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Thread 3784155

279 posts 66 images /vrpg/
Anonymous No.3784155 >>3784172 >>3784330 >>3784345 >>3784452 >>3784605 >>3784777 >>3784960 >>3785959 >>3796831 >>3803655 >>3806457 >>3818295
RPG Development Without RPGMaker Thread
It's been awhile since >we had a thread up.
>Post progress
>Ask Questions
Anonymous No.3784172 >>3784328
>>3784155 (OP)
Oh, cool. Dunno if monster capture (you) jam updates count but ok.
Anonymous No.3784321 >>3784333 >>3784463 >>3784463 >>3784998 >>3785188
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.
Anonymous No.3784328
>>3784172
It doesn't.
Anonymous No.3784330
>>3784155 (OP)
I always give up on my game because it's too much work and other things start taking priority.
Anonymous No.3784333 >>3784701
>>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?
Anonymous No.3784345 >>3784351 >>3784367
>>3784155 (OP)
Is it still RPG Maker if you're using extensive 3rd Party plugins to do literally everything?
Anonymous No.3784351
>>3784345
Yes, of course it is. That's why that guy from the RPG Maker threads belongs there and not here.
Anonymous No.3784367 >>3784378 >>3784416
>>3784345
are there any decent 3D rpg maker games with 3rd party plug ins?
Anonymous No.3784378 >>3784379
>>3784367
Someone should make a RPG maker engine as a minecraft mod, there is your 3D rpgmaker
Anonymous No.3784379
>>3784378
Billion dollar machine, no doubt.
Anonymous No.3784416 >>3784589 >>3792288
>>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.
Anonymous No.3784452 >>3784589 >>3784730 >>3784747 >>3806796 >>3840008 >>3840091
>>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.
Yuji Sakai 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 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 No.3784605 >>3784613 >>3784701 >>3784733
>>3784155 (OP)
>progress
Haven't posted in ages but I'm focusing in polish before continuing my roadmap
Anonymous No.3784613 >>3784687
>>3784605
Looks awesone
Anonymous No.3784687 >>3784701
>>3784613
Ty anon, trying to make some of these at least stand out
Anonymous No.3784701 >>3784719 >>3784748
>>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!
Anonymous 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 No.3784719 >>3784748
>>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
Anonymous 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: β€œUnity Wizardry clone”, β€œFirst person tile-based movement Unity”
Anonymous No.3784732 >>3784744
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.
Anonymous No.3784733 >>3784739
>>3784605
Can you go a bit in depth how you make your attack animations? Is this hand drawn, frame by frame?
Anonymous No.3784739 >>3784743
>>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.
Anonymous 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 No.3784744 >>3784749
>>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?
Anonymous 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 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 No.3784749 >>3784773
>>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.
Anonymous No.3784773 >>3784848 >>3784850
>>3784749
Well it almost looks like pseudocode so I guess its flexible enough to do stuff.
Anonymous No.3784777 >>3784784
>>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.
Anonymous No.3784784 >>3784787
>>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.
Anonymous No.3784787 >>3784790
>>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?
Anonymous No.3784790 >>3784795
>>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.
Anonymous No.3784795 >>3784798
>>3784790
>3d space
Like 2.5D? It's not that I insist of it, but I reckon it looks much better.
Anonymous No.3784798 >>3784801
>>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.
Anonymous No.3784801 >>3784804
>>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.
Anonymous No.3784804 >>3784833 >>3784835
>>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).
Anonymous No.3784833 >>3784838
>>3784804
Even game maker? It's 150 usd on steam.
Anonymous No.3784835 >>3784838
>>3784804
>(except Godot, since it's open source).
You gonna pay them anyways if you want to port to consoles.
Anonymous No.3784838 >>3784840
>>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.
Anonymous No.3784840 >>3784842
>>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.
Anonymous No.3784842 >>3784846 >>3784847
>>3784840
Who are you talking about?
Anonymous No.3784846 >>3788900
>>3784842
He thinks 4chan is full of impressionable minors that'll buy into marketing tactics like this.
Anonymous No.3784847 >>3784914 >>3785224 >>3789346 >>3789395
>>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.
Anonymous No.3784848 >>3784850
>>3784773
It's powerful enough to make shit like this. The guy developing Wolf RPG Editor is also making One Way Hero for example.
Anonymous No.3784850 >>3784851
>>3784773
>>3784848(me)
forgot pic, silly me
Anonymous No.3784851 >>3784855
>>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.
Anonymous No.3784855 >>3784888
>>3784851
https://silversecond.net/contents/game/OneWayHeroics2/
You tell me.
Anonymous No.3784888 >>3784891
>>3784855
Can't read jap but the first thing I see is a girl and a horse so its and rpg/horse game?
Anonymous No.3784891 >>3784898 >>3784906
>>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/
Anonymous No.3784898 >>3784900
>>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.
Anonymous 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 No.3784906 >>3784913
>>3784891
I was thinking of a horse raising game those games sell a lot nowadays
Anonymous No.3784913
>>3784906
They have girls as target group, so use need the visuals fit for 13y old girls.
Anonymous No.3784914
>>3784847
That's complete bs, not a single rpgm dev makes that much, except the ones who had breakthroughs.
Anonymous No.3784932 >>3784933 >>3784943 >>3785372 >>3840991
a bit ago i made a silly door
Anonymous No.3784933 >>3784937
>>3784932
Oh wow, that's neat. How's post release treating you?
Anonymous No.3784937 >>3785226 >>3816924
>>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.
