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File: OP.jpg (269 KB, 1024x1024)
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Please drink responsibly.
You have progress in the morning.
>>
I'm opening my 3rd can. Let's goooo!
>>
>>3840309
Is he about to get railed by those wolfmen or what?
>>
>another rpgm thread ruined by aislop
Sigh
>>
>>3840318
>He asked for a tip.

If your damage formula uses A.mat then the hit type should probably be changed to Magical. According to the help file...

Certain Hit:
Treats the successful use of the skill as a guaranteed hit. Counterattack, Magic Reflection, and Substitute are ineffective.

Physical Attack:
Determines the success based on the user's Accuracy and the target's Evasion. Counterattack and Substitute are applicable.

Magic Attack:
Determines the success based on the target's Magic Evasion. Magic Reflection and Substitute are applicable.
>>
"Not those tips!"
The pub went dead silent. He realized how different it sounded out loud.
>>
>>3840329
Speaking of ai. I had ChatGPT create a skills.json and enemies.json by feeding it a final fantasy guide. Just to see if it could. Someone in the last thread suggested doing that with digimon.

If you have it write to a canvas, it seems to hallucinate a lot more. It invents monster names and skills. Some of them sounded plausible. Others sounded like pokemon.
But if you have it give you a file to download, like a zip or .json, those hallucinations aren't there. It's got to be something in the way it types out chat messages.

It's nice having a big database to play with. But it makes me realize how bad RM's data management systems is. They let you have hundreds of skills, but no way to sort or organize them. You can't drag or insert a new skill in-between items, you have to copy everything below it and paste it back in one space down, then erase the duplicate.

There's no batch processing of skills either. F4 and F5 will shift up and down through the database item while keeping a certain menu list active. That way you can quickly set some data with the arrow keys. But that technique doesn't work for Item Icons or other dialogue boxes that require mouse clicks.
Instead I opened the Skills.json file in a text editor and use find->replace to set Icon Ids quickly.
>>
>>3840330
I want to say only physical attacks have critical hits. But it's not written anywhere.
Even if you checkmark 'can crit' it won't do anything for magical attack hit types.
>>
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>>3840375
Does "Certain Hit" types do critical damage?
*I'll check*
...it does not.
>>
Found some neat plugins that allow visual equipment (for the party leader) and Hendrix has an action rpg system. The bad thing is that it doesn't work with the battle system and if I want to stick to a turn-based system i'll have to use the first-person battle system. On the other hand I think an action system might be neat.
>>
>>3840372
Yeah editing large databases and other big project stuff in-engine becomes a huge pain. TextPad with find and replace is useful for going through multiple files at once (like all your maps).
>>
>>3840318
If we're lucky. Looks like facial just wasn't enough for them.
>>
>>3840329
How many artists' rent have you paid, anon?
>>
>ai slop op
kill this fucking general already holy shit
>>
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Mongol 2. RPGM Unite. :D

https://youtu.be/qI0rdsgFxBA?si=2vyQu1IgEMB2P4Zc
>>
>>3840330
I create new items more often than I do skills.

There's a few different ways to make recovery items
There's the damage formula box
>Type: HP Recovery, Formula: +200hp
And there's the Effects Box
>Type: Recover HP 0% +200

What's the difference?
The [Pharmacology] trait only influences numbers in damage box.
-That's Recovery Damage of the item, when <used by> that character
-Outside of battle the item user is the Party leader.

The [Recovery Effect] trait only influences numbers in the effect box.
- That's Recovery Effect of the item received or <used on> that character themselves.

New Project presets gives you items with recovery effects, not recovery damage. The only things the [Pharmacology] trait would enhance or inhibit in this case are the default Heal & Raise Magic. Those formulas already uses the caster's magic attack state. So the pharmacology trait is nearly useless.

Healing Damage is also evaluated in the system's "can use" function. It means to stop a player from wasting Potions on characters with full HP. You can make the healing damage a negative number, but then the item is only usable in battle. Outside of battle, the system will check if a healing item actually heals. Which further limits pharmacology applications.

With Healing Effects, you can circumvent the "can use" function by stacking arbitrary -/+ healing effects that cancel out. This will permit the damage formula calculations, and facilitate the pharmacology trait. But know that the healing effect is ordered last. So if you end with +1Hp effect, the target will never reach 0HP (if desirable)
>>
>>3840598
With damage formulas unlocked, you can evaluate conditions like the target's state, and other data with script functions.

