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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>>3936478
>>3936478
to make this a plugin, you have to:
Make a file with the extension .js, as an example (MyPlugin.js)
Splat the .js inside the folder
your-project/js/plugins/MyPlugin.js
RPG MakerMV parses the comment block at the very top of the file for:
description (@plugindesc)
author (@author)
parameters (@param)
help text (@help)
so the inside of the plugin file will look like this:
/*:
* @plugindesc v1.0 description of what the plugin does.
* @author anon
*
* @param EnableFeature
* @text Enable Feature?
* @type boolean
* @default true
* @desc Turn the whole feature on/off from the Plugin Manager.
*
* @param Some Number
* @text Some Number
* @type number
* @min 1
* @max 999
* @default 42
* @desc Example numeric parameter.
*
* @help
* ====================================================================== ======
* MyAwesomeFeature
* ====================================================================== ======
* This text that appears when the user clicks the Help button in the Plugin Manager.
*
*
* ====================================================================== ======
* Plugin Commands
* ====================================================================== ======
* MyPlugin start # Starts the feature
* MyPlugin stop # Stops the feature
*
* ====================================================================== ======
* Change Log
* ====================================================================== ======
* v0.1 – I don't know what I'm doing
*/
try it.
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Is there a good way to prevent duplicate area display name popups in VX Ace?
I.E if theres 2 rooms named SEX that connect to 2 rooms named AGH I would want going from either SEX or AGH to display the name popup but going from SEX 1 to SEX 2 not to display it
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>>3938501
It's a simple event command in front of your the transfer command. It's either on or off.
What aren't you telling us? That your transfer command uses a variable map Id? Or it's called from a common event that doesn't know what map it's on?
You just need to evaluate that with a conditional branch.
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>>3938411
Find the script where the map name is displayed. This appears to be Scene_Map.post_transfer where it does @map_name_window.open.
Pick a variable to hold the previous map's name, say $game_variables[400].
Check if $game_variables[400] equals $game_map.display_name and only open the map name window if they are different.
Finally store $game_map.display_name back to $game_variables[400].
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>>3937903
Claude is kind of obsessed with building web apps. Like, I just need a wall to talk to. To work out my priorities. And Claude is like.
Please let me make you a schedule planner.
And I'm like "ok." thinking it's just a list. And then it spits out this web app. It's cool to look at, but not very helpful.
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>>3938762
MZ tilesets are hot garbage. Especially the scifi set. Every time I look at it I see something out-of-place.
You know? A tileset is named INSIDE but it's full of things that belong outside. Like railroad crossing arms.
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I had a dream in the shower, a phoenix point CRPG made in rpgmaker
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>>3939162
The next episode releases on the 20th. So if you're using that as inspiration, you'll have a week to submit something before the jam ends on the 28th.
Also, I don't think there are any RM fan games of it. Not even character sprites.
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Are there any rpgmaker games that do interesting things with the combat UI similar to this? for inspo
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https://openai.com/index/introducing-gpt-5-4/
>Tactical RPG created with GPT‑5.4 over multiple turns, using Playwright Interactive for browser playtesting and image generation for the game’s visual style, characters, and thematic asset set. The game features turn-based combat on a grid map, with systems for movement, actions, positioning, and encounter flow, alongside a presentation layer refined through iterative UI and shader work. Image generation was used to create characters and Playwright was used to validate the interface, inspect and refine UI behavior, and support iterative edits as the game’s combat, visuals, and overall feel were tuned over multiple rounds.
Is AI the future of "maker" style engines?
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>>3939854
I've been getting some real steady progress going with my CBS. It's still barebones as fuck, but I'm really gaining confidence the more I work on it. I'm working on the actual UI next, so you may get to see screenshots soon that are actually interesting. Progress until now has just been nothing but event coding, which makes for really boring screenshots (look at picrel to yawn)
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>>3939854
I told myself I'm gonna do something more story-like but I haven't even decided the story up until now.
Managed to replicate MGQ paradox's time stop effect with ATB tho
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>>3939874
fellow mog motion enjoyer
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trying to figure out my environment and character styles
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>>3939874
I think the most story heavy game we've gotten was part of a 2 week jam. There was no way they made it in 2 weeks by themselves from scratch. I think they admitted that, idk.
It was more of a visual novel with only a few maps. But it had around a 20,000 wordcount. That's like an 80 page novella. Not impossible to do in 2 weeks, but time management wise that's realistically a dedicated 3-5 hour writing session to hit 3000+ words daily for a week. On top of mapping and eventing the scenes. Revising. Proof reading. Testplaying.
Most jam games are well under 2000 words. Something you could do in a weekend. There are tools that can convert a text document into message commands in seconds. There are text editors with features that can increase WPM (words per minute), but ultimately it comes down to the type of writing.
With item and skill descriptions. Some devs have a mind to be informative. "Targets all enemies...Fire damage...ignores defense." Other devs aim for world building. "A sword technique used by swordsmen of swordlandia.
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>>3940045
I've never seen the benefit to using map events when it just creates more work in the end. There are performance concerns to consider as well for map events even though per-frame mode largely allays them.
The newest versions of Maniacs even allow you to call CEVs based on name with string variables, though I haven't upgraded to that yet.
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>>3940072
>Maniacs even allow you to call CEVs based on name with string variables
And with just raw string inputs apparently. I feel a bit silly now, I guess the next thing I'm doing now is moving everything to Common Events and setting everything like this. Now the only thing I have to worry about is if I ever decide to rename an event, which I shouldn't have to but I'm incredibly indecisive. Thanks anon.
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I just realized my 2k caterpillar system shits itself on looping maps. Whenever I cross the part of the map that loops, my two followers just fuck off running to the other side of the map, which makes sense since its a coordinate based system and my protag go from like x=0 to x=150.
