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File: kreid.jpg (200 KB, 1200x1023)
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Kreid Edition
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I still can't believe there's no easy way to add pixel movement and custom collisions in a game unless you use paid plugins or free plugins that break other parts of the game.
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>>3874307
Learn to code better?
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What do you guys use to make music?
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any actual devs have progress to show here? last thread was dire. I'm working on getting concept art done right now after getting the Battle system working but it's not very interesting to show right now.
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>>3876692
I have a bad habit of writing long blog posts and then convincing myself that you don't care, so I don't post it.
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>>3876692
As a newbie, I am kinda stuck in preproduction, planning and tutorial hell mainly because I keep changing my mind on which version of the engine to start with (be it 2k3, VX Ace or MV and I even started contemplating XP at points).
I need to REALLY get my shit together.
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>>3877222
What's so different about them?
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>>3877226
It's mainly regarding implementing more unique mechanics. I can make a shitty stock RPGMaker game pretty easily, but there's some gameplay elements I had in mind that I wanted to implement but for the time being I am a bit indecisive:
>2k3 with Maniac's Patch is the most versatile and arguably the best for my games aesthetically since I want the GBA/SNES 32-bit graphical style, but the lack of documentation and the inability to find a dedicated community to ask for very specific use-case help with it makes it a daunting task, especially for a newbie
>VX Ace seems like the best middle ground solution between 2k3 and MV, but looking up scripts for it is a bit hellish because a good chunk of the scripts are from inaccessible dead websites. It has pretty good documentation and tutorials overall, but the scripting scene just seems dead and no one bothered to archive shit.
>MV is arguably the easiest to get into for both scripts and general use, but MV has some weird performance issues with my machine and a few other issues that I've heard other people mention that make me a lot more reluctant to use it.
I do think my hesitance towards the engine choice is a bit sillier, since my hesitance is mainly for my big project™, and I should probably start off with smaller projects first before I dive deep, but either way, tutorial hell is a bitch.
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been working on something. still in its early stages. a game with several weapon types where you level their proficiency in abttle. each hit = 1XP, and 10XP levels the weapon proficiency, giving +1 damage, +0.1% crit rate and +1% hit rate
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>>3877272
you level manually instead of automatically when you gain enough XP from battles and quests, then get 3 skill points on every even level, and 2 on ever odd level. each point is distributed to your attributes, +10 if added to HP/MP, +5 is added to any other attribute
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>>3877273
otherwise it's standard jrpg fare, but i aim to make the world fairly open, and leave room for as many character builds as possible. 4 party members, a player who you name and choose the sex and starting gear of as well as 3 characters who start off geared towards a specific archetype, which can be retrained easily as you play, owing to infinite replayability.
the world is in 5 regions, in a spoke pattern branching out from the capital city. in each act, the world will change slightly, new sidequests, new problems to solve, plenty of reasons to revisit old places, new dungeons, etc
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>>3877274
Looks pretty solid anon, the only thing I'd suggest is maybe do some more UI customization later before release, the Pixel art seems too high quality to waste on default RPGM UI layout that clocks your game too hard.
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>>3877284
thanks :) i absolutely will. i just want the mechanics down before i worry about that
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>>3877231
I'd say there's no real reason to dive in and learn VX Ace now unless you already know Ruby or the engine. MV/MZ has way more documentation and resources that aren't lost to dead forums and dead websites and both engines pretty much have the same potential with their scripting/plugins as VX Ace. You can also lower the tileset size in MZ natively so you can use 32x32 or 16x16 which got rid of the biggest hurdle between the two versions being that there's very little resources usable for that fucking dogshit 48x48 resolution.

So I think you should decide if you want the so retro SOVL of 2k3 and are willing to dig through and learn advanced Eventing and Maniac's Patch, or if you'd sacrifice some authenticity for more ease of documentation and thus use MV/MZ.
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I know hearing excuses fucking sucks, so here's mine.

It's the classic setup. I started my big grandiose project many years ago while having no idea what I was doing, learned plenty along the way, went back and fixed/tinkered with things but ultimately was hampered by the framework in place. Finally I decided to re-do it (And Do It Right This Time TM) but I don't want to be one of those obnoxious guys who restarts the same project every few months because he got 0.3% more competent. I only want a single reset, so I have to ensure it's done right this time.

...and that's the holdup. I'm planning out items and skills and enemies beforehand so I can have all of them in the database in the right order, properly grouped to make the project easy to work on. I'm making sure the whole story is planned out and that all the variables that will need regular use are established before I start marking them off in the database. It's the blandest of busywork, but my autistic brain is convinced that this is the necessary preamble before I 'reward' myself with the 'fun' of making the 'perfect' project.
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>>3877293
you're never gonna make it like that, anon. you have to just hold your nose and get to the end. prove to yourself you can finish SOMETHING.
my games aren't the absolute best, but i have 4 games out, and a 5th 75% completed. my game design journey is permeable and can be traced from mediocre to pretty okay, and along the way i've found fans and people who get excited for my projects, which motivates me.
just put out something, someone out there will like it. you can feel the pride of having a project under your belt and confidence in diving in to the next thing. maybe make a different, smaller project separate from your big grandiose project, then come back to it with the journey of your first, more simple game in mind
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>>3877290
>I'd say there's no real reason to dive in and learn VX Ace now unless you already know Ruby or the engine.
I was under the assumption that VX Ace used Javascript and it was only XP that used Ruby?
>You can also lower the tileset size in MZ natively so you can use 32x32 or 16x16 which got rid of the biggest hurdle between the two versions being that there's very little resources usable for that fucking dogshit 48x48 resolution.
If I may ask, how do I go about doing that? If I am able to do that I think that'll end up easing a lot of issues I have with it in the long-term.
>I you want the so retro SOVL of 2k3 and are willing to dig through and learn advanced Eventing and Maniac's Patch, or if you'd sacrifice some authenticity for more ease of documentation and thus use MV/MZ.
Yeah I think you're probably right. I think I'll make it simple, I'll work on two easier and faster prototype projects to play around with both versions and see which one yields the more efficient results.
Admittedly having only two choices makes this far less of a headache honestly. Especially since my experience with both 2k3 and MV were pretty positive. I think the only reason I abandoned 2k3 is because I was having issues with pretty niche issues, like portrait resolutions for talk sprites being way too small than what I actually needed and to fix that I needed to go through a more convoluted process
I think my last question, I suppose is the fact that for my bigger project, one of the most ambitious ideas I had involved the final boss becoming a Danmaku style shoot-em-up stage, I saw MV had a plugin for that, but I heard about some issues with MV regarding how it registers accurate movement, so that was the only thing that made me reluctant, but I am wondering how difficult it would be to add this feature in 2k3 with Maniac's and if it's even possible? I know with Maniac's you can do some crazy shit, but I wonder if there are any big limitations or hurdles for that
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>>3877367
nta but
>I was under the assumption that VX Ace used Javascript and it was only XP that used Ruby?
XP, VX and VXAce all use Ruby. VXAce is RGSS3. MV and onward use Javascript.
>If I may ask, how do I go about doing that? If I am able to do that I think that'll end up easing a lot of issues I have with it in the long-term.
no plugins or anything needed. the engine just natively supports using those tileset sizes which can be easily selected in-engine. MZ only.
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>>3877372
>XP, VX and VXAce all use Ruby. VXAce is RGSS3. MV and onward use Javascript.
It seems I was misinformed then, thank you for the clarification.
>no plugins or anything needed. the engine just natively supports using those tileset sizes which can be easily selected in-engine.
What about walking sprites? That's actually one of the issues I had with MV when I was first using it.
>MZ only.
Ah fuck. Damn shame about that. I guess I'll have to wait until MZ goes on sale.
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>>3877231
In other words, it has nothing to do with Rpg Maker. You're just wrongfully attributing 3rd Party contributions as "Rpg Maker".
Some people might call that plagiarism. You might even be shadow banned without realizing it.
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>>3877437
...what are you on about?
Is this just because I mentioned Maniac's Patch? Because everything else refers to RPG Maker as a software. I literally cited performance issues as a reason not to touch MV, and this is referring to stock MV, not towards a heavily modified variant of MV.
What the fuck are you smoking?
>Some people might call that plagiarism.
...what?
Actually, quick question. How can you screech plagiarism towards someone who has only started barely started making spreadsheets and has done virtually no real work on the project? What kind of Kafkaesque nonsense are you spewing?
>You might even be shadow banned without realizing it.
We aren't on plebbit. This is 4chan. Get off this site if this is your mindset
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>>3876692
I'm stuck trying to make a cusotm battle system in 2k3 all on my own, but I'm hoping once it's in a semi-functional state I can get moving forwrad with assets, maps, etc. I really don't want to do anything fancy outside of having a unique battle system, but that's unfortunately the hardest part.
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>>3877231
>but the lack of documentation and the inability to find a dedicated community to ask for very specific use-case
You might not think so, but this is actually the Maniacs Patch's best FEATURE. People figure things out on their own to the extent that they are able to with minimal or no help, and no one to cling to. Truly, the Maniacs Patch brings out the true spirit of its developers in a way that plugin-centric engines like XP and beyond simply cannot do.
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>>3877459
That's actually one reason I am not completely disregarding it as an option, it's awfully tempting because I feel it will channel my creativity better, but my fear is that being way it is that I will be stuck for a while in actually getting any bigger project done, since I've honestly only ever seen Maniac's Patch get used for smaller projects, not bigger projects. Especially since I don't want this big project to take decades off of me.
But granted, I could be wrong. That's sort of why I am asking, I am trying to weigh all the risks and pros and cons before I dive into anything.
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>>3876677
FL Studio, and a bunch of VSTs emulating old synthesizers, like the Korg Triton and Roland JV-1080
Here's my battle theme
https://voca.ro/1j0l8iXmcs7W
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>>3877459
>Forever Alone
Solid sales pitch. No notes.
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>>3877559
Wrong attitude.
>"It's lonely at the top"
would be the better approach.
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Why does this error show up when I try to load certain games through the RPG Maker 2003 editor?
This is from the Steam version mind you.
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>>3877625
>try to open RPG Maker 2000 game
>version for latest RPG Maker 2000 is 1.61
>get error
Makes sense to me.
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>>3877626
Normally it tells me the game I am trying to open up is a 2000 game, so that's probably what caused the confusion for me, thanks.
Out of curiosity, how can I identify if something is a 2000 or 2003 game before putting it through an editor? I can't tell from the icon since I am using Linux and exe icons don't show up.
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>>3877626
And just to show you that I'm right: I opened a fresh 2k project in 2k3 just now and received this error.
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>>3877628
Easiest way is to look in the game folder and check for the usual signs.
>RPG_RT exe is substantially larger than 750~kb (fresh, bone stock 2k3 exes are like 1000~kb, even older ones are in the 900~kb range)
>RPG_RT exe icon is different from the 2k exe icon (since this can be changed, it's not a completely reliable method, but most people don't bother changing the icons on the exes)
>extra folders like Battle2, System2 that aren't used in 2k
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>>3877631
Gotcha, thanks.
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>>3877459
>plugin-centric engines like XP and beyond
Only MV and MZ have a plugin system
XP, VX and VX Ace use 'scripts' (code that you can call); it's pretty much like using common events, except by script method name instead of common event id.
though these 'scripts' can overwrite the base features, including tile size, movement, sprite animation count, etc. (that said, the editor won't show the new values; which is the issue)
MZ supports a couple of tile sizes out of the box, with the editor, which is an improvement.

>>3877367
>Danmaku style shoot-em-up stage, I saw MV had a plugin for that
There isn't that much difference between ruby and javascript (the way it is used in rpg maker). Unsurprisingly, people ported functions designed for earlier rpg makers.
There are scripts that do this available for XP and VX + VX Ace as well.

>issues with MV regarding how it registers accurate movement
The problem is that you want something easy to use and plug-and-play from the sound of it.

The less hand holding you have the easier it is to program, that is why people recommend the older rpg makers. It will take time to learn, but it's easier when something is consistent (the base code) than something written by someone else, which means you needing to try and figure out what means what. (unless they're awesome and commented everything which is rare)

rpg maker by default uses squares on the 'screen' to determine whether or not to allow or do something. You can work with this to create bounding boxes, but the more round you go, the more complicated, because squares.

