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/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
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Changed Rule #1 to allow general age-related discussions. Asking a specific user about their age is still not allowed.

File: 1462819739334.jpg (40.28 KB, 450x358, game-developement-services.jpg)

 No.468[Reply]

/ig/ - RPGMaker / Gamedev aka. Indie Gamedev

What is this board for?
In a broad sense, this board is for the discussion of independent game development. This includes the entire process of development, from design to coding to publishing. Asking for advice and sharing projects you're working on are good uses of this board.


(WIP Post)


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 No.638[Reply]

Well, I said back in >>>/fg/91 when I announced the end of my Tsunagari game engine that if my new game engine ever surpassed it, I would make a new thread. I think that has actually happened a while ago. The new thread fits better in this board, which didn't exist when the other thread was made.

Progress is sporadic, but we're further than Tsunagari ever got, in far less time overall, and with clean and maintainable code. I present Driftwood 2D, a game development suite written in Python 3.

The Driftwood 2D Game Development Suite is a game engine and related set of tools designed for the purpose of allowing a novice to develop a fully featured tile-based 2D game. Driftwood 2D is currently undergoing heavy alpha-stage development and should not be considered stable. API changes will occur frequently at this stage. However, it is currently suitable for making very simple exploration-style games.

Driftwood 2D is a spiritual successor to Tsunagari, an engine in C++ with similar goals, which ran into irreconcilable design flaws and spaghettified to death. Tsunagari was abandoned soon after the creation of this engine.

The engine loads a world package made of images, sounds, maps, descriptive files, and scripts, and then passes itself to the scripts as an interface to its internal API. From there, the scripts in the world package interact with and control the engine to perform its functions, resulting in a playable game. All public functions in the engine are accessible through the scripts. Maps are designed in Tiled and saved in JSON format, and the engine config file and entity descriptor files are also written in JSON.

Current features include:
* Infinite graphical and walkable layers
* Resource caching
* Virtual filesystem for game data and patches, supporting zip files
* Tile and sprite animations
Post too long. Click here to view the full text.
2 posts and 1 image reply omitted. Click reply to view.

 No.641

>>640
Thanks for the support.

I put a lot of thought into designing this after Tsunagari crumbled, and I'm also working on it with a partner so there's some good discussion on how things will be done. We've successfully refactored messy parts of the code as well. Getting another game engine almost to this point only to find the code was unworkable was a big eye opener, so I'm constantly looking for ways to improve the design. It's also very nice to be writing in Python this time rather than the more rigid C++.

By the way, a new release was made on GitHub a few days ago, so I'll write that up here soon.

 No.642

File: 1492693786142.png (388.38 KB, 1366x768, 1492485547_2017-04-17_1366….png)

Alpha-0.0.5 released two days ago. Feels like longer.

The biggest change in this release is the addition of pixel mode entities. Rather than walking a tile at a time, this new class of entities can move pixel by pixel. Tile based and pixel based entities can collide and interact.

Previously, tile/spritesheet graphic IDs started at 0, and the animation member IDs started at 1. This was confusing, so now they both start at 1, with 0 meaning no graphic.

You can now hold shift (or your configured key) and use the movement keys to face a direction without walking.

You can now change the database root or disable halting on the command line.

This release also refactored and rewrote some of the entity code not related to pixel entities. Bugs were fixed in entity and input handling.

We have also included a binary package for Windows which should not require you to install any dependencies. It has been tested on Windows 10 and may not run on earlier versions.

https://github.com/seisatsu/Driftwood/releases/tag/Alpha-0.0.5

 No.643

File: 1493225348569.png (122.59 KB, 1366x695, docs.png)

We have just released Alpha-0.0.6. We are edging closer to beta. This is a feature packed release with some very useful additions. Here are some of the bigger changes we made in this version.

* The player can move diagonally in pixel movement mode.

* You can open another database during runtime, allowing for things like save files.

* The cache has more responsibilities now and cannot be disabled. We also cannot find a situation in which setting ttl to a low value would not solve any problem.

* Add define() and undefine() functions to ScriptManager for defining custom triggers that give you some syntactical sugar in the map editor.

* Pressing tilde (or your configured key) in-game while input.debug is true in the config file will interrupt the game with a pdb prompt in the console. You can execute event scripting code live here. When done, type "continue".

* Fixed some code issues in the testing world.

* Improved and fixed bugs in resource handling.
Post too long. Click here to view the full text.

 No.644

Released Alpha-0.0.7 which was mostly a bugfix release but also added a few new features.

* Cleaner/prettier way of calling scripts from each other.
* New method for looking up tiles.
* Entity graphics can now have multiple layers.
* Remove selfpath configuration option.
* A good number of bugfixes.

Download: https://github.com/seisatsu/Driftwood/releases/tag/Alpha-0.0.7

 No.698

Made what's probably the last release for a while a couple weeks ago. I'm burned out on this project and will most likely return to it in a few months. Manual isn't done yet but I may work on it separately from the code during my break time. For the truly interested, all public API functions are documented within the engine code.

This release greatly increases the engine's ability to avoid crashes, and also adds a couple features. It also requires Python >= 3.5 from now on.

