TOTALLY GREEN ON RPG MAKER - HAVE SOME QUESTIONS.
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Hi, noob here.
The extent of my RPG maker experience is the PS1 game (which I'm not even sure is related at all), so bear with me. I'll cut the BS and go right to the questions:
1. How much can you customize your battle system? Like if I hire a programmer, would they be able to make a completely new battle system from scratch or are there rules/boundaries in RPGMaker that lock it down to certain variations of battling? (For example, let's say I want the battle system to all be swipe and tap based for tablets...or if I want like a Mario RPG thing where you can hit the button at a key timeing point to do extra damage, or even larger overhauls.) And what language would I need to hire a programmer for if I can make anything I want?
2. How portable is RPGMaker? I read somewhere there are capabilities to export to iOS and such, but is there a Unity export as well? Basically, I just want to be sure if I make something it can be relatively easily ported to Sony/MS/Nintendo systems.
3. Are animations fully allowable/editable? Like can I have Capcom 2D fighter quality animations for everything if I want?
The extent of my RPG maker experience is the PS1 game (which I'm not even sure is related at all), so bear with me. I'll cut the BS and go right to the questions:
1. How much can you customize your battle system? Like if I hire a programmer, would they be able to make a completely new battle system from scratch or are there rules/boundaries in RPGMaker that lock it down to certain variations of battling? (For example, let's say I want the battle system to all be swipe and tap based for tablets...or if I want like a Mario RPG thing where you can hit the button at a key timeing point to do extra damage, or even larger overhauls.) And what language would I need to hire a programmer for if I can make anything I want?
2. How portable is RPGMaker? I read somewhere there are capabilities to export to iOS and such, but is there a Unity export as well? Basically, I just want to be sure if I make something it can be relatively easily ported to Sony/MS/Nintendo systems.
3. Are animations fully allowable/editable? Like can I have Capcom 2D fighter quality animations for everything if I want?
1. There's a few ways to do this. Some RM engines may be harder than others (no scripting for RM2K and 2k3 official versions can be a hindrance; bootleg versions have some more options because of plugins like dyn_RPG), but yes, you can completely subvert the battle system. You can find examples searching our games database. There's Teenage Mutant Ninja Turtles 4Ever for a beat-em-up example. Here's a shump example: https://rpgmaker.net/games/3640/ It's much easier in XP, VX, VX Ace, and MV with scripts and plugins, and there are a few ready made. You can check out Stories of Shiedh for a nice example of a game that subverts the standard battle system in VX Ace.
2. There are ways to port. MV is the only one actually designed for it. I don't know much about it.
3. One hundred percent yes. You can change simple animations in the database. You can use eventing to animate your whole game. You can use scripting (in the later engines). You're pretty much unlimited here. Lot's and lot's of work though. I've been doing animation, lately, and I have to say, it's the single hardest thing I've ever done in art.
2. There are ways to port. MV is the only one actually designed for it. I don't know much about it.
3. One hundred percent yes. You can change simple animations in the database. You can use eventing to animate your whole game. You can use scripting (in the later engines). You're pretty much unlimited here. Lot's and lot's of work though. I've been doing animation, lately, and I have to say, it's the single hardest thing I've ever done in art.
1) If you want to hire a programmer, I would try another engine like Construct or Game Maker. You don't even need an engine with a coder. You can use framework such as Cocos 2d.
2) No, it's not an easy task. Go with Game Maker or Cocos or something else.
3) Yes.
2) No, it's not an easy task. Go with Game Maker or Cocos or something else.
3) Yes.
Cool.
I've been throwing around the idea of an RPG for a little while now, but I was unsure whether or not I could cut some time and effort by using RPGMaker rather than building an engine from scratch. The overworld and general idea seem like they'd fit fine with most of the built-in and plugin stuff from RPGMaker since that stuff was planned to be more classic style anyways.
So would VX Ace probably be the best route for me?
I've been throwing around the idea of an RPG for a little while now, but I was unsure whether or not I could cut some time and effort by using RPGMaker rather than building an engine from scratch. The overworld and general idea seem like they'd fit fine with most of the built-in and plugin stuff from RPGMaker since that stuff was planned to be more classic style anyways.
So would VX Ace probably be the best route for me?
I do strongly recommend VX Ace. If you want to be able to port, though, MV would probably be the better choice. If you're making a 16-bit overhead RPG, RM will cut out a lot of the work you'll have to do. Each engine has their own advantages (example: RM2K and 2K3's variables both have pointer functions. All later engines do not. Conversely, XP, VX, and VX Ace allow scripting while MV is set up for plugins). The basic program is very easy to work with. Eventing will take practice. You will be tempted to abuse your switches. I do strongly recommend you look at our tutorials on variables as they are the better choice in the vast majority of cases, and the engine has a limit on how many of each you have. VX Ace's scripting options pretty much give you limitless versatility. Plus, Steam often has sales where you can get it for 12 dollars.
I've used RPG Maker's RGSS (Ruby Game Scripting System) to completely disavow the entire RPG engine and build my own game mechanics from scratch. In this way, you can definitely use RPG Maker to program any kind of game, as if it were a Ruby runtime environment. I've laid the groundwork for a 2D 3D maze game, a submarine combat game, even my own RPG engine. Some people have even programmed network games.
One thing to keep in mind is that RPG Maker VX Ace has a faster graphics-rendering engine than RPG maker XP. Both can do 60 frames per second, but RPG Maker VX Ace does it natively. With XP, which runs 40 frames per second natively, you have to make sure your code is pretty efficient before you can do 60. RPG Maker VX Ace also allows the developer to change the resolution of the game.
One thing to keep in mind is that RPG Maker VX Ace has a faster graphics-rendering engine than RPG maker XP. Both can do 60 frames per second, but RPG Maker VX Ace does it natively. With XP, which runs 40 frames per second natively, you have to make sure your code is pretty efficient before you can do 60. RPG Maker VX Ace also allows the developer to change the resolution of the game.
The porting is really the biggest issue. Both XP and MV have a limited portability. MV's one is built-in an there should be a converter for XP. Ace is still bound to Windows.
You should try out several engines, they all have some kind of a free trial, and choose the one, which suits you best.
You should try out several engines, they all have some kind of a free trial, and choose the one, which suits you best.
1. Lots of scripts and plug-ins exist for different battle systems for VXA and MV. Though scripting support by the community for VXA has largely ended since MV came out, so what's out there now is pretty much what you're gonna get (and you should grab them now, as more VXA sites are going offline and dead links are popping up everywhere you look). If you're hiring a programmer to build something from scratch, you're better off with MV because it uses Javascript whereas VXA uses a Ruby variant called RGSS3.
2. MV can port to other platforms. I haven't really used it but the capabilities of such have been described as incomplete. MV's file sizes are also massive, which I hear causes problems with the HTML5 export.
3. Yes. Go wild.
2. MV can port to other platforms. I haven't really used it but the capabilities of such have been described as incomplete. MV's file sizes are also massive, which I hear causes problems with the HTML5 export.
3. Yes. Go wild.
MV doesn't have a free trial I don't think, which is crazy because its $80. Also, I'm really intrigued about the whole export to mobile thing which is only available on MV.
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