RPG Development Without RPGMaker Thread - /vrpg/ (#3784155)

Anonymous
6/17/2025, 3:35:54 PM No.3784155
1000014787_thumb.jpg
1000014787_thumb.jpg
md5: df2acc6e54c1d4e529ef6caf0a3bd6c0๐Ÿ”
It's been awhile since >we had a thread up.
>Post progress
>Ask Questions
Replies: >>3784172 >>3784330 >>3784345 >>3784452 >>3784605 >>3784777 >>3784960 >>3785959 >>3796831 >>3803655 >>3806457
Anonymous
6/17/2025, 4:13:24 PM No.3784172
>>3784155 (OP)
Oh, cool. Dunno if monster capture (you) jam updates count but ok.
Replies: >>3784328
Anonymous
6/17/2025, 9:31:26 PM No.3784321
I'm working on a real-time tactical rpg, and I'm looking for assistance on coming up with an attack speed/attack rate formula. Basically, how often a character can auto-attack, in seconds. Any ideas? If it helps, I was planning on going the Diablo-clone way where you only have 3 core attributes that everything uses in some way.
Replies: >>3784333 >>3784463 >>3784463 >>3784998 >>3785188
Anonymous
6/17/2025, 9:39:32 PM No.3784328
>>3784172
It doesn't.
Anonymous
6/17/2025, 9:40:34 PM No.3784330
>>3784155 (OP)
I always give up on my game because it's too much work and other things start taking priority.
Anonymous
6/17/2025, 9:45:39 PM No.3784333
>>3784321
Solo project?
>attack formula
How often? Start with 2 attacks in the beginning and 10 attacks at the end of the game.
>3 attributes thst everything uses in some way
Are you trying to say that each skill needs all attributes?
Replies: >>3784701
Anonymous
6/17/2025, 10:12:15 PM No.3784345
>>3784155 (OP)
Is it still RPG Maker if you're using extensive 3rd Party plugins to do literally everything?
Replies: >>3784351 >>3784367
Anonymous
6/17/2025, 10:27:02 PM No.3784351
>>3784345
Yes, of course it is. That's why that guy from the RPG Maker threads belongs there and not here.
Anonymous
6/17/2025, 10:56:54 PM No.3784367
>>3784345
are there any decent 3D rpg maker games with 3rd party plug ins?
Replies: >>3784378 >>3784416
Anonymous
6/17/2025, 11:08:36 PM No.3784378
>>3784367
Someone should make a RPG maker engine as a minecraft mod, there is your 3D rpgmaker
Replies: >>3784379
Anonymous
6/17/2025, 11:12:26 PM No.3784379
>>3784378
Billion dollar machine, no doubt.
Anonymous
6/18/2025, 12:33:31 AM No.3784416
>>3784367
Bakin and Smile have been around for a while I think. But I assume there's something fundamentally wrong with them since nobody actually uses them.

To be fair, I don't think anyone uses RPG Maker straight out of the box either. Not for RPGs anyways.
Replies: >>3784589 >>3792288
Anonymous
6/18/2025, 1:38:38 AM No.3784452
draw-bridgman-twice
draw-bridgman-twice
md5: 453d89b4b48298991c65783d4873bfb4๐Ÿ”
>>3784155 (OP)
Serious talk. I have some programming experience, and took computer graphics when I was in school. Forgot everything though.
I want to make grid-based first-person turn-based dungeon rpg. Think Etrian or Refrain. Is there a list of standard (programming) techniques people use to implement this? Perhaps some open source or leaked codebase if not outright tutorial? It's very hard to google.
Replies: >>3784589 >>3784730 >>3784747 >>3806796
Yuji Sakai
6/18/2025, 2:02:02 AM No.3784463
>>3784321
hey guys. good to see this thread back. i'm not working on anything at the moment but i've still been lurking

>>3784321
cost effectiveness = sqrt(Durability*DPS)

however the cost effectiveness of speed is some insane triple integral that i don't remember, where it can spit out 0 or infinity if they can kite completely out of the other target's range

how many characters do you plan on controlling in this tactical RPG? when you're dealing with a real time game, you need to account for human limitations

you're gonna have a bad time with only 3 stats. diablo doesn't just have 3 stats it also has derivative stats that can be affected by items and a zillion resistances to pick from. i don't know this game too well honestly. there are also a lot of inivisble stats you're not thinking of like animation frames and possible regeneration, armor, magic resist, all sorts of shit

i would say the bare minimum stats you could get away with would be:

HP/Mana (or whatever)
STR/AGI/INT
Armor/Magic Resist
Speed/Range

when you have too many stats piggybacking on one thing, it's really hard to balance your characters because one statline will probably be the best (see warcraft 3 where AGI > INT > STR)
Anonymous
6/18/2025, 10:26:26 AM No.3784589
>>3784452
>standard (programming) techniques people use to implement this
I don't think that exists in the gaming industry at all. It's a pretty sloppy field of expertise. Cool picrel!
Looking up in search engines (g, yt) will work better if you look up games you want to copy + tutorial.
>>3784416
It's really getting worse and worse as engine, while the competition gets better and better.
Anonymous
6/18/2025, 11:41:14 AM No.3784605
VID-20250617-WA0014online-video-cutter.com-ezgif.com-video-to-gif-converter
>>3784155 (OP)
>progress
Haven't posted in ages but I'm focusing in polish before continuing my roadmap
Replies: >>3784613 >>3784701 >>3784733
Anonymous
6/18/2025, 12:41:49 PM No.3784613
>>3784605
Looks awesone
Replies: >>3784687
Anonymous
6/18/2025, 3:53:45 PM No.3784687
>>3784613
Ty anon, trying to make some of these at least stand out
Replies: >>3784701
Anonymous
6/18/2025, 4:42:06 PM No.3784701
>>3784333
>Solo project?
Yeah, for now. I'm about halfway done with setting up all the core systems like the inventory, and party member and enemy AI. Once I have enough stuff set up, I'll put out a request for team members and stuff.
>How often? Start with 2 attacks in the beginning and 10 attacks at the end of the game.
That could work. How would you calculate that? 1 / character level? I've also thought about copying Ragnarok Online's attack speed calculation, to some extent.
>Are you trying to say that each skill needs all attributes?
I set things up to work like this, I hope it helps:
>3 core attributes that are the ye olde strength, dex, and intelligence
>Derived stats use these in some way
>E.g: every point in strength = 5 hp, every point in dex = 2 non-special damage
>Skills could use the attribute or a derived stat for whatever it wants to do
>E.g: healing skills use the special power derived stat, which is 2 points for every point in int, plus/minus any special power modifiers
>>3784605
>>3784687
Keep up the great work!
Replies: >>3784719 >>3784748
Anonymous
6/18/2025, 4:52:11 PM No.3784707
I started working last week on a new game, it has some RPG elements but I'm not sure it'd call it an actual RPG.
What makes an RPG an RPG? Or maybe a better question, what flies as an RPG in these threads?
Anonymous
6/18/2025, 5:20:46 PM No.3784719
>>3784701
Nothing wrong in copying formulas from other games. Its neat if you start with something you understand as a base and then add unique scaling or mechanics to them
Replies: >>3784748
Anonymous
6/18/2025, 5:37:00 PM No.3784730
>>3784452
Chatgpt -
Standard Programming Techniques for (Grid-Based, First-Person)
1. Grid Map Representation
Usually a 2D array or tilemap-like system (int[,] mapGrid)

Each tile has:
Type: Wall, Floor, Door, Stairs
Visibility / Discovered
Events (monsters, treasures, traps)
Coordinates for logic (x, y)

2. Player Movement
Grid-based (1 tile per move: forward, back, turn left/right)
Movement (enum Direction { North, East, South, West })
Player has position and facing direction
Turning changes facing; moving forward uses current facing

3. Rendering the View
Raycasting (pseudo or real): Many modern DIY versions use simplified raycasting to render fake 3D from the grid.
Quad/Plane stacking: Stack planes (walls, floors) in front of camera based on the map and player facing.

