/rpgmg/ RPG Maker General #241

Previous Thread >/rpgmg/ Wikia
rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
>Art Resources & DLC Pastebin
pastebin.com/2bJ8wBsz
>[MV] Plugin Releases
mvplugins.com/
yanfly.moe/
>[VX/Ace] Master Script List
rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

>/rpgmg/ 2017 Collab Project | Completed!
mediafire.com/file/cpugiehl3h3h4cu/Collab 2017 Complete.zip

>/rpgmg/ Podcast returning soon
youtube.com/watch?v=cV5qDnhO1D8&list=PLyrIVUR5VXKC9XxmtqJh0u0Wcdvu8VQ6A

Other urls found in this thread:

sadpinkstar.itch.io/spacesave
store.steampowered.com/app/760300/Ender_Story_Chapter_1/
store.steampowered.com/app/776780/Copierre/
u9.getuploader.com/toriaka/download/126/130519_Laugh_monster.zip
youtube.com/watch?v=VDdI1gHAe_c
mega.nz/#F!IjRSmbQY!4Pp1PSH5I44nT-_gI0dHxg
drive.google.com/drive/folders/0B4SXGorQ12s7RkZGWWNQOHFCOWs
twitter.com/NSFWRedditVideo

>Games recently released by /rpgmg/ anons
SpaceSave
sadpinkstar.itch.io/spacesave
Ender Story: Chapter 1
store.steampowered.com/app/760300/Ender_Story_Chapter_1/
Copierre
store.steampowered.com/app/776780/Copierre/

Let's try not to die in the double digits again, okay?

I'm trying to remember some old RPG maker game I used to see around.
I think the main character looked like a knight with a hermes motif with a clock face and the game was full of nonsensical weird designs all mashed together. I think it used to be on the yume nikki chan but I cant find it.

I was in the middle of a bump when suddenly
>you can no longer reply to this thread
and I ended up bumping in my pants.

Do you like the idea of real life religions being present in a medieval fantasy RPG, or at least fictional religions that share many similarities to their real life counterparts? I want to add Christianity, but I'm not sure if I should call it like that or change its name to something like Phristianity to avoid having too many resemblances to reality. I just don't want things to look cheap

Wait, so while I slept, the thread not only died, but died AGAIN? Wow, we really are slow.

This is probably the worst time to bring it up, since we're not very active on a friday night.

But Collab Story setting & scenarios. Trying to think of something that'll be different from previous projects. But this being collab, I'm not going to make the decision alone.

I've mentioned this before, Silent Maid gave me this idea of a Garbage Patch world of different game concepts that have come together somehow. That would allow for different visual styles to be side by side. The obvious story would be separating the worlds, maybe?

Another idea was Perpetual Night setting, where you play as a vampire/soul collector/ reaper or something like that in each quest. Idk, how many people are familiar with Valkyrie Profile?

The 3rd idea was an Faux MMO setting. MV has digital scifi tiles we could make use of. So quests would be be like debugging missions. Maybe all the players are stuck and can't log out. maybe not.

discuss.

I'm still partial to garbage patch setting, but I didn't think separating the worlds was the goal. Since each quest completed was supposed to either give you a new party member or improve the hub somehow, I thought the goal was to build a growing town of people from diverse backgrounds.

The other two settings you mentioned kind of seem a little niche, but to be fair maybe I'm just not picking up on why it'd be better as a setting.

Are we confirmed on the MC being "Bag Kid"? I still have to design the character.

I figured it would be easier to write for if the setting provided more context for it.
And a little novelty wouldn't hurt. If everyone is doing/ has done the generic fantasy world, you know, a night world or digital matrix world might be a nice change.

