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[VX ACE] Ni No Kusu

Oh please do. I'd be honored. Cryptic had a point though. It could likely use a little tweaking to make it perfect. Like instead of saying prepare to fight. Maybe prepare to tickle fight or kusu fight or something to that effect. I may try to rework it and give you something but if you are happy with it as it is. feel free.

YAY. i was acknowledged.
 
Just for curiosity Screamer ,can you roughly tell at how many % the game is actually?🙂
 
Wow, 10% inside of what... 1.5 weeks?

I feel like this game is moving much faster than most.

Because there're a lot of things that speed-up my work!
For example:
-No pictures for random and useless npc
-Same shop\inn event for everyone. I only change the dialogues.
-Music already completed and converted in ogg format
-Skills\item\weapons\armors done!

Now, it's just like a giant puzzle to assemble!
 
Something I always wanted to see with these RPG games was someone making one from an existing anime or cartoon. Naruto.Bleach, ect...
I understand ofcourse that people have their own creative ideas to employ and borrow only what images or minor dialouge they might want/need.
It would still be awsome to see someone do that sometime. Or maybe even see someone actually putting out commissions for making short games for customers if it ever came to that. Just another avenue.
 
Something I always wanted to see with these RPG games was someone making one from an existing anime or cartoon. Naruto.Bleach, ect...
I understand ofcourse that people have their own creative ideas to employ and borrow only what images or minor dialouge they might want/need.
It would still be awsome to see someone do that sometime. Or maybe even see someone actually putting out commissions for making short games for customers if it ever came to that. Just another avenue.

Why not do it yourself?
 
Because i know nothing of how to use RPG maker and outside of poetry. I'm really not a writer.
 
Because there're a lot of things that speed-up my work!
For example:
-No pictures for random and useless npc
-Same shop\inn event for everyone. I only change the dialogues.
-Music already completed and converted in ogg format
-Skills\item\weapons\armors done!

Now, it's just like a giant puzzle to assemble!

Probably a bit early to ask this, but can we get a rough ETA for the official release?

Btw, I thought most game development programs use .wav format. This is a completely uneducated assumption. It's just that whenever I sift through my games files, I always see either .mp3 or .wav. I've almost never seen a .ogg file in any of my games. Does RPGmaker just work differently?
 
Probably a bit early to ask this, but can we get a rough ETA for the official release?

Btw, I thought most game development programs use .wav format. This is a completely uneducated assumption. It's just that whenever I sift through my games files, I always see either .mp3 or .wav. I've almost never seen a .ogg file in any of my games. Does RPGmaker just work differently?

ETA is...when it's done! :lol
Seriously, cannot say for sure. Maaaaaaaybe around July or August!

I use OGG because the smaller size, but Rpg Maker is able to use mp3 and wav.
 
ETA is...when it's done! :lol
Seriously, cannot say for sure. Maaaaaaaybe around July or August!

I use OGG because the smaller size, but Rpg Maker is able to use mp3 and wav.


Meh... Size aint an issue for me, personally. I'd probably go with .wav for higher quality.

But, to each his own. If that's the way you like to do it, more power to ya.
 
Because i know nothing of how to use RPG maker and outside of poetry. I'm really not a writer.

If you need help getting started, I can hook you up with RPGmaker vxAce.

I literally JUST got it not 15 minutes ago. I messed around with it for a bit, and I can confirm that: YES even a monkey can do it.

I figured out (more or less) the character and map creators, and the general interface. Still not sure about items or events, but... for 10 minutes of derping around in the interface, I think I did a good job.

Here's the abomination I came up with in my first 10 minutes of RPGmaker vxAce.
 
To Cryptic, Thanks for the offer. I may take you up on that for kicks. But as lurk says. Not being a writer limits me greatly in the grand scheme of competant game making.
 
To Cryptic, Thanks for the offer. I may take you up on that for kicks. But as lurk says. Not being a writer limits me greatly in the grand scheme of competant game making.

When you say writer, do you mean grammatically? or creatively?

Because I can introduce you to an ARMY of my fellow grammar police.

And if you can't really draw up ideas very well.. Steal them.

You'd be amazed how often you can get away with changing the setting, characters, and a few key objects and passing it off as an original idea.
 
I have ideas and my grammar likewise is fine. It is my inability to construct said ideas into a workable story format.
 
I have ideas and my grammar likewise is fine. It is my inability to construct said ideas into a workable story format.

Then do what I do. Imagine it first.

Take all of your ideas and play around with all the BIG ideas in your head until they have a good flow, then work on the smaller details that link them all together. Once you've got a decent rough draft of your story in your head, play it out like one big movie next time you sleep. If it satisfies you, write it down, and edit it to perfection. Then produce it.