4. Encounter Triggers
Random encounter % per step
Or manual triggers placed on tiles (mapEvents[x, y])
Boss encounters use flags or state to lock movement

5. Minimap / Automap
Stores visited tiles separately (bool[,] visited)
Renders simple top-down map

6. Save System
Player position + direction
Dungeon visited state
Party stats, inventory, map discoveries

Tools, Frameworks, or Engines
Unity URP or HDRP (for fancier rendering)
Use ScriptableObject for encounter tables, enemy data
Use tilemaps or a custom dungeon generator

Open Source / Leaked or Educational Codebases
Open Source Projects
Delver (first-person roguelike with code)
GitHub: https://github.com/Interrupt/delverengine
Procedural generation, simple 3D dungeon rendering
Dungeon Crawl Stone Soup (DCSS)
Not first-person, but great monster AI + dungeon logic
GitHub: https://github.com/crawl/crawl
DungeonMaster JS clone
JS/browser remake: https://github.com/arnaudjuracek/dungeon-master-js
Video / Blog Tutorials
"Brackeys-style" devlogs or dungeon generation tutorials in Unity
YouTube search: โ€œUnity Wizardry cloneโ€, โ€œFirst person tile-based movement Unityโ€
Anonymous
6/18/2025, 5:38:15 PM No.3784732
1733329549513168
1733329549513168
md5: f3de30760982f715f7aee769036561fa๐Ÿ”
People in the other thread told me to go here. Does the Wolf RPG Editor fit this thread here? After all, it's not RPG Maker.
Replies: >>3784744
Anonymous
6/18/2025, 5:39:30 PM No.3784733
>>3784605
Can you go a bit in depth how you make your attack animations? Is this hand drawn, frame by frame?
Replies: >>3784739
Anonymous
6/18/2025, 5:55:13 PM No.3784739
>>3784733
The FX is from an asset pack I bought and edited to shape it into lightning bolts coming from a cloud and yeah eveything is layer by layer frame by frame. I tried using procedural stuff thats pixelated in post prod but it didn't click for me, in the end I rely in aseprite for everything.
Replies: >>3784743
Anonymous
6/18/2025, 6:02:55 PM No.3784743
>>3784739
Thank you. I'm thinking to make a game, will likely hire an artist, and am trying to calculate how much work needs to be done. I could potentially buy assets for attacks. Because for the type of game I'm making people will probably shut effects off anyway. Thanks for the info.
Anonymous
6/18/2025, 6:03:23 PM No.3784744
>>3784732
I don't have a problem with that. Out of curiosity does wolf rpg allow scripts and if so what language are they in?
Replies: >>3784749
Anonymous
6/18/2025, 6:07:17 PM No.3784747
>>3784452
Not really? There's programming patterns but I'm not sure there's specific "gameplay mechanic patterns". You just have to get a feel for how things should be done. Also googling.
A rule of thumb is to just make shit, but also try to clean up your old stuff. If you know a better but slower way of doing it, it might be a good idea to do it that way, but if you can't think of a "clean" solution, don't worry about writing bad code, you can fix it later.
Look up how other games solved that problem, wherever possible.

Here's patterns I mentioned. You don't have to read them, but I really appreciated knowing about them once I started giving a shit about my project structure instead of just piling shit on until it worked (or stopped working). And project structure is something you will appreciate with a long-term RPG project.
https://gameprogrammingpatterns.com
https://refactoring.guru
Anonymous
6/18/2025, 6:07:24 PM No.3784748
>>3784719
Maybe not 1:1, but parts of it? Sure.

>>3784701
Depends on how many character levels, you can start with 2/levle and go from there or +1 every 3 levels. Copying said project is fine, but in the end you don't want a blatant copy, else your game feels like the one you stole from. Avoid that.
>E.g: every point in strength = 5 hp, every point in dex = 2 non-special damage
I love that. You can also work with multiplier for derived stats, like bandana increasing derived stat *1. 05.
Anonymous
6/18/2025, 6:07:50 PM No.3784749
1723268088813326
1723268088813326
md5: 8d55ef56419fb35d36f483a9ab7b2f97๐Ÿ”
>>3784744
No scripting, it's event driven. However, just about anything can be changed or edited. The database is flexible and editable, allowing you to write your own systems. The "base system", aka the JRPG mechanics and menus are written in the event language and work using common events, allowing you to change up everything to your liking.

>picrel
The common event editor showing the method to display rewards after combat. On the left you can see the other methods for other game mechanics in and out of battle.
As you can see, you can mess about in it as you please.
Replies: >>3784773
Anonymous
6/18/2025, 6:55:01 PM No.3784773
>>3784749
Well it almost looks like pseudocode so I guess its flexible enough to do stuff.
Replies: >>3784848 >>3784850
Anonymous
6/18/2025, 7:05:28 PM No.3784777
>>3784155 (OP)
If I'd like something like unlife, ghost song or salt series, unreal or unity? Complete noob, but I'm having it with the current vidya market. Maybe making games is fun, modern games surely aren't.the style I'd like style achieve is the early 2000s flash games look.
Replies: >>3784784
Anonymous
6/18/2025, 7:17:21 PM No.3784784
>>3784777
>early 2000s flash games
You probably don't want to use the heavyweight triple A engine made specifically for 3D games.
Unity, maybe Godot or Gamemaker.
Replies: >>3784787
Anonymous
6/18/2025, 7:20:01 PM No.3784787
>>3784784
>Gamemaker
I thought of these b? Engines, but can they do layered background?
I'll check out godot. Is this the one that works with blender?
Replies: >>3784790
Anonymous
6/18/2025, 7:22:59 PM No.3784790
>>3784787
I'm not sure. I mean, setting up a moving layered background wouldn't be too difficult, but it would probably be easier by just putting them on a 3d space instead of faking it, for a beginner at least.
Replies: >>3784795
Anonymous
6/18/2025, 7:26:28 PM No.3784795
>>3784790
>3d space
Like 2.5D? It's not that I insist of it, but I reckon it looks much better.
Replies: >>3784798
Anonymous
6/18/2025, 7:30:26 PM No.3784798
>>3784795
Like 2.5D yeah. Making it mostly in 2D but putting them different distance away from camera, with a slightly bent lens so it looks good.
But on the other hand, this has its own quirks, so it's not necessarily better.

