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Soon(tm)
Everyone else gonna pirate it?
>>
>>85251
Wow. I can't wait for the next generation of shitty chinese porn games.
>>
What are its new features?
>>
>>85407
ATB. Mobile User Interface. (MV had touch features but it lacked the practical application)
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>>85251
Has anyone here actually made an RPGM game? Or are you just excited about the idea of making an RPGM game?
>>
>>85570
Messing around with the engine is more fun than you think

Making a map is comfy af
>>
>>85570
Of course! Make friends. Join a collaboration. It's like DnD.
Stay away from the rpgmakerweb forums though, they're toxic. They'll insist you can't make fan games or have fun with your friends """legally""" because they write the rules and want you to buy shit that had no quality assurance because it's made by their admins.
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>>85591
Okay. Has there been any joint effort to make an rpgm game (like Katawa Shoujo except jrpg?) The fact that rpgmaker makes it so easy to make your very own jrpg makes me wonder why there were never any 4chan projects of some sort.
>>
Sure I will pirate it.

>>85591
This but I don't like making maps as much I like making enemies, battles and pretty much the gameplay balance aspect in a classical turn-based game.
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>>85783
well idk
there used to be a general but it died a year back
>>
If it has mp3 support, then sure.
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>>85251
>having to remake all of my plugins
>again
Fuck that.
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>>85795
>there used to be a general but it died a year back
that's a shame because I'd love to have a consistent place to bitch about RPGM.
>>
>>85825
Not from scratch. It'll take some effort to port but you don't have to remake them
>>
>>85795
Yeah I used to see /rpgm/ in /vg/ but from what I saw most of them were solo devs or some coder-artist-musician combo.

I'm asking because I want to join a group. Can't be assed to work on my own ambitious game so I figured I'd contribute to other projects to at least hone my skills.

>>85738
>Of course! Make friends. Join a collaboration. It's like DnD.
Care to share where to find such groups?
>>
>>85866
what skills do you have?
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>>85783
You can pass a project around. But in the case of 4chan collaborations, what usually happens is that someone picks it up. Disappears for a month. And then they make up some excuse why they didn't do anything. Didn't say anything. Didn't pass it on to someone else, and instead soaked in this moment where people trusted them to be competent and perform a task using skills they don't actually have. But for a while, it felt real.
>>
>>85866
Ouch.
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>>85407
New method of making animations. You can change which map functions as a "parent" when you're organizing maps. XP layers for mapping
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>>85251
As long as I'll be able to hook and MTL my jap HRPGs I'm ok with it.
Hopefully it will run better than MV.
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>>85251
once them yanfly plugins are ported and leaked
>>
Anyone know where to pirate dlc? Mainly for MV stuff
>>86428
Where can i pirate his scripts now?
>>
Is it possible to do a 2d side scrolling jump and run with that?
>>
http://www.mediafire.com/file/6aq35rsz42iar8t/_YEP_FullCollection.zip/file
You know what it is.
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>>86439
I mean, if nobodies is using it in their games. Do you really want it?
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>>86460
Omegabased
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>>86428
he's not making anymore. Hail your lord and saviour Victor
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>>86477
>he's not making anymore.
Right, but he just released a video saying he has hired a team to port all his MV scripts.
>>
>>86477
Victor was based in VX Ace era
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>>85251
are mv projects compatible?
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>>86506
lol no
>>
>>86517
oh well.
Shame cause FINALLY we got back layers and native atb back.
Can't believe we had to wait since 2k3 to have that back
>>
It would sure be great to actually finish an RPGM project one of these days but I have a constant need to add something extra to battles to make them marginally less boring and it never ever works out.
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>>86610
The best thing you can do for battles is actually playing them straight, but working on fun characters to use or not too generic enemies. Especially up the status game to allow more strategy than "hurr me big atk"
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>>86610
Make skills interesting
There’s your fun battle
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>have to wait for all the plugins to be ported over for all the basic features the devs are too lazy to put in
>Barely will feel like an upgrade
True pain
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>>85886
I'm a pixel artist. I can write a bit of dialogue too.

>>85988
>You can pass a project around.
Not sure I'm following but do you mean passing one project to another anon to continue developing? That sounds like a disaster waiting to happen if you ask me.
I just like the idea of contributing to something bigger other than my own project (which I've been working on on and off)
>>
>>86644
>>86668
This was all back in VX, but all I really wanted was more control over how enemy AI works and an ATB that I could finetune and make enemy ATB bars visible, but ATB plugins were all kind of aggravating due to weird game logic stuff, and I just decided I didn't have the time for it back then. I have more time now, but I still wonder if I'm better off working on other kinds of stuff.
>>
>>85251
From RPG maker 2000 to 2003, XP, VX, VXAce, MV and MZ
I wonder what it will be named Next?
RPG MAKER DD? RPGMAKER XY?
RPG MAKER V2?
>>
>>86912
i wish they reintroduced XP style.
Since vx it has all been so squared and jagged
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>>86703
I'm a writer mainly and I'd love to get back into game dev, I wrote a shitty dating sim for a game jam a while back and I'm eager for more work
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>>86912
My prediction is that we're going to start getting a 3D one that develops alongside the 2D ones. So RPG Maker 3D would probably be it. If they make another 2D one they might just name it RPG Maker 20xx
>>
>>86912
Also you forgot RPG Maker 95 and all the ones on Playstation
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>>86489
Is that to sooth his ego?
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>>86703
I like your pixel art. I wouldn't mind asking for a few for my small project. What would be the best way to get in contact with you?
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>>86703
You should try withholding expectations. It's nice.
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Going to change the font color for character name and class (once I figure out how; if anyone knows that'd be great).
Is there anything else I can do to unfuck the main menu UI from looking like an RPGM game? Any general suggestions?
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>>86758
>but all I really wanted was more control over how enemy AI works
You'd honestly be better off downloading game maker/unity and making your own game from scratch.
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>>87338
Actually there's a Yanfly plugin for better enemy AI
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>>87338
You have a lot of controls with AI desu
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>>87083
Cool. I'm just waiting for a project to join in as a pixel artist. Hit me up with ideas, maybe?

>>87170
Well I was hoping for a project of the 4chans but hey I got some free time so why not.

I'm egao#4884 on discord.
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>>85570
im making one now, its taking too long though
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>bought vx a shitload of time ago
>never actually made anything with it
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>>87932
>I was hoping for a project of the 4chans
That would never work for multiple reasons:
>not everybody will want to make the same game
>half people complaining they don't like x feature while the other half loves it
>not everybody will use the same rpg maker version
>even if you decide that everybody will use y version not everybody will buy it/pirate it for all sorts of reasons
>nobody is paid so nobody has an incentive to make anything
It might have worked for /vp/ but that doesn't mean it will work for everybody.
>>
>>88674
No time like the present anon. I would recommend making a game with one town, one player character, one boss, and one dungeon with an intro all the way to a roll credits scene.
Then incrementally expand that. If you're a solo dev, just think of it as a hobby to pass the time instead of a project that NEEDS to be finished.
>>
>>88754
So was Katawa Shoujo a miracle or what
>>
DEFINITIVE LISA TIER LIST

Must Play Tier:
>LISA: The Painful
>LISA: The Hopeful
>LISA: The Pointless - Mystics of Trash and Violence (monster update never)

Fine Tier
>LISA: The Unbreakable
>LISA: The Pointless - Phone Crew
>qol/extra content mods

Maybe Tier
>LISA: The Wishless (demo)
>LISA: The Joyful
>LISA: The Vegaful
>LISA: The Pointless - Gardenias
>crossover mods

Shit Fuck Tier
>LISA: The Joyful - Arkantos
>LISA: The Lustful (demo)
>Liza: The Ungrateful
>meme mods
>unfinished gamejolt/archive dev builds

Doleful Tier
>LISA: The Doleful

Not Lisa Tier
>Lisa The First
>Rebound
>Escape from Detroit
>PRiCE RPG
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>>85570
I made a chapter-based RPG with SRW style dialogues and 1-2 battles per chapter with set party members.
It kind of defeats the purpose of RPG but it's definitely easier than making map and events. Tinkering too much on events almost made me lose interest in making the game since the trial and error phase took an ungodly amount of time.
I'm thinking of moving to Renpy since I'm more focused on dialogues and character interaction but the free bust images in Renpy can't capture emotions as good as Japanese custom RPG maker facesets
>>
Am I the only one who prefers RPG maker 2000/2003 despite the updates because the sprites look better?
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>>88842
That's actually a neat idea, anon. On that note, I'd love to make a SRW clone, strategy gameplay and all. Too bad I can't into art trust me, I've tried. All I'm good for is writing.
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>>88856
Just port 2000/2003 sprites to MV
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>>88856
2000/2003 sprites are the best
>>
How do I get good at writing? I know for a fact most of the stuff I've written down comes off as asspulls and/or tropey.
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>>85570
Several years ago, a friend suggested that I make a joke RPG based around the antics of one of our particularly infamous friends.
I thus created a 30+ hour RPG entirely around in-jokes and memes gone mad.
I might create another meme RPG, desu. It was a lot of work but I could create something really nice and polished (and not bloated) if I put in the work.
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>>89058
Practice and consume media (read: not games, media in general). Figuring out what kind of stories you want to tell is also a must, since writing can be good in different ways and different genres/tones usually call upon different aspects. If you want some easy but valuable reads on the subject:

>Lajos Egri - The Art of Dramatic Writing
>Stephen King - On Writing (yes, really, it's a good book)
>Blake Snyder - Save The Cat! (as over recommended as it is, it's still a valuable piece)

If you want a crash course on dialogue, I'd recommend focusing on film. These are some with fantastic dialogue:

>Before Sunrise and its two sequels (and most other Linklater films)
>The Exorcist (and also the first half of The Exorcist 3)
>Do The Right Thing
>12 Angry Men

Aside from that, practice and don't be too hard on yourself. We all start somewhere. Write, let it rest for a few days, rewrite.
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>>86460
Absolutely based. Does he have a script collection like this for RPG Maker VX Ace? I'm more interested in working with that one.
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>>89250
Thanks, I'll give these a shot when irl shit calms down and I finally move out.
I'm guessing life experiences help too?
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>>88842
>Renpy
This vs. VN Maker vs. actually just eventing with RPGM and fucking with the UI and adding pictures/parallaxes to make a VN. Which is the best?
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>>88754
>not everybody will want to make the same game
True, but that can be solved by having a concrete idea so only the interested people will join.

>half people complaining they don't like x feature while the other half loves it
See above. Having clear set goals AND committing to them should eliminate this.

>not everybody will use the same rpg maker version
>even if you decide that everybody will use y version not everybody will buy it/pirate it for all sorts of reasons
Point taken. However, a writer doesn't necessarily need rpgm to write, nor are sprite artists, nor are musicians, etc. Obviously it helps, but someone could also put everything together. I think an organized team should easily overcome this.

>nobody is paid so nobody has an incentive to make anything
Sure. But again, Katawa Shoujo exists and it is that precedent that makes me believe that 4chans can make an rpg.

Now a visualnovel is vastly different than an rpg so there is exponentially more work. The way I can see it working is to have baseline mechanics (/vp/'s project work because they piggybacked on already established framework of pokemon) So let's say use FF6 as the baseline, then suddenly the projects becomes a lot more approachable because we know what to expect. Obviously you could cut down features to make the scope more manageable.

Ultimately, I just want to see an rpg made by the 4chans but I admit it's almost impossible. Still, I don't think I'm the only one who thinks 4chan can make its own rpg if anons really put their minds to it.
>>
>>89058
If you're appealing to a broader audience Brandon Sanderson has free lectures on youtube for creative writing. It's about 11 hours of advice and you can listen to his Writing Excuses podcast in the car if you have a long commute.

Other than that I'll recommend Worlds of Wonder: How to Write Science Fiction and fantasy by David Gerrold because it also has some advice on writing literature in general (which you'll want to do seperate studying on)
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>>89058
>asspulls and/or tropey
Just make everything else over-exaggerated and generally entertaining like Jojo and nobody will mind.
>>
>>88842
>>89425
I don't know about you guys, but I'll gladly read a VN if it's in RPG maker, but if it's in Renpy or any actual VN engine, that's kind of a red flag to me saying "this is another 50 hour long eroge," and I won't even look into it.
>>
>>89425
Whichever you prefer. Keep in mind tho that some people (like me) may get turned off by Ren'py.
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>>85570
i want to make one. i can kinda art but other then that, i'll be learning as i go along. dont know if i want light fantasy sci fi, high end sci fi, or cyberpunk feel
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>>89368
Everything usually helps a bit, but the degree of helpfulness will vary from person to person. I feel life experiences (in the grandeur sense at least, such as living a great romance or whatever), though, are a tad overstated in their general usefulness.

