[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vrpg/ - Video Games/RPG

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: Dev.png (351 KB, 630x500)
351 KB
351 KB PNG
Devhell Edition
Previous: >>3874175
>>
>>3903787
>>3903682
I really hope this game gets expanded further. Probably won't get on a level of Fairy games from VIPRPG, but still... Would be nice.
>>
Someday maybe
>>
I'm slowly getting there. Working on figuring out scenarios while doodling tiles for areas.
>>
File: Screenshot_1.png (656 KB, 1023x811)
656 KB
656 KB PNG
>>3903787
Made my first NPC item seller with some extra dialogue.
Now I just need to make the items for him to sell, lol
>>
File: Dev 2026 01 05.png (33 KB, 1366x768)
33 KB
33 KB PNG
I need a second opinion on this, do the icons look better with or without a background?
>>
>>3904266
Haven't you been working on this a long time?
>>
>>3904349
I believe unless there's a mechanical purpose that needs to be illustrated, icons look better without a background. They mesh better with other UI elements without taking too much focus.
That said, it does not take a lot to add meaning to the backgrounds, such as designating damage types, elemental types, buff/debuff state, or just simple categorization. Personally I prefer the no-background look to your icons, but it is a good background design, would save it for something else.
>>
>>3904266
What happens when you ask for a discount?
>>
Is there any good examples for level designing that I can use as reference?
>>
>>3904360
Thanks, I wasn't really sure about what to choose.
>>
>>3904369
Wild Arms
>>
I'm not a developer but I am a fan of indie games and would one day like to craft a neat, aesthetically pleasing, challenging little RPG with some adult/dark themes (no sexual content unless it's related to the story like somebody doing something horrific to someone else, think Game of Thrones but RPG), and just wanted to drop into the thread and offer free help to any devs already out there that may want feedback on their games, or someone to help shoot ideas with.

I give blunt, pragmatic feedback, I won't mollycoddle you if something doesn't seem good, but I won't shit all over you either.

Best of luck to you indie devs with dreams in your hearts, I hope you find some sense of fulfillment and success on your journey.
>>
Can we talk about srpg studio?
It's on sale and I am interested in trying my hand at it but have some questions.
>>
>>3904447
I didn't know this existed but sadly it looks to only make Fire Emblem clones. I would love to see a maker for Final Fantasy Tactics, Tactics Ogre and Vandal Hearts style of SRPGs. Strategy RPGs, not "simulation" which SRPG Studio calls them. Weird name.
>>
>>3904447
as >>3904448 said it's mostly for fire emblem clones. but you can still do a lot with it, and there's a lot of plugins to customize with too. some of the best games ever made were made with it such as shinsetsu mahou shoujo which is, objectively, the single best video game ever made.
>>
>>3904454
>shinsetsu mahou shoujo which is, objectively, the single best video game ever made.
LOL. LMAO EVEN. Coomers are so retarded that they actually believe shit like this.
>>
>>3904463
It doesn't even have porn you stupid little faggot, bitch about coomers in the BS/Sequel threads instead.
>>
File: Screenshot_3.png (602 KB, 1014x807)
602 KB
602 KB PNG
>>3904350
Not really, I started cheeping away at it mid December, been making progress whenever I have free time.

>>3904367
This :D
But if you have Charisma 3 or higher he'll give you some free items
>>
>>3904463
it's not porn + im gay and not interested in girls sexually at all
retard
>>
>>3904349
Putting a background on the item prevents a dynamic one from being used. If you wanted a green background to show the item was equipped, you would have to double the entire icon count to do it. Then, having a background would also mean you couldn't re-use the icon in any other context; other contexts where a background might not be appropriate.

No background is always better than having a background, because it's the smallest irreducible part of the interface element. Making the background its own image lets you change things more easily.
>>
File: Party.gif (1.54 MB, 240x360)
1.54 MB
1.54 MB GIF
>>3903809
Man, its kinda funny seeing that the game i made for a short game jam is one people are wanting more of, meanwhile the game that i actually planned on adding more to does'nt get really get much attention.


