LISA is a good example of a guy who bent over backwards to make the game not look like it was made in RPG maker, making every single graphical asset himself except the menus and going as far as more or less manually implementing the side scrolling and gravity. It was probably a shitload more work than just making the game in Unity or, hell, even Game Maker, and he was still left with the pretty generic RPG maker combat, like it or not.
>he was still left with the pretty generic RPG maker combat, like it or not.
You people always say this as if having a well designed but basic combat system isn't already an achievement that places a game above many unique combat systems, not to mention the classic set up being the building blocks of the entire genre to this day.
Doing exactly the same thing a million other games have done already isn't a selling point. LISA's combat is functional and doesn't detract from it, but it doesn't add to it, either.
>Doing exactly the same thing a million other games have done already isn't a selling point.
Exactly the same thing is carrying a lot of weight for your argument when it's not necessarily true in most cases, but your argument is wrong anyway. Well designed gameplay or retooling of old proven ideas are massive selling points on their own, that's how franchises and X-likes work. Making something unique doesn't inherently add to or detract from a game either, it solely depends on the actual balance and design behind the gameplay.
2 months ago
Anonymous
Nah, I think you're wrong on this point. Even the big franchises will mix their own formula up from game to game (unless you're Dragon Quest). LISA's combat is too unassuming even for that.
A game that tries (and even maybe fails) to do something unique is far more interesting in my mind than a game that doesn't even make the effort. As a developer taking your approach, you avoid the difficulties of having to make a system that isn't broken, but you also treat gameplay like it's secondary and unimportant. Which hey, maybe for your game it is, but that's not where my interest goes.
2 months ago
Anonymous
>Even the big franchises will mix their own formula up from game to game
Yes, but they barely change it and retain like 90% of what worked before along with taking things from other titles around them. Which is exactly what would happen with RPGMaker combat. You don't literally leave in the default combat with zero changes at all, but you absolutely do not need to reinvent the wheel. A fine tuned product is always going to be better and more appreciated than a wheel that's a hexagon because it sounded cool.
>As a developer taking your approach, you avoid the difficulties of having to make a system that isn't broken, but you also treat gameplay like it's secondary and unimportant.
Or you don't treat the gameplay as unimportant by putting effort into the combat first and foremost. You're acting like they either make something completely unique or they don't care about the gameplay at all. There is nothing wrong with just wanting to make your own Dragon Quest clone.
This. Changing the user interface to a custom job does the very real heavy lifting of killing the RPGMaker flavor. Having good art and good sound effects/music go a long way as well.
Use OpenGL or Vulkan.
I suggest Vulkan.
[...]
OP if you're reading this, this anon is 100% correct. Your time would be better spent learning unity or unreal.
> enginegays and codergays
Troll posters and clowns.
When you enginegay you end up as: > Spending months of making no game
>So, how easy or viable is to build a custom UI?
In RPG Maker, you just set an event in every room that's run in parallel and detects button presses. When the button for the UI screen you want gets pressed, it activates some other event that is an auto-run (which prevents any other events from running) ... Or it switches pages on the same event by way of a switch or variable and that page is set to auto-run... Or it changes rooms to the room that's treated as the interface. There's lots of ways to do custom interfaces in RPG Maker and each of them have their purposes and complexities, their benefits and drawbacks.
You can still use the RPGMaker's in-engine inventory and equipment system if you want to (the interface is just custom) or you can go full autist and use variables/switches to setup entirely new and custom game systems for managing hitpoints or damage or equipped items or whatever. Including battle systems that are different from the default RPG Maker battler format.
The only problem to ever using RPG Maker is that the more complex the systems get the closer you'll be to relying on actual scripting to do what you need, including bypassing in-editor limits. (ex: picture draw count limit) and that the RPG Maker code itself for the engine is shit and can have slowdowns when too much is being processed through events, or through third-party scripts that introduce new functionality like screen shaders.
Times have changed, grandpa >Key input detection meta has evolved so much that even bone stock 2k can now utilize more mature methods that avoid all of the issues old RPGM games are known for with >No one with a brain is setting events on each map to handle menu/UI stuff, they're using a tidy collection of common events that operate independently and don't interfere with anything else >Maniacs Patch has made it easier than ever before for 2k3 users to design custom systems by expanding the editor's capabilities to include better Variable Ops, String Variables, String Pictures, improved Conditional Branches with a wider array of conditions and operators, the ability to grab more/various information from the database directly, file I/O, improved performance, and much, MUCH more
Easy retro graphics >make all your assets at half of the target resolution >pixel-resize the assets up to the expected size
Now it doesn't look as cookie cutter.
