/rpgmg/ RPG Maker General #218

Dark Hero Edition

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Other urls found in this thread:

youtube.com/watch?v=F_HPfkOOVlY
mega.nz/#F!QTwWyI7a!Hl6ErH4ws-U8v9gzWdJgOg
youtube.com/watch?v=1UgT2iGD0iA
twitter.com/NSFWRedditGif

The DLC pastebin link was already in the Art Resource Pastebin, so I took it out of the OP.
Plus it would be bad to keep calling it the "Updated Pastebin" when it hasn't been updated since Sept 2016.

But it hasn't been that lo
>almost 1 year since sep 2016
bump

Is this...page10?
RETRY?
>Yes

>Limit items
Have a max of 3-8 per item and make them easy to replenish. This way, lower-tier pots are still useful in combat even if they aren't percentage based.

Or have a spread of healing consumables based on how much investment was put into alchemy, restocking every rest.

>Make healers use items
Items can also be the "ammo" for healing type abilities.

>Make items different
Magical healing can be different from Medicinal healing. Make one DoT and the other instant, or lock particular buffs like protect/shell to items. Don't be afraid to itemize the jankier healing methods, like drain or guard-heal.

Dark Hero just got Yamcha'd!

What if healing items are 1 character only and healing spells affect the whole party?

>0MP
>GAME OVER
"I never thought...it would end like this..."

youtube.com/watch?v=F_HPfkOOVlY

Cool

After taking a couple days break, I'm back at it again! So, what kind of puzzle would be good for this map? Originally, I was going to have levers placed in different spots around the swamp, and activating them lowered some blocks but raised other. What I realized though, was that since you move slower in the water in this area, I don't want to have the player slowly trudging their way back and forth through the whole swamp...so that idea is scrapped. Thoughts?

very fucking cool. it's a shame i'm not making a turn-based rpg.

what kind of RPG are you making user?

it'd be cool to mess around with dragonbones stuff, but after this project, i'm likely switching to unity or something. i believe it has its own built-in individual parts animator, though

New plugin from Yanfly
youtube.com/watch?v=F_HPfkOOVlY

How hard it is to do these animation?

Oh someone already posted it Sorry.

You need to be able to draw and animate. Or edit really really well.

You're going to splicing and designing assets to be modular. Set polygons, deformation and bones. The process also requires a bit of trial and error depending on the animations you are planning.

Only if you're a very boring designer.

1.5.0 CRACKED WHEN REEEE

I hope soon

Who the hell even cracks RPGM?

don miguel, the spiff meister

The new ones though.

If you don't already have RM, why are you even here?

bump

I do, just not the newest :^)
Sorry user, I wish to buy it, but I missed the sale, would prefer not to have a steam version and 79$ is just too fucking much.

Still a WIP. Had to cheat around the colour limits in a few places to preserve my sanity.

Some other tiles for the same area

looks nice.

And stuff for the land area that needs work.

give the player an old boat with (x) on it that you have the push to (x) location, but the boat goes in the direction you pushed it until it hits land again

Stating a new project. Stuck trying to decide on a class system or some kind of job system. I plan to give the player a choice from the start.

What do you guys recommend?

do FFT's job system, and you'll be much more likely to have me play it than any other RM game to completion.
>changing to a dark knight requires lv8 knight and lv4 black mage
>changing to an assassin requires lv16 thief and lv4 ninja

?

man I should have saved what I typed out 8 generals ago

what was the gist of it?

4 different "packs" of job classes
Basic
Hybrid
Janky
Over-specialized

that unlock over the first third/half of the game. Endgame is either Basic+abilities learned from over-spec, jank that has their weaknesses removed, or full commit "buff up your over-spec guy and pray he stays alive"

Sexy!

I'm thinking about creating a class system where each of your characters has a combat class and also a secondary class or profession which is non-combat related.

For example, a Paladin/Noble. (noble would give you advanced diplomacy options throughout the story)

Interesting, You could carry that into multiple different playthroughs. Give a reason to play your game more than once.