Now I have to choose between having cool yume nikki-like looping areas or having a functioning caterpillar... I'll go with the second as it's still more important to me, but what a bummer man, I'll have to rethink a lot of areas now, unless I somehow find a workaround with the way the events work.
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>>3940155
How does your current system work to even have that happen? Last I read up on caterpillar systems, the way to do it was to track player movement tile by tile and store their facing direction in an array of instructions for the followers to react to when the player moves. That should be compatible with looping maps since it's exclusively tracking the path the player takes.
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>>3940155
Simply an issue of skill.
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>>3940241
I got it from an old tutorial. It's basically one event for positionning and then how many event per characters you want as followers. See picrel.
>>3940242
Nice what the hell. Is that the system from YADOT? I need to sit down one day and actually try it out if it works better than the one that I have.
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is it common nowadays for games to just be all-parallax?
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>>3940392
In the absence of the Maniacs Patch, your best bet is probably to put only what is absolutely necessary into map events and route stuff through commons as much as possible. If you were using Steam 2k3 at least, I'd advise how you can exploit a feature where a CEV that calls a MEV acts upon the last MEV in the call stack (e.g. a CEV that gets information "This Event", when placed inside a MEV event page, will get that info from that MEV or make changes/movements/etc to that MEV). You can imagine how this would save effort by allowing you to route whole parts of the process into it so that you can just write the code once and have it work for all subsequent events. (e.g. "Change Graphic" being able to apply to the currently-acted upon MEV)
I think one of the big issues in general with Dorahoko/Caterpillar/whatever is that people often tie them to events that -have- to be there instead of coming up with a more flexible way (e.g. having some variables where you store the event IDs of the moving events).
In the case of your eventing, I think you should reconsider the way you're detecting movement and updating positioning since realistically, you just need to check twice. Once before, once afterward.
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thoughts on this vibe?
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>>3940798
the "these two pixels are your character" """""artstyle"""" is lazy, uninspired and fucking ugly. If you don't want graphics for your game, why not just do it entirely text based like fucking Zork? Stop with that shit. It's fucking ugly and stupid looking. Not cute like in some kind of lolretro hipster shit kind of way. It just looks like you don't know what you're doing and you think you can hide it by just reducing the resolution. It's fucking ugly in a tacky way. It looks fucking TACKY.
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>>3933000
Banal writing often uses extreme concepts to mask a lack of depth. By leading with words meant to trigger a strong emotional response (like the specific term used in the text), the writer is often attempting to create "edge" without doing the heavy lifting of building tension or an interesting plot.
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>somebody posts something they've worked on
>thread gets 10 new posts immediately to shit on it
stop bumping these dogshit generals already lol you people are miserable and deserve the lack of activity
what a bunch of fags... sad!
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>>3941229
You gotta google. VXA came out in 2012, so most of the scripts for it are scattered across blogspot, phpbb forums and github. Lots of dead links, but almost zero paywalls because nobody was trying to monetize and grift 100 lines of ruby in those better days.
Sucks that some stuff is lost, but also it's dead easy for Claude/ChatGPT etc to build you new scripts for features you're missing or can't find.
>using Ruby 1.9 make me a RPGMaker VX Ace RGSS3 script that does thing...
You still need to read the reference manual and understand how the engine works or you'll never know what you're changing or why something doesn't work after the LLM inevitably hallucinates, but it's still pretty useful.
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>>3941326
I'll also add I've never seen an obfuscated VXA script and all projects can be decrypted (with an obvious tool) and opened in the editor. If you like what a game is doing, open it up and have a look at what they used.
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>>3941229
>MV Ace
yeah exactly. That is what MZ basically is.
MZ's scripts can be found on itch.io and in the list of dlc. Non paid options can be found on japanese and chinese fora. SigmaSuccour has an XML with various scripts and 3rd party locations. For MZ it's an extremely good resource.
MV... not as good, but the process is the same.
For Vx Ace, Vx and XP, ... people basically let their blogs die out. Other sites just decided to invalidate links or stopped working. Jasmine (archeia) saved a couple on github and licensed them under a different license without the original owners permission, but alas.
You can find a number on RPG Maker Web.
rm2k is dead. The forum works, attachments do not and they didn't bother to put their scripts on the forum as text or upload it to a pastebin. so- great works gone.
Anyway, good luck searching.
There was a guy who created a tool that converts RGSS scripts into JavaScript for use with MV, but it's janky. Still it might be interesting as well.
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>>3941489
The MC gets hit by a truck and dies first.
...and then they wake up in another world.
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Thoughts?
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>>3941675
nope
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Questions:
1) Is there a quick and easy way to see what a tile looks like in engine without needing to paste it to a properly sized sheet and do all the export bullshit
2) how do you make decent looking tiles of things that don't have obvious easy textures to them? fancy rugs or stonework is kind of easy but things like ice or magma are troublesome.
>>3941366
it looks fine. maybe you could detail the tile edges to give them a bit more depthif that'd fit your aim
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>>3941657
I initial thought was "Who would purposely design rooms like that in what fantasy world?", like... have you considered the lore behind these rooms in your game?
My second thought was "pervert", because I assumed you just made them for no reason other than to get reactions.
but then I looked at the reactions and was surpised that no one even seemed to notice.
That said, maybe we're simply over exposed. I mean these kinds of jokes were never funny and now they're just tiring.
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>>3934325
Art can get you pretty far, especially if you show off your game with screenshots/video. RPGM is pretty simple engine wise so if you learn the basics you should be fine. Story is what holds the weight of your game though.
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>>3941961
"what it looks like in engine" is a bit vague. Do you mean, what does the tile look like when looping without having to import it?
In Krita, this button circled up top causes the editor to live preview as tiles. Copy and paste a single piece from your sheet into a new image and just hit that button to test it. there's probably a bunch of pixel editors that have a similar convenient button but I do all my pixel slop in Krita so I only know that one.
Do you mean something else?