So the easiest for the plugin maker would be a single big square, meaning you get bounding box issues with your sprite.
as such, it's not going to be plug and play when you grab a plugin. You really need to make your own boundaries
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I showed this game off here like a year and a half ago maybe, since then I've picked it up, put it down, and been working away at it at my leisure. Eternal Vigilance is now maybe 75% complete.
Here's an enemy who you have to duel 1v1. His stats are based on your own, so the fight is very different depending on the level you tackle him at. Here it is at level 20, with Lysabeth's Ultimate Weapon: Vigilance, The Legendary Sword of Invershire.
>https://files.catbox.moe/d2m0yk.mp4
I tried to upload this as a webm but no matter how much i compressed it it was still too large

Dame Lysabeth, Larra, Frayn and Zozo have to navigate a fantasy bureaucratic nightmare. The Demon Lord of Decay is coming to reclaim his lost daughter: a Hellspawn who escaped to Earth in order to live among humanity. Fighting him constitutes an act of war, and according to Alliance Law, matters of war require equal input from all Five Kingdoms of the Alliance.
Before the heroes can save the day, they must travel to each of the Kingdoms and perform tasks for the Nobles in order to secure their votes. Only once all five votes are secured can The Vigilants stage their assault on Hell.
In The Desert Kingdom of Nidia, Queen Aya the Wise demands that Lysabeth, Knight of the Dragon and the party's leader, prove herself by dueling Tariq, Knight Commander of the Phoenix, in a one-on-one duel. The Dragon and Phoenix clash swords here for the first time since The Crusades which spurred the creation of The Alliance in the first place.
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>>3877760
Nidia City itself is limestone buildings on a three-terraced system, with rooftop gardens and an artificial waterfall running down from the palace. It's a respite for those wandering in the dry desert which encompasses much of the continent of Nidia Kingdom and Cidor Kingdom.
Picrel is 3 maps stitched together.
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>actual rpgm dev discussion
wtf? Based.
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>>3877877
sorry lemme get back on track
>fagget tranny your game is gaye
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>>3877730
>There isn't that much difference between ruby and javascript (the way it is used in rpg maker).
I see, I am quite unfamiliar with Ruby, so I was not sure if my limited knowledge of JS was transferrable.
>The problem is that you want something easy to use and plug-and-play from the sound of it.
I'll be more blunt about my intentions, since my vagueness is a bit of a problem.
I need something that isn't necessarily easy, but something that might be hard at first sure, but won't be something that ends up hinging on tedium later, like if I do end up fucking around with eventing in 2k3, I won't have to repeat that every single time I want that thing to happen again, I might be grossly misunderstanding how eventing works mind you. Basically, I don't want to design something that ends up being a tech demo and can't end up being a full game or a component of the full game, if that makes sense, because my issue is seeing a lot of 2k3 games that have Maniac's Patch being short experiences or just glorified tech demos, which does bother me a bit. I could be wrong though, I've yet to dive deep. But effectively my fear is I don't want something that ends up being time-consuming in the long-run because I want to at least finish a game within 2-3 years.
The plug-and-play part is true, my frustration with MV/MZ is with how despite it running decently on my Windows machine (which is currently having issues), it runs comically poorly on my lower-spec Linux machine
>rpg maker by default uses squares on the 'screen' to determine whether or not to allow or do something. You can work with this to create bounding boxes, but the more round you go, the more complicated, because squares.
So I will admit, I am completely ignorant on the technical aspect of RPG Maker and that's admittedly the part I want to learn and be more informed on so I can make a more informed decision on my choice, if I may ask, when you refer to squares, do you mean the grid that shows up in the editor?
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Do any of you guys have some experience with 2k's default battle system? I'd like to make a full game with it because I like the look and feel it has, but I don't have a lot of references for games that make good use of it outside of a handful of stuff like Ruina, 7th Stand User, Nepheshel and some DRPG I've picked up here and there.

For example, what's the best way to approach stat buffs and debuffs in that engine? The only options that I have found so far are:
- reducing/increasing the stats through skills. The "standard" way, comes with the big downside that buffs and debuffs last forever and are endlessly stackable, which I fear could trivialize bosses if the player abuses them.
- reducing through states that apply a -50% debuff to a stat of your choice. Good because you can set how many turns the debuff lasts, bad because you're stuck with that arbitrary -50% value which is a lot & there is no way to buff characters with states (positive states are a thing only in 2k3 onwards)
- defense debuff through reducing elemental resistance ratings. Good because I can apply different % for each rating, but I have to make sure every skill in the game has an element associated with it, can't ever have monsters use the normal attack & debuff would only apply to "defense", can't buff/debuff stats like speed or attack this way.

Anyway, if you know of any guides or tutorials that teach how to make the most of that dbs, that'd be awesome. If you have some recs for 2k games that use the dbs instead of some cbs I'd gladly take them too.
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Day 1 of my rpgmaker journey
Brainstorming ideas on a notepad
I am 30 years old, have zero experience and don't currently own a computer
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I use chatgpt to help with world building
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>>3878179
I'll throw my hat in the ring regarding RM2K's default battle system. I admittedly haven't played through/analyzed many RM2K games considering how much time I've spent on the program, but I likewise have been trying to make a full game featuring one.

Unfortunately I think you've hit the nail on the head here. The system is intriguing because it shares the same Event system as events in the main game, but it is far more limited. I would say at times frustratingly so. Even things which seem intuitive and self-evident, like making an attack which drains a stat from an enemy (i.e. their Attack stat goes down and yours goes up the same amount) are flat-out not available. Stat buffs/debuffs are likewise in the realm of "well, it's nice that you can do it at all." I think the "standard" way is fine. You can make a boss quite resistant to debuffs, so they only shave off a bit at a time. If the player has enough time to ignore the boss's onslaught and stack twelve castings of Defense Down, was that really abusive?

By the way, my vote for most wanted feature to be added to RM2K's battle system is to have a Fork Condition able to check if a battle participant has been inflicted with a certain status. That's it. Do you have any idea how many custom moves or gimmicks I could put in if that was an option?
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>>3878821
I have no experience with 2k, but in 2k3 the trick to checking if a party member has a specific status effect is to call a common event that checks if a party member is afflicted with something. Yes, really. It's incredibly stupid.
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>>3877760
What engine is this made on?
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>>3878821
Ah! I'm glad someone else in interested in 2k's dbs!

Since my last post I did some experiments and discovered that the "standard" way of doing buffs and debuffs throught skills actually doesn't stack endlessly like I initially thought. It apparently can't ever go higher than 200% of the base value of any given actor or monster stat for buffs and lower than 50% for debuffs. It still lasts for an unlimited amounts of turns, but the fact that it can't go reach crazy stupid high values like 500% suddenly makes the whole thing far more useable than I initially thought, so that's great.
The thing that annoys me is why is such an important aspect of the dbs like that never explained anywhere? It's not mentioned in the manual, couldn't find any mention of that quirk online, or really any dbs guides for that matter (you'd think there would be lots of tutorials for a software that is +20 y/o online?)... Or maybe is it just a well known thing and I'm an idiot? Makes you wonder what other subtle aspects of the dbs like that are hidden and never properly explained.

Also yeah I too would've loved a way to check for status on an actor/monster, could've led to some really cool interactions. I had to change a lot of skills I imagined for my characters when I realized this wasn't possible. I also really miss the fact that there's no way to create multihit skills and that there are no bonus turn options whatsoever. Would have been awesome for bosses.
I kinda secretly hope that one day Cherry backports some of 2k3 exclusive things into 2k, things like positive states, bonus turns, more battle events options like altering stats other than HP and MP. Bit of a pipe dream with how long it's been since last update, but I know the guy is still active online, one man can dream.

In the meantime we're just gonna have to accept all these limitations and work with them. I still feel it in my guts that there's the potential to make something fun and cool with 2k's dbs regardless.
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>>3878994
>you'd think there would be lots of tutorials for a software that is +20 y/o online
You'd think so, but a lot of people asking about details for this thing just get pointed to the in-engine documentation, which does a decent enough job to tell you some basic info but it obviously will not inform you of its quirks. There's a bug in 2k3 that I don't think exists in 2k where a skill that has a base value of 0 will actually have a base value of 4 for some fucking reason.
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>>3878871
MV!
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>>3878848
I have stubbornly stuck with RM2K even in the wake of 2K3 (just because I really don't like ATB meters) but the latter definitely has some advantages. You sadly cannot call a common event in a battle in 2K... I'd prefer incredibly stupid over flat-out impossible!

>>3878994
Sometimes you have to get really out there to make things work in RM2K. For instance, I was able to make a halfway-convincing multihit attack for a boss character. The trick is to give him an attack that turns on a switch. The switch inflicts the whole party with a paralysis-type status that prevents them from moving - because the status was added by an event and not an in-battle attack, there is no text announcement that anyone has been given a status. Since none of the characters have the option to move, the player also doesn't get to act or even see the menu to attack. Then have a counter go up each turn. After three or four turns (or whatever) the event heals every character of the status (again obviating a text prompt saying "Alex is cured of paralysis!") From the player's perspective, it looks like the boss put on a burst of speed and got three turns in a row.

Something to consider is that because multiple, actual turns are elapsing, the characters will take poison damage every turn and other events that rely on the number of turns passed will be affected (undesirable, since we want to give the illusion of the enemy just acting several times on one turn.) Another problem is that if the boss has a higher speed stat and acts before the characters, paralyzing them will prevent whatever actions the player has inputted. The jig will be up then, so you essentially have to ensure the boss is normally slow as molasses and always acts after all of the characters... but that can be an intriguing contrast with the sudden and surprising bursts of speed.
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>>3879000
>There's a bug in 2k3 that I don't think exists in 2k where a skill that has a base value of 0 will actually have a base value of 4 for some fucking reason.
tfw maniacs "fixes" something that wasn't broken which causes an existing game to trainwreck due to new and exciting behavior doing batch variable ops in stock 2k/2k3 on, for example, v[50]~v[1] will do nothing because it's a "negative range" while Manaics will perform the operation the same as if you had specified the range as v[1]~v[50]
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>real discussion
Could it be time for the Jam Lorax to return???
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>>3879355
I'm not sure I understand the correlation between his point and your point.
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>>3879392
None. I just wanted to bitch about it.
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>>3879360
Is it not? Nothing stops anybody from starting a jam anyway (including me ig, but it's not like I have participated on them much)
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>>3877905
>JS knowledge
JS and Ruby are different, but the RPG Maker codebase is similar.
>MV MZ run poorly
MV and MZ run on a single thread (due to javascript), and run Chrome as their browser. You can run the game in a different browser; which could help slightly, but it could just depend on your specs.
>squares
Yes, mostly. Rectangles is more accurate. It's all images positioned by sprites on the game screen (view port).
The raw coordinate is the top left corner, but they also have a bottom right. Most sprites are actuals squares based on the map grid.
Movement is also determined by a grid. You can shrink the size of the squares to make it take less long to complete a move step and determine its new position, which can be separate from the image tile sizes.
>>
https://files.catbox.moe/33bsb9.zip
I made an arcade kusoge over the weekend
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>>3880603
sus
>>
It's only a matter of time before AI can play video games. That'll be interesting.
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>>3880603
>Dangerous Download Blocked
>>
>maniacs patch has dozens of improvements
>it trips anti-viruses as a false positive constantly
>nobody ever reports the false positives so they stay
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>>3881101
If it's like the last few rm2k games, it's probably missing files it's not using anyways
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>>3881104
>the last few rm2k games
Context?
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>>3877760
looks really cool anon. excited to play it
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>>3877293
Maybe the universe is telling you to make a game already
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How do I use a 64x64 sprite per chara on 2k3?
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>>3881112
tysm <3 i do have a demo
>https://morso-irl.itch.io/eternal-vigilance-demo
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>>3875111
If we were here to code why would we be using RPGM
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I finally realized I can use rpg maker choice options dialog to use it as my main game interaction mechanic, and basically turn it into a sort of SRPG interaction menue, but real time.

This literally changes rpg maker 2k3 into a semi real time SRPG game with interaction mechanics like resident evil and adventure games.
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>>3880502
>JS and Ruby are different, but the RPG Maker codebase is similar.
Good to know. Thanks.
>MV and MZ run on a single thread (due to javascript), and run Chrome as their browser. (...) but it could just depend on your specs.
I am running it on a T430 laptop with an upgraded i7-3632QM CPU and the laptop is running Linux. It runs some MV/MZ games at bearable framerates, but certain custom things in some games (i.e. animations through show picture) get broken pretty easily due to the framerate.
I wonder if maybe it's some kind of issue with Proton or Wine or something. The editor also crashes frequently, especially when trying to run the debugging mode.
>You can run the game in a different browser; which could help slightly,
If I may ask, how do I actually run MV/MZ games in browser? I never knew about this feature actually. I know it's possible to embed it on a site like itch.io, but I wasn't aware you could just run it through a browser without doing that.

