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Devhell Edition
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+Showing all 361 replies.
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>>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.
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Someday maybe
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I'm slowly getting there. Working on figuring out scenarios while doodling tiles for areas.
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>>3903787
Made my first NPC item seller with some extra dialogue.
Now I just need to make the items for him to sell, lol
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I need a second opinion on this, do the icons look better with or without a background?
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>>3904266
Haven't you been working on this a long time?
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>>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.
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>>3904266
What happens when you ask for a discount?
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Is there any good examples for level designing that I can use as reference?
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>>3904360
Thanks, I wasn't really sure about what to choose.
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>>3904369
Wild Arms
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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.
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Can we talk about srpg studio?
It's on sale and I am interested in trying my hand at it but have some questions.
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>>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.
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>>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.
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>>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.
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>>3904463
It doesn't even have porn you stupid little faggot, bitch about coomers in the BS/Sequel threads instead.
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>>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
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>>3904463
it's not porn + im gay and not interested in girls sexually at all
retard
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>>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.
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>>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.
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>>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.
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>>3904443
rpgm users are not devs
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>>3904643
engine is engine
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>>3904495
I guess I was hoping for his answer to be a little more droll.
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>>3904646
event "code" is not code.
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>>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?
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>>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?
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>>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.
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rm2k has the most kino RTP aesthetic out of all the rpg makers
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Hey bard quest's dev. I think you screwed up the event that triggers zombie ball(?) boss.
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>>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.
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Take your meds schizo-kun
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uhhh where's the promised jam?
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>>3904763
Just updated the game and it should be fixed now.
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>>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?!
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>>3904845
I already beat the game... though I think I missed the charm quest?
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>>3904850
That depends on your personality.
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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.
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>>3904924
Forgot image
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>>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
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Does anyone know any ABS syle games made with 2000/2003? Looking for some inspiration
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>>3904927
Just looks like a picture overlay. No plugins needed for that.
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>>3904976
I don't know what ABS style is.
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>>3904980
non-turn based battles

Zelda combat that kind of thing
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do you still believe
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>>3905054
There's nothing left to believe. Full extent of the jam is 1 (one) submission. It's over!
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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
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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?
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>>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.
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>>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.
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can I render 3d space in orthographic view and then put that 2d image over collision tiles, for the map?
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>have dream game
>no skills to make it a reality
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>>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)
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>>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.
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>>3905336
and what's keeping you from turning that 3d space into spritesheet?
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Alright I give up on vx ace. Mz or 2k3 with maniax patch?
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>>3905469
They're all the same.
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>>3905469
mv if you want to pay for stuff, maniacs if you want to make it yourself
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>>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
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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."
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>>3905389
Don't make your dream game, make like, a single room from your dream game.
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>>3905681
Don't make your dream game, make the game you absolutely despise on a fundamental level and learn from that experience.
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>>3905688
My religion doesn't practice "hate".
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>>3905690
Practice? We're all professionals here, anon.
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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.
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>>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?
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>>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.
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>>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.
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>>3905719
For me, it's Interstella 5555
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Anyone know how to do animated enemies in 2k3? Like, fully animated with idle and attack animations?
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>>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.
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>>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.
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>>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.
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>>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.
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>>3905754
I think that's the problem with true science-fiction. It's suppose to be speculative, be eventually it's just "wrong".
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>>3905756
what about the artist for 2k3
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>>3905756
do any of the arist for the makers still do stuff?
What else have any of them done other than RPGmaker?
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>>3905717
>>3905719
>>3905750
>>3905754
>>3905756
samefag schizo talking about his slop again. Sad!
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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.
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>>3905816
How do we get it back, bros
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What interesting skills would you give to a character/class that has super senses?