>>89488
>Worlds of Wonder
This is also a good suggestion.
>>
>>89368
Life experiences definitely help. I mean it's hard to write romance for instance if you've never had a relationship. Not impossible, but you're definitely doing it on extreme difficulty at that point.
>>
>>89476
>I just want to see an rpg made by the 4chan
Well nobody stops you from making a new thread asking if people wanna join you.
Not all people that could be interested are in this thread.
>>
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>>89587
>you're definitely doing it on extreme difficulty at that point
Just as planned!
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>>89588
Well first I need to make a good pitch. I'm just an artist so that's a tough hurdle.
>>
>>89488
Every bit helps, I'm going to write any recommendations down.
>>89492
I'd like to write like Suda or Swery, where the story can be goofy and serious at the right moments.
>>89539
>>89587
I'll make sure to take a walk around every now and then during cool off periods.
>I mean it's hard to write romance for instance if you've never had a relationship. Not impossible, but you're definitely doing it on extreme difficulty at that point.
Haha... good thing I'm not planning on writing romances.
>>
>>89588
Just be careful it doesn't turn into another bro quest situation
>>
>>89789
>>89476
I wouldn't mind trying to contribute, as a writer.
>>
>>87335
>Going to change the font color for character name and class
Holy shit after googling this is going to be stupidly harder than it needs to be
>>
>>89058
Read a lot of book & film and do some analysis about the plot.
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>>89804
>I'd like to write like Suda or Swery, where the story can be goofy and serious at the right moments.

Then, adding to the films I've mentioned earlier, give the works of David Lynch some special attention. Twin Peaks, in particular, is really good fuel for that kind of writing.
>>
>>89837
>>89789
Well if you niggers think of a good one (before this thread dies) link to your thread so I can check it out as well.
>>
>>89849
>>89910
I'll try combining these two since I've been meaning to watch Twin Peaks for the longest.
>>
>>86460
Unfathomably based.
What is even the point of buying MZ on release? Nothing will be compatible.
>>
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>>90585
With the release of the API, several coders ended up breaking their poor brains over the fact that, so far, so little has changed between MV and MZ, they can drag and drop their old plugins into the new system, if not only have to do minimal changes.

It's JavaScript, bro. There was no way it wasn't gonna be a cinch to transfer plugins so easy.
>>
>>89425
>>89514
Hard to say, I haven't tinkered with renpy so I don't know how deep the VN system allows me to work with branching choices.
RPGM eventing is literall hell to work with if you're aiming for a route split with hidden mechanics (eg. it's chapter 5 and you can choose 1 out of 3 routes, a dialogue choice in each route will add in bonus points that affect the outcome in chapter 10). The amount of trial and error to test this out is disgusting.
This is what makes me want to explore renpy further, since VN engine should have more leeway when it comes to branching choices
>>
>>91095
MZ isn't even out yet, how can anyone be so sure? MV projects might not even be compatible, at least I didn't see that on their Steam page.
>>
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>>91761
https://www.rpgmakerweb.com/support/api/index
In a brilliant show of their hand, they posted the Core API to MZ ahead of the release date. ANNNNNNNDDDDD....

>It was my understanding that MZ would be using ES6, but the code on that API has only one or two ES6 features, it's not even using class syntax.
>I think it's odd to not convert things to class syntax. I can't really think of any reason not to and it's really not hard to do, even an online converter could do the trick.
>Sprites are not using Z position (I thought for sure they would, as pixi supports it now) - It still uses sprite sorting which is extremely heavy and the main cause of lag on MV
>As I continue reading the new code, I realized there's no new layer. The extra layer added to the editor was already there on MV but used only internaly by a few A tiles that supported transparency. It's only "new" because you can select them manually now.
>That's just not true. MZ has the same base code as MV, with some changes. Any plugin that doesn't touch those changes will continue to work the same way it did before. It's no different than going from MV 1.0 to MV 1.6. It broke some plugins but not all of them.

Gotta love Enterbrain and how much of a scam corporation they are. Obviously not every project is gonna be compatible, but given the fact they already said you can import your MV maps to MZ AND how little the core code has changed under the hood, it won't be too much effort to transfer MV plugins and projects to MZ.
>>
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>>91961
it's basically just the "Ace" version of MV. Literally might as well have called it "MV Ace".

>>86472
>>89335
>>90585

Moghunter's shit is good too and it seems like he's gonna be doing some plugins for MZ.

https://atelierrgss.wordpress.com/download-page-mv-01/
>>
>>85251
Will it even be worth pirating if I already got MV?
or VXAce
>>
>>92108
Redpill me on why Yanfly lock his shit behind paywall
>>
>>91961
I don't know how to really take that. You can transfer your things from MV to MZ easily... but what's the point?
>>
>>92108
At least VXAce has a bunch of stuff VX was just missing, like the shadow tool, finer layer control, tileset importer, and a (horrific) character generator. It wasn't worth its price, but it was at least worth to jump ship onto. MZ doesn't even have that. Fuck, the animation changes will probably eat more time learning how to use for most devs over using MZ to begin with.

>>92151
Code thief rustled his jimmies so much, he quit and gave the middle finger to his fans. He says that the money will be used to hire a team of programmers to port his plugins over to MZ, not expecting Kadokawa to pull a Pro Game Developer Move and make it easy enough already.

>>92210
A theoretical boost in performance? Innate mouse control? Better tilesets? Not have to put in the effort to use a converter to make your ES5 project into ES6?
Iunno, there's really not much worth the $80 bucks if you already have MV. Even the map layering ain't worth shit when Tiled always been there and is infinitely better than using the default RPGMaker maps.
I'm just getting it cause I use the tilesets to make map for my tabletop campaigns.
>>
>rpg where you play as a dark lord conquering the world
Think about it /rpgmgen/!

>>92122
Only if you MUST use it's newest features.
>>
>>92319
>Code thief rustled his jimmies so much, he quit and gave the middle finger to his fans
That is fucking retarded. I am so glad that finally someone had some common sense and collected his >patreon exclusive shit and uploaded it. Patreon is the strongest DRM ever.
>>
>>92415
The worst part about this is that it isn't even technically Patreon exclusive. All the plugins there used to be free for everyone. But after his """"""retirement""""" he decided to put all his unique and useful plugins behind it. Pretty sure he was ready to put them all in there before he realized that he will single-handedly kill the community if his core plugins weren't freely available.
>>
>>92151
he said he wanted there to be a "paradigm shift" towards "content creators" in the RPG Maker community. Apparently he was already making a living wage before he hid how much he was making on Patreon too so he wasn't exactly hard up for money.
>>
>>85407
https://www.rpgmakerweb.com/a/comingsoon/rpg-maker-mz
>>
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the official forum fears the 4chan shitposter
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>>92729
I fucking remembered that. Woke up and saw everyone panicking about MZ being leaked and all the genuine COPE they had to do, before the community manager essentially proved all the leaks right.
I fucking loved the idea they thought their engine was worth making fake leaks about.
>>
>>92564
>>92592
>the plugins there used to be free for everyone
What the FUCK, really? That is several magnitudes more retarded than selling them directly. I've seen his name in so many RPG maker games, they are probably good. If he did his PR right and delivers quality work, I don't think he would've had issues keeping their patreon subscribers and still give out the scripts for free.

By the way, I just found supposedly all of his vx ace plugins, and they seem to be freely available, is this complete: https://github.com/Archeia/YEARepo ?
>>
>>92729
Kek!
>>
>>92729
LMFAO
>>
>>92634
>map layers
That is really fucking tempting
>>
>>92729
Now I know the origin of the fluffball
>>
>>92816
yeah that's what's especially egregious about it. You just know all the redditors defending him already had all the plugins themselves too.
There's also nothing stopping anybody from downloading shitty mv games from itch.io and extracting the plugins to acquire them that way so the whole thing just made him look extremely shitty to people who aren't his sycophants.
>>
>>88942
>>88994
How do you resize to from 16x16 to 48x48 without messing sprites or making it blurry?
>>
>>92981
try nearest neighbor.
>>
>>92981
48 is 3*16, so it's totally possible. In PS, go to image > image size, at pixel dimensions, set it to percent instead of pixel, and set it to 300. At the bottom, choose Nearest neighbor.
>>
>>92816
Oh, the plugins are all quality work, fucking snatch that complete collection up now. Don't be my retarded ass that actually dropped the $30 cause he thought that there was no one that cared enough to pirate and share his stuff. There is a reason why so many people use them, he basically made the foundation of RPGMaker fucking useable to anyone that actually cares about developing a good game.

The thing is that he made the Patreon AFTER all this stuff, SPECIFICALLY TO PAYWALL THE SCRIPTS. He never cared about making a cent off his work until the code theft shit, even after doing it all for 3 generations of RPGMaker. The dude is a legend in the community, he already has earned the goodwill of the community, to the point that your script is fucking WORTHLESS if it is not compatible with Yanfly's collection. When I said that he would have killed the entire community if he locked his Core scripts behind the paywall, I was not being hyperbolic.

And yeah, that is a complete collection of his VXAce stuff. Even has the Input Combo Skills, in case you want to make your own LISA clone. In fact, a lot of LISA's systems are directly imported from Yanfly's work, he made as much as the game as the actual developer!

>>92904
Yeah, it is entirely possible to do that, though MV is a little more finnicky to extract a project file from compared to XP/VX/VXAce. On the flipside, most people care so little about proper encryption this time around, you can just look at the files from the get-go, no decryption or extraction needed.
>>
>>85570
>>85251
I am making a patreon scam porn game onnVX ACE.
MV is a resource hog and doesnt has as much custom scripts.
I might consider MZ only if its a resource hog. So its MZ just a more bloated MV?
>>
>>93144
*isnt a resource hog.
>>
>>93144
Yes and no.
No, in the respect that being built off of MV, they patched a lot of the performance issues and the memory leak shit out, so it will run better out the box than MZ. It's unknown if they will make NEW performance and memory leak issues, but I am giving them the benefit of the doubt.
Yes, in the fact that they now are not even trying to cater to low-end systems anymore. The minimum RAM requirement is 8GB now, something they admitted should have been the requirement in the first place with MV.
And even without that, there's a lot more RTP shit that you need to get rid of now, with MZ being the BIGGEST COLLECTION YET. So your project files are way more heavy if they don't cleanse that shit with fire.
>>
Can I pirate resources and rpgmaker to release a commercial game? How would they know I did pirate it?
>>
>>93317
...Yeah.
That's the thing, devs don't really have a good way of keeping track who or what has actually bought their resources and scripts and who did the moderate amount of effort in extracting them from another project.
Even with their licenses, because how many are just amateur scammers, they don't really know how to structure or even enforce them.
As long as you remember to give proper credit to their work, they can't really throw a shitstorm against you, even if you didn't pay them.

Legally speaking, it's not a wise idea. I shouldn't be telling you that you can, but... nothing stopping you. Even in the era of people charging $15 to $60 for a rip-off of a mechanic from a much better developer, they really can't twist your nuts on anything you do.
>>
>>93144
>I am making a patreon scam porn game onnVX ACE.
Can I join?
>>
>>93313
Well sticking to VX ACE it is.
Hope it doesnt catch on in japan, dont want to get cockblocked out of games there.
Thanks for the answers.
>>
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*closes your topic*
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>>85251
Why would I buy this when I already have MV?

>Better plugin performance!
WOW YOU COULD DO THAT WITH MV, YOU STUPID FUCKS.
>>
>>93700
I hate how ridiculous their rules are
if the question is unanswered but the OP hasn't logged on in a while, ie, has "abandoned" the topic, youre not allowed to reply.
>>
>>93814
Buy? Just pirate it, idiot
>>
>>93111
Checked. I saved the repo in case I ever feel like messing around with RPG maker. I'm going to download the wordpress site with the guides too: https://yanflychannel.wordpress.com
I am really against paywalls, and I'm absolutely against Patreon (I would actually like to support some people on there, but I'm not going to do it because the fucking EU requires Patreon to take 20%+ VAT on fucking donations, and I do not support that idea; and I'm poor to begin with).

Now what I don't understand in this drama is the code theft part. What did that entail? If it happened before the Patreon paywall was created, then how could have someone stolen the code if it was all freely available?
>>
>>93814
Can you fix the MV's memory leak?
>>
>>93144
>I am making a patreon scam porn game
Based jewish dev stealing shekels from coomers
>>
>>93878
yidfly's excuse for his bitchfit was that the code thief was trying to sell his plugins. Which is shitty but didn't mean he had to punish everybody like a shitty grade school teacher.
>>
>>93317
Yes, but I wouldn't do that. If your game is good enough to sell for money (note: nobody will buy it anyway), I would buy the engine especially because it's not too expensive. As for resources, I would also stay in the clear, but you may get away with most.

