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/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
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File: 1488225253512.png (65.11 KB, 856x422, IMG_0441.PNG)

 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

File: 1488225953971.jpg (313.1 KB, 1029x1373, main-dogs-eyebrows-image.jpg)

>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.



File: 1484574194677.png (213.13 KB, 711x313, 1484139293219.png)

 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

File: 1484576738988.png (99.23 KB, 228x390, 1484139065677.png)

>>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

File: 1484596848744.jpg (143.22 KB, 926x853, 1484155048001.jpg)

>>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

File: 1487761505605.png (329.11 KB, 555x555, 1486147810771.png)

>>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.



File: 1475174969875.jpg (102.06 KB, 540x647, IMG_20160929_144822.jpg)

 No.573[Reply]

So I was thinking about using RPG to make a game, not necessarily a fangame, but I cannot understand tilesets? Like, the only programme I have familiarity with is gamemaker so bear with me. First, how do I make my own tileset? And second, how can I make just one big tileset? Is there any real advantage to having specific ones? I find it way too limiting.

 No.575

Having specific tilesets is for two things: Making sure the art design of an area is cohesive, and simply organizing your tiles. Both of these are Good Things.

 No.576

>>575
It also greatly diminishes loading time. If you had all your tiles in one image, it'd have a huge file size, and the engine would have to load ut every time you move between maps.

 No.592

>>576
actual gamedev here, this is pretty much the opposite of true

generally you want to squish every single one of your textures into as few giant files as you can (texture atlases) to save VRAM, since ideally all your texture files will be POT or Power of Two (128x128, 1024x256, 512x512) etc in order to be supported in hardware by as many graphics card configurations as possible. since it's very likely that you won't manage to perfectly fill up a POT texture

BUT speaking pratically this general attitude isnt 100% applicable to 2D rpgs because 1. texture atlasing isnt as big of a concern since square tiles pack perfectly with no wasted space and 2. it's 2016 your sprite game isn't going to go past 10% CPU utilization even if you render everything in software unless you actively try to write the shittiest engine possible like the LISA guy apparently did

anyway a 2048x2048 texture is like 16 MB in VRAM and modern cards have 4GB plus so I guarantee all the pixel art you could make in a lifetime will fit and you aren't going to have loading times as long as you don't do something stupid like save everything as a TGA instead of PNGs

splitting tilesheets into themed areas for organization is a good idea though



File: 1480286625894.png (2.02 KB, 95x92, half-orange.png)

 No.577[Reply]

What sort of things would you expect to see in a lewd/hypersexualized Yume Nikki-ish game?
9 posts and 2 image replies omitted. Click reply to view.

 No.587

Have you seen Kanashimi no Belladonna? I loved the hippy-ish trip and the whole way they handed sexuality. Bonus for Klimt's influence.
https://www.youtube.com/watch?v=uIs1CT__ZBM

 No.588

>>586
You should try just throwing together what ideas you already have into RPG maker and go from there.
I think the end of the End of Evangelion has some good imagery that you could use.
https://www.youtube.com/watch?v=pVeKyqV1jWU

And yeah. I agree that less graphic violence and more subtle, nerve hitting horror is better.

 No.589

>>587
No. I haven't watched it. But I'll try it once I am done with Shiki.

>>588
I dunno. You need some solid world ideas for these games to make walking actually enjoyable. With the few map ideas I have right now, it might be better to just make the game puzzley like Lisa or even a straight up jrpg like Middens. Moreover I believe interactions between effects and worlds also needs to be planned with a bit of care so there is variety in the effects you use and you don't just end up using the same 3-4 effects to solve any obstacle.

 No.590

>>589
What I mean is that these fan games can take years to complete and are riddled by developer laziness.
If you have any ideas right now I would start on creating the sprites and creating a base in RPG maker.

 No.591

>hehehe lewd im 12 xDDD

Euch



File: 1468479278292.png (15.94 KB, 506x755, 1111.png)

 No.514[Reply]

(this is the first time ive ever used an image board in my life oop)

ive had a fangame as a pet project for about a million years now, ive been working on it on/off for several years for a variety of reasons, but now that i can safetly say its 1% towards completion, ive been more motivated to work on this thing. issue is, tho… is it just me, or is rpg maker 2k3 the glitchiest thing ever? it gives me horrific flashbacks of getting sloppy games to work on game maker 8.0, some things appear to just not work for no apparent reason when the logic makes sense

the specific thing that has finally driven me to posting is one specific bug im running into with an effect. its a weapon, and you can change "stance" with the shift button; it basically works just like the weapon effect in .flow. ive made progress, but mine is still broken in a couple ways

