A BEGINNERS WORRIES

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Hi all,

I am interested in making games with RPG Maker VX Ace and I just wanted to ask a few questions. I am a former graphic design student, so I am confident using design software such as photoshop to make my own graphics but when it comes to scripting I have no idea.

My aim is to start by creating small games using default graphics and change them over time. Learning how to use the RPG Maker mechanics and features is paramount of course but eventually I want the game to be totally custom, graphics wise. Including in-game Menus, cutscenes, dialogue scenes, UI, title screens etc... That's where I start to get confused. Can this all be done with scripting? Where do I start? What language must I learn?

I know I may be asking much being a newcomer, but I want to take my time and learn from the ground up. Can you guys give me some pointers in how to get started? Are there any beginner friendly script tutorials? And what is this talk of Engines and plugins? *confuseface*

Thanks for your time an patience.
Ratty524
The 524 is for 524 Stone Crabs
12986
I honestly suggest you aim smaller. Your first game is never going to be glorious, and along the way you will discover what RPG Maker can do for you the more you work with it.

If you want a kickstarter, though...
http://rpgmaker.net/tutorials/692/
A tutorial on eventing. I think you might want to start with this because events make up the core of everything that goes on in your game. Read your help file, too, because it contains a LOT of useful information. :)
Don't make your first project with the intent of releasing it. Make a simple game for yourself based on concepts you want to explore and things you want to try to make happen.

Like Ratty524 said, don't pursue scripting and/or advanced concepts until you have a feel for the program. You'd be surprised how much you can do without having to touch the script editor at all. Once you have event-based creation down pat, scripting will probably come more easily to you.

Engines are custom systems/script sets designed by other people that you can insert into your project and customize to your will. I'd ultimately recommend against this if you're going for originality, but would make for a nice reference.

Plugins are modifications to the program that allow you to do things you otherwise
would not be able to. Unless you really need to do something you're not able to by normal means, I'd advise against this too.
Thank you for your replies.

I did say I was aiming for small games and that my first games will be all default graphics and that learning RPG Maker first was Paramount to me.

Is trying to make a custom looking game too much to aim for? I have looked at many games made in RPG Maker VX Ace and too be honest I think they all look too much alike.
It's not too much to aim for if you're willing to put in the extra work.
I'm working on a game with completely custom graphics right now, and while it is a tremendous amount of work, I do find the exercise quite rewarding.

But anyway, as others have said, it's best to aim small for your first project to get a feel for the program. Try using the default database and graphics to make a short, 1 hour game. The shortness of the game will allow you to easily debug the project, and will teach you all of the basics of eventing.
This is why I'm pushing back on my Miracles of Ether game, because I want to get the hang of Rpgmaker more VX ace AND 2k3, The 1 hour game making thing helps a lot too. I've lost count of how many I did.

I recommend learning about eventing like everyone else is saying because eventing is basically the core of The RPGmaker series, well scripts now too.
If graphics design is your specialty, you should work on the graphics/animations first, and then learn the code during the off-hours.

Actually, aim big. Better to have a spectacular failure, and learn all the code you can through editing, than to have five mediocre games, because you were too worried about getting ahead of yourself. Even if your next game after that is more a pocket-sized game, it will be that much easier since you tried something ambitious.
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=bulmabriefs144
Actually, aim big. Better to have a spectacular failure, and learn all the code you can through editing, than to have five mediocre games, because you were too worried about getting ahead of yourself. Even if your next game after that is more a pocket-sized game, it will be that much easier since you tried something ambitious.

Strongly disagree. Cannot possibly convey how strongly I disagree. You have apparently never actually attempted to learn any skill. You don't start learning martial arts by fighting fifth degree black belts over and over until you can win. You do training first, you spar against fellow students. You learn simple techniques and you practice with them until you can use them effectively, and only then do you start combining them. You start with things at your level and work your way up. It's the same when learning to cook, to play the violin, to scrapbook, to draw, to be a photographer, to become a sniper, to teach, to read, to play football, and anything else. If enough people have actually attempted to learn something that someone's bothered to figure out the best way, oddly enough, the best way turns out to be starting with the basics and practicing and building your way up before attempting a fully advanced final product in pretty much every single case. Just because RPG Maker mastery isn't popular enough or old enough that psychologists and researchers have studied it in depth for hundreds of years doesn't make treating it any differently a valid idea. Until someone proves otherwise, I think it's safe to work on the assumption that it's not the universe's sole exception.
I think it depends on how fast you can learn. If you think you can, or are able to learn and improve as you start working on the game, then good for you. If you realize that you need to go slow, then take it easy and start learning the materials again. :P