Anonymous No.3784943 >>3784952
>>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?
Anonymous No.3784952 >>3784956
>>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.
Anonymous 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 No.3784960 >>3784961 >>3784967 >>3784986
>>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.
Anonymous No.3784961 >>3784963
>>3784960
The only game that I think has companions in a metroidvania is Monster Sanctuary but it has turn based battles
Anonymous No.3784963 >>3784965
>>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.
Anonymous No.3784965 >>3784966
>>3784963
>Seems low-key a prerequisite for companions
This or you risk having a game that is a permanent escort mission.
Anonymous 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 No.3784967 >>3784970
>>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.
Anonymous 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 No.3784986 >>3784990 >>3784992 >>3785155 >>3785181
>>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
Anonymous No.3784990 >>3785003
>>3784986
>threesome with final fantasy style gameplay
?
Anonymous No.3784992
>>3784986
>nonlinear story like legend of mana
>Scriptwriters, team of
??
Anonymous No.3784998
>>3784321
FF1 but sane.
Strength = overcomes defense/armor
Agility = number of hits (multiplier)
Hit Rate = hit rate.
Yuji Sakai No.3785003 >>3785155
>>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
Anonymous No.3785155 >>3785180
>>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
Yuji Sakai No.3785180
>>3785155
procedural generation was a huge fad in early 2010s
Anonymous No.3785181 >>3785265
>>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
Anonymous 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 No.3785224 >>3785237
>>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.
Anonymous No.3785226
>>3784937
That's awesome it sold more than expected. Really cool to see
Anonymous No.3785237 >>3785243
>>3785224
I thought rpg maker supports custom content, too?
Anonymous No.3785243 >>3785254
>>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?
Anonymous No.3785254 >>3785255
>>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.
Anonymous No.3785255
>>3785254
The only thing comfier I could agree on is the interface
Anonymous No.3785265 >>3785306
>>3785181
I think he's saying make a Metroid like game with turn based battles or something.
Anonymous No.3785304 >>3785310 >>3785312 >>3785314
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
Anonymous No.3785306 >>3785308
>>3785265
Disgusting
Anonymous No.3785308 >>3785360
>>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.
Anonymous No.3785310
>>3785304
Make it simulate runs of whatever your game is about.
Anonymous No.3785312
>>3785304
Too little info
Anonymous 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 No.3785360 >>3785491 >>3785496
>>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
Anonymous No.3785372
>>3784932
Any mimic floors and ceilings?
Anonymous No.3785491
>>3785360
>were three classes of character (Knight, Rogue, Mage, Princess)
1,3,4
Anonymous 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 No.3785589 >>3785832
Any Godot devs here? How are you creating and accessing flags?
Anonymous No.3785832 >>3785839 >>3788204
>>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.
Anonymous No.3785839 >>3785958
>>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.
Anonymous No.3785958 >>3786018
>>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.
Anonymous No.3785959 >>3785977
>>3784155 (OP)
This webm is fucking amazing.
Yuji Sakai No.3785977
>>3785959
btw it seems like the public is not aware but you can post mp4s now
Anonymous 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 No.3786334
I’m not currently programming this game, but this is for a future arpg. I’m commissioning art pieces so when I’m able to, I’ll be able to kinda jump right in. Economically it doesn’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 No.3788204 >>3788214
>>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
Anonymous 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 No.3788382 >>3788579
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.
Anonymous No.3788579 >>3790379
>>3788382
I would draw a sprite of slashing to indicate when the attack happens.
Anonymous No.3788900
>>3784846
He should try /v/ instead, then.
Anonymous No.3789346 >>3789395
>>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?
Anonymous No.3789395 >>3789564
>>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.
Anonymous No.3789564
>>3789395
Calling out retards is our God-given right.
Anonymous 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 No.3790899 >>3790922 >>3790927 >>3790965 >>3791494 >>3792281
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
Anonymous 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 No.3790927
>>3790899
Friends.
Anonymous 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 No.3791494 >>3796276
I was able to get some basic enemy movement working.
>>3790899
Could try the big Discord game dev servers.
Anonymous 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 No.3792288 >>3792310
>>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.
Anonymous No.3792310
>>3792288
it's the same people making stuff for both. Go figure.
Anonymous No.3793731 >>3793772 >>3793805 >>3793821 >>3794083
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.
Anonymous 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 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 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 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 No.3796276 >>3798465
>>3791494
I like the goat man with the hammer.
Anonymous No.3796831 >>3799688
>>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.
Anonymous No.3796854 >>3797004
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?
Anonymous No.3797004 >>3797704
>>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.
Anonymous No.3797317 >>3797701
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
