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A place to discuss general game development using RPG Maker or any similar or related game engines.
(YOU)RPGM Jam #23 is currently on: https://itch.io/jam/yourpgm-jam-23-continuation
Don't miss out!
>>
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Welcome to Banal Writing 101, call me senpai.
>>
Im gonna work on my game today.
Right after beating off.
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WE'RE DEVING AWAY

I DON'T KNOW WHAT I'M TO MAKE

I'LL MAKE IT ANYWAY

TODAYS IS ANOTHER DAY TO GO MAKE IT

DEVING AWAY

OH, I'LL BE MAKING FOR MY GAME, OKAY
>>
I dont like setting up new tilesets...
>>
I don't even have one game made. I'm still working on my RPG Maker magnum opus. How am I supposed to make a sequel? Should I take another anon's game and make a sequel based off of that?
>>
>>3933364
A "chapter 2" is fine.

In storytelling and screenplays there's also "scene-sequels". You have scenes where all the action takes place, but characters can't (shouldn't) react to everything. Following that is what they call "sequels", where the characters can digesting everything that happened, which informs them on where to go. Or clues the reader in on motivations.

For example, in a crime show, the most dramatic part is usually the cold open. The characters are going about their lives, maybe having an argument, then out of nowhere...a dead body! That's the scene. The "sequel", is the following investigation. Someone in latex gloves poking the body with a stick while reciting scientific names and police codes. It's basic procedure, but it's not moving the narrative forward. Until they start talking to suspects. Which is the next scene, where they arrest someone. Followed by the sequel, interrogation room. Sometimes you don't even see the interrogation. It comes back from a commercial break. "He says he didn't do it." Moving on...
>>
A sequel to my "One Screen RPG" would be dumb and boring. Because I just crammed all the rpg mechanics onto one screen using the default classes and skills too.

It was more about the process of putting it together, for myself. And creating plugins or techniques to make it faster.
It's good practice and all, but there wasn't anything in it for the player to experience that they couldn't get from any other RTP game.

What I learned was that Rpg Maker's UI is really tedious in some places. Like adding items to a shop. I found the best practice is to keep a shop event that has everything in it. Because it's way faster to delete items than add items.
And that you should probably keep all your shop processing in a common event. Because if you ever add a weapon to the database, you'd potentially have to find all the shop processing events to add that weapon to. Which would mean navigating nested maps and events.
And, adding an item to a shop list isn't the same as adding a database entry. There isn't an "insert new" option, but there is a "insert paste". So if you were to add a sword, you'd have to first add it to the bottom of the shop list, copy and paste it with the other swords. Then delete the sword at the bottom of the list.
>>
>>3933487
Well, it wasn't entirely RTP. I know you said you threw in Succour at the last minute and didn't think very hard on the narrative. I think you could have turned her into an original character.
A sequel would be an opportunity to use her as an actual character, properly ressurected or reincarnated.
People really go for that anthro x human stuff. >>3933000 when goblins were trending, it was all about revenge porn. All the isekai stories back then started with betrayal. There's still some on-going stories on scribblehub. It might be worth looking into, to see how they've been continuing their stories.
>>
>>3933556
I'm not doing a revenge fantasy. I just like making allusions to anime culture. But I know enough about the LitRPG tag on Royal Road to know they have a pacing issue and stop being a LitRPG at a certain point.

In theory, a revenge plot would move towards getting that revenge. LitRPG skill mastery would typically be the means to an end. I mean, you could do something ironic. Say a character levels up [Cooking] and [Poison] to assassinate someone. Then this fails because the target is immune. But they still choke on a grape and die. Kind of anti-climatic, but you still get to the end.
>>
>>3933596
Yeah, web series aren't novels. They tend to just be weekly content. A chapter could just be 3 paragraphs of them giving their waifus a pat on the head.
>>
>>3933624
I've seen some writers talking about doing litRPGs as anthologies. I guess once one character has mastery over too many things it gets boring.
>>
I just bought MZ ask me something
>>
>>3933643
have you changed your tile size from 48x48 (slop, sovlless) to 16x16 (kino, sovlful) yet?
>>
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yep let's see what SigmaSuccor is up to
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>>3933651
so what is he up to?
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>>3933651
no pls
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>>3933726
he did really cool stuff...
>>
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How far can I get with only knowing art?
Can that carry a basic-ass RPGM mechanic game if I custom make every visual asset?
>>
>>3934325
Good art gets people to play your game but you still need either a good story or good gameplay to make it.
>>
Don't cast your pearls before swine.
>>
>>3934383
This thread is consisted of swines
>>
>>3934365
False actually
>>3934325
It can be the entire premise of your game and be more popular than anything anyone else is making, but you have to make your game pornographic. That’s the trade-off, but Art is KING for that reason
>>
>>3934383
I read this as penis
>>
>>3932963
>jam started more than a week ago
>0 progress posted
you guys should really learn to stop making these
>>
>>3934491
I wanna jam it with you
>>
>>3934516
I understood that reference.
>>
>>3934491
It's a fake jam sadly
>>
>>3934571
meep meep
https://www.youtube.com/watch?v=X73gXXFPu1I
>>
1 MONTH 1 DAY LEFT LET'S FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>3933643
Do you like it that it is oversaturated with DLC and other paid content?
Do you like it that they ask money even for the most benign of javascript edits, such as changing the self switch of an event from another event?
- coupled with the demand for credit for that script
- coupled with the opportunity for them to restrict your game in certain ways
- coupled with, even though they just made an edit, according to them you're not allowed to edit their edit.
How do you feel whenever you buy, and you encounter an issue, that you cannot fix it due to obfuscation?
How do you feel that, every time you encounter a problem, the first type of help you get is to find another plugin to solve it, creating this plugin developer dependency situation?