Ah well. Guess i gotta deliver one day huh. And even then, I'm still happy people are enjoying what i make.
>>
>>3904448
>>3904454
Yeah my idea is to make a Fire Emblem style game.
I am not a fan of the small boxes for the portraits in the default look.
I want something more akin to Firem Emblem games on 3DS where they have like half body portraits.
I plan to make an FE style game but with some kind of cartoon style to make it stand out from the usual game.
I know there are plugins but most of them seems to be gameplay related.
Well it's dirt cheap so I might take the plunge.
>>
>>3904443
rpgm users are not devs
>>
>>3904643
engine is engine
>>
>>3904495
I guess I was hoping for his answer to be a little more droll.
>>
>>3904646
event "code" is not code.
>>
>>3904596
>I want something more akin to Firem Emblem games on 3DS where they have like half body portraits.
>I plan to make an FE style game but with some kind of cartoon style to make it stand out from the usual game.
You got the right idea, you do want your game to standout from the crowd. Having a more cartoon-y artstyle isn't a half-bad idea either. But know that there are a lot of cartoon styles out there, and the style you pick should match and support the tone of the story you're going to tell. Epic fantasy? If so, then you're not looking at Mickey Mouse Rubber Hose. You're looking at like Thundercats, He-man, or like the Pirates of Dark Water.

Also when it comes to half-body portraits, you want detailed illustrations with shading. Think Disgaea Hour of Darkness or something like Radiant Historia Perfect Chronology for ideas for the level of detail people are going to want to see in half-body illustrations.

There was another game called Rise of the 3rd Power that had character illustrations in the dialogue, and they got heavily criticized because the in-game spritework looked so detailed while the in-game dialogue illustrations looked so basic. An audience will take your game world as the baseline. We all know that animation takes a lot of time and effort. So if your sprites look more simple and more flat? They want to see some gorgeous detail in the illustrations. If your sprite work looks complex and exquisite? Then the bar for the half-body illustrations go up that much higher. After all, if you're looking at sprites you're "zoomed out" and so our expectation is that they're a little harder to see. If we're seeing a half-body, we're much closer and in their personal space. We expect to see a lot more detail.

Does that make sense?
>>
>>3904651
every version since 2000 has large parts of the engine exposed through scripting. It's as much of an engine as Unity. Are Unity users not "devs" as well?
>>
File: busts.jpg (27 KB, 361x275)
27 KB
27 KB JPG
>>3904596
the half-body portraits is a pretty common script feature. Usually called "busts" or something like that. You shouldn't have trouble finding one that does it.
>>
rm2k has the most kino RTP aesthetic out of all the rpg makers
>>
Hey bard quest's dev. I think you screwed up the event that triggers zombie ball(?) boss.
>>
>>3904530
There are two paths before you. One, you realize they don't actually care about your game and just want to live vicariously in your company under an illusionary collective noun.
Down the other, they care about the game, but not about you or your choices. Since it's a genre based jam entry; all you're doing is displaying a willingness to comply and meet specifications.
>>
Take your meds schizo-kun
>>
uhhh where's the promised jam?
>>
>>3904763
Just updated the game and it should be fixed now.
>>
>>3904787
> One, you realize they don't actually care about your game and just want to live vicariously in your company under an illusionary collective noun.
... On an anonymous imageboard?

>they care about the game, but not about you or your choices.
Is that a bad thing?
>all you're doing is displaying a willingness to comply and meet specifications.
Is THAT a bad thing?!
>>
>>3904845
I already beat the game... though I think I missed the charm quest?
>>
>>3904850
That depends on your personality.
>>
Does anyone know what effects this might be using? It's from tileset maker com_sho showing off his floor tilesets, but I can't find any info on the game itself or its plugins.
>>
File: 7sbOZxk.jpg (173 KB, 790x617)
173 KB
173 KB JPG
>>3904924
Forgot image
>>
>>3904927
Parallax meme mapping AKA
>dude what if we took an image and overlaid it across the screen at 50% opacity in overlay or additive blend mode to give it an obnoxious "glow" effect
>>
Does anyone know any ABS syle games made with 2000/2003? Looking for some inspiration
>>
>>3904927
Just looks like a picture overlay. No plugins needed for that.
>>
>>3904976
I don't know what ABS style is.
>>
>>3904980
non-turn based battles

