ce6310 No.16693206
got any ideas how i can make it unique and not just another rpg maker game.
i'm also making all of my own graphics
486a7c No.16693211
You could be the first RPGMaker developer to publicly kill themselves.
38869b No.16693212
I feel like if you gotta ask random fags on a Mongolian throat singer enthusiast BBS to come up with your ideas in the first place you lack the innate creativity to do something unique in the first place
ce6310 No.16693216
>>16693212
yeah maybe your right maybe i should just make a rpg maker game exclusively for myself and then just post it online anonymously.
instead of asking others for ideas.
38869b No.16693218
>>16693216
its spelled "you're" in the context you tried to use it in as in: "You're retarded for extrapolating that entire clusterfuck of a post from anything that I just posted".
ce6310 No.16693220
>>16693218
yeah i probably am retarded hehehe
i'm not the best a grammer due to my dyslexia
6402f3 No.16693223
>>16693206
Go play mgq paradox its the best rpgmaker game have played.
ce6310 No.16693233
>>16693223
i remember seeing stuff about it but i was just thinking it was a re telling of the same story again from the visual novel so i sort of over looked it but i'll give it a try
c8741b No.16693234
Maybe tell us a bit more about the game first.
ce6310 No.16693239
>>16693234
it's inspire by yume nikki but i don't want to make a yume nikki clone or fan game.
what i'm saying is i want to use rpg maker to make something other than a typical rpg with battles.
c9620b No.16693241
>>16693206
Any initial pitch?
Did you start with a blank slate or do you already have an idea in mind?
It helps people to reference other games that did things well if they know what genre/gameplay/style/story/etc. you're going for
21863f No.16693247
>>16693239
>i want to use rpg maker to make something other than a typical rpg with battles
That seems like a really flimsy premise, I don't understand what is driving you to make a game when you appear to completely lack any sort of inspiration. There are no gameplay mechanics you want to explore, no story you want to tell?
ce6310 No.16693250
>>16693241
>>16693247
hmmm yeah i do have a few themes
.dolls
.puppets
.sewing
.fabric
.escapism
i kind of want my game to be an rpg like in the sense of something like harvest moon friends of mineral town combined with yume nikki
for mechanics what i have is:
.thinking maybe a day and night system
.inventory
.hunger
.calendar year system
.maybe going to school and vacuuming your house when it gets dirt appears
.some kind of relationship or bonding system maybe (though i fear this might be to much like harvest moon and i don't want my game to be called a harvest moon or yume nikki clone)
825938 No.16693251
>>16693247
I think what he's trying to say is that he's already got some sort of idea regarding the setting, tone and story (Yume Nikki-inspired), but he's trying to figure out the battle mechanics. He probably doesn't want to use the turn-based system that's used by default on RPG Maker.
acaaa4 No.16693252
Work on it before asking for advice or feedback.
There are ten times more ideas and abandoned demos out there than finished games.
ce6310 No.16693258
>>16693251
i don't think i'm going to even use the battle system at all. i have found myself being drawn more and more away from rpgs with battle systems when i play games so i don't really find them as fun as i used to
3adba8 No.16693262
>>16693250
>thinking maybe a day and night system
you know you have to draw each graphic twice to do that, right?
c9620b No.16693265
>>16693250
>>16693252 he does have a point. Ideas only get you so far.
As far as non-combat games go there is ofcourse plenty to pick from. Personally a game like that can only keep me hooked through comfy music and a mechanical reason to play. Hunger is one of the more basic ones that might do it but it is a less creative one to be honest.
ce6310 No.16693274
>>16693262
i didn't think much about it to be honest i was thinking i could use a screen tint to indicate day and night.
but i guess redrawing or recolouring your graphics by hand with day, mid day, and night variations looks better than just putting a cheap tint over your sprite work.
i'm making this game for myself so i guess i don't mind making more sprites for the different time of day.
