/rpgmg/ RPG Maker General #215

Prev /rpgmg/ Wikia
rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
Getting started
docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/
Art Resources
pastebin.com/2bJ8wBsz
Even More Updated DLC Pastebin
pastebin.com/91QntR9H
Katakura Hibiki Resources
drive.google.com/open?id=0B48J7d9S5dwZUldpNlNPTThsNTg
drive.google.com/open?id=0B48J7d9S5dwZanZVM2pWREtwWnc

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

The /rpgmg/ podcast:
youtube.com/playlist?list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

Latest SteelZeroes Demo! mediafire.com/?7j353lkhfpnnx27
The Long Road demo: gamejolt.com/games/thelongroad/236740

/rpgmg/ Collab Project: mediafire.com/file/qtat9xy1p1215dh/CollabProj-3_5.rar
Part 5 slot OPEN

Other urls found in this thread:

newgrounds.com/audio/listen/169068
twitter.com/SFWRedditImages

chipset?

Also, does anyone have all the Time Fantasy DLCs? The OP only has the base pack.

premature deaths galore edition

More menu work today.

>General Question
What non-standard status menus do you want to see the most?

I don't know about non-standard. Status menus need to have the relevant numbers, preferably with a button you can press to look at each one and find out what it does. Anything else is just window dressing. A bio or something may look cool, but it's worthless after the first look unless it updates throughout the game (and not very useful even then).

But I mean, if someone want to innovate status screens in a way that impresses me, I'm not going to stand in your way! I just don't have any ideas for it myself.

I know a few people here have been hosing music on soundcloud. It seems like it might be time to look for an alternative.
techcrunch.com/2017/07/12/soundshroud/

seems to happen often. i can't listen to my baby year songs, because old music hosts get shutdown.

>oldest thing still existing
newgrounds.com/audio/listen/169068
Wow, it's been basically 10 years since I've started music. Which basically means I can't even really say I've been a drawing "main" at this point, because I've spent basically the same amount of time in both arts at this point.
I sure didn't make much improvement in that time.

10

I made a cheesy ~super dramatic~ entrance for my final dungeon.

It would have been nice to have the hero's sprite shrink as they get closer to the cave, but at least for now, I've decided it's far too much work to make that look decent.

looks cool

It's literally just your character walking into a cave.

>Databasing

Thanks!

It is my character walking *dramatically* into a *dramatic* cave okay don't judge me

To people having black screen problems with the MV link from the OP.
Delete MadeWithMV from the plugin list.
We really need to add this to the OP.

Any opinions on engine001??
I'm using 2k3 but I would like to turn my game into an action rpg and after looking around this engine looks good for one.

>grid based movement and hit detection
>good for action games
You can push objects around. Jump holes. Rudimentary projectiles. But close
Range combat is not so great. You're going to want to use common events for attacks.

To long to detail in a post. There are surely old rm2k tutorials saved somewhere

2k(3) is kind of... very much not made for that sort of thing, and it shows. Some people have tried, but the results aren't super great. A newer rpg maker might work better, but honestly, you may just be better off switching engines.

>Wake up.
>Old thread is ded.
Neat. Repostin in game map just cuz.

What are the red dots?

stairs.

...

BUMP

Tell me about your main character
Why does he undertake this adventure?
What does he look like?
What kind of weapon does he use?
Does he have a family waiting for him?
What is his backstory?
Favorite food?

bump

bump

Anything cool on FES?

dang, you guys are ded.
is it time to post progress?

It is always time to post progress

1. Make Mini-boss and Final Boss. (Polished)
2. Tidy up extra events/pit falls.
3. Try to fix hit sound + knockdown graphics.
4. Check player inventory for dungeon items.

Last things on my to-do list before I'm done with this demo!

>Why does he undertake this adventure?
His excuse is that he's trying to get money for some medical treatments and to let his friend live comfortably, so he took up exploration and treasure hunting. While that's true, he also feels trapped in his home city and wants to get out.

>What does he look like?
Right now he's a pretty generic blonde that wears goggles on his head instead of his eyes. Final design will be something else when I finally get rid of the RTP.

>What kind of weapon does he use?
Heroes prefer swords, but he also knows how to use axes. His specialty is item use, though.

>Does he have a family waiting for him?
Both parents alive and well back home; current plan has them staying that way.

>What is his backstory?
During his childhood, he discovered he had magical potential when an uncontrolled burst injured a friend. He decided to shun his gift because he fears it, though he could heal the injury if he used it. It's a source of trouble and development stuff.

>Favorite food?
Apples.

bump

Ssssshhhhhhh
Let it sleep peacefully forever

I can't

Of course not!

stop dying damn it!

>Why does he undertake this adventure?
Orders from the king.

>What does he look like?
What kind of weapon does he use?
420 sword and board every day

>Does he have a family waiting for him?
Nope.