>>3881413
Out of curiosity, how would turn-based SRPG combat be implemented? Is it possible to do something like Super Robot Wars' combat system in 2k3?
>>
>>3880502
>>3881667
Oh forgot to respond to the last bit.
>You can shrink the size of the squares to make it take less long to complete a move step and determine its new position, which can be separate from the image tile sizes.
So is this a workaround to be able to increase movement speed if I understand correctly?
>>
>>3881172
The maximum size of a character sprite on the map is 24 pixels wide by 32 pixels tall.

The only way to give an event a sprite of 64x64 pixels (without using multiple events for each portion of the sprite) is to use a 'display picture' command, and move the picture to the x/y coordinates of that specific event using variables that update every time that specific event moves.

And then you realize that the picture is still being drawn to the position on the screen, so you have to adjust the screen coordinates to match the event coordinates.

And you'll also have to handle the animations and collisions of the event yourself, because you're dealing with a 4x4 tile sized character; and 2k3 doesn't know what the fuck you're doing because it's programmed to deal with events the size of only 1 tile.

At which point you should question if you really want to deal with multi-tile sized sprites beyond the default allowable 24x32 the character sprites already are.
>>
>>3881667
I assume you have python on your linux system
Open up the terminal.
Navigate to the game directory (cd my_game)
run the following command there:
python -m http.server 8000

Now open up firefox
enter "localhost" in the addressbar
(the full address will be http://localhost/
it should load up the game.

To close the local webserver, press CTRL+C in the terminal window.
(this server can only be accessed from your own pc by default,. so don't worry about foreign connections)
>>
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I DID IT

I RELEASED MY FIRST FUCKING GAME
...SORTA ITS KINDA MORE OF A DEMO
OF A BIGGER THING BUT I DID IT
AAAAAAAAAAAAAAAAAARGH
>>
>>3881832
congrats
>>
>>3881832
Monsters are facing the wrong way bruv
>>
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Some stuff I've been working on the side of my main job.
>>
>>3881832
omedetou
>>
>>3881832
AI art is exactly for people like you.
>>
>>3882432
Looks cool af bruv
>>
>>3874175
I don't believe that ______ killed /vrpg/ rpg maker dev threads!
>>
>>3883099
The entire board is slow as shit, which might be a blessing in disguise.
It's one of the only half decent boards left even though there's like two posts an hour
>>
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>>3876692
I finished mine several months ago. You can play it online here: https://metaverse-nightmare.neocities.org/#

I am working on a visual novel right now, but I have a lot of experience with RPG maker if anyone wants advice.
>>
>>3881832
God no. Please remake all of this. No default rpg maker art, no trash public domain monsters

Imo a good looking 5 to 10 minute game is better than a ugly multi-hour rpg. The internet already has enough slop
>>
>>3883651
Aight then, just give me a bunch of money so can pay some artists, hire a musician, and buy some asset packs
>>
>>3881832
Why do the character portraits have artifacting? Did you not make them in the base generator? RPGM already distributes the faces on a transparent background, so what happened there?
>>
>>3883715
Must’ve been from my image editing software when full face set from the images.

I’ve been meaning to remake them later.
>>
>>3881832
Call it "Chapter 1".
It's competent. Its just shy of 10,000 words. Which is kind of impressive considering you only have 2 party members.
You have a lot of NPCs I guess.

You open with guilt trip before we are even introduced to the characters. As a jam entry, this is sorta acceptable. Because it's fair to say you were writing this to meet audience expectations. Checking off "Seeking Absolution".
But know else will know that's the point.

The MC wakes up (*cliche)
The MC talks to himself (I hate it, but do what you got to do)
Somehow he perceives a ring was stolen by bandits. That was very jarring to me. Is he reading tarot cards? It's not normal.
He finds the bandits, but the ring they stole was stolen from them. Here, you're telling instead of showing. I mean, you ARE showing us what the MC is and isn't capable of. That's fine! It's just this business with the ring is hard to track. In retrospect, it even feels implausible.
Because, the village came into possession of this ring first. They were aware of it's powers. But, it got stolen by bandits. The bandits were no longer in the village when they were attacked by a monster who has a grudge against the villagers. Presumably the monster was drawn to the ring somehow. Maybe by the same clairvoyance the MC is using? And maybe monsters can't tell villagers apart from outlaws. It's funny because they could have been antagonists together. With the ring, the monster is able to command other monsters? Or some kind of monster code? Again, it just feels implausible that this empowering artifact didn't empower anyone to prevent it from being taken the first and second time.
Then the monster doesn't even empower itself; it powers up another monster. Other than that, it was just making it abnormally windy.
You did show his hat blowing off. But the significance of the wind having a supernatural source is kind of lost on us before we even know that the ring does anything at all.
>>
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Thoughts on my (unfinished) maps so far? They're at least an improvement over my previous attempts, but I was 10 back then, so it doesn't mean much.
>>
>>3883710
DIY, start small and pray to ZUN
>>
>discord drama
There.. I left, happy?

You pissed me off for the umpteenth time and clearly wanted me gone anyway. You being one of the most active decide the atmosphere for others, which in my case means being pissed. I know you don't like me. I don't mind, but when I tell people what ticks me off, and you purposely start using that to be an asshole against me, then obviously you're a toxic source of stress on purpose, and by extend toxic to the community as I am obviously not special. I don't feel like dealing with you anymore, directly and indirectly. I am also not going to fulfil your request anymore. Even if I would at some point, you will not be able to access it on your main account and alts will need to go through a maze unless they get the link from me directly.

All you'd use it for, as with anything I give is seemingly to piss me off, so rather than spite it is self protection;

Stressors have no expiration date, so not you nor what you did are going to be automatically forgotten about unfortunately. Of course, you'll find this funny as well, because troilling is your natural habit. I don't expect the capability for understanding or an apology, so I won't ask. instead, all you need to know is that you're a disappointment and a burden; and that people should limit their exposure to you, at least until you properly learn to not be, whether that is through therapy, training or realization.

I mostly disappointed myself. I thought I could be understood. I also thought that, maybe things could be positive; we could treat eachother humane, respectful, just talk, etc.
Instead I am just a toy.
I should have realized and not felt like trying.

I am sorry, but 20 nice people don't make up for exposures to frequentl toxicity with one individual. Especially if that person is also active, then the whole place becomes too toxic to handle.

I am also not interested in rewarding trolls. They damage, and that should be made obvious.
>>
what
>>
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The elites don't want you to know this. But the ducks at the park are free. You can just take them home with you. I have so many ducks.
>>
>schizo faggot is off his meds again and is now spamming the thread as usual
We will NEVER have good threads again, huh.
>>
>>3883951
>Somehow he perceives a ring was stolen by bandits. That was very jarring to me. Is he reading tarot cards? It's not normal.>

>He's meant to be reading a map and a couple of papers that talk about the bandits robbing the village. I don't want to spoil how he gets them, especially since i'm not fully finished with the whole story yet.

>The bandits were no longer in the village when they were attacked by a monster who has a grudge against the villagers. Presumably the monster was drawn to the ring somehow. Maybe by the same clairvoyance the MC is using? And maybe monsters can't tell villagers apart from outlaws. It's funny because they could have been antagonists together.>

The monsters just hated humans in general, Not just the ones from the village.
Also Cadeus ain't clairvoyant.

>With the ring, the monster is able to command other monsters? Or some kind of monster code? Again, it just feels implausible that this empowering artifact didn't empower anyone to prevent it from being taken the first and second time.>

The main bad monster was already leading the rest of them. As for why he was attracted to it, i wanted to imply that certain kinds of monsters,
namely more intelligent ones can sense the ring, and it's also why it can use it.

I really could write this better though. This being a game jam game, i rushed a few things
when making this.

>Then the monster doesn't even empower itself; it powers up another monster. Other than that, it was just making it abnormally windy.>

Admittedly, another victim of game jam rushing.
I was trying to aim for the scene to be something like the main monster wanting to test out the ring's power on an underling, though now after reading this, i probably could've put in a fight with him.

The idea of the strong winds was supposed to be the monster trying to cause some chaos on the village before he raids it, but i shouldve shown more.
Thanks for the critisism, anything more, like gameplay or story wise?
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>>3884265
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>>3884294
>>
well, /vrpg/ game devs? What happens next?
>>
>>3884311
finish your damn games
>>
>>3884291
Until I see more I can't really say if you meant to spell it "rouge" or "rogue".
>>
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Velina is giving me Moroha vibes.
>>
>>3884328
a minor spelling mistake…
>>
>>3884334
It doesn't have to be~
>>
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>>3882712
The players gonna play, play, play, play, play,
and the haters gonna hate, hate, hate, hate, hate
>>
>>3884311
Give him an MRI scan.
>>
>>3884439
'Kay. And there's something in his brain, right? What is it?
>>
>>3884442
a vtumor
>>
>>3884442
Ahegao toaster waifu
>>
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>>3884447
>>3884448
>Game Over
>>
>schizo-kun coyotecraft the janny attention whoring again
>>
I want to make something but it requires almost custom everything. What a pain in the ass.
>>
>>3884468
Don't forget to bloat your game10x over with parallax maps on top of that.
>>
>>3884470
I always keep the bloat to minimum. Honestly I don't like when someone like iowacorn(or was it someone else?) bloats the game with 200mb MP3 musics.
>>
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>>3884461
>>
>>3884472
>metal bucket
He still dies.
>>
Will having several parallel events like this on a map tank the performance? Is there a way to have them check the variable just once when the map is loaded instead of constantly? MZ btw
>>
>>3884614
>Is there a way to have them check the variable just once when the map is loaded
Anon this is called an autorun event that erases itself.
>>
>>3884638
That also erases the sprite, and I want that to stay (like a tree stump or rock rubble)
>>
>>3884661
Is there something stopping you from having a "parent" event that calls all of the other events (left in "only when called" mode) and erases itself?
>>
>>3884664
How would I go about making that?
Another aspect I want to keep is independent respawns for each resource, so for example a tree regrows 3 days after you cut it down, this shouldn't cause problems with the parent event approach?
>>
>>3884667
You'd just be calling the events in sequence through 1 overarching event instead of through each individual event. Each event still gets called, precisely as the eventing is written into the individual events. So, there shouldn't be a problem.
>>
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>>3884667
>>3884679
I think I figured it out, seems to work alright. The far left is the parent event
>>
Holy crap. When did AI tilesets get so good?
I'm crying.
>>
>>3885021
elaborate
>>
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>>3885038
You can start with an ordinary tilemap, and just transform it with prompts. The only issue is that water won't be animated. And some objects might not be scaled for chibi sprites.
>>
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>>3885057
It's not much trouble to use a straight as a parallax map.
>>
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>>3874175
any idea of where I could find a comprehensive list and classification of fantasy races?
>>
>>3885286
As in generic races like: elves, dwarfs, mermaids?
Or fantasy races from existing franchises like: Vera, Kryptonians, SCP entities?

Are you interested in a wiki site? Or purchasing an encyclopedia. What do you plan to do with the information in terms of game development?
>>
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>>3885294
generic races

>Are you interested in a wiki site? Or purchasing an encyclopedia
the former but if needed I'm open to purchase (pirate) a book

>What do you plan to do with the information in terms of game development?
basically just planning in which races work best on my setting, which not and which can be added in the future and possibly add something that isn't the same races that everyone have already seen
>>
>>3885298
Your best bet would be to talk to ChatGPT or whatever, with your specifications. Looking around, most wikis and lists aren't very organized. They'll list original DnD races. Or things that aren't really a "race" like Liches. Idk. Maybe you want something with the capacity to form a civilization or at least hold a collective identity?
Then again, maybe you want an all female race of kitsunes or something.
>>
What are your guys opinions on games that use assets from games like FF, Dragon Quest, etc?

I feel like people are way more anal about you having any sort of ripped asset from any old game than they used to.
>>
>>3885488
Don't care about it if it's a free game.
>>
>>3885488
I'm kind of in a mood today. So you better show us what you got. I'm not forming opinions over things that don't exist. No-devs don't need help making decisions.
>>
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some gifs from a silly animal rpg i finished a while ago! thinking i might move to godot and make a gauntlet-like maze shooter sequel...
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>>3886644
>>
>>3886644
Congrats. You'll be sorely missed.
>>
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>>3885021
I did something like this last jam, using a tiled depthmap to help it out. The tricky part is maintaining a style between generated maps so they look related. I was sticking to local models and the best I had to work with was flux, so while i was satisfied with the results every time i let the model get too creative it drifted out of the simple default grid i was using for collision. Maybe a pixel collision map could work around that, but I never tried.

Yours looks very good and seems like it's sticking close to the tile grid despite a lot of variation. What generative AI model are you using?
>>
I think everyone is using Nano Banana now. I've been going back and regenerating assets for my older games for the glow up.
And new CGI images.
The character consistence is great. I can't go back.
>>
You'd think with the hentai game generals, there would be more interest in the RPG Maker generals in making them.
>>
>>3887745
probably because you need to be able to draw sexy anime girls pretty well
>>
>>3887752
Computer says no.
>>
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>>3887752
girls?
>>
Last night I created a Battle Event to reconfigure Enemy data. Because setting stats normally in the Enemy Tab is annoying, and there's a lot of guess work and cross checking.
But it would be more convenient to make exp some percentage of the next level requirement.