You can use the vanilla assets to a point, but also, shamelessly steal fricking everything you can from other places. Especially music. Hearing the default RPG Maker menu music is an instant close.
Either make a 'horror' game and have it be depressing, or completely alter everything about the game entirely until it doesn't look like RPG maker. Also know how to write, that's the biggest thing in all honesty. Whether that be story/characters or code.
You either go full moron with porn or try to make it look pretty while barely using the default assets and music
If you want a good RPG with unique mechanics you either learn another engine or have serious autism for RPGM
Ignore Ganker and develop it until you have fun with it.
Use a defining and charming artstyle that will make you identifiable.
Utilize original assets where you can.
Remember: if your narrative is captivating enough, reviewers will excuse even the most barebones and repetitive gameplay.
These kinds of videos are an absolute blight and a show of ignorance considering they are nowhere near the level of even low-tier VIPRPGs
First, take a look at what the Japanese are making in 2k/2k3 and realize that this is possible, and that even (You) can do it.
https://files.catbox.moe/wagwcz.webm
But this is exactly what westerners want you to think is good and be wowed by - all so they can affix a $15 price tag to something that, if you knew what was truly out there, you wouldn't even give the time of day to begin with.
These kinds of videos are an absolute blight and a show of ignorance considering they are nowhere near the level of even low-tier VIPRPGs [...]
But this is exactly what westerners want you to think is good and be wowed by - all so they can affix a $15 price tag to something that, if you knew what was truly out there, you wouldn't even give the time of day to begin with.
Only the first one looks good, the rest are a bunch of gimmicks with shoddy gameplay,
If you hate old school JRPGs so much that you want to make something else, then why not use a proper engine like Gamemaker and make it good?
>got an idea for a game >checked to make sure no one else made it >literally nothing shows up on Google >only have rpg maker xp
it would be a nsfw game but maybe not porn. Maybe just fetish shit. Should I go for it?
is animated sex possible (not pixel sex) in any rpg maker game or not? i haven't encountered it yet, i like the rpg maker format but i want that animation in full sized art to bust a nut.
Literally how? You gays are way more talented than you think if you are just suggesting "make your own assets" like its not a big deal, or I'm a massive moron or both. It's not easy to just make a good looking sprite or menu
How to Make a Video Game in Current Year:
Step 1:
Be an artist.
Step 2:
Install your babies-first-game-development-platform of choice that does literally everything else for you.
Step 3:
There is no step 3.
If you completed this step by step guide, then congratulations, you released a completed product!
Otherwise, spend thousands of dollars commissioning an artist (your game won't make thousands of dollars), use stock or purchased assets (people will realize they aren't original and ignore your game), learn to draw (this will take multiple years at best), or simply go frick yourself.
Dunno anon, you can be a great illustrator but be a bit shit at game design
The real trick is being an specialist with some grasp for other fields and finding a couple peeps to work with. Two or three devs can realistically do pretty good shit at a small scale. Not everyone has the autism to solo dev. that an Cave Story and Undertale give people a bit too much hope about doing all of the work by themselves
If you want to do it solo you need a decent amount of artistic skill.
You could commission someone/collab but it tends to not go very well.
>But I'm dogshit at art
Time to practice
You could go down the route that The Last Sovereign did and only use free assets.
Will need at least one of mechanics/gameplay/story to carry your game.
Story goes a long way if you can pull it off.
Remove literally everything identifiable as RPGmaker
Any good RPG maker game I should look to for inspiration?
If you have to ask you're not ready to know.
LISA is a good example of a guy who bent over backwards to make the game not look like it was made in RPG maker, making every single graphical asset himself except the menus and going as far as more or less manually implementing the side scrolling and gravity. It was probably a shitload more work than just making the game in Unity or, hell, even Game Maker, and he was still left with the pretty generic RPG maker combat, like it or not.
That's because LISA is not a good example of taking an RPGM game and making it not look or play like an RPGM game.
>he was still left with the pretty generic RPG maker combat, like it or not.
You people always say this as if having a well designed but basic combat system isn't already an achievement that places a game above many unique combat systems, not to mention the classic set up being the building blocks of the entire genre to this day.
Doing exactly the same thing a million other games have done already isn't a selling point. LISA's combat is functional and doesn't detract from it, but it doesn't add to it, either.
>Doing exactly the same thing a million other games have done already isn't a selling point.