but at that point the game begins to feel like two separate entities co existing in the same body
Anonymous No.3797701
>>3797317
Basically look up the tale of the hero and
put twists in it or add tropes you like
Anonymous 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 No.3798465
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 No.3799688 >>3799699
>>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.
Anonymous No.3799699
>>3799688
Definitely the second option.
Anonymous No.3802549 >>3803135 >>3803154
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.
Anonymous No.3803135 >>3803163
>>3802549
>were hallucinations
Make sure to use new chats.
Anonymous No.3803138 >>3803259
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.
Anonymous No.3803154 >>3803163
>>3802549
Anon you're a retard. A calculator in the hand of a retard also is useless.
Anonymous No.3803163 >>3803166 >>3803170
>>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.
Anonymous No.3803166 >>3803175
>>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.
Anonymous No.3803170 >>3803175 >>3803192
>>3803163
Maybe the prompts are too big? What exactly where you asking?
>explain unreal engine 5 to me in one sentence.
Anonymous No.3803175 >>3803209
>>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?
Anonymous No.3803192 >>3803206
>>3803170
He's using engine x, version y, hope that clears it up for you.
Anonymous No.3803206
>>3803192
... For game project Z, Genra A?
Anonymous 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 No.3803259
>>3803138
Are there books, papers or entries in forums or boards? Everything I found is basic af.
Anonymous No.3803383 >>3803571
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)
Anonymous No.3803571 >>3803596
>>3803383
How much ai is this?
Anonymous No.3803596 >>3803604 >>3803621
>>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.
Anonymous No.3803604 >>3803627
>>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.
Anonymous No.3803621 >>3803627
>>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
Anonymous No.3803627 >>3803635 >>3803645 >>3803826
>>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.
Anonymous No.3803635 >>3803645 >>3803654 >>3803826
>>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.
Anonymous No.3803645 >>3803670
>>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.
Anonymous No.3803654 >>3803670
>>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.
Anonymous No.3803655 >>3803657
>>3784155 (OP)
What's the best free engine to make a first person 2D horror dungeon crawler rpg?
Anonymous No.3803657 >>3803658 >>3803828
>>3803655
Doom .wad
Or Unity probably.
Anonymous No.3803658
>>3803657
thanks
Anonymous No.3803660 >>3803679 >>3803684
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?
Anonymous 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 No.3803679 >>3803685
>>3803660
There shouldn't be much difference
Anonymous No.3803684 >>3803685
>>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.
Anonymous No.3803685 >>3803686 >>3803714
>>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.
Anonymous No.3803686 >>3803689
>>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
Anonymous No.3803689
>>3803686
Thank you very much!
Anonymous 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 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 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 No.3805694
tfw learning godot so I can be in this thread instead of the other one with the psycho dude
Anonymous No.3805727 >>3805785 >>3805787
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?
Anonymous No.3805785
>>3805727
>rpg maker to Godot
Good luck
Anonymous No.3805787 >>3807661
>>3805727
>Dialogue
Easy
>ui
Medium
>inventory
Hard
Anonymous No.3806457 >>3806800 >>3807596 >>3807726
>>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)
Anonymous 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 No.3806800
>>3806457
Cool stuff, and yeah humans are boring
Anonymous 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 No.3807596 >>3807600 >>3807841
>>3806457
You are making the exact kind of game I was thinking of making
Anonymous No.3807600 >>3807841
>>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.
Anonymous No.3807661 >>3809053 >>3809900 >>3825682
>>3805787
I'd flip Dialogue and Inventory.
Anonymous No.3807726
>>3806457
Miran sexo
Anonymous 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 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 No.3809311 >>3809345 >>3809425 >>3809738 >>3809904
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
Anonymous No.3809345 >>3811689 >>3811693 >>3826662
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
Anonymous No.3809425
>>3809311
>also some kid made a wiki a while ago, rather surprised about that but I'll take it
Trully jealous
Anonymous No.3809738 >>3809936
>>3809311
Is it expected in your game that the main character is overleveled and the rest are still in 40s 50s?
Anonymous No.3809900 >>3809956
>>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.
Anonymous No.3809904
>>3809311
Very cool
Anonymous 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 No.3809936
>>3809738
nah, that's just from debug tools
Anonymous No.3809956 >>3809987
>>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.
Anonymous 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 No.3811295
Is is what it is
Anonymous No.3811589 >>3811606 >>3811704 >>3813363
thoughts on the itch de-indexing and removal of NSFW games?
Anonymous No.3811606
>>3811589
Its bad, not that I care for NSFW games, but the situation is bad
Anonymous No.3811689
>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 No.3811693
>>3809345
Booba
Anonymous No.3811704 >>3812673
>>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.
Anonymous No.3812673
>>3811704
Good to know. If my ARPG, Grand Strat, JRPG, and Business Sim all fail, porn on patreon is the ultimate fall back.
Anonymous No.3813363
>>3811589
My game is still up, but it's bad: itch.io was the best site for free NSFW RPGs.
Anonymous No.3814000 >>3814135
Mine is completed: metaverse-nightmare.neocities.org

