I have a very ambitious plan, probably a bad idea for a newbie lol

djDarkX

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I don't think you saw what I meant clearly.  I was talking about IG Maker, then talking about a different engine (various other programs or engines that cannot be talked about) and then finally a custom engine.  I can see why that would have confused you Andar. lol
 

sabao

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As I've pointed out earlier, a lot of customization would have to go into it, but making a side scrolling action RPG on RM isn't outright impossible.


For a better picture of what's required, RM was designed to make top down 2D RPGs where characters move in four directions (up down left right) and battles are handled by default in separate scenes in a turn-based fashion. A side scroller moves just backwards and forwards, and the possibility of climbing up or more importantly, falling down. Battles are on-scene in real time.


From this assessment, you can already figure out what needs to be done:


- Defining gravity for falling objects


- Optional, defining additional physics for other movement like gradual acceleration while running, jumping


- The battle system


- An animation handler for all the extra animations needed to show different actions


- Actually drawing the animations themselves, from the hero to every single enemy character


- A heads up display of player stats like HP and MP outside of the menu


- Weapon/item behaviors, particularly for fancy stuff like boomerangs, guns and bombs


Touhou Wandering Souls was made on VX. Like I've said, there was a script that had the basic mechanics (basic movement, jumping and player physics) for making a side scroller shared sometime ago. It wasn't as polished as Touhou's, but it's a start. I don't recall one being made for Ace, but if you could find the old one on VX it's just a matter of tweaking things for compatibility.
 

Russ1981

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Well based on this discussion, I'm discovering that making video games is WAY harder than I anticipated, which is upsetting. I'm also on a fixed income so I'm not sure if recruiting a team to help me would be feasible, as I doubt anyone is willing to do it for cheap, much less as volunteer work. My only option in that case is to learn how to code myself, which could take years. I know I possibly sound like I'm whining but that's not my intention, I've always wanted to make video games for a living, and I thought one of these programs could teach me in a way that's easy to understand, and it's compact and everything is where I need it, so I don't necessarily need a whole bunch of other programs. I suppose I can take classes to teach me how to script, I don't learn that easily just reading or watching videos, it all sounds like a foreign language to me unless I'm walked through it.
 

djDarkX

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That's, unfortunately, a VERY common misconception.  You can't just pick up some game making software and be able to produce a well-made, polished and feature-rich game in only a few weeks or months.  Even with RPG Maker, creating a good game takes a lot of time, effort and (sometimes) money.  That's the sad fact of game development in general and not limited to RPG Maker.

Yes, it's FAR easier to make games with programs like RPG Maker, IG Maker and various other engines that allow you to create games, but most won't have a bundle of free resources for you to create a game and expect you to do it all yourself and have at least SOME knowledge of coding for the more advanced stuff.
 

Engr. Adiktuzmiko

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Game development is a really tedious task, so you should be ready to dish out a lot of your time if you really want to be in this kind of field... and yeah, the RM series I think is one of the easiest to use (if not the easiest) :)
 

Russ1981

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Well I won't give up, I already bought the program so I'm committed. I do realize that making a game could take years if I don't just go with the premade options, I have a few friends who are either currently or formerly were in the business. I could ask them to help too, but I'd imagine they'd need knowledge of exactly how Ruby works in the program. The fact that they're long distance is also a factor. But where there's a will there's a way, I also have this site as a resource if I need advice.
 

sabao

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I'd advise keeping close to what RM already provides first. Understanding the software aside, the events system is also great because it teaches the very basic logic needed in programming, in case you aren't familiar.


Personally I've found that because of the events system I was able to pick up and learn programming faster because the thought process was so similar.


I'd also shy away from any commercial aspirations until I've a few projects in my name. Honestly I don't think first projects would do so well anyway.
 
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Cadh20000

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 I'd also shy away from any commercial aspirations until I've a few projects in my name. Honestly I don't think first projects would do so well anyway.
She isn't saying to scrap any grand plans for a game for now, merely shelve them until after you get some experience.(I think anyway) It is never too early to start planning for a future project.

In the mean time, I'd advise starting a junk project, the sole purpose of which is to give you an area to experiment with any ideas you have for game mechanics. That way, you can try out whatever you think of in an environment where if you mess it up you don't have to scrap a bunch of work you've already done on a serious project.
 
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Russ1981

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I totally agree with that, I don't intend for my first project to be totally amazing, just something to share with my friends or anyone else who feels like checking it out. I've been writing character outlines for the game I plan to make my big project, but I'll start with a simplified version of it first before I try to implement any major mechanics. I'm also toying with the idea of a Diablo or Zelda style layout, since it's the closest to the default top down style and might not include quite as much coding. Of course I could be entirely wrong there too lol. Either way, I'll play with the default settings first and make a game with the given materials until I get the hang of it.
 

Cadh20000

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Just be sure that no matter your project, you never forget to have fun!

The second you do, you're on the road to a burn-out.
 

Russ1981

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Absolutely, the program is a ton of fun to work with as it is. I'm not worried about making money on my projects yet, but once I do start to sell my stuff it'll be even better.
 

sabao

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She isn't saying to scrap any grand plans for a game for now, merely shelve them until after you get some experience.(I think anyway) It is never too early to start planning for a future project.
I never really said anything about scrapping anything. :<


My advice is mostly just a friendly reminder. Most folks become a little too ambitious with their idea too early on, so they get frustrated while working on it and eventually give up. It's a sad, sad way to go.


I believe the process of making the game should be enjoyable above all else. Other people enjoying the game and earning from it should only come as a consolation prize for a job well done.
 

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