Exactly the same thing is carrying a lot of weight for your argument when it's not necessarily true in most cases, but your argument is wrong anyway. Well designed gameplay or retooling of old proven ideas are massive selling points on their own, that's how franchises and X-likes work. Making something unique doesn't inherently add to or detract from a game either, it solely depends on the actual balance and design behind the gameplay.
Nah, I think you're wrong on this point. Even the big franchises will mix their own formula up from game to game (unless you're Dragon Quest). LISA's combat is too unassuming even for that.
A game that tries (and even maybe fails) to do something unique is far more interesting in my mind than a game that doesn't even make the effort. As a developer taking your approach, you avoid the difficulties of having to make a system that isn't broken, but you also treat gameplay like it's secondary and unimportant. Which hey, maybe for your game it is, but that's not where my interest goes.
>Even the big franchises will mix their own formula up from game to game
Yes, but they barely change it and retain like 90% of what worked before along with taking things from other titles around them. Which is exactly what would happen with RPGMaker combat. You don't literally leave in the default combat with zero changes at all, but you absolutely do not need to reinvent the wheel. A fine tuned product is always going to be better and more appreciated than a wheel that's a hexagon because it sounded cool.
>As a developer taking your approach, you avoid the difficulties of having to make a system that isn't broken, but you also treat gameplay like it's secondary and unimportant.
Or you don't treat the gameplay as unimportant by putting effort into the combat first and foremost. You're acting like they either make something completely unique or they don't care about the gameplay at all. There is nothing wrong with just wanting to make your own Dragon Quest clone.
MojiQue
good game. and i dont give a single frick about its fetish
OP if you're reading this, this anon is 100% correct. Your time would be better spent learning unity or unreal.
This. Changing the user interface to a custom job does the very real heavy lifting of killing the RPGMaker flavor. Having good art and good sound effects/music go a long way as well.
> enginegays and codergays
Troll posters and clowns.
When you enginegay you end up as:
> Spending months of making no game
So, how easy or viable is to build a custom UI?
Making good, eye-catching, functional custom UI/menus/etc is easy.
how do you do that?
Hey one of these do not belong. Sneaky bastard.
>So, how easy or viable is to build a custom UI?
In RPG Maker, you just set an event in every room that's run in parallel and detects button presses. When the button for the UI screen you want gets pressed, it activates some other event that is an auto-run (which prevents any other events from running) ... Or it switches pages on the same event by way of a switch or variable and that page is set to auto-run... Or it changes rooms to the room that's treated as the interface. There's lots of ways to do custom interfaces in RPG Maker and each of them have their purposes and complexities, their benefits and drawbacks.
You can still use the RPGMaker's in-engine inventory and equipment system if you want to (the interface is just custom) or you can go full autist and use variables/switches to setup entirely new and custom game systems for managing hitpoints or damage or equipped items or whatever. Including battle systems that are different from the default RPG Maker battler format.
The only problem to ever using RPG Maker is that the more complex the systems get the closer you'll be to relying on actual scripting to do what you need, including bypassing in-editor limits. (ex: picture draw count limit) and that the RPG Maker code itself for the engine is shit and can have slowdowns when too much is being processed through events, or through third-party scripts that introduce new functionality like screen shaders.
Times have changed, grandpa
>Key input detection meta has evolved so much that even bone stock 2k can now utilize more mature methods that avoid all of the issues old RPGM games are known for with
>No one with a brain is setting events on each map to handle menu/UI stuff, they're using a tidy collection of common events that operate independently and don't interfere with anything else
>Maniacs Patch has made it easier than ever before for 2k3 users to design custom systems by expanding the editor's capabilities to include better Variable Ops, String Variables, String Pictures, improved Conditional Branches with a wider array of conditions and operators, the ability to grab more/various information from the database directly, file I/O, improved performance, and much, MUCH more
Any recomended guide or documentation for this my dude? I have 2k3 and MV to toy arround with
Just experiment. And go to /vrpg/ to their RPGM threads.
Thread over, but you don't have to interpret this as using a different engine. Having the default assets is lazy as frick though
>e-girl
>impregnation
>birth
that's it
Found the tr00n
How is giving birth /lgbt/ shit?
/qa/ lost
>impregnation and birth are troony fetishes
lmao wut? you /misc/Black folk get dumber every day I swear
make meta statements, make frickable furry characters, make spooky game
>choose two of three
Hmm, furry spooky.
dont use default assets that's pretty much it
Write it as if it’s a CRPG
Easy retro graphics
>make all your assets at half of the target resolution
>pixel-resize the assets up to the expected size
Now it doesn't look as cookie cutter.
>How to make a GOOD rpgmaker game?
ok let me help
1.Don't use rpg maker
2.say you used rpg maker
3.make the game
4.????
