FROM THE PAST
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I like SNES style graphics, which is why I was drawn to RPG Maker. I map, do some romhacking, edit levels, and try my hands at pixel graphics as a hobby.
I discovered RPG Maker in around 2007. My first games include Moon Dragon Ent.'s Amnézia and Emlékcsavar (doubt any of you heard of these, they are the first ever Hungarian RPG Maker games), Unterwegs in Düsterburg, Legend of the Philosopher's Stone, and Romancing Walker.
I was never part of any RM community except the Hungarian one (which has pretty much died out by now thanks to constant flame wars and egotistical people in charge of websites). The only old name I know of is CherryDT.
I have a question: Are oldschool games still sought after?
I speak of the time when people would use assets from squaresoft's RPGs (FF, CT sounndtracks; Rudra, CT, Seiken 3 tileset rips), and just generally create games as a hobby with no aim for profit gain.
At first glance, the current RM community is filled with these modern-looking VX/Ace/MV/MZ games and people (trying to) make money off these, with resouce packs having grown into an individual business themselves.
It made me question whether I have a place here with my old-fashioned approach.
I discovered RPG Maker in around 2007. My first games include Moon Dragon Ent.'s Amnézia and Emlékcsavar (doubt any of you heard of these, they are the first ever Hungarian RPG Maker games), Unterwegs in Düsterburg, Legend of the Philosopher's Stone, and Romancing Walker.
I was never part of any RM community except the Hungarian one (which has pretty much died out by now thanks to constant flame wars and egotistical people in charge of websites). The only old name I know of is CherryDT.
I have a question: Are oldschool games still sought after?
I speak of the time when people would use assets from squaresoft's RPGs (FF, CT sounndtracks; Rudra, CT, Seiken 3 tileset rips), and just generally create games as a hobby with no aim for profit gain.
At first glance, the current RM community is filled with these modern-looking VX/Ace/MV/MZ games and people (trying to) make money off these, with resouce packs having grown into an individual business themselves.
It made me question whether I have a place here with my old-fashioned approach.
There are still a plethora of games that are made by hobbyists that do not seek to gammak for profit. Though, I suppose there has been a movement away from using ripped resources, that doesn't mean it doesn't happen.
For my own part, when I do use rips, it's music. Though, there was a game some five-ish years ago I did that ripped graphics from Wing Commander - Privateer.
For my own part, when I do use rips, it's music. Though, there was a game some five-ish years ago I did that ripped graphics from Wing Commander - Privateer.
author=Karsa
I have a question: Are oldschool games still sought after?
I speak of the time when people would use assets from squaresoft's RPGs (FF, CT sounndtracks; Rudra, CT, Seiken 3 tileset rips), and just generally create games as a hobby with no aim for profit gain.
Moonsong: First Verse uses Romancing Saga 3 sprites and has been nominated this year for: Best Eye Candy, Excellence in Narrative, Best Short Game, Most Content Award and Game of the Year.
There are very few of us now, But Don't worry, You're among friends here Karsa ♥️. ;)

author=MarrendTo be precise, I did not mean games with ripped graphics exlusively, rather those that recapture the feeling of the SNES-era games and games made in the old era of RM2000/3 - games with rips just happen to define this.
There are still a plethora of games that are made by hobbyists that do not seek to gammak for profit. Though, I suppose there has been a movement away from using ripped resources, that doesn't mean it doesn't happen.
For my own part, when I do use rips, it's music. Though, there was a game some five-ish years ago I did that ripped graphics from Wing Commander - Privateer.
I'm so out of the loop that the last thing I know is that RM games apparently have a bad reputation now due to many RM VX (and after) first projects being sold for money, or at least according to some youtubers. Personally, when I looked at the official RM site, I did notice a shift in attitude.
I've always sought for games with simplistic graphics (2D pixel art, tile-based maps, no photoshop effects and panorama mapping and the like) and well-written, engaging stories; and great atmosphere.
author=LordBlueRouge:) I see it uses the Sub-Zero Snowfield mountain from SD3 and portraits from at least one FE game (I recognize FE8 Saleh and FE8 Duessel).
author=LordBlueRougeI assumed there'd be just a few people, if any. Do you stick together, discuss ideas amongst each other - is there any fear of ideas getting stolen if you do?
There are very few of us now, But Don't worry, You're among friends here Karsa ♥️. ;)
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Karsa
I assumed there'd be just a few people, if any. Do you stick together, discuss ideas amongst each other - is there any fear of ideas getting stolen if you do?