An Item/Skill can have a Common Event as an effect. But using those items forces the menu to close, as common events don't run in the menu scene.

If you want a "Poison Potion" to turn the party member's face green, you can do that through the damage formula's script evaluation and keep the menu open.
>>
>>3840598
Correction: Pharmacology only applies to "items <used by> the actor"; not "skills". So it wouldn't actually do anything to Heal & Raise magic.
>>
>>3840598
Actually, I think the pharmacology state can be added into the damage formula. With b.pha, for the target's stat; so it doesn't have to be the user's trait.
And there's probably a way to write it to ignore or negate the user's state with a.pha.

The recovery effect rate stat would be
A.rec or B.rec

And the statement that pharma trait only deals with the damage formula is misleading. It's factored into the effect box calculation.

Maybe you meant to specify negative numbers? A negative value won't switch the damage type to the opposite; it'll just ignore it.
>>
>>3840309
IT'S CALLED PORTAL FANTASY YOU MONUMENTAL LUDDITE ABORTION
>>
>>3840631
Heh. I'm having this argument with ChatGPT. It refuses to admit it's wrong.

It insists that an HP Recovery attack with a negative value will "reverse heal".
A negative value will only result in a white "0" damage popup, instead of a green "0" recovery. But that's it.
-100rec won't do 100dmg; only 0dmg.

This is in MV/MZ. I haven't used the older makers in forever. Maybe it worked differently in those.
>>
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>>3840653
I tried going towards the light
but it honked at me and flew off the road in a fiery crash.
>>
>>3840672
>False Mercy
Imagine fantasy worlds being overpopulated by reincarnated roadkill.
>>
How do you make your turn based combat fun?
>>
>>3840678
Ask yourself - what makes turn-based combat unfun? Then work from there.
>>
>>3840678
I think the appeal of jrpgs in general is the character progression and mastery. So your design philosophy should be to facilitate that.

Show them the 999x9 power sword worth 1000000 moneys exists.
So they they can make it a goal for themselves. That way gold rewards are a means to an end.
If they have no idea the power sword exists, then giving it to them as a drop or a random chest isn't as fulfilling. I mean rewarding exploration counts for something. But people don't grind random encounters when drop rates are imperceivable. They don't know something exists until they do.

So it's the strategy guide or the player community knowledge-sharing that makes it a fun activity. Which is outside of your game.
>>
I've been thinking about going back to my One Screen RPG jam entry to fill the enemies and troops more.

Before, I just gave you an overpowered sword to 1-hit kill everything. Even then, I thought it was too tedious for anyone to play for an anti-climatic ending. So only 1 person really got to play it.

Since there's limited battles, I only had a fuzzy idea of what the Exp curve should be. It would have to be 1 level per battle, stopping at lv50, or 2 levels per battle to reach lv99.
I couldn't decide.
>>
>>3840790
>anticlimactic
You weren't telling a real story in the first place. You just plugged in a Succour guest appearance. And her story isn't complete either.
You should just file off the serial number and do something original with another other red head. Don't be one of those people that's always saving a seat for someone that never shows up.
>>
>>3840852
The story was ripping off mythology. Mostly Dionysus. Myths and fables don't exactly have a climax.
>Icarus flies too close to the sun
>His wax wings melt
>He falls.
Instead of a climax you get a moral.
>Don't overreach.

It's fair to say my story didn't have that. It was antimoral, or, amoral. All I was doing was borrowing a myth, like a meme, to meet the jam's theme. Succour was just a last minute addition. I don't remember the thought behind that now.
>>
>>3840672
It sickens me that even truck crash is routine. I have never seen a genre of fiction so utterly devoid of even the most basic original thought
>>
Most of this thread is a single furfag schizo talking to himself. Sad!
>>
is rpgmaker a webapp?
>>
>>3840919
There's HTML5 integration on newer versions that lets you play in web browser. Some RPGM entries on itch.io let you do just that.
>>
>>3840905
Explain cuz I don’t follow RPG maker drama
>>
Game jam where you either remake aall or part of an RPG you like from memory
>>
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Is there any plugins that can replicate Live A Live's combat system
>>
Wolf RPG Editor mogs RPG Maker.
>>
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Animated mockup. Omw from work to home, will try updating soon.
>>3840520
>>
>>3840678
no random encounters
no constant fights in general

turn based combat is fine the first time, but it gets annoying quickly
>>
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>>3841029
https://youtu.be/isNkiSS7xZQ?si=E1n4kXnWJ3jc3Tna