Zelda combat that kind of thing
>>
do you still believe
>>
>>3905054
There's nothing left to believe. Full extent of the jam is 1 (one) submission. It's over!
>>
https://www.youtube.com/watch?v=gD5srG8sb2k
Believing in magic can make you strong
Tell everyone that this is a place where you belong
Ah, everything looks shiny in the sun
A day in your life
Close your eyes to find yourself
In wonderful world
Ah, everything feels like your fantasy
A night in your life
Close your eyes to find yourself
In mystic timeline
>>
so I want to make one of those game where if you die, you restarted from the beginning but you can choose additional buff or advantage (roguelite?). The question is, should it be a game where you can finish everything without restarting even a single time (sounds like balancing hell) or a game where you basically want to stack as many advantages as possible?
>>
>>3905257
>should it be a game where you can finish everything without restarting even a single time
This. Balance the difficulty around your first no-death playthrough. Then, polish it by reaching high winrate. Focus on information/itemization game as the form of progression. Restarts will help those who lack skill/information get an advantage.

Also, don't bother with people who say that the game is too easy if their numbers are low (less than 10% of your audience) - these people ruined Underrail and FnH already.
>>
File: file.png (22 KB, 539x389)
22 KB
22 KB PNG
>>3905268
but I want some crazy upgrade like: damage multiplier +0.1x (can be bought multiple times)

Also, any way to make the stats curve better? I'm getting sick inputting these numbers.
>>
can I render 3d space in orthographic view and then put that 2d image over collision tiles, for the map?
>>
File: 1531889944952.jpg (69 KB, 632x632)
69 KB
69 KB JPG
>have dream game
>no skills to make it a reality
>>
>>3905389
If you keep telling yourself that you'll never have the skills to make it, you have to start somewhere so stop shitposting and just start if you really want to make something
(Im phone posting so just imagine theres an encouraging anime girl picture attached to this post)
>>
>>3905336
You can use the parallax map as a floor layer by putting "!" in the parallax file name. The parallax layer is below the floor tiles.

For anything that the player walks under or around, you can separate as character or tile graphics with the appropriate layer setting. "Same as Player/ Above player" or the "Star" tile passage priority.
But this would get tricky for a large forest map with many trees that aren't aligned to the grid. Unless you build it in-game with a map editor tool to freeform tile/event placement to begin with. You'll mainly just worry about doorways or canopies otherwise.

By default the "show picture" layer is above everything else but below the UI window layer. It is not affected by Tint Screen. It is above Weather Effects. It is not pinned to scroll with the map.
It's fine to use for non-scrolling maps without that stuff.
A script can solve some, if not all, of these issues. But support varies between RM versions.

If you're using MZ, you could load an actual 3D object in through Effekseer. It's too much of a headache for most people to deal with.
>>
>>3905336
and what's keeping you from turning that 3d space into spritesheet?
>>
File: file.png (2 KB, 81x102)
2 KB
2 KB PNG
Alright I give up on vx ace. Mz or 2k3 with maniax patch?
>>
>>3905469
They're all the same.
>>
>>3905469
mv if you want to pay for stuff, maniacs if you want to make it yourself
>>
File: dqw.png (648 KB, 1294x1230)
648 KB
648 KB PNG
>>3905405
>But this would get tricky for a large forest map with many trees that aren't aligned to the grid.
hmm this seems tough.
>If you're using MZ, you could load an actual 3D object in through Effekseer. It's too much of a headache for most people to deal with.
oh didn't even know you could do that. but I think manipulating 3d objects and moving them and aligning them (like in the image, gridded) would be an option
>>3905414
I want to have unified scene lightning, idk if that would be possible
I attached a prototype of what I'm thinking of doing
>>
File: isekai life.jpg (424 KB, 1920x1080)
424 KB
424 KB JPG
What's the Isekai Genre looking like these days?
A few years back we had "reincarnated as inanimate tools (to be used by waifus)"
Last year it broke away from RPG mechanics into other game genres like RTS and Otome games.
It looks like the next trend that hasn't become mainstream yet are professional skills as cheat abilities. We've see cooking skills before, but that wasn't very foreign to RPG game mechanics. This is more specific. Like, "I Can Finally Use My College Degree In Another World."
>>
>>3905389
Don't make your dream game, make like, a single room from your dream game.
>>
>>3905681
Don't make your dream game, make the game you absolutely despise on a fundamental level and learn from that experience.
>>
>>3905688
My religion doesn't practice "hate".
>>
>>3905690
Practice? We're all professionals here, anon.
>>
File: 4512.png (158 KB, 465x262)
158 KB
158 KB PNG
In the UK, practice (with a 'c') is a noun for a professional activity. Practise (with a 's') is a verb.

