/rpgmg/ RPG Maker General #154

Work on your goddamn game edition

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/rpgmg/ Wikia
rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
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mediafire.com/download/dtlzmd145cr4sz6/SLC.zip
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[MV] Plugin Releases
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Collection of old RPGM games
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The /rpgmg/ podcast (Updated every other Wednesday):
youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

Other urls found in this thread:

youtube.com/watch?v=wPz0P5o7PUE
mediafire.com/download/89tsrb5ka31g36h/rpgmgcollab_v13B.zip
soundcloud.com/mondo-nugget/mystic-future-betrayal-eq-practice
twitter.com/NSFWRedditImage

>work on your goddamn games

Well obviously that's happening, since nobody's posting here.

What is the difference between lake and sea water tiles?

Right now I am making sea water have more contrast between light/dark areas to show it is moving more, but when looking at both tiles in the same map, they look like they could easily replace one another.

I think I'll try making sea water considerably darker as well.

Not my fault the thread keeps dying when I'm sleeping.

The smaller boat vehicle can't go on deep sea tiles

>Season Pass DLC 3 is one tileset

Wow am I glad I didn't pay for that.
Heaven help you if you dare speak ill of it on the rpgmakerweb forums, too.
They banned me once before for saying the season pass didn't seem worth the money.

according to the blue squirrel fag a if they were translating time into opportunity costs it would be like $3000 for a tileset.

I call bullshit of course, but that's how much they see it as being worth.

As someone who's throwing together a smaller resolution tileset themselves, that cost could be appropriate if you were commissioning the tileset.
At $5/tile, $3000 would get you 600 tiles, which would get you 2 and a bit B-style pages, or all the stuff for an A page plus change depending on how you count animating the water and whatnot. Of course, if each tile was cheaper you'd be getting more.
How much is in the tileset, anyway?

On a different note, those tracks seem awfully small for the train [which itself looks way too big for the characters there]

>if they were translating time into opportunity costs it would be like $3000 for a tileset.
Sure, if it was custom made I could believe that. But this tileset isn't tailor made for the person buying it (ie subscribers) and that lowers its worth.
Those train tiles are worth a couple of $100 or so, if you commissioned them. It'd be stretch to say the whole tileset is worth $1000, no matter $3000.
I think that's poor argument on Shaz's part. I mean, you're technically getting a good deal (if you consider the raw man power it took to make it and other competing artist's prices), but it's for something many people don't necessarily want or need. It's like buying those Lootbox things: sure, the items inside are worth more than $30, but you don't know what you're getting before hand and more than likely you want even want half of what's in the box.
It's unfair to put down people that are disappointed. To people who can't use these tiles/don't match their game, they're not worth $3000.

>>On a different note, those tracks seem awfully small for the train [which itself looks way too big for the characters there]
I just noticed that after I posted my reply to . Look at the train doors: they're for two tile high characters. Real nice. This even further limits the amount of people who can use it.

Two tile doors are the bane of my existence right now. I'm trying to figure out a workaround. I'm thinking I'll edit one of my wall tilesets to include the doors and keep them static, because at this point I just want fucking doors.

>those tracks seem awfully small for the train

Holy shit, if we're going by that image then the train is only one tile wide. What the fuck.

I meant more like, how can I visually inform the player about the difference between lake and sea.

Don't let this thread die again, you hear!

Holy shit you guys are right! What a fucking mess.

and now i have doors instead of stand in tiles
i am the champion and the doors-as-characters system can suck it

>Kaduki killed his website again, except this time so he can put the resources he already made and released for free behind a Patreon-like subscription paywall
Why does he keep doing this?

I don't even want to know how you're having these issues. Just use the door quick event and choose the two tile-high door you want to put in.

His resources are very popular. Pretty much everyone in the community has used his stuff at some point. It's understandable he'd like to make some money out of it.

I'd understand if he put his new resources behind a paywall, but stuff that's years old? That's kinda dickish, even if it is all his own work.

Is it even commercial approved if you subscribe? I seem to remember that was totally forbidden for all his resources.

>opportunity costs.
>counting chickens before they hatch.
>Get an Art degree they said; You'll make a lot of money they said.

are you kidding me it looks fine when you play it? it looked fucked on the tile screen so i never bothered to test it.

oh well, what's done is done.

Shaz is such a fucking tool.

The sea is deeper, so it should be darker in color than the lake.

Who?

The RTPs aren't exactly stellar with realistic proportions -- case in point, vehicles, trees and houses. I don't see what makes it different.

