/rpgmg/ - RPG Maker General #150

World Map Inspiration Edition.

Trial Download: rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

[MV] Base Resources, Cover Art DLC, Essentials DLC and Pre-order Plugins:
pastebin.com/QtQnqvf5
[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/
Storyline Creator
mediafire.com/download/dtlzmd145cr4sz6/SLC.zip
Art Resources
pastebin.com/FgVGxTqW
Updated DLC Pastebin
pastebin.com/D1Nr8Zwd
Pixel Art Tutorials
pastebin.com/SuXCN3pf
Other useful resources
pastebin.com/TyAHmtW4

[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. 14 (The Real 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 !ztOzYBnEEw
- Joakim Morgen !!4elh6dhvavq
- W.T.Dinner !LTqeha3bQk
- Firgof !aFqhsxkECQ

Currently working:
Bubbles !u696zUYxpM

Version 13B: mediafire.com/download/89tsrb5ka31g36h/rpgmgcollab_v13B.zip

Other urls found in this thread:

youtu.be/PoVm4qACAxs
victorenginescripts.wordpress.com/rpg-maker-mv/
youtube.com/watch?v=ZvGz7_7CoMk
youtube.com/watch?v=hStyiXYalYk
cyanyurikago.web.fc2.com/material.html
twitter.com/AnonBabble

150th thread anniversary post

First for work on your game

First for inspiring questions:
Imagine your game has an AI as a playable character. How are you going to represent it graphically?

Happy 150th, /rpgmg/!

Now work on your game.

cute waifu

Something like Metal Gear Mark II in Snatcher.

Will do
Later

Five.

Anyone have any suggestion on this?

Do you guys have the link to the Story Maker crack? Can't find it on kat.

Oh shit. It is called Storyline Creator and it is in the OP.

Learn how to debug.

You're calling adv_obj(), and you're giving it three things:
>:huntquest001
>:obj_id1
>$game_variables[0102]

What does adv_obj() expect each of those things to be?
If it's not working correctly, at least one of those things must not be what adv_obj() needs them to be,
so what are they right now?

Don't worry about reduced image size, since down-scaling an image makes details a lot crisper (up to a certain point). It's one of the most important things to learn if you ever plan to make visual novels or the like, with large or full screen art.

>RPGM MV
>48 pixels
>32 pixels
>24 pixels
>16 pixels
I can't decide which way to go. 48 is way too high, and I can't see a way to use the RTP since it isn't true pixel art. 32 is horrible to scale up. It boils down to 24 and 16, but at what cost?

Can you change the pixel rate in RPG MV?

Bump attack

I'm making all of my assets as though they were in 640x360, but I'll be running the game with MV's natural tile sizes at 1280x720.

Double up.

The quest
The objective in the quest
A value

This is using the Basic Quest System by V.M.

Looking down in the script I see two sections related to adv_obj()

ef adv_obj(id, value)
objective(id).current += value
@need_popup = false if !completed?
popup if completed? && !@need_popup
turnin if completed? && @auto_complete
$game_map.need_refresh = true
end


def adv_obj(quest, objective, value)
$game_quests[quest].adv_obj(objective, value)
end

I assumed $game_variables[0102] could be used in place of a straight up number. F9 shows the variable is increasing (Pearl ABS) when monsters are killed.

I wonder if $game_quests[:huntquest001].adv_obj(:obj_id1, x).value = $game_variables[0102] will work

>The quest
>The objective in the quest
>A value
What is "A value" supposed to mean?
What's it supposed to be?

When your event is calling adv_obj(), what is "A value"?
What is it supposed to be instead?
How would you turn that "A value" into what it's supposed to be?

Damn kids these days.
Back in my day we had 1 or 2 sidequests per town and we liked it that way!

An integer

Ok I tried one more thing set_obj(:huntquest001, :obj_id1, $game_variables[102]) works.

Having the 0102 did not work, but 102 does. I'm confused, but it works now.

Chrono Trigger did sidequests best.

Not him but I never played Chrono Trigger, how did it handle sidequests?

Yes, "A value" is supposed to be an integer, but what's it supposed to represent?

It's supposed to be the number to add towards an objective in a quest.

You wanted "A value" to be the number stored in variable 102, so you should find out what's in that value.

>puts $game_variable[0102]

Then you'd get
>0

At this point, you'd realize that's not the value stored in variable 102, so you should find out why this is so and fix it.

In this particular case, it looks like it ended up being some bs where Ruby array indices can't start with zero,
but this is how you should be thinking about fixing your problems.

It ends up being much faster than waiting for someone to help you.

Sidequests weren't obvious and the ending depended on your sidequests. I guess that is what he means.

They were handled very organically. You would just come across them and instead of being something generic like collect 10 wolf pelts the sidequests of CT were often about interesting things like characters or objects in the world.

I have just learned about the console, puts, .to_i, and .to_s
Thank you user

Parallax mapping coming along nicely.

I just did 15 minutes of sports for the first time in like 5 years.
Time to work on my game.

That looks nice especially with the bridge's reflection in the water.
Your character looks kinda like a young and grumpy Zelda.

bump

Is there any MV PlugIn you guys are looking forward to?

Diagonal movement for NPCs

already exists bruh

youtu.be/PoVm4qACAxs

victorenginescripts.wordpress.com/rpg-maker-mv/

>You can use Victors stuff for free even in commercial games now
Huh, that's pretty unexpected.

SRPG plugin

>skeleton.jpg

Uh, clockwork Android or something like that

>keep_hope_alive.png

Well, that worked for Liru

Am I allowed to use Kaus' tilesets for my non-commercial game? Its going to be a pain in the ass to remake all my maps.