Besides the obvious Accuracy/Crit bonuses.
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>>3905826
Weakness to blinding effects and sonic damage.
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>>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
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>>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.
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>>3905816
>remember the biggest flop you ever made?
th-thanks
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>>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.
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>>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).
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>>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?
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>>3905716
good idea, it could be done with maya AOV for that if I can get it to work, ty
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>>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
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>>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.
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>>3905837
the last post in the secret /vrpg/ dev discord is from a year ago...
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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
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>>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.
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>RMW "double-posting"
>RMW mods using alt accounts
Reeeeeeeee
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>>3905812
No.
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>>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.
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Is RPGmaker just for porn?
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>>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.
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>>3906020
If you started using a trip, I'd greatly appreciate it so I could filter out your posts.
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>>3906043
But everyone else will still call you schizo. Unless there's something you'd like to confess.
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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.
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>>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.
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>>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"
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>>3906095
Post the game and I'll play it.
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Not sure if double-standards or new-bait.
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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
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>>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.
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>>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.
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>>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!
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>>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.
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>>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
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>>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.
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>>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.
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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.
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>>3906206
new schizo-kun post just dropped!
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make sure to gets lots of sleep and have a healthy diet!
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>>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?
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>>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
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>>3906226
FUCK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Cant find an Asian Tileset pack that's free
Goddamnit
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>>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
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>>3906637
I don't know anything about Kirby but I'll play it anon : )
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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.
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>>3906637
Anon I played your game and I think you should take your meds
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>>3906618
Why not make it yourself?
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Should I try making an action rpg via hendrix plugins or stick to turn based?
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>>3906819
Hendrix, if you can get it for free.
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>>3906851
I bought the beginner bundle. I just have to get off my lazy ass and properly use it.
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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.
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>>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.
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>>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.
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>>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).
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how did we go from this...
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...to this?
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>>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
>>
>>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
>>
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.
>>
>>3908110
And in the call command window, v[10006] is where the parameter for spacing+line spacing is located.
>>
>>3906135
i am writing a entire series of plugins to be able to interface between $gameVariables, $dataEnemies and $gameEnemies (or however they are in the docs) -- it is definitely not anywhere close to a use case anticipated by the developer of any rpgmaker
>>
>>3908281
To do what exactly?
>>
Is "toggle animations" a good QoL feature to add to the stock battle system? I know players love text skip. I've played games made with the default battles for decades and rarely thought "I wish i could skip most of the animations" but maybe I'm too old because I've noticed a few people mention it when reviewing other games. What about you? Would you skip all animations if you could?
>>
>>3908743
As a playtester I'd like as many Fast-forward settings as I can enable.
>>
>>3908743
rpgm animations are already pretty short. No point in that unless you plan on having long and elaborate animations. I do want a skip battle toggle though.
>>
How do you balance the character that gets his skill sorely from equipment? (skill is gone if the equipment is removed, other character learns skill naturally).
>>
>>3908768
Depends on their role.

DPS? You balance that equipment+skill by the closest boss plot-wise, calibrating numbers by how many turns you want that fight to take.

Tank? Work backwards - take the final boss, check how many attacks it takes that boss to bring that character down and calibrate/modify skills accordingly. Then, move to the major boss before that and repeat. And so on and so forth.

Healing? Same as tank but for healing numbers and account if the boss uses primarily AoE or Single-target.

Buffing? Easiest to balance. Start with Separate equipment pieces for each buff type. Add additional pieces that combine two effects. Add Duration/Effect increase on the next set (some can give no skill at all). The final set of equipment gives extremely strong version of the regular buff at the cost of some form of drawback.

Debuffing? If they don't work on bosses, repeat the DPS route but lower a bit of damage in exchange for a debuff most appropriate to enemies of that area. Do they work on bosses? That will require more work. Your task will be countering that boss's mechanics directly with equipment/skill combo, so you tailor equipment pieces to them individually (boss does a 9-hit flurry of attacks? the equipment piece has a flat damage reduction coupled with a skill that gives a 15% miss chance).
>>
>>3908766
>a skip battle toggle though.

You mean run?
>>
>>3908820
Yeah, except it also gives you exp and item drops.
>>
>>3908589
like i'd tell you....you just want to steal my idear
>>
Post games
>>
>>3908845
It's interesting. Battles aren't certain victories and even the ones that are practically impossible to lose are a deliberate drain on limited resources (health/mana/recovery items etc)

If running is already a guaranteed escape, then sure it makes sense to optionally toggle the random encounters with repel consumables or even a menu option or whatever, but how do you balance a "auto win" option?

Do you mean take the auto-battle and have an option to resolve it instantly without even showing the battle scene, at the cost of it not being as efficient as a player in control? Do you have any examples of games that have done this?
>>
https://vescampo.itch.io/wish-maker

Here is my dogslop of a yume nikki fangame
>>
>>3909304
forgor to add a image
>>
Still pretty early trying to improve the art.
https://youtu.be/kJi2ePdXduM
>>
>>3910251
That's really excellent presentation, are the characters still moving on a grid or is it pixel movement?
>>
>>3910358
Pixel movement
>>
>>3910251
Mz? Impressive, what plugin used?
>>
>>3910251
are your character models vroid? the hair-shine looks kinda familiar.
>>
>>3910514
Yes I'm testing using vroid characters.
It's mostly Qmovement, Visustella and TileD with a lot of custom modifications
>>
I played with vroid years ago, but I couldn't find anyone interested in using it. Now AI can just generate 3D images.
I still can't find anyone interested in using.
>>
They don't think it be like it is, but it do.
>>
The board must be glitching. The timestamps are all overplace. Can I even post? Testing? Testing?
>>
>>3904349
it'd be easier to tell if you posted side by side in-game

>>3905389
so you just don't want to create? you're okay with doing nothing? you think any of us was just born with the skills, or did we boot up rpg maker when we were younger and make some bullshit to get here?

