"Twenty-one Twelve"

In the year 2062, a galaxy-wide war results in the union of all planets under the rule of the Red Star of the Solar Federation. By 2112, the world is controlled by the "Priests of the Temples of Syrinx," who determine the content of all reading matter, songs, pictures - every facet of life.
Legend of Zelda (version...
A new adventure in an old world!



Internet Drama

Internet IS drama.

But why INDIA?

But why RMN?

[GM] Have you ever wanted to switch from RPG Maker to Gamemaker?

Yeah, there's several ways of using each type. You can put a DnD block in the step event and run stuff like keyboard_check(ord('Z')) just as easy.

There are plenty of reasons to stick with RM. This is probably more appealing to people that already decided they want to try GM. I'm just framing it all within my experience with RM, 2k3 mostly. Which is; using RM because it's familiar, trying others and it not catching on in a meaningful way, then trying GM. Suddenly with the same knowledge and skills that worked in RM, it now works 20 times better in GM.

But yeah, for sure, GML is superior. However if you are used to individual commands that you can modify with mouse/keyboard(sometimes I feel like doing this), or if you really have a hard time grasping code because of how your brain works - then GM DnD is perfect.

Also, it's just a stepping stone into the engine. Especially if you understand the event structure/order of RM. It helps you understand where to put things in a familiar setting.

All feedback is welcome. Each person can read the pros and cons before deciding to try it. To avoid wasting time. Although really this may only take an hour of your time. What is there to lose by learning it? If you're like me, you will be happy you tried it. RM seems unappealing now. Even for an RPG. But for most it's better used as a short action game engine.

[GM] Have you ever wanted to switch from RPG Maker to Gamemaker?

I made an attempt at Unity but it's just too complex for a casual game maker. All my experience with other engines didn't help at all. It's all code, whereas even if you use GML entirely there are aspects that are not code. Like assigning an action to a key press, or making something happen on create/destroy.

Regarding RPG games on GameMaker: I assume most people on RMN want to make RPGs. If you are trying to make a RPG in ANY OTHER engine other than RPGMaker, then yeah it is probably going to be complex. There are a ton of systems that tie together.
Yeah, but not all RPGs are complex. There are a lot of people making simple, cute games with RPG elements. But the core gameplay is like, interacting with NPCs and battle isn't complex. That's what I meant by RPG-lite.

Puzzle games, visual novel type games. The newer RMs have scripts and systems that let people easily make platformers and action games. Which they spend lots of time working with.

With Gamemaker, making an RPG with DnD is gonna kill ya, however, making it using code is entirely possible and not too bad. But even if you know what you're doing, it can take a while just to make an RPG engine you can use depending on complexity.
I don't see any real difference in making an RPG with DnD or GML. Since the way you create an event and assign code to it is the same for both methods. Plus you can make a DnD project, and fill it with 95% code just as easily.

What makes it harder is that simple things like inventory management don't exist and the way to organize and display that requires understanding of new concepts like arrays.

In Review.

I don't know if I would call it headbutting. I thought it was pretty civil and healthy discussion to make the game the best it could be :P is that what headbutting is? I never had any expectation that my opinions win out.

But that's cool. The concept is solid, for sure. I approve the remake. Although it seemed kind of limiting to not let players leave after entering the crypt. It would be more interesting game if there was some kind of variant where you can enter, go as far as you can, then have to head back to town for various reasons. Heal up, gear up, you found something to have examined, rescue someone. A multi level dungeons where the goal is to make it to the bottom.

I would suggest new page. I certainly don't have MV, and I've started other things, so I couldn't possibly help with this. So it would be a whole new beast. We would keep this game page/ms linked to us, and you would have your own for that. I wouldn't want my name on something I didn't directly work on.

[GM] Have you ever wanted to switch from RPG Maker to Gamemaker?

-You may have spent years with RM and want a change.
-Maybe even a new dev looking for a new engine.
-To anybody that has struggled with the limits of RM for non-RPG/RPG-lite games.

I offer my experience in making the switch over to GM, using the Drag n' Drop interface. I can explain how the engine works, in a way that relates to how things work in RM. Something I wish I had. I ended up reading nearly the entire help file with lots of trial and error afterwards.

If you just want someone to show you the ropes, that's fine too.

The Drag n' Drop (DnD) makes it function just like RM event code. With full access to all the more complicated GML code snippets. You drag a block, type in some code, and nest it with the rest of your DnD code blocks. It's like using the Run Script in RM, but slightly more customized.

Here is something I made recently in about 2 hours:

It's really surprising how easy it is once you can relate commands to how it was done in RM. With that basic knowledge you can create complex things with little code. Just don't come in expecting easy RPGs. That's way hard.

Ultimately I only want to help others. Feel free to take the knowledge and run. No quid pro quo here. But if anybody would also like to collaborate on a GM game, that would be great. Something small and action-y. A beat-em-up maybe? or platformer.

Feel free to message me here, then move to something like Discord. You can download the free version of Gamemaker Studio 2 to follow along.

However, while the Trial Licence gives you a nearly fully-functional version of GameMaker Studio 2 to use, it does have the following limitations:

The Trial Licence is only valid for 30 days from when you activate your YoYo Account.
The Trial Licence does not permit you to create final executables, nor does it permit you to test using the higher-performance YoYo Compiler ("YYC"). *you can still test the normal performance way*
You must be on the current public version of GMS2 in order to use your licence.
You cannot create a Marketplace Publisher account and sell your own assets, but you can use the Marketplace to obtain paid/free assets sold by others.