1) if you do the shift action while the character is moving, the character will face a different direction mid-animation without any apparent rhyme or reason. it either happens before the animation ir mid-animation, but in both cases, it seems like the move event thats facilitating the animation starts over. if theres a blue moon and all of the planets are aligned, the character will just spin in place as though the move event forgot to change the sprite
2) theres a switch to denote which stance the player is in, so that the proper animation will play. when you attack something, the switch doesnt get toggled even though the event explicitly calls for it, and its like nothing ever happened

attached is the unadulterated common event. i can provide other things if i gotta

its driving me totally bonkers. i went and downloaded .flow in the hopes that i could use it as a reference (since most of my stuff is developed based on how i imagine they worked in that game), but all the variable/switch/event names are true gibberish (garbled alt codes) that have stands that function as a 2nd "name" that the program likes to refer to them as and i cant even open two rpg maker windows at once and olksltjdbgs (hole in girl, tho. i should play .flow again)

i really do unironically wish i could code this stuff by hand. that said, if ive been going about things the wrong way this entire time, i would love to know

pls respond
8 posts and 6 image replies omitted. Click reply to view.

 No.525

File: 1468658507155.png (74.08 KB, 180x209, 5.png)

>>523
>>524

ive got a lot of video games on my plate rn, but if Under Night Inbirth and No Man's Sky dont totally book the rest of my year, chances are ill be working on this far more than i have been. i already am, really, and i think if i push for a little longer my friends will finally be convinced to join in on the fun, at which point development will be legit. ill do it for you guys, obv. how long has in been since a nice full fangame has graced us?

all of the barriers that have been holding me up are slowly starting to dissipate; im getting better at doing arts faster, im figuring out how my brain wants to make music, and im figuring out how to cheat around bugs in RPG maker. the only thing im inherently good at is thinking up concepts. with any luck, tho, ill actually get some drive from this progress to really start working on things, after [no joke] several years of touching on the thing once or twice a month and making like 30 minutes of progress over several hours. making video games is gunna be my career, for gods sake. i gotta learn

/ramble

dont get me excited tho, i dont wanna disappoint peeps. this would be something that pops up like months upon months in the future if anything, and i dont wanna release it to the world until its a product that i can call v1.0

 No.526

>>525
Having a fangame that will be released as a full game will be so nice, that's so rare. And your other games sound interesting. Do you have a blog or site of some sort where I can follow progress of your games?

 No.527

>And your other games sound interesting

oh no , lel. i WISH i had something to do with UNIEL or NMS. look them up if you wish, theyre both pretty cool specimens

all of the more well known fangames still being in this incomplete phase has always been pretty weird to me, but i cant really judge since theyre such amazing games despite being in the 0.1s. i just dont wanna do that, tho. if (and maybe when) i set Coda free, itll definitely be /finished/

 No.528

Don't die dev. please make it happen, I love the looks of it.

 No.569

File: 1472440020754-0.png (22.33 KB, 766x470, ss (2016-08-28 at 10.55.25….png)

File: 1472440020754-1.png (18.57 KB, 528x831, 2222.png)

im back with other issues that have been driving me nuts for a while now

to begin with… all the yume nikkis are doing it, and thats those things that make NPCs walk away from you backwards. seems simple enough, have a reversed charset so they appear to be walking backwards. when you interact with any event, though, it turns to face you. this means that such an NPC would turn its back to me when i interact with them. id make it so their sprite changes to the normal one so that they face me properly, but since i cant just do that in advance, they just twitch whenever i interact with them

does anyone know how this phenomena is pulled off effectively in the other games? i dissected .flow, but it didnt help much. attached is my crappy event page thats defective and bad

the other thing i reeeaaally need help with is this stupid issue im getting with my crowbar effect, where its unable to use the proper animation to change from the standard state to the hiding state and vice versa. im using a variable to denote whether or not "hiding" is active, and that should be enough to determine which animation to use, but its just not working. the event junk for this is attached as well. whats wrong with my logic osfdhjbvg, is there something else i could be doing thats more effective?



File: 1471826544918.png (5.33 KB, 84x64, rave.PNG)

 No.568[Reply]

I'm making your basic fangame in VX Ace, need help with following :

1. How to program a weapon effect, how to make it kill NPCs and play a sound effect
2. How to make cosmetic effects that have animations (ie. Cat effect)
3. How to program the whole "waking up" mechanic


 No.553[Reply]

Hi, I'm new here so I don't know about english so, I'm trying to make a yume nikki fangame and I need help on 3 things at least. 1) how can i make a save point? Because my idea is sitting on a wheelchair and then the music and the background circle appears like in yume nikki. 2) how can i make the character go to sleep and dream with the countdown 3) How can my rpgmaker 2003 stop erasing my map everytime that I edit events. I hope for an answer
9 posts and 5 image replies omitted. Click reply to view.