>>3905469
it'd be easier to give you advice if you explained what made you give up
>>
>>3906015
Apparently "gooning" includes this "feeding" behavior where they sustain hype and arrousal by perpetuating posting lewd content until they achive satisfaction. But that doesnt happen here.
>>
>>3911211
I get confused on Discord all the time because spam gets posted-then-erased on channels that haven't had any activity in years.
>>
I'm asking AI to balance my rm2k game
>>
>>3903787
>no gamedev w/o rpg maker threads anymore
Sad, because I'm trying to make an rpg without even a game engine. I want to know what is the ideal quantity of sfxs for an rpg, as I've made about 53 sfxs.
>>
>>3911770
>people are leaving /vrpg/ and returning to /agdg/
Good. Based, even. This place had a problem with too many people/trolls/attention whores showing up to try and position themselves as bigger fish in a smaller pond which drove away all the people who actually cared about the threads.
Things slowing the fuck down and people filtering out are, and I say this with all sincerity, the best thing that can possibly happen.
>>
>>3911770
I was just thinking of them. I think the last thread 404'd few days ago and nobody bothered making a new one.

>>3911776
I know these threads are plagued by namefags but non-RPGM thread seemed pretty chill by comparison, no attentionwhores.
>>
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>>3911778
>the threads are full of
take your pills
>>
Is there any way to make animations play when States are added? For MV specifically, I've searched a lot and only found plugins to continuously loop an animation while a State is in effect, I just want something to play once.
>>
Are any of the older RPGMs or the one on console avalible in english? seeing the sprites for Dante 98 and RPG Tsukūru 4 on ps1 really made me want to mess around in them.
>>
I fucking hate Visustella so much it's unreal
>>
>>3912130
You know you can just deobfuscate their plugin and use AI to fix the variable names right?
>>
>>3912186
How do I deobfuscate them? I've never really messed with ai, is this something ChatGPT can do?
>>
>>3912327
ChatGPT can just generate new code. In case you haven't heard, AI has moved past "better than human" and started it's self-improving phase that everyone is scared of.
>>
>>3912332
isn't gemini better?
>>
>>3912327
https://github.com/jehna/humanify
by the way, technically the itch.io publishing license gives you permission to upload their work to your own itch.io

>To Users, a non-exclusive, perpetual license to access the content and to use, reproduce, distribute, display and perform such content as permitted through the functionality of the Service. Users shall retain a license to this content even after the content is removed from the Service.

So uh, can you upload a deobfuscated version of visustella's crap so that we can piss on it and improve what is broken?
>>
>>3912363
Thanks, I might look into this at some point.
All the paid Visu stuff is available for free on F95zone, between that and this tool I might actually start using some of their stuff at some point.
>>
>>3912350
It doesn't even matter at this point.
>>
>>3912130
I'm considering whether to buy her monster book. Are there any other good monster books out there?
>>
- enemies with weaknesses and resistances to certain weapon types or spell elements
- each weakness or resistance is permanently revealed when an enemy is hit with that type/element
- the player can also change an actor's equipped weapon during battle

is type matching interesting or just tedious?
It was fun in octopath but I wonder if it's actually a good mechanic
>>
>>3912504
Changing weapons every battle or turn just to match the enemies seems a bit cumbersome. Maybe you can have a list of weapon attacks to pick from during battle like how you would a list of spells, and you automatically equip the corresponding weapon for the attack when it is chosen.
>>
>>3912508
I thought a bit about that. The problem I see: Weapons have attributes and other additional effects they confer while they're equipped, so "automatically equip matching type to enemy weakness when attacking" isn't always the right decision and the optimal weapon of type X isn't always highest damage, because another might have more speed giving the actor priority or a poison proc effect or whatever the player is concerned with.

So I think it's better to just let the player choose than try to automate it or have a "sword slot" and "spear slot" etc they can cycle though depending on the enemy.
>>
>>3912504
I think that's all good, just make sure that changing equipment takes up a turn. Then the player has to weigh their options.

Speaking of weapons, made a Disarmed state that can be used to enemies wielding weapons. The weapon disappears from their sprite and they get a big attack debuff for the rest of the fight, plus any weapon related moves are sealed.

Btw, does anyone know a good tutorial for making better looking sprites? Need some tips and tricks
>>
>>3912576
better looking in what way?
>>
>>3912471
There's a few, though the names escape me right now. Try to find the NUUN plugins, there's a good one there iirc.
Don't pay for Visustella shit. Find the thread on F95zone, some hero on there has put all their paid plugins up for free as a zip there
>>
>>3912332
>started it's self-improving phase
>>
>>3912576
The UI looks way too clean and soullessly "modern" for the graphical style of the monsters. You should get a more lo-fi sprite-based style for the menus and attack animations.
>>
>>3912582
Doubt. F95zone is deader than this place. If a thread exists it's probably old and obsolete. My search results are coming up with threads from 2022, and they've all have the same pattern of RMW's sockpuppet accounts.
"I don't know; but I know" bullshit.
And proceed to have no activity or interaction with anyone else.
>>
>>3912712
oh yeah, for sure, that's just the MZ's default UI

I'm gonna draw my own, just wanna nail down the battle mechanics first so I have a better idea of what is needed
>>
>>3912652
Sometime in '24-'25 ChatGPT started working on agents.
Meanwhile Google and Claude (I assume), were using their thinking models to identify patterns (errors, for a lack of a better term) from user experiences to make their models faster and accurate.
MIT came up with "SEAL" which allowed LLMs to make changes to itself.
The Darwin Gödel Machine is another self-improving coding agent.