>What is his backstory?
Inspired by a grandparent, they trained hard and became a knight.

>Favorite food?
Steak, probably.

bump

bump!

...

...

3Mb upload limit SUCKS! Here's some potato quality gameplay.

Did you play RO at some point?

I have 3 main characters, but I'll just describe Sabas for now.

>Why does he undertake this adventure?
A little of each of these:
1. He has to fix the Orb of Ultraviolet because without it the land will no longer be in an eternal spring.
2. He has to prove to the headmaster that he'll be able to survive in the real world after graduating the Academy.
3. He's sorta being bullied into it.

>What does he look like?
Pic related. Pale with messy blond hair, kinda shrimpy. He wears glasses, a short cloak (I have no idea what the real word for this is - "half circle cloak" maybe?), a a nice button-up shirt, and long pants.

>What kind of weapon does he use?
A magical focus attuned to the Life Aspect

>Does he have a family waiting for him?
His family's still around. But once he graduates the Academy he'll be in the elite magic-using caste - it would be improper to associate with lower folk.

>What is his backstory?
Sabas grew up in a fairly rich family of merchants. He was well loved, but perhaps coddled too much. Once his parents learned that he had the talent for Magic, they were legally obligated to send him off to the Academy for official training. Sabas did very well in his studies, but tended to freeze up like a deer in headlights under pressure. The Academy headmaster observed this, and decided to hold him back from graduating. The story begins with Sabas being sent on a quest to go repair the Orb of Ultraviolet - accompanied by another problematic student - as a sort of final exam.

>Favorite food?
Buttered noodles

Whoops that's the old version of the sprite.

Bump

How do you feel about personality tests used to determine your starting class or starting stats?

Hey everyone
I'm trying to find ---written--- resources to learn about RPGM VX Ace, but I'm having a hard time finding a sort of "from 0 to expert" sort of thing, where it goes from the very, very basics into covering as much of what the program can do as possible.

Most of what I've found so far are tutorials that focus on specific subjects that won't fit what I'm looking for. Anyone care to help?

DW3 for GBC did it, and I feel it was done properly. It was a fun role-playing experience, and your personality only marginally affected your stats. There were ways to optimize your stats through having the right personality, but doing so wasn't necessary to beat the game

Hi.

Just got into working on RPG Maker.

I would like if you could answer some questions i have.

Is there any way to end common events that use a switch to activate witouth relying on turning off say switch?

Is there a way to make a common event not activate unless another common event has passed?

How can i make a common event that relies exclusively on variables?

The resources on the pastebin are free? Im trying to make a commercial game (Patreon games count as commercial i believe)

Thanks for the answers.

how do you do this?

nvm found it, was looking around the program's folder when I should've looked inside the actual program

for anyone who wonders:

Tools>Plugin Manager

>Is there any way to end common events that use a switch to activate without relying on turning off said switch?

Maybe an exit event processing or erase event command could work but if not there still might be some roundabout way to do that. Though really your easiest bet would be to turn off the switch that triggers the common event.

>Is there a way to make a common event not activate unless another common event has passed?
Yes. Have the first CE turn on a switch at the end that triggers the second CE.

>How can I make a common event that relies exclusively on variables?
Call a CE from another event and use variables there. If you mean that you want variables to trigger the CE, you still have to use a switch I think. But you can tie THAT switch to trigger from variables.

>The resources on the pastebin are free? I'm trying to make a commercial game.
No idea on this one sorry.

I think this can be fun, as long as the player can't get fucked over by this.

Sadly most tutorials are in video form, and most only cover some parts too.

I love that shit in Langrisser and Tactics Ogre.

I fiddled with some scripts like VM Advance Time and Custom Page Condition by the way.

I have tried End Event Processing and Self switch operation off but none of those work and the common event loops. Turning off the switch seems like my only option.

Such an obvious answer lol. Gonna try that.

I do mean that i want variables that trigger a CE. Seems like i can use the above option for that though.

Thanks aniways but my game is on modern setting and the pastebin doesnt has that, gonna look elsewhere.

She's just trying to get away from the tribes who shunned her.
She's underfed, tan and has long dark hair. Nothing particularly speshul
A spear.
None at all- got shunned.
An orphan who got pawned off as a bride by her tribe before getting kicked out by in-laws after her husband died.
Any food is good, but she especially likes spicy things.

How could i make the game tell meusing a text box the day of the game?

Would like that the game notifies you what day it is.

Just try something small using the assets (aka the RTP) given

Pretty much the only thing you need to know that you would have to look up is, to make events only happen once in a game:
1st page (after all of your event plays out): set self switch A
2nd Page: set it to only activate when the self switch is activated, and leave the page blank

Other than that, you should be able to learn on your own the rest of the things and how they work

BUMP

Ultima IV perfected it, the test determined which of the 8 characters you were, then you can recruit any of the other seven at your leisure. The results didnt gimp you unless you were directionless and stuck on the druid town, or too weak to progress as the shepherd. Noobie problems, all playable around.

