Questions about RPGmaker options.

Rog

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I have decided to make an RPG and I'm trying to decide which RPGmaker engine I should use to help me through the process. I have some questions.


1. What coding language is used to power the game? Is it Java? I will be picking up a book to learn how to use the code so I can customize as needed.


2. I have a finished pallette of background assets that go with a 70x70 pixel tile format. Thing is it looks like MV uses 48x48 and it requres some kind of mod to change it. Where do I find the mod? Does it cause any issues with the core game or is it a simple adjustment and boop! It's ready?


3. One of the projects I am working on involves 2 key features. 1 is the feature where you can customize your main character in-game. Kind of like building a character from the ground up. It appears that this is mostly possible using the maker. The other one is that I want the ability to finish the game, and then if another one is made you can import your character to the new game. How difficult would all of this be?


4. I am looking for people who would be interested in collaborating. I already have 2 excellent artists but we don't know the first thing about making a proper VIDEO game. People who have a resume of making small games -or big- that have many customizations and adjustments to the RPGmaker interfaces. We don't have any specific story or world in mind so creatives are also welcome to chip in! Send me a private message and we'll talk over skype.
 

Andar

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1) for RPG Maker MV, it is javascript (which has nothing to do with java), for RMXP to RMVXA there were three variants of Ruby-based RGSS, older RMs didn't have any scripting capability.


2) all coordinates in all makers are grid-based, and there is a default size for the grid (48x48 for MV, 32x32 for olders).


Changing the gridsize is easy with MV-plugin, but it will change everything to that size ingame and the editor itself cannot change its grid.


Which basically means additional work for you to provide all assets in the new size and either use a different program for mapping or make a mockup in a smaller size for editor mapping.


3) plugins for this exists - it requires you to be able to follow logic structures when designing everything, but using them is more like work and not like a problem


4) project recruitment has specific rules on this site, please do not make such a question outside the project recruitment subforum, and when you post there follow the specific rules described there.


I've moved this thread to Product Discussion. Please be sure to post your threads in the correct forum next time. Thank you.
 

Leon Kennedy

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Andar put it perfectly, to add I think VX Ace still has more plugins that can do different things and can do anything mv can [with plugins] + general resources. Not sure which has more resources between vx and xp but I've seen some pretty advanced looking xp games as well.
 
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