[Burichan] [Gurochan] [Futaba] [Photon] [Uboachan] - [Home] [RSS Live Feed] [Manage]

[Return]
Posting mode: Reply
Leave these fields empty (spam trap):
Name
Link
Subject
Comment
File
Password (for post and file deletion and editing)

File: 1279540378552.gif -(13.2 KiB, 650x450) Thumbnail displayed, click image for full size.
13524 No.4892   [Delete]   [Edit

Since /fg/ seems to be less "hey guys look at this jap fangame" and more "hey guys look at my fangame p.s. plz help with this and this and this" I've decided to start a general help thread. There's already a thread for programming help, use that rather than bumping your own thread with questions: http://uboachan.net/fg/res/4116.xhtml

Please use this thread for questions and critque for your graphics, music, character/level design, testing etc. Trying to make your own resources is recommended, but if you absolutely cannot make something original and good on your own even with help with it, ask for resources here (as long as you don't expect your entire game to be made for you). Posting links to helpful tutorials and programs you know of would also be very helpful. I'll start:

http://gas13.ru/v3/tutorials/sywtbapa_almighty_grass_tile.php
Really one of the best pixelling tutorials I have ever read compared to the trashiness you'll usually find, and VERY relevant to this board. Although it's a little outdated and melodramatic, the concepts learned here are more in-depth and helpful than anything else I've seen. Lots of text to page through, but if your pixelling isn't up to par (and honestly, a lot of what I've seen isn't) you need to give this a read. (Hint: it's more than one page.)

http://www.derekyu.com/?page_id=218
Teaches the basic concepts of creating a sprite from start to finish. Even if you think you already know the basics, it's still very much well worth the read. Rather than saying "you use the pencil tool, this is antialising, this is hue and bluh bluh" it teaches from a more professional and artistic point, giving you an excellent example of a very well-made illustration and sprite.

http://www.drububu.com/tutorial/index.html
The IC-Project is a literally AMAZING example of pixel art, in MSPaint, with only three colors. The website also gives information on a few different well-known art programs, tips for your own art, his process through the work...I don't even know, man. Seriously, just read it.

http://www.wayofthepixel.net/pixelation/index.php?topic=3467.0
Here's a link to an amazing post on a pixelling forum with billions of tutorials, examples, programs, resources etc.

http://www.getpaint.net/index.html
Paint.NET is a good, free program for pixelling, without being shit-tier MSPaint, or having to buy/pirate something like Photoshop with way way too many unnecessary tools than you need for the job.

I'll also be hanging around to give critique, help and answer questions. Good luck /fg/ts.

Last edited 10/08/15(Sun)22:07.

>> No.4893   [Delete]   [Edit]

Thank you for the information!

>> No.4894   [Delete]   [Edit]

Thanks, Dave Strider. Awesome tutorials.

>> No.4896   [Delete]   [Edit]

Oh, something not pixelling-related but something very, very useful for art in general that I just remembered: http://www.posemaniacs.com/pose/thirtysecond.html
Basically the easiest way to improve your anatomy and figure drawing. Do tons of these whenever you can and you'll definitely improve, whether with pencil or a tablet. Since there seem to be a lot of amateur hobbyist artists on here i figured someone could find some use out of it.

>> No.4911   [Delete]   [Edit]

ack i'm guilty of this ;-;

but these tutorials are pretty awesome :'D

>> No.4921   [Delete]   [Edit]

So I'm wondering... and if this is a post in the wrong place lemme know. RPG maker is great but I've been looking to team up with someone interested in working on a visual novel or a game based around those engines...?

I'd be interested in sharing resources and stuff for that sort of thing, if anyone is interested in a YN-based VN project.

Again if this isn't appropriate for this thread(rpgmaker based) I'm big-time sorry D:

>> No.4941   [Delete]   [Edit]
File: 1279829834680.png -(3552 B, 181x168) Thumbnail displayed, click image for full size.
3552

So i'm thinking of doing a fan game a sleeping drugs but i wanted to here to see if it had been done before.

I am still working on the main character her name is Akatsuki(and i know what you are thinking but no i am not)

>> No.4945   [Delete]   [Edit]

>>4941

Cute! The name ruined it for me, but CUTE!

>> No.4946   [Delete]   [Edit]

>>4941
I don't think anyone's done that before. Out of curiousity, how exactly are you using that plot device (for lack of a better word)?

Also, are you really positive you want to use a recolor and a -tsuki name for your character? I'm just saying because the spriting is very nice (although the clothing could use some more contrast), and I think you could add some more depth by making it a bit more original and special to you. I'd love to see what you could do with an original basis for your sprites. The name would also ruin it for some people, like the post above said.

