/rpgmg/ - RPG Maker General #203

Post Progress Edition.

RPG Maker MV 1.4 Repack
mega.nz/#!CgESnSzb!ZBeyWAWbLE5qQOsKAe3Y5WU5BFC0BQXtfBJOoiWiWsg
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
Even More Updated DLC Pastebin
pastebin.com/91QntR9H
Katakura Hibiki Resources
drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

Pixel Art Tutorials
pastebin.com/SuXCN3pf
Generators and other useful resources
pastebin.com/aeg28Ktm
[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


Latest SteelZeroes Demo!
mediafire.com/?7j353lkhfpnnx27

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

The Long Road demo:
gamejolt.com/games/thelongroad/236740

/rpgmg/ Discord:
discord.gg/CPvWzJK
Chain Game: Chapter 1
dropbox.com/s/p7ljbsji7tqgdxa/CollabProj.zip?dl=0
Chapter 2 in progress | BSTAnon

Other urls found in this thread:

yanfly.moe/2015/10/17/yep-13-auto-passive-states/
tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/WriteAnRPG
twitter.com/NSFWRedditImage

Happy easter /rpgmg/
How is your progress?
Show us what you are working on.

Repost for new thread. Anyone know of a plugin or simple way to use a skill or add a state in response to a certain condition occurring in battle? Ex:

>big barbarian motherfucker can't go berserk at will, but does so when conditions are met
>specifically, low hp or other status effects
>shifty mage bitch casts Fascination on him
>instead of applying the Fascinate state, this activates a class specific barbarian motherfucker thing and applies the Rage state

I just got into this whole RPGmaker thing yesterday and that's quite a few links in the OP. Which of these tutorials concerns states, skills, and counter mechanics specifically?

I would look at Yanflys Auto Passive States plugin. yanfly.moe/2015/10/17/yep-13-auto-passive-states/

I'm trying to get to know MV and its mapping but it's hard. Getting into full parallax and photoshop is a lot of work so I wanted to get the most out of the default tiles but I don't even thing my buildings make sense. They're all logically fucked up and shit.

Ah, fuck. If only I had more time for this.

I fully agree, these houses are defying logic.

I've never played Harvest Moon, so I can't answer in the exact context that you're asking, but I'll do my best.

>an event that grows with an in game clock and forget how the grow/water/etc. event would be made
This sounds extremely easy. Let's break it into parts.
>in-game clock
So the game runs at 60 frames per second. Similarly, all parallel process events are run through once per frame (or 60 times a second). Depending on how quickly you want your clock to go, that's pretty much all you need to know. For a clock that moves at real-time speed (1 second per second), you have a ticker that counts up every frame, and when it reaches 60, you reset the ticker to 0 and increase "second" by 1. Likewise, when "second" = 60, you reset seconds to 0 and increase "minutes" by 1, and so on. You can control the timing however you want; just remember that parallel process is run 60 times a second.

Pic related is one such clock I've made. It naturally runs at 1 second per second (or real time), but if I hold the "f" key, time speeds up to 1 minute passing every second. A game like Sims runs at that speed natively.

>how the grow/water/etc.
This will require a personal touch, and definitely require an array. This is controlled pretty much entirely by variables, but I've never played Harvest Moon, so I can't say exactly which you'll want, but I can hazard a guess.

For your arrays, each plantable tile must contain consistency. So $cropGrowth[1] and $cropWater[1] and $cropType[1] will all refer to the same tile (tile 1, whichever you determine that to be), and $cropGrowth[2], $cropWater[2], $cropType[2] will all be the next one, etc. You will likely need more than just those 3 variables. Things like name, its graphic, etc. will either need to be stored in additional variables or found from a master list (send the crop type to the ML, the ML will return the relevant information of that crop type like its name).

What you need exactly is determined by you.

Just got off of work. Time to bump post until the thread is sustained by other anons.

Here, have my Yanfly Comic Edits, starting with #1

And Numero Dos!

And the last one (as of this post).

...

bump

How to make arrays is explained in the previous post, with the info pic. If I need to explain it again, I can.

