/rpgmg/ - RPG Maker General #152

/rpgmg/ - RPG Maker General #152

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:

soundcloud.com/user-344218426/hey-pretty-good
opengameart.org/content/les-forges-pixel-art-course
androidarts.com/pixtut/pixelart.htm
finalbossblues.com/pixel-tutorials/
pastebin.com/SuXCN3pf
soundcloud.com/mondo-nugget/mystic-future-so-whats-the-plan
twitter.com/AnonBabble

i just don't know what else i'm supposed to be adding to my forest tileset.

trees, rocks, grass. now for flowers, i guess.

Tree trunks and high grass are a must.

Dirt, more flora than just flowers.

Fallen leaves and moss.

Fantasy RPG in a dystopian cyberpunk setting?
While I like the medieval setting I want to try something different.

How much do you pay attention to scale when it comes to objects and landmarks on a worldmap (both when creating and when playing RPGs)?

Does it matter at all when some objects are far larger than others (houses larger than mountains, for example)?

How about an utopian cyberpunk setting?
Yeah, I know, utopia and cyberpunk go together like space and laser sounds... but hear me out: utopia degrading into a cyberpunk setting

But I'm always for more cyberpunk, so yes.

You could always make a Noir, Biopunk, Gothic Horror, Wildlife, Retrofuturistic, Lost World, Victorian, Wild West, Mesoamerican, Ancient Grecoroman, Persian, Xenobiology, Sea World, Escher Surrealism, Shinto, Superhero setting.

All at once?

That'd be different, wouldn't it?

But I am just joking and pointing out you could do a lot of other things.

Sure I know that there is a lot of settings which are way too underused and truth be told I'm not even familiar with all you listed there.
Time to do some research.

In your game, what is the first thing the MC and their friends do after a difficult fight?

Fuck. (with more scenes depending on slut rating)

Well, I wouldn't blame you. Escher Surrealism exists mostly in short stories (mostly horror) and occasionally show up in some mindscapes or illusions in other series. Never really seen it as a setting for any kind of adventure.
Maybe check out the Junji Ito Manga Town Without Streets (although this only covers a couple of aspects of the theme).
And check these TV Tropes: tvtropes.org/pmwiki/pmwiki.php/Main/Bizarrchitecture

Xenobiology is used occasionally for some science fiction short stories and just vignetes for artbooks, but I love it personally. Maybe check out this story (it is more general speculative biology, but I find it really cool):
www DOT sivatherium DOT narod DOT ru DASH library DASH Ramjet DASH 01_en DOT htm
And the links in this page: speculativebiology.wikia.com/wiki/Exobiology

But you should probably, and most importantly, decide the setting based on the mechanics you want to use. If you've thought up some kick ass spell casting mechanic that you want to use, you should probably then scratch out immediately the Noir, Wildlife and Xenobiology settings. Then, maybe go with a setting that also allows you to pick up the right tone for your story. Biopunk naturally leans towards action, horror and thriller, more than to comedy or romance, while Victorian leans towards romance, politics and misery porn.

Bully the shithead who got them into the fight in the first place.

Eat the corpses of the dead.

Thank you user. This will is very insightful and I'll learn a thing or two.
Maybe I'll really make a game in which you play some short stories and each is going to have a different setting with different mechanics.

That's Live-A-Live, though.

Rest together at the onsen

>tfw i want to make a game but mapping and pixel art are fucking me over completely.

I legit want to scream. I'm so bad at pixel art.

I know this feel.

you don't even have to be good at pixel art, though. just make it anyway.

>don't want to use RTP
>can't draw, compose or make pixel art
I'm fucked, aren't I?

You could always practice until you learn those things.
Or buy somebody's RTP.

We have some music bros, maybe you could work with them.

think of some other anons and their work.

the.. ghost/butterfly? in a forest? guy

the tiles and sprites were extremely simple, and clearly by a beginner.

the screenshots still had infinitely more personal flavor and appeal than any RTP.

I'm going with simple, but it's just not coming to me ;_;

I-I'm gonna make a main character tonight blahh

This is too much work for one man. I'm gonna have to actually ask for someone's help eventually.

What about commissioning someone?

I don't think I have the money for all that, but it's almost inevitable to might as well be prepared for it.

I think the biggest problem is character art and tilesets. I don't think people would overlook the RTP/RTP Edits even with good parallaxing.

If you expect your project to take a while (and it will, if you're not going for something super simple), you could just go ahead with it, using what art you can make even if it's bad.

You'll improve with practice, and making a game will be good incentive to keep doing that. I've seen plenty of things with art that improved over time. You can always go back and patch things up later.

While I do have mapping and pixel art on a acceptable level, scripting and composing are fucking me over completelly.
And I'm a cheap bastard who can't afford commissioning people at the moment.

