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You've been working on your game, right?
Post progress!
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>>3274935
I haven't done jack for several days on the
>uses as much of the database info as possible
CBS thanks to my friends reeling me back into an online game.
I guess I'm proud to say I finally figured out the mysteries of getting a nice linear scrolling effect on menu options and what have you, but that's not really important and requires some specific setup to work since, to my knowledge, 2k3 maniacs doesn't have any way to do more traditional window edge/boundary stuff. Would be easier in something explicitly set up for it like newer makers.
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>>3274935
Now that all the battlers are redone I can go back to progress up the critical path, and my favourite thing: Making new enemies.
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>>3275022
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This is what happens when you don't reach the final boss before the end of the month (game over): https://files.catbox.moe/5v3iv7.webm
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>>3275570
Shit, catbox is almost dead: https://webmshare.com/play/Jbynm
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>>3274935
>You've been working on your game, right?
https://rpgmaker.net/games/9277/
https://www.youtube.com/watch?v=aNlnDfHxAGw

saw this game the other day and liked some of the ideas behind it but the execution is horrible

it makes me wonder how do you even design classes
I see myself changing stuff for the 100th time
is this the road that leads to doom or is this how to properly design something

pic unrelated
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>>3275025
new sprites are cool but they look jumpy when you compare them to the enemies breathing effect.
>>
I found an artist that will make me art assets for a cheap price. I’m likely going to have them animate as well. I found a dev who will work part time.

I’m currently working on programming dialogue trees. After that I’m not sure what I’ll pick to work on. Maybe the quest system. Or maybe I’ll pick something a bit easier. Like a job system.

So ya, just delegated like 50% of the work off to someone else. That’s a nice feeling.
>>
I worked on a tileset for a few hours. I'm not an artist but I am very pleased with the result once plugged into the editor- simply lifting a color palette from a real artist does a lot of work (It's also fun to paint even if you suck ass). I drafted most of the prologue as a flow-chart as well, and thereby have a definite direction to go, and an idea of the entire scope.

This is only day two. Day one was a lot of poking around WolfRPG and trying to determine what I might feasibly be capable of implementing. The answer was not much, but I'm still excited, and not demoralized. I think I will finally just like make game.
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i'm still working on mine
should be done next summer, then i'll be free
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>>3275570
Hard time limits on RPGs are the epitome of bad design
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>>3277651
People who complain about hard time limits and claim they are bad game design are the epitome of being filtered.
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>>3277651
Agreed. Why would I play a game the dev doesn’t want me to play and punishes me for doing so.
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>>3277658
Based
>>3277653
Cringe
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>>3277651
games with time limits are obviously designed around being beaten, you're just a little pussy who treats video games like a checklist and the thought of having to retry paralyzes you.
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>>3277651
nah they're fun and a nice change of pace
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I have done fuck all for my h-rpg for well over a month.
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>>3275765
Yeah I might see about making the enemies jerkier
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I've started work on a 2k3 project for the first time after using MV for several years and it's uncanny how different the engine feels. I feel like I have no idea what the fuck I'm doing anymore.
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>>3280578
All things feel unfamiliar at first.
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>>3274935
I can't find many tutorial's on godot for turn based outside of basic and I might go into RPG maker, is it worth it?
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>>3280578
You've entered into what seems like a world of pain, but you'll soon realize how much better 2k3 is in the long run. Especially with Maniacs.
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>>3274935
doing tabletop is way easier and feels more rewarding than spending years pulling my hair our coding a shitty rpg nobody will play.
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It finally happened. Enemy 500.
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>>3281557
Holy shit.
You should make a card game or something like that with all those enemies.
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>>3281558
Stretchgoal is to add monster taming similar to DQ5. At the very least, I'll be able to make Knight Shift: Monsters
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>>3281518
I had the same idea once but how do I get into making a tabletop? Also I don't all games translate 'fun' to tabletop.
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>>3281475
I did find a couple of turn based Godot tutorials but if its your first time making anything you should try rpgm
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>>3274935
Slowly cobbling things together bit by bit, but I am so bad at art that isn't pixel art... does anyone know if there is a script call/event some way to have Mog Hunter's UI change a graphic? I plan to have the wheel in the center of those icons have a design, but I was planning a double-edge power up like "dark megaman.exe", I want the UI to change when the player activates it to be corrupted. Might be too ambitious with my lack of code knowledge.
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Redoing all my cosmetics with the new larger battlers. Was gonna cheap out on it, but fuck it - quality is what matters
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>>3277711
>Craft a world to be explore or an adventure to be had
>Force the player to speed through it and punish him if he doesn't
If your game relies on hard time limits as a shitty cover for the lack of content and polish you are the epitome of shitty nudevs
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>>3274935
I finished a little animation for the fast travel anchors, cutting to black and playing the teleport sound effect felt pretty lame by comparison
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>>3275025
I love that enemy design. Are they called a Lockroach?
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>>3282940
Sure are!
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Unlocking new powers.
With audio: https://files.catbox.moe/owokn6.webm
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>>3274935
Is there a way to make states such as Poison and Paralysis deal less/more damage or last less/more turns depending on the enemy?
Was thinking about making them useful for bosses but not so much that they break the whole fight in half, ideally they should be only completely immune to instant death.
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>>3283070
Take the simple route: Literally just make multiple versions of the same state and call it by the same name.
It's the same sort of trick people use in 2k/3 to improve elemental damage/magic scaling, by simply having multiple versions of elements with different multipliers.
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>>3283077
I guess that's a way. Will make regular enemies and party members immune to all (boss) versions of states while bosses can only suffer the (boss) versions.
Not sure what you mean about element rates honestly.
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>>3283080
tl;dr - 2k/3 magic-based skills have a hard time staying competitive with physical skills due to the damage formula only taking half as much of the user's MIND into account. Magic therefore somewhat sucks and scales poorly with higher MIND.
One of the solutions is to use overexaggerated multipliers on spells with lower overall power so that they grow visibly stronger as the player progresses, while keeping the less exaggerated ones reserved for spells used against players by the enemy since it doesn't matter as much for them.
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>>3283120
I am used to VX Ace/MV letting you pick custom formulas and individual multipliers per actor/enemy/equip piece so I didn't know.
What's cool about 2k/3 nowadays? Never tried maniacs.
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>>3283120
Speaking of balancing stats, in any RPG maker I often find Defense/M.Def and especially Luck to be dump stats unless you tie some abilities to it.
Any tips to make them matter more? Including revisions to the damage formula if there is a particularly friendly one to how the engine handles stats.
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>>3274935
All my ideas have been done already, been working on a mobile rpg/platformer(maybe) for a couple of years but recently found out that some mana game for the N64 is basically the same story and art style I was planning.
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>>3283304
And is that enough to stop you? If you look hard enough you will find out many things have been tried before already.
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>>3283120
Is there a decent writeup somewhere on what different formulas work out over the course of a typical game?
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How does one get into sound and music design? Or would it be better to focus on my art, story, and scripting, then find some musician who would be willing to help?
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One other question, sorry, why are most of SRD's plugin videos private? Are they trying to funnel everyone to MZ? His discord is pretty much dead, so there is zero plugin support.
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>>3283682
I got the answer on my own. He's basically completely abandon all but a small handful of his plugins. There are conflicts with Yanfly left and right even with basic things like the combat popups. Oh well.
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>>3283651
>music design
You mean making music? You're in for a lot of pain. It involves learning musical grammar (what notes there are, reading notations, et c.), training skills to recognize basic notes (how C sounds different from E), their flat/sharp variants (how c# sounds different from C), intervals (how does major second sound?), accords (basic C-Major, A-Minor and so on) and training rhythmic sense. After that, lots of practicing on writing down simple melodies and correctly guessing notes' beat types. After you've learned to accurately recreate them, you'll need to form a taste for harmonisation (understanding what interval/accord combinations and patterns sound pleasant and what don't) either by studying notations (or music software project files if there are any in free access out there) or through trial and error music creation on dedicated platforms. The rest depends on your artistic ability - either translating impressions and emotions into the music media (the artist's approach) or nailing down harmonic patterns that resonate with the audience (the DJ's approach).

>sound design
Dunno how tolerant are you towards anime, but if you don't want to watch "Hands off Eizoken!" here's the gist - it involves catologisation of sound assets and their adjustment towards context (distance, weather, material, force applied, et c.). Of course, getting those assets comes first. Besides "freesounds.org", I advise grabbing youtuber FilmCow's free sound library too. As for the adjustment part, get Audacity (or its forks) and follow video guides - they cover more than you'll ever need.

>find some musician who would be willing to help?
Doesn't hurt to try if you don't want to do it yourself. Those pop up during Jams (not /vrpg/ ones) seeking people to team up with, but you'd better have something to entice them first (a finished project or a working prototype). You can also post requests during said jams too or just go for music creation websites and beg there.
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>>3284038
Might be better to finish my game and wait. As much as I want to learn to make music digitally it seems like it's expensive and quite frankly I have my hands full with art as is.
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>>3283024
Ray version: https://files.catbox.moe/vc2hwi.webm
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>>3275791
You the guy from the green girl thread? The concentration camp like game? Anyway, job system is cool, but do the balancing last.
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>>3283260
Custom stats or gtfo
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>>3284625
Stats are just meaningless numbers on their own. The real meat is the formulas.
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>>3284631
Obviously. I do doubt more than 5 stats are meaningful though.
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>>3284644
Depends on whether you consider things like accuracy, evasion, crit etc. to be "stats". Those generally matter a lot more than things like Defense/M. Defense and Luck by default.
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>>3284649
You could have like 2 stats physique and spirit for instance and have each character unique secondary stats like evasion aso. Almost all games make the mistake to have a best stat, like poise in ds1 or Str (damage) in general.
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>>3284668
I feel like RPGs with a party generally avoid the issue of having one best stat unless there is something exceptionally broken like an "Agility" stat determining turn order, accuracy and evasion all at once.
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>>3284689
Can't really think of a good system in a rpg. Ff is atrocious, ds is boring with its front loaded stats, bof, dq or live a live have boring leveling.
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Yet more cosmetics done. Figured I'd capture a combat round of the party to demo it
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>>3284038
Different anon here.

>You mean making music? You're in for a lot of pain.
So where would an abject amateur start to learn all of this stuff online for free using free software and a computer keyboard?
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>>3283120
Is there a non-tl;dr I could read?
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>>3281673
what exactly do you mean "get into"? For systems there's definitely something that will cover all your bases. I could give some recommendations if you tell me specifics.
The hardest part about tabletop is finding a good group though. And even if you find people to play with, there's no assurance that they'll not just put in the bare minimum. I got lucky, honestly and found a group of ubernerds that aren't autistic.
You're sort of right though, not everything will translate well, especially minutia. I'm not much of a crunch guy though, so it doesn't bother me much. I tend to lean towards more-straightforward systems, it holds interest better
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>>3285154
Brace yourself for an autistic infodump.

>So where would an abject amateur start to learn all of this stuff online for free using free software and a computer keyboard?

That's hard for me to say since I'm both ESL and not self-taught - I went to the music school from the age of 5 and was attending classes for 8 years till graduation. The process involved subjects like chorus (group singing practice), vocal (solo singing practice), piano practice, music theory (previosly mistranslated as music grammar) and music history, all with their own exams at the end of the year except musical theory - it had regular tests as well as marks for exercise completion. It was a very organised system that involved supervision from teachers/tutors. Replicating something like that by yourself is impossible, but that doesn't mean learning music is off the table - as long as you know what to go for and it doesn't involve expensive specialised equipment (lucky for everyone, music creation software like LMMS doesn't mandate using real-life instruments), you can learn it. I'll try my best to describe the process, but it would probably be hard to follow:

Let's come up with a basic roadmap:

>learning musical theory
The problem with this one is that a shitton of good books are gated behind paywalls. Piracy is a solution, but lets assume we're all pedants here. "r/musictheory" offers a rather boring "https://viva.pressbooks.pub/openmusictheory/" as a study source, but it will do. Everything from "I. Fundamentals" is a MUST LEARN, you can't skip anything there. The rest will not help you at this stage, skip.

TBC
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>>3285532

>distinguishing pitches(notes) and their combinations
That one's a bitch since it's based solely on your hearing ability and it's impossible to describe the sound of "F" in layman terms (fuck off, sound engineers, your frequences mean shit to normies). First of all, bookmark “https://www.basicmusictheory.com/”, it has all the reference material as well as audio examples. All music creation software has piano roll option with marked keys, so you'll be using it as your "instrument for practice".
1) Learn white key sounds (C,D,E,F,G,A,B pitches) from the 4'th octave (the middle of a piano roll) and black key sounds (C#/Db, D#/Eb, F#/Gb, G#/Ab, A#/Bb) in the same octave.
2)Our education program made us practive "Гaммa" (“musical scale”) - primitive melodies where you play C to B in different keys up and down the piano roll. It is a finger dexterity exersise but also made us familiar with the piano roll pitches in different octaves/keys. Your substitution would be recorded “scales” that cover all octaves to listen to regularly (YouTube has those), start with C-Major/A-Minor (they cover all white keys) then go for Major/Minor scales that slowly increase the amount of flats/sharps by one – G-major will train you to recognize how F#/Gb sounds, F-major does this for Bb/A# and so on.

