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Devhell Edition
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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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>>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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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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>>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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>>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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>>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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>>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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>>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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>>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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>>3904924
Forgot image
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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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>>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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>>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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>>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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>>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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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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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
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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>>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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>>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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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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>>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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>>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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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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>>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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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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>>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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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
>>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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>>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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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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>>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.
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>>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"
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>>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).
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>>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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...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
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>>3907184
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>>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.
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>>3907953
You could say it'sjammed.
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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.
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>>3908110
And in the call command window, v[10006] is where the parameter for spacing+line spacing is located.
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>>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
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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?
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>>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).
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>>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?
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>>3909304
forgor to add a image
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>>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
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>>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.
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>>3911778
>the threads are full of
take your pills
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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.
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>>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?
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- 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
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>>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.
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>>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.
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>>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
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>>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
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>>3912332
>started it's self-improving phase
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>>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.
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>>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.
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>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.
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I now have over 1k hours in RPGツクール and still dont know what Im doing!
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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.
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>>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
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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.
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>>3914633
>caterpillar
in the civilized world, this we call ドラホコ
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>>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?
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>>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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>>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)
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>>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
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>>3915856
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>>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)
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>>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.
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>>3917418
Just a humiliation ritual.
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>>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.
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>>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.
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>>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.
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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
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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?
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>>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.
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>>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.
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>>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.
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>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.
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>>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.
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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.
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>>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.
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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.
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>>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.
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>>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).
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>>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.
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>>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.
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>>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.
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>>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?
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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 himinto 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.
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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.
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This shit fucking program is getting on my nerves
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>>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.
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>>3920271
RPG Developer Bakin? More like RPG Developer 罰金 am I right?
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>>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.
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>>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.
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>>3920589
I thought I've attached a pic...
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>>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?
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