> a major block is the mechanic of holding an item on the player's head and that's how you click on the soil to plant it.
This is also fairly easy. I don't know if you're planning on using the rpgm inventory or bypassing the inventory entirely, but whatever the case, all you need is a trigger somewhere that tells you that you're holding something. So the trigger for a carrot, I guess, would trigger

>$playerIsHolding = 'carrot'
or
>$playerIsHolding = 14

depending on if you want to do it by an ID or by the item itself. Either way, once that is done, the farm map itself should have a parallel process running that's checking what $playerIsHolding is equal to. If it's 0 or -1, it should be nothing. Otherwise, you have two choices here, depending again on how you want to organize this. Option A, that parallel process has a bunch of conditionals, one for each item name or ID (IE, IF $playerIsHolding == 'carrot'), and if there's a match, you draw the appropriate graphic, either changing the mc's sprite or drawing a picture of the item atop him or whatever you want. Likewise, when pressing 'ok' or 'use' or whatever button you desire on a crop spot, you run a similar list of conditionals depending on what $playerIsHolding to know what you're planting.

Option 2 is similar but goes back to using a master list. Make a common event that has all those conditionals for $playerIsHolding (and stores the relevant information into temporary variables). The parallel process that's drawing the sprite will call that common event, and if whicher temporary variable says he's holding an item, you do the graphic change. Then also, the crop spots will call that parallel process on use as well, and similarly do the same thing depending on the temporary variables that they're using. Using a master list can sound a little redundant (as you'll be

...

returning temporary variables you won't need in either case in addition to the few ones you do need), but with it, you only have to code out every thing once (instead of once per parallel process per map and once per crop tile, Ie shit loads of times), and everything else just references it. Hence why I call it a master list.

Oh, back to this. For growing crops, how you tie your clock to grow depends on you. Perhaps you want them to advance a stage every day, and in that case, you'll want a loop at the part that increments the day by 1 (ie, $timeDay++), and the loop should start at 1 and go until the max crop number, plugging said number into the arrays.

So in a simplified way
>$n = 1
>loop
>IF $cropType[$n] != 0
>>$cropGrowth[$m]++
>>end
>IF $n == 100
>>Break Loop
>>end
>$n++
>End of Loop
Something like that. Depending on what the maximum stage for growth is, you might want a second conditional after Type that checks if it's already at max before increment it up a stage.

This can be done hourly or whatever you want.

As for the triggers mentioned here, it may be easier to bypass the inventory (like clicking a carrot event causes $playerIsHolding = 'carrot'), since doing it through normal inventory/item use will require a complex/tedious Common Event (like maxing the items equip to a "carrying" slot, then running a parallel process that's checking what's equipped there, or something stuipid. I dunno. I haven't used the in-game inventory/item stuff in ages.).

There's a typo. That $m should be $n. It's the point of the $n after all.

Sorry if I didn't explain that well. I'm sick and exhausted.

Happy Easter, /rpgmg/.

Thank you for this, it's exactly the kind of thing I was looking for.

Hey guys anybody knows from where are these tilesets?
they look awesome and i want something like these in game

Try looking through Steam at the tileset packs. It looks like something they'd sell.

I'm not entirely sure, but one of those characters looks like someone from "Death Smiles" and I know that had some sort of graphics pack for MV.
Might be worth it for you to check that title.

This looks nice! Only complaint is that the light coloured stones don't look like something you can walk on - maybe lower the contrast to make them pop less?

bump

Do you have any unconventional classes in your game?

Chef

A few

Spectre
>loses 5 MP each turn [max is 100]
>dies when out of MP
>immune to physical
>gains MP from taking magic damage
>attacks use MAT
Blood Warrior
>All stats raise at low HP
>All stats lower at high HP
>Many skills either raise aggro or inflict recoil
Diplomat
>Can make enemies flee
>Can induce mental ailments on enemies or positive states on allies
>Cures mental ailments more easily than mages

Good night bump

Honesty, that's a good attempt with rtp. But you're right, it does look wonky. If it bothers you then I think you'd get a lot out of parallax mapping. It looks daunting at first, but there are easier ways of doing certain things. Indulge yourself in some tutorials. Your game making will be better for it.

U Battle Events.

is this a good gf

Do you expect characters to be color-coded?
Would you be surprised if a character that wears shades of blue to specialize on Fire magic? Would it be a good or bad surprise?

Needs bigger boobs.

Yeah

as a guy who hasn't used rpg maker since i was 12 and now uses less limited engines, this thread is way more enjoyable than agdg.

seeing actual game design stuff over debug bullshit and nodevs is incredibly refreshing

>Do you expect characters to be color-coded?
No.
>Would you be surprised if a character that wears shades of blue to specialize on Fire magic?
Also no.