>>16693265]
yeah i agree that anon does have a point, i only have concept art and some non finished sprite work to show so far, so i don't really think or feel it's worth showing at this point in development on here. i'm aiming low to start with a 0.0 build with the basics in it and from there i will build onto my foundation.
yeah i'm aiming for a very comfy non combat rpg game with an addictive gameplay loop to for people to want to see it to the end.
i was told i need an gameplay loop, yume nikki's is as simple as just walk around and collect these things and see what you can find, pokemons is as simple as go out and catch them all. i feel like i need something for my game that' simple yet addictive.
one idea i had is maybe figure building like kind of how people build gundams in real life maybe there should be a system in which you can build figures like that.
ce6310 No.16693275
21863f No.16693276
>>16693250
I'd probably recommend starting to write a game design document where you can gather your thoughts.
Start thinking of a rough outline of the universe/story/setting then work on a description of its gameplay, after you've done that go into more detail regarding mechanics and how they work.
You mentioned dolls, puppets and sewing. Maybe base the game around some sort of warlock or witch that is spiteful of mankind and society as a whole, whose plan is to make their own little town but inhabited by dolls they've crafted and infused with lesser souls. They could be semi conscious but under the complete control of said witch/warlock and used as a workforce.
Gameplay could consist of making dolls, gathering souls and giving out tasks such as what and where they need to build stuff or other menial tasks such as gathering resources. Dialogue and story progression could be based around the inner turmoil of the warlock/witch's psyche and interactions with the enslaved souls.
I dunno, just something that came to mind.
69dec4 No.16693286
YouTube embed. Click thumbnail to play.
Two games that pushes RPGMaker in crazy ways would be Fear & Hunger, and Lisa, but F&H took years to make it. It still has bugs and stuff, too, but I ain't used RPGMaker so I don't know the differences in the engines and strengths/weaknesses.
ce6310 No.16693290
>>16693276
i'll start working on that game design document today so i can organise my thoughts better. thanks for the advice.
there is a little bit of meta element i wanted to add to the game in which npcs in video games are puppets the only difference is they are controlled by strings of code instead of physical strings, so why not just make the npcs in the game actual puppets and dolls to drive it home to the player how fake the reality they are inhabiting is.
the main character is like madotsuki or the farmer from harvest moon i guess you can view them as a teenager or an adult. but i guess reading them as being a kid isn't wrong as no specific age is given in game is what i plan to do.
but i really like your idea for a story i think i will save it and i might incorporate elements of it into the game
ce6310 No.16693294
>>16693286
i haven't played or heard of fear and hunger but it looks cool i'll check it out. but i have played and love lisa: the painful rpg.
c9620b No.16693295
>>16693274
Instead of doing the farming yourself, you could incorporate the puppet theme and collect/craft/develop magical automatons. Depending on the parts you put on the puppet it can perform different tasks.
Local townsfolk regard you as a strange giupetto. If you manage to improve your relationship with them you're able to sell them automatons for cash to speed up your progress for the next puppet.
ce6310 No.16693298
>>16693295
this is a really good idea. the most i had thought is making puppets and dolls and then building relationships with them as you carry them around with you through the game, to a similar effect as the companion cube in portal.
maybe giving each doll type a short personality description and letting the player build the identity of the doll/puppet for themselves as they play through the game doing tasks.
53a86c No.16693305
>>16693216
Learn some proper english first otherwise YOU'RE going to have some problems going through the dialogue later on.
>>16693206
Go look at all the other rpg maker games, find what they do and flip it upside down. Eternal Senia is, in my opinion, a good example of what to do. It's not some bitch ass generic turn based piece of shit. It's real time, has good music and a good enough story. Turn based isn't awful in all senses but rpg maker turn based is painful, first figure out a good way to get a combat engine going.
>>16693239
So you're trying make something spooky and shit then? Can you give us a proper explanation as to what the story is going to be about?
>>16693250
>.thinking maybe a day and night system
If it's going to be a spooky game then do night time only unless you can be fucked to do every single drawing twice. you could easily use a lack of a sun as a plot point and give you an excuse to only draw one set of graphics
ce6310 No.16693315
>>16693305
yeah my english grammer needs work i think i will get someone to look over my grammer in the game but i'm also going to try work on it
i think i'm going to avoid combat all together maybe i have just played to many combat rpgs that they all feel painful to me.
i don't really have a proper story i just have a few ideas but i don't have everything figured out, i need to even still come up with an ending that makes sense but is also impactfull.
i'm not aiming for a spooky game more so just a very comfy game. i think there has been to many spooky rpg maker games since the release of yume nikki so i want to make something more comfy and light hearted as i don't see many rpg maker games like that. in terms of doing every drawing twice i'm fine with that as it's a self indulgent project i'm making it for myself mainly. but i will consider having it only set at night if it gives it a more comfy feel.
