/rpgmg/ - RPG Maker General

#151
Rate my tileset edition


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[MV] Base Resources, Cover Art DLC, Essentials DLC and Pre-order Plugins:
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[MV] Season Pass DLC
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[VX/Ace] Humble Bundle DLC:
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/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:

a.pomf.cat/rqtmqg.mp4
soundcloud.com/mondo-nugget/mystic-future-my-beloved-peasant-village
twitter.com/SFWRedditVideos

First for ded general.

I tried my inept hands at making a tileset for my new side project which sprung from the stupid idea of dealing damage to enemies by compressing their sprites.

Not too sure about the gold-plated contacts. They throw in some nice color, but I feel like they don't fit universally.
What do you guys think?

Speaking of ineptness, first time making a thread here. So that's what the name was for.

>sea tiles now tiling well
cool
>now to animate them!
but I am already sleepy...

I missed you all.

I think the contact are fine but the color is just a little off.

I think they could fit better if you made the green of the circuitry plate brighter by adding more yellow.

Note that most players don't know or won't care what color circuits are. They just know them from movies and other vidya where they show up in blues and liteblues. Real world accuracy should almost always step aside to visibility and aesthetics, IMHO.

>but I am already sleepy...
So you get to animate them after you wake up. Progress sounds like a great reason for waking up to me!

Agreed. I'm not particularly going for realism in the first place, just threw in a few elements I saw on various pictures of circuit boards, partially for variety's sake because green on green is already rather monotone.

Not going to happen!

Should the waves cover all the "wet sand"? I am trying that right now and it doesn't look well.

i'll make sure this gets deleted before 50 posts

In MV, is it possible to run a Common Event at the end of every battle? If so, how?

find the function where scene_battle is processing the victory sequence. there should be plenty of places you can make your changes.

inside the function you chose, add a line that turns on a switch.

finally, have your common event trigger automatically from that switch.

I don't know anything about actually modifying the Javascript program data. I don't wanna fuck something up I don't understand.

Also can anyone confirm for me that this is should be producing the effect I want?
>If Mari is in the party and not dead, the game will run a common event upon battle end (when I figure out a good way to do that).
>Depending on which weapon Mari is using (only one is listed so far), it will add to a variable.
>When variable hits x value (depends on weapon), new skill is learned.
>When other weapons are equipped, it should do nothing to the other variables.

I THINK it's working fine based on what I've checked so far, but if someone could just confirm for me that continuing on like this should work fine, that'd be great.

Progress
Watch out for clumsy security bots
a.pomf.cat/rqtmqg.mp4

I want this game and I want it now.
Also, it should be "Hey there, buddy!" with a comma.

Took forever to load. Really dig the camera control, man. Almost feels like a cartoon

New tune incoming.

soundcloud.com/mondo-nugget/mystic-future-my-beloved-peasant-village

Something more upbeat than my usual fare.

>stopped practicing drawing for over a month now
>maybe I'll just continue working in game
>realize making more progress means a bigger backlog of art to be made
>mfw

>also in art-hell
Fuuuck original assets.

Seriously man you have to be a top game dev just making a side project and hanging out here with us. If you're really an amateur dev you're like one of those unsigned geniuses and I'd be wondering how you've gone undiscovered for so long.

You must not die, not with only 20 posts.

Guys talk about your minigames should you have one.

Also, any good pixel art tutorial?

BUMP

Share with the thread what you'd consider your most interesting party member.

woo lad

I don't have a party. Your character is player created. Nothing to share :ralphhurt:

Klodd the Guardsman. He starts out as this brutish character who rarely speaks more than a one at a time, using his strength and durability to smack faces. As the story goes on he slowly gains confidence in his less physical side, and it turns out he's a natural at healing magic, slowly transitioning him into a paladin as the game goes on. In combat he serves as a tank that doesn't want to take hits. He deals more damage at high health, and later on he gains ways to heal and shield his allies based on his current health, so he's kind of an anti-tank in a sense, still providing durability and helping keep his party alive, but doing so through other means than just tanking hits like the other tank(s) in the party.

Fleish the Abomination has some interesting stuff going on too. He's a Frankenstein-inspired flesh golem with the ability to bring out different sides from the parts he's made out of, so he can serve as a spellcaster, a physical hitter or a tank, and can swap roles mid combat, but it takes him a few turns to hit his potential as either role, and he lacks the pure power of the more specialised characters.

