[ yn / yndd / fg / yume ] [ o / lit / media / og / ig / 2 ] [ ot / hikki / cc / x / sugg ] [ news / rules / faq / recent / annex / scans / discord / manage ] [ aurorachan / desuchan / sushigirl / lewd ]

/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
Name
Email
Subject
Comment
File
:
Password (For file deletion.)

Check out the *NEW* Uboachan Dream World MUD (and the discussion thread)

File: 1459771545547.gif (1.86 MB, 376x280, tumblr_nnpoxiKU9g1tpj4iso1….gif)

 No.134[Reply]

What bad game ideas have you had? Why did you think it was just better not to work on them?
Don’t be shy and tell us what terrible ideas turmoil in your mind.
3 posts and 3 image replies omitted. Click reply to view.

 No.149

>>148
is pic related what you worked on?

 No.150

>>148
Then how about getting gud, practice and then working on it again? Just that room looks better than most modern rpgmaker shis

 No.151

>>148
Discarded ideas are fine to post too. Forgot to include them in the op.
For the story, if you can’t come up with anything satisfying, you could always recreate an already existing mystery story and adapt it to your game’s gameplay. You could pick up a story from a book, or even mix many different ones, or use one as a base and add on it other things that you want.
For the music, I don’t know how to help as I’m also having some problems with that, but there are tons of cool music free to use if you opt for not creating your own. As for the art, I don’t see any problem with it, that map in your image looks pretty good.

>>146
That’s one of my bad ideas too. I bet almost half of uboachan could say the same.

>>143
The gif is tiny but from it and the description your idea looks more fun to play than most “rpgmaker horror” games.

 No.152

>>151
>I bet almost half of uboachan could say the same.
>only half
You are being generous.

 No.153

File: 1460005625842.gif (253.35 KB, 259x194, boats.gif)

>>149
Yes. I was testing perspective and sizes to learn what felt more natural, so some colors/shadings are bleeding a bit and it things look wonky here and there.

>>150
>Then how about getting gud, practice and then working on it again?
Well, first of all, I don't have enough time to put into anything related to the project itself as of late, or to practice and improve. The second problem is motivation, I already lost most of it.
As I said, at the very least I don't have plans on working on it soon, but there are chances that I will change my opinion in the future. I honestly don't want to lie and say that if I will work on it or not because not even I am sure about it, plus this whole "hey, I may or not may work on it!" thing makes me feel like an attention whore.

>Just that room looks better than most modern rpgmaker shis

I'm glad you liked it, even when it's a rough sketch full of dicks.

>>151
>For the story, if you can’t come up with anything satisfying, you could always recreate an already existing mystery story and adapt it to your game’s gameplay. You could pick up a story from a book, or even mix many different ones, or use one as a base and add on it other things that you want.
I thought about doing this too, but things didn't blend exactly as I wanted. My major fear was basically that the game may not have sounded bad but the development of the story was going to feel completely uninteresting, since I couldn't connect the dots between the scenes. You know, like, there are games that sound pretty good and the mechanics look nice, but when you play them you realize that the story lacks a lot of stuff or that it wasn't well planned, so it just doesn't work. And that's exactly what I was feeling when I was planning the story. No matter what I tried, I felt I was lacking something, or the pieces would simply not fit together, or it felt highly unnatural.

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



File: 1459399259815.jpg (67.56 KB, 500x604, tumblr_n7iymuX5gJ1qkdofgo1….jpg)

 No.107[Reply]

So, I'm currently using VX Ace to make a fan game but I'm struggling to find as many resources and tutorials as I can find for 2k3. Should I switch? Would it be easier or not worth it? What are some pros and cons?

P.s. I'm not far in my game so I wouldn't lose much progress, I'd be willing to switch if it's easier to use or to find help with

 No.108

This might not be what you're looking for, but I really think that you as the game developer should choose the tool. VX Ace is a tool, 2k3 is a tool, Game Maker is a tool, programming languages are tools. They all have different things they are good at and different weaknesses, so most of the decision is influenced by what type of game you want to make and how you want it to play. This is similar to drawing supplies: tablets are tools, pencils are tools, pens are tools, markers are tools.

 No.109

From my experience all these enterbrain things are pretty much the same in tools and difficultly, except for the built-in scripts editor in Ace, which gives space to some imagination, from editing the menus to changing some in-game mechanics, and some minor stuff.

I learned to use it without touching tutorials, by making a test game and exploring all the features, that's just easier to me.

 No.110

File: 1459453769242.png (362.12 KB, 481x461, cat-wtf-face-confused-reac….png)

>>108
True! I've talked to a few ynfg devs and since most of them have used 2k3 I figure it may be easier to find help for this specific project. I do like VX Ace, though.

>>109
The main concern of mine would be tileset creation. I don't understand the tileset creation process and layout for VX Ace and I've heard 2k3's tilesets are easier to understand. Is this true? I've been looking into it and it seems to be that way.

 No.112

RPG Maker XP for life! It's not lo-fi like 2k3, and it's mapping system isn't constrained like VX Ace. It's the best of both worlds.

FYI the eventing system is nearly the same, so any tutorials you find about that can carry over. Are you looking for Yume Nikki tutorials only? Because VX Ace is/was way more popular that 2k3 ever was, if only because it never had an official translation until last year.

But VXA's tile stuff should be easy enough to learn if you read tutorials (like http://blog.rpgmakerweb.com/category/tutorials/ ) and read the help manual.