TBC
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>>3285533
3) Next up, intervals. During my education, this is where the real difficulty had begun. Counting the amount of semitones by ear is hard, I've learned to do that semi-consistently only on my 7'th year of education (I was a bad student though, so yeah). Fortunately, you can make harmonic intervals by trial and error in the music software of your choice and adjust pitches on the fly if the track sounds “off”. Still, you'll need to train your ears to at least distinguish one interval from another to not confuse Major/Minor variants (a lot of beginners can't distinguish those and it often haunts them down the line). Open your software, place 2 notes, first being lower that the second, within the same octave on the piano roll so that they are played separately, try to guess the interval, count the semitones and check whether you were correct or not – repeat until you start guessing consistently. Next, do the same but place the first note higher than the second. After learning to guess intervals that way comes the hardest part - play both notes at the same time and try to guess the interval to the best of your ability (this was a regular exercise on our vocal classes, but since singing is not involved play the lower note and then the higher note on you piano roll). Also, you can ignore intervals after the octave – it's easier to just make an octave (it has a very recognizable sound) and count the missing semitones from there.

TBC
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>>3285535
4) Chords. Intervals but more complex, yet easier to distinguish because of how unique they sound – misplace a pitch by a semitone and the end result will be completely different (most of the time). You can ignore hard 5+ note chords but you NEED to be able to place 80% of 3-note ones and 40% of 4-note ones. Not much to say here – use “basicmusictheory.com”, learn how to place them on the piano roll and practice differentiating them like you did the intervals.

>training rhythmic sense
We did this by doing "rhythmic dictations" (RD) and practiving the instrument. Since you won't be using the instrument, I'll focus on the former. RD is when your teacher plays a simple melody for you, but instead of writing down every aspect of it (pitches, intervals, chords, the key, et. c.) you need to correctly guess only the rhythmic value of all notes. You do this by writing all pitches as an F note with correct flag/beam and fitting them appropriately into measures defined by time signatures (in later years we were guessing said signatures as well). This is how you replicate this – find a melody that has notations (once again, “YouTube” has those, as well as “abcjs.net” but you'll have to hunt for prompts), listen to it for how many times you need, hide the notation, play the sound only once, try to match the rhythm to the best of your ability in the software's piano roll (using the F pitch as a substitute for the polyphony), play the sound only one last time, make correction then check. Practice till you can match the rhythm.
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>>3285536
>practice writing down music notations/making covers/remixes
The endgame. At this stage, you're familiar with all the basics, it's time to put them to use. We did this with “musical dictations” (MD) – same as RD but we had to write down everything – the exact pitch/interval/accord, its rhythmic value, guess whether the note's flat/sharp variant is part of the key or is used outside of it, et c. For music software users there is a less torturous path – covers and remixes. NES/SEGA/SNES consoles hold a fuckton of awesome tracks for you to practice on and examples to compare yourself to, NES being the easiest to do since its music is mostly 2 tracks, a bass and a noise (there is also the 5'th voice that utilizes complex samples, but not many games use it - “Journey to Silius” does for its lead tracks, for example). This is where it all comes together – your skill for distinguishing pitches lets you pinpoint the exact octave and the note (as well as it's sharp/flat variant), correctly guessing intervals let's you find out the next pitch that follows after the first one, trained rhythmic sense lets you sync your cover /remix with the original and knowledge of intervals and chords lets you further harmonize and enhance the melody. It also trains you to do instrument sampling - finding most fitting instrument configurations for a track.

>creating your own music
After a lot of practice and understanding what works and what doesn't, you'll be ready to create your own music. As I've said in >>3284038 , the exact approach depends on your artistic ability – either you find what patterns and rules work for most people (the DJ) or convey emotions and imagery through sound in hopes of it being perceived as you want by the listener (the artist).
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>>3285532
>>3285533
>>3285535
>>3285536
You are a god. An absolute legend! Thanks anon!
>>
Or you could just rip shit from free BGM sites.
Plenty of good ones for RPGs
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>>3284818
Imo just keep it simple and avoid stat bloat. Derive combat mechanics from 4-5ish stats and then you just balance the quantity it gives for each thing.
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Are mystery dungeon like games rpgs?
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>>3285585
Yeah, what else would they be?
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>>3284886
Charming
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now i just need to test everything and get ready to release the demo
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>>3285708
just roguelikes/lites?
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>>3275570
OP when his uncle forgets to lube
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Why are gamedev communities so fucking awful? agdg and here are fucking shitposting galore.
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>>3285882
Roguelikes (games like Rogue and Shiren the Wanderer -- such as Mystery Dungeon) are rpgs.
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>>3286088
/agdg/ is worst than any other. There is no moderation and it is 70% off-topic spam. /agdg/ is a thread that belongs in /trash/. vrpg's threads are better but not by much. There is still tons of gpt spam here. Your better spots for gamedev communities are discords and tigsource, or even rgpmaker-centric forums. Anywhere with active mods is less of a shithole than agdg
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>>3285585
Are you making one?
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>>3285722
Thank you! I have a lot more planned, but I'm working a ton of OT at the moment so progress is very slow
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>>3286441
Since I've only played like 2 or 3 I was unaware rpg elements were a must.
>>3286560
I am
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What's a good way to implement a FFV-like job system, but with absolutely minimal or no grind?
So far I only thought about levelling inactive jobs either by making them gain half of the points or tying them to optional objectives that are easy to clear even if you play casually.
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>>3286946
Shop where you can convert unspent money into Job points/EXP
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>>3286946
>gain half of the points
I guess it could work if it works under a type of classes system, i.e. class is warrior but gives you exp in knight too, same with other archetypes since most classes have some degree of overlap with others.
>tying them to optional objectives that are easy to clear even if you play casually.
This one sounds good but sounds work intensive.
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>>3286946
Too little info.
The jobs should tie in to the worldbuilding, e.g. Ninja - feudal Japan. Leveling inactive jobs is IMHO a mistake. People choose a job and want that choice honored (see feedback loop). Try to create synergies like: knight can block with shield and swashbuckler can bash. If you have both classes and the corresponding skills, you can block damage and reflect some back.
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>>3286953
Ewww, so gamey. In any case good design choice.
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>>3286953
With that I fear it will be very easy to abuse, you could max out the current class early on and steamroll encounters.

>>3286954
Archetypes sound like a good idea and also partially solves >>3286955 issue because, say, a character who specializes in a "support" archetype is going to have a upper hand when switching into other classes under the same category.
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>>3286957
>With that I fear it will be very easy to abuse
Everything will be super easy to abuse. Players always find a way. If you're worried about it, then make money too precious to simply squander on the jobs - make it a legitimate choice between buying goods and armaments, vs powering up jobs. If it's not a real tradeoff, why even bother?
Go play some old Dragon Quest games and get a feel for a really stingy game economy and come back once you've learned something.
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>>3286957
>easy to abuse
You gate progression in classes by level or milestones or whatever
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>>3286959
Money is never rare in games. Shame.
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>>3286959
>old Dragon Quest games
Yeah I liked those, even if the choice isn't exactly tough there.

>>3286962
Well, since I said FFV-like I was planning to unlock new jobs as you progress.
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>>3286965
You could make it more "realistic" and have the party gain money only from quests and selling items as opposed to dropping from monsters or casually finding it around.
Forging weaker equipment only to sell it back could also be a fun idea if you have items to spare.
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>>3286984
Indeed. Apparently that's already too much asked for in current vidya.
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>>3286989
I know right. And you aren't going to use the money for anything but equipment anyway because modern RPGs are full of ways to restore your party to max HP/MP for no cost.
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>>3286984
Devil’s advocate- the money doesn’t just drop from monsters. It represents collecting and immediately selling any gear or body parts they might be carrying.

Or at least that’s how I think it works in Final Fantasy, Dragon Quest, or Phantasy Star. I’m not quite sure how it works in, say, Persona.
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>>3287001
>restore your party to max HP/MP for no cost.
A other shit mechanic. Help, I'm bleeding out, loosing consciousness...
>take this beer/apple/bee wax
>1s later
OK, I can fight now with full power again.

>>3287008
No. Wolves drop fire protection rings on en masse.
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>>3287014
Yeah, totally much better than
>buy 999 cheap ass potions
>enter menu after every battle and drink them down
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>>3287026
>sensing he was injured, the dragonborn ate 24 wheels of cheese at once to tend his wounds
Heal spamming is bad, no matter the item.
>>
On the note of healing, would it be too cruel to restrict the player to a set amount of first aid kits that heal 25% max hp, and the only other real source of healing be a singular party member? I was debating between an alchemist that is basically chemist from FFT, but you use raw materials dropped from monsters and foraging for various effects. Or just having a bard with limited healing spells and more focused on offensive support (buffs) and CC. There is a Paladin, but they are more focused in preventing damage. I know that limited healing turns basic things like DoTs and raidwides into actual threats, which is why it would be nice, but I fear players will get frustrated.
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Suppose I have a game demo I'd like to get feedback from you anons on (I do). Would this be the place to post it? Is there a /general/ in this board or any of the nu /v-something/ boards that popped up after I stopped regularly using 4cheng? I use GameMaker Studio, by the way.
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>>3287406
/Agdg/ in /vg/ hosts a bimonthly jam, so people post demos and give feedback ti each other but some will call you a whodev for appearing out of nowhere. Next jam is after new years I think.
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>>3285820
>brazil mentioned
Estarei te apoiando, anão.
>>
Say I wanna make a dungeon crawling rpg and I have 4 stats: str, def, int, agi. I wanna make each stat affect the crawling part so int rules line of sight and agi rules movement in squares but I can't think of anything else aside from perhaps str ruling obstacle sorting?
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What engine do you guys use? I’m looking to become an amateur dev, and my dream game is a JRPG. But I have just enough self awareness to know that I can’t just make what I want without learning how to make smaller games.
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>>3287582
If you want a simple JRPG, then RPG maker is cool.
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>>3287592
MZ, right?
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>>3287598
I'd pick MV since you can easily pirate all Yanfly plugins.
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>>3287604
Would it be possible to pirate yanfly, then convert them to MZ?
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>>3287598
NTA but I'd suggest MV over MZ. One of the big things that gives RPGmaker flexibility are plugins. Yanfly's plugins are essential if you can't fully code your own. For MV, it is easier to get all of Yanfly's plugins, before his blowout over some guy not giving him credit they were free. If you chose to purchase them legally it's 30$, which isn't too bad. With MZ, he teamed up with Arch*ia, the primordial jew, to make VisuStella, which will run you up to 400$ for everything. That was when I checked last year... it's probably a lot more now.

If you can code, MZ, but why use RPGmaker if you can code?
>>
>>3287612
In theory yes, but you would need to adjust quite a few things.
>>
>>3287604
>>3287612
I beg you, get a job
>>
>>3287624
Fuck off yanfly
>>
>>3287624
>Support an unstable faggot! What are you, POOR?!
>>
>>3287026
That's why you either increase the cost of healing items but are generous with loot and drops. Alternatively you limit the number of items in a stack, or go super old school and nothing stacks and each character has their own limited inventory of 8-16 slots.
>>
>>3287624
>Offer plugins to the community for years
>pull the rug from under said community and start charging an exuberant amount of money for plugins.
No, I don't think I will.
>>
>>3287614
Actually, wait. People keep talking about pirating Yanfly’s plugins. But what about pirating Visustella?
>>
>>3287639
>But what about pirating Visustella?
Haven't found them available yet.
>>
>>3287639
I imagine they are a lot more vigilant in regards to them. Some time ago, an anon dropped waves 1-8, I don't think it's every plugin but it's something.
>>
>>3287626
>>3287627
>I don't like this person so I will steal from them
>>3287631
exorbitant*
>>
>>3287646
>>I don't like this person so I will steal from them
And I will pirate (you)r game too, stay mad.
>>
>>3287646
https://www.merriam-webster.com/dictionary/exuberant
>2: produced in extreme abundance : plentiful
>3: extreme or excessive in degree, size, or extent
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>>3287644
>Some time ago, an anon dropped waves 1-8
Got a link?
>>
>>3287657
Exuberant is good. Exorbitant is bad. Is the reason you can't get a job that you don't speak English?
>>
>>3287665
“I can’t attack his ideas, so I’ll just point out minor grammar mistakes that don’t interfere with the overall meaning.”

Cool beans, Yanfly
>>
>>3287660
Just out of spite, getting you a link.

>>3287665
I used the wrong word, two words that both start with Ex and end in ant, with similar meanings, an understandable mistake. Who cares? The only thing you pick out of my argument is the wrong choice of word. It's not doing you any favors.
>>
>>3287646
>Piracy is theft
What a corpocuck.
>>
>>3287631
>>3287646
>>3287649
Yanfly and the cabal of other plugin devs did a disservice to the RPG Maker community by making everyone fucking retarded.
At least with 2k/3 you are literally on your own for just about everything. Even if you have a game and its event code laid bare and mean to steal from it, you won't get very far without a strong ability to read and make sense of how it works so you can make it work for your own project. Even then, most CMS/CBS are so deeply ingrained into and tailor-made any individual project that a random trying to use it wouldn't make it far even IF they knew how it all worked.
In giving people plugin power, it discouraged problem solving and creative thinking. Yes, there are plenty of dumbfucks who write absolutely disastrous shit in 2k/3, but at least they largely get to their spaghetti code cesspits all on their own rather than buying the spaghetti from someone else.
>>
>>3287709
>by making things modern and convenient to use, it discouraged problem solving and creative thinking
you might be an actual boomer retard
>>
>>3287715
Yes, by dumbing things down and making it even more accessible to retards than RPG Maker already was, it killed problem solving and creative thinking.
I say this without a shred of irony.
I guarantee you if you ask a bunch of MV/MZ users about how to approach problem solving for something, they'll all say
>"use (plugin)"
I also guarantee you if you ask a bunch of 2k/3 enthusiasts about how to approach problem solving for something, you'll get
>no answer
But the few answers you'll get will be the sort that actually resemble creative problem solving, because that's all you have with those fossilized makers - your own wits.
The people who do rely on garbage plugins like DynRPG are the very same ones who make hopelessly broken games that run poorly on modern hardware, because they think you can simply throw plugins at things without learning the fundamentals, the intermediate tech, the advanced stuff.
>>
>>3287709
>In giving people plugin power, it discouraged problem solving and creative thinking.
No, it made things straightforward and less frustrating. We do not berate writers for typing on a computer instead of a typewriter and only the most snobbist of idiots chastice artists for using digital tools. Convenience of use has nothing to do with creativity - actual end result does. A programmist can code a "tetris" game in bash or prolog, but it will still be "tetris".

