A GAME ABOUT MAKING GAMES!
Posts
Pages:
1
So recently, with all of the tutorials and events and all that good stuff out there, I was thinking: What if someone made a game that was a tutorial on how to make events, use the Maker they are using, etc? As in, not a game just to play, but a game to learn...something like Mario's Time Machine (oh lord that game!), if you get what I mean. For instance, imagine a hallway or library of such, and each door takes you into a tutorial of how to set up a specific event, and lets you test out that event in said room. For instance, Room A would be a tutorial on how to make a Tent item (I'm sure there's multiple ways of doing it) and then it would allow the user to test out how the Tent event works (this could even extend to being a vault of codes for users to use perhaps).
What's everyone's opinion on this? I know it's not very descriptive or anything, but thought I'd toss out this idea I had. ^^;
What's everyone's opinion on this? I know it's not very descriptive or anything, but thought I'd toss out this idea I had. ^^;
I had an idea like this one recently, except it was actually about a group of after-school RPG makers. You would play as one of these RPG makers, play the games of the others, and give feedback through dialogue trees. Depending on the feedback you would end up with different games as the main game progressed.
And there would probably be some drama in there too, like a visual novel.
And there would probably be some drama in there too, like a visual novel.
A user named Aindra made something like this for RMVX on rpgmakervx.net a while back. But that was for all of the basics of using VX's events and such (not so much fully evented systems). I think it was called "Aindra's RMVX School" or something along those lines.
Basically, I guess I'm saying that it's definitely not a bad idea, and it has some real practical application to newer users of whatever development platform they choose to use. I'm not sure that I would personally take the time to create something like that myself, though.
Basically, I guess I'm saying that it's definitely not a bad idea, and it has some real practical application to newer users of whatever development platform they choose to use. I'm not sure that I would personally take the time to create something like that myself, though.
I would do so myself for 2k3 if I wasn't bogged down by my own game as it is. I thought it was a neat idea, depending on how one goes about doing it (since they'll need to be able to explain stuff...maybe the Picture thing would be used a lot...I don't know yet). It'd probably be a pain to transfer code though unless they used Ultimate...just thought about that x_x;
Sounds like you'd have to figure out exactly what you were going to do and how before you actually dived in headfirst. Something similar to what you're proposing would be cool, I just have no idea how you'd work the mechanics and practicalities of such a project.
why not just write a tutorial or do a video tutorial... those are usually more flexible in terms of whether or not someone can follow along at their own pace. it would only really work if it were actually about the higher levels of game making like showing examples of bad/good cutscenes or balanced battles or whatever.
in Scott McCloud's understanding comics, he uses the comic medium to explain well, the overall thinking behind comic books. he doesn't go OK STEP 1 DRAW A PANEL BLAH BLAH BLAH within... comic book panels, that would be dumb.
in Scott McCloud's understanding comics, he uses the comic medium to explain well, the overall thinking behind comic books. he doesn't go OK STEP 1 DRAW A PANEL BLAH BLAH BLAH within... comic book panels, that would be dumb.


I actually started doing this for RMXP shortly after it was released but gave up on it. Someone who knows how to use the software is going to find something like this really tedious to do. I know as I was describing some of the buttons and features I was like "Who wouldn't be able to figure this shit out?" even though its obvious some people don't.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Darken
it would only really work if it were actually about the higher levels of game making like showing examples of bad/good cutscenes or balanced battles or whatever. in Scott McCloud's understanding comics, he uses the comic medium to explain well, the overall thinking behind comic books.
This would actually be kinda neat and if I had an infinite amount of free time I would totally do it.
I guess you could go with a video or document tutorial to accomplish the same thing, but this is just another form of doing so (and showing examples of stuff in-game isn't a bad idea really. That'd be an even better way of doing the tutorial using 2k3). And again, this would also be a way to HAVE the code there for people to pick up and use if they don't want to type it all in themselves too (plus if they were trying to do something similar in their own project that isn't working, they could always pop into the coding of this type of game to see what it has. Can even use comments to tell what each coding does in there).
Yes, it sounds tedious, but honestly I think it'd be worth it. Of course, doing it for some makers (looking at XP/VX...) could be pretty troublesome, though those like 2k/2k3 shouldn't be THAT troublesome I'd think (I'd honestly wonder if anyone would do one for RPG Maker 95 lol...).
Yes, it sounds tedious, but honestly I think it'd be worth it. Of course, doing it for some makers (looking at XP/VX...) could be pretty troublesome, though those like 2k/2k3 shouldn't be THAT troublesome I'd think (I'd honestly wonder if anyone would do one for RPG Maker 95 lol...).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
No one would... USE the ones for 95, 2000, or 2003. People picking up RPG Maker for the first time don't use the decade-old versions, they use the new ones.
Also, there's already a game designed as an interactive tutorial for how to use RPG Maker. It's called RPG Maker.
Also, there's already a game designed as an interactive tutorial for how to use RPG Maker. It's called RPG Maker.
Well, you know what I'm getting at in any case! Somebody might, though depends on what they start with (obviously they aren't going to use 95 at all...who in their right mind would!?). Yes, it'd be much more useful for XP/VX (considering the scripting and such in there), but saying nobody would use it for 2k/2k3 (well...probably not 2k...) is a bit of stretch isn't it? Again, SOMEBODY might want to use something for it.
(On a sidenote, I really hate how restrictive 2K3 is...but I ain't changing makers this late in my career, nor do I want to deal with VX/XP with the scripting yet...)
(On a sidenote, I really hate how restrictive 2K3 is...but I ain't changing makers this late in my career, nor do I want to deal with VX/XP with the scripting yet...)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
90% of people who use RM2K3 do so because they've been using it since before XP came out and they're comfortable with it. I realize 90% isn't 100%, but it would still be relatively useless.
I don't see how doing it in XP or VX would be "more troublesome". The event commands are all the same, and no one is going to expect you to explain scripting.
I don't see how doing it in XP or VX would be "more troublesome". The event commands are all the same, and no one is going to expect you to explain scripting.
I see. Well maybe someone wants to do it just to have one out there! People do that all the time with things, even if there's the possibility of it never being used...
I always was under the impression that the vast majority of anything in VX/XP was done via scripting (last I remember a lot of things were such as battle systems and such, but I guess there are already premade scripts for those...). I don't know, I just have that feeling it would be somehow >_<
I always was under the impression that the vast majority of anything in VX/XP was done via scripting (last I remember a lot of things were such as battle systems and such, but I guess there are already premade scripts for those...). I don't know, I just have that feeling it would be somehow >_<
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
No, typically the only things you script in VX or XP are the things you can't do in 2003. If you really want to make a 2003 tutorial game, then it's better than nothing, but your misconception needed to be corrected! An XP or VX one would actually be pretty easy for someone to make, though not necessarily you since you haven't used it.
If you're more comfortable with it, you could actually make a VX or XP tutorial, but make it in 2003!? Or vice-versa!?
If you're more comfortable with it, you could actually make a VX or XP tutorial, but make it in 2003!? Or vice-versa!?
Now that'd be....interesting? lol Making a tutorial for something else in another different engine is...unique to say the least!
Things you can't do in 2k3...that's a lot of things you can't do in 2k3 no? x_x;
Things you can't do in 2k3...that's a lot of things you can't do in 2k3 no? x_x;
Pages:
1





