53a86c No.16693323
>>16693315
>grammer
If it's not combat based and it's a comfy not super intense dialogue game then you could get away with it probably.
>avoid combat
As long as you're able to keep it enjoyable that's fine, you have to make sure it is actually fun though otherwise you yourself will not enjoy it all that much.
>i don't really have a proper story i just have a few ideas but i don't have everything figured out
Story board it, go make a flowchart. There's a website for that. You want to have a flowchart with all the characters and their traits and details. Basically you just need to draft the story and shit into a flowchart to help you see where you want to go. I wouldn't advise starting making the game until you're 100% sure on what you're doing.
>i need to even still come up with an ending that makes sense but is also impactfull
Keep it simple, you don't want to have a OMG GUISSSE sort of ending.
ce6310 No.16693331
>>16693323
the game is inspired by yume nikki and harvest moon so i don't think it's going to be dialogue heavy if any at all, the main character even speaks in rawrs and growls for plot reasons.
i'll try my hardest to make it as fun as possible without any combat with a good gameplay loop
thanks i'll make a flowchart and a game design document then
the game ending i'm thinking should be something as simple as yume nikki's but most likely not as sad something that gets the player to question the humanity of the character they have been playing like are they human or are they just a puppet/doll themselves.
ce6310 No.16693335
i just want to say thank you for everyone helping me figure out my game in this thread i appreciate you all
2897db No.16693337
A small town hero is defeated by a dangerous villain and his band of thugs. His girl is taken, town is pillaged, and he is left for dead. A sympathetic old wizard rescues him, tells him of 6 mcguffins he needs to obtain the diamond sword of cleaving which can defeat the villain.
Maybe in a twist the wizard is the actual final boss.
5c89cb No.16693347
Stop what you're doing. Download Python and PyGame and learn to program while programming it yourself. Your game will be much better because it won't be a cookie cutter RPG maker game, and you can do whatever the fuck you want with it without having to try and figure out ugly hacks to make shit happen.
After 10 years of not programming much of anything I decided to make my own MUD, and then to force myself out of my comfort zone I forced myself to learn to do it in a language I'd never programmed in before: Python. It's been a real learning experience, but it's also been rather enjoyable, and I've come to appreciate the features that Python offers that other languages do not.
C# is a pain in the ass because of its forced paradigms, C++ is good but has too much overhead. You can accomplish more in only 10 lines of code in Python than you can in either C# or C++.
ce6310 No.16693360
i think i'll start in rpg maker first and then move onto python after i make my first game. i just want to start making something very quick and easy at first to get my sea legs in game development.
ce6310 No.16693362
57e2c9 No.16693363
YouTube embed. Click thumbnail to play.
Don't use the standard tile sets if you want to make something really unique, video related.
c915c3 No.16693367
First off: lurk more, we have /agdg/ threads. Making your own random ideafagging threads is bad form. Doing a game design document for your first shit game is going overboard and you're going to have no clue how to scope it correctly. The fact you thought up day/night cycle and didn't even think about the need for 2 (or more) versions of tile sets shows you're not experienced enough to understand what features will be simple or time consuming. Lastly, RPG Maker is shit and instead of learning skills that you can carry over to other game projects you will have learned nothing but RPG Maker's interface. Learning even a babby scripting language like Python or Lua is going to be a much better investment of your time.
5c89cb No.16693369
>>16693360
Do what makes ya happy, I suppose. Good luck with your project.
ce6310 No.16693379
>>16693367
true but it's all about the end product right and if there is no passion behind it then even using python will just end up with something void of creativity and uniqueness?
idk i have always been more of always the artist never the tools type of person so i'm not to fussed in what i use as long as it leads me to my end goal in good time.
but that's my bad in terms of making my own thread.
f0a1dc No.16693389
>>16693347
this is a lie, you can accomplish more in 10 lines of C/C++ or C# because you can format those 10 lines however you want, without the language forcing its own formatting paradigm on you like with garbage languages like python.
