/rpgmg/ - RPG Maker General #140 Cutie Edition

Trial Download: rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPGMMV Crack
s000.tinyupload.com/index.php?file_id=94706179999319730759

[MV] Base Resources, Cover Art DLC, Essentials DLC and Pre-order Plugins:
pastebin.com/QtQnqvf5 (embed) (embed)
[MV] Season Pass DLC
mega.nz/#!Yo5AlLxZ!yzS3PMn144EGsj9LMnXeaaJ_ZxyTGgbIvFf3Y4Z0YRw
mega.nz/#!ZxhjiaBD!lGIZEztZ8fhyyl9NuEoQ_TDw0BGa0LB6wEaSxmY01lo
[VX/Ace] Humble Bundle DLC:
mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

/rpgmg/ Wikia
rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Art Resources
pastebin.com/FgVGxTqW (embed)
Updated DLC Pastebin
pastebin.com/D1Nr8Zwd (embed)
Pixel Art Tutorials
pastebin.com/SuXCN3pf (embed)
Other useful resources
pastebin.com/TyAHmtW4 (embed)

[MV] Plugin Releases
mvplugins.com/
[VX/Ace] Master Script List
rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

Collection of old RPGM games
drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

The /rpgmg/ podcast (Updated every other Wednesday):
youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

/rpgmg/ Chain/Collaboration Game!
Status: Pt. 13 (Finale) is in development.

Done with their part:
- RPG Maker Maker !!nHmJbtdk7T2
- Cortop !QqL8nX9URE
- Duwang !yP15zzo8dA
- MEands !!sbyw5zs4GtT
- Alexander Guy !swIUti/LTA
- salt !AOUYhrDYgU
- Double user !WAnon.pOpQ
- Crunch !I1tYcLS8Ts
- Comp !MEJ8qE/3h
- Silent Maid
- Joakim Morgen !!4elh6dhvavq
- W.T.Dinner !LTqeha3bQk
- Firgof !aFqhsxkECQ

Currently working:
Silent Maid !ztOzYBnEEw

Version 12: mediafire.com/download/4fgjv2fucr51c3r/rpgmgcollab_v12.exe

Other urls found in this thread:

mediafire.com/download/dtlzmd145cr4sz6/SLC.zip
youtube.com/watch?v=cU4GXgaCFTI
youtube.com/watch?v=_0pLiNgijV8
youtube.com/watch?v=5Trjxuc6Q2c
youtube.com/watch?v=KP1MSIkYugI
youtu.be/fYtOfJaj1NA?t=30
youtube.com/watch?v=CILbgvxz7DA
youtube.com/watch?v=Ymfrq4RrFtU
youtube.com/watch?v=VFnxxNGdGVM
youtube.com/watch?v=6MGeagPVJxI
youtu.be/mdpVrEgpUPE
twitter.com/SFWRedditImages

Storyline Creator: mediafire.com/download/dtlzmd145cr4sz6/SLC.zip

Had to remove it from the OP to meet the character limit.

>6 embeds

Posting my work in progress battler collage.

Still need a lot of work on these guys, and still need to make a lot more.
Putting them all in one pic helps me see what colors I use too much and what themes I need to expand tho.

How's everyone's progress so far?

Tomorrow will be dedicated to progress. All 14 hours of it

buildings are happening

Let it die so we can try again without a shit OP.

opps, left some out.

Past couple days have been mostly writing, fleshing out characters, and world building. which while good, isn't something you can show off. I'll probably go back to working on sprites tomorrow so I can have new things to look at/bump threads with.

Nice, nice

aight. got the left side done. sleep time now, nite nite and don't die erryone!

Blump

Cmon, step it up!

Does your main character wield a sword? Why not something cooler?

Guys please I can't keep bumping

My MC doesn't wield swords technically. They're kris blades. So wavy swords.

Reason; they look cool. HOWEVER, other party members' weapons include:
-laser pistols
-scythes
-maces
-scalpels
And a personal favorite:
-scissors/garden shears

My main character wields a BEAK

a beak?

Mine wields a spear.

What's the most special snowflake weapon an MC can have?

Just use a booner to fight your enemies.

I'd like to shake the hand of Jack Spinoza, for making all the RPGMaker games I was too afraid and too lazy to make myself.
What do you have to be thankful for, /rpgm/?

What the fuck am I reading here

I have an idea for a story and I'm going to flesh it out a bit and then dive into the editor.
Wish me luck!

Nope! I forgot you were doing that. When I have the courage, I'll watch it.
I have been lurking, but I haven't been using my trip for a while, so sorry if I missed you posting it earlier.

Wow I love these! I like the knight dude and the green dragon thing the most.

