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Despair Party Works

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A member registered Jun 21, 2018 · View creator page →

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PNGTuber Plus community · Created a new topic Pan on zoom?

I want to make much bigger rigs but it's simply not possible with the viewport being so centred. Could we get a ctrl+shift+zoom or mouse positional zoom?

I'm currently experiencing a nightmare of having a big screen and a smaller screen, and having to constantly crop and recrop a sprite so it fits on my big monitor, only to bring it to my small monitor to check something and the entire thing is suddenly way too big for the viewport, and not being able to resize it because it zooms to the centre of the canvas, so it focuses on the chest and crops out the top of the head/bottom of the body. I tend to spend like 10 minutes cropping and recropping the base image until it cuts properly, and then individually saving all the images at that size, because I made the mistake of cropping wrong and having to resave 34 pieces 4 separate times.

This makes it really unfriendly for sharing pngtuber models unless they're basic portraits or chibis that sit comfortably in a square. Veadotuber is fully capable of a simple fullbody rig, but it's simply not viable to do with such a strict focal point.

Yeah, I always set my hotkeys to ctrl+numpad, so I was disoriented by it just registering ctrl. I can turn off num lock to get my registers but it still feels weird.

Really great visual delivery, especially on endings! Though I have to note the menu is totally invisibly as long as a sprite is up, making it kind of irritating to do just about anything.

I really like the sort of short story effect this little visual novel has. I love the setting and the 'villain' just being a dude in a very similar situation. Very endearing piece overall. 

404 isn't really my type so Sir Knight unexpectedly hammering on all my buttons was a treat. Itching for an ending somewhere in between going out of your way to bully him and actual torture but also sooooo happy with literally everything about what we see of him

For preexisting characters: In your game's "img" folder, navigate to "characters". Drop the replacements in.

For Generator: In your RPG Maker MV system folder (usually steam/steamapps/common/RPG Maker MV) you will see a folder named "Generator". This is the in-game generator. Inside is a "TV" folder with 3 bodytypes; Female, Male, Kid. This folder has all the parts for the overworld character (hair, clothes, etc).

In my pack, however, the bodytype folders contain a folder for every reface. Pick a face from the sample guide, and copy the 2 files. Paste these 2 files into the matching "TV" folder (e.g. if you want the female character to have the People16 face, go into Female/People16 and then copy those files into the Female folder of your generator).

You may notice this is extremely tedious for making a lot of sprites with different faces, since you'd have to do it over and over again, but this is how it's always been 🥲

You make them! This is a sprite base to help with the difficulties of animating a walk cycle from scratch.

There are 47 bodies. You have to be even more specific than that. I've checked and haven't spotted issues, but there's 47 of them, so I can't be sure if I skipped any.

Could you be more specific? Which are you using, MZ or MV? Do they match the generator parts you're putting them into?

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The current setup forces you to copy the entire relevant part of the rig for each toggle, which eats up the space for more complicated projects. I think having off/on toggles that layer on top of the existing expressions would hugely open up the workspace. Rather than having "coat appears on 'smile', 'frown', 'laugh'", which requires 6 toggles (smile/frown/laugh with and without coat), it can just be "coat y/n", which only requires 4 (smile/frown/laugh, and the coat). Where each new expression would require 2 toggles, this would reduce it to 1. This also means you don't need to make toggles for "smile+coat+hat", "smile+hat", "smile+coat"...I get a headache just thinking about it.

Just like, double-clicking the toggle button to set it to Isolated Mode would satisfy me. Off/On/Isolated. 

Seeing the email for my free key is the happiest I've ever been in my life. I've only completed one route and jumped computers a few times since, so I never finished this game; your visual novels are like the peak of nostalgia for me and I'm excited to see you add them for the modern player to see. Thank you!!!!!!!!

Navigate to the body you want, copy the files, and paste them into the RPG Maker generator. They're all different folders because MV/MZ generator doesn't allow for different bodies.

Yep! I'll be starting with smallest sizes and working my way up.

No plans to make clothes right now :) it's a lot of work! But if I ever release characters (for example, Jujubee), they'll have psd&asesprite animation files with isolated clothing items.

Absolutely staggering update (multiple ingame sizes!! doodads!!), and with an equally big update around the corner, this is crazy! So excited to see the results of all your work!

Oh my god...I'm so stupid It says "block" for me so I instinctively thought "uh oh. dont click that" because of   social media.  So sorry & thanks for the help with this

The city generator doesn't have a shape menu either ...? Style > Buildings just says "No Outline / Raised / Tight / No Triangles / Improved Lots", and adjusting them does nothing for this error??