Quick, someone make a mock-up of the train from front-view.

...

So Victor released an ATB plugin : youtube.com/watch?v=wPz0P5o7PUE

Time to switch from Yanfly to Victor?

Depends on whether you want Active Time Battle or not. Personally, I much prefer CTB, but ATB could be useful in games where you want the player to feel more tense.

Very cool

I prefer CTB, too. I also think it's not worth giving up Yanfly's Battle Engine Core worth anything. The amount of special effects I do depend so heavily on Yanfly's Battle Engine Core. From the row formations to selection control to the buffs and states, there's too many valuable things you lose out on if you switch to Victor that it's not worth it at all.

Because at the very least a house and tree has "depth" via optical illusion (i.e. even though the depth of the house can't be determined by our viewpoint, the height of the house implies it's depth.)

Whereas with the train, we have a direct reference to how deep it is - the tracks. The tracks = the depth of the train. And the tracks = the depth of one ordinary human being in this case. Therefore, we can infer that the depth of the train = the depth of one human being.

It's absolutely ridiculous. The tracks needed to be 3 tiles wide.

This. Please stop dying while I'm asleep.

I don't agree with you. The tree has absolutely 0 depth. As an artist I absolutely hate the proportions and perspective in the RTP.

The tracks are 48x48, which is the same size as the normal human body in RTP land. Here is the scale of a human lying down on train tracks. It makes sense that train tracks are only one tile.

I don't feel like arguing but everything about the RTP is questionable.

>The tracks are 48x48, which is the same size as the normal human body in RTP land. Here is the scale of a human lying down on train tracks. It makes sense that train tracks are only one tile.
Except the train is drawn to be in proportion to 2 tile tall characters. Take a look at the door.
So the tracks should be 2 tiles wide (by your reckoning).

The proportions in the rtp is fucked though, you're right.

A train track is roughly = to a human LAYING DOWN ON THE TRACKS.
A human standing up is not the same width as a human laying down.

>Not stellar
The forced perspective is really amateurish.

>Except the train is drawn to be in proportion to 2 tile tall characters. Take a look at the door.
> The proportions in the rtp is fucked though, you're right.

The fact of the matter is, the sprites are 48x48 so they have to remain 48x48 to be consistent with the rest of the assets And I say consistent very loosely. I don't doubt they added smaller doors, Case in point -- RTP itself.

If we really want to rail on the asset, then the train should be thinner and adjusted. But I doubt it would be as 'visually interesting.'

Have you made an RTP character 'lie down' in that perspective? It's the same size, it does not matter.

But that's due to the RTP being shit.
There's no excuse for the train track to only be one tile.

>If we really want to rail on the asset, then the train should be thinner and adjusted.

Not him but I agree, it looks way off like this.

Only if it's a Cavalier projection. In which the Y & Z axis are equal.
It's suppose to be Cabinet. You distort the Z axis.
If it was Military you distort the Y axis.

>If we really want to rail on the asset, then the train should be thinner and adjusted.
What? Why should it be thinner? The problem with the characters and tracks vs the train is that the proportions are different. The train is in proportion to 2 tile tall characters. If they wanted the train to be in proportion to the rtp, they should make the train shorter. At the moment, it's too tall and that throws it out of whack with everything else, including the track.
I made a really ugly edit to show what I mean. I've reduced the train's height to 50% and now it fits on the track. Dunno how they managed to fuck this up. Did they just make a screenshot with the wrong train? It's there a 1 tile high character train included too, that I don't know about?

The rtp characters are not drawn directly face on. They're drawn from a slightly elevated angle similar to SNES Final Fantasy games. This means they appear shorter than they actually would be, if drawn face on.
So yeah, they would be longer if they were laying down.

I saw your pun and I'm not amused.

>What? Why should it be thinner? The problem with the characters and tracks vs the train is that the proportions are different. The train is in proportion to 2 tile tall characters.

Sorry but no, that is not what I meant by thinner. Don't put words into my mouth.

Because it's meant for a mine cart, not a train.
Ya'll are dinguses.

Yeah I'm leaving this talk, I don't feel like having the discussion but my point was RTP is shit anyway with proportions it's an odd argument to be having.

I would agree with the train tracks to be 1 and a half tiles but that would make the train look like a giant so whatever.

So where's the actual train tracks?

Bump so this thread can keep derailing

bump

bjmp

Don't die on me like /jrpg/

So is this our new meme? Train puns?

"the developer" did a hack job and skipped quality assurance testing.

