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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: No thanks RPGMAKER.png (668 KB, 682x652)
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Post dev progress on your non-RPGMaker games.
How's (You)r game going, anon?
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Decided to not go with rpgm and instead go back to unity and work on a platformer rpg hybrid. A kind anon helped me with the walk anim.
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File: Mongol.mp4 (3.66 MB, 1920x1080)
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>>4086600
Decided to go 2.5D and stuff.
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>>4086345
RPGM games are an instant red flag.
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>>4088567
This is cool, what's it about?
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File: Mongol.mp4 (3.57 MB, 1920x1080)
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>>4090165
>This is cool, what's it about?
Turn based JRPG set in my world. An evil god by the name of Agrippa, who's also a commie is torturing you.
Your goal is to overthrow him and his evil kingdom.
>>
>>4090167
How long have you been working on it?
>>
>>4090226
2 weeks but longer on the models , drawings and proi hopping
>>
Serious question.
But how did you learn these things?
I feel implementation of common (J)RPG features are not that trivial:
- save file and save systems
- grid-based dungeon crawlers
- text box for multiple languages
- and other stuff that is expected in an RPG
And so on.
Computer graphics books are mostly about triangles and light and rendering. They don't give a fuck about 2D stuff and menus and GUIs.
>>
>>4090167
Dont every buy no weed from the gas station
>>
>>4090625
I tell claude to explain things to me like I'm a retard. Currently in the process of building an RPG as a codeless monkey.
Also for dungeon grid generation I found a tutorial on youtube that was okay.
https://www.youtube.com/watch?v=yl4YrFRXNpk
Text boxes should be done with a plugin unless there's a good reason to build something yourself. Same with localization. In godot for example there's dialogue manager.
As for UI, Godot's control nodes are kind of fucked up but it's not like you have to make things from scratch. Most of it is relatively simple code and wrangling things in the inspector. Lots of trial and error though.
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File: moreguys.png (7 KB, 760x280)
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mon designs
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>>4091420
neat
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Working on a new spell for this dude for my SRPG, Shieldlinked. Grab a dude, pull him to you, burn the tiles he's pulled through. This dude also has a spell where he can dash across tiles and I thought that perhaps it would be cheesy to allow the player to have him dash onto a mountain, grab a boss, pull them into terrain they can't leave, then dash away. Then figured if a player thought of that and set that up, then good for them.
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>>4091504
pretty cool
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>>4089923
For RPGs, yeah.
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>>4090625
When you have the abstract skills for software development(data structures, formalizing requirements, building infrastructure/workflows, etc.) you can just figure stuff out yourself.
Easiest way to get there is just experience of making software from your job or a long term hobby. Getting there now, I'd recommend just reading a bit about computer science topics every day.

Personally I would say the "business logic" of an RPG is the fun and easy part and you could bang out simple prototypes of every system very quickly, even without AI.

>- save file and save systems
Look up SQLite. It's what your browser uses to store your settings, among many other examples. You can solve so many data issues with a database and it really simplifies many parts of an RPG.

>- grid-based dungeon crawlers
I only use grids for the combat system, but that's one of those things I could just figure out from experience. In the end it's just a two dimensional array that needs to hold a bunch of data on each field. What I didn't know(hexagon math) I could just google, that will always be a thing with such a big project.

>- text box for multiple languages
Got experience with translation systems from my job, so I just used that. Chances are pretty good that your use case can be solved with a webview that then turns all UI issues into ordinary webdev. Many, many programs use webviews because it's extremely convenient and there's an absurd amount of resources out there.

>Computer graphics books are mostly about triangles and light and rendering. They don't give a fuck about 2D stuff and menus and GUIs.
Graphics is probably the most difficult part of gamedev, the field is just absurdly huge. What you need to learn varies massively depending on what your game needs, i.e. stylized retro pixelart vs. photorealistic 3D. The quickest way is too look up games with the look you want and research how they were made.
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>>4090625
>- grid-based dungeon crawlers
https://rpgcodex.net/forums/threads/how-2d-first-person-rpg-dungeons-are-rendered-wizardry-strange-journey-bards-tale.105197/