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>>3942218
What the tile looks like when looping and what it looks like at the in-game resolution. I feel like 100% zoom in aesprite doesn't quite look like full res in rpg maker even when looking at a file the same res as the game res.
I'll try with krita.
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I accidentally deleted a project file containing over 300~ unique animations somehow and couldn't find it anymore, so I spent like 6 hours trying to get it back from the original source using google and even begging AI to search for it (I only remember it's an old, dead japanese blog).
but now I realize, do I really need those custom animations?
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I had a dream this morning, playing out scenes for my project. But it was too much to write down when I woke up.
I'm trying out a "crack draft" writing method. It's sorta like a crap draft - just get something down on paper. But even allowing it to be crap, you're still thinking about story structure. The crack draft idea, as the name implies, is more unhinged and nonsensical to start with emotional beats, and then build circumstances around it.
I haven't done it yet in a real writing session. It makes sense in theory. But I have doubts about pulling it together in the end.
I'm still struggling to do micro-fiction character arcs.
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>>3943691
You've probably heard this before. But you don't have room in short fiction to do real character arcs. All you can really do is a small shift or reveal.
You see it all the time with background characters in shows.
In only 3 lines it goes:
>I want that thing
>*visual gag*
>I don't want that thing anymore
They'd probably call it an arc in comics.
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>>3943883
I've thought about doing a comic panel presentation. It would be really easy to do with today's image generators. Although, it can still misinterpret prompts. Like, I meant "nursing injuries" but I got "bottle feeding a baby".
I worked it into gag. This probably won't be in my game. I was just testing out my eyelid effect.
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I might keep the baby in. I can think of a couple jokes.
It's taking place in "The Database" full of actors and assets from my other game jams. Technically, my Overclocked game had a pregnant character, although I ended up just doing a Xenogears "chair" scene because I spent all my time recreating the FF8 Junction menu that time.
The baby could be a prop. Baby Jesus. Or it could technically be anybody and everybody's baby because it's the only baby in the database. So that might be a fun way to establish the setting.
But I haven't arrived at main story arc yet. Since Succour was a last minute boss, I was thinking maybe she wants to be a hero this time. I sat on that idea for like a week, until I realized it's basically Wreck-it Ralph. *Facepalm*
Still have 2 weeks to mix it up, and I've got filler content to fall back on as a last resort. So if, you know, life happens and I can't finish it. You'll get a knock-off Ms.Pac-man with random encounters.
¯\_(ツ)_/¯
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crono trigger in fucking SNES can run multiple same animation at the same times but I can't with rpg maker
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>>3944050
I too have seen nothing but sexy Ai porn ads on blue boards for weeks now. I'm visiting less often now, because I don't want someone sitting next to me to get an eye full while I'm at lunch.
Don't get me wrong. I'll still play your porn game.
I'm only mad because if they're going to show that stuff to us, we should be allowed to post the same thing.
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>>3944080
use multiple events as the targets scattered around the map
I think in vx ace, the limit is "one animation per event" and presumably "one animation playing on screen". so you get around it by not using screen targeted animations and having multiple event targets prepared. I ran into that limit in the last jam.
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God bless the script's author
it took me like 3 days and this script solved it instantly
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>>3944145
yeah, I will gladly lick your shoes if you can recreate those with just eventing. Guess doing it via animation tab is possible too but that's too brute force for my taste, and too much work that can't be replicated for later use.
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Why is everything in base 2k/2k3 so fucking loud?
I'm planning on manually lowering every single database entry that has some BGM or SE playing to a more reasonable level, but that's going to take a while especially for the animations.
What would be a more reasonable volume level for everything? 90%, 80%, 70% or 60%?
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I used regex in notepad++ to convert some classic jrpg bestiaries into rpg maker enemy data.
There's obviously incompatibilities with unique stat mechanics and exp rates. But it's still satisfying to just go bibbidi bobbidi boo.
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It says on your resume that you make video games. Can you show us a demo?
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I'm the guy who takes Final Fantasy Record Keeper (FFRK) sprites and makes them usable as SV battlers, got any requests?
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>>3945019
I'd like you to have a nice day
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>>3945377
5k is pretty long. But it is an admirable writing goal for a game jam.
If you're just counting character dialogue and maybe some system messages, 5k words in Final Fantasy X would span the first 2-3 hours of the game
>opening in Zanarkand with Auron,
>Baaj temple with Rikku,
>all of Besaid island with Wakka, Lulu, Yuna, and Kimahri
Overall, FFX is probably around 80k-100k words. Which tracks for a 32-40 hour game. 2.5k words per hour.
But most rpg maker games don't have an 8 party roster; and don't introduce them all at the start.
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>>3945496
>If you're just counting character dialogue and maybe some system messages
1 character spoke at least 6 textboxes worth of text with average of 20 words / textbox just infodumping to character B.
I honestly don't know why I write like this.
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>>3944492
>What would be a more reasonable volume level for everything?
50% sound volume offers the most amount of space to go either up or down in the user-adjusted settings of the program; if it's still too loud or quiet, the rest is on the user to figure out which flavor of deafness they prefer.
aside:
>Why is everything in base 2k/2k3 so fucking loud?
tl;dr's:
1. analog versus digital volume controls.
2. in room speaker sets versus headphone sets.
more reading:
1 any true analog volume control will let you physically manipulate the electrical resistance in the wires leading to the speaker, which physically restrains them from getting too loud even on the most extreme audio wave forms. it doesn't matter if some video or audio file has a massive blast in it; if your speakers are at 10% they're at 10% and loud noises don't get above that physical limit.
meanwhile, digital doesn't give a shit and just scales the audio wave form through the sound controller software, which tells the hardware what to do through the operating system. every all-digital-control "audio device" is theoretically at 100% power at all times; there is no physical resistor limiting the electrical signal pulses the computer gives out to hardware, except what the manufacturer put there to stop the components from burning out.