You play as Kirby and fight against big tech. Protip never start a second project. Working on anything with this project has been pulling teeth after starting my newest project
Anonymous No.3814135 >>3814154
>>3814000
I just don't have the same patience for Le Purposefully Bad Funny Game as I did when I was 16.
Anonymous No.3814154 >>3814339
>>3814135
Yeah, I feel that. I feel like rpg maker is like garage band for music. It’s good to get started but will always turn out bad

I’m making a new game from the ground up and it’s going to much more focused in terms of theme, aesthetics, and controls (but also way shorter)
Anonymous No.3814339 >>3814427
>>3814154
I disagree, actually. I've played really engaging and charming RPG Maker games. Nightmare in the Metaverses is just clearly a zero-effort shitpost.
Anonymous No.3814427
>>3814339
What’s the common factor do you find? I feel like it’s impossible unless you are really good at art then you also have a good enough writer.

Regardless making an vrpg as an amateur individual or a small team is an insane effort
Anonymous No.3815818 >>3815823
Does anyone have the mana seed's assets to share? They're too expensive and I'll buy them eventually, but I'd like to start mapping right now.
Anonymous No.3815823 >>3815828
>>3815818
There's too many games using mana seed's assets currently so I advice against it. That style its also not hard to reproduce and the tiles are also not easy to use like wang tilesets. I agree they are pretty but there's tons of reasons to look for other tilesets.
Anonymous No.3815828 >>3816936
>>3815823
Thanks for the advice, anon. I've been trying to make my own assets and while they're starting to look good, it takes a lot of time to be done properly. I'd like to use that time to flesh out the gameplay and start with the mapping right now. Yes, I could use placeholders, but to tell the truth, I'm tired of looking at those ugly squares while deving. I just want to look at something pretty while deving.
Anonymous No.3815829 >>3817332 >>3832482
Whats a good RPG onboarding? Any videos about it? I'm talking
>story intro
>early steps
>tutorials
Anonymous No.3816924
>>3784937
if you are the dev can you tell me if theres open areas? or hubs inside the tower where you can talk to npcs?
Anonymous No.3816936
>>3815828
>I've been trying to make my own assets and while they're starting to look good, it takes a lot of time to be done properly
I guess the only other advice I can give you is that if you go 8bit / GBC style thats somewhat easier to make and a lot of people like from what I see on X, they go completely crazy over two pixels
Anonymous No.3817332 >>3817343
>>3815829
Idk if I understand but there are some good Unity Tutorials on Pokemon and I think Zelda. I'd be surprised if there's not some generic FF tutorial on how to deal with combat.
Anonymous No.3817343 >>3817398
>>3817332
Yeah not really a tutorial on how to make an rpg. I meant like a guide or tips on making a tutorial itself, somewhat more on the design side of things: How do you structure a good intro that explains mechanics to players and gives them a few objectvies to start.
Anonymous No.3817398 >>3817505
>>3817343
I think good tutorials are ones that briefly explain what you'll do, show the end result so that the watcher can decided if it's what he wants without fast forwarding to the end, then you do the thing, and again show the result at the end. I enjoyed 10-20 minute chunks where a very clear feature was added that could be tested. Cant' always do this, but it's nice. I personally enjoy when they don't fast forward code. Code Monkey does this and I find him un-watchable. I'd rather just code along with you to stay along, pressing pause once in awhile, not every frame like you have to with some. I also only watch tutorials that build a game. I don't enjoy single feature videos, it's too much of a mess to deal with. They often require like, a certain framework, or some feature that must be downloaded for it to work.

If users have bugs, maybe debug one of them if you can from just reading the comments and briefly point out a solution at the start. "User x got a null exception error. This error is caused by...." Don't dwell on it, but it'll probably help others. Then the chat will get in on it as well and help people debug.