Or you can follow this bare-bones basic story template:

Introduction: Introduce all your characters, and the world they live in.

Prologue: This is more of a slice of life/comedy part; where you just have the characters act like themselves, and introduce some supporting characters. This is mostly to get the player attached to the characters, and offer some immersion.

Introduce the problem/antagonist: This can be anything from the alien from space discovering that they are the chosen one to save the earth, to the town the protagonist lives in being attacked by bandits, to the protagonist's friends or family being kidnapped, to the antagonist declaring an all out genocide on the land. The point of this part is to introduce the problem that the protagonist is going to spend the length of the game overcoming.

Rising Action: This is by far the longest part of the game. This is the part that consists of the protagonist's quest to do whatever it is he/she needs to do; It also consists of 85% of the actual gameplay.

Climax; This is the part where the protagonist has his big moment with the antagonist (Final Boss Battle), and usually the part where the protagonist finally accomplishes their overall goal.

Falling Action: This is the part where everything settles down back into a normal life after the villain has been vanquished. Usually consisting of the protagonist re-uniting with old friends that got separated from the protagonist earlier in the story, and returning home after their big hero ceremony.

Resolution: This is pretty much the "And they lived happily ever after" part.

Credits: If you need me to explain this one to you, I'm going to hit you on the head with a tack-hammer because you are a retard.

And that's my basic guide to story telling. Of course, The pros do stuff like foreshadowing, flashbacks, twists, and all that jazz. I recommend any of these if you're feeling up to it.

Actually.. Do you think this guide should be its own thread? I feel like a lot of people could get some use out of this.
 
Writing absolutely makes or breaks these games, so that's an important limitation to understand.

A limitation that roughly 65% of mainstream games have absolutely no knowledge of.

*COUGH* call of duty *COUGH*
 
I would say it is pretty useful of a guide. The idea i was toying with for now though isn't even a story so to speak. it would be more a trivia game for each anime. Something to appeal to and your rewarded with info on ticklish spots and from there winning goes into a decent scene and so forth.
 
When you say writer, do you mean grammatically? or creatively?

Because I can introduce you to an ARMY of my fellow grammar police.

And if you can't really draw up ideas very well.. Steal them.

You'd be amazed how often you can get away with changing the setting, characters, and a few key objects and passing it off as an original idea.

This is not an issue of grammar. It is an issue of the ability to write compelling scenes.

Consider the difference in detail between scenes in Screamer's games versus scenes in ToG, AnimeWatcher's game (especially the butterfly or Zombie), or LoL's scenes involving Alraune.

Aspiring tickling RPG creators should write several tickling stories before even opening RPGMaker. In RPGM games, writing* is king, as the gameplay is generally pretty dull.

DeusExProcella and Lurker tried shaking up the gameplay by adding class mechanics and complexity. Screamer tried crossing genres by building a stealth game. Pulling those things off takes a lot of hard work, and sometimes still doesn't work out. For example, ToG was a spec-fucking-tacular failure of gameplay balance, due to enemy scaling trashing healing item efficacy. Meanwhile, the best balanced game, Lala's Ordeal, kept everything tightly tuned by staying simple and preventing stat inflation from grinding.



* Good art is pretty important too, but I'm going to leave that alone for now.
 
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Then do what I do.

...

-tutorial on narrative-

This is well and good for the overall story of games in general, but tickling games are eroge.

If the scenes are lukewarm, the game's reception will be too. If you can write--or just find and link to--a good tutorial on how to write scenes, that might help. Covering stuff like pacing, when it's appropriate to use them for character growth, etc. would be a plus.
 
This is well and good for the overall story of games in general, but tickling games are eroge.

If the scenes are lukewarm, the game's reception will be too. If you can write--or just find and link to--a good tutorial on how to write scenes, that might help. Covering stuff like pacing, when it's appropriate to use them for character growth, etc. would be a plus.

Things like compelling scenes and dialogue aren't really things you can "teach".
They all depend entirely on the writer's inner voice, which can only be developed through reading, writing, and practice.

Well... Not really... Just about anything that really speaks to you can help develop your inner voice. I don't read AT ALL. My inner voice has taken all of it's growth from all the anime I watch, and all the games I play.

Pacing is simple enough; go in stages; don't use your best cards first.
It's hard to put what I'm saying into words...

Now, as for character development, that depends heavily on the character and the situation. If they're going through a transformation from absolute looser to a hero, It's likely that most of the situations in the present are going to be life-or-death, and the main contributors to character development. If your character is already a bonafied badass when the game starts up, chances are there's going to be one or two mild situations in the present that contribute to character development by triggering flashbacks to major events in the character's life. (this usually takes place midway through the game in this instance)

Anything else you would like me to elaborate on?
 
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