And since you equate plugin coding to "spaghetti coding", you made your appeal to "pride of the creator" make no sense.
>>
>>3287723
No, it's still programming. Just because stupid people still exist does not change the fact that the switch to MV/MZ -- the switch to javascript away from ruby -- is an improvement. It had the opposite effect of "making people retarded". It in-fact made more people want to use the tool and learn about it.

If equate things being modern to discouraging creative thinking then you are an actual retard.
>>
Not only are visustella plugins super pricey, they also conflict with other free plugins so its kinda shitty.
>>
>>3287709
not my gay ass going into an rpgm discussion thread on literally any other site and seeing someone ask if there's "a plugin that lets you make treasure chests"
>>
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I....I like plugins
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>>3287777
Checked, i like plugins too but only those that are actually easy to edit
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>>3284617
Ya. I’m pretty sure my setting will be a prison. I was bouncing between medieval and modern and I’m going modern.

And ya I’m just adding in all the basics right now. Just got the dialogue system mostly working. Added a custom editor to make dialogue trees and preview them. It’s pretty neat.

Next I’ll probably work on the quest system since that’ll be tied to the dialogue system. Might as well get that built so I can work out any kinks in the dialogue system while it’s fresh on my mind. After that work on a save system. The basics.
>>
>>3287675
Where is the link anon
>>
>>3287680
Piracy introduced democracy to our civilization
>>
>>3287813
Make a old pol quest for the lulz. Prison theme fits perfectly.
>>
>>3287813
Not sure if we need another "Gutter: The Cursed", but I ain't complaining.
>>
>>3288313
Sounds promising, good reviews. Can't accept the chibi look though. Is snes ff6 art style too much asked for? True 16bit ofc.
>>
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Lol what happened in this thread? Anyway, I'm making wooden dolls cos I love wooden dolls.
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>>3288492
>Monster
Meccatronic?
>>
>>3288268
What do you mean by this? I’m open to throwing in anything if it’s funny or interesting.

>>3288313
Well, assuming the artist sticks with it, and I’m paying them to, the art should be better. It’s won’t be some beautiful masterpiece but I was thinking the art would be hand drawn, not pixelated. Made in Adobe Illustrator or Photoshop.

It also won’t be about exploration of random dungeon levels really. More like a link to the past where everything is open world. Except you’re in prison. So the building you’re in is open world but blocked off with guards. I’d like to have multiple buildings you’d be transferred to based on good or bad behavior.

I’m still thinking through all the mechanics. Might have a system like Persona 5 where if you to work the clock automatically skips forward, you’re done with work, then you run around that area doing whatever before heading back to the cell. There’s a lot to think about as a lead designer.

Might have a few survival elements like you have to eat, piss once a day, sleep. Just to keep a flow going to the day, not to annoy the player.

Biggest thing I’m thinking about is progression. The game really isn’t about constant combat. Like in prison you’re not just murdering everyone all the time. But it does happen. I was thinking more of a system where you level up what you want to. And these level ups bring benefits. Like unlocking guilds progression. Idk if your character would even need a “Level”. But maybe just for a feel good progress benchmark I could add it.
>>
>>3288600
It's a singular mecc - mecca is the genre, y'see
>>
>>3287675
Bumping because I want a link
>>
>>3288664
Make a quest that would be typical for old /pol. Maybe make the quest giver paranoid, but in the end he was right with his wacky theories. The mission can be spy themed.
>>
>>3289061
For bonus points, have his correct theories be mixed in with genuinely retarded theories
>>
Is there a /vrpg/ discord?
>>
When you open up rpg maker, how do you guys balance stats, enemies, etc? I don't want to start making an rpg maker game until I at least know how to balance stats
>>
>>3289061
Oh ya, for sure will have schizos in there. And things like the 48 laws of power are all standard reading in prison. So ya, there will be political conspiracies among all the races. Was thinking I'd have the typical fantasy races. They'd run in cars as they say, so the Eastern and Western Orks hate each other, Imperials and Eastern Orks are together in riots against western Orks and wood elves. There might be a "Others" gang who would run with Western Orks.
Wizards will probably represent the mob. Powerful on the streets, but look to imperials for protection while inside. Vampires will be universally hated and anyone with paperwork helping a vampire, any Renfields get their wig split. Like Vampires will run certain powerful industries and pay for blood, you get arrested helping bring victims to vampires your paper work is no good. They get found out, it's on sight you gotta stab them.
>>
>>3289148
Experimentation.
Trial and error.
Using other games with good balance as a point of reference.
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>>3289148
Math
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>>3289138
I fucking wish
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>>3289148
>how do you guys
no idea but I started beginning with this today
>>
>>3289248
RATS
WE’RE RATS
WE’RE THE RATS
WE PREY AT NIGHT
WE STALK AT NIGHT
WE’RE THE RATS
>>
>>3287675
Bumping for link or any other solid plugins like the 3d one or battle system changes
>>
>>3289248
Ace master race
>>
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>>3289061
>>3289097
>>3289153
>>
>>3289138
We could assure each other how we all hate discord.
>>
>>3289153
Better 3 than 5 races, if you go with sub races (by region). Eastern orcs have a bug hive mind you say?
>>
>>3289148
Try and error as the other anon said, also called iteration. If you take a game as reference, try to write down what you (dis)like about the stats there and try to improve it.
>>
>>3289148
Playtest and adjust accordingly. Don't create enemies only to never fight them yourself, and remember that the player doesn't have the same knowledge as the devs.
>>
>>3289779
Nah, VX Ace is the beginning of soulless RPG Makers.
MV and MZ are basically clones of that
>>
>>3289915
Why? I'm making my first game with vx ace. I have only custom content though.
>>
>>3289916
It's mostly because starting from VX Ace, all RPG Makers have been functionally the same. RTP quality has also gone down the shitter.
>>
>>3289923
This is true
>>
>>3289923
Which is the best rpg maker for snes look but high res for pictures
>>
>>3289949
2k/3 by default, even if the resolution is small for those. Alternatively MV with a plugin to change resolution and SNES-looking assets.
>>
>>3289952
>2k/3 by default, even if the resolution is small for those
I would prefer 2003. But the native res for pictures is so small.
>>
>>3289949
Don't even bother if you're going to have a mishmash of competing levels of detail/resolution. Commit to one resolution standard and go from there. Doing the opposite is a cancer that is ruining modern indie pixel and even AA pixel games.
>>
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>>3289813
Eastern Ogres look different. Also ya, there will be personality difference. Hard to say exactly what that would be so early.
>>
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>>3288258
>>3288983
I would recommend the hundreds of free, open source plugins. That you can find here:

https://docs.google.com/spreadsheets/d/1Xbevw96IUblD_OUsnoX7OqQIb7qRX8FW7NWR-Cw8s9c/edit#gid=0

...instead of obfuscated, bloated, closed source ones that cost performance.

https://forums.rpgmakerweb.com/index.php?threads/obfuscated-plugins-something-you-should-be-aware-of.149094/
>>
>>3290113
>the entire thread
I'd like to see how Yanfly tested his shit. It sounds like he just threw the plugins in together and made them do nothing, which of course would hardly cause any noticeable performance issue.
That said, it's a known fact obfuscation slows things down and OP did nothing wrong but jews gotta jew.
>>
>>3289148
*Borrow* dnd PHB, GMG, code it into project, then copy paste entire monster manual in.
I mostly managed to do it, but failed at trying to make status menu display all needed information.
>>
>>3290226
Sounds like a lot of trouble when you could just take advantage of the battle playtest to get a feel of how the numbers interact with each other.

The real issue comes later with resource management, where you want to make sure you design encounters around the fact the player should be able to make it to the end of the area without running out of resources too early.
>>
>>3290113
great list, thank you. Are there any published games that use a ton of Visustella or other obfuscated plugins? Wonder if they run like shit.
>>
topkek. VisuStella is great. Only people that are screeching are the faggots that are doing worse plugins and don't get money.
>>
Does anyone have RJ01085796 or know where to get it? I can't buy anything on DLsite.
>>
>>3287813
>prison
will there be a shower minigame where you try not to drop the soap?
>>
>>3290652
I think steam has an anti rape policy in games so I can’t really have cheek busting unfortunately. I might allude to it, that Imperials don’t tolerate cheek busting between inmates.

But I’ll probably allow you cheek bust some of them guards. Little wood elf slut guards.
>>
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>>3289915
>Nah, VX Ace is the beginning of soulless RPG Makers
I don't know what to tell you but the programm has been mostly the same since day 1
and on day 1 it was basically just a Final Fantasy/Dragon Quest clone
if you don't know what you are doing changing versions won't do anything
soul or not
>>
Making a tactics like in godot doesn't look that complicated after a couple of tutorials.
>>
>>3290660
>anti rape policy
No way? Those hypocrites. So there won't be any rape games? Horror hentai is OK though, I see.
>>
>>3290660
Your game has been sounding interesting so far, do you have a page like an itch or some such for it?
>>
>>3291099
Like with any game, once you are actually making it, it is more work than it seems.
>>
>>3290113
Fuck off, Sigmasuccour. I hope you are stoned to death by a gaggle of faggots for your cringe behaviour. Fuck you.
>>
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>>3290195
>I'd like to see how Yanfly tested his shit.
Not by making an actual game.
-
>That said, it's a known fact obfuscation slows things down
Yup. While it's known, many devs don't realize it. Until... they are deep into development. (Or after release. When gamers are complaining they can't run the game smoothly.) At which point, it's too late.
-
-
>>3290233
>Are there any published games that use a ton of Visustella or other obfuscated plugins? Wonder if they run like shit.
No dev would release a game, that runs bad on their own PC. When it is running bad, they will simply (consciously or unconsciously) cut back on things like... NPCs, Visual Effects, Interactable objects. And bring the game to a smoother performing state.
So it's not that games using the plugin, may perform poorly. It's that, devs will neuter their game, unknowingly.
-
-
>>3291549
>Fuck off, Sigmasuccour.
Oh- hey, thank you! I forgot to mention my name in my previous comment, so appreciate you pointing it out.
-
>I hope you are stoned to death by a gaggle of faggots for your cringe behaviour. Fuck you.
I see... so stoning is in their religion as well!
>>
>>3291666
You should not be tolerated. This thread is for people making video games, not schizos making thinly veiled hate speech. Fuck off.
>>
>>3291676
>You should not be tolerated.
That's the best part. <3
-
-
>This thread is for people making video games
Okay... busted...
I've been procrastinating from working on my game, by making a reddit community for Fans of my games.
https://www.reddit.com/r/FalseGames/new/
-
Specifically, I've been generating art of my (game series) characters. To use as decoration for the community!
>>
>>3291676
Wait, how is posting plugins hate speech?
>>
>>3291676
He fits right in.
>he hates gays though!!!
I don't care what a random guy in Pakistan thinks about me.
>>
>>3291686
>literal redditor
Yeah, he fits right in
>>
>>3291680
>"""""generating""""" art
Yeah, you're not a dev. Fuck off
>>
>>3291512
Yeah, I'm 100% I'll be complaining here about A star not working or something in a few weeks
>>
>>3289138
That would be useful so of course not
>>
>>3291680
>Tiny tits
Ngmi
>>
>>3291720
Post about it if you do. I'm working on a roguelike drpg in godot. Translating Unity tutorials to Godot has been helpful.
>>
>>3291755
>Translating Unity tutorials to Godot has been helpful
Are you doing this by yourself? thats something I wasn't considering in the first place but it might come in handy.
>>
>>3291107
Ya it’s lame. I really dislike my current job and was considering making some adult content for steam. Ran across that little rule. Ended up not doing the adult stuff for various reasons. For one my artist was going to be a monk. That might be awkward asking him to draw big veiny ork cocks.

>>3291125
Hey Thanks for asking! The first person to inquire about my game! Well there were some people interested in it back when I was tossing around the idea of a prison camp too.