The way I see it: the software is fine, there are just problems surrounding it, including in the eula.
>>
>>3934692
>Do you like it that they ask money even for the most benign of javascript edits, such as changing the self switch of an event from another event?
nta, but if you're too retarded to fire up claude opus to have it vibecode that functionality, you deserve to pay
>>
I've decided to make an hgame for purely myself in my free time. I want to make a battlefuck cg hunter in the same vein as amazonamazon and captain sikorsky's games. I installed mz yesterday and went through the tutorial and am off to a good start but would like to know if there are any resources for making cghunterslop. Are there any plugins or tutorials for making a battle system for hgames?
>>
>>3934596
That vid reminds me of AI somehow.
If it's good enough or looks good enough, nobody will complain and just play the game. They all use the portrait as if it was naturally drawn.
The only one who knows its AI is the developer, hense it doesn't feel the same to them. Thus he runs through the portrait.

However then they realize it was generated art in part, and suddenly it becomes a problem, and thus they would too run through it.
>>
anyone willing to share the visustella mz plugin library? i wanna try some of the non-core stuff before I buy it
>>
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>>3934692
I have no feelings about any of that yet.
>>
>>3932963
I've been experimenting with RPG Maker since 2007 (first XP, then VX, then Ace), and even though I have worked on countless mini-projects, I end up just abandoning all of them. I suppose it's due to the fact that they were all passion projects (with no intention of ever releasing them for a price), but... I see all these cult classics and there's this perpetual regret on the back of my mind that I might have achieved something by now (not that I have any delusions my works would be interesting whatsoever).
My longest running project was a DBZ-Like Idle Game on VX Ace.
Something like Candy Box, but Dragon Ball Z (I always had this grind autism of seeing numbers go up).
So let's see...
>Handling the 'Power Level' progression was my biggest headache. Would training give you XP and increase all your Stats when leveling up, or would you individually train them? Should it be a singular 'Power Level' stat like in the show, or a combination of stats?
>I couldn't decide how simple or complex I wanted the fighting to be, scrapping weeks of progress each time (e.g. using Yanfly's Combo System or not).
>I had no idea how to make a script I had for charging skills work with another script for active-time combat. I tried several other scripts, but I suppose I was too fucking retarded to make them synergize with each other.
>I had an issue with how to present extremely large numbers on the screen. I just couldn't find a script for number denominations online (e.g. 1,000,000 being shown as 1.0m on screen), and had to make a makeshift modification that was only held together with thoughts and prayers (in a time where ChatGPT was not a thing).
Then I kinda shelved it when my main hobby became D&D, and I've been using VX Ace as a generic map/dungeon maker for my table ever since. I've entertained the idea of making small games featuring the characters of my players (for our group's personal amusement), but nothing of value has come of it.
>>
>>3935315
Do you have undiagnosed ADHD?
>>
>>3935366
Nah. I assume I would have trouble with school, college, my day-to-day life and so on if I had ADHD, but no.
>>
>>3935372
Then why are you here?
>>
>>3934953
you either decide the battle system first then hope there are plugins out there to complete the work

or you hoard (free) plugins and assets and decide what to make from there. Japanese rpg maker games (99% porn) usually state the source of used free plugins/assets in the readme.
>>
Speaking of RPG Maker porn games. I think they've broken itch.io content feed. Personally, I don't think it's actually recommending anything new.

Full disclosure. I don't review or rate games. Itch says that's how they make suggestions. But I don't believe them. So the only data they should have on me is my download history, which should be 90% (You) Jam submissions or RPG Maker related resources. But I have a suspicion my "history" is just the first 10 games I downloaded when I joined forever ago. And it never updates.