It's sorta functional now. But I'm working on UI display. I'm trying to make it with basic event command and not a custom plugin window. Although slider controls would be nice.
>>
>>3884614
>>3884682
Anon, I have no clue what you're trying to do exactly, I'll explain the unanswered part.

What causes a parallel event to cause latency issues on the main thread is at first an extremely large sum of them, and second, them being 'done' and then reloaded again.

The main thread has to recreate them, and it does attempt doing so every frame, so there is no wait. However, for one frame, the parallel event is noticed as 'loaded', meaning a parallel event will only run half of the time.

JavaScript runs on one Thread on your CPU, so individual core speed determines the bandwidth, not how many cores you have. A second factor is your monitor's refreshrate, which chrome uses as a clock. The game tries to wait for this so that the average for the game is 60 actual frames per second, but still.

Another factor could be obfuscated plugins; this makes it more difficult for javascript to obtain the correct code, and javascript being made for websites, not games, means it unloads most of it, which is why you can see the avergae fps drop to 0 for a split second with them.

Of course the version of the nw.js package also matters (due to the chrome version mostly), as well as how bloated the package used is, but you can mitigate some of that by using a more cpu friendly browser to run the game.

In any case, these, aside from the instructions in each parallel running event (and the plugins) are usually the cause of performance issues with MZ.

One event will not cause any.
>>
>>3884682
(cont.)
Performance laggy commands are for example writing to variables.
This is because each time you write to them, the memory location is moved (because of js shinanigans).

If you're only reading from memory, there is virtually no impact, because that value will get cached, and so JS will have fast access to it.
This is why you can use an IF (conditional branch) as a lock on the rest of the instructions, and prevent the event from doing anything while not noticing any latency issues.

You should always try to see performance and memory as a limited resource though. Drive space is less of an issue, and for RPG Maker, memory isn't an issue at all, but still.

If you only want to read an event once, use Erase Event. You can make the event run once the player enters the map with both autorun or parallel process, and use Erase Event to force its event page to change to -1, making it an empty event.
(Erase Event is temporary)
Another way to do this is by using a switch, self switch or variable. When you keep the event command list empty, there is no impact on performance by the event other than by the graphic it loads in, which can also be empty.

Your current setup seems fine, but it's also fine to load up many parallel events at once for a single check, then swap the page in the way I just mentioned. (making them empty or do nothing afterward).
>>
>>3884682
inb4
Just saying, but you can control the lag events might be causing with "wait x frames"
Simply not letting the event process every frame clears up processing bandwidth a bit.

You do not need to make events run asynchronously; you could, but you only need to let them wait a bit (and thus slow them down). Most commands cannot be run at a rate of 60 frames per second anyway. Any movement route command has a build in wait (it needs to wait till it is done with the command), every show message is also a wait, etc.
>>
Coyote, do you ever personally draw you/your character and Succour? Or is it all generated?
>>
>>3888478
they're made in a porn game iirc
>>
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>>3885851
Late and gay but it's supposed to be a small dungeon crawler for that "One Map Challenge"
that people do on the official forums.
>>
I had Gemini vibe code a plugin for editing stats with an experimental "scrub" interface. You click on a number and drag. It works ok. A little tricky to fine tune small increments.
The main thing is having Class Presets for Enemies, That's a huge time saver. Plus some quick EXP presets based on the Party Leader's current level.
>>
>>3888758
I don't have a problem with where the assets came from.
But the mixels (mixed pixel sizes) is a sin.
>>
>>3888779
Where are the mixels?
Im sure you reffereing to the enemy sprites, since i just took a Thalzon battler and tried to make it look as close to an sprite you'd see in something like FF4.
>>
>>3889091
Where can I download it?
>>
>>3889141
Game's not done yet, I only started making it a few days ago.
>>
>>3888758
mv? mx? are you using plugin for that sideview battle system>
>>
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>>3874175
>>3876692
I'm new here.

https://snowbox9.itch.io/hentai-fighter-demo

This is my first time posting my hentai game. Why can't I search my own game on itch.io ? If people can't search my game then why the fuck should I post it onto itch.io in the first place? This shits got me really frustrated. Other than that I advertised on reddit and 1 guy said that it was broken and wanted to "try before you buy" dude, that's the point of the demo. I tested the game and from what I can tell is that nothing was broken or unplayable. The only thing I forgot was a player touch on the innkeeper and shopkeeper. Other than that I think I left off at a good spot. I'm going to Cele the holiday and try to improve my coloring and animation. Or find some art freinds to study with. I created a Google document for this game. If I want to share that would people be interested? Should I put that onto my itch page set to read only?
>>
>>3889154
MV, its has side view by default.
>>
>>3889161
>Unironically posting adult games on the site after the whole drama
Kek
>>
>>3889211
Kek! KEK!! Kek.. keky? Ah Haha, oh kek. Keke?
>>
make me an RPg where I have to pay in time to do skills instead of savescumming when the lock jamms. Go in a bunker > poison gas make it so you have 15 hours to do shit every action costs time so you can raid the armory or hack the biolab but not both.
>>
>>3888779
Imagine caring about that lol

>>3889161
Honestly, just make a website to distribute your game through. Only upload an sfw version on itch which links to the nsfw version on your website.
>>
>>3889311
Noted. Thanks.
>>
>>3889161
You posted this a year ago.
You're delisted, because you're trying to sell a nsfw game.
You're blacklisted because you made your internet persona a lying, racist bigot, declaring an intent to spread malicious software and enforce personal justice.

But your worst crime? Posting a non-rpg on an RPG interest board.
>>
You know, I've been thinking. I think we should just give up on /vrpg/, rebrand ourselves and migrate the threads and jams to /trash/. I'm not joking by the way, I'm serious.
>>
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>>3889367
>>
>>3889367
Just need to return to monkey and have a simple jam with a tight timeframe.
>>
>>3889355
What the fuck are you talking about?

>>3889367
We already have enough schizos and literal discord tourists as is. It's fucking over. We will never have a good jam again...
>>
>>3889384
You don't know that. You're "new."
Remember?
>>
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>>3887765
>Little Britain
Whew, that takes me back.
>>
I was playing around with the map.json data, seeing what editor limitations I could over come.

For starters, Show Choices doesn't have to be limited to 6 choices. You can add more by editing the json, and it'll appear normally in the editor. There are plugin alternatives for this. But I just prefer normal command layout.

Same thing with Conditional Branch Button presses. "Ctrl" and "Alt" are not available in the drop down list. But you can edit it in just fine and it will work. Although it'll be displayed as "?".
I tested to see if I could do the same thing with Conditional Branch "Equipment", or rather [No Equipment/Unarmed], but it didn't work. It's dumb there's no option for that, even though I know a script call for it.

A while back I made a shop processing script that generates a populated shop list using the normal shop processing event command. Instead of manually adding items one by one, it's easier to start will all items and prune the excess.

I forgot and then remembered that the "Skip" event command blocks can be circumvented by jumping to labels. So I'm slowly redesigning the logic of my Common Events so they're easier to look at. Not just a waterfall of nested conditional branches.
The "jump to label" command is more versatile as a script call.
>>
>>3889488
>more choices
script
$gameMessage.setChoices([array_of_ choices],initial_index, cancel_index)

Example: $gameMessage.setChoices(["A", "B", "C", "D", "E", "F", "G", "H", "I", "J"],2, -2)
Index 2 represents "C" in this case, and -2 branch end.

after this, run $gameMessage.setChoiceCallback({ choice_picked => your instructions here})
and then this.setWaitMode('message') to make the event command list wait for the player to close the choices list window.

might be useful
>>
>>3889161
>https://snowbox9.itch.io/
Hentai and other 18+ games are banned on itch due to Payment Processors and banks thinking they're at a reputational risk, thanks to a bunch of austrialian karens called collective shout.

>whatever. I hate video games
You don't need to give people more reasons not to try out your game.

hentai, porn and sex based games are by default controversial for more than just the 18+ NSFW content. The problem is the low effort, low quality and lack of gameplay stereotype these games have. You need to make an engaging game, and release it for its engaging content, not for its porn if you want your game to be taken seriously, despite having nsfw content.
>>
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All good things must come to an end.
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>>3889522
Consider the times we live in. Traditionally you're meant to start a story with a "hook". But people today have a high resistance to attention grabbing clickbait.
If they don't ignore it out right, they'll side step it and engage with some tangent background thing.

Look at the absurdness of isekai manga titles. They literally signpost the hook. What people care about (allegedly) is the harem. They're not engaging with the story. They're engaging with the unlicensed r34 erotic doujinshis.

Then, when people do original porn. People read it for the plot. Really? The plot?
>>
>>3889556
Not the plot.
I was suggesting that they're not playing them to click through text boxes and read. They're there for engagement, for gameplay.
Those who are interested in porn games immediately want to get the hot girl to do their bidding for example.
The text boxes only serve as subtitles to the audio, if anything.

The first goal is to get people to play your game. The second goal is to make it interesting enough that they keep playing or return to it once they stop.
Story can be effective, but also a turn down, depending on the content and the execution. If it is relatable and deep, then people have a higher chance of staying and unrelatable and dull.

Another way to do it is by rewarding exploration; player inspects something, something happens.
Player impacts things by doing things (the story for the NPCs change)

Plot and lore don't keep people in.

Phone users especially, immediately want gameplay, action, see things move on their screen and control stuff. It needs to be quick, and also easy to end, so that they can play while waiting in line or in the bus.
>>
>>3889522
Thanks for the feedback. But I thought that the games are allowed if they're not being (sold). I'm technically not selling my game. It's a (free) demo... right?

And also my game does have "some" engaging gameplay. I've been working on that. But it seems like nothing if mine will ever be taken seriously. Nsfw and sfw. It's hard to please everybody.
>>
>>3889556
>Then, when people do original porn. People read it for the plot. Really? The plot?
Well, what's the plot?
There are entire genres of ""romance"" novels that are effectively smut for women.
Males turning to porn videogames are probably doing it because they have some kind of fetish not satisfied by generic hentai images and video. So they'll care about whether the game delivers on that thing they're looking for, whatever it happens to be.
>>
>>3889381
Jam with the theme "Monkey". One town, one dungeon, and one boss. Just like old times.
>>3889551
I miss Jet like you wouldn't believe.
>>
>>3889875
>If Jet Got A Monkey
meme it.
>>
How about a collab project instead?
>>
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>>3876692
I will never quit. One day we will release, my friends. One day.
>>
>>3889488
If you have a looping show choice box, for something like branching dialogue options, I came up with a script snippet to put in a branch that'll add a /c[] text color code to grey out the text as already read/selected. That way you don't have to mess with variable controls.
>>
>>3889701
If they are free, then itch io will relist them at some point again, but they're temporarily banned at least.
The problem is that itch's team is very small, so you'll only see a few indecent / hentai / nsfw games listed currently.

banned isn't really an accurate term, shadowbanned is more or less.
If your game is really banned, you get an email. It's just delisted, which means people need your username to find it, (banned from search basically)
>>
>>3888758
Are there plugins for MV specificcly that allow you to have the batt log have an actual border and not take up half the damn screen? There are shockingly few plugins that do that.
>>
>>3890288
Nevermind, i found a pretty good one at last...

Here it is if anyone is intrested.

https://forums.rpgmakerweb.com/index.php?threads/how-do-i-keep-the-battle-log-messages-contained-inside-a-message-box-instead-of-the-default.151413/post-1302093
>>
>>3890288
ESL fuck off
>>
>>3890297
Am sarry saar

will lern teh egish
>>
esl jam
>>
>>3890297
>esl poster
:(
>game with niggers jam with niggers nigger posters
:D
Why are you like this, anon?
>>
>>3890758
That's called intellectual discrimination.

If that were to be applied everywhere, then your country would become very unskilled and unaware and would therefore decay. Elitist extremism isn't a desirable culture.