Anyway, not yet. Hopefully art picks up soon. Once I get the quest system working, and the first prison area drawn, maybe I’ll make a steam page with some pictures and a short video. But for now I’m just talking about concepts. I actually just found this place a few weeks ago. I thought everyone online was basically a sissy. Then I come here and it might be a bit autistic and sometimes the tranny accusations might get a little out of hand when it’s every post lmfao, but I feel like I finally found some like minded people. So it’s fun to give some of my ideas and see if people shit on them or not. But I’m not all talk. I basically built Pokémon, another Jrpg battle system, and now narrowed down a game to make. Made a list of features needed and I’m chipping away. And I’ve got years of programming experience. So while I’m sure shit will blow up in scale I have some idea of what’s feasible or not.
>>
>>3291773
Vrpg is somewhat decent. Most other boards suck balls.
>>
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>>3291680
Do AI "artists" really think this is acceptable
>>
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>>3291767
Yep. I worked in Unity for 5+ years and picked up Godot a couple of years ago. I was able to switch over and redo much of my old stuff this year now that Godot 4 has taken off. Many of the game design patterns are the same, just insanely easier to make in godot.
>>
>>3291773
Stay away from agdg. It is a misplaced /trash/ thread
>>
>>3291821
Nice, I agree that godot is easier, I made some tutorials in unity but I ended up picking up godot because gdscript has some similarities to python and I use that for work.
>>
>>3291831
Similar for me. C++ is what I started with, which put me with Unity. But all I do for work is javascript and python. gdscript is the best of both worlds.
>>
>>3290660
Showing rape is not allowed, but it can be suggested. Just fade to a black screen like what some games do (RDR2, GTA V).
>>
>>3291850
triple AAA games aren't held by the same standards indies are
>>
>>3291823
Ya I meant vrpg specifically. I like that everyone is ok calling each other faggots and trannys just as a standard insult. It’s relaxing after years of social conditioning breaking down every other website. It’s like being in a fucking concentration camp. Reddit being pure cancer for example. I didn’t know there was a place people talked about RPGs and could speak freely. I knew pol existed but that’s politics. And Biz is just a bunch of Indian scams unless Bitcoin is at a low.
>>
>>3292070
>trannys just as a standard insult
Insult? Merely stating the obvious.
>>
Are there any books, videos, articles, etc I could read on turn based jrpg game design?
>>
Post progress on your rpg.
>>
>>3292160
I found this. It says Unity, but the overview is general enough you can adapt it to other things.
https://www.youtube.com/watch?v=_1pz_ohupPs
>>
>>3292160
Are you looking for coding examples, tips to make it engaging or balance issues?
>>
>>3292160
If you wanna code/design an rpg (and you're not using something like rpg maker) I suggest looking at data oriented programming. Rpgs are first and foremost a game of data.
>>
>>3292297
I’m talking balancing and how to make it engaging. I’m using RPG Maker, so coding shouldn’t be too much of a challenge. Or at least, not as much as Unity, Godot, or something else
>>
>>3292421
Good design is subjective and needs context since some aspects of the game tend to work well with others, but there are hardly universal standards. All I can tell you is to do research on other turn-based games you liked or disliked and figure out why, and how they are doing what they do so you can take inspiration or change it to suit your needs.

For balance I can suggest playtesting each area/boss fight a lot and over time. Start by just putting some numbers, see how they interact with each other and adjust accordingly until you are satisfied with the results, then try them again later just in case.
That's something you can learn only with practice, I wouldn't suggest trying to do meaningless calcs without seeing how the game plays out.
>>
>>3292561
Let me start out with this. What challenges would I face with 5 party members instead of 4 or 3?
>>
>>3292671
>What challenges would I face with 5 party members instead of 4 or 3?
Aside from needing a cool idea to make 5 characters on the field play differently enough to justify it, I'd say you will need to keep in mind the player gets one additional action, more total HP and possibly higher DPS/healing - so you shouldn't feel bad about making enemies capable of easily crippling multiple party members or even quickly killing one or two.
>>
>>3292671
Why would you like 5? Party of five and squad of 10 or only 5 people? A priori I'd say your rounds would take longer (more members). If enemies don't spam aoe, tpk is harder to achieve for the enemy.
>>
>>3292671
I imagine you would need to balance enemies and bosses to deal with 5 party members. Party-wide status effects, multi-hit attacks, and so on. Is the position of the party members important (front line members compared to back row members)? You will need to take that into account for balancing. Do the party members do the same things? Do they support each other with their abilities? Do they harm each other by being on the field at the same time?

There are a lot of things to think about with more party members.
>>
>>3292685
>the position of the party members important
Is that a thing in rpgm?
>>
>>3292704
It can be with some plugin or another
>>
>>3292704
Not by default, but there were definitely custom scripts/plugins for rows. Though honestly I never found those to be particularly strategic in FF games.
>>
Yeah. When they appear, you usually just place the party members where they’ll stay for the rest of the game. The only exceptions I can think of are the ones with job switching and the one time Scarmiglione attacks you from behind in FFIV
>>
>>3292682
Party of 5, squad of 5. I want a mechanic where the party shares one exp bar, with a party level instead of individual character levels
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>>3292719
Yeah, feared as much, really. Make them all unique in appearance and skills. You can go with one xp bar. I hope the entourage has a reason to travel together.
If you can, implement some form of formation for additional depth.
>>
>>3292708
Guess so.

>>3292711
I'm doing a wildest game and my idea was three rows, for when you get ambushed or surrounded. Front row higher melee and back row higher defense is somewhat lame.

Maybe I should check all the plug ins for ace at some point.
>>
>>3292738
A reason to travel together? I figured being magical girls and eventual friends would be enough of a reason.
>>3292742
You might get something out of looking at FF1, where instead of rows, it’s more of a sliding scale where the front character can do the most damage but takes the most damage (before stats), and then the back character takes the least damage but deals the least (physical) damage.
>>
>>3292829
>magical girls
Cute. RPGs about magical girls are rare enough
>>
>>3292830
I’m planning on stealing liberally from Persona and, of all games, YiiK
>>
>>3292833
>YiiK
Bro.
What are you even stealing from that
>>
>>3292834
I think it has some good ideas. Like the protagonists’ hometown being where you go to and from every day, and… you know, that might actually be the only thing I can think of that I’m gonna steal.

Of course, this is all talk atm. I’m trying to figure out RPG Maker first before I make my dream game
>>
>>3292838
Steal the Suicide Lemon Alpaca.
>>
>>3292855
No, and I will not steal the weird Sephiroth llama that replaced it either
>>
>>3281675
Ive used RPGmaker on and off for a few years but I always hit a wall with it's limits without pulling it apart and trying to figure out scripts. I think I'm going to focus on Godot so I can make things more complex and have a bit more wiggle room.

Right now I'm planning to just get the basics of combat setup and figure out the best way to setup NPCs, traveling and chest. RPG maker does a few things great like making those things with ease, godot seems like I either gotta make a plugin or a unique scene. Still digging through it.
>>
>>3292838
That isn't even an original trope. The main hub is a thing in many series.
>>
>>3281675
nta but can you share them anyway? I've only found one and it wasn't that good.
>>
>>3292168
>>progress
Working on boss attacks.
With audio: https://files.catbox.moe/2lgibi.webm
>>
>>3293314
>DQ inspired turn based battle
https://www.youtube.com/watch?v=ifXGvlAn0bY&ab_channel=JonTopielski
>FF inspired
https://www.youtube.com/watch?v=HEexLmt7enc&t=3s&ab_channel=16BitDev
I've got a couple more but its for fire emblem inspired games.
>>
>>3293335
Is this RPG Maker?
>>
>>3293352
Its a gba cart file Iirc
>>
Whats a good amount of skills for an rpg? I'm at about 36 right now.
>>
>>3293358
For the player characters? 36 sounds good if they aren't all variations of elemental spells.
If you it's the total skill count, then I guess enemies don't have any unique actions.
>>
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Remember back when we used to post progress? That was cool.
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>>3293384
Looks nice but I don't like that there's little space between houses to walk through.
>We used to post progress
Sorry I've made little progress lately, I'm studying godot and ideaguying a lot though.
>>
>>3293396
It's meant to feel cramped and oppressive fwiw
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>>3293352
>>3293354
GBA: https://c3-project.itch.io/c3/devlog
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>>3293397
Yeah I get the whole favela theme, but it could be a bit more gameplay friendly.
Do the events in the alleys trigger someone stabbing/mugging you?
>>
>>3293416
Idk, maybe I'm overlooking something, but it's OK gameplay wise.

>>3293384
There's no structure/surface, how come?
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>>3293419
What d'ya mean, friend?
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>>3293384
>>3293430
You know, the surfaces of buildings and some of the ground are of plain colour, with no structure (see picrel).

I do appreciate the cracks though.
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>>3293457
Oh, yeah it's a deliberate art direction choice rather than something missing out of oversight
>>
>>3293466
Feel free to elaborate
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>>3293476
I wanted the style of the environment to more closely match the style of the battlers and battlebacks, which is clean and relatively low-detail, with notable exceptions. As such, the tilesets I made are in that style.
>>
>>3293310
Probably. But I like the idea of making the trip back home at the end of each day.
>>
>>3293504
Ah, it's that game. Didn't know.
Yeah, good design choice.
>>
Thematically, what would be a more fun healer? Alchemist, Elementalist, or Bard? I can't decide, I just don't want to do a generic holy caster.
>>
>>3293805
An alchemist but instead of MP they use the parties gold to heal/cure.
>>
>>3293811
Was the idea yeah, spend gold or grind for materials to make heal/cures and buffs. Was debating on also giving a passive later in the game to increase party damage a bit so there is more incentive to use the healer even in hyper offense comps. I still think the other two have potential to be fun but I was also aiming to make the game a little more difficult then being able to spam your strongest attack and heal every turn.
>>
have they fixed rm2k/3's camera yet? hate that it's always 8 px off
>>
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>>3293823
Maniacs patch has you covered.
>>
>>3293805
Cute and funny performer girl who supports by singing/dancing.
>>
>>3293833
>cute and funny belly dancing
Uuuuuuooooooooghh
>>
>>3293847
Based, would go back fighting no matter how much damage I took
>>
>>3293828
Looks good
>>
>>3293828
is there a way to remove/disable/replace the fuckugly screen resolution menues and splash screens?
>>
What happened to those shitpost collab RPG maker games between anons?
>>
Someone posted a tool for making custom fonts for RM2K3 a while back, but I didn't save it and can't find it in the archives.
Anyone got a link to that?
>>
>>3293863
Yeah, custom script or plug in. Ought to be like 5 lines of code.

>>3293874
Import any truetype font.
>>
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>>3293874
FONY
http://hukka.ncn.fi/?fony
and FontForge
https://fontforge.org/en-US/
Fony is the best way to make your basic ASCII charset fonts.
FontForge, you will need to make TTF/OTF of them.
There's a bit of a procedure to it all, and some "rules" to adhere to for Standard 2k/3 as well as Maniacs, but these are the tools you need.
>>
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>>3274935
Made concept art.
Worrying about the workload of making tilesets or mapping.
So, I'm taking some inspiration from some non rpg games.
>>
>>3293833
I need more ditzy, flirty, and ultimately kindhearted dancer girls in my life uooooooooooogh
>>
>>3293892
Ah nice, that was what I was looking for.
>>
Well, I think I have everything I need.
Time to make game.
>>
Anyone have the missing Yanfly MV plugins from after his freakout?
>>
>>3293907
Sadly anon didn't go with this idea apparently.
Oh well, I could consider it if I ever decide to start a project.

>>3293967
>MV
Entire YEP collection leaked I'm pretty sure.
>>
>>3293967
https://archive.org/download/yepenglish
Archive has a link, not sure if you will find absolutely everything but it's worth a check.
>>
>>3294041
I must have gotten the same link before, this is most of the plugins but a few are missing. Conditional Shop Prices and Hide/Show Shop Items are two that are missing, I recall a small handful from core plugins that were missing as well but the shop ones can be done with eventing I suppose.
>>
>>3293967
qrd on Yanfly?
>>
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>>3293384
>we used to post progress?
does this make me a developer
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>>3294049
Got you for one, but I can't find the other.
https://pastebin.com/taDPcLkM
>>
>>3294050
For years, he made FREE game changing plugins that gave RPM users vast creative control and expanded the scope of what the program can do. He didn't get credited for his plugins, and went full schizo, nuked his site and took down all his plugins, then put them behind a paywall. It wouldn't have been bad if he kept the 30$ price tag, but he teamed up with one of the most awful plugin creators in the community who overprices everything, the plugins for MZ cost a lot. I think getting everything atm is 400$+.
>>
>>3293898
I like your artstyle
>>
>>3294050
The cancer killing new RPGM, almost as bad as the RPGM editor's devs/publishers themselves.
>>
>>3294061
I'd like to mention that it was not about being credited for using plugins since everyone and their mother was throwing YEP everywhere, but more specifically people using copypasting code to make their own plugins and sell them.
And no, I am not defending him. It's one of those things you expect when you publish literally anything on the internet. A callout post on his site would have been enough to spread the news.
>>
Skimmed through VIPRPG for a bit and saw they had 8-directional sprites for some of the RTP characters. Is there a site on there somewhere that has all the 8-directional sprites or is there a template?
>>
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>>3287709
>In giving people plugin power
it's just worthless assets though that lack compatibility