5c89cb No.16693426
>>16693389
Retard, you can do spaghetti code with python too, the semicolon does work. Nice semantic nitpick you cocksucker.
f0a1dc No.16693499
>>16693426
spaghetti code is just code that is hard to follow, for example writing everything in a higher level language using gotos. i am talking about compact code. no, you cannot write a python program entirely on one line. in c++ and c#, newlines are not considered language tokens. python also retardedly considers tabs as actual langage tokens, required for the language to figure out indentation. you cannot write an entire program on one line or transform all source code into one file.
so, yeah. As pedantic as it may be, but it is a lie 10 lines of python can do more than 10 of c# or c++, given a single line of each is enough to write an entire program.
f0a1dc No.16693502
* tabs required for the language to figure out nesting of statements from indentation
>>16693499
5c89cb No.16693516
>>16693499
Do the world a favor and kill yourself.
f0a1dc No.16693518
>>16693516
no u. the world needs pedants like me to correct the mistakes of terrible programmers like pajeets and (You).
f95bc7 No.16693524
>>16693250
>dolls and puppets
i like what you are saying
c915c3 No.16693539
>>16693499
He's obviously talking about the higher level of expressiveness with things like method chaining allowing you to have compact code. Not that I'm a fan of that style.
>>16693379
Passion is needed for whatever you decide to choose, just be aware of what artificial limitations you're going to be constrained with. To use your artist analogy you'll be painting by numbers instead of learning how to paint.
ce6310 No.16693554
>>16693539
yeah rpg maker has it's limits but that's kind of the appeal of it i guess, as limits usually inspire creativity more so than having larger freedom to do whatever you want. the limits of rpg maker are kind of like the limits people had when making games on old consoles.
196aab No.16693558
>>16693379
>it's all about the end product
Nope. The end product is actually the least valuable part of your first game. It'll be garbage anyway so use it to learn something useful instead of fucking rpg maker.
>I have always been more of always the artist never the tools type of person
If you aren't an ideas guy, then go build an art portfolio so you can eventually become a concept artist, writer, composer or some shit.
If you are, go kill yourself.
If you really want to make your own game by yourself, learn programming. Nothing unique will be created with premade tools.
a3a7f3 No.16693561
>>16693211
I'm pretty damn sure he wouldn't even be the first.
ce6310 No.16693567
>>16693558
then what is the fastest and easiest to learn programming language so i can spend less time learning programming and more time making my game?
f0a1dc No.16693569
>>16693567
Get someone else to code it, because programming is a rabbit hole.
6e84fd No.16693572
>>16693567
use a WYSIWYG like RPGMaker
ce6310 No.16693576
>>16693569
i don't have the money to pay someone to code it for me while i just make art.
i just mainly want to make something unique with what i got which is why i considered rpg maker. everyone always says programming is easy but everytime i have tried to learn it seems like a lot of math and unnecessary problem solving. and that you have to memorise a lot of stuff about your coding
f0a1dc No.16693577
>>16693576
In all seriousness if you actually want to
>>learn to code
Javascript is probably the easiest to learn, most concepts apply to better languages, and it still has access to fairly low-level stuff via WebAssembly and WebGL
Otherwise if you want to just like make game >>16693572
ce6310 No.16693581
>>16693577
i think i will use rpg make for now but i'm still curious in coding so if your correct about javascript i will start learning it on the side and then maybe i can port the game over into coding using all the assets i put into rpg maker later or just make a sequel in code or new game.
6e84fd No.16693582
>>16693206
>got any ideas how i can make it unique and not just another rpg maker game.