Well, bottomline is, whichever you pick, it'll be fine. Game engine choice isn't something that will make or break your game, especially on your level. As long as you're willing to learn.
Replies: >>3784801
Anonymous
6/18/2025, 7:34:43 PM No.3784801
>>3784798
The only thing I want to avoid is double learning
Putting a little thought into choosing engines is part of the learning process. I know unreal is for free, is GM others? I could make hello world games and see which one fits me best. That could be done in a day or two. I reckon setting engines up is pain in the ass, it always is with professional programs.
Replies: >>3784804
Anonymous
6/18/2025, 7:39:15 PM No.3784804
>>3784801
All of them are free to make games with.
Once you actually publish your game and start making money, you might need to pay for them depending on how well its doing (except Godot, since it's open source).
Replies: >>3784833 >>3784835
Anonymous
6/18/2025, 8:49:42 PM No.3784833
>>3784804
Even game maker? It's 150 usd on steam.
Replies: >>3784838
Anonymous
6/18/2025, 8:54:47 PM No.3784835
>>3784804
>(except Godot, since it's open source).
You gonna pay them anyways if you want to port to consoles.
Replies: >>3784838
Anonymous
6/18/2025, 9:08:05 PM No.3784838
>>3784833
Yeah, the professional license is for when you're making money off of it.
>>3784835
I haven't been following that, last I heard they were just getting their console porting capabilities and it could only be done through verified third party publishers.
Replies: >>3784840
Anonymous
6/18/2025, 9:12:15 PM No.3784840
>>3784838
Ah, right. Only 150 bucks once? Cheap af. I found some guy that earns 50k a year with laughably bad games and ridiculous kickstarter games. I doubt he works more than 100 hours on each game.
Replies: >>3784842
Anonymous
6/18/2025, 9:16:06 PM No.3784842
>>3784840
Who are you talking about?
Replies: >>3784846 >>3784847
Anonymous
6/18/2025, 9:19:23 PM No.3784846
>>3784842
He thinks 4chan is full of impressionable minors that'll buy into marketing tactics like this.
Replies: >>3788900
Anonymous
6/18/2025, 9:20:55 PM No.3784847
>>3784842
I found him on ks and he publishes two or three games a year and has like 8 or so successful kickstarter. Chef rpg looks like rpg maker, too. Mercaneries series seems basic af, too and is successful.
Replies: >>3784914 >>3785224 >>3789346 >>3789395
Anonymous
6/18/2025, 9:20:58 PM No.3784848
>>3784773
It's powerful enough to make shit like this. The guy developing Wolf RPG Editor is also making One Way Hero for example.
Replies: >>3784850
Anonymous
6/18/2025, 9:22:07 PM No.3784850
1744791429149406
1744791429149406
md5: 45bfce61d1f52a3d7b2e8319f88f0080๐Ÿ”
>>3784773
>>3784848(me)
forgot pic, silly me
Replies: >>3784851
Anonymous
6/18/2025, 9:24:51 PM No.3784851
>>3784850
what the fuck is that
I played the original OWH, that man seems to be cooking an abomination that'll either be absolute dogshit or kino of highest echelon.
Replies: >>3784855
Anonymous
6/18/2025, 9:28:40 PM No.3784855
>>3784851
https://silversecond.net/contents/game/OneWayHeroics2/
You tell me.
Replies: >>3784888
Anonymous
6/18/2025, 10:14:54 PM No.3784888
>>3784855
Can't read jap but the first thing I see is a girl and a horse so its and rpg/horse game?
Replies: >>3784891
Anonymous
6/18/2025, 10:17:25 PM No.3784891
>>3784888
It's not H-game if that's what you're thinking (at least I don't think it will be?)
https://store.steampowered.com/app/266210/One_Way_Heroics/
Replies: >>3784898 >>3784906
Anonymous
6/18/2025, 10:22:51 PM No.3784898
>>3784891
Actually on second thought, the first game had a class that could strip naked, and NPCs reacted to it, but it was in a joking way and not erotic.
Replies: >>3784900
Anonymous
6/18/2025, 10:24:10 PM No.3784900
>>3784898
Are there h games with decent job systems? Pretty sure I checked all job system games and am always keen to learn jew things.
Anonymous
6/18/2025, 10:26:35 PM No.3784906
>>3784891
I was thinking of a horse raising game those games sell a lot nowadays
Replies: >>3784913
Anonymous
6/18/2025, 10:34:37 PM No.3784913
>>3784906
They have girls as target group, so use need the visuals fit for 13y old girls.
Anonymous
6/18/2025, 10:35:38 PM No.3784914
>>3784847
That's complete bs, not a single rpgm dev makes that much, except the ones who had breakthroughs.
Anonymous
6/18/2025, 11:14:58 PM No.3784932
6 11 25 door mimic_thumb.jpg
6 11 25 door mimic_thumb.jpg
md5: 8f372bd24cf4744cdbd8dbcc1a37855d๐Ÿ”
a bit ago i made a silly door
Replies: >>3784933 >>3784943 >>3785372
Anonymous
6/18/2025, 11:16:25 PM No.3784933
>>3784932
Oh wow, that's neat. How's post release treating you?
Replies: >>3784937
Anonymous
6/18/2025, 11:22:05 PM No.3784937
>>3784933
thanks anon!
game sold more than i thought it would. now im making some shenanigans like the doors while working on a NG+ plus mode, while also doing some small sideprojects for fun. after that's done i'll see what i'll tackle next. i have some ideas about a modern-fantasy-setting RPG i'd like to mess with after the sumner.
Replies: >>3785226
Anonymous
6/18/2025, 11:26:27 PM No.3784943
>>3784932
The mimic wall is awesome. Asking for permission to steal.
>ng+
That's cool. Do you have npc?
>new rpg
How long would it take?
Replies: >>3784952
Anonymous
6/18/2025, 11:40:37 PM No.3784952
>>3784943
go for it anon. find me and show me your version when its ready!
>NPC
yeah a few. will add more
>new rpg
ideally less than this game. 2-3 years max? who knows.
Replies: >>3784956
Anonymous
6/18/2025, 11:44:51 PM No.3784956
>>3784952
What's your favourite one? Like what's the name? Is there a backstory to her?
>2 years for rpg
That's awesome, you should have content for this game and tend it's socials.
Anonymous
6/18/2025, 11:50:27 PM No.3784960
>>3784155 (OP)
What do you guys think of the emerging trend of early Zelda metroidvanias? The nes Zelda ones. I don't like them, but that's me.
>companions in a metroidvania
Does this work? I'd say no, as part of the experience is to become a one man army.
Replies: >>3784961 >>3784967 >>3784986
Anonymous
6/18/2025, 11:53:52 PM No.3784961
>>3784960
The only game that I think has companions in a metroidvania is Monster Sanctuary but it has turn based battles
Replies: >>3784963
Anonymous
6/19/2025, 12:00:45 AM No.3784963
>>3784961
>Monster Sanctuary
That looks fantastic. Unfortunately I dislike pokemon. Really well made game though, thanks for the input.
>turnbased
Seems low-key a prerequisite for companions. 2D platformer are already crowded on the screen and implementing an ai for companions sounds like work. No reason to add companions, even gameplay wise it's not needed. Maybe some form of calling for support and some friend shows up for few seconds to clear house.
Replies: >>3784965
Anonymous
6/19/2025, 12:08:00 AM No.3784965
>>3784963
>Seems low-key a prerequisite for companions
This or you risk having a game that is a permanent escort mission.
Replies: >>3784966
Anonymous
6/19/2025, 12:11:17 AM No.3784966
>>3784965
>permanent escort mission.
Worked for re4. I'd like a re4 without Ashley more. Personal preference. Escort missions are always lame to me.
Anonymous
6/19/2025, 12:11:50 AM No.3784967
>>3784960
It's a risk, but your own choice. You would obviously just be chasing a trend, so chase it well or not at all. That said, not my thing personally.
Replies: >>3784970
Anonymous
6/19/2025, 12:16:27 AM No.3784970
>>3784967
I was just asking for opinions, I couldn't possibly work on something I dislike, especially not on a game I wouldn't play. I don't mind the genre, it's just not something I'd play.
Yuji Sakai
6/19/2025, 1:04:32 AM No.3784986
>>3784960
i had an idea a long time ago for a metroidvania that had a threesome with final fantasy style gameplay but i had to drop the project when i got a full time job for a while, feel free to steal the idea