>buying the spaghetti from someone else
sounds familiar
>>
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>>3293898
that's a man isn't it
>>
>>3287709
>Yanfly and the cabal of other plugin devs did a disservice to the RPG Maker community
I think you overestimate the capability of scripts
the millions of plugins slammed into Fear and Hunger Termina didn't save the combat system
when I played the demo it seemed to me the dev lacked basic understanding of the point of such a system

https://www.youtube.com/watch?v=i_ryp88tdGs

even something as simple & forgettable as Shattered Planet is far superior
most likely because the focus isn't just combat and the combat you do engage with actually makes sense and works
>>
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>>3294212
Instead of learning how to write sound, functional code, the foolish stay foolish and throw plugins at their games with utter abandon.
>>
I only have some drawings, Im postponing learning because fuck, its a lot
>>
>>3293898
please give her a penis and let me marry her
>>
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>>3294062
Thanks. She'll look better once I have portraits for her.
>>3294205
>>3294246
I will not give her a penis but, you can make her be a three timing whore
>>
>>3294244
Anon, it's cool and all that you can make screwdrivers out of shit and sticks, but how will it make actual screw driving better?
>>
Why is making a GOOD story so hard? Is this why everyone makes modern settings? Medieval/Renaissance fantasy is rough.
>>
>>3294255
Let's take a different perspective. What IS a GOOD story?
>>
>>3294326
Hard to define. I just know it has to hold your attention and remain consistent. I like stories with strong emotional pull, but it's really hard to write that...
>>
>>3294248
she cute
>spoiler
never mind
>>
>>3294326
Stories with degeneracy/mental illness seems to be popular nowadays.
>>
>>3294345
You can but, it's solely optional.
I might add penalties for it in gameplay.
>>
>>3294244
I've tried all: eventing, scripting, using plugins and making plugins. In the end my game was a bug ridden frankenstein monster but it was a good learning experience. I'd say you need to know when to do what and how to integrate stuff.
>>
I really do want to try game dev. My problem is that I had to drop out of college because of the vaccine mandates, and I’ve lost any confidence that I’ve used to have. That, my lack of artistic skill, and my fear of looking like a jackass when I fail, is the biggest thing stopping me from getting into the hobby. How do you guys get over these problems when you guys gamedev?
>>
>>3294406
>I had to drop out of college because of the vaccine mandates
you are an actual retard lmao
>>
>>3294406
>looking like a jackass when I fail
Lmao if you fail then you're a nobody unless you make a kickstarter, rail up some discord and upload devlogs.
>>
I tried different lighting plugins only to find out that the best one is from VisuStella. WTF?
Why is everyone hating on them?
>>
>>3294245
Ok, where do I statt learning for a Point and click ish rpgmaker thing?
>>
>>3294406
> My problem is that I had to drop out of college because of the vaccine mandates
Bless you for following your conscience, anon. I had to file a religious exemption.
>>
I want to make a combat system similar to fire emblem in the sense that when characters fight, the defending can counterattack and also uses a RPS triangle so I want to make something interesting happen for a draw (i.e. both use axes or both use swords) but can't think of a good one. Perhaps a draw makes them clash and deal several rounds of (smaller damage) attacks?
>>
>>3294326
For a good story you need good characters. The best plot is useless without proper individuals interacting.
Try to copy a good fantasy book. Like condense LOTR for instance. Just change names, tags aso.
>>
>>3294484
Are you asking this in context of RPG Maker? SRPG Studio is designed for this more than RPG Maker.
>>
>>3294496
Gotta agree with this. Whenever I like a game for the writing it's usually because I enjoy the character interactions, even if the overall plot is very simplistic.
Also unless you are making a visual novel, it's a better idea to not lore dump or have lengthy dialogues. Fun dynamics between the chars go a long way.
>>
>>3294620
>have lengthy dialogues
Maybe 1 lengthy dialogue every 10h or so. Hell to you if it isn't meaningful or deep.
>>
>>3294630
That works too. I like how 5th-6th gen RPGs did it, where you might find a few long cutscenes in some key moments but most dialogues are still pretty small.
>>
>>3294636
This is clearly the way to go. If you can't say it under a minute, consider kys.
>>
I told an artist I’d buy his assets. He is starting work today. Last night I realized I forgot to put anything together to help him know what to draw. I also have done some cartoon animation before, and very basic animation in Unity. But I realized I don’t really know how to communicate how to layer assets and how to actually draw shit so that I can import it to Unity and have it look right. Like I can’t just say draw an ork and a sword. The sword needs to be held be the ork. Layered correctly and all that.

I’m not looking for advice. Just kind of laughing at what a terrible “boss” I am lol. I’ll put together a Unity tutorial for him, tell him to find a workflow he enjoys. Will work with them so that they see what I’m actually doing.

I gotta learn to Delagate more effectively.
>>
>>3294652
Illiterate or esl?
You hired an artist and want him to import the content he produces into unity, did I get that right?

If you keep working with freelancers, let me say you one thing: overcommunication DOESNT exist.
>>
>>3294657
I talked with him, he wants to learn animation. And he will draw all the static assets too. I guess I’m kicking myself a bit for not putting more work into figuring out all the primary sort of workflows when it comes to Unity animation. I’ve worked a bit with the Unity animation editor, I’ve done frame by frame. But I’m for sure a beginner at both. So it’s how to command someone what to do, because I don’t see the full picture.

And ya I’ll communicate a lot with them. We’ll learn together on this. They have done a lot of paid work, mostly for boring corporations. But he wants to pivot into animation.
>>
>>3294666
Got it. Learning together is great.
Got a rough eta? Any hint on the name, so we recognize the game?
>>
>>3294618
In the context of general ideaguying, I'm not using neither of those.
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>>3294681
ETA. Maybe 2 years. That's a wild estimate.

No names yet. It's just a general prison game. Shot Caller would have been a good name but that's a movie.

Maybe it'll be some spin on generic fantasy titles, like, "Tales of the Fourth Age: Convict" It'll be a prison full of fantasy characters.

I know this thread isn't my blog, but I felt like getting some assets is a development milestone. I look forward to posting screen shots soon.
>>
>>3294720
>screen caps
Pls do
>>
>>3294720
You seem like you’re making your dream game, right? How long did it take for you to get comfortable with it before you decided to make your dream game?
>>
>>3294726
It’s a dream in a way. I was making a Jrpg until steam banned AI art. So then I thought well, what’s a game I can use more cartoony art that is more story based. And I happen to know a lot about prison. I kind of had the idea for awhile. So once my Jrpg got shelved I thought, well why not make the prison game. And a lot of the logic I’ll use in this could be ported over to the Jrpg. Like character schedules, dialogue system, save system, day night system, quest system.

ChatGPT also helped give the confidence to really try it. My weakness is I hate knotty gritty details of programming bs. Like learning how to utilize sql in Unity. Well I just tell chat what I need and it spits it out. I know how databases but writing it out in Unity is annoying. So all parts I dread about programming are gone. Speeds things up a lot.

A dream game would be just making another Skyrim lol. But this is fun too. Kind of a Skyrim without the exploration and adventuring. Most quest focused.
>>
>>3294790
How predictable. Big NGMI energy. "I couldn't make it without stealing from other people" - then it turns out you're a GPT codelet. Just do it yourself or hire a team for fuck's sake.
>>
>>3294794
Lol, calling me predicable and then spewing the most basic npc logic. Like wow, you have a predictable opinion of AI art AND you're anti chat GPT. Very unique.

I know so many faggots like you. "I do everything in notepad++, IDE's are for hacks! I won't use unity for some obtuse stupid as fuck reason, I'm writing my own engine!" Really you're the standard npc programmer. I've never known anyone like you to accomplish or publish anything. You always quit because being a lone wolf who re-invents the wheel is retarded. You're a retard.

ChatGPT is a tool to increase the speed of the workflow. It's like telling a home builder not to use a hammer. You can't defend what you just wrote because you're a fucking idiot.
>>
>>3294441
please.......
>>
>>3293335
Another one: https://files.catbox.moe/ssxb1z.webm
>>
Anti ChatGPT people annoy me. Like ya, let me just read Unity documentation like a jerk off to figure out how to make a custom editor for an hour instead just asking chat. Chat writes the outline, I fill it in. Easy. But no, not that’s pure enough, saving 55 minutes is cheating! A good chunk of programming isn’t programming. It’s learning new frameworks so that you can apply the logic you know to a new system. You can know SQL and entity framework, but Unity does it different. Why relearn everything. Just tell chat - Make this table with these fields, here’s the Primary Keys and Foreign keys. Go. Then after seeing the new syntax it’s easy to update it yourself. It’s amazing I need to sit and explain how doubling your programming speed is useful. “But but but chat fucks up a lot.” Ok then give up. Don’t use it. Fuck yourself.
>>
>>3294827
Holy shit, that looks cool. What engine are you using?
>>
>>3294827
>>3294846
Wait, just saw it. It’s a GBA cart file. How do you learn how to GBA dev?
>>
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>>3294846
My own engine.
>>3294851
https://www.coranac.com/tonc/text/toc.htm
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>>3294815
>Lol, calling me predicable and then spewing the most basic npc logic
Kek.
>>
>>3294790
>I happen to know a lot about prison
Have something to share, anon?
>>
>>3294934
It’s a fascinating place. A lot of rules. Very distinct cultural practices. It’s not intuitive in some ways, but ultra primitive and straight forward in others. A lot of wars have been fought in prison. The more I thought about it the more I realized it’s a good setting.


My initial interest was just, how to not get raped in prison. Depending on the state this varies in difficulty. Down south you might get your cheeks busted if you’re weak and get into debt. Out west a race war would pop off if a black man tried raping a white dude. A race war would kick off if a black dude even punched a white guy if it wasn’t Ok’d by the white shot caller. But out west you have other issues if you’re a white guy. You have to participate in race riots. Historically you had to stab chomos. You find out your cellmate was a bush jumper or something, you gotta take care of it. This meant getting attempted murder or assault charge. 5-10 years added to your sentence. If you don’t stab them, your race will Stab you.

Obviously all prisons are different and even the same prison goes through different eras. I’m picking a specific era, and geographic location to model my game after. Also if you’re black or Mexican or Asian or Pacific Islander all the rules change. Some people allow busting more than other.
>>
>>3294966
Now you got me wondering about your opinion on pedophile hatred in prison. Before anyone asks, I don’t think they should be killed in prison. They should be sentenced to death in an impartial court of law, and executed as soon as they run out of appeals (with the exception of child porn viewers, who should be left alive so they can rat out the producers).

I know that pedophiles tend to be targetted by other prisoners more. Do you think this is really because of a moral disgust with pedophiles, like they would all say? Or is it that they’re both acceptable targets and (generally) physically weaker than other prisoners?
>>
>>3294988
>pedophile hatred in prison
Pedophiles actively seeking help aren't the problem. The other ones are a threat to society.
>>
>>3294988
A lot of prisoners were molested as kids, or had family that was, or have family that was molested while they were locked up. So they are just itching to murder rapists and pedos.

But ya it’s messed up that the state kinda dumps these people into prison, then some guy kills him and gets additional charges. I mean a lot go to protective custody. PC yards have different rules. It’s why guys in the main area don’t always want to go PC even if they are in danger. Because if you go PC your cellmate might be a rapist and now you got that to worry about.
>>
Wanna make a cozy game set in 90s. But I dont wanna make it combat free. But, how do I justify the combat being there, without removing the coziness out of the game?
>>
>>3295038
>how do I justify the combat being there, without removing the coziness out of the game?
Welcome to game dev
>>
>>3295057
Kekw. Well, I could just make it a Disco Elysium clone, at the core. Just instead of a cop, youre a young adult who came back to your hometown yadda yadda. But mom, I wanna combat!!!
>>
>>3295064
No combat, no fun. Why not alternate 90s?a world where fights with military grade weapons in certain areas or arenas are a thing? You could also make it so that it's authentic 90s, but there's heavy fighting outside the city.
>>
>>3295038
I’d say look at Earthbound and YiiK (I swear to god, I don’t think it’s a good game), see what it does right, see what it does wrong, and try to incorporate it into your game
>>
I've been having this desire to make an exploration/puzzle game similar to Yume Nikki (I know it's a stale example at this point but it's the first game that comes to my mind) but I'll probably be the only one playing it since it's a niche genre. I have some concepts laid down on a sketchbook but this thought kills my motivation completly. Any ideas (or examples even) on how to make this kind of game more "accesible" without losing it's essence?
>>
>>3295178
>YiiK
That dev is a clown
>>
>>3295240
>I'll probably be the only one playing it since it's a niche genre.

People are obsessed with Yume Nikki clones. I wouldn't worry about that. As long as it has a cool aesthetic, people will play it. Just join some Yume Nikki discords and subtly spam it there.
>>
>>3294248
is this a porn game?
>>
>>3295252
Yeah, but that doesn’t mean YiiK has zero good in it. It’s important to play games that aren’t good sometimes, so that you can figure out what doesn’t work and what does.
>>
>>3295252
What >>3295309 said, with the addition that a lot of bad games have interesting ideas that are executed poorly that you could take inspiration from
>>
Yanfly enemy levels a yes or a no for MV? I recall someone saying the plugin sucked. It looks like ass to balance, but I could see some uses for it especially because it would let me design the map in a more freeform way so the player can explore and do side content whenever. But, again, I can't help but recall hearing that it sucks ass. Would it be better to just have different encounter tables within level brackets using switches?
>>
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>>3295284
Nope, I don't have the ball to even attempt that.
At least not with this game.
>>
>>3295365
It's okay I'm in the same boat. There is an NPC character in my game that is a tease, but I don't have the balls to do full-on porn.
>>
>>3294406
You just like make game. Showing your ass when you're doing something new is a part of life, you won't escape looking incompetent.
>>
>>3294815
Shut up, retard.
>>
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How easy is it to make a completely new stat and combat system in rpgmaker? I want to make a D&D-based game
>>
>>3295489
It is not hard, just tedious.
>>
>>3295478
Embarrassing response.
>>
Day 1 done.
Designed the overworld, wrote the first chapter of the story, and made sprites for the playable characters.
>>
Do people seriously not get tired of rpgm battles?
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>>3295520
do people seriously not get tired of soulslike battles?
>>
>>3295521
I do. I wasn’t really impressed with Eldin Rings combat. It just seemed…sloppy. Like I admit it’s top tier compared to other games. But it just wasn’t, good. Someone needs to figure out how to take the excellence from smash bros and translate it into 3d. Not an easy task but it needs doing.
>>
>>3295521
NTA, Wasn't the biggest fan of Dark souls, never played 2, 3 or Elden Ring, but Armored Core 6 was phenomenal. I do like the concept of committing to an attack and not having perpetual movement, something the souls series and AC6 has. I don't know if AC6 counts as a souls-like though. A lot more boosting.

You could apply similar logic to turn based games, when it's got more mechanics then "press strongest attack/heal/buff", and party member choices, build synergy and boss gimmicks matter, the games are gold.
>>
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>>3295355
Anyone at all have any sort of experience with the plugin? Google brings up nothing. If it isn't shit, I'd like to use it.
>>
>>3295520
Nope, I like the familiarity and simplicity. Same reason I love DQ. Just as some devs and consumers chase originality, I do think there is always a market for vanilla and "if it ain't broken, why fix it?"
>>3294484
>Clash based combat
Have you checked out Library of Ruina and Limbus Company? The clashing systems they have sounds like something you'll be interested in. Two units will attack each other with an attack type or such and based on die or coin value the unit with the higher attack will break through and actually deal damage, something like that.
>>
>>3294862
Did you have any background in computer science before this? I ask because I have almost zero, save for a couple high school classes… I think its almost 8 years ago now
>>
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>>3295716
>Did you have any background in computer science before this?
Yeah...
Homebrew dev is hard, better to stick to PC at first if you don't have too much dev experience.
>>
>>3282925
Damn, looking good.
>>
>>3295520
There's nothing really wrong with it. Blame the devs if they make boring battles
>>
>>3295309
Indeed. Has quite some good ideas. Unfortunately the dev choose to blame the rest of the world instead of making a better second game.

