- Mar 19, 2018
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- Primarily Uses
For example, in the game I'm working on at the moment, I'm using events to make the map movement work like a node-based level selection (like in Mario World etc) instead of the default tile-based movement. For a commercial example, take LISA. That's a game that doesn't look like it was made in RPG maker because the movement is side-scrolling, and that's a result of clever graphical design.What're you doing to get around the limitations of the engine then?
There's also countless tiny little things that would be deliberately designed if you made the game from the ground up, but are hard to reverse-engineer into this engine. For example, when you press 'x' the main menu pops up, with all its options on it. But what if your game only has 3 menu options (Item, Skills, Save) and you wanted each of those to be accessed by pressing X, Y, or Start on a controller instead of being found in the same menu? What if you wanted to show a bar above an enemy's head indicating its super special move's charge-up time? What if you want UI elements like character's chat heads and current HP to fade in or out of view depending on whether the player is moving or not?
All of these things are doable, but not without some scripting knowledge. Most games are made up of hundreds of small UI decisions like this that players subconsciously take notice of. My #1 bit of advice for anyone looking to make their game stand out would be to ask yourself what, exactly, each button press should do, and why. And if your answer to any of those questions is "it should do what RPG maker has it do by default" then be ready to accept that your game is gonna have some similarities to many others.