GRETGOR'S PROFILE

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.

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Whatchu Workin' On? Tell us!

author=ellenor
Making 3d models with pixelart textures on them.
(3d software screenshot, so default shading for now.)
Sorry for the maaaany objects with no textures at the moment.

Afterwards it will be imported into the game engine and get a pixelart toon shader instead of the default shader.

Just noticed that it goes way faster making 3d models and add my pixelart as a texture than just go full 2D, I was making pretty big tiles...

Not gonna lie, this is a great idea, but it sounds like a looooot of work. Merely thinking about all the work it's gonna be to line everything up makes me feel lazy.

Still, I hope everything turns out great!

What are you thinking about? (game development edition)

So, suppose, in a very hypothetical situation, that I were to make a free browser game, okay? Just for the sake of the argument.

Would I be able to host it directly on my RMN project page, or would I have to host it elsewhere?

[RM2K3] CBS - is it worth it?

@Darken: Other than the price thing (more on that later), I think you're right. Once you have all the engines you need already coded into Game Maker/Godot/whatever, you don't need to make them again, and they're a lot easier to maintain than a pile of event commands or, even worse, a system someone else made that you can't change at all.

So, yeah, I guess CBSes in RPG Maker are becoming more and more of a novelty the more new tools become available. That said, I still love that kind of stuff, for nostalgia and for the challenge. Like building a functioning church organ out of bamboo, you're probably not gonna play it in a church, but it's still a really cool creation. I love seeing what people do with this stuff, and how far they can take such a limited engine. Besides, some of them are also pretty good games in their own merit, even ignoring the fact that their custom systems were made in RPG Maker 2003.

I was originally going to disagree with the points you brought up, but the more I tried to think of a well argued response, the more I realized I'm being moved primarily by nostalgia and my own insecurity. It's just that, unlike the games I mentioned before, that manage to be good games even ignoring the fact that they stretch the limits of RM2K3, I fear that I'd be unable to make my own games stand out for anything other than me showing off how good I am at the RM2K3 eventing system. I need to start learning game design, animation, all that stuff, and it all feels so daunting.

As for the money thing:

Darken
On a decent sale you can get GMS2 for only 40 dollars more than
rm2k3's price, idk I never get the complaints about software under $100 being a pay wall.

Yeah, thing is, as an unemployed guy in Brazil living off a rather anemic doctoral scholarship, I technically could buy myself an expensive engine like that, but it'd set me back on other things, from groceries to bills. There are several people out there who are not as wealthy as the average American but still want to make games and, for them, 100 bucks is definitely a setback. I guess there's still Godot, but again, it is not nearly as easy to use as GMS 2. Maybe I should just git gud and start actually learning Godot, but I digress.

[RM2K3] CBS - is it worth it?

In my opinion, it depends on what exactly you want to do with your battle system. If you really want to do something that is not possible to do with the DBS, then yes, go for it. Making your own custom battle system will provide you with a level of creative freedom you wouldn't have using the DBS, even if you went through the trouble of learning to use that annoying eventing system the DBS offers.

Also, I, for one, believe it makes sense to make a CBS in an RPG Maker game for more than just the mere challenge of it. I can kind of understand the point brought up by other people here, that if you're willing to go this far to have more freedom in your design, then you should just learn another engine, but I believe there are still plenty of reasons to use RPG Maker even if you do want to break free from the constraints of its battle system.

You may want to make use of the other time saving facilities the engine has to offer that other, more flexible engines don't, like the simple sprite sheets so you don't have to keep calculating the sizes of stuff yourself, the easy to use auto-tiling mapping system, the simple eventing system for NPCs, message boxes that don't require you to implement (or copy) and *debug* an entire separate routine for them, the built-in tile based movement that doesn't require you to implement movement yourself, et cetera. I'd say if your game idea works well with tile-based movement and doesn't require too much fast-paced real time interaction, RPG Maker is still easier to use, even if you do make your own CBS. I didn't even mention how much easier it is to make cutscenes with RPG Maker's eventing system.

Not to mention Game Maker Studio 2 is expensive AF and the cheaper Steam version seems to be riddled with bugs. Unless you want to go professional and make commercial games, I find it hard to justify buying it. Well, I guess you could also learn Godot, but it seems to be significantly harder to use than Game Maker.

That said, if your project doesn't work well with tile-based movement or requires more precise real-time interactions, then you're better off investing your time learning another tool. I'd recommend Godot, but to be honest, I tried using it and it made me angry. Also, I enjoyed GMS2's demo, but the price of the engine itself scared me off of it.

AI/Partner System and Decision Making

First of all, this is absolutely epic. Holy crap, the amount of work that must be going into this system is absolute madness.

Second, the graphics are so pretty. How do you manage to keep this many visual effects on screen, plus the AI, plus everything else, without lagging? I was playing through the demo again these days, and it's surprising how well it runs.

Screenshot Survival 20XX

author=Feldschlacht IV
ey ya'll our team made a thing

And it's finished and available to download and play!

(...)



Check out Fatal Runtime here.

Looks really cool, like a surreal Cyberpunk adventure. Gonna check it out when I'm done doing house stuff today.

Grab Open Kill

It's a personal thing, really. I don't think the song needs to change because of me or anything.

Also, I can't stress enough how endearing the ending is. It is simple, but it's wholesome in such a pure and sincere way, it made my heart smile.

Grab Open Kill Review

Your reviews keep getting better and better! The points brought up here are very similar to my own impressions (which I added as an edit to my comment on the main page), and even though I disagree with one or two things, it was quite informative.

Keep up the good work! :)

The 2020 Misao winners have been announced! Exile's Journey wins two!

Grab Open Kill

I love when RPG Maker games have simple straight-forward arcadey gameplay loops. I'm very interested. I'll be checking it out later today.

EDIT: so, I played it now, and I quite like it. It has its problems, but it's fun for the most part. TheRPGMakerAddict's review is pretty good and sums up most of my opinions, but I wanna add a bit of my own input as well.

Pros:
+ Adorable cast, nice character designs.
+ Cute scenery graphics.
+ Enjoyable straight-forward collectathon levels.
+ Very satisfying collection sound effect, Arma has a nice speed to it that makes it even more satisfying.
+ The character switching mechanics took me a while to get used to, but it eventually grew on me. Taking advantage of the fact that baddies only go after the currently active party member allows you to open up the way for the other characters, and the interplay between Arma and Breeze where one stays in one place collecting keys while the other opens up paths is nice.
+ Very simple but endearing ending that put a smile on my face and made me go "aww"

Cons:
- Levels seem to be designed to maximize the amount of walking, with neverending spirals and long corridors that go back and forth. This tried my patience quite a bit.
- The mechanic wherein you can switch the key you're currently holding with another one that is on the floor by simply interacting with it was not well explained, so for a while I thought I was stuck in level 8 when I really wasn't.
- In the initial levels, switching between characters to perform tasks felt a bit like unnecessary busywork. This mechanic only really reaches its potential in the last couple of levels.
- The song in the final level makes me endlessly nervous. As a person who often has a hard time finding the words to express an idea, it hit a bit too close to home.

So that's it then! If the levels were less "roundabout" and full of spiraling corridors, I'd have liked this game even more. I basically like everything else. I understand that the narrow corridors are necessary for the monsters to actually pose a threat, but maybe the monsters themselves could be modified so as to not need narrow passages to be dangerous.