Thread #3932963
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A place to discuss general game development using RPG Maker or any similar or related game engines.
(YOU)RPGM Jam #23 is currently on: https://itch.io/jam/yourpgm-jam-23-continuation
Don't miss out!
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Welcome to Banal Writing 101, call me senpai.
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>>3933364
A "chapter 2" is fine.
In storytelling and screenplays there's also "scene-sequels". You have scenes where all the action takes place, but characters can't (shouldn't) react to everything. Following that is what they call "sequels", where the characters can digesting everything that happened, which informs them on where to go. Or clues the reader in on motivations.
For example, in a crime show, the most dramatic part is usually the cold open. The characters are going about their lives, maybe having an argument, then out of nowhere...a dead body! That's the scene. The "sequel", is the following investigation. Someone in latex gloves poking the body with a stick while reciting scientific names and police codes. It's basic procedure, but it's not moving the narrative forward. Until they start talking to suspects. Which is the next scene, where they arrest someone. Followed by the sequel, interrogation room. Sometimes you don't even see the interrogation. It comes back from a commercial break. "He says he didn't do it." Moving on...
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A sequel to my "One Screen RPG" would be dumb and boring. Because I just crammed all the rpg mechanics onto one screen using the default classes and skills too.
It was more about the process of putting it together, for myself. And creating plugins or techniques to make it faster.
It's good practice and all, but there wasn't anything in it for the player to experience that they couldn't get from any other RTP game.
What I learned was that Rpg Maker's UI is really tedious in some places. Like adding items to a shop. I found the best practice is to keep a shop event that has everything in it. Because it's way faster to delete items than add items.
And that you should probably keep all your shop processing in a common event. Because if you ever add a weapon to the database, you'd potentially have to find all the shop processing events to add that weapon to. Which would mean navigating nested maps and events.
And, adding an item to a shop list isn't the same as adding a database entry. There isn't an "insert new" option, but there is a "insert paste". So if you were to add a sword, you'd have to first add it to the bottom of the shop list, copy and paste it with the other swords. Then delete the sword at the bottom of the list.
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>>3933487
Well, it wasn't entirely RTP. I know you said you threw in Succour at the last minute and didn't think very hard on the narrative. I think you could have turned her into an original character.
A sequel would be an opportunity to use her as an actual character, properly ressurected or reincarnated.
People really go for that anthro x human stuff. >>3933000 when goblins were trending, it was all about revenge porn. All the isekai stories back then started with betrayal. There's still some on-going stories on scribblehub. It might be worth looking into, to see how they've been continuing their stories.
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>>3933556
I'm not doing a revenge fantasy. I just like making allusions to anime culture. But I know enough about the LitRPG tag on Royal Road to know they have a pacing issue and stop being a LitRPG at a certain point.
In theory, a revenge plot would move towards getting that revenge. LitRPG skill mastery would typically be the means to an end. I mean, you could do something ironic. Say a character levels up [Cooking] and [Poison] to assassinate someone. Then this fails because the target is immune. But they still choke on a grape and die. Kind of anti-climatic, but you still get to the end.
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yep let's see what SigmaSuccor is up to
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>>3933643
Do you like it that it is oversaturated with DLC and other paid content?
Do you like it that they ask money even for the most benign of javascript edits, such as changing the self switch of an event from another event?
- coupled with the demand for credit for that script
- coupled with the opportunity for them to restrict your game in certain ways
- coupled with, even though they just made an edit, according to them you're not allowed to edit their edit.
How do you feel whenever you buy, and you encounter an issue, that you cannot fix it due to obfuscation?
How do you feel that, every time you encounter a problem, the first type of help you get is to find another plugin to solve it, creating this plugin developer dependency situation?
The way I see it: the software is fine, there are just problems surrounding it, including in the eula.
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>>3934692
>Do you like it that they ask money even for the most benign of javascript edits, such as changing the self switch of an event from another event?
nta, but if you're too retarded to fire up claude opus to have it vibecode that functionality, you deserve to pay
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I've decided to make an hgame for purely myself in my free time. I want to make a battlefuck cg hunter in the same vein as amazonamazon and captain sikorsky's games. I installed mz yesterday and went through the tutorial and am off to a good start but would like to know if there are any resources for making cghunterslop. Are there any plugins or tutorials for making a battle system for hgames?
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>>3934596
That vid reminds me of AI somehow.
If it's good enough or looks good enough, nobody will complain and just play the game. They all use the portrait as if it was naturally drawn.
The only one who knows its AI is the developer, hense it doesn't feel the same to them. Thus he runs through the portrait.
However then they realize it was generated art in part, and suddenly it becomes a problem, and thus they would too run through it.
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>>3934692
I have no feelings about any of that yet.
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>>3932963
I've been experimenting with RPG Maker since 2007 (first XP, then VX, then Ace), and even though I have worked on countless mini-projects, I end up just abandoning all of them. I suppose it's due to the fact that they were all passion projects (with no intention of ever releasing them for a price), but... I see all these cult classics and there's this perpetual regret on the back of my mind that I might have achieved something by now (not that I have any delusions my works would be interesting whatsoever).
