- Joined
- Dec 22, 2019
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- 194
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- RMMV
But it's not a limitation because RPG Maker does allow you to script. It was designed that way from the outset. In fact, you'll encounter scripting no matter what engine you decide to use, whether a "child's tool" like RPG Maker or "big boy toys" like Unity. People don't say that Unity, Godot, or Game Maker are limiting because you have to script to implement feature x, y, or z, do they? Cmon, that's just silly.
Edit: You see, you have to consider the scripting aspect of RM as part of the "default system".
Maybe I didn't word it correctly, in the post that you quoted, what I really meant was "RPG Maker without scripting has limitations", not the other way around.
I think the script avoidance is just higher with RPG Maker users. When I tried Game Maker I started using code from the beginning, but now with two years of progress in my game with RM MV I still haven’t touched scripting and I see alot of help requests ”without scripting”.
There is something unintuitive in it, but I can’t put my finger on it. Once you learn it’s probably pretty easy. I think scripting has a stigma too.
From my observation, RPG Maker community does feel more "anti scripting" than other engine communities, but maybe I'm biased, I don't know.
This thread has like, heated debate TWICE when I said something about scripting for unique game mechanics because the default system isn't good enough (to me at least). Then someone will post and argue about default system being perfectly fine "if you try hard enough".
I don't think in Unity or Goddot community people would attack your opinion if you said something similar =.=
Scripting with RPG Maker is indeed less intuitive than Unity/Goddot because there are no built in IDE. You need to put it in the plugin manager first then run the game. But I don't think that's the main reason why many RPG Maker dev subconsciously avoid scripting and prefer alternative solution more.
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