But the best practice is always American English.
>>
>>3905559
you mean real time lighting? If it's gonna be baked and you're going to use a fixed perspective render for your picture layer, then why not a second render layer that's just the lightmap with all the textures turned off and used as an overlay?
>>
>>3905677
>"I Can Finally Use My College Degree In Another World."
Offtopic, but there is an anime that started recently called "Isekai Office Worker", all about accounting and politics in another world. Before that, there was "Headhunted from another world" about business and HR as well as "Civil Servant" about infrastructure and several political philosophy topics. The only topics not covered by isekai are "Space Race" and "Marine biology", I think.
>>
File: Irina.jpg (571 KB, 2560x3606)
571 KB
571 KB JPG
>>3905717
>only topics not covered by isekai are "Space Race"

"Fantasy Space Race" is a very neglected genre. Keep the tech mid-20th century. It's a period setting.
>>
>>3905719
For me, it's Interstella 5555
>>
Anyone know how to do animated enemies in 2k3? Like, fully animated with idle and attack animations?
>>
>>3905723
1. Plugins
2. Using animation menu - create animated sprite in an Animation tab as an effect animation. Then, either assign that animation to the blank enemy graphic in Troops menu through "battle event" or create as placeholder status effect with that animation that does nothing and assign THAT to the enemy with no sprite.
>>
File: 67b6d0a92fe21.png (878 KB, 680x1023)
878 KB
878 KB PNG
>>3905717
Not entirely off topic. It's just really difficult to harmonize with RPG metaphysics.

The main protagonist in Log Horizon had a "scribe" subclass. So he could duplicate skill manuals, magic scrolls, as well as form contracts to turn NPCs into Adventurers.
>>
File: top160520.jpg (104 KB, 500x750)
104 KB
104 KB JPG
>>3905750
That's harder to do with something like "Astronaut". Because while you can think of them as an elite class with skillsets like fitness, mental resilience, and speaking multiple languages, and astronaut doesn't feel like an astronaut unless you can stuff them in a tin can and shoot them into space.

No, this was a bad example. Leaving "another world" via rocket actually kind of works. And technically "Planet of the Apes" and "John Carter of Mars" are technically portal fantasies that involved somekind of space travel - however fantastical and unscientific it might seem today.
>>
File: nenga05.jpg (132 KB, 486x658)
132 KB
132 KB JPG
>>3905754
The RMXP character illustrator used to do a lot of fantasy mixed with space suits. He did stuff for TTRPG magazines as well, but I don't know how many involved campaigns in space.
>>
>>3905754
I think that's the problem with true science-fiction. It's suppose to be speculative, be eventually it's just "wrong".
>>
>>3905756
what about the artist for 2k3
>>
>>3905756
do any of the arist for the makers still do stuff?
What else have any of them done other than RPGmaker?
>>
>>3905717
>>3905719
>>3905750
>>3905754
>>3905756
samefag schizo talking about his slop again. Sad!
>>
Trip down the memory lane. ~4 years ago
https://arch.b4k.dev/vrpg/thread/2334991/#q2334991
If you would believe it, the winter jam that year had 14 entries.
It was the biggest jam ever, and probably would never be topped. I'm glad I pushed myself to submit a game that jam. Probably would have regretted it if I didn't.
>>
>>3905816
How do we get it back, bros
>>
File: pasted-file-2.png (465 KB, 786x393)
465 KB
465 KB PNG
What interesting skills would you give to a character/class that has super senses?