This tag list is stupid for a lot of reasons. It doesn't even match the recommended games it shows me. Yes, ok, Rpg Maker is in there, good. So then why are the games it's recommending me Platformers and 3D survivor horror games? I'm pretty confident I've NEVER downloaded a 2D platformer before.

And where are all the porn games? An adult male interested in NSFW games? Good guess. So where are they? To be fair, this tag list changes when I hit refresh and I took a screenshot at it's worst. These combinations don't exist. Beloved Rapture is an RPG Maker game with gay characters, but that's on Steam.

Scrolling down further are the "Community Recommendations".
What community? There are a few games made by my friends that I've probably never downloaded from itch. Why? Because I helped make them. Obviously, Itch couldn't know that. It's a wonder it connected us at all, because I don't follow anyone on itch either.
>>
>Waiting for someone prove the system works and they get alternate recommendations.
>>
The Cookie Cutter RM2k3 Jam has an amazing turnout and it's not even over yet.

Of course, the rules restrict you to the preset maps. But it shows you don't need a lot of time or effort to contribute something.
>>
Hello jam status? Progress?
>>
>>3935961
I was about to draw the art asset then I remembered why I stopped drawing a long time ago.
>>
>>3935663
iirc anything with NSFW tags gets shadowbanned so it doesn't show up in feeds/searches.
>>
>>3935984
They were unlisted for a few months last year. That's all. You can search for NSFW games, but I think the problem is "related" tags.
Tags that should be related would be like #NSFW #Adult #Erotic ect...you're limited to 10 tags on a page, but everyone tags their games differently. If you're just searching for #NSFW you're missing out on a lot.
Because the system obviously doesn't see these tags as "related". Some people only use a few tags, so you have to explore each one individually to find hidden gems.

Meanwhile there are other tags that shouldn't be related, but for some reason they are. For example #No-AI is a new tag. But guess what the related tags are? #Artifical_Intelligence.
So you click #no-ai and get #AI results. Lol. That's got to piss someone off.
>>
>>3934692
> (me)
omg...
> https://www.reddit.com/r/RPGMaker/comments/1rgaitx/please_tell_me_how_to_make_the_background_of_the/

Even AI recommends plugins to solve a simple issue. I realize that it is trained on public posts, but sigh. Why is this the default?
>>
>>3934918
It's literally just
var key = [mapId, eventId, selfSwitchCh];$gameSelfSwitches.setValue(key, newValue);
>>
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>>3934692
Ok then what is the best rpg maker to make a game in?
>>
>>3935315
Lets say you use Variable 0003 for storing X-San's power level. It's currently set to something crazy: 123343564
Keep a second variable empty (variable 0004 will be used in this example.)

Script:
var = $game_variables[3]
division = 1
if var > 1000000
division = 1000000
mark = "m"
elsif var > 1000000000
division = 1000000000
mark = "t"
elsif var > 1000000000000
division = 1000000000000
mark = "qd"
else
mark = ""
end
$game_variables[4] = "#{ ($game_variables[3] / division ).round(2).to_s + mark}"
Then create a show message window and display variable 0004 in it.
>>
>>3936273
Just make a game in whichever one you want to make it in.
It's not important which you make it in. All of them have issues. MZ is just oversaturated with a stupid community; that's the main problem. The software as I mentioned is fine.

If you want to actually learn game dev, it's recommended to go old school, 2000 or 2003, since it gives you a better understanding on game dev than the modern more hand-holdy ones. (the lack of handholding makes editting base things easier)

With MZ, there is so much handholding that you cannot easily edit things, you need to actually integrate your edit into their script system so that it is properly loaded. This is a problem. VX Ace is easier since ... any and all code is simply read and run.

The problem with VX Ace is Windows.
>..>; not VX Ace, but windows is the issue. I only discovered 3 bugs in VX Ace, and none of them were the F12 reset key. I don't think this is 'bugged'. Instead, I think others cannot code around it, or are lazy since copy pasting the thread content is easier. No- they're minor.

MZ is easiest to work with basically (from the interface at least), it's harder to code with than vx ace or earlier versions.

Also
>>
>Also
I forgot what I wanted to say. Meh- Back to the other guy.

>>3935315
Charging skills:
Event commands
Game variable 0005 set to 0
Loop
Conditional branch, if button C is pressed.
Game variable 0005 + 1
Else
break
use that in your damage as multiplier (or part multiplier)
You can also in between do "if variable 0005 is greater than x" to give the enemy a turn
(you need to set another value, that you will also need to check later; so it only happens once)

You can create an Experience system using game variables as well.
Also if you want to set a the value 12.72 to a variable, use script. Just place 12.72 there. When you use set it will round it to 12, very annoying.
Set is the same as =, except that it allows everything, including words.