It's working :D.
>>
>>3840968
There are SRPG plugins for MV and MZ that might help you get started. I think you could take one of those, limit the battle area to a small grid like Live-A-Live and then tweak it until it resembles the battle system more.
https://forums.rpgmakerweb.com/index.php?threads/srpg-gear-mz-plugins-for-creating-tactical-battle-system.153483/

Alternatively, Touhou-A-Live exists and was made in RPG Maker 2003, so maybe you could try figuring out how they did it. 2003 wouldn't be using plugins though, the way they did it I'm guessing is with lots of events specific to their needs and it might be hard to copy or get something useful for yourself out of looking at it. Could be fun to look at though, or at least try the game.
https://www.youtube.com/watch?v=y6PusxxAoLU
>>
>>3840905
If you like that, consider this
https://toastytime.itch.io/the-donvecci-estate
https://www.youtube.com/watch?v=AYcqV1-wbLI

>communication was prohibited

I doubt they'll repeat the experiment where communication is mandatory.
>>
That's just par for the course.
>>
>>3841070
Not sure what I’m looking at here but it looks really cool. Reminds me Puella Magi Madoka Magica
>>
I've thought about doing this for a while but it was never a priority.

I had ChatGPT make a database documentation tool.
In the skills notebox it adds classes and enemies that use said skill.
And, in the states notebox, it lists items and skills that add and remove the state.

It's a really simple utility. I'm thinking about other diagnostics that would be convenient.
>>
I'm creating some event command presets, and prototype enemies with skills already added.

Like, the Shop Processing event command is a nightmare. It's tedious to add "goods" one item at a time. I know people use a script snippets to list "everything".

It's actually easier to start with a Shop List with everything in it, because you can select multiple items for deletion.

Same thing with enemies, it's easier to have a mage type with a bunch of preset magic skills I can multiselect to delete.
>>
>>3841343
Smart move. I think using AI to create tools to help you rather than creative tasks is an underrated usage.
>>
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>>3841447
>help you help others
Who are too proud to ask for help in the first place.
>>
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>>3841325
https://youtu.be/Inxh9N9lu4g?si=t6VsKCAZcBvbw2DL

It's Mongol, but 2. :D
>>
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give me ideas
>>
i drew my main character for my guro rpg game, now to actually work on the game, hope i have something decent to the anons soon...
>>
>>3841498
That's fucking easy. Take Jan Svankmajer's "Alice" (1988) movie, rip off sprites from it and retell the movie.
>>
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>>3841518
>>3841498
Here's your rabbit, by the way.
>>
>>3841498
A fantasy rpg that starts with the hero waking up in bed, and ends with the defeat of ze dark lord.
>>
>>3841498
Alice in Wonderland except the rabbit fell through the tunnel and wound up in the real world.
You play as the rabbit and have to get a job and pay taxes.
>>
Is it considered good practice to basically throw out all the preset weapons/items/skill trees/classes that rpgmaker gives you by default? Honestly I've spent hundreds of hours on my story, art and maps but I've never even thought about the combat
>>
>>3841457
>holier-than-thou behavior for no reason
Yet still thinks some people will want their "help" in the first place.
>>
>>3841518
>the game is non lineal and focused on exploration
>>
>>3841561
Yeah, generally people look down on using the defaults. Or at least they prefer something original. Even just renaming them goes a long way.
>>
>>3841561
Honestly if your story, art and maps are really thoughtful and polished, then I wouldn't be bothered by the presence of "iron sword" and "safe tea boots." Having said that, I wouldn't be disappointed if you renamed everything to at least give the illusion of greater cohesion.
>>
>>3841699
Safe Tea Boots is soul at least
>>
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>>3841469
Added post processing.
>>
>>3841702
Everyone talks about safe tea boots, but nobody ever mentions lizadrman.
>>
>My desk is made of mahogany
>My table is pine wood.
>My dildo is a customized glow-in-the-dark Siamese Xenomorph with phoenix feather core. It cost 500 in canadian crypto, but a subscription to my video channel is only .99cents. It practically pays for itself!
>Here's a preview of the suction cups in my RPG Maker Woodfloor ASMR video
*plorp-pop*
*plorp-pop*
*plorp-pop*
*plorp-pop*

Closing notes:
[Generative AI is bad] [Expired Discord Invite]
[Promotional Link to alt-accounts that will never be updated]
[Google Document: blacklisted devs] <----CLICK!!!1!
>>
how to make 0% chance for random encounters to repeat the same troop?
>>
>>3840598
> math
Hans
get ze flammenwerfer

>what's the difference?
Have you not realized the truth yet...?
There are no skills...
there are only items.