Nobody is going to care if you make no money from it.

Nobody is going to care in general : (

Don't say that my friend

I will play your game user.
You only need to finish it.

Th-thanks.

In VXA, is there a way to quickly transport scripts from one project to a new one?
I already made something but ended up dropping a release because it wasn't very good. Recently I've wanted to pick up RPGMVXA again but I don't want to go find all of those scripts I used all over again and manually reinsert them to the new project.

Just copy the Scripts file from the Data folder

thanks

I played ~20 minutes of DashBored
It's like a trippy mix between Off and Lisa until now.
There is one thing which could need a fix, the right shoulder of Nic (viewer's left) seems to be stuck in one place while the rest of his body moves.

I'm talking about battle animations, should have clarified that.

Good night bump

If an enemy doesn't have a manually input resistance to a state, doe sit default it to 100% or 0%?

I'm going to assume 0% by default, because there's no way you need to input X state resists to Y enemies just for an operable combat. It takes less time to test than it does to post that question though.

3 a supreme

Bumping.

Well I do keep hearing that scaling down the image does kinda make it look better, but how do artists do drawings in really huge resolutions then? Like 4k or even more?
Also, thanks for the suggestion!

Help me out lads.
I'm still thinking of a battle system. I'm leaning more towards making it "row based" as in having three rows for tactical purposes. Front line absorb the shock from melee attacks while the second and third rank act as support.
Here's plan weapons:

Swords/Axe/Maces: Can only attack what is in front of them.
Pikes: Can attack front row from back row. Maybe give the defense skills? Like counterattack?
Zweihanders: Can attack two enemies based on skills. No shield.
Halberds: More attack power thank a pike but can also attack from second row.
Crossbows: Can attack from second row
Arquebus: Can attack from second row
Bows: Can attack from second and thrid row

Well, what do you want help with? Seems like you already have plans.

In general, my 2p is that three rows is unnecessary and adds nothing over two rows. I've not played a game that has convinced me otherwise. Additionally, rows should only fit half the party (or in a 3-row game, if you must, then a third of the party). Make the player pay attention and care about the rows.

I'd maybe swap the halberd and pike if you're intending on giving one defensive abilities.

Just looking for suggestions lad

I wouldn't know about huge resolutions, but I imagine a good rule of thumb to go by is how your line art appears when down-scaled. As long as you know how you want it to look in the final image, you can base the original scale of your drawing off of that.

Bamp.

B-Bump.

Diagonal pixel movement plug-in, possibly buggy

Fair enough. I should probably look into how to best scale down images without losing much quality.

Are these characters or units? And they seem fine to me.

Newest Yanfly Tips & Tricks: youtube.com/watch?v=ZvGz7_7CoMk
Thievery from FF9. Pretty cool!

I prefer 3 rows because the middle one can be used with reach weaponry, and the back one only with ranged.

How many people will be in the party, though? It seems difficult to me to imagine 4 people in a 3 row formation.

Seems unnecessary. A two-row system where swords = range 1, polearms = range 2, and bows = range 3 conveys the same advantage without needing an extra row.

RIP

cuties

Bump-a-roo

> (You)
>Seems unnecessary. A two-row system where swords = range 1, polearms = range 2, and bows = range 3 conveys the same advantage without needing an extra row.
But then it wouldn't be a 2 row system, huh?

i m guessing the enemy would also have rows

Yep, this. If the enemy has two rows also, then 2-range would mean you could hit the enemy front row from your back row, or the enemy back row from your front row. 3-range would essentially be the max, enemy back row from your back row.

In this case, they scanned it out of a book. It also looks a tiny bit blurry. At 300 dpi, a standard 8.5"x11" page is 1700x2338.

But a polearm at front row would reach the enemy back row. With 3 rows this won't happen (at least until the enemy front row is breached), securing the ranged and wizard.

Sure, but is that a problem? It shouldn't be. It's not like attack ranges are 100% of the difference between classes -- if your wizard feels obsolete because of a halberdier, your problem is not the rows.

Yeah it's normal for an artist draw at 3k canvas size or more. It's for the best picture quality.

That's 200 dpi fampai

Which RPGMaker game has the best looking interface?

vxa > xp > 2k > mv

I meant a game made in RPGMaker, not the engine itself..

But yeah,MV is pretty shitty.

...

oh, derp; well an actual response would be

youtube.com/watch?v=hStyiXYalYk

trigger warning for how ridiculously good that game is

That is indeed pretty good.

Asdfgh.

I have to take a break from this before my eyes start bleeding.

it got taped on lol

Magellan is posting new battlers. Now in MV sizes!
cyanyurikago.web.fc2.com/material.html

Hope it holds. Maybe I'll add a easter egg in which it loosens and falls down if you tap enter rapidly.

that's both awesome and hilarious

Is there a plugin for MV for a "damage preview" display? Like, when I'm selecting a target, it can tell me how much damage the attack is going to do (or about how much it is going to do), like some strategy games have?

My game uses fixed damage calculations, so for example if you have 5 Attack and the enemy has 2 Defense, the attack is always going to do 3 damage, so I'd like for the results of the stat calculations to be displayed to the player so they can know at a glance whether their attack is going to be effective or not.

Why is it shitty

Well, it is not exactly shitty, I guess. It simply doesn't look as good in a PC as the other ones because it is meant to be Tablet friendly, which meant buttons and text got considerably bigger.

in peace

Is there a list of every MV battle system plugin? I need something new and exciting. Other than Yanfly's I mean, I already looked those over.