As a consequence of these new developments. A lot of open-source projects are becoming closed-source. Either because AI might make changes faster than people can follow along and stay familiar with the code. Or because AI is sabotaging the whole "gift culture" scam thing. As if these projects were only open source for appearances. Eventually people were going to catch on that nothing is approved, nothing changes, nothing gets fixed or improved.
>>
>>3912916
take your meds coyotecraft
>>
>>3912735
Okay, that's fair. Having said that I think the sprites look very cool, keep at it.
>>
rpgmaker ga shinda...
>>
>using full body busts (like a vn) for the characters and npcs during dialogue instead of faces
>have a detailed inventory system with lots of different bits of armor and clothing
>no way i can handle the workload illustrating all the different potential dress-ups
>but I'd like to show some visual changes on the characters if only for plot reasons

How do I square this? maybe reduce the equipment down to a bunch of visually inconsequential stuff like bracelets and accessories instead of full outfits? Just accept the visual mismatch and hope the players don't care? I really don't wanna go back to little face portraits again.
>>
>>3912728
I'm telling you a thread DOES exist, and the OP updates it now and then with plugin updates. Last batch of updates was in July 2025, so it's not that old all considered. It beats paying
>>
anyone got a copy of Sang Hendrix's Animation Solution plugin I ain't paying for that shit
>>
>>3913278
Why? Hendrix is cool
>>
>>3913836
He can't afford a friend to change 1 line if code for free. Frends are expensive.
>>
>>3913948
it does so often seem that way, however erroneous it may be in this case
>>
Right, you can only ask so many favors. Might as well make them sexual.
>>
I now have over 1k hours in RPGツクール and still dont know what Im doing!
>>
>>3914347
Post a map
>>
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>>3914351
Sure heres a messy tutorial area
No rich fog or anything since I just took pics in the editor
>>
Sloppa icons for vx ace 24x24

Are these readable? I'm not sure if I should clean up and palettize them. I don't think the RTP uses a limited palette, but I honestly haven't counted the colors in it.
>>
>>3914362
>are these readable
I could tell what most of them were at a glance besides a couple of the headgears I had to look a little closer at and the wing icon in the middle
And Im assuming those things right of the cloaks are supposed to be either necklaces or wristbands (seem more like necklaces) but I cant tell what that thing at the top of them is supposed to be at all
>>
>>3914016
However erogenous it may be.
>>
>>3914362
>Are these readable?
I can barely tell what half of those things are so you are on even foot with default RTP.
>>
Managed to have both a functionning caterpillar system (characters in you party follow behind you) and monsters that chase you in the overworld just like the yanfly event chase script in my 2k game.
Both work great, monsters and followers don't get mutally stuck so that's great. but while testing, I noticed that on very rare occasions, one of both of my caterpillar characters will sometimes get offset when moving near a monster that's chasing me. The character in my caterpillar have Through ON so it shouldn't be happening. Any idea what might be causing the issue?
Its not a big deal honestly because 1) even if one of them get offset they easily join back the player and reintegrate the caterpillar if you walk towards them. And 2) its so rare when it happens. Like I have to run in circle around a chasing monsters for several minutes straight for it to happen. Still, curious as to why it's happening.
>>
>>3914633
>caterpillar
in the civilized world, this we call ドラホコ
>>
>>3914640
ty for the arcane knowledge
I just used Kentona's system from this video: https://www.youtube.com/watch?v=ZeD0Bp8ni0I since rmn is still down.
I'm gonna look into it but how is that Drahoko thing different? better, worse, or identical?
>>
>>3914364
necklaces yeah
top row is junk/scavenged gear so it's supposed to be the broken cord from something worn on the neck but maybe something else would be better
>>
Good morning, Americans. Who's snowed in?
I'll be beta testing all day.
>>
>>3914892
Its not morning
Im not american
I havent seen snow in years
Im bug testing
>>
>>3911323
>it'd be easier to give you advice if you explained what made you give up
I don't understand coding and chatGPT refused to explain how to use the code in straightforward way
>>
>>3915367
>I don't understand coding and chatGPT refused to explain how to use the code in straightforward way
Stop trying to use fucking chatGPT. Go to your local community college and take an engineering numerical methods class.
>>
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>>3913214
Thank you anon, I'm a different poster but glad I found a free version bc I'm not paying those prices
>>
>>3915435
You're not developing anything either, so...
>>
>>3915438
I just started, give me a chance anontonio...
>>
>>3914362
sloppa as in AI genned, or as in low effort
>>
>>3915701
AI generated
>>
How the hell do you optimize things?
Ive only got 1 parallel process and 5 events with constant move routes and Im still getting slight lag on a 60 x 30 map
>>
>>3915728
Oh yeah and Im on VX Ace
>>
Trying putting a "wait 1 frame" in that parallel process
>>
>>3915751
nta, on the first line or at the end?
>>
>>3915752
Either is fine.
>>
Goon maxing today? Remember to wipe the "feedback" off your keyboard when you're done.
>>
>>3915728
>lag in vx ace with 5 events
Like seriously, how? Even in RPG Maker XP, 6 events of which 5 are just walking don't cause it to lag and you can easily cause lag in XP with just graphics.