>> No.4947   [Delete]   [Edit]

>>4945
Yeah i thought people wouldn't like that name but i thought it was cute.
>>4946

>Out of curiousity, how exactly are you using that plot device

I was thinking of giving choices on the sets of "worlds" depending on wheather you take the drugs or not.

>are you really positive you want to use a recolor and a -tsuki name for your character

Yes because i really liked the design of the original Mado sprite and i liked the tradition(I know it's not but i could not find a better word)of the tsuki protag.But i will try to make up for that by making this the most original fangame yet.

>> No.4953   [Delete]   [Edit]

>>4947
Oh, I see. That sounds really interesting. Will there be different drugs that affect the dream world in different ways? Since I take melatonin sometimes, and I know that other drugs affect your dreams, that would be awesome.

Also, the only real problem with recolors and the -tsuki names was that people would couple it with generic "nightmarish" imagery and try to ride on the success of YN, 2kki and .flow with little effort. But your outlook on it sounds very original, and I really love your sprites. I hope to see more of your game :3 I also agree about the naming theme to be more a tradition, but it just often gets overdone.

>> No.5005   [Delete]   [Edit]

Just dropping in to say that i'll have to wait a while before showing more stuff because my laptop is down right(I'm on my mom's computer now.)

>> No.5040   [Delete]   [Edit]

Now I have a good question to ask.
I've been getting the hang of the ropes of scripting in RPG Maker 2k3, but I can't figure out how to make your character do the cheek pinch-y when it comes to common events and whatnot.
I know it has something to do with switches, but I wanna know how.

Thank you for your time, any kind sir.

>> No.5138   [Delete]   [Edit]

Just some examples of absolutely beautiful sprite work, you guys should check it out .

http://www.effectgames.com/demos/canvascycle/

>> No.5423   [Delete]   [Edit]

Hao do I program effect?

No, seriously, what's the script for programming effects? I've got my paws on RPG Maker XP again and I'm going to start working on my YN-Poniko-As-Protagonist game.

>> No.5425   [Delete]   [Edit]

>>5040
>>5423
Please post these questions in the programming thread, like the OP says. http://uboachan.net/fg/res/4116.xhtml Thank you.

>> No.5445   [Delete]   [Edit]

If anyone could give feedback on my initial idea, I'd 'preciate it.

My idea for my fangame is to combine elements of both YN and LSD. Each 'Dream Realm' will have core areas that work kind of like YN's; you look around, interact with stuff, etc. However, it's also possible to venture into each realm's 'wilderness'.

If anyone remembers Zelda on the NES, then they'll know that the world was explored on a screen-by-screen basis. My wilderness areas would work this way; with each new screen, elements will be randomly generated, for the player to interact with.

>> No.5834   [Delete]   [Edit]

>>5445
i haven't played zelda on nes but i have lsd and yn and i think that your idea sounds pretty interesting. it might be better to make a thread with your idea and some of your work, too, if you have anything. it'll get more feedback than on the end of this post, and might be more helpful for you.

>> No.5862   [Delete]   [Edit]

>>5445
Does that mean accidentally touching walls would take you to new areas?

'cause I hated that aspect of LSD. :(

>> No.5904   [Delete]   [Edit]

does RPG Maker 2003 accept .PNG files?
I'm using pain.net and I always save them as 8bit and .png
it works on mine but on a friend's computer it said it wasn't a valid .png file.

>> No.5909   [Delete]   [Edit]

>>5904
It accepts PNG as long as it's 256 colors. On Photoshop I use Indexed color, I have no idea about paint.net

>> No.5958   [Delete]   [Edit]
File: 1289106558948.jpg -(200.5 KiB, 500x500) Thumbnail displayed, click image for full size.
205285

I keep having an issue when I try to make events that require the player to stop walking and animate through various sprites.
For example, you know how the knife effect in YN makes you stop walking and switch hands when you use it? Let's assume for all intents and purposes that that's what I'm trying to do.

Using a "move event" command with several "change graphic"s does nothing unless I insert a "wait" between every single frame, but that makes the animation go excruciatingly slow, even at the highest speed possible. I have also tried using numerous "change sprite association" commands in a row, but this still allows the player to walk around while the animation is going, which is not what I want and it looks bizarre.

Is there no way to just make the player stop moving, flip through several sprites at whatever speed I want, and then let them resume? You'd think it'd be easy, but it's just about impossible.

RPG maker is so ass-backwards sometimes.

Last edited 10/11/07(Sun)00:04.