Anon, you're not weird, just too impatient to read code.
>>
>>3935315
>>3936284
I should mention that you can totally do this with just event commands, but it does get more bloated and will require more game variables.

Variable 0005 set to 1
Conditional Branch variable 0003 is greater than 1000000
Variable 0005 set to 1000000
Variable 0006 script "m"
Conditional branch variable 0003 is greater than 1000000000
Variable 0005 set to 1000000000
Variable 0006 script "t"
etc.
Variable 0007 set to Variable 0003
Lets say you want two decimals
Conditional branch Variable 0004 > 1 (disable Else)
Variable 0004 divide by 100
Variable 0007 divide by Variable 0004
Variable 0008 set to Variable 0007
Variable 0008 divide by 100
Variable 0008 times 100
Variable 0008 is Variable 0008 - Variable 0007
Variable 0007 divide by 100

Show Message
\V[7].\V[8]\V[6]
>>
>>3936313
> Conditional branch Variable 0004 > 1 (disable Else)
> Variable 0007 divide by Variable 0004
fuck, I meant variable 0005, not 4

Actually I fucked up more since 4 is now unused, but whatever. Anyway, using Script is easier and less uh.. clicky clicky.

I'll let others post.
>>
I adore shonen battle anime. But it was never very satisfying to write. I couldn't explain why, I just wanted more depth.
But now we have people analyzing AI writing, and criticizing "writers who don't read". Those comments might be circling the problem.

Basically, people don't read for entertainment anymore. They read to extract information. They don't process emotional sentiments. They aren't moved by metaphors or allegories. They want blunt acknowledgements. And that's basically what shonen anime is.
>He's fast!
>Nani?!
>*Life affirming quote to be invalidated 900 chapters later*
>>
File deleted.
Fat chance but can anyone help me by making the code in this post (The first) one as a plugin?
https://forums.rpgmakerweb.com/threads/srpg-engine-mv-plugins-for-creating-tactical-battle-system.110366/page-152#post-1401521
Basically this is an SRPG based demo on RPGMAker MV.
This code allows you to display a battle forecast screen like FE.
This demo has almost everything I need but this and maybe full body portrait display when selecting an unit.
>>
>>3936478
Sorry wrong pic.
>>
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>>3936478
anon you are in rpg maker thread... also shouldn't be too hard if you know how your battle system's code works.
>>
>>3936521
I dont.
The demo is a bunch of plugins just to make an SRPG but it's kinda basic presentation wise so wanted to implement this code for a battle forecast like pic similar to Fire Emblem.
>>
>>3932963
If I steal FSM assets from other games without paying would the asset creator even be able to know?
>make your own if you don’t want to buy it
No
>>
>>3936581
No, asset stealing is the soul of rpgm.
>>
>>3936581
maybe if you are only planning for making shitpost games or weg. I remember seeing some weg dev using a thug's sprite badly recoloured with bucket tool, though with weg dev it's probably they are stealing it directly from other game instead the actual asset creator.
>>
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>>3935969
>>
>>3936576
cute
>>
>>3936601
I hate writing. Writing is rewriting, they say. But I don't "rewrite"; I "overwrite".

I start with 2 characters in a white void. Map0. Will I flesh out the details later? No. It's a legitimate place now. And how about the characters? Are they fully realized people with backstories and motivations? No. I decided a character should be depressed, so they became an anthropomorphized allegory for depression. Because I am a genius. I'm so smart I make problems I can't solve.
No time to explain! Take depression's hand. Adventure awaits!
*roll credits*
>>
>>3936729
anon, just make a gameplay based game. Design a couple of areas to travel through and make going through them interesting through mechanics. Work on the combat system (or use the defaults, idc to be honest). Make a small game.

