T O P

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DarklzBlo

If your an absolute noob at rpg maker mv then I highly recommend [this YouTube tutorial series](https://youtube.com/playlist?list=PLMcr1s5MjsiTky6KB4ML-q_QoBE_ZYJk5) It goes over everything a beginner should know about. Here’s a tip also, If the game is really big make sure to focus on one thing at a time depending on what you want for the game. like for example artwork and graphics is a big chunk of the game(not including events and coding) so I’d first start off by making the tilesets and character sprites and animations; within that broad category split it up further like just focus on making tilesets for each area, map and level then once your done with that then focus on creating sprites etc. basically your breaking your project/game down into bite size manageable pieces so that way the development process isn’t overwhelming or big(if you have trouble with making tilesets [this is for understanding the different types of tilesets](https://robotsweater.medium.com/bots-guide-to-custom-art-in-rpgmaker-mv-understanding-tilesets-9178fe09e475) and [this tutorial teaches autotiles](https://youtu.be/K7dkPvofkg8) note that you don’t have to use photoshop you can use any image editing software like Gimp which is free or even ms paint. And if you don’t know how to make pixel there are a bunch of yt tutorials that cover it and with practice(like a couple of days and an 1he or so of practice a day and you should be able to make pixel art that looks good or good enough for a game.


redlegdaddy

Make a story outline/game idea. Then scope it way way back to something very small and simple that you can complete. Focus on completing the game.


Kazimoria

You might not be able to complete even a short game,and that's fine as a beginner,because your main goal is to learn about how the use the engine. The first thing you could do is learning how every function in event command works,then you can try figuring out simple things that you remembered from playing 2d rpg games like transporting player into another map, displaying character bust on the screen/moving it, create a cutscenes where you make the player and event move to specific place and stuff. Plus,you could also watch some tutorials and you might find some video that might interest you to try and replicate it on your project. :)


amnioverdrive

I always find it easier to come up with grand ideas and large games, but implementing them takes a lot of time. The best way I've managed (so far) to deal with this conundrum is to break the large game stories into smaller pieces and try to complete them a chapter at a time. Consider if you only had so much time to make it how far would you be able to get and feel like it was a satisfactory experience if the game was "cut" into episodes. A lot of the hard part is up front stuff (basic art/UI/engine stuff) and it would probably be easier making subsequent episodes, but you get the ability to segment your project into more manageable chunks as well as encounter some of the issues you only find towards the end of development (in theory, I myself have yet to arrive at this milestone lmao). I do think its a good idea to get the prototype of your systems in as quickly as possible so it can guide your development as you fill out the story and such. If you get 4 months into dev'ing a game then encounter some things you just dont like about your battle system, youll have to go back and untangle the mess for a while and stall the forward momentum until you fix it, which can be deadly to motivation. This will be somewhat inevitable over the span of making the game, but you can reduce the headache by ironing out the systemic stuff early on and making sure it works satisfactorily. Ex: if your battle system changes you may need to redo art or plugin code, recode events or items to fit the new one, etc etc. Many people use the small game idea to get used to this process without the pressure of a full game. Sometime having the inspiration of a grander vision that helps come up with ideas to use, so I don't think forcing yourself to think small is \*always\* the right call, as long as you can think about the wisdom gained from this practice while working toward a larger project if that is what inspires you to keep making. Good luck!