Can this user tell me more about his game? Looks neat
Parker Lopez
How long should we keep stuff in the OP? Stuff like the Demo links. People using mediafire can update files without changing the links, I don't know about mega.
How many months until we decide something is abandoned?
Anthony Perez
That is some nice art.
Elijah Morris
It's a slow moving general, and a slow moving process to make a game, so I feel we can keep things around a pretty good while. It's not as if we have new demos lined up to take the current ones' places!
...That said, the Steel Zeroes demo was uploaded over six months ago, and Long Road is getting up there as well. I certainly wouldn't object to removing them at this point.
Kevin Butler
Perhaps we could create a page for older demos on the wiki? And move things there after a certain amount of time.
Andrew Jenkins
> dying with a single-digit post count
Christian Roberts
Clearly, everyone is too busy working on their games to check in.
Nicholas Johnson
Y-yes... that's what I was doing! I was playing Smash
Evan Edwards
anyone do stuff that modifies health bars?
Ryder Morgan
Got drunk after fixing nine maps worth of cliff issues. Now on to ten with a hangover.
Cooper Roberts
Oh dear, you should have told me you would include my demo in the OP, I would have given the updated link...I don't believe I can keep the same link but have a different file with MEGA and if you can I don't know how I would do that, but here's the updated demo for Tempus Ex Machina:
I would have posted the link in the last thread I mean. Anyways, the RTP needs to be downloaded seperately, just in case for whatever reason someone can't get the game to work and hasn't done so. The rest of the updates won't include the RTP either since the file size is so much smaller.
Nathan Martinez
Make a side quest based on this picture.
Matthew Gray
bump
Leo Long
How much will constantly running parallel process common events impact game performance? Just simple ones like detecting when a character's level has changed.
Brandon Clark
A couple here and there generally won't do too much, but the more you have that don't shut off, the more your game will lag. It's a good idea to just not have to many of those in general if you can help it.
Hunter Bailey
Hey, to the dev of UnknownWorld the game looks awesome and I'm loving it so far but I get this bug where the font becomes huge right after I hire my first party member
Logan Baker
Yeah I made a bunch of fuck ups in the newest build, one of which lets you level up effortlessly cause I'm an idiot. I'll be uploading a fixed version shortly.
John Lopez
With what version? Do you have any specific questions about them?
RM has hundreds of checks running in the background every single frame already, so adding your own isn't that bad.
You should still find smarter solutions when you can, though, and your example is a situation where you can use a smarter fix. It'd require only adding a single line of code, too.
Inside the levelUp function for Game Actor, you'd add a line of code that turns on whatever game switch you want. You'd then use that switch as a trigger condition for whatever (common) event you want.
Adam Nguyen
yanfly released that plugin, and it made me think about more ways to play around with the health bar.
Not just changing AI at set percentages, but things like enforcing your own hp boundaries with skills. Dealing weakness or something changes up where the hp boundaries are, making "angry" mode happen faster or even the opposite.
Jacob Green
I can't find any good scripts that bring you to a checkpoint after losing a battle. Anyone know of anything? Using VX Ace. Honestly, this should be an option supported by the engine by default.
Wyatt Lewis
If you're using evented encounters, just turn on "Continue even when loser", and do whatever you want.
If you're using random encounters, you'll have to make a very small change to BattleManager's self.process_defeat function.
When you look inside, the game goes to Scene_Gameover if the @can_lose variable is set to false. For random encounters, it's always false. You'd change this function to whatever you want.
Likely, you'll want to turn on a game switch inside this function so that you can create an event that runs when the party loses an encounter as well.
Alexander Turner
bump
Juan Robinson
...
Blake Evans
Cyan's site is still down. Safe to say this might be it. Does anyone have his material in a zip or anything similar?
Hunter Smith
bemp
Joseph Butler
Is it me or is this place deader than usual? Inb4 it's because everyone is 'working hard'
Levi Wood
It's because everyone is working really hard!
Jaxson Barnes
I finished my practice demo and started studying and putting concepts together for the real thing. I won't have anything to post for a long while.
