/rpgmg/ RPG Maker General #249

Self-made parallax Edition

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>2018 Collab | canceled until renewed interest

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vocaroo.com/i/s147KbpQyyXP
twitter.com/AnonBabble

First for Female Generator Parts

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cute

What are some gimmicks you like to see, user?

things affecting how fights work, actual weaknesses to certain elements on specific party members that make sense to make you actually consider how you have to use them in that battle instead of "hurr i mash attack button win fast!"

nth for lolis

I have pretty much integrated into my game most of them.

>a way to remember what you are supposed to do if you don't play for some time: integrated in my game via a "Reminder Note" item that links to a common events, where you are given information on how to progress the current chapter
>party base where party members can interact with each other
>equipment teaching skills or passive states
>different weapon types deal different damage types, so for instance you can't punch heavily armored enemies or you will do 0 damage
>meaningful buffs and debuffs, battles balanced around them. I need to have a reason to waste turns buffing and debuffing
>dungeon puzzles, I don't like just running from point A to point B

confirmed

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I can't find the map in the game files, but indeed exists

>tfw thinking of proper characters while using the character generator

I have four humans and elves to think of, and four non-human one to also think of. I have no idea when i should introduce them in the story, or how i should make he monsters act if you decide to play alone through the whole story.

Should i have a full team before the first dungeon?

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Really depends on your story, but I prefer having the characters introduced slowly, so the protagonist has all the time to speak with them, learn to know their quirks and personality etc. - while the player has the time to understand what this new character can do as well as their strengths and weaknesses in battle before getting a newer one.

bmap

...

...

Why are daily tasks such a pain in the ass?

ded gen

What are some plot-twist you like to see?

You actually did fuck the girl.

what if there is a whore house and you can fuck people there?

the game isn't shit

I like the "2 characters are actually the same person" twist.
There's a lot of ways it can go down.
The obvious: The masked characters or alter ego with glasses
When one is a robot character, you can be mislead into thinking the other was who they were modeled after. But the robot had might have a very convincing "human mode" with a heart beat ect...or the person was only pretending to be a robot - the "oh shi- they're bleeding!"
Then you got shape shifters who could be anyone at anytime.

And on a different level the character is suppose to be dead but their's a look-a-like
And something that only works with TV series like Xena where they characters are reincarnated but their personalities are completely swapped So you're not sure if the actor that normally plays Xena is really Xena's reincarnation.
And then you have reincarnations in completely new bodies, gender swaped ect..that you'd never guess, but you know they're someone, so that makes the surprise enjoyable.

My game has to do with two dimensions clashing into each other and I was considering the protagonist having a version of himself from another dimension fight him over who's dimension gets to stay alive.

But I'm worried that would be waaay to anime for the feel I'm going for.

You're going to have to explain this "way too anime" feeling you're imagining. Because we're not psychic.

Any "dark version of myself" sort of trope feels very anime. I'm going for bit of an unnerving and alien feel. (Not horror just outlandish)

How about instead of making good VS Evil, you do Evil VS Good? You play through the point of view of the Evil version instead of the good version. This is kind of cliche otherwise

What do you start with when beginning a game? Database? Main characters? Maps?

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I literally just started scribbling characters in paint.net and built off of that, but that might not work for everyone.

might make for a fun game jam kinda thing

hoh

>tfw drawing random cutscenes just to make sure they end up in the game later

Were about to die here, quick give us a sum up of what you are working on

ur mom

procrastination

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2 million character sprites and nothing else

You can do it, user! I believe in you

spaceship. angel cat. maybe a battle background if i stay up late

The podcast

And the bonus

The uploads are scheduled (because I'll be away) but keep your eyes peeled around the changing of the month

Why the gamejam and future collabs are a bad idea:
>enabling codependency

you know who you are.

No man is an island, user

you're thinking of dependent.

codependent is where a person is obsessed with maintaining relationships, fixing other people's problems. Undermining people's confidence by telling them how they're doing everything wrong and need to rely on you. Unsolicited advice. Never really doing anything for themselves but will self imposing in a VG general thread so they feel like they're part of something.

Simple crafting. No big ass recipes, just item a + item b = item c. Makes it interesting to see what you get
Quest boards giving you item rewards for things you were gathering the entire time, extra inventory junk
Both of the above fuel my addiction to collecting things in videogames and are part of the reason why I love Tales of Graces F so much

Villain was manipulating ancient prophecy all along
Villain is actually some literally who, but if you carefully analyze the game you saw that they were behind the scenes the entire time

Planning stages for a 5 hour game

>mfw finally doing my dungeon and first boss

Feels good.