It gave me the idea of a witch doctor type of healer, the whole party can use healing items but their potency are severely decreased, only the healer can use them while consuming mp in the process so you need both magic and items to heal, but i'm afraid the focus will shift to protecting the healer in every battle, it calls for a taunt mechanic or have a magic buffer who cast shell on the party

post more tips for making maps!

dun die

...

Imagine a RPG that's a mix of Megaman Sprite Game and Vietnamese Crystal. Yay or nay?

Should I work on my lewd game or my not-so-lewd game?

That's not even a contest mate. Why would you even work at non-lewd?

So I can call myself a game dev without being afraid of people asking me what games do I develop.

Literally everyone from my work knows I'm making a smut game and no one cares.
Tbqh I was more ashamed of telling them in what engine I'm developing it...

That's how I am with my family. Only they've never expressed an interest to see my work. ever.
But in the event they actually do, I do other stuff time to time 'cause I'm not sharing my porn commissions with grandma.

junji ito

Like the witches having the time of their lives

super ded

Mind Down.
Thread up.

Anymore care to recommend me some rpg maker games where your character's stats/abilities are determined by story progress rather than leveling up in battles? Bonus points if the game isn't linear.

I need some "inspiration" on how to actually plan this shit out by seeing what works and what doesn't

Ultra ded

gonna spam the library I put together for you guys. put it in the OP

mega.nz/#F!QTwWyI7a!Hl6ErH4ws-U8v9gzWdJgOg

>no one cares
People are silent judges

I am making a Yume Nikki fangame where the player is encouraged to revisit old Worlds once he obtains effects (there are only 10 worlds total, but.each has 2-3 "forms"). How should I go about informing him/her of this?
Nightmare mode: Not putting it in the Instructions.

lcddem had doodads on the map that would change as you progressed through the game. just small stuff like flowers blooming, etc.

maybe you could do something like that to make players take another look around? include obvious new landmarks within viewing distance of the entrances, something like that.

Anons, I am having a difficult time deciding whether I should have a job/class system or not. Basically, what would you rather have? An RPG where you have four simple main characters that can change classes like in the Bravely series, or would you prefer something like FF7, where there are more than four characters, each with their own set of skills and abilities?

The issue is that I think the response of most players would be to think the game is incomplete after going through every world once. What with most Yume Nikki fangames being incomplete.

if the worlds don't connect to each other so they don't retread familiar ground at least once, you're doing it wrong.

When you say encourage, do you mean required? I like how some developers expect players to be psychic and just know.

>would you prefer something like FF7, where there are more than four characters, each with their own set of skills and abilities?
You should have said FF9 instead.
FF7 character only have different Limit Break.

I like job system but with talking character instead of mute one.

Characters in FF7 most definitely didn't have their own sets of abilities. Other than building to match the Limit Breaks, your characters could end up with more or less any stat distribution you wanted.

And I would put it in pros and cons to help you decide:

Job Class System Pros:
Adds lots of replayability
Allows the player to create builds that suit their playstyle better
Relatively simple
D&D reference

Job Class System Cons:
Harder to balance
Needs more resources
Still more complex than just default skills

IS THAT A JOJO REFERENCE?!

Since there's no audio, you can't hear the hit sounds I used, but they are there.

Haven't played BD, but I like FF5's system more than FF7's, though I'd take FF4's, where a character's profession is part of who they are and what they do, over both.

Generally, I find more freedom is better for replay value, but restrictions make characters better on the initial run. So, are you aiming more for a story based game, or something one would play more for your fun jrpg combat? (Given rpg maker, I'd kind of assume the former.)

Nice troll.

Thanks anons. I haven't actually played FF7, I just assumed it would be similar to FF4... I should have said FF4 to begin with, my apologies.
I don't really have replay value in mind; I think I just want to make a game people can enjoy going through at least once, even if they wouldn't necessarily want to come back to it once they're done. I don't really think I can make a really good story either; I want to focus more on gameplay. That being said, I think I'm leaning towards having a job system, given that gameplay is one of my main focuses right now. The problem would be making sprites for all 4 main characters in every single class...

Well, the issue is that obtaining effects is the triggers for the changes and the player could obtain effects before noticing a change in another world, but I guess I could carefully place the portals to avoid that.

You can't get any ending or see any interesting content without revisiting the world. Upon the first walk throughout every world you will obtain two effects that will cause changes in the other worlds upon revisits.