>>93480
Has it been confirmed or investigated whether it can be proven that the game's binaries can be traced to a certain copy of the license? It is claimed by the RPG Maker creators that they can in fact tell if the game was made with a pirated copy of RPGM, but I mean that could mean anything. I would be interested in this.
>>
>>93700
Jokes on you, I never posted on any RPG maker forum. How bad are they?
>>
>>93673
To be fair, if you don't have 8GB of RAM nowadays, you probably have more issues than being unable to run RPGMaker games. You really should think about upgrading your rig sometime soon. The future is NOW, old man!
Plus, if you are making a commercial game, you should probably know how to code what you want instead of having the community coddle you all the way through. I highly doubt there is some system or mechanic your porn game is missing that cannot be covered by the extensive library of MV plugins that has been made in the years since its released, doubly so with MZ. Given MV/MZ makes it far more easier to export your games to other systems like MacOS and Linux, doesn't require the user to download the RTP, and has shit like innate (not good, but innate) mouse control and bigger default resolution size, I would say sticking with VXAce is not the wisest decision.

I mean, it is RPGMaker. It's all the same shit in a different hat. Unless you were quite a ways into development, sticking with the older engine is more of a detriment than it really should be.

>>93878
The code theft was a case of someone taking his work and trying to sell it without doing any changes or crediting, not being aware of Yanfly's unique way of marking his code. They didn't even fucking try to hide their impropriety, I would respect the ballsiness were they not A) retarded and B) trying to scam everyone with the work of the biggest, most respected coder in the community.
http://yanfly.moe/2019/04/16/avoid-purchasing-plugins-from-foundat-io/
http://yanfly.moe/2019/04/16/avoid-purchasing-plugins-from-foundat-io-part-2/
http://yanfly.moe/2019/04/16/avoid-purchasing-plugins-from-foundat-io-part-3/

>>93972
Yeah, I would be pissed too, but definitely would not take it out on my community. The only real reason I can give Yanfly for his shit was trying to not be the biggest coder out there, wanting everyone to stop piggybacking off his work and give other creators their in the spotlight.
>>
>>92729
What happened
>>
>>85570
I'm going to try it out for the first time to test-drive an idea for a Shaman King RPG I had
>>
>>94159
the hacker named 4chan has hit again
>>
>>94159
that was when mz was announced, the pictures were official releases I believe, but everyone on the forum was acting like they were leaks
>>
>>94082
(cont.)
The main problem with this is that he's still around, leading shit anyway. He knows how important he is to the community, he's inseparable at this point. No one else is gonna take the mantle of the King of Code around here. Most creators already gave up, and the ones that didn't just decided to paywall their shit anyway. Nor has he even tried to move on. His "retirement" is a sham. He just wants money for nothing.

>>94030
I have never heard that claim before and I can't tell you anything definite on that end. It does seem interesting, but I highly doubt it exists or anyone is even checking. Kadokawa doesn't get any royalties from commercial RPGMaker games, they already got their money. And most creators are way too busy with their own shit to play legal department against anyone. And we are talking about RPGMaker, a system that required 5 editions before they thought autosaves and default resolution sizes are important aspects to computer RPGs.

I would say just buy the shit, leave no trace of your impropriety. Anything to not get sued. Still, I doubt anyone is willing to fuck you up if you did tried.
>>
>>85570
I tried it as a kid, but I'm not creative at all so I gave up.
>>
I've been playing with rpgmaker since over 10 years ago and I have never finished making a game. XP, VX, VX Ace, MV. I start a new game, draw a few maps,event some scenes, etc., then I become extremely lazy, procrastinate and lose interest. A new version comes out and I repeat the process again. I was sure I quit rpgmaker years ago and now that MZ is announced, I feel like creating a game again. Rpgmaker is fucking cursed. Thanks for reading my blog.
>>
>>94289
No, they were actual leaks. There's plenty of screenshots the official blog posts and store pages haven't let loose or actually have. And even if they were official pics, they were done weeks in advanced, well before the community managers were prepared to show 'em off.
It's why it was so hilarious to watch everyone act like they were fake. Yes, someone took the effort to make fake screenshots for a new RPGMaker. Totally believable...
>>
>>94289
Are you retard? Those pics were actually leaks and the forum was coping hard saying it wasn't.
>>
I've come to the conclusion that what burns me out on my projects is combat and all the balancing of values and such you need to do.
>>
>>94082
My PC can run shit like Resident Evil 5 or Dead Space but somehow MV makes it struggle.
Besides you would be surprised how many people play on toasters so its not only a case of upgrading stuff for me but rather making sure third world users can play.

>>93622
Sorry, other than art I have everything covered for.
But you can make your own game anon, that way the shekels are all yours.

>>93956
I hope I can really attract the goys. Its a competitive market after all.
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>>94582
>But you can make your own game anon
But I've got no money to pay an artist for myself.
>>
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>>94644
>tfw wanted to circumvent my art problems by using deepfakes but realized I don't have the patience to go through with that
>>
>>94382
Welcome to the club, everyone's NGMI.

>>94522
Drop the battle system and make a VN instead?
>>
>>94522
Meanwhile, I am burned out by everything that isn't designing skills, items, equipment, states, classes, enemies and of course battles.
>>
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/rpgmg/ is BACK bros!
Post progress!

I'm releasing my free sort-of-tactics outer space titty game in less than a week.
>>
>>94522
start with small numbers. MV gives you control over damage formulas too which are fun to play around with.
>>
>>Of course! Make friends. Join a collaboration. It's like DnD.
>Care to share where to find such groups?

I second the question, what are some places to find projects and community for collabs? Places that aren't "no fun allowed" or resetera level of pedo/trannies.
I'm a Js programmer by the way, and as far as I have heard in RPGMaker the scripting is in Js, right?
>>
>>94715
That looks neat and like something I'd like to play. Good luck, anon.

>>94698
>Drop the battle system and make a VN instead?
I tried, a few months ago, but had to halt progress due to real life stuff. Was planning on making an adventure game using RPG skills like Lockpicking, Bluffing, and so on.

>>94713
I envy you.

>>94736
I tried man, I swear. I've made systems using very low numbers, but I always burn out and see the whole process as a complete pain.
>>
>>94644
Neither do I!
Im just tracing from posers like Honey Select.
Then if some people donate I get an artist.
Shilling and interacting with forums around is the best way to start up.
>>
>>94715
Holy fuck its you!
Weg misses you dearly.
>>
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>>94582
I guess all that is true. Still, 4GB is getting to the point where it can't even run Google Chrome well, so you can't really fault yourself for expecting that if they are too cheap to update their rig to 8GB, they are probably too cheap to pay for your titty game
Granted, 8GB is fucking ABSURD for RPGMaker standards. The performance was and still kind of is atrocious, especially in comparison to VX/VXAce. It really doesn't have that good of a reason to need that much other than making it all Chromium/Electron base is eating all the RAM.
>>
>>94853
Why Chrome has Firefox colors?
>>
>>94765
Honestly it's best to just start your own shit here. Make threads, find other anons to work with.
Other communities are going to be a roll of the dice and full of chuuni fags who'll run your project into the ground with drama, or not finish work on time because of IRL issues or force their shitty ideas into the game.

At least here it's the devil you know. I've had anons flake before, but it stings less, because we're all anon. I can't be too mad at myself.

And yeah, MV is in JS

>>94844
What are some good wegs nowadays? I'm 2 years out of the loop, couldn't stand all the cuckshit and arguing
>>
>>94644
>>94817
>just tracing from posers like Honey Select
Totally a valid way to get going without an artist. I did it for a couple of years before trying to dive in to doing my own art, and people actually missed the old traced / shopped models when I switched over.

Go for it, anon, the important part is that no one area is holding you back from getting started in the best hobby you'll ever try
>>
>>94900
>wegs

I don't visit /weg/ anymore and I only check F95 now and then to see what's been updated, but I like:

>HS Tutor
>Last Hope
>Milky Touch
>Taffy Tales
>College Daze
>Paradise Found
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>>94292
The OP here claims that he knows how to tell if a 2000/2003 game was made with a pirated copy, I haven't heard of that either. And then this admin guy tells that it can be told. They may be bullshit, of course, but who knows. It would be interesting to build a release version of the same project with 2 copies the same version of RPGM but registered with different licenses, and then take a look at the differences between the two. Sadly this is beyond my expertise.
>>
While I'm happy we have rpgm threads again on 4chan, I'm also sad that rpgm is 99% about porn nowadays.
>>
>>94900
RPGMaker?
Town of Passion.
Daily Lives of my countryside (Early in development).
A Zombie's Life/Retreat.
Housechores.
Arcana Heat and Cold.

Rempy?
The reaper girl who reaped my heart.
Hentasia Rod of Power.
Shelter and Fate of Irnia by Winterlook.
How to be a hero.
Jikage Rising.

>>94945
Thats the spirit!
Just need the necessary scripts for it.
>>
I can use the software perfectly, I just have no fucking idea how to create scripts/coding.
>>
>>95114
In that case, that was more the fact that there was no legal way for people to get 2000/20003 until 2015. The vast majority of English 2K/2K3 games are pirated solely for the fact that there was no other choice.
It would definitely be interesting to see how they could know and how they would prosecute such a thing.
But this is all referring to the engine. The actual resources and scripts the creators have made don't have the same luxury.

Also the fucking cuck is giving me a headache. How could you be worried if the game you are playing was made with a pirated engine, you literally cannot tell the difference.

>>95178
It is 4chan(nel). If you want to discuss creating actual games, you might as well stick with the official community. People around here are way too cynical to make an actual, honest-to-god product worth selling, plus why not make porn? Your dream game can be a lewd dream and still be worth playing based on its own merits.
>>
>>95178
>/vrpg/ was made to bring back /rpgmg/ community
That is a big plot twist son.
>>
>>95380
>People around here are way too cynical to make an actual, honest-to-god product worth selling
were around, we just dont post our games for this reason
>>92729
>>
>>95380
Truth be told, filtering /pol/tards would help massively when it came to making sure a team is earnest.
>>
>>93900
What version are you using? Wasn't the memory leak fixed in MV 1.6?
I've got my 1.6.2 project running with the latest nwjs, when in intense scenes where I load in a lot of art and then keep garbage collection from clearing them from memory, it's still under 2GB by time it flushes.

The memory leak was SHIT in old versions, but an official fix has been in place for years at this point.
There are probably still a lot of games floating around made in an old build, though.

>>94853
After a certain point you have to just stop losing sleep over catering to toasters. Looking at Steam's hardware survey, like 90% of users have a PC equal or better than my PC, which was mid-range at best back in 2015

>>95114
There's a unique string created and stored in JSON every time you save the game, I can't remember where it is stored exactly, but I remember finding it.
The only possible way they could know is if there was a way of using this string to get an identifier for a particular client.

So they would have to:
>Download your game
>Extract this file
>Decode it to get some ID signifier about the client you used to export it
>Have that client be one they know is cracked and circulating

But there's never been a case of somebody getting v&, and they'd have to pay somebody an hourly rate to download and check games if they were dumb enough to start doing that.
It's just not worth their time to ever investigate. It's also not really worth pirating since it's on sale for 10 bucks half the year.
>>
>>94945
>>94817
I once showed my traced art to /2dhgg/ and they all said it's shit and I shouldn't bother.
>>
>>94715
Unfortunately the rules say no generals on /vrpg/.
>>
>>95725
Maybe we can just exist in the sweet spot where there's only one thread a week like /agdg/ threads on /v/.
Our generals never lasted more than a couple of days anyway because we're all too chad as fuck, working on our games instead of nodev shitposting
>>
>>95380
>plus why not make porn?
Not everything has to be porn. I'm drawn to not-porn games because they have more to them other than porn. This is not to say PORN BAD, more power to you even, I just like to see a variety of stuff.

