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Gamejam Edition

Previously >>210629429

>/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia
>Resources Pastebin | Updated: Feb 2018
https://pastebin.com/8yx3SjjT

>[MV] Plugin Releases
http://mvplugins.com/
http://yanfly.moe/
>[VX/Ace] Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

>/rpgmg/ 2017 Collab Project | Completed!
http://www.mediafire.com/file/cpugiehl3h3h4cu/Collab%202017%20Complete.zip
>2018 Collab | canceled until renewed interest

>/rpgmg/ 2018 Collab Project | One game completed so far
http://www.mediafire.com/file/jisq1js7v18re2g/Adventures+of+Skinflesh+VS+Bunny+King.zip

>/rpgmg/ Podcast
https://www.youtube.com/watch?v=QEWVWxtbpVw [Embed]
>>
>>211369443
>not Yanfly edition
>>
Post progress!
>>
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>>211370438
Here you go, anon
>>
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For those just joining us, the "One Week, One Town, One Dungeon, One Boss" Jam is underway!

The rules are simple:
>Make a game with: One town, one dungeon, one boss (any order)
>If your town is also a dungeon, that's fine
>Any version is RPGM is fair game
>May work solo or as a team
Deadline: Sunday April 15th, Noon PST (5 days from now)

Discord Invite: rBPfpg5

Thread theme: https://www.youtube.com/watch?v=OBwS66EBUcY
>>
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>>211371342
>>211369443
Don't forget, you can achieve a game under a day too, anon!
>>
>>211373314
I couldn't beat the bunny king, he rekt my shit
>>
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>>211373483
The trick is to rageful fist his ass, then ara ara/uru, and then use the ol' switcheroo slices to finish him off on the first phase. The second fighti is all about using Skyrim as fast as you can, and then switcheroo his ass. As long as he's under the rage effect, he can't beat your shit
>>
>>211370438
Post yours
>>
>>211371342
I'm going to have to withdrawal from the jam.
Because fux April birthdays and spring events and everyone wants me to be apart of their thing. And my family tries to be economical and turn "take grandma to her appointment" into an extended 5 day+ weekend without internet because "it's not like you have a job. Where do (you) got to be?"
If they were poor too they'd understand how much it hurts to have paid for services and subscriptions that won't be utilized or refunded.
And how soul crushing it is to have your goals and ambitions interrupted for someone else's mere convenience.
>>
I'm asking for help, for I have tried unsuccessfully for some time now and I must be off my computer for some time.
My game has an incredibly zoomed camera, so it doesn't show what's around your character. The problem is, when the battle starts, it resets the zoom, and then gradually applies it again (that effect that closes in your character before the battle), clears the zoom for battle and finally reapplies it after the battle is over.
For the life of me I can't remove the pre battle zoom clear or, when I remove it, the zoom carries into battle.

I've been trying debugging this shit for quite some time and I still have no idea how exactly it works.
>>
>>211374985
Can't you use parallel process/autorun events that call a script to remove your zoom problems?
>>
>>211373314
This isn't a game. It's an imitation. A parody.

The "Town" is a room. What can be considered a dungeon is just a series of switches.
And it's a week long Jam. Like a marathon. So you didn't finish; you quit. And you didn't even make it a 1/4 of the way.
You barely managed to do more than what the tutorial would have you do.
>>
>>211375973
>Anon makes a game under a day instead of a week
>Wooooooow, why is is dog shit?
>>
>>211376340
>Rules of the Jam: Anon has a week to make the game with one town, one dungeon, one boss
>decides to do it in a day instead, resulting into dogshit
>"b-but I finished in a day!"
>>
>>211376340
>package some maps into an exe
>call it a "game"
>>
>>211377335
>Anon has a week to make the game with one town, one dungeon, one boss
>make one town, one dungeon and one boss

I don't see why you are bitching anon
>>
>>211377530
Read >>211375973
>>
>>211375973
How about you post some progress of your game, anon?
>>
>>211377984
Not that anon, but really?
That's the most predicable non-answer you could have come up with.
>>
>>211375973
Are you the guy in op's pic, anon?
>>
>>211377530
How about I leave so the cheese stands alone?
>>
Endgame tiredness, anybody?
I just want to plaster "Yanfly, Yanfly, Yanfly" in the credits already.
>>
thread.addState(1);
>>
thread.removeState(1)
>>
>>211382231
bump
>>
>>211385301
An exception occurred, your entire code is fucking shit.

You missed a semicolon
>>
>>211374985
Finally, I found what was the problem.
I was making changes directly to the base scripts, ignoring whatever possible overwrites could be happening.

This taught me a lesson, at lesat.
>>
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Oh hi, everyone. I have made game for you. Is called The Cave. You have to make friend so you can kill bad evil guy lurking in bottom of cave.

Remember to download the XP RTP if you don't have it already.

http://www.mediafire.com/file/vbm8cepy1hqa9c9/The%20Cave.rar

There are four possible friends. Two are free, one is a little tricky, and one is almost impossible. First one to find her wins an internet.
>>
>>211387671
>Unable to find file Graphics/Pictures/Ending.
what a story, mark
Not sure if that's my RTP that's the problem or not
>>
>>211389171
nm fixed it. Needed to Import it first

http://www.mediafire.com/file/vbm8cepy1hqa9c9/The%20Cave.rar
>>
https://www.youtube.com/watch?v=QJ4WTes73SU
>>
>>211390968
>open video
>giggling noises
>close video

Am I losing something not watching this?
>>
>>211390968
>Discord link in the title screen
Yanfly would be ashamed.
>>
>>211387671
What a great story, mark!
>>
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Horrible. Just horrible.
>>
>>211385435
Joke's on you, I'm running Ruby.
>>
bump
>>
Quick, what are you working on currently anon?
>>
bump?
>>
>>211403372
Trying to Common Event-Fu my monster recruiting mechanic. Looks like I might need to JavaScript-Fu it, though.
>>
>>211403372
music for people's OFF fangames
>>
>>211404148
Post it
>>
>>211404148
>OFF fangame

Now I'm interested, when should it be done?
>>
>>211405957
https://soundcloud.com/lamone-953150012/fractal-fracture
https://soundcloud.com/lamone-953150012/torn-tether

>>211406045
idk i was just requested by them to make music
>>
>>211406707
What is the software you're using for making music?
>>
>>211407174
Magix
>>
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>>211403372
An amendment for my tax return
>>
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>>211403372

Character Portraits
>>
I want character portrait that moves when they talk, what's the best plugin for that?
>>
>>211410091
Not Yanfly this time, but there's indeed a plugin like that.
Search on YT, I don't remember the name
>>
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bump
>>
>>211387671
Andi got me for some reason.

>Have a friend you really care about
>They roll back into town
>The care is not returned

That first meeting back means everything
>>
>>211408829
kinda cute
>>
>>211403372
Bumping with sprites that are very definitely not OFF-referenced.
>>
safe
>>
>>211423282
Nice
>>
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HMMMMMMMMMMMMMM...
http://store.steampowered.com/app/823420/Erinye_Demo/

Pretty good game, if you ask me. Just makes me sad the nudity, rpg maker is a sick community.
>>
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>>211426250
Th-Thanks
>>
>>211428379
Is this a hentai game?
>>
>>211431329
Has some tits to make people buy it. That is it.
>>
>>211432470
I'll never understand.
You can google "anime tits" for free.
>>
>>211432675
You'll understand when you're older when you stop making sweeping generalization and dumbing things down to inexperienced assumptions.
>>
Valve changed Steam's privacy settings resulting in killing SteamSpy.
>>
>>211434321
>you will like tits on shitty games when you get older, kiddo
>>
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>>211369443
If you want to make a Pokemon themed RPG, might I suggest this fine Pokemon MV Essentials v.070?
(Unintentionally) Just in time for Gamejam 2018, its the first release of Pokemon MV Essentials v.070, which will hopefully be the starting point of an updated Pokemon Essentials.
http://www.mediafire.com/file/0df6xb2raj0loe9/Pokemon_MV_Essentials_V0.70.7z
>>
don't die!
>>
I'm attempting to make an Shield and Sword-like status condition, however right now only enemies seem to be affected, while party members function as normal. Can someone help me figure out what I'm doing wrong? I'm using the Buffs and States Core and Parameter Core

<Custom Action Start Effect>
var swapAtk = user.atk;
var swapMat = user.mat;
var swapDef = user.def;
var swapMdf = user.mdf;
user.setAtk(swapDef);
user.setDef(swapAtk);
user.setMat(swapMdf);
user.setMdf(swapMat);
</Custom Action Start Effect>

<Custom Action End Effect>
var swapAtk = user.atk;
var swapMat = user.mat;
var swapDef = user.def;
var swapMdf = user.mdf;
user.setAtk(swapDef);
user.setDef(swapAtk);
user.setMat(swapMdf);
user.setMdf(swapMat);
</Custom Action End Effect>
>>
>>211436501
>it's all about looking at tits.
>>
>>211374773
Ok. I might be back in the Jam. Idk. I started something yesterday. Then today, the way things were going it sounded like I wouldn't be home long enough to work on it. But now I might only miss out on a day. But still be around at the end of the week to participate.
>>
I need ideas for a the gamejam game.
>>
>>211448140
Cute girls doing cute things: the game
>>
>>211440867
did you post this on /vp/ already?
>>
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>>211449548
I second this

We need more games about cute girls doing cute things.
>>
>>211450873
>>211449548
okay, now to just decide on what cute things.
>>
>>211449749
yeah, tryin to get the word out
>>
>>211445629
Do what Anon posted last thread instead of Lunatic mode, it doesn't seem to work too well with it.
Also your code seems to swap the stats for literally only the duration of an action.
>>
>>211453035
The script didn't do anything for me, so I'm trying to use Lunatic mode in the mean time.
Realized it's only activating on the action and that's a problem.
>>
>>211453804
I think the issue is simply that Lunatic Mode doesn't work for temporarily swapping stats.
>>
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>>211370438
>>
>>211454579
Reminds me why I don't want to use VX Ace gen, but I am fine with the MV one.
That fucking artstyle.
>>
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good night bump
>>
i was thinking of doing the handslap kid's game, where the palm-up person tries to slap the palm-down person's hands.

some potential to game-ify it, but i'm not feeling it that much.
>>
My jam entry's opening scene and town is more or less complete.
Just need to make a dungeon. Does an introduction battle count as a "boss". I mean it's technically an inciting incident and not some random encounter. So it's a "boss" in the sense that it's important.
>>
BATTLE SYSTEM PLANNING
tentative battle system name: STTBS, "Strike Tactics" Battle System

- 1v1 battles, centered around deflecting attacks
- active parameters: health, stamina
--- health taken when failing to deflect an attack, low total, like 2 or 3
--- stamina consumed when performing an attack; regens constantly
- 3 attack options
--- heavy, ~20 frames to deflect, high stam cost, 5f startup
--- medium, ~25 frames to deflect, low stam cost, 2f startup
--- light, ~30 frames to deflect, no stam cost, 0f startup
- earn PP from victories; spend PP to upgrade actor parameters

actor parameters:
STRength: time to deflect decreased
VITality: stamina regen rate up
AGIlity: attack startup decreased
>>
potential problems
i might be kind of busy this week, because
>school
but if it turns out to be too much fun to work on, i'll likely keep working on it past the deadline, anyway.
>>
likely working on these later on to hide the plot spoilers

ART ASSETS REQUIRED
1 deflecting sprite

battlers:
1 player
1 enemy (?)
1 boss

and for each battler:
3 attack portraits; heavy, medium and light
2 idle portraits; healthy, near death (?)
1 victory portrait (?)

1 PP sprite
>>
Well I knocked off the database first for my jam project because it's hell. I'll begin work on mapping and eventing in a bit.
>>
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hud
>>
nevermind, i'm already "bored". i shouldn't be wasting this much time on an rpg maker project.

it was gonna be a S Table Tennis Battle System, where the only inputs would be Smash, Volley and Lob.
the game would be simplified into strictly timing inputs properly, no directionals/positioning involved.

if the ball is considered on your side of the net, then any pressed attack button would hit the ball to your opponent's side. the travel time is shorter for stronger hits, so smashes would have the least travel time, making it harder for the opponent to return it.

Smashes would leave the opponent with ~20f to react which is somewhere above the average human's twitch reaction speed. the reason the time to react is higher than a human's twitch reaction speed is because attacks have "startup" to them. so since a smahs would have say 5f startup, that'd mean you'd have to react 5f sooner, making it a ~15f twitch reaction to return with a smash, which should be outside the realm of consistent normal play.

Volleys would be the most "comfortable" attack to react to, and to return with. they should technically be balanced as a stamina net neutral (stamina regen time between volleys - stamina usage) usage option. this means an extended point with several Volleys being hit back and forth would favor the character with higher Vitality.

Lobs would be the safest option to return with, since they'd have instantaneous startup, but they'd allow the opponent to regen all the stamina they'd have consumed to do the Smash, since it has the longest travel time.
>>
>>211460879
I'm trying not to waste time by and avoiding doing useless actions.

For example, the character picks a silver coin. But as far as the database is concerned the item I gave the player is actually a potion. I'm not going to delete or rename database entries unless I have too.

Also, going back to XP from using Ace and MV made me appreciate the features that MV has. Like XP's text entry is bugged so you can't use the 4th line of text unless you right-click and select "batch text"
And RMXPs game variables are integers-only.
>>
when i think of it more, Lobs would be pretty broken, though, since it still leaves you able to constantly return with it, and nothing would be able to break it (since there wouldn't be the left/right far/close mixup that Smashes typically have)

my solution would've been to actually implement position/direction into the game. it's just too core to the sport.

and as for the S of STTBS, it would've been Strip Table Tennis, where you strip other girls and collect their panties for pantsu points. exchange pantsu for attributes.

it'd probably just be best of 2 matches, where if you miss a ball, that ball would tear your characters clothes apart. getting hit by another ball would strip her entirely.
>>
game could've been pretty hype, with sweaty pingpong girls, but eh.
i've got school shit to work on. bad week for me
>>
Is it weird that I legit liked the Millennium series?

The first was not very good but it only got better each one.

The ending in part 5 was amazing until the part where you were supposed to lose to end the game though. With my level 99 monsters I could easily beat the tournament.
>>
>>
>>211465653
>hey. you. whatcha gunna do?

This will be in my head all week. Suffer with me.
https://www.youtube.com/watch?v=J9FImc2LOr8
>>
>>211465653
>Not "Cockbolds"
One job
>>
>>211465957
>not this
https://www.youtube.com/watch?v=iPrtvv014h8
>>
>>211390968
This actually looks really well done
>>
>>211445629
imo if you're struggling this much for something that's just a temporary mechanic that won't be a core aspect of your game, just drop it

you're wasting valuable time that could be spent elsewhere on your game
>>
>>211465653
Work your body. Work your body. Make sure you don't hurt nobody.
>>
aaa
>>
>>211464464
XP sucks. Its mapping system is overhyped. Especially when shit like TileD plugins and Yanfly's grid-less doodads exist. Also, XP runs games at a shitty 40fps, lacks mouse support, and the battle system is ass.
>>
>>211445629
<Custom Apply Effect>
var swapAtk = target.atk;
var swapDef = target.def;
target.setAtk(swapDef);
target.setDef(swapAtk);
</Custom Apply Effect>

This worked for me.
>>
>>211475492
>An unforeseen problem you'd have also encountered is, if the state was cast twice on the actor or enemy, then the stats would have unswapped themselves. When the state is removed, the actor or enemy would then have swapped stats even though it was neutral.

From last thread
>>
Do not die
>>
>>211479959
ur game is ded
>>
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>>211482923
I-it's just on hold
>>
I increased the number of actor actions in my game to 5, but now the Skill Menu gets displayed on top of the action menu and cuts it in a very ugly way.

Where am I supposed to reduce the Size of the Skill List menu?