Besides the obvious Accuracy/Crit bonuses.
>>
>>3905826
Weakness to blinding effects and sonic damage.
>>
>>3905826
a temporary buff that gives priority to themselves or an ally for the duration
means even against very fast enemy they can use spidey sense and strike first
>>
>>3905826
Each turn, they have a random chance of saying something they observed/heard/smelled/etc about the enemy, the battlefield, or other things, that has absolutely nothing to do with anything but is interesting or amusing.
>>
>>3905816
>remember the biggest flop you ever made?
th-thanks
>>
>>3905820
The board's been here long enough that people interested in RPG Maker development would have posted here already, and those people will leave as they get jobs/get married/die.
There's no new blood coming into /vrpg/, much less this thread. The board sees 600 posts a day in total.
This isn't meant to be depressing but more of a call-to-action. If you haven't joined a jam or posted a game already, do it and get your game seen by other anons while these threads still get made and the other jammers are still hanging around. They are not going to be here forever.
>>
>>3905837
I'm certain the oldfags still lurk, but the threads turning into a soap opera for about a year combined with the pressure to always release something better than their last game condemned them to hiding in the shadows. Making an rpgmaker game isn't easy, but it's easier when nobody has expectations (including your own).
>>
>>3905837
maybe the jam themes need to be more specific rather than open ended. Restrictions encourage creativity. Instead of trying to "one up" a previous game in quality or scale or whatever, see if you can make a game despite a strange obstacle.

>only use the RTP
that's easy, but you can do writing/plot restrictions too:
>rhyme all dialogue
>tell the story in reverse, it begins with the defeat of the demon lord
>all npcs must be the same character
>no npcs at all

etc

Can you think of any other interesting restrictions Anon?
>>
>>3905716
good idea, it could be done with maya AOV for that if I can get it to work, ty
>>
>>3905858
In addition to writing/plot restrictions, we should also restrict the scope.
This has always been only suggestions, but if it's clear that the jam is all about restrictions (i.e. name the jam "Minimalist", "Restriction", or something similar), it is likely more people will follow them.
An example ruleset:
- the database has at most 10 enemies
- each enemy has at most 2 skills
- the game has at most 3 maps
- each map's width and height must be the default size or smaller
- each map has at most 3 NPCs
- An NPC can only say at most 5 words, and you can only call Show Text 2 times for each NPC.
- you can ignore at most one restriction from the list above
>>
>>3905837
>There's no new blood coming into /vrpg/
Considering quality of the 'new blood' that has been flooding into 4chan I'd say that's a good thing. Better dead than what many other boards turned into.
>>
>>3905837
the last post in the secret /vrpg/ dev discord is from a year ago...
>>
working on a fun skill for fighter-like class that let's you change their attack type and get some bonus damage and features too
>>
>>3905773
I only know about the rmxp artist, and VXAce artist who also worked on FFXI promos.

With MV and MZ I think they hired a studio that usually works on mobile games.
>>3905812
You're sad. You don't even know what samefagging is.
>>
>RMW "double-posting"
>RMW mods using alt accounts
Reeeeeeeee
>>
File: Nope.png (23 KB, 1293x655)
23 KB
23 KB PNG
>>3905812
No.
>>
>>3905756
His father or mother is/was Russian. He has hyper focus on Soviet stuff.

>>3905765
Probably Mack & Blue.

>>3905773
Minako Iwasaki made the XP's cover art. She worked in Rune Factory.

>>3905812
Respect the RPG Maker culture, tourist.
>>
Is RPGmaker just for porn?
>>
File: drama.png (15 KB, 776x182)
15 KB
15 KB PNG
>>3905812
"Samefag" is pretending to be someone else. To fake controversy or play victim.
It's not continuing a train of thought by yourself or contributing to a subject.