Don't have some big corny intro with adobe graphics. Just get to it. I mean you can shout out your patreon, shill some shit, but keep it moving. I don't need the same intro 10k times. Big Herc on his prison channel does this. It's beautifully shot, but it's like a 3 minutes of the same story every video. It's not good.
Anonymous No.3817505 >>3817845
>>3817398
Great tips here my friend but I'm afraid I expressed myself wrong once again. So not development, or use of development tools (not trying to be a youtuber) but more on game design.

What I was asking about is tips, guides or tutorials on how to structure the first 10-20 minutes of a game, what game designers call onboarding for lack of a better word. This is usually a story intro, some gameplay explanations (in action games you would explain buttons, attacks and jumps I guess) but for rpgs its kinda awkward to explain cause people just expect a game that follows basic tropes. But yeah what about a game that tries another take and needs to explain its mechanics?
Anonymous No.3817845
>>3817505
I think the best option would be just finding a game you think did that well.
Anonymous No.3818295 >>3818334 >>3820403
>>3784155 (OP)
Using Love2D for a JRPG...

Is obfuscating the game so people can't steal my shit as simple as recompiling Love2D with functions moved around, function headers rearranged, a few new functions added, and slightly altered return values and parameters for various functions?

I figure I can replace many functions that have multiple parameters with structs of those same parameters, and alter the functions to make correct use of the new struct parameter in the function.

Is there anything else I can do?

What about obscuring important parts of the game logic? Rewrite it in C instead of Lua?

I do intend for the data and media assets to be moddable, and I intend to store the data as text files which are loaded by the game on launch. I'm not against modding, I just need more income streams.
Anonymous No.3818334 >>3818547
>>3818295
>people can't steal my shit
you're looking for a DRM I think, obfuscating is to prevent people from datamining and modding
Anonymous No.3818547 >>3818555
>>3818334
Piracy is pretty much impossible to stop for an indy. Instead I'm talking about the packaging system for Love2D, which is literally just zip files lol. Entire game logic & all assets are one right click away.

I should have clarified this.
Anonymous No.3818555
>>3818547
Balatro was made in Love2D too right? And I see the exe can be opened with a zip.
If he didn't give a shit, I don't see why should you.
Anonymous No.3819732
If I had a dollar for every time godot crashes
Anonymous No.3820403 >>3821354
>>3818295
elaborate on "steal my shit"? the best way to stop piracy is to make your game affordable
Anonymous No.3821354 >>3821503 >>3821662 >>3822066
>>3820403
Basically I'm worried about some other coder lifting the lua scripting which makes up my part of the game engine code (the other part being Love2d) and using it for their own games. Since I'm pro-modding I would already make the art, music, event scripting, and data available for modders, so it's an existential threat for me.

This isn't like Balatro where 19/20 of the game is weird esoteric balance stuff that only the gamedev understands. Half or more of my work will be in art, the other half will be in getting it to look and feel like a SNES/PS1 JRPG done with modern (technically 2010s) resources.

China no longer has a single player video game market because no one enforced IP laws over there, despite them apparently having some 10/10 single player games.

This is an issue because Indians.
Anonymous No.3821503 >>3821615
>>3821354
China and India are the two worst things to happen to the modern world.
Anonymous No.3821615
>>3821503
They're only problems due to the existence of a certain middle eastern ethno-religious group who shall remain unnamed.

But anyways, just obfuscating the scripts I don't want alterered to something anonymous like single letter variables would discourage dumb/lazy browns. And then I could slightly alter some existing Love2D engine methods, recompile the engine, and have the game check for these altered versions as a half-assed anti-piracy.

My plan for modding is:
1. Print address and method headers of functions I want the player to access in like a json, csv, xml, ... file, so modders can access those.
2. Put raw data in plain text files, and make sure that the code which deals with them has some sort of automatic bounds checking so players can expand the data tables. This also means allocating more data to fields than I will ever use so players can expand it (0 to 65,635 values instead of 0 to 255)
3. Put art and music assets in a folder somewhere for players to access.
4. Have a dedicated menu option for loading mods, along with basic testing tools in the game.
5. If I have a midi player or synthesizer, let the player fiddle with settings in the game menu for their save file.
6. Design the data so as much stuff can be modded as possible without digging into code. No hardcoding, use lego bricks of logic to implement stuff like battle mechanics formulas so players can do so by fiddling with a data table, have battle AI read game data to orient itself instead of hardcoding a bunch of additional flags just for AI, etc.
Anonymous No.3821662 >>3821761
>>3821354
>weird esoteric balance
there's a billion Balatro clones on the app store that copy EVERYTHING except art and joker names
genuinely just make a good game, then promote it
chinks stealing your game is not as much of a problem as you think it is
Yuji Sakai No.3821761 >>3822103
>>3821662
yeah i agree with this. if you have good characters and story then no one can rip off your RPG, and regarding chinese interweb, it doesn't even exist on our interweb, they are almost completely firewalled out and don't really interact with the rest of the internet, so it's not like they were ever gonna buy your game anyway