project was too ambitious trying to make a nonlinear story like legend of mana without a whole team of scriptwriters
Replies: >>3784990 >>3784992 >>3785155 >>3785181
Anonymous
6/19/2025, 1:11:17 AM No.3784990
>>3784986
>threesome with final fantasy style gameplay
?
Replies: >>3785003
Anonymous
6/19/2025, 1:12:18 AM No.3784992
>>3784986
>nonlinear story like legend of mana
>Scriptwriters, team of
??
Anonymous
6/19/2025, 1:20:36 AM No.3784998
>>3784321
FF1 but sane.
Strength = overcomes defense/armor
Agility = number of hits (multiplier)
Hit Rate = hit rate.
Yuji Sakai
6/19/2025, 1:25:31 AM No.3785003
>>3784990
i was trying to design a randomly generated RPG, where instead of a platformer, it worked like a retro FF game

basically every time you play the game the dungeons and towns are randomly generated and in different places/orders of levels you can go

now try to come up with a story where you can do all 18 (with level 1 and level 18 being the first and last) dungeons i came up with in no particular order T_T i got like 6 quests deep and totally ran out of ideas for dialogue
Replies: >>3785155
Anonymous
6/19/2025, 8:55:51 AM No.3785155
>>3785003
>random game but retro
>procgen
>lost interest to work on it
Thank you for your >>3784986
>i had an idea a long time ago
Replies: >>3785180
Yuji Sakai
6/19/2025, 10:11:30 AM No.3785180
>>3785155
procedural generation was a huge fad in early 2010s
Anonymous
6/19/2025, 10:12:50 AM No.3785181
>>3784986
>metroidvania that had a threesome with final fantasy
How do I interpret this. Metroid and castlevania had a threesome with final fantasy? But is metroid and castlevania already a couple? I always thought they were the same genre and not a "fusion" of two genres
Replies: >>3785265
Anonymous
6/19/2025, 10:54:04 AM No.3785188
>>3784321
Have you looked up the Diablo 2 formula? They had action speed and attack frames breakpoints. You could try using that as starting point.
Anonymous
6/19/2025, 1:01:50 PM No.3785224
>>3784847
Chef RPG is unity and doesn't look like RPG Maker at all. It's all custom art, and that guy is fantastic at background art. The npc's all have custom schedules. The gameplay is custom. Nothing about that looks like rpg maker.
Replies: >>3785237
Anonymous
6/19/2025, 1:02:51 PM No.3785226
>>3784937
That's awesome it sold more than expected. Really cool to see
Anonymous
6/19/2025, 1:28:37 PM No.3785237
>>3785224
I thought rpg maker supports custom content, too?
Replies: >>3785243
Anonymous
6/19/2025, 1:52:41 PM No.3785243
>>3785237
It probably does on some level, but if you're going to make a game from scratch (game play, art, AI etc) then why use game maker at all? It would be harder for me to use game maker to make a game than Unity, because I know how to program and I can get art. It would only get in my way. That's why I assumed chef RPG wasn't rpg maker because why would it be, what benefit would that give them?
Replies: >>3785254
Anonymous
6/19/2025, 2:17:09 PM No.3785254
>>3785243
Sometimes it's comfier devving in something simple like gamemaker.
At least that's my personal reason for using Wolf RPG Editor over something like Unity.
Replies: >>3785255
Anonymous
6/19/2025, 2:24:25 PM No.3785255
>>3785254
The only thing comfier I could agree on is the interface
Anonymous
6/19/2025, 2:56:12 PM No.3785265
>>3785181
I think he's saying make a Metroid like game with turn based battles or something.
Replies: >>3785306
Anonymous
6/19/2025, 3:58:34 PM No.3785304
Been thinking of adding idle mechanic to my game. Something like
>player goes afk and leaves game open
>get heal over time
>get xp over time
>get common items over time
But I dunno on exactly what to do. Haven't played auto/idle games
Replies: >>3785310 >>3785312 >>3785314
Anonymous
6/19/2025, 4:06:44 PM No.3785306
>>3785265
Disgusting
Replies: >>3785308
Anonymous
6/19/2025, 4:11:36 PM No.3785308
>>3785306
I feel like it wouldn't work if you're jumping around vertically. But you might be able to make a big mansion with like, hidden corridors and shit, and maybe instead of weapons needed to get to new areas it's just keys. So a simplified JRPG, set in a single location, with maybe some mystery or puzzle solving. That could work. I'm not sure what this person was envisioning.
Replies: >>3785360
Anonymous
6/19/2025, 4:15:13 PM No.3785310
>>3785304
Make it simulate runs of whatever your game is about.
Anonymous
6/19/2025, 4:19:35 PM No.3785312
>>3785304
Too little info
Anonymous
6/19/2025, 4:28:55 PM No.3785314
>>3785304
Dreamscape always works for things like this - your character goes to sleep, is transported to a place (can be the black void, the endless forest, an alien ladscape, et c.) and automatically walk either to the right or to the left. Random events happen like battles, building exploration or story encounters and the player can withness them all if he waits and looks. But, as the player will likely be AFK, he won't see them - that's where the dream journal (aka logbook) that describes these encounters VERY vaguely is needed. to view these events in detail, the player will need to interact with the main gameplay (like an NPC or an ITEM) to view what happened in full detail.
Yuji Sakai
6/19/2025, 6:36:00 PM No.3785360
>>3785308
it was top down

there were three classes of character (Knight, Rogue, Mage, Princess) and 4 elements for a total of 16 characters and you gained new equipment and spells to reach new areas, but the order would be different every playthrough

I programmed the world map and dialogue tree but never got around to a combat system. the problem i ran into was i wanted to have different dialogue depending on who is in your party and there were pairs of characters that would be really friendly with each other and pairs of characters that would refuse to join the party if someone else was in it

trying to write the same dialogue scene 10 times over was way outside of my abilities and i'm not gonna try it again

i never figured out a combat system, but you could walk through the game and get to the end, even though the tiles were just placeholder color squares
Replies: >>3785491 >>3785496
Anonymous
6/19/2025, 7:18:37 PM No.3785372
>>3784932
Any mimic floors and ceilings?
Anonymous
6/19/2025, 8:48:04 PM No.3785491
>>3785360
>were three classes of character (Knight, Rogue, Mage, Princess)
1,3,4
Anonymous
6/19/2025, 8:49:56 PM No.3785496
>>3785360
>but you could walk through the game
Why not pay 100 bucks to steam and publish it? I love walking through the game(s)
Anonymous
6/19/2025, 9:31:59 PM No.3785589
Any Godot devs here? How are you creating and accessing flags?
Replies: >>3785832
Anonymous
6/19/2025, 11:54:57 PM No.3785832
>>3785589
Not a Godot dev but I used RPG Maker and can help with flags from programming standpoint.

Generally speaking, if I can keep the flag in local scope, I do so.
You could set up a global manager object that holds a shitload of booleans and everything can access them, and this is very convenient for beginners.
Replies: >>3785839 >>3788204
Anonymous
6/20/2025, 12:02:40 AM No.3785839
>>3785832
To add to that, you could look into Singleton pattern. It gets a lot of bad rep from senior programmers, but it's absolutely huge for a beginner who's struggling to understand the basics.
In a nutshell, it's a braindead way of making an object (and its code/variables) accessible from everywhere in your game.
Replies: >>3785958
Anonymous
6/20/2025, 2:19:56 AM No.3785958
>>3785839
Right, it's used for things that only should have 1 instance. If only 1 instance should ever exist at a time, then you can make a singleton out of it.