Stop writing. Game making and book making are different things. Games don't need lore.
If you really need to give your characters reasons to travel through these stages at all you can find something later. Like- the most memorable games throw you into shit without explanation anyway.
>>
>>3936601
I will start tomorrow.
>>
>>3936824
Creating characters is kind of the backbone of rpgs.
>>
>>3932963
Has there been a port of the default assets of RPG Maker 2003 to RPG Maker MZ?
>>
>>3936932
Someone on the forums did that but they said it looks like shit
>>
I've been exploring the new maps from the 1.10 MZ update. There's a lot.
It's kinda funny they still haven't fixed the "daggars" in the database
>>
>>3936824
>gameplay based rpgmaker game
Anon... people don't play rpgmaker games for the combat
>>
>>3937171
People like BS combat enough to do SL1 runs of it
>>
>>3937224
Pedophiles like it because it depicts children in sex acts, I sincerely hope you arent a regular in these threads youre not welcome here
>>
newfag or bait?
>>
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Weird, was pretty sure changing title BG is part of default eventing's capability.
>>
>>3937425
You can temporarily change the title screen background with a script call during runtime.
>$dataSystem.title1Name = "Bigtree"
Assuming "bigtree" is a file in the titlescreen img folder.
When you deploy your game, be careful of excluding "unused" image assets. Likely, it'll exclude all the titlescreen images that aren't set in the database's system tab. It's not going to think to look for filenames used in script calls.
>>
>>3937430
it's not gonna temporary thing though
>>
>see 30 new rpgmg posts
never a good sign
>check thread
sigh
>>
I have idea for the opening of the game and the ending part. Absolutely 0 clue on how to connect those together. What now?
>>
>>3937537
Ask Sweet Baby to be your narrative consultant.
>>
>>3936967
Where is it? Did anybody make a better version?
>>
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How do you make a D&D style stat progression where stats are tied to actors not classes and you can chose where to allocate them on level up.
Also any D&D like systems easily adaptable to RPG maker?
>>
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>>3937672
Even commands, tab 1 has [Change Parameters] where you can change actor's parameters by variable.
>>
>>3937537
Trust the process.
>>
Give me something to look forward to.
>>
>>3937721
WW3 is just 2 weeks away
>>
>>3937759
TWO MORE WEEKS
>>
26 more days 12 hours 31 minutes
https://itch.io/jam/yourpgm-jam-23-continuation
>>
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>>3937721
I don't have anything to hype. Prepare for another level grinding session with Project Defaults.
>>
>>3937800
me on the left
>>
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>>3937716
I don't know what I'm doing
>>
me neither
>>
>>3937537
Ask Chat chippytea
>>
>>3937537
>>3937872
don't. ask claude or gemini. chat skibidi sucks
>>
Is there anyway to grab free copies of paid plugins? I don't want to spend $22 to fuck around with a plugin in a game I won't release
>>
>>3938031
Read the comments. Chances are, whatever the function is, there's an event tutorial from 20 years ago that does the same thing.
>>
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>>3936478
>>3936478
to make this a plugin, you have to:

Make a file with the extension .js, as an example (MyPlugin.js)
Splat the .js inside the folder
your-project/js/plugins/MyPlugin.js

RPG MakerMV parses the comment block at the very top of the file for:

description (@plugindesc)
author (@author)
parameters (@param)
help text (@help)

so the inside of the plugin file will look like this:
/*:
* @plugindesc v1.0 description of what the plugin does.
* @author anon
*
* @param EnableFeature
* @text Enable Feature?
* @type boolean
* @default true
* @desc Turn the whole feature on/off from the Plugin Manager.
*
* @param Some Number
* @text Some Number
* @type number
* @min 1
* @max 999
* @default 42
* @desc Example numeric parameter.
*
* @help
* ============================================================================
* MyAwesomeFeature
* ============================================================================
* This text that appears when the user clicks the Help button in the Plugin Manager.
*
*
* ============================================================================
* Plugin Commands
* ============================================================================
* MyPlugin start # Starts the feature
* MyPlugin stop # Stops the feature
*
* ============================================================================
* Change Log
* ============================================================================
* v0.1 – I don't know what I'm doing
*/

try it.
>>
Is there a good way to prevent duplicate area display name popups in VX Ace?
I.E if theres 2 rooms named SEX that connect to 2 rooms named AGH I would want going from either SEX or AGH to display the name popup but going from SEX 1 to SEX 2 not to display it
>>
>>3938411
just disable the name display
>>
>>3938474
That would make going from SEX to AGH or vice-versa not have a display either though
>>
>>3938501
It's a simple event command in front of your the transfer command. It's either on or off.

What aren't you telling us? That your transfer command uses a variable map Id? Or it's called from a common event that doesn't know what map it's on?
You just need to evaluate that with a conditional branch.
>>
>>3938411
Find the script where the map name is displayed. This appears to be Scene_Map.post_transfer where it does @map_name_window.open.
Pick a variable to hold the previous map's name, say $game_variables[400].
Check if $game_variables[400] equals $game_map.display_name and only open the map name window if they are different.
Finally store $game_map.display_name back to $game_variables[400].
>>
>>3938611
This seems to be working just how I wanted, thanks anon
>>
every tileset kinda suck except fsm ones…
>>
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>>3937903
Claude is kind of obsessed with building web apps. Like, I just need a wall to talk to. To work out my priorities. And Claude is like.
Please let me make you a schedule planner.
And I'm like "ok." thinking it's just a list. And then it spits out this web app. It's cool to look at, but not very helpful.
>>
>>3938762
MZ tilesets are hot garbage. Especially the scifi set. Every time I look at it I see something out-of-place.