2. speakers are further from your head and needed more volume for the same small sounds to reach your ears. headphones don't have that problem and the smaller sounds are much more clear. now re-read #1 and figure out what happens when a modern all-digital-control headphone set with no physical restraints on speakers meets 2000's software that was intended to be used with an on-desk-surface mono/duo speaker setup.
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>>3946524
Yeah, not sure how, might do mega. nz (if 4chan lets me post those links) but I also want to be open to contributions. I'm thinking of getting Claude.ai to vibecode me an image recognition software to identify the different sprite variations of each character using the stuff I've already categorized.
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how to make my combat interesting
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>>3944118
Tested it, it's not a standard animation.
Anon, idk what you're doing but, you can play animations at the same time.
As you mentioned, you (or another) mentioned, you need to Wait to get pauses in between them.
One by one happens, because you didn't give the animation handling to parallel events.
What script is that anyway? It looks like it plays one big animation (bombing many places) scattered over multiple places at least rather than it being one beam and it targetting a specific X,Y based on a random value.
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>>3946841
>As you mentioned, you (or another) mentioned, you need to Wait to get pauses in between them.
I don't know how you did it, but in my case each animation waited for each other first so it looked weird with the beam queueing to finish. I couldn't use wait since it will fuck up the explosion frame animation (the one after the beam)
>One by one happens, because you didn't give the animation handling to parallel events.
I'm not some 2k wizard, I do know how to loop stuff in ruby tho
>What script is that anyway?
the animation is just a single spritesheet (not rpg maker's default) played with : Fools::Animated Picture. Different method(?) than regular draw picture so it can play out independently.
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>>3946873
That was vx ace, right? I tested if you can only play one animation at a time per event. You can play multiple at the same time or in sequence, per event.
You can set the trigger to parallel, and then time their execution. As for how
Variable -> random number (between 1 and 6 for example)
Variable 2, starts at 0
If variable 2 is equal to variable 1
run animation --> target event
else
variable 2 + 1
wait 1 frame
brand end
... loop that (basically)
Use a switch to activate these parallel events and then just finetune it with waits or an increased pool size for the randomness.
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I don't know what's going on with the captcha. High Spam or what, but I had a temporary IP Range Ban all day. I don't know if it's affecting anyone else.
I opened a community board on the Jam page just incase something like last year happens and the site goes down all month.
The jam ends in about a week.
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>>3947254
oh, I didn't specify myself clearly.
You can't play multiple animation at the same time , at least if you call it in a script. Maybe there's a way to mimic parallel process with code I but I don't know how (update in vx ace / ruby don't call every frame like in unity?). I tried vx ace animation too but I couldn't make it play randomly across the screen so I decided with using draw and move picture command, but as I complained before it's hard to animate many using it. so in the end I settled using a script that lets you play an animation using spritesheet located in /pictures
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>>3941489
a cutscene with your protagonist living their everyday life, interacting with other important characters, then give control to the player and either immediately have a call to action or let them explore a bit first and THEN have a call to action
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>>3945841
Thanks for the in depths explaination, that was interesting. 2k really is a product of it's time.
I ended up lowering everything to 80%, seems to be a good sweet spot. 50% is a bit too quiet and anything above 80% flirts with clipping too much for my comfort.
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>>3947435
That script you use is a modified Show Picture command. It isn't using the build in Show Animation, and wasn't constructed by the VX (or vx ace) animation editor.
i in your code is the internal identifier (basically index) you assign to the list of 'animated pictures'. From the looks of it, you stack them on top of one another without unloading them. (you just hide the result after the animation is done)
If you run that code from the main thread, then it will be executed in order from top to bottom. You can hand the task to a thread, but you can also just spread the tasks and plan out which of the commands needs to run, and run those in a nested loop. Not that it matters- I'm not sure why you're not using the build in animation system for this
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>>3948528
Ruby has no problem handling large numbers.
If you want to display them, you first need to convert it to text, which means it becomes an array of bytes.
Arrays are iterable and have indexes, and so, you can just say 'insert a comma every 3 spots, startting from the back'
Next you need to calculate whether or not the text would fit on the screen in its default size
if not; then you shrink the font size.
If you want to convert the number to 12.35B instead of writing it full out, you just use divide and Round(), then add your dumb ass letter.
There is enough example present in game on how to make text appear. Use that.
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FFRK Sprite guy here, I'm back.
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>>3949290
Do you think I know what sex looks like?
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I want a psuedo positional system for enemies, how hard is it to change enemy sprites and behavior based on a condition?
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>>3949920
I used Nano Banana in Google Lab's Flow. There's no work at all.
Although, let me compare it with what I was using a year ago, last March. Everyone used Bing Image Creator but the details were all over the place and required a lot of touch ups.
Text was a scrambled mess.
Characters often had extra fingers or limbs.
Separate character descriptions would bleed together.
It didn't accept negative prompts.
If you wanted consistent characters you had to train a model.
All that has changed.
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>>3948528
Black Souls II does it in its endgame and it's kino.
It's especially cool because at the start of the game your damage is around 50-100, so normal jrpg values, and at the very end you hit shit for millions/tens of millions of dmg. Makes you feel like you became a God.
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>>3950431
>1. you release a game (good ending)
>2. you don't release anything (neutral ending)
>3. you release a game and then decide to keep working on it as a new side project (bad ending)
>4. you don't release a game but then decice to keep working on it as a new side project anyway (worse ending)
>5. you decide to turn your jam entry into a standalone tie-in to the fictional universe and characters of your main project, which has not yet been released (instant death).
Choose your destiny, young man!
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>>3950434
3.33 You Can (Not) Redo
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>>3950150
I ask for VN style portraits, and it's generates a whole scene with better dialogue than what I'm writing. God damn.
