JOSEPHSERAPH'S PROFILE
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New RPG Maker incoming?
I'm 90% sure it's going to be way easier to do sprite/pixel animations on EffekSeeker than is on any current RPG Maker.
I mean, do you really think someone placed these frame by frame?
Starting from the Potion animations:
That's a single pixel art animation on a spritesheet, that you'd place on the screen on effekseeker and play out. You just duplicate it two more times with a timing offset and it'll look exactly the same.
On RPG Maker you can't just place a spritesheet and have it play out like that, you either place each frame individually (from a spritesheet limited to 45 frames) or use the Tween function (then risk messing up the more different frames you need to tween from / to)
And to make an animation like FFVI's potion effects you only need cells that are 32x32 pixels large. Yet you were still forced to use 192x192 cells even then.
Other pixel effects are a matter of doing the exact same thing, but moving the cells around from point A to point B. Instead of typing in initial and final coordinates, you'll type in initial coordinates, motion and particle death, for example. You can have the pixel cells move along with easing rather than the annoyingly linear movement of the Tween function.
It's powerful. It's gonna take a while to learn, but by learning he most basic functions you'll already be able to do way more, way easier, than on any RPG Maker.
And the time you save not hand placing stuff from a limited 45 cells sheet already justifies the learning investment.
edit: Look at the White Magic casting effect. Think about how HELLISH hand-animating each of these little dots would be. Not to mention, it'd be almost impossible on rpg maker because of the 16-cells-per-frame limitation.
I don't know if EffekSeeker supports paths (so you can have the particles move along the heart-shaped path) but that's certainly what FFVI did -- either that, or a rather complex formula in the position field.
Speaking of which, I also don't know if that's how effekseeker works but, yeah, on some particle engines on the "position" field of a given cell you can type a formula. Like, for example, X = 100 + T*2, which would mean that the X position of a given cell would be 108 at frame 4, or 120 at frame 10.
edit:
there you go

this features random placement while FFVI's tonic is fixed placement, but not using random placement is just a little bit more work (since you need initial coordinates for every sprite etc)
I mean, do you really think someone placed these frame by frame?
Starting from the Potion animations:
That's a single pixel art animation on a spritesheet, that you'd place on the screen on effekseeker and play out. You just duplicate it two more times with a timing offset and it'll look exactly the same.
On RPG Maker you can't just place a spritesheet and have it play out like that, you either place each frame individually (from a spritesheet limited to 45 frames) or use the Tween function (then risk messing up the more different frames you need to tween from / to)
And to make an animation like FFVI's potion effects you only need cells that are 32x32 pixels large. Yet you were still forced to use 192x192 cells even then.
Other pixel effects are a matter of doing the exact same thing, but moving the cells around from point A to point B. Instead of typing in initial and final coordinates, you'll type in initial coordinates, motion and particle death, for example. You can have the pixel cells move along with easing rather than the annoyingly linear movement of the Tween function.
It's powerful. It's gonna take a while to learn, but by learning he most basic functions you'll already be able to do way more, way easier, than on any RPG Maker.
And the time you save not hand placing stuff from a limited 45 cells sheet already justifies the learning investment.
edit: Look at the White Magic casting effect. Think about how HELLISH hand-animating each of these little dots would be. Not to mention, it'd be almost impossible on rpg maker because of the 16-cells-per-frame limitation.
I don't know if EffekSeeker supports paths (so you can have the particles move along the heart-shaped path) but that's certainly what FFVI did -- either that, or a rather complex formula in the position field.
Speaking of which, I also don't know if that's how effekseeker works but, yeah, on some particle engines on the "position" field of a given cell you can type a formula. Like, for example, X = 100 + T*2, which would mean that the X position of a given cell would be 108 at frame 4, or 120 at frame 10.
edit:
there you go

this features random placement while FFVI's tonic is fixed placement, but not using random placement is just a little bit more work (since you need initial coordinates for every sprite etc)
When you Learn Touhou Music is Royalty Free
unity just said it all what a great comment. god i'm going to print unity's post in a shirt and sell
edit: that thread about aekashics is REALLY problematic, lol. it's behind a great deal of problems in the rpg maker community, and if creators were more respected -- and rewarded -- we could have so much more.
edit: that thread about aekashics is REALLY problematic, lol. it's behind a great deal of problems in the rpg maker community, and if creators were more respected -- and rewarded -- we could have so much more.
When you Learn Touhou Music is Royalty Free
author=KrimsonKatt
even if said game is commercial.
