/rpgmg/ - RPG Maker General #185

Don't know if I'm doing this correctly edition

Trial Download: rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
RPG Maker MV 1.33 Repack
#!epN03Q7R!UbjycCANuiUP1GwSq2B5crvDLMGgjZjRQvetbFGdRQs
RPG Maker MV Season 4 Pass
www21.zippyshare.com/v/Bdru8nJg/file.html

/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 (embed)
Even More Updated DLC Pastebin
pastebin.com/91QntR9H (embed)
More Resources
pastebin.com/PznwN93Q (embed)
Katakura Hibiki Resources
drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Pixel Art Tutorials
pastebin.com/SuXCN3pf (embed)
Generators and other useful resources
pastebin.com/aeg28Ktm (embed)
[MV] Plugin Releases
mvplugins.com/
yanfly.moe/
[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:
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

Latest SteelZeroes Demo!
mediafire.com/?7j353lkhfpnnx27

Tomb of Friends demo pep.itch.io/tomb-of-friends-demo

Previous thread:

Other urls found in this thread:

discord.gg/CPvWzJK
drive.google.com/open?id=0B48J7d9S5dwZdUlVeGlTRS15Z2c
forums.rpgmakerweb.com/index.php?/topic/71400-rpg-maker-mv-v134-update/
youtube.com/watch?v=pym0DJ9VzxU
twitter.com/NSFWRedditImage

Why were we without a general for so long?
Are you guys finally making progress?

I finally started making a game, but it's in rpgm2003, and I'm currently stuck looking up information about how the stats work.
Agility affects evasion while you can't even directly edit evasion itself? What the fuck? This would be fine as an option but why is it default?

Everyone was just too shy to make a thread

Anyone else using real life pics as placeholders for your stuff?

New thread, so again here is the link to the discord!

discord.gg/CPvWzJK
discord.gg/CPvWzJK
discord.gg/CPvWzJK


A question going on in there extended here also:

What do you listen to while working on your project?

I don't but that is a nice idea.

HELLO! It's the user who provided the google drive links for Katakura Hibiki's stuff after I bought them. Recently bought Ancient Dungeons: Jungle and decided the stuff doesn't come with enough to warrant the price, so here is yet another link from your friendly neighborhood spider-user:
drive.google.com/open?id=0B48J7d9S5dwZdUlVeGlTRS15Z2c

Might be buying Ancient Dungeons: Winter next month, willing to provide a link for that if I do.

>keep coming up with interesting mechanic and system ideas that are far beyond my ability to implement
Let me just finish one shitty RPG already

maybe you need to learn the magic of photoshop, for make real pics into the pixel way
>this

Thank you for sharing

M-maybe I'll try the discord, just in case the thread disappears again. As for music, punk rock is a good 80% of it.

Check out the battles!
They're finally
>fun.
1/3

Progress!

2/3

3/3

Demo when?

Getting very close. It will be around 1-1.5 hours of gameplay depending on how much you wanna just chill.

Just have a handful of things to do! A few days max!

looks = gay
mechanics = good

Thanks!

So I'm working on a large city right now and I'm at the point where I'm making random buildings and they all just end up like squares.

Can I get some inspiration?

Is it okay to hide parameters from the player? Say for example, like Rune Factory if you didn't actually know what degree of goodwill the waifus have towards you.

My game has personality variables which change according to who do you spend time with, what do you focus on and how quickly you do shit that's supposed to be urgent (how many fucks you give about the world). I don't know if keeping them just as simple conversation altering quirks or game deciding factors. I believe it would help the player to emphatize with the character, but at the same time I'm afraid players won't like not having everything under control.

As long as the player knows that their actions have an impact, I'd say you're fine. Keep in mind, what you are proposing to do with all of those variables ticking around is extremely time consuming. Altering conversations and scenes for just two branches is complicated enough, let alone more. Power to you though, the replay value would be insane.

Yeah it's fine. I actually prefer it that way.

Wow you've gone a long way since you began. Looking forward to play the demo.

Thank you very much. It's so fun watching people grow in these generals. As cheesy as that sounds, it really motivates me to get better myself.

Looking forward to delivering the demo soon!