Also English's worth is heavily overrated, especially with translation systems having been completely trained to convert things with good accuracy, but the ability to navigate the web and use this requires a different type of training; one not found in education systems.
>>
>>3890784
There is nothing wrong with being discerning. Especially intellectually. To your pointless hypothetical: It should be applied everywhere - the reason English is spoken everywhere is that we built the world you are ruining. We are more skilled than you. We are more aware than you. Only those who are not elite would worry about "elitist extremism" - and only those with no culture would find it "desirable" that other people capitulate to their substandard quality through compromising on their own culture.
>>
>>3890824
Post progress
>>
I had an idea of creating a small rpg floating about for a good while. The setup is going to be kinda annoying, since it'll involve just creating a very basic mechanic with a lot of annoying exceptions thrown in to accommodate different map layouts.
One frustrating part is creating a fake z-level, trying to find a way to grab some preexisting map info and objects and tie it into something like collision detection and have it work dynamically and not be hard-coded in if I can help it.
>>
>>3881413
I prefer the original Chicuelas256
https://www.youtube.com/watch?v=cZLz6LiU7gA
>>
>>3883710
I prefer my rpgmaker games to be made by a hyperautist that developed every single little thing in detail by himself
>>
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Work on your fetish game, anon!
>>
>>3891059
Penis is, certainly, an acquired taste. But somehow you make it less about penis and more about your gag reflex.
>>
>gentlemen
>>
>>3891076
>You, sir, are FAR too cocky for my tastes, and I do not think that I like the taste of cock in my mouth AT ALL.
>>
>>3891076
>Wahhhhh give me money I dont know how to do anything by myself I need other people to do it for meeeee :(
>>
>>3891473
He is, as they say, more interested in the cook than the cooking.
>>
>>3890795
>not recognized as important on that day
>immediately triggered

I think you're completely disconnected from reality.
Being more aware and knowing perfect english has nothing to do with one another.
The problem discussed was ESL. It's grammatical perfection and proper spelling that was being thrown as a measurement tool, not whether or not they understood words
>>
>>3891604
Post progress
>>
>>3891507
You know you embarassed yourself with your shitty AI generated game and now you keep saying nonsense
>>
>>3891692
This isn't a talent show. You are not Simon Cowell.
Don't give yourself permission to fondle statues at an exhibit while making comments about the size of the sculpture's tool.
>>
>>3891880
Posting about your homosexual fantasies doesn't make you right. You Will Never Be An Indie Dev.
>>
>>3891987
Anon, he's more of an indie dev than like 80% of people trying to become one. The bar is that low.
>>
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Because a lot of stuff I like outright fails to load or runs like crap on it, (even stuff that seems relatively simple) I've been looking into what constitutes "optimizing" for the 3DS version of EasyRPG so as to avoid having to compromise on "nice things" and here is what I've learned so far:
>String pics are EXTREME performance killers - you can pile on hundreds of individual spritesheet text glyphs without any issues, but letting a string pic get too big instantly sends you into the single digit FPS shadow realm
>3DS EasyRPG HATES blend modes (multiply, add, etc) and using them is one of the fastest ways to tank performance
>Too large of spritesheets also tend to crash the game outright (guess this shouldn't be a surprise, but the limit is surprisingly low, though I haven't gone out of my way to make different sized ones to find out its tolerance)
Outside of the fact that I haven't bothered to rewrite my VWF/line breaker to perform better (the frame drop observed in webmrel should be considered abnormal anyway as 99.9999% of the time, you aren't loading that much text all at once anyway, but there is still room for reducing instructions) I'm actually pretty impressed at how not-bad it's been implementing relatively compromise-free stuff like a fully custom text renderer and basic CMS/CBS. Really wish it allowed you to view CPU/RAM/VRAM data on the bottom screen to get a more concrete idea of how it's holding up.
Oh, and that's on a N2DS. Standard 3DS runs at 30FPS without any help from heavy-weight processes bogging it down.
>>
>>3892189
Is it the 3DS's fault or EasyRPG's fault for being optimized around Yume Nikki?
>>
>>3892026
Don't encourage their ontological crisis.
Just open RPG MAKER.

In other news.
>The new captcha system sucks
Like, I need more reasons not to post.
>>
>>3892189
Man i wish my 3ds 's hinge didnt break....
>>
>>3891987
If you're seeking approval, I'm sure /y/ would appreciate it if you catered to them
>>
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>>3892260
Well, that, I can't guess for sure. But Show String Picture isn't free of blame on its own for being pretty heavy. Most of the time during normal usage, you will never encounter a problem with it since 99% of people aren't doing anything to push it, but doing something like simulating the outline/stroke effect of the text, for instance, isn't as simple with string pics and can quickly lag out the engine on PC even in per-frame if things start getting really, really big. Imagine multiplying that by several times to emulate the text outline.
I just find it parts amusing and parts ironic that in order to get acceptable performance on low-spec hardware, the only option is to take what feel like "modern" Maniacs solutions and return to monkey with parts of it. BUT in doing so, there are still some underrated advantages compared to the lazy String Pic methods.
>>
>>3892557
What are yaoi games like? Are they hard to please?
>>
Yaoi jam! Now!
>>
>>3881832
>AI slop
>>
>>3892903
>rpg maker slop
>>
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>>3892903
>>3892940

I wouldn't mind some criticism other than about the assets...
>>
>>3892947
You didn't even link your game.
>>
>>3892948
Yeah, thats on me.


https://smoothboi06.itch.io/the-rouge-in-red
>>
>>3892950
Rogue
>>
>>3892950
>can't spell
>uses AI
>uses RPG Maker
It's so Jover.
>>
I'm just dicking around in RPG Maker XP, one of my priorities when making my first NPC was a dude and his gorgon wife.
>>
>>3893027
Based monstergirlCHAD
>>
>>3892676
From what I've seen, as far as Rpg Maker is concern, they're mostly Dragon Quest spoofs.
I explored their narrative structure a few years ago. Ignoring the non-rpgs.
>>
>>3893083
Reenacting Dragon Quest or Final Fantasy isn't a bad thing. The gameplay objectives are fine. The problem is that they are replicating the design of the original Nintendo/Famicon generation, but without communicating the format limitations. There wasn't room for character development back then, and that went without saying. I think this has gone unspoken, but that made the presentation style closer to a nature documentary than an adventure story.
The characters were not people. In Japanese, they use nouns as adjectives. But in English that's called stereotyping, and it's not encourage. It's like medieval typology or horoscopes. It's not that we can't see "roles" as "types", people just don't actually believe that Pisces are inherently assholes.
This alignment makes sense from a tabletop role-playing perspective. A cop must conduct himself lawfully, or else he's not a cop, he's criminal. Obviously bad cops exist, but this is forgivable if you establish a meta-narrative framework.

The problem is that they don't establish it. You're not playing a TTRPG. The year is not 1989. There are now multiple generations of gamers that have never touched a first generation RPG, but they are not strangers to genre conventions either. So what they see is lazy, unfinished, uninspired writing.
If you told them this was a documentary, you could get away with
>THE hero visit THE king at THE castle.
'Cause it hits differently as an explicitly natural fantasy world pattern.
But you market it as an adventure story, you're changing the optics.
>A (unnamed) hero (with no motivation) visits A king (with no agency) at The Castle (on the corner of Poor Worldbuilding and Zero Effort street)
>>
>>3893027
Jace, is that you?
>>
I tested ChatGPT's new image generator. It still can't do pixel art or evenly distribute frames on a sprite sheet. But it did give me a transparent background unprompted. So that's...progress?
>>
>>3893127
Just wait 5 more years bro. A few trillion dollar datacenters later and we will be good
>>
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>>3893127
Eww. It's supposed to edit images? Google's Nano Banana can turn a character around in space perfectly.
I tried it with this, but it looks like it reverted back to the old DALLE2 generations of globby impressionist art.

I hope it's because I'm using the Free tier. I would not pay for that.
>>
>>3892947
This is the first thing players see
>>
>>3893136
"Use it like a senior concept artist and pass it on to someone else to finalize production"
>copeGPT
>>
>>3892557
There's a crisis in publishing. Crisis is a strong word; it's not my word choice. But, apparently, there haven't been any <White> <Male> <Fiction writers> <under 43> to win awards in the last 10 years or so.

Supposedly "diversity preferences" has nothing to do with it. Because there's tons of young white male writers in Hollywood.

Instead it's this bizarre criteria for attention, that is: to write about themselves <White> <Male> <under 43> in a modern setting.
It's like...it's like a reverse bechdel test. To have two men, of the same age group, have a sympathetic conversation about manhood and not be gay about it.

"I know..." he said, placing his hand on his shoulder.
"I know too" the other responded, wiping a tear off his chin with a knuckle.
>And then they fucked.
>ああ, Senpai! Senpai is inside me!
>What is this sensation?
>Get pregnant! Get pregnant!
stirring_macaroni.mp3

Damn it. I almost had it that time.
It's harder than it looks!
>>
>>3893188
I don't understand. That's the realest shit I've ever read.
>>
>>3893108
Who tf is Jace?
>>
>>3893221
Thank you. Thank you! By accepting this golden Samefag Award, it's means I'm better than the rest of you. It's a greater honor, and not humbling at all. Thank (you).
>>
bros I really wanna make an rpg and ive been having a lot of fun with character designs but I cannot for the life of me come up with a plot
>>
>>3893251
Then make an RPG without a plot.
Or rehash a children's fairy tale.
Or hire a ghost writer to write for you
Or use AI.
Or
>>
>>3893251
I know...
>>
>>3893251
Wizardry didnt have much of a plot other than:

"Bad guy stole King's amulet and went into dungeon. Get 6 bozos to go get it and probably die."
>>
>>3893275
Yeah, same for the gameplay, really. Wizzzardry was a snoozefest until 8 for this very reason.
>>
Any place to pirate FSM?
>>
>>3893251
Post dem characters
>>
>>3893027
RPGXP art has soul
It's a shame not more people are doing XP, but I suppose I am a fan of retro style and seeing actual pixels, low bit colors and things like that.
>>
>>3893498
2k, 2k3 and xp all had great art. vx onward was awful, and mv/mz is just hard to look at
>>
>>3893498
>It's a shame not more people are doing XP
The trauma of bugged vanilla eventing is too strong.
>>
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I want to create a saga-esque battle system.
>5 members per battle
>menu is similar to this so it's compact and easy to use
Which rpgmaker has the tools closest to this?
>>
>>3893568
MV with MOGHunter's Battle HUD plugin and the patience to make the individual elements yourself
>https://mogplugins.com/mz-mog-battle-hud/
>>
>>3893572
Nothing for maniacs patch 2k3?
>>
>>3893606
i'm not sure
>>
>>3893606
Maniacs patch requires you make shit yourself, you can absolutely do what you want to do in it but you have to make it yourself uses pictures, variables, ans switches instead of using the stock database.
>>
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Are there any more MV plugins that can let you make First Person dungeon crawlers similar to Sabakan's VX Ace script? I know MV3D is a thing, but i perfer the way Sabakan's script let you build maps via a tileset that determines walls more like the way Wizardry does its dungeon maps rather than MV3D where walls are individual tiles.
>>
>>3893083
I guess I'm more interested in the writing. I see hentai games on the store front, but it's all pictures. What mode are you reading? Is it all narration? Dialogue? Internal thoughts?
>>
>>3893868
In general, most games are all dialogue. Some games might dip into narration during CGI events.

As a style guide, if you're going to show a character's thoughts, I think the best practice is to keep it to 1 character per scene. Parallel private thoughts can get confusing, leaving it unclear on what is being communicated or who is being attended to.
Because sometimes characters are shown to sense what others are thinking. But not always. With Japanese, there's so much "polite" (read: inconsiderate) bullshit conformity to cut through.

I would have responded sooner, but I've been waxing philosophically about the difference between Eastern and Western writing styles and standards for entertainment. And the morality of consent vs conformity.

It's Christmas time. There's always this controversial duet. Where the guy is like "Let's go in an snuggle by the fire." and the girl is like "What will the neighbors think!"
So some people read that like she's saying no and he needs to back off.
While other people are like "She's not the neighborhood."
>>
>>3894425
It puts a different spin on the phrase "Getting Lucky". When someone can't make decisions for themselves and has to flip a coin.
>>
>>3894426
It's an annoying characteristic of Japanese writing where characters will distance themselves from themselves even in the privacy of their own thoughts.

They get drunk, so they can say they weren't in control and excuse themselves from remembering anything the next morning.
>>
>>3894425
I just don't know how to approach it myself.

>>3894444
What's the point if it's not about the characters?
>>
>>3894452
The mood, I guess?
>>
>>3894425
This post was written by a schizo who samefags and spams threads with his ESL nonsense, please don't take any writing 'advice' from this creature.
>>
>>3894545
>please don't take any writing 'advice' from this creature.
Let's be real here. Anyone worth taking ANY advice from in these threads is long gone.
>>
Here's some words of advice from my coughdrop wrapper.