Color codes exist for as reason. It lets viewers recognise something at a glance, which is very useful for streamlining gameplay. Colors are also the simplest and most eyecatching code you can use, in comparison to say numbers or letters. Our eyes are just naturally good at noticing and identifying colors (bright ones like primary colors especially).
So, what can you take from this? Well, I'd say to take advantage of it. Is there a good reason to make a fire mage blue, when it would be simpler and quicker for a player to select the red dude when he wants to use fire? On top of that, using associations like colors helps players get a quick grasp (and reminder) of each character's mechanics. Fighter is red, mage is blue, healer is white, etc. Simple codes like this help drill mechanics and rules into a player's head. It's similar to the way health/mana/stamina bars and icons are colored or designed.
So for your question: if it's a player controlled character then, purely from a gameplay stand point, I'd be opposed to it.

No to both. Theme matters more than color for characters imo.

Like, I would expect a mermaid to use water magic regardless if she wears blue or red. I also wouldn't be surprised if a sea pirate who wears a blue coat could use fire magic as pirates are supposed to be wild and are affiliated with explosives.

They're unconventional just from being in a modern setting. No such things as warriors or wizards. The only thing that comes close is one person calls herself a witch constantly.

Instead classes are pretty much just what that person does as a day job, like businessman or baseball player.

>Do you expect characters to be color-coded?
In a cookie cutter RPG, yes

>Would you be surprised if a character that wears shades of blue to specialize on Fire magic?
No

>Would it be a good or bad surprise?
Depends, if it were executed properly, yes it's good otherwise bad.

I think I'm going to do it. It looks difficult but I appreciate this hobby very very much. Enough to pour energy and time into it. Here are my thoughts regarding mapping.

Q: What are the limitations I feel when using RTP / default mapping?

-I find it difficult to represent verticality that makes sense and is more understandable to the player. Especially with MV's "chibi" tilesets
-I find it complicated to give my maps character and detail so that they stand out
-There's a lack of real progress between VX and MV that frustrates me in terms of mapping

Q: Pros/cons of parallax mapping?

+ It gives me freedom to be very specific with detail
+ Removes almost all conventional blockages of default mapping
- Takes time to learn and get going
- Kind of complicated

Do you think rpgmaker Fes will be big? It will be the first console rpg maker that actually allows game sharing.

My prediction is that it will be, at best, comparable to something like Little Big Planet or Mario Maker. There will probably be a small and dedicated community that makes a handful of really cool things, but it'll still just be a toy. Anyone serious about making a game will want a keyboard to input text instead of pecking at a tiny screen, after all.
At worst, it will be as popular as the other console RPGMs. Which is to say, not at all. I think the game sharing feature will help give it a chance, though.

Is anyone here planning on buying it? If my 3DS wasn't broken, I'd consider getting it to mess around with.

I've actually been drafting a plot for a Paradox-style RPG Maker game where you play a Pokemon trainer from Pallet Town who (long story short) gets a lovable mentally retarded Chansey who's been genetically screwed with to make female Pokemon want to fuck her, then when they find it's a retarded girl Pokemon they try to fuck the hero instead

You set off to catch Pokemon, get your badges etc etc while also finding out who's behind Chansey's genetic fuckery, with a full plot developing from there, and it starts on the same day as Red and Blue so you keep running into those games plot events from a different perspective

As well as horny wild Pokemon, there'd be a nympho Team Rocket executive, a bunch of rapey sociopathic Gym Leaders, a high-level female trainer who befriends you at the start and keeps showing up to help and /ss/ tease you, a few trainers who get caught up in the moment when their Pokemon get horny, and other mostly mandatory human encounters with H scenes

Battles would be as close to Pokemon as possible (to wit only PP and Abilities would be really tricky to implement), maps would be mostly recreations from FireRed with some additional areas, items/attacks would be straight from the game, most NPCs would be the same with additions

There'd be CGs and H scenes for whenever you get assaulted and when your party wipes and you get raped, all rough sketches until it starts garnering interest and i can justify paying an art guy

Working title is POKéROMON

Would this be a thing people would be interested in? I think it's a pretty good formula and I imagine the diversity of Pokemon types and species and the whole trainer dynamic would cater for a lot of fetishes, though I'd be keeping far away from anything too vorey

Also not a fan of Pokemon past Gen 3 so would probably not be including anything from beyond then though anything's possible

>rape when lose
The worst h-game mechanic. Reward me for winning, not losing.

That kind of goes against the whole reverse rape idea unless you play as like a randy Nidoqueen attacking random trainers, which I feel would get old really fast

The issue with "lose for sex" mechanics is that they make fighting every encounter twice the optimal gameplay, which isn't really fun. Moreover, you are proposing copying mechanics from Pokemon and losing in Pokemon with a moveset while winning the same encounter later with the same team is rather difficult. At least in other battle engines you could just "defend until you lose" (and even defend until you lose is shitty, repetitive gameplay), but in Pokemon you have to use attacks or items.

