WHAT'S YOUR FAVORITE GAME MAKER?
Posts
There are many game makers out there, some are great, some not so great. So, what's your favorite Game Maker, and why?
My favorite is VX Ace just because of all of them that I tried it's the easiest to understand, creating events isn't to big a hassle, and it has some nice features. I really did like the tileset in XP the dirt road actually looked a lot better then in Ace, but other then that...Ace is more likely my main go to.
My favorite is VX Ace just because of all of them that I tried it's the easiest to understand, creating events isn't to big a hassle, and it has some nice features. I really did like the tileset in XP the dirt road actually looked a lot better then in Ace, but other then that...Ace is more likely my main go to.
First is VX Ace, and second goes to XP.
RMXP's unrestricted nature with its resources made it the most comfortable maker to work with, without the feeling of wrestling or performing some unintuitive trick like with the VX series. The RTP that came with it was diverse enough to fulfill most of your needs out of a fantasy game, and to this day I miss being able to add fog effects without scripting. It's biggest killer, however, was its horrible optimization and awful battle system.
Ace is the most stable and offers much better control over your battle mechanics. Everything is better organized and the addition of Region IDs is a huge boon. I just wish its mapping system wasn't infuriating and the engine overall being less restrictive about its asset and resolution standards.
I like to think of VX/Ace as the engine that makes crummy/basic-looking games with good gameplay, and XP as the engine that makes gorgeous-looking games with terrible/mediocre gameplay.
My dream engine is one that merges the two together, essentially.
RMXP's unrestricted nature with its resources made it the most comfortable maker to work with, without the feeling of wrestling or performing some unintuitive trick like with the VX series. The RTP that came with it was diverse enough to fulfill most of your needs out of a fantasy game, and to this day I miss being able to add fog effects without scripting. It's biggest killer, however, was its horrible optimization and awful battle system.
Ace is the most stable and offers much better control over your battle mechanics. Everything is better organized and the addition of Region IDs is a huge boon. I just wish its mapping system wasn't infuriating and the engine overall being less restrictive about its asset and resolution standards.
I like to think of VX/Ace as the engine that makes crummy/basic-looking games with good gameplay, and XP as the engine that makes gorgeous-looking games with terrible/mediocre gameplay.
My dream engine is one that merges the two together, essentially.
Yeah I know what you mean. I only tried the trial version of XP, but I liked it. The mapping is a bit hard for me as far as houses went but I did like it. The RTP was a lot better then Ace.
I never liked XP's RTP. It's terrible, washed out, mess of pixels.
At least the battlers are okay.
I love 2k and 2k3, but I found that the database parts of Ace really make it more worth using and the RTP, while square, isn't too bad.
At least the battlers are okay.
I love 2k and 2k3, but I found that the database parts of Ace really make it more worth using and the RTP, while square, isn't too bad.
I'm not going to lie. 2k3 and VX Ace are the best RMs there are. 2k3 is like 2k on steroids and VX Ace fixes a lot of the screwups Enterbrain has made since. Still, my favorite actual game maker has to go to Unity. I know it's not as easy as Unreal, which I love, but the versatility of just being able to write scripts for whatever you want your characters and environments to do and just drop them into the game folder cannot be overlooked.
I find 2k3 hard to use, mapping on there is confusing to me. I do like it, just hate how everything is meshed together. Creating events is a mess too.
No it's not. Making a good looking cliff map near a river took me like an hour in 2k3, in vx ace it only takes me like 5 minutes.
author=pianotm
How so? It's exactly the same as on VX Ace.
It actually isn't. A single tileset file is interpreted into two separate layers in the engine. The core difference, however, is that the "bottom layer" isn't the "autotile layer", it's just the layer that isn't friendly to transparency or overlapping on other tiles, while the second layer is for everything else.
It's confusing when you are transitioning to that from Ace or XP. Also, no self-switches makes it so that your chest events consume over half your available slots for global switches. It was cumbersome to manage.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
I'm with Ratty on this one. XP's mapping system was fantastic, but it had some terrible limitations. (The way music is played does not allow for music looping at all? What the heck?)
VX Ace outclasses it in basically everything but mapping by such a leap that I like it way better. But a return of XP's mapping in a new maker would definitely be a welcome sight. This swapsies event I was presented with annoying autotiles not behaving the way I wanted them, to which my little brother said: 'Learn to shift map.' So I did, and that definitely helped, but loving XP's mapping so much I went out of my way to make above events out of the top parts of every wall just so you can walk behind it.
VX Ace outclasses it in basically everything but mapping by such a leap that I like it way better. But a return of XP's mapping in a new maker would definitely be a welcome sight. This swapsies event I was presented with annoying autotiles not behaving the way I wanted them, to which my little brother said: 'Learn to shift map.' So I did, and that definitely helped, but loving XP's mapping so much I went out of my way to make above events out of the top parts of every wall just so you can walk behind it.
VXA would be my favourite, simply because it currently is the engine I spend the most time using. If I had any other engine, XP for example, then I'd probably choose those instead.
Before that, it used to be flash. Yes, flash. That macromedia flash 2004 thingy. I know it isn't exactly a game making engine, but me and my friends made quite a lot of stuff with it. From CYOA's, to simplistic fighting games, to clones of then popular games like Angry Birds or Tetris. Suffice to say, that it was needlessly tedious to actually make anything there. Stencyl made things easier, but at that point I already lost most of my interest.
Before that, it used to be flash. Yes, flash. That macromedia flash 2004 thingy. I know it isn't exactly a game making engine, but me and my friends made quite a lot of stuff with it. From CYOA's, to simplistic fighting games, to clones of then popular games like Angry Birds or Tetris. Suffice to say, that it was needlessly tedious to actually make anything there. Stencyl made things easier, but at that point I already lost most of my interest.
MV does allow access to TileD which is more flexible than XPs mapping system, so that's a thing.
(If you want mapping in MV not to be hella blocky, check out TileD - it's free and you can have as many layers as you like, all separate from each other, with as many graphical assets as you want added in. Also, whichever tile grid you like, too. The only issue is that it's a bit harder to pick up and get used to, but overall it's like XP mapping evolved. Without the ugly, washed out colours.)
(If you want mapping in MV not to be hella blocky, check out TileD - it's free and you can have as many layers as you like, all separate from each other, with as many graphical assets as you want added in. Also, whichever tile grid you like, too. The only issue is that it's a bit harder to pick up and get used to, but overall it's like XP mapping evolved. Without the ugly, washed out colours.)
Unity! But mostly because it's the one I have the most experience with. I feel really comfortable with it and can prototype pretty much anything I want fairly easily :D
ika. i once made an arrow cursor in it
jk, definitely ace for everything jeroen said. it's stable, malleable and i know how to use it. the mapping could be a little better but it's better than its immediate predecessor and follow-up...
jk, definitely ace for everything jeroen said. it's stable, malleable and i know how to use it. the mapping could be a little better but it's better than its immediate predecessor and follow-up...
I'd have to go with rm2k3.
From what I've tried, XP seems to have the worst mapping system, mainly due to the lack of auto-tiles. Ace is my favorite, since it improves upon most of VX's limitations.
The scripts made for VX are on an entirely different league though, compared to all of the other engines. I don't understand why all of the scripters had to make all the good ol' VX scripts so unnecessary hard and annoying to implement/use.
The scripts made for VX are on an entirely different league though, compared to all of the other engines. I don't understand why all of the scripters had to make all the good ol' VX scripts so unnecessary hard and annoying to implement/use.





