I tried reducing the wh value in Scene_Skill.prototype.createStatusWindow, but it isn't working.
>>
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>>211484964
Do you have to ask?
>>
>>211485073
What plugin should I try?
>>
What do i do if i want background that moves like earthbound for battles?
>>
>>211485571
YEP_BattleEngineCore
>>
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>>211485073
>>211487783
Yes, yes, anon, mess your rpg using those plugins, hehehe. Install yan core and make your game blurry, good goy!
>>
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>>211488393
This furball will fuck you up, son.
>>
>>211486341
Just search for "animated battle back plug ins".
>>
>>211487783
Thanks.
>>
let's work hard today!
>>
>>211489783
Let's post some progress too

Right now I'm redoing all my shops and small areas so they're combined instead of wasting map space. They now look presentable too
>>
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I'm really behind on the jam, but the town is done.
>>
Can I have multiple game over screens?
>>
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>>211491331
Don't worry, I'm still far behind too.
I haven't even started on a dungeon or boss yet
>>
>>211491331
God speed anon, drawn shit is the best
>>
>>211491503
Pretty sure you can do that right away with the maker since you have a "Return to title screen" option, so you can just put a picture/video and then set in title screen after that
>>
Quick, tell us about your project!
>>
>>211491503
Yes
>>
>tfw if I use 96px tiles and bindimagetomap I can only use a 40x40 tile map
Fug. Isn't 40x40 fairly small? How big are usually your maps?
>>
>>211496125
As someone doing branching maps instead of using a overworld, they're usually around that size

I want to give some sort of traveling sense to the player with monsters on the screen instead of appearing out of no where
>>
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WORK ON YOUR GAME
>>
>>211499287
What game are you working on, anon?

I'm currently doing a diary for one of my character
>>
>To dream that your fingers are injured or have been chopped off denote your anxieties about your ability to accomplish some demanding task or perform in some waking situation.

Why is making a game so demanding, anon?
>>
>>211499640
I'm not working on a game at the moment.
I'm just here to bump.
I'll start working on one soon.
>>
>>211500086
Why not work on a small jam game to sharpen up your game making skills, anon?
>>
How do i make bigger sized main characters?
>>
I tried bigger sprites but characters overlapped over each other, maybe next time I'll try 72x72. 96x96 was too big
>>
>>211369443
>>211370485
>>211387671
>>211454579
>>211461474
Friendly reminder to zoom in your game or become amazing at mapping (using different patterns, a variety of textures, ...) if you're using anything past RPG Maker 2003. Otherwise your overworld will look empty and bland af.
>>
>>211500401
M-maybe I will
>>
>>211504041
oh the reply below yours was my reply. Just create bigger sprites.
The other option is to use a bigger size of tiles with a plugin. But you would have to convert all your tiles, it looked a bit tricky to use
>>
>>211504626
Such naivete.You can't sweep something under the rug by zooming in if there's nothing there.
>>
Roll call.
Everyone participating in the Jam reply to this post with "Aye" or "Kek" or whatever response you think passes for wit if you need to impress yourself.

Aye.
>>
>>211506390
Aye

almost halfway done.
>>
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>>211506390
Kek

Mine is already in the op's :^)
>>
>>211506390
Aye

It's easier to say what has been done already instead of what's left:
- Basic stats/skills/enemies.
- Level 1 of the dungeon.
- Most of the necessary systems and plugins are working.
>>
>>211506390
Can I enter a game that started development last week and uses some assets I made two years ago?
>>
>>211508463
As long as you finish before the required time

The whole point of the jam is to force people to to make a working small game so they have a much better idea about what to do with their actual game
>>
Is there something yanfly can't do?
>>
Tomb of Friends 2 when?
>>
>>211508698
You some kind of board culture ranger?
>>
>>211511449
A good boss without gimmicks
>>
>>211514303
Yes, i cannot allow this general to die on my watch.

Now get working, anon
>>
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Actually recruiting the last monster you beat during battle is proving more difficult than I imagined. Just recruiting a random monster is easier, but also robs some strategizing from the battle.

How can I run an event that triggers whenever an opponent is knocked out? Is there a Yanfly plugin for enemy-specific death triggers?

>>211514906
All the best bosses I can imagine have gimmicks. What is one that doesn't?
>>
>>211515301
>All the best bosses I can imagine have gimmicks. What is one that doesn't?
The generic and forgettable ones
>>
>>211515301
unf
>>
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>>211515301
Here you go, anon. Best way to handle it is through the battle processing option
>>
>>211506390
I am working on one, but not sure if I'll actually finish it on time or not.
>>
>>211516750
Don't worry anon, all you have to do is one town, one dungeon and one boss

You don't need to push yourself hard to create the perfect game
>>
>>211515587
>>211515301
Usually early ones because you have very limited resources
>>
>>211506390
Oh, hi
>>211390501

>Make Defeat the Darkness
>The final resting place of all my teenage anxiety
>2+ years and 200 hours of coding, not counting making the actual webseries
>Long and grueling completion process

>The Cave
>Meme game for jam
>19 hours over three days
>Done

Pouring your soul into something doesn't really seem to pay off. It was good to do once, for the experience, but I think not again for a long time.
>>
>>211515301

I'm not sure about how you'e guarantee the last one but you could always have a common event that runs at the start or a turn checks each enemy #1 - #8 is knocked out or not present. Then change a variable between 1 and 0 if they're alive at the start of the turn or dead/not present.

Then you can have whatever current random system you currently have also check for that variable. That way a player can recruit only monsters killed during the last turn of battle and can ensure they recruit a specific monster by making sure its the only one alive at the start of a turn.
>>
>>211518409
That wouldn't work if the player kills multiple enemies in a turn, though.

And while it could serve as a workaround, I expect the final version of the game to have roughly 28-36 recruitable monsters, but 80+ different Troop Variants. That means putting the variable that selects the RecruitmentEvent variant on something based on the Troops would be easier to code and playtest.
>>
thanks anon, now that I test them, it seems more than enough.
>>
>>211519742
>on something based on the Troops
On something based on the Enemies themselves rather than Troops, I mean.
>>
Can you sell a game with just the base tileset and music?
>>
>>211521290
sadly yes
>>
>>211521290
If it has porn, yeah.
>>
>>211516750
I'm not planning on "finishing it" either. Mine's just going to be "Chapter 1" and will end "never to be continued"
>>
>>211524206
Perfect for the jam, anon
>>
>>211524206
I mean, really, you can't make exp or stat gains meaningful in a 10-15min game. It's like, there's a limited amount of gold you can acquire. You can use it to upgrade a Bronze Sword into a Steel Sword - but what's that do? Make the last battle take 1 less turn to complete?
The format makes everything you can do negligible. But leaving it "to be continued" kinda legitimizes it. IMO it's the only sensible thing to do, unless you think meme games are legit too.
>>
>>211527326
Pretty much. In a very short game, you may not even want to spend grinding because there's no real point.

In a long ass game, you want the leveling curve to side by side with the story so you can enjoy a smooth ride with the occasional boss that will make you stop and think about what items you should get and level up for a level or two before hitting it up again
>>
Since I'm making it up as I go, I have these branching dialogue event in my head. But all routes have to somehow lead the story into the dungeon.
So now I'm trying to work out and merge these possible scenarios into the same continuity.

I mean, I suppose they don't have too. I've read CYOA books were "go left" reveals the dragons are robots. "go right" and you're best friend shoots you in the back. And "hide behind a rock" means the dragons are real and your best friend never existed. I guess, it's literally "choose your own adventure" in the sense that every adventure is completely different and unrelated to other possibilities. So if you don't want to run from dragons, your adventure places you on trial in a gnome court where you are accused of killing their queen and you have to prove your innocence.
>>
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Art is hard
>>
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>>211532467
I made a rock once.
>>
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>>211533197
I also started this Sea Floor tileset for XP a long time ago. But I never finished it because the RMXP community I was a part of died.
>>
>>211532467
Just make it your own style and you'll be fine.

My game strive on shitty art
>>
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>>211533516
I also started a Red Western Tileset for Half-Kaizer sprites. Someone else was working on the town and I was try to combine our efforts. But they never finished it.
And the whole Half Kaizer Construction Project died with-in a year.

But I still get people messaging me about stuff. It was 10 years ago! I don't know how they keep finding me.
>>
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>>211533197
I made a yellow traffic cone once.
>>
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>>211534270
I made a claw crane mini-game once.
>>
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>>211534587
I made a fishing rod icon once.
>>
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https://mega.nz/#!ek81UQTQ!L0DnjIKc0R8kqw36j2oBMynQuuWf0uYYmfKKovVMKIU
https://mega.nz/#!CtcCASJQ!cl0PkIqbTyYjUyInsQithXvOXJzu5YdhRV6Vu3ihhVU
https://www.youtube.com/watch?v=Zw0kdteAxtg
https://www.youtube.com/watch?v=hnYASoAQV0U
https://www.youtube.com/watch?v=CSafgV1xI40
https://www.youtube.com/watch?v=_fxf25UML6w
https://www.youtube.com/watch?v=YAl4jokNfPk
https://www.youtube.com/watch?v=aozegAgWIVk
https://www.youtube.com/watch?v=HCHSiABXYxE
https://www.youtube.com/watch?v=Qj4oUsdwTlw
https://www.youtube.com/watch?v=ofSWcF8OhTs&t
https://www.youtube.com/watch?v=J4WoMsHVw5w
I'm not dead yet.
>>
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>>211535448
I did - whatever you call this - once.
>>
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>>211535836
I made a ghost once
>>
>there's a RPG Maker general on /vg/
>i'm aware of it only now
Oh well...

Anyway, can i share my RPG Maker game in here?
There's any kind of event going on right now or i'm just misunderstanding the posts in this thread?
>>
>>211536001
no rpg games allowed in rpgmg

please god post your game we need something anything
>>
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>>211535912
I made a Windigo once.
>>
>>211536001
Feel free to post it, anon. The general is kind of slow but people are working on their games

As for the event, here's what you need to know: >>211371342

So far, there is two games completed for the jam:
http://www.mediafire.com/file/jisq1js7v18re2g/Adventures+of+Skinflesh+VS+Bunny+King.zip
http://www.mediafire.com/file/vbm8cepy1hqa9c9/The%20Cave.rar
>>
Ok. How about this cheap workaround for enemy recruitment:

All enemies are immune to Knockout.
There is a Troop Event at the start of each battle where I set up a variable TotalTroops equal to the number of Troops.
When an enemy's HP hits 0, they instead use an ability (Common Event) where they either "Pass Out" (Knockout immunity is removed) and reduce TotalTroops by 1, OR join the party if TotalTroops is equal to 1.

Then if the player has less than 3 monsters in the party, the monster joins the active party. Else, it "travels to a nearby Inn"


The main issue I see is that players might be punished for "overkilling" an enemy instead of distributing their attacks.
>>
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>>211533197
I made a rock w/ an eyeball once.
>>
>>211533197
I am going to draw talking spermatozoids who live in spherical houses this weekend.
>>
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How did this end up happening? That's that SF DLC character. What's this anime even from?
>>
>>211537778
Lol. She's a public domain character. A mascot of something in Japan. I forget what.
>>
>>211537778
Not sure about the current batch of NPCs, but there is porn and Pixiv fanart of older RPG Maker NPCs.

Also, what anime is that? If it is from Kadokawa, they also own RPG Maker and a bunch of RPG Maker game licenses.
>>
>>211537778
Just checked, it's from some anime called "Akiba's Trip: The Animation"
>>
When is the last day for the Jam? I might join if I can find the time for game make.
>>
>>211538725
Four days, anon
>>
>>211530373
I used to read the "Give Yourself Goosebumps" series and really enjoyed the ways they'd twist the situation depending on your choices. Made each read rally fun, because you didn't know what would happen

>In the jungle, trying to avoid headhunters
>Meet tall Amazon woman with shrunken head on her hip
>"What? You think *I'm* a headhunter?"
>Yes
>"You guessed right! Better run!"
>No
>"You guessed right! This head is my sister. Well, used to be my sister. We're hunting the headhunters. Follow me!"


>>211538725
You have 88 hours and 12 minutes!
>>
>>211537778
That's Acquire-Chan. Acquire Corp's mascot.
She's an unlockable character in Akiba Beat.

She's not exactly "public domain". There are some terms and conditions. But she's basically free to use unless you make over 20 million yen in sales. ~190,000 dollars.

They've also released some other Akira beat characters as RM sprites and facesets ect...as a promotional thing, in Japan. Video games and Anime are basically a shared culture in Japan. But that's stuff is too obscure to even try marketing in the west.
>>
>>211506390
Aye
made the boss beatable with starting party and equipment. It's not to my taste but it's something.
>>
Wait, what am I doing wrong?
>>
>>211542419
Transparency?
>>
>>211542684
Right, but how do I specify which color is transparent in RPGM2003? I bet it's obvious, but I don't see it anywhere.
>>
>>211542878
Click on the color when importing the sprite.
>>
>>211543040
They show up correct under the poses tab, but on the battle screen in the editor they're still wrong.
>>
>>211542878
>>211542419
paint.net, anon
>>
>>211543840
I'm using that. Can I just eliminate the background completely instead of specifying a transparency color?
>>
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I think I've ironed out all the bugs.
>>
I didn't get as much done today as I did the night before. I had the whole day too. But I think my OCD got in the way and I was constantly thinking how "Time is running out". Which is true. And I won't have time to do anything tomorrow.

It's cumbersome to be constantly thinking about time management, you know?
>>
>>211547680
I go through that every time I enter a contest, and even when I attempted to do a collab.
There I was trying to think of creative solutions, but they weren't coming to me. So I was constantly re-evaluating what I could do in the remaining time and at my current rate.
It's a small miracle I get anything done at all, really.
>>
>>211548452
Now I can't stop thinking about it.
Am I going to make it ?
https://youtu.be/9gF2UySGZAU
>>
>>211547680
This is why i gave myself one day instead of one week since i had the day off, anon.

Instead of thinking about how time is running out, i just finished it right away
>>
>>211550506
That sounds like a strange priority.
Like, resisting temptation by avoiding temptation - you're not actually overcoming anything.
>>
>>211551864
Finishing something is the hardest thing to do, so instead of nitpicking on everything i just go with the flow and test everything accordingly to the time i gave myself

The result was alright
>>
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>>211542419
>>211543263
I copy/pasted your image, reduced the colour depth, and imported it into 2k3 without issue.

Note that you have an odd pixel in the top right of the image, maybe you just managed to click on that instead of the actual background. Either way, get rid of it and try again.
>>
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>>211552409
Thanks for checking, but I figured it out.

Noob mistake, I dropped graphics straight into the game's folders instead of importing them.
>>
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I decided that one of the reasons he is "targeted by the Succubus" is that he broke his arm and hasn't been able to fap for over a month. In the real world, he'd wear a cast. In the dream world, he wears no cast. This will also help explain the planned Hospital Dungeon.

Not sure if he should have broken it when playing a sport (which would mean some kind of Sports Field Dungeon (probably Soccer Field, but maybe Football) at some point, or if he suffered some kind of accident as a result of some kind of distraction. The problem with the first is that it would be more difficult to explain a lack of gf, the problem with the second is that it doesn't give any kind of useful worldbuilding. Is there an unpopular hobby that could cause a guy to break his hand?

So far, all of his abilities are Talk no Jutsu stuff. Things like Taunt, Calm Down, Alert, Coach, Intimidate and Sway Over. What should be his weapon? I was thinking about Mints, Pointers, and Microphones, but they don't really have many interesting variants.
>>
>>211552653
Why didn't he just use his other arm?
>>
>>211552765
>>211552653
This anon is right, he could just fap with his other hand

At this point I'd see more of a story where he wants to jack the fuck off, but he is unable to since he's inside the hospital in a coma
>>
>>211552564
Yeah, that explains it. AFAIK you CAN still get away with doing that, but it picks like... either the first colour in the palette, or pure black, as transparent? Been a while since I experimented, though.

Still, you should probably do something about the stray pixel!
>>
>>211553684
Yup. I actually use the pixels as a marking for the upper right corner of the sprite's boundaries so I know how to position them on the grid. I intend to axe them now that I have my sprites figured out.
>>
Bingo Bango Bongo
>>
So what are you trying to do that you didn't see in another game, anon?
>>
What is the best thing to do to compel for SJWs?

Just make some androgynous fuck and slap all kind of bullshit catering to their feefees?
>>
Need to sleep but my mind is racing with ideas. I can only hope by tomorrow night i'll be able to execute them.
>>
>>211556958
a bunch of made up pronouns
>>
>>211556958
Pick some cultural identity, like femnazis or just regular nazis, which are being oppressed, and make them the protagonist. And then have them succeed and become the new world order. That's what they want, yes?
>>
>>211556958
Make the villain literally hitler.
>>
>>211556958
>catering to SJW
They don't even play games though, and why would you do that?
>>
>>211557368
>>211557569
>>211557602
Time to make a androgynous little hitler

>>211560335
Because reasons
>>
>>211556958
Androgynous fuck leads are not uncommon in jrpgs. You'll have to do better than that.