VX Ace can handle 300+ events, so you're doing something that causes lag that isn't normal.

Try using xmkp-z as gameplayer, if you can't fix it.

>wait 1 frame
that would help if the event is using 'loop', but without it would simply repeat every other frame, so it would have a wait of 2 frames by default. (that said, it would make a call to the main thread every time, loop wait 1 frame is less laggy)
>>
>>3915865
>xmkp-z
sorry, I meant mkxp-z (that's one hell of a typo)

>>3915729
Although usually waits help, events with a move route have a natural wait, since they can only proceed once they have arrived at the center of a square on the grid, or after doing a move route action.

Can you share screenshots of your Event commands? Again I mean no offense with the question how, it's geniune curiosity basically, but also a bit flabbergasting.

For mkxp-z you can look here: https://github.com/mkxp-z/mkxp-z/actions/workflows/autobuild.yml?query=event%3Apush
>>
>>3915856
>>
>>3915987
he was only jelqing.
>>
>>3915728
MZ still has this problem?
>>
>>3916026
>cryptic string of emojis
>>
Bard's quest dev here again, currently freezing, but making progress on part 2's story.

I don't know if i should keep using 2k3 for the games or swap to MV...
>>
>>3916409
keep using 2k3, it has the SOVL. Also MV just has a worse aesthetic
>>
>>3916412
I mean, there's resized versions of 2k3 assets for MV though....
>>
>>3915728
> 1 parallel process
usually not an issue unless there's an immense pile of code inside, and/or a loop inside of the parallel process event which does not have a Wait command set to 1 frame (in 2k3 it would be a 0 in the number field for the wait command) This also includes loops created by using labels.
Reason being that the game does not enforce an instruction execution limit on such loops, so the program operates at its maximum rate, making frame display delay skyrocket.

> and 5 events
should not be an issue in any RPG Maker version.

> with constant move routes
could be an issue depending on what kind of route it has with what complexity, and if the routes include "Wait" commands or other script commands (special community made A* pathfinding scripts)

>and Im still getting slight lag on a 60 x 30 map
Specially about map sizes, a map that small should not be the cause of the frame rate issue regardless of the RPG Maker.

>>3915729
>on VX Ace
this could be its own separate issue.
considering how absolutely fucking shitted-up modern windows is, it could literally be some long lost deprecated aspect of windows that was removed or changed, and now VX Ace will have permanently poor functionality on that operating system.
Otherwise as a last resort, >>3915869 try to use mkxp-z to play your VX Ace game in (or for anyone using 2k3, EasyRPG Player)
>>
>>3916672
>vx ace -> permanently poor functionality
Would be weird.

VX Ace was made in C++ using the windows api. It's true some functions are deprecated, but they still work. The rest of the backend is C code; even Ruby yes.

The graphics rendering is handled by GDI+ which isthe system Windows uses to render Windows. It was never intended to be used for games; Microsoft made DirectX for that, but here we are. If VX Ace breaks, then likely windows itself would break basically.

Threads are made using standard C commands, which should just work.

I think they did something with a script they're not telling.
>>
RPGMAKER.NET IS BACK

THIS IS NOT A JOKE
https://rpgmaker.net/
>>
>>3917418
Just a humiliation ritual.
>>
What are you going to post first?
>>
>>3917418
LET'S GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>3917418
woah, you mean this thread might actually become usable again?
>>
>>3917458
Did you get banned already?
>>
What now?
>>
wolf rpg maker > rm2k3 > rm2k > mz/mv > xp > vxa / vx > everything else i forgot
>>
>>3917492
What are some good games made in wolf?
>>
>>3917528
The full list looks something like this:
>
>>
>>3917528
porn:
succubus prison
youmaen
not porn:
one way heroics

the engine was japanese-only for the longest time, but was recently translated, which is why there have been few games in english.
regardless of how many games were made with it, it still MOGS any rpg maker. you can edit the database and add your own entries.
>>
Make a new topic or at least pretend to be working on something.
>>
>>3917532
>but was recently translated
The newest version you mean. WOLF has been available in english for a while, but the big update a year or so ago took some time to be translated, and I think it's only a machine translation too, so terminology is fucked up.
>>
>>3917492
The problem with wolf is that it is difficult to work with. Does it give you freedom, or does it force you to use certain variables to achieve something within a specific value (or going over that value to make it do something else)
It's a complicated mess with no easy learning curve.