* dont make yet another pokemon fan game, especially not an edgy one
* use a battle system other than the basic one ripped from Dragon Quest
* come up with one or two unique gameplay elements and base the game around it (see widget games like This Revolution Of Ours and such)
* use a different aesthetic than the typical fantasy rural stuff, it will inspire you to have different enemies/mechanics/puzzles/etc
* smoke weed EVERY day
>>16693347
python is fucking garbage
t. read an O'Reiley book about it
6e84fd No.16693584
>>16693567
>then what is the fastest and easiest to learn programming language so i can spend less time learning programming and more time making my game?
Windows PowerShell
6e84fd No.16693585
>>16693577
>Javascript is probably the easiest to learn, most concepts apply to better languages, and it still has access to fairly low-level stuff via WebAssembly and WebGL
also, it's basically what drives HTML5 Canvases, and in theory you could make a full game (that runs in a browser) with just javascript and a canvas set-up
in fact, the lesser-known GameMaker competititor Construct2 does this and just has a generic wrapper thing for deploying to an executable. but it's all JS handling logic and HTML5 handling high level drawing
ce6310 No.16693589
>>16693585
so i guess javascript really is the programming language to learn first
196aab No.16693599
>>16693576
> everyone always says programming is easy but everytime i have tried to learn it seems like a lot of math and unnecessary problem solving.
Just stop trying to make games. You'll get to one mildly inconvenient roadblock or major bug and scrap the project anyway.
Build an art portfolio and/or work with someone that actually knows programming but has no artistic skills. It won't be your game, but it'll be a game that could eventually lead to people trusting you enough to work for you on your game.
That is, if you actually know how to make decent assets and stuff. You just sound like an ideas guy that should jump from the nearest bridge.
ce6310 No.16693606
>>16693599
i get your point. i can garantee you i don't just want to be an idea guy, i want to make my own games.
it's just when i see how popular games like yume nikki are and 7th stand user, it makes me think rpg maker can't be all that bad.
but it's true a lot more can be achieved if i just learn to code and not get hung up on every and any roadblock.
idk it's hard to decide if i should use rpg maker or code even if i would be learning it while making the game.
6e84fd No.16693622
>>16693589
<real answer
the "best" programming language will depend on your current and future endeavour, and in general just to learn you're better off starting with a scripting language that is closer to C or C++ because a lot of other languages ape the syntax and deploy by interpreting and evoking C programming anyway
for your purposes of Just Like Make Game then you're better off learning whatever RPGMaker uses since you're obviously at least a little bit familiar with it, and intend to use that particular work program for the foreseeable future. afaik RPGMaker uses a proprietary scripting language that still allows for objects and classes and stuff and is interpreted rather than compiled, like Lua or Python, but with curly brace enclosed clause driven design like C and its derivatives
<shill answer
no. actually you need to learn C#
</agdg/ answer
UNITY IS THE ONLY WAY TO MAKE A GAME. WEB DEV IS NOT GAME DEV. GET OUT NODEV! LOL STATIC LIGHTS ON AND OFF FLOATING POINTS HAHA RETARDFAM ROTATELORD POTATO NIGGER KILL YOURSELF IVE ALREADY CALLED THE COPS BOOM BOOM CRASH HIGH POWERED RIFLES FOR YOU VERY SOON
>>16693606
im betting 7th stand user is some gay jojos meme garbage but Yume Nikki wasnt popular upon release and is still more of a cult title than anything. and it's good because of its atmosphere and meaning, not because of art or coding prowess
im with >>16693599 in saying youre an ideas guy with no good ideas and you're approaching this from the wrong angle. you're saying to yourself and us "I want to be a famous video game developer", not "I want to make a video game".
i would recommend thinking of some good gameplay you want to see made, and then prototype it in rpgmaker, since it's obvious you can use it and it's appropriate for the things you want to make in general. it doesn't have to be the most unique thing ever but even just a different method of balancing the standard DQ ripoff combat while still maintaining fun would be enough – even something as simple as that worked out for Persona
3640ef No.16693634
It depends entirely on what kind of games you're making, and event then I'd say you should come up with your own ideas. If you're unsure about something then ask what people think about that idea in specific instead of just asking people to make your game for you.
Here's some tips to make the game actually playable though.