You know? A tileset is named INSIDE but it's full of things that belong outside. Like railroad crossing arms.
>>
any rpgmaker crpgs other than the two I'm thinking of?
>>
>>3938919
Yeah
>>
I need new mechanic for the jam's game...
>>
>>3938919
I was unaware there were any rpgm crpgs
>>
>>3938991
Alxhemy. Human Transmutation. Nudejitsu.
>>
Is there a way to play MV MZ games on an IOS device that does'nt reqire me to pay for shit?
>>
>>3939046
Besides the obvious?
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>>3939061
Obvious what?
>>
>>3939067
Mv and mz were made for browser games. Play them in a browser.
>>
>>3938991
Gather the gloinks!
>>
I think I saw a fan game for The Amazing Digital Circus, that might have been rpg maker. Dunno if it's an rpg though.
>>
*yawn*
>>
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I had a dream in the shower, a phoenix point CRPG made in rpgmaker
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>>3939162
The next episode releases on the 20th. So if you're using that as inspiration, you'll have a week to submit something before the jam ends on the 28th.

Also, I don't think there are any RM fan games of it. Not even character sprites.
>>
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Are there any rpgmaker games that do interesting things with the combat UI similar to this? for inspo
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still no screenshots or progress.
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>>3939854
Take your time. You've still got like 3 more weeks.
>>
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https://openai.com/index/introducing-gpt-5-4/

>Tactical RPG created with GPT‑5.4 over multiple turns, using Playwright Interactive for browser playtesting and image generation for the game’s visual style, characters, and thematic asset set. The game features turn-based combat on a grid map, with systems for movement, actions, positioning, and encounter flow, alongside a presentation layer refined through iterative UI and shader work. Image generation was used to create characters and Playwright was used to validate the interface, inspect and refine UI behavior, and support iterative edits as the game’s combat, visuals, and overall feel were tuned over multiple rounds.

Is AI the future of "maker" style engines?
>>
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>>3939854
I've been getting some real steady progress going with my CBS. It's still barebones as fuck, but I'm really gaining confidence the more I work on it. I'm working on the actual UI next, so you may get to see screenshots soon that are actually interesting. Progress until now has just been nothing but event coding, which makes for really boring screenshots (look at picrel to yawn)
>>
>>3939862
I don't believe you
>>
>>3939866
You don't have to believe me, its a quote from OpenAI's blog. You can choose to believe or not believe OpenAI. The TRPG is the only example without an included prompt.
>>
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>>3939854
I told myself I'm gonna do something more story-like but I haven't even decided the story up until now.

Managed to replicate MGQ paradox's time stop effect with ATB tho
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>>3939874
fellow mog motion enjoyer
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>>3939886
cute
>>
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trying to figure out my environment and character styles
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>>3938764
copy&paste your post into the chat window. claude should pick up on what your gripes are.
>>
>>3939874
I think the most story heavy game we've gotten was part of a 2 week jam. There was no way they made it in 2 weeks by themselves from scratch. I think they admitted that, idk.

It was more of a visual novel with only a few maps. But it had around a 20,000 wordcount. That's like an 80 page novella. Not impossible to do in 2 weeks, but time management wise that's realistically a dedicated 3-5 hour writing session to hit 3000+ words daily for a week. On top of mapping and eventing the scenes. Revising. Proof reading. Testplaying.

Most jam games are well under 2000 words. Something you could do in a weekend. There are tools that can convert a text document into message commands in seconds. There are text editors with features that can increase WPM (words per minute), but ultimately it comes down to the type of writing.

With item and skill descriptions. Some devs have a mind to be informative. "Targets all enemies...Fire damage...ignores defense." Other devs aim for world building. "A sword technique used by swordsmen of swordlandia.
>>
>>3939864
>map event calls
uh oh...
>>
>>3940033
Yeah, I'm doing it all in a map before I port everything over to Common Events. Means I don't have to do so much reorganising if I change my mind.
>>
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>>3940045
I've never seen the benefit to using map events when it just creates more work in the end. There are performance concerns to consider as well for map events even though per-frame mode largely allays them.
The newest versions of Maniacs even allow you to call CEVs based on name with string variables, though I haven't upgraded to that yet.
>>
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>>3940072
>Maniacs even allow you to call CEVs based on name with string variables
And with just raw string inputs apparently. I feel a bit silly now, I guess the next thing I'm doing now is moving everything to Common Events and setting everything like this. Now the only thing I have to worry about is if I ever decide to rename an event, which I shouldn't have to but I'm incredibly indecisive. Thanks anon.
>>
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I just realized my 2k caterpillar system shits itself on looping maps. Whenever I cross the part of the map that loops, my two followers just fuck off running to the other side of the map, which makes sense since its a coordinate based system and my protag go from like x=0 to x=150.