>> No.5960   [Delete]   [Edit]

>>5958
For stopping player movement, you should first of all set event start condition on auto start. This prevents player from moving. Also, I think that actually using "move event" to change graphics is the best solution. You say that it looked slow, but when I did animation in that fashion, while using about 16 frames, it looked nice and was quite fast. Perhaps you set waiting for too long, i dunno. I've checked out yume nikki, flow etc. and they also used "move event" for that.

>> No.5961   [Delete]   [Edit]

>>5960

I've tried this before but I went back and tried it again just to be sure, and basically what I have set up now is a switch that is set to parallel process constantly checking to see if you're pressing the shift key while the effect is equipped, and when you do press it, it turns on a switch that is the trigger for the auto-start event. The auto-start event does run, because there's a momentary pause and I hear the sound effects it's supposed to have, but NOTHING MOVES, and this is the eternal problem I have with this sort of animation. I have frequency set to 5 so there's no way I'm overblowing the animation by making it too fast or anything.

There must be one microscopic little thing that I'm missing, as is always the case.

>> No.5963   [Delete]   [Edit]
File: 1289165222111.jpg -(149 KiB, 621x652) Thumbnail displayed, click image for full size.
152536

Here's a screenshot. Just know that the previous event is a parallel process that turns the "eat" switch on when shift is pressed.

This event actually runs perfectly - except for the changing graphics. You can hear the sound and observe the .5 second wait. But the graphics don't change. I'm out of ideas. D:

Last edited 10/11/07(Sun)13:28.

>> No.5964   [Delete]   [Edit]
File: 1289165994895.png -(7563 B, 567x463) Thumbnail displayed, click image for full size.
7563

>>5963
Do it like on the screenshot. Just add one animation frame per "move event" script, and put wait for 0.1 sec between every frame. With this, you'll be having fluid animation.

>> No.5965   [Delete]   [Edit]
File: 1289167967021.jpg -(54.8 KiB, 200x200) Thumbnail displayed, click image for full size.
56136

>>5964
CRITICAL SUCCESS.

Thank you. I'm totally putting you in the credits. :D

>> No.6090   [Delete]   [Edit]

A quick Rm2k3 question: Are character graphics limited to the template, or can they be any size you want, so long as they keep the same aspect ratio?

>> No.6124   [Delete]   [Edit]

>>6090
Unfortunately, they have fixed sizes, which means you can't draw charsets bigger than shown in template. As for now, only RPG Maker XP and VX can process charsets of any size.

>> No.6131   [Delete]   [Edit]
File: 1290819751724.png -(2151 B, 72x128) Thumbnail displayed, click image for full size.
2151

So, I've decided to try making a game in a similar vein to this. Tentatively called You May. Of course, as a complete novice when it comes to this...

I have a few basic questions.
-For sprites, I know it has to be 256 colors. I'm looking at sprites for Madotsuki, though, and they seem to fall out of that range. My own sprites won't be accepted when trying to keep the original color scheme.
-When saving it as a 256 BMP, in RPG Maker 2003, distorts the colors moreso and leaves the green background on the character. Tried using Madotsuki herself, still does the same. Wondering how to fix that.
-Is there any way to get into the depths that make Yume Nikki tick? I love looking into things like that. Only coding knowledge I have is some basic Java, but I still like learning from it. I'd like to see how it was made to try to make it easier for me.

Thanks again for any help.

>> No.6133   [Delete]   [Edit]
File: 1290836631957.png -(4295 B, 288x256) Thumbnail displayed, click image for full size.
4295

>>6131
I may be of some assistance, even though my knowledge of RPG Maker is limited. :\

#1: I assume you're asking how to get an array of colours with the CharSets, right? Try using RPGMaker 2000. It is very similar to 2003, with minor differences. For the most part, it should accept most .png and bitmap images (applies to Charsets only).

#2: I've had this problem before. I think the problem is that you have to set a specific colour to be the background. It's default would be a pink (like the one in my pic's background). Try changing the background to that pink, and it might work after that.

#3: Open up Yume Nikki in RPG Maker. Check out the entirety of every map, and look at the events on each map. Click the yellow square up at the top to go to the events editor. Now, find an interesting event (like a door or Monoko), and right click the square event marker. Click "Edit Event" and look at how the event works. I find thhat this is a great strategy for finding out how coding and events work. Of course, there are also tutorials too...

I'm sorry if my advice doesn't help, and if I was just spewing bullshit.

>> No.6141   [Delete]   [Edit]
File: 1290913901255.png -(15.1 KiB, 384x384) Thumbnail displayed, click image for full size.
15440

>>6133
Ah, thank you so much! I figured out the first two on my own, but not the opening.

For future reference for anyone else with the problem.
-You need 256 colors, but MS Paint ruins the colors when converting. Use Photoshop, it preserves the coloring. Also fixes the random background.