*pounds ground with fist*
It's perfect. *sobs*
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BEHINDreality
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I'm a newbie at this so apologies in advance if I don't explain things properly, but I've hit a snag and was wondering if anyone here could help me figure it out.
https://www.tumblr.com/daiko-dev/173121785843/using-spritesheets-for-l arger-sprites-and-more
I've been following this tutorial to create larger spritesheets, but instead of replacing the player character I've been trying to get it to work for a event/NPC instead but can't seem to figure that out, what am I supposed to adjust to get the pictures spritesheet to move on their own and work without key inputs?
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>>3951154
> getting rpg maker tutorials from tumblr
rpgmaker.net is where you should be getting your tutorials from. even shitty ass reddit or desperately trawling youtube would be better, because it doesn't have a stupid fucking nag screen for signing up like tumblr does. that aside:
you didn't say which RPGM you're using so i can only assume you're using 2k3.
first you have to understand that pictures are drawn to the screen directly and not as an intentional replacement for the event sprite. this means you need to do math to adjust where the picture is drawn on the screen, to make sure the picture will be displayed at the correct space and time relative to the map and the player's position (or the camera's position) on the map.
every single value involved will be a variable of some kind, and you will probably need the math function "absolute" which is done by creating an if statement: "IF (variable001 is less than zero) THEN (multiply that variable001 by -1)" with no else in the statement because the number would already be positive.
secondly, i would for the moment abandon drawing a picture onto an event's location, because you have to decide what this event is going to do; what it's limits of behavior will be. does the event just sit in place and act as a shop keeper, or does the event chase the player and have more dynamic animations like climbing ladders? if the event has to "jump" it can cause problems with a pictures method because now you have to match the internal parabolic arc method that 2k3 uses, which means floating point math, which 2k3 variables DON'T use.
all these design choices massively change the difficulty of picture-based event graphics from brain-dead (static shop keeper) to "more trouble than its worth" (doing semi-circles with integers to emulating a 'jump' arc)
third, once you decide what the event does, work on getting the event to behave correctly through variables and switches.
fourth, THEN do the picture overlay on the event.
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>>3951201
This is very insightful, thank you so much! I will definitely cross-reference with your post and trouble shoot on my project with it.
And the reason why I linked that tumblr post was because it was the only instance I ever found a tutorial like that, when I tried to search other tutorials similar to it I wasn't able to find any personally. Again I really appreciate the time you took to write this up.
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>>3951217
>when I tried to search other tutorials similar to it I wasn't able to find any
rpg maker has built up some incredibly retarded short-hand/memes for features which would be better described in other ways. for example, "pixel movement" is another way of saying "non-tile movement and collision" and the principles that apply to it, also apply to replacing event sprites, since both use the show picture command.
"rpg maker 2003 pixel movement" search on youtube provides:
https://www.youtube.com/watch?v=6mo_Cn73qok
and the associated tutorial:
https://rpgmaker.net/tutorials/498/
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>>3951154
find the function that search for player coordinate and replace it with some static one? pretty sure even 2k's eventing can handle giant spritesheet anyway? just use custom movement to animate anything larger than 1x3.
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[SAD NEWS] The next RPG Maker editor is shaping up to be an ungodly HD2D slop churning machine
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>>3951523
that's part of the aesthetic
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>>3951465
>>3951530
>>3951718
Say good bye to RPG Maker MZ
everyone will move to the next DLC riddled rpg maker and-- MZ will cost 10 dollars soon 'tm'
Also, don't forget Kadokawa (gotchgotchagames) being Kadokawa- they have to release the same work at least twice, so you pay full price twice, and the first version will get abandoned.
So, don't wait for HD2D, wait for HD2D Ace
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That's it, I give up. I'm cutting like 80% of the game and submitting a demo instead.
I'm not sure it's because of the featurebloat or I'm just that inefficient.
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Found out there's some kind of limit to audio filenames. Or maybe file path names, since MV/MZ allows subfolders.
If you used 'encrypt audio files' when deploying, it doesn't tell you anything is wrong. And you upload it, and then your playtesters get "missing file" error messages. Even though the file is there.
If you don't encrypt the files, it'll at least "fail to deploy". But it won't tell you what is wrong.
So I had to go change my audiofile names, and update every instance of a sound file in the project. Imagine if my game was longer than 15minutes?
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'CAUSE I FEEEEEEEL
I can always show my
everything to (YOOOU)
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>>3952622
How about this?
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I've got a ton of preset classes in my "Project 1"
To start, I've got classes with every skill in the "Learn" list and every armor/weapon trait.
I use this for creating new classes because it's faster to delete what I don't want than to add what I do.
It also comes with notes in the learned skill list.
It's like, what's the difference between "Fire" and "Flame"?
Or "Heal" "Cure" "Recover".
I also have different "Rank" classes with different stat curves, which I use for enemies. That's used in combination with a plugin, so it's easier to create an enemy with stats that match a level 4 swordsmen, for example.
Then I've got classes everyone's probably made before. Gunners and Ninjas. In terms of playstyle, they're basically the same thing, in the sense that they use consumable ammo. Although Ninjas have a unique armor-type for Eastern Flavor.
I've done Archers/Hunters a number of ways. With and without plugins. Range mechanics are nice and all, but in practice its hard to create a balance of flying enemies that make the class feel useful. You can just create a "Range" element, that flying enemies are weak too. Applying the "Range" attribute to bows and bow skills. You can also create a "Silver" element for weapons effective against werewolves.
In theory, you can make a class that uses skills with a high damage variance. But never deals critical. I don't really have a name for it, but I give it to the Neko and think of it as a passive "Soft Paw" ability.
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I've never used it in a game, but I've recreated the Shadow Hearts Vampire family quirks once. They have a "biorhythm" that progresses with every battle. Giving them high or low stats, and different transformations. I imagine it would work for werewolves too, where their wolf form is fixed to a berserk state every 4 battles or something. It's supposed to be a "curse" after all.
Potentially, players would want to prime this character class before a boss battle.
Everyone has probably attempted some kind of summoner or necromancer class, which might double as a "Trainer".