This is coming along very nicely! Kinda painterly, but very neat and simple. I especially like the house at the top that is covered by a cave overhanging. It adds a lot of depth.

Because he's a knight (yes, another knight!), so it's a ceremonial thing. No reason why he can't use lances and stuff too, though.

>Jack Spinoza
Who- Oh, Sluggish Morss. I agree.
Also thecatamites is a big inspiration of mine. His work ethic (make stuff!) is very inspiring.

I think overdesigned "normal" weapons are the worst offender.
I mean, what even is this?

Otherwise, probably a scythe (unless they're a farmer, which would sort of be appropriate), or something edgy like that, or a fire arm in a setting that doesn't otherwise use guns.

That's clearly a giant pizza cutter.
For giant pizzas.
Someone needs to put a weapon that's just covered in belts in their game. A big ol belt sword.

>That's clearly a giant pizza cutter.
Well, he does carry two pizzas in his bag. He's obviously a man with a passion.
I haven't played FFTA2, so for all I know this design might be entirely appropriate. Legend of the Pizza Boy: the 6 Slices of Destiny?

Yeah he's a bird

Err, does rpgmaker.net look like this to anyone else?

That's just the ceremonial weapon that judges use. Luso defaults with a regular sword and can easily swap over to any weapon that's available in the human job tree.

Swords are cool though. Everyone keeps trying to be a special snowflake and forget about the original romantic weapon.

Here's a question for the thread:
What is your project called? WIP/placeholder names are fine.
Also, are titles important to you? If a game is called Legend of Fantasy, will you ignore it? Or does it not matter to you?

My project is currently called "NOTDQ", because I'm using Dragon Quest rips/edits. Also, it's definitely not Dragon Quest. At all.

Gay Juggalo Furries 4 Lyfe

It has nothing to do with gay juggalo furries, I do not really care for the name of games as long as they are fun.

Mystara Adventures is the project codename.

DD-inspired?

My WIP name is Fantasy Legend, because it's a fairly by the numbers JRPG and I haven't come up with a final title yet.

*DnD

Based on the best AD&D setting. The one who introduced me to RPG.

Oh, I see. I'd be nice to see a dnd rpg that isn't forgotten realms. I look forward to seeing what you make.

Thank you.

I have started thinking about a new project.
Does that count?

Making up the last girl for my game. I almost walked straight into the mary sue territory so I'm cutting out extraneous stuff.

It's called "Void Zone" and I don't have plans on changing it. It was originally called Patches, because progress was tracked via trophies in the form of patches, since the characters are essentially in unisex Boy Scouts. THEN for a while it was called Hexes/Hex/Hexagon because the patches were going to be hexagonal, and hexagons were going to be a big motif. It also used to be a rhythm game of sorts. This is still visible in the title screen, as a sort of homage to that old idea.

I'm vaguely considering adding the patches as "trophies" thing again. Also maybe odometer health but I'm not sure about that one.

Legends of Wyrn: subtitle to be determined.

Ideally I would make a series of games all set in the same world (Wyrn) set in different eras, with subtitles related to the major event/object/creature. I think it would be cool to see a capital city one game, the settlement of it the next, and the ruins of it the next. Stuff like that to really make the world feel solid over the course of many games/stories. I really enjoyed that when reading the Dragon Riders of Pern series, and Chrono Trigger basically did the same thing but all within the same game via time travel.

RIP

Soul Reverie

So what's your skill learning system like?

Each actor learns five skills total as they level up. These are their signature moves. Outside of these skills, every weapon type comes with between 5 and 10 skills per actor that can use them, divided by tiers. Equipping a tier 3 sword will, usually, give whoever's using it 3 sword skills. The actual skills given differ depending on the actor/weapon combination. As an example, Skye the wind mage will gain wind element magic from the same weapon type that gives Pellios the fire/ice mage his fire and ice magic, and Rohan the duelist will gain completely different sword skills than Marc the tactician.

I have been debating that. I'm a fan of skill shops/trainers, but I know a lot of people just want new skills given to them. I'm going with a mix. The prodigy archer will just learn new skills on her own, another character will have to defeat mini bosses around the world to acquire new moves, Another character's available skills will be based on their weapons, while another has to research things via finding/buying tomes or scrolls. Stuff like that. I'm sure it will turn some people off, but I think it breathes life into the characters and helps to differentiate them.

I'm trying to decide on one of the following:

Item Based
DDS Mantra System

Based solely on equipment for now. Some weapons have different fire modes, armor can have special tricks up their sleeves, and gadgets (accessories) are just that. The main PC is an ordinary meatbag, so he has to take advantage of humanity's greatest evolutionary trait, opposable thumbs.

Equipment based is pretty popular huh. Then again, its usually more exciting than just equipping the strongest equipment available all the time.