But yes, thanks for telling me about opening Yume Nikki that way. Never thought I could open a premade game with RPG Maker that way.

>> No.6329   [Delete]   [Edit]
File: 1292496891081.jpg -(134.9 KiB, 800x600) Thumbnail displayed, click image for full size.
138134

Sorry if this "question" [read: monologue] is rather long, vague, and doesn't exactly belong is this thread, but I figured better here than in a separate thread.

After becoming immersed in Yume Nikki, I quickly realized I was extremely inspired to make my own "fan-game". I've already had tons of ideas for all sorts of multimedia driven stories building up in my head for years and decided it would be awesome to build a Yume Nikki styled game out of these ideas. My only problem is, where the hell do I start to tackle such a project? I know what programs to have, but where does one really begin when making one of these fan-games? Is there a specific area one should start with, or does it vary with the creator? I'd love to hear what other game makers have to say, and any help or insight would be great.

>> No.6330   [Delete]   [Edit]

>>6329
In my own humble opinion, it probably helps if you have a somewhat coherent theme to the game (i didn't btw) when you start. A good idea is to start with one "world" or whatever you wish to call it and then build on that. Try to make it so that it feels good and then build on that, rinse and repeat and combine the worlds.

Also got a question of my own: Is there any way to make panoramas move without character moving in rpg maker xp? Kinda like you can move fogs y'know. Preferably with events.

>> No.6333   [Delete]   [Edit]

>>6329

As a fellow fangame creator in the making, I'll tell you how I'm tackling my game. May not be the right way, but it's what I'm doing so far.

First, get basic knowledge of your system. I'm using RPG Maker 2003. Own it, look it over, see how it ticks. Understand what sizes of sprites it takes, how the maps work, placements on sprite sheets, stuff like that. Also, I highly recommend using the HELP file if using RPG Maker 2003 (Windows 7 doesn't have help files, just download something from Microsoft that will allow you to. Really. The Help File does help.)

Since you already have story ideas in your head, start making characters. Concept art or directly to sprites. I love making sprites, so I made about 250-350 in a week (though they're mostly just edits from the main twelve walking sprites).

The tedious part for me are the chipsets, also known as the map. Study how the tiles work with each other, how you want your world to look. Dark? Detailed? Cartoony? I try to make it similar to the character sprites so they don't stand out. Also be sure to separate the background from the foreground, have basic land and pathways be the background, things like furniture and doorways in foreground. Special things like the bed that act as events can get their own sprite layer.

I use Paint to make Sprites. A little bit of editing like with color shades on GIMP, a free Photoshop-like program. Sprites are only allowed to be 256 colors on RPG2K3, so save the sheet as .png, open it in Gimp, go to Image > Mode > Indexed Colors (or something similar). Set it to 256 colors. It'll transform it with minimal changes to the actual colors you've chosen.

Now that you have a few sprites down, work in your RPG Maker program. If you've never used one before, it can be complicated. Here's some of my advice:
Look for any tutorial you can find.
Open up Yume Nikki in the maker. Explore the worlds, see how it was made. Unfortunately for me it was difficult to read, but downloading English-based fangames can help. Look at their coding, where they're used, Events, Variables, Switches, stuff like that.

It'll take a bit of practice. And don't copy codes directly. When experimenting it's fine, but no one wants a copypasta. Plus, it takes all the fun out of figuring out the program.

... That was a lot longer than I intended. But I hope it helped.

>> No.6520   [Delete]   [Edit]
File: 1295645799654.png -(21.3 KiB, 640x480) Thumbnail displayed, click image for full size.
21772

Oh hi. I'm making a fan game. Pic related it's a screenshot.

Anyway I uploaded a WIP of the soundtrack. >>/media/689 I could use some crit on both the artwork and that. Also I know the bed looks messed up in the screenshot, I haven't done much with the tiles.

And here's a good tutorial repository for coding/eventing in RPG Maker if you want it. http://uirpg.com/tutorials.php?act=browse&sub=genre&cat=rm2k

I can assess original music that's posted here if anyone wants that also.

Also this thread needs moar posts.

>> No.6521   [Delete]   [Edit]

I dunno why but the character (main?) reminds me of Rayman. Must be the stumped arms/legs and the hair. Anyway as you said the bed sucks, way to large, doesn't fit with the rest etc. Also the room is to large and to empty. Add furniture and resize it. Also the color palette is pretty much blue blue and... blue. Add some variation. Unity is good and all but in real life no one lives in a blue world.
http://www.youtube.com/watch?v=zA52uNzx7Y4

>> No.6570   [Delete]   [Edit]

I am having this issue with all fangames and YN itself. It didn't occur until very recently for some unknown reason. But basically, the issue is that, while in fullscreen, the bottom of the screen is cut off. It's not a terribly serious issue, but in some games (like my own), there are words down there that literally cannot be read with this problem (like the "working, be still" message - the top only appears). Anyone got any ideas?