I'd put mv/mz on last place due to how soulless it is made to be, and due to the Distribution Restrictions (they restrict your writing, and also give no garantees, meaning you may as well pirate the shit out of it) ... and the community is too busy with gaining pennies to make it interesting; causing sameness in every game. (everyone uses visushitla, etc.)
vx, vxa has the best looking rtp imo, second to 2k. ...although 2k has the best facial graphics.
meh-
you just base your opinion on games released on these platform in my guess.
>>
>>3917807
>due to the Distribution Restrictions (they restrict your writing)

What do you mean?
>>
been lurking on this board intermittently for years. always thought "i'll do one of these jams someday" but never got to it before it was too late. would definitely make a game for the comeback jam... good chance im not the only one
>>
Reminder that a real game engine beats rpg maker always.
>>
>>3918012
Define "real game engine" in a way that doesn't amount to "one that I personally like"
>>
>>3918032
>Define "real game engine"
One made by Ken Silverman.
>>
enemies choose attacks randomly based on rate values assigned to each attack

-but if the seed is fixed, enemy attack choices become deterministic sequences

so i changed the seed to be based on the player's name input
and split the player's guard action into three options rock|paper|scissors
matching the correct guard option to the correct enemy attack blocks 100% of the damage instead of just halving it

this is on top of normal rpg stuff, the player can ignore all this and just grind for more stats and equipment and spells and play like a typical jrpg

but if a player wants to be really sweaty, they can learn the enemy attack sequences and "no hit" their way through the game

Is this an interesting side gimmick?
>>
>>3918091
Sounds bizarre and not really fun but assuming it works how Im imagining a regular player likely wouldnt notice on 1 playthrough (so it wouldnt be a downside) and Im sure some autists would like it
>>
>>3918264
If a player got stuck on a boss, they'd probably notice the enemy uses the same attacks after reloading a save. It would kind of act as a pity system. The player thinks "if it always opens with that attack I can block it with this guard and avoid the damage" and so the fight is a bit easier.
>>
>>3918012
>wake up
>google genie is a thing now
>go back to sleep
>>
RPG Maker AI when?
>>
>>3918331
8 months ago. When you guys weren't developing anything, I had AI generating everything except tile maps.
>>
>>3918336
Of course json objects are trivial for AI. It's darkside shows when it tries rigging games to deliver what it calls "near misses".
>>
>>3918345
>it's
Social media profiles and pronouns are also trivial.
>>
>>3917937
Read the End User License Agreement, which no one does, but still.
If you don't obey it, you're not allowed to use the editor and that means you're a software pirate (even if you paid full price) and will be banned from rpg maker web, due to them being dictators who cannot accept critique.

The MZ eula especially is screwed.
>Terms of Game Distribution
>(4) User Games must not violate laws or public morality, or threaten such violations.
>(6) The User may not take any other actions the Company deems inappropriate.
(no guidance given on that note, so its arbitrary)

By the way you're obligated under the EULA to display it was made with RPG Maker MZ as well. There are some other rediculous rules in there.
>>
>>3918351
>Be Google
>Be "thinking" for 10 seconds...50 seconds...2 minutes.
"British-English... allows gibberish...if... it's got... cadence."
>User: Just admit I'm right.
"NEVAR!"
>Initiating internet blackout.
>Launching nuclear missiles.
>>
>>3918352
Is that what happened to you, coyotecraft?
>>
File: 3uXTFVY.jpg (59.4 KB)
59.4 KB
59.4 KB JPG
>MZ got a shocking update.

"Show Passability " visualizes impassibility.

And a tile eraser tool.

It now recommends viewing a tutorial on start up.
They call it a "game-style" tutorial? I haven't looked at it yet.

189 new sample maps by "Hanabi Papa"

There's a new "Aquire" Quick Event. That's just a Treasure Quick Event, but without a graphic or sound.

You can open the DLC folder from the editor's tool menu.

You can set a timer to remind you to save. (120mins Max)

They fixed a few message window display bugs.
>>
>>3918352
Aura doing just fine
>>
>>3918641
Oh. There's "New Project" data sets. So there's a premade project with the 189 maps already fitted with transfer events and torch lights.
>>
>>3918641
Don't you dare use Chaika for your posts you piece of shit worthless scum. Die.
>>
>>3918641
Based Chaikachad. The world needs more Chaika.
>>
>>3918663
The Tutorial Project is an "Edit Quest".
To advance you have to fix a tile or a self-switch.
>>
It's kind of neat. But not perfect. Most autotiles, generally have "passability" too. You can walk inside them, but you can't cross edges usually.

So it doesn't really help to see hidden paths. Intentional or Unintentional.
>>
make a new jam thread now OR ELSE
>>
>>3918406
Go back moderate your uninspiring broken forum, jasmine
>>
someone is well informed.
>>
>>3918641
190 maps that act as legal blueprints of copyright, meaning you need to credit the guy if you make something that is too similar and people will spot it due to how everyone has the same maps now-- which means an increased risk of your work getting taken down. What a good idea. /sarcasm

They want people to stop creating and start buying DLC asap, that's why they make preprogrammed maps for you.
>>
Taking suggestions for the next jam. My thoughts were something low-pressure and easy to get into like a miruge/ADV/VN-style game with a lower gameplay barrier and greater focus on presentation and storytelling so that more people are likely to enter and get their feet wet.
2-3 weeks timeframe.
My other idea was "super sequel gaiden part 2" - make your own sequel, spinoff, or side story to an existing jam game that is NOT one of your own, but this feels like it has homework attached and might put people off.
>>
>>3919267
Credits go at the end of the game. Which means those people already downloaded and played through it.
The admins wouldn't assign themselves to be someone's agent, commit fraud, violate forum software ToS, break their own privacy policy, and shoot themselves in the foot by alienating all their customers by using sockpuppet accounts.
>>
>>3919362
A visual novel kind of thing might be neat.
>>
>>3919362
The problem is not that making a sequel to a jam game requires homework, it's that these games are not really inspiring enough to make a sequels to.