Bag kid? What was that referring to?

my next game will have equipable artes, like the Tales series.
there's 3 attack buttons, which can be pressed while crouching, standing or holding forward/backwards, so 9 attacks per loadout.
you can switch between 4 loadouts midcombat, so 36 attacks available at once.

that of course means i'd need to have well more than 36 attacks in my attack database, which seems pretty ridiculous, right?
i'll get to make a ton of references to older games, though, which is going to be really cool.
stylin' on monsters with LoL Vahn's Slash Kick, LoD Dart's Madness Hero, Tales Demon Fang, SF Ryu's Shoryuken, GG Ky's Greed Sever, GH Gene's Drunken Twist, etc.

this project's going to be lit, senpai

guess i should still hang around

Reposting from dead thread:
Just replayed Yume Nikki for the first time in like 7-8 years and... i have to say it's a bad game. I mean sure it's fun for what it is, but there are so many bad design decisions, it robs it from being good. It's not even about the concept, the idea is fine, and interesting.

The gameplay is just walking and hoping you find something interesting. The maps are not designed in a way to guide you to something interesting. There's no progression, the effects are mostly useless. The game could benefit from having puzzles that can be solved with the effects. Even when you find something really weird it's just part of the background and doesn't do anything.

My point is - people really shouldn't try to emulate Yume Nikki as some kind of a great staple of game design.

Bag Kid as the name/title for the MC. I figured we needed to give a proper name for the MC so I could start making art for it. Other ideas are welcome.

the value of playtesters who can reliably find bugs cannot be stated

>guess i should still hang around
We need you user.

>Page 10
no

Quick question: is updating something every frame resource intensive?

For example, a showPicture command stapling something to the background that updates its position every frame to match player movement, so it looks like it is entirely part of the map. Is that more intensive than having it actually part of the map?

I want to add some RTS mechanics to my gemu, and this seems like the easiest way, but I'm wondering how limited I might be to it. Would a few dozen buildings and a hundred doodads tank performance?

Oh that. I think we decided on player's choice for being a boy/girl.

If we go the garbage patch concept. I like the idea of starting the game like a pokemon game, just before it collides and becomes part of the garbage patch.

The night world vampire thing, I imagine the player waking up from a really long slumber. So all you see is a coffin until the player "remembers" details about themself. their name and if they're boy/girl.

With the MMO. Just have presets appearances to choose from at the start. I suppose any of the RTP characters would do. Or collaborators could add their own.

Sounds like something that would be quicker to find out for yourself with a test map.

you'll be fine. you can get up to quadruple digits without experiencing lag.

I'm mostly curious in how it differs from how the map is normally drawn, but thanks, broheim. I hadn't realized your gemu was using the same trick.

oh, i don't use Show Picture event commands, but it's still the same answer, anyway.
i don't see any reason those built-in pictures would be less performant than any other method of adding sprites to the scene, so you're free to use them.
because you'd be using those, you wouldn't be dealing with the lag of adding and removing children from the sprite containers.
the only lag you'd possibly experience would come from loading in a new image file, which is just a split second of time.
any subsequent pictures using that same image file would load practically instantly.

>any subsequent pictures using that same image file would load practically instantly
Really? That was another half of the same question, since the "update" is really just drawing the same picture a couple of pixels beside or even in the same spot over and over.

That's a huge relief. Thanks.

buuuuuuump

Name three (3) good horror games to come out of this engine.

Jackie Chan
Undertale
Uh...

Maybe we should actually establish an end goal for each of these, since it seems like we're all just jumping around trying to connect everything without actually getting anywhere.

Patchwork Worlds: Unite everyone for big town.
Eternal Night: Go fix the night thing somehow.
MMO: ????? (I got a bad feeling with this setting)

If we do eternal night thing, I feel like we should have more than just vampires. Castlevania has a bunch of different monsters, Bloodborne has eldricht abominations, there could be madmen or witches or so on that would fit in such a setting, etc.

trick question. They're all fundamentally flawed for using an engine meant for rpgs.
Who thought action mechanics was a good mix with grid based movement and battle hit animations? There's no knockback or any kind of feedback to tell you if you're actually hitting something. Just obnoxious screen flashes. Using Tint screen to make everything dark but also low contrast. Their best (and only) trick was jump scares, which was great fodder for youtube at one time, but the trend has run its course.

Are the battlers in u9.getuploader.com/toriaka/download/126/130519_Laugh_monster.zip under the CC0 license? I'm trying to find some nice open-source art assets but the pastebin doesn't make it clear which one is free for commercial use without the need for credit to the artist.