Slum it up

Have 4 buildings very close to each other. Each "room" is a house on its own, and there are catwalks to move from building to building.

Personally I liked a lot how FF VI buildings were distributed. Try to get inspiration from there.

Forgive me, I wasn't clear enough.

It's not that much of a populated city.
It's more of a tourist location.

The thing I'm working on it more of a modern feel to it.

I'll have to use Tactics Ogre as a bad example of hiding parameters. It just takes so much effort to actually know and even more to "fix" the problem since very few story decisions affect it and the few nonstory ones are grindier than regular grinding.

And that's if you KNOW what you need to do, which the game only tells you at the top of a 100 floor optional dungeon.

Tourist location yet doesn't have that beloved rustic feeling?
Try to describe the map in your head. There has to be somewhere that fits the bill.

FF VI is quite modern, though. Just bogged down by weather or flat out devastated by war. Besides that, it looks like that partly because of the lower populations, so it might fit you just fine.

I think you should have regular indicators. High relationship values explicitly unlocks teamup attacks, and Low relationship values cause them to switch sides. Then you tally up who is on what side to determine the story at set phases, as opposed to true branching that would be too much work.

Mostly farmland outside, rural town/city in the center.

High quality game rips

Yeah, that's the idea, kind of. The full idea involves allies being automatic until you fully earn their trust, but that's only going to happen when someone actually do a plugin like that.

In my game the stakes aren't that big since there's another hero running around and doing the shit you can't, or don't have time to do though. Allies who you end up disappointing may end up on the other hero team. Heck, if you go full evil and lose against her, the protagonist changes midgame. You get locked onto a very short game though.

Wouldn't two different maps suffice? The rural town would be the same as your average hero starting town. Dunno about the city. Is your game fantastic or a real world location?

It's "based" off a real world location.

Here's some of it, most of it is empty because I don't know how to make it look natural.
These are 4 maps meshed together.

Don't make buildings for the sake of having them. Give them a purpose.

Once you have the layout the rest is aesthetics.

I'm going to have over 50 maps stitched up like this.

Sure I can give some a purpose, but doing it for all of them is going to take a year at most.

Good night bump

This might be the last update for a little bit.
Going to overhaul what I've got now but it's coming together nicely.

Also, this was where the game started from. If i can do it, so can you.

Bumping with a fancy flippy floppy guy.

Is this the Cat in the Hat?

bumb

I wonder if the next rpg maker will have a more user friendly map creation. I'd love one akin to game maker studio. Drag and drop tiles and a built in pixel editor

Not on my watch

god damn that is a beautiful map

Bump

What? GM's map and image editors are shit. When I used GM, I wound up writing my own map editor in java and doing all my art in gimp.

Okay, assets for this part of the game are all done! All that's left is to put the game itself together.

/rpgmg/ was a mistake

show us your game

Trying to schedule my time so that I can get all the shit done in a day that I want to.

0700 wake up, shower, dress
0730 Breakfast
0815 Leave for work
1345 Return home, lunch
1430 Begin homework
1830 Japanese review
1915 Dinner, FFXIV
2015 Guitar practice
2115 RPG Maker
2300 Bed

I edited it slightly for you

0640 wake up, shower
0710 Breakfast
0800 Dress
0815 Leave for work
0830 Return home
0845 Go to candle store, observe candles
2015 Return home, Lunch, Dinner
2115 RPG Maker
2300 Bed

this is pure beauty

These are cute! They remind me of the sneeches at the beeches Dr.Seuss book.

I don't get it.

Was this a dream, or did I see someone with a custom RPG Maker window? Not an in game window, but the screen where you design the game and stuff. I swear to god I saw someone that had a nice and efficient screen, and it was black. It wasn't TileD.

I was just watching Enchanted in TV and realized that the movie had a very simple plot, but gets carried by some good "Character Moments" that sell the idea.

What scenes have you planned to make the player like / understand your characters?

I think it's a new /tv/ meme

Most characters chime in with their feelings on a situation instead of being docile party members. Each character has a development arc that conclues at the end of the game.