>official community
I'd rather swim in the cesspool of porn than joining that shit.
>>
>>95692
They are a bunch of weebs there and if you arent japanese you are just weg scum.
Try in weg, though even there you have fags mocking you.
However the threshold of quality for western games is very low so you can get your own niche.
Dont let madfags get you down.
>>
>>95783
That could work.
I mean I don't use rpg maker but /rpgmg/ was always comfy af.
>>
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>>94715
since i last posted in /RPGMG/, i've started and dropped like 6 projects. currently working on one with simple graphics/storyline, a bit of a nonsense project. i want to finish it in the next 18 days before MZ launches but I don't know that I will.
Making music with Beepbox is fun, but I still don't have the greatest ear for music
https://vocaroo.com/gJ2AyZenELs
>>
How do I make an rpg game that keeps the player's interest?
>>
>>95919
Add cute girls and puzzles
>>
I dropped VxAce. Jesus fucking Christ, how did kodokawa manage to fuck map editor so hard after XP? Events to make map is a pretty dumb idea.
>>
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>>95808
>I'm drawn to not-porn games because they have more to them other than porn.
Some porn games have more to them than porn.
Most female MC games are about porn but some party based games are good actual games.
Try the sequel series, Blight and Awake.
There is porn but other than a few mandatory sex scenes you wont see porn unless you actively go for it as you only get porn by either optionally dating the girls or optionally lose to specific enemies.
Blight has a robust and great class based system with 4 characters and Awake has 8 characters with their own skills and equips.
Give them a go.
>>
>>85251
Looks like barely a step up from MV, which was barely a step up from VXA, which was barely a step up from etc etc. Unless it actually runs decently, in which case, cool.
>>
>>95808
I know what you mean. I feel similarly, but you can have both, I think my game has both.
A good game will have followers, but a good game with sex in it will have an audience.
>>
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I'm challenging myself to make a game within a week
Joke's on me, never said the game had to be good
>>
>>95919
Think about it from a player's perspective.
What things keep you interested in a game? Engaging gameplay? Clever writing? Interesting characters? Try to focus on the aspect you like because it's also the one you will probably do better and want to naturally give it more attention.
>>
>>95725
They should revise that rule. Everyone knows /vg/ has no room for more niche generals (unless fueled by a couple autists bumping nonstop), and a couple generals on a slower board wouldn't hurt.
>>
>>95985
If you want to make just a project for fun, why not
>>
>>95985
I am waiting for the MZ boom to jump in some Jams and shit. I hope we will live a new golden era. I hope.
>>
>>94715
>/rpgmg/
I fucking missed you. Ahh, the better days. The collab game was actually pretty good, and the podcast was fun to listen to. Sure, we can't literally have "generals" as in numbered, reoccurring threads, but we can definitely have RPGM threads on the regular, so it wouldn't be hard to keep up with each other.
>>
>>95993
I mean, if /vr/ can just have constant doom threads, there's no reason we can't just make RPG maker threads.
>>96021
that's kinda the idea. just a silly thing to get used to to the systems.
>>96070
For sure. I still remember there being a few hidden gems from /rpgmg/. Wonder if anyone's still got most of the resources from there saved
>>
>>96112
how far along did the second collab game get?
>>
>>95938
I wish I can draw. Just fill your games with cute girls and it easily becomes viral ala Helltaker.
>>
>>95908
Fucking sweet riff at the start bro, would sound cool with a driving drum track.
little mock up
https://files.catbox.moe/95xokq.ogg
>>
>>95952
Dude I've played my fair share of rpgm porn games. All I'm saying is there is time for porn and there is time for cute/random/mystery/adventure/horror/etc. I can't fap all of the goddamn time.
>>
>>96144
For every Helltaker, there is a long LONG tail of games with cute girls that nobody is playing.
it's not a guarantee, it just looked like it was 2 or 3 years ago.
>>
>>96144
>I wish I can draw
I know that feel. I can't draw, make music, or come up with fun ideas, I only know some coding.
>>
Would this be good enough to make a strategy/tactical rpg?
>>
>>96430
Why don't you show us, anon?
>>
>>85570
I made an RPG based on OCs made by friends i had on a fanfiction web-site. Didn't even get to finish that one.
>>
What is a good way of shilling your shit game once you have something to show? RPG Maker forums? Twitter?
I think this is the hardest part for me (besides coding, that is)
>>
Does anyone use FROG's plugins? Do you also encounter bugs within it like skills getting locked after saving and loading?
>>
>>96598
Unironically post your game on /v/.
>>
>>96598
I wouldn't suggest RPGMaker forums. Your audience should not be other people making games.
Just post on /v/ once in a while. Make cool gifs that show off what's unique about your game.
>>
>>85570
I made a shitpost game with inside jokes for my friends, but when I look back on it I cringe.
>>
>>96676
>but when I look back on it I cringe
I hate this way of thinking. What about the part where you had fun and a good time with your friends? I bet you would do it again.
>>
>>96676
I made something like this too once, except it was just a demo..
>>
>>96646
What about rpgmaker.net? You can find Lisa and OneShot there.
>>
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heeello game makers!
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>>93144
>Patreon
if its NSFW, you may wanna shift to SubscribeStar or Pixiv
>>
>>97408
no
>>
>>97408
I really liked her "advice" videos back in the day when i just started with MV.
>>
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>tfw idea man incarnate
>can never stick to one idea for something I think of, will just flip to a new one to think of being my "great idea"
>easily influenced by media I watch when it comes to ideas to the point where everything's a knockoff until that buzz fades
The moment I try RPGM stuff is the moment this shit's going to actually fuck me over.
How do all of these devs just stick to a consistent idea for the most part, even when massive changes happen in development or stuff influence the project during a long dev period, or it's a one man project, how?
>>
>>97748
Get Patreon and when/if you get banned you can move to SS.
SS is still a who mostly.
Does Pixiv have something similar to them?
>>
>>97899
that's the thing. 90 percent of devs never get anywhere with their project. only 10 percent of them actually get to the point where they can show off a demo of their game. And then 10 percent of that 10 percent actually finish their game.
>>
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>>97408
>i hear it
Seriously though I used to put her on the background while I was devving. Fuck that was 4 years ago, where did the time go?
>>
>>97959
And then only 10 gamers will download your game and 1 will make a review saying the game crashes.
>>
So Im willing to play some RPGMaker stuff.
So what are some finished RPGMaker stuff with the following:
Male protagonist.
Nameable protagonist.

I wanna roleplay dammit!
>>
What about using RPGMaker for a less story-driven RPG and more a basically dungeon crawler sandbox with an excuse plot at best? I think the default battle system can be fun if you work on making skills, classes, equip and enemies interesting.
>>
>>98203
Custom scripts/plugins can help you with that.
>>
>>98241
Sure, I downloaded the Yanfly ones in this thread
>>
>>98262
Also seek Moghunter and Tsukihime.
the former made a bunch of scripts for vxa, not sure if he made any for MV. Hime does

I wouldnt recommend Victor Sant, his scripts didnt work for me and they have really poor compatibility with other scripts
>>
>>98301
I am not even sure you need those many plugins.
>>
>>97899
I feel the same. I used to participate in game jams and actually managed to finish my stuff within the deadline. Now I get distracted and discouraged very easily. Whenever I hit the slightest snag, I distract myself and eventually lose interest in a project. I think years of social media and instant gratification fucked up my ability to commit to something.
Don't really know how to fix it but I'm a hobbyist so who cares.
>>
>>98153
Pls come back next week and play my game anon, it has a nameable male MC
>>
>>97899
The cheat is making one main setting then use the other ideas as either side-quests or part of a sub-story that is actually part of the main quest.
If you mean gameplay ideas, you can easily get away with it by having a lot of party members, enemies or optional dungeons.
>>
https://store.steampowered.com/search/?sort_by=Released_DESC&tags=5577&untags=12095&category1=998

I was analyzing the steam rpgmaker market, it seems the only way to make a successful game nowadays is making a horror or pandering to the asian market.

The old days of story rich rpg maker games being popular on steam are gone.
>>
>>98421
Sure.
But shill it regularly so I dont miss it.
>>
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>>85570
I made a game. Nothing fancy but its a complete game that should take less than an hour to beat. I'm usually an ideas guy but I cut out all the fancy features to focus on making something simple and tangible in one day

https://akdmirage.itch.io/dungeoneer-hero
>>
Can RPG maker handle first person dungeon crawlers, or would you have to look elsewhere for that
>>
>>99183
I think it's absolutely possible albeit a fucking pain to do and not really worth it.
Basically each map would be a screen/tile in the dungeon, and each map should have a parallel event that if you press any directional arrow it will trigger a teleport to another map.
>>
>>87932
I'll have to reinstall discord and I just woke up but thanks for getting back to me. If it makes you feel better I'm working with a friend who I initially met on another board here.
>>
>>85543
>I can finally make ATB SMT
Fucking based. I just bought MV though Feelsbadman.
>>
>>85543
>ATB
Okay seems like kino is on the list again
>>
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Recommend me some loli rpgm games
>>
>>97408
>>97972
Goddammit, I can hear it to.
She's still at it, I gotta respect her work ethic. But damn, her voice is a fucking cheese grater, and her writing ain't much better.
>>
>>99183
Not by default, but there is a First Person Dungeon Crawler plugin for MV.
https://forums.rpgmakerweb.com/index.php?threads/mbs-fple-mv.57363/

Not the best, but it is doable.
>>
>>85251
Now that Yanfly went full jew, why should I upgrade? The only thing that got me to upgrade from VXA to MV was his scripts. Speaking of, any free TRPG scripts lying around?
>>
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I managed to make a basic Tame system in RPG Maker MV. Basically you catch a monster and you get to use one of their moves in battle. These moves have a special animation with the monster in it to make it feel more like your monster is attacking.
>>
>>100085
Bravo anonimo
>>
>>100053
you'd be better off using SRPG Studio for that kind of shit
>>
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Redrew this map in photoshop after some feedback from the last rpg maker thread. How did I do this time
>>
>>100119
Grazie :>
>>
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>>100085
>Ape Gigante
>shows a bee instead of pic related
????
>>
>>100168
I think the road's color is too uniform.

>>100184
My bad :<
>>
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>>100223
this was the one I drew before as reference
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>>100085
I like your TP system
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>>100273
Try making the road like that but with a lighter brown. The rest is fine imo.
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>>100298
Thanks! I really like how it operates on the battles.
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What do you call this weapon?
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>>98049
You'd be surprised how many downright terrible games get played+bought
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>>95908
>https://vocaroo.com/gJ2AyZenELs
This shit slaps, I'd say you're doing juuussst fine
>>
>>100370
Magic Hammer?
>>
>>100370
>Hammeraxe
>Axhammer

Pick one.
>>
>>100123
I want to make an Azure-Dreams like, is that doable there?
>>
>>100085
So basically the monster tamer job from FFV?
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>>100085
that's impressive, nice work
>>
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>>100322
like this?
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>>100663
Yeah, i like it!
>>100623
Sadly i didn't play that one, for i was inspired by Octopath Traveler
>>100655
Thanks! The code for it is kind of a mess though.
>>
>>100769
>for i
don't know where the 'for' came from, sorry.
>>
>>99117
Nice dude might try it myself.
Really should do what you did though and just make a really simple 1 hour RPG
>>
>>100441
Hamaxe, retard
>>
>>100971
yeah much better
>>
>>100600
oh, what you want is a roguelike script
>>
>>101041
where would I pick up one of those?
>>
>>100370
Wide Staff
>>
>>101197
At the public library under : "JavaScript, not just for 3rd world web design"
>>
>>101368
Got a link? Google is coming up dry.
>>
>>101197
Currently there is no one Roguelike movement script for MV, but it is fairly easy to combine scripts that allows units to move when you move and attack, generate dungeons, attack on the field. But there is no plug-n-play script that can make a Mystery Dungeon game or anything.
>>
>>99117
Hi, I tried out your game. It seems you can travel to any dungeon from the start, which is pretty nice. But there seems to be no place to heal back to full and attacking does pitiful damage until you get a weapon (and to get enough money to buy it, you need to grind a bit...but grinding doesn't feel good without a place to heal).
>>
>>101462
I assume those are all paid for? Would suck.
>>
>>85543
>I can make an ATB RPG maker game
WELP, looks like I'm gonna be wasting my goddamn money again.
>>
>>101627
...You can make an ATB RPG in MV. And VXA.
>>
>>101676
Then how in the fuck is it a new feature?
>>
>>101556
No, there's plenty of free scripts to do that, you just have to look around and see who does what and how you can finagle it into a roguelike.

You just have to put in the effort. No one can make your dream game but you, after all.

>>101627
>>101676
>>101733

ATB scripts have been around for fucking ages, anon. It's new because it is now in the default engine, script makers don't have to make their own. And even then, 2K3 had innate ATB support, they are now just bringing it back.

Though technically speaking, it's not quite ATB, as it is tracking things by rounds instead of individual tick marks, so someone might patch that up a bit.
>>
>>101733
Previously, ATB was a (Free) Yanfly script. I assume this was integrated natively.
>>
>>101806
Speaking of which, what happened with Yanfly? Why did he put his plugins on sale?
>>
>>101806
Oh please, every big script maker made some kind of ATB script. Yanfly was actually quite late to the party, and even gave up on making it after realizing he will never satiate the community and make it user-friendly enough for their liking.