>One of my characters dies.
>escape battle
>"."
>Game over.

I... What? I have no idea where this flag got set. I'm confused.

Minigames are fine, as long as there's a point in doing them. Money reward or collectables, or other things. Optional grinding is an amazing time sink for players to waste their time on.

Maybe it is the main party member?

If anyone is the main party member, it wasn't the one that died.

Is he the starting party member?

Good luck bump

Time to experiment with events

Way back in like 2005 I made a bubblewrap popping minigame for an RM2k game. It cost like 500 GP to pop each bubble, but there was a 10000 GP prize under one of them.

I didn't know how to do random numbers at the time, so it was always the same one.

Brothel mini-game.

And now that I don't need to bump the thread with urgency, you basically have different costumers with different tolerances to bargaining. So it is a bit like a memory game after a while.

This might actually be one of the better looking rpgm games when it comes out.

I meant to ask this yesterday, but oh well.

Tell me about your characters' fathers! Dead, missing, actually a good dad?

Main character's never met him since he got separated from him while he was an infant in this universe's equivalent of the Titanic which left the father stranded in another continent with no resources whatsoever and one less arm. They get reunited shortly after the main character gets a kid of his own.

For some reason, portraying my characters' parents is always something I seek to avoid in any way. A matter of focus, maybe, but I wish I knew why.

Main character: Dead as fuck. Raised by a single mother.

Second party member who occasionally becomes the MC: Alive and well, but got captured and brainwashed. He meets his parents later on in the story and it's not a very happy meeting.

Affectionate parent, but probably not present enough in her daughter's life, so he attempts to compensate in other ways. He might die in the story depending on a couple of decisions.

Mother dead. Genetically inherited disease which makes her allergic to magic. MC has the same disease.

Father renounced to his military post, faked death to care for MC till he got strong enough to survive. (around 14) then left him in the care of a former subordinate to search for a cure.

He's a good dad, even when you get cured, he stills sends you powerful healing items, until you meet him and he joins your party.

For once I don't want to play the dead/absent parents trope in rpgs but it's hard to.

>and he joins your party.
I didn't know I wanted this, but I want this so much.

Page 10, go away

Took a nice long break from my game, checked out the VX Ace master script list and every link is dead.

I suppose I could just learn scripting on my own.
lol no fuck that

Both of his parents are dead. In fact, the family of every single one of your party members is dead. They're all war orphans.

I'm still trying to think of a fun cooking mini-game(difficulty and variance depending on the recipe) to complement the restaurant management aspect of my game.

>Hoping I can make charming enough games to quit retail
>Thinking 7-10 bucks per game to sell more games
>Lately RPGMaker games are being sold for 2 bucks
>This is going to make people go "Why get this rpgm game for 7 when I can get this for 2?"

Well... I guess I'll just go for the low hanging fruit and just put anime tits on my screenshots and flood steam....

He runs an inn and is pretty nice most of the time, when he drinks too much he gets a little melancholic.

>>Lately RPGMaker games are being sold for 2 bucks
In a way, that reveals what the creators think their games are worth: a throw-away amount of money, not more.

>This is going to make people go "Why get this rpgm game for 7 when I can get this for 2?"
Quality will always win in the long run. It's like asking "Why buy a proper game when I can buy Bad Rats for something like half a dollar?"

5 is a decent enough price. If you set it too low, people will have really low expectations. You may think this is good, but really it's bad because people might think it's just a throwaway game they'll buy, play for 10 minutes, and then uninstall and let it clutter up their steam library. 5 is at least "This is either an old game or a small little project that will give me a few hours of fun."

Just sell it for 100 bucks then people will think it's a bombastic AAA game :^)

>In a way, that reveals what the creators think their games are worth: a throw-away amount of money, not more.
Not the other guy, but to be honest, I'd probably give my game for free, if it meant more people would play it. But distributing it in Steam seems like a good way to get more people to notice it, so selling it for chump change just makes sense to me.

I get that, and it does make sense.
However, I think there is a well-documented effect people experience when faced with something that appears to be cheaper than it is supposed to be (and not currently on discount).
I wish I remembered specifics on it or what this effect is called.