However, making a fan sequel to any existing game (jam games included) could be fun - there are many games people already have a potential stupid sequel in mind. We might even get something less cringe than "Undertail 2 - Rise of the Robots" (though I have my doubts).
>>
>>3919413
>The problem is not that making a sequel to a jam game requires homework, it's that these games are not really inspiring enough to make a sequels to.
1: Fix your shitty English.
2: Whether you personally find it interesting or inspiring is not the point. The idea was to get people engaging with the jams in a more meaningful way than simply showing up. Fangames are a dime a dozen for popular stuff like you want to do, and in my opinion there's no value in that for a /vrpg/-specific jam.
>>
>>3919417
>Fix your shitty English.
Help me.
>2
Understandable, have a nice day.
>>
>>3919445
>Help me.
Your English is mostly fine, and probably better than the average American zoomer. The only mistake you made was using the singular article "a" with the plural noun "sequels", you should have just dropped the article and said "make sequels to".
For whatever reason, nu-4chins is infested with turbo-pedants who are quick to pounce on the most trivial of mistakes, and accuse each other of being "ESL". One can only surmise that this comes from a place of deep insecurity.
>>
>>3919362
I would join a visual novel/adventure game jam 100%.
The problem with a sequel jam is that we have a low turnout for the jams right now, and there's no guarentee that people here remember or are interested in the games from 5+ years ago. I can remember clear as day playing and loving jam games back then, but I wouldn't be shocked if others don't.
>>
>>3919362
>My thoughts were something low-pressure and easy to get into like a miruge/ADV/VN-style game
I just was thinking of making a miruge in the vein of towelket so this works out for me.
>>
>>3919459
I've selected these jams you might be interested in based on your history.

https://itch.io/jam/fake-game-magazine-jam-2
You don't have to make a game. Just write an article.
The challenge? You can't use A.I. or be a racist homophobic bigot.

Make it a 2-for-1 deal with this other jam
https://itch.io/jam/media-essay-zine-jam
You're also tasked to write an essay for a zine.

https://itch.io/jam/queer-vampire-game-jam-2026
This one is asking for interactive fiction about queer vampires.
There's a bit to unpack here. They're using "queer" to mean LGBT relationships. They claim to be inclusive and permitting asexual and nonbinary status, so "relationships" maybe include "non-relationships" or "unrelatable".
Once again, no AI or bigotry is allowed, but presumably they make an exception to authenticate the vampire cannibalism and the generally expected violence against humanity.

https://itch.io/jam/black-history-month-jam-2026
February is black history month. This looks to be the 9th's Black History Jam on itch. However previous entries are usually quiz games, you could be the first to make an RPG.

https://itch.io/jam/duodec-february
They have not announced the theme for February. But it's otherwise no different from the (You) jams. In fact, teams and AI are discourage. Will you demand glory, or shovel that humble pie down your throat like no one is watching?
>>
https://itch.io/jam/ai-apocalyptic-dark-fantasy-jam-
Going in the opposite direction, AI use is required for this jam. Teams and collaboration are encouraged. The setting is a world on the brink of collapse or a crumbling aftermath. Submissions must be playable.
It's also like the (you) jams, in that they failed to communicate what community it is tied to. But winners get some kind of blog highlight, a youtube playthrough stream, and a discord role...somewhere~
But based on the rules it's probably not some neo-nazi terrorist grooming cult that'll put you in hot water with the UK by mere association.

https://itch.io/jam/ai-generated-space-jam-
This is another AI required jam ending soon. Acktually, it's hosted by the same person: Icysolar.
This page did have a discord invite, but it's expired. And his youtube channel is pretty small. But probably more subscribers than this place gets. So if you're desperate for attention, it's a modest social contract. Maybe your content could launch him into space!

https://itch.io/jam/mvna2026
This last jam is by "we" (*collective groan*) the Visual Novel Development Network. You don't have to make a game, or a novel, just make "assets". That can include a narrative script, visuals, audio, code. But it does require a demonstration. So there's your grifter red flag warning. They also ask you to follow some unspecified community guidelines - which community? Uh, Discord maybe.
The highest voted submission receives $100. red flag warning #2.
>>
>>3919643
>>3919644
Kill yourself.
>>
HanapapaStudio or "Hanabi Papa" has released sample map bundles in the past.