Now I have to choose between having cool yume nikki-like looping areas or having a functioning caterpillar... I'll go with the second as it's still more important to me, but what a bummer man, I'll have to rethink a lot of areas now, unless I somehow find a workaround with the way the events work.
>>
>>3940155
interesting
>>
>>3940155
How does your current system work to even have that happen? Last I read up on caterpillar systems, the way to do it was to track player movement tile by tile and store their facing direction in an array of instructions for the followers to react to when the player moves. That should be compatible with looping maps since it's exclusively tracking the path the player takes.
>>
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>>3940155
Simply an issue of skill.
>>
>>3940242
rm2k3doubters our response?
>>
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>>3940241
I got it from an old tutorial. It's basically one event for positionning and then how many event per characters you want as followers. See picrel.
>>3940242
Nice what the hell. Is that the system from YADOT? I need to sit down one day and actually try it out if it works better than the one that I have.
>>
Did you work on your game during the site maintenance?
>>
>>3939854
I've been playing ToonTown with /vm/ and couldn't dev.
>>
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is it common nowadays for games to just be all-parallax?
>>
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>>3940392
In the absence of the Maniacs Patch, your best bet is probably to put only what is absolutely necessary into map events and route stuff through commons as much as possible. If you were using Steam 2k3 at least, I'd advise how you can exploit a feature where a CEV that calls a MEV acts upon the last MEV in the call stack (e.g. a CEV that gets information "This Event", when placed inside a MEV event page, will get that info from that MEV or make changes/movements/etc to that MEV). You can imagine how this would save effort by allowing you to route whole parts of the process into it so that you can just write the code once and have it work for all subsequent events. (e.g. "Change Graphic" being able to apply to the currently-acted upon MEV)
I think one of the big issues in general with Dorahoko/Caterpillar/whatever is that people often tie them to events that -have- to be there instead of coming up with a more flexible way (e.g. having some variables where you store the event IDs of the moving events).
In the case of your eventing, I think you should reconsider the way you're detecting movement and updating positioning since realistically, you just need to check twice. Once before, once afterward.
>>
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thoughts on this vibe?
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>>3940798
the "these two pixels are your character" """""artstyle"""" is lazy, uninspired and fucking ugly. If you don't want graphics for your game, why not just do it entirely text based like fucking Zork? Stop with that shit. It's fucking ugly and stupid looking. Not cute like in some kind of lolretro hipster shit kind of way. It just looks like you don't know what you're doing and you think you can hide it by just reducing the resolution. It's fucking ugly in a tacky way. It looks fucking TACKY.
>>
>>3940806
it was fine in noita
>>
>>3940806
well if you hate it then I know I'm onto something great
>>
>>3933000
Banal writing often uses extreme concepts to mask a lack of depth. By leading with words meant to trigger a strong emotional response (like the specific term used in the text), the writer is often attempting to create "edge" without doing the heavy lifting of building tension or an interesting plot.
>>
>>3940798
You do you, but I personally hate that Superbrothers Sword and Sorcery style. I just associate it with pretentious schlock.
>>
>>3940798
not necessarily offensive to the eyes (personally) but it's very generic pixel indie title
>>
>>3940798
garbage
>>
>>3940845
let's see yours
>>
>somebody posts something they've worked on
>thread gets 10 new posts immediately to shit on it
stop bumping these dogshit generals already lol you people are miserable and deserve the lack of activity
what a bunch of fags... sad!
>>
>>3940798
Sex with top left
>>
>>3940886
>you people
*one schizo keeping this thread alive because hes banned from the official forums
>>
>>3940798
It's good but it would work more on a platformer not a top down rpg game.
>>
>>3940915
Is that why the forums are dead?
>>
>>3940915
Who did they ban this time?
>>
Does a remake count as a sequel if i add a continuation
>>
>>3941020
Sounds reasonable.
>>
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>>3940915
I don't even bother with official forum anymore. Do you know that some script calls in those forums are just plain wrong?
>>
>>3941032
Maybe they're trying to sabotage those "ai training bots". Lol.
>>
>>3932963
Any ideas on how to implement a Betrayal at House on the Hill style random rooms?
>>
What do I need to make a porno?
>>
alright fine, i'll attempt to make one. i've had this on my steam since forever ago...
>>3934692
>RPG Maker MV Ace
... how do i get more scrips and stuff
>>
>>3941214
Good porn
>>
>>3941264
I'm listening.
>>
>>3941278
Good porn, lots of it.
>>
>>3941214
functioning hand and eyesight, you don't need anything else
>>
>>3941229
You gotta google. VXA came out in 2012, so most of the scripts for it are scattered across blogspot, phpbb forums and github. Lots of dead links, but almost zero paywalls because nobody was trying to monetize and grift 100 lines of ruby in those better days.