>turn "can do" into "can did"
>get back in the game
>go for it
>hi-five yourself
>be unstoppable
*cough*
I'm gonna die.
>>
>>3894552
Is there even a good place to get advice nowadays? /agdg/ is trash, rpgmaker communities are filled with mentally ill retards, forums are pretty much dead...
>>
>>3894568
You don't need advice.
>>
>>3894552
Goburinbro doesn't show up anymore...?
>>
>>3894821
>he doesn't know
>>
>>3894831
Yeah, haven't been around in over a year
>>
anyone got a copy of Sang Hendrix's Animation Solution plugin for MZ laying around ?
>>
>>3894841
Ask Sang Hendrix
>>
>>3894843
I'm not gonna ask the guy for his own plugin for free man
>>
>>3894845
Nobody is going to pay you to do your own thing.
>>
Explain the braid sex meme to me.
>>
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>>3893027
So I'm trying to update the dialogue a little for this NPC and his monster wife (Left is old Right is new)
>>
>>3894992
I haven't seen the new Avatar movie yet. But I hear there's some deep lore connecting it to Ridley Scott's Aliens.
That's a fun world building discussion.
>>
>>3895076
It's crazy. The ALIEN franchise is huge, but there's no canon. All the comics and RPG materials are essentially just licensed fan fiction based on crumbs dropped by the movies that the directors don't want to elaborate on.
When the movies are bad, it's because the directors don't want to dispense lore. They just want to show an alien popping out of a guy's chest.
>>
>>3895076
I see (you).
>>
>>3877274
Looks great anon. Can I ask how you're doing the gauges? I'm finally starting to mess with my menu UI currently and can't get them to look how I want- I want something sort of like yours. Thin lines, with the numbers just above it
>>
>>3895515
thanks! i used yanfly's core engine to change the gauge height to 6, is all.
>>
Are you going to make progress over the holiday?
>>
>>3895596
no jam no progress.
>>
>>3895598
set up a jam if you want it so bad.
>>
When I get off work I'll do a summary of this year's threads.
>>
Cool, the only site that lets you maker characters for 2000 is now eye hurtingly bright and slow as fuck.
>>
>>3895888
you mean charas-project?
>>
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>>3876692
started to work on mine! i really wanna make a horror RPG for perverts.

but I'm a low IQ artist, so it's gonna take me a very long time lol
>>
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>>3896009
made goblins that on their turn will randomly call out and summon more goblins :D
>>
>>3895892
yeah
>>
>tfw no more winter jams
>>
>>3876692
Mechanics are fine, but i get bogged down in detail writing. Dialogue and stuff. I have chunks of the story that are "X goes to Y to get Z" and can't always paint in the details,

"writing is stalling" is a bad progress update.
>>
>>3895612
post progress if you want so bad
>>
>Quick 2025 overview:
9-10 Threads. 4 Jams.

The year kicked off with development of Mars: The Cursed Quest

There was a Dragon Quest fangame. That never shared a project title or author name. Maybe it was mentioned in the /agdg/ threads on /vg/. The filenames were all labeled DQSSS, if that's a clue.

KnightShift Dev posted some screenshot of his game, and battlers. But I don't think they were new "developments". He was most active in March.

Auradev made an appearance about completing Star Knightess Aura as a New Year's Resolution. The end of year status is still labeled "Demo"; they didn't post much here, but they regularly updated on Itch. Good on them.

Kirby: Nightmare in the Metaverses was posted first in January. I think it was the most discussed game for the year, which is ironic because there were no development posts surrounding it.
But the same could be said for the Jams.

The first (You) Jam for 2025 was "Religion". With at least 4 Submissions.
The second (You) Jam was the "Resurrection" theme. 4 Submissions.
Followed immediately by the "Monster Capture" Jam. 3 Submissions.
And then the "Darkness" theme in August. 2 Submissions.

I can't account for Coyotecraft's contributions because he likes to delete his posts before they're archived. It looks like he started playing with the idea of a Succour porn game in January. We never got sex with Succour. He was fairly active in the jams this year.

Sigmasuccour released "The Ruler" in February. He was planning to repackage his games under "False Arcade". It still hasn't happened yet.

Sapphidoll updated an older jam submission in June. Besides their other submissions to the Jams.

Cyanide-angel posted an action game in August

Screenshots for Mongol 2 made in RPGM Unite were posted.

The Rouge (Rogue) in Red was posted at the end of November.

There's a handful of screenshots and w.i.p. resources that I can't connect to any names. So if you feel like I'm overlooking you, it's your own fault.
>>
>>3896278
>Auradev made an appearance about completing Star Knightess Aura as a New Year's Resolution. The end of year status is still labeled "Demo"
It's completed tho
>>
>>3896323
Always was, a complete pile of garbage.
>>
>>3874175
Thank you anon, very cool.
>>
>>3896278
>>3896334
Fuck, I didn't even click on OP, wtf...
>>
>>3896278
>Coyotecraft and Sigmasuccour
Grim.
>>
>>3889161
Most anons here have no idea.
Free NSFW games are index but itch.io is a shitty piece of software and it can take some indeterminate amount of time.

Only nsfw games with a defined price are affected by itch's delisting.
Free demos like yours should be indexed.
>>
>>3896278
>nothing about the content of the games posted, not even a synopsis
These threads have really fallen from grace.
>>
how do I cope with the fact I'll never make anything as good as the VIPRPG savants can?
>>
>>3896423
You didn't talk about the games. You talked about the people who made them. Or the communities you were banned from, and their fake members that praise very specific people who aren't actually doing anything.
>>
>>3896430
You start by leaving the schizo's personal blog and never looking back.
>>
>>3896430
You improve your skills and reach the point where you can make something as good as they can. Then, realize that the people making the technical marvels and excellent gameplay are only a fraction of the VIPPERs and understand that there is a virtue to making a basic, entertaining デフォ戦 game as well.
>>
>>3896437
Shut the fuck up schizo-kun and kill yourself immediately, you have been a plague on this thread for YEARS and you are only free to run rampant because the mods on the faggot forums you go on banned you but the jannies here don't bother to do the same for all the annoying faggot schizos.
>>
>>3896440
QRD?
>>
>>3896447
37-38 year old furry schizo got banned off of rpgmakerweb and makes it our problem because we didn't worship him when he entered one of the jams 3 years ago.
>>
So your "fall from grace" was 3 years ago.
Would you like your sarcastic acknowledgements giftwrapped? I can include an AI summary highlighting your attitude and triggers.
>>
>>3896471
You will never be a household name in the rpgmaker scene. You will never get your rpgmakerweb account back. You will never get your game played by ManlyBadassHero, Toasty Time, Hawkzombie, Riggy2k3, or Alpha Beta Gamer. All you will ever be known for is ruining these threads and bothering mods on forums.
>>
>>3896477
Let it out, buddy. Speak your truth. We're listening.
>>
>>3896009
>>3896012
i really like this main character
>>
>>3896274
here's the progress i've posted in this thread:
>>3877272
>>3877273
>>3877274
>>3877760
>>3877761
>>
>>3896524
Did you not get mentioned?
>>
Any tips on sprite work? I want to use mv because it's clearly better but compared to vx ace the character creator sprites are ugly.
>>
>>3896624
If you don't mind using AI you can just ditch the MV character creator and generate sprites with that. Expect cleanup, but it might give you more range.
>>
>>3896450
I'm pretty sure Morso is a she. I don't think they were "banned" but the streamers had some unusual comments about "professionalism" that might be pointing to alternate accounts.
>>
>>3896632
Who the fuck is Morso? That post is clearly about (you), Coyotecraft.
>>
>>3896631
I might try that again, last time I attempted that it looked super scuffed. Only other problem is that I feel like a bit of a fraud using ai at all for creative work
>>
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>>3896636
>Only other problem is that I feel like a bit of a fraud using ai at all for creative work

if you were going to use the character creator or RTP for your assets anyway, who cares

>last time I attempted that it looked super scuffed.

I used this one last jam and was satisfied with the results, after a bit of cleanup:

https://civitai.com/models/1397312

Obviously you'll have to do it all locally if you want to plug in loras. If you can't do local maybe nano banana can do spritesheets too?
>>
>>3896638
I'll test it out for a bit and see how I'll make it work, I appreciate the help
>>
>>3896624
>Any tips on sprite work?
1. The rule of 3 - you need to use at least 3 shades of the same color on the character's element for it to look good (especially true for hair and mono-colored outfits and when accounting for shading). Exception - small-sized elements of the design (belts, scabbards, rings, bracers), two colors (excluding the sprite border) would be enough.
2. Use dithering (cross-grid layout of 2 shades) only for stylised upscaled low-resolution graphics (when simulating NES or MSX aesthetics), for higher resolutions blob-like shade layering is much faster but gives simular results when the sprite is not zoomed-in.
3. Make symmetric designs for minor characters - there is no point in accounting for position of scars/rings/arbands/outfit coloring on anyone but those who will be in player's eye 99% of the time.
4.Do not over-rely on bright colors when making ground tiles - player and NPC sprites always must be distinctly visible on the screen. You'll know when you've fucked up when looking on the character sprite overlayed on top of the ground tile makes your eyes tire faster.
5. When making animated sprites, always layer new frames on top of each other.
>>
Would you like a count of how many times you put coyotecraft in his place in 2025? For the memories.
>>
>>3896624
>I want to use mv because it's clearly better but compared to vx ace the character creator sprites are ugly.
I've never disagreed with something more in my life, you've got it completely backwards
>>
>>3896682
>I've never disagreed with something more in my life, you've got it completely backwards
Ahem.
Baldur's Gate 3 has a great story and great writing.
>>
>>3896609
no, but i don't mind. i was just replying to that person who told me to post progress
>>
>>3896682
VX has a serviceable art style. MV is absolutely disgusting
>>
>>3896632
i'm morso and i'm a she (like it matters). idk why that person thought you were talking about me. i made exony and i'm making eternal vigilance rn. i have nothing to do with this drama.
check out my games tho
>https://morso-irl.itch.io/
>>
>>3896703
>blurry MV pixel garbage
Gross.
>>
>>3896707
tysm <3
>>
>>3896703
L O N D O N
O
N
D
O
N
>>
>>3896722
???
>>
>>3896722
kek
>>
>>3896278
pretty bad year especially since jam subs have turned into ai sloppa
>>
>>3896632
>>3896703
>a she
Why can't you spergs write the word "woman" as a normal human being?
>>
>>3896837
You can just say you didn't play the games.
>>
>>3896851
tbf i only said a she to mimic him calling me "a she"
>>
>>3896722
https://www.reddit.com/user/FourtKnight/
Anon......... I...
>>
>>3896872
>just another minimum-talent, minimum-skill dev whose entire focus is on advertisement and social media bullshit
Hate this archetype like you wouldn't believe.
>>
>>3896873
scroll down until you see something else
>>
>>3896876
Seeing a pile of dog shit on the sidewalk, then walking down further until I stop seeing it does nothing to solve the fundamental problem of there being dog shit on the sidewalk.
>>
>>3896880
Eat it then.
>>
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>>3896522
I'm really glad! She's still a work in progress of course.
Definitely gonna make her eyes look more tired. Maybe make her boobs smaller.
>>
>>3896873
She draws well and her art style has charm. The only problem I see is default battle system stuff, but some devs can make it work.
>>3896876
I only care about her dev posts.
>>
>>3897076
>She draws well and her art style has charm
OK, two things that have fuck all to do with a game being fun or good. Yawn.
>>
>>3897077
She has skill, that's the point of what I was saying.
I wish we could go back to mindset of the first jam we had where it was "as long as you make something and try, that's enough" instead of this crabs in a bucket mindset.
>>
>>3897079
That's an odd thing to wish for on 4chan.
>>
>>3897083
The jams were an odd thing to happen on 4chan. Everyone was so nice to each other.
>>
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>>3897083
You weren't here for the first year of threads, I understand. There was shitposting, stuff that ruined threads even, but people actually made games AND played them, as shocking as that sounds. There were less reddit/discord/wherever the fuck tourists as well. I dare say it was actually FUN to post on here at one point.
>>
>>3897092
>I dare say it was actually FUN to post on here at one point.
Sounds gay. Not as gay as Sigma textdumping every post, so I guess times were better, in a sense.
>>
>>3897094
You are a zoomer poisoned by irony to the point where you're unable to enjoy anything, sad! I'm glad to have been born in a world where people still acted like humans.
>>
Tempted to make a throwaway itch account just to make a new jam at this point.
A jam... Could heal us...
>>
>>3897100
>throwaway itch account just to make a new jam
Ruby jam shit festival all over again.
>>
https://itch.io/jam/yourpgmjam2
>>
>>3897083
To an outsider from reddit/discord, yes.
But most creative threads on here are mostly positive unless a schizo's planted his feet somewhere. But even then, schizo slapfights are kept between the schizo and whoever he hates.
Not every board on 4chan is 2008 /b/. Maybe you become mean when anonymous, but that doesn't mean everyone does.
>>
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>>3897106
>1 week
>Theme: Damsel in Distress
>Map Constraints: 1 Town, 1 Dungeon
>Battle Constraints: 1 Boss, 3 common enemies.
>Party Constraints: 1 or 2 player characters
>Asset Constraints: RTP/Default assets only
>Length Constraints: 30 minutes