>>101878
I've wrote a lot about it up here: >>92319 >>93111 >>94082 >>94292

TL;DR: Code theft rustled his jimmies a lot. Got tired of doing it all for free and making a "bad example" for the community. Decided to retire and coast off the funds of his collection sales.
>>
>>101956
Quick correction: He did released the ATB script, don't mean to imply he didn't make it. More that he stopped supporting it because he didn't like doing maintenance and support on it.

If you don't believe me about what I said, might as believe it from the bunny-goy himself:
https://www.patreon.com/posts/decisions-on-of-31080063
>>
>>101878
The faggot chimped out because someone was trying to sell his plugins. Put everything behind a patreon paywall. That was pretty fucked because many people "worked for free" fixing and improving his scripts when it was free and now the users have to pay for it.

Doesn't matter anyway, his scripts are pretty shit. Galv and Moghunter are way creative. You only use Yanfly if you want to make a generic rpgmaker game number 129874365.
>>
>>102071
His scripts weren't about "being creative" or doing the work of making the game for you. His scripts were about making RPGMaker do BASIC SHIT IT SHOULD HAVE DONE IN THE FIRST PLACE over trying to bend it into doing something crazy.

That's why that faggot was so important. Mog and Galv are great creators, but they wasn't trying to make the process of making the game actually reasonable to do.
>>
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>>102071
Galv is great, yeah. I'm using some of his shit.
>>94715
Well here's a portrait I'm working on for my game. It's one of many NPCs (it's not porn)
>>
>>102133
If you are not using the default RTP assets, there is no reason to use Yanfly scripts. Both are overused and make every game looks the same. Except for the bug fixes, keymapping, game resolution etc.naturaly.
>>
>>102224
If you aren't editing the scripts' parameters to change shit around and only stick with Yanfly's placeholder UI changes, you are the one fucking up.

If anything, you shouldn't be using anyone's scripts, if you are too afraid of making things "look the same". Do the work yourself, or accept the help and make it your own.
>>
>>102195
it could be, thats a very good drawing
>>
I don't suppose any of you anon would mind playtesting my game when the time comes? My friends aren't fans of rpgs
>>
>>102961
If it's not super long, sure.
>>
>>102961
I would do it if you post a screenshot or a webm/gif of the gameplay
>>
>>102874
kek thanks bro, honestly porn games are tempting (and I draw porn for myself too).
I'll try making one once I have a working demo for my main game. I'll probably end up posting it here too.
>>
>>102319
t. yanfaggot
>>
>>86460
entered the topic just for this
>>
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>>101497
Thanks for the feedback. I updated the game in case you would like to try again. The blue haired lady now acts as an inn for just 100.
https://akdmirage.itch.io/dungeoneer-hero
>>
So guys [/spoiler]where can I find a copy of MV?[/spoiler]
>>
>>105680
A bunch of people have a free gift copy of MV after preordering MZ.
>>
any of you use wolfrpg? I was recommended after asking which verison of rpgm I should buy
>>
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>>85251
I'd like to collaborate with someone and make a fun little jrpg with one of these engines. Unfortunately writing is my thing and that's a bit of a one sided thing creatively.
>>
>>105742
gimme one, senpai?
>>
>>105840
What's your steam account?
>>
>>105742
I saw on steam it says "time limited," is that still going?

>>105782
I've been curious about WolfRPG as well.
>>
I don't know much of anything about RPG maker, is it possible to make a tactical rpg in it at all? That's something I'd be interested in trying to make one day.
>>
>>105980
steamcommunity.com/id/lemans20/
>>
>>105742
Really? A shame I don't know anyone interested in rpgmaker. Do you think MV would have some sort of "update" where they add the things from MZ or would they not do that?
>>
>>106233
I think it's just to get people enticed into buying MZ if you don't already have RPGMaker.
>>
>>106083
ive seen it before, I think it requires alot of extra effort though. so I guess the short answer is no, not really
https://forums.rpgmakerweb.com/index.php?threads/tactics-system-1-1-tactical-battle-system.117600/
>>
>>105991
>>105991
https://widderune.wixsite.com/widderune/wolf-rpg-editor-english

http://www.silversecond.com/WolfRPGEditor/Download.html
>>
>>106658
Yeah, but is it actually easy to use? Any decent tutorial people on youtube?
>>
>>106816
I haven't dabbled in it much if at all but I was just making some maps but for some reason when I ran the game the surrounding of the tile sets was black? I saw it was like that when I was making the map as well but I assumed that it would go away if I ran it but it didn't.

I'm also wondering if it is as easy to pick up as rpgmaker is but I haven't gone that deep to see.

>anon-chan can't use a search engine
>anon-chan has me looking for me links

https://www.youtube.com/watch?v=FgYkcf7GvKo

https://vgperson.com/posts.php?p=wolfrpgguide

Lazy, lazy
>>
>>106963
>Lazy, lazy
Thanks for the links, anon. Sounds like for some reason it's drawing the transparency as black. Strange that it seems to be working correctly in the vid but not when you're using it. Guess I'll just stick with RPGMaker.
>>
>>93700
Is this character the Naruto Mod of RPG Fourms?
>>
>>106287
The rule of thumb when it comes to RPGMaker and "can I do this other genre of RPG" is "Yes, but it isn't wise to".

There's always a better option to do your niche dream game, but it will always take hard work and effort. No engine will ever make your dream game for you. You have to put effort into it.

>>106233
No.
Like, even if MZ was a super massive upgrade from MV and not just an embarrassing MV+, MV's 5 years old, man. The last core optimization update happened about 2 years back. They are done and they won't be doing anything more major updates.

>>107375
More or less, yeah. The forum mods are filled to shills.
>>
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>>86460
I am forever in debt.
a question anons
large map or short map?
Trying to make a multiple-campaign RPG
>>
I've used VAce and MV years ago and I wish I never deleted them, VA because I liked the character design art and MV was nice to work with for me who has never touched any other rpgmaker product, I was working on a short game but If I wanted to sell it I would have to go legit. That and the game theme I was going for I think would be better in 3D than 2D

One thing I see with MZ is that they didn't seem to change the battler poses from MV at all. The art style looks a bit easier on the eyes as well. When the game releases will they have a 30 day demo like they did for the previous?
>>
>>85570
I’m working on an rpg in mv (slowly) that follows a D&d campaign my friends and I played. Right now its about 3 hours long to play through everything in it and most of the assets are stock but its fun
>>
>>107522
If you are using MV, stick with short maps.
MV will fucking HATES too many events going on, it will take forever to load and/or crash. Find a way to make transitioning between maps appear more seamless or slick or limit the number of moving parts and events.

Do yourself a favor and try not to go overboard, mind your performance.

>>107555
More than likely, yeah. They like to make lite versions or demos for the systems, it is good PR. If it isn't coming at release, it will come eventually.
>>
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>>107636
>If you are using MV, stick with short maps.
Like 50x50 or shorter?
For specifics I'm a ramlet and only have 4GB (I live in a communist shithole yes) and I'm planning to really downgrade the graphics (kind of like the Dwarf Fortress' tilesets like pic related), does the latter make any improvements on perfomance or it's just the same?
I've too tried to lessen the length of my soundtrack and sound effects, but I want to know if my efforts will pay off, even if barely.
>>
>>106258
They're releasing the MV Trinity resources for MZ instead of MV because that makes sense [\sarcasm]
>>
>>107799
The specific graphics won't help. A lot of the lag issues run deeper, on how MV loads, preloads, syncs up, and handles the cache on its graphics, sound effects, and data. There's a reason why preloading scripts and audio lag removal techniques have gotten very popular over time. The quality/intensity of the graphics won't help much.

50x50 is a good size. Even without performance issues, it is more manageable for one person handle and helps them focus on density over breadth. Mix around with the numbers, find what is comfortable to make visually interesting, fun to run around in, and not inconvenient or immersion-breaking for the player.
>>
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>>107952
>tfw i can't search for these scripts and techniques due to my antiquate bam being the only way to connect to internet
fug
Can you give me some, if you can? I'm really trying to make a Dwarf Fortress-inspired game where you could pick factions in a full-out war and choose to fight in the sky, in the ground or in the underground.
Is RPGXp the better alternative for the moment until I can find a better pc, or is putting up with MV's problems worth it?
>>
>>107952
>preloading scripts and audio lag removal techniques
can you help me with this anon? what are these techniques? the game I'm making might have a bunch of parallel events running most of the time
>>
>>104844
Some more feedback from another anon
>deity mispelled as diety
>maybe enhance item descriptions, specific healing amounts of potion/magic water
>what does the plaque say in the back of the initial room/temple?
>why is there an entrance/exit to the temple with no way to move through it?
>why give default armor? just have no armor and make the player buy/find it, or give default generic weapon like a stick or something, just seems weird
>why is marsha's mp growth really low compared to others?
>what are the fires of hell for?
>nothing lives long enough to use TP skills on except final boss
>a bit more monster variety would be nice but it's okay as is
>the inn should cost progressively more, if you can find a way to program that, not sure if you can but it would make spending crystals more useful as you move forward
>maybe add an optional boss in each mini-dungeon that is harder than the final boss so there's a "post game"
Good
>like the monster dialogue
>like the open ended choice of dungeons
>power up crystals are cool
>short and sweet, maybe a bit more dialogue and background stuff when you feel like adding it but it's a fun game to play
I had fun anon and it's great for such a amount of time spent making it!
>>
>>108265
>>108309
Sure.
For preloaders (Don't mix, just pick 1. Please):
http://sumrndm.site/preloader-core/
https://forums.rpgmakerweb.com/index.php?threads/ysp_preloader.83757/
http://yanfly.moe/2018/11/06/aetherflow-preload-everything-by-kaliya/ (PAID, have no clue how well this functions)

For performance increases and audio lag reduction:
https://atelieririna.itch.io/performance-upgrade
https://atelieririna.itch.io/anti-audio-delay
https://forums.rpgmakerweb.com/index.php?threads/audio-lag-fix.73031/
https://forums.rpgmakerweb.com/index.php?threads/game-scene-stabilizer-version-7-2-0.89867/
https://forums.rpgmakerweb.com/index.php?threads/audiostreaming-js-plugin-to-improve-rpg-maker-mv-audio-performance.110063/

For not having the damn thing be nearly 1GB every time you deploy:
http://sumrndm.site/data-compressor/
https://f95zone.to/threads/cruncher-renpy-rpgm-mv-game-compactor-v0-4-1-bas.10227/
>>
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>>109477
I shall screencap your posts so I can feature you both in the prologue and in the ending.
God bless you anon.
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>>109669
Haha, thanks. Really though, the people that make this stuff for the sake of us should be getting all the love.

I fucking hate RPGMaker, but I greatly respect the people that use and support it. They are the people that really are making people's dreams into reality, and they need every bit of help they can.

Not... for $30-60 bucks, jesus christ, why did so many of them became utter goyims...
>>
>>109477
I appreciate it, thanks anon. I'll check them out.
>>
>>107466
Another MZ feature is the ability to toggle menu stuff like equipments and status.
For people who want to make horror games and such.
>>
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>>109810
>>109669
>>109866
>download all the plugins, even the yep ones
>oh yes.jpg
>go towards my folder
>the launcher is not here
>oh no
>thankfully I've got these problems before and it's nothing that a quick reinstall can't fix
>go towards the setup
>it's not there
>OH NO NO NONONONO
>Check all over the pc, the folders, check if it's hidden because of dumbass me
>the setup has completely dissapeared and now I have no goddamn way to use RPGMaker MV
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
IS FUCKING RPGMAKER XP A GOOD REPLACEMENT PLEASE RESPOND
>>
>>85289
This but unironically.
>>
>>110250
I...
How the fuck that happened, jesus...
Quick game dev lesson, always backup your projects.
Never know when something stupid might happen.

I don't have much experience with XP as I do with the later engines, so I can only help you so much in that respect. I wouldn't say its a great replacement, as I have said before, it is all the same shit under a different hat, but if you are more comfortable with it, not gonna stop you.

The performance will be worse. It is... not optimized well, and there is not much that can help you there.