Specifically, each character will have scenes that explain why they are the way they are. For example, Douglas the duck was bullied a lot as a kid because he was born with a limp leg. There is a scene that shows him as a child having rocks thrown at him and kids making fun of him. When you meet him in present time, he is a socially awkward, anxiety ridden shut-in with strange tastes. As the game progresses, he grows into someone who is more confident and defends himself and those who believe in him.

I want him to smash my ass

I gave the girl an eyepatch.

Has anyone made a repack for MV's latest version yet?

I'm having some problems with proportions / sense of building architecture / whatever it's called. How does one make interiors and exteriors make sense with how much space they occupy?

What I mean is, for example, if one enters a house that looks wide from the outside, then one expects its interior to be wide too, not just 2 tiles of free space to walk because it's not a small house. It'd be weird too if one entered what appears to be a little hut from the outside and inside it turned out to have as much space as an entire mansion

I'm not sure if the rooms in pic related match each other in space occupied. How does one know when it's right or not?

Well I guess one way to go about it is to to make maps with a 1:1 ratio. If the room is 2x3 from the out side, then the interior space, not including the walls, should be 2x3 as well.

That looks like what you're doing now. Also I understand what you're doing with the extra floor tile. It represents where the door would be and gives a visual cue for the player where the exit is.

I don't understand what thing ATB thing is (the wait/active options on the menu screen) in rpgm2003. What does it do?

Ideally, you would make the "ceiling space" of the interior match the size of the roof on the outside. Unfortunately, the autotiles in VX and MV don't let you walk under ceilings, so that doesn't work very well.

In "wait" mode, everyone's ATB bars pause while you're scrolling through skill and item menus.

There's a Please Wake Up moment in my game, it switches perspective early on to a Wizard, and goes back to the slime after that.

Every character is also introduced in their own story arc where humans are bullying them.

I see. This is what I was thinking of when making the rooms.

What's the latest version?

forums.rpgmakerweb.com/index.php?/topic/71400-rpg-maker-mv-v134-update/

How do I make people interested in my game?
When/how should I start?

Make a blog.
Shill to YouTube lets players.
Go to some rpg maker forum and post.
Go to a forum for fans of the rpg you are "inspired by" and post.

Shill subtly in places you have presence. Shill outright on /v/, and if anyone calls you out just say something like "Wow, didn't know we couldn't talk about VIDEO GAMES on the VIDEO GAMES board." Do something worthy of a clickbait article on kotaku.
Make a good trailer too. You can do that by either a) making a genuinely unique and eye catching trailer like Dr. Strangelove, or b) adding some sort of unusual element to it that'll stick in peoples heads. This is a joke trailer but I think it's a good example: youtube.com/watch?v=pym0DJ9VzxU

bump

...

Stop posting in Discord and ask questions in the thread

Why can't I do both?

Because the thread is pretty much on life support.

Are multi hit attacks impossible in 2K3?

I just want to tell a cool story.

Pitch us your idea then

Is it done yet?

I'll still post in the thread too, don't worry.

Everything starts with an idea.

>buy the disney princess spaghetti-os with special shapes
>the special shapes don't look like princesses
>I can't even tell what they're suppose to resemble
how the fuck can I dev in these conditions

2000mg of sodium.

make a grilled cheese and it eat

Are you making progress user?

Slowly

Whats your first boss?

Not this week because I'm commissioned for sounds.

What is this tileset?

Rejection

Is VX Ace better than MV?

Some kind of cave demon

depends on what you want.
I think MV will be your best bet into the future.
XV Ace has a large library of scripts and lots of assets already available.

>[UNNAMED]: A sadistic slaver that abducted the hero's sister. She proved too strong for him, put out his eye with his own firebrand, and escaped. Since then, he's been hunting for her in addition to new captives. His signature weapon is the Firebrand, a hot iron bar that can brand targets to inflict pain or temporarily control them, and his monster is Perillos, the Brass Bull.
>Perillos: The Brass Bull, a presumably mechanical bull (or animated bull statue) that can breathe fire, gore with its horns, and swallow people whole, roasting them in its stomach. Powerful, but vulnerable to intense cold and crushing damage.

God

Hmm. Does anyone have a mega of VX Ace?

Someone here might. But you can a trial to see if you like it.

>child generator
Oh boy, time to crack the shit out of this update