>>3295312
Pretty much the whole problem with the indie scene. Despite better tools, indie devs can't surpass snes milestones.
>>
>>3295478
Whoa Anon, come down.
>>
>>3295489
Maybe make a dnd zero edition? Too put all rules in it will likely take 2y for a single dev.
>>
>>3295521
Look how mediocre Dd2 looks, and how much praise it gets here. An actual arpg (not lotf or pinnocchio) would be awesome. Even with pixel graphics.
>>
>>3295806
>indie devs can't surpass snes milestones.
That's cause SNES games were coded by people who knew what they were doing. We would consider them actual tech wizards at the time, while indie devs are amateurish at best and completely carried by new engines(RPG maker is for literal teens, according to their advertising) at worst.
>>
>>3295667
>Two units will attack each other with an attack type or such and based on die or coin value the unit with the higher attack will break through and actually deal damage, something like that.
That sounds interesting. Thanks anon.
>>
>>3295814
I agree. Even rpgm 2k3 is more than enough to compete with the snes. A monkey however can't surpass an actual developer.
>>
>>3295667
https://steamcommunity.com/sharedfiles/filedetails/?id=2413676227
Don't get this the wrong way: it's an interesting system, but way to complicated.
A battle system should be streamlined IMHO. Just make sure to avoid the uber stat, like agility (ff) or poise (ds1).
>>
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tested everything and fixed some bugs. now i just need to put the demo on steam
>>
>>3295879
Pls do. Looks good, but a little hectic. Maybe it doesn't feel like that when playing the game?
>>
>>3295806
>snes milestones
The important thing to remember is that SNES games were not indie, they were the triple A of their day. Expecting modern-day indies to compete - even with improved tooling - is idiotic.
>>
>>3295899
I disagree. The tools are way better nowadays. Literally light years ahead.
It's true that many or even most devs were experts, but time has passed. It's easy (lol) to get on a decent level of expertise regarding game development. Not all great games were AAA, some were AA and even A. There might even be B budget games that are considered a classic.
>>
>>3295905
Tools are better now, but if you think that any indie has the resources of Nintendo or Square in the 90s you're kidding yourself
>>
>>3295906
I'm not saying that. Back then games cost around 30m. Price in inflation for 30y and look at the resulting number in awe.
I'm saying they lack vision and game play feel. What at least 99% of all indie devs do is copying an existing formula, which leads to goy slop.
>>
>>3295906
Let me phrase it differently : with 1m usd you could make a great game.
>>
>>3295919
>>3295920
Yeah, because 1m usd used to be way more than that? Also what solodev indie game has a budget of 1m? You're kind of proving my point here.
>>
>>3295905
>It's easy (lol) to get on a decent level of expertise regarding game development
Maybe, but you are still comparing devs who had to study the hardware to come up with clever memory saving tricks on a SNES against niggas who can barely read a high-level programming language. Tools got easier but coders got much dumber.
>>
>>3295920
Oh, wait, I thought you meant "in the 90s", because you used the past tense there.
>>
>>3295921
Who's talking about solo devs? Some indie studios start with 10 people.

>>3295923
Kek at niggas. Yeah, that's another problem. Brute force spaghetti code.

>>3295924
Yeah, my fault, changed the sentence last minute and... Yeah, the result is atrocious.
>>
>>3295926
Sure, but 10 people was also the team size of a lot of triple a games back in the day - things are just so different now
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>>3295929
Indie devs are lame. Look at mdhr the cuphead studio. It's been 6y and all they came up with are patches and one dlc with nothing else announced. Laughable.
>>
>>3295923
>RPG Maker devs can't progr-ACK!
https://files.catbox.moe/rq1tr4.webm
https://files.catbox.moe/jhfywn.mp4
The problem is WESTERN devs, whose priorities in game dev are different and arguably worse.
>>
>>3295941
Ashen one... Are these plug ins?
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>>3295941
I wasn't thinking about RPG maker devs in specific, but cool webms.
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>>3295943
Both use the RPG Maker 2k3 Maniacs Patch, but all that does is greatly extend the default editor/engine's capabilities. The devs still had to write everything in the game's event code, albeit with the benefit of fewer restrictions, as well as the ability to write it in a more traditionally "programming language" style.
The doom clone from the webm is less than 2500 lines of code in its entirety in a single self-contained event.
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>>3295948
Very cool but why do they not name their variables
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>>3295948
Just reading about it and bingshan. Is there an equivalent for vx ace?
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>>3295956
Because that dev reused those variables to make all the other minigames shown in that pic, each named common event with "mg_" being another wildly different minigame ranging from beat-em-ups to driving games to casino games to shmups and more.
https://w.atwiki.jp/vip_rpg/pages/855.html
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>>3295959
Gonna love a healthy dose of japanese autism
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>>3295957
Since XP, it's been possible to flat out write code in Ruby in the default editors to do what you want.
So with MV and newer, but with Javascript.
Turns out, people would prefer to LARP as fake assembly programmers than use any of the new shit.
>>
>>3295959
Has someone done a Mode7-like overworld in Maniacs?
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>>3295969
>Larp
Really strange.
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>>3295969
>than use any of the new shit.
All of that "new shit" is just a text editor with no UI or other help, and is very vulnerable to mistakes. in the same way python will utterly shit the bed if you decide to mix your spaces and tabs together, so too does Ruby and Java Script have similar """quirks""" (read: things that make the user want to kill themselves over) of their structure that can't be worked around... Just like there's no work around for a "script event" that doesn't even have a fucking proper window that lets you scroll the code.

Now... if the interpreter had as much documentation and interface work as the actual rest of the event system, everyone would be using the actual code feature.
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>>3295889
thanks anon.
usually the game is very chill, but it has a tendency to get really hectic when the player isn't well prepared to fight the monsters of a particular area.
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>>3296012
>documentation
Too much asked for apparently
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>>3295038
If you're still there, how about kids playing war with toys?
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>>3295038
It could be imagined combat as far as the game narrative goes, like in the South Park rpg games.
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>>3295872
Just wanted to share something I thought was somewhat relevant since I felt you were looking for inspiration.
For what it's worth, based on my foggy memory. The devs for the games had significant difficulties balancing the game too. Especially when some numbers and mechanics come off as complicated for the sake of being complicated. They tried to simplify it for Limbus as it is a >service game
but early on it ended up backfiring as late game devolved into unga bunga "Just use units with the highest attack power anyways because NONE of your tactical effects can come into play if you can't even outclash your opponents in the first place."
>>
>>3296061
Like south park rpg or when they had this anime episode. Good idea.
>>
>>3296064
Yeah, should've read that before posting.
>>
>>3296109
I'm not the anon that asked the question.
It is relevant, the basic idea is good.
>The devs for the games had significant difficulties balancing
Balancing is very tedious and hence very expensive, hence go for a streamlined system.
>>
XP should be tied to exploration and quest completion. Every time you reach a new location, you get some XP. The harder it is to get to, the more XP you get. The max level cap would be determined by the amount of locations and quests in the game.

Fighting monsters is mostly just necessary for getting somewhere or completing an objective. This system would almost completely eliminate the concept of "grinding", because you would be rewarded for progressing in the world, not for killing mobs.

Monsters could still drop some generic loot like potions and crafting materials, but the big rewards like new equipment should come from quests and from finding treasure chests.
>>
>>3296188
>XP should be tied to exploration and quest completion
Xenoblade did that. To the point that one speedrun strat involves glitching in an endgame area so you gain 50 levels all at once.
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>>3296188
Ya, completely agree. This is how I would do it.
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>>3296188
But what if I want grinding to be an option? In most RPGs it's hardly necessary, but there are people who would rather fight some extra encounters than figuring out how the devs expect you to beat the next boss.
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>>3296318
There shouldn't be any grind, only more side quests.
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>>3296322
>only more side quests.
Ideally maybe, but we aren't big companies trying to make a massive 100h RPG.
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>>3296318
>what if I want grinding to be an option?
Then you come up with your own RPG design instead of trying to ruin mine.
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>>3296328
Implying big companies make good games.

If you want to grind, either make repeating missions, limitless dungeon or hide items behind grind.
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>>3296335
>Implying big companies make good games.
Not necessarily but they can afford to put a shitton of sidequests, that was my point. Some optional content is nice but if you ask me indie devs should focus on making the main content good instead.

>repeating missions
These were actually nice, especially to dispose of items for a better reward than selling.
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>>3296359
Indeed. Gameplay and innovation are key, anything else is secondary.
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P happy with my new status animations
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>>3295489
>I want to make a D&D-based game
I have seen RTwP in RPGMaker
can't find the video anymore
they were using some tall medieval characters
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>>3296520
Ya looks great
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Day 2 done.
Finished a couple more sprites and started working on Dungeons and Menus.
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>>3296586
rpgmaker?
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Working on a game that's frankly quite weird, don't want it to be the same as other obscure stuff, any advice?
How to avoid the obscurity zone?
>>
What does it tell about myself when one of my favorite OSTs in recent years comes from a H-rpg?
>>
>>3296598
That H-Games are games too. You can dislike Dohna-Dohna all you want but that game will still have banger OST. Same for Big Bang Age. Or Fall In Labyrinth.
>>
>>3296592
Do not be like "Mongol" or ".flow" - weird, abstract and counterintuitive. Be like "OFF", "LISA" (the sideview dilogy) or "Space Funeral" - visually distinct but not too deep in terms of mechanics and gameplay. Also, make the premise extremely clear but the actual story development as foggy as possible, people always thrive on speculations but only if they're lured in by the feeling of "getting it" first.
>>
>>3295642
The point of the plugin is just to create constantly dffiicult fights with the enemy. Its not needed for most RPG's and balancing is hard because you'll balance them for every level. It might be a good idea if you want to make beginner spots still frequently hard but that might send a signal to the player that they aren't ready to move on.
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>>3296624
I'm trying to catch the same feeling The Return had, being abstract is the point but I fully get the point, too abstract and it's lost. I'll revisit stuff, thanks for the advice.
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Anyone here working with 2K3 needing help with sprite work? I'm bored and feel like helping out for fun. Can't make big pictures or animate but can make tilesets and charsets.
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>>3274935

Currently working on making something like VTMB, while I have things like stats down I am at a bit of a crossroads with where to go with combat. I hated the combat in VTMB but in trying to make the game still an action game where damage is affected by stats it turned out pretty jank. I am wondering if this isn't working if I should just go with turn based and was wondering on peoples feedback on this?
I'm fine with turn based combat, it'll work but it won't be quite like VTMB as a result. Should I just go focus on turn based stuff or should I try and make real time combat work? Not really a programmer so not sure how far I can go with events still. I have basic melee combat in and while ranged combat can certainly be done this seems like more work for not much reward since the combat in VTMB sucked. I very much enjoy turn based RPGs and would rather focus on that but if I were to try and market this to those that liked VTMB this seems like it might be a turn off for those people as well.
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>>3295977
Of course they (the Japanese) have.
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>>3296662
Got a website or smth?
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>>3296691
Hard to say without playing the game or knowing the numbers. I can say that balancing is a lot of work. Maybe try to blatantly copy any game's stats and see how it feels. Another approach would be to determine how long the average fight ought to be and go from there.
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>>3296724
Is this rpgm? The engine works in a grid system, doesn't it?
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>>3296586
Love the old dragon quest menus.
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>>3296724
Checked this out
The Mode 7 effect is cool but the CBS is so jank I would've preferred a juiced up DBS instead
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>>3276814
I'd play this
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>>3274935
Best rpgm rpgs? Something like ff4?
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>>3295941

I'm not disagreeing with you, but how would you say their priorities differ? I suppose Western devs are more interesting in following trends and making money, whereas Eastern devs are more interesting in pushing boundaries and making content that's unique to them? You seem to have a lot more experience with the Eastern dev scene so I'm interested to hear your perspective.
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>>3297200
If what you say would be true, fromsoft wouldn't produce goyslop written by a westerner.
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>>3296877

So does the SNES, but the SNES is still capable of the faux-3D effect. Using Maniacs, you can apply the same exact methodology to the screen to produce the effect.
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>>3297201
Anon, Fromsoft kept making the same game over and over and iterating on it quietly and to few fans, despite only being popular on a cult level. It was only after countless iterations on the same general formula that people started showing up to play.
Iterating on the King's Field formula was going to continue no matter what - it's incidental that the Dark Souls iteration wound up becoming popular, but even if it hadn't, Fromsoft would have kept making them anyway. The only thing that changed was that more sales meant they could start devoting more resources to it.
On a different timeline, Elden Ring still exists, but without the famous author behind it.
>>
>>3297203
Why does ff4 sprites look way better than anything I have seen made by rpgm?

>>3297205
I'm saying ds was the last semi good game they ever produced. ER mightve been a success, but it's soulless.
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>>3297203
Is there ace vx analogon to maniacs?
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>>3275570
That's just the implied sex scene from Drawn Together. Hope you're not selling the game, I think whoever owns that show could sue.

Maybe change the scene to be less 1:1?
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>>3297220
>Hope you're not selling the game
It's going to be a free game with thousands of looted assets.
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>>3296625
I ended up asking the rpgmaker fourms and generally got the same response. People also seemed violently adverse to leveling scaling of any kind and after having it explained to me, understandably so. My intention was to make sure the optional side content mildly scale with the player, like if you finished one of the optional dungeons in a chapter the others would still be in a similar range to your level.