 No.563

File: 1470971747347.png (1.38 MB, 935x1417, 1465530584664.png)

>>556
At least 窓付き is a real word and not a meme translated with google.

>>557
>Akaitsuki means "Red" by the way assholes!
あのさ、赤いと言う言葉一色の名じゃありませんよ。ただ形容詞なのです。
You can lecture me on japanese once you learn the difference between adjectives and nouns and how nominalizing works. You don't even know what you named your own fucking character.

Also, it's funny that you're calling us assholes when you are acting like a cunt yourself. You came to the wrong board demanding to be explained extremely basic shit already answered many times and got butthurt when told to fuck off. You have no right to complain. Use fucking google and lurk more for fucks sake.

 No.564

>>563
Maybe they really meant 暁.
Or possibly 赤付き、But ended up forgetting to remove the い. Theoretically speaking he may be aware of using 付く's nominative form and could be using it with the noun 赤.

 No.565

File: 1470976433458.png (337.23 KB, 497x544, 1464903698001.png)

>>564
>Maybe they really meant 暁.
>Akaitsuki means "Red" by the way assholes!
Also, the nanori for 暁 is Aka or Akira.

I don't think OP knows Japanese at all. Not only he made the error with roumaji in his files but he also didn't notice when I pointed it out in my post, so I don't believe at all he knows what the nominative form is, much less considering spanish lacks such kind of language tools and that they're so disguised in English not many people notice their existence.
So no, cute, but bullshit.

 No.566

File: 1470979426852.jpg (324.77 KB, 1600x1200, 1438862021177.jpg)

>>565
Oh surprise, spanish actually has nominalization. The more you know.

 No.567

>>565
B-but sounds cute



File: 1469795336141.jpg (43.69 KB, 481x479, sora.jpg)

 No.539[Reply]

Hey there. I'm fairly new with making games, yet I feel like I'd be capable of making a game. I lack of knoweldge of programming, but I excel in music production and am fairly decent with making graphics.

As someone who adores Yume Nikki and it's fangames, I'd like to produce my own game inspired of Yume Nikki, it wouldn't follow the traditional 'effect collecting' style like most fangames do nowadays.

I feel like I'd need special programming help yet I have no idea where to ask or where to start, so I thought I might get here some help from other game dev's who are fairly experienced.

My game would be made on RPG maker 2k3, for now at least.
5 posts and 2 image replies omitted. Click reply to view.

 No.545

>>543
Oh I meant what you want to do in terms on making the game (more specific questions regarding the engine or what ever) rather then what's going to be in the game. That's something that is entirely up to you.

P.S.
Check out the /fg/ board. They sometimes have decent tut threads.
https://uboachan.net/fg/index.html

>>544
Ah, sei. I may have been hallucinating that then o.o

 No.548

>>545

Oh, um Im not sure on that either honestly. I'll try to figure out asap because I'd love to start on it. I have someone who'll help me out with programming at least wich i appreciate.

I'll take a look on the older threads, but I'm not sure they'll provide anything that I'll need.

 No.549

The hardest part for me, and alot of other people judging by the amount of games that get completed, is to actually keep up the steam until the end. Making games takes alot more time than people think, and it's definitely not all fun. In fact, the majority of it is soulcrushingly boring.

Passion is not enough when it comes to gamemaking. You also need the patience of a god.
Don't want to spend more than 50+ hours making a game that looks mediocre? Don't do it.
Don't want to spend weeks doing the same thing over and over? Don't do it.
Don't want to bash your head into the wall repeadetly because you can't figure out why something isn't working? Don't do it.

My examples not bad enough? Trust me when I say that it's alot worse than my examples made it sound.
It's a great feeling when you're finally done, but most people don't get to that point. So if you're the type that gives up on something easily and moves on to something else, don't do it.
And definitely do not do it if the reason you're doing it is because you're looking for praise from others, because making a game is probably the worst way to do it in existence. You would literally spend hundreds of hours to get a couple of people saying "it's pretty good, I guess". If you're lucky. Most peoples first games are absolute dogshit.