I technically recreated FF8's "Junction" system. From an RPG MAKER standpoint, it's just equipping another Actor's Traits (and their equipment traits) to another character.
FF7's materia system and FF9's ability mastery are just small variations of this.
I made it for a long jam, but ended up never using it because there's a lot of variables in planning skill progression.
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For this jam, I made a provisional "Magic Girl Scout" class.
But validating skill progression in a short game is hard.
Instead of learning skills by leveling up, I thought about having the player earn badges from funny map events found in different rooms. Like the "Fire ability" is really a failed "Cooking Badge".
There would have been a Star Gazing or Navigator ability that would have worked like a Sailor Moon transformation. I teased that with Michelle.
Priscilla/Scarlet was a Dark Knight in a previous game. She had a shared MP pool with a Unicorn Pony. It was a fun idea for a party, but pointless as an enemy gimmick.
The idea came from Dragon Heart. Where if one died they both died.
What I did do, was make Albert a "Conjuror", that spawned Goblins ever turn. But they would all disappear if you kill Albert. Technically only 1 Goblin spawned infinitely. I just made a battle event that would revive it every turn. But it also gave exp, that lets the player level up mid-battle.
Of course it ended up being the only battle. I left room to have random encounters against more actors in the Pac-Man level. But how dare I? It's just a jam entry. There'll will be other games to play...
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>>3952975
Wait, that's not true. You can kick Albert's body, which will spawn a Goblin who will run over to Roza's room, where you can fight it. A little Goblin Slayer reference.
I considered doing a "Gobbo" 2 joke. That might be disappointing to some of you. I'll do NSFW stuff. I just need a drink and some encouragement from you guys.
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Playing FF. Got this error message, I think from a random encounter outside the mine after picking up copper.
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>>3953374
I played through the cave and explored the town until I hit some unfinished events and got stuck.
There's an invisible event you can't pass through in the room where you get Ike, and some how I can run past the exit event, but not consistantly.
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>>3953426
Here. Although I swear it was in a different spot before. Could you be using invisible monster encounters?
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>>3953452
I think i messed up an events priority?
I just updated it, so try to copy your save into the new version and repeat what you did and see what happens.
Honestly with all of the jank and crap i had to deal with, I'm gonna probaly remake this in MV or MZ with the 2k3 sprites...
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Any one got scripts or a tutorial on how to make a First Person View (Ace, MK, MV)?
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>>3953527
>>3953567
>They whispered their (resource) request in his ear.
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>>3952975
I have not watched Sailor Moon in an age. I think the "magic girl" genre has evolved a lot since then, in both anime and video games.
It's more of a mechanic than a "class", but I guess it does count as a "playstyle".
>Fill a gauge
>Activate skill
>Deplete gauge
Compile Heart / Idea Factory games use it in a lot of their games.
Hyperdimension Neptunia, Fairy Fencer F, and Deathend Re;quest.
They're all the same thing, they just called the gauge and "mode" something different. Like "Corruption / Glitch mode"
It's basically FF9's Trance System. Specifically Zidane's "Dyne" command. The Japanese name doesn't translate well into English. It's like "secret trick" in the sense of "Cheat Codes" or "Life Hack". If you look at the Japanese definitions, it's like "operations that reduce or eliminate chaos in one's life" rather than just "making things easier".
In practice this "Mode" change is a finishing move 90% of the time. After FF10, that's kind of how Summons were treated. The party is replaced with an Aeon or Eidolon. They weren't just Elemental Nukes with a long charge time like in FFTactics. Although in FF12, they essentially detonate when their time runs out.
Speaking of Lightning Returns. They scrapped summons, and made Lightning's super move "Overclock". I don't know if these are coincidences, or if the probability for these concepts expands as the corridor for gameplay narrows.
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I'm sure someone has done that before, in an RPG Jam. Since there's not a good way to advance meaningfully in a short format game. Just fill up a gauge and unlock everything with a 0 resource cost for the rest of the battle.
The pac-man level is a good analog for character progression. Your first loop is limited to 25 steps, and you'll probably collect 25 pellets or whatever. Maybe again the second time. But the pellets are disappearing, so there are diminishing returns. Like exp in RPGs.
But the paths are a lot harder to visualize and map out in a real RPG. The guides say that Lightning Returns was very generous with it's time mechanic, and that there was more than enough time to do everything on your first playthrough if you spam a certain skill. But I've played through it 5 or 6 times and I've never been able to do everything.
There are parts that feel like a chore, and following optimized routes isn't fun.
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>>3953710
>defining query
>formulating response
Are you interested in the gut-brain axis? While not directly related to "shitposting", some people have observed talkative behavior as a precursor to bowel movements. While not studied, it is hypothesized that the overlap of functions might suggest a mutual nutritional or neurological requirement. Pointing to a possible treatment in elderly patients suffering both constipation and social decline.
Anecdotal comments also see children who talk out loud during restroom breaks have few "accidents" than quiet children. Conversely, it can just be said that the children that fail to speak up—who are conditioned to as ask permission to use the restroom—are the ones that shit their pants.
Do you sometimes think you need verbal confirmation before executing your game development ideas? It a gross—but not uncommon—analogy to view an interest board as a bowel movement. The less people initiate talking points or are willing to start new topics and trends, the more threads will backup. There are limits to how many topics individuals can create on any platform. Therefore a critical number of active posters is required to keep the board "regular". Typically, moderation teams or "janitors" can move in to unclog it. But this can backfire if they are perceived as bad actors that don't "give a shit".
Have you ever been part of a game dev community where moderation staff are rarely engaged with topics, and the community at broad, except solely to perform their "dooty"?
Do you think your performance might be suffering because your inner-child is seeking relief from a user-group it has conflated with authority?
