Earning money from games you make

zhou187

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Title says it all..

I just bought RPG Maker Ace VX last Aprol1 andI was planning to make a game and some how try to earn money from it.
Is this even possible?

1. Can I use other people's tiles (they posted it so it means I can use it freely right?) or I can ask permission :D
2. What are the things that I need to take in mind?
3. Is it hard on doing a game? (Im currently ready the pdf files from the website tutorials.)
 

Zane

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Yep, you bought the engine you can make money off the games you make with it.

Here are the questions answered in order:

1. Not sure what that question means. If you mean like game titles? I wouldn't just cause the name has already been used by another member.

2. Don't make your first project your dream project it should be a more practice type of project to help understand the engine more.

3. It can be sometimes, it's more of a time consuming deal and a lot of determination and effort as you become more used to the engine things get easier.
 

zhou187

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1. So I guess I have to start making my own tiles if I wanna do my game huh. Thats the biggest problem that you have told me hahaha. Im no good on making those kind of blocks but I can pretty sure practice for me to do it. 

2. I really do not intend to make my 1st project my dream project *whistles then act as if I'm not lying*

Im looking forward to learn more from this forum :D

 
 

Tsukihime

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1. Not sure what that question means. If you mean like game titles? I wouldn't just cause the name has already been used by another member.
Map tiles.
 

dinhbat3

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Hey Zhou

 I think you mean tiles. Like the graphics on a map. Each person that creates them posts terms of use. Many of them are fre for commercial use, if you have any question you should check with the creator.

~ Dinhbat
 

Venka

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you can use other peoples tilesets provided you follow their guidelines. They will usually say if they can be used for commercial projects or ask for a PM to the author to get further details on buying a permit to use them, sometimes the PM to the author is just so they know where their resources are going cause it's fun to see your work put into a project ;)

and I think everything tries to start out with their dream project and soon gets overwhelmed or lost in features. So as many will suggest.. start on something small scale.. maybe 30mins to a couple of hours of game play to get the feel for how things work and to actually get something to a working and finished state. Ask the community for freeback (don't get too discouraged from all the negative feedback, if you get any feedback at all). Just try to take it all in and see how you can improve.

As for making money on a project.. that's kind of iffy. It can be done :) But it will rarely, if ever, be a main source of income. You will see that you have to dish out a lot of money to custom stuff (scripts, face sets, charater sprites... etc). You can use the free resources and the RTP, but so many people are just bored of seeing these that you will get bad reviews for that reason alone. I personally don't mind seeing RTP graphics. I've seen some really great uses of the RTP on maps and stuff :) Just practice... practice... practice.
 

Zane

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Oh sorry about that. I'm sick right now from the sudden changes of the weather and didn't read it right. My bad. :3
 
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Shaz

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I just bought RPG Maker Ace VX last Aprol1 andI was planning to make a game and some how try to earn money from it.


Is this even possible?
Yes. All of the Enterbrain game engines allow you to make and sell games using the resources that come with the engine. But it will take a long time and be very hard work - especially if you have never used it before and are learning as you go.

1. Can I use other people's tiles (they posted it so it means I can use it freely right?) or I can ask permission :D
No. Just because they post it, doesn't mean it's available for others to use. Sometimes people post resources to share, sometimes they will even let you use them if you're making a commercial game (a lot don't though, so make sure you check first). Sometimes they are only showing what they are working on, and don't actually intend for others to use those resources. And ALWAYS make sure you go to the source to find out. There are a number of sites that just collect and post resources without bothering to credit the artists or mention their terms. If you can't find out who originally created them, and can't find any terms of use stating that they can be used in commercial games, and you can't contact the author, do not use them.

2. What are the things that I need to take in mind?
No matter what you may think, or what you may hear from others (especially those who have NOT tried it), making a game is HARD WORK!!! It will be slow to learn, and slow to do, and you will make many, many mistakes and have to do things over. You will pull your hair out trying to figure out why things won't work the way you expect them to.
If you have never used RPG Maker before, do NOT try and make a commercial game first. Spend a LOT of time just playing with the maker - create fun little maps and events just to experiment with things and get a feel for how they work. Play around with all the database stuff to become really familiar with it. The more time you spend just tinkering at the start with the sole purpose of learning and playing, the less time you'll spend later trying to figure out how to do things or fix bugs.

3. Is it hard on doing a game? (Im currently ready the pdf files from the website tutorials.)
Yes. See above comments.
We have a Commercial area where you can check out some of the discussions people have been having - some related to developing with commercial distribution in mind, some related to what to do after the game is done.
 
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Solo

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Earning money from your game: Yes, completely possible. I have. :D
 
Of course, I had a lot of experience with the past iterations of RPG Maker when I started my "dream project," which by the way took seven years to make. It uses minimal RTP resources (mostly just for battle animations, which might've taken me another seven years, plus sound effects and some of the very nice default panoramic vistas of RPG Maker XP); I wrote the story and drew all of the graphics for the maps, battle backgrounds, characters, enemies, and so on; and my acoustic guitar-playing father graciously provided a stellar soundtrack.
 