Also it would be great if someone linked me to some CC0 cute character portraits.

I'm leaning heavily towards the patchwork worlds.
But what happens at the end once you've recruited everybody to town?

In Digimon World, once you recruited enough digimon to town, a path opens to fight the bad guy who made all the digimon feral in the first place.

In Dark Cloud, the town people are saved from an attack, but sealed away into balls and stored in the dungeons for safe keeping. So you were basically retrieving them and rebuilding after an attack.

Cross Edge was a crossover game that...well, the best way I can explain it is that the land was made of souls. So you release the souls. And the final boss was a Baku, or dreameatter. But instead of eating bad dreams, it ate good dreams. And it's plan was to use all these souls to make a world of it's own, that would eventually populate itself and sustain it.

That give you any ideas?

Perhaps an incoming disaster will eventually wipe out the area they're in (maybe the world is unstable or some enroaching darkness or the like). Alongside a town infrastructure, everyone's also building a way to escape the patchwork world.

Maybe a Noah's Ark situation? I can see it happening where everyone's trying to fit everything they need into a vehicle so everyone can get out of there.

It used to be free for paid games. But if you go to Etolier's website, she's removed that particular set. Probably because it's got things like Chrono Trigger Lavos and other monster designs from popular games that can't be used for commercial games.

Incoming apocalypse might not be a good time for personal stories. I mean, it would pressure people into doing crazy stuff. But we wouldn't have a frame of reference for what's normal anyways.
Everyone would be in a panic, unless the danger was hidden from everyone except the player.

Stabilizing the world would be more practical, for a collab anyways. There's a status quo to return too.

Post music

That retard whose game looks like it was made in MS Paint here,

I'm wondering if I should keep bothering you guys with updates. I'm trying to decide what the benefits versus the negatives are. On one hand, it feels good to make progress and share it. On the other hand, it can be boring and bothersome to others. And I also don't want to come across like I'm seeking validation... (Plus, when your project looks like a 10 year old drew it in computer lab, it is sort've embarrassing.)

In the past week or so, I've been working on build a matrix of all the numbers and formulas in my game (if that's what you call it.) That way, I can reference at any point in the game what level a character will be around, and in turn what the enemy's stats should be around in order to pose the degree of challenge I'm looking for. It's actually pretty handy!

Have some big TIDDY shopkeeper girl that I traced.

Fair enough. So they're building their town up, stitching together and stabilizing the surrounding area, then maybe making a vehicle after that so those who want to explore or leave may do so.

inb4 that's the sequel hook

bump

the only metric you need to look at is how often you see "bump"s or bump bait, like "post music". if the thread is so dead, it needs to be bumped to stay afloat, feel free to spam the thread up with your game.

Many games have stand-ins for real life religions, but they're usually under another name.
You can totally put Christianity in your game.
Just remember that the word "Christ" comes from greek, and that it means "chosen one" or something along those lines, so you could easily change it to another word with the same meaning in another language without being too on the nose.

I'm considering what I should have as my title screen. I already have the game title drawn up, but I want to have an animated image in the background of various stuff.

Just brainstorming:
>MC's weapon stuck in the ground, in the foreground
>Animated clouds and mountaintops in the distance.
>Random things like birds, dragons, and airships fly by at random intervals as a sort of Easter egg kind-of thing.

I'm still all for Bag Kid, with the bag itself being some unique bag of holding used to collect all the macguffins on each quest.

Go just raptor Jesus

This thread should (technically) be used to discuss rpg maker and creating games with rpg maker.
So you can keep doing what you're doing because you're totally in your rights to do so.

And it keeps the thread afloat, so, you know, two birds with one stone.

The animated clouds sound good. Maybe also add the flying birds and dragons to spice it up a bit.
That said, without knowing what your title looks like now we can't really help in that regard.

I guess you could have the MC and/or the party camping or running from one side of the screen to another every once in a while? Like they're rushing from one quest to the other.

