RPG Maker MV Game Making Drive

Matombo

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Ok in Ace i learned how to make and now with MV i actually want to finish a game, lol.

So my Project: "Lost Soul" (Not so creative i know, it's a working Title)

For my first post a screenshot of the entrance point of a new game (TES Style, always start in prison xD)

 

Sausage_Boi

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Woop! Wooop! I finished another project! I am going through to add some tinting to the maps, and some other minor polishing touches, but I have gotten 3 short, non-rpg games done since about this time last month, minus title screens... I figure I can have it fully complete and ready for release by the end of today, but I might not release it officially until Tuesday.
 

Numieth

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Woop! Wooop! I finished another project! 
Very nice, congrats! :)

So, is today the last day to post? I guess I'll update with my, uh, greatest work yet then. Some character art I've been working on.

Bow down to the terror teddy, heathens!

See, this is what you get for falling for clickbait.
There is an explanation, but I'm not about to give it. ¬_¬ And I gotta improve that terrible shading... oh well. At least I can still claim that this is progress.
 

Seacliff

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I'm very late, aren't I? I guess better late than never. :p

Anyways, I'm working on a short 2-3 hour project right now. Everything I'm about to say can be backed up on it's RMN page, but I'll post things here anyways.

The title is EXTREME.DAVID (The period is from my impersonation of the semicolons in 5pb. titles like Chaos;Head, Steins;Gate, and Robotic;Notes)

As of now it's a very humble and simple game, the resolution isn't anything to brag about (960x720) and it's mostly made out of rtp. I'd say it's main appeal on the cover would be the battle system, which removes the basic attack command in favor of having to sacrifice something in order to attack. When the character's skill resource is low (called WP), you can guard (called 'Charge' in this game) to recover WP. It's not that complex, but it keeps the player from spamming the attack button.

The plot is character driven, involving a group of teens in search for the one who killed their friend, who was the last female of her race. Since parts of the plot are a bit cliche, I do hope it's spiced up when the player finds out the true motive... which might not be until the sequel.
 

Enhanced Star

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I'm working on my project called Hyper Fox RPG 3. So I made Food & Drink Shop Map, I should finish making game sometime.

 

Ellie Jane

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I think I'm close to release. Looks like my project thread didn't get approved though.

Fell into the trap of making a flashy website with some of the time. I spend too much on hype thinking people won't be interested in my game. That's how vaporware happens. And is a bad Thing to Do.

Nonetheless I DID need the website for user registration and it might as well look like someone's designed it well.

Lots of planning done. I have the next few months' development planned out, providing the game goes down well.
 

Parallax Panda

Got into VxAce ~2014 and never stopped...
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Since it's Monday I guess it is time to evaluate how everything went. The week was very busy just as I thought and I didn't get as much done as I had hoped, but progress is always progress. And while we are on the topic of progress, the biggest progress have no doubt been everything I have learned in GIMP while working on my edits, this has been a great learning experience.

But without further ado...

Parallax Panda's Results For This Week!


Parallax Panda's Goal For This Week

During this week (the next 5 days since I'm a little late to the party) I will work on editing MV's "RTP" to make it more unique. I have accepted the reality that I'll probably have to rely on a mix of original and RTP resources for my games - but even so, I at least want to give them a fresh feel. Hence I'll be leaving no tile untouched as I work my way though all of the tile sheets. Deleting stuff I don't like and changing, hopefully improving (not sure about that tho! :guffaw: ), the tiles that I do like. The important thing is to make it my own so it mixes better with whatever tiles I decide to do myself later on. It's also a learning experience for me since I'm not used to GIMP.

I'll be starting off with the fantasy resources, focusing on the A-tiles first. I want to have at least the A1 and if possible also the A2 tiles done come next monday. I might also try my hands on making a water image to use as a parallax to go with the A1 tiles, but this will be a bonus goal!
Ok, so my first goal was to finish som edits of MV's fantasy RTP (A1 and A2 to be precise). Unfortunately I am not done with that, mainly because I spent two days learning about color manipulation and then ended up scraping my edits anyway. What! Why did I do that?  :o   Well, I didn't like them and I realized that there was another way to get a better end result and that starting over would save time and effort in the long run.

In my first attempt I edited one tile at the time which didn't turn out well. It was hard to remember exactly what I had done to one grass tile so that I could apply the same changes to the next one to get a matching style. Also, when I wanted to change the color of the dirt I ended up manipulating the color of the grass on that same tile as well. It was difficult to make it look good.
I can hear some of you thinking "Haha.. maan, Parallax Panda must be a real n00b when it comes to GIMP. How come he don't know about the X tool or the Y technique?" :guffaw: ...And right you are. I never used GIMP before and I haven't used photoshop in ages since my digital art mainly have been pixelart I've stuck with GrapicGale until now. Just downloaded GIMP a few days before this one week drive started so this is all new to me.