1 week starting christmas ending january 2nd is kind of tricky timespan isn't it? A few of the days will be eaten by family/social stuff irl unless someone is completely antisocial or hate their folks
>>
>>3897213
>>3897095
Uh huh. You say that, but then proceed to replicate Linda3 translation thread every now and then. At this point, being mean is a mark of honesty here.
>>
>>3897106
>Asset Constraints: RTP/Default assets only
Ah man. Nothing fobids pulling defaults from other RPGM versions, I guess.
>>
>>3897254
>You say that, but then proceed to replicate Linda3 translation thread every now and then
what? shut up retard
>>
>>3897263
No
>>
>>3897267
Then die.
>>
>>3897268
After you.
>>
>>3897106
2? shouldn't this be like 20?
>>
>>3897273
21 if neocities archive is to be believed.
>>
>>3897275
22 if you include last jam "darkness" with only two entries
>>
>>3897106
>ctrl z of the first jam
>>
>>3896876
is it bc i'm a tranny? lmao cope>>3897076
>The only problem I see is default battle system stuff,
desu i try to change up the battle system for my games. only my first two games use the default system/ui as packaged. appreciate the feedback tho!
and for clarity not all of the art is by me! i commission art, do some myself, and fill the gaps with stuff i've obtained throughout the years.
>>
Merry Christmas Morso.
>>
>>3897328
merry christmas! i hope you all have a wonderful day!
>>
Thank you Coyotecraft for the not-secret santa gift.
>>
>>3897106
I'm making pretty good progress.
>>
>>3874175
Is there a rpgm version where a game like chrono trigger could be made?, free movement on the maps, overworld and tb fighting with visible and moving characters. Is there an engine besides rpgm? Some recommend unity, but I dislike some of their business practices /decisions.
>>
We jamming?
>>
>>3897433
well i can't peanut butter my dick up your ass
>>
>>3897433
Oh yeah, forgot to join. Thanks for reminding!
>>
>>3897420
>Is there a rpgm version where a game like chrono trigger could be made?
Not without external plugins, no.
>Is there an engine besides rpgm? Some recommend unity, but I dislike some of their business practices /decisions.
Godot's kinda meh after the "wokedot" situation, but you can go for forks like Redot or Blazium. The base 2D engine of these is worth it, can't say anything about 3D.
>>
>>3897444
>Not without external plugins, no.
Skill issue.
As expected from someone who cares about "woke".
>>
>>3897452
>As expected from someone who cares about "woke".
Huh?
>>
>>3897452
Huh?
>>3897444
Forks are alive and kickin'? As in there's a community around them?
>pro/con
Of each engine? Godot means external content is added easily. Is there a 2d blender?
>>
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We are SO back
>>
>>3884334
>>3884334

Make the story about pink makeup and you are excused
>>
>>3897504
>As in there's a community around them?
Not as much as they used to (not many jams and event nowadays) outside of discords, but yeah, they're pretty much alive.

Ok, about those two i'm familiar with. Redot:
>pros
It's just a recolored Godot with a custom encryption model, it's forked off a stable branches and is essentially "tested" against bugs introduced in godots. It SEEMS to respond to multi-threading better than counterparts, but that's not much since single threads are much easier to work with for 2D anyway. Redot is just Godot but "stable and red", as the community likes to repeat "ad nauseam".
>cons
Unstable asset lib. Strong reliance on ripping Godot modules and assets externally (like "import/export" templates) to work. Also, you'll have to reference Godot documentation constantly, as well as use its templates/examples.

Blazium:
>pros
Stable online asset lib and template installation, thank god. Clear vision (especially compared to Redot) and active people working on feature development.
>cons
Experimental nature. People there really want to branch off Godot, so expect bugs that remain unsquashed for months (buggy instancing/serialization typical of early Godot4 remains, as well as strange behavior among physics nodes). They also appear to focus on platform integration over engine stability, so expect a feature creep and unpopular issues to remain unaddressed.

So, Redot is essentially Godot in a frozen but stable state. Blazium is more convenient than Redot but is less stable.

>Is there a 2d blender?
Not sure what you mean by that. Open-sourced and free? GIMP3 works good enough, I'm making NES-stlye graphics, as well as animating and creating spritesheets in it with absolutely no problems. Has blender-level active community? IDK, I'm not into communicating much.
>>
>>3897524
I have to rewatch that PilotRedSun Christmas cartoon now...
>>
I'm sorry. I'm sorry.
I forgot to mention RPG Maker WITH.
That was the real highlight of 2025.
>>
>>3897561
Kill yourself.
>>
>>3897561
... there was something after UNITE?
>>
>>3897546
Where have they moved to?
>gimp3
Exactly what I had in mind, dropped the name.
>>
>>3897569
>Where have they moved to?
Sorry, brain's not working right because of coffee. Who's moved? You mean engine forks? Redot is on redotengine.org and @RedotEngine on youtube (discord channel's the same). Blazium is at Blazium.app , discord invite is on top-right of the homepage.
>>
>>3897546
>So, Redot is essentially Godot in a frozen but stable state. Blazium is more convenient than Redot but is less stable.
There's no definite engine, is there? They are all a mixed bag.
>I'm making NES-stlye graphics
Do you have inspiration or are what's the algorithm you follow? I try to reverse engineer existing ones and then try to come up with decent looks.
>>
>>3897576
>lack of coffee
Grim, hope you find beans fast.
>moved people
The redot/blazium community, where have they moved, is there some other place they gather? That's sometimes a thing, one engine looses steam and another gets traction.
>>
>>3897580
>The redot/blazium community, where have they moved, is there some other place they gather?
I'm not in the loop on this, at all. Maybe someone on >>3784155 knows? "Games from scratch" (https://www.youtube.com/@gamefromscratch/videos) regularly releases updates on gamedev news, but I haven't looked into his feed for months, so a can't tell what's popular or not nowadays.
>>
>Community allows NSFW but not AI
>Community allows AI but not NSFW
Which way?
>>
>>3897578
>They are all a mixed bag.
Every engine is like that. Games Factory, Multimedia Fusion 2, Scirra, GDevelop, RPGMaker XP, GLScene, OGRE, Umity, Godot, Blender... There is never a silver bullet. I've settled on Redot since it did all I wanted it to in a way I can work with and that was that. Also, RPGMaker 2003 Maniacs is cool so far.

>Do you have inspiration or are what's the algorithm you follow?
I referenced tiles and sprites from Sweet Home (extremely simple designs but look quite good still), Ninja Gaiden 2 and 3 (fantastic work on monster designs and great example on how to use dithering), Castlevania games (Simple character sprites and low animation frame count, great for beginners to train making sideview characters) and Bard's Tale/Megami Tensei (dungeon screens for blobber-type dungeon crawlers and how to reproduce them). Once you learn how to work around the black background, use 3 or 2 shades of the same color correctly and get enough experience, things will start to look adequate, if not good.
>>
>>3897592
Ai is inevitable, investors need profits. Same with smartphones, same with web2.0
>>
>>3897592
Depends what you mean by "community"
>>
>>3897261
still super gay, i wanna use my collection of assets
>>
>>3897229
>>3897261
>>3897273
>>3897621
Newfags
https://itch.io/jam/yourpgm-gamejam
>>
>>3897627
>January 5th 2021 at 9:00 AM to January 12th 2021 at 9:00 PM

That would be more reasonable
>>
>>3897645
Yeah. "New Year's Resolution" (you)jam in that timeframe would be nice.
>>
>>3897592
not allowing NSFW is faggotry
>>
>>3897743
Having to depend on NSFW garbage because your game has nothing else going for it is even worse.
>>
>>3897788
and having to depend on AI because you have no skills or imagination is even worse than that
>>
>>3897743
>>3897788
>>3897791
I think we can all agree the worst is NSFW games made with AI
>>
Do normies even care about art being ai generated?
>>
>>3897802
Like they know what ai is?
>>
>>3897809
of course they know. it's a huge hot button issue
>>
>>3897545
Noted.
>>
>>3897743
Banker won't allow
>>
6 DAYS LEFT
>>
>>3897788
>t. lives with his parents
>>
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post progress
what maker you running? for me it's gotta be 2000
>>
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>>3897106
>>3898350
WTF is this shit anons?
>>
>>3898426
I'm honored. But I'm not the support they told you to contact
>>
>>3898426
Log into your itch account and you can see it.
>>
>>3898426
>"throwaway" Spam account
>low effort. copy'n paste jam page
Don't get yourself banned trying to fake a sense of "us".
>>
>>3898450
FUCK namefaggotry and FUCK social hierarchies. FUCK treating a group of jammers as elite. We are all anons. Go back to discord if you care about popularity contests.
>a-
No
>b-
No.
>c-
No.
>d-
No
>e-
No
>f-
No
>g-
No.
>h-
No.
>i-
Definitely not.
>j-
No
>k-
No.
>l-
No.
>m-
Fuck no.
>n-
No.
>o-
No.
>p-
No.
>q-
No.
>r-
No.
>s-
No.
>t-
Shut up.
>u-
No
>v-
V.
>w-
No.
>x-
No.
>y-
Nuh-uh.
>z-
lol
lmao even

I've shut down every response you possibly could have based on the first letter you type, there's nothing you can do here.
>>
>>3898465
67
>>
Post. Progress.
>>
>>3898572
You first
>>
>>3898572
Reread the post, you were already shut down and owned the second you wrote k.
>>
>>3898591
oh no
>>3898572
I've got you, homie! Here, post this:
キル ヨルセルフ トゥラニ
>>
>>3898465
fucking based
>>
>>3898594
holy kek
>>
We need the real Sordis back
>>
>>3898450
my itch io is at least 5 years old and I still need moderator to approve my forum or comment post.
>>
I had Gemini make a web app to plug Rpg Maker json data into a simulation.
It's not useful for anything at the moment.
>>
>>3898980
obsessed
>>
>>3896278
I’m the Kirby Metaverse dev. I used 0 ai in my game because ai can only generate average dialogue and images. This is the opposite of what you want to stick out.

I never posted any development updates because I feel like that takes away creative energy. If you are making a creative project, you shouldn’t say anything other than maybe a teaser trailer or testing prototypes and gags with friends.
>>
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>>3899007
>When I use other people's IPs, it's different!
Mmmmhm. Well, I look forward to Metaverses 2. And I won't judge you for using Fireman Sam Altman, even if it was generated by AI.
>>
>>3899010
i look kinda cute there ty
>>
>>3899007
>you shouldn’t say anything other than maybe a teaser trailer or testing prototypes and gags with friends.
Man. You're okay.
>>
4 DAYS 4 HOURS
>>
Japs seem to be jumping on RPG Bakin, anyone got experience with it? Seems to be like Tsukuru but with actual non-retarded support for shit like 3D or plugins.
>>
>>3876677
uhhh suno and udio haha
>>
>>3877761
Aah this is so pretty
>>
>>3893251
Just say there's an evil wizard who needs an ass kicking. Some rift of DIO or Dracula. Maybe he kidnapped a loved one. Maybe you give various motivations for the player to choose at the start. Idk, man. Think like an 80s producer. Do a line of coke and show off some cool shit, it'll work out.
>>
>>3893251
Find an idea guy you don't hate
>>
>>3899362
tyty! i need to pick work back up on that game/ i'm just 2 dungeons and some polish away from completion
>>
>>3899076
I can't make anything decent with just default asset, I give up.
>>
>>3896996
The blatant self-insert is about what I'd expect from a tranny.
>>
I don't participate in jamjams because they take my focus away from my game
>>
>>3899490
that's not the tranny you fucking retard
>>
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>>3893385
I've got you. Here's the protag
>>
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>>3899513
party mage
>>
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>>3899515
whip-wielding summoner chick a la rydia
>>
>>3899516
I've also designed one more guy but I haven't digitized him yet
>>
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i'll join in with some characters i guess ;w;
Lysabeth, Larra, Zozo and Frayn of Eternal Vigilance
>>
>>3899513
Generic but that's to be expected from the lead
>>3899515
Brown qt
>>3899516
>whip
>base on Rydia
based
>>
>>3899523
>>base on Rydia
Funnily enough I had not played FF4 when I designed her. Her design was actually more inspired by Iris from Lufia 2 (specifically her redesign from the DS remake, which, while it was a shitty remake, had some cool character designs) and I took the idea of a summoner who uses whips secondhand from Terraria (although it was based on Rydia in that game too fwiw)
>>
>>3899515
her tits are saggy
>>
>>3899539
yeah i probably need to redraw her
>>
I've been watching movies all Christmas. Is this a "Sweet Baby Inc" thing? It's like every other movie from the last few years is writing male protagonists as background characters with C-plot energy.