>>110221
It's a convenient feature, something that really should have been around since the start, but that still something a lot of other plugins can handle. Still, any way to edit the UI is a win for me.
>>
>>110221
I actually spent weeks making something like this work. I don't know how to code so I was blindly replacing shit and copying the base scripts, and with the help of a youtube video I managed to make it work the way I wanted.
It's a pretty basic piece of shit plugin but it works, at least.
>>
>>110250
Isn't your version fucked up?
https://multiup.org/download/9765e7decea2136e0d39f606992551de/RPG_Maker_MV.rar
pw: cs.rin.ru
>>
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>>110457
FALSE ALARM HOLY SHIT
I FOUND IT
IT WAS IN MY PORN FOLDER
I DON'T EVEN KNOW
GOD FUCKING DAMN IT NOW I CAN MAKE DWARF KINO
THE RELIEF IS CRUSHING MY FUCKING SOUL
THOSE 5 MONTHS WILL NOT BE WASTED, I WON'T ALLOW IT
>>110633
What's the size? My bam is short on internet 24/7 sadly
>>
>>109210
>deity
haha wow ... Appreciate the feedback and next time I'd like to flesh out the dialogue and story to make it a more entertaining game. I saved the rest of your list because honestly I agree with all of it. Thanks anon
>>
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>>110869
Are you going to use your current game as a "base" for the big one? It's a solid scenario, maybe as a prologue to the start of the real game, know what I mean? Like in Tales of Phantasia how they seal Dhaos. Your numbers are pretty good, only tweaking is MP growth. I'm not autistic enough to play test your growth rates for all the stats but just keep an eye out on physical and magical stuff. Make Marsha really weak physically for example, I equipped her with the Gem Rod thing and she doesn't really need to use Sear and can do equal damage to a low level Therese for example. I guess that's the nature of the mini-dungeons being open ended, that it can't be perfectly balanced.

Also, I'll be happy to try out your next iteration, whenever that may be.
>>
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>actual DEVS in my /rpgm/ thread
>>
>>85251
I wanna make dumb anime RPGs but I'll never be able to find or make the assets for the ideas I wanna do
>>
>>85251
I'm having difficulty creating a scripted event where the main character and his friends talk and then enter a hospital. I feel as if I'm overthinking the process.
>>
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I just like building little contained areas with some stories
>>
>>111385
just be a richfag lol
>>
>>111385
Use the defaults and make something, it's better than giving up

If you get far and think what you've got us worth it you can commision something
>>
Do you guys know of any script that would allow me to tie growths to an actor rather than a class?
I want to make a game where you get to choose the protag stat growth that will remain regardless of class change. Something akin to Fire Emblem and its protagonist creation.
>>
Is it wrong to record soundtracks from older games using an emulator and then editing them for your game?
I'm using the Final Fantasy VI OST for background music.
>>
>>111827
are you ever releasing your game
>>
>>111415
anon that's pretty basic.
you can make it with an automatic event (triggered by interacting with one of the friends for example)
after the dialogue, make them move with that same automatic event (place every character on the map and give them names so you don't get lost)
in the "movement manager" there's an option for toogling transparency on/off, do it for each character entering the building (for example if they step on the "door" tile), then after all of them move just use a teleport event for your main character, and a switch for this event so it doesn't repeat itself once you visit the map again.

that's one of countless ways you could do it
>>
>>111448
that's a small door
>>
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>>85570
I made a game in VX Ace and got it on steam.
https://store.steampowered.com/app/490860/DashBored/
It was a fun experience, working on a sequel now, unsure of what engine I'm going to use, though.
>>
>>111844
I completed the map and now I'm starting on the prologue, then on the first maps for the first campaign.
I ask this because I have very few assets (l only have the usual bgm that RPGMaker MV has, my own music that obviously does NOT go along with the game, and a few soundtracks from other games that I got to record because I have no internet most of the time).
So, let me elaborate: if done well, can the lack of bgm and the overuse of bgs be overlooked?
>>
>>111911
Good stuff anon. Got any advice you'd like to share for aspiring devs?
>>
>>112114
>if done well, can the lack of bgm and the overuse of bgs be overlooked?
if you're not planning on selling the game
>>
>>111781
like personalities in Dragon Quest 3?
>>
>>92634
Will it still be a pain in the ass to edit what attributes exist and internal game maths when using them?

Agility and Luck are basically worthless in default RPGmaker and either swapping them out or changing how they work is always a pain requiring knowledge far beyond my level. I'd like an interface to easily just set up the battle formulae.
>>
>>113375
yanfly (and others) have a script that addresses this in MV. So most likely we'll see a return for that in MZ
>>
>>85570
I released four shitty niche fetish games on VXAce. It's been like three years since I released something but I've been trying to put something together in MV lately. With the way things are lately I've been wondering if I should attempt to release a game commercially for an extra bit of cash but I have no idea how hard that process might be or if it would even be worth it.
>>
So what software should I use to make music for my rpg maker games? I've been using Anvil Studio but all the midi sounds make my music sound even more shitty than it already is.
>>
Need help guys.
I am using the move route option to move my player, then do an animation on an event and finally the event dissapears (Translarency ON for the evnt and a sound).
The first 2 work but the third one is ignored.
Whats the issue?
>>
>>113249
I havent played dragon quest 3.
What I want is for my players to choose the protag stats distribution upon level up while also being able to change classes. So say you can have a fast tank or a bulky cleric.
>>
>>113658
Why not use royality free music? No really there's a ton of it. https://www.youtube.com/watch?v=Q2WP0RFWsY0
>>
>>113899
did you try setting it as "wait until finished"? after the route is complete you should turn a self-switch on to trigger a blank page (in the same event of course) to delete your event
>>
>>113658
have you tried chrome music lab music maker? it is incredibly restrictive, which i think is good. Its basically an educational toy but it lets you output as a wav and save it.
I made this with it dicking around
https://files.catbox.moe/bu1jld.ogg

The horrible restrictions it has (no tracks, one instrument only) increase its charm
>>
>>85251
Does it finally allow you to make eight way movement or is it stuck at four? I'm a total brainlet and the script I tried for MV was fucking up with the normal game
>>
>>113953
Could be nice for some of them but I like to write my own BGM

>>113992
Damn, why not, it looks funny. I'll try it thanks
Your music sound nice but it's a bit of a mess though
>>
>>113984
Yeah I have tried wait till finished.
I have a choice tree.
2 choices makes the player move and now 1 choice makes the player move but the game ignores the movement for the second option.
Its an even that triggers as autorun.
This is pretty annoying, hate when programs overcomplicate simple stuff.
>>
I want to finish my RPG just so i can use this for the final boss: https://www.youtube.com/watch?v=CbvfsWBpL5M
>>
>>110869
>>99117
I'm a tad late to this due to time zones and such but you might want to fix this.
Game was a nice 14 minutes of fun, MP is far too bloated, kill 2-3 monsters, buy magic ring and hat for hero and mage girl. Game is over with Bolt+Sear.
Don't think I bothered using the attack command after the hero got a magic sword.
Overworld enemies not re-spawning resulted feeling like I was never in any real danger as the second my health dips low I can go back to the temple and rub myself against the deity.
Never bothered buying any items after the hat and ring, never used any of the items I picked up either.
>>
>>114158
did you check if the character is trying to move through an impassable tile? try checking the "ignore if impassable" or whatever that option is called and see what happens
>>
Did anyone here use FROG's Magic Plugin? And did they encounter bugs in it?
>>
>>114322
Yeah its not going through anything.
>>
>>114347
Can you show me your event page with the branching options and movement?
>>
>>114126
remember to go into the settings and set it to chromatic and max out the octaves
>>
>>114380
I fixed it.
What i was doing was going from one event in a map to another event that teleported the player to a new map where another event would run. Both were on auto run.
The issue was apparently using exit event processing on the first event.
That someone messed up the event of that page.
Sorry for wasting your time. Thanks, good to know that this board will have threads like these (Those forums are slow af).
>>
>>113658
Mario Paint, while it sounds like a joke, is actually a pretty good software to use if you know jack about music. Someone made a extended version that allows you to use several instruments with no limitation. With the proper soundfont (I.E, Symphony), you can make some good shit
>>
>>114504
I see. I think I understand the problem. Remember to use switches for this kind of stuff, and of course an event auto-running on a map won't have any effect on a different map. It's all good, I'm not an expert but I like helping with this kind of shit. Good luck bro I'm also looking forward to more comfy RPG maker threads
>>
>>114316
Why is text wrap still such a problem with RPGM?
>>
>>93111
>Oh, the plugins are all quality work, fucking snatch that complete collection up now. Don't be my retarded ass that actually dropped the $30 cause he thought that there was no one that cared enough to pirate and share his stuff. There is a reason why so many people use them, he basically made the foundation of RPGMaker fucking useable to anyone that actually cares about developing a good game.
Somebody care to upload the whole Yanfly MV plugins in a mediafire/mega?
Pretty please?
Thanks!
>>
Would it be a waste of time to make a project using stolen tilesets/music? I of course do not plan on selling it, I just want to build a game and I find the base assets in RPG Maker to be be really unappealing.
>>
are there any fantasy wild west style games like wild arms? I thought it was very unique and simply cool setting
>>
>>114981
If it's free you can get away with it but don't forget to credits the originals creators.
>>
>>114903
>>86460
>>
>>114981
Take whatever you need to, because the important part is you get started right now.

Even if you steal art now, during the course of making this game you can learn to program, learn to write music, learn to do art and later make something original, but if you force yourself to get all-original now, you'll most likely drown and never get anywhere.

This is why all the assets are packed in with RPGMaker. It's not because you're meant to use Dungeon1 and the RTP in your released game, it's to make sure that you can get going from day 1.

RPT devlets don't want to hear this and get very angry about it.
>b-but people will see past it and love my original characters and deep story!
>but muh cherrypicked title that uses stock assets and still got popular!

Here's another factlet that makes them mad.
Even people who defend unoriginal assets being used won't play unoriginal asset games.

Use what you need to, all that matters is you get started NOW.
But do yourself a favor and gradually learn how to make your own art and music.
>>
>>114981
Well you will occasionally run into the fanboys of the franchise but other than that no one cares as long as its free.
You can always get royalty free music on the net, here have some
http://mart.kitunebi.com/music_act.html
>>
Post your favorite free MV games
for me its:
https://forums.rpgmakerweb.com/index.php?threads/gladatora-v-1-9-6-alpha-4-22-20.80111/
>>
>>86460
Omega based, thank you.

Also...
Any recomendation for a tutorial on using the engine to ACTUALLY MAKE A GAME?

I'm particulary interesting in an overview document of the system and how different parts communicate with each other... For example how the even system work, etc.

I have a background on programming but never ever programmed a game and I wanted to toy with RPGMaker a little.
I'm interested in doing a sort of "2D resident evil / investigation" sort of game and I'm gonna need
- Chase script.
- Dialogue / choice system.
- Inventory system "resident evil like".
- "Point and click" style movement (sort of how MOBAS move).

Also I'm gonna need lighting, fog effects, ray tracing for "cone of sight" (not looking through walls, etc).

If any anon know plugins that are interesting or "must be" for an horror game please share them.
>>
If this isn't your final boss battle music, your game instantly loses a point.
https://www.youtube.com/watch?v=SbiynOTjxP4
>>
>>115377
Fuck's sake lad, you mind going something more basic....

For chasing
http://www.yanfly.moe/wiki/Event_Chase_Player_(YEP)
https://quxios.github.io/plugins/QSight


Inventory:
https://forums.rpgmakerweb.com/index.php?threads/map-inventory-visual-grid-inventory.119167/

MV already has innate mouse control, though I'd recommend finding something to improve it akin to this:
https://kingpin-rbd.itch.io/rmmv-script-mighty-mouse
https://quxios.github.io/plugins/QTouch

As for dialogue choices, that's so painfully easy and innate to the engine, I'm actually a little mad you are asking to be spoonfed in that regard. Actually open the event page and be amazed at all your options, or even the Help file!

Once you do that, this should give you some more control over the Choice Box:
http://himeworks.com/2015/10/large-choices-mv/

As for tutorials, I'm going to curse your ears for your ignorance:
https://www.youtube.com/playlist?list=PLTcc-t1_NNLUzIUVRDyNWyGkfT-TBRtkG

In regards to your choices, this vid will be the most helpful to you:
https://youtu.be/79EbqHH70Hc?list=PLTcc-t1_NNLUzIUVRDyNWyGkfT-TBRtkG
>>
>>115814
Thanks!

> As for dialogue choices, that's so painfully easy and innate to the engine,

I'm just theorycrafting, I programmed other things and basic games with other engines and custom ones.
I have a remote idea from reading the documentation and watching some videos (and some code) on how RPGM MV works.

When I say "dialogue system" I was talking more about the specifics.
I'm interested in a "dialogue system" that works like the one in Danganronpa. Box of text at the bottom, visual novel size image of the character in some emote status.
That kind of thing.

This "visual novel style dialogue" is not custom baked in the "rpg style classic dialogue" of RPG Maker.
>>
>>115814
I was looking at the work of this spanish guy for inspiration
https://www.youtube.com/watch?v=KM_n0rBvJqc

What he did with the RPGMaker system looks pretty amazing and could easily be a commercial game (provided that the story is not shit of course)
>>
>>115965
Why does everyone need to put lighting and fog in every scene all the time?
a clear, nice artstyle would be way, way better than using shitty stock art + a billion effects
>>
>>116005
No idea, but I'm gonna make my last request for now.