All skills are instances of base_item, just like items. It's just a different category of items.
You were making skills all along,

Also, linguistically, you can totally attribute the question to your earlier statement, especially since the second line in your post doesn't make an exact statement, but says it as if it is an example; however the one above it does not and shows that there might be a difference between those. Further, linguistically, it is unclear whether or not it is a genuine question,
>>
>>3841845
It's obviously a hypothetical question followed by an explanation of what the difference is.

And items are all going to be "certain hit", not physical or magical.

items can be consumed. Skills can be learned and skill-types sealed. But to unlearn a skill you'd call a common event as an effect. And effects don't happen if the skill "misses".
>>
>>3840510
>How many artists' rent have you paid, anon?

The great 4chan inner struggle.

>Hates AI because it hurts artists.
>Also refuses to pay artists and downloads rips, hacks and stolen art since the age of 14.

many such cases
>>
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Give me 1 (one) good reason why AI shouldn't be used be used for writing simple plugins for your own personal usage.
>>
>>3841986
there really isn't one. You probably weren't going to pay a programmer a couple grand to do it.

Though I guess it might make you dumber if you never dig into what it tells you and learn to understand it. But I feel like that is unlikely given that AI doesn't always give you something perfect.
>>
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>>3841797
I only know vx ace

so in Game_Player, when the encounter step count hits zero, it looks through all the troops listed on the map and checks if they're "okay"

normally being "okay" just means seeing if the enemy troop is valid for the region the player is standing on (like water enemies only on water tiles idk if other versions have regions)

you could easily expand that to check if the enemy troop has ever been encounter before, just add the previously-seen troop id to an array and check that too
>>
>>3841986
You'll have to find a new excuse for why you didn't finish your game.
>>
>>3841988
Yeah, in my case I'm already a programmer but I really appreciate how much time it saves. For simple things it's pretty obvious how it works too, just saves you the time of digging through the RPG Maker documentation or forum posts to find answers.
>>3841994
That's a fair point
>>
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>>3841710
https://youtu.be/OFtnFdV-oqA?si=qqJIqB6H-z9O5ezE
>>
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[This post was made by a human]
>>
Do you use ChatGPT Projects for your game or just singular chat threads
>>
>>3841854
You're missing the point;
you're creating skills because skills are items; they're the same functionally. They are things you use in combat, so mechanically they work the same; they just show up in different menus are are obtained in a different manner.

The point being, you can just transfer what you do to a different list and instead of it carrying the label 'item' it now carries the label 'skill'.

That last remark is just because I know people get mad when you read things they obviously didn't intent. If you want to learn how to program however, you will need to keep such things in mind. Although it might be obvious, it isn't clear. These are not the same.
For example:
"What is 2 + 2?"
The answer might be "an equation"
The answer might be "The addition of one value to another."
What is obvious, is not nessecarily clear, and so will not nessecarily give you the answer you seek.

The interpreter isn't going to fix your inaccuracies and is going to have to guess at this rate a lot of times. In real life, when you want to use a language to actually communicate this is a bother to the receiver; you're putting more work on then than nessecary and they might not understand you.

>I didn't do anything wrong
You know reacting like that makes you sound underage. I don't care. I tried not to hurt your feelings, but they got hurt anyway. It's your choice to see it as an attempt at someone hurting you rather than a message to help you realize, you're more skilled and capable than you claim.
>>
>>3842248
That's not how hypotheticals works.
If you're imagining a person asking "What's the difference?" or even "What is 2+2?", then you're also imagining their situation.
So the answer, and their entire process of speaking to no-one-in-particular, is a rhetorical one.

If you're going to pretend that the answer is "an equation", then you must have a hypothetical scenario in mind, in which a person's understanding, or misunderstanding, pivots on the semantics of meer categorization.