This is Alpha-0.0.8.

* Check all public method arguments for validity.
* Add Python 3.5 type annotations. (Also increase minimum Python to 3.5.)
* Remove ability to control ticks per second, preferring automatic calculation. Set Max FPS instead to limit TPS.
* Custom global event handlers. You can define a function such that it can be referenced by a shortcut name within the map editor.
* Support loading external Tiled tileset files.
* Lots of refactoring and bugfixes.

Download: https://github.com/seisatsu/Driftwood/releases/tag/Alpha-0.0.8

Post too long. Click here to view the full text.



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 No.654[Reply]

I've been working on this since more than 6 years and switched engines multiple times, until it became an RPG Maker 2003 game.

It's a survival horror game set in the far future were all humans mutated into deformed monsters. You play a roboter with the mission to liberate them from their suffering by finding the ultimate weapon of mass destruction and exterminating everyone so a new world can be created.

On your way you find various weapons and tools that you can use both for fighting and solving puzzles. Enemies have a limited vision radius so you can either fight or try to sneek past them.

The game is based on various nightmares and real life experiences I had and is intended to be a criticism of the injustice of life itself and more or less serves as a way of dealing with the frustrations in my life.

I'm still working on a demo that I intend to release at the end of this month. The combat system and most of the weapons and the enemy AI are already functional, but I'm somewhat stuck with making the 3d models for the enemies and spend too much time drinking myself away.
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 No.693

fuck my life; I'm still stuck with the enemy graphics and failed to release a demo at the end of last month.

Now I'm wasting my time with drinking vodka;
here is a thread I made on the official RPGmaker forums.

To compensate for my incompetence I've made a post about how the combat system works;

https://forums.rpgmakerweb.com/index.php?threads/de-evolution.78788/

 No.694

I love the premise for this. The renders for the weapons are cool too, they look something from a PS1 game like Armored Core.

 No.695

File: 1496833679341-0.png (62.86 KB, 1920x1080, screenshot4a.png)

File: 1496833679341-1.png (72.16 KB, 1920x1080, screenshot4b.png)

I'm messing around with the menu and trying to improve it. Right now I'm uncertain whether it would be better to have an inventory with more, but smaller icons or one with bigger, but fewer icons.

What is your opinion ?

 No.696

>>695
I personally like the first pic with the smaller icons. Fits more the general style of the game in my opinion (with all the PS1 flavor).

 No.697

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>>695
I like the first one better. I'm reminded of Power Pete.



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 No.21[Reply]

Post screenshots, pieces of tileset/character sets, code snippets of whatever you have been working on for now for people to marvel/laugh at/criticize/give tips.

Pictures related.
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 No.653

>>652
More like it looks like an OFF fangame or something.

 No.689

File: 1496121446496.png (84.53 KB, 1058x592, 2017-05-29_17-21-26.png)

Making a surreal atmospheric adventure game in full 3D with a PS1 vibe and it's probably going to take a million years.

http://imgur.com/a/m76ww

 No.690

>>689
Good work, it's looking really nice.

 No.691

>>689
Kinda looks like The Neverhood to me.

 No.692

>>690
Thanks!
>>691
If it ends up even a third as good as Neverhood, I'll be happy.



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 No.600[Reply]

What's your opinion about developers who post here? Do you have any favourites? What games do you like the most?
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 No.684

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>>681
What? Why do you assume I'm jojogates?
How paranoid do you have to be to think a random anon in a dead imageboard is somebody who doesn't even visit it anymore just because telling people to "stop" is fucking autistic? Do you lurk this board just to check if he ever posts or something?

 No.685

>>684
Who the fuck is jojogates?

 No.686

>>685
He was a faggot that got mad with ubuu some years during the spanish forum war (he was an admin there). Although he did admit he was being unreasonably stupid last time he ever came to this place, apologizing for being a retard and all. More info here >>656

Haven't heard from him since then. Hell, I don't even know why the other fag is so mad at him he calls out random people joe joe gates.

 No.687

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>>681
hello rindre, did you finish your game or it's still on eternal hiatus?

 No.688

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Since we're talking about him, Someday updated, I just played it it's pretty decent:
https://jojogape.itch.io/someday



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 No.41[Reply]

This board is dying, here's a thing: Show us your characters, but let's make it interesting.
Don't post things like:
>This is my OC memetsuki xD, she is edgy and likes, dislikes etc
Post the actual process you made in your brain to create them, what did you need in your story to come up with your ideas for that character? Will it change in the future.
Show us your character with some creation details.
20 posts and 8 image replies omitted. Click reply to view.

 No.155

>>154
>How complicated would be to do something similar in ren’py?
Depends, I consider it piss easy because I know python. The engine is just wonderful for that kind of stuff. But if you never touched code in your life it will seem sightly hard at the start, however there are thousand of python guides and books around the net, and it isn't that hard either honestly.

An alternative would be to download the source of a game which had this feature and see what the dev wrote there. UAB is the only game that comes to my mind right now.

 No.156

>>154
It looks complicated at first but it's actually very easy to learn, Renpy rocks.

