GAMES THAT USE RTP GRAPHICS?

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When you see a game that looks like it relies heavily on RTP graphics, would you give that game a low rating despite it's overall quality? What I mean is, would you judge the entire game based on the fact that it uses RTP graphics and completely ignore everything else, such as how those graphics are used, story, plot, characters, ect.?
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
Some people would... I personally don't really mind.

But I think using RTP gives you a greater responsability to achieve an 'interesting' atmosphere by relying on other means. (music, custom fonts, menus, etc... SOME kind of new mechanic or well polished known mechanic, I don't know, whatever other means).

EDIT:


compare this


with this


both are RTP based, but one looks more interesting than the other, right?

short answer: no

less short answer: http://rpgmaker.net/games/82/reviews/ (someone was going to mention it)

slightly longer answer: if you go into a review with this kind of mindsight you have no business reviewing games, rpg maker or otherwise
author=geodude
if you go into a review with this kind of mindsight you have no business reviewing games, rpg maker or otherwise

My thoughts exactly. It's like a commercial reviewer saying Final Fantasy VI on SNES isn't any good because the visuals are outdated.
...No. Reason? I think my title sums it up nicely. ^.^ Seriously, though, I'm a fan of most of the RTP and I've seen (and done) wonders created with it. It's a very cheerful set that's easy enough to edit and hell, it can look just as good as ripped or custom stuff if used well.

Now, badly used RTP is another thing, but then again, so are badly used rips and customs.
It might be the case that people see the choice to stick with RTP as a warning flag. "If the developer didn't care enough to use custom graphics, maybe he settled for mediocre writing and mapping too."

For me, custom graphics aren't a requirement. I've always been drawn to unique mechanics anyhow.
If I see a game that uses RTP, it's very unlikely that I'm gonna play it. But if I do play it for some reason, I guess the fact that it uses RTP wouldn't affect my judgement much.
No gameplay, graphic, story etc. element really makes the game automatically better/worse - it depends almost entirely how it is implemented and how these elements synergize with eachother.
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
RTP graphics are bad. Many other better sets of graphics are available - even legally freely available for that matter. If the author was not willing to spend this effort to make his or her game look better, that indicates to me a lack of willingness to spend effort on the game overall. That is not always the case, but statistically, it's a very good indicator, and thus it's enough to make me not download the game.

In extremely rare cases I've seen RTP used well to make an entire game. In many more cases I've seen RTP combined with other graphics in a way that worked vastly better than RTP by itself. If your game uses RTP and still looks good, be sure to include lots and lots of great screenshots to convince me of it. Otherwise I'm going to assume the reason you used RTP was that you cared more about it being easy to make than about it being good, and that this is indicative of your overall design methodology.

As for a review, no. Once I'm playing the game, I'm going to judge how good it actually is. But when I'm deciding whether to download it, I have to judge how good it will probably be, and RTP is a big warning flag.
RTP graphics are bad. Many other better sets of graphics are available...

Aww, c'mon. You can't really put any graphical style above another, they all have their own qualities; if anything, what makes RTP look "bad" is its "over-exposure", but for anyone to admit that is their reason to dislike the RTP would be shameful, unless is the kind of person who also stops listening to a band after they go "main-stream" or something like that. xD

Otherwise I'm going to assume... ...you cared more about it being easy to make than about it being good...

Yeah, I this also sounds bad... I think is just as easy to assume people use RTP simply because they like it, isn't it? Besides, what if 'graphics' is not one of some people's strengths? why condemn them for relying on the RTP "easiness" to cover for that, especially when it means they get to focus in other aspects of the game in which they are more capable? Sure, that wouldn't be ideal, but neither would it mean the author just didn't care.
_
Personally, I don't like the rtp much, especially 2k/3/Vx's due to their modular nature, (Xp's is fine though) but that would never stop me from playing/enjoying or reviewing objetively anyone's game.
author=LockeZ
the last couple of RTP graphics are bad.
Personally, I've found that the only real problem with RTPe is the Music and (some) of the sound effects...

author=LockeZ
If the author was not willing to spend this effort to make his or her game look better, that indicates to me a lack of willingness to spend effort on the game overall.