Otherwise, if you insist on maintaining uncertainty, then objectively, you can't justify labeling your response, "an answer" or "a solution". Because. You. Don't. Know.

And when you admit "I don't know what you're asking; but I know the answer."
then the uncertainty collapses into a conclusion: You want to argue; not cooperate.
>>
>>3842219
Do you?
>>
>>3840309
>AI slop
>>
>>3840971
Any guides on how to get the most up-to-date version, in english? Hasn't it been years since the english version was updated?
I'm definitely not going to bash my head against a wall for hours to "fix" problems for a software dev who can't competently update their own shit... or have people to do the work for him (even if for free)

Seriously, if the dude is still selling "the latest" jap-only version, it boggles the mind that he's refusing getting ALL THE MONEY he could if he just made it easier to translate the software.
>>
>>3842710
Not going to lie. I'd buy that off the shelf if I could.
>>
>>3842960
Have chatgpt generate the contents for you. Post it here. Contribute.
>>
>>3843062
generate it yourself
>>
>>3842960
Congrats, you're retarded.
>>
This is not a chatroom. Where are the fucking games?
>>
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>>3842023
Luv me some Rpg maker unite. Mongol 2 is coming along quite nicely.
>>
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>>3843171
To access fucking games, you must first consent to a face scan for age verification.
>>
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>>3843237
Your Loli Machine.jpg is misnamed, please rectify this error.
>>
>>3843171
i'm taking a break after the last jam
>>
Adding another feature to my Documentation Plugin.
It'll add a notes to Enemies' noteboxes if they aren't used in Troops or Transform Enemy event commands.
>>
Is there a way to use bigger tilesets in 2003? I know I can just replace the tiles I don't use, but that has its limits.
>>
>>3843814
iirc, r2k has the change tileset command. So you could swap tilesets at certain places of the map.
>>
Now I'm thinking about skill management and making enemy attack patterns less painful to setup.
>>
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Still p happy with my phantasy star style cutscene CG cutins
>>
>>3844010
Why does he keep asking the same question over and over?
>>
>>3844032
you've exhausted his dialogue
>>
>>3843964
That's got to be the biggest bottleneck in rpg development. The default presets are decent, but there's no quick way add them into enemy attack patterns. And expanding the skill list means reorganizing EVERYTHING.
>>
>>3843814
The resolution of the tiles as well as the quantity of tiles per tileset in 2k3 are set with no way to change them. However, just like 2k >>3843875 there is a command for changing the whole tileset out for a different one that's been setup.
Mainly this is supposed to be used for a "changing seasons" effect, because the map data remains the same. If the map tile at coordinate x12,y48 is the 55th lower layer tile, then changing the tileset won't stop the tile at x12,y48 from being the "55th" tile; but it will change what depends on the tileset data. (walkable can become blocked; walking sound effects change; upper layer can change from beneath characters to above characters; etc etc)

That said, it's not completely hopeless if you need "more" tiles. You simply have to change the layout of the tileset graphics/data so that it's more obviously divided into sections... And then change the tileset when the least number of identical tiles are present on the screen with an on-touch event or a parallel event check on the player's X/Y coordinate on the map to swap tilesets seamlessly.
>>
>>3844147
Example:
The player is in a "red" tileset section of the map (which is currently tileset A)
Then they walk into the green-colored guard house (the guard house uses only the first 32 lower layer tiles) to talk to the NPC guard there.
When the player talks to the guard to step aside and walk past automatically, the tileset changes to tileset B. All of the green guard house tiles are in the same spot in the tileset layout, so nothing on screen changes... but the rest of the tileset does change.
This new set changes the previously "red" section of the tileset to "blue" so now the player has stayed on the same map, but the map effectively has two sections (one red, the other blue) each with 112 "unique" tiles on each side of it.