They have no business calling themselves "official"

maybe
if we can keep on track with it

VERY popular artist who makes RPG Maker resources and also made the most popular sideview script for VX pre-Ace. If you look at a mobile app store, you're sure to find games that use his sprites.

Is the bottom how you think it should look? That still has the problem of the top of the train being 2 tiles wide and the track being 1 tile wide.

For a while at most. It's not that fun.

For what it's worth, I'm sometimes having perceptual issues with the perspective in general.

While pixel sketching about, I instinctively drew the top right lighthouse. The top left one does seem out of place with its full surface circle being visible, but that's what the perspective would roughly dictate.

So what happened to the collab game? Is it finally done?

Presumably got left out of the OP

>/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
as of last thread's OP

Who is Bubbles? Never seen him.

>the Collab might be getting sold by IP Builders as we speak. ;_;

Feel that something in between the two on the top, but with the tower the left one has, would work best.

This is Bubbles of course

bump

They don't even call themselves IP-Builders anymore. Their name became so toxic among the RPG Maker community that they go by EQ Games now.

Post progress

I can't. I was convinced to pick up Granblue Fantasy yesterday, and now I haven't made any progress since.

Can you make a Terranigma/Zelda-style RPG with RPG Maker and make it feel fluid?

Yes, but it's not worth the effort. Just use Zelda Classic / Game Maker / anything else instead.

Yes.
Zelda ABS script gives you all the tools you need to make a zelda-styled game and the 8-way movement script with added sprinting makes it possible to walk everywhere. Why?

...

I take it this person got lost on their way to the Viridian City NPC auditions.

He checked in once or twice after signing up. I haven't seen him lately, though.

Bubbles, if you're alive, say so!

Oh I remember you from last thread. Did you get my reply about the doors being 2high even if it's showing as 1 in the Editor? You are playtesting to see if it reflects right ingame, right? Because the Editor won't show you everything 100% as it will be ingame, obviously. Just making sure!

The empire takes banditry very seriously

>No General Leo, it's a trap! Kefka's going to kill you!

Seriously, that picture reminds me hardcore of Thamasa itself, and the Empire invading it when General Leo dies in ff6.

Working on the scene leading up to this moment.

Basically, this is a flashback showing how and why two of the main characters left their old gang.

Bill isn't a very Leaderlike name. Also, having the white haired guy walk into the blackness kinda hurts immersion, maybe remove a single "walk down" from that part and have him disappear on the exit tile like the player does.

I'll consider the exit tile thing, thanks.

>Bill isn't a very Leaderlike name

His full title is "Blacktooth Bill." I just thought I'd said the full name too many times already in a previous monologue. Also, the white haired guy is basically the only one in the gang not intimidated by him, so I thought it would make sense for him to refer to him more casually.

Makes a lot more sense with the backstory then, carry on!

bump

Making a Zelda like in Gamemaker is easy. It's been done so many times.

Is the water lag in MV caused by loading times? I am experimenting with my custom tileset, and not getting lag at all. The biggest difference between my tileset and the game's so far is that mine is about 20$ of the one in the RTP.

>20$
20%, I meant.

If you can, make a special black tile that goes above actors, and place them just beyond the exit. That way, actors don't just suddenly disappear.

Remember to make back ups of your projects

>Bill isn't a very Leaderlike name
There are some who call me... Tim

Did they patch to help alleviate the animated tiles lag? Are you comparing a project with an old version's scripts to one with new ones?

>Have every name set except for the most important NPC
Fuck
This annoys me greatly.

Not the same guy, but I still get lag with animated tiles on my map.

Describe this person

Mh, some kind of mentor character who doesn't want a mentee but rather a partner who he can trust.
Is actually super depressed by the loss of his former partner but somewhat happy that he can show the MC some things.

Is he supposed to have a meaningful name, or rather a fitting name?
For the former, I, myself, would twist foreign languages. For the latter, I'd seek inspiration from somewhat similar characters and whether their name fits them.

No, I haven't updated my RPG Maker MV, and yes. The same map, with the RTP tiles lags, while the one with my tiles doesn't.

The thing is I'm not going whack with fantasy names, I'm keeping everything "normal" and coherent.

soundcloud.com/mondo-nugget/mystic-future-betrayal-eq-practice

If the user that told me about the frequencies and pitch is around, give this a listen and tell me if that's what you meant and if it sounds any better. I cleaned it up some and tweaked the bass a bit.

What is going to be the most memorable moment in your game?

The moment when you find out who the true villain is. I predict that at least 70% of all players will literally shit their pants in shock at that very moment.