Anyway, so what did I end up doing instead? Oh well, I thought that if I carefully cut and separate each element and put them on different layers but in the same image I won't have the same problems, and I can edit all grass on all tiles at the same time. So I selected the lasso tool, zoomed in as far as I could and cut everything into pieces by carefully tracing the borderes of the pixels. Sounds tedious? It is. I've spent more than 7 hours peering at the screen with cramps in my right shoulder, and I ain't done yet. fact is, I've only finished the "Outside A1". But the good part is that when I have this all done I will have some really neat templates that I can use to make many, many edits from in the future. :D :rock-right:

A not so interesting screenshot

When DivaThug said he wanted to see screenshots I bet he didn't expect someone to print screen their process in GIMP, but there you go. That's what it looks like if you zoom out. It's about 15 minutes of tracing on just this cluster of tiles so far. By the way. If anyone know a faster way to do it (pixel perfect) please, pleeeease tell me. ;_;
 
Besides the tilesets I'll be working on another thing, my "Game Template", which in itself is not really a game project but rather a project base that I'll use in the future for all the games I'm going to make later on.
What I want done before the end of next monday is to sort my default plugin list. This includes deciding what will be the essential plugins that I'll be using for most, if not all, my projects and what I'm going to have to delete. I want to keep this list as short as possible though. The plugins then have to be placed in the right order so they'll work properly.
Another thing I want to do during this drive is to make a simple "credits" screen and fill it out with whoever I know I'll need to thank based on my default plugin list. This is going to require some research from my part actually since I never made a credit list before and I'll probably create a topic on this forum about this tomorrow if I have time. Well that is all I guess.
I did sort my plugin list, and I started this thread to figure out how to do the credits. I also ended up contacting a few people on this forum whom I was not sure how they wanted to be thanked in my credits. So while there is still a bit more work to do on the project template before I start making any real games the credits part is done, for now. Still a few details that I am not sure about that might be subject to change in the future though. Need to be careful with these legal stuff. :)

All in all I would say that even though it was not a perfect success - I failed forward, and I am happy with that. Would be glad to do this again sometime when I hopefully got more time on my hands. A christmas Drive would be cool! ;)
 
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Jeneeus Guruman

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I think I haven't posted here for days but I'll put my progress from those days:

  • Done populating the field and forest maps between the 2nd and 3rd town of the game. But still, I haven't populated many NPCs in the game in town. :rswt:
  • Adjusted the lute's position because it didn't match on where should it handled by the battler.
  • Added the last missing plugins in my game that were on Ace and now available on MV and adjusted many things in relation to that.
  • Adjusted many skill's properties like its action sequence, requirements, and who will learn those. Like my bow skills now require arrows equipped and available in the inventory to be used.
 

Schlangan

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Forgot to post yesterday, so a sum of what I did during the week end:


- I set up the battleback format I'll be using. It will be tiles like a normal map for a better immersion.


- I created the three first enemies, charsets, facesets and battler (MV generated).


- I created the battler of the first main character and chose to draw the weapons on the sprites directly instead of relying on the imperfect weapon system of MV.


- Using Yanfly's action sequences I'm using the motions to do different animations while doing skills.


- I setup the 28 elements of my game


- I created the new skill window with more information, as I added critical ratios to the skills.


Screenshot of the skill window :

Screenshot of the first characters facing the bandits in the training room (hypothetical fight that won't appear in-game)

Battler file for the soldier (some empty spaces left as I didn't need them)

 

♥ azura ♥

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I caught sick while working on my project for the drive, and am only getting back to it today (though I am at work for another 3 hours too). I'm definitely inspired by seeing the work everyone has done and it's inspired me to get really cracking on learning MV and getting familiar with using the larger maps. Great job to everyone and good luck!
 

Lowell

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Didn't get much done in the skills department but I did manage to get damage formula's and other tidbits done. Other than that it's the usually plotting, mapping, and chatting going on.
 

SOC

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Time for my update!

My finger is healing and is much better now, but still difficult to work with. Still, I was able to finish this map! I would consider it my second map since I count the entrance one.

Limiting my self to MV's RTP is very tough! I loved VX Ace's, but MV's feels like it steps backwards quite a bit. The dungeon tiles especially are hard to work with as it's hard to convey multiple "floor levels!" I'm not a fan of this particular wall/floor choice, but it's all that I feel like is viable considering it's the only floor tile with frozen water access.

 

Shinju Fortuna

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I'm working on Goddess Falls with Lux Fortuna. I'm the one doing the art, and he does everything else.

I just completed this tonight and I want to show it off. :p

 

StarkinGyra

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Shinju Fortuna, those are very cool.  Very well done.

I would like to report that I got my town all done, but some computer issues has taken it down. Lost all my stuff. Had to reinstall it all and start from scratch over the weekend. Well maybe it is a good thing. I think I was thinking to big. Smaller towns for the area I have the game starting in.
 

whitesphere

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So far, my Stealth plug-in seems to be 90% complete.  Vision and hearing detection work, and hearing detection can be modified by worn equipment.  The plug-in generates an aggregate "Stealth Score" which it puts in a user defined variable, and turns on Self-Switch C for an Event which is Searching and Self-Switch D for an Event which has Detected the party.  The plug-in has a large number of parameters, with reasonable defaults, to fine tune exactly how the plug-in operates.

Each Event can also have its own unique detection level, and vision and hearing detection modifiers.  

The plug-in also correctly allows Events to have Patrol Routes, each identified by a Region ID.  When an Event detects the Party, it stops Patrolling and goes to one of the other states.

There needs to be some type of Stealth Gauge onscreen but I have no idea how to display one.

Considering I'd never done JavaScript before, it's pretty good progress for less than a week.
 
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Shinju Fortuna

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StarkinGyra, thank you :)

I love the character design, especially the hair, it's so much fun to draw!! And this is technically my first success in drawing a male character. Ever. I usually mess it up one way or the other, but this turned out really well and I'm hoping it's because I'm getting better.
 

gRaViJa

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All the technical stuff for my Nodeboard system is working. It's all controled with the mouse (or tap). The mouse isn't showing here since it's a screenshot. Testing out graphics now.

 
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Schlangan

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I thought that this was lasting until the 16th ? Are we still to post updates ?


If yes, I've been working on many things, battlers, tilesets, game mechanics, menus. Here comes a screenshot of the first map of the first mission:

 

gRaViJa

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Yeah, where is our awesome badge? :)
 

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