Alternatives to your idea could be:
The trainer's pokemon's attacks don't deplete a HP bar. They deplete a self-control bar. When the bar is depleted, they go all sex crazed and might attempt to rape the MC. After the rape there is a chance they join the player's team voluntarily.
Don't use the default attacks for Pokemon. Give Pokemon more attacks that could be used to lose the game purposefully if you want.
Actually build all mechanics and storyline so you don't have to win even once.

Bless you script user. I will get to work on this straight away!

bump

What's a game that does Class and Level System well

Bump

>fangame
>furshit
>porn game

Jesus Christ.

en voi hyvin

this is not a good idea on multiple levels

Nidoqueen raping trainers would indeed get old fast. Not nearly as fast as Chansey spamming Defense Curl 40 times to try to get itself killed by a Nidoran so the player can watch a porn scene.

I did forget to mention that: non-plot-essential trainer battles are initiated by you so you can skip them if you want; furthermore, 90% of H scenes wouldn't result in a game over, your (the trainer's, which dictates when the in-battle molestation ends and the linear rape begins) HP would refill after every lost battle with a H scene (you just get a status effect that makes it much harder to get erect) so you can fight again almost immediately (the retard chansey could maybe produce eggs to revive your pokemon regularly even when she's fainted, but that might tip the scales and make it too easy)

as for the "hard to lose" point: i could easily add an 'surrender' option to forfeit any battle, but I do agree the difficulty is in striking a balance between your pokemon being strong enough to win the important battles, but weak enough to realistically die often enough for immersive rape scenes
i'll give your points some thought, thanks for the input

also, the only pokemon (wild or otherwise) that attack you and not your pokemon are mature (stage 1 or above) females, so any basics, males or genderless won't initiate any H stuff (in battle anyway)
there'd also be slut trainers who will straight-up H you if you use the right dialogue options (i figure a lot of the girls out training/travelling would find the prospect exciting and pull you into the tall grass or whatever to sit on your face)

>immersive pokemon rape RPG maker game
It's time to rethink your life, user.

>It's time to rethink your weekend, user.
ftfy

>pokemon furfaggotry, second only to sonic and pony furfaggotry on the scale of autism
I said what I meant.

And where would you put a rpg maker general on that scale?

To each his own

So I'm using ICF-Soft Event Extension version 1.0 to use like 30 self-switches in a single event.
But, every time I use the menu and change equipment or save, the events jump to the last page bypassing any requirements.
Can anyone give me any advice on how to get this working or to find the problem?

>immersive rape scenes

why?

Someone never played monster girl quest

"Played" is a strong word to use for Monster Girl Quest, user.

Now you're starting to get it

bump btw

tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/WriteAnRPG

>tvtropes
>ever

Would play

Can someone reupload the crack link on the getting started? Link is broken and cant find on google

Bump

please help is it a goner

What did you do?
Did you change something?

I added a font but it accidentally installed to the System folder, after that it just refuses to work even after I undid it. I haven't gotten far though so I guess I don't care if it's bricked.

I haven't added a font myself so I don't know if you did something wrong.
Are other projects fine?

Yessir.

>not using tvtropes
>ever

>Implying there's anything wrong with TVT itself

...

The site is fine as a sort of "pop-culture library"
The forums and the people in them can fuck right off

Tvtropes used to be good and written objectively. But now it's heavily opinionated, snarky and written by people who can't write concisely.

Why

There is, though.

Work on your game

Post your damage formulas.

a.atk - b.def

a.atk * 4 - b.def * 2

I dropped another storyline into the hiatus list because it once again started feeling like I was biting off more than I can chew.

Someone suggest to me what I should do with myself.

Make a heroine has to save the prince story
2 towns, 2 mandatory dungeons, 1 optional dungeon

>TVT itself
Did you read the post

a.def - b.agi

It's a raining day. A guy is waiting for a bus to come, holding an umbrella. A girl walks up to him with her own umbrella. She tells him not to board the bus, because otherwise he'll die. She loves him and wants to keep him safe.

Your goal is to make this a story without once needing to change the scenery, with the end event being "the bus arrives".

Not him but that sounds vaguely familiar

X*(X+2*a.mat-b.mdf)/(2*b.mdf)

Where X is the attack "base power", and mdf and mat values range between 10 and 99 and hp ranges between 50 and 999.

Are you dying again?

a.atk

>having defense

So is /ksg/ more active or less active than us?

Yes