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GG Maker: The next bastard-child of family eb!
author=WolfCoderPretty common price, is it worth it?... well offers a bit more than RPG Maker in terms of functionality, but lacks an actual programming scripting language. Has built in 3D, so cool overworlds can be made which can be created from your worlds tilemap which is animated. Check out Super Duper Mario on the 001 forums for the 3D use. "Uses some pretty cool camera effects upon entering a level"
But $59 bucks and that's the sale price? Yikes.
We Are! Talking about One Piece~
I've only recently been picking up the DVDs since I go back and forth on One Piece constantly, mainly because it's so long! I have however been purchasing the manga since it was available on US shelves!
I personally hated the 4kids version, if you were lucky and your cable company had it there was an channel called well the international channel that aired raw episodes which is how I mainly viewed them up until the early 2000s when the channel just dissipated. By then it was widely available on the net, as much as I liked One Piece I'd never support the 4kids version for how awful it was!
I personally hated the 4kids version, if you were lucky and your cable company had it there was an channel called well the international channel that aired raw episodes which is how I mainly viewed them up until the early 2000s when the channel just dissipated. By then it was widely available on the net, as much as I liked One Piece I'd never support the 4kids version for how awful it was!
GG Maker: The next bastard-child of family eb!
Well we know this is engine001 with a new name so... it's probably wise to rename it in the engine database. Degica is the publisher and that's as far as it goes to being related at all to the RPG Maker series.
There's a lot of stuff done out of the box, particles, actors, weapons, items, and does them well. That's a good thing right? Engine001 or GG:M now is mainly focused on Action-RPGs of course I recommend designing your own battle system but the template at least is a good start to learn how to do stuff.
As for the textual scripting, just looks like visual basic to me which I have no experience with. I have played good mana and zelda replicas with 001, the zelda clone that I played pretty much had everything right and played exactly like LTTP.
There is a lot of things you probably want to do custom, message boxes"why not?", movement, default is pretty wonky, etc.
I like using Unity for most things, but for an RPG?... especially for 1 guy I'd use something like this. If you're working on an A-RPG I would choose GGM:M > Rpg Maker simply do to the fact that A-RPGs were it's original goal but it also can be a blank slate meaning you have to do everything "and that can be a good thing especially if you want to build your own battle system, menus, etc"
The original ultimate lifetime license was $150, now it's $59 which is $91 off but that already includes a 15% discount.
There's a lot of stuff done out of the box, particles, actors, weapons, items, and does them well. That's a good thing right? Engine001 or GG:M now is mainly focused on Action-RPGs of course I recommend designing your own battle system but the template at least is a good start to learn how to do stuff.
As for the textual scripting, just looks like visual basic to me which I have no experience with. I have played good mana and zelda replicas with 001, the zelda clone that I played pretty much had everything right and played exactly like LTTP.
There is a lot of things you probably want to do custom, message boxes"why not?", movement, default is pretty wonky, etc.
I like using Unity for most things, but for an RPG?... especially for 1 guy I'd use something like this. If you're working on an A-RPG I would choose GGM:M > Rpg Maker simply do to the fact that A-RPGs were it's original goal but it also can be a blank slate meaning you have to do everything "and that can be a good thing especially if you want to build your own battle system, menus, etc"
The original ultimate lifetime license was $150, now it's $59 which is $91 off but that already includes a 15% discount.
R.I.P. RPG Revolution
Mobile Suit Gundam
I'm not a big gundam fan, actually the only series I really got into was the original Mobile Suite Gundam, everything after that was really meh to me. It is a good franchise but it's a hit or miss really.
R.I.P. RPG Revolution
Wow that sucks, I used to frequent revolution back in the day and even went on for quite awhile even up to a year or so ago.
When I started with game development there weren't a lot of sites around, come 2000-2001 you had sites like gaming-world and dark dominion, and then their were specifics for a certain type of game. It was fun, I've outgrown rpg maker but it is sad to see this site die.
When I started with game development there weren't a lot of sites around, come 2000-2001 you had sites like gaming-world and dark dominion, and then their were specifics for a certain type of game. It was fun, I've outgrown rpg maker but it is sad to see this site die.
Tips on making a good game more quickly?
Here's what I recommend.
Look at your schedule and see how much time you have available in a given day and divide that up into parts such as, programming, pixel art, level design, and so on. A Project management tool or a simple excel worksheet can work wonders.
If you're just starting your focus should be on framework, lower workings, and gameplay, then you can build upon that framework you created for a larger game and thus creating chapters in scenes in mere hours vs days if you're coding everything scene by scene.
The key here is time management, you will learn that quickly in college.
Look at your schedule and see how much time you have available in a given day and divide that up into parts such as, programming, pixel art, level design, and so on. A Project management tool or a simple excel worksheet can work wonders.
If you're just starting your focus should be on framework, lower workings, and gameplay, then you can build upon that framework you created for a larger game and thus creating chapters in scenes in mere hours vs days if you're coding everything scene by scene.
The key here is time management, you will learn that quickly in college.
+++ DynRPG - The RM2k3 Plugin SDK +++
I will say this looks cool, c++ is an easy language to grasp if you have the time and patience to learn.
Now my question to you cherry is.. why haven't you just rewritten rm2k3 in the first place and this to go along with it? You would have better framer-rates, and doing complex things would be easier even though they're easy in C++ it's Rm2k/3 giving the limitation.
I have programmed Mode7 in C++ for my own RPG but since I'm shooting at 100+ hours this may be useful as I'm already using C++.
Since I can't use anything external as in images, or text files, I would just a panorama background as the map background (it's the same as using an image in my current project) than just using code to scew, rotate, and do anything I need to on the fly.
But people are already having issues with particles, which aren't very complex(2d particles anyway).
Cherry Rm2k3 is cool and all but you need to let it go, I would take DynaRPG and obviously have an editor like 2k3, have actors, monsters, events, animations, and so on. But remove 23/s limits completely with modern code, steamlined, and stable.
I tried doing this(and still), because 2k3 was one program that was easy to use and at the time I was using it was flexible to my needs. Now obviously I've outgrown those needs and want to do something that has no limits for 2D, but has all the potential of a 2D game from today's consoles all the way back to yesteryear. And obviously able to do any snes era rpgs.
Has anyone written pixel-movement for dyna?
My only issue is the built in collision system..
Now my question to you cherry is.. why haven't you just rewritten rm2k3 in the first place and this to go along with it? You would have better framer-rates, and doing complex things would be easier even though they're easy in C++ it's Rm2k/3 giving the limitation.
I have programmed Mode7 in C++ for my own RPG but since I'm shooting at 100+ hours this may be useful as I'm already using C++.
Since I can't use anything external as in images, or text files, I would just a panorama background as the map background (it's the same as using an image in my current project) than just using code to scew, rotate, and do anything I need to on the fly.
But people are already having issues with particles, which aren't very complex(2d particles anyway).
Cherry Rm2k3 is cool and all but you need to let it go, I would take DynaRPG and obviously have an editor like 2k3, have actors, monsters, events, animations, and so on. But remove 23/s limits completely with modern code, steamlined, and stable.
I tried doing this(and still), because 2k3 was one program that was easy to use and at the time I was using it was flexible to my needs. Now obviously I've outgrown those needs and want to do something that has no limits for 2D, but has all the potential of a 2D game from today's consoles all the way back to yesteryear. And obviously able to do any snes era rpgs.
Has anyone written pixel-movement for dyna?
My only issue is the built in collision system..













