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TheNecromancer
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Does anyone still like games with just the standard RTP?
Gammak the Mascot
Internet Drama
But why INDIA?
[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.
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.
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.
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.
author=PhantasmaXYeah, 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.
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.
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.
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:
https://youtu.be/A-mDV6n_9ec
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.
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.
-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:
https://youtu.be/A-mDV6n_9ec
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] RETRO-STYLE GAME MAKERS, I'D LOVE TO COLLABORATE WITH YOU! --- INTERESTED? HERE'S A FREE (CC-BY) MUSICAL GIFT!!
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.
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.