5.profeit
Use OpenGL or Vulkan.
I suggest Vulkan.
The only good RPGmaker games are either porn or Pokémon fangames
You can use the vanilla assets to a point, but also, shamelessly steal fricking everything you can from other places. Especially music. Hearing the default RPG Maker menu music is an instant close.
Then he can't sell his game anon.
That wasn't the question.
You can always replace all that shit later on with custom assets if you decide to go commercial.
Either make a 'horror' game and have it be depressing, or completely alter everything about the game entirely until it doesn't look like RPG maker. Also know how to write, that's the biggest thing in all honesty. Whether that be story/characters or code.
You either go full moron with porn or try to make it look pretty while barely using the default assets and music
If you want a good RPG with unique mechanics you either learn another engine or have serious autism for RPGM
porn
Include porn
Here's the thing
RPGM is excellent for making turn based games with a story right?
So why isn't FGO made in RPGM?
It's made in Unity right?
Is this an argument for or against FGO? Why would RPG Maker need to have always online DRM?
Ignore Ganker and develop it until you have fun with it.
Use a defining and charming artstyle that will make you identifiable.
Utilize original assets where you can.
Remember: if your narrative is captivating enough, reviewers will excuse even the most barebones and repetitive gameplay.
These kinds of videos are an absolute blight and a show of ignorance considering they are nowhere near the level of even low-tier VIPRPGs
But this is exactly what westerners want you to think is good and be wowed by - all so they can affix a $15 price tag to something that, if you knew what was truly out there, you wouldn't even give the time of day to begin with.
>bragging about lgbt shit as if it was an important feature
westerners are fricked in the head
why wouldn't it be a feature? it features prominent representation.
First, take a look at what the Japanese are making in 2k/2k3 and realize that this is possible, and that even (You) can do it.
https://files.catbox.moe/wagwcz.webm
>doom on RPG maker 2k.
>back in the days couldnt even upload a fricking sprite I made on paint
Alright I kneel.
Only the first one looks good, the rest are a bunch of gimmicks with shoddy gameplay,
If you hate old school JRPGs so much that you want to make something else, then why not use a proper engine like Gamemaker and make it good?
Make it a real-time action game like Morimiya Middle School.
>Non porn
Be a decent writer
Make your own assets
>Porn
Just do whatever, doesn't matter how shit your game is there will always be a fanbase
Porn
obvious shilling is obvious
is godot hard
godot is pointless waste of time
learn a good engine instead
why exactly is it bad
Or just don't worry about which engine and just MAKE GAME
literally the best engine
why exactly is it the best
Don't make another generic H game. Simple.
You don't/can't
>grab RPGMaker
>make a good game
>???
>done
>got an idea for a game
>checked to make sure no one else made it
>literally nothing shows up on Google
>only have rpg maker xp
it would be a nsfw game but maybe not porn. Maybe just fetish shit. Should I go for it?
>Should I go for it?
Yes.
Impossible. Spreadsheets aren't games
is animated sex possible (not pixel sex) in any rpg maker game or not? i haven't encountered it yet, i like the rpg maker format but i want that animation in full sized art to bust a nut.
>Make your own assets AND make you own game
Literally how? You gays are way more talented than you think if you are just suggesting "make your own assets" like its not a big deal, or I'm a massive moron or both. It's not easy to just make a good looking sprite or menu
How to Make a Video Game in Current Year:
Step 1:
Be an artist.
Step 2:
Install your babies-first-game-development-platform of choice that does literally everything else for you.
Step 3:
There is no step 3.
If you completed this step by step guide, then congratulations, you released a completed product!
Otherwise, spend thousands of dollars commissioning an artist (your game won't make thousands of dollars), use stock or purchased assets (people will realize they aren't original and ignore your game), learn to draw (this will take multiple years at best), or simply go frick yourself.
Dunno anon, you can be a great illustrator but be a bit shit at game design
The real trick is being an specialist with some grasp for other fields and finding a couple peeps to work with. Two or three devs can realistically do pretty good shit at a small scale. Not everyone has the autism to solo dev. that an Cave Story and Undertale give people a bit too much hope about doing all of the work by themselves
If you want to do it solo you need a decent amount of artistic skill.
You could commission someone/collab but it tends to not go very well.
>But I'm dogshit at art
Time to practice
You could go down the route that The Last Sovereign did and only use free assets.
Will need at least one of mechanics/gameplay/story to carry your game.
Story goes a long way if you can pull it off.
Either by having really robust balancing or a compelling narrative. The less default assets used the better.