 No.550

idunno what its like for peeps that dont know a lot about programming, but make sure that if you run into an issue trying to get something to work right, stop before steam starts to blow out of your ears and go to google. you might not be able to solve your specific problem, but you can learn about how all of the options really want to work, and that has solved a ton of my problems. for example: the "proceed with movement" thing is really important and will magically solve 90% of all possible bugs

rpg maker works on this weird "drag-and-drop" thing, so its really just all about making sure everything is logical. this is really common for these game making engines, but you run into a lot of situations where things SHOULD work, but they just dont. these situations are probably whats caused me to burn out so often, cuz its just frustrating and you have very little control over it, in contrast to the process of making visuals and music. be vigilant, do research, and ask for help when you need it

 No.551

File: 1470652690209.jpg (94.07 KB, 628x473, tmp_9213-IMG_20160808_1237….jpg)

>>549

I am aware of that making a game is a long and time consuming progress and I am willing to sacrifice most of my time on it in order to make my game as good as possible for my current skill level. And honestly, the progress is slow but there at least. and i know this screenshot looks like dipshit but im ok with lol

>>550

I actually don't mind for asking for help. I actually registred for the rpg maker forums so I can actually progress with my ideas. Currently i am still experimenting around with 2k3 but it's at least worth it



File: 1469315805442.png (1.6 MB, 1920x1080, tiny soul wp1.png)

 No.534[Reply]

tiny soul [Build 29] Video Preview
Hand Drawn Characters & Watercolour Backgrounds

https://twitter.com/tinysoulgame/status/756959802257993728


File: 1464088748437.jpg (152.38 KB, 850x928, sample-36ef7ea6e157b5c48e1….jpg)

 No.489[Reply]

Hello. I'm developing a game with RPG Maker.

It's a game that expresses my darkness, the aches of my soul, my depression, my social anxiety, my abuse, basically, I'm pouring my demons into an RPG Maker game.

The game is almost complete, I'm reaching a very satisfactory result but there is one touch missing.

People such as you guys, are my target audience.
It is nothing like Yume Nikki, but I want it to contain the same amount of mystery and depth that will keep people coming back, trying to understand. I want people to get attached as much as Yume Nikki, to find their own little universe in it, to care for the characters.

But how can I do that? It's not like there wasn't countless games that have tried to do it, it's not like there's no games out there that tried to have you as their target audience. It's not like there's no game out there that's mysterious, deep and unique that couldn't find their fans.

How can I make something you guys would like? How can I be sure my game will be unique and be relevant?

This is a hard stress on me. I'm pouring my all into this game and it surely wasn't crafted over night, but I just wish I was able to build the same depth Yume Nikki has, something that would build its own fanbase and keep them coming back for more.

Post too long. Click here to view the full text.
14 posts and 5 image replies omitted. Click reply to view.

 No.505

>>503

With this, I am heavily conflicted.

I am not in it for the money, at all. But on the other side, I did work hard and love it or not, I still have to make a living. I do have a job but still.

But then I look at free games like Yume Nikki, .Flow, Witches House, Ao Oni and ib…those had their hearts poured into it and were free, and I am by no means any better than them, so what kind of asshole am I, anyway?

The kickstarter would be to help me afford the artwork which I am already paying for from my own pocket, I am not rich but I am devoted and the kickstarter could help bring some more original artworks and maybe even soundtrack.

I'm just brainstorming in this text box, sorry.

Regardless, when I look at you guys and the RPG Maker community I feel it'd be wrong to not make the game free…I just don't know anymore.

 No.532

File: 1469314110531.jpg (58.52 KB, 780x455, toallyoulolilovers.jpg)

Ladies and gentlemen, I present to you my somewhat non-serious list of game-must-haves to whore up those downloads! it needs to have a combination of the following:

Memorable characters, tumblr-friendly is a big +. Loli main character also a big +.
The characters can either A: Be really edgy and grimdark, or B: So fucking sugar sweet it hurts to lick them. Nothing inbetween is acceptable. NOTHING.

Some mechanic that sets it apart from other games, for example the no-combat shit in Undertale.

Unique or just really good visuals, doesn't have to be fantastic-looking, but I'll be damned if it doesn't help, how many RPG Maker RTP games got zillions of fans? Yeah didn't think so. Anime style is a big +. I'll say it again: Loli main character. Little boy that looks like a girl also acceptable.

Speaking of tumblr, it also needs to have at least one important character that is a boy that looks like a girl or a girl that looks like a boy, not including the main character. For the fanart.

Comic relief character that is some kind of nerd. "Haha, he referenced something I know! This game really gets me."

Bullying. Preferably of the main character. The bullies will either die a bloody death or be your friends at the end of the game depending on the type of game it is.

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

 No.533

File: 1469315546946.jpg (146.36 KB, 1023x713, takingnotes.jpg)


 No.535

File: 1469322724458.png (49.84 KB, 400x300, 2dbf85ffad07302232748f66a9….png)

>>532
I love you owl, please, please, never change.

 No.537

>>532
>Be really edgy and grimdark, or B: So fucking sugar sweet it hurts to lick them. >Nothing inbetween is acceptable.
>not going for a mixture of edgy + diabetes bait instead
Create the ultimate RPGMaker character, just do it.



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