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/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
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News Post: I am Retiring.

File: 1466204691033-0.png (918.92 KB, 1082x806, VideogamePostercommission ….png)

File: 1466204691033-1.png (271.97 KB, 803x611, BCMSS.png)

File: 1466204691033-2.png (787.12 KB, 809x621, BRCMSSS.png)

File: 1466204691033-3.png (1.43 MB, 1366x768, BirthrightScreenshot.png)

 No.509[Reply]

Hey guys. I've been working on a projct for quite some time (since 2015 actually) and finally got the kickstarter campaign approved! So today, I'd like to present to you guys Birthright Cataclysm Zero.


The game is an RPG about a vampire huntress named Aria Selnades and the princess of vampires named Maia Etranzi.

Both races are caught in a never ending conflict that almost caused the end of the world.

The war has recently entered a phase called the Birthright Cataclysm. The new generation of warriors are being sent to the front lines to battle each other and conquer the opposing forces.

To prevent my game from being 'yet another Kickstarter game', let me explain why I'm kickstarting this.

I've played games like Yume Nikki and .flow for a long time, I even recently became a speed runner for Yume Nikki, I'm very passionate about that game because it was very, very different, original and unique, and while working on my game, I kept feeling something was missing, something that could help my game 'be something'. It definitely carries some 'silent inspirations' from Yume Nikki as some scenes in and stages in the game come straight from what I love so much as a Yume Nikki player.

For those who wonder, all the money made from the kickstarter campaign will go towards the creation of original material such as artwork, graphics, music and assets for the game. I want it to gain its own unique identity and I can achieve that by hiring the talents needed to make my vision come true.

Post too long. Click here to view the full text.
3 posts and 1 image reply omitted. Click reply to view.

 No.529

So why do you need a kickstarter for this game?

 No.530

>>529
To get your money.

 No.531

>>529
To get your money, we want your money.

 No.536

Everything in this game looks like it came from the rpgmaker xp rpgrevolution forums.
Not going to lie.

 No.1060




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 No.1013[Reply]

I'm currently figuring out some concept for a challenging boss battle for my game.
It's an exploration game similar to YN, so you don't really fight throughout the entire game, you dont gain exp, you dont increase stats, you just solve puzzles most of the time and collect effects. First i was thinking of some turn-based sans-like action but scrapped it, since the player might just be too weak to kill the boss with brute force. some bullet-hell dodging stuff ala omega-flowey sounds alright, but it needs some more of a catch.

Are there any amazing boss battles you remember that didn't require any grinding or leveling? I really dont want this stuff in my game. However I want a heckin painful boss battle with some out-of-the-box-thinking

 No.1059

>>1013
chrono trigger bosses?



File: 1592400775456.jpg (80.15 KB, 672x372, RPG-Maker-MZ.jpg)

 No.1028[Reply]

They have a announced a new Rpg Maker
https://www.rpgmakerweb.com/news/842-mznews_20200611

From what is known right now I'm not sure whether it will be worth getting it, as it seems to be mostly the same as RPG Maker MV, while being incompatible with its scripts/plugins (And I've changed engines already too often on all of my projects). On the other side it seems that it will offer more eventing options similiar to the old 2000/2003 versions and it is also claimed that there will be some big new feature that many wanted. Supposedly there are some leaks, but I have no idea where to find them.

 No.1029

Yeah I saw the news on the rpgmaker forums. I won't be getting it anytime soon that for sure. I got MV like about a year ago and just now I'm finally getting the hang of it. I don't see myself paying 80 bucks for a new rpg maker engine anytime soon, no matter what features it has.

 No.1040

https://www.youtube.com/watch?v=1vzqoy7I0Kg
Here's a 3 minute video covering all major changes between MV and MZ. Really not worth it.
>>1029
You and me both. I bought around a year ago as well and have yet to figure everything out.



File: 1588740081174.jpg (460.23 KB, 1200x716, RPGMaker-MV.jpg)

 No.1024[Reply]

Hey friends. I need to make a jrpg quickly. I've been trying to make it from scratch in javascript canvas but that isn't going quickly enough. What tools should I use? It needs to be able to run in a browser.

 No.1025

>>1024
do you have rpg maker? just make it in that

 No.1034




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 No.1031[Reply]



File: 1569437298944.png (295.37 KB, 1280x720, betweenskyscrapers2.png)

 No.1011[Reply]

Since the beginning of the year I've been working on an indie game. I just released a first (short) version in early access mode on Steam. Please consider playing it and let me know about feedback for the final release (planned in spring).

The game is about a college student who gradually alienates from the social scene and ends up becoming consumed by his thoughts. His behavior becomes more and more erratic and in the end there is a climax.

https://store.steampowered.com/app/1054450/The_Raintime/

 No.1012

Looks interesting OP, might take a loot at it.



File: 1568990422918.jpg (2.35 MB, 2160x3840, IMG_20190919_190233.jpg)

 No.1010[Reply]

Hi, this drawing is an old concept art kinda inspires on Yume Nikki's ambience and Sluggish Morss Characters.

I wanted to realize it but I'm noob af trying to develop a game.Recently I'm doing new concept art so perhaps don't gomma be a problem. But I need tips for getting involved into software like RPG Maker and PixelArt. Also a way to get more clear ideas forbmy game.