In general, there is no guide or book or video titled "How to Make Wizardry-style Dungeon RPG". Most threads about this are usually just larpers saying handwavy stuff, something something raycasting, something something separate logic and representation/graphic, something something just use a 3D engine.
>>
>>4090625
>>4092015
Check the past dungeon crawler jams on itch, and somehow extract their codes to study. Or you know just ask them how.
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>>4090625
As long as you're keeping scope in mind, just try to do things in any way you can. I store my saves in plaintext, because I'd rather work on other parts of my game instead of worrying about the "best" way to do something. Give each concept a basic search, try to learn the ropes, but don't overthink.
>Computer graphics books are mostly about triangles and light and rendering
Don't make your own engine. Use something like Unity or Godot, they have plugins for RPG fundamentals. Everything else try coding yourself.
>>
>>4090625
You just need to accept you gonna reinvent the wheel and implement less optimal solutions for common JRPP tasks. Certain things are unintuitive too. For example, at high enough resolution software-based 2D faux-3D raycasting is less efficient than straightforward 3D implementation.
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>>4091504
Good stuff, I've always wanted SRPGs with more interactive elements
>>
i like this thread but i have nothing to contribute as i abandoned all my projects for the forseeable future but i don't want to see it archive so quickly

anyone got vids of their combat system in action
>>
>>4090625
>- save file and save systems
Whether this is easy or not depends heavily on how you organize your game state, how complex it is, what kind of access you need on it (eg do you have multiple processes/threads that might try to write at the same time?).
The core concept to understand and research is "serialization." This means turning your program's data structures into a format suitable for storage or transmission. The best method for serialization depends on the language and engine you are using.

The most straightforward approach that works well in a static-type language is to serialize your game state into a structured binary format. This is usually the simplest and fastest method. The general pattern is to iterate over every struct/object in your game state, convert it to a byte array, and then append the byte array to the save file. (Or construct the entire byte array in memory and then write the whole thing at once). Then when you load the file, you just do the reverse, you reading from the byte array into your objects. You need to know the byte length of each piece of data you have written. If you are using a static language you should have all the type information already. You just need to know the exact number of bytes that were written for each different data type (eg 4 bytes for a 32-bit integer). If you have variable-length objects, you will need to store this information for your de-serializer.

The most common approach seems to be to serialize to JSON. The primary advantage of this method is universality. Most languages have robust libraries for parsing and dumping json. Json gives you a very useful but limited set of standard data types to write your state into: numbers, strings, lists, and objects(maps with string keys). This takes care of a handful of parsing issues, like needing to store/fix your array lengths. But you still need to convert back to your specific types.
>>
>>4089923
You have 0 games
>>
>>4091420
Mirrored soul dev? How's it going are you planning the sequel already?
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>>4101097
m-maybe
>>
>make an RPG in LibGDX
>put myself through living hell tangling with Java, the engine, the shitty fucking IDEs that I fucking hate because the shitty fucking Java LSP is a piece of fucking dog fucking shit
>finish enough of it that I can demo it to people and move on
>Decide to try making a GBA game with Butano and C++ because having cross platform support with controller support out of the box is a massive benefit, not to mention there's enough free 8/16 bit pixel art that I'll never have to touch an illustration program (again, shit I hate doing)
>1 month later: No IDE, No AI chatbots, No stupid UIs to tangle with, no weird ass UI libraries, just a text editor and a compiler
>can vomit some shitty code onto the screen and get errors back that I can cross reference in the documentation

I see why C++ programmers hate web dev and modern programming so much this is fucking awesome. This is the first time in my life I've actually enjoyed programming. Having a compiler spit out errors that actually make sense makes things so much easier. I'm literally just vibing to DJ screw right now fixing compiler errors until some text appears on the screen the way I want it. Yeah I know my code sucks right now. I'm going to move this into a class obviously once I get it working.

Oh yeah another thing I love about GBA programming. Whenever you throw something on the screen at 0,0 it starts in the center of the screen. So you just toss an asset up there, get it sized about right and shuffle it around to where you want it. It's so intuitive.
>>
>>4090625
Oh shit a question I can actually answer
>save file and save systems
The trick is to get the data you want to save into one place and in the simplest form possible. You're always going to want to save player X and Y. their stats, their inventory, spells etc. Now for the last two, you don't want to save actual objects. You want some sort of system to store references as either strings, ints or enums. I personally like to make some sort of data lookup system that acts like a database. The technical details are going to depend very heavily on your engine/framework or lack thereof, but the main thing is to just make a mental note of what you want to save and put it in one place in a format that can easily be saved into a file, and think of a way to turn that data into actual objects to be used by your game system. Do that and save/load will be easy

>grid-based dungeon crawlers
The terms you want to google are "tile based movement" and "linear interpolation" (which is how you get a smooth animation between tiles). I really wish I saved the stackoverflow page I referenced when designing my first one. Also get comfortable with Tiled. The good news about this part is if you are making a turn based game. once you get it working it's the most math you'll probably have to do, and if you have a system that works. It's not going to break becasue of other factors. It's what I like about making turn based RPGs.