My longest running project was a DBZ-Like Idle Game on VX Ace.
Something like Candy Box, but Dragon Ball Z (I always had this grind autism of seeing numbers go up).
So let's see...
>Handling the 'Power Level' progression was my biggest headache. Would training give you XP and increase all your Stats when leveling up, or would you individually train them? Should it be a singular 'Power Level' stat like in the show, or a combination of stats?
>I couldn't decide how simple or complex I wanted the fighting to be, scrapping weeks of progress each time (e.g. using Yanfly's Combo System or not).
>I had no idea how to make a script I had for charging skills work with another script for active-time combat. I tried several other scripts, but I suppose I was too fucking retarded to make them synergize with each other.
>I had an issue with how to present extremely large numbers on the screen. I just couldn't find a script for number denominations online (e.g. 1,000,000 being shown as 1.0m on screen), and had to make a makeshift modification that was only held together with thoughts and prayers (in a time where ChatGPT was not a thing).
Then I kinda shelved it when my main hobby became D&D, and I've been using VX Ace as a generic map/dungeon maker for my table ever since. I've entertained the idea of making small games featuring the characters of my players (for our group's personal amusement), but nothing of value has come of it.
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>>3934953
you either decide the battle system first then hope there are plugins out there to complete the work
or you hoard (free) plugins and assets and decide what to make from there. Japanese rpg maker games (99% porn) usually state the source of used free plugins/assets in the readme.
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Speaking of RPG Maker porn games. I think they've broken itch.io content feed. Personally, I don't think it's actually recommending anything new.
Full disclosure. I don't review or rate games. Itch says that's how they make suggestions. But I don't believe them. So the only data they should have on me is my download history, which should be 90% (You) Jam submissions or RPG Maker related resources. But I have a suspicion my "history" is just the first 10 games I downloaded when I joined forever ago. And it never updates.
This tag list is stupid for a lot of reasons. It doesn't even match the recommended games it shows me. Yes, ok, Rpg Maker is in there, good. So then why are the games it's recommending me Platformers and 3D survivor horror games? I'm pretty confident I've NEVER downloaded a 2D platformer before.
And where are all the porn games? An adult male interested in NSFW games? Good guess. So where are they? To be fair, this tag list changes when I hit refresh and I took a screenshot at it's worst. These combinations don't exist. Beloved Rapture is an RPG Maker game with gay characters, but that's on Steam.
Scrolling down further are the "Community Recommendations".
What community? There are a few games made by my friends that I've probably never downloaded from itch. Why? Because I helped make them. Obviously, Itch couldn't know that. It's a wonder it connected us at all, because I don't follow anyone on itch either.
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>>3935984
They were unlisted for a few months last year. That's all. You can search for NSFW games, but I think the problem is "related" tags.
Tags that should be related would be like #NSFW #Adult #Erotic ect...you're limited to 10 tags on a page, but everyone tags their games differently. If you're just searching for #NSFW you're missing out on a lot.
Because the system obviously doesn't see these tags as "related". Some people only use a few tags, so you have to explore each one individually to find hidden gems.
Meanwhile there are other tags that shouldn't be related, but for some reason they are. For example #No-AI is a new tag. But guess what the related tags are? #Artifical_Intelligence.
So you click #no-ai and get #AI results. Lol. That's got to piss someone off.
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>>3934692
> (me)
omg...
> https://www.reddit.com/r/RPGMaker/comments/1rgaitx/please_tell_me_how_ to_make_the_background_of_the/
Even AI recommends plugins to solve a simple issue. I realize that it is trained on public posts, but sigh. Why is this the default?
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>>3934692
Ok then what is the best rpg maker to make a game in?
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>>3935315
Lets say you use Variable 0003 for storing X-San's power level. It's currently set to something crazy: 123343564
Keep a second variable empty (variable 0004 will be used in this example.)
Script:
var = $game_variables[3]
division = 1
if var > 1000000
division = 1000000
mark = "m"
elsif var > 1000000000
division = 1000000000
mark = "t"
elsif var > 1000000000000
division = 1000000000000
mark = "qd"
else
mark = ""
end
$game_variables[4] = "#{ ($game_variables[3] / division ).round(2).to_s + mark}"
Then create a show message window and display variable 0004 in it.
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>>3936273
Just make a game in whichever one you want to make it in.
It's not important which you make it in. All of them have issues. MZ is just oversaturated with a stupid community; that's the main problem. The software as I mentioned is fine.
If you want to actually learn game dev, it's recommended to go old school, 2000 or 2003, since it gives you a better understanding on game dev than the modern more hand-holdy ones. (the lack of handholding makes editting base things easier)
With MZ, there is so much handholding that you cannot easily edit things, you need to actually integrate your edit into their script system so that it is properly loaded. This is a problem. VX Ace is easier since ... any and all code is simply read and run.
The problem with VX Ace is Windows.
>..>; not VX Ace, but windows is the issue. I only discovered 3 bugs in VX Ace, and none of them were the F12 reset key. I don't think this is 'bugged'. Instead, I think others cannot code around it, or are lazy since copy pasting the thread content is easier. No- they're minor.