>Fast dialogue
Either some button to just flat out skip dialogue/skip to the next player input(e.g. when a player has to answer something to the NPC) or just some button that just rushes through the dialogue until the stopping point. It doesn't matter if you want the player to read your hand crafted dialogue, starting a game and getting an info dump is a sure way to make 90% of your players drop your game fast. Plus it completely kills any desire to start the game over.
>Fast movement
Not necessarily all the time. You can have the dungeon be slow, for example. But if you need to move through the giant map at a snails pace for le epik exposition just fucking kill yourself.
>Always give the player directions
Maybe I stopped playing for a few days and forgot what I was supposed to do, maybe I accidentally skipped the dialogue or some shit. That should never mean the player now has to go everywhere and talk with all the NPCs until something eventually works.
Either have a quest log or make it so you can ask the NPC to explain the quest to you again.
-t someone that plays eroges
ce6310 No.16693647
>>16693622
thanks for the based redpill
i don't want to be a famous vidya developer i just want to make something for myself with real passion behind it.
i'm not trying to make the best game in the world here but just rather something enjoyable.
ce6310 No.16693657
>>16693634
true i have a lot of ideas though that i have come up with myself i just mainly wanted some light tips i guess
but you are right i can't lean on others to make my game no good games were made that way i need to mainly look inside myself for ideas
6e84fd No.16693672
>>16693634
>Always give the player directions
imo the best way to handle this is being able to always ask a support character what's up
Megaman Battle Network and Star Force let you hit one of the shoulder buttons and the other of the pair of characters you played as would pop up and remind you what to do/what's going on. not a lot of text either, usually no more than one full text box just to jog your memory so you dont have go to around visiting random NPCs to piece together the plot of the last five minutes
usually something like "I'm so excited to go camping at OranArea today!" or "Dr. Wily is very sick. We should visit him."
there's also generally in-game emails that go over old completed tutorials and major plot points
>>16693647
that's what they all say
>>16693657
>i just mainly wanted some light tips i guess
light tips FOR WHAT
what are you even intending to make
once you come to us with some basic premises we can refine them further but right now you're the equivalent of a CEO asking his staff "OK GUYS WHAT WILL MAKE ME SOME FUCKING MONEY"
ce6310 No.16693688
>>16693672
i'm being honest i just want to make something that has the same level of passion as yume nikki, or the first 3 pokemon games, or the harvest moon games.
hehehehe to be fair i'm not to sure i was just mainly hoping that coming here would help find a clear direction path i should take. but your ceo description is kind of how i have been acting even though i'm not after large sums of money.
i think i might need to do some research on my part and put more effort into finding my own answers for myself to be fair so i can come back to you all with a more solid basic premise or something to at least show for myself more than ideas (because i don't just want to be an idea guy)
6e84fd No.16693713
>>16693688
>or the first 3 pokemon games, or the harvest moon games.
these were well-researched commercial ventures, not passion projects
it's pretty obvious you want to be a famous developer, not to actually develop
>because i don't just want to be an idea guy
you're not even an idea guy, youre less than idea guy, you dont even have any ideas
ce6310 No.16693738
>>16693713
i honestly don't want to be famous i'm more after that doujin soft life style and just making stuff and posting it online. those were just examples in terms of passion level i didn't mean their commercial value as of course they were
yeah i guess i'm a little less than an idea guy at this point but i shouldn't aim to be one and just aim to be a dev guy
ce6310 No.16693747
>>16693738
now thinking about it since i want to make doujin soft i should be less asking how to make a good rpg maker game and instead just asking how to make a good game.
483326 No.16693775
>>16693206
> got any ideas how i can make it unique and not just another rpg maker game.
> i'm also making all of my own graphics
You answered your own question. The graphics give players their first impression before they see any of the story or mechanics. If you want to be unique, you might want to find out how to change the title screen to use a custom menu so it highlights and selects your own custom graphics instead of using the RPGMaker menu system. Players will see that your game is different before they have begun to play it.
ddf02d No.16693792
>>16693206
Make a generic RPGmaker game to prove to yourself you have what it takes to finish a project. Then learn to code and make a real game.
>t. rpg maker dev
5f6c6c No.16694726
>>16693792
Only proper answer in this game lmao.
