/rpgmg/ - RPG Maker General #165

Previous thread MV 1.3.1 update: s3-ap-northeast-1(dot)amazonaws.com/degica-prod.product-files/43387/RPGMV_W131_Upd.exe
MV Crack: www86(dot)zippyshare.com/v/45Pnv1CO/file.html
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/
Art Resources
pastebin.com/FgVGxTqW
Updated DLC Pastebin
pastebin.com/D1Nr8Zwd
Pixel Art Tutorials
pastebin.com/SuXCN3pf
Generators and other useful resources
donjon.bin.sh/fantasy/name/
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.
Currently working:
Bubbles !u696zUYxpM
Version 13B: mediafire.com/download/89tsrb5ka31g36h/rpgmgcollab_v13B.zip

Other urls found in this thread:

pastebin.com/A9jCHx9x
www59.zippyshare.com/v/um64th0a/file.html
twitter.com/NSFWRedditVideo

that monster's back reminds me of some pretty kinky porn

Time to post some progress Anons.
Tell us what you are working on.

what kinky things, user?

important scripting tip for anyone learning
if you make a modification to the base scripts, don't save them directly to that file.

copy the functions you intend to replace in your own plugin.js, and include it as one of the lowest plugins in the plugin list.

1. other plugins might make changes to those same functions, and you need to make sure yours aren't being replaced

2. rpg maker mv updates often, and with those updates comes updates to the base scripts as well. you'll lose your modifications when updating and won't remember why.

It is so fucking hard to make a 24x24 square look like a cat, if only I had more pixels.

Here, borrow this old downsize I did for a Homestuck/FF1 romhack

>been planning out main character
>take a break, play Hyrule Warriors and get the latest DLC for it
>Linkle looks EXACTLY how I planned my character out clothing wise

Mother fucker, and its a Nintendo property and we know how copyright happy those fuckers are. Back to the drawing board I guess!

>Planning out gunslinger-esque character
>Overwatch comes out
>McCree is, clothing-wise, basically what I had in mind

Granted he's on the generic side of things but fuck

What do you guys think of gore in RPGM games?

>copy the functions you intend to replace
I'm only adding, not replacing, but I see the logic in that. Is this it? I feel like there should be something else done in the file.

Also, am I able to remove the ones I'm not working with/replacing (so that a real plug-in that affects them won't be affected), or will that end up removing them in-game wholesale?

Hard to do right. Requires custom assets.

Most horror games overdo it

Should be done like corpse party did it

How did Corpse Party do it?

Does this look like complete shit? tell me before I do 6 walking frames, 6 running frames, etc.

Sparingly and tastefully, with sound effects to accommodate it

I think the cat should be thinner, this doesn't look like feline-ish

I like it.

The legs seem a bit too thick.

use this

i'd say that it's probably more that the body itself is a straight line, instead of having the.. sexy, for an extremely lack of a better word, figure line that cats would normally have.

basically hourglass figure vs ...striaght lines down the side?

I love you /rpgmg/, back to work, going to thin this little guy out.

Don't forget to add an outline.

It's like a pug atm not a cat.

>replacing/adding
Since you're going to use your own .js to avoid the potential problems, you will definitely be replacing the function.

If it were the right type of function, there's a technique, "aliasing" a function, that allows multiple scripters to touch a function lewd without stepping on each other's toes. With the way makeSaveContents() is written, it won't be usable here. You'll have to just replace it the normal way.

>plugins
Yeah, plugins can be just that. There are things that "real" scripters do to make them more user friendly and/or make them more compatible with more projects. Those things aren't necessary, though, particularly because it's specifically for your own project.

For example, just this is a fully functional script that would skip the title screen when dropped into a project.
pastebin.com/A9jCHx9x

Goodnight bump!

>Form is not that of a cat
>No tail
>Colors lack contrast
>shadows forms are weak
>Pure greys with no hue variation

I'd show you how to make it good but it's 3 am and I don't care enough. Just fix those things.

>Form is not that of a cat
This is my biggest issue, idk what is wrong with me today but I just have not been able to get the form down with a 24x24 sprite.

>No tail
This is intentional, it was cut off by a drunk.

>Colors lack contrast
Will fix this, any suggestions? There isn't much color to the character, just red/blue/black.

>shadows forms are weak
I don't understand this exactly, are you referring to the legs behind the front? Yeah they're awful =(

>Pure greys with no hue variation
This I can and will fix, thank you!


I'm going to get some rest and try tomorrow, had an off day today, couldn't dev for shit. I really appreciate your response and it is helpful.