can we see some of your artwork
Anonymous No.3822066 >>3822103
>>3821354
Unless you're very good at coding you probably can't make your game decompileproof. At best you can prevent 13 year olds from running an exe on your game and looking at the code. Having said that I recall a game recently got literally cloned by someone else and sold in the ios app store and it took 10 take downs to make them stop trying to sell it. Stuff's bollocks but it is far from the usual
Anonymous No.3822103
>>3821761
>yeah i agree with this. if you have good characters and story then no one can rip off your RPG, and regarding chinese interweb, it doesn't even exist on our interweb, they are almost completely firewalled out and don't really interact with the rest of the internet, so it's not like they were ever gonna buy your game anyway
Android & Apple web stores are filled with trash, as is Steam. Casp made a video on AI JRPG slop on YewTube.

>can we see some of your artwork
I have none. Plan is to use Saga Frontier sprites as a prototype since it has 8 axis movement, then develop prototypes & pay a Slav on fiverr to make it.

Plan is to have field & battle sprites be the same. Battlefields to be tile based parallaxed layers instead of the FF style vector art. Ratios of spritesheets vary depending on creature, but I want something about 2x to 3x size of FFT sprite sheets.

Other ideas:
> Animated character portraits, 4 or 5 frames per each emotion. Probably a dozen emotions.
> Field interactions with terrain & enemy sprites to gain advantage in battles (or skip them).
> Use all the smarty-pants tricks I learned while romhacking to allow reuse.

>>3822066
I don't have to make it decomp proof, rather I have to make it less easy than unzipping a zip file. I have a decent grasp on it.
Anonymous No.3825377 >>3825459 >>3825461 >>3825468 >>3825638 >>3826688
Why not merge with rpgm thread
Anonymous No.3825459
>>3825377
Drama
Anonymous No.3825461 >>3829620
>>3825377
RPGM is a purely stylish engine. It's great for making "cool things", but bad for making actual RPGs. Some people in rpgm thread don't understand this and get upset when people don't want to use it.
So the split is for the better.
Anonymous No.3825468
>>3825377
Also the tips you could get are different from engines and the help you could get for 1 greately differs from the one you'd get for coding
Anonymous No.3825638 >>3825726
>>3825377
Multiple toxic posters who derail every single thread. Which is too bad because there's one guy making a pretty cool game over there. At least it has potential, I'm not sure how much content they actually have. But it must be done.
Anonymous No.3825682
>>3807661
If you want branching dialogues with response options and reactivity, it's always a pain in the ass in any engine that doesn't have a tree dialogue tool built in.
Anonymous No.3825726 >>3826662 >>3826663
>>3825638
What's the pretty cool game? I'm curious to take a look, but I didn't see... any evidence of a cool game when I skimmed the thread.
Anonymous No.3826662 >>3826663
>>3825726
It's this one >>3809345

Dragonball+Cradle ripoff and that's a good thing
Anonymous No.3826663
>>3825726
>>3826662
Nvm I can't read worth shit, that's the CYOA thread that is also getting derailed. Does anyone have the one good RPGM game?
Anonymous No.3826688
>>3825377
Sigma
Anonymous No.3829005 >>3829051 >>3829074 >>3831615
What are some things that I can make character class give to the player?

Currently in my game, all your power comes from equipment, and your starting class only determines starting equipment and how you look.
I think that's not enough and would like to add something more, but at the same time I don't want to lock the player too hard into a specific archetype. Assuming no class changes are allowed due to short nature of the game, what are some options I have?

Games like Path of Exile put you in a different point on the huge tree, I've also seen roguelikes give you a small passive, or one unique skill. Ideas?
Anonymous No.3829051 >>3829083
>>3829005
well the first question is do you want your rpg to work like elder scrolls where all characters at the level cap are at equal strength, or do you want it to work like dungeons and dragons where all characters are wildly different at the level cap
Anonymous No.3829074 >>3829083
>>3829005
>I don't want to lock the player too hard into a specific archetype
Why do you have classes then? Give them a few bonus levels in certain skills or whatever.
Anonymous No.3829083 >>3829084 >>3829733
>>3829051
I think more of the latter.