Now that /rpgmg/ is dead I'm looking for some of the resources that were uploaded there.
Particulary I'm looking for the ones that figure here in the "Humble Bundle #2"
http://pastebin.com/91QntR9H

More specifically I'm looking for the "Survival Horror Music Mega Pack".
If any old /rpgmg/ friendly anon can gib a link or upload the resources it would be great.
>>
>>115955
>>115965
Sheesh, that is quite impressive. I'm always scared of anyone that can replicate the DR style...

What you want is the ability to show off visual novel busts. Busts are a type of picture that gives you control over the movement, transitions, and effects on them.

The best way to have busts would be either one of these two scripts:
https://atelieririna.itch.io/visual-novel-busts (PAID)
https://galvs-scripts.com/2015/11/01/mv-message-busts/

You also might benefit from a script that improves the message system:
http://www.yanfly.moe/wiki/Message_Core_(YEP)
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>>114628
Oh, I can answer that
There is no innate text wrapping in RPGMaker
Instead, the developer is supposed to limit their text to not cross the black line (arrows in previous RPGMakers). Any word wrapping issue is a result of the developer not paying enough attention and not keeping track of how much words they are typing.
Using portraits push the black line back more, since it is taking up physical space in the text box.

Yanfly's Message Core actually allows for innate text wrapping, it makes it far, far more usuable.
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Morning lads
Post a cutie from your game!

>>115377
A Resi inventory system would be cool, not sure if one exists, but if you made it maybe you could release the plugin afterward... just for laughs haha
>>
>>112529
My main advice would honestly be just to fly at your project, don't meticulously plan out each aspect, because you'll end up stuck on every part.
Just put your ideas into the game and make a rough beginning middle and end and then flesh out the game into something you're proud of.
>>
>>116005
I think I agree. It's time to push ourselves to do better. Fog and lighting plugins look nice sometimes but they shouldn't be used as a crutch for when your mapping / tilesets suck dick. I think the base for a visually pleasing RPGM game should be the tileset and mapping, with everything else being extra.
>>
>>88754
I mean /vp/ managed to complete their game Clover after awhile and the current project QuarantineDex is trucking along.It's possible that it could work out.
>>
>>117649
That's what I've been saying. I think all we need is a decent idea so we can start brainstorming.
>>
>>117649
Taking Clover as a (super good) example, the best way to proceed is probably to take an existing game and create a remake / parody of it.
That way the game design is set, and all the fun deviation from that stays reeled in to some degree.

I'd happily participate in a /v/make of Dragon Warrior or the first Final Fantasy VI, something that people are familiar with, so it's more fun when you deviate from that.
>>
>>116369
that looks really nice anon, nice tits by the way
>>
>>118274
Cheers anon!

Going for a low budget 1980s sci fi aesthetic, chunky consoles, hexagonal corridors, silly robots and tits for no reason
https://www.youtube.com/watch?v=0jU6GbOuEZw
>>
>>116369
I like the way she's bent over that desk
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>>118544
It looks a little weird in isolation- hard to get the legs right at this scale, but overall I think it works okay in the sequence
https://files.catbox.moe/i1hh4m.mp4
>>
>>118630
Idk if I would name the robot Cyril because his simp-like personality is close to that of Cyril of Archer
>>
>>96646
>Just post on /v/ once in a while.
How do you avoid getting the thread deleted for shilling? Do the mods not care as long as you aren't linking a store/kickstarter/etc page?
>>
>>118667
Well, shit. I've honestly never seen it, but I know it was popular.
I named him Cyril after the robot mascot of a British comic from the 80s.

Maybe I should change it, I suppose any old fusty sort of name will work. Thanks for the heads up, anon!
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>>118171
I have some Dragon Warrior monsters I doodled a long time ago. You'd have to resize/pixelize them, I'm no good at that. Some are not safe to post on a Christian board.
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>>118708
post it in the RPG maker thread when it pops up. Or when an anon asks "are there any RPG Maker games with X?" You can respond then with, "Well I'm working on a game that has X". Then anons will bully you into posting your game and you can bathe in the neetbux of fools
>>
>>118785
If he's going for neetbux, anons are not the right target.
If you want actionable criticism and banter, come here, but if you want an audience to hawk wares to and either praise or ignore you, Reddit is definitely a better bet.

Not that I can say anything, I haven't put any effort into shilling anywhere, the only place I show it to is other anon game makers or people already following my blog.
>>
Does someone know where we can find all the DLCs for free?
>>
You mean the Steam DLCs? There's like 100 of them all by different devs. I'd be shocked if they're all in one place
>>
>>119005
Please keep in mind most of these links may be dead. I was looking for the MV link but it seems to have been taken down but the update is still up.

Please remember if you enjoy the content to buy it if you can to support the creator.

https://pastebin.com/91QntR9H
https://pastebin.com/2bJ8wBsz
>>
https://mega.nz/folder/hC5EwQjL#8MboMPY6KRUtTk3EBJk6LQ/folder/YKhGkYaI
>>
>>119087
>>119511
>>119542
I'll be frickin darned
>>
>>97899
Play this while you are creating something. It helps to focus on your main idea. At least it works for me, I am the same as you.

https://www.youtube.com/watch?v=WPni755-Krg
>>
>>119941
don't listen this shit and put a music you like or just don't put any music at all
>>
>>120043
Why?
>>
>>119941
>>120043
>>120061
Throw on a podcast
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>>120092
podcasts are great for when you're doing art, but I can't listen to a podcast while
>programming
>writing dialogue
>writing music
>figuring out mechanics

I'm with >>119941, this droney shit helps a lot.
>>
I'm hard at work learning FL studio and trying to compose something. Note by note, instrument by instrument. Teaching myself something is 100x better than just wasting time in some online game. I hate everything I produce but I'm getting better, I know it. Don't ever let go of your creativity, anons. It's the only thing we have.

Here is day 1 of attempting to make a battle theme
https://vocaroo.com/5RmAZv1gVuI
>>
>>119542
based
>>
>>111911
Hey Karb. I was wondering if you'd pop in.
>>
>>117649
Pokemon SAGE is also still getting progress done, albeit at a very slow rate. It can be done.
>>
>>120658
That doesn't sound bad at all anon, pretty good stuff. It sounds like it could easily fit in Drakengard as a pretty fucked up battle song. I liked it.
I think I'll pirate FL studio too and try to get good at it.
I use Audacity and Dexed synthesizer to make sound effects and some shitty music for my game.
>>
>>120658
Based. Sounds like a mid boss showdown in an old school barbarian movie
>>
any of you use GM?
>>
>>111911
Damn, I bought this a while back when I found out an /rpgmg/ anon made it. Good on you, I'll play it some day.
>>
>>121942
Thank you anon. FL studio requires just a tiny bit of learning and then it's very rewarding. Give it a try. Audacity is top tier. I don't know Dexed synth. Will check out
>>
>>120658
>WAAAAAAAAAAAAAAAAAAAAAAAAGH
Holy shit this sounds like something out of a fucking Orc raid
pretty amazing anon
>>
I am glad we have this new board. We can finally meet our /rpgmg/ community every day here.
>>
>>122417
It would be badass if we had a pastebin with contact info for RPGM dev groups. Strictly messageboard though. Fuck discord.
>>
>>85289
Why is this and horror games what most people make with it?
A lot of these even ditch the battle system altogether and only use the map and event features
>>
For making a serious game, RPGmakerMV or Gadot?
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>star ocean battle system
It will be interesting. This is why I like Moghunter, he always brings something new to the table.
>>
>>122625
If you're making a top-down jrpg, just use RPG maker MV. You can customize almost anything. Otherwise Godot.
>>
>>122417
Your not part of the community if you don't contribute to it.
>>
>>85251
I'm gonna pirate it, make a game and sell it on steam ggs
>>
>>122681
If you don't have the money to buy it. You don't have the money to publish it.
>>
>>122704
oh but I do, it will be on dlsite as well
>>
>>122663
I am that poster from before who wanted to make a mystery dungeon/azure dreams like, rogue-lite rpg I guess? I can't really code, I just do art and have a story idea.
>>
How do you know if your RM dev companion has autism?
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Where are my 8-bit RPG Creator boys at?
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>>122754
2 minutes of googling:
http://www.yanfly.moe/wiki/On_Map_Encounters_(MV_Plugin_Tips_%26_Tricks) for on-map encounters
https://www.youtube.com/watch?v=O7MGrPrfHGE for procedural generation of dungeons
Just google what you need and most of the time there's a plugin for what you need.
>>
>>122961
I dicked with this for about an hour before stopping with it. Should I try it again, anon?
>>
I'll pirate it and never use it because I'm a hack
>>
>>122751
Are you shitposting or you actually did pirate a version and sold the game?
>>
>>123041
It' very barebones for an editor, and you have a limited amount of maps you can make. It's fun to make monsters and weapons tho.
>>
>>122648
Love the animated menu system.
Their scripts are free right?
>>
>>111529
Its even harder to do that because its a mecha anime...
>>
Stuck on the prologue
How can I start the story? I'm trying to come up with plans but goddamn all of them are so lackluster
Do i start with a battle? Or just let the player walk around and then leave the events for the next map?
>>
>>123186
That's fair. I also just realized it was made by FNAF Scott. Much like Desolate Hope, the stuff he did before FNAF seem to have more charm and soul.
>>
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I never finished anything I started. Did you guys ever finish a project, however small?
>>
>>123627
once, when I was 16
>>
>>123600
Depends on your premise and what you're working with. Things like FF1 and DQ1 start out next to/inside a town, whereas the later FFs often start with a cutscene.

Some sort of call to action for the player would be the best course of action. I wouldn't do the 'just walk around' unless you're pulling from the old RPGs where there's a very obvious 'go here' right next to where you start.
>>
>>123627
I tend to do a lot of small proof of concepts. As in, "is this something that I can do in RPGMaker?"

Once I accomplish it, I never actually put it in a game and then just leave it alone at tha tpoint. It's become a recurrent theme.

Two of them are actually a playable game though, even if they're in desperate need of rebalancing.
>>
>>123600
Get into the action as soon as possible. Open in media res, or at least set the scene really memorably, show off the richness of the world so that players are chomping at the bit to explore it.

I guess just think of game openings that left an impression on you and try to break it down into sections and follow that forumla for your own one.
You can refine the prologue closer to release though, don't get held up making it perfect just yet.
One day you'll have a great idea out of the blue, or you'll realise your story has a beat that it'd be really fucking cool to open the game with from another perspective or something, and so you don't want any one area set in stone just yet.

Random bit of advice not related to this; if you think of a really fucking cool idea, maybe for a character name or a situation, use it immediately, don't save it until later. You'll have more good ideas later.
>>
>>123759
>Random bit of advice not related to this; if you think of a really fucking cool idea, maybe for a character name or a situation, use it immediately, don't save it until later. You'll have more good ideas later.
I agree with this and to add to it: If you can't use or implement an idea immediately, write it down somewhere. This is why I keep a memo book with me at all times when I go outside.
>>
>>123759
>>123660
>>123958
Thank you anons, now I know what I have to do.
>>
>>123600
Just don't bore the player. No 10 minutes intro - let the player have control early on. You can lead in with a cutscene, but you can also just drop the player to start exploring themselves.

Think about your goal for the prologue. You need to have a goal to work towards otherwise there's no structure and your player (and yourself) will get confused and lost.

Want to introduce the main protagonist? Then focus on him/her. Maybe shine a light on one of his positive traits. Is he adventurous? Maybe start with him going to some dungeon/haunted house everyone's afraid of. Is he a jerk with a heart of gold? Perhaps have him pickpocket through the market, then he goes to buy a fish which he then give to some starving cats.

The point is, the audience doesn't know anything at this point and it's your job to give them interesting tidbits to hold their attention, so focus on what you think is fun or interesting.
>>
Messing with ideas for battle themes
https://vocaroo.com/ogYEiWcP3Pc
This will get repetitive quickly. I will continue it tomorrow and mix tempos and sections up.
>>
>>85738
>rpgmakerweb forums though, they're toxic
The average user is fine. The mods over police that place sadly.
>>
>>125521
How long have you been experimenting? This sounds pretty decent.
>>
>>125573
I don't know. When they saw the leaks and some users complained about the new features, the forum mocked them down and said those people were being "negatively toxic" or this kind of stuff. That place is reddit with a closing topics turbo engine.
>>
>>125640
I started learning FL studio last week making techno beats, started orchestra sound research over the past weekend. I got 2 track demos out today (virtually the same), but I feel slow. I have produced 2 minutes of battle music in roughly 4 hours, but I'm getting there.