I'm not that guy but consider studying other pixel art. That, and learn colour theory. You're going to need to figure out hue-shifting to really step up to the next level.

You're not doing badly at all but it's obvious that you're just sorta winging it.

>This is my biggest issue,

Just look at pictures of cats. Their bodies thin out at places as they are designed to lower themselves and pounce.

>This is intentional, it was cut off by a drunk.

Design wise a small stub would better convey this.

>Will fix this, any suggestions

I said this poorly. I mean just overall there is a lack of contrast. This is a painting trick I learned. Squint your eyes. If the values mesh together, they are not far enough apart to be considered different values. Right now the entire thing looks muddy because there is not large enough changes in value.

>I don't understand this exactly

Just better consider the light source and how it would act on the form. This is just essentially the fundamentals of painting so it will take time to get perfect at it. They aren't offensive right now so just remember it can be better for the most part.

>This I can and will fix

Just remember, all colors have a "tempature." Grays should always be warm or cool. Then other colors should move towards gray to get colors "relative" to that. For example, gray on a warm gray would appear more blue.

This is all painting stuff but directly applies to colors in pixel art. I have never seen pixel art tutorials talk about that and they just stress "hue variation," but in reality they are talking about this.

Just remember if you have cool light, warm shadows, and cool light makes warm shadows. So if you have a orange light, you would have more blue shadows. This is a property of how your eyes see things in reality. If you have a white room and look at everything during sunrise, even though you know your room is white the actual local color will be orange, and in the shadows it will be blue.

For more on shit like this I recommend James Gurney color and light.

Shovel Knight is some sexy ass shit. I love it. I have been practicing hue shifting but I need to do more of it. It is essentially using a different hue as you change shade, avoiding the flat gradient in the process? Do I understand it correctly?

All of this is extremely helpful and I have saved it in a text file for review in the morning. The biggest issue I was being limited to the 24x24 square. I can't change the sprite size without a pretty massive overhaul at this point, unfortunately. I'll take what you said and see how I can do tomorrow.

>It is essentially using a different hue as you change shade, avoiding the flat gradient in the process? Do I understand it correctly?
In essence.

Pic related shows an extreme version of what was talking about.
Highlights are in orange and shadows are in (complementary) blue. This is a staple technique in painting, though it is generally much more subtle, and only the time of day in the painting allows for it to be so intense.

But experiment. Try shading reds with purples, etc.

There is a bit more to hue shifting than that, but that's the essence of it, see pic related for more info.

I'm also not sure you need more space since you still have edges left as transparent, try to use the whole 24x24 pixels you have available, thats how old games done it and why their sprites look kinda "blocky"

Saved, and excited to really get into including hue shifting. How the fuck have I not seen this image before?

I totally get it now, it makes light more interesting and not just flat white/black (exposure/dimming).

You guys, don't let the thread die.

>wake up
>old thread is dead
>go to new thread
>page 10

Do your characters have nicknames in world?

Yeah, infact all of them do.

It's not something I've thought about too much, I only have a nickname for one of the slightly-below major characters (nicknamed "Modest") but it would fit with all of the major characters too.

You woke up because the thread needed you

>This thread is an anient evil force, corrupting the minds of those around it to satisfy it's desires.

What are you guys working on? I'm drawing friends!

Here's Pablo Ross, he's a big fan of papier machè and painting.

I fixed some bugs, wrote some new story and drew a picture (which is unfortunately not related to the project)
A good day overall.

Walking cycles, and it's suffering.

I should animate the attack animation for my MC but I keep getting distracted by other things.
Also nice poncho

Walk animation and battle animations for the MC.

Hey anons. I'm planning on making an ecchi game but I'm thinking about just flat out going full hentai with fetishes of every angle everywhere. What do you guys prefer? Light ecchi or hard hentai?

Go light ecchi if you actually plan on finishing the damn thing.

It would be an ongoing project. Something that I plan on updating each month.

Let me guess, Patreon.

You are still trying to undertake something that takes years of development for text-based games to achieve.

Full hentai because this is why I play these games.

I believe both have different design requirements.

Hentai requires to be designed with the idea that the player will be masturbating to the game at some point, so scenes need some build up to create desire and turn it into a fantasy, and their climax should be entertaining enough for 5-15 minutes of content. Controls of pacing, some fetishy customization and galleries would be heavily advised.

Ecchi is more like a tone. Something you watch/do when you are feeling like indulging in perverted thoughts, but not really masturbating. Some people might fap to it, but probably not the majority of the players. A lot of anime that does ecchi uses it to sell dakimakura and dolls, since the fans will be fapping to those. Ecchi is also usually a detriment to things like tension and anxiety, so you have to be careful regarding where you place it.

