WHAT DO YOU LIKE ABOUT RPG MAKER?
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I'm currently working on a RPG maker program. I want to make it awesome but I don't know why people use RPG Maker. I know why I do but why do you? So please help me out and answer a few basic questions.
What do you like about RPG Maker?
Do you prefer games with turn-based combat or zelda like combat?
Do you think browser quest is fun? (browserquest.mozilla.org)
What do you wish RPG Maker had?
What features in RPG Maker do you like most?
Thanks to everyone who responded. I'm not going to mention the website or name because I don't think its right. I will mention it if people are interested in learning more.
What do you like about RPG Maker?
Do you prefer games with turn-based combat or zelda like combat?
Do you think browser quest is fun? (browserquest.mozilla.org)
What do you wish RPG Maker had?
What features in RPG Maker do you like most?
Thanks to everyone who responded. I'm not going to mention the website or name because I don't think its right. I will mention it if people are interested in learning more.
I mostly like eventing system. To this point all other rpg making programs I've seen either required full programming (I have nothing against RGSS-like API, just want to be able click-out basic things like messages, showing pictures, changing way screen looks (color and weather), and other things you can do with RM), or had very confusing eventing mechanism (like one in 001 game maker). If not for that small detail, I'd probably already move out to more advanced RPG making software like SPHERE, RPG Toolkit or RPGds.
For battlesystem I'd like you to have two options, for real-time on-map combat and turn-based, because from what I know around 50% of RM users prefer either. I personally like both, it just needs to fit game it is used in. For example one of my projects uses realtime (zelda-like) BS, while other uses standard, turn-based one.
For Browser Quest, I must say it's kind cool, but too short.
Also for features, I'd like to have:
- Ability to use several tilesets in one map, while
- Tilesets are unlimited (like in RMXP)
- Unlimited or very high amount of layers (32 at least).
- Layers working also for events (so I can have several event doodads on top of eachother)
- Ability to set collision box of an event, so it won't be only 32x32 if event is big and requires bigger collision box.
- Ability to edit graphics directly in editor, so I won't have to open another program just because one tile is a little off. It doesn't have to be PS-quality editor, just features that are in WinXP MS Paint (line, ellipse, rectangle, floodfill, pencil, copy-paste).
- Option for pixel-movement.
- Custom character and monster stats.
- When starting turn-based battle ability to either set pre-made monster group or set it directly inside start battle command, if that's battle that just happens once (e.g. boss battle).
Anyway, good luck with that, seriously. We certainly lack good RM except Enterbrain's one. And as we know, monopoly is a bad thing. I'd like to beta test, if possible.
Will this maker be free or will it be paid one?
For battlesystem I'd like you to have two options, for real-time on-map combat and turn-based, because from what I know around 50% of RM users prefer either. I personally like both, it just needs to fit game it is used in. For example one of my projects uses realtime (zelda-like) BS, while other uses standard, turn-based one.
For Browser Quest, I must say it's kind cool, but too short.
Also for features, I'd like to have:
- Ability to use several tilesets in one map, while
- Tilesets are unlimited (like in RMXP)
- Unlimited or very high amount of layers (32 at least).
- Layers working also for events (so I can have several event doodads on top of eachother)
- Ability to set collision box of an event, so it won't be only 32x32 if event is big and requires bigger collision box.
- Ability to edit graphics directly in editor, so I won't have to open another program just because one tile is a little off. It doesn't have to be PS-quality editor, just features that are in WinXP MS Paint (line, ellipse, rectangle, floodfill, pencil, copy-paste).
- Option for pixel-movement.
- Custom character and monster stats.
- When starting turn-based battle ability to either set pre-made monster group or set it directly inside start battle command, if that's battle that just happens once (e.g. boss battle).
Anyway, good luck with that, seriously. We certainly lack good RM except Enterbrain's one. And as we know, monopoly is a bad thing. I'd like to beta test, if possible.
Will this maker be free or will it be paid one?
What do you like about RPG Maker? Maybe the way things are done. The RPG Maker has a nice concept. It is divided into two main parts: database and scenario creation. Aside from the scripting part, which was also incorporated pretty nicely.
I have toyed around with some other RPG creation editors/engines, and even if they sometimes have some very powerful features (001 Engine, Sphere), they lack intuitiveness. RPG Maker is an editor where you really do get "WYSIWYG", and so it's kind of easy to get, and pleasant to master (heck, I'm talking as a shop clerk!).