>>3829074
To have a different starting loadout and different look of the character.
Anonymous No.3829084
>>3829083
>To have a different starting loadout and different look of the character.
Call it something else like "background".
Anonymous No.3829620 >>3829708
>>3825461
most famous indie shit started as rpg maker or hidden under some other engine because is just an rpg maker game.
take omori, lisa and so on they are simply rpg maker games and nothing else and will always suffer from it because they want to be more or do platforming or other stuff which can be done but will have the clunkiness typical of rpg maker doing other stuff.
most of the ones complaining of rpg maker is because they don't know how to use or want to use it because nugen wants to be legal or some shit because otherwise can't be posted (or so they say even if the engine won't even tell if game made is pirate or not).
ruby is a great way to get custom stuff sadly most content is started to get lost due to shitty new users that can't even use internet andjust use latest rpg maker version because it can be programmed in javascript thus java = programmer without knowing ruby is a better programming language (used in linux made by japanese hacker).
Anonymous No.3829708 >>3833347
>>3829620
I don't disagree but the RPGM thread keeps saying to use 2000/2003 with maniacs, which doesn't have ruby nor any scripting
recommending that for anything other than style is mental illness
Anonymous No.3829733
>>3829083
try adding two things:
different base stats for the different classes
scaling stats per level for each class (but not to the degree your equipment gives you stats)

i'd need to know more about how your system works to help you
Anonymous No.3830994 >>3831149 >>3831615 >>3840987
FF5 ripoff guy here: should I go for 4 or 8 axis movement? There are a shitload of existing 4 axis sprites on free game art dot org.

Also it would be easier to ship with random battles, but to add a passive skill to thief that lets you view random battle tiles as you move. I would need to add a wait key as the random encounters move. Is this preferable to monster field sprites?

4 axis and random battles would be easier to implement.
Anonymous No.3831149 >>3831219
>>3830994
the way final fantasy works is a step counter

N O E S C A P E
Anonymous No.3831219
>>3831149
I remember reading that in one if the old mechanics guides on GameFAQs, but I think I can create invisible trap tiles in each room & regenerate them after every battle. Passive skill from thief let's you see these tiles.
Anonymous No.3831615 >>3831648
>>3829005
The most obvious thing would be different skills, say a fireball for the wizard class. That gives players an option, but every time they don't choose the class-specific option they act like any other class.
Another option is archetype defining skills, something huge but with downsides that force you to build around them. E.g. the Monk "+200% Attack, but you can't use weapons" - suddenly any armor piece with attack on it becomes much more valuable. Path of Exile has a ton of items and skills that work like that.

>>3830994
You can enable 8 axis movement even while using 4 sprites. Would it be nice to have 8 sprites? Sure, having bad movement is worse than lacking sprites.

>Is this preferable to monster field sprites?
I wouldn't like it, feels weird going through an empty world trying to avoid random floor tiles. You can just use generic overworld sprites and then trigger some sort of combat effect by interacting with those. E.g. if you jump on the overworld sprite, enemies are stunned for the first turn in combat. The thief class can then hook into this system.
Anonymous No.3831648 >>3831655 >>3831786
>>3831615
i don't like it either because it sounds ridiculously overpowered

3 of your party members got knocked? suddenly limping back to town is a breeze, or the encounter rate without a thief is absolutely through the roof mother 1 tier
Anonymous No.3831655 >>3831661
>>3831648
Do you want the players to have fun or get punched in the dick?
Anonymous No.3831661
>>3831655
i enjoy a game that forces me to dodge the johnny cage special
Anonymous No.3831673
I'd really like to get a book on how to "gamify" mechanics so stuff doesn't feel like a chore.
Anonymous No.3831786
>>3831648
The more concerning part is ressource management. Thief parties will avoid encounters to preserve power for bosses, so they'll have less XP, so the normal encounters become tough, so they avoid them more, so they get less XP, etc.
Anonymous No.3832252 >>3834162
Progress:
Player dies when health is <= 0
Anonymous No.3832482
>>3815829
i always like this

>start in medias res
>some mild enemies then a strong boss
>boss is ALMOST a guranteed loss, maybe player can defeat them on ng+ or if they know a secret
>either way, after the battle something happens, like the tower collapses, and player gets rescued
>rescue character scolds your recklessness and takes some time to remind you of important things to remember before charging into battle next time (tutorial actually begins here)

i think it’s a good trope for this cause it gives players a chance to feel things out; gives skilled players a chance to break things and feel strong; and gives a narrative reason why things are being explained to you
Anonymous No.3832958
Cirote 3 0.4.1 released: https://cirote3.itch.io/cirote3/devlog/1016756/041
Anonymous No.3833347 >>3833463
>>3829708
you can't say that while also tolerating the guy making fucking gba homebrew.
it's cool as fuck, don't get me wrong, but that's the crux of your issue, isn't it? too 'stylish' no substance?
a ton of the best classic rpg maker games were made in the mid 2000s. a good bunch of them not available in english. they all have substance.
Anonymous No.3833463
>>3833347
Well is the gba guy shilling his engine and saying you should use it because it can do everything? That's the difference.
Half the RPGM thread uses it for the style, the other half is just scrubs who are too scared to write code so they stick to the engine they already outgrew.
Anonymous No.3834162 >>3839303
I've been getting sidetracked due to wageslaving and life, but I've recently been working on the status effects and displaying them to the player. That little icon above the red bar is the testing status properly being displayed.
>>3832252
Neat progress. I'm still at the phase where death just causes a character to instantly blink out of existence.
Anonymous No.3835960
I'm trying to theorycraft how my Daggerfall-Style dungeon crawler could work with a SNES controller button scheme. (or a PSX controller if you prefer)
For some reason, I got it into my head that I want it to be truly retro compatible.