For the most part people should ignore advice on programming they get on the internet. Even prof devs are often retards. If a singleton solves your issue, then use it. If half way through you decide to make your game multi player and now half your singletons break, well that's on you. But they are fine to use imo.
Replies: >>3786018
Anonymous
6/20/2025, 2:20:18 AM No.3785959
Yes!
Yes!
md5: 09e5b2f722a5c61f0c579b701395e262๐Ÿ”
>>3784155 (OP)
This webm is fucking amazing.
Replies: >>3785977
Yuji Sakai
6/20/2025, 2:45:12 AM No.3785977
>>3785959
btw it seems like the public is not aware but you can post mp4s now
Anonymous
6/20/2025, 3:28:08 AM No.3786018
>>3785958
Only 1 instance AND globally available.
I myself learned the value of passing stuff manually instead of everything being global, but it took a while to grasp it so I still think they're a great crutch for beginners.
And you'd be surprised what you can do by having two copies of something like the combat system readily accessible in your turn based RPG.
Anonymous
6/20/2025, 4:25:58 PM No.3786334
IMG_6845
IMG_6845
md5: 455a1e60d0e9b73fd73f150a0303ac05๐Ÿ”
Iโ€™m not currently programming this game, but this is for a future arpg. Iโ€™m commissioning art pieces so when Iโ€™m able to, Iโ€™ll be able to kinda jump right in. Economically it doesnโ€™t make the most sense and usually art would come later, but I have my reasons.

This is for my little town rpg game. Where the focus is AI. Not so much action.

This is based on Native American smoke lodges to some degree.
Anonymous
6/21/2025, 10:50:49 PM No.3788204
>>3785832
>if I can keep the flag in local scope
Could you elaborate on that? My game loads and unloads the map whenever it's changed, so any variables would be reset upon reentry
Replies: >>3788214
Anonymous
6/21/2025, 11:15:37 PM No.3788214
>>3788204
I mean that as in, if only one part of code cares about a specific flag, you'd want to keep it right in that code, instead of making it global. But don't worry about it, you'll learn to do it yourself with time.
For now you don't want your objects to disappear whenever map changes, so let's focus on that.

The Singleton pattern basically means that you have a specific object, of which only one copy can exist, ever. If a second copy of it were to be created, it'd see that another one already exists, and destroy itself right away.
Because of this property, you won't need to specify which copy you want to access/reference (since there is only one), so you can just directly call it, making it very easy to access.
This behavior, by the way, is called being "static" in programming.

https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html

Now as for keeping the object between scenes, it seems that the way to do this in Godot is to parent the object to the root node. And it also seems that Godot does this automatically with Singletons.
Anonymous
6/22/2025, 3:25:46 AM No.3788382
test enemy auto attack_thumb.jpg
test enemy auto attack_thumb.jpg
md5: dcba15383f6818a54384d8078305aa31๐Ÿ”
Thanks for the advice on the autoattack formula, anons. I'm going to implement one eventually. At the moment, I just finished getting my testing enemy to get a player character it can see, and start attacking it when it's in range.
Replies: >>3788579
Anonymous
6/22/2025, 10:31:57 AM No.3788579
>>3788382
I would draw a sprite of slashing to indicate when the attack happens.
Replies: >>3790379
Anonymous
6/22/2025, 10:21:03 PM No.3788900
1678034430329336
1678034430329336
md5: e52afb555b651100526f865513b28129๐Ÿ”
>>3784846
He should try /v/ instead, then.
Anonymous
6/23/2025, 1:41:05 PM No.3789346
>>3784847
>Chef rpg looks like rpg maker, too.
No it doesn't. Are you fucking retarded or were you dropped as a child? Do you think Habbo Hotel looks like RPG maker too, fucktard?
Replies: >>3789395
Anonymous
6/23/2025, 3:36:34 PM No.3789395
>>3789346
No need to be upset anon. He doesn't know better. I can see where he is coming from. If you never seen RPGM from the inside that is.
Pixel graphics, top-down view, the textbox as we are used to it, world looking like it was built on a grid. Same way you could say that Stardew Valley was made in RPGM.

>>3784847
But no, aside from all the mini-games which would be a nightmare to make, it would take more work to remove the turn-based combat and do that real time thing, than doing it from scratch. Plus the menu systems that is not supported by default RPGM, and the house decoration as well as fishing.
Replies: >>3789564
Anonymous
6/23/2025, 7:44:48 PM No.3789564
>>3789395
Calling out retards is our God-given right.
Anonymous
6/24/2025, 8:34:26 PM No.3790379
>>3788579
I'm going to probably do that once I start setting up the skill and attack animations. For now, I'm figuring out how I'm going to structure the enemy's movement. I made player characters use a state machine for their movement, with one state for being on the ground and one state for being in the air. At the moment, I don't know if I'll give enemies a state machine for their movement or just use a simple movement component. The latter will be quicker to implement, but then I'd have to do extra work for the AI- checking which movement thing is used.
Anonymous
6/25/2025, 2:41:40 PM No.3790899
where do you find playtesters for your game?
/agdg/ is really bad and full of schizos now i dont want to post my game there. i would post it here but it's not really an rpg sorry
Replies: >>3790922 >>3790927 >>3790965 >>3791494 >>3792281
Anonymous
6/25/2025, 3:32:22 PM No.3790922
>>3790899
There's several sites that host playtesting, I was about to use one but then never followed through. I don't remember what it was called but its cheap enough.
Anonymous
6/25/2025, 4:04:18 PM No.3790927
>>3790899
Friends.
Anonymous
6/25/2025, 5:03:00 PM No.3790965
>>3790899
I maybe wouldn't spend too much time posting as a named dev in agdg. But just joining demo day is probably fine.
Anonymous
6/26/2025, 4:44:46 PM No.3791494
enemy follow_thumb.jpg
enemy follow_thumb.jpg
md5: 07daca3348bf5ee307f5b5ad8cbbf438๐Ÿ”
I was able to get some basic enemy movement working.
>>3790899
Could try the big Discord game dev servers.
Replies: >>3796276
Anonymous
6/28/2025, 12:21:51 AM No.3792281
>>3790899
You know /agdg/ is just a place and the people that are part of your imaginary board culture are probably part of a dozen places as well.
Anonymous
6/28/2025, 12:33:42 AM No.3792288
>>3784416
Bakin's dope, but it definitely has limitations. The devs are pretty active with it on their discord with updates and help, but obviously resources for it are lacking compared to RPG Maker, etc. I like Bakin.
Replies: >>3792310
Anonymous
6/28/2025, 1:06:29 AM No.3792310
>>3792288
it's the same people making stuff for both. Go figure.
Anonymous
6/30/2025, 10:50:01 AM No.3793731
Are there any good resources online for how to actually design a JRPG style combat system?
I don't mean in terms of architecture, state machine etc etc. I mean directly in terms of how stats should work and how to actually resolve the damage values of attacks.
Replies: >>3793772 >>3793805 >>3793821 >>3794083
Anonymous
6/30/2025, 1:30:52 PM No.3793772
>>3793731
I'd be amazed if chatgpt couldn't set you up with a few basic frameworks to choose from, and then you just fine tune.
Anonymous
6/30/2025, 3:33:27 PM No.3793805
>>3793731
The way I went about it myself is having stats be invisible buffs on the player.
Each "buff" consists of two main parts - a specific effect class that inherits from an abstract "effect" class, such as "dealdamage" or "restorehealth", and a specific activation condition such as "ontakedamage" or "passive".
All my skills use the same effects too. The base class makes it easy from code perspective.

If you equip an item that gives you +5 Dex, that'd apply an invisible buff that gives you +5 Dex, is passive, lasts -1 turns, etc.

Then the damage formula is just going through every buff on your character, if the activation condition is relevant to it, it gets counted. When trying to calculate damage reduction, you check if the buff affects defense, elemental resistance, flat damage res, etc, then you manipulate the working value (by either passing it through the function, or having it be global).
You could probably pre-calculate a bunch of this stuff, cache it in some lists or variables and what-not, but from my testing the performance hit was negligible, even with hundreds of them.
Anonymous
6/30/2025, 3:54:58 PM No.3793821
>>3793731
>Are there any good resources online for how to actually design a JRPG style combat system?