For anyone interested in this kind of music, check out FL studio and "spitfire LABS" plugin (free). It's pretty good
>>
>>125792
That's a lot of progress then, keep it up. It kinda makes me feel motivated to stick to experimenting in FL Studio. I feel like I lack the creativity needed to make a song that's interesting, but I think I'll keep trying.
>>
What program do you use to write down your story? I am thinking of some mental map program.
>>
>>126453
paper
>>
>>126453
I use a physical notepad that I keep on my desk & take with me on walks. If I just type it up somewhere I procrastinate hard.
>>
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>>126065
That happens to me too. I feel like I can't quite seal the deal, but we get better with time brother. I'm pretty happy they decided to make a /vrpg/ board. My hopes are up
I recommend everyone to read Yanfly's comics on RPGM game design http://yanfly.moe/2017/01/07/comic-lets-make-a-game/
>>
>>126453
Scrivener is really good. I've also got a beta of a storyboard software that I picked up awhile ago I can share. I shared it back under /rpgmg/ as well
>>
>>85251
Will I be able to make a game with Suikoden-style combat? Or is it still the stock 4-member system?
>>
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>>125792
2 exportable minutes in 4 hours is actually pretty decent at this stage, not slow at all. I've been making music on and off for 10 years and it's not like I'm massively faster than that.

You'll probably find it still takes you 4 hours after you've been doing it a while, because any time you save writing, you'll eat back trying out cool production techniques etc

Anyway, here's part of a tune I did this week for my game
https://vocaroo.com/lAyb14NVagE

My advice; palette cleanse often. With art you can easily flip your drawing horizontally to get a whole new look at its imperfections, but with music the only real thing you can do is take a break once in a while, step away from it and listen to something else, preferably voices, not other music, then come back to it.
And don't release anything the day you write it, because you WILL think it's shit on first listen tomorrow, and wish you'd revised it a bunch before putting it out there.

>>126855
you can do ANYTHING, pic related
>>
>>126855
Still 4 members, gotta use scripts to kick it up to 6 or the like. As well as have things like team attacks, rune spells, and even just formations.

Seriously, don't expect Kadokawa to do a fuckton of work for you. They still are making Dragon Quest when you guys want Final Fantasy XIII
>>
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>>126984
Your advice is most appreciated, based musicianon. The first listen cringe is so true, it happens to me every time.
The track you shared is top notch. Bright, dreamy, but not overly so. It also sounds clean as fuck. I want to be able to get to that level
>>
>>127191
It's crazy right? You can go to bed totally satisfied with something you wrote and forget how it goes by morning, then you fire it up and... what the fuck was I thinking?
It's super rare that I come back to anything the next day and don't hate large parts of it, but generally because there are too many ideas going on.
Look at how they do music for pokemon, basically just two strong ideas A, B, repeat. Works super well for looping, too.

Keep at it, bro, we're all gonna make it!
>>
What should we do once the thread hits the auto bump limit?
>>
>>128558
Hope that someone revives the /rpgmg/ on /vg/, though I doubt it will survive.

That or we can just make another "MZ Hype" thread and wink wink nudge nudge say it isn't a general.
>>
>>128740
>>128558
Just make huge-ass RPGM threads like this one every 2 days. This is different from /gamedev/ on vg. This belongs on /vrpg/, it's a perfect fit.
>>
>>128740
/rpgmg/ doesn't have the staying power to survive on /vg/. That's why it died in the first place; it was too calm and had too many periods of long silence to compete with the relentless autism of circlejerk wars making 50 new threads just to get their version of the OP out before each other.
>>
>>128788
>MZ about to get released next month
>suddenly hiro creates /vrpg/
>tons of rpg maker threads flooding the board
Kadokawa paid hiro to make a board just for us. My dad works for degica.
>>
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>>128558
Make another thread.
Escalate the suggestions
Resume the comfiness
And maybe get to see another anon's progress and support them in any way we can.
Also, download this thread, who knows when you'll see these usefuls links ever again.
>>
>>128831
I wouldn't be mad if it were true. I like being outside of /v/. I like RPGM. Board is young and there's a new engine dropping soon. What's not to love?
>>
>>128837
You're all very nice people and I'm really glad I get to spend time with you faggots
>>
>>127163
Oh, I didn't mean it like that. If there are scripts, then I should be good.
>>
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>want to make game, but I cant make music, so id probably have to use music from other shit and then wouldnt be able to profit off it if i ever tried to sell it for a few shekels on steam

>could use free music, or other cheap stuff i buy a liscense for, but it wouldn't be the music I want and it would be awful
>>
>>129417
You may have to live with compromise, perfect is the enemy of the good. That said you could always release your game in the future when you have the music sorted out and call it a special edition.
>>
>>129417
I know next to nothing about music theory and I'm still making it by myself, fuck it.
>>
>>131299
This, stop being a fag whose only special skill is crying a river because he wasn't born with ALL the talent in the world. Any scrub can learn artistic and creative skills even be decent at them.
>>
How do I slow the player down? You move a mach speed wherever you go. I want to make it so it takes a full direction press to move on tile at a time, know what I mean? Even cooler would be needing a menu like in Dragon Warrior where you have to select TALK/MAGIC etc.
>>
>>131598
that kind of menu is really easy to make. I'm using something like it for my game and you don't need scripts.
Basically disable the menu access, and in a parallel event assign a conditional branch that triggers with a key press (there's a script call for that such as "Input.isTriggered('key')" for MV and by doing that, inside the conditional branch add a script call for it with "SceneManager.push(Scene_Skills)" if I'm not mistaken. That will pop up the skill menu for you.
Of course you need to make it look pretty with pictures and all that but that's the most basic way of doing it.
For "Talk" it gets a bit more lenghty but it's still easy. You need to use variables to identify your coordinates in the map to trigger an action with a NPC.
>>
>>131598
That sounds... legit awful, anon, but...
https://forums.rpgmakerweb.com/index.php?threads/speed-manager.52639/

And yeah, follow this anon >>131774
for your command menu. Though you probably want to alter the main menu to put the "Talk" common event in the menu, if using the Scene_Skill box doesn't match your want.
>>
>>85783
Tell me which RPGmaker is the best and I'll become a game developer. I'll handle all of the map, story, battles, and dungeon designs, but all you motherfuckers are getting is generic portraits because I can't do art for shit.
>>
>>131863
yeah, I forgot to add that step for the main menu, but that's basically it. There are tons of tutorials online since this is a pretty basic type of menu but it gets the job done.
>>
>>131774
Doesn't sound too bad to make, thanks anon. I'm trying to clone Dragon Warrior's menu exactly, with a door command, stairs command, search the ground command, etc.
>>131863
Do they have this for XP? I don't like MV or the other one, it's weird.

Lastly, any ability to introduce deliberate lag? I'd like a solid 500-1000ms between actions in battle, maybe up to 1500ms when a big spell is used. Games are too fast, it hurts my head.
>>
>>92729
>this is a PG13 forum and some of the content on there is not

cute
>>
>>132022
XP uses a different command I believe. Try "Input.trigger(:key)" if that other one doesn't work. There should be a list of script calls in the help library anyway
>>
still, if you get stuck with your Dragon Quest menu just ask in these threads and someone will surely help
>>
>>131958
Just cheat the art part Trace
>>
>>132022
For RPGMaker XP, movement speed can be editted by a script call:

$game_player.move_speed = N
N equals the speed, with 4 being the default, 6 is the max.

For FPS control:
http://himeworks.com/2014/10/rm-fps-control/
>>
>>132366
>trace
Nah. I'd rather put in my own crappy doodles than do something like that.

Anyway, general question: what IS the recommended RPGmaker? I can get started right away and maybe kick off an RPG gamedev thread once I have enough progress. Could be a fun way to facilitate more OC.
>>
>>131958
>>132585

As I've said before in this thread, all the systems are the same shit under a different hat, each one incrementally improving on the last one (and removing shit people liked), so usually the newest engine is the best.

Personally, VXAce is my favorite engine, but MV/MZ is the best by virtue having the most shit, support, and deployment options. But it comes at the expense of stability, performance, and an actually good, fleshed out RTP (at least the generator ain't fucking horrific).

MZ is going to be better than either VXAce or MV, but don't get it at full price.
>>
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Mapping in photoshop, day 2
feedback appreciated as always

While drawing yesterday's map I thought of story idea and fleshed it out today. It's long but would be nice to hear some feedback.

>amnesiac girl seemingly gets isekai'd to a world, in front of her is a goddess who says she also has amnesia
>girl feels she had to escape the world, remembers nothing else but her name
>goddess remembers nothing but that she created this world from the girl's memories, and that she's her mom
>tells the girl she should explore the world and maybe she can recover their memories
>girl sets on a journey to recover the memories
>4 memories total (shown in flashbacks) in 4 dungeons, each guarded by a boss

Boss 1: some random priest
>funeral scene of a woman that looks like the goddess; the girl and her (faceless) dad looking at the coffin
Boss 2: some random food monster/picnic bag
>picnic scene between the girl on her birthday and her dad; here it is revealed that the dad is a genius and works for some shady pharma business. Also dad seems to be very workaholic and doesn't have much time for his daughter. Dad gives her a bag that matches his bag's color as a birthday present.
Boss 3: some random church bell
>girl is fed up with his dad, stuffed some snacks in a bag and ran away from home, hiding in a church (same priest who gave the eulogy). When she gets hungry and opens the bag, she instead finds some bottles of weird pills. She reluctantly heads back home

cont'd in next post
>>
>>132732
Boss 4: some random eldritch horror with guns, its body full of gunshots
>when she gets near her house, she finds two armed men approaching her dad at gunpoint, her dad scrambling around his desk in panic searching for his bag. Feeling that the dad played them for a fool, the men shot him. It turns out the dad was developing a narcotic that puts the user in temporary coma
>while in coma, the user dreams of becoming the last person that he/she thought of before consuming the drug
>when the men left, the girl went to her dad and found her dad dead, gunshot wound bleeding from his head. Feeling suicidal, she swallowed all the pills, then the screen cuts to black
Boss 5: you guessed it, it's the goddess
>the coma is temporary due to humans' survival instinct. The brain sends some hormones/chemicals/etc. preventing the drug from putting the body in sleep state forever.
>the drug is still a prototype and has a side effect: if the user is experiencing great trauma they want to forget, the drug should grant them that as well, but the drug works too well and makes the user forget everything instead
>the goddess is actually the girl, the "girl" is the girl's personification of her dad in her brain, as the brain's "agent" to wake her up from coma.
>the girl doesn't realize it, but despite everything her subconscious knows that her dad truly loved her, and by some twisted inception mumbo jumbo the drug also affected her brain hormones/chemicals/etc. and turned the dad into herself (of course, who's the last person in the dad's head before he died?)
>this world is actually the girl's dream in the coma; she became the goddess/mother in her dream because her life started becoming hell after her mother died (her dad paying less and less attention, etc.) and she thought if mom was alive, all this events wouldn't have happened
>cue the last battle with melancholic ave maria music

The map I drew is the entrance to the two last dungeons (boss 3 and boss 4)
>>
>>132732
The pixelated tower clashes with trees and rocks.
>>
>>132767
Yeah I noticed that. I just copied the tower from the default rpg maker mv assets and made it 300% bigger. It will be made pretty later
>>
>>132767
also the grey terrain wasn't meant to be rocks, but blight/corruption with horror themes (since it's the dungeon whose boss has the father's death memory)
I'll do that map tomorrow and post it here, if the thread is still up, or the next rpg maker thread
>>
>>132601
Aight, I'll get on it.
>>
Is there any rpg maker suite (or other soft for whatever is worth) that is attuned to monster catching rpgs that's not pokemon essentials?
>>
>>134276
XP and Ace both had full on script engines for pokemon fangames
>>
>>134276
For VXAce, there is the Crystal Engine and her Pokemon for Ace kit
https://crystalnoel42.wordpress.com/pokemon-for-ace-kit/

Elsewise, there's only a loose collection of scripts for monster catching and raising. Pokemon Essentials is the big one, unfortunately.
>>
bump limit

see you later
>>
>>134561
how long do we have to wait to make a thread for it not to be a general?
>>
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>>134561
Thanks for the thread anons. Looking forward to everyone's progress in the next one!
Best of luck to you all and keep it up.
>>
Huh, way to go, everyone. Wonder if this is the first thread to hit the bump limit in /vrpg/?
See you all soon. You guys made a very lonely weekend for me all the more fun. I'm happy to help you all out, and hope you guys can make your dreams into reality, your mistakes into miracles, and your ideas into good games.

Good luck, and happy game making!
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>>134636
we just don't know. will have to feel it out
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>>134561
I wonder if it is the first thread to hit it in /vrpg/?
Oh well, it was great helping y'all out. You all made a lonely weekend the best! Hope to see you all soon!
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>RTP in the DB32 palette
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>>135547
yes



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