To be serious for a moment: the big thing is that a straight, white, heterosexual, cisgendered (read: the opposite of transgender) male is considered the default. Any deviation from the norm is going to earn points with that crowd. You don't even have to get weird - just a black female protagonist will be viewed favourably.

Secondarily, you may add any other non-standard or marginalized traits. Any and all disabilities or unusual body shapes (even just scars that look ugly and not presented as "cool") are generally good. You don't even need to call attention to it, just don't use it to shit on a character (unless it's a villain doing it, but be careful because a lot of sjws don't want to see negativity even from characters they're supposed to dislike).
>>
>Get stuck on a part
>Realize the reason why is because of how shitty the map positioning is
>>
How can I stop trying to make my game openworld? It's a curse. I can't advance because I make the maps really big and can't find enough things to put in it.
>>
>>211569106
Just... make a smaller and more linear map...?
>>
>>211569106
>>211569476
>>
>>211565267
Easy mode:
Make the protag a black independent transwoman
Make the villian a white cis male and have him be literally Hitler and oppress every lifeform that isn't exactly like him basically.

Plot is about the inner struggle of the protagonist and is a walking simulator
>>
>>211553215
>>211552765
It isn't easy if you haven't trained it before.

I know. I broke my arm last year.
>>
>>211569476
This
Nothing wrong with linear maps, just look at Pokémon routes.

Or FFX hallways.
>>
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>>211574562
X had its problems with simple maps, but XIII....
>>
>>211575194
Like I said, nothing wrong if you want your game to have linear maps, as long at least the rest of the gameplay is fun.
>>
>>211574562
The big difference between FFX and FFXIII is that you could actually backtrack in FFX to get stuff, boarding the airship from any savepoint. Side quests and junk. And the while it was linear paths on screen, they were JUST a screen. And you weren't walking in 1 direction the entire time.

In FFXIII, you're locked out of 80% of the locations.
It's like, if FFXIII was set in FFX, you'd get your airship and could only go back to the calm lands. And unlike FFX where you'd just follow a path to another screen, in FFXIII you were literally running down a virtual hallway.
Sure, FFX had the Mi'ihen high road and Mushroom Rock road that were comparable to that. But I mean, they had "road" in the name.
>>
>Wake up
>Got a few hours to be productive
>2 hrs later
>I'm only halfway through my backlog of DA updates that I ignored for the week.
>haven't checked my FA account in months, probably totaling in the 1000s
>>
>>211576796
>haven't checked my FA account in months, probably totaling in the 1000s
That's a good thing
>>
>>211577119
Missing out on anthro mares with anatomically correct boobs placement. Bitches with multiple titties. Futanari dragon vore. And macrophilia.
And that's just the tame stuff.
>>
https://www.youtube.com/watch?v=fnsyFY5FHf8
>>
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Time for another day of working hard on my game!
>>
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Here's some underwear for my first attempt at making icons.
>>
>>211585713
It's okay
>>
How do I change whether you can escape or not midbattle?

I have a battle that should allow escaping if the player hasn't equipped a certain weapon because the boss is impossible without it.
>>
>>211587961
That's what I was going for. Something serviceable that tells the player what it is.
>>
>>211585713
I like it! The shading is a nice touch too.
>>
>>211590350
Thank you!
>>
>>211588146
You can make a check every turn end or whatever with an event, to see if your character has that weapon equipped. Then, if it has, just run this script:
BattleManager._canEscape = true;
>>
>>211588146
I don't know about changing it mid-battle, but you can just check for the weapon before initiating the battle instead.
>>
Is there any artsy game with interesting but easy to copy mechanics I can port to rpgmaker?

I'm already trying to copy 2 indie games, I'm such a hack...
>>
>>211585713
I made a loincloth once
>>
All I have left to do in my town is the pub/adventurers guild.

But now, a bit of enemy and equipment making and balance testing.
>>
I just need a dungeon and a boss. I want it all done tonight or tomorrow. Then I can spend Saturday drawing custom assets
>>
>>211599818
>No "pussy" option
>>
>>211554454
>>
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bump
>>
>>211600952
Can't show that in a christian rpg
>>
>>211595427
I like the game mechanic where it's a finished game
>>
>>211607468
That's the hardest mechanic to implement.
>>
>>211597985
Neat. I think I have to make one too.

>>211607385
Good thing it's a piss-holding RPG.
>>
live
>>
>>211607385
Disregard >>211611419 I thought you were responding to my post with the underwear icon.
>>
>>211575194

Those games are very different styles though. Final Fantasy IV and classic Final Fantasy Dungeons are endurance runs against random encounters wearing you down while you conserve resources, so caves being vast and branching is part of the challenge as the decision is to risk being worn down by more encounters to explore a certain path. Whereas Final Fantasy XIII each area is a series of challenges(since your HP is restored between battles) where each encounter could potentially wipe the player.

In FFXIII there's nothing to conserve...you're moving from one challenge to the next and the only way there could be challenge in non-linear design in FFXIII would be to have optional powerful encounters guard a rare item...which it they do. Gameplay-wise the difference between a tiny little branch and a huge fork in the road in a game with FFXIII style encounters wouldn't be particularly significant other than the latter taking more time.
>>
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>Want to work on my game
>Become incredibly tired and want to go to bed
How do I break this curse?
>>
>>211619778
You probably burned yourself out last time and your body is trying to avoid it.

Work on it anyway. Twenty minutes. Let your body know it can't avoid it. It will eventually adapt and prevent you from burning out next time you come close.
>>
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>>211620809
You may be right about this.
I'll show my body who's boss.
Tomorrow.
>>
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>>211619778
Use a new model of working. What I do, and have done in the past whenever I really need to get stuff done, is use the 20-5 method.
Basically you work as much as you can for 20 minutes, then take a 5 minute rest. During your five minutes you can do anything you want. Go to the bathroom, get something to eat, walk around. Get your mind off of your project and refresh yourself. Then when the five minutes is up, go back to work. You can do this cycle about 4 times and then take a 30 minute break.
Most people can't focus, and I mean ACTUALLY focus, for more than 20 minutes anyway. Our minds can't do that unless you've been training yourself to do that for a long time.
If you need help with the timing, you can get an app for it, or use a timer on your phone or computer.
>>
>>211619778
drugs
>>
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How many dialogue variants would I need to make so the player is not bored by the monsters chatting every time they faint?
>>
>>211619778
Take a palm full of oregano and a glass of water. You probably have intestinal parasites.
>>
>>211629596
>>
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>>211619778
>want to work on my game
>realize my game is boring and the story is embarrassingly bad
>>
I had a long day but I want to get right back too it. I thought how the dialogue is going to go, So it's all in my head.

Might have to rephrase parts that are already written down. I started out in Second person. But I think I'm going to change it to first or third person.
Leaning towards first because it might make a better introduction.
>>
>>211636830
Is yours ending with a gay bukkake too?
>>
I probably won't achieve the goals I set for my jam game.
I was planning to have five dungeon levels and a simple (really simple) character creation/party customization.

As it is now, I have only one unfinished level and no party customization system. I plan on finishing as many levels I can (which I think is two more) and leaving the rest unfinished.

Now I understand why some commercial games feel rushed.
>>
>>211639464
how did you know?!
>>
>>211642437
"Boring" gave it away
>>
I'll have to leave some stuff on the cutting room floor. Can't fit everything in one dungeon.
>>
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Zero experience here.

How hard is it to make a platformer on RPG maker? I saw this and it is amazing what they did on it. https://youtu.be/DJBZWrs78C8

Also anyone know what software was used to make this? https://youtu.be/_rT1-W9EI2Q
Almost every retro pixel game out there is made out of fake pixels, basically vector with pixelated sprites full or different sized pixels and tilted pixels. This is one of the few games that looks like pixels are actually pixels.
>>
>>211649753
>fake pixels
You're halarious anon. Ok, my turn.
>fake vector graphic on lcd screens.
>>
>>211652259
In digital imaging, a pixel, pel, dots, or picture element is a physical point in a raster image, or the smallest addressable element in an all points addressable display device; so it is the smallest controllable element of a picture represented on the screen.
If it can be squeezed, rotated or twisted then it isn't a pixel, it is just a square.
>>
I want my game to have a mercenary recruiting system, but it doesn't make logical sense to create a list of actors called "Fighter 1", "Fighter 2", "Mage 1", ad nauseam. Is there a plugin that would make copies of, for example, "Archer" whenever the player would recruit multiple archers?
>>
>>211652775
Yes and?
A pixel on a sprite becomes square on a bitmap.
>>
>>211652807
yes.
>>
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>>211654380
If you are going to use vectors just use a higher resolution sprite. Going for big squares just for the nostalgia sake and then use them like if they were a flash game just makes it look worse. Pic related.

Shovel Knight tries to keep the look very close to what an image would look in the resolution they are trying to emulate. Undertale on the other hand doesn't at all.
>>
>>211655138
bitmaps aren't vectors, anon.
>>
>>211655138
>pixel graphics are "retro"
>>
>>211656376
>>211656535
Dude, just stop and pretend you never said >>211652259
There is no fixing on that.
>>
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So anyone knows what was used to make this? Shovel Knight was made on a custom C++ engine so that seems out of reach but this is an indie game that actually looks pretty good. Too bad that the author disappeared in 2014.
>>
>>211657473
I'm going to sleep. Just want to know how hard it is to use rpg maker to make a platform game or what was used to make this >>211657473

Hopefully the thread will still be around when I'm back.
>>
>>211657072
You don't even know what you're saying. Stop pretending you're an authority of anything. And you don't know the reason for things. You're just assuming it's nostalgic because (you) make association with "retro"

They're not vector graphics. They're bitmaps. The sprites in your RPG Maker games are all Bitmaps. You can rotate, squash and stretch them. "Retro" games could do the same. So you're not breaking any rules.
>>
>>211658578
Oh shut up! They can only be rotated in 90 degrees so they had to draw extra images if they wanted something to be in a fraction of that. They couldn't squash or rotate because the resolution allowed was tiny compared to today standards,
>>
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>>211658578
Where the fuck is the tilted or squashed pixel in your image? They all have the same size and none of them are tilted.
>>
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>>211658801
Are you one of those flat earth theorists?
>>
>>211659260
Are you? See >>211659250
>>
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>>211659346
Wow. You're totally right. pristine pixels. No distortion at all. I guess I'm just a retard.
>>
>>211659757
Yes, you are. That is RPG maker 2003, not SNES Final Fantasy VI from 1994 running on a 16-bit machine.
>>
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>>211660050
Which could still rotate and scale bitmaps just the same.
Not like SNES is the only "retro" console that mattered.
If we're talking 1994, Gunstar Heroes on the Sega Genesis did it better.
>>
>>211661152
What happened to Final Fantasy VI? Where are the proof in the picture you posted yourself? You post FFVI, then tried to pass RPG Maker 2003 as if it were FFVI, now go to Mario. Are you going to keep being proved wrong and changing game forever? Am I being trolled in keep answering this shit? Do you need attention that much?

https://en.m.wikipedia.org/wiki/Sprite_(computer_graphics)
>>
>>211661152
Dude go read this https://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php

It gives a lot of insight on the limitations of older systems and the lenghts the devs would go to make something that seems to surpass them.
>>
>>211662359
Prove what? You mean then image you cropped to ignore the mode 7 map layer?
Why are you linking to a wiki sprite article? Wait, are you suggesting that only the walking characters on the screen are "sprites" and not every graphical element including the map tiles and even fonts? No no. That's too much Rpg Maker Retardation to address.


Did you already forget you're the one calling bitmaps vectors and "fake pixel"? You're the expert. Why aren't you proving me wrong?
>>
>>211662359
He's proving you wrong with every post. You're not answering anything. You're not "proving" anything. This is the first time you've even offered some kind of source.
Which has nothing to do with your point. It's not vector graphics or "fake pixels" you can even watch the "making of"
videos on youtube.
>>
>>211657862
It's going to be a pain. Platforming is 100% outside the reach of RM's intended functionality and it's likely the worst possible platform (...) for that kind of game outside maybe... ren'py or something.

Don't.
>>
>>211664525
>Ren'py is bad
I am going to stop you there, Ren'py is a Visual Novel engine.
Will just tell you that DDLC is a Ren'py VN.
>>
>>211664525
More lies. Where's your proof?
>>
>>211664816
Ah yes, noted platformer DDLC.

But I mean, if you want to make a platforming game in ren'py, be my guest.

>>211664928
Where's your proof that I'm lying?
>>
>>211663968
Ok. Maybe we shouldn't shame everyone that comes in here using layman terms. Competence is a psychological need. So it's probably not healthy to keep shutting anons down like that. I'm not a psychiatrist but I have a hunch it'll hurt their motivation. Like throwing a stick into a bicycle wheel and watching the rider face plant.

Then again, maybe it's better to stop them, for everyone else's sake, if they're going the wrong way and liable to take someone else out with them? It's like you-know-who making bad advice videos. I'm all for watching them crash and burn, even though they might take it personally, and call us bullies. Hurting her feelings wasn't the point, getting her to stop or at least realize the need for self improvement was.
>>
bUmp
>>
Hey guys I'm new to rpg maker. How big should I make my game window?
>>
>>211676272
Depends a bit on the requirements of the game you want to make. Horror Games are better with smaller windows, IMO. Regular RPGs are fine with the default or could use a window that is just a bit bigger.. Games with lots of bars, maps, and info available, like Dungeon Crawlers can use a considerably larger screen.
>>
>>211677206
Isn't horror better if bigger? I think a small window is less scary
>>
>>211662969
I cropped? I just zoomed a random part of it to show that the pixels are the same size. Zoom anywhere in the picture you posted yourself and show me where those pixels become different sized or tilted.
>>
are we back?
>>
>>211677859
Not in my experience. At least in top-down view, a bigger screen means a larger field of vision, which means more time to escape danger.

Plus, if you are working on rpgm budget, your assets are probably not that great either.
>>
>>211678693
YES! Now I can keep shitposting instead of finishing(lol) my game!
>>
So what are some must have tilesets if i want to make a game with RTP?

I know there's a huge taboo around rpg maker on steam and the like, but I'd still like to sell a game around that
>>
>>211664525
Hello! I'm >>211657862
And it seems like troll have been hiving his fun samefagging while I have been out. Then 4chan broke.

Yeah, I know that RPG makes was not made for that but this makes it more strange as to why did they used it to make a touhou platform game.
>>
>>211680302
RPGM is popular in Japan among doujin circles. It is possible that the authors originally got the engine to make Touhou RPGs, learned the programming language and later tried crafting platformers.
>>
RPG Maker Web


@RPGmakerweb
6 Min.Vor 6 Minuten
Mehr
Hi everyone, the RPG Maker MV - v1.6.1 Beta is now available! Make sure to back up your projects, but if you could please help us test this version before it goes live, that would be appreciated! https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-v1-6-1-beta.93989/#post-851455 …


im scared guys, also image uplod not working?
>>
>>211681116
We'll know soon if it is shit or not, anon

Also not yet
>>
Failing to upload anything. How about you guys?
>>
>>211684546
Same here
>>
>>211680643
I see, thanks.
>>
>>211678053
The entire ground plain they are walking on is stretched into perspective. There's your "fake pixels"
>>
>>211686461
It is not stretched. The pixels are all the same size. The portion on top is just a different drawing from the portion on the bottom for fucks sake!
>>
>>211686461
That is not 3D, those are just flat animations made to look like they are in a 3D environment. There is no flat image being stretched just many bars animated to create the illusion of 3D
>>
>>211687593
It's it not a different drawing. This is what they're walking on.
https://www.spriters-resource.com/snes/ff6/sheet/26544/
>>
>>211687937
That's not what we're talking about.
>>
>>211688191
The game is only capable of displaying images using pixels, each pixel is the smallest unity in any image and any unity in an image needs to be a multiple of it. You don’t get bigger pixels on the bottom and smaller ones on top. Every single pixel in the screen is the same size cause this is what the engine can display. If it could display smaller elements them those would be the basic pixels.
>>
>>211688614
You're conflating pixel art with pixel displays.
We're talking about >>211655138 using the term "fake pixels" and dictating what "retro" is.