A lot of people are afraid of idea theft, but it's a silly fear for two reasons:
1) Most people have their own ideas that they want to do much more than anyone else's ideas;
2) Even if someone happened to steal your idea, the implementation is going to be completely different! Your unique worldview, aptitudes, and preferences will always make the resulting work distinct from everything else.
The biggest reason not to talk about your ideas isn't theft, it's the risk that you'll feel satisfied after just talking about it and never finish it!
ETA
author=Karsa
I'm so out of the loop that the last thing I know is that RM games apparently have a bad reputation now due to many RM VX (and after) first projects being sold for money, or at least according to some youtubers. Personally, when I looked at the official RM site, I did notice a shift in attitude.
RPG Maker games have always had a pretty bad reputation. It's always going to be a problem in engines that are pretty user friendly: lots more people will finish a game, so there's lots more games from that engine, and 90% of everything is crap. Combine that with RPG Maker's distinctive aesthetics and it's suuuuuper easy as a player to notice all the crap and get discouraged.
author=Karsa
To be precise, I did not mean games with ripped graphics exclusively, rather those that recapture the feeling of the SNES-era games and games made in the old era of RM2000/3 - games with rips just happen to define this.
I'm so out of the loop that the last thing I know is that RM games apparently have a bad reputation now due to many RM VX (and after) first projects being sold for money, or at least according to some youtubers. Personally, when I looked at the official RM site, I did notice a shift in attitude.
Theia: The Crimson Eclipse by LolloRocketDiver
Given that it's been featured, this game needs little introduction. It's an epic Italian RPG Maker game recently translated and fully playable in English! I've been playing it off and on and it's really a treat, feels like a super pretty RM game you'd see posted in screenshot topics never to be released because of how polished it is. Only now it exists! I enjoy a lot of the visual details and how the animations all come together, there's some pretty cool stuff. I'll probably post more opinions when I get farther into the game, I've also been meaning to set this up to be played on my TV with a SNES controller because I'm one of those people -- Darken
Karsa, you might want to check out Theia: The Crimson Eclipse, it won Game of the Year last year. RMN is a small site now, with steady traffic but people still make games like this here. :)
I talk about my game ideas very freely around here. If someone wants to steal one of my ideas, I really don't mind, especially if it makes their game better. If people are stealing ideas from me, it ironically means that I'll probably enjoy whatever game they make more XD
I've never found idea theft to be an issue, and I don't think I ever will, unless people start literally copying my story one-for-one or something crazy like that. And even if that happened, as Sooz pointed out, it would still probably end up being a very different game. The things I end up not talking about are more often just stuff I want to surprise people with.
I've never found idea theft to be an issue, and I don't think I ever will, unless people start literally copying my story one-for-one or something crazy like that. And even if that happened, as Sooz pointed out, it would still probably end up being a very different game. The things I end up not talking about are more often just stuff I want to surprise people with.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Actually that could be a pretty fun event- everyone makes a game based on the same idea.
Or everyone submits an idea and you have to pick one aside from your own and make a game off of that :DDD
author=Karsa
I have a question: Are oldschool games still sought after?
I'd say they're still sought after, but their audience is a lot more niche than it was 10 or 15 years ago. A good majority of people still seeking out SNES-style RPGs are the people who grew up with them, mainly people in their late 20s and beyond if they haven't already "aged out". Breaking into a younger audience can prove challenging because most kids and teens now didn't grow up with the same games that we did.
Even then, it's never a bad idea to have some sort unique spin on your game if you're going for the traditional approach. Players who are well-versed in JRPGs will know all of the tropes and, unless you know how to embrace the formula extremely well, including something they don't expect is a great way to keep people engaged with something new.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=unity
Or everyone submits an idea and you have to pick one aside from your own and make a game off of that :DDD
Only if there's a limited enough number that each idea gets done at least twice, since the point is to show how utterly different in execution the games would be!
author=Sgt M
Even then, it's never a bad idea to have some sort unique spin on your game if you're going for the traditional approach. Players who are well-versed in JRPGs will know all of the tropes and, unless you know how to embrace the formula extremely well, including something they don't expect is a great way to keep people engaged with something new.
The old "Why should I play your game instead of Final Fantasy IV again?"
author=kentona
There has been RPGs made since the SNES?
Oh man, Final Fantasy 7 is gonna BLOW YOUR MIND, BRO!!!!
For what it's worth I'm very much in the same mindset of preferring the less complicated old-school, SNES-y look when it comes to RPG Maker games - and I'm deffo not the only one around here.
Welcome to RMN!!