>> No.6572   [Delete]   [Edit]

>>6570

I could be wrong, but it's an inherent problem with RPG Maker that a lot of people tend to have, as well as screen flickering.

It's been like that for me on every RPG Maker game I've played, and my fix has just to been manually change my screen size on my monitor's OSD. Mine saves different settings for different resolutions, so I don't know if you'll be as lucky to make that stick.

Alternatively just don't run it fullscreen.

>> No.6763   [Delete]   [Edit]
File: 1299660067762.png -(500 KiB, 669x4936) Thumbnail displayed, click image for full size.
511962

A very brief, by no means complete collection of advisory snippets on how to make a YN fangame.

>> No.6767   [Delete]   [Edit]
File: 1299721659706.png -(102.1 KiB, 600x176) Thumbnail displayed, click image for full size.
104533

I've been working on and staring at this character for too long to be completely honest to myself. Would anyone be so kind as to give me some feedback?

I'm trying to hit an age range of sixteen to eighteen, while impressing the adventurous nature and haggard appearance of the character. I think that the backpack might be messing the feel of the character, but I'd like some opinions on it.

Also pictured, a very rough mock-up of the initial room for the Somnolence reforge I've been fiddling with.

>> No.6769   [Delete]   [Edit]

>>6767
The character sprite is actually dead on, I'd argue against there being three pony-tails, but that's just fashion taste. The colors work together, and the back doesn't actually take away from anything- it adds a level of detail the sprite which is nice.
I'd argue that your problem may be that your sprite needs some shadows cast around the feet to help ground it in with the background graphics.

>> No.6770   [Delete]   [Edit]

>>6769
Thank you for your comments!

I've been trying to grab at bits of flair or originality to add to the character and the tri-tails was something that just seemed to stick. While I'm not someone who is particularly fashion conscious, I do acknowledge that three pony tails is pushing it. Though, each time I took one or more of the pony tails away, it seemed like the back of the character appeared rather flat and boring. Of course, that's probably because I've been tweaking with the character quite a bit over the last few days. I really should just do a few more edits, let it stand and then come back later.

The graphics displayed in the image I uploaded are currently not formatted for in-game use as of yet, so the depth and spacing is off. I really just made the background so that I could see how the character would look like in the type of environment it would be in. So I will definitely address the floating and ungrounded character sprite issues during production.

>> No.6789   [Delete]   [Edit]

>>6767
If that's what the whole game will look like i will most definitely be trying it out. I'll be looking forward to it, even. To be honest im kinda sick of all the games looking exactly the same as Yume Nikki and yours, well it doesn't.

>> No.6792   [Delete]   [Edit]

>>6789
Yes, that is basically the style of graphics that I am aiming to provide. You can see further examples in the old project thread :

http://uboachan.net/fg/res/5503.xhtml

Although, this next image in particular is important :

http://uboachan.net/fg/src/1298884488918.jpg

I am hoping that this will be the standard size and general feel for each room -- albeit more dingy and perhaps double that size in a rare instance, at the most -- and there will only be a handful of rooms in the game. There will be no vast and open areas, everything will be confined; no where to teleport off to when things go bad. The difficulty of the game coming from puzzles and hidden dangers within each room that must be overcome to progress further.

There will be swift character death dealt when something is done incorrectly and because of the size of the game there will be limited or no game save points.

These are different shifts from the typical Yume Nikki style, but I hope that these changes will raise re-play value (puzzles and dangers differ slightly each game) and fun factor.

If anyone has opinions on these thoughts, I would be glad to hear them.

>> No.6793   [Delete]   [Edit]

>>6792
Sounds great. To be honest one of the beefs i had with yume Nikki is that, to be honest, it IS kinda boring with those looping areas where you have to see the same stuff basically 10 times in a row. Sure, it was part of the mood that the game tried to convey, but i can't help but think that it could have been done in a different way. Your way could work, depending on how well it is executed. Hard to say before trying it.

>> No.6797   [Delete]   [Edit]

I've been working on a game on and off for a year or two. I would like to know, dear uboachan, what you disliked about YN. The game as it is now is quite different from YN, but I want to know what bits of YN are your least favorite.