Everything on >>211655138 image is a bitmap. It's no different from >>211658578 or >>211661152
>>
Are you working on your gamejam project, anon?

Just two days to go!
>>
>>211691176
I should be, but I'm losing motivation
>>
>>211691176
I'm piddling with the boring stuff. I'd like to just get right into drawing. But that'll be my last step.
>>
https://www.youtube.com/watch?v=708767hRAAY
>>
>>211691352
You don't need to be over the top with balancing stuff, anon
>>
>>211692202
>oh hey look
>Yanfly made another plugin
>I bet it's another useless feature
>Options Core

Sigh time to add it to my game
>>
>>211692909
I had the same exact reaction.

Wonder how long they'd been working on it, given the decreasing team size, and Yanfly's overall health issues?
>>
>>211694864
Wait, Yanfly's health is going to shit?

I barely begun using the plugins
>>
>>211695228
His health has been in shambles for the past two years

>MV got released, Yanfly was asked to be the flagship for it by one of the MV devs
>Yanfly already had a full time job to do, but he did it anyway
>Releases 3 plugins a week on top of said full time job
>Overworks himself and gets himself hospitalized
>Recovers a little and he hires some scripters to spread out the work
>He says he's okay with sharing a chunk of his money to improve MV further
>Scripting team couldn't handle the pressure from the community
>They quit
>Yanfly has to clean their mess and up their unfinished works
>Yanfly's health goes to shit again
>Yanfly had no choice but to take it slow again

I am hoping the Options Core release is a sign he's gotten better
>>
bump
>>
>>211698256
>Scripting team couldn't handle the pressure from the community

I bet it's less about that and more that these "literally who" tier chumps that Yanfly paid didn't like that they had to work on a schedule instead of releasing their own plugins whenever they felt like it.
>>
well, I wanted to work on my project. But I had someone interrupting me all day. And now storms are rolling in. Being Friday the 13th, I wouldn't be surprised if the power is knocked out. This is what happens when you try doing anything in April.
>>
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>>211689908
That image tries to emulate 8 bits style but it couldn't be presented in an 8-bit console even as a static image, not even a 16-bit console. No game from those generations would look like that. So just because a image is a bitmap it is no different from those? Pic related.
>>
>>211698898
I want to believe it's the former, since I'd hope that Yanfly and FlyingDream let's face it, there's no way that dream team doesn't make big decisions like this together would vet potential hire-ons before deciding to pay them... and yet I've heard some stories about a lot of no-name plugin/script writers that have their heads pretty far up their butts just because they know their way around Ruby or Javascript.
>>
bump
>>
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I realized that all ideas I have are avoid of combat.
Hopefully puzzles and a strong narrative will be enough.
>>
>>211703896
Done well, it probably could work.
>>
My game for the Jam can have mini-bosses? Or it will be counted as bosses?
>>
>>211703896
Yume Nikki?
>>
>>211698898
>>211700793
I have no idea what goes on in the team making decisions but if you look at the update schedule, those paid scripters only had to release once per month. Once per fucking month. That's as lax as it gets for schedules go.

There's also rumors of Tigress being Shanghai who was a well known VX scripter. I assume the same goes for the other two Yanfly hired.
>>
>>211705779
I also want to say they should have hired Galv or SRD who are obviously more well versed with MV and the community. But I assume the both of them get enough support as is and probably would like more freedom in how they made plugins rather than work under Yanfly. I'm pretty sure team Yanfly would have contacted them.

All that's left in the tier "not who" bucket of code monkeys are Victor and Mog Hunter. However, those two fucks make plugins with the most atrocious compatibility with any other plugin libraries so I highly doubt Yanfly even considered them.
>>
>>211705993
Wasn't there also rumors of there being bad blood, mostly on Victor's side, between Yanfly and Victor?
>>
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>Start up a project with the base RTP
>Get stuck because I'm not sure how to do my town
>Turns out i need to fetch assets from people who already did them

All i need is assets for a forest, a mountain full of snow, a desert, a Colosseum and a island. I begun looking around on the forum for stuff and found some nice shit, but holy fuck this isn't enough for what i want to do
>>
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>>211707476
make them yourself
>>
>>211706975
I don't know about bad blood, but lots of people hate Victor. Before during the start of VX Ace, he and Yanfly would work together to make their scripts compatible with each other. Amazing, I know. This doesn't sound like Victor at all. It was after Yanfly retired from Ace that Victor eventually changed all of this. He straight up denounced the YEA library and created the Victor Scripts library for Ace that had his own versions of Yanfly's scripts, except they were only compatible with his own scripts. This wasn't with just Yanfly. Victor made his own versions of Hime and Galv's scripts, too. To sum it up, Victor stamped out YEA and other Ace library scripts from ever being compatible and would then go forward to demand his Victor Scripts Ace library to have a commercial license that people have to pay.

So to answer >>211705993 I would assume that even if Yanfly were to have asked Victor, Victor would have declined in Yanfly's face.
>>
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>>211708545
Oh jesus please no
>>
Saving this thread
>>
>>211705520
You can add some, i made an optional boss in Skinflesh depending if you actually bother checking shit or not
>>
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>>211700762
How is pic related? Nothing you just posted makes sense.
>Dem Fake pixels
>>
>>211714447
Disqualified!
>>
>>211708669
So the reason Victor deliberately makes his scripts and plugins incompatible with plugins from other devs is because Yanfly senpai wouldn't collab with him anymore?

Wow, what a salty, entitled bitch.
>>
>>211714849
They are still made by fucking square pixels you dimwit!
>>
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Still working on your game jam game i hope
>>
>>211715794
God speed anon
>>
Alright anon, what should i get for tilesets?
>>
>>211715040
Literally Dr. Wily behavior

>>211705520
If you have a 'mini-boss' and no boss, it's the Boss. The term implies it's a boss, but that there's also a bigger boss waiting to kivck your teeth in.
>>
>>211703896
I do the same. Combat seems like an ass to balance. Fuck math
>>
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>>211708545
>tfw drawing a 1920x13440 map because I thought it would look more natural than tiles
I have been doing this for days and I'm so tired and it looks like ass, but at least it doesn't look generic haha
>>
>>211721217
It was so nice making The Cave in XP, because it came with default characters, equipment, skills, and enemies. I still had to tweak it a bit, but it was leagues better than the PS1 version where literally everything combat-related must be built from scratch.

Balancing combat works bets like cooking: Have a recipe, alter it for taste, then go nuts.

For The Cave, I roughly tripled the gold payout and doubled the EXP gain. The default prices for equipment were (at least) halved. the planned max level was 5.

The hardest enemy in XP's RTP has over 10k HP but pays out less than 400 gold. You can buy like 4 potions with that. What the fuck, man?
>>
>>211715608
So are your "fake pixels"
>>
1 town, 1 dungeon, 1 boss
I could almost make it a 1 map, 1 event. But I just made a second event for organizational sake. You guys probably wouldn't appreciate it anyways.
>>
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>>211721217
Balancing can be either good or dog shit. You have to test out your game so you can make sure people have fun.

But for that, you need to make some skills for your enemies so you can balance your players around what will happen next in the dungeon or whatever

This is really a bitch to get, especially when there's not much to work with unless you make it yourself
>>
>>211723650
No anon, just do it for yourself. Even if nobody will play it, at least you completed a vidya

I will play your game like i did for the other two
>>
>>211715794
I finished already and it's absolute garbage, but I'm too lazy to upload it anywhere.
>>
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>>211649753
It's not that hard to make a platformer, but it's time consuming.

You're better off using game maker if you want to make 2d platformers, would take you less time unless you plan to use the turn based combat at one point.
>>
>>211723058
Nope, they become rectangles, trapezoids, and/or are rotated so the sides are not parallel to the other pixels.
>>
>>211726456
You can use mediafire right away or just post it on the finished product section on the discord, someone can just pick it up and jam it in with the others at the end of the jam
>>
>>211726626
Thanks, I have been looking for other kinds of software. It is just that I saw that and it was pretty well made comparing it with other indie games so I was curious about how compatible RPG maker is with it.
>>
>>211727794
read >>211715608
>>
>>211728131
They are trying to emulate a graphic that is of lower resolution made with large pixels but their large "pixels" are not pixels at all. This is why a photo is not considered pixel art eve is it is made of millions of pixels and why God of War is not considered a retro looking game.
>>
>>211729459
And in all the examples I've showed, the bitmaps can be stretched, rotated, and scaled to beyond the game's native resolution.
So it's doing exact same thing that "not retro" game is doing with it's "fake pixels"
>>
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>Browsing the forum
>Find some extra faces for base MV Characters
>Every single one of them sports a lewd face
>>
>>211731940
>"the" forum
>>
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>>211715794
I tried but work got too in the way and then I couldn't figure out how to do simple eventing and when I finally figured it out I got told by RPGM2003 that my graphics aren't 256 colors

And now I'm just too fed up to continue
>>
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>>211715794
>Stone cracks on a wood panel siding.
>>
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I know the start. I know the end. How the fuck do i stitch it up?
>>
>>211733527
filler shit you make up on the spot
>>
>>211733527
Need to know?
Knead the dough.
>>
>>211733856
knead faster anon.
>>
Dump some simple but interesting plot ideas.
I just thought of this:

>game begins with protag and his girlfriend living happily, going to get married soon enough.
>before that, they take on some errands together, at least one of them involving combat and a tutorial boss
>the girlfriend gets a message asking her to travel to another country from friends/parents/whatever because reasons
>she goes, promising to marry MC at her return
>doesn't return for a while, MC starts looking for her
>finally finds her, and... she's now the main villain for some reason, tries to get MC to join her, but he refuses and they become enemies
>>
>>211734894
was there a plot in there somewhere?
>>
>>211735083
Like I said, plot ideas - it isn't actually a full plot I made, just something I thought it would be interesting to see in a game.

If you are asking whether it was made or not already, I don't know, I haven't played or I don't remember anything similar.
>>
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>>211733527
As Yoko Taro would do it, start with the ending and work your way backwards. Stories are designed to be emotional experiences. So you start with an emotional peak or event, then figure out why it happens and what it takes to get there. In other words, think about what you want the player to feel, then think of the reason(s) the player would feel this way. Do this multiple times in multiple layers until you get your game.
>>
>>211733527
You could try working backwards. Let's say the end is killing a boss - what's the step your protagonist takes immediately before that? For example, let's say the boss is a lich, in which case the previous step would most likely be destroying its phylactery so it can't come back to un-life. How do they destroy the phylactery? What did they need to do to find it? Did they need holy equipment? If so, how did they get it?

And so on and so forth until you finally reach the very beginning of the story.
>>
>>211735760
I'd say my biggest problem is how to make my town, and place them for story purpose.

I know what i want to do and what the plot-lines should be, but to approach them in a logical fashion is another thing
>>
aaaa
>>
>>211737939
Don't think about the town, think about the occurrences.
You know, the well has gone dry unexpectedly. So that's a problem. But then make it urgent with in-fighting over rations occur.

All the ____ are gone. Someone stole them and you know who, but they're going to hang an innocent npc unless you can track down the hideout. Get a disguise and listen to the password.

These are all B plots to your A plot. Something to make navigating the streets interesting.

Festivals are a good excuse to have important figures gather. Tournaments bring sightseers and foreigners into play.
>>
>>211715040
Sounds more to me like Yanfly was the one suppressing Victor from going out of control
>>
>>211746303
So Yanfly is the reason why Victor Engine sucks dicks got it
>>
>>211740316
>>
>>211740316
bbbb
>>
Just make a plugin to keep the thread alive already, Yanfly.
>>
>>211753291
make me
>>
>>211753482
Are you yanfly
>>
>>211753524
are you?
>>
>>211753996
No, otherwise I would be making said plugin.
>>
>>211751938
cccc
>>
>>211753524
There is a little Yanfly in all of us.
>>
>>211757354
*inside our games
>>
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>>211741205
I guess you are right, I'll check what i can do for my game
>>
>>211754249
Sounds like a personal problem
>>
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>>211715794
>already saturday
>game jam game still isn't even close to being complete
>>
>>211760630
>already saturday
>Haven't even started yet
But I decided to draw again.
It's a start.
>>
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>>211760630
>Completed Skinflesh for the gamejam under a day
>Didn't advance much when i had the time for my main game

On the bright side, i finally got myself some proper RTP for what i want to do so i can continue producing my game. I can't into making tilesets for shit, but custom spriting and shitting up weird stuff, that i can do that all day.

I'm just kicking myself into the leg for doing an idea that might fuck me over in the end unless i overly shill my presentation
>>
>>211731641
They can only add or subtract pixels to make something bigger or smaller. SNES resolution is 256x224 you can't have something 3.5 pixels long because a pixel is the smallest addressable element of the image even if in your image each game pixel is made by 4 image pixels. If you try to make something look like a low resolution image but add elements that can only be displayed by much smaller pixels then those squares are not really the smallest element, they are not pixels, that is an HD image. Or else you can just call every single digital image pixel art
>>
>>211761148
>>211760630
You two can do it, i believe in you!
>>
>>211764482
T-thanks Anon
>>
I finally thought of some proper gimmicks, it is time.
>>
Oh my, the time is nigh.
Gotta work hard these last couple hours.
>>
>>211768318
God speed anon, good luck and have fun
>>
Wait. I thought we would have until Sunday for the Game Jam?
Is that no longer the case?
>>
>>211770097
>>211371342
>Deadline: Sunday April 15th, Noon PST

Don't worry, you got plenty of time to make a game between that time. It's just some anons going crazy over it
>>
I finally found the inspiration

Soon.
>>
>>211762095
Actually you can and do because your TV isn't a pixel display. And the 256x224 isn't displayed at a 1:1 ratio,
It's 8:7 stretched to a 3:4 screen.

And 2 days later you still think >>211655138 works differently than this >>211714849
It's all the same bitmap manipulation.
>>
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Continued >>211777035
The only difference between manipulating the graphics on the left vs on the right is the method of interpolation.
>>
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Jam is ending in 24 hours! Make it count, and dev your best!
>>
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Pretty linear, but it is the first dungeon and creating a gimmick would take too much time to finish it this weekend.
>>
>>211779729
Looking good, anon

Nice leg palm trees
>>
>>211779632
Once the time limit is over, I'll set the games together on my mediafire and get the link here

Good luck anons
>>
>>211779729
Nice one, anon!
>>
>>211720204
Actually the term refers to a load bearing keystone doubling as grotesque. Fashioned above gateways and in vaulted ceilings. Which is why the castle and what-not collapse when you defeat it.
>the literal joke.

Honestly, the encounter must have a significant impact, or pivotal importance to the game. Otherwise it's just a unique encounter the doesn't put you any close to beating the game.
>>
>>211784353
The lv1 slime involved in the inciting incident IS a boss. The harder-than-the-final-boss secret enemy in the secret dungeon isn't strictly a boss. But if the rewards are gamebreaking then I suppose it's unbalanced the game to the point that defeating the final boss is just a formality.
>>
>>211779632
Oh no! I slept in all morning! I'm going to be late.
>>
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>>211536161
I made a tree once.
>>
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>Tfw finally on the path of making my game
>Tfw almost at the drawing part

We comfy now.
>>
>>211785653
Fuck! I can't find the jam!
>>
bump
>>
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Non-jam game progress.
>>
>>211790878
Cute.
But doesn't your doggie need some outlines?
>>
>>211791681

Haven't decided whether to add an outline yet, I've only done three frames of the battle spritesheet. However the characters have no outlines outside battle so I was considering not having them for the player character in battle.
>>
>>211790169
>>
Bumpa
>>
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i made shit once
>>
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My goals for the jam was 2 battlers, title screen, and maybe an a special scene illustration.
>>
>>211797680
You can still do it anon, just one more day
>>
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bump
>>
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https://fatgirl.itch.io/1-1-1-jam

jam game, plz no bully.
>>
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>A New Challenger Approaches
>>
>>211806023
good job
>>
I feel like this is the thread to ask this...

Anyone willing to or know of a leak to the OMORI demo? It was recently released for backers from their Kickstarter. Been pretty hyped for the game for a while. It looks pretty fun and interesting. My kinda game.

>Not sure what it's made with
>can't recall
>so sorry if it isn't exactly RPGMaker
>>
>>211777035
>>211778523
Still the final results in those old games is made by units. That unit is the smallest addressable element, you can't have half of that unit even if on the display they use many display pixels to represent it. If you have something smaller it isn't the smallest addressable element and thus not a pixel.
>>
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Hey guys I'm making my first game and learning along the way. What do you think of this town aesthetically good or bad? Anything I could improve it with?
>>
>>211809163
It's definitely made by RPG Maker
>>
>>211811116
Hmm.. Depends, what is each building for?