As long as the player is not able to cheat a view of the other section (which WILL appear wrong with the alternate tile layout!) and the screen remains identical when the change happens, they'll never know the tileset was actually changed.
This effect can be repeated as many times as you like on the same map, just remember to set a variable for which tileset the map is supposed to be, when the player enters a specific section of it... Otherwise you'll end up with "door" graphics on the 66th position being replaced with "tree" graphics or something, depending on the tileset layout.
>>
what do people use to draw sprites
>>
>>3844221
Aseprite
>>
GIMP
>>
>>3844233
>>3844229
thanks
>>
Are there any actual good sources for RPGmaker XP assets? All I can find is 404pages and hard to navigate japanese websites.
How come nobody has done a booru or something to just dump all kinds of shit on it?
>>
>>3844252
I'm sure you'll decide what you need on the 405th page.
>>
>>3844362
I'm just making a tiny lil shitpost game, so I'd just take whatever suits the theme.
>>
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>>3844362
>I'm sure you'll decide what you need on the 405th page.
What did he mean by this
>>
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A bit of "old school" cave tech seems to still have some life in it for those chasing certain authentic retro text effects and drop shadow styles/stroke/outline effects (as well as potentially using "fake anti-aliased" fonts of higher resolutions).
The required setup is something like
>prepare a png/bmp image of your font in your preferred style/dimensions and optionally, with width indicators if going for a proportional font
>prepare a string variable with your glyph layout mapped to the respective positions of the glyphs in the image
>prepare a string variable with the text you want to print
>display an "invisible/blank" string picture in the location where you want the text to appear
>establish baseline coordinates where you'll start drawing text to in the blank string picture
The general pipeline looks something like this:
>parse string and extract the next glyph to prepare it for display (and remove the glyph at index 0, as we seek to empty the string to determine when the process should end)
>seek position of glyph and store index to variable
>display glyph off-screen
>evaluate width by scanning the top row for the designated width marker color (in this case, FF00FF) or breaking the check once out of the glyph's range
>copy the pixel data to temporary space for the width/height of the current glyph
>write the pixel data to the current aimed-at location on the blank string picture
>advance draw coordinates
>repeat above until the string variable with your printed text has been emptied out
I can't speak to performance metrics but this seems to scale up a lot better than replicating similar effects with string picture display loops where increasing amounts of RAM get chewed up and lag generated as displaying multiple string pics in rapid succession like this is really not good for performance. Meanwhile, Edit Pixel loops like this maintain lag-free performance with no regard for the size or amount of what you're doing.
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>>3844363
>>3844376
How the hell did neither of you catch that banger
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Whats a good way to start using AI to help me figure out coding stuff?
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translations are taking a very long time since I have to sort everything out like this.
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I didnt do that when I translated rpgmaker games. I just unencrypted the game, replaced the files in a new rpgmaker project with those files and then machine translated the files and with copy and paste.

Then I would play the game until it broke and then go fix whatever the issue was
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Small short cutscene.
https://youtu.be/xrKgdFV923o?si=CMb-OiIAH36qdVys
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>>3844810
Copy and paste the following prompt to ChatGPT:
>Whats a good way to start using AI to help me figure out coding stuff?
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>>3844850
:[
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>>3844856
You're right. Better refine that for "In RPG MAKER"
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why dont you ask chatgpt what you should make your game about?
why dont you ask it what you should have for breakfast?
why would you ever think for yourself or put any effort into anything? are you fucking stupid?
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Succour, could we...I mean, do you...instead of breakfast...would you like to, um...I thought it would be fun if...never mind. Sorry.
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>>3845130
Did you ever replace her with a new character?
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>>3844252
>Are there any actual good sources for RPGmaker XP assets? All I can find is 404pages and hard to navigate japanese websites.
>How come nobody has done a booru or something to just dump all kinds of shit on it?

Have you considered starting a booru and downloading various XP games and putting the assets from them on the booru
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>>3845264
You have a Resource Request board on the self-proclaimed "official" forums. Where you can ask assets to be made that don't currently exist.
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>>3845270
>Repeat ad nauseam for 10 years.
New development: Generative AI exists now.
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>>3845270
Yeah...im going to ask for some NSFW content on the official forum.

"Hey guys, could someone draw me a lot of dicks?"
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>>3845326
Nobody is obligated to post it publicly.
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>>3845261
I haven't thought about it since last week. If anything, I want to do more with her. It's kind of the nature of final bosses to be these giant fleas from outer space.