In the city viewer? The only options are "roof pitch" and "towers".

Hey, I'm also having issues loading my Really Big Map, but there's no such thing as a "shape" menu in the Buildings section. It doesn't exist?

Just saw "silent protagonist and silent antagonist". So do they have to be simultaneous? Both the villain and the hero must be mute?

1. What are limitations on fonts? My game has an exhausting amount of text, so I'm trying to decide on a readable font,  and the best ones I have (Open Sans or Comic Neue) didn't exactly come with my computer. It's not a game resource, so not sure where that sits.

2. My art software comes with default assets loaded in (e.g. colourful dreamy circle masks, speed lines, etc.) Are these an extension of the freedom to use any art software? They are...my Clip Studio Paint RTP, if you will.

3. You didn't write anything about this in the rules and I just saw a thread about it where the back-and-forth was a little confusing; so it's okay to use my own assets as long as they're publically available? I used the sprites I made from my pack and spent a huge chunk of time drawing up 8-directional movement for this project. Making sprites takes so much time I would have to drop out of the jam if it isn't allowed, so it's panic-inducing.

I think...that actually depends on the asset?



Bushy tree had the 1-pixel outer lines adjusted, then I painted over the rest with a thick brush; you can tell by the grainy, pillowy effect.

The barren tree was too crushed up from the upscaling process because of the curved lines; I had to redraw it completely. No ambiguity there.

The wide tree was edited a little more carefully because of how small the leaves were; I had to go down it chunk-by-chunk to redraw the edges of each spot of colour, like I would with lineart. This is the 2 day tree. It is more or less "drawing over" the image, but it was all done on the same layer, simply because of how pixel art works. I don't really have any way of knowing how much was "my" work in that case. Judging from the fact every leaf was originally a perfect rectangle, presumably more than 80% is my work, but.... ????


Similar problem of ambiguity with this white bridge: the "lineart" was redrawn, but the noise was copy-pasted from the original because I had no idea how to reproduce that coloured grain, and then edited those pastes so it would fit on the boards.

Wanted to use upscaled XP trees I did, but not sure if it quite counts?

For context, I upscaled them by nearest neighbour, then redrew all the boxed edges to recreate the original look. I feel like the process took so much time (about 2 days to pull off 1 tree) that it counts as something I made, but it's based on a previous maker's RTP & isn't quite draw-over, so I'm not sure where it lands.

The rule about it not being allowed to use money says "no DLC, only things you make yourself, in other words: no money spent", and you only clarify plugins can be used. Can we use free assets (like the RMN music packs for example)?

I have no idea how you managed to put DLC in the default project creation (beyond the obvious of the character creator autoloading parts in for you), but the filenames should have different naming conventions.  DF_[file], MZEZ_[file], C__[file]_mvt, etc. 

The theme seems to be strictly "onboard assets", but generators are made to be assembled independently. I want to be able to have characters who express emotions, but in order to do that, utilizing the generator is the only possible tool I can use.

So is it No Custom DLC Parts Allowed, only the generator that came out of the box?

Thanks for the feedback! A lot of it was rushed (like REALLY BADLY rushed) but things like the transition stuff and issues you encountered while playing like the unpredictability of random attacks wouldn't have taken any time to adjust, so it's really useful!

I want to make a similar game in RPG Maker MZ first to get some practice in, but hopefully I can return to this with a bunch of updates and chapter 2 sometime.

I was like "well, I like the UI setting",  but WOW when the game really gets going it has a lot of thought put into it for a gag story. The perfect ending made me beam. This contains rich Harold Essence.

The point of using those customized assets was just that I hate the way RTP looks, and the only sideview sprites I have have RTP faces, so RIP frontview it is 😔

Overall, a lot of this is just time constraints. I was essentially relearning 70% of how to use MV at all with a 5-day deadline while I was already injured. The game itself was made in about 2 and a half days. Things like the tacked-on skills were just because I knew the battle system was difficult, but I couldn't balance it without taking some trial and error time, so I just slapped on skills that would speed up the process. Same with the tiers being walkable; because I drew a map that relied on being able to walk on those tiles, it was just faster to make it possible to walk on than redraw an entire 3rd of the map from scratch. I had NO time.

It's actually interesting to see how much "no time; apply the most superficial version of my idea" looks just like "idea unfulfilled" from a player's point of view. There's obvious problems I have to really focus on and remember when making a new game, but also stuff that I would never do if I had even a tiny bit more freedom. It's good for mindfulness, especially the need to make cuts rather than leave in unfinished stuff.