To make a good town/city/village you need to take into account the daily lives of the people living there. Like, in most cases, you wouldn't have a brothel next to some family home. Or a farmer should be near their farm or have a path that would seem like they would take to their fields.

Your town isn't horrible, but it doesn't feel right. Especially the box on the left side that seemingly has no entrance. The broken down house is also bigger than all the other homes, so it should have good reason to be that big, if it must be.
The placement of plants and whatnot are nice though the stones near the entrance and the fire pit(?) feel off. The well would also probably be near the water source or have more plants around it, since the dirt around it should be relatively damp.
>the pile of hay outside the hut/shed also seems out of place, since hay isn't really used for agriculture

But maybe I look too into this shit. Maybe I'm just picky. I dunno. Good luck to ya dude
>>
>>211812780
Checked the kickstarter, It states RPGMaker.

>Still hoping for someone to release the back demo.
>>
>>211810248
That's just your perception. (you) only think it's the it's the smallest unit, and only (you) think "low res" is "retro". And (you) only think you know why things are the way they are.

But it's not absolute. You can't know! You just assume it's so. Do you want to learn about subpixel rendering next?
>>
>>211813927
Subpixel? the technique that is good on LCD and OLED but bad on CRTs? Patented on 98? Yeah, tell me how game developers used it on the 8-bit era.
>>
>>211806023
Cute
>>
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>>211813482
Thanks for the feedback. It helps me a lot with knowing if things might look off. I added a lone wandering cow to explain the need for hay.
The broken down house in the upper left corner is supposed to have had a sink hole collapsed under it, but I don't know if I portrayed it well enough. It looks bigger because I just wanted to make it look like a piece of a house was left over.
The town is supposed to be way far in the boonies and not many people live there. The middle house is the main house where the main family lives, but also a bit of a meeting place as well.
>>
Should I put a "mandatory recruitment" in my monster recruitment game? A starter of sorts?

I was thinking about making the first encounter the player has a fight where a monster will join you no matter what. Which means fucking with the recruitment formula a little for the fight. Maybe I should also make the encounter easier?
>>
>>211814847
Why don't you tell me why game developers would use it today if pixel art is only done for "nostalgia".
>>
>>211816913
Today they use high resolution 3D models, what any of it have anything to do with it?
>>
>>211760630
>Thought I was going to complete it but got destroyed by work
>Become extremely demotivated by this fact

game jams, never again
>>
>>211818674
You can always go back and re-read what you wrote if you forgot.
>>
>>211806023
That was pretty cute anon, why not do a full game with cute waifus to play as?
>>
>>211816329
Why not put a twist by getting the player in a starting area to capture the monster you want?

Or give the player a quiz to get the monster that would fit him best
>>
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>Wanted to continue with my game
>End up having a good time with my buds instead
>Thought of a lewd scene for my game just before the second dungeon

Well, time to go back to work
>>
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>>211760630
>>211822803
>12 hours later
>still haven't worked much on my game
>>
>>211825686

Just do something simple, anon

You don't need to be over the top, you can even use the base RTP and be over with
>>
>>211823649
You are the one who mentioned a technology unavailable for the old games and incompatible with the technology of the time.
>>
Just a quick reminder that using MSpaint and writing up bullshit along with drawing bullshit is the best thing you can do to nail cutscenes.
>>
>>211768236
Za Warudo?
>>
>>211806023
No music?
>>
>>211829156
There is music, you just need to turn it up
>>
>>211826980
That's YOUR self imposed limitation. Not mine. You're the one that assumes pixel art is "retro" and HAS to be done a certain way.
>>
Phew. Finally got my boss battle gimmick straightened out.
I thought the battle event conditions I set were straight forward but then it didn't work like I wanted it too. So I wasted the last 20 mins figuring out why it wasn't working like I thought it should.
>>
>>211832581
Congratulation, anon!
>>
Things are going infinitely better than the collab. Even though it was only 1 week, you can get a lot more done when you're not trying to continue a story that someone else started.
>>
>>211833059
Yeah, especially when the only requirement is one town, one dungeon and one boss.

You can do anything you want as long as you make a "complete" game
>>
What should i do for a gimmick, anon?
>>
>>211836818
no gimmick gimmick
>>
>>211790878
>1v4 boss fight
I guess they are all pathetically weak?
For a boss fight it sounds weird to have 4 enemies against a party of one.
>>
bump
>>
Are you feeling alright making your game, anon?
>>
It sucks having so many ideas and knowing what you have to do but having no time or motivation to achieve any of it.
>also knowing nothing about programming/coding is daunting as hell for someone that can only draw
>>
How the hell do i make inside doors without it looking like shit?
>>
>>211841023
Post example? What are you working with anon?
>>
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>>211840936
no
>>
>>211815972
Keep the well. Added a good touch and they have to get the water from somewhere guy. I do think that sunken house could use a little more work. maybe customize a few of the floor tiles? Since thy would likely be more caved in on the edges facing the hole.

Adding a cow was good, but it should probably be in a pen or have a roaming space of grass.

Your town/village feels a bit plain, like it lacks personality. But the general layout is pretty alright.
>>
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>>211715794
>>211760630
>don't even know how to start a game
>>
>>211842476
>tfw
>all you can do is draw and think up random plots in the shower and spontaneously in bed

>image is just from a /b/ drawfag
>forgot my reaction image folder fuckin died
>>
I'm trying to polish up my game before time is up. I'm afraid I'm going to piddle it to death.
>>
>>211844715
F
>>
bump
>>
What are you currently struggling with for your game jam?
>>
>>211847448
I just finished writing out the alternate endings. Just need to finish some illustrations as a final touch.
>>
>>211847686
Want to share some sketches?
>>
http://www.mediafire.com/file/fiwcscrl453bipo/whatever.exe
been awhile since i posted here, finished up my jam. watch out for the speed eye.
>>
>>211847851
Can't. Haven't made them yet. And once I start on them, it'll be the last dash towards the finish line.
I need to take like a 20min break first to pace myself. I don't want to burn out right at the end.
>>
>>211848360
You can do it anon! I believe in you!! Remember that, with the right style, just doing line art and flats can look nice! Throw in some simple cel-shading and maybe a few overlay layers..
>maybe an extra large, blended air brush layer on low opacity and with overlay or multiply

Well, regardless of what you're going for, I'm cheering for you! You can do it! :D
>>
less than 10 hours remain.
>>
>>211848519
I wanted to hear Majora's Mask
I really did
But all I heard was
That X-Files sound

>I am a disappointment
>>
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>>211848743
>You know remember the new X-Files
>>
bump
>>
Feel that sense of impending doom...
>>
Soooo... How's it going? You all staying hydrated?
>>
>Jam ending soon
>Haven't even started mapping my dungeon yet.

JUST
>>
>>211853898
When in doubt, maze it out. Add some interesting rooms in there to spice it up, maybe some secrets to give the player more incentive... And ta da. Dungeon.
>>
>>211854007
Hmmm... But keep in mind, maze's have to also be interesting. Many people hate mazes, because, well, they're mazes. It can't be baby simple, but not "stuck for an hour or more" difficult.

If anyone chooses to do a maze, I wish you luck!
>>
>>211850952
*casts Doom on the entire thread*
>>
>>211856197
*miss*
>>
>>211856257
Fucking state effect magic, it never works on enemies.

Meanwhile, I get Poisoned, Blinded, Paralyzed, Doomed etc. daily.
>>
>>211836818
A stat wheel. You can allocate points to the wheel and put them in STR, MAG, AGI, etc and then use one turn in battle to shift the wheel such that the points you put in STR move to MAG and MAG moves to AGI and so on to deal with an enemy's changing strategy during combat.
>>
>>211856669
Just some RNG isn't a good gimmick if you ask me
Not that anon btw
>>
>>211857029
idk if you understand, but it would have nothing to do with RNG. As you progress through a dungeon, monsters might shift from having high def which you would have your points allocated to STR for and go to high STR which you use your turn to shift your wheel to attain high DEF to deal with.

Bosses could have phase changes that work much the same or you could have a "metal slime" type enemy that gives high exp but has a high tendency to run that your high MAG would be useless for and you'd shift your points to AGI. Kind of like the elemental wheel shit they introduced in the new FFXIV patch for the relic content.
>>
>>211837224
>I guess they are all pathetically weak?

They're pretty weak but it's a tough encounter. Other than the one in the back you can kill each one in a single turn but you need to bring the right skills to do be capable of it. The game's skill system is a bit like FFVII's materia(except without the grind) and the player gets 2 actions per turn.

Two regular attacks isn't enough to beat any of them and if they're all alive during a turn they'll take off almost half the player's HP (although there's a skill that increases your defens which makes it a bit easier).You take so much damage because Black Pudding(the weakest one) is faster than the others but not the player and puts a status on you that doubles Chilli Jam's fire damage on you. The battle is kind of like a puzzle of what order to deal with the enemies but one with multiple solutions depending on what skills you bring.
>>
I feel dirty and ashamed to release crap like this.
http://www.mediafire.com/file/lv2bkbeygngjev7/Apr2018_Jam.exe
>>
Psst... You know.. if you post a cap when you post your gamejam links... You'll get more attention...

>Plus I'm always on the defensive when it comes to downloading shit from anyone on 4chan
>rule of thumb
>>
>>211861034
I did the assignment and now you want me to show it to the class? Fuck that.
>>
>>211861034
cap?
>>
>>211861382
You get a D grade, since I don't have any interest in checking any Jams on here since there's no cap to pull me in

>>211861479
Screencap. Screenshot. Screen capture.
>>
Had to rush my battlers so they turned out fugly. Didn't do a the scene illustrations like I wanted to. Except for the gag ending, just because I said I would.
I'll go to sleep now. I'll feel betrayed if that other bukkake ending is a no show.
>>
Take chances. Make mistakes. And regret every decision.
>>
Kind of off-topic, but anyone knows how to download RPG Maker games that have been exported to HTML5 in this site: https://game.nicovideo.jp/atsumaru/ ?
>>
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Game jam game is finished!

https://gamejolt.com/games/farmsimrpg/333492

custom music, dark humor, farming and the lack thereof
>>
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>All these Jam games
I am proud of you Anons, I really am.
>>
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>>211866585
>want to play all of them
>but I should probably work on finishing mine first
>>
I thought I had ironed out all the bugs...
>>
>>211860661
that was, uh, something
interesting tone
might've wanted to look through your text a bit more to check for errors
i was pretty confused pretty much the whole time
definitely an experience
>>
The jam is over, right?

Damn it, didn't managed to finish mine in time...
>>
>>211869880
I think its supposed to end at 12 pst, so like 3 more hours
>>
>>11869880
Two and hours and 25 minutes left, anon!
>>
>>211848206
that was pretty excellent
good atmosphere, mp stuff was a little expensive but that's understandable as the skills were pretty freakin good.
>>
Give me strength anon

I need it for my game
>>
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>>211873668
You can do it Anon!
Don't give up!
>>
>>211873995
T-Thanks anon!
>>
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Which kind of inside door should i go for?
>>
>>211876734
#2
>>
Should I throw my game into the Jam even if I haven't playtested it yet?
>>
>>211879260
You still have a bit of time left, but feel free to
>>
>>211876734
2, maybe 5 if the door is two tiles tall. 3/4 are pretty terrible, unless the front wall is *supposed* to be lower than the back, and 1 looks bad even then.
>>
>>211880194
>>211878386

Two it is, thanks anons
>>
Well, finished the jam. I didn't complete everything that I wanted to, but the game is functional. There's probably some bugs and inconsistencies and it might be hard.

Three endings and some bants.

http://www.mediafire.com/file/bcoo2m8wlp78trd/One_to_Three.exe
>>
>>211876734
I'm in favor of 1 or 2
>>
>>211880920
Playing it now, why can't Solis use heal?
>>
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That's it! The "One Week, One Town, One Dungeon, One Boss" Jam is complete! What a turnout! It's nice to know that, when push comes to shove, /rpgmg/ can actually finish a game. Even if you didn't finish yours in time, hopefully you learned about the process of game-making, and what hiccups you need to address. Please reply to this post with your game so we can compile them into a pastebin!

Great job everyone, and see you next jam!
>>
>>211883615
Honestly I have no idea. Sometimes when I started the game he could, other times not. It's one of the weirdest bugs I've ever seen because I didn't even touch that skill. I meant to create a duplicate and try that and then ended up forgetting.
>>
I just need to package and upload mine.

I barely managed to make it.
>>
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>>211883950
http://www.mediafire.com/file/fiwcscrl453bipo/whatever.exe
go on a holy quest to purge eyes and ascend to a greater existence or whatever.
>>211861034
there.
>>
>>211883950
That was fun, while it did help me out, i still have a long way to go
>>
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>Everything has been done before
>>
>>211883950
Damn it. I would need at least 5 more hours until I finish drawing the Tilesets for the town and even then, I'd probably need at least two more hours for "Quirky Dialogue".
>>
http://www.mediafire.com/file/wxa2m8r0cjk00uz/jam042018.zip

Well, that was fun.
The game is mostly mechanics, with little to no story or whatever.
>>
>>211887326
>>211883950
>>
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>>211883950
Title: Farming Simulator 2018
Description: You go on a quest to find the farmer for your town. You're also a desperate alcoholic.
Genre: Dark Comedy

https://gamejolt.com/games/farmsimrpg/333492
>>
>>211886396
Don't worry anon, there is still a lot you can write about and do
>>
>>211876734
2 or 5
>>
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>>211370438
I just begun some sprite work for cutscenes and random npcs, not as bad as i thought it would be

I should look up on how to zoom in
>>
Mega link for all jam games when?
I don't want to miss any.
>>
>>211895809
Waiting a bit for stragglers. The only one not in this thread is Skinflesh, which was done in less than a day


http://www.mediafire.com/file/jisq1js7v18re2g/Adventures+of+Skinflesh+VS+Bunny+King.zip
>>
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>>211883950
>http://www.mediafire.com/file/lv2bkbeygngjev7/Apr2018_Jam.exe

>>211869526
It's a rough outline. I knew there'd be confirmation bias. But RMXP's text input is bugged. So it's impossible to make small changes easily; you have to rewrite everything because once something is on the 4th line of text it becomes inaccessible in the edit window.
A concept I don't think I was getting across was that Harold and Aldo are rival students under the same master, Aluxes from the future. However the 2 in the story, are from parallel futures where Aluxes chose one of them to deliver the sword and not the other.

I didn't really think of any characterization, so I went with an arbitrary one making Aldo speak in a german accent. I basically just ran everything I wrote through this. https://www.dcode.fr/german-accent
It's schtubid und hard to read.

And then I rushed important details like - oh btw, Aluxes needs the sword to kill a snake god. Since there are seemingly 2 swords from 2 futures, whoever "Attacks" the boss (Harold or Aluxes) will change the ending.
>>
>>211868256
The bug is the stats being busted or what?
>>
Now that the gamejam is over, give some criticism to the anons who made their games
>>
So I'm counting 8? Jam entries?

>Skinflesh Vs
http://www.mediafire.com/file/jisq1js7v18re2g/Adventures+of+Skinflesh+VS+Bunny+King.zip

>The cave
http://www.mediafire.com/file/vbm8cepy1hqa9c9/The%20Cave.rar

>1-1-1 Jam
https://fatgirl.itch.io/1-1-1-jam

>Whatever
http://www.mediafire.com/file/fiwcscrl453bipo/whatever.exe

>One to Three
http://www.mediafire.com/file/bcoo2m8wlp78trd/One_to_Three.exe

>Ouroboros
http://www.mediafire.com/file/lv2bkbeygngjev7/Apr2018_Jam.exe

>Dragonry
http://www.mediafire.com/file/wxa2m8r0cjk00uz/jam042018.zip

>Farming Sim
https://gamejolt.com/games/farmsimrpg/333492
>>
>>211901943
Looks like it
>>
>>211901943
I am going to be posting a one town-one dungeon ""demo"" later today, but it probably shouldn't count towards the jam anyway, since I've been working on it for two weeks already.
>>
>>211901025
You mean critique, right?