Plus, the design of this game -- being "One Screen" where NPCs disappear after talking to them once -- makes it challenging convey much of anything. Besides the fact that Succour "The Godling" is a preexistence. Essentially, this world has "never known Succour", which has a nice allegorical ring to it. But then where is the knowledge of "before" coming from?
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Is the guy who liked my FFRK spritesheets converted to RPG Maker MZ format still around?
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finished my custom plugin last week and then lost all motivation to map, write npcs, etc
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>>3844810
so i use claude for this. im working on gameplay plugin and unironically i made really great progress once i started just dropping rpg_managers.js into every prompt and just asking it what i wanted to do. knowing the engine helps tremendously cause you'll be able to second guess its recommendations, but it can point you to the right functions quickly. you should probably also just study the top released plugins for your engine, see how they do things and why.
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>>3841469
>>3841710
>>3843204
humm, question, are you using unite, and having unity handle 3d battle engine? this is almost exactly how i would like my game to be - rpg maker overworld/dungeon navigation, but a 3d ps1-ff styled turnbased battle environment
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>>3845745
>just study the top

When you say this, what is your specific line of thinking? Where are you looking for "top" plug ins?

Looking at view or download count on itchio? Steam? The official forum?

(Just confirming we're on the same page there)

But yeah, studying other people's plug ins is rule number 1 imo. I learn a lot more my dumping people's projects to rpgmaker and stepping through how something works or downloading a plug in, making it work, then stepping through it than reading about how maker or Java script works.

Its still weird to me that its not more common to tell people to just step through other people's code to learn. Imo, stepping through code of other people is the real way a lot of people learn. People zone out reading or watching how too videos
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>>3845738
>implying you ever had it

>>3845531
Sigmasuccour's server mascot is a red hair succubus. "It came to me in a dream" wouldn't be hard to swallow. I think entering dreams is something succubi can do. And, dream eatters are a thing, explaining how she could be eatten.

How did you imaging Succour being eatten?
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>>3845774
>People zone out reading or watching how too videos
thats the point of the genre
by "top" i just mean the go-to plugins for your engine. everyone in MV swears by yanflay, so that's where i went first.
"learning to code" is such a false concept when it comes to ruby/JS especially, anything you do in a scripting language is on the back of a library that already has methods for everything you could ever want to do
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>>3845779
>>implying you ever had it
yeah totally fair point, i tend to get hyped on building a possibility then get deflated when it is now possible but has to be actuated. so im probably going to take advantage of it by abstracting all these event clusters i dont feel like copy-pasting and fine tuning, into plugin routines that i can call with script event block one liners
the other thing is, my game is "level" based, but each level requires its own "interior" plot and such besides the overarching plot connecting each level and the hubworld. and i just really get bored of thinking about these limited-engagement sidequest type content. its probably a symptom of bad design upstream, like why would there even be npcs with quests that have no bearing on the hubworld and its destiny, which is what the protagonist is here to secure in the first place?
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>>3845784
>Why have NPCs with Quests?
In theory it adds to the illusion that there are people living their lives in this world.
-Monsters disrupting the highway
-Slay them all
-New merchandise in shops available.
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>>3845779
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>>3845749
Yes, unite has a call unity scene for mini games with a variable. Regards are tricky for the 3D battles because they need to be coded in so they carry over, and so is the return to the title or map scene on game over or win. Also Ddol aka dint destroy on load objects need to be avoided because if they carry on the 2d scene you'll either bog the game or bug it out with a 3d character in a 3d world. And you won't be able to interact with anything.
>>
>>3840372
digimon is far too nonliteral for AI to grok. When AI can understand digimon you will know it is both truly omniscient and capable of emotion
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>>3844252
I was disapoined years ago that resources went offline , paywalled and arent being collected. I would imagine 4chan would have its own unified art style by now

>>3845264
a booru for assets is a good idea
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>>3846050
Kek
>>
I've always wanted to talk shop about modernism, post-modernism, and metamodernism.

A modernist RPG presents a world as if it's real, and bases system mechanics off the lore. For example, werewolves are weak to silver. So silver weapons might have a damage modifiers, or silver equipment and accessories might have some stat debuff if worn by a werewolf.

A post-modern RPG is more self-aware. It breaks the 4th wall, as characters acknowledge their stats and levels. And system limitations.

A metamodernist game is basically an MMO. The world is usually presented like a modernist. But occasionally there are side quests to overcome things like level caps.
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>>3846105
>a booru for assets is a good idea

Yes it is. Im at work or I would Google it, but what is the easiest and free booru variation to run? And what country would need to host it?