It just makes you wonder why a game that promises at least 10 hours of gameplay (looking at Storm of Spears RPG which recently appeared on Steam) costs only 2 bucks (and even less with the current 40% discount).
I don't want to claim anything bad about this game, it's just an example that stuck to my mind when I saw it on Steam

We might just be stuck in an economic world where selling yourself short makes you look like you don't have great things to offer.
But then there's the actual artistic-creative side of wanting to reach the most amount of people with your works, so yeah, it does make sense giving it away for (close to) free.
If you look at the amounts of money famous works go by, there seem to be some clear connections in peoples' minds between worth and price. Sadly so.

I want to do something with my weapons but I'm not exactly sure how to go about doing it... (Using MV)

How can I make weapons which improve the effectiveness of a particular skill(s)?

For example...
Let's say I have a Flame Sword. If you have the Flame Sword equipped, it makes the Flame Slash skill do 20% more damage and have a 80% chance of inflicting Burn.

If I have a Status Rod, I want to increase the chance of states 5, 6, 7 and 8 affecting an enemy by 20%.

Those are just examples, but I think you get what I'm after. So how can I go about doing this sort of thing? What sort of formulas do I need?

He wishes his son would come back home. They all do.

How long would it take to play through what you got in your game so far?

Five hours, roughly, which is way more than expected. At this rate the game will end up as a 60 hour epic.

Uh
2 Minutes?
;_;

About 10 minutes.

Thank you anons! That kinda stuff helps me keep going.

Not really, I'm just an amateur who has tons and tons of half-finished shitty rpg maker games behind him, enough to learn how to do certain things.

Your dad was not ready and never wanted to become a father, so your mom left him and moved to a big city in another country while she was pregnant with you. After birth, your mom soon develops severe depression and becomes an alcoholic. After one of her late-night drunken orgies, your mom just suddenly stops coming home. You think she’ll come home soon, but days turn to months. There’s no news regarding her whereabouts and it may be too late to call the police. Will they even help? She’s most likely dead in a ditch somewhere. You drop out of high school and find a job as a waiter to pay for your exorbitant rent. You are about to be evicted from your apartment when you receive a letter inheriting your dad’s restaurant who went missing(and is presumed dead). It turns out your dad was investigating some sinister plot regarding the recent outbreak of beasts on the small island nation; and the game’s story revolves around you stepping into your dad’s shoes figuring it all out. You meet his spirit to give you some inspiration at some point.

Holy shit, before writing this out, it wasn’t supposed to be THIS depressing. Thanks, user.

It's alright. I started making my game 1.5 years ago, and it's still just around 30 min long (if I piece all the scenes together).

>5 hours
Congratulations, your game is now a AAA game.

Those half-finished shitty games made me a better developer. It's a long road, bub, but we can do it.

Nope. Totally optional.

I remember seeing a "if party member dies you're fucked" flag but I don't remember where.

Aye, without all my half-finished shitty games, I wouldn't be able to put the kind of skill behind my real dream project that I'm able to do today. Granted I'm still no master by any means, but I've definitely improved from my early days.

So here's to hoping that everyone's shitty, unfinished projects lead them down the road to creating a not-so-shitty finished project!

And as for me, I'm taking baby steps towards that not-so-shitty finished project. Pic related, now I have 5 party members in the menu.

Most people use the magician's design from the starter pack and I wonder why.

Because she's cute.

Why the hell did the RPG Maker forums have to make their classifieds private?
I hope they let me in.

I think they did it to stop predatory publishers like IP-Builders.

who?

bump

Long and very interesting story. Here's the quick and dirty version.
>A bunch of people (like 50+) get emails/PMs/etc from a company called IP-Builders offering to buy the rights to their RPG Maker games, even offering $1000 for shitty tech demos.
>Some of these people take the shady deal. Others spread the news of the shady deal. Eventually RPG Maker staff finds out about it and posts a sticky on the forum advising people against taking the deals because the contracts are super shady and there's so many people getting $1000 offers for 30 minute tech demos that it is most likely a scam or something.
>In said thread, many users share their stories, most of them negative, telling about bad contracts and the publishers being overly pushy.
>IP Builders' reps get banned from the RPG Maker forum. So they take to social media, Reddit, etc, and swear that they are totally legit businessmen - while simultaneously insulting, threatening and in some cases, attempting to blackmail people who speak out against them.
>They end up releasing some people's games on Steam and shit and rumor has it that some of these games had content changed without the creator's consent and in some cases even broke the games.
>IP Builders then begins releasing games under a shitload of different names for no apparent reason, such as Epic Quest Games, EQ Games and various others, and seems to kill off the IP Builders name.
>Sometime after this, the sticky thread on the RPG Maker website about them gets nuked of all comments with a notice that they received a Cease & Desist from IP Builders' lawyers and they demanded that they stop "Defaming" them.
>They still continue to prey on foolish, uninformed RPG Maker devs to this day, under different names.