 No.113

File: 1459484475348.png (60.79 KB, 250x250, tumblr_static_thing.png)

>>112
Dude you may have just solved my problems with the tutorials. I'll also look into XP though, I'm open to staying with or leaving my current program!



File: 1457284983749.png (1.53 KB, 303x243, 1438120189999-3.png)

 No.33[Reply]

Which is the best RPG Maker I could use to make my game?
10 posts and 5 image replies omitted. Click reply to view.

 No.50

File: 1457755957443.jpg (39.07 KB, 500x281, 1420487474008-4.jpg)

>>49
>the programming language
mate….

 No.52

>>50
I’m very sorry, I don’t know the exact terms, all I know is that for scripting in xp, vx and ace it is used ruby, and in Mv is javascript, and in 95, 2k, and 2k3 you can’t script. Those differences can influence some people’s choice of which they prefer to use. What is a better term for it in English then, scripting language?

 No.53

>>52
RPGmaker works on eventing, which is closer to pseudo-code than anything at all, and it's baby-tier. All engines handle the same eventing system, except small modifications; but they're essentially the same thing.
The scripts are done by interpreter, and they're not related to the core of game making at all. You can do a game without even touching that.
The difference in scripting languages is that Mv is thought for retarded shit like smartphones while the other engines are thought to be used in a real computer, but it doesn't really affect the making of the game unless you want something really specific which isn't natively supported by the engine. It doesn't seem to be OP's case anyway.

 No.55

>>53
Oh, I know that, but thank you anyway. I just had forgotten what name was most commonly used for it. I know three languages and sometimes when writing my mind gets a bit messy and I forget words or terms and try to get away with using something that seems like a synonym, or at least understandable to readers.

>It doesn't seem to be OP's case anyway.

Probably not but decided to say it anyway as I’ve seen some people make a choice based on that.

 No.56

File: 1457761357136.png (115.79 KB, 640x480, サクラ大戦2.png)

>>55
>I know three languages and sometimes when writing my mind gets a bit messy and I forget words or terms and try to get away with using something that seems like a synonym, or at least understandable to readers.
You're talking with someone who handles 3 languages constantly too (4 soon, maybe more one day). The best you can do is to translate the word you don't remember from your native tongue with google or something.

>Probably not but decided to say it anyway as I've seen some people make a choice based on that.

I mostly pointed it out because there are legit faggots out there who call eventing "programming" and think each engine is different on that level, when it fucking isn't. I remember when there existed some kind of fashion to say how harder XP=> engines where compared to 2k3=<.



File: 1457118751214.png (59.61 KB, 200x307, Ren’Py_Logo_6-13-6_200x307….png)

 No.22[Reply]

Probably the easiest tool I've found for making a simple visual novel. It seems to literally be just a python scripting engine, so I feel like there's potential to make it do far, far more than it seems at the surface. What are your thoughts on it?

 No.27

UAB was great



File: 1457041070868.jpg (115.17 KB, 1093x1002, Leslie-Withers-the-evil-wi….jpg)

 No.2[Reply]

Soooo I'm super new to using RPG Maker (I own VX Ace) and there are a lot of things I am having trouble figuring out. If any more come up I will ask on this thread.

1- how do you create animations for characters for VX Ace? (I'm not using the default sprite so any advice would be much appreciated)
2- how do you get a character to put on/take off an effect? And how do you add an animation?
3- how do you make it so you can't use effects while the character is awake?

Thanks in advance! :)
3 posts and 4 image replies omitted. Click reply to view.

 No.14

File: 1457052335709-0.png (30.25 KB, 665x560, Example 5.PNG)

File: 1457052335709-1.png (29.41 KB, 654x564, Example 6.PNG)

3- Now this one will require yet another common event, switches that should tell us whether the Character has gotten the effect or not and some patience.

First off, whenever an effect giver gives an effect, turn on a switch associated to the effect (We'll call it "Effect 1" for ease of association.)

Moving onto the common events, you will do two. One for taking/changing effects to their non-functional counterparts, and another to give the effects back.

All of those function the same way: The switch "Effect 1" will give/take away the corresponding effect, pictures related.

Where to put, is basically this: The "Take" event will be called whenever you wake up from dreaming/ come back to your room from whatever is going on. The "Receive" event is called whenever you start dreaming/hallucinating/you get the drill.

 No.15

File: 1457052470657.png (484 B, 64x96, template autotile vx.PNG)

Also here is a base template for an autotile in VX Ace. Useful even to make animated autotiles such as water/lava/blood/slime.

 No.16

File: 1457052913266.jpg (168.59 KB, 676x1000, tumblr_na284wKmYW1tj4rn6o1….jpg)

>>12
>>13
>>14
>>15
This is all so helpful!! Thank you so much! I'm going to test all of this out soon.

I'm such a noob haha

 No.17

>>16
You're welcome. We all had to start somewhere.

 No.18

>>17
If I have any more questions I'll be sure to ask again, this was very helpful (I'm sure I'll have more questions very soon cause it's all so new to me)



Delete Post [ ]
[1] [2] [3] [4] [5] Next | Catalog
[ yn / yndd / fg / yume ] [ o / lit / media / og / ig / 2 ] [ ot / hikki / cc / x / sugg ] [ news / rules / faq / recent / annex / scans / discord / manage ] [ aurorachan / desuchan / sushigirl / lewd ]