Sucks that some stuff is lost, but also it's dead easy for Claude/ChatGPT etc to build you new scripts for features you're missing or can't find.

>using Ruby 1.9 make me a RPGMaker VX Ace RGSS3 script that does thing...

You still need to read the reference manual and understand how the engine works or you'll never know what you're changing or why something doesn't work after the LLM inevitably hallucinates, but it's still pretty useful.
>>
>>3941229
>... how do i get more scrips and stuff
reading readme
>>
>>3941326
I'll also add I've never seen an obfuscated VXA script and all projects can be decrypted (with an obvious tool) and opened in the editor. If you like what a game is doing, open it up and have a look at what they used.
>>
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the shit tilling is not too noticeable right
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>>3941229
>MV Ace
yeah exactly. That is what MZ basically is.

MZ's scripts can be found on itch.io and in the list of dlc. Non paid options can be found on japanese and chinese fora. SigmaSuccour has an XML with various scripts and 3rd party locations. For MZ it's an extremely good resource.

MV... not as good, but the process is the same.

For Vx Ace, Vx and XP, ... people basically let their blogs die out. Other sites just decided to invalidate links or stopped working. Jasmine (archeia) saved a couple on github and licensed them under a different license without the original owners permission, but alas.
You can find a number on RPG Maker Web.
rm2k is dead. The forum works, attachments do not and they didn't bother to put their scripts on the forum as text or upload it to a pastebin. so- great works gone.

Anyway, good luck searching.
There was a guy who created a tool that converts RGSS scripts into JavaScript for use with MV, but it's janky. Still it might be interesting as well.
>>
How do you start a story without resorting to >MC is waking up
>>
>>3941489
With "..."
and then you let the player explore the rooms.
>>
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>>3941489
The MC gets hit by a truck and dies first.
...and then they wake up in another world.
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Thoughts?
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>>3941657
It's, uh, a map with a couple of doors and chests.
Are we supposed to be impressed by something so basic?
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>>3941657
Left if it’s supposed to be a safe zone. Right if it’s supposed to have enemy encounters or traps.
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>>3941675
nope
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>>3941657
take your meds
>>
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>>3941657
It's the same picture
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>>3941657
the chest on the left should led to the game's strongest superboss.
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>>3941745
correct
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>>3941745
wrong.
first one is linear while the second is linear with sidetrack.
>>
Questions:
1) Is there a quick and easy way to see what a tile looks like in engine without needing to paste it to a properly sized sheet and do all the export bullshit
2) how do you make decent looking tiles of things that don't have obvious easy textures to them? fancy rugs or stonework is kind of easy but things like ice or magma are troublesome.
>>3941366
it looks fine. maybe you could detail the tile edges to give them a bit more depthif that'd fit your aim
>>
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>>3941961
I saw something like this somewhere but can't remember
>>
>>3941657
I initial thought was "Who would purposely design rooms like that in what fantasy world?", like... have you considered the lore behind these rooms in your game?
My second thought was "pervert", because I assumed you just made them for no reason other than to get reactions.

but then I looked at the reactions and was surpised that no one even seemed to notice.
That said, maybe we're simply over exposed. I mean these kinds of jokes were never funny and now they're just tiring.
>>
>>3934325
Art can get you pretty far, especially if you show off your game with screenshots/video. RPGM is pretty simple engine wise so if you learn the basics you should be fine. Story is what holds the weight of your game though.
>>
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>>3941961
"what it looks like in engine" is a bit vague. Do you mean, what does the tile look like when looping without having to import it?

In Krita, this button circled up top causes the editor to live preview as tiles. Copy and paste a single piece from your sheet into a new image and just hit that button to test it. there's probably a bunch of pixel editors that have a similar convenient button but I do all my pixel slop in Krita so I only know that one.

Do you mean something else?
>>
>>3942218
What the tile looks like when looping and what it looks like at the in-game resolution. I feel like 100% zoom in aesprite doesn't quite look like full res in rpg maker even when looking at a file the same res as the game res.
I'll try with krita.
>>
I accidentally deleted a project file containing over 300~ unique animations somehow and couldn't find it anymore, so I spent like 6 hours trying to get it back from the original source using google and even begging AI to search for it (I only remember it's an old, dead japanese blog).

but now I realize, do I really need those custom animations?
>>
>>3942665
>do I really need those custom animations?
How should we know? We don't know what you are making.
>>
>>3942665
Custom animations add SOVL if theyre not kuso, but its not a big deal for whether a games good or not
>>
>>3942993
even kuso adds soul
>>
>>3941657
It's gonna sound stupid but the one on the right "feels" bigger, building wise. Left is a small inn or hotel, right is a castle or other grand building



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