Not really. Professional designers are pretty bad at documenting and sharing knowledge (I should know, I am one), especially system designers. At best you'll find hobbyists which have a pretty bad idea of how to properly design stuff and are often incredibly biased, while being too influenced by things they like.

>I mean directly in terms of how stats should work and how to actually resolve the damage values of attacks.
This is putting the cart before the horse.

These things answer themselves depending on
>what are your goals for the project, systems, etc. what do you want the end player experience to be
>who is your target audience
>what framework, systems, etc. you already have set up (which should be guided by the two former things above)
What you want the end player experience to be is the most important thing by far, since it guides everything else.
Not only that, it doesn't matter what how you think it will or should work, if none of your players interact with your game or systems that way.
Anonymous
6/30/2025, 11:51:58 PM No.3794083
>>3793731
GDC talks and the game design stack exchange are about your best sources. You can use an LLM to try and find games that have specific features and then dissect those. Tim Cain's youtube channel can also help.
My game has a good chunk of influence of gachas for example, just because they're free.
Anonymous
7/4/2025, 12:54:14 PM No.3796276
>>3791494
I like the goat man with the hammer.
Replies: >>3798465
Anonymous
7/5/2025, 7:51:35 AM No.3796831
Bainok - New Character Sprites_thumb.jpg
Bainok - New Character Sprites_thumb.jpg
md5: 5dd901b8045258130a9d7c6c9ecdcdd1๐Ÿ”
>>3784155 (OP)
Hello lads. I've got a new demo out. Implementing a lot suggestions, many of them from here, fresh character sprites from someone who actually knows how to draw, and now bugs (that I know of)

https://manusc.itch.io/bainok

Take a shot if you please, and tell me what you think. Thank you.
Replies: >>3799688
Anonymous
7/5/2025, 8:41:14 AM No.3796854
Marketing is hard and subtetly doesnt really pay off. I think I'm gonna make a bullet point trailer so people know whats different in my game. Have you done any trailers anons?
Replies: >>3797004
Anonymous
7/5/2025, 3:43:49 PM No.3797004
>>3796854
I'd go on youtube and find that prof trailer guy. I think it'll help you avoid common pitfalls and hopefully focus on what's important. A common pitfall noobs do is put that fade to black transition all over the place, when really it's meant more to convey a passage of time.
Replies: >>3797704
Anonymous
7/6/2025, 12:45:55 AM No.3797317
Does anyone have any advice in writing for games?
I find trying to weave a story into a game to be quite hard. unless i just do
>DUNGEON <STORY SCENE < DUNGEON < STORY SCENE ect
but at that point the game begins to feel like two separate entities co existing in the same body
Replies: >>3797701
Anonymous
7/6/2025, 3:15:41 PM No.3797701
>>3797317
Basically look up the tale of the hero and
put twists in it or add tropes you like
Anonymous
7/6/2025, 3:17:32 PM No.3797704
>>3797004
Oh yeah derek lieu but I find his analisys somewhat shallow after a while, they were good when I knew nothing about trailers but now I struggle to find good insight.
Anonymous
7/7/2025, 3:20:13 PM No.3798465
Auto-Attack_Animations_thumb.jpg
Auto-Attack_Animations_thumb.jpg
md5: 53e1c0816b0c98824045a3bc94ade9f3๐Ÿ”
I got some basic attack animations working for the characters. I know they're bad, but they're fine for now. Man, I love Godot, but working with animations in 3D is tedious. When importing a model, you have to make a local copy of an animation if you want it to fire events.
Anyway, I'm going to try and work on setting up animations and stuff for skills. I think I'm going to use events on the object storing and executing the skills, that way, I can easily turn off other components like the auto attack.
>>3796276
It's a neat model I got from OpenGameArt. It's a shame I couldn't get the textures for it to load, though.
Anonymous
7/9/2025, 3:32:46 PM No.3799688
>>3796831
I could use help in deciding the tutorial's implementation.
>Part of the plot. You play it along as the story starts. You can skip it, but you also skip part of the plot
>Is a separate section you can step into any time. Rushing into play without it will likely leave you confused.
Replies: >>3799699
Anonymous
7/9/2025, 4:00:51 PM No.3799699
>>3799688
Definitely the second option.
Anonymous
7/14/2025, 12:47:46 AM No.3802549
Today I remembered the anon that said "AI should be used to teach you how your engine works". I asked very simple questions to chatgpt and all answers were hallucinations even when I asked it to check documentation.
Replies: >>3803135 >>3803154
Anonymous
7/14/2025, 6:48:45 PM No.3803135
>>3802549
>were hallucinations
Make sure to use new chats.
Replies: >>3803163
Anonymous
7/14/2025, 6:54:04 PM No.3803138
I'm trying to create a new and unique elemental system. My idea is. That every damage type comes with a status effect and ideally with a stat damage or alteration, too. Like piercing - > bleed - > con damage. I'd like to skip ice, thunder aso and use exotic or unique ones, like aether or war. Open to your ideas or rather input.
Replies: >>3803259
Anonymous
7/14/2025, 7:10:34 PM No.3803154
>>3802549
Anon you're a retard. A calculator in the hand of a retard also is useless.
Replies: >>3803163
Anonymous
7/14/2025, 7:19:54 PM No.3803163
>>3803135
That's what I did, different chat, different prompts. Every time same result.
>>3803154
You're a nodev with no game and I hope no one here follows your advice but sure call me a retard if that makes you feel better.
Replies: >>3803166 >>3803170
Anonymous
7/14/2025, 7:26:09 PM No.3803166
>>3803163
It does make me feel better. You called out someone for giving GOOD ADVICE. This hobby is outside your abilities and that makes you lash out and blame people. Fuck that.

Like look at the other anon trying to help you. "Man no matter what, same result." You didn't post the engine you're asking about. You didn't post your question. And then you blame others.
Replies: >>3803175
Anonymous
7/14/2025, 7:30:46 PM No.3803170
>>3803163
Maybe the prompts are too big? What exactly where you asking?
>explain unreal engine 5 to me in one sentence.
Replies: >>3803175 >>3803192
Anonymous
7/14/2025, 7:37:34 PM No.3803175
>>3803166
>GOOD ADVICE
Thats what you think, practice, experience and reality says otherwise. This hobby its outside your abilities, hence why instead of learning how to code you resort to spaguetti made with AI and have no game at all.
>you blame others
I'm not blaming anyone, not even talking about blame at all just stating opinions. But why talk about blame at all? Perchance.
>>3803170
"In X engine Y version, what are the expected results of typeof(my_var) function. Review official documentation", docs say FLOAT returns int 3 and AI says String returns int 3. I even checked other version on the documentation, completely fabricated
>explain unreal engine 5 to me in one sentence
Who does that?
Replies: >>3803209
Anonymous
7/14/2025, 7:54:18 PM No.3803192
>>3803170
He's using engine x, version y, hope that clears it up for you.
Replies: >>3803206
Anonymous
7/14/2025, 8:03:02 PM No.3803206
>>3803192
... For game project Z, Genra A?
Anonymous
7/14/2025, 8:04:22 PM No.3803209
>>3803175
Ai ought to be breddy gud in coding and not making such mistakes. Have you tried grok 4? For free in twatter.
Anonymous
7/14/2025, 9:09:33 PM No.3803259
>>3803138
Are there books, papers or entries in forums or boards? Everything I found is basic af.
Anonymous
7/14/2025, 11:43:01 PM No.3803383
bainok - final dialogue window_thumb.jpg
bainok - final dialogue window_thumb.jpg
md5: a24b95d08ad904dc1664f509f885e9be๐Ÿ”
New version of the dialogue window. Sprite itself is a little too wide, but the logic is the same, and it can take flexible portrait sizes. (Don't mind the wonky environment, it is all a flat image as a map mockup)
Replies: >>3803571
Anonymous
7/15/2025, 7:11:24 AM No.3803571
>>3803383
How much ai is this?
Replies: >>3803596
Anonymous
7/15/2025, 8:20:29 AM No.3803596
>>3803571
Should be none. The guy I am commissioning has their portfolio reaching back before image generation was commonplace, consistently keeping up the same style.