The narratives are all [the guy doesn't get the girl] or [this is not his story]. It's an ugly frame.
>>
>>3899583
With RPGs, the protagonist is a window into a lot of lives and stories they're not a part of.

You see this more in MMO side quests that have 3D camera movement. Like a victory animation pose, the camera orbits the player character. Maybe it does this when you complete a side-quest. It feels weird when the side-quest has it's own story arc with different character.

For example, the side quest ends with characters getting back together after a fight. They forgive each other, they hug, they kiss. They fuck right in front of you - j/k, but go with me, I'm painting a picture for you.
You get the "Quest Complete" motion graphic, while the the camera is orbiting...the player character; not the happy couple. It's weird!
>>
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>>3899515
I'm too bothered with your tiny hat
>>
>>3899587
This is probably another kind of ludo-narrative dissonance. Because you did all the work, so in a way, it is your victory. But it's not your happy ending.

It's like those grating NPC quests you do because you, the player, need EXP, gold, and rewards. But the NPCs are abled-bodied citizens that aren't exactly helpless.
>>
>>3899603
I like this a lot.
>>
>>3899583
I see a lot of youtube videos about this kind of thing. There's a lot of "humiliation ritual" loser plots out there that studios keep making, but nobody wants to watch.
>>
>>3899729
>>3899627
>>3899587
>>3899583
Samefag btw
>>
>>3899729
I've seen talks comparing "The Girl Boss" archetype in novels vs movies and comic books. You'd think it would be the same. But people only engage with the ones in novels because it's emotionally fulfilling.
>>
>>3899519
why is elf poor :(
>>
>>3900146
she's a monk. she has to make do
>>
>>3899627
>ludonarrative dissonance
Most of the time, in RPGs, this is just the player taking their time to play minigames and complete sidequests when while the End of the World is happening.

>>3899841
"Kill your darlings" is a novelist mantra. At it's most literal, it speaks to the fact that writers don't want anything bad to happen to their favorite characters. But it also means nothing good happens to them either that would change the status quo.
Winning the lottery or finding their soul mate is just as devastating as becoming crippled. It changes too much.
>>
>>3900251
"Kill your darlings" also refers to cutting out unnecessary parts.
This would be important in screenplays where you have limited run times.
I don't think you can have too many optional scenes in an RPG.

Although, I have played RM projects that dwell in character interactions. Usually these are developers that have multiple games in the same universe. So they have a wealth of established characters that can talk your ear off about what they've been up too since the last game. They're not doing anything important in the current game besides reminding you that they're still alive.
>>
>>3900278
The [this is not your story] thing I was talking about yesterday is unnecessary.
>>
>>3900364
Idk. There's a meta-structural thing that some people can see and appreciate. But it's not everyone's cup of tea. It's not for a lot of people.

Adventure Time has always been experimental. I love what they're doing with Crossover metaverse stuff in the HBOmax spinoffs "Distant Lands" and "Fionna and Cake". But it does feel like they're doing Finn dirty by keeping him primarily single, in contrast to alternate timelines where he's not.

Here's a question: Is it "unnecessary" to show someone in a relationship if it has no bearing on the story?
>>
>>3899175
Sorry for the late reply. I don't think the 2.5D aesthetic is very popular.

Maybe in Japan? But mobile games are also popular in Japan while the rest of the world is like: Why?
Dragon Quest was always way more popular in Japan, so that might explain the remakes in the same style as Octopath Traveler. But you never see anyone talking about those games by themselves.
>>
>>3900468
>>3900364
>>3900278
>>3900251
more samefagging with the same guy talking to himself, why are you doing this?
>>
>>3900501
He got banned from rpgmakerweb and tries to recreate the conversations he'd have on there. His account is listed as a guest now. He's also the ai spammer and the one seething at tourist drama.
>>
>>3900550
Looks like a normal RM dev discussion to me, schizo.
>>
>>3899519
>>3899516
>>3899515
>>3899513
cute guys :D

making some progress on the side walking sprite. a couple more revisions and it's ready
>>
>>3899841
When was the last time you actually saw the legendary obnoxious girl boss in action? People keep talking about it more than it happens these days
>>
>>3900468
>Is it "unnecessary" to show someone in a relationship if it has no bearing on the story?
Yes, common sense dictates it's unnecessary if that's not what the story is about. But lots of casual consumers only engage with media for the shallow wish fulfillment aspect (which is why webtoonslop, isekai, and self-insert fanfiction are as popular as they are), so they will likely be left unsatisfied if that's not present in some form.
>>
>>3900701
The female power fantasy is essentially just motivational public speaking, or coaching. It's so easy to corrupt and make girl bosses into bossy girls that terrorize everyone. But part of the problem is the medium itself. Action films: Less talking, more stunts. Right?
Then there's the emotional side of it. Like, they can't bring a team, community, or family together while actively rejecting the members within it. The driver of western storytelling is conflict. But in designing this conflict, I think the writers undermine the emotional reality with something rotten.

Wonder Woman is at her best when she's inspiring others.
She's at her worst when she's slapping Superman's hand away because he can easily solve everything from orbit with laser eyes. And she wants to walks the path of maximum resistance because she needs "a win" for herself that takes grit and determination.
>>
>>3900822
>She's at her worst when she's slapping Superman's hand away because he can easily solve everything from orbit with laser eyes. And she wants to walks the path of maximum resistance because she needs "a win" for herself that takes grit and determination.
Is this an example from something specific or more strawman vagueposting?
>>
>>3900829
Canonically, she is from an island of man hating amazons.
>>
>>3900829
Vagueposting, I guess? It's not commentary on anything recent. Just my general impression of WW (or DC Amazonian variants) across various continuities. I'm usually about 10 years behind on anything in print.

>>3900905
IMO, she's basically an accessory to the Justice League. And they're all told differently. And there's continuities like Young Justice, where the writers couldn't use WW for whatever reason, so they used discount versions that have arguably more interesting backstories anyways. It's her Amazonian "sisters" or magical clones and whatnot, that are all still from the island of Themyscira. So they're essentially WW in legacy.

As a "girl bosses" go. They're pretty masculine. Since they're raised warrior-hunters. But they're all fish-out-of-water when it comes to men. They've all been raise to see men as untrustworthy or arrogant.
>>
>>3901054
As for world building, I don't think many storylines dwell in Themyscira. In theory it's this utopia "no men = no wars" design. But sometimes it's out of time sync with the rest of the world. And the fact that they don't have wars has little to do with their no men policy.
>>
>>3898350
i'm not gonna make it.. too many happenings ate up my free time.
>>
>>3901103
>make jam at one of the most happening times of the year
>people can't make it because they're busy happening with their friends and family
many such cases.
>>
>only 2 participants left
oh no no...
>>
Happy New Year!
>>
>>3901112
true. Another week-long one on the 5th, perhaps?
>>
>>3901477
Id say so.
>>
Hey im one of the jam guys, My games not gonna be finished by the time the jam ends probably.

Could i still post it here or what?
>>
>>3901898
>Could i still post it here or what?
You could post the unfinished version, but this jam is probably not gonna be featured as legitimate on neocities archive due to low participant count anyway. You could alternatively can the prototype and adapt it for a future jam or your own project later.
>>
>>3901477
>he is taking the redditor's jam seriously
The clown doesn't belong here, dude.
>>
>>3901898
NEVERMIND I DID IT

HAPPY NEW YEARS BTW
>>
>>3901961
Schizophrenia
>>
>>3901967
had some time to play for 20 mins or so
nice lil 2k3 game, looking forward to finishing it a bit later. congrats on finishing!
>>
>only 1 entry
Bruh.............................
>>
>>3902182
Wouldn't be the first time.
>>
Review the game
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>>3902182
I wonder how many downloads it will get.
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>>3902353
On it.
>>
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>>3902391
>>3902353
I'll take a break for now, will post later.
>>
>>3902353
alright, i had some time to get back to it. all in all, its a nice little RM2k3 adventure, reminds me of the games I'd download years ago in my youth. the kind of experience I've been looking for in the past year or so.
Positives:
>The game moves at a brisk pace. The maps are fairly linear, but I felt they helped this particular experience.
>The story is simple, but not bad. My naive ass did not see the twist coming, but it was handled tastefully enough.
>Multiple short side quests with some nice rewards
>The ending frames it nicely as a prologue for further adventures

Negatives:
>Multiple grammatical errors, but nothing that couldn't be cleaned up easily with a second pass through
>some mapping errors with event sequencing being slightly out of order, or delaying too long resulting in some odd animations at times. extremely minor nitpick however
>the only MAJOR issue was that the event for the final boss was activated my first time through the cave, so I had to fight it solo with Kiel to proceed. I thought it impossible at first, but by spamming the unlockable fire horn and potions, and switching to Wait On, I managed to take it down solo. The little intro pause for it was kino, good stuff But like the typos and slight animation errors, easily fixed in a second pass.

all in all, good stuff anon, solid 8/10
>>
>>3877476
awesome battle theme anon. sounds cool as fuck
>>
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>>3902394
>>3902391
>>3902353
Alright, I'm done.A neat little game, definitely enjoyable and doesn't wear out its welcome. The concept of a bard getting more powerful by collecting songs from helping people is really neat and could work in a larger project no problem. Good job!

Some minor nitpicks:
>weapon damage values have negligible difference, throwing knives are not sacrificing that much damage but give really useful AoE.
>Clipping issues - went through mayor's home door on the left and through some shrubbery in the forest before the bridge.
>there was little to no damage difference between fireball and heaven's horn, the latter lowered strength so spamming it was a no-brainer. Neglecting buffing and going full DPS worked out better than it should've. But, oh well, short timeframe and all.

Thank you for your effort!
>>
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>>3896278
>Screenshots for Mongol 2 made in RPGM Unite were posted.
Switched to MV, unite is too bloated.
>>
rpgm resurgence when? It's sad how dead it is.
>>
>>3902579
RoadtoIron killed it and Morso put a nail in the coffin. Only the oldfags can resurrect what they had built.
>>
>>3902414
>>3902434
Thanks for the critisism!
And for playing!


Alot of the issues in the end with stuff like the boss and cliping where due to rushing on the last few days but im happy you still were able to beat the gamE!

Also i should really just start using something like grammerly or some kind of thing for grammer issues.

Like that you enjoyed the little twist at the end too.
>>
>1 comment in the only new jam's game
>mine got 0 in previous jams
owari da
>>
>>3903098
2 more days until the next jam bwo
>>
>>3903098
Notice who's not spewing the usual rhetoric.
>>
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Just started this here jiggamaree. What do you think of the art style? Is it too unappealing for play? This is a screenshot of a fight, with a screenshot of an interior map pasted in the middle.
>>
>>3903395
i think it would look okay with a better font and if the windowskin matched the style
>>
>>3903401
Alright, I'll look for a better font, and make a proper window skin. The current one is just the default with a red color.
What about the actual custom art? Portraits, map, and the skeleton? Any feedback about that?
>>
>>3903403
i like what you're going for, and i'd play something like that, but the art could do with a second pass. it's supposed to be messy, and i like messy, but it looks a little inconsistent, like your linework isn't very confident. with some practice you could make it look amazing. as you make more assets you'll fall into the zone, i'm sure
>>
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>>3903404
I certainly should do a second pass on all of these as I get more progress done. Each of these sprites and portraits took like five minutes. If I really put time into them, the best I can do is something like this:
>>
>>3903405
i love her.........
>>
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>>3903406
FOREVER LOVE YOU
>>
>>3893251
i'm playing Fighting Fantasy on the DS and the main quest is there's an evil warlock and you want to get his treasure, story is bare bone, but still fun
>>
Any advice for a plugin poorfag...
>>
>>3903484
get chatgpt/claude/etc to write you one
>>
>>3903484
Everything is piratable
>>
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That was fun. Sequel when?
>>
>>3903680
Please senpai, share your secrets
>>
https://youtu.be/WQ9j4AwN9jo?si=13NbqrZHtjBTFxtn
>>
New thread?
>>
>>3903680
nta but
>>3903683
same
>>
>>3903682
Time may tell... probably.
>>
>>3903683
Go into MV/MZ games and take the plugins from the files, go on sites like F95zone where people upload the plugins for free. F95 has all the Yanfly/Visustella plugins for MV/MZ last i checked.
>>
>>3903933
>F95 has all the Yanfly/Visustella plugins for MV/MZ
Good, fuck kikefly.
>>
>>3902550
Looks cool brother. Keep me posted!



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