...

good night bump

map bump

here's my first song intended for some kind of vidya game.

soundcloud.com/user-344218426/hey-pretty-good

please be gentle

pretty good :)

hey pretty good :)
Don't ever use tags like #shit or something alike. You have to have proper respect for you and your work if you want to improve.

While I do like the overall composition and song, there are a few criticisms I have. The first is that I feel that each segment repeats too many times, maybe have it repeat a little less and I feel like it'll be better. Second, the instrument for the other track at 1:55 is kind of hard to distinguish from the other ones. I feel like a more bass-like tone would work better for it, and maybe increase it's volume if you can't find a different distinct sound for it. Overall though, for a first attempt, this isn't bad at all, good job.

Yeah, I don't think I'd be able to finish even in something like 4 years, which is more than enough time to get good in some of the aspects I'm lacking.

Better bite the bullet and start practicing art I guess. As you said, my game will make a good incentive to continue, I just hope I can keep it up.
I'll probably just commision music though.

Post progress bump

Good night bump For real this time

Fallen trunks
Mushrooms
Ferns
Shrubbery

What kind of forest are you going for anyway?

Animal corpses, of course.

How are the cutscenes in your games?
Some scenes in my game involve dialogue between two characters seem like they in a blink of an eye even though there's like a bunch of dialogue I wrote.

They only seem fast because you know what they're saying. A new player actually reading through it all won't get that feeling.

If you still feel like padding them some, use emote icons, and add some pauses to the text itself.

Consider leaving them short. Nothing wrong with brevity.

I feel like it's hard to get emotion and feeling through a brief cutscene. Feel free to prove me wrong, I'm interested.

This cutscene in Dragon Quest V lasts about one minute with maybe twenty text boxes, but it's one of the most memorable in the series.

Neat.

Applying a state on a critical hit, can be done with just base engine or need a plugin?

Sorry, this is in MV.

Plugin. You can't modify crit behaviour with the editor.

How would you guys go about subclasses from a lore perspective?

Hard Mode: Job Classes in my game aren't the crystallized experience of ancient heroes.

If you're making a commercial game, pay someone to do those assets for you

If you're making a f2p then use the RTP who gives a fuck? Here's an idea; if you're game becomes a cult classic offer fans to become a part of history by adding assets to it after release. Slowly but surely they'll cloak over your RTP with legit assets

How the hell do I download DLC on Steam?

I click download on a DLC's page and it just opens up RMVM.

I can deal with pixel art, but I suck so many dicks when it comes to mapping and managing tilesets. I have such a huge and unsorted mess of tilesets and I can't remember which ones I still actually have use for and which I don't. Well, at least I credit all of the creators of those tilesets.

I'm trying to make a corruption/degradation system, like in a lot of h-games, where the heroine will be able to undress, wear specific clothing depending or perform specific lewd tasks, depending on stats.
One way I was thinking about doing it is having a general lewdness stat for h-scenes. The player can view the heroines lewdness stat from the player menu if it matches a certain number they can play out the h-scene or perform specific tasks. The lewdness level rises when the heroine permforms lewd tasks which require a lesser degree of lewdness or gets raped by monsters.
With clothing it's a bit tougher, because I have a lot clothing pieces that the player can change to their own liking, for dress-up purposes. And the way I thought about going with clothing is having a shame stat. The shame stat can't be viewed by the player, but it will increase when the player starts taking off the heroines clothing or putting on clothing that's way too revealing or lewd. When the shame stat rises, it will check whether or not the lewdness stat is high enough, and depending on that the heroine will either put the clothing back on let herself undress/put more revealing clothes on.
Is this kind of system good or would it be annoying that the heroine has to perform lewd tasks to be able to perform other lewd tasks later on? As well as I'm still not sure how to go about comparing the shame stat to the lewdness stat.

Books and manuals.
Guiding spirits or living weapons of some kind.
Just some kind of role that the character can decide to take after seeing it.
Mutations and body upgrades.

Shadowrun?

I make shitty pixelart too, but lots of people enjoyed my game. Don't worry too much about it and you'll be fine!!

Is this the expanded universe version of Bee Movie?

Jerry Seinfeld lied, Bee Movie 2 is definitely happening

God help us all

I think it could be somewhat cute, if you get her behavior to make sense, and I don't consider it too annoying. Plus it is kinda similar to what you have in Slave Maker, Princess Trainer and other such games.

That said, if you want to use that mechanic, I think you should reduce the customization in your game a little bit to just underwear, dress and accesory.

I'm guessing it's the same as with dlc for VX Ace where it downloads it into the steam folder of RPGMV/dlc/


>if you get her behavior to make sense
As in change in attitude over time? That's definitely something that I will work on, once I have the basic system working.

>Plus it is kinda similar to what you have in Slave Maker, Princess Trainer and other such games.
I haven't really played those games, but from the looks of it, yeah kinda similar.

>I think you should reduce the customization in your game a little bit to just underwear, dress and accesory.
Well, I'll look into that later, if it needs to be reduced, but I really love dress-up in games, so I'd want to keep it, if possible.