Didn't make it, didn't see the art being drawn, so can't declare it with 100% certainty, but I'm fairly sure it isn't.
Replies: >>3803604 >>3803621
Anonymous
7/15/2025, 8:52:34 AM No.3803604
>>3803596
The pixel might be genuine, but the girl looks suspiciously ai. There's software to determine if it is or not. You should double check, it's your name on the line.
Replies: >>3803627
Anonymous
7/15/2025, 10:01:11 AM No.3803621
>>3803596
Are you gonna keep that art at that resolution? The art is great, its just that it clashes with the game artstyle but maybe thats just me being a mixel nazi
Replies: >>3803627
Anonymous
7/15/2025, 10:15:39 AM No.3803627
testing
testing
md5: 6a09e34a624a3b8452a92d96799e011a๐Ÿ”
>>3803604
4 out of 6 says no, other two 2 say quite so. Which just leaves me even more confused. Making me wonder how many of these specialize on photo-realistic images, and the anime just confuses them.

>>3803621
You have no idea how much this question been keeping me up. I don't have strong feelings on the matter, but many people seem to care a lot. It doesn't help that most games that have this portrait style are 3D in the game world, not pixelart.
Replies: >>3803635 >>3803645 >>3803826
Anonymous
7/15/2025, 10:39:41 AM No.3803635
Ida facetest
Ida facetest
md5: 8fa4ddedb34f3fd391c278b9109ca552๐Ÿ”
>>3803627
To add to this, it also came with different facial expressions. They are not very complicated, just lip-flaps and eyes, and some are re-used, but that also makes me think they were hand-drawn by someone who knows what they are doing, and not just generated.

I could use some second opinions though. It's a simple to generate style, but that's just how the visual novels sometimes are. I also didn't want elaborate enhancing, because as I make the sprites smaller, the more the little details wash together into a mess.
Replies: >>3803645 >>3803654 >>3803826
Anonymous
7/15/2025, 11:05:19 AM No.3803645
>>3803627
>>3803635
>made with AI
problem is, with how simple that style is its easy to copy, so its likely to yield false positives
>It doesn't help that most games that have this portrait style are 3D in the game world, not pixelart.
There's surely examples of pixel art games out there, not my kind of game so I wouldn't know. You could look into the format / resolution of Fire emblem GBA portraits which are awesome in my opinion, but I really don't know how you would be able to style the assets you commissioned to that size.
Replies: >>3803670
Anonymous
7/15/2025, 11:28:26 AM No.3803654
>>3803635
I'll add my 2 cents and say it does have an AI feel to it, but the lines and everything mostly makes sense. There doesn't seem to be any weird "why did the artist draw this line" that stand out to me.

It's more likely just generic art. Not saying I'm a fan of it, however.
Replies: >>3803670
Anonymous
7/15/2025, 11:29:48 AM No.3803655
bs
bs
md5: 7ad58040b29959901f1b1aad14b396de๐Ÿ”
>>3784155 (OP)
What's the best free engine to make a first person 2D horror dungeon crawler rpg?
Replies: >>3803657
Anonymous
7/15/2025, 11:30:34 AM No.3803657
>>3803655
Doom .wad
Or Unity probably.
Replies: >>3803658 >>3803828
Anonymous
7/15/2025, 11:32:07 AM No.3803658
>>3803657
thanks
Anonymous
7/15/2025, 11:35:10 AM No.3803660
1752565623918794
1752565623918794
md5: b42d08645af3fb30ebeda304e0181f4b๐Ÿ”
OK so I want to make a cheaply made Kamen Rider fangame, would it be easier to make a henshin pose qte on GameMaker or Godot?
Replies: >>3803679 >>3803684
Anonymous
7/15/2025, 12:07:25 PM No.3803670
>>3803645
>>3803654
Thanks, that makes me feel a little more at ease. Unfortunately for me, I am not into pixel art much either. I just figured that it is relatively easy to make compared to full 3D models of the RPGs I usually enjoy, and they serve their purpose. That is only for smaller in-game sprites and tile-sets though.

I found that it is difficult to find a good character artist, and it becomes twice as difficult if you want it in pixel art.
Anonymous
7/15/2025, 12:22:03 PM No.3803679
>>3803660
There shouldn't be much difference
Replies: >>3803685
Anonymous
7/15/2025, 12:27:03 PM No.3803684
>>3803660
That's like a very very tiny part of a game. You should be thinking about all the other things your game needs for this question.
Replies: >>3803685
Anonymous
7/15/2025, 12:30:33 PM No.3803685
>>3803684
>>3803679
I guess I'll go with GameMaker then. The gameplay is really simple, just a combo based turn-based RPG like Xenogears, but even more simplistic. Since the environments are going to be purely 2D I guessed the engine didn't matter that much.
Replies: >>3803686 >>3803714
Anonymous
7/15/2025, 12:33:02 PM No.3803686
>>3803685
GameMaker is pretty solid. Engine would matter more if it was 3D, you are right. Just be careful if it is UI-intensive, they are a bit pain to build with GMS
Replies: >>3803689
Anonymous
7/15/2025, 12:41:24 PM No.3803689
>>3803686
Thank you very much!
Anonymous
7/15/2025, 1:49:10 PM No.3803714
>>3803685
Just keep in mind that "first person" will require more work to build enviroments compared to an engine that can just make 3D.
It's been done numerous times in GMS, but faking a perspective on an ortographic camera takes more effort than just building a 3d scene with a perspective camera.
Anonymous
7/15/2025, 6:00:53 PM No.3803826
>>3803627
>Which just leaves me even more confused
#metoo
It's a pretty bad ai detector. Not a specific algorithm, but the testing per se. Unbelievable, really.
>>3803635
Nah, that's not an indicator at all. I'm still sure it's ai, just up to you. Maybe ask friendly why that is? Keep in mind he might be scamming you.
Anonymous
7/15/2025, 6:01:54 PM No.3803828
>>3803657
Doom wad?
Are there online and login free sites where I can create 2d sprites (not pixel) or so I need a local llm?
Anonymous
7/17/2025, 6:56:11 AM No.3805694
www
www
md5: 6eb2c9dc540f7f23f2e27e416c1beebb๐Ÿ”
tfw learning godot so I can be in this thread instead of the other one with the psycho dude
Anonymous
7/17/2025, 9:26:12 AM No.3805727
Working on a life sim/rpg/porn game, decided to move from rpg maker to Godot. Where do I even begin learning and developing the game? So far I've just been flailing and poking around, got my old tilesets working, collision, etc., but I have no idea where to go from here.
UI? Inventory system? Dialogue?
Replies: >>3805785 >>3805787
Anonymous
7/17/2025, 11:27:42 AM No.3805785
>>3805727
>rpg maker to Godot
Good luck
Anonymous
7/17/2025, 11:28:43 AM No.3805787
>>3805727
>Dialogue
Easy
>ui
Medium
>inventory
Hard
Replies: >>3807661
Anonymous
7/18/2025, 4:17:49 AM No.3806457
2025-07-15T21:53:33.919138
2025-07-15T21:53:33.919138
md5: fc30bfe8d3b7c7ad38b9ef99a766a516๐Ÿ”
>>3784155 (OP)
Hi first time posting, I'm developing a pokemon mystery dungeon kind of game (party-based roguelike w/ no permadeath) + adult harem dating sim.
>progress
Lately I've been implementing persona-like activities, e.g. train in the dojo, study in the library
I've also been thinking about adding elves/goblins/foxgirls/cowgirls (the current characters are all humans)
Replies: >>3806800 >>3807596 >>3807726
Anonymous
7/18/2025, 6:37:33 PM No.3806796
>>3784452
The easiest way to do something like that is to use a 3D game engine and have everything done in 3D. If you want you can fake the resolution / aesthetic with shaders to make it look not realtime 3D if you want.