You will learn how to do stuff as you go along, no matter how cliche you get.
f9de91 No.16694894
>>16693206
Keep the maps small, don't make overly elaborate shit. Focus on story and "story events". Don't use any random encounter filler if possible. The random encounter filler shit kills all these games so fast.
Example: If you want the party to make a long trip, don't make a big map with random encounters. Use a world map with set encounters and a lot of multiple choice "survival" shit with losing items, monster encounters, other travelers etc, add good amount of flavor text about the journey. Way faster to do and better result.
Example2: Don't make random encounter multilevel dungeons, make a smaller dungeon with story related set of encounters and puzzles. Want the Wizard of POZ to live in 100 level high tower? Don't fucking make it a 100 level grind fest. Just a few levels with numbers and flavor text about the insanely long stairs with character interaction is way better. Maybe a few NPC encounters on the stairs.
Use the most popular scripts that fix a lot of shit and make things easier for you. These scripts also give you new tools to make the events better. Look them up.
Focus on details on sound and story. Good music or BGS can make a scene. Be sure to use as many different char emotion details in dialogue as possible. Try to over use SEs and animations on everything to see how far you can go without it getting distracting. It's really far.
RPGM games are as fucking bland as they get on the game play point, so make every fight count. Give clues about monster weaknesses and bosses to get the player thinking about tactics. Make even low level monsters immune to somethings or have a revenge attacks. Scatter clues about monster weaknesses in casual dialogue, and make the world feel alive like the people actually face the same troubles as the player. Make all the enemies (talk), run away, change tactics, taunt the player and all that good shit.
I could go on forever.
f1d748 No.16701715
As a guy who mainly does doodles and shit, it would be a dream to work on a team to make a game.
I have no fundamental programming skill, but i have a(u)rtistic merit.
Hell even if its working on backgrounds i could work with that.
d135b9 No.16701783
>>16693206
Make a grid SRPG
bf82ad No.16701805
>>16693206
You know that if you discard the tileset for the map and use a scrolling picture, events set to animate and collide with triggers you've got yourself a shmup right there.
d8549e No.16701901
>>16693657
Unironically looks like doghouses. I hope all the NPCs are bow-wows.
02c004 No.16701940
YouTube embed. Click thumbnail to play.
don't forget to parallax map, it makes your game look better and stand out.
436ac9 No.16702175
>>16693792
Actual good advice OP. Don't try to reinvent the wheel before getting the basics of how it works down.
Things that make a good game in general
1. Compelling and relatable characters who the audience cares about, villains with motives that make sense in context
2. Even pacing of events so things don't get too boring or happen all at once
3. Pornography, because every game is improved with pornography
4. Varied locations with unique encounters and items. Even if setting is in one biome try to vary it somewhat so it doesn't get stale
5. Logical progression of player and character powers, lvls, items etc. Don't throw underequipped people at super devil unless needed for story purposes. Also don't give them godslayer shit right off the bat unless you take it away shortly after for story purposes.
6. Be creative, look at what other people have done and then don't do that.
7. There is not much uniqueness in story telling because humans have been telling stories for 2000+ years. If you can think it someone has already done it better than you. So do not try to hard to find "unique idea" you have already been beaten to the punch.
The most unique Idea I ever saw for an rpgmaker game was one where you play as a random bystander and not the actual heroes of the tale. but that game got frozen in development hell. If you want to be unique make a game where you really are some random nobody who just does things while the villain and heroes duke it out.
47adca No.16705457
How hard would it be to make an Ys style game in RPG Maker?
5a6699 No.16705460
>>16693206
Will there be porn? I'm not playing if there's no porn.
7d82c7 No.16705501
>>16693206
Make the game you want to make, first of all
>i'm also making all of my own graphics
That will go a long way to standing out, especially if it looks good. Just avoid pic related and I don't see how it could go wrong
b3bb5b No.16705523
>>16705457
Usually, if it has action combat, it's probably better to use other engines.
I think every game that tries action with RPGmaker ends up super clunky.
That and the amount of effort and scripting necessary ends up as big as creating the game in another less simple engine.