I agree totally with this in reference to the RTPe Title/Game-over/Battle-Sprites etc...
But personally I have found that with just a lil tweaking either using a Tint Command or with IDraw that RTPe CharSets and ChipSets are just as good as any others, mainly coz its the Artist that uses the Palette not the other way round...

Another benefit of RTPe is that they do not come with cultural baggage... If you use Rudra ChipSets or Tales of Phantasia Characters, they infer your personal experiences of said games on the 'New' game you are playing...

Also quite ironically, RTPe is the most commonly distributed graphics in the Community (Coz you get them when you download) and yet they are so rarely used that they can be described as niche and also, dare I say it... unique and not clichéd... *gasp* lol

But then I would say that... HA

http://rpgmaker.net/games/940/images/
If a game looks good, it looks good regardless of what graphics you're using. Ditto if it looks bad. Granted, your chance of making the game look good is affected by what graphics you're using, but in the end it boils down to how well it looks.
I find it fine for a beginner game at the very least. That said, if you aren't going to put effort into the graphics of the game, or the music, then put effort into the mechanics so that your game isn't one of the several others that are out there. Experiment a little, try new things. It's your game, make it fun.

Yeah, not what I thought I was gonna say when I wrote this.
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 think the main problem I have with the RTP is its lack of versatility. I look at the RMXP RTP and it simply lacks so many things. There are only a very small number of objects available in each of the tilesets. There aren't enough types of ground, enough types of walls, enough types of anything. There's so little variety. I want each house to look different. I want interesting environments that each look unique and each have a theme.

Where's the RPG Maker XP RTP's factory chipset? Where's the autumn cliffside chipset? Where's the wasteland? Where's the dense forest? Why do all five of the cave chipsets only have three or four types of rocks in them, a few small plants, minecart tracks, and almost no other objects? Shouldn't a cave be able to have wood bridges, stone bridges, dwarven buildings carved into the stone walls, statues, crumbling pillars, vines, holy shrines, ships docked in cove ports, entrances to underground temples, tents, military defenses, piles of treasure, pirate flags, forty different types of small rocks and pebbles, dozens of different-looking stalagmites and other rock formations, walls curved in every possible way, and so much more?

When I say RTP is low quality, it's not the style of the RTP I dislike. It's the content. When you use RTP, your game's content is limited to content that can be expressed in the RTP. It's almost unimaginable that someone would want to create a game that just happens to only need exactly the same objects, monsters, tiles, and other graphics that are in the RTP. Instead, what generally happens is one of the following:
1) You think, "It would be neat and fitting to have a giant underground dwarven city carved into the stone." But the RTP doesn't support that, so you put the city above ground instead. You've sacrificed the integrity of your design for the sake of ease.
2) You think, "It would be neat and fitting to have a giant underground dwarven city carved into the stone." But the RTP doesn't support that, so you attempt to patch together some sort of crude facsimile out of the RTP tiles, and it looks awful. You've sacrificed the quality of your game for the sake of ease.
3) You look over the tilesets you have, and decide what areas your game should have based purely on the resources you have available. Whether other options would be neat or fitting never crosses your mind - you only consider options that are in front of you. You've sacrificed your originality and creativity for the sake of ease.

In this example I used an overall theme, "giant dwarven city." But the same thing applies each time you place a tile. When you put a wooden crate in a building instead of a steel one, you go through the same mental process. When your dwarf enemy is wielding an axe instead of a hammer, you go through the same mental process there too.
Versalia
must be all that rtp in your diet
1405
While I agree with LockeZ's post, Point #3 is something that happens in every development project. You look at your current resources, you look at your projected resource requirements, and you decide to work within your means. I can't tell you how many design decisions in professional and commercial games have been made based on "this is all we have left to work with and we don't have the budget/talent/time left to come up with our own." After all, I can't really blame somebody for deciding to not make a shitty-looking RTP dwarven underground city if they KNOW it will look shitty and they KNOW they aren't good enough at editing to make it happen with custom tiles/can't find an appropriate rip. Is it technically cutting corners, or purposely taking a hit to overall quality? Maybe. But would you rather have seen that person poorly-execute a shitty-looking RTP city because it was all they had to work with or skip it in favor of something that looks better with their RTP tiles?