Yes, some of these were the same person. But nobody is deceiving you. If we started using names and tripcodes you'd be bitching about that too.
>>
>>3906020
If you started using a trip, I'd greatly appreciate it so I could filter out your posts.
>>
>>3906043
But everyone else will still call you schizo. Unless there's something you'd like to confess.
>>
Been working on some monster battler ideas.
Whenever I get to a point where I'm lacking inspiration in writing, tiling, etc, I've begun testing a method of just jumping to another part of the project to try to keep momentum.
>>
>>3906072
>begun testing a method of just jumping to another part of the project to try to keep momentum.
That's the way to go. Most things that get finished are like that.
>>
>>3905837
>do it and get your game seen by other anons while these threads still get made and the other jammers are still hanging around
last game i put effort into got 6 downloads and 0 posts in the thread lol, it isn't only a matter of "people aren't making games" but also "people aren't interested in playing games"
>>
>>3906095
Post the game and I'll play it.
>>
Not sure if double-standards or new-bait.
>>
Is there a simple way to make Enemy's ID number into a variable? I can't find one.
Or basically any other way for the game to identify which Enemy is in a particular spot and then use that info for events.

I have an idea of how to do that, but it's pretty asinine, hoping there is a simpler way I am missing
>>
>>3906135
That depends on the array you're looking at. Like, $data_enemies?

You can used .indexOf()+1 to find a specific enemy object based on some property, like their name, or battler filename. $data_enemies[0] would have {Id:1}, I believe.

But then you might be dealing with $data_Troops.

You can always open the console and type: window.
Then you can navigate and see the object architecture and the existing properties you can work with.
>>
>>3906162
Scratch that. Usually index 0 is null.
So you don't need to +1.

Unless you created a "hidden" enemy that's not viewable in the database.
>>
>>3906162
>>3906165
ah, thank you
Unfortunately I'm a low iq codecell so I don't really understand it - but I'll save it for when I have time and learn more about coding!
>>
>>3906181
i understand. If you don't want to be more specific you can keep your project's secrets and consult AI. They are all certified geniuses in most coding languages at this point.
>>
>>3906183
>consult AI. They are all certified geniuses in most coding languages at this point.
Bro why are you fucking with this guy like that
>>
>>3906135
enemy ID in database or enemy index in the battle scene?

In VX Ace you want:

$game_troop.members[troop_index].enemy_id

returns the enemy database ID (001 = Slime, 002 = Bat etc) for whatever battle enemy is in the [troop_index] slot in the battle scene. Replace troop_index with a fixed integer or another game variable id. Put it in the script field of the variable event command and the output will go into that variable.

Use the value for whatever conditionals, do a special effect but only on slime enemies or whatever. Should be good

No idea how it's done in MV or MZ but it should be similar. Check the documentation.
>>
>>3906181
>I don't really understand it - but I'll save it for when I have time and learn more about coding!
Go to your local community college and take an underclassman engineering course in numerical methods.
>>
I don't have patience for support. It always pissed me off. You see people writing paragraphs and pages explaining 3 different methods that are just shots in the dark. Because the person that asked for help refuses to elaborate and answer (y)es or (n)o.

You know reddit posts are fake 90% of the time. But their fake engagement baited genuine support that probably train these LLMs.
And now all the grifters and trolls that used to go "Let me google that for you" are the ones seething over AI.

That's karma.
>>
>>3906206
new schizo-kun post just dropped!
>>
make sure to gets lots of sleep and have a healthy diet!
>>
>>3906206
>>3906224
No this post makes sense. he's saying AI sucks because a lot of the "support" it was trained on were fake engagement posts on reddit or stackoverflow where half the responses were wrong but funny or otherwise unrelated to actually helping.

Same way its possible to get AI to start doing the snobby "why would you want to do that" bullshit stack overflow was famous for. Funny but useless.