Just have a brief instructions blurb at the start of the game like the original does, and include "worlds may change as you acquire effects!" or something like that.

I prefer the freedom to have subjobs.

That doesn't mean it CAN'T be like FF4/6/9, but I want subjobs.

bump

This give me idea for my game.
Too bad there is no TBS plugin for MV yet.

Don't die on me

spot the penis

make it harder :^)

At least TRY to hide it ffs

...

good night bump

Some are most certainly do, but to be honest, it's just me who doesn't care.
Although, I don't walk around with a t-shirt "Making taiwanese smut for perverts" and loudly proclaiming my love for loli waifus or something.

Good morning bump. 1.5.0 when!
Anyone checked out that dragon bones plugin from Yanfly?

1.5.0 bump

Dragon Bones takes actual effort, and I mean Actual. If your making games for fun don't bother.

How important is this 1.5.0?

I'm in that retarded spot where I'm too dumb to utilize a proper engine, but I have an artist and animator on my hands. Muh patreon shekels since it's lewd.

Extremely, please provide.

Anyone know of any farm-themed battlebacks for MV? Preferably matching the RTP style.

I'm using Soulpour's Scene Shop Skuld (video below) and I need to make a backdrop for a food shop that's on a farm. Using a battleback seems like the best way to make that happen.

youtube.com/watch?v=1UgT2iGD0iA

Hey, I know that feel. I only just bought MV during the summer sale because of how overpriced it is.

bumf

What is the consensus of splitting physical attacks into 3 categories, slashing, piercing, crushing?

Some enemies are weak to piercing but resistant to crushing etc.

Honestly I like the FF way of doing things. There's a lot of distinct characters but the party can be somewhat homogenized since with stuff like jobs or magicite you can just customize characters to fill in the gaps. I choose party members based on looks and personality anyway, systems like that keep parties from beng gimped.

Update for the update god.
Bump for the dead general.

wtf?
how much shilling did it take to get enough money/attention to not have to worry about the art asset end of things?

Like alot of other things, it looks good on paper, but not worth the trouble.
If you could change weapons mid battle you could make it work, or maybe have every party member use a different type, but then they all need to be musclemen.

If you're using it for damage multipliers, it's as bad/good as any other typical elemental system.

>sword, dagger, scythe
>lance, rapier, bow
>hammer, mace, staff
>swordsmen, thief, loli scythe girl, knight, red mage, archer, warrior, priest, wizard

>need to be musclemen
what did he mean by this

i think it's a systemic problem where (rpg) devs are really unimaginative when it comes to gameplay. they only understand how to create features in a shallow manner, because that's the design space RPGs always sit in.

Is this one of those "I was just pretending to be retarded" jokes I keep hearing about?
I was talking how everybody will need high attack stat.
P.S. spear =|= lance

There's no patreon yet, I'm just lucky to have a really talented waifu and we're making it together.

It's good and makes physical attacks more interesting.

But you have to balance around it. It's fine if some party members are more or less useful in a given situation, but it's generally bad if someone becomes *entirely* useless, like a fighter with only slashing attacks vs a slash-immune enemy.

I can't into the aesthetic part but...

>if close to a village/town/human settlement, reduce encounter rate the closer you get
>nature is random, but not completely
>like the tutorial says, make the exploration of dead ends/alternate routes worthwhile by adding treasure chests with good items the player may want
>the bigger a map is, the lowest the encounter rate should be. It's boring to be stuck fighting 100 enemies in the same map especially if you want to explore
>it's always a good idea to have shortcuts
>if you don't want the player to free roam too much, simply have a character say "Let's not lose time, MC!" and prevent the access to some maps before a certain event if they go too far
>dungeons with gimmicks are always fun even if the gimmick is simply "find key, open door", straight progression is okay but gets boring if that's all you do

A little knowledge of geology goes a long way. One Random Mountain in the Middle of Nowhere generally doesn't happen. A hill, maybe.

Remember how rivers work: They're a large network of tributaries that roll downhill and come together as they get closer to the shore, where they connect to the sea. You can't have a river go from a mountian, to a valley, to another mountain