Note for easy editing: turn wood to stone or steel with the magical grayscale/saturation 0 setting
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
When I make maps, I admittedly sometimes *start* with an RTP tileset. When I don't, I start with some other simple tileset. But then when I get to a spot on the map and decide, "it would look good to have a taller vase here," I edit the tileset and add a taller vase to it. And then when I decide, "These vases need to each have a different type of plant in them," I edit the tileset and add 10 vases with different types of plants in them. That's how I build maps. There are other ways, but this is my method, and I like it because I'm never limited to any tileset's contents, so I don't have to sacrifice integrity. It takes a lot longer though. And it's borderline impossible in VX.

Granted, yes, point #3 still happens. I mean, I'm not using 3D graphics for exactly that reason. But I try to do as much as I feel is reasonable. I'm sure different people think different amounts of effort are reasonable. I don't feel that learning how to do 3D modeling is a reasonable use of my time, and I don't feel like taking art classes until I'm able to make hand-drawn backgrounds that don't look like they were scribbled by a ten-year-old is a reasonable use of my time, but someone else might. Or they might already have those skills. I do, on the other hand, feel like downloading hundreds and hundreds of tileset and enemy and animation rips from commercial games and piecing them together is a reasonable use of my time. But someone else might not, and I guess I can't blame them.
Versalia
must be all that rtp in your diet
1405
author=LockeZ
When I make maps, I admittedly sometimes *start* with an RTP tileset. When I don't, I start with some other simple tileset. But then when I get to a spot on the map and decide, "it would look good to have a taller vase here," I edit the tileset and add a taller vase to it. And then when I decide, "These vases need to each have a different type of plant in them," I edit the tileset and add 10 vases with different types of plants in them. That's how I build maps. There are other ways, but this is my method, and I like it because I'm never limited to any tileset's contents, so I don't have to sacrifice integrity. It takes a lot longer though. And it's borderline impossible in VX.

It's funny because I was 100% agreeing with you, and this is also how I do my mapping, until you said it was borderline impossible in VX. Which it isn't. Because that is what I am using. Successfully. But that aside:

The effort you described is what I would also consider reasonable. All of those things are well within any given person's range of ability (downloading tons of rips etc). So I guess I WOULD hold it against someone if they didn't even bother to do that much; I just see, WAY too often, someone who is obviously trying to execute something their tileset can't live up to; and in that case, I'd rather you have stuck to the realm of safety. I can, in fact, think of at least one specific screenshot I saw lately where the mountain tiles did not match up smoothly at all, and the creator didn't seem to care. Try and edit the tileset, OR use it the way it was meant to be used - don't hack things together.
When I use VX I just re-color everything independently in Paint.Net using the hue toggle and just mess around, I'm trying to see If I can make an alien universe with blue trees and purple purple cliffs ( which was already included in the rtp ) or just make a mess of the vx rtp.





As mentioned theirs no problem using rtp as long as something either the story, games atmosphere, features, battles system is a little different like some simple recoloring or the default vx rtp can create an alien world, why because blue trees are uncommon in games but its still rtp.



I think its more about if you can use rtp creatively that matters since it will be a disadvantage if your game looks like all the other rpg maker rtp games even if it has alot more to it, the first impression will be ruined but I don't think this is an issue for reviews more of for the players who generally see alot of rtp already.
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
Oh, it is possible in VX? I was under the impression that VX had a maximum number of tiles and a maximum number of tilesets, which makes it difficult for any alternate or edited tileset to actually offer more versatility than the RTP. I guess I'm vaguely aware that there's some sort of script you can use to partially get around it but I never did check up on the details. (I use XP these days.)
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