It's probably just better to set a level for the end of the chapter, lets say 20, and have the exp requirements jump much higher so that mob exp isn't worth as much. The player might be a level or two higher then intended if they do everything, but that isn't as big of a problem as being five levels over. Then once they get to the next chapter, enemy exp values are dramatically boosted until the next exp hike. Yes, I will make sure to have enemies drop gold and items to keep them relevant even when exp isn't worth as much.
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>>3297227
Rpg shouldn't have levels or numbers at all.
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>>3297227
You could take a Dark Souls approach and have levels matter more towards width of options and relatively minor numeric boosts
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>>3297239
Gr8 b8 m8 I r8 8/8
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>>3297366
If I can find a way to balance the game around that, would be really cool. I have only really started making art assets, writing the story, compiling plugins and getting the engine set up. I was considering taking a Gw1 approach where there is a low level cap (20) and skills are collected as rewards from content.
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>>3296864
I don't have a website or social media, but I can post examples if you want
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>>3297421
NTA, but I'd love to see the spritework. I'm still in the process of learning myself. I don't know if you'd be willing to give some advice or not, but that would also be appreciated.
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>>3297513
Don't know why you deleted your post, that looks fantastic. You should give yourself more credit.
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>>3297519
decided to finish some of the stuff so i can provide a better example

i'll post a proper one later when i'm done with it, but thanks!
>>
Did anyone ever try a similar mechanic to Genshin's elemental reactions?

tl;dr for people who don't play:
>attack with first element to apply an aura onto the enemy
>attack with second element to cause reaction and remove the aura
>>
Woudl you play a game if it looked like Hyper light drifter?
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>>3297543
so just 1-turn status effects applied to attacks?
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>>3297548
Not one turn, they would last a while to give you enough time to proc a reaction. Of course in a turn-based setting you probably don't need more than one or two rounds.
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>>3297552
In that case, it sounds like a normal temporary status effect or battle condition. Like in pokemon. If an enemy is underground (they used dig or something) then using earthquake does more damage to them.

Sounds like a neat system but it's not unique to Genshin.
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>>3297239
thats called a visual novel anon
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>>3297544
I personally won't but there is clearly an audience for it.
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>>3297654
why not?
not personal, just need to gather info
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>>3297543
I think you would need javascript. Despite how simple the system looks, you can't cover the basic reactions inherently. You might be able to make a version of swirl that deals flat damage or trigger water + lightning with a simple attack that checks for the water state; ie;
>b.isStateAffected(*) ? 2 * (a.atk * 4 - b.def * 2) : a.atk * 4 - b.def * 2
That formula checks if the target has a state. "*" would be the state number. So if your wet/water state is 5, it would be
>b.isStateAffected(5) ? 2 * (a.atk * 4 - b.def * 2) : a.atk * 4 - b.def * 2
Without the state, it's a normal attack, if the state is applied, it deals double damage. This goes in the damage formula, if that isn't clear.

https://forums.rpgmakerweb.com/index.php?threads/a-guide-to-damage-formulas.145148/
This thread goes a long way. I still think for things like Geo shields and Swirl it gets complicated.
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>>3297663
You've never needed any special means to do something like this in the newer makers.
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>>3297698
I haven't played Genshin years, but isn't there a different effect for every single element? You'd need the mark to react differently based on the element hitting it. Unless they changed it.

Is this MZ? If it's MV, can I see the the damage formula used?
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>>3297698
SEX with wolves and bees
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>>3297421
Pls do.

>>3297543
Larian, lol.

>>3297607
Vn lack combat. Number go up is a very boring mechanic. Esp when endgame sword does 65334% more damage than the starter berserk sword. (looking at you, cloud)
Progress can be implemented better.
>>
sovl
https://www.youtube.com/watch?v=iRIN_ciXyas
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>>3297963
It's cool but also very difficult to work with. I found an english ROM
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>>3297698
Thou shalt not suffer a furry to live
>>
>damage = player's ATK - enemy's DEF
let me guess, you need... more?
>>
>>3298301
Boring. Still better a formula than many other.
>>
Where would one go to pitch or get feedback on a story idea? Obviously not /lit/, they are pseudo-intellectuals who think they are God's gift to earth for parroting "fantasy is a bad genre." over and over. Even if it's off-site, I'd appreciate some direction.
>>
>>3298301
It just werks. Scales pretty well too.
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>>3298301
For me it's a variation of the OG formula
>power * a.atk * 4.5 - b.def * 3
Slightly stronger ATK and significantly stronger DEF because the original x4 - x2 makes defense way too irrelevant.
>>
>>3298316
Discords dedicated to the genre you are working in. I found a lot of helpful feedback in vn discords and roguelike (not roguelite) discords.
>>
>>3298321
Not sure how I'd go about tracking a discord like that. I don't know if genre matters, but it's standard turn based combat.
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>>3298321
That's a thing? How to find any discords?

>>3298337
Not necessarily bad.
>>
>>3297977
Any chance of pointing a fella in its direction?
>>
>>3298405
http://nesninja.com/downloadssnes/RPG%20Tsukuru%202%20%28J%29%20%5BT%2BEng1.05a_Magecraft%5D.smc
You will need a SNES emulator. And well, don't expect it to be very good to work with.
>>
Using Yanfly's plugins and Mog Hunter's UI plugins. While it's very easy to have a character's portrait change when effected by a state without Mog Hunter's UI, Mog's Battle Hub pulls character portraits from it's own folder. Is there a way to make it switch without changing characters? I can't code for shit and the default MV hud is awful. I only need it to work for one character, only the MC has an alt mode.
>>
>>3274935
I came here on a whim but this thread looks like exactly what I might need right now. I *just* started up a project on rpgmaker this week and I'm still learning the basics from YouTube tutorials. I'm primarily inspired by 7th Stand User so I'm trying to recreate all the tilesets in black and white but my pretzel shaped brain can't into auto tiles. Any good guides for a newbie trying to make tiles for animated water or flowing grass? I'm also trying to figure out how to drop down custom objects like trees on the map but transparency isn't working.
>>
>>3298620
What program are you working with for tilesets?
The process of making them black and white should be simple if you have the right art program.
>>
Should I just drop Mog Hunter's Battle Hud if I can't code? Trying to change the character portraits mid-game isn't possible without javascript.
>>
>>3298100
he's a neat rtp character. mv's cover art characters are all pretty sick honestly, no idea why people used the shitty default ones instead of them. maybe just because they're not generic enough?
>>
>>3298747
Isn't he DLC? Most of the cover art characters missing from the base game. Doesn't matter when I'm making my own assets, but I always wondered where the cool golem was.
>>
>>3298715
I've been loading up the base exports into sai and just drawing over them on another layer. What's kicking my ass right now is water tiles. I don't have a grasp on what makes them animated. So static tiles I'm already good but now I have to figure out the pattern to the animated ones.
>>
>>3298746
What about SRD's HUD maker instead?
Significantly less coding knowledge required, though you still need to know how internal variables are called to set attach them to gauges.
>>
Really liked messing around with RPGM 2k and XP when I was younger, but I can't really get into it anymore nowadays despite all the cool plugins and tools.
>>
How do I make my rpg not boring?
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>>3299025
You should have to do a minigame every time you attack
>>
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>>3299029
This is NOT the good idea you think it is. Players will just pick the easiest ones that still deal good damage and ignore every other part of the game.
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>>3299034
I mean LISA was pretty fun but I dunno if thats a good example
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>>3289148
Forget everything, think about how many Hits the enemy takes to die. That's all that matters for the player.
After that you up the enemy damage until you're being almost one shotted and go down from there.
>>
>>3299029
Qte are lousy. I do understand why devs choose them though.
>>
>>3293504
You should definitely keep one foot on the ground exactly in the same spot between their idle frames so it doesn't look like they're under an earthquake.
>>
>>3295521
Simpler combat means it's more repeatable.
See how people still play Diablo 2 to this day where combat is click click.
>>
>>3295941
At this point you're better off working on Game Maker 2 or something.
>>
>>3299049
>>3299034
Virgo vs the Zodiac does that quite well
>>
>Start working in RPG Maker
>Got annoyed because I can't do exactly what I want with plugins without figuring out how all the prefab shit fits together and quit
>Start working from scratch in Game Maker or Godot or whatever
>Enjoy putting all the basic systems and the look of the game together but eventually get annoyed having to code literally everything and quit
I'm having fun just working on shit but I wish I could actually get a project done one of these days
>>
>>3299080
Find help. Coder friend or smth.
>>
>>3299062
I really hated how the QTEs in that game felt
There's no warning or time to get ready between selecting your action and the minigame starting and it's an arbitrary timing window you have to memorize instead of being clearly animation-based like Mario RPG
>>
>>3299062
Thx. Idk what to make of it. I mean, sure, it looks good, but I'm still sceptical regarding qte. Are you saying if qte are tied in with sf, music and animation, they are rewarding?
>>
>>3299084
At that point I'd basically be downgrading myself to "idea guy" and I don't want to ask someone else to work on a project for me I'm not 100% sure I'll be able to finish
>>
any 2d rpg with mass falling scene? mine looks too bad, I need an example
>>
>>3289148
This is my first game, granted, but I am focusing on class and skill flavor. I'll balance after as I playtest. The way this game is going to be made, no matter how much "balance" I do, someone is going to find /that setup/ that trivializes the entire thing. No matter what. If I can get away with a Matador/Bogimoray as a meme-able casual filter boss, all is well.
>>
Am I wrong in assuming that people would rather look at really amateurish early SNES-looking sprites than post-XP RTP? That's the case for me at least
>>
>>3299025
Think about which aspects of various RPGs you played, and how they made them interesting for you.

Personally I would suggest:
>avoid too many lengthy cutscenes/dialogues, especially when nothing important is happening
(If you want to make the game feel more lively by writing party interactions, you can have a party chat button like DQ or use the gab windows plugin.)
>give players something to play with even early on, like some buffs, debuffs and statuses so they can break the "attack-use cheap potion/weak heal spell-attack" monotony
>smaller and tight maps with some treasure chests or other fun secrets to find in alternate paths are better than large and open empty maps
>>
>>3299111
I personally like good, clean pixel art over early SNES graphics. The problem with the RTP is its ultra chibified and not in a cute way.
>>
>>3299111
They aren't amateurish at all. In fat ff6 sprites for instance are better than anything I've ever seen in any current indie or pixel game. If you look at octopath traveler 2, they are far from true 16bit.
>>
>>3299111
I think XP, VX and VX Ace still look decent.
It's really just MV and MZ garbage art, but that isn't going to discourage me from playing a game if everything else is good.
>>
>>3299118
>>smaller and tight maps with some treasure chests or other fun secrets to find in alternate paths are better than large and open empty maps
Got any good examples?
>>
>>3299122
You can change mz art
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>>3299124
I thought early FF games do maps well.

>>3299125
No shit anon, they are talking about RTPs
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>>3299126
I'm drawing a lot of inspiration from FF5's map design.
>>
>>3299132
Based. FFV is my favorite of the SNES era due to the heavier gameplay focus compared to the rest.
>>
>>3299126
Rtp? Yeah, snes rpg maps are all good. Now that you mention it, even shameless copying them would work well.
>>
Speaking of FFV, field skills like the one that allows you to find hidden passages are always cool. Just hide them in battle to not clutter menus.
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>>3299137
Who has this skill?
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>>3299138
The thief class if I remember correctly
>>
>>3299134
I honestly just thoroughly enjoyed the entire thing. I know people criticize the story of 5, but even the story was interesting to me, especially how the world was split. And yeah, the gameplay was stellar. I found Aqua Breath by accident, had no idea how blue mage worked until I realized I was learning skills I was getting smacked by. I kept Bartz as a blue mage the entire game, though I missed quite a few skills on my first play through. Felt really good to meme on the sand worm with aqua breath though.
>>
>>3299121
I'm specifically talking like a worse version of Romancing SaGa 1, FF6 is late SNES and way out of my league even if you ignore those lavish enemy sprites
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>>3299140
Right, good find. Now I remember.
>>
>>3299145
Yeah, saga 1 can easily be improved.

How to make 16bit sounds? Everyone I ask is either music illiterate, can't handle 16 bit or the finished product is a techno track.
>>
>>3299144
Blue mage gets even better when you figure out you could use beastmaster to force enemies into using the skills you want to learn, I think it was the only way to acquire White Wind and Big Guard specifically.
Reminds me RPG maker does have a blue magic plugin if anyone wishes to implement a similar class/character.
>>
>>3299145
You can study those FF6 sprites and 100% replicate the style. Pixel art is a skill, it can be learned. There are thousands of guides and tutorials for free you youtube and several websites dedicated to it. I actually found more help trying to get into pixel art then normal art.
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>>3299163
Yet not a single tutorial for 16bit sound gen
>>
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>>3298811
This should be easy if you're using Sai. But, it might take some patience.
>First, desaturate the tileset
>Then one by one, crop each tile. But, it's better to copy and use ctrl b to make a new canvas for it.
>Finally, use binary color. Not only does this make it a pure black and white. It also a clean pixel look.
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>>3299179
Yeah, wish I could help with that. But I'm not a music/sound guy. Music and sound stuff seems a lot rarer.
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What would you guys say is the appropriate amount of new/unique encounters for an area? Not counting the boss I have 4 unique enemies for my first dungeon so far, but it feels like it might be too little
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>>3299200
I know it's a lot of work, but four sounds like barely anything. I'd put it in the ballpark of 6-12 depending on the dungeon length? You might be able to get away with four in a very small dungeon.
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>>3299200
5 +- 1 is a good ballpark for an average-sized JRPG dungeon depending on how different the encounters you can make out of them are
Doom 1 has something like 10 enemies total but makes a lot of different encounters by combining them
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>>3299200
I think many RPGs barely go above 4 or 5 new enemy types per area.
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>Want to make a big ensemble cast RPG with a ton of recruitable characters
>But also want to make a character study where each party member goes through an intense personal arc strong enough to be a full game plot in and of itself
I'm not making it easy for myself...
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>>3299194
>>Finally, use binary color. Not only does this make it a pure black and white. It also a clean pixel look
Good hint.

