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What 2D/2.5D game engine for making an RPG should I use?
Pixel Game Maker MV!!
The full price will be the same as MV just accept it and move on, the early access price will obviously be cheaper so take advantage of it!
What are you thinking about right now?
wm1.png
Minisphere has the ability to use shaders, you could write a GLSL or HLSL mode 7 pixel shader. Otherwise there was a Mode7 example for Sphere, the pixel graphical capabilities were limited last time I checked but I know you could zoom the map out just a bit so it looks like Goku is pretty high above the air.
Pixel Game Maker MV!!
Sorry, went back a couple of times and just kept adding to the post before I actually hit submit :P
Here's my basic movement system in Game Maker (okay..it's not basic and I did omit triangular tile collision which I did share on RPG Maker web but I wanted to fit the main code in a dialog box no bigger the 1440px high.
https://i.imgur.com/dL0nJo6.jpg (3440x1440) too large to actually post.
woops x/y should be using o_spd not move_x/y :P
couldn't fit this in a 1440px high notepad doc.
This should be easily transferable if you know away around your *insert game engine visual scripting/event editor here. Simple data structures are a must if you want to create a RPG with it or anything complex. I hope variables can hold some algorithms similar to how RPG Maker can store them using the script notebox.
I am a bit surprised that they're even releasing it as early access in the west, I have no problem getting around in Japanese software I mean I used VX Ace in Japanese (bought the boxed copy, was stolen when I moved a few years ago :( ) so I would have bought this either way but, they're likely only going to listen to the Japanese community which is going to give us results like VX.... Which is weird cause everyone I know despises and hates that mapping style!(friends in Japan)
I am going to do my Zelda LTTP test with it, if it can do that than a ABS from the snes era shouldn't be out of reach (I will be writing plugins mostly not event code) MV can handle Zelda(the battle system is basic yo), but there's way to much to re-write which is why it's not *worth it for Action-RPGs.
If you have access to loops(for, while, switch, etc), data structures inside the event sheet editor than yea can see this as no knowledge needed but if not it's really false advertising especially for item lists, inventory menus, etc.
Here's my basic movement system in Game Maker (okay..it's not basic and I did omit triangular tile collision which I did share on RPG Maker web but I wanted to fit the main code in a dialog box no bigger the 1440px high.
https://i.imgur.com/dL0nJo6.jpg (3440x1440) too large to actually post.
woops x/y should be using o_spd not move_x/y :P
couldn't fit this in a 1440px high notepad doc.
// check for vertical corners in horizontal movement block
for (_i = _cornerY; _i > 0; _i--;) {
_corner = !place_meeting(x,y+_i,obj_Parent_Solid) - !place_meeting(x,y-_i,obj_Parent_Solid);
if (!Xen_Input.Down or !Xen_Input.Up) {
o_spd = m_spd[3];
if (_corner !=0) {
y += _corner; break;
}
}
}
// check for horizontal corners in vertical movement block
for (_i = _cornerX; _i > 0; _i--;) {
_corner = !place_meeting(x+_i,y,obj_Parent_Solid) - !place_meeting(x-_i,y,obj_Parent_Solid);
if (!Xen_Input.Left or !Xen_Input.Right) {
o_spd = m_spd[3];
if (_corner !=0) {
x += _corner; break;
}
}
}
This should be easily transferable if you know away around your *insert game engine visual scripting/event editor here. Simple data structures are a must if you want to create a RPG with it or anything complex. I hope variables can hold some algorithms similar to how RPG Maker can store them using the script notebox.
I am a bit surprised that they're even releasing it as early access in the west, I have no problem getting around in Japanese software I mean I used VX Ace in Japanese (bought the boxed copy, was stolen when I moved a few years ago :( ) so I would have bought this either way but, they're likely only going to listen to the Japanese community which is going to give us results like VX.... Which is weird cause everyone I know despises and hates that mapping style!(friends in Japan)
I am going to do my Zelda LTTP test with it, if it can do that than a ABS from the snes era shouldn't be out of reach (I will be writing plugins mostly not event code) MV can handle Zelda(the battle system is basic yo), but there's way to much to re-write which is why it's not *worth it for Action-RPGs.
If you have access to loops(for, while, switch, etc), data structures inside the event sheet editor than yea can see this as no knowledge needed but if not it's really false advertising especially for item lists, inventory menus, etc.
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RpgDev - An RPG development toolkit
Pixel Game Maker MV!!
