Action Game Maker

Discussion in 'General Lounge' started by alennor, May 9, 2018.

  1. MikePjr

    MikePjr Artist Veteran

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    Yeah but RPG Maker since day one has been easy for me.. all of them are easy to just make a map, set the player start and make events and it works.. it's not too complex to get something going..
    IG Maker was confusing to no end... doing basic things like in MV felt like a chore in IG Maker.
    I worry that PGMMV will fallow the same path..
     
    #61
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  2. Rukiri

    Rukiri I like to make Action-RPGs Veteran

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    Bought the Famitsu magazine.

    Okay so here's what I can gather based on images.
    - Sonic style loops are possible
    - Canvases can be rotated/skewed
    - Flowchart for both actions/players and canvases

    We also got pricing
    - $89.47 (9800 yen)
    - $96.63 (10584 yen)
    (This is just converting yen to usd, I'd expect a $100 western release but than again the software is more expensive in Japan if just comparing MV western prices to Japan)

    Release date is still 2018 but no month given, summer is from June-August.

    Here's the page from the famitsu magazine.
    [​IMG]
     
    #62
  3. SmashArtist

    SmashArtist Lazy Artist Veteran

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    Does anyone else hope that you'll be able to add the ability to have friendly fire with other players or AI for cpus? This could allow another window for fighting games. :o
     
    #63
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  4. OnslaughtSupply

    OnslaughtSupply Ssshhh... Veteran

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    #64
  5. Rukiri

    Rukiri I like to make Action-RPGs Veteran

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    Fighting games are a complex genre, unless it's a full on unrestricted cocos2d-X backend I wouldn't bother.

    I really hope there's a script notebox that allows me to call functions from plugins otherwise I suspect RPG Dialogue to be a cumbersome mess...

    Remember this is only going to be EARLY ACCESS software in Summer so don't be sad if it does not meet your expectations, honestly I would create a Japanese steam account so you can let em have it especially on ways to do things that are just wrong...

    I just hope pixi.js was ditched for cocos2d simply because it's a superior framework.
     
    #65
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  6. Rukiri

    Rukiri I like to make Action-RPGs Veteran

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    Came from Tkool's twitter feed.
     
    #66
  7. Hollow 1977

    Hollow 1977 Rpg MV Game Creator Veteran

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    I am really getting excited about this. Thanks for posting the video.
     
    #67
  8. Mystic_Enigma

    Mystic_Enigma The Doofiest of Dorks Veteran

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    Whoa, that looks wicked! (Not sorry!) I can't wait for this to come out.
     
    #68
  9. JtheDuelist

    JtheDuelist Just a dev who actually got a game finished Veteran

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    Honestly, as long as it is easy to use and/or has a character generator like RMMV does, I'd be contempt with it. Love the idea of being able to make a Gunvolt-style game.
     
    #69
  10. Rukiri

    Rukiri I like to make Action-RPGs Veteran

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    Don't count on it at all... It works for RPGMV because it's focused on RPGs but I mean we're not developing on the nes for crying out loud, 6-8 frames should have been mandatory! I prefer 6 personally as I find it strikes a perfect balance.

    We have basically no video's or clean examples of the visual event system but I hope it's similar in some ways to Godot Visual Scripting (it's very close to RPG Makers event system but... you still need to know know logic and flow it's not going to hold your hand :p Also you can script custom nodes to allow for custom actions/functions for visual scripting)

    I'm hopeful that it's similar to this.
    [​IMG]
     
    #70
  11. JtheDuelist

    JtheDuelist Just a dev who actually got a game finished Veteran

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    @Rukiri Just don't be a kill joy to others- Kadokawa may surprise you, after all. So that is why I take everything about it with a grain of salt right now. Honestly, if it isn't easy to work with, I think the maker loses the whole reason to be a part of the Maker line and just becomes "another game engine". Remember, the Maker line has always been had the motto of "easy enough for a beginner, powerful enough for a developer". All of your suggestions would make it drop that motto like a hot potato.
     
