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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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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 projectâ„¢, and I should probably start off with smaller projects first before I dive deep, but either way, tutorial hell is a bitch.
>>
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.
>>
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.
>>
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]
>>
>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
>>
>>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?
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>>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?
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>>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.
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>>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
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>>3881832
congrats
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>>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.
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>>3881832
omedetou
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>>3881832
AI art is exactly for people like you.
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>>3882432
Looks cool af bruv
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>>3874175
I don't believe that ______ killed /vrpg/ rpg maker dev threads!
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>>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.
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>>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
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>>3883651
Aight then, just give me a bunch of money so can pay some artists, hire a musician, and buy some asset packs
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>>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?
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>>3883715
Must’ve been from my image editing software when full face set from the images.

I’ve been meaning to remake them later.
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>>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.
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>>3883710
DIY, start small and pray to ZUN
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>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.
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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.
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>schizo faggot is off his meds again and is now spamming the thread as usual
We will NEVER have good threads again, huh.
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>>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
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well, /vrpg/ game devs? What happens next?
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>>3884311
finish your damn games
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>>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.
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>>3884328
a minor spelling mistake…
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>>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
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>>3884311
Give him an MRI scan.
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>>3884439
'Kay. And there's something in his brain, right? What is it?
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>>3884442
a vtumor
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>>3884442
Ahegao toaster waifu
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>>3884447
>>3884448
>Game Over
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>schizo-kun coyotecraft the janny attention whoring again
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I want to make something but it requires almost custom everything. What a pain in the ass.
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>>3884468
Don't forget to bloat your game10x over with parallax maps on top of that.
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>>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
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>>3884472
>metal bucket
He still dies.
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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
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>>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.
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>>3884638
That also erases the sprite, and I want that to stay (like a tree stump or rock rubble)
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>>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?
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>>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?
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>>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
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Holy crap. When did AI tilesets get so good?
I'm crying.
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>>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?
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>>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
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>>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.
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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.
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>>3885488
Don't care about it if it's a free game.
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>>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
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>>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?
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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.
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You'd think with the hentai game generals, there would be more interest in the RPG Maker generals in making them.
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>>3887745
probably because you need to be able to draw sexy anime girls pretty well
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>>3887752
Computer says no.
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>>3887752
girls?
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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.
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>>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.
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>>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).
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>>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.



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