I'm guessing a mid July or August release as you can't pre-order yet.
Little curious if physics is an option "would assume so..."
I would have hoped by now that the event system would have been shown vs a spaghetti mess that was shown at bit. Would be neat if we could program our own custom nodes for event coding but that would require javascript knowledge and they're trying to throw this at complete novices (aint bad, game maker does this to or used to with their drag and drop system which nobody uses... to my knowledge)
I do hope a code from scratch is a thing, now I get why this wasn't done for RPG Maker MV because of the average user but being able to code your logic from the ground up leads to a lot less banging your head on your desk if you know what I mean... "main reason why I wouldn't just gut the core scripts and code a A-RPG in MV as MV was simply not made for that genre and I'm not re-programming the map scripts"
So with a more open platform I'd assume the map processing is basically non existent or far more complex than what RPG Maker MV was doing "I'd assume polygon collisions are a thing but don't know as I don't know if there's a collision editor or if it just checks for the alpha channel on a per-pixel basis to see if there's a solid color in the tile matrix"
The fact it's on steam suggests it could release at any time and valve likely has the first alpha or early access release but without the ability to buy that's a hard guess not a fact and could just be the store page and valve has nothing right now.
E3 is coming up but that's ot where you're going to show off software... I believe engine software has been previewed before but was never covered during the live event as Kadakowa would have to book that so it might be easier to get a booth which is where software is usually demoed.
This is going to be a hit or a flop, remember they tried it a decade ago and failed (mainly because you couldn't program at all...) and the way dialogue was done was honestly stupidly weird and hope there's a event node similar to RPG Maker's or you roll your own and just call it hopefully with a script notebox node similar to Rpg Maker has been doing. If this is too much like AGM/IGM and all they did was slap javascript scripting then I'm gonna call this a flop, not saying that's bad but shows they're extremely lazy and proves they really do not at all listen to their user base.
The event system is really going to decide whether I like this or not, this could just be RPG Maker like in a different form but we'll see. May end just just scripting everything which you'd obviously need for a RPG unless they do include data structures of some kind in their event scripting system.
Little curious if physics is an option "would assume so..."
I would have hoped by now that the event system would have been shown vs a spaghetti mess that was shown at bit. Would be neat if we could program our own custom nodes for event coding but that would require javascript knowledge and they're trying to throw this at complete novices (aint bad, game maker does this to or used to with their drag and drop system which nobody uses... to my knowledge)
I do hope a code from scratch is a thing, now I get why this wasn't done for RPG Maker MV because of the average user but being able to code your logic from the ground up leads to a lot less banging your head on your desk if you know what I mean... "main reason why I wouldn't just gut the core scripts and code a A-RPG in MV as MV was simply not made for that genre and I'm not re-programming the map scripts"
So with a more open platform I'd assume the map processing is basically non existent or far more complex than what RPG Maker MV was doing "I'd assume polygon collisions are a thing but don't know as I don't know if there's a collision editor or if it just checks for the alpha channel on a per-pixel basis to see if there's a solid color in the tile matrix"
The fact it's on steam suggests it could release at any time and valve likely has the first alpha or early access release but without the ability to buy that's a hard guess not a fact and could just be the store page and valve has nothing right now.
E3 is coming up but that's ot where you're going to show off software... I believe engine software has been previewed before but was never covered during the live event as Kadakowa would have to book that so it might be easier to get a booth which is where software is usually demoed.
This is going to be a hit or a flop, remember they tried it a decade ago and failed (mainly because you couldn't program at all...) and the way dialogue was done was honestly stupidly weird and hope there's a event node similar to RPG Maker's or you roll your own and just call it hopefully with a script notebox node similar to Rpg Maker has been doing. If this is too much like AGM/IGM and all they did was slap javascript scripting then I'm gonna call this a flop, not saying that's bad but shows they're extremely lazy and proves they really do not at all listen to their user base.
The event system is really going to decide whether I like this or not, this could just be RPG Maker like in a different form but we'll see. May end just just scripting everything which you'd obviously need for a RPG unless they do include data structures of some kind in their event scripting system.
Pixel Game Maker MV!!
author=MarkusT
Actually, there IS a physics system, and in fact.. that's one of the selling points the software has, and it was actually talked about at Bitsummit.
I'm aware, but there's many physics libraries than you can choose from and I'm hopeful it's box or liquid but if they mentioned it as I did watch the entire segment I didn't understand them then.