Do you prefer games with turn-based combat or zelda like combat? Don't really care! Both styles are two kinds of gameplay inside RPGs. Both are combats. The thing is that sometimes one works better for a concept, and some others, it's best the "other one". If made correctly, both can be as tactical and "active" as the other.
Do you think browser quest is fun? (browserquest.mozilla.org) I just played it, and it was a VERY well designed game. Also read a little review from someone, and totally agreed that it's simple and easy to get. Easy to master. And I could kill things like those trolls with some effort (taking them until getting health low, then running searching some bats to kill and get potions, and get back to work!).
I mean, it leaves me some "cowardly" options without punishing me, just says "do it if you can ;D".
What do you wish RPG Maker had? Dunno, maybe some way of "editor extensions". Still, it's not necessary, since you can make your own custom data editor with ruby (or a programming language) or don't bother and just make use of the notes.
Almost anything can be done...
Edit: Oh by the way, just remembering things like Adventure Game Studio. The ability to create "custom project templates". That's a really good feature IMHO. Or making "custom content packages".
What features in RPG Maker do you like most? Dunno really. I mostly use what comes to my mind as the thing I need, so I would just throw you things like "text boxes and showing images" DUH! But maybe... the way events work =D.
Anyway, I just like how RPG Maker works ahahahaahah!
That's it then.
I have toyed around with some other RPG creation editors/engines, and even if they sometimes have some very powerful features (001 Engine, Sphere), they lack intuitiveness. RPG Maker is an editor where you really do get "WYSIWYG", and so it's kind of easy to get, and pleasant to master (heck, I'm talking as a shop clerk!).
Do you prefer games with turn-based combat or zelda like combat? Don't really care! Both styles are two kinds of gameplay inside RPGs. Both are combats. The thing is that sometimes one works better for a concept, and some others, it's best the "other one". If made correctly, both can be as tactical and "active" as the other.
Do you think browser quest is fun? (browserquest.mozilla.org) I just played it, and it was a VERY well designed game. Also read a little review from someone, and totally agreed that it's simple and easy to get. Easy to master. And I could kill things like those trolls with some effort (taking them until getting health low, then running searching some bats to kill and get potions, and get back to work!).
I mean, it leaves me some "cowardly" options without punishing me, just says "do it if you can ;D".
What do you wish RPG Maker had? Dunno, maybe some way of "editor extensions". Still, it's not necessary, since you can make your own custom data editor with ruby (or a programming language) or don't bother and just make use of the notes.
Almost anything can be done...
Edit: Oh by the way, just remembering things like Adventure Game Studio. The ability to create "custom project templates". That's a really good feature IMHO. Or making "custom content packages".
What features in RPG Maker do you like most? Dunno really. I mostly use what comes to my mind as the thing I need, so I would just throw you things like "text boxes and showing images" DUH! But maybe... the way events work =D.
Anyway, I just like how RPG Maker works ahahahaahah!
That's it then.
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
I prefer games with menu-based combat, but more than that, I need a maker where I can customize my combat to a large extent.
Currently I am using RMXP with a modified version of Atoa's custom battle system, because it gives me lots of great visual options like chrono trigger style battles on the field map, animated and moving battlers, projectile animations, and lots of crazy properties for skills and enemies and items like "attack with this weapon make the attacker move towards a spot 50 pixels higher than the normal spot he'd move to when moving to the enemy, with his walking animation turned off, at a speed of 8px/frame, and then perform the skill's animation while the attacker does pose #17. Unless the enemy is set as unapproachable, in which case he instead leaps 50 pixels straight upward and does the same pose. 4 frames after the beginning of the battle animation, the enemy being attacked is knocked 20 pixels backward, for a duration of 5 frames." That is the level of customization I want visually, and that I can currently get out of RPG Maker (with the right scripts).
I'm also using it for the great combat customization, though. I have skills that use different damage formulas than normal, and I have damage over time spells affected by different caster and target stats. I have skills that apply (multiple) debuffs to the user, the target, all allies, and/or all enemies. I have skills that cost integer, percentage, or random amounts of HP, some of which can kill the user and others will leave him alive at 1 HP. Skills with usage conditions ranging from "all party members must be afflicted with this status effect" to "target must be below 35% HP and user must be at full HP" to "can only be used on the first round of combat." Skills with cooldowns, and skills that affect the cooldowns of other skills. With all this complexity you can understand why I prefer a turn-based, menu-driven system - it would be impossible for the player to process all this information fast enough in an action battle system.
Ultimately if you allow scripting and have a strong enough user base, these features will be created for you by users. Most of them aren't default systems in RMXP, they're add-ons that I either downloaded or wrote myself. I think a lot of what I value isn't necessarily having all these options - it's being able to come up with my own ideas. That's a big part of what makes a game stand out, in the end.