Damnn. I remember hearing a bit about that.

Bump
Stop dying

If I decide to use Ace instead of MV, what will I be missing of exactly?

Thread's dying awfully fast

Mobile/Click support.
Some Scripts not made yet.
A worse (IMO) RTP.

That is it.

Is including the RTP in the game itself a meaningful bonus or is it not that imporant?
I'd to share my game without it requiring any extra downloads.

You can share your game without including RTP in Ace, but it is extremely heavy unless you begin messing with your library, which is somewhat tedious.

Guess I know which one I'm using, then.
Thanks for the info.

Is anyone here an active member on the RPG Maker forum? I can't believe this fucking barrier to use the classifieds. I really need to commission some scripts but I don't have the time to pretend to be an active member of the forum.

I haven't been on an RPG Maker forum since RRRevolution died.

How complex we talkin', fampai?

What's a good dev process to avoid burnout/wasting time/writing yourself into a corner?

Here's a list I've come up with. Don't know if it's any good.

1. Come up with a concept for a world.
2. Write a story. Make any changes necessary to (1) to support this.
3. Given (1) and (2), plan the general "level design" for the game, including rough map geometry, boss fights, etc.
4. Begin rapid prototyping. Make areas that are just barely playable, then move on. Go for breadth, not depth. Don't worry about combat balancing or anything like that. Don't worry about blocking out complex move routes, those will change later.
5. The big one: Iterative refinement (art assets, mapping, databasing, encounter balancing, etc.).

I need three.
First one being something that allows the play to toggle on and off a mode that automatically skips text they had already read on their second/third/fourth/etc play through, like visual novels often have.

I can't come up with a job title for the ruler of this empire. My first thought is just "Emperor" but he's also the highest wizard in the land. I want a title that encompasses both of those.

He is advised by his council of Archmages, who receive reports from Inquisitors and their armies of Accountants.

>I have the personal belief that bad writing begets bad writing, so if you shrug and say “I can fix this up later” to progress more quickly, the important parts that follow it will also become bad. Even when you do revise, because you have that bad foundation, all you can write is “an improved version of a bad sentence.”
>Fafoo

I can't get behind a "broad strokes" approach. Work on one element until it's good and ready, and only then move on. That way, the difficulty curve of creating slopes down rather than up, because you can use your good work as support the further you go. With a broad approach, the difficulty curves upward as you become overwhelmed, since everything you make ends up making more work.

Fair point. I do worry that a process like that will mean I never get anywhere though, because stuff can always be improved.

That's true, too. The way I see it, as long as you aim for "good" or "very good" rather than "great" or "perfect", you'll make progress, even if slow. Every skill that works as intended, every character that you figure out, every script modification you need -- it might amount to 1% or less of your game, but it's never 0. Whereas if you take a "fix it later" approach, you can have ten hours of content and still be at 0% progress, because none of it is worth playing.

There is of course merit to planning, storyboarding, etc., and if you see prototyping as a more hands-on version of that, I think it can be worthwhile. I don't personally use anything but heavily-indented Notepad files for planning, but if you're a visual or tactile person, it could probably be useful to jam stuff into the editor as you think of it. Just as long as it's thought of as planning rather than doing.

Wake up, /rpgmg/! It's your fourteenth birthday; your coming-of-age trial is today! You can't be late!

High Magus?

But I want to sleep dear mother.

I'll go back to sleep if this isn't a porn game.

Pontifex Maximus?

Now I want to make an intro where you have the option to go back to sleep until the next day.
You wake up in the middle of the night with the house in flames, and battle against end-game tier enemies, being obviously defeated and getting a Game Over. If you don't sleep, you come back from the trial to find the town burned down. This is the way the game truly starts.

I'm all for choices with grave consequences like this bump

Any fun rpgm games under an hour long?

What are your games influences? I'd say the game itself is influenced by the Kirby series, SMT, Animal Crossing, and Undertale

Ace Attorney and Danganronpa I would say.