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 No.996[Reply]

Hey everyone! So, I and a couple of my friends are deciding to make a short fangame. I'm making the tiles for the game since I have a bit of experience in pixel art. As I'm looking through Yume Nikki's game files to capture the style of the game and seeing through the tiles piece by piece, there's just one thing that really boggles me and that's with some of the tiles, mostly on the walls. I'm not asking as for how they were made but more on its textures. They use up a lot of colours and are spread very unevenly, yet, they all somehow manage to blend well together. I'd like to know if there's some sort of trick to get those results of texture done or do I really have to place each pixel manually and hope for similar results. The images below have arrows on them just to show what I mean. Thanks for reading!

 No.997

File: 1556013806664-0.png (63.94 KB, 1317x771, Снимок.PNG)

File: 1556013806664-1.png (9.87 KB, 360x195, Снимок2.PNG)

I'm not quite sure what you mean, but you mentioned images being "spread unevenly" so I'll hang on to that and you correct me if I misunderstood you.

I included screenshots of RPG maker (that's .flow, though) which should kind of explain this. Basically, you just copy and paste tiles from the sheet into the game. Each tile should have a specific size, then you just click the thing and click on the place you want to put it in.

So it doesn't matter how you spread them on the sheet.

 No.999

>>997
He's talking about pixel placement when making tiles, not how to use tiles.

OP, the only cases in your pictures where I'm 100% sure it was done through some texture or algorithm are the walls (e.g the desert ones, mado's room, the wall where you get the ghost kerchief effect). Those more than likely had some "noise" added onto them and then filtered to get the resulting "texture" feeling, then one side got darkened to get a 3D feeling.

The floor wood boards and the book shelf on Mado's room, as the bricks in the skygarden are more than likely done by hand. Just practice a little.

I have my doubts about the sand in the desert. It seems done by hand but don't quote me on that.

 No.1000

File: 1556042762626.jpg (88.53 KB, 512x512, cirno-halloween.jpg)

>>999
ANON WHAT ARE YOU DOING.
Also, 1000 GET!

 No.1001

Understood! Thank you, both. I'll see if I can figure it out.



File: 1538130068120.gif (18.5 KB, 180x179, Ghost-u5d.gif)

 No.872[Reply]

It is my pleasure to introduce a new project I have been working on for the past several days. The Uboachan Dream World MUD is a text-based, in-browser multiplayer game where the users create the content with in-game commands. The focus is exploration, but I plan to add some more dynamic kinds of features later on.

You can play the MUD in your browser at http://dream.uboachan.net/ or follow the link on the sidebar.

This thread is for comments and questions, and eventually I will collect my answers from this thread into a FAQ for new users. Some user guides will be very helpful in navigating the command system, so ask me whatever and I'll try to write some good posts.

I would also like feedback on how easy/difficult/pretty various aspects of the MUD are to use.

Github: https://github.com/seisatsu/Dennis
62 posts and 8 image replies omitted. Click reply to view.

 No.983

>>891
Any plans to implement keys that multiple people can have soon?
I'm working on a new section, but my whole idea needs sharable keys to work.

 No.984

>>983
Yes, see >>935. The feature will be called "duplify item".

 No.985

>>984
Cool, I somehow looked over that post. Keep up the good work.

 No.986

>>985
Added the (un)duplify item commands.
Tell me if they break.

 No.987

Further discussion will take place on the new board.



File: 1517067607682.png (12.83 KB, 246x138, Railroad Tracks.png)

 No.784[Reply]

https://www.youtube.com/watch?v=GR2E5WpGwq4

This is the trailer for a little walking game I have been doing in my spare time.

You explore a surreal world and slowly stumble upon your past memories that reveal the story. There will also be a climactic ending, etc.

I hope to release a complete version in April.
12 posts and 4 image replies omitted. Click reply to view.

 No.851

>>850
I've been quite busy so I haven't had a chance to play much. I will say I'm still optimistic about the game and eager to play more when I can.

One thing I've noticed though is that it seems pretty huge so far. And without a central hub world, it gets really easy to lose yourself exploring, so if I have anything to criticize so far it's that. One area that frustrated me were some caves I found that were pretty repetitive and empty.

 No.860

>>851

Thanks for the feedback!

It does get pretty big. The railroad is supposed to funtion as a sort of red thread that can be used as a starting point for exploration. I will try to improve upon the player guide sometime soon, with some pointers for the larger mazes.

Also, it is on Steam now:

https://store.steampowered.com/app/888070/Railroad_Tracks/

 No.861

I'm really enjoying this so far. One thing I've noticed is that there seem to be a lot of tiles that are walkable that I don't think are supposed to be, mainly decorations on walls like pipes and signs, in some cases you can go out of bounds.
Seems from reading other replies and other threads that "one thing I've noticed" is code for "I like it, but fix this". Weird that everyone meaning that makes the same language choices. I couldn't think of a way to reword it myself that sounded okay.

 No.958

the game is ok. the desing is nice and the gloomy aspect is well done and music is fine but not remarkable.
I don't really like the fact that some paths are acutaly low res pics, but thats a minor aspect and might chance my opinion on it. Also encountered many walkable areas which are not suposed to be (walls, sky, sliping out of the path, usually corners with a 45º turn.
And maybe I am wrong but I think the conection between areas are way too far from each other. so far so like 8 memories while it is an exploration game without map (and the point is to explore) I have the feeling one can spend hours walking the same areas and missing a whole area that the only acces was right at the start.
Maybe more connections between areas would help. Maybe.

 No.960

>>958

Thanks for all the feedback! I have been releasing some updates that fix many of the passability issues. (Being able to walk through walls.) If you still find any remaining let me know and I will patch them.

All in all I liked this project, but I think it was a bit too big to really make it good. I have started building a new game that will be smaller and more polished in the end.

Also the OST for railroad tracks is out now:

https://www.youtube.com/watch?v=sKC_B1WwaZs



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