Tyler Bennett
Fuck yeah, intro text crawls!
Charles Morgan
This helps a lot but now I gotta figure out how to make the player teleport.
I'm assuming what I'd need to do is make a "get location" event on where I want the respawn location to be and make the script teleport me to that variable, right? I just have no idea how to accomplish that because I don't know anything about ruby syntax.
Xavier Lewis
I don't want to be rude but this is possibly the worst way to dumb your lore.
Nicholas Morales
Only Star Wars has ever been able to pull off slow text crawl intros. Don't do this. It'd be better if each of those paragraphs had an acompanying scene to make it look interesting.
Aaron Parker
It's a side project with a focus on gameplay first. No cutscenes other than the opening text crawl, NPC dialog as limited as possible. Trying to call to mind the limitations of FF1.
Leo Lee
you use so much orange for emphasis that said emphasis has no meaning. like, a good third of your text has the emphasis color
Ryan Powell
>Trying to call to mind the limitations of FF1. Speaking of FF1, it did a small intro like that much better. Or at least the remakes did.
They all seem to have the same effect: the enemy dies but the sprite never gets a death animation. The image of it still stays on the field. How can I force the death animation?
Pic related, the bees are dead but the sprites don't go away.
Nolan Cox
Fire Emblems
Anthony Allen
I use vx ace but if its the same with battles, then there should be a few event commands you can run on the troop events page. You can have one checking for an enemy to have 0% hp, then show animation command, select whatever animation you want on the dead enemy. In the enemy database, make a completely blank enemy with no graphic. Back to the troop event page, have the dead enemy transform in the blank enemy. That's how I would do it.
Tyler Smith
I came up with a solution after some more experimentation. I created another skill called "die", and used a.forceAction() to force the enemy to cast it on itself.
Andrew Lewis
Alright, the swamp should be 100% done. Here's what it all looks like! Now to make the REAL second dungeon.
David Gutierrez
I think I can FINALLY move on from the first few areas of my game. Making NPCs reactive to the events of the world was a mistake. It's a pain in the ass but it's worth it.
Next up is placing treasure and balancing the monsters of this small cave.
Henry Murphy
Which RPG Maker do you primarily use? I'm curious about what everyone here works with. strawpoll.me/13514081
Jeremiah Edwards
It would help if I attached the pic. Derp.
Ryder Ortiz
reminds me heavily of the swamp area in the minish cap
Blake Butler
I am loving this map. It's charming as hell.
Connor Phillips
I tried listening to the podcast and it's kind of... not very rpgmg related? It mostly seems to be chat about non-rpgm games, with the occasional pause to go "oh and Yanfly made a thing".
...I mean, other games are of course relevant to a game maker - as inspiration, as examples of what to do or not do as you make a game - but it doesn't feel like the themes are sufficiently put into a game making context. It's more about the games themselves than the lessons I'm supposed to take away from them - and even from a game making standpoint, it's not very much about rpgm itself.
Sebastian Brooks
Must be the podcast gang, because this has fuckall to do with RPG Maker.
Go resurrect the JRPG General or something.
Jason Parker
Reminds me of earthbound.
Actually, I've never played minish cap.
Oliver Garcia
The tree tile corners are white. I dunno why you would do an entire map with a glaring problem like that; now you have to waste time fixing it.
Isaiah Sanchez
thanks
>Reminds me of earthbound. Not what I was expecting but I'll take it. The mother series has a good aesthetic even if the first two games are pretty bad from a technical standpoint.
Robert Gomez
White? What are you talking about?
Colton Peterson
I KNOW THIS GAME. Dev user, you're the best. I love your aesthetics, I hope to support you the moment I'm not a dirty neet.
Jaxon Moore
The tree top corners are white, like the transparency is messed up. Or possibly, snowtiles underneath?
Is this the season changing developer who wanted to make a jungle using deciduous forest tiles?
Josiah Ramirez
Oh I see. Click on the pic to zoom in. Those white spots aren't actually there. Veeky Forums does some weird stuff when resizing large pics. At least for my pics. And any transparent sections actually show up as black in game too.