IT'S TRIVIA TIME

>What's your favorite commercial NON-RPGMAKER GAME?
>What's your personal game like?
>What's the fattest nut you've ever bust in your life?

>What's the fattest nut you've ever bust in your life?
You want to know the amount of semen in gallons or what?

Why are you dead set on something stupid like "SAVING THE WORLD!"? Why can't it be just the adventures of some asshole in a hub town?
Or am I getting this wrong and saving the world is the equivalent of plot in porn, existing just to loosely tie everything together?

He obviously wants to know the amount in litres.

>saving the world is the equivalent of plot in porn, existing just to loosely tie everything together?
this

The "Save the World" scenario is basic enough that anyone could add their little sidestory to it, and loosely tie everything together at the end by saying, "Oh, and then we found out that the thing we were looking for is actually one of the crystals needed to stop the darkness/rebuild the town/control the world."

On that note, why not make a somewhat evil MC? I like the "Bag Kid" idea (), just make him an extremely ambitious kid that hears of the legend of the dragon balls/crystals/whatever that make you invincible and gets the bright idea to rule over everything.

youtube.com/watch?v=VDdI1gHAe_c
this might be the best money i've ever spent

That looks nice, reminds me of Ori.

I was thinking the same thing. Is this game maker?

it can be used in any engine, since they're just .pngs, of course, but that video's showcasing it inside of unity.
it's pretty ridiculous how something so high quality and basically professional-grade is only 14$.

I misremembered them having a clock face but I remembered the name, Middens.

where can I get rpg maker mv free?

Please post.

It's what the thread is for.

Anyone who'd think it's annoying when someone's actually making progress and posting about it is in the wrong place. It's them, not you.

Try here. Works for me:

I have to ask, what's the motivation behind pirating software like RPGmaker?

For anyone that doesn't want to bother with making an account.

This is an AIO (All-in-one) program that contains:
>2k
>2k3
>XP
>VX
>VX Ace
>MV
>MV Sakan
>Game Character Hub
>Game Character Hub PE

There's also a few extras, like a decompiler for XP/VX/Ace and one for MV, RPG Maker 95, Shooter Maker 95, 2D Fighter Maker 95 and others.

>mega
mega.nz/#F!IjRSmbQY!4Pp1PSH5I44nT-_gI0dHxg

>google drive
drive.google.com/drive/folders/0B4SXGorQ12s7RkZGWWNQOHFCOWs

>password
cs.rin.ru

Probably the same one behind pirating any software. You either a) want to try it before buying, b) are only doing this for fun and don't want to spend however many dollars on a program that you know you won't use a lot or c) are too poor to do otherwise.

I honestly don't want explicitly real life *anything* in a game that isn't set in real life. I don't want your elves praying to Jehovah any more than I want them going to McDonalds.

Something that shares similarities is fine, though.

I'm not sure why you're replying to a post that has nothing to do with the topic, but I guess laziness, stinginess, or outright being too poor to justify the cost all work as reasons.

Or someone might just have a grudge against the creator and not want to give them money.

what's sakan? i've never used mv.

Drunken misclick caused the wrong post to be linked.
I guess those are eh reasons.
It just confuses me since if you were to try to release a commercial product you'd be legally fucked through the ass for using pirated software.

Well, not every project is commercial. And I guess you could probably move the project to a bought version of the maker if you actually got far enough to finish something and decide to sell it.

I'm fine sticking with Don Miguel's RM2k3 because I've already had it forever and just play around with it.

How would anyone know you pirated after you encrypt that shit?

I'd expect RPG maker devs to have a backdoor and to monitor for that shit. Maybe not, but I have no doubt they'd be able to find out if you had a valid license or not if they wanted to.

From what I've seen written around the web, they do supposedly have some way to find out. I don't have any solid evidence or knowledge of the method, though.

Silent protagonist is silent.

Something about checking the dll.
Nobody except those in charge knows, or if they do they can't be arsed to explain.

Silent protagonist doesn't necessarily mean blank slate for self inserts.
It just means that they have no actual (readable) dialogue or choices available to the player.

So if you want them to act like that for your section, you're free to make the protagonist act accordingly, right?