Aim for a big successful first project is fine, but when things start to go wrong, stop, take a break, and review what you did. ;)
I think it is possible to make a custom game using the default graphics as placeholders. In fact, you should immediately replace the default graphics with X'd boxes showing the size of the sprite and a small text blurb that describes the purpose of the graphic right on there. This will make it very easy to replace and work with the graphics, and it's how most professional developers work. The structure of the game comes first; graphics can be redrawn or substituted later.
author=LockeZ
author=bulmabriefs144
Actually, aim big. Better to have a spectacular failure, and learn all the code you can through editing, than to have five mediocre games, because you were too worried about getting ahead of yourself. Even if your next game after that is more a pocket-sized game, it will be that much easier since you tried something ambitious.
Strongly disagree. Cannot possibly convey how strongly I disagree. You have apparently never actually attempted to learn any skill. You don't start learning martial arts by fighting fifth degree black belts over and over until you can win. You do training first, you spar against fellow students. You learn simple techniques and you practice with them until you can use them effectively, and only then do you start combining them. You start with things at your level and work your way up. It's the same when learning to cook, to play the violin, to scrapbook, to draw, to be a photographer, to become a sniper, to teach, to read, to play football, and anything else. If enough people have actually attempted to learn something that someone's bothered to figure out the best way, oddly enough, the best way turns out to be starting with the basics and practicing and building your way up before attempting a fully advanced final product in pretty much every single case. Just because RPG Maker mastery isn't popular enough or old enough that psychologists and researchers have studied it in depth for hundreds of years doesn't make treating it any differently a valid idea. Until someone proves otherwise, I think it's safe to work on the assumption that it's not the universe's sole exception.

Yes, you do learn the skill properly, as you say. But if you're like "it's too hard for me" (let's say a custom menu or party change thing), none of your games will have it. It's better to try and fail, and get constructive criticism on what you just did wrong ("your knife script sucks, take it out") than to be afraid to try. Even getting beat up repeatedly by black belts, at some point, you'll need to step up to make the beatings stop and use the Forbidden Dragon tech. The important thing here is for the first try and for every try, give your best effort, and learn how to use all the functions, from Message to Change Battle Commands. If your second try is a step down, you now know what not to do, and the simple project is a breeze.

“Success teaches us nothing; only failure teaches.”
- Hyman G. Rickover

Every skill I've learned I've had to learn myself struggling through it, because my Attention Deficit made me tune out the easy explanation, so I had to fight through trial and error hell. How did I learn rpgmaker code? By having my first game fail. How did I learn C++ code? Well, I had the background when I was like 15, but I had DynRpg which was outside my range since I barely understand the namespaces. So I coded, and failed alot, and asked/begged for help from Kaze and dragonheartman and Cherry, to the point where they were disgusted with me. My C++ coding is now slightly above average (KazString, while a useful code, is nothing a decent coder couldn't do better, but it's better than anything I learned just from sitting through C++ classes) since I had only minor failures, while The New Earth being a colossal failure, my newest game has its own custom battle system, something I'd never have tried if my first game was a mediocre success.

Don't make your first project with the intent of releasing it. Make a simple game for yourself based on concepts you want to explore and things you want to try to make happen.

This is true, however. You should make an absolutely horrible first game, that's just a tutorial on how to do all kinds of complicated stuff (try a weather system, bank system, party change, etc). That way, you know how to do it, and you have no delusions of it being great. But you have the techniques.
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
Eh. I figure you just grind RPG Maker experience points until you level up high enough to learn the Magnum Opus skill, right?
^ Yes, that's about right.