Now the same groups that were manipulated by likes/votes to behave that way are moving into anti-AI positions

But what does this have to do with rpgmaker games?
>>
File: SKILL_ARTS3.png (214 KB, 1000x750)
214 KB
214 KB PNG
>>3906183
oh no, I have no secrets - sorry if I explained it poorly, still new to this

>>3906186
enemy ID in database, yeah!
and thanks, that's exactly what i meant! I am using MZ - i'll try it as is and if it doesn't work i'll try to figure it out hah
>>
>>3906226
FUCK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
>>
Cant find an Asian Tileset pack that's free
Goddamnit
>>
File: kirby_logo.png (176 KB, 565x368)
176 KB
176 KB PNG
>>3903787
>new dev maker thread

Time to post my RPG: https://metaverse-nightmare.neocities.org/

It took three years, but it's nice to have my baby be out there. I made this while working over 40 hours a week as a software dev and also doing my Master's degree, so you guys can make yours too if you try harder.

Two lessons if I could do it again:
1. Make it shorter with higher quality
2. Make all original assets to get rid of that RPG maker stink
>>
>>3906637
I don't know anything about Kirby but I'll play it anon : )
>>
That reminds me, I never did finish that plugin tool that analyzes the project file and shows exactly what tiles, icons, and character index are being used.
>>
>>3906637
Anon I played your game and I think you should take your meds
>>
>>3906618
Why not make it yourself?
>>
Should I try making an action rpg via hendrix plugins or stick to turn based?
>>
>>3906819
Hendrix, if you can get it for free.
>>
>>3906851
I bought the beginner bundle. I just have to get off my lazy ass and properly use it.
>>
Hey hey vrpgple, Bard's Quest dev here.

So i decided to start working on the story for a part 2, but i've hit a roadblock that i dont know how to handle.

Since this is a part 2, i was wondering there would be some way to carry over the stats, skills, equipment, etc of the player characters from Bard's Quest 1.

Is this even possible in any way in RPGM 2K3? Cause honestly, I'm probably just gonna have this as a new chapter in the already existing game.
>>
>>3906901
>Is this even possible in any way in RPGM 2K3?
I've tried a few things and there is a way to do this without plugins. A savefile from the previous game with item data and stats can be loaded into another RPGM2003 project even if there are no associated maps or visual data in that new project. It seems to default to the PlayerStart map and force-loads RTP assets associated with that previous save if there are any. So, leave instructions to the player on how to export the save (copy the last savefile directly into the game's/project's folder), use a placeholder map as a Playerstart and run scripts there that copy the data to new actors. I'm not sure how well variables transfer into other projects yet, so IDK if a flag "imported character" can be set that way.
>>
>>3906901
uh since you have actual experience with 2k3, do you know how to force action or skill during battle?
>>
>>3906934
> do you know how to force action or skill during battle?
NTA, but do battle events in the troop menu not work?
>>
>>3906939
2k3, unless you are talking about some other patch other than maniax?
>>
>>3906943
No, I'm looking at the 2k3 Maniacs Patch editor RN and there are options to control variables through battle events (tied to anything from Hp to turn count) in "Troops" tab of Database and "Switch ON/Off" conditions in the "Enemies" tab. If you control variables through battle events you can force enemies to take specific actions on specific conditions by disabling common and activating that specific action tied to a separate variable.
>>
>>3906948
I want player character to use the skill...

basically to change attack's animation and create one of those command skill like ff6 pray or sketch.
>>
>>3906720
Yeah.. I started working on a VN after this, but my gf yelled at me for behaving like an otaku (being attractive gets me away with a lot). Now I just apply my autistic obsessiveness to playing piano
>>
Normies get off my board
>>
>>3906949
>I want player character to use the skill...
Database->Troops->Select your Encounter->Battle Event (set to your conditions)-> Doubleclick ">@" ->Select "Action Times+" and you can make that playable actor execute a specific action.