 No.158

>>156
Ren'Py is stupid simple to use and makes creating CYOA type games and visual novels a breeze… but it's really heavy on needing art assets. If you can't draw for crap, hopefully you can find someone who can. Crunchy pixels aren't really its style.

 No.645

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It's an abandoned project for now, but here are images featuring badly edited RPG Makever VX assets. I would say it's "intentional", "deliberate", or maybe even "parodic" but the truth is, I have 0 art skills, and couldn't make decent pieces even if I tried.

Basically, the idea is that this character– the MAIN character, is a generic guard, and has an unspeakable horror behind his mask that kills anyone if they see it. Nobody has any clue to what really lies there, but the character himself and the narrator speculates that it may be that his face is just so hideous that it's functionally a sort of "information basilisk"*.
https://en.wikipedia.org/wiki/information_basilisk

There's another sprite I used somewhere in a video, but I can't find it. I'm pretty sure I featured it in one of my youtube uploads, so I'll try to dig around for that later.

 No.646

ah, looks like that article's gone missing



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 No.593[Reply]

I finally finished a playable version of my RPG Maker 2000 ASCII-adventure game, to be found here: https://ufile.io/01118

It is called CLASSIC GAME and it has many secrets.

It's about the HERMIT returning to the outside world to find it devastated by curses, and it uses its own combat system.

This version was made between 2011 and 2016.

Happy holidays from one NEET to y'all…
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 No.603

>>599
Please read the post guidelines on the rules page.

 No.604

>file was deleted
But why?

 No.614

>>604
>This file has expired and been automatically deleted.

 No.636

>>593
OP please re-upload this I want to play it.

 No.637

>>636
Hey, I'm not the OP, but check out his youtube channel.
He is stil updating the game.
https://www.youtube.com/watch?v=Qqc8ITK85bI



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 No.628[Reply]

I've been trying to use WINE to play the older fangames after MS went to hell, but all the old games are stuck in SHIFT-JIS locale.
I've got everything running weirdly using ja_JP.UTF8 locale.
I've got reverse mojibake because unicode doesn't shift or my fonts are broken.
If it's the font, then how does an RPG Maker game store/request a font?
2 posts and 1 image reply omitted. Click reply to view.

 No.631

>>629
worthless.

>>630
That's the complete opposite.
I have REVERSE mojibake.
English literals are all stuck as squares!

 No.632

>>631
What he said wasn't really worthless advice. If you are using WINE, you might as well just buy a cheap used computer with Windows or get a VM to play the games with no real issues.

Are you really going to waste time that could be spent playing these fangames because "MS went to hell"? No offense, but that's really stupid.

 No.633

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>>631
Install Windows.

 No.634

>>632
>>633
This is true, Windows is fine.

I do think, however, that everyone who wants to should install (desktop) Linux on their computer so they can discover the good sense they need to stop using it as soon as possible.

 No.635

>>634
VM or GPU Passthrough if he doesn't want to dualboot Windows.



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 No.623[Reply]

Whenever I open a map in the game I'm working on, this happens. Not with Yume Nikki tho. I have windows 10 and RPG Maker 2003.

 No.624

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>Not with Yume Nikki tho
Then why did you post this in the Yume Nikki general board, you loaf bread?
We have /ig/ for this. Maybe someone can help you there.

 No.625

File: 1488226077856.jpeg (211.86 KB, 1011x716, d0d8faa2d6e117518fb732cdf….jpeg)

Congratulations! You found the hidden error message! It means that you have to lurk more.

 No.626

File: 1488230099831.png (27.53 KB, 640x253, IMG_0442.PNG)

Whenever I open a map in the game I'm working on, this happens. Not with Yume Nikki tho. I have windows 10 and RPG Maker 2003.



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 No.605[Reply]

Can someone help me here?
I'm trying to decode .flow as a reference material for a fangame but the fucking mojibake is killing me.

I don't know if it's the version i use (RM2k3 pirated unofficial english translation) or where is the OG japanese version with proper encoding being shared.

I have AppLocale & System Locale set to Japanese but im still getting tough luck.

 No.606

You need the Japanese version. It doesn't work even if you have your locale set to Japanese if you're using the English version of the engine, because rm2k(3) can't render Jap in windows-1252 encoding.

 No.607

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>>606
Do you have any idea where can i get it?

I've been lurking on torrent sites and on the internet as a whole but to no avail did i find a japanese version of RPGmemer.

 No.608

>>607
It's called rpg maker rtp (year) over there.
https://tkool.jp/support/download/rpg2003/rtp

 No.609

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>>608
You can't be serious…

>>607
Just download the 30-day trial, once it's over it won't let you create events anymore but you can still check the game contents (I think).
https://tkool.jp/support/download/rpg2000/trial

 No.615

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>>605
>>609
Someday we're going to need someone to get OG Japanese RPGMaker 2000/2003 cracked (even if your against piracy, do mind that it's software from 2000/2003 respectively and nobody is going to pay a second time for a tool so they can release a fangame for free) for educational purposes.

It probably already is, but i don't know jackshit on their language, but i do know that they don't torrent, feelsbadman.



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