So, yes, it is possible, but it requires one thing above all: dedication, and a lot at that. The more you love your project, I believe the more successful you will be. Time is a precious thing, and a successful game needs lots of it (especially when it's being developed by a single person and not a mega-corporation).

"You will pull your hair out trying to figure out why things won't work the way you expect them to."

Oh, how true this is!! :guffaw:
 
 
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Lars Ulrika

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Note that you also have ressource packs on sale for a more than reasonnable price on this website. They're worth throwing an eye on. Personnally I use some of them + some free to use commercially tileset (mack tileset , you'll sure hear about it again and again and again here). 

Though , I strongly advice you to train first on mapping. Post in "maps and screenshots" topic to get feedback. Play other people's games, watch how they're doing. You can also download sample games there. They're NOT crap and you can load them in your editor to see how they're done. 

This will help you a lot on mapping and also to get how events work. You can't imagine all the things you can do with eventing. Don't jump on premade scripts on the spot, try first to understand events. It's excruciatingly important. If you don't get how events, skills etc work, you'll miss out plenty of features. 
 

Mouser

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Play other people's games
^ This, this, and a little more of this.

If you want to be a great musician (or even a proficient one), you need to listen to music - lots of music, and not just the kind you want to make.

If you were going to learn to play a guitar, you'd maybe get an instructor, or watch loads of tutorials online, practice, learn some songs. One day you go to an 'open mike' night and play something you learned. You stumble through it. You practice some more. Meet some people and form a band - you play at a friends party. You weren't great but you got through it. You practice some more, maybe get a different drummer or add a saxophone. You audition for gigs. You get turned down a lot and then somebody says yes. You give it your all and somebody in the crowd likes what they hear and talk to you. Now you've got a steady gig playing weekends down at the local pub.

I forget who I read that wrote comparing game development to learning to play an instrument, but having spent a few years learning to play the guitar - it's a very apt analogy. You don't start off being 'good at it' unless you're one of those very rare 1% of 1% of people. A writing teacher of mine went to a small seminar with Stephen King. One of the things he told her was, "Your first novel or two are going to suck. That's ok - get the suck out of your system." (not those exact words, but the gist of it, anyway).

Finally, you've picked the HARDEST genre of game to possibly create. You'll hear loads of people complaining about the gaming industry and things like EA pumping out a sports game year after year and how much that sucks and yadda, yadda, yadda. Guess what? The people spending money every year to buy them don't think those games suck. In fact, they enjoy them very much. First person shooters are another one - sequel after sequel. With both of those - the mechanics are the game. Graphics need to be good (that's always true, even with a 2D game), but there's not a lot of dialog between the 'hero' and the zombie hordes as your picking them off one by one with your BFG.

In a role playing game the mechanics are a small part of a much larger pie: You need to learn to write a screen play (the closest fiction writing to a game - comic books are close, too), develop characters, dialog, scenes, plots and subplots, convey emotions... Choose the right music - or even create your own. Develop a system of risk and reward so the player feels like his character is growing stronger, while the story keeps making her situation worse at every turn. And you've got to find a way to make your game seem different from all the others out there - 95% of which are all telling the same story (The Reluctant Hero).

So play games. Lots of games. Takes notes while you're playing - what do you like? What don't you like. When you're finished playing, go back over those notes and try to figure out WHY you liked or didn't like certain things. Was it a 'don't like' because it was bad, or was it a part of the story where you weren't supposed to feel comfortable? Did things seem too easy or too hard? Did you feel 'lost'? Find the precise moment you started to lose direction and figure out WHY. 

Do this over and over and over...

If it were easy, everybody and his dog would be selling video games and living the good life...
 
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Solo

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So play games. Lots of games. Takes notes while you're playing - what do you like? What don't you like. When you're finished playing, go back over those notes and try to figure out WHY you liked or didn't like certain things. Was it a 'don't like' because it was bad, or was it a part of the story where you weren't supposed to feel comfortable? Did things seem too easy or too hard? Did you feel 'lost'? Find the precise moment you started to lose direction and figure out WHY.
This is really great advice. I think that instilling your own individuality, your own self into your game is extremely important. Don't feel pressured to conform to the norm. Even if you're telling a familiar kind of story, it will be in your own style, employing your own twist on things. Focus on the kinds of characters you really love (or love to hate) or are just plain fascinated with, good and evil alike. Explore their psyche, and your own psyche as well. Write little short stories about your characters, even if they don't actually end up in the final game (though they might), just to get a "feel" for your own creations. Even silly stuff like a walk in the park or a family function... assuming your character has a family and is not the tried-and-true battered orphan destined to rescue the world from darkness... and hey, if that's what you want, then it's okay! ;)
There is immense joy in this field. For me, nothing compares to the satisfaction of cultivating a universe, creating characters, watching them grow and even growing with them. Above all, believe in yourself, and know who you are. Don't be rattled or shaken by criticism, either (and believe me... I know how difficult that is). Hold fast to what you're really passionate about, and you'll reap the most important reward of all - happiness.
 