Henry Martinez
How can I get a legal RPGM MV cheaper (preferable not the steam version unless I can use it outside steam)? I'm willing to spend my hard earned money but 80 bucks, for fucks sake, that's a bit too much, don't you think?
Cooper Clark
Nice tilest. Did you make it yourself?
James Lee
Wait for a sale or humble bundle.
Colton Wilson
MV was seen in humble bundles? How often are the sales? How much it's usually off?
Do you know how to teleport the player back to a checkpoint through only eventing?
I specifically mentioned at the very end that you'd want to use a game switch, because that'd let you go back to doing things through eventing immediately. You'd have that death processing function turn on a game switch, then you'd have a map/common event automatically run with that switch as one of its trigger conditions.
Austin Richardson
Yep, it's 100% original. Thanks.
James Russell
Did you use a MapScreenshot script?
Gabriel Davis
Yes. Still shows up fine on my end tho if I click on the pic to enlarge it.
Owen Morris
Got some more progress done today. Act 1 is basically done, and I'll work on Act 2 next.
Once said Act 2 is finished, I'll release another demo, so it'll all be sorted out by the end of the year, hopefully.
Ian Cooper
That's great!
Bentley Anderson
I'm using VX Ace and I can't find a script to show mini HP bar on map. Many XP scripts had mini bars, I don't remember to see any battle system with mini bars on map to VX Ace. Is there any?
Christopher Rodriguez
10
should i post a buggy demo?
Thomas Ross
Why not just fix the bugs THEN post it?
Leo Clark
Post anyway.
Shh.
Jackson Ramirez
bumpin
Justin Walker
That's not it. There should be a ground tile underneath it. It's not suppose to look like that.
Carter Fisher
What, you mean like this?
Jaxon Evans
Thats better. You should overlap the tree trunks too.
Isaac Wilson
I'm not a spriter. I did the best I could to fix the corners but anything more is beyond my ability.
Leo Morgan
...
Brandon Hernandez
what? No. Just overlap the tiles you dummy.
James Murphy
Oh damn, that script call is a godsend. For whatever reason I couldn't find the ones for VXA, just XP and MV. Now I'm able to call a common event and get everything going from there.
Noah Taylor
this has a nice roundness to it as a thumbnail, enlarged image is pleasantly earthbound. well done
Eli Powell
Bump
Luke Ross
Not that guy, but that wouldn't work in VX. The forest roof tile and the grass are both A-layer tiles. You can only have one or the other.
Levi Peterson
VX mapping is really fucking bad, huh?
I dunno how they fucked it up after getting it right with XP
Elijah Roberts
Well sheeeeeeit. Anyways, back from getting some food, continuing to dev.
Yeah I was confused as to what you meant but made me realize you were talking about something in a previous engine.
It's pretty bad. I WISH I can have those extra layers. Since we are stuck with what we got in VX Ace, I can't even put tiles of the same tab group behind or in front of others and end up with pic related. It's got some stupid hierarchy to how it decides what can be placed on/in front/behind what.
Ryder Reed
boring bugfixing bump
there was a bug where sometimes the menu wouldn't draw any of the faces. i know that i'm always using the same image file, so i save that bitmap as a local variable, and it's used each time drawFace() is called. normally, drawFace() creates a temporary bitmap to hold the requested face to be drawn.
this fixes the bug, and it alleviates a bit of the performance hit when opening the menu.
because it's boring
Hunter James
Looking at spritesheets for games like Recettear where you have these large character portraits in dialogues, and trying to condense my main character's feelings into 7 or so main faces or emotions to reuse for the whole game is stressing me out. I feel like it's not enough, and that I'm too stupid to figure out this body language.
Recette has 8 faces total, for all her emotions and suffering. Eight!
Lincoln Diaz
What does the 318 mean?
Samuel Wood
mana cost. it's being shown with the wrong placeholder icon atm. perhaps it'd make more sense if it weren't being shown next to the tier-9 bard weaponry icon.