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>>3953895
Still nothing gameplay-wise worth sharing I feel, but I'm proud of the progress I am making. Enemies have no AI yet, so they just flash to indicate they had a turn, and graphically everything is placeholders. I plan on focusing on graphical presentation next since that'll hopefully mean I don't have to go back and forth between systems when giving the battle system more mechanical depth (and then i can share actual screenshots of the game). So far the only mechanic I've implemented is swapping to a reserve party member, something I may change anyway for the sake of balancing.
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>>3954299
That Trump is a time-traveler, and we're stuck in a time loop until things end favorably with Iran. That's how you knew what was going to happen 2 months before it happened. And why you never do anything. And whats going to happen in a month.
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>>3954475
you have given up what little soul you had to begin with and have completely rescinded all capability of thought and creativity to a machine designed to do that for you. you should stop eating the slop while you still can, and failing that, you should fucking kill yourself.
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>>3954533
The jams were created to get anons making the games they kept talking about wanting to make in the threads from six years ago. The appeal was games by anons, and there were virutally no rules to them other than being from /vrpg/ so you could really let loose instead of tripping over yourself for the lame rules most jams on itch have.
But now the jams have been taken over by a pakistani and his boyfriend, both who were shunned from the greater rpgmaker community and have a vendetta against them. They attracted offsite tourists with their thread derailing, and over time nearly every single oldfag stopped showing up. Even the guy who made the neocities archive.
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>>3954544
Kinda sucks
everywhere that talks about rpgm is slow as fuck and its all so fractured and hollow
forums are slow, 'cords are slow, plebbit is slow, and here is slow. barely anyone in any of them talk about making games beyond promo posts or the rare technical question
>>3954597
neocities archive?
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Ive got a good feeling about April.
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>>3953040
I don't know what script it is or what guy you're referring to, but I can fix it, if it is pointed out...
I don't see a script though, which would make this tricky.
Yes, a lot of script devs make "mistakes", and leave them in for decades. I tried pointing that out but then was chased away from a specific place for being a no-dev and incapable except throwing critique, .... by a no-dev that I never bothered to argue with about their laziness, etc.
Still, since it is online and people use it, it should be bug free and they're not going to fix it unless you beg on their patreon or whatever... offering money and fame obviously. So they're not, because you cannot satisfy someone's lack of self-esteem who needs to be important
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Why should it be? VNs are just 1 dialogue choice away from shifting genres. And many NSFW games are written with modularity or with patches.
It can still collapse back to the same storyline, instead of branching out into new continuities.
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Bioware games do companion stories a little better.
In games like Final Fantasy 7, there might be a hidden relationship status that affects a scene later in the game. But who you go on a date with isn't plot relevant.
But in games like Dragon Age or Mass Effect, the romance options can wildly affect the character's endings.
[Date: then stay together][Date: then break up][Never Date][Completely neglect them, leave them for dead]
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I'm doing cutscenes for the first time in my 2k project and am encountering a weird issue. If I scroll the map to somewhere with the scroll map event, set it to scroll off, move the player with set move route, then set scroll on and scroll back to where the player is precisely, when the event ends and the MC is playable again I get this nasty offset where the MC isn't at the center of the screen anymore when I start moving. I can't get the camera to go back being centered. Any idea how to fix this? picrel is my event.
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>>3956815
The center of the camera is usually the player, but Scroll Map specifically offsets this. Your event has it offset the center by 4, then moves the camera back down 1, leading to an offset of 3 tiles.
I would suggest to use the "Return to Origin" option, but Scroll Map has a retarded quirk where it considers where the camera was at the start of the event manipulating it to be the "Origin", meaning the player has to stay exactly where they are if you don't want an offset that way too.
The only solution is to make the player invisible and move them around to manually scroll the map that way. Otherwise you'll just have to accept the camera offset is going to happen, or not scroll the map at all. The camera resets its position every time you tranfer to a new map, so the offset is at least temporary.
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>>3956824
>Scroll Map has a retarded quirk where it considers where the camera was at the start of the event manipulating it to be the "Origin"
>The only solution is to make the player invisible and move them around to manually scroll the map that way
woah that's so ass. what a shame, that command was like 99% close to being perfection but this shit ruins it.
Thkx for the explaination, I fixed it by turning the player invisible and moving events with set move route instead of the player directly, that way I can transfer the invisible player where I need at the end of the sequence. It works well enough
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I can't. April is the worst month.
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How do you guys find the motivation to keep working on your game? I have a huge idea for an rpg but in the past month Ive only made some sprites and 2 tiny maps (havent even made any art or enemies yet). How do I bring myself to just make stuff?
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>>3957625
you can't wait for motivation. the best way to work on a creative process is to make it into a daily ritual. ideally, you even specifically set aside a scheduled period of time each day where you plan to work on stuff.
it's about forming a habit.
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>>3957625
I genuinely want to play through my own game when it’s finally finished. The more that I work on it and play test it, the more things that come to mind for what I want it to play like. I actually have to wrangle myself a lot to keep from spending too much time chasing fluff ideas and redirect the energy towards fixing the little things that “give me the ick” when I play.
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>>3957625
If you have an aversion-type personality, you don't want to keep working on it. You want to be done. Not for the satisfaction of being done. But the avoid the pain of not being
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I have an idea for a game but that game also happens to be my big project and I heard it's quite unrealistic to immediately start working on those without making smaller things first. Kind of like writing a oneshot, except I have no experience with that. Any advices?
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>>3957968
Break your game idea down into its simplest most basic concept, build your prototype out of that. If you can figure out how to build your idea inside of the simplest prototype that you can make at your current skill level and make it fun to play even as barebones as it is, you have a shot at making your dream game as your first game.
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>>3933651
>it's him
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We have failed Goburinbro...
Next jam theme should be VIPRPG in honor of him.
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>>3957868
Cowboys huh? I've got some ideas already.
>>3958204
Some just lurk. I get rangeb& off and on randomly.
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>>3958595
Cell or Freeza?
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>>3958595
>>3958626
Do something like Janemba.