Just tried Dragonry. Just went into cave, down a ladder - and got stuck on a black screen. Not sure if they forgot to fade in from black or they're not telling me if I'm suppose to get a light or something. Also getting some "failed to load: graphic" messages.

1-1-1-Jam was simple and sweet.
The Cave was likewise.
One to Three is a really solid game. Maybe too solid. Expecting me to actually grind? Fat chance. The only thing that bugged me was the whole "other world" transition was abrupt and isn't really clicking.
Ouroboros, was different. It's storybeats were hard to follow too, but it doesn't force you to play it seriously. I just run from the second Kobold fight. The potential to navigate the town and dungeon in VN style was there, I guess.

I don't know what I expected. Everyone meet the jam requirements. But you just kinda go through the motions in a unimportant way.

Up next is the farm sim...
>>
>>211908283
It's interesting to see the different personalities and strengths of the devs.

What parts did they think were important? Some wanted graphics, others a story, others focused on gameplay. Some just want recognition for "doing the thing" in the first place in a weird "I'm doing this for you - but not for you" kinda way. Or maybe it's "I'm only doing the because of you; I expect gratitude."
>>
>>211910464
>>211908283
Allowing that much freedom will give you a hugely different game each time, this is why the jam is fun
>>
>>211908283
>Everyone meet the jam requirements. But you just kinda go through the motions in a unimportant way.

I tried to make The Cave special by including four recruitable friends. Two are always available, one has a special requirement, and one is practically impossible unless you're told how.

There's some flavor interactions (Drinking from the pool, pushing the barrel, smelling the flowers, visiting the magic shop with a full party so everybody gets Free Beef) but the friends were what I put the most effort into. Secret of Mana, Suikoden, and Pokemon remain a strong inspiration, and I like to give the player the freedom to finish the quest their way.

Thank you for playing!
>>
>>211910464
The farm sim focuses on music and atmosphere. But it tries to force you to explore. I don't mind exploring - once - but the problem is that there is a hidden sequence of events you're suppose to examine that isn't intuitive.

So you go to the edge of the screen and is says "there's nothing over here but rocks".
Then you're instructed by the bartender to "look for the farmer". And the MC says he will "as soon as he concentrate".
The event is non-repeatable, afterwards the bartender just tells you "You need money"

So what are you suppose to do? Get money? Sober up? Look for the farmer? I wasted forever looking for what I'm supposed to do next. Normally I'd just quit because the next step is obscured and I have no desired to solve this riddle. But to be fair I gave it a chance.

So, here's what you're suppose to do. That "there's nothing but rocks" event at the edge of the screen has changed to an exit. However! It's now a player triggered event, and only transfers you if the player is facing left. Meaning if you walked the edge of the map like I did and stepped on the events from above or below, nothing will happen. Facing left once you're on the event won't do anything. Pressing the action button won't do anything. The trick is that you have to be walking left WHEN you touch the event in-order to get the the next map. But of course, if the player doesn't do that they just learn that nothing is over there and then wander forever lost.
>>
>>211908283
>tfw still need to play the rest of the jams games

>>211910464
Skinflesh maker here, i wanted to go as fast as possible to create a mini meme game under a day while shoving some gimmicks and a short but alternate route depending if you actually bother checking everything that seems interesting in an area or not. My main issue is balancing the gameplay since i don't like spending too much time grinding. The last boss itself is hard but can be cheesed in barely four rounds if you inflict the right conditions/use the item skyrim

It gave me some hope for my shitty dual game, also I'm currently working on a lewd scene

>tfw trying to do the scene as fluently as i can with paint.net
God bless paint.net
>>
Does anyone have the MV RPG Maker FES DLC pack yet that they can share?
>>
okay so i haven't been in these threads for a while and i've been thinking that my very first dungeon is a bit long
and i mean really fucking long
lore wise it makes sense but honestly it feels like players would lose interest in it
there's a really easy way i can simplify it
but it would still feel repetitive, just in a different way
i'm just conflicted
>>
>>211917217
A big thing is giving the player a sense of progression so that they want to advance. It shouldn't be uncertain. You got see the goal, know it's obtainable, and know what it takes to get there.

If I know it'll take about 5 battles or 10 minutes to accomplish something, then I'm willing to do that. I'll want to do it because I know it's obtainable.
However even if it's simpler than that, like 2 battles and 5 minutes, but I don't know that's what it'll take - It's not going to feel like a reward. I never wanted it.

Variable reward schedules are the best at motivating player. Meaning you won't always get something for doing a thing, but you're guaranteed to get something if you keep doing it long enough.
We can see this in MMO's with rare item drops. Like 5% drop rates are hard to get.
But don't do that in an RPG maker game unless you have a Bestiary that tells the player that Zombies drop a rare Poison Sword that isn't available anywhere else. Then the player might go zombie hunting. Without a bestiary, it means most players will never see the poison sword or know it exists.
>>
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>>211917134
Speaking on behalf of both of it's creators, we're sorry you had such a bad experience with our game. I agree with you that if you don't catch what the bartender says the first time around you are basically lost. Oversights do happen when you're trying to finish a game at 2 AM in the morning. Hopefully the tasks you need to complete in our other game will be more clear for players. We're trying to combat confusion problems in that game by having a multitude of playtesters with various levels of familiarity with RPG games, but we had none for the game jam. Thanks for playing and giving feedback, we appreciate it.
>>
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>>211921476
Yeah, i don't want the player to feel like shit for grinding in a singleplayer game. That is why I'm doing a game with enemies on the screen you can see, and if you don't like what you see for enemy position, you can always just go back to the last map, and come back in for a fresh new, less shitty batch.

If i do achievements, they'll be more in your face than anything.

Also don't open pic related, way too lewd
>>
>>211921006
basically it's supposed to be
to get around a roadblock to get into the city
you go in an apartment building and go up it, and walk over a whatever between the apartment roof and the next door motel
and you go down the motel and exit on the other side of the roadblock
the problem is
i based the apartment half off of actual apartment floor plans i found off google
and it's 5 kinda huge maps/floors, with another 2 maps for the ground floor and roofs, and another 4 maps for the motel
basically the gimmick of the dungeon was the main hallway would have things blocking the way, and you would have to go through holes in the walls of rooms and get to the other part of the hallway to keep going up
what i could do is just make all of the rooms on each floor completely optional and you just go from floor to floor
but then you'd basically be doing the same map 5 times in a row if you're trying to just burn through the game
like, the main problem is, this is the first dungeon in the game
idunno
>>
>>211908283
>Also getting some "failed to load: graphic" messages.

That is weird. It is asking for some animation files that aren't even used.
>>
>>211921476
This is stuff I've known about for decades but I never try implementing in RM games. Just, what's the best was to stage upgrades? Copper, Steel, Diamond equipment sets are usually presented by town, and you have no choice to work your way up one at a time.

Would if I could, I'd farm lv1 monsters and sell everything just to have the best money can buy at the earliest possible. Because I want to be optimized. The thing is, by the time you've acquired enough gold you'll have level up to be sufficient enough without the equipment.
And if I want a challenge I might fight without a weapon - if the game let me and doesn't mean 0dmg all the time. Although in FF2 unarmed combat skill is secretly the best in the game, and getting to like lv5 you're basically 1-hit killing Boss, and knowing that, why would I ever want to fight using anything else ever again?
>>
>>211925024
>...knowing that, why would I ever want to fight using anything else ever again?

I guarantee barely anybody used Unarmed, so discovering its power would be a reward in and of itself. In the pre-internet days, unbalanced single-player games allow for replayability, because you can break the game as much as you like
>>
I don't know what to say about "Whatever"
But now I've played all the Jam games.

I might replay "Ouroboros" and "One to Three" to see the other endings.
>>
What kind of game are you making, anon?
>>
>>211932206
Just the one millionth DQ clone.
>>
>>211932524
Tell us about it anon
>>
When do we find out who won the jam?
>>
>>211935236
The one who won the jam is Marpix for pushing the idea and making us achieve our games
>>
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>>211935236
everyone is a winner!
>>
Damn it. There are still at least three bugs in my game with still unknown causes. Looks like there will be no demo until tomorrow or maybe even Tuesday.
>>
>>211935826
Is this one of those things were I'm suppose to take pride for accomplishing goals that someone else set?

He can at least to us the honor of writing individual reviews for pressuring us into it.
>>
>>211937153
Don't worry anon, I'll release my reviews tomorrow once i got the time

Right now i need to nail some cut-scenes in my game
>>
>>211936558
Ok. Two bugs fixed. One to go.

Tomorrow. I am too sleepy right now.
>>
Would something like Alundra be possible in RPGM?

https://www.youtube.com/watch?v=y-QDhiAU8Hg
https://youtu.be/G3G9m5e7yoY?t=2m42s
>>
>>211937836
technically yes. you'd need pixel or free movement script. But the platform jumping mechanics in a 3/4 view projection is in really bad taste. 90% of the difficult of the game comes from making jumps.

It's not like Zelda's roc feather where you jump in place of over pitfalls. In Alundra you're jumping onto moving platforms that are different heights. But like I said, in 3/4th view projection you don't have a good sense of height.
It rage inducing and I'm having flashback of spending hours trying to make one. stupid. jump.
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>tfw finally nailing that one cutscene
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>>211370438
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>>211899152
Anyone else think this was trying to be gay lewd and serious at the same time, but failed to be either?

I think it either needed to pull back into sexual innuendo territory, so it sounds suggestive but cleaver. Or charge forward and make it super campy, so it's bold and fun.

But honestly I've only played demos, so I don't even know how adult games with plot should end.
>>
Does anyone know a good way to do this? Like when a battle happens, I want a little animation to play before the enemy appears, like a water monster emerging in a splash or something. My engine is VX Ace.
>>
>>211943829
Looks cool
>>
>>211945181
In the Troops tab you can right click the battler and select "Appear Halfway"
But you can't have all the enemies hidden or it'll be an automatic win. So you include a dummy enemy without a graphic as a stand-in.
Now you just need to make battle event that happens at Turn 0 at the start of battle. Play a Water Animation and "Enemy Appear", and immediately give the dummy enemy the k.o. status so they're not a target.
>>
I'm bored.
>>
>>211943829
Nice 90s crpg style!
>>
https://secure.profantasy.com/products/bundle.aspx

Has this ever gone on sale?
>>
>>211948553
Always search for free assets first before going to buy, anon
>>
ass
>>
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You guys think this looks right?
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>>211953175
Tree trunks at the top look kinda wonky. Try without them maybe.
>>
>>211953641
What do you think would look better in their place?
>>
>>211954012
Empty space. Square tiles as trees just don't work that well. Just my opinion doe. You can leave it if you want, it's not horrible or anything.
>>
titties
>>
Quick
Take this bump
>>
tfw this game jam has better made games in one week than the entirity of the time it took Echo607 to make her whole game
>>
>>211934284
A martial artist goes on a journey to find a cure for her master who was like a foster father to her and the other kids at the dojo. Along the way she meets a monk that is conflicted about her duty to stay at the monastery and serve her god versus seeing the outside world, a swordsman who wants nothing to do with anyone, but is strung along by a strong sense of duty, and the last of a mysterious clan of Windriders who seeks the secrets of his heritage and the fabled floating city of his people.

I'm using Ocean Dream's tileset, hope to make a 8 hour game, and either put it up on Steam for free or $4 depending on how happy I am with the final product in a year.
>>
>>211962691
Other than weird artstyle and UI, what exactly is bad about her game?
Legit question, haven't played it.
>>
>>211963576
She's a woman you White Knight. That's what's bad about her game. LOL women making games.
>>
https://www.youtube.com/watch?v=5W8rZAQeNiI

Yanfly's game when?
>>
>>211963674
I know you are falseflagging, but haven't heard anything but "dA artstyle" and "shitty UI".

And objectively, those things don't usually make a game completely bad, just not eyecandy.
>>
>>211964082
Also I should add:
"It's made by an attention whore"

This one isn't even valid game criticism, I don't care about the dev when I play a game and whether she is an attention whore or literally Todd if the game is good I am going to play the shit out of it anyways.
If I really hate the dev enough I am pirating it I guess.
>>
>>211964082
Because

>The gameplay is super generic jrpg without innovation or polish
The dev didn't try anything new nor did she even try to polish the plain mechanics.

>The story is super animu without understanding what makes animu storylines work
The whole story was just a generic Mary Sue teenage angst fantasy with fanservice

>The artwork is deviantArt tier and would have been better off using the generator assets
The art is inconsistent with itself despite not even being good to look at. It's what you'd expect amateur artists who lack basic anatomy knowledge to draw and upload onto dA. She showed some videos before during development with the generator assets of her characters and it looked far better. This was a huge downgrade.
>>
>>211965312
And this is just objectively speaking. I don't give a shit about the drama that revolves around Echo607. Echo607 is just another drop in the ocean of attention whores out there so that's not even a big deal to me.

Curiosity killed the cat is what made me try out the game in the first place because of all her white knight followers constantly recommending this shitty game. I bought the game on Steam, played to what I guess is midway through the game within a half week whenever I was off from class, and then returned it promptly after. Maybe I'm missing out on some better gameplay for the second half of the game, but if I had to sit through filler after filler of Mary Sue animu plot, I'd be better off just watching some of the shittier anime series of this season instead.
>>
>>211965312
>>The gameplay is super generic jrpg without innovation or polish
I am fine with that, and I feel like RPG Maker does classic turn-based RPGs perfectly and you are better using another engine for different genres.

>>The story is super animu without understanding what makes animu storylines work
I don't play games for story, I read VNs and books for that.
A good story is a nice plus, but I enjoy the gameplay mostly.
I do enjoy classic turn-based RPG gameplay.

>>The artwork is deviantArt tier and would have been better off using the generator assets
Like I said, artstyle and UI don't kill a game.

So... looks like the falseflagger was right.
>>
>>211965880
You have to keep in mind, your standards aren't the standards of others. What I personally deem to be the faults of her game aren't faults others may find. As much as I'll respect that others may find enjoyment with her game, I personally didn't. Instead, I enjoyed (some of) the game jam entries done here instead because they excelled in at least one of the three aspects I've listed rather than be mediocre for all three.
>>
>>211966069
Story aside, I expect everybody using RPG maker to make a RPG game to at least like RPGs, especially turn-based ones.

And I don't think anybody refuses to play a good game just because the UI is bad and the artstyle is weird.
>>
>>211966069
I don't know why I am so Post-trigger happy today (forgive me for that).

I want to add a disclaimer that perhaps I'm a bit biased since I believe us fellow anons have a sense of pride to release something of quality even if they are shit in other fields. But I'll at least admit that.
>>
>>211966156
You're right. I enjoy playing RPG's because I enjoy RPG turn-based combat. There's nothing wrong with that. However, there is something wrong with not trying anything new or polishing it.

If you don't aim to try something new with your battles, you ought to at least work on polishing the combat to the point where it's enjoyable. Echo607's achieves neither, and as a result, it's a chore to go through the battles than being fun.

UI and bad art affects me. It affects me a lot. Aesthetics is a part of the reason why I play games in the first place. A good UI can change a good gameplay experience into a even better one (see Persona 5). A bad UI can ruin good gameplay (see Neptunia series). The same goes for art.
>>
>>211966587
>If you don't aim to try something new with your battles, you ought to at least work on polishing the combat to the point where it's enjoyable.
Haven't played the game, but sure, if the battles are annoying or otherwise just too easy, then I won't enjoy the combat as well.

Can agree Neptunia had bad UI, but the real reason I didn't like it too much was the brainded combat, even for RPG standards.
>>
>>211946371
Ah, thank you
>>
>>211966717
The thing with good UI is, it can turn bad gameplay experiences into something more tolerable (to a degree). It won't fix everything, but it makes it easier to stomach.
>>
>>211968568
Dunno about you, but unless the UI is fucking tedious to navigate, I am not going to bat an eye.

In the end the most important thing in a videogame is gameplay: in RPGs it's party-building and battles, if that part is enjoyable, I am playing it.

As for Echo's game, I have watched it.
The battles mechanically speaking don't look that bad, even if not even that good, but what the fuck is all that unnecessary animation, camera zooms etc.
No idea about the party-building part.
>>
How many Stimulants do you think I have, /rpgmg/?

I couldn't keep you alive even using the Yanfly limit breaks.
>>
>>211908283
Yeah I wanted to expand the transition but I had another gamejam that week and ran out of time, so I just went for 'functional.'

>>211928518
What ending did you get?