>>3299195
I'll try contacting some nes speed runners, they might know something.
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>>3299218
Keep your expectations realistic, man.
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>>3299218
I'm doing a small party, likely six or eight characters and opting for giving them story quests. Of course, any time I make a story I stress over the details until I scrap it.
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>>3299218
That does sound like a lot.
I only have 3 set party members, but some areas will feature temporary guest party members.
When you beat the game, all those temporary party members become available and you can rebuild the party however you want.
>>
What do you think about a system where you don't gain EXP automatically? E.g. all enemies drop EXP items you can use on your party members, but they aren't going to level up otherwise.
Also can't decide if I want them to be usable on the spot or only while interacting with savepoints and in towns.
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>>3299263
It's a lot but it's MY stupid dream game god damnit
There's games that sort of do what I want (SaGa, Suikoden, LISA, Valkyrie Profile) so I don't think it's impossible
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>>3299311
I have a system sort of like this too, I think it has potential. The idea is that the player has to actively choose who they think is worth investing EXP into. Maybe save it for towns/savepoints though, if you could just use it on the spot it'd feel like doing extra work for something that could have been done automatically, or make it a quick end of battle choice so the player doesn't have to navigate into their inventory every time they want to level up
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>>3299312
Eta release
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>>3299337
2035
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>>3299312
>Valkyrie Profile
Should have let him win. Now we're stuck in the Valkyrie Elysium timeline.
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>>3299334
>Maybe save it for towns/savepoints though, if you could just use it on the spot it'd feel like doing extra work for something that could have been done automatically
I thought about that too.
Was also considering creating additional variables to use as various categories of spell EXP to learn them in a similar way. Like this the player has to decide whether they want to, say, distribute healing spells on the whole party at the cost of only learning weaker ones(unless they grind hard enough, but you ideally want to avoid that) or throw all the healing exp items on the same character to get the higher-end spells for sure.
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>>3299311
Personally I prefer having to use the characters to gain EXP
I know it's a huge QoL thing for some people but as far as I'm concerned keeping your dudes leveled is a vital part of the RPG macrogame
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>>3299358
I mean, you can make alternate levelling systems part of the plot too. Fusing with some magical EXP gems to become stronger makes more sense than fighting random mooks anyway, nevermind the fact they happen to drop from enemies too.
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>>3299311
This is kind of unrelated but Valkyrie Profile actually had a system where you get EXP from events and you can allocate that to whatever party members you liked which I thought was really cool
I would've really appreciated it in LISA since it's so easy for the characters you're not using to get underleveled
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>>3299373
The cool thing about tying it to EXP items is that you can give 'em to the player in various ways other than defeating enemies.
>>
For MV, using Yanfly's Skill Learn plugin, is there no way to disable certain classes from the menu?
http://www.yanfly.moe/wiki/Skill_Learn_System_(YEP)
Every class shows up on the learn page, which is an issue since I want a "base class" for actors unique to them. There is no notetag for blacklisting classes. I'm fine with axing this one, but I wanted to see if there was a fix first.
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>>3299407
Fuck nigger yanfly.
Ahem, anyway. After watching the video I don't even see any class involved in that menu.
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>>3299415
Nevermind, I got what you mean. But I also see that for instance Harold only has "Hero" available in his menu while Marsha only has "Mage", so there must be a way to pick them.
Worst case scenario you silently swap the actor when they are supposed to unlock the advancaed classes to change their notetags.
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>>3299417
It's not that big of a deal, I could swap it so skills are on levelup the boring way. I'd have to go digging I suppose.
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>>3274935
I dislike that yanfly's window scenes aren't customizable. Even with Hudmaker you can't. You would probably have change it in the plugin code itself. I don't want to be stuck with the same menu layout as the others.
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>>3299424
It's how it is. Hudmaker doesn't affect other plugins as far I am aware.
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>>3299424
It's shit, I was able to disable to changes to the UI in battle and use Mog Hunter's. No idea about the rest, I'll likely have to live with it and design my battle UI with it in mind. The thing is, mechanically, the plugins expand the scope of RPGmaker so much. A lot of this shit should be base features. I wish I didn't have to chose between better game mechanics or a nice UI but I can't code for shit. I really hope there aren't too many conflicts with Mog Hunter's stuff outside of battle, but I'm sure there will be. Worst comes to worse, I got things working for combat, I can always just design the combat UI around the ugly MV UI.
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>>3299029
Thank you alex yiik
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>>3298750
you got them all for free if you preordered or bought in the first month or something like that, but you have to open the dlc folder to find them and manually add them from that
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>>3299745
>preorder
Nope, got mine in a humble bundle thing I think. I got some not!dark souls tall sprites and other assets I will never use though.
>>
Would you play a colony ship-like?
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>>3299773
I haven't even played Colony Ship
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>>3299998
It's XCOM but with less bullshit
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Does anyone know how to make the damage formula half or one third of a stat in MV?
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>>3300464
Not sure what you are asking.
If you want to use only one third of any stat to calculate damage then write a.atk / 3. If you want to change the stat temporarily, it might be better to apply a state with addState(stateId)
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>>3299194
I'm still pretty lost. I don't understand the formula for what makes the base tiles animated. Like, if I just want to make some tiles for flowing water, which set do I need to modify and what do I do from there?

With what I'm trying to make there isn't exactly going to be an overworld either. Any direction here is appreciated.
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>>3300598
Attack damage formula, which apparently 0.5 worked as well.
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>>3299998
it's underrail + age of decadence but not ass
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>>3300602
You've put the animation into the wrong group. This can be known by the fact the animations are in "Group D" instead of "Group A" in the tile selection window.

Database (F9) - Tilesets tab - Graphics group (beneath general settings) - "A1" is the image resource for animated images.

All the other graphics groups will not have any animations, unless you utilize event codes to swap tiles dynamically.

The name of the animation file can be anything you like, but putting "A1" into the file name somewhere will help you remember where it's supposed to go.
In order for the game to actually load the animation graphic resource, it has to be in the project's resource folder. For the sake of clarity, and assuming VX Ace is installed with steam, the directory for the file folder browser would be:
[prior directories]steam/steamapps/common/RPGVXAce/rtp/Graphics/Tilesets

And this will be the "runtime package" default that VX Ace uses. DO NOT MODIFY THESE FILES. This is simply an example of where the tileset file should be placed. Where you NEED to place the tileset file is within your own project folder:
[Your project's name]/Graphics/Tilesets
Which is saved somewhere on your computer. (you should remember this, no one else will)

As for the actual animations, that will be a second post with an image to describe it, because it's too fucked to describe with only words.
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>>3300827
Each single animation tile in the A1 group inside the RPG Maker editor is actually composited from multiple sections of the tileset resource. Because animated tiles are often auto-tiles, it needs to be setup with certain portions of the graphic aligned in certain ways. I won't describe the auto tile algorithm here, because it's easy enough to see the effects of in the editor. This image has been modified from the base RTP image to more clearly see the auto-tile effect, and give info on where/how the engine uses the tiles for animations.
Save the image (not the thumbnail!) into your project file, then copy/paste the file again and rename it so you keep the original can can modify the copy.

Most of it should be straight forward by looking at it and testing it, but remember:
The image is divided down the center into two halves, and each half is separated into four stacked groups. The first is top-left, count going down, and the last is bottom-right. The image MUST BE EXACTLY 512 wide by 384 tall or things will break or not work right because of this automatic splitting.

Any amount of the image can have alpha transparency, though the effect may leave much to be desired if not used properly with backgrounds, or other tiles, etc.
Look elsewhere online to "find" a program that lets you manipulate alpha transparency, as the default painting programs with operating systems are often massive pieces of shit that won't let you paint alpha values.
>>
>>3300928
>Save the image (not the thumbnail!)
and you do this by clicking on the filename of the post so the web browser exclusively loads the image to a new tab. Then right-click and 'save as' on the image to your project file, as directed in >>3300827
>>
it's the dark souls of omori-likes....
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For a medieval fantasy game, would it be better to stick with pure fantasy, relatively grounded but with elements of western esotericism? Or would going all out on weird and dipping into high fantasy have a broader appeal? I have two very similar scenarios but am unsure which to use for the story. Pic kinda related.
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>>3300928
I'm sort of getting this. I'm gonna have to pretty up the actual water tile I'm making but what's up with those little blips they got on the map? Also thank you for the tile aide.
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>>3301004
As a random indie dev making his first release you don't have the reach to have to worry about "broad appeal," and in fact you probably don't want to compete with other broad appeal shit
Niche interest and gimmick plots are in your favor because they'll cater to people who don't have many games like that to play, and if you can present what's Cool about western esotericism strongly enough I think that'll get more people outside of that niche interested in your game than just another high fantasy romp
>>
>>3301265
To be fair, going for broad appeal never turns out well matter how big you are.
The first result is alienating your established fanbase, and then you don't make up for it because it turns out other people were never going to buy your vidya in the first place.
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>>3301265
>>3301281
If your goal is to "make it" then you already fucked up.
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>>3301283
Doing what you want is certainly more important, but no reason to not ask for input on things you haven't decided yet
>>
A part of me wants to make a complicated battle system with positioning and elemental affinities and turn order manipulation and shit but a part of me just wants to make SNES FF ATB slop
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>>3301265
I know fantasy is very saturated, but I actually do think there is some demand for it. There are a lot of Mother/Persona/ect RPGs being made now and I feel like a return to form would be welcome especially if I am able to handle a schizo twist during the final act. I just don't know which of the two plot drafts I have to use, they have different villains, but those villains vastly change aspects of the story. The world building is mostly done and I have a lot set in stone.
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>>3301462
Fuck both and go with the default battle system, but with a lot of polish and some fun party members/skills/etc.
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Is this joke too far?
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>>3301679
Nah it's good. You won't get ESG on your ass for a RPG maker game anyway
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>>3301679
More a bit too on the nose, but maybe that's the point.
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>>3301679
I had a shark boss with pitbull adds that it summoned in as a joke in a rpgmaker game, the npcs remarked that the cargo bay was full of toddlers, and that the heroes needed to stop the pitbulls. The pitbulls had an attack called "eat toddler" which did nothing but add to a variable. At the end of the fight, the npcs would remark on how many toddlers were eaten. the captain would have a mental breakdown and tell you how many toddlers were eaten, if 20 were eaten he'd say "they ate every last one..." it was kino but I'll likely never finish the project.
>>
I like having a little dialogue intro and outro before the collapse animation) straight on the battle screen for bosses. Really gets you in the mood
>>
What are the best-looking RPG Maker games? Looking for some cues for presentation
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>>3301959
>What are the best-looking RPG Maker games?
My games look super cool!
-
Example: https://www.youtube.com/watch?v=L8Hb2ppVnNo
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Download: https://sigmasuccour.itch.io/
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>>3302254
This is the ugliest shit I've ever seen
Late RTP heads on tall bodies are still Late RTP heads
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>>3302254
no they don't you delusional retard
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>>3302254
Why is everyone jiggly?
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>>3302308
they need to shit and need to decide on wither to go to the designated shitting street of the stoning of the homosexual
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>>3302254
Also, they look like pez dispensers.
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>>3302254
I think using a grow and shrink effect on sprites only works when it is not pixel art. Mixels just don't look good, even in triple-A games.

Congrats for actually completing some games though.
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>>3302320
"""games"""? 30 minute long hate speech rants aren't games, anon
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>>3302322
Where are your games?
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>>3302323
nice try, anon, I'm not ending up on ligmacuckor's next hate murder list
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>>3302299
>This is the ugliest shit I've ever seen
I improve... (T_T)
Make it look better in future games.
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-
>Late RTP heads on tall bodies are still Late RTP heads
Plus a pinch filter around the neck to help with proportions
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~ Video showcase of this: https://www.youtube.com/watch?v=8y3FU0M__6I
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>>3302303
>no they don't you delusional retard
People tell me they do. And some even come for suggestions & advice. ( ˙꒳˙ )
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>Why is everyone jiggly?
It's the breathing effect. XD
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>>3302310
>they need to shit and need to decide on wither to go to the designated shitting street of the stoning of the homosexual
Well that's a creative interpretation. XD
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>>3302317
>Also, they look like pez dispensers.
*Googles what that is* Okay... that makes sense. XD
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>>3302320
>I think using a grow and shrink effect on sprites only works when it is not pixel art.
I hear you.
And some people have told me this throughout the years.
I still choose to keep the effect in.
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>Congrats for actually completing some games though.
Yaay, thank you!!! (T_T)
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>"""games"""? 30 minute long hate speech rants aren't games, anon
If they are interactive, and there are choices, with different endings... then yes they are games. XD
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>>3302326
>nice try, anon, I'm not ending up on ligmacuckor's next hate murder list
Are you sure no quotes from you were featured in the game? Did you play the survive edition? :O
https://sigmasuccour.itch.io/false-narrative
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>>3302359
God, if you're going to bother posting here, can't you lurk more and learn how to format a post correctly? Because this is so far removed from even Reddit spacing shit that it hurts to view.
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>>3302359
kana vibes
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>>3302359
Fuck off, ligmacuckor
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>>3302616
rude, he cute
>>
>>3302625
Fuck off, ligmacuckor



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