Remember to back up your stuff

remember to back your ass up into my dick

First you need to get enough affection points so you can unlock my route.

What method can i use do assign a dislike/like system with items?

Say a character likes potions and drinks and other likes swords and guns?

I do a local backup every 12 hours, and I commit to github whenever I remember.

What would you use that for?

For the descriptive part of it, just put the likes and dislikes in the character's profile.

If you want mechanical effects, you'll just have to think of something appropriate. If someone likes swords and guns, just make those the weapon types that character can equip. If someone likes potions, increase that character's pharmacology rate.

I mean something like a gift system were you give characters items and then they receive -/+ 1 towards a variable.

>likes: buttered noodles

flashbacks of my fat ex who couldn't cook shit and probably would've been a tumblr whale but it didn't exist

Because he doesn't know what else to do.
See pic attached.
Various implements of peace, like rosaries and doves.
No.
That'd be spoilers.
Olive oil.

You are fooling yourself if you think you can make money using freebies and a minimal understanding of the program.

I mean, you can make money. But not for your hard work and ability. It would be charity. You'll get money if you ask for it, not because you earned it.

Well i do hope i get some money either way and that people like what i am doing for.

So far i have everything down except the like dislike system although i think i have figured out a solution for that.

Lets see how it goes.

Is there a way to increase the duration of battle motions? For example, when an enemy evades, it only gets through about 3 or 4 animation frames before reverting back to the "walk" motion, and I have 12 frames I'd like show. The only work around I have atm is to just speed up the animation

Undertale made money because Toby had an installed fanbase for his music and Homestuck creator shilling the kikestarter to his friends, which catapulted his game to much farther outreach than you'd normally expect from an indie launch.

LISA only has 200K steam owners, a game floating on pretty much its own merits vs. Undertale's 2.5 MILLION owners. And a huge portion of those owners can't even play the damn thing or get out of the tutorial area. That's the difference in marketing and social media outreach.

Food for thought, you shekel-minded jew.

Forgot to mention, using MV

You havent seen how patreon works do you?

I am making a porn game which gives me a better chance to get some money, on top of that i am making a dating sim so there wont be any combat.

Luckily RPGMaker is rarely used for that kind of game which makes it unique in itself not to mention how well it does relies heavily on fetishes.

I apreciate the lesson though.

I'm well aware, Chaim. Keep thinking your doodles will match up to the talented-if-degenerate fetish creators out there.

Sure.

Luckily i only need 99.9% of that income to be a success.

>99.9% of $27,585 is 27557 dollars
>maybe it's a twist of words, he meant he only needed the fraction of one percent to be successful
>it's $28 dollars a month

If you work is like how you post, I look forward to your googum or evaxephon-esque breakdown in the generals

dun die while I sleep, ok?

bump

goodnight bump

Yeah, it was the childhood-defining mmo for my group of friends.

They're fun to do, but can be obnoxious if you're trying to go for a specific build if you don't agree with the creator on what makes you good at, say, offensive magic.

Luckily, we live in the Wikipedia age so as long as the test is 100% deterministic any schlub can use a guide after their first playthrough

are we ded?

>ded? y/n
I SAY N

POSTING PROGRESS
I CAN MAKE LAVA FLOORS FROM FF1 AND A SPELL TO PROTECT FROM IT
I CAN INTO FF COMBAT AND MAKE VISIBLE MONSTERS YOU CAN AVOID OR BULLY
PROGRESS

You had a perfect opportunity to go full Thor and you didn't take t. It saddens me.

(it also saddens me that I managed to typo a two letter word)

Do your monsters chase the player? Move about randomly? React in any way to proximity?

How do I make by game not boring?

Keep things concise, but not static.

Reading a long conversation all in generic text boxes isn't terribly interesting. Small animations will make things feel more alive.

Generic fights should be over in like... 1-3 rounds, and the higher end only rarely.

Make the player really think about a theme. Not just "Yeah this guy/girl/thing/force/being/idea/feeling is bad so we gotta kill it cause... I'm good at killing." It doesn't have to be grandiose but if it makes you think for a few minutes, it's good. Not everything has to be a choice, sometimes the illusion of choice is enough to get the players attention.

If all else fails, lewd

I made an enemy that starts chasing the player if they get too close. Can't make up my mind if I want random enemies or something like this.

Something like this can be fun

It can, but the pathing in rm is kinda shit and I'm afraid they'd get hung up on the environment too much.

Plus, ideally I'd like to make it so they only follow if they're turned towards the hero, and you gain surprise if you touch them when they're not looking... and wow, the code.

You understand the logic behind doing everything, right?