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Action Game Maker Features Revealed

author=WIP link=topic=3202.msg63324#msg63324 date=1235499258
The point is that you don't need to do that, MayorAnime. I know plenty of people who use RMXP/VX and don't know how to code. BUT the capability is there.

I agree with you completely. I just would rather script than code. I apologize if my hastily written response did not convey that to you probably. I am in agreement with you, WIP, one hundred percent. I just choose not to code in C++, C#, or anything that is a raw programming language. Javascript, C-Scripts, Verge-script, RGSS, Unreal Script, and Oblivion Script are my tools of preference.

Resource Locator

author=VerifyedRasta link=topic=3214.msg63334#msg63334 date=1235502062
I think what your looking for is RMTool
It's a really useful utility that scans your RPGMaker games for files that are missing. For example, if your game uses a Midi from the RTP which isnt in your project folder, this tool will tell you so you can fix it. Note that RMtool was made for rm2k. It should work with rm2k3, but the 2k3-specific folders (system2, battle-charactersets etc) won't be scanned.

That's the one! Beat me to it, Pint-Sized Slasher! ;)

What are you thinking about right now?

That wins, Rasta. <3

Resource Locator

Yeah, it's called a notebook and a pencil - keep track of it while you develop! >:)



Okay, just kidding. I think I have that program at home. I'll check my hard drive, and if I do have it, I'll upload it and provide a link.

Action Game Maker Features Revealed

author=WIP link=topic=3202.msg63304#msg63304 date=1235494392
author=MayorAnime link=topic=3202.msg63291#msg63291 date=1235490090
Now if AGM allowed you to code in C3, I would cry like a little girl and pass it over. I'm not a coder. I don't wish to be one. I'm a designer. That's why game making programs that use a scripting language are like nectar and ambrosia to me. The world needs more of those types of applications, so that independent developers can make great games without needing a programmer. I'm sure that even stating that opinion is a C-class felony to some people, but it's how I feel. I'd rather make content and write a story than code.

I hope that answers your questions, Anklo, rhetorical or not. I kinda rambled a lot just now. >_>
It is opinions like this that make me cry myself to sleep. Don't try to ruin things for those of us who recognize the power of scripting.

(I assume you meant C# and not C3 :))

Yeah, go me for checking my post before Posting. :)

Ah well, WIP, not everyone can appreciate the power of the coder. So much work for so little praise, and yet who do the developers crucify when the game doesn't work?

I feel ya man, I just don't want that kind of job. ;)

What are you thinking about right now?

Why am I so freaking sleepy when I got 8 hours of sleep last night! >_<

Numbers, and System Transparency

This is one of those times I wish IRL hadn't kept me away from this when it was first posted. I feel like all the good points have been brought up.

Well, the one thing I did want to say, to Shadowtext, is that I completely empathize with your initial post. I have been there many times myself, wondering what the context was for a character's STR or DEF score, and wonder how much better a 6 was than a 5, or 10 HP was in comparison to 8.

I remember back to the original Dragon Warrior game, were every little bit helped, and every point meant something. There was an RPG Maker game here that I played recently, called Dungeon of DOOM, that used a similar emphasis on the numbers. I think that the reason those numbers weren't viewed as extraneous was due to them being small.

I think the real issue isn't with the game, it's with the gamer. It's with us. Most humans start to lose context of really high numbers, and their enormity only impresses us due to the sheer amount of 0's we see (or if this is Final Fantasy, the amount of 9's we see). Most of us can't even fathom a million, let alone a billion. And just about every person alive could never grasp a trillion. (Interesting off-topic point, if you spent a million dollars a day since the birth of Jesus, today you'd still not have spent a trillion.) And don't even get me started on a googol or a googolplex.

Anyway, the point is that our minds start to break down in understanding the significance of numbers one we get higher than a few thousand. So the RPGs that use those large numbers, be they for stats or damage, are there solely to impress us, they are eye candy. It's mentally rewarding to build up your character to where you see '12,094' fly off the enemy as you execute a powerful attack. The numbers are meaningless at that point and are there to entertain you, such as the sparkling particle systems and the HDR lighting.

The games that take their numbers seriously, keep them low, so you can understand how that +1 to speed really makes a difference, while that +20 to HP may save you in the next boss fight. Xenosaga is another good example of that, up to a point, where a difference between a 4 and a 5 can make or break a party.

Other than that, the numbers are there to give the player something to feel he has control over, such as character growth, to give the player the feeling that they are growing their characters.

Animations? some one help me please?

Are you wanting the animation file, as in the 5 x 5 png file? Or are you wanting the entire animation made for you? Also, what RPG Maker are you using?

Action Game Maker Features Revealed

sure, which is why I said possible. Besides, you can create a full game with XNA Game studio, and as you stated, you cannot fully edit models in Unreal Engine, which is why you need Maya...the example you give is flawed.

Anyway, you are correct, we need to wait until there is some actual release info available in English, or until March 5th when it comes out in Japan.

Also, what if there is scripting? what if it was just in C#? This would not be out of the realm of possibility, but does seem unlikely as they have not advertised anything that would lead us to believe there is scripting.

Fair enough, if AGM allows you to export your game project into XNA and let you edit it, I will gladly recant my flawed example of Maya/Unreal Engine. No harm there.

As far as what if there is scripting? If there is a scripting language in AGM, similar in concept to RGSS, I will be extremely pleased. I took the time to read the previous version of this post, and one point was consistently brought up, that the ability to script in RGSS, for RMXP (for example), gives it far more versatility then the previous versions of RPGMaker that required you to be totally event driven. The scripting language for the Unreal Engine allows you to do some pretty amazing things, even without access to the source code. The point of all that drivel is that any sort of scripting language for any game maker will enhance its usefulness exponentially.

Now if AGM allowed you to code in C3, I would cry like a little girl and pass it over. I'm not a coder. I don't wish to be one. I'm a designer. That's why game making programs that use a scripting language are like nectar and ambrosia to me. The world needs more of those types of applications, so that independent developers can make great games without needing a programmer. I'm sure that even stating that opinion is a C-class felony to some people, but it's how I feel. I'd rather make content and write a story than code.

I hope that answers your questions, Anklo, rhetorical or not. I kinda rambled a lot just now. >_>

Action Game Maker Features Revealed

It says you can export them to the XNA Framework using XNA Game Studio 3.0 which is essentially a plugin for Visual Studio / Visual C#. There is a possibility that you can edit the code with XNA Game Studio but who knows...

Not necessarily. Just because there is an option to export into the framework, allowing you to write a game that can be run on the 360, that doesn't mean you can load it up as a project file, edit it, and make it into your fat baby.

That would be like saying that just because you an export a model from Maya to use in the Unreal Engine, you can edit the model in the Unreal Engine. About all you can do is re-texture and apply animation sets. You can't touch the polygons. Them darn polygons.

Anyway, it would be twelve levels beyond sweet if what you are saying is true, but we can't take the word of a commercial promotion to accurately tell us what a product can and cannot do.