>>211923115
Fill it with NPCs to talk to. Make it a mini-town with a few sidequests. Breathe life into the dungeon since it (theoretically) could have life in it already.
>>
>>211964045
FlyingDream's one counts?

Also
>making a cheat menu so players can choose how to play
Yanfly, I get quality of life stuff, but why the fuck would I want players to cheese my game by just cheating?
>>
>>211971734
that
that makes sense
thank you
yeah that sounds like a good idea
yeah
that opens up an absolute ton of doors
>>
>>211972105
Because your vision of the game is shit
>>
I hope your game includes dream segment, anon
>>
>>211972516
No seriously, Easy mode is one thing, but just letting the players never die is silly.
It's a RPG where you can also grind, so really, what is that for?

>>211972591
By dream segment you mean cutscene or playable dream maps with dream enemies etc.?
I kinda don't want to do the second because it makes no sense that the character can die in their dreams, or find items.
>>
>>211972591
My game is all a dream
>>
>>211972591
I am considering starting the game with one.
>>
>>211972272
i'll be adding an underground casino on the third floor, with the other tenants of that floor mostly being pissy about the constant noise
the 4th and 5th floor will mostly be the dungeon, being overrun by a local gang and the place looks like a complete mess
the leader might be optional, with some bonuses for getting rid of him to ease the ther people there
>>
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>>211377335
>>211377530

How can you even argue about a thing someone else made? What's the fucking point? I'm getting angry just thinking about better ways you two could spend your time
>>
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>>211964045
Awwww fuck i always loved cheat codes.

Time to add in a stupid about of them in the form of aesthetics like playing as a GIANT version of yourself, gender swap and a bunch of other fun shit
>>
>>211975637
>Being astonished that people argue here

Where do you think you are?
>>
Title aside, there one thing I still cannot decid.

My game is finished, or rather, I have all the story to the final boss and ending, I may or may not add optional shit.

Okay, but do I want savepoints or saving midgame in any map?
I want players to be able to start from whenever they left, but I am not sure if it will break events that change position and shit.
>>
>>211971734
I died repeatedly to the point where I checked the project to make sure it was immortal because Dark was doing >6000dmg every turn with his Dark Wave.

Eventually I maxed out his Dark's HP and buffed the other 2 just enough that they could survive 2 turns without need to heal.
I think I wasted my souls on DEX upgrades for Dark trying to buff his pathetic 100 Mdef because the shop guy says it added to mdef. And why would he lie to me? It must be a clue. But it does nothing. DEX only influence the hit rate, which was never an issue.

Ultimately I think you asked too much of the player and offered too little.
>>
>>211976410
Okay, fuck it.

Savepoints, but repels are cheap af and you can buy them at the first village.
Want to stop playing? Spam repels, run at the nearby savepoint.
>>
>>211972762
Not dying is one of the most staple cheats in existence. Also, not every player wants to grind. I especially hate grinding in RPG Maker games. Half of you fucking devs have no idea how to scale your grinding properly.
>>
>>211884218
Fyi, it's a condition in your Skill State Script.
Skill ID 1 (Heal) is disabled when switch 1,2,and 3 are ON.
>>
>>211977828
Nice to know since I have little to none grinding, bosses give the most EXP.

Enemies aren't useless of course, you are expected to level up 2-3 times in a dungeon +1 for the boss.
Up to 5 times +1 in very big ones.
>>
>>211977540
How about giving the player a free/cheap evac spell or item that just drops them at the savepoint/town? It'd basically be the same, but faster.
>>
>>211972762
>It's a RPG where you can also grind, so really, what is that for?
It's for people who want to see what happens next, but are bad at video games and/or lack the will or patience to waste time grinding for it.
>>
>>211980751
Don't play videogames then, watch youtube
>>
>>211977828
I'm not sure "scaling" is the problem. I think the problem is that RM games will dictate the winning strategy.

Exploiting elemental weaknesses is one thing.
But then you get a rigidity that's like, to defeat this boss: bring X amount of potions. Wear this accessory. Guard ever 3rd turn. Only use this skill. And RNG willing -if you won't miss or take consecutive critical hits - you'll win :)

It's bullshit like you can pick your class, but the boss is only vulnerable to magic. Oh? You don't have a mage? Sucks to be you. Guess you'll have to start over.
>>
>>211964045
I want to add this after the player beats the game.
>>
>>211980940
>If you're not going to play the game the way I want it played, I don't want your money
Even I get the occasional flash of "casuals ruining mah vidya" nerdrage, but as long as it's just an option and not a compulsory dumbing down of the gameplay, you're not losing anything by making something accessible to a wider audience.
>>
>>211981890
Casuals is one thing, people who want to be invincible during the entire game and basically mash buttons to watch a movie are another thing.

I am okay with Easy mode, but that's too much.
>>
Just found a odd bug in RPG Maker MV.

I keep equipping and unequipping an item that boosts my HP, and I am slowly taking damage basically.
>>
>>211982632
Note that you have to get damaged in battle first, doesn't work at full HP
>>
>>211982632
lol, not a bug. You're just bad at math.
>>
>>211982105
And as a gamer, I certainly agree that if you're playing a game, you should actually play the game.

But as a developer, I recognize that there are people who are unbelievably garbage at it but still want to believe they're "playing" a game, and I'm quite happy to spend 15 minutes adding a retard mode that auto-resurrects the player on death if it means I get a bigger audience, and can build more good will and get more money for basically no effort or sacrifice.
>>
>>211982898
Anon, equipping an item that gives me more HP, then unequipping it over and over is literally damaging me over time.

Also MP.
>>
>>211965506
Whoa, you actually BOUGHT an RPG MAKER game at FULL PRICE?
>>
>>211981197
It's a combination of things. As a person who played a shitload of RPG Maker games, a cheat menu would be the one thing I want the most so I can get past the garbage the majority of them make. I don't care if I'm playing the game the way the devs don't want me playing them. The devs usually expect too much committment out of their players, expecting them to grind x hours, buy x armor, use x skill, exactly as they imagined. Unfortunately, the devs also don't convey that message properly to the players so the players are left with a really shitty designed boss fight. It's more fair to me if the dev recognizes their shitty design and include a cheat like this god mode than to recognize it and still refuse to provide something like it.
>>
>>211983610
Echo607 refused to drop the price. Well, technically, she did by like $0.50 by that's besides the point. However, I lost nothing as I returned it after. I have zero qualms with buying something and giving the developers some money if they provide me an enjoyable experience. $12 is nothing. I may go to school, but I have a part time job.

And if any of you anons release games on Steam, no matter how shitty it looks at first, if some of my friends recommend it to me, I will buy it and try it out. If you anons deserve the money, I give it to you. I don't think there's anything wrong with how I'm spending my money this way.
>>
>>211983781
And this why I made the Libra skill add a "battle tip" for bosses.
It tells you exactly what the boss does along without stats and weaknesses.

If the battle tip says "Boss uses Silence and physical attacks", I wonder what you should equip and which buffs you have to apply
>>
>>211984394
That's after you start a fight with them. The problem with most devs is they expect players to play a certain way before the boss fight even starts.
>>
>>211964045
Here's a video that Yanfly linked on his Patreon with the release of the cheat menu god mode video btw

https://www.youtube.com/watch?v=NInNVEHj_G4

GMTK video, but it's got a nice neutral perspective and insight like usual. I think I'll be definitely adding cheats to my game after watching this.
>>
>>211984621
Trial&Error.
It's not like the boss is impossible if you didn't equip anti-silence and decent physical defense armor, just a bit more tedious.
I mean, of course I can't just make the bosses do nothing but attack - every RPG eventually throws ailments or special attacks at you in boss fights that would be a lot easier if you did equip the proper accessories.

Or just use Libra and restart lol, the save points are always placed before the boss.
>>
>>211984768
>making games for people that don't want to play a game
No.
>>
>>211984995
I'm not saying trial and error is bad, but there are better ways to relay that information to players. Especially since not all RPG Maker games provide a Libra skill.

For example, if a boss is going to silence you, make the silence status effect a predominate thing in the dungeon the boss is in. Make the mooks have it so it drives home the point that they will need anti-silence gear or items.

Or give the player an anti-silence artifact upon clearing one of the bonus rooms or something. This kind of thing shows the developer cares about delivering a fun gameplay experience rather than their intended gameplay experience.

The surprise factor is gone but I would rather be not surprised but not frustrated compared to surprised and frustrated.
>>
>>211985501
Anti-silence item pickups in a dungeon, yeah, of course.
>>
>>211985269
You as a dev win when you get people who don't want to play games to actually play games. Not the other way around.
>>
>>211985269
Doesn't help that people who actually use those mods are still bitching because they feel EVERYONE should play the same way they do like the little entitled shit they are
>>
>>211985269
>>211985664
>no cheating elitism

Wah wah wah people are cheating in my video games when I don't want them to

they're actually enjoying the games when they're not playing the way I want them to

wah wah wah
>>
>>211985870
>not cheating in videogames is elitism
Also, what is Cheat Engine?

It's not like my game will have a way to stop that or anything.
If you must cheat, at least learn how to.
>>
>>211986023
Or you can just embrace the fact some people just don't wan't to sit through the bullshit parts of your game.

In lewd games, for example, I don't give a rat's ass about battle systems, so shit like an in-game cheat mode is god send.
>>
>>211986412
>Or you can just embrace the fact some people just don't wan't to sit through the bullshit parts of your game.
Play something else, I have an easy mode.
>>
>>211986664
You sound like a shitty game dev anyway
>>
>>211986850
By what? Not putting God Mode in a game with easy mode?

I will just say that, in Easy mode, if you grind for a few levels in the first dungeons you basically take 0 damage for a while from everything but bosses and ailments.
>>
You have 99/100hp or 99% Health
Max HP +50
Constrain Health proportions means 148.5/150
but you can't have .5 hp so now you're at 98% health.
Max HP -50
98/100HP
Max HP +50
147/150HP still 98%
in this case the current HP is stabilized, toggling between 98HP and 147HP. But you lose something in the conversion. It'll depend on the number set, particularly odd numbers.

99/101 > 147/151 > 97/101 > 144/151 > 95/101 > 141/151 > 93/101 > 138/151
and so on...
>>
>>211986023
Not him but using CE with MV is a pain in the ass
>>
>>211987402
Sounds like a bug to me, they should have just made items not change your current HP unless you remove it, ending up in having less of course.

Damage every time you equip/unequip is pretty retarded though.
>>
>>211987402 responding to >>211983046
>>
>>211987021
Not him but I'm assuming because you enforce a specific vision of your game onto players. desu I felt annoyed just reading your posts even though I'm not a fan of cheating myself.
>>
>>211987626
My only vision of the game is literally playing the game instead of becoming invincible.
>>
>>211987531
repeatedly equipping/ unequipping IS retarded and you should be punished for it.
>>
>>211987798
Are you for real?
Surely it's useless, but it's a bug and you shouldn't be punished for it.
>>
>>211987719
>missing the point if that's what you think the other anon is talking about
It's not about which cheat goes into the game. It's about giving players the option to cheat.
>>
>>211987857
It's not really "punishment" when it's a natural consequence.
Like, god isn't punishing you when you get sick from eating a bad sandwich.

The game could round up. But then that would be exploitable. Like, Pffff health potions? Magic? Watch this~
*fingers ring repetitively in a lewd gesture*
>>
>>211987531
This was something a code fag explained before in an old post on the forum. I couldn't find the link, but it boils down to this:

RPG Maker's base code is flawed in the sense where HP and MP values are integers rather than decimals. When HP/MP percentages values are preserved due to equipment that changes their max HP or max MP values, RPG Maker doesn't store a decimal value and that's the cause of it.

For example, 85/100 HP doesn't suddenly become 42.50/50 HP if the equipment drops the HP by 50.

RPG maker will round down so players can't abuse it to get infinite HP if they get low on HP. So if you are going to keep unequipping your shit, your HP will keep dropping. There is no fix to this without changing how RPG Maker works entirely.
>>
>>211988334
I simply don't want cheats in first place.

I have an easy mode, I have a Libra skill that tells you exactly what to do in bosses, I have repels being cheap so you can just skip encounters and explore dungeons to get all items.

And guess what? A debug room 30 minutes in, that is a bit hard to find however, obviously.
You won't become invincible, but you can literally challenge easy bosses again that drop lots of EXP.

And you want me to put a God Mode?
>>
I played One-To-Three and it reminded me so much of an RM95 game.

But I'm not too fond of grinding in the same spot, although it wasn't even much. Later I'll play it again.
>>
>>211988829
If you don't want cheats, don't put in cheats. You just have to realize there are players out there who will enjoy your game with cheats more than they would without.

Let's look at a different perspective. Let's remove the Auto-Dash option from the game's options.

Me, as a hypothetical snobby developer, think that dashing should require effort by the player so they must hold down shift every time they run. Otherwise, they're just a bunch of lazy fucks who aren't really putting in the work needed to dash.

However, to some players, having an Auto-Dash option would improve their enjoyment of the game than without the option.

See where I'm going here?
>>
>>211989193
You should stop arguing with him anon. He's hell bent on his "vision" of the game to care what pleb players think.
>>
>>211987021
>if you grind
...And there's our problem.
>>
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>random encounters
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>>211989386
Fuck mindless grinding

>>211989721
Fuck random encounters, too
>>
>>211989193
>You just have to realize there are players out there who will enjoy your game with cheats more than they would without.
Use debug room and challenge the first boss over and over again, put easy mode, skip all encounters with repels.
I didn't put a literal "God Mode" option, but it's obvious you can do this to completely cheese the game from start to finish.

>>211989386
Grind to completely break the game instead of playing it properly sounds fair to me, have you ever played a RPG in your life?

And I am going to stop here, I don't understand why RPG players would want to do everything to avoid playing the game.
I didn't make a VN ffs.
>>
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How cheap should death be?

Simply another "ailment" to be cured as easily as poison or confusion with a cheap, plentiful item?

Significantly debilitating, requiring rare and/or expensive items to reverse?

A complete fuck-you, impossible to reverse without returning to base?

(Obviously, how lethal the gameplay is in general also plays into this. But in general.)

What's it like in your game?
>>
>>211989938
Because the likelihood of you designing perfect gameplay to suit every possible player type is next to 0. Some people enjoy battles but not wanting to grind them for them, something that I understand personally.
>>
>>211990112
a complete fuck you sounds like a fun idea until it's actually put into practice

i guess it depends on how much you die
>>
>>211990112
I just take them back to the last save point. If death is too punishing, what's to stop them from just reloading the game before all this shit happens?
>>
>>211989938
>Grind to completely break the game instead of playing it properly sounds fair to me
Your problem is is still that you expect people to play your game in a manner you think is "proper" instead of a manner that's fun for them.

>have you ever played a RPG in your life?
Quite a few, actually! Some of them were good enough to play just for the fun of the gameplay, but a lot of them were not. (Guess which category most RPG maker games fall into.)
>>
>>211990254
I mean, of course.
People who like to play RPGs will play a RPG.

>>211990112
beginning: limited revival items, no raise skill. Dying is pretty big
midgame: getting a death can slow down your party a bit, getting too many deaths can fuck up your boss fight and making you waste all the good shit
endgame: regular happening in boss fights, slightly hard to die to enemies but still very possible. You have now skill to revive constantly and lots of items though, so it's not a problem anymore.
Also Doom-like state gets introduced in in the midgame-endgame.

>>211990418
I guess you had a bad experience with RPG Maker games then.
The only "proper" manner to play is just not becoming invincible basically, like I said, I have pretty much planned debug room exploits as well as ones I probably haven't found yet since I am still playtesting.
I have found quite a few cheese strats for some bosses and I am leaving them in except on Hard.
>>
>>211990380
Well, if you lose someone right after making a save, why NOT just reload it? But you're not always going to have a save just before the fight that killed someone. Is it worth losing 15, 30 minutes of gameplay to save one character?

>>211990527
I think you either replied to the wrong post, or made a very creative interpretation of it.
>>
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>>211987857
Pump'n armor to exhaustion secretly gives gains. Allowing pacifists to strength train for aesthetics.
>>
>>211990930
>I guess you had a bad experience with RPG Maker games then.
Yeah, no shit, a vast majority of them are fucking terrible. There is no barrier for entry, so any idiot can make a RM game, and any idiot frequently has. But even games that look good and have interesting premises frequently fail in some respect, because most people are not good at everything you need in order to make a good game.
>>
>>211990112
>Find clearly labeled cursed item
>Put it on anyways
Doom Status: You have 30mins to complete the game.
Save Points: Disabled
>One window of opportunity to remove cursed item
>Re- equip cursed item
Are you stupid?
>>
>>211991825
What you think makes for a bad RPG Maker game?
>>
you guys ever make a map, and revisit it a couple weeks later
and there's one part of it that you're genuinely confused at what happened to make you go with that design for that part of the map
>>
>>211992854
A lot.