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Zoltor

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It sounds like you're not only new to ACE, but RPG Maker, and even game design in general?

I would strongly advise you not to worry about making a commercial game for now, and within the near future.

If you aren't a die hard RPG fan, and a RPG vet at that, I must agree with the sentiment that others have in this thread, play tons of games. A lot more goes into a RPG, then any other genre, playing tons, and tons of RPGs will open your mind to the possibilities that the genre can offer, not to mention will teach you how things work together(and in some cases, why things don't work together). Also such will probally give you a better understanding of how to put together the commands in ace to create the systems you may want in your game.

Also before you even think of making a commercial game, you really should know most of RPG Maker in, and out. Likewise the first game anyone makes, should never be made with commercial in mind at all. The fact is, you'll fail a lot while making your first game, since your first game will basically be a test project to learn RPG Maker(which inturn means sloppy eventing, unpolished systems, not as well thought out game design, since you don't even really have a idea of what Ace can do yet, nevermind how to do such, ect)
 
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iRonan

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1. So I guess I have to start making my own tiles if I wanna do my game huh. Thats the biggest problem that you have told me hahaha. Im no good on making those kind of blocks but I can pretty sure practice for me to do it.
You can also use the items that are free or get some DLC's. The normal tiles are free, and they are pretty good
 

Tsukihime

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It sounds like you're not only new to ACE, but RPG Maker, and even game design in general?


I would strongly advise you not to worry about making a commercial game for now, and within the near future.


If you aren't a die hard RPG fan, and a RPG vet at that, I must agree with the sentiment that others have in this thread, play tons of games. A lot more goes into a RPG, then any other genre, playing tons, and tons of RPGs will open your mind to the possibilities that the genre can offer, not to mention will teach you how things work together(and in some cases, why things don't work together). Also such will probally give you a better understanding of how to put together the commands in ace to create the systems you may want in your game.


Also before you even think of making a commercial game, you really should know most of RPG Maker in, and out. Likewise the first game anyone makes, should never be made with commercial in mind at all. The fact is, you'll fail a lot while making your first game, since your first game will basically be a test project to learn RPG Maker(which inturn means sloppy eventing, unpolished systems, not as well thought out game design, since you don't even really have a idea of what Ace can do yet, nevermind how to do such, ect)
There is nothing wrong with pursuing a commercial game as your first project.


Don't waste your time on throw-aways that don't mean anything.


Fail fast and learn from your mistakes.


Good code doesn't make a good game. All that matters is whether it's fun.
 
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Solo

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There is nothing wrong with pursuing a commercial game as your first project.


Don't waste your time on throw-aways that don't mean anything.


Fail fast and learn from your mistakes.


Good code doesn't make a good game. All that matters is whether it's fun.
Amen.
 

Zoltor

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There is nothing wrong with pursuing a commercial game as your first project.

Don't waste your time on throw-aways that don't mean anything.

Fail fast and learn from your mistakes.

Good code doesn't make a good game. All that matters is whether it's fun.
Uh, if you know next to nothing about game design, I'm sorry, but the last thing you should be thinking about, is making a commercial game. The RM community doesn't need the Steam Greenlight fiasco all over again. Making a game is very involved, is a lot of work, and is very hard work at that.

Who says the test project has to be a throw away? The fact is the first game won't be all that good, compared to your 2nd game, and by the time you start the 2nd game, one might assume you would be much better at utilizing RPG Maker, don't you think?

Yea ofcourse, that's where knowledge of game design comes in, which the OP seems to still need to learn as well(inshort, the OP needs to really be playing lots of games, especially RPGs, before the OP even thinks about making a RPG, nevermind a commercial RPG).
 
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Napoleon

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There is nothing wrong with aiming for a commercial game right off the bat.

But if you have no money to put into it, if you have a full-time job/school, if you are new to creating games, if you are new to RPG Maker, if you don't have a team, if you can't script yourself, no custom artwork, If you don't at least have a basic understanding of copyrights, etc... Well... If you add that all up... Chances are low to turn it into something profitable and getting on a platform like Steam is extremely unlikely.

But yeah just start with a commercial-intention and during the months as you progress you can always jump back to a non-commercial one. No matter the odds, do what you think feels best.
 

Tsukihime

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Uh, if you know next to nothing about game design, I'm sorry, but the last thing you should be thinking about, is making a commercial game. The RM community doesn't need the Steam Greenlight fiasco all over again. Making a game is very involved, is a lot of work, and is very hard work at that.
Yes, and what better way to learn than to make a game, release it, and then get hit by feedback?
 
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Napoleon

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Well... Some of 'em got hit by flames instead of constructive feedback because they were really really badly put together. You have to be prepared to take that as well.

Some platforms even warn/ban you if you took someones resources and forgot to ask for the terms. All it takes is 1 report from just 1 user. I saw one getting banned already (he deserved it because he ripped a lot).

So yes there are some minor drawbacks. But they only apply to people who didn't learn while making their commercial project.
 
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