Welcome to RMN!!
author=Sooz
A lot of people are afraid of idea theft, but it's a silly fear for two reasons:
author=Sooz
RPG Maker games have always had a pretty bad reputation. It's always going to be a problem in engines that are pretty user friendly: lots more people will finish a game, so there's lots more games from that engine, and 90% of everything is crap. Combine that with RPG Maker's distinctive aesthetics and it's suuuuuper easy as a player to notice all the crap and get discouraged.
From my own experience, RM2000/3 games always needed a little extra to stick out. My first ever game, Amnézia, only used assets from the RM2000 RTP, but it was a short story-based game with multiple endings dependent on elements more akin to adventure games (inspecting the environment for clues and staying on the good side of the heroine, the final area felt like traditional detective fiction), with minimal battles (a set of mandatory fights + 2 areas for grinding where you could easily gain 10 levels). It became quite a success in Hungary. The other succesful Hungarian game is Dragon Blade and its sequels. These games (made in RM2000 as well) always introduced new systems, most of which felt like experiments that turned out either good or annoying and dysfunctional (various ABS, then a fake real time BS, menu systems, buggy stealth sections, simple card games, minigames with terrible latency in the controls, footprint effects in sand, wave effects for walking in shallow water, the list goes on). These games owe their success to these systems, because nobody else could make something like them. (Well no surprise, not everybody studies to become a programmer....) As a result, there were attempts to steal these systems from the Dragon Blades. Another case of theft I saw was in a game obviously inspired by Unterwegs in Düsterburg. The story was the same, the graphics were the same, the custom animations taken without ever crediting the source material...
This isn't to say I'm afraid of theft. Thankfully, I've never had that happen to me. It's just people are likely to steal, even if only out of admiration.
author=Sooz
The biggest reason not to talk about your ideas isn't theft, it's the risk that you'll feel satisfied after just talking about it and never finish it!
Hehe. I like this thought. I have a story to go along with it, sorry if it's a little ranty. Although I did happen to abandon too many of my projects, the reason wasn't this, but because of others. I tried to be nice, even though my tastes and opinions heavily differ from that person's, I let a friend suggest some ideas for my own project because he was kind enough to write me into his game for helping out (with expert level stuff), but my efforts were never appreciated. Whenever I did something, I always got the remark that I could do better (and some harsher comments...), but when I was helping with that person's projects, he called my work amazing. One time I was asked for a short side story to create for this friend's birthday. I spent half a year, adding in, among other things, a custom battle system that didn't have any screen transitions like Chrono Trigger's and pixel drawing charset animations - it didn't feel too much because I was friends with that person and I liked designing dungeons, and what did I get? It was so terrible, he never finished playing it. The "problem" was with the base idea. I forgave this after half a year. Then I thought about creating a small game related to my main game for this Christmas, again, I allowed some easter eggs to be placed in reference to a friend's game, then right on Christmas Eve I was told I'm a jerk for not wanting to be friends with certain people. I'd really had enough at that point. I've always been helpful to everyone interested in RM, but I'm becoming disenchanted. I've always preferred doing everything by myself, not much of a team player, and these sorts of things made me question whether I should let people in on my ideas at all. ...oh well, it's not like I can't get over it.
author=unity
The things I end up not talking about are more often just stuff I want to surprise people with.
I feel similar. I like giving small sneak peeks of my projects, but always keep a few big things secret so as not to spoil the fun. I also don't like showcasing too much because I don't want to get peoples' hopes up. It's better to put out the finished game or maybe 1 demo (which doesn't make it feel episodic). Whenever I begin something, I've always worked out the logical connections and the endgame beforehand (usually in my thoughts, before falling asleep).
author=Sgt M
Even then, it's never a bad idea to have some sort unique spin on your game if you're going for the traditional approach. Players who are well-versed in JRPGs will know all of the tropes and, unless you know how to embrace the formula extremely well, including something they don't expect is a great way to keep people engaged with something new.
I've never found it necessary to learn tropes and study formulas. I like to go with what I come up with. The battles and mechanics aren't the most important elements of JRPGs for me, it's a great story I want.
author=Yellow Magic
For what it's worth I'm very much in the same mindset of preferring the less complicated old-school, SNES-y look when it comes to RPG Maker games - and I'm deffo not the only one around here.
Welcome to RMN!!
I simply can't get into the modern graphics. They feel over done, the games over designed. As I mentioned above, I prefer a great story to everything else. (However, one of the main things I love doing is mapping and level design. They're worth nothing without a story to carry the game.)
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