I am honestly bad at maps and all I do is reviewing them over and over.
>>
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>>211901943
>>211901025
Haha, time for (you)s

>Skinflesh
My own creation, literally a meme filled game, shit balance but showcase some stuff you can do with rpg maker. I made it under a day to give myself some further challenge. Also has a different ending depending if you actually check the computer at the bar or not. The last boss is meant to be cheesed in around four turns with the right skills and items, but that was just some intended shitty balancing since i got no idea how i should tackle that shit and didn't want to have a over the top super long battle

>The cave
Oh hai /rpgmg/, short game that you can quickly finish right away. Literally the room of /rpgmg/

>1-1-1 Jam
The waifus are cute! CUTE! The world definitely need another game full of cute girls fighting weird shit

>Whatever
Love the OFF feel to it, implying i won't release my whole game

>One to Three
I like the whole idea behind it, three of (you)s going to fight the big bad in a 8bit final fantasy setting is pretty fun. Just need to balance out the system so you don't need to over grind

>Ouroboros
My sides. The whole idea of making a rpg visual novel with rpg maker is actually pretty nice, and I'd play a whole game as long as it features plenty of different paths to take

>Dragonry
I couldn't get too far because of missing assets for the random monsters showing up. Also the zoom on your player is dog shit since you don't see much around you. However i like the idea of entering houses and not seeing the inside just to save time

>Farming Sim
Playing as a drunk fatass? I love that shit, But there is some issues with the mapping when you try to head to the left. if you walk up or down instead of going left on the path meant to go left, you can't go on the other screen. Unless that was intentional, you shouldn't fuck up the pathway system unless you foreshadow it. The soundtrack is comfy as fuck
>>
>>211992854
I do, i had to remake the maps twice and start a new project since i just begun

And i still see shit i don't like, and I'm not sure how to fix them

On the plus side, i already nailed how to make custom cutscenes
>>
>>211992660
There are a lot of ways to make a game bad, but for my money, the thing most RM games fail at is gameplay. It's often too slow and repetitive with enemies too frequent and durable. Grindy, not challenging. I have little patience for that in "professionally" made games these days, and even less so for playing 20 games in the same engine with only minor variation.
>>
>>211992660
Different Anon here,
I mentioned this the other day but the player needs a sense of progression with clearly defined goals. Otherwise they'll be playing by RPG rules, but without a sense of direction. Do they need money? Do they need to level up? Why do they need to level up? To get stronger? To get a skill? How does the player know the skill exists?
How does the player know if they're doing well?

RM games don't have a lot to them in the first place. So if there's nothing after lv5, the player needs feedback that tells them they "Mastered" the game.
Other wise they're floating in uncertainty if there's something more or something they're missing. Or if it's even possible to do thing differently.

The player knows they need to do something differently when they get a gameover screen. But give them a "reward" and will they recognize it as a "reward" or do they think you're just handing them another puzzle piece that they're going to need.
>>
>>211992462
What are you even talking about? That has nothing to do with the post you're replying to.
>>
>>211992660
Different anon here, too

My biggest qualms with RPG Maker games in general is how unsatisfying they feel. Major contributors include:

1. Shitty storyline dump at the beginning of the game before the game gives the player a reason to be invested in the story.
2. Generic character balance. Holy trinity roles with nothing special about them.
3. An unnecessary amount of grind to get "ready" for the first dungeon
4. First dungeon puts you into a shitfest of random encounters and not having enough recovery options
5. Extremely long battles for mooks that don't matter
6. Bosses are nothing but HP sponges
7. Fetch quests for no reason except to be side quest fluff. No progression whatsoever.
8. No direction explaining what to do next to explain to the player how to advance the game.
9. If there is a direction, it's just a one line instruction rather than a plot segment that makes the player invested and having the player know what is needed to be done before even having to explain the instruction.
10. Increasing difficulty for the sake of increasing difficulty aka shitty advancing difficulty balancing with enemies just for the sake of making you need to grind more.
>>
>>211997378
It means it's not a cheap death or unfair if it's well deserved consequence of your actions.
Like losing HP from equiping/unequiping stat changing armor. If you die, it's your own fault.
>>
Anybody have this DLC?
It looks lit as fuck.
http://www.rpgmakerweb.com/a/graphics/medieval-expansion

> 32 Ground Texture Decals – grasses, dirt fields, roads, cobblestone, pavers, forest, burnt forest, and more!
> 4 Spritesheets with a number of remastered and new objects to fill your maps.
> Nearly 70 trees featuring different varieties of trees, trees without leaves, fall-colored trees, huge trees, small trees, and all the trees you would need to make a forest!
Over 430 houses, castle pieces, fences, bridges, market stalls, pantheons, ruins, and other structures and buildings!
>>
>>211997957
It still has nothing to do with the quoted post!
>>
>>211977291
The MDef stat wouldn't raise, but it did reduce the damages. I altered the damage formulas because Agi and Dex are pretty much useless in-game by themselves. RMXP doesn't let you modify the damage formulas for attacks so I had to do some script hunting but it was basically-

attacker's damage - mdef - (dex/9)
attacker's damage - def - (agi/9)

for magic and physical respectively.

Admittedly I fell into the novice dev trap of "Oh I know how to beat this everyone else can too." which you would think as long as I've been doing this I'd figure out not to do.

I am actually working on an updated rebalance that does what I want to do with the plot and skills

>>211977979
Ah-ha. One of those scrips I wanted to use and then never did. That would explain it.

>>211989056
That was my first maker, so that does make sense.

>>211994135
I wish I hadn't done two jams together in the same week. This was about a 3-day endeavor rather than 7. But because I enjoy (somewhat) of what I built, well, see the above spoiler.
>>
>>211997795
I was nodding in agreement with you right up until the last one. The difficult curve proves a power gap that needs to be crossed. If you're not closing that gap you're not progressing.

Not this is where feedback is important. The jam game, One to Three, for example presents an obvious power gap that you have to close. Now you're locked at lv50, but you grind for "soul" to by stat upgrades.
The problem is, you have no idea how wide that gap is so you're upgrading blind.The monsters are all 1-hit kills from the very beginning. So the only way to know if you're strong enough is to fight the boss and cross your fingers.
>>
>>211998926
>I wish I hadn't done two jams together in the same week. This was about a 3-day endeavor rather than 7. But because I enjoy (somewhat) of what I built, well, see the above spoiler.

You still did fine, man. I'll gladly play through the complete game once you're done with it
>>
>>211999269
The boss had a health bar or display status, I'd at least know how close I was when I failed and then could reason how to proceed.

But without it, I was just dealing 5000dmg turn after turn thinking "is the boss immortal? is there a trick item I'm suppose use? Am I suppose to beat it at all? Is this a troll game?"
>>
I'm sorry for all the type-o's today. I keep droping the little words in my sentences for some reason.
I'm sure you guys can infer what I mean. But still.
>>
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So what are you all up to with your current game?

I just did some cutscenes and fleshed out the story a bit more so it doesn't feel like the player is walking through an empty world. I also have two huge paths that lead to the second town but i might make it easier for dumb fuck players that can't into exploration.

Don't tell me you lurk the thread but don't actually work on your game, anon
>>
>>211999269

Not him but it doesn't really need to be that way. Take Guildwars, the level cap is level 20 which is met about 1/2 to 2/3rds through the campaign and monsters just keep increasing in level beyond 20.At that point its up to the player to overcome the level/power gap through strategy and smart use of skills.

RPGs where the characters stats increase significantly each level(especially ones where each following levels provides a bigger boost than the previous) tend have a power gap that makes it so you have no choice but to grind. It ends up unsatisfying because in any battle you could be too weak to stand a chance even with a good strategy and exploiting the bosses weaknesses while at the same time it's possible to end up so powerful that the same fight can be beaten mindlessly without any strategy, often rendering the skill/magic system practically obsolete.
>>
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Robot dev here
Might make a journal of sorts here, I don't usually post a lot, but...
Been rewriting a lot of old cutscenes and npc dialogue, a lot of it doesn't sit well with me, decided to focus on finishing cutscenes and dungeons first before putting battles on it, those make it a bit of a pain to test.
Also thought about making animated enemies in pixel art, I feel confident in doing these now that I improved on it, but that's not a priority right now.
For now, I'll keep rewriting stuff and redoing some sprites that I don't like.
>>
>>211997795
Let me see.

>1. Shitty storyline dump at the beginning of the game before the game gives the player a reason to be invested in the story.
Pretty short, but there is an intro.

>2. Generic character balance. Holy trinity roles with nothing special about them.
This one is tricky.
I do have stuff like Item Skills(pretty much alchemy) and overdrives that don't do just damage, but the first members are pretty much the holy trinity.

>3. An unnecessary amount of grind to get "ready" for the first dungeon
Nah

>4. First dungeon puts you into a shitfest of random encounters and not having enough recovery options
Still nah, you get plenty of potions and a healer early.

>5. Extremely long battles for mooks that don't matter
Only in endgame

>6. Bosses are nothing but HP sponges
Once again, endgame HP bars are large, but otherwise nah.
You still do massive damage with enough buffs.

>7. Fetch quests for no reason except to be side quest fluff. No progression whatsoever.
I don't have sidequests so...

>8. No direction explaining what to do next to explain to the player how to advance the game.
Covered, you have the Reminder Note item.

>9. If there is a direction, it's just a one line instruction rather than a plot segment that makes the player invested and having the player know what is needed to be done before even having to explain the instruction.
I am not sure what you mean

>10. Increasing difficulty for the sake of increasing difficulty aka shitty advancing difficulty balancing with enemies just for the sake of making you need to grind more.
Grind, nah, but endgame spikes indeed.
>>
>>212001253
Keep up the good work Anon.
>>
>>211999269
>>212001365
Regarding 10, increasing difficulty for the sake of having difficulty is just a false belief that games think they must have. Instead, I find it more effective if the game tests you on your mastery of the game rather than being able to overcome the difficulty level.

Take Persona 3 for example. The game has a pretty low difficulty curve minus the beginning due the bosses being legitimately hard if you don't understand the ONE MORE system.

Once you get that figured out, the game doesn't get any more difficult. Instead, it just throws different curve balls at you without really adjusting the difficulty rating. The amount you have to grind in Persona 3 is minimal unless you want to do the optional content.

Once you reach the final boss, provided you didn't slack on your climb of Tartarus, you're faced with a pretty average difficulty final boss fight. However, the boss fight was more about proving your mastery of the game rather than having big spikes in difficulty just because it was the final boss.

The final boss's stats aren't as high as you would expect a final boss to have them at. The gimmick the boss fight makes you go through isn't even detrimental to the party. All it does is keep you on your toes to see if you've truly understood what the Persona battle system was all about.

And that, with a combination of the quotes during battle and the semi-puzzle-ish aspects of the final boss fight, made it a more satisfying fight than if it were to be some kind of mega stat buffed final boss fight to see if you have acquired the necessary levels and gear to the devs wanted you to have.
>>
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>>212001253
Animated enemy test, I might not end up using it, but...
Main problem is the sprite leaving a lot of empty space on a 544x416 window, the only reasonable way around it is making it bigger and more pixelated like this but I'm not sure that'd look aesthetically pleasing.
>>
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>>212002693
Original image.

So it's either a static handrawn image like this or a pixelated af sprite...
>>
>>212001031
In context to RPG Maker games "forced to grind" might just be a perspective of having too much oversight or having completely different expectation of scale.

For example, in commercial games you're used to monsters in within an area of being around the same level. Locations have a progressive 1-3 level range.

RM games on the other hand operate on a much much MUCH smaller scale. The pace is going to be different. So it catches people off guard when they fight a monster a the entrance, like "Oh that was nothing" and then they skip to the back of the dungeon where monsters ramp up 5-10 lvl or even more.

In a case like this, it's not the developers fault for not preparing the player. When would they have had the chance? It was the player who rushed in. And if the player doesn't see that as a learning experience and adapt, then there's no helping them.
>>
>>212002570
You are under the assumption grinding is even necessary.
In my case you are good as long you at least fight encounters for half of every dungeon. At worst you end up like what? One or two levels below my playtest? Won't be changing much unless you really do that shit in all dungeons.

Balanced by bosses/midbosses dropping a lot of EXP.
>>
>>212003243
In my opinion, if the only way to solve a boss fight is by grinding, you've done a shitty job as a dev in designing that boss or the tools needed to fight that boss
>>
>>212003243
Also to add:
Skills that are necessary for bosses or otherwise tough enemies are not tied to levels, you find them in treasure chests of different colors right in your face or given at chapter start.

>>212003893
Never said that, I am saying I have little to none grinding, but it's not like you can just skip every single enemy and call it day obviously.
>>
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>only -70%
>highest discount is -90%
>>
>>212002693
>>212002951
You are subconsciously drawn to massive thighs, aren't you?
>>
You people seem to forget equipment exists.
Make it matter way more than some levels.
If you have a +50 defense armor, what difference you think a few levels are going to do?
>>
>>212005017
I kinda hate the Ys games use of equipment. Because enemy exp have diminishing returns. So you have to fight stronger monsters. But you hit wall with your current lvl and equipment where Enemies won't take any damage until you upgrade to a Silver Sword.
>>
>>212005737
>don't want to upgrade equipment
>don't want to fight enemies
How the fuck you want to become stronger in a RPG then? It's not a boss rush
>>
>>211982632
Show the database entry for the item
>>
>>212006374
Can't right now.
iirc is +120 HP, it's a headgear, nothing else to note.
>>
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>>212002570
>Persona 3 ... the boss fight was more about proving your mastery of the game
Eh, it's more "Do you have Charm protection on all your healers?"
>>
>>212006374
Was answered >>211988654

Why can't they just not change your current HP unless it goes over your Max one instead?
>>
>>212005017
I'm thinking of making one upgrade per town, and the occasional weapon/armor finding on monsters

Not sure if i should make more than two variants to get
>>
>>212008368
I did this:
Shops sell basic weapon that just add stats, dungeons have special ones that can even give stuff like Weapon Exclusive Skill.
>>
>>212002693
Not that bad, but that left knee is wonky as hell. Honestly I'd stick with the hand drawn since it seems to mesh more with the visual style of your game.

>>212003189
>In a case like this, it's not the developers fault for not preparing the player. When would they have had the chance?
Bullshit - you are the developer. The problem is not that you "didn't have time", it's that you have not MADE time to teach the player. And if the player "skips" from a level-appropriate area to one where they're 10 levels out of their depth, it's only because you gave them that opportunity.

>>212005017
...and then the devs make you grind for money instead of xp.
>>
>>212008769
First of all, equipment it's not only about shops.
Sidequests, generous NPCs, dungeons, enemy drops and whatever other way to obtain it.

Second, literally don't have high prices if you don't want players to grind money too much.
>>
>>212009167
I am well aware of that. But just switching from "needing more levels" to "needing better equipment" doesn't solve the problem of devs expecting players to slog through way too many uninteresting enemies in order to get anywhere.
>>
>>212005937
No see, you get to a point where you HAVE to backtrack town and upgrade your weapon because it's impossible to fight enemies or even put a dent in the bosses.
You just go clink-clink no dmg.

You were doing just fine before. But the game is like, no, you can't progress anymore until you change your clothes.
>>
>>212008769
Sorry. Didn't read your post. Guess it's your fault I skipped over it because you didn't "make the time"
>>
Migrate

>>212011317
>>212011317
>>212011317
>>
>>212007742
It can still causes damage, like you said.
on 100/100, off 50/50, on again 50/100
In the previous case it does a negligible -1% and it's not really going to hurt you unless you're neurotic enough to do it repetitively.

In comparion, by not constraining the currentHP/MaxHP the HP will only fall to the lowest possible MaxHP value. But the difference is much more significant than the -1%, now you're at half health (well, in this example anyways) just by taking it on/off/on once. Which might actually force you to use a potion.

So knowing that, which method do you think is preferable?
>>
>>212004753
Kind of, yeah.




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