Other than those restrictions, the Trial Licence grants you full access to GameMaker Studio 2, with no limits on resource usage within your projects.

If you decide to buy is like 30$/year, 100$/life (USD). More expensive than most RM's but you are getting way more functionality. I bought a 1 year license. If after 1 year you decide to extend, it's 33% off. They just recently came out with a new version with bug fixes, quality of life improvements, and actual new code blocks in DnD.

[MUSIC] Looking for 90s-style / retro game

Great stuff.

What are you looking for exactly? Paid work?

What Defines Grinding

I would say it's purposely doing the same action over and over to repeatedly cash in on some reward you've already gotten. Or, in cases where doing something gives you only a chance to get that reward, repeating the quest until you get said reward. Like in games where enemies have a % chance to drop an item, you grind the level until you get the item(I hate this, but I can't stop playing PSU). All in a way that does not progress the game, therefore making the grind infinite.

In LockeZ's example, fighting the same random encounter while progressing a dungeon(i.e. not running circles for the purpose of getting said encounters) and then leaving the dungeon to continue on with the game. That's not grinding. That's playing the game.

Gamers are the worst kind of audience to try and cater too. Especially with such saturation of the market. I tend to make games for myself, how I would want to play it. Then I would program some kind of logic to help steer players into my intended path. Like, if you are beyond a certain level enemies give less xp. Make that particular grinding less effective to coerce the player to move on with the game, and outright prevent making bosses too easy.

I don't think player grinding is anything a game should strive to have, regardless of how many people enjoy grinding. It's a waste of time. People enjoy smoking, doesn't mean it's good for them. Whatever the rewards are from grinding, should be able to be delivered to the player in a more interesting way. If people are grinding for more exp, create an arena with random generated groups. Or an optional dungeon with 100 floors. Some outlet that gives the same rewards, or better, in a way that keeps it fresh. Take control of the grind and use it to your advantage.

The future of gaming will be an AI monitoring your progress and altering the game based on your actions. Creating it's own monsters with diff skillsets and varied groupings in response to you repeating the same battles. Listening to your daily conversations and creating game elements to creep you the fuck out. Making enemy attack patterns literally impossible to beat. I can't wait.

[RM2K3] how to prevent an npc's location from resetting

It's hard to tell what your exact issue is from these images because you cut out the part that shows us what you set as the sprite on these event pages.

But one thing I'll mention is that when you have multiple pages on an event, the one furthest to the RIGHT which has it's preconditions met will be the only one that is active.

So page 1 of the event should be the visible bed with any of its code. No precondition.

You can have as many pages in the middle as you want, but the order you have the preconditions matters.

The last page of the event should be blank. No sprite, no code, not parallel or autorun. The page precondition can be anything, it doesn't always have to be a switch and sometimes it shouldn't be a switch.

This is when you want an event to visible at first, but later be gone. If you want something to be invisible at first, until you trigger something elsewhere, then the first page should be blank with NO preconditions. And the last page have a precondition, with sprite and/or code.

When I do cutscenes I always use a variable to track it's progress. You would add 1 to that variable, and then use event pages with the precondition of that variable.

Page 1 - precondtion Var1 "Cutscene1" = 0

Do some code, talking, moving, and then at a certain point you add 1 to the cutscene variable. That would be the last piece of code on that page.

Add a new page

Page 2 - precondtion Var1 "Cutscene1" = 1

Doing this means that you can have other events change at this point in the cutscene. This event will continue on with talking and moving, the main script if you will. Other events will have preconditions on their event pages for this variable being equal to 1, which means they change as you change the variable.

So instead of using many many switches to achieve this, you only need one variable. Adding 1 to it is the same as turning on a new switch for such a temporary thing.

If this doesn't solve it, post bigger screens of your event pages.

[RM2K3] setting a functional timer

I would do this:

Here is what a variable box should look like for the part that increases time.


I forgot to add something important here, at the bottom of this add a wait of 1 second. That way, it increases the second variable once every second, just like real life! And after 60 seconds, adds a minute to the mix.

This part needs to be running on parallel process.


This would be on a different event and is used to determine when time is up. In this case my timer is 1:15.

On the left the precondtion means, do this code only if more than a minute has passed.

Once it does, this event code kicks in, and checks to see if 15 seconds have passed. Oops, there should be a wait of 1 second here too. Because time only moves once per second, so checking it any sooner than that isn't needed.

Once 15 seconds have gone by, the message appears. This is where you put the code for whatever happens next.

This is the basic idea. It would need to be tailored to what you are trying to do. Switches may be required to disable this stuff after it runs. But this is the bare minimum to set a timer.

One benefit of doing seconds, minutes, hours, etc, is that each one has it's own variable and can be used in message boxes to write out the time.

Branch if Variable[Seconds] is less than 10
Message: /v[3]:0/v[2]
Message: /v[3]:/v[2]


You could do all this with subtracting but I find it easier to manage and think about with adding. You could leave this timer go for the whole game. It could be used to figure out play time. The same increase of seconds could be used to set and trigger multiple timers, but that's another topic.