Equipment progression doesn't give the same sense of character advancement as level or class-based skill progression, but it's good when you're using relatively generic or low-powered characters.

I just find it the most realistic approach to giving characters multiple skillsets. A trained fighter won't fight the same way with a sword as he does with a spear, or a mace.

Besides, it's very easy to do, and thanks to Yanfly you can combine it with in-combat gear swaps to add a lot of options to fights.

Whoops! Jesus I must've been tired when I posted the OP.

Sword's fine. my healer whips people with a Rosary, though.

Scarlet Dream
The WIP title was just a description: The Yaoi Game

Normal ol' get skills when you level, except if you get 100% on a dating route the MC gets a special skill based on whoever you seduced.
Currently, I just have Drunken Reverie which... makes all enemies drunk.

There is no conspiracy to make video games politically correct. Characters in fiction and gaming communities simply change with respect to the latest cultural values. But you fedora-tipping cancerous fucks always blame imaginary SocJus boogeymen when people start hating you for the shit that you do. As long as you continue to refuse act like decent human beings, people will keep noticing.

But of course, you will keep blaming imaginary "SJWs", "poseurs" and "normies" when you the public hates you for the scum you are. And let's not even get started on how you all react to games becoming more popular and easily accessible.

There are a lot of ways to keep a thread alive, but this isn't really a good one.

haha

So who wants to make a non-RPG in RPG Maker?
>Bonus points if it's not horror.

>I started making a casino game with blackjack and etc for a game jam, but I never delivared.

What do you guys think about character creation in RPGs in general? What do you like or dislike about it?

I'm thinking about a text based character creation at the start, but I don't know how to implement this.

I don't know about anyone else, but I hate when male and female characters have different stats.
Otherwise, no complaints that I can think of.

I think it can be fun, but tends to take away from narrative possibilities in the end. I'd much prefer a semi-set character. Say you get to pick your class and such, but your actual person is decided for you so the entire story doesn't have to treat you like a prop to make room for all possible personalities you might go for.

>What do you guys think about character creation in RPGs in general?
Naming them is great
Gameplay changes (a la the FFL series) is even better
Cosmetic details (hair color) are okay but not required
I hate when there are detials that change the gameplay and I am not informed. Morrowind did it right. I'd rather read 2 paragraphs for every skill then not be told at all.

>I'm thinking about a text based character creation at the start, but I don't know how to implement this.
Personality quiz? DW3 for GBC was pretty dope. Pottermore has some really nice ones, too.

After the current game I'm considering:
-an ARPG or purely action game
-an "open world" platformer
-a purely exploration/puzzle game
-a VN with some things to do like explore or do certain jobs
-a different VN mixed with isometric movement and creepy shit and character generation

I like it but only in cases where either it's purely cosmetic and the character still has a personality or it's 100% a player insert complete with customizable skills and an open setting to do what you want.

How do you guys like your final boss music? Epic in scale like a grand orchestra? Creepy and ominous to make you feel underpowered? Rock/Metal to make you feel pumped and determined to win?

Really depends on who the boss is and what the tone of the story has been. Just take whatever has been in the game so far and dial that up to 11.

Little of Column A, little of Column C. It has to be the most epic music I've ever heard. It's wrapping up a 10+ hour story. Everything's on the line.
youtube.com/watch?v=cU4GXgaCFTI
youtube.com/watch?v=_0pLiNgijV8


Creepy works for certain games, but it still has to feel epic.
youtube.com/watch?v=5Trjxuc6Q2c

I would die happy if Kamelot or Dragonforce did music for my game.

Character creation only works with a silent protagonist. If you start making a character I made say things I don't think they would say I will drop the game like a lose shit. Guild Wars 2 did that and it ruined the game for me real quick.

Yes.

More seriously, aside from suiting the story, I always appreciate it when leitmotifs come back with a force. Even if it's just the map/main theme, or actually your villian's tune.

Also, having a build-up variation that occurs before the battle begins is always cool too.

I love me some Epic Power Metal, but it is not always apropriate. If you wanna instill some existential dread into the player As they fight a broken clown boss who only damages itself and the player needs to decide if they should try to finish it off or keep it alive because the clues left which option destroys the world a little ambiguous, you go with a minimalist toy piano track. youtube.com/watch?v=KP1MSIkYugI

>Epic Power Metal [...] is not always apropriate
And here I thought we could be friends.

Most currently popular RPGs (LISA, Undertale) don't fit the 'grand adventure' mold, so the soundtracks have varied wildly. I definitely see the appeal, but raised old-school my dream game must follow suit.