The crack for 1.3.1 in the OP says "Not found on server". Anyone awesome enough to rehost it?

It was only the .exe right?
I could do this if this was the case.

I believe so. Possibly other DLLs, but I doubt it.

Grab it while it's hot
www59.zippyshare.com/v/um64th0a/file.html

Appears to have worked. Thanks user!

I'm attempting to make a top-down view RPG and also have no artistic talent. Wish me luck, anons, as I wish you luck making your game as well!

Pic related; it's the trees I've made. They're probably bad, but I don't mind.

Remember, Undertale was widely successful. You do you, and it'll be better then worrying over some graphics.

Go save the world already I have a kingdom to rule.

she's an amputee

Nope, that's just the cape.

>give chapter to collab
>take break
>still not done
wew

Do you ever just look at something you've created and start rethinking your life choices?

oh, pose seemed more relaxed than that.

I used to do that until I got gud at art, so I'm pretty happy following this even if I'm not that great

The cape does that, it's really weird.

Y-yes

>i should've gotten into gamedev sooner

Oh absolutely. I just keep on moving ahead though.

Anyways, I have a question that maybe someone can help me with. I'm using Yanfly's FTB script and was wondering if anyone knows how to set the number of actions to a variable instead of a set number?

What would a game about becoming unspooked be like?

bb

>Want to make a cutscene where lighting strikes a tree
>Learn that you can't play battle animations on the map
This is bullshit. The only alternative is a difficult script.

Would there be any interest in me streaming the process of making more dialogue portraits like these?


I'm pretty sure you can user, another alternative would be ripping the animation frames as individual pictures and use the "Show Picture" command.

Yes I would like to see that. I haven't drawn anything in some time now but still like seeing the process.

user, I literally use Fire1 animation and sound effect to signal that my characters are mad. At least in MV, you can use the battle animations on the map.

page2 for battle animations on events

i've definitely been interested in seeing how you draw your characters.

Please direct me to what tab that's under in the event. All I see is battle animations.
Yes! Do it.

Thank you! I feel like a doofus for missing that.

What should the new podcast be about?

Can't people tell if a game is made with a cracked version?

i realized that my levels are drastically increasing in quality as i progress through my game so i'm going back to revise different rooms. left is the revision, right is the original. i think the new one looks a lot better. it's cramped, but it *is* a single-stall bathroom.

edit- the events look kind of weird but that's just because i moved the new map over to squeeze the old one into the frame with it

I guess some people can, yes.
But there is nothing wrong with going legit when you nearly completed your project and want to sell it.

This. Work on your game and buy the official version when you are ready to go commercial.

It's more in the vein of Fairy Fighting (go google it if you dont know what it is). Just an ongoing project across the years.

Not him but is this game still being updated?

Ok, so I know a script command zooms in the camera, how do you get the zoomed camera to follow the player?
Am I missing a step or something? I tried a camera follow plugin, but it doesn't follow my player when zoomed.

If you can do something like that and go full hentai that'd be impressive.

Fairy fighting is complete, no more updates, the dev is now working on Wolf's Dungeon.

Nevermind! It just decided to work!
Oh, it was because my map was so small and after I put on scroll both to the map.

Whatever it is, just don't talk about No Man's Sky. I'm sick of it

It is finally "complete" but it was a project that was being constantly updated for many many many years. And a many many many good years that was, following that guy. Huge respects. It's why I want to be like him.

Thanks, I'll try my best.

Bababa

Walls annoy me. You would think you could walk directly behind this wall and out of camera view, but you can't. How do you deal with this logic?

Can't you walk behind them if you set their collision to the star?

In VX Ace, all tiles placed in sets A1-A5 are either X or O. Tiles in sets B-E can be starred, but those sets generally are used for scenery and not for walls. If you did use B-E, you'd have to have a separate wall tile for passing behind (blue) and for not passing at all (red), to simulate a real wall.

It can be done, but it'd be annoying and take up a lot of tile sets.

Would anyone happen to know of a script that lets you examine enemies for a physical description? I've seen a few that function like a scan spell, but that's not what I want. I don't want to show off the enemies stats and the like, but rather just gives a quick description of them, some background information, some humor, and perhaps a bit of a hint to fighting the enemy efficiently. Bonus points if I could do this without using a turn.

Oh, additionally, where might I find the information in the script editor regarding luck? I want to change the status effect aspect of luck so that 1 luck = 1% status effect manipulation.

bump

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