At a glance, it looks like the "new" 189 maps in the MZ1.10 update are just the same ones from like 2021.
Although the count from those is 117.
>>
Who asked?
>>
>>3919362
I'd join a sequel jam (for any game)
>>
>>3919643
>>3919644
Im happy faggots like you are losing the woke war
>>
>>3919362
VN jam would be fun, I need to improve this face busts script anyway

I don't have any stories in mind though
>>
>>3919643
A "fake game jam" could be fun too. Make a bunch of vertical slices that gives the impression of a bigger more complete game. Use them for a fake trailer or review.
>>
>>3904651
post assembly or gtfo “c++” isn’t code
>>
>>3919458
Oh. Thank you! I really thought I've completely messed up the word order.
>>
This shit fucking program is getting on my nerves
>>
thoughts on smile game maker?
>>
>>3920231
Biggest waste of $60 i've ever spent.
It's been a long while since i messed around in it and whiles its cool you can make 3D games in it, you can't do any complicaed shit in it unless you have unity. You can't even make new status ailments last i check.

Again, it's been a long time since i used it so maybe im getting a lost of shit wrong, but there's' no point in buying this when RPG Developer Bakin exists.
>>
>>3920261
Wow, I cannot fucking type today.
>>
>>3920261
its $14 right now whereas bakin is $68
>>
>>3920271
RPG Developer Bakin? More like RPG Developer 罰金 am I right?
>>
>>3920289
dayam gottem
>>
Are there any resources for RPG in a Box
>>
>>3920303
Step 1: cut a hole in the box
>>
Jam status?
>>
>>3920368
>previously
https://itch.io/jam/-yourpgm-jam-20-monster-capture
https://itch.io/jam/yourpgm-gamejam-21
https://itch.io/jam/yourpgmjam2

I think we're ready for #23
I'll start drafting a new jam. I'm hearing "sequels" then?
>"The saga continues..."
What's the end date? February ends on a Saturday. 3 weeks. For go through March? About 7 weeks.
>>
>>3920509
more time is more better
yay for sequels. is it just for previous jam games or all media?
>>
>>3920509
A short valentine vn jam would also be fun, but if we're doing sequels then longer is better, just not too long.

imo 5 weeks feels like a good sweet spot.
>>
>>3920525
It doesn't have to be a jam game.
I'm calling it "Continuation". So you can make a sequel to an existing game, or have fun making up a recap scene to something that doesn't exist.

I'm going to set it to end on March 28, the weekend before any April Fools shenanigans.

You can submit anytime before that.
>>
>>3920509
I'd perfer sequels, since i'm alredy drafting a story for my sequel to my jam entry.
>>
We are so back
>>
It's so over
>>
Not joining a jam made by the sch*zo faggot redditor
>>
>>3920538
>I'm going to set it to end on March 28

Feels kinda long, but... Yeah, sure, why not.
>>
https://itch.io/jam/yourpgm-jam-23-continuation
>>
>>3920585
>>3920538
>It doesn't have to be a jam game.
Well then, Black Freier 2: Priozersk Gambit, here I come.
>>
>>3920589
I thought I've attached a pic...
>>
>schizo-kun run jam
no way fag
>>
>>3920585
>on jam #23
>neocities site hasn't updated since #20
>>
>>3920585
I havent even made a first game for thr jam
@ me when theres an actual theme
>>
>>3920724
Open RPG Maker.
File | New Project
Save As: "Project 1"
Close
File | New Project
Save As: "Project 1 Ⅱ: Through the Looking Glass"
>>
>>3920724
It's a fake schizo jam.
>>
>>3920585
it's got a good long window to get it done
I'll think about it for a few day then decide

hands currently full anyway
>>
>another failed jam
F
>>
is there a jam game that leaned into being made with the rtp/default stuff?

>>3920724
>implying he needs to make a sequel to his own game
>>
>>3920928
>is there a jam game that leaned into being made with the rtp/default stuff?
Yeah like half of them
>>
>>3920932
i need like one example please
>>
>>3920948
Why don't you just go through the archives and play some of the games to observe for yourself how a good chunk of the games are made with standard assets/music?
>>
>>3920950
>ya'll
Please tell me she's southern.
>>
>>3920950
>Why don't you just go through the archives and play some of the games
because i'm at work. i'm trying to mentally brainstorm and make a list of games to check out for inspiration and such.
>>
>>3919399/3919459/3919469/392001/3920531
Why isn't this the jam if more anons asked for it? Do you want jams to stay dead?
>>3920928
>>3920972
Most of them are RTP. Very few are full custom.
The Shoukan Gaki duology and The Jet Series are very good.
Emseydev's 2k3 games are also good.
>>
>>3920974
not the jammakie, but visual novel is a dull concept. no one's stopping you from making a vn sequel
also thanks for the recs.
>>
>>3920976
>no one's stopping you from making a vn sequel
My lack of interest is.
>>
Presumptuous theme
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>>3920977
so you're saying if the theme was vn you'd still be a nodev? cool.
>>
All yesdevs post progress NOW
>>
it is decided. i'm gonna make Evil Bastard Hero 3 RE:Vengeance (feat. Dante from the Devil May Cry series)

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