I agree with bulmabriefs. Go big or go home. RMing = Martial Arts is a stupid analogy. Martial arts builds on fundamentals from previous levels, whereas RMing has independent fields like a bunch of olympic sports. Better to gain exposure to everything than to waffle along one tidbit at a time, spending most of your time doing shit you've already done (assuming you do a series of tiny games).

Go start up a big Suikoden-wannabe or Final Fantasy 6-wannabe game. Shove all the side-quest/minigame/forging/banking/farming/raising/eating shit you can think of into it. It'll probably turn into a spaghetti disaster and you'll have to abandon it, but in the process you'll have developed every skill involved in RMing and even your ideas will have undergone some upgrading by that point.
The next step, with some major experience under your belt, will be to restart with a much clearer vision and the skills to optimize your time usage.
Though I have to admit, this method works a lot better when you don't know Project 1's fate beforehand.
My advice is not to really worry if your first game ever gets released. Your first game is likely to be pretty bad, as you get used to all the tools and stuff. The best solution is to make one game where you just experiment with everything.

Start off small, getting used to the default stuff. Get used to moving events around in cutscenes, calling animations on the map and in battle, getting battles with scenes in it to happen, etc.

Then, once you're familiar with that, start experimenting with the more complex stuff. Skills and status effects that combo, common events, etc.

Then, once you've gotten a good handle on all the stuff that comes with VX, try looking for a few scripts that look useful and then add them in and try using them, and integrating them with your game.

Finally, once you've got a good grasp on all that, you're free to move on to learning how to script. It's by no means required for a good game, but if you want extreme amounts of power, this is the way to go. Personally, I'm not really bothering too much with scripting. I do enough coding for school. I prefer to just focus on the eventing and stuff when using RPG maker.

And that's the basic idea. Start small and work your way up, experimenting with everything. And once you're confident you know the tools, THEN you can make a full on game. And once again, start small. Begin with a project you can realistically finish.

My first serious RPG project (in RMXP) never got finished (it was gonna be a LOOOONG game). But that's fine. Looking back, it was kinda terrible anyway.
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
The problem is people never want to restart. They want to keep doing their first game until it's done and perfect. And it never is. So at best, six years later they release a 90 hour long game that's extremely bad because so many parts of it were made before they had any idea what they were doing.

Of course, this could be solved by not getting super attached to your first game. But, eh, if you tell people to put everything they can imagine into the game, they're probably going to try to create their perfect game that they've been imagining since they were eight years old. It's going to be very dear to their heart, and they're not going to ever be content with "it's not very good, but now you can make another." That seems to be what usually happens, anyway. I know that's what happened to me.
slash
APATHY IS FOR COWARDS
4158
LockeZ pretty much nailed it. Your first project is very very likely going to be your worst, because ~GameDev~ is a skill and you have 0 points in it. Trying to create your masterpiece with 0 skill points will result in a sloppy mess, you'll get mad because it's not going to be the game you see in your head, and you give up.

Making lots of a little things levels up your knowledge of design, programming and art quickly, earns you little boosts of motivation ("I finished a game!") and gets you to the point where you can create a great work. It takes years! But you can still be proud of the little things. Every creator has them.

There's nothing wrong with small games. They're much easier to manage and you can end with a little but concise, tightly-woven project, instead of a stressful tangled heap that you can't finish.

TLDR: Your first game should be SMALL, so you can learn quickly!

Or just read this: http://zenpencils.com/comic/90-ira-glass-advice-for-beginners/
Yes, I completely agree with slashphoenix; it's good to have ambitions, and not content to be 'good enough', but at the same time everyone has to learn the basics. The only way you will have the ability to make your ambitions a reality is to do a large volume of work over an extended period of time.

That's not to say that your first project has to be a chore; my first project was a short little action game that, while not very good gameplay-wise, was a tremendous amount of fun to put together.

That Zen Pencils comic is also dead-on; everyone has a phase where they get frustrated because they aren't good enough, and at the time we don't realize that it's those phases that are the most important. Remember, the more frustrated you are, the closer you are to a breakthrough.
I am sure different people have their own ways of learning. Like I said, if you can learn and improve as you work on the game, good for you. If you need to take it slow, then relax and take things easy, no need to rush. ;)
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