>> No.6798   [Delete]   [Edit]

>>6797
While im sure that many will disagree with me and say that these are a must for Yume Nikki i dislike the mindless searching parts in looping areas. As i said in >>6793 there must be better ways to set the mood than forcing the player to mindlessly wander around the same area for 10 minutes. Sure it makes you all the more excited when you find something new, but for me it really killed the enjoyment for me sometimes and made me more frustrated than impressed. Don't take me to serious on this though, since most fangames have the large looping areas it would seem im pretty alone in thinking this.

>> No.6805   [Delete]   [Edit]

>>6798
Thank you, that's very helpful. I didn't much like the endless looping either (it was frustrating until I watched a playthrough and figured out where everything was), so I doubt that will make frequent appearances in my own game.

>> No.6828   [Delete]   [Edit]

http://www.nicovideo.jp/watch/sm13812190

>> No.6893   [Delete]   [Edit]

>>6828

This is awesome.. but what is it exactly? Just that short film? A game? An animation?

>> No.6965   [Delete]   [Edit]

Which are better to use: .png or .bmp?
(Using RPG Mkr. 2003 if that makes any difference).

>> No.6967   [Delete]   [Edit]

I usually prefer .png myself.

>> No.6972   [Delete]   [Edit]

>>6967
What about colors; is there one that preserves/allows more colors than the other?

>> No.6973   [Delete]   [Edit]

>>6972
PNG can have up to 16.7 million different colors, depending on what quality you save it in, which is the same as True color BMP.
The difference is, to be honest, not that big. BMP is basically a non compressed PNG. Also, png allows transparency, which at least i use alot when making sprites. I'd say stick with png for the considerably smaller filesize and transparency.

>> No.7262   [Delete]   [Edit]
File: 1306036034137.png -(14.6 KiB, 531x184) Thumbnail displayed, click image for full size.
14926

Why is it that even when I X out a tile on a chipset, RPG Maker still lets the sprite pass through it?
I X'd it out on the lower layer where the tile originally was but you could still go through it, so I made a blank tile on the upper layer and X'd that out too and put that over where you weren't supposed to walk. You're STILL able to walk through it. What's the deal? Any help is appreciated.

>> No.7263   [Delete]   [Edit]

>>7262

Odd. Have you tried making a clear upper layer tile impassible too? Or perhaps, try making an event on the same layer as the Hero at that location, or something similar?

Last edited 11/05/21(Sat)22:35.

>> No.7292   [Delete]   [Edit]

>>7263
Yes, I tried putting a clear upper layer tile that was X'd out. As I said before, it didn't work. ...Although, I DID make a common event and made it "Same layer as hero" and it worked, but I had to use a sprite from an actual charset file, not just a tile from the tileset. If I used a tile from the chipset it would still let me pass through. (if that makes sense..) So, basically, I fixed the problem, but I still wanna know why even when I X that tile out it still remains passable.

Last edited 11/05/25(Wed)15:31.

>> No.7474   [Delete]   [Edit]

I've been pondering auto-loading and auto-saving to one single save file lately to speed things along, but I thought I would see how everyone uses the save feature. How many save files do you use during exploration of a game? Do you ever need more than one save file?

>> No.7547   [Delete]   [Edit]

>>7474

I sure do. Take .flow, for instance. If you played through it, then you probably know how much the gameplay changes after you become Rust. I have a regular save, and a save file from right before I gave up on the effects, in case I want to explore the game with more ease

In Yume 2kki, too. Since you have special events which only happen once (like the demonic doctor's office event after you kill him) I usually have a separate save with those events still untriggered

EDIT: Of course, this only applies if you're considering making one-time events/points-of-no-return. If the game in question doesn't have anything I couldn't see more than once, then I'd probably only use one save file

Last edited 11/06/15(Wed)15:17.

>> No.7875   [Delete]   [Edit]

I got a username by the name of Capcorp, a parody of Capcom

>> No.7903   [Delete]   [Edit]
File: 1311262583518.png -(7069 B, 287x178) Thumbnail displayed, click image for full size.
7069

So I'm trying to play Yume Nisshi. When I first tried opening it, I got an error message and, with my limited Japanese knowledge, saw it was a runtime package error. Ok, so I downloaded RPG Maker 2000 and this: http://www.mediafire.com/?d14i8r7hclkxad2 (RPG Maker 2000 Run Time Package v1.32), ran it all in Win XP SP3 compatibility mode... Only to get this. Hehe, what does it say?

>> No.7907   [Delete]   [Edit]
File: 1311282403812.png -(10.9 KiB, 288x256) Thumbnail displayed, click image for full size.
11200

>>7903
I believe its asking for vehicle.png (pic)
so name it either vehicle.png or 乗り物.png
and stick it in the charset folder
tell me if that works

>> No.7908   [Delete]   [Edit]

>>7907
Whoa, I tried 乗り物.png and it worked! That's crazy. Thanks man.