MZ is easiest to work with basically (from the interface at least), it's harder to code with than vx ace or earlier versions.
Also
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>Also
I forgot what I wanted to say. Meh- Back to the other guy.
>>3935315
Charging skills:
Event commands
Game variable 0005 set to 0
Loop
Conditional branch, if button C is pressed.
Game variable 0005 + 1
Else
break
use that in your damage as multiplier (or part multiplier)
You can also in between do "if variable 0005 is greater than x" to give the enemy a turn
(you need to set another value, that you will also need to check later; so it only happens once)
You can create an Experience system using game variables as well.
Also if you want to set a the value 12.72 to a variable, use script. Just place 12.72 there. When you use set it will round it to 12, very annoying.
Set is the same as =, except that it allows everything, including words.
Anon, you're not weird, just too impatient to read code.
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>>3935315
>>3936284
I should mention that you can totally do this with just event commands, but it does get more bloated and will require more game variables.
Variable 0005 set to 1
Conditional Branch variable 0003 is greater than 1000000
Variable 0005 set to 1000000
Variable 0006 script "m"
Conditional branch variable 0003 is greater than 1000000000
Variable 0005 set to 1000000000
Variable 0006 script "t"
etc.
Variable 0007 set to Variable 0003
Lets say you want two decimals
Conditional branch Variable 0004 > 1 (disable Else)
Variable 0004 divide by 100
Variable 0007 divide by Variable 0004
Variable 0008 set to Variable 0007
Variable 0008 divide by 100
Variable 0008 times 100
Variable 0008 is Variable 0008 - Variable 0007
Variable 0007 divide by 100
Show Message
\V[7].\V[8]\V[6]
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>>3936313
> Conditional branch Variable 0004 > 1 (disable Else)
> Variable 0007 divide by Variable 0004
fuck, I meant variable 0005, not 4
Actually I fucked up more since 4 is now unused, but whatever. Anyway, using Script is easier and less uh.. clicky clicky.
I'll let others post.
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I adore shonen battle anime. But it was never very satisfying to write. I couldn't explain why, I just wanted more depth.
But now we have people analyzing AI writing, and criticizing "writers who don't read". Those comments might be circling the problem.
Basically, people don't read for entertainment anymore. They read to extract information. They don't process emotional sentiments. They aren't moved by metaphors or allegories. They want blunt acknowledgements. And that's basically what shonen anime is.
>He's fast!
>Nani?!
>*Life affirming quote to be invalidated 900 chapters later*
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Fat chance but can anyone help me by making the code in this post (The first) one as a plugin?
https://forums.rpgmakerweb.com/threads/srpg-engine-mv-plugins-for-crea ting-tactical-battle-system.110366/ page-152#post-1401521
Basically this is an SRPG based demo on RPGMAker MV.
This code allows you to display a battle forecast screen like FE.
This demo has almost everything I need but this and maybe full body portrait display when selecting an unit.
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>>3936478
Sorry wrong pic.
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>>3936521
I dont.
The demo is a bunch of plugins just to make an SRPG but it's kinda basic presentation wise so wanted to implement this code for a battle forecast like pic similar to Fire Emblem.
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>>3936581
maybe if you are only planning for making shitpost games or weg. I remember seeing some weg dev using a thug's sprite badly recoloured with bucket tool, though with weg dev it's probably they are stealing it directly from other game instead the actual asset creator.
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>>3935969
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>>3936601
I hate writing. Writing is rewriting, they say. But I don't "rewrite"; I "overwrite".
I start with 2 characters in a white void. Map0. Will I flesh out the details later? No. It's a legitimate place now. And how about the characters? Are they fully realized people with backstories and motivations? No. I decided a character should be depressed, so they became an anthropomorphized allegory for depression. Because I am a genius. I'm so smart I make problems I can't solve.
No time to explain! Take depression's hand. Adventure awaits!
*roll credits*
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>>3936729
anon, just make a gameplay based game. Design a couple of areas to travel through and make going through them interesting through mechanics. Work on the combat system (or use the defaults, idc to be honest). Make a small game.
Stop writing. Game making and book making are different things. Games don't need lore.
If you really need to give your characters reasons to travel through these stages at all you can find something later. Like- the most memorable games throw you into shit without explanation anyway.
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>>3937425
You can temporarily change the title screen background with a script call during runtime.
>$dataSystem.title1Name = "Bigtree"
Assuming "bigtree" is a file in the titlescreen img folder.
When you deploy your game, be careful of excluding "unused" image assets. Likely, it'll exclude all the titlescreen images that aren't set in the database's system tab. It's not going to think to look for filenames used in script calls.
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How do you make a D&D style stat progression where stats are tied to actors not classes and you can chose where to allocate them on level up.
Also any D&D like systems easily adaptable to RPG maker?
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>>3937672
Even commands, tab 1 has [Change Parameters] where you can change actor's parameters by variable.
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>>3937721
I don't have anything to hype. Prepare for another level grinding session with Project Defaults.
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>>3937716
I don't know what I'm doing
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me neither
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