    #71
  12. Rukiri

    Rukiri I like to make Action-RPGs Veteran

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    It's up on steam, but you can't pre-order yet...

    Having programmable event notes is awesome, as long as a script node (similar to the script box in RMV) that would suffice.

    I'm curious if anyone is going to go tackle A-RPGs with this (Legend of Mana 2/Seiken Densetsu 3, Zelda(not really an a-rpg but an adventure-rpg)) but keep in mind most if not all rpg functions would need to be large events (if you don't plan on scripting) or creating javascript plugins for just about everything.

    I do hope there is a javascript API for PMV specific commands especially when it comes to collisions as you don't need physics for top-down games the only thing you would have is triangular tiles which you just use a for loop to check for empty space and auto move the player object up/down that tile until the end(while hold down the key)

    Code:
    // 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;
            }
        }
    }
    
    Code:
    var obj_fps = 60;
    var delta = max(1,(obj_fps/1000000*delta_time));
    var x_input = (Xen_Input.Right - Xen_Input.Left) * m_spd;
    var y_input = (Xen_Input.Down - Xen_Input.Up) * m_spd;
    
    var move_x = abs(x_input);
    var move_y = abs(y_input);
    
    if (move_x) {
        if (move_y) {
            o_spd = .4142135620 + m_spd;
        } else {
           if (move_x == _mx) {
               _sx = 0;
           }
           o_spd = 1;
       }
        x += sign(x_input)*delta;
    }
    
    if (move_y) {
        if (move_x) {
            o_spd = .4142135620 + m_spd;
        } else {
           if (move_y == _mx) {
               _sx = 0;
           }
           o_spd = 1;
       }
        y += sign(y_input)*delta;
    }
    
    There's really not much to movement especially to pixel-art based games, my movement systems really don't change much except in a platformer you'd just block out move_y and just check if you jumped which would be your jump key (never should be up!) Platformers don't need physics as the 16-bit plats didn't use them nor do you. If you don't require a physics simulation then roll your own physics which loops, slopes, etc are pretty easy to handle but can get long especially with 360 movement that sonic requires. But we saw loops so I am hopeful but even it ended up as a javascript plugin that's fine as then it shows you can then just customize it or re-write it to your liking.

    While I don't feel A-RPGs will be a problem with pixel game maker there is still an unknown of how complex shaders and particles can get. If all else fails I have entire starting points ready to go in GMS2 and Godot.

    Just hope with plugins I don't have to fight with javascript and pixel (I don't want to do entire re-writes for something like you have to with RPG Maker MV.. it's annoying and time consuming)
     
    Last edited: Jun 10, 2018
    #72
  13. Canini

    Canini Veteran Veteran

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    I am cautiously optimistic for this. I hope you can do something Castlevania-ish. I got a couple of ideas...
     
    #73
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  14. SmashArtist

    SmashArtist Lazy Artist Veteran

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    #74
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  15. Mystic_Enigma

    Mystic_Enigma The Doofiest of Dorks Veteran

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    Man, this is getting more and more promising. I for one can't wait!
     
    #75
  16. Rukiri

    Rukiri I like to make Action-RPGs Veteran

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    Apparently it's out..
    Can't confirm as you can't purchase on steam yet, there's a few tweets of users using it but it's 8:47AM right now and steam usually updates around noon so maybe it is out?
     
    #76
  17. SmashArtist

    SmashArtist Lazy Artist Veteran

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    Unfortunately it isn't available yet. :(

    Edit: According to their twitter it appears Pixel Game Maker will cost around $100.
    I think I'll wait to see how it develops before buying.
     
    Last edited: Jul 6, 2018
    #77
  18. Rukiri

    Rukiri I like to make Action-RPGs Veteran

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    #78
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  19. Vox Novus

    Vox Novus Knight of Whispers Veteran

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    #79
  20. SmashArtist

    SmashArtist Lazy Artist Veteran

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    I tried out their benchmark demo and already had performance issues before adding any chickens. :(
    Anyone else having this issue?
     
    #80

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