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Good luck, don't give up!

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Does your game include an unusual species?

I'm about to start up making a simple RPG but keep noticing that I stop maybe, 20% before completion, I don't know if it's writers block or I just get bored. Anyone else feel this? How do I actually finish a game for once?

>Recognize that all my projects are becoming way too ambitious
>Decide to regulate myself by using RM2003
>Tell myself I'll do some simple Space Funeral shit where nothing is coherent and you're just there for the laughs, can use that as an excuse for the inevitably shitty art
>End up creating a largely coherent world with a jokey but still-present backstory and stupid lore shit that doesn't really allow for abstract characters items or move names
>Don't want to make anything coherent, but I don't want to let it go because it's the first actual world I've created
I fucking hate this so much

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Force an ending wherever you're at. That's more of a novelist tip but it's a skill you got to practice.

Good idea. If the story isn't done, give it a sequel hook at the end.

For me it's after the prologue. I'm usually in a mad dash when it comes to introducing the world, characters, and setting up the starting locale but as soon as there is free reign for the player to do whatever I just stop caring. For a simple RPG I guess I can just make it super linear but that wouldn't be very fun.

I recently had the terrifying revelation that my game is basically about tulpas.
So, yes.

Do you use the generate dungeon option, user?

I binged watched Voltron on Netflix over the weekend.

That fresh in my mind, I've also been thinking about the 5-man band trope and how it really more of an eastern story telling thing that the west doesn't get a lot of exposure to outside of power rangers and occasionally seen in other super hero teams. I want to say eastern audiences are more familiar with which allow writers can get away with some literary short-hand. By short-hand I mean it's like with romantic relationships where all you need is to have a boy bump into a girl in the hallway and blush - boom, love at first sight, right?
Going back to the 5 man band, I got a feeling I've played a lot of RPGs where characters were doing their role in some short-hand manner that the audience was suppose to expect and understand but I wasn't familiar with the concept and was just scratching my head questioning why these characters are even tagging along.

I want to replay Blade Dancer on the PSP. It was awful, but I think it was playing with the the 5 man band setup - but without a leader. It was like, the party leader wasn't "the leader" he was "the lancer" who's name was literally Lance. And he had something going on with "the heart" but in trope fashion "the leader" always claims the "the heart" and in this case it manifested as "the leader" being the villain. The game ended on a cliffhanger too with no sequel. So looking at it from this perspective, it doesn't need a sequel because it's a subversion of how all other stories end, with the leader getting the girl.
That's kinda cleaver, but still bad form because it requires an extraordinary familiarity with the trope to "get it".

>So close to making a story worth a dame
>Have almost all the elements I need
>Research research research
>Just need a mid section to connect everything
fuck

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Welcome to suffering, friend.
You know the start! You know the climactic finish! You know the dramatic moments!
Now to fucking connect them.
I-I want to cry.

Only this is the second time this has happened, I was in the exact position as this one with the first story I wrote and gave yup on that one. This one has a lot more potential but I am afraid because of the outlandish ideas its going to be too esoteric to finish.

I just realized that most RPGs have "join rebels to fight against evil empire" plots, while mine has "join empire to fight evil rebels".
Complete with having your castle as home and an army that gets their ass wiped every single dungeon before you decide to just do it yourself.

No, but I probably will for one dungeon in the future

What's your beginning and your end?

Connecting those can be a simple matter of introducing a few subplots that will intersect with the twists of the main plot.

For instance, my game goes through 2 subplots.
The first one is finding the protag's friends, who got sucked into some hole and are now scattered across the world, including the protag - while this happens, they casually stumble on the main villain who intially joins their party, but the heroes will eventually turn against them because plot.

The second one is finding a rich woman, and her subplot ends with a double twist, both relevant to the main plot.

Rest of the story was built during those two subplots, now all it's left is facing the villains using the plot points introduced up until the final boss.

Fuck it I'm just going to make a small game and finish it so I can pop my cherry. I don't even know what it's like to finish a game so I literally have nothing driving me. I need to fix this.

It feels good man. Post it when you're done.

I wish.
I am still typing party base dialogues.

>What's your beginning and your end?

My beginning is "a kid goes out to see his friend, who he invited to go see and friend accepted".
End is "kid fights friend who turns out to have been ghost the whole time".

The problem with this is there is little to none motivation for the kid to go for a journey in a traditional RPG style - if you are aiming at that.