Also I hope you don't mean the classic Ys "bump" combat system, that shit sucked.
a985bc No.16705529
>>16705457
If you're doing strict Ys, kind of hard. If your locked to a grid, you can't do off-center attacking from the front
There's tutorials for setting up ARPG gameplay otherwise but it's always going to be kind of clunky
Better to make such a game with Godot or GameMaker
bf82ad No.16705539
>>16705457
Well the three big things you need to master is tackling coordinates, then actor/event movement (how do you think sprite animations are done in RPG Maker?), then finally you have to figure out how to deal with the PC controlled graphic since it needs to be handled differently from virtually everything else. You should seriously consider if it is worth it.
96aa00 No.16705630
Put in a feature where you can kidnap any female npc in the game and put them into your sex dungeon and/or human cattle farm.
85c9f4 No.16705632
>>16705630
so elona ?in that game we can even fuck the litreal god,not orginal my man
b3bb5b No.16705648
>>16705630
It has been done before, and it's a pretty fucking cool game.
85c9f4 No.16705656
>>16705648
art is cancer tho
b3bb5b No.16705684
>>16705656
It's pretty… unique. You grow fond of it's amateurish feel after a couple scenes, but it's one of those eroges you play for roleplaying fantasies, rather than the eyecandy.
It's still better than Elona where the sex is just the static sprites that aren't good looking either standing next to each other and one or two lines of flavor text. Still another fucking great game.
fa4732 No.16705689
>>16693206
give it a physical release
85c9f4 No.16705713
>>16705684
well elona is a pure rpg roleplaying game it may not show the sex happing but sex does affect gameplay and your followers, the fact it also lets make a kid witjh a npc and play as your kid makes me love that game,there both different games elona is a rpg focused on freedom of player,and black souls is dark souls with sex i played black souls its a good game
58a804 No.16705746
YouTube embed. Click thumbnail to play.
not that it matters, but unity recently released tutorial game kits, including one like rpg maker
i literally don't see any reason for anyone to use rpgmaker anymore, in unity you're not limited by what rpgmaker lets you do
a20197 No.16705788
>>16705746
Except Unity is mostly spyware at this point. Considering games with Unity have "telemetry" in it.
https://forum(dot)unity(dot)com/threads/can-i-disable-all-the-hardware-survey-telemetry-analytics-spyware-for-my-game.458214/
>seems to suggest not even in the Unity pro version it can be fully disabled.
52df93 No.16705811
>>16701901
That's digimon world. A game I have shilled in this hole we call /v/.
Great game tho, go play it if you haven´t
You will need a guide of some sort specially for digievolutions, BUT NOTHING ELSE, try and enjoy the game as is
96aa00 No.16705830
>>16705811
Where'd you get a high quality version of the pre-rendered backgrounds for the game?
6ab7d3 No.16705886
Use Pokemon Essentials but DON'T use it to make a Pokemon game. Give yourself custom monsters, rename every move, every ability, every item, etc.
Don't even market it as a monster catching game. Just let it play itself out.
d36142 No.16705888
>>16701901
Oh shit, I've never noticed that. I've also never noticed the "clock" on top of the elder's house.
58a804 No.16706913
>>16705788
it's still better than rpgmaker
0724d8 No.16707117
>>16693211
What is wrong with RPG maker?
722317 No.16707669
As a developer I can tell you my answer to the general problem of:
>How do I proficiently use X popular tool which is notorious for being fucking terrible.
1. Get all the official documentation you can, including:
<Technical documentation
<Explanation of the approach taken to solving the problem at hand(how does the tool draw things on screen, how does it store things, how does it handle loading) and why that approach was taken.
<Official guides
2. Get all the blogs, forums, and other quality resources you can find. Make a list and update it weekly.
3. Keep a notebook. Think deeply about what your trying to do, the unknowns, the trade-offs, ect.
4. Makes something that works first, then come back for polish. The last 10% is a huge time sink. Fight that urge.
5. Work on things over time. Your brain needs off-time to think about and process things. Your approaches will become much more novel naturally.
6. Read a book. Preferably something with minimal illustrations. Watch plays, go for walks in strange places, wake up at different times and do things differently.