Other than that you'd need to get into the math behind 3D and openGL to make the graphics yourself.

If you mean generating the dungeongs and tile based movement those should be pretty easy to find online.
Anonymous
7/18/2025, 6:43:35 PM No.3806800
>>3806457
Cool stuff, and yeah humans are boring
Anonymous
7/19/2025, 12:54:02 AM No.3807079
I really need to do a pass through my code and clean up some of the atrocious reference links I've set up.
Anonymous
7/19/2025, 4:49:22 PM No.3807596
>>3806457
You are making the exact kind of game I was thinking of making
Replies: >>3807600 >>3807841
Anonymous
7/19/2025, 5:04:39 PM No.3807600
>>3807596
Well go ahead and make it. You'll both fail from being over scoped. Unless you have an artist friend or something. And you have time to work full time.
Replies: >>3807841
Anonymous
7/19/2025, 7:13:25 PM No.3807661
>>3805787
I'd flip Dialogue and Inventory.
Replies: >>3809053 >>3809900
Anonymous
7/19/2025, 8:18:12 PM No.3807726
>>3806457
Miran sexo
Anonymous
7/20/2025, 12:36:58 AM No.3807841
>>3807596
I support you, I decided to make this game because it's the kind of game I want to play, so I'd want to play your game too
Like >>3807600 said I recommend being ruthless about scope, my game has been kicking my ass lol
Anonymous
7/21/2025, 10:56:05 AM No.3809053
>>3807661
Well it depends on the dialogue system and the type of inventory but in general dialogue for me is load text from db and add picture, options etc
Anonymous
7/21/2025, 7:56:10 PM No.3809311
Kabubis_reanimated_thumb.jpg
Kabubis_reanimated_thumb.jpg
md5: 771fa7ad3b27f24cd8966604d0514158๐Ÿ”
next update is probably gonna be up pretty soon, ng+ still tbd
also some kid made a wiki a while ago, rather surprised about that but I'll take it
Replies: >>3809345 >>3809425 >>3809738 >>3809904
Anonymous
7/21/2025, 8:58:13 PM No.3809345
Screenshot_20250721-145657_Gallery
Screenshot_20250721-145657_Gallery
md5: 65e491cad96d63bdd428574a8ab50ba2๐Ÿ”
I've checked in here on occasion with a text based fantasy martial arts RPG. Finally got delisted by the publishing company due to having an unmoderated discord talk like its 4chan. Worth. Gotta rewrite 830k words into a new language now BUT also I have a new chapter out:

www.auraclash.com/adventure

Up to 640k on free version and will soon be using a new portrait set some fans are working on. Pic related is the big tiddy goth witch.

>>3809311
>some kid made a wiki a while ago, rather surprised about that but I'll take it
Based, I'm insanely jealous
Replies: >>3811689 >>3811693
Anonymous
7/21/2025, 10:57:29 PM No.3809425
>>3809311
>also some kid made a wiki a while ago, rather surprised about that but I'll take it
Trully jealous
Anonymous
7/22/2025, 11:03:24 AM No.3809738
>>3809311
Is it expected in your game that the main character is overleveled and the rest are still in 40s 50s?
Replies: >>3809936
Anonymous
7/22/2025, 5:25:55 PM No.3809900
>>3807661
If inventory is basically just an array it's not bad. If you have a tetris inventory, you're gonna have a bad time programming that. I think it's worth it for some games though. It's just so cool to see big items and not just a tiny little square.
Replies: >>3809956
Anonymous
7/22/2025, 5:35:11 PM No.3809904
>>3809311
Very cool
Anonymous
7/22/2025, 6:04:57 PM No.3809924
anyone here have experience using xogot?
it's a godot port for ios
i'm gonna be traveling a lot so i want to gamedev on the go and don't want to carry a big laptop but i have an ipad pro
it seems like it's the only engine available for the ipad as far as i know?
how is the experience?
Anonymous
7/22/2025, 6:31:46 PM No.3809936
>>3809738
nah, that's just from debug tools
Anonymous
7/22/2025, 7:15:27 PM No.3809956
>>3809900
>tetris inventory
I dunno, if I were to go about making it I'd try
>make a 2d array of bools in the item, that you manually define (that's if the items can have advanced shapes, if they're always a square then just store two ints)
>in the backpack, make another 2d array to keep track of which slots are currently filled and which ones are not (sounds bug-prone, but shouldn't cause problems with proper validation and encapsulation)
>when trying to place an item, get the position of top left corner, and add that to every element of the array, check each of those positions for collisions with the backpack array
>could even make the backpack array keep track of item IDs occupying each slot instead of boring bools, so that if only one item is detected, the game would let you place the item and swap it with the current one
There's probably a bunch of edge cases involved that'd be a headache to fix, but it doesn't sound that bad in theory.

But maybe I'm just overestimating how hard a Dialogue system is, I haven't made one in years.
Replies: >>3809987
Anonymous
7/22/2025, 7:56:38 PM No.3809987
>>3809956
You would also likely need colors behind the item to show if like, it can be used by the player, or convey some information about it. Depending on the game. You're basically on the right track, I mean I added one to my game. Dialog is also a beast but I guess I just find it easier to visualize. But it also depends how deep you want to go with it. A dialog system like Oblivion has takes some work. Dialog like pokemon has is super easy.
Anonymous
7/24/2025, 9:47:00 AM No.3811295
Is is what it is
Anonymous
7/24/2025, 8:02:24 PM No.3811589
thoughts on the itch de-indexing and removal of NSFW games?
Replies: >>3811606 >>3811704
Anonymous
7/24/2025, 8:33:10 PM No.3811606
>>3811589
Its bad, not that I care for NSFW games, but the situation is bad
Anonymous
7/24/2025, 11:24:16 PM No.3811689
Bainok UI Update_thumb.jpg
Bainok UI Update_thumb.jpg
md5: 1ad1faddc78d30498853751467145aa5๐Ÿ”
>New Combat UI with the attack's abilities always appearing (Still need to adjust so the Combo-modified stats appear)
>Tutorial rewritten to be less confusing
>Working on completely new opening, that is shorter and lets you jump into the game faster

>>3809345
Big fan. It reminded me of when quests were big on /tg/ except without the bad parts of being tied to a horny hivemind when making decisions.
My only critique would be the AI pictures. I think it's cooler when you make up the character in your head based on the description rather than being shown an image of them. Also the quality of the AI images just falls so far behind everything else you do, that it sticks out.
Anyway, thank you very much, you absolute madman.
Anonymous
7/24/2025, 11:30:39 PM No.3811693
>>3809345
Booba
Anonymous
7/24/2025, 11:48:28 PM No.3811704
>>3811589
From what I've seen they only axed incestslop, so there's a chance for delisted stuff to return.
I think worst case, we might go back to R18 patch era, but this will not kill porn industry. Not that purchases mattered, majority of players just pirates off of f95, and majority of indie devs makes big bucks from patreon, not sales.