It can work if you keep giving subplots like telling the kid to go in another town to deliver stuff and in the meantime, people keep dropping hints his friend is dead until he realizes there is something wrong.

I want to try and make a 5 hour game by the time summer comes around. Aiming for maybe one hub town and 3 dungeons with more emphasis on story content and probably 2 PCs.

What are some good short story prompts for a game built like that?

Probably going to work with a swords and sorcery setting since that's what I'm most familiar with playing in this genre, and I'd like one of the characters to be male and the other female.

No fun allowed mode: Not a lewd/hentai game

Sounds like you want a parody plot to poké fun at JRPG stereotypes and such.

This short and no lewd only makes me think about this.

I want it to be short so I can have a game that I can realistically finish on my own in a reasonable amount of time.

A parody is a fine idea, I'll put a pin in that. It does kind of feel like there's an overabundance of parodies in the RPGM community when I browsed games before, but this will be more of an exercise for myself than something I need a bunch of people to play.

I can't see much plot going in 5 hours unless there is like 0 gameplay.

Maybe I'm underestimating how long I can make it then. What if I said between 5 and 10 hours, would that make it a bit more flexible?

Yeah, like this it should be getting a small plot going.
Maybe some apparently traditional RPG quests or more that end up with an unexpected twist.

I hope this means you are all working on your games.

Yes

Are you?

pls

We do, user

We need a game about bumping /rpgmg/ to save it from the archive.

Tell us a bit about your game, user.

I have no idea if mine will work, but you get to play as a monster or as a human. Depending on your choices, the ending will be affected

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I don't have a game as much I have a project just to have fun with the engine.

Though the backstory game is looking good despite being a very barebones traditional turn-based RPG.

I finally completed my first dungeon, it doesn't have much but it feels like a proper, small one.

I have a few more to go, but at least i have some nice themes for the others. I didn't even start making items yet, nor did i plan anything to properly adjust the game toward the dungeon but at least I'm making progress...Right?

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Everything is progress.
Even more dialogue lines, fixes, or just making debug features.

Yeah, I'm feeling like i won't do any progress unless i actually start making the maps right away. I already did a map sketch with notes all over about what will happen there depending on who you have but otherwise, i felt pretty stuck trying to do stuff

I'll just change the maps accordingly later to include whatever i feel should be required

dead general

HEY U

YOU'RE LOSING

...

super ded

Pretty much

drawing

the core gameplay systems is the absolute most important. you have to nail down all of your features. this then waterfalls down to everything else.

this affects how you structure your database.
how you structure your singletons/common events.
how you write your scenario.
how you layout your towns, dungeons.
how you setup your battle scene.
which art assets you create.

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not on my watch

I'm quite slow with my game because not only it is my first time, but i want to create two for the price of one. One side uses the base assets of the rpg maker, and the other uses completely new one. What I'm focusing on is mapping, thinking about how my characters will act out on certain parts of the game, and how to make it feel more dynamic and alive

I already have a nice variable system going on for monsters

Ways to make houses more interesting?

Floor spikes.

>damage outside dungeons
Unless it's a boss fight/scripted encounter happening in a house, please no.

some sprites and music
here's a bunny

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they change over time. day/night changes. story progression changes. ero level changes.

That, or the spikes keeps you from going somewhere inside the house to find whatever stash the guy is hiding, but you find it anyway because you get to find buttons, or whatever that triggers the switch to end the spikes.

Environmental story-telling is also good so laying shit around, set a diary somewhere, ect is something to make the house more interesting

Very cute user

music

Thank you!
Here's a painfully cheezy synthwavey tune.
vocaroo.com/i/s147KbpQyyXP

It looks like something I'd play for final dungeon.

Hnnnnng, love it user

I have to make my own music later for my game, but currently the only thing i have is music you can play when using pianos and organs

I tried, it's not very useful. It mostly makes linear paths.

>1st endgame
>"This boss has physical attacks and ailments, let's apply Defense buffing state and Ailment Guard. It still hits pretty hard, so I might have to activate Defense Support and drop the DPS a bit to survive. Now let's apply Quick to attack 2 times, attack buffs on my attackers and let's charge 100 TP for Overdrive.
Oh shit, "[Boss] OVERDRIVE!"! Time to heal, revive and keep the pace before getting overwhelmed by future AoEs."

>2nd midgame
>"Buff, heal, victory"

I still somehow like to play 1st more.
Though I am planning to ramp up the difficulty in 2nd for the endgame.