Does anyone know how I might go about adding in help text to the upper windows of my menu scenes?

Probably too hard to bother doing, but it'd be nice if they weren't empty half the time. For instance in pic related it'd say something like "[?] Automatically equip highest-rated equipment" or something.

Anyway, any ideas?

Good morning bump

Not sure how much artistic bone I have in my body, but I certainly am a perfectionist. So for me that attitude sadly won't work. It's not good enough if it's not up to my own (far too high) standards.

It's easy to forget that not all people are like that, though.

At any rate, there are some great tutorials out there:
opengameart.org/content/les-forges-pixel-art-course
- helped me a lot with perspective, lighting, and tiling

androidarts.com/pixtut/pixelart.htm
- gives varied insight into lights and shadows as well

finalbossblues.com/pixel-tutorials/
- covers right about everything

Plus there's the pastebin from the OP with additional tutorials:
pastebin.com/SuXCN3pf

Start slow and simple, and you'll get somewhere in no time.
Nothing you can sell quite yet, but you'll get to a point where you realize that you don't suck as much at pixel art as you thought.

>It's another we need a bump every 20 minutes episode

>Skip that episode bump

It's official, I'm making a Bee Movie 2 RPG

I dunno. Desperaux and even Shrek seem more like rpg material.

Why haven't you posted a demo yet?

Not even finished a single dungeon.

...

What if I already have and it just happened to be years ago?

It worked for Space Jam

LIVE

Learning how to apply lighting and shadow sucks bump

In MV, is there a way to make a skill target one target and then automatically target another if the second target has a specific state on them?

I did this in Ace, but it was so long ago I don't remember how, but I'm pretty sure it was without scripting. I think I added something to the formula?

Lighting on pixels sucks bump.

THis. I'd rather just draw the shadows on the pixel art

Doesn't sound like an improvement if you have no idea where to put the shadows on more complex forms bump

soundcloud.com/mondo-nugget/mystic-future-so-whats-the-plan

Finished a new tune, soooooo glad I'll have more free time to work on this shit soon.

I like the arps and instrument choices, its a little loud though. I wanna make some chiptunes like that but I've no clue what vst they fall under. Good job regardless, keep at it man!

That's basically what I want to do as well, the MC is from an Akira-esque cyberpunk dimension, and his main goal is to find a way home from the High Fantasy world he's been dropped into.

Light a joint and make a fire out of the remains, BS-ing about how awesome a story the battle will make.

I feel your pain to a degree, my art skills are lacking, but I find mapping easy for the most part, behold my shitty RTP slums! I'm sure that will change when I have to start mapping complex dungeons though lol.

Nah, just overwhelmed I'd say. When I get better at composing and sound mixing I wouldn't mind maybe doing some commissions for anons that want them. It would be good practice for me probably, and I'll have lots of free time over the next few months. Can't promise I'll be amazing at it but I'll do my best.

Not bad, I'm getting better at pausing for effect and having them flow like an actual conversation. Writing the script out beforehand has helped a lot I think.

>All those mismatched building tiles.
>Using floor tiles as walls.

Stahp.

no u

Seriously though, it's supposed to look like it was thrown together, the RTP does it no favors but they ARE supposed to be slums, which aren't exactly prime real estate. It's all a placeholder layout anyway, more or less so I can move around and test things.

Once I git gud at pixel art or whatever the fuck I promise it won't look so bad. I just ran with what I though would look OK for the time being. Some of the floor tiles look better as walls imo, and you can make them impassable so I don't see what the big deal is as long as the finished game doesn't look that way.

bump

This is painful to look at, dude. You'd probably be better off with having black for most of the ceiling bits there. And why are there holes in there?

The greatest game

Windows. I like the cloud paralaxx that MV came with and found out you can have it slowly scroll in whatever direction, adds some life to the room besides the shopkeep.

When you say black for the ceiling bits do you mean the black squares in the mapping palette? I think I get what you mean, the black would look more ceiling like and such.

Said I found mapping easy, didn't say I was good at it lol. You have any good examples of mapping? I'm happy to learn, since I'm still fairly new to all this.

!Page 10!
Death imminent
Administer life-saving bump
>bump

>windows

I can't tell what's happening in that room at all. lol

Before you start throwing in details, you should layout the floor, walls and ceilings.

Noted. I kinda just do it as I go along, haven't worked out a structure yet since I'm still feeling it out. I find it's easy to get sidetracked from one thing or the other, gotta stamp that shit out then I suppose.

ded

Very ded

this is good art though

One of thoise companies that put RPG Maker games on Steam reused a stock Maker graphics for two different projects, lol

I don't think I'm going to keep this widescreen resolution. It's a little weird for RPG Maker and might not work when I actually get my game going.

I'll experiment with it and see if I can pull off some kind of "theater" view that will give the game a unique look.

How do you get inspired? I'm in the mood to make a game but nothing is really hitting me.