>> No.7956   [Delete]   [Edit]

I've been working on this game on and off for a while now, but since I have a lack of chipset creating skill, I've almost pretty much given up.
Purgatory is basically a fan game based on two worlds, which sort of represent heaven per say, and hell. The first room, a plain white room has scratches on the wall, and when you interact with it, there is a 50/50 chance of having a "good dream" or a "bad dream." If anyone has any advice for someone new at creating chipsets, or would like to do a collab with me, it'd be really helpful and i'd appreciate it very much.

Last edited 11/07/24(Sun)20:29.

>> No.8045   [Delete]   [Edit]

The RPG maker 2000 RTP is totally not available anywhere on the internet.

will RPG Maker 2003's rtp work? or does anyone have an upload that ISN'T Broken???

>> No.8046   [Delete]   [Edit]

hey
you know how in yn mado walks around
and you can see each individual frame?
whelp, the dude in my game is sprinting around the screen like a fucking kenyan
it looks like a two frame animation, in other words: not smooth and also quite ugly!

How do I fix this so that the main character dude walks at a more manageable speed (like in every other fangame)?
using rm2k3 if that helps

...it's probably something really obvious isn't it

>> No.8058   [Delete]   [Edit]

>>8046
What game are you talking about?
Try changing the framerate somehow.
Maybe you downloaded a shitty fangame made by an impatient dude.

>> No.8059   [Delete]   [Edit]

>>8046
You could set your main character's move speed to be lower using a common event.
Ideally:
inside a common event> find 'move event' on the second page of 'event commands> configure 'event name' to be 'hero'> look for 'decrease move speed' and set it.

Hypothetically this should work.
I will caution though, I think this might be wrong because my characters always slow down to near zero speed no matter what frequency 'decrease move speed' is set to.

>> No.8097   [Delete]   [Edit]
File: 1312745735042.png -(160.9 KiB, 1292x917) Thumbnail displayed, click image for full size.
164729

I have a very basic question, but I am finding it difficult to find tutorials for RPG Maker 2003. Basically, I just need to know how to layout tilesets and charsets. The dimensions of pixels, what side corressponds to what layer, etc. How to make things transparent.

I tried to experiment with RPG Maker and yeah. (It's just random garbage, my first attempt at pixel art nothing in this will be used.)

>> No.8106   [Delete]   [Edit]

>>8097
Tilesets are arranged on 480X256 pixels pngs/bmps, and divided into 16x16 pixel tiles.
The furthermost left is where auto-tiles and water tiles are managed.
The middle, at the 13th tile over from the left, is where the first layer tiles are.
The furthermost right is where the second layer tiles are.

Charsets are arranged on 288x256 pixel pngs/bmps, and divded into 24x32 pixel tiles.
Each charset handles 8 characters, with each character being on
3x4 of the 24x32 pixel tiles.
inside these blocks the animates a direction for the character, and it's walking animation is handled.
here is a example of what i mean, with each letter being a character, also pointing out the row that animates a given movement direction.
note the 1,2,3 for the next section- as it correspondes to the frames for animating movement.

123oooiiippp<-up
xxxoooiiippp<-right
xxxoooiiippp<-left
xxxoooiiippp<-down
ggguuupppiii*same as above
ggguuupppiii*
ggguuupppiii*
ggguuupppiii*

one last thing about charasets, and that is how it is animated.

it animates in a sequence like this(according to the above graphic): 2321- and then it repeats. while standing, the middle frame is shown as default standing graphic for a given direction.

Transparency is handled in every picture you import by selecting the color when you import the image with the resource manager inside 2k3. You can select any color, so basically you need to find a color to use as a transparency, any color will do- and by default flood your tileset, and charset with it- then make sure you keep from using that color in the tileset/charset, unless there are parts that need to be transparent. if it sticks out, that is good, because it's easier to select as the transparency when you import it into rpgmaker.

I hope this wasn't incredibly confusing, I tried to be as clear as I could.
To get specifics, play with it a bit-
or try to find some templates.

>> No.8110   [Delete]   [Edit]

>>8106
Thanks that helps a lot actually. I'll just use the default RPG maker template and see what happens. Never thought of that until today.

>> No.8139   [Delete]   [Edit]

>>4892
Something's wrong with my RPG Maker 2003. It won't let me use the arrow keys when I test the game. What do?

Also could someone please delete my thread about my Slumberjack fan game. I herped so hard I derped...should have put it here instead.