That does mean that your game needs to use the same license as well, doesn't it?
Nevertheless this is awesome news. The only reason we hang onto copyright is probably irrational fear... Copyright doesn't stop art thieves from making a game with Suikoden rips then denying it and pretending it's their own, but even more importantly, it doesn't stop scammers from downloading your game off of rmn, porting it to android and making money.
But it stops artists with legitimate good intent to create good derivative work.
New RPG Maker incoming?
although it wasn't really shown in depth in the video i'm very excited for the new animation tab. which is confirmed to involve a particle engine, and touchfuzzy has said that it will be explored in-depth in the next update.
New RPG Maker incoming?
author=Fomar0153
Partly why I wasn't that motivated to release public plugins during MV, too many people lied to me about not having other scripts, which I would always inevitably discover when I eventually ran out of ideas and asked them to upload their project for me to check.
Wow. That sounds like something a 6 year old would do. "Nwo mwommy. I dwidnt ewat awl that cwake on twe fwidge. itwwas the dowg!"
[Poll] RMGame Hacks
I made a thread on RMW which is more verbose since the community there is a bit broader and y'all vets here so I'll go straight to the point.
What do you feel about "Rom Hacking" when applied to the RPG Maker community?
Do you remember any time it happened? Do you fancy the idea of indulging in it yourself, or of someone creating derivative work based on your own?
We are all indies, so barring you wanting to mod a 2002 game whose author has last been seen in 2008, we don't have to do anything illegally. PMing and asking permission is fine. Stating in your description that you're mod-friendly is fine, too.
So yeah, hopefully this can be a fun discussion. I feel like if this were more normalized and happened more often we'd have some really interesting projects flying around, but I don't know.
What do you feel about "Rom Hacking" when applied to the RPG Maker community?
Do you remember any time it happened? Do you fancy the idea of indulging in it yourself, or of someone creating derivative work based on your own?
We are all indies, so barring you wanting to mod a 2002 game whose author has last been seen in 2008, we don't have to do anything illegally. PMing and asking permission is fine. Stating in your description that you're mod-friendly is fine, too.
So yeah, hopefully this can be a fun discussion. I feel like if this were more normalized and happened more often we'd have some really interesting projects flying around, but I don't know.
RMN Donations
BTW, while I'm in a pretty bad financial situation rn (a lot of ppl probably are) if RMN ever needs it, I'd be happy to contribute to an RMN itch bundle where proceeds go to paying server feeds :)
New RPG Maker incoming?
Here's to hoping MZ has some low resolution support! I highly doubt it though lol
But yeah MV3D at least makes low resolution something convenient map-wise, otherwise you'd probably need a tilesize changer and a dummy folder if you were doing 2D .... the thought gives me a headache
actually if the System2 tab really does have resolution settings as I suspect... That gives me a lot of hope for better UI downscaling
But yeah MV3D at least makes low resolution something convenient map-wise, otherwise you'd probably need a tilesize changer and a dummy folder if you were doing 2D .... the thought gives me a headache
actually if the System2 tab really does have resolution settings as I suspect... That gives me a lot of hope for better UI downscaling
New RPG Maker incoming?
Yeah, that's intentionally low; I don't expect it to run well at 1080p (although it does on my pc nonetheless)
That being said, this isn't such a small map.
I invite people to work with MV3D on lower resolutions because it's quite resilient and you can stretch it very far. And I don't know of any single way to achieve this PSX look as easily as MV3D.
Anyway, it still runs pretty fine on high resolutions to me, but you do hit limits a bit faster. Still, it's pretty sturdy and convenient and you CAN achieve great things with it with relative ease as long as you don't go overboard.
And it's still MV, with it's wealth of awesome plugins! Though customizing stuff so it runs well on smaller resolutions IS a pain.
That being said, this isn't such a small map.
I invite people to work with MV3D on lower resolutions because it's quite resilient and you can stretch it very far. And I don't know of any single way to achieve this PSX look as easily as MV3D.
Anyway, it still runs pretty fine on high resolutions to me, but you do hit limits a bit faster. Still, it's pretty sturdy and convenient and you CAN achieve great things with it with relative ease as long as you don't go overboard.
And it's still MV, with it's wealth of awesome plugins! Though customizing stuff so it runs well on smaller resolutions IS a pain.
New RPG Maker incoming?
Weird! It runs at 60fps on Firefox with 5439384590 other tabs open, to me.
And I got 16gb ram and a GT420
And I got 16gb ram and a GT420