>basically to change attack's animation and create one of those command skill like ff6 pray or sketch.
Animations are assigned to specific skills in "Animations" 1(effect) and 2(playable actor) tabs. Unique commands are set up in "Database"->"Battle Screen" individually for each actor by using "Set" command and assigning that specific Battle Command to the actor. Skills themselves are tied to that unique commands in the "Skills" tab under the "Skill Type" drop-menu.
>>
File: file.png (9 KB, 386x214)
9 KB
9 KB PNG
>>3906954
>I don't see any option to make a character does specific skill

Also I don't mean skill animation, I want character to jump forward to attack like in ff game (it's an option already but attack's can't be configurated"
>>
>>3906957
>I don't see any option to make a character does specific skill
Use a separately created dud command for cutscenes that is tied to a specific skill and has similar animations, values and names.

>I want character to jump forward to attack like in ff game
Ah, I see.
>(it's an option already but attack's can't be configurated"
If you meant the jump option like in Set Movement Route command in non-battle mode, it is processed separately and can't be used in battle.
The best you can do is to create a blank pose in "Animations 2" tab, import the actor's spritesheet into the "Animations" tab and lay out a new animation with the character rushing into the enemy frame-by-frame. Will look like your character "jumped from his position" (the actual actor remains in place but is replaced by an empty frame).
>>
>>3906969
>tied to a specific skill and has similar animations, values and names.
so basically recreating the skill with event?

that's it I'm moving back to vx ace or maybe higher.
>>
>>3906981
>so basically recreating the skill with event?
No, you make a copy skill and call not through the regular Battle Command but one created specifically for the cutscene (ex. you want a skill "Bash" used in a cutscene, but if you use a regular "Skill" action only a menu will appear, so you create a separate battle command called "Bash" that is tied to a specific skill called "Bash" and don't implement into an actual command list, but call it in a cutscene instead).
>>
File: soul.png (276 KB, 576x384)
276 KB
276 KB PNG
how did we go from this...
>>
File: soulless.png (254 KB, 576x384)
254 KB
254 KB PNG
...to this?
>>
>>3907134
2003 was the year that started the ear of the grit & the edge. Everyone and their grandmother was blasting Meteora by Linkin Park all day long while putting up eyelinder and cutting up their wrist. Two years later they released Shadow the Edgehog and Twilight Princess one year later. Coincidence? don't think so.
2000 still had that bubbly 90's vibe to it, hence the more innocent cartoony look
>>
>>3907184
>>
>>3907132
I remember when I learned about RPG Maker in 2005, it was very in to make a big deal about how much better the RM2K3 assets looked compared to RM2K. I never felt that way, and ESPECIALLY don't now, so it's nice to feel vindicated.
>>
>>3907134
What is even the point of making new art when the character designs are the same?
>>
>>3907132
>>3907134
Even the 2003's OST does not have the same magic of 2000. RM 2003 users should be euthanized.
>>
5 years of jams...
>>
>>3907646
the jam website hasn't even updated in 6 months
>>
File: 1750903030796723.png (77 KB, 262x192)
77 KB
77 KB PNG
>>3907953
You could say it's jammed.
>>
>>3907967
hang that nigga now
Anyway, I got 2 question related to 2k3

1. Actors can be aflicted with multiple states, right?

2. Why is it that RM2k3 games crash when a skill that inlficts a state gets reflected?
>>
I still think XP had the best music tho
>>
File: 1759317624468762.png (7 KB, 390x104)
7 KB
7 KB PNG
Don't know who needs to know this, but Show String Picture cannot traditionally take variable values for the Spacing and Line Spacing entries (distance between letters, distance between line breaks), but you can do this using Call Command. (You can easily copy+paste in a specific Show String Picture command by using the button that generates the command from the clipboard (this is also how you circumvent Show String Picture's inability to take variables for RBYS, but for different reasons))
The reason it doesn't take a variable is because those two things account for 1 singular value.
A Show String Picture command that has 0, 0 for Spacing/Line Spacing will have a value of "1" in the area of its Call Command entry that deals with this parameter.
It's a simple calculation to decide what that value needs to be for a given pair of Spacing, Line Spacing.
>(Spacing * 256) + (Line Spacing * 65536) + 1
That is all.
>>
File: 1760113663772585.png (40 KB, 791x528)
40 KB
40 KB PNG
>>3908110
And in the call command window, v[10006] is where the parameter for spacing+line spacing is located.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.