Hell, this could be used for a boss fight in the right game
youtu.be/fYtOfJaj1NA?t=30

Bump

Got to make some more enemies today, overall satisfied with the progress I'm making.
also bump

I need japanese/east asian character sets but the Samurai pack clashes with everything else. What do? Where go?

New Yanfly tutorial teaches you how to do Undead status effects:

youtube.com/watch?v=CILbgvxz7DA

Much needed!

True, true. Good idea.

It's funny because I have a certain reoccurring boss that starts out as a dumb, useless vandal and gets progressively more and more fucked up. All of his music uses leitmotifs in the way of the same basic melody.

I was under the impression that Dragon Force was bad from what I've been told.

I have been taught the error of my ways.

Have you heard of Heavenly? You might like them.
youtube.com/watch?v=Ymfrq4RrFtU

Bump

Working on Dungeon tilesets today.

Anyone else work in grey scale then swap in colors later?

My game is in grayscale for plot reasons so I have to do it backwards.

>Dragon Force
They suffered from being an over hyped meme and got blow back, but they are pretty good.

>Heavenly
Pretty good.

For my money tho, I'll take
Blind Guardian
youtube.com/watch?v=VFnxxNGdGVM

Manowar
youtube.com/watch?v=6MGeagPVJxI

or if you was some high seas adventure AleStorm
youtu.be/mdpVrEgpUPE

Colored it.

Which color combination looks the best? Ignore the body armor, I just used this one for the moment since its easy to get a full view of the character's face.

Go white. The character is unique enough so that white hair don't look generic and it adds to her character. Either that or the light green.

The one on the left looks like it has a nipple...

Love the safety bot, though.

Really liked TitBlade (do they only wander in pairs?) and SafetyBot, although I can't see why the double hammer. Make a variant that uses the conic shape of the body as a bell for sound skills.

Heh... that wasn't even intentional.
I can make it an actual fan though... that was more or less the intention here.

Does your game contain any hidden mechanics that it doesn't tell the player about?

For example:
>How Pokemon has IVs, which are secret values that affect a Pokemon's base stats and differ between each Pokemon you encounter.
>How in Final Fantasy IX, your stats are increased at level up based on how much your equipment raises/lowers your stats.

Do you have anything like that in your game, that you never explain?

Thanks, a lot user.

Never. I'm a strategist kind of person and this hidden mechanics are awful IMHO.

I hate that stuff. Players shouldn't be able to gimp themselves through no fault of their own.

As long as the changes are small, its great. IVs keep each Pokemon unique. Its when you have pure random chance (Fire Emblem, FF1) where I have the issue. Hidden stats serve to make each playthrough special for each person, if only slightly. The powergamers will find out about them, anyhow

In the case of Fire Emblem there's enough units that having a little variance in how someone turns out is enough incentive to give someone else a try.

They're also balanced around you not getting perfect levels all the time anyway.

>In the case of Fire Emblem there's enough units that having a little variance in how someone turns out is enough incentive to give someone else a try.

>FE7
>All 3 Peg Knights doing 6 damage at endgame
Sure m8

Random chance can destroy any FE run. IVs make a difference of 15-20% (?) overall, which is noticeable but not back-breaking.

While researching this, I found something funny:
>In Generation II, due to this method of calculating Unown's letter and the way that Shiny Pokémon are determined, a Shiny Unown can only exist in the shape of the letter I or V.
>IV

Random chance can't do shit. Several of the fire emblem games can be beaten with 0% growths.

In a normal run you have things like stat boosters along with natural growths to offset stat problems and just plain bad luck. Additionally, endgame has a wide variety of enemy types, they won't be dealing 6 damage to the enemy types that they're meant to counter in the first place.

Just for you, I'm going to dig up my old emulator save of FE and see how bad that purple-haired bitch's growth really was.

>Several of the fire emblem games can be beaten with 0% growths.

Yeah, because the AI is glorified Whack-a-Mole and Hector can solo FE7. But that doesn't nab you a good rating, or any of the extras laying about the map.

I think I'm getting some usable cave tile pallets to pepper throughout the world. Pretty productive day so far.

Cool as fuck. I see some of them are Pokemon edits. But still cool.

But you can win the game with 0% growths and still get a perfect score on the hardest difficulty.

People have even done it with games that have a harsher scoring system like 5.

On the note of FE7, Hector isn't even as good as you think he is. Especially in comparison to the other characters if you plan on playing for S Rank and recruiting everyone.

Secrets are neat depending on difficulty and type of game.
In mine, the gay half of the cast are immune to charm spells from female enemies.

Also there is a bit of a karma meter, but it isn't so much a secret, as just inobvious. I hate games where they're like "THIS IS THE GOOD OPTION, IF YOU DON'T PICK IT YOU'RE AN ASSHOLE". I rather just the player's tendency to kick puppies to slowly add up over time.