>> No.8140   [Delete]   [Edit]

>>8139
It won't let me use any of the keys besides alt, which is the only button that works as the action key. :/

>> No.8145   [Delete]   [Edit]

If you got a bad copy of RPG2k3, you'll need to scrap and redownload the one you have. It'll help if you download it from a different place-
if the issue still occurs, then it's your project- not your copy of RPG2k3.
If that is the case, scrap your current gamefile and make a new gamefile and dump all your previous resources into the new gamefile.
If you still are encountering problems- then I'd recommend a different maker.

>> No.8162   [Delete]   [Edit]

>>4892
Can someone post a charset and tileset template? I tried making my first map (until I ran into the previous problem, which I will fix tomorrow, I hope.) but the water pixels got all screwed up. I think it'd just be simpler if someone could post a template.

Thanks for the description though.

>> No.8164   [Delete]   [Edit]

>>8162
OK. My google fu was weak. Swear I've been looking for a few weeks or more for a template...forgot there was an image search.

Herp.

>> No.8174   [Delete]   [Edit]
File: 1313177374934.png -(9752 B, 480x256) Thumbnail displayed, click image for full size.
9752

RPG Maker 2003 won't let me load my chipset. It says the colour depth is invalid. However, I did set it to 256 colours in Gimp. When I change it to 256 in MS paint it completely ruins it, and only has maybe 2 shades. :/

>> No.8304   [Delete]   [Edit]

In my particular project, I just want the menu to display inventory items and nothing else, because I'm not using HP/SP/the other stats. Is there a tutorial somewhere on how to do this?

>> No.8306   [Delete]   [Edit]

>>8304

if that would be possible, yume nikki and fangames wouldn't have it too.

>> No.8310   [Delete]   [Edit]
File: 1313845482560.jpg -(533.8 KiB, 1400x1050) Thumbnail displayed, click image for full size.
546642

Hi I would like some opinions on my fangame that is in the works :) It's called Broken Bottles and the main character is named Dokutsuki (roughly translates to 'with poison'). I made a preview video down here VVV, can I have some feedback please?

http://www.youtube.com/watch?v=4TYS4KGJSEY

Oh I also lowered the sounds of the gunshots/cannon shots since the video cause some people had problems with that. And at the end she's actually supposed to be transported to a maze, but it is still in the making so I just sent her back to her room. :) What do you think?

>> No.8359   [Delete]   [Edit]

>>4892
I'm having problems with the passibility of objects. Nothing I do with the X, O and Star things actually make things do what they're supposed to. Nothing is actually a wall and I can walk through anything.

What do I do? Is there a tutorial for this?

>> No.8360   [Delete]   [Edit]

The first thing you need to check, is the upper layer pass ability- should be the Upper Layer tab under the Tile-set tab in the Database.
In this set of tiles check the left-top corner tile- it needs to be a star. If it is anything else, you'll run into confusion and problems on the lower layer tiles. Make sure you do this for all the tile-sets you are running into problems with of this nature.

If you're still running into problems, you'll need to do something more drastic:
Either delete your maps; or use the 'Select Tiles' tool to select the entire map of your preference- then press delete.
After this, the third step is to try some additional pass-ability tests to make sure your editor is working properly.
If it works out- great! If not, you'll need to wipe your current install of the editor, and reinstall.
Hope this helps!

>> No.8361   [Delete]   [Edit]

>>8360
Thanks for the fast reply! That's helpful. I'll try it out the next time I have a go at it. Just one more question, how do you make your character walk slower?

>> No.8362   [Delete]   [Edit]

>>8361
I've written that up here.
>>8059
The method hasn't been dis-proven yet, but I never really use it- so some experimentation on your part will be needed to see if it's a method that works for you.

>> No.8382   [Delete]   [Edit]
File: 1314412295214.png -(97.2 KiB, 362x400) Thumbnail displayed, click image for full size.
99488

>>8362
Thanks. I haven't attempted to fix those issues yet, but they will undoubtedly be helpful.

I have one more thing to ask. What is a good program to use to record me playing the game? I want to share demo videos with people.

>> No.8395   [Delete]   [Edit]

>>8382
As I haven't actually done this, I can only recommend what I remember a lot of people recommended on more than a couple of forums.
http://www.fraps.com/
If that doesn't work out, then you're going to want to try a good google search to determine your choice of video capturing program.
If anyone wants to step in and recommend alternatives- go for it.

>> No.8461   [Delete]   [Edit]

I know this isn't the place to ask but... how do i take off the full window mode?

>> No.8465   [Delete]   [Edit]

>>8461
Press 'Alt' and 'Enter' to exit, or enter full screen mode.



Delete Post [] Password
Report Post(s) to Staff