If you want the protagonist to help someone rob a bank or museum, feel free to do it in your section. Don't force that decision on other sections just because you want the protag to act or behave a certain way. There might be some weirdness if the protag is willing to rob a bank but also save flaming children, but aren't most silent protags psychopaths anyway?

>Drunken misclick

No, you're just an idiot on your phone.

Bump

>choose RPG maker because it's comfortable and easy
>project not really an RPG
>game nearly finished but trying everything to make it not look like made in RM
>currently messing around with the database code, breaking stuff most the time

Maybe I should have just picked Game maker

I like the hate for phone posters
But I'm just an alcoholic, not a fucking degenerate

After playing it blind for the podcast, I agree that it's not very engaging from a design standpoint. However, it works really well as a 'multiplayer' game.

>A group of friends (either together or online) play it together
>Share shit they found
>Keep playing and swapping notes

You encourage each other to keep playing, even if it might get a tad tedious. As a social experience, Yume Nikki is in a class of its own. In [current year], the age of wikis and walkthroughs, I'm curious how people will enagage with the game.

>Some young millenial plays it with a wiki open
>Gets bored by all the walking
>Wonders what their older sibling thought was fun about Yoomay Nikki

It could be this generation's Great Gatsby: Revolutionary for its time, but also a product of its time.

Bump

Yeah that's why I had so much fun playing it all those years ago, when it was still a niche game, granted it was probably popular by that time in the horror game "community". Nowadays the sense of discovery is lost, and I don't think modern gamers have the patience for something like that, especially with commercial projects.

bump

Hey, I watched Defeat the Darknes last night. Some most of the humor was flat, but I liked how complete it felt. Everything you reference seems to circle back in on itself, and the main cast even all show up in the finale. Really enjoyed that.

ffs

That's nice dude, but why are you quoting me

bump

I can't do anything today. So i'll tell you about the time I did a thing...and it was rpgm related...um, lemme think.

Oh. I made an ingame text editor for rmxp once. Suppose to fix spelling errors as you saw them. It kinda worked. But text overflow was a problem and it couldn't create new textboxes or delete them or do any special codes like \v [] whatever. So it wasn't that useful.

How do you make multiple dungeons with the same tilesets/enemies seem distinct?

different objects inside, different lighting

build the terrain differently. perhaps one of them has several height changes, maybe another one has several long corridors.

How do you feel about game creators using their custom-made assets in more than one project? I'm currently working on a small game but plan to reuse a lot of tileset stuff in another.

That's fine.
The guys who made Terraria used assets that they put in Terraria from an earlier game.

as long as it works in the new game

It's fine as long as you don't straight up copy maps.

I spent almost 1000 hours in rpg maker before coming to this realization

>pitched my ideas for a horror rpg game with a coder
>he digs it and wants to get started right away
>tfw have to actually start making art and animating now

I-i didnt think id get this far
Im scared

post ass

I'll hold your hand.

I don't get why some people do this.

Why not go with the strengths of RPGMaker and make an RPGMaker game?

Why download the program and immediately try to move away from what it's good at and try to do some 3D shooter or some shit?

Might wanna try different engines before committing time/money. Just say'n.

because rm still comes with a lot more than other engines.

if your party has x copies of item y, and a copies of item b, etc... how would you fill your item list with those items?
sure, you can figure that out, but how would you have that list be scroll-able, when it's longer than a single page?
how would it align to the appropriate item, and how would you draw the next "page" correctly?

the equipment screen has the stat preview window already setup for you, too, for potentially crafted equipment.

add on that there's the huge library of yanfly/galv/whatever plugins that provide things that aren't going to be available to you when you use something like gm.

think of how much you can do with rm's message box system. all those \whatever[] codes. that's all stuff you'd have to figure out on your own. it'd just be a fact that if i made my first game in gm, it'd have had a comparatively shitty menu and message system.

I just spent just shy of two hours making an optional tutorial to JRPGs in general, since all the unique things to mine are explained as they're introduced.
Will anyone even use this? Kinda feel like I wasted my time now.

well done