>text box for multiple languages
Honestly I'm making my first one right now so I'll get back to you, but the main thing is to seperate your data from how you are implementing it, that will save your ass in the future. Always.
>>
how the FUCK do I make battle backgrounds
god damn drawring is hard
>>
>>4104270
Look for references or mish mash free stuff but it should match your artstyle and palettes.
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>>4101713
I’m reading about this gba development. So many libraries.
But what’s the end product? A ROM that is playable on a gba emulator, and perhaps real hardware? Or can you export it as an independent game?
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>>4086345
Is metroidvania maker any good? Likely not.
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>>4104270
Draw with references is a good way to improve
Also watch this
https://www.youtube.com/watch?v=4cd5kV8hOtY
>>
>>4105362
pyw
>>
>>4104270
there usually isn't much intersection between people who draw portraits and people who draw landscapes (the art terms not turning your phone sideways)

if you look at the credits of most games it's a totally different artist
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>>4105455
I think that's just because asian communities focus on specialization and monetize everything.
>>
>>4090625
https://eldiron.com/docs/building_maps/2d_or_3d/
This sounds promising for out-of-the-box solution. But from experience it will be abandoned or heavily commercialized soon or later.
>>
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Conceptual sprite work for a new area in my game
I've been working on the combat system a little but it's still very early. https://www.youtube.com/watch?v=ZInab-5uFjA
I feel stupid asking but how do you get your recording file sizes so small? I record on the lowest setting and yet my clips are too large to upload directly.
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>>4107962
i like the background but i dont like the -_- face

look at ff6 sprites for how to draw low rez faces
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>>4101040
I actually have over 1,700 games.
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>>4109345
57 channels and there’s nothing on
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>>4107962
don't have an answer to your question but i really, really like your artwork. good stuff.
>>
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>>4086345
Been chugging away on my text based RPG Aura Clash, currently ~7 hours of gameplay but I need to get chapter 10 out soon.

www.auraclash.com/adventure

The main thing I've been working on mechanically is building features into the engine so other authors can use it. Just finished up with a save migration system distilled down to 2 commands, to help people load progress from Game 1 into Game 2. Went around all the passage, engine, and cache data from the save files and instead added a way to export a json file of all variables in the game's final page (injected into the game with just a button), and a second button authors can put in the sequel that can load that variable list and cherrypick which ones they want to load in. This way I can do engine changes without worrying about breaking people's saves between games.
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>>4112021
>aura clash
Played this like 2 years ago. Very entertaining. Keep up the great work brother.
>>
>>4090167
mongol looks cute
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>>4090625
Probably just start making them on your own. Using chatgpt or whatever. Your first implementations will probably be pretty jank, but then you realize that, fix it, and level up.
>>
>>4104270
uv.x += sin(uv.y + time)*w
>>
For now, I've been theorycrafting an rpg with classless builds. I thought of putting the skills that players can select into categories because you don't want to throw a gigantic list at someone. By investing enough points into a category, the player can select higher level skills from that category. E.g: you own 3 skills in tempest and you can now select call halestorm as a skill.
What do you guys think? I want to avoid making a skill tree, and avoid small incremental upgrades such as +2% health per skill point as seen in Diablo clones.
>>
Began making a Solo-Vanilla Wow clone. Kind of like that erenshor game.

Not sure if I'm heading in the right direction with it, but Unity based. The more of it I create, the more of it I realise is just 1-for-1 vanilla wow and I can just host that on a raspberry pi. But I wanna make a really really fun Blue Mage class in WoW and idk how to mod WOW like those private servers do.

prolly just gonna remain as a passion project while i grind out my way to partner at my gay mid-tier accounting job. CUUUUNT
>>
>>4115988
I think it could work if certain companions, quests, or backgrounds give you some freebies in certain categories. So your thief dude starts with +2 in wind (if its all elemental) or assassination or somesuch.
>>
>>4115988
What do you dislike about skill trees and how does your system solve it?
What you describe reminds me of Divinity Original Sin. It has the same core idea, but with a few tweaks that you might want to consider:
>skills learned from books for flavour/gold sink/rewards
>skill ranks give boni like +5% dmg to not feel pointless outside of skill breakpoints
>separate budget for combat and social skills so that social doesn't get ignored

Though personally I think the last point should be ignored and instead everything should have social and combat usage. It would be awesome to have a game where your warrior can use his strength in dialogue instead of just dedicated charisma classes. But in my own attempts I've found this very difficult to do.
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I loves how much more interesting, useful and productive this thread is compared to the RPG ones. Unsurprisingly people here want to and are able to make actual games that are actually interesting and can talk about thow they actually work.
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>>4086345
RPGmaker would be kino if you were able to search the code and find out every stupid place you put something dumb.
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>>4116635
In MV/MZ you can grep through json files.
>>
Finally decided to sit down and vibecode a game I've wanted to make for some time now. Current build has a functional overworld map and enterable towns that bring you to new scenes. Will work on the battle system next and then create sprites for everything(will draw my own of course)
>>
>>4090167
you dabbin on agrippa nigga?
>>
>>4118717
cool scene transition



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