Obviously I'm kind of a power user, which is a result of doing this for 13 years. But it's also important to make it easy and attractive for novices. A lot of that just comes down to just having an interface where it's obvious how to do things, rather than any list of features. But also, I think it's important for it to be easy to get right into making a game as soon as you turn the program on. I've seen makers where you have to spend hours setting up classes and databases and shit before you can start creating a single level or environment, for example. RM has heroes and skills and monsters set up by default, which I think helps a ton. Even though they're too lame to ever seriously use, they make it so as soon as you start working on the first part of your game, you can hit the play button and see what you made.
Currently I am using RMXP with a modified version of Atoa's custom battle system, because it gives me lots of great visual options like chrono trigger style battles on the field map, animated and moving battlers, projectile animations, and lots of crazy properties for skills and enemies and items like "attack with this weapon make the attacker move towards a spot 50 pixels higher than the normal spot he'd move to when moving to the enemy, with his walking animation turned off, at a speed of 8px/frame, and then perform the skill's animation while the attacker does pose #17. Unless the enemy is set as unapproachable, in which case he instead leaps 50 pixels straight upward and does the same pose. 4 frames after the beginning of the battle animation, the enemy being attacked is knocked 20 pixels backward, for a duration of 5 frames." That is the level of customization I want visually, and that I can currently get out of RPG Maker (with the right scripts).
I'm also using it for the great combat customization, though. I have skills that use different damage formulas than normal, and I have damage over time spells affected by different caster and target stats. I have skills that apply (multiple) debuffs to the user, the target, all allies, and/or all enemies. I have skills that cost integer, percentage, or random amounts of HP, some of which can kill the user and others will leave him alive at 1 HP. Skills with usage conditions ranging from "all party members must be afflicted with this status effect" to "target must be below 35% HP and user must be at full HP" to "can only be used on the first round of combat." Skills with cooldowns, and skills that affect the cooldowns of other skills. With all this complexity you can understand why I prefer a turn-based, menu-driven system - it would be impossible for the player to process all this information fast enough in an action battle system.
Ultimately if you allow scripting and have a strong enough user base, these features will be created for you by users. Most of them aren't default systems in RMXP, they're add-ons that I either downloaded or wrote myself. I think a lot of what I value isn't necessarily having all these options - it's being able to come up with my own ideas. That's a big part of what makes a game stand out, in the end.
Obviously I'm kind of a power user, which is a result of doing this for 13 years. But it's also important to make it easy and attractive for novices. A lot of that just comes down to just having an interface where it's obvious how to do things, rather than any list of features. But also, I think it's important for it to be easy to get right into making a game as soon as you turn the program on. I've seen makers where you have to spend hours setting up classes and databases and shit before you can start creating a single level or environment, for example. RM has heroes and skills and monsters set up by default, which I think helps a ton. Even though they're too lame to ever seriously use, they make it so as soon as you start working on the first part of your game, you can hit the play button and see what you made.
Thanks for your feedback. I currently have a site with some users and I will be starting the RPG Project soon.
This will be free and the idea is to target the large RPG Maker community. This will help me make it better by getting your feedback.
If anyone is interested I can send you a link.
This will be free and the idea is to target the large RPG Maker community. This will help me make it better by getting your feedback.
If anyone is interested I can send you a link.
I think it's nothing wrong with posting link here. I seriously hope it will work out, because we lack good free alternative to RM. There's something called WolfRPG Editor which would be viable... if it wouldn't be in Japanese.
The fact that it let me be able to make an rpg without any real programming knowledge or artistic abilities.
Ok you can checkout the site here: Throwthegame.
I like how easy the resource formats are laid out and I also like that when I was sixteen and saw all sorts of awesome in my imagination and could use it to make that happen.
The one thing I really wish RPG Maker had is cross-platform support. It's enough of a drawback for me that I won't be using RPG Maker again. (well, that and my growing disinterest in RPGs and the RPG Maker community owing to a recent depressing experience)
If you wanna know the secret to RPG Maker's success, the large selection of packaged resources--RTP tilesets, characters, animations, sound effects, etc--is a huge factor imo. For any RPG-making engine to seriously compete, I think they would need to supply a great selection of ready-made resources.
If you wanna know the secret to RPG Maker's success, the large selection of packaged resources--RTP tilesets, characters, animations, sound effects, etc--is a huge factor imo. For any RPG-making engine to seriously compete, I think they would need to supply a great selection of ready-made resources.
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