A transformation from a malfunctioning reincarnation soul-cleaning machine thing in the otherworld. As a consequence a bunch of souls break out into the world of the living.
That could still run parallel with Lavos and a Mammon Machine.
There's a lot more to write with, and excuses saving a world full of debauchery. If the events/bosses are supernatural, you only have to clear them once, and not every time time resets (if that's the case).
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Is there a 2k/2k3 wizard that knows if it's possible to display the name of an enemy in a text message during a battle event? Like how you can display a variable with \V[0001] for example.
I'm doing lots of battle events, and it'd be so nice if I didn't have to manually write the name of enemies that get damaged for every single enemy of every single troop.
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>>3958848
Stock 2k/3 do not allow you to store enemy info as a variable. What you may want to do instead (which will take effort on your part) is to reserve some generic \n[x] variables for this purpose.
2k3 Maniacs will allow you to grab enemy names directly and store them in string variables.
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>>3958848
I doubt anyone would flip their shit if you used AI to print those permutations out for you.
Happy Easter btw.
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I saw some Jesus related assets today. I was like like "why???" Oh, it's Easter. Ok. ok. But why Rpg Maker?
You know how some people would be like "I never see you at Church. I never see you pray. Where is this coming from?"
But I'm like "Rpg Maker? Wha- It's like I don't even know you. Since when have you...where is this coming from? Say that again? You bought DLC? Oh Jesus! Oh lord! Forgive them. They know not what they do!"
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Well I'm happy with how this is going. battle sprites, inventory, paper dolls etc all look good. I'm going to have to knuckle down and actually write a lot of this story's details and dialog if I want to release anything.
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>>3958870
>using \n[x]
Oh thats a really good idea! Didn't think about it. Yeah still makes me write a ton of things preemptively though. But I'll look into doing this, thanks!
>>3958936
I don't think AI can generate code that can be copy pasted directly into rm2k. I'd still have to write everything manually in the end.
Happy belated Easter to you to!
>>3958936
Several reasons. I like the default battle system of 2k, I really like the look of the text box and the default font, 16x16 assets are easier to figure out how to draw for me than 32x32 or more, the editor looks nice and feel comfy to use, games feel fast and snappy, and finally I love the idea of my game being playable on virtually any machine and setup imaginable thanks to EasyRPG.
It's true that I can't script anything and I often have to figure out some roundabout method to achieve what I want due to limitations, but other than that I love this little piece of software. I just wouldn't be as motivated to work on my game if I were on MV or VXA
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>>3959546
>EasyRPG
only thing that really sucks is if you're using the Maniacs Patch, you have to actively avoid really useful features just to make it compatible. I switch between base 2k3 and Maniacs Patch a lot, and every time I groan a little when I can't just use Variables for certain things. I might just be a sperg about clean event code though.
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>>3959568
Yeah, I've heard its even worse with dynRPG for those who still use that.
Ultimately its up to the dev to choose between having a more vanilla game that's fully compatible with easyRPG, or something that fully uses maniacs and solely relies on the RPG_RT.exe for playing. If you know for sure your players will all be on windows, the second option is still more than acceptable I think.
Maniacs looks really cool btw. I totally would've used 2k3+maniacs if it wasn't for 2k's dbs which I grew attached to. Sucks that the steam version of 2k has no patches for it whatsoever.
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Do you guys know of any games with lots of dungeons, that also don't tether you to towns/inns/save points/vendors/healing ponds to restore your MP/SP? Something like the butterfly catching from earthbound for example. Just surviving off what you find
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>>3959912
It's probably just a place holder. In hitori_online's game, the gameplay loop consisted of repairing your clothes and washing off the "humiliation" inbetween cgi hunting.
But sapphidoll's work is pretty pg13. At best, we'll fight some giant Space Spermatozoa that want to fertilize the plant or something
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>>3959912
sorry, I changed my mind like 3 times and those are the leftover of previous idea. I wasted like 3 days trying to replicate moghunter's HUD script in vx ace and many more on other. here's another example.
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Mongol, Rpg maker mz.
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>>3961187
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Oh boy. Tax season. Got to report all that income from RPG Maker. Did you know? Reddit sez it's people's job! Maybe they'd get paid to moderate forums too, there's a lot of "dogshit" opinions out there. But I guess some things money can't solve.
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I would like to make a "upgrade" mechanic for equipment. Would it be best to hardcore the ranks of the upgraded gear with new entries in the database (longsword, longsword+1, longsword+2 etc) and just replace the item in the player inventory when it's upgraded? I get the feeling there's a neater way to do it with new attributes of the equipment object and scripting.
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Anyone have the older animations by tktk?
Want them pretty bad but the link to his sites dead
Some of his anims I mean: https://www.nicovideo.jp/watch/sm26353134
The dead site: https://blog.goo.ne.jp/tktknkyo/e/7fc7ecfa4dc83882b4ae40afbc68f4fb%EF% BC%89
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>>3964626
It gives you direct acces over each scene instance, so unlike 2k3 where you have to build an entire battle system out of pictures and common events, you can just directly edit everything about the Battle Scene to make the battle system you want.
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made an itch page for my game. aiming to get a demo ready by october. wish me luck, anons :D
https://vavilonica.itch.io/night-shift-zero
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All I've got to show so far is the starting town map.
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>>3965194
XP is soulful
Remember to fake elevation when you get the chance to break up the visual space. I don't recall XP having any sample maps you could study but it definitely had stairs and cliffs and ledges and stuff so the same lessons can be applied.
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>>3965707
Using VX because I feel weirded out about some of the bizarre choices made for XP, it's mostly small things like no faces and feel of text boxes and stuff like that.
Using XP RTP because it is the best RTP in the series.
>>3965729
I'm going to combine the normal XP ground tiles with the VX Field tiles to get across that limitation. I'm also going to change the character sets from the tall XP ones to the chibi VX ones depending on whether you are on a small map or the overworld.
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