go for?
>>
>>3071265
>*chuckless in Arceus*
>>
>>3071278
Imagine being trapped in a concrete coffin with angry russians outside your walls and no way out, no wonder why he an-heroed himself.
>>
>>3071326
just make non-RPGs or some tiny RPGs until inspiration strikes you
>>
>>3071137
higher TTK, and multiple abilities/held items to spice builds up
>>
>>3068813
With sound: https://files.catbox.moe/x31geh.webm
>>
>>3071326
a good first step would be to download a simple rpg builder like rpg maker or solasta dungeon maker and throw together a very small, simple adventure in the style of the rpg you want to make. that way you will get a firmer idea of your creative process, the scope of your dream project, and the kind of design and organization steps you're going to have to take to realize it.
>>
>>3071040
Thanks pal!
>>
How do I make RPG
>>
>>3071831
kek
>>
>>3071852
nah I wanna build my own engine in C
even if I don't finish the game at least I want to try building an engine and get better in C
>>
>>3072293
Look at talks by Mike Acton. He used to be the engine director for Insomniac until he got poached by Unity to unfuck their engine. He's most famous for his data-oriented design talk, but I personally wish I saw this one before I started enginefagging.
https://www.youtube.com/watch?v=cV5HArLYajE

Also John Carmack will occasionally drop golden nuggets, like to use pure functions as much as possible.
>>
>>3072293
>>3072337
Oh yeah, even though this talk is in the context of working with a team. It still applies to being a solo-dev. The biggest trap for enginedev'ing is wasting time on frameworks, over-complicating problems for yourself, not having a plan B and wasting time on plan A, etc...
>>
>>3072277
Use RPGMaker
>>
>>3069783
You could try messing around with a few engines and sticking to whatever seems like will work the best for you. I've heard of a lot of people starting with RPG Maker and using it mostly for prototyping and then realizing they want more flexibility and looking elsewhere. I started with GameMaker and didn't get very far before moving to Unity mostly for its wealth of tutorials. I'd like to check out other engines like Godot too but I'm too invested in Unity at this point.
>>
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Monster Spawn
- initial rooms when you enter a level will always be empty

Coherent Level Waypoints
- fixed disjointed levels



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