My main issue at the moment is that without an analog stick or mouse, It'll have to use DOOM style turn and strafe controls. Granted, that will give it just the old-school feel I'm going for, but it also might take up L and R from other functions I could want with those buttons.
There's also the combat system I'm trying to develop. You memorize many different weapon arts and spells to perform different tasks, and are expected to do so regularly throughout combat. For example, you might want to use a Lacerating Strike to cause bleed damage, Concussive Force to lower your enemy's accuracy, Intimidating flourish to cause other enemies to flee, and so on. So I would need a way to quickly reorganize which actions you have active. Ideally without needing to pause the game too much, but I'll need to play around with the fully implemented system to see if it just feels cumbersome and slow, or tactical and methodical.

I'm having X be the primary attack used for a weapon in your main hand like a sword, while Y is for secondary actions like a shield bash, or spell.
Maybe B could be the Draw Weapons, and Sneak button all at once. just cycling through movement mode, combat mode, and stealth mode. A is naturally for interacting.
I could throw all menu stuff like inventory, quest journal, map, save/load, and game settings under Start. Maybe Select could help you Select your abilities, but that's a bit of a cumbersome button to do that with when you're doing that regularly throughout an encounter.

Are there any games with a similar idea going into it that I could draw inspiration from, or do you have any ideas for the control scheme?
Anonymous No.3836581
Approaching slavjank tier.
Anonymous No.3838897
Any game here participating of agdg Demo Day 64? Maybe I can give some feedback.
Anonymous No.3839303
>>3834162
Godot-chad. I...I kneel.
Anonymous No.3839310 >>3839311
What do we think of an Etrian Odyssey-Persona mix? How best to balance the 2 formulas and what to cut from them?
Anonymous No.3839311 >>3839330 >>3839374
>>3839310
Oops. Didn't upload pic. Here.
Anonymous No.3839330
>>3839311
Your Persona Q??
Anonymous No.3839374 >>3839398
>>3839311
Maybe this is just my problem, but this looks like a hastily made porn game.
The art could use some touching up. At the moment, it sort of straddles the line between being intentionally crudely painted in an endearing way, and just looking crudely drawn.
Anonymous No.3839398 >>3839453
>>3839374
Fair enough. All elements are unfinished here. Temp BKGs are AI and UI needs a totally repass. Character POs are the only thing that are near-done. Think that's maybe the best course? Keep all the elements hand drawn like the portraits?
Anonymous No.3839453
>>3839398
You don't need to take my word for anything. I can't do art at all. my approach is to just try making a sprite over and over until I get something half way decent.
Honestly, I think you could actually make it better by making it look worse. It could give a sort of chaotic whimsical aesthetic by having the buildings distorted even more, and have the colors be a bit erratic and splotchy. Not sure what you're going for though.

And I think I didn't really make it clear what I meant here. When I said it looks like a hastily made porn game, it was more about the UI and what I'm inferring the mechanics to be.
Just how it's got a day/time sort of turn based mechanic, and a map with a bunch of labeled areas to use your time going to.
Anonymous No.3840008
>>3784452
First settle on an engine. Unity and Godot are the main options for what you want, Unity especially has a lot more specific tutorials but Godot has started catching up. Next you need to decide what your dungeon crawler is - is it 2D like classic Wizardry or 3D like Etrian Odyssey? Then smart small, and work on implementing the basic systems, like UI, very basic turn-based combat, etc. Don't worry about art assets at this stage, just use placeholders for everything.
Anonymous No.3840091
>>3784452
>two months ago
any luck so far Anon?
Anonymous No.3840502
update on the footage i posted months ago. short starter gameplay. currently still working on refining UI a little bit. have a comprehensive set of items, skills and talents.

https://litter.catbox.moe/bqq1a5xuse8cnnct.mov
Anonymous No.3840987
>>3830994
8 is much more convenient, my first thought when starting Chrono Trigger was "Hey, I can move diagonally!"
CT doesn't have unique sprites for diagonal movement and it looks perfectly fine, a lot of games do this
Anonymous No.3840991
>>3784932
holy shit, anon
that's impressive
really cool
I wouldn't even be mad if I got insta-killed by that
though it would make the rest of the game quite tedious as I would be shooting every single door from the distance, so being a fair jump scare is probably smarter