I imagine to avoid bad will from artist and companies, you would need to stamp sample across assets that are still available for purchase on steam or itchio.
>>
The Resource Request board gets used a lot to recommend DLC. It's not meant for that purpose, but the moderators insist on moving every asset related discussion there.
>>
>>3846307
>The Resource Request board gets used a lot to recommend DLC. It's not meant for that purpose, but the moderators insist on moving every asset related discussion there.

I was looking for some monster sprites yesterday. There is a lot of autism in the mods of that board.

I guess you have to have a lot of autism to keep control over a forum with giant fans of rpg maker. But there 100% is a "play by tbe Rulezzz!" Mentality over there
>>
Commercialization of rpgmaker games was a mistake. Rpgmaker should be for the most copyright infringing shit imaginable be it sprites, music, sounds, etc. I'd rather play some guy's free fanfic game than ever spend a single cent on something made just to try to make money.
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>>3846348

I mean, you can do that. Johnny law cant stop you from dumping other people's games to a project folder and robbing the assets or using some of the descriptors out there.

Imo its less monetization that changed things as social media and the death of forums. There used to be a lot of free content out there before Facebook.

You cant depend on the official forum. They have to keep their nose clean because they are selling an official product. People would have a shit if they allowed the posting of stolen assets.

20 years ago you could get all kinds of stolen shit. People were remaking snes and mega drive sprites and sharing them
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>>3846348
Trials of Mana 2 is a pretty good rpgm game ( or whatever the hell that gameis called. Seiken Densetsu 3 pt 2 ? )
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>>3845130
Let's talk about your furry character. Who is he? What is his modus operandi? Why is he always making breakfest? Is he infatuated with Succour, or is it something else?
>>
anyone's got a crack of the Rosedale MZ Collision plugin and tool ? I don't wanna cash out 25 for this
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>>3846620
There's not a lot to him. I use Succour and coyote (not even a proper name) as genAI subjects.

For the Resurrection Jam, I just threw them in at the last minute because I had them. So Succour became the "godling" and coyote became the "titan". There was joke at the end about dragoons and "gooning". But it was cringe.

In retrospect, I should have used "Delicious in Dungeon" for inspiration. There's a lot of similarities. At the start of the story, the goal was to resurrect the sister character who was eaten by a dragon in a dungeon. There wasn't much of her remains in the dragon's stomach for a resurrection spell, so they used dragon meat as filler. There's an interesting philosophy on digestion, converting body mass from one identity to another.

Instead, I was thinking more along the lines of Dionysus, devoured by titans but regenerated in Zeus' thigh. Or Venus/Aphrodite being born from Uranus' castration (in the sea) while his blood on the earth became giants. The gods, or Uranus in particular, have so much vitality and fertility that severed body parts don't die, they take on a life of their own.
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>>3846690
My prologue text scroll was nondescript as well.
I wrote a vague statement "There was an incident", so I could elaborate on it later on. "The primordial titans feasted on a newborn god, then were cast into tartarus for their crime. Except for (you)."

Reading that literally, it would imply that eating a god is a crime. And that reviving a god would redeem them. That the titan was seeking to release his kind.

But it's loose enough to squeeze in revisions and reinterpretation. Like why (you) weren't involved in this "incident", but made responsible for resurrecting the godling.
Ideas change. Before I went with dra-goons, I was playing with the idea of "chuds".
>>
Worked on my little dumb game. Got half of black jack working. Lot of stuff is still wonky. But its progress
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>>3846086
is plugin dev still ES5/6 JS in Unite? how do you like the engine overall
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>>3846690
>>3846753
Ok. Focusing on interpersonal drama. Saving someone's sister is self explanatory. "She's my sister!"
I think you got to explain what is going on between the godling and titans.
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>>3846875
I don't disagree with you. But the mode of storytelling is challenging.
While the sister in Delicious in Dungeon was dead, her backstory and relationships were filled out via campfire flashback memories of the people that knew her.

My One Screen RPG has 1 point of view, and few checkpoints. Revealing letters or found footage would be nonsensical in this setting.
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>>3847009
Then make a sequel using a different format. Or a "remake" that isn't one screen.
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>>3845716
Here's some more of the goodies I made.
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How's your sex scenes coming along?
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*twiddles thumbs*
>clicks refresh
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Thread sure is dead
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Gee I wonder why
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Human waifus are a lot of responsibility. And you know how RPG Maker devs lose interest after a few days. I'm just concerned.
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>>3847525
I'm just saying, I'm looking for closure.
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>>3847153
sick



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