RPG Maker without Ruby

Engr. Adiktuzmiko

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I personally wouldn't touch an engine without scripting, because I'm more on programming and scripts by nature... Unless it's a super flexible engine that allows you to do so much customizations (like making new windows and scenes, moving existing windows) without scripting...
 

XinChao

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No need Ruby. I refer Python.  By convert to Python, do all newbies who dont know how to script a favor. Ruby is confusing language. Python is straight forward readable and elegant, easy to learn for newbie. Most people don't know how to script anyway. RMVX started out as toy/game, not as engine.
 
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Engr. Adiktuzmiko

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as was said in the first post, it was more of removing the scripting, not as simple as changing ruby to something else...


I tried phyton, and really, I find it more confusing... we all have our own prefences anyways...

RMVX started out as toy/game, not as engine.
Who said that?
 
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XinChao

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No comment on that because that wont happen. Eb are smart enough to know that is crucial to the engine, that's why they put it there. I thought you talk about replace Ruby with something else, or replace scripting with plug in, that has a point to discuss.
 

Engr. Adiktuzmiko

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I think that's the whole point of the thread: whether or not people will buy it in case the scripting is removed (or never even put there in the first place)...


It's a "What If" situation... :)
 
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Chaos17

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Well, I think Rpg maker may look more appealing if it wasn't Ruby only.

Lot of programmer learn C or other languages at a moment of their life so they may have wished to be able to use them in Rpg maker at moment.

That's just an idea.
 
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Engr. Adiktuzmiko

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Again, as said on the OP, the no ruby thing is more about no scripting at all... :)

Also, scripters aren't all programmers (or at least not all knows C/C++)... I for one have learned how to script in wc3 and RM, knows VB (I use it for making apps that I need and also it was part of a subject that we had) and C/C++ doesn't seem easy for me...
and actually, most of my friends who know C++ prefer to just make their own engine...
 
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Necromus

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Seeing how there were extremely awesome games on Rm2K/3, ofc.

There isn't thaaaat much you couldn't do, just took (in some cases) more effort and you hit ressource limitations pretty often (atleast until some unofficial patches for the maker).

There were really awesome looking battle systems (ABS, FF style sideview and so on), custom menus, map name dislay, you name it on those makers, seeing as that is what really catches the eye, when looking at games, I'd say people were doing pretty fine without scripting (did so myself too back then).
 

Dr.Yami

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I prefer Lua for game programming though. Ruby performance is a bit slower than some other interpreter languages. Python is good, but its base library is too large, unless you build your own mini python.
 

Shaz

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It's not about "what's your favourite language". Even though YOU may prefer python or C or whatever other thing you might come up with, there are plenty of people who don't. So don't assume just because YOU learned it when you were new, that others did as well. Ruby isn't that hard to learn - EVERY language requires you to learn the logic skills; after that it's just syntax.
 

Ellie Jane

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I used 2K for a while. When XP came out I started learning scripting just because it was there, and didn't really use it much. Over the years I learned it inside out, but I think if it had never been there I'd have never even noticed and would still be using the program.
 

Andar

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Without programming access, RM would be a lot less flexible - and what we call scripting here is a full programming access to the engine.

However, a lot could be done by eventing alone as well.

If the eventing options were increased (a lot, not only minor additions), then I could see the RM working without scripts - people who would like a radically different engine (like ABS on map) would drift to other game makers, but the core would keep to RM.

But without a lot more flexibility in eventing I don't think that an RM without scripting could survive, because there are too many tiny optimizations that require scripting knowledge (for example how to use the damage formula for skills that affect both user and target - that would not be possible without scripting as well).
 

Necromus

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Without programming access, RM would be a lot less flexible - and what we call scripting here is a full programming access to the engine.

However, a lot could be done by eventing alone as well.

If the eventing options were increased (a lot, not only minor additions), then I could see the RM working without scripts - people who would like a radically different engine (like ABS on map) would drift to other game makers, but the core would keep to RM.

But without a lot more flexibility in eventing I don't think that an RM without scripting could survive, because there are too many tiny optimizations that require scripting knowledge (for example how to use the damage formula for skills that affect both user and target - that would not be possible without scripting as well).
You would just use your own formulas, just like you did back then, when creating a custom battle system (based on variables), really like I said, there wasn't that much you couldn't do on Rm2K.
 
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Chaos17

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Play Aedemphia and you will understand why it's a good idea to leave those heavy systems to scripts.

Ex : the menu is so heavy that the game take between 0.5 or 1 sec to respond when you change between submenus.

Also an a-rpg without pixel mouvement is... not recommended to do.
 
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Necromus

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Play Aedemphia and you will understand why it's a good idea to leave those heavy systems to scripts.

Ex : the menu is so heavy that the game take between 0.5 or 1 sec to respond when you change between submenus.

Also an a-rpg without pixel mouvement is... not recommended to do.
A-rpg's aren't the strong suit of the (normal) makers anyways tho, we got a whole maker for these.

Rm2k/3 was super slow for sure, but I think this is more about a new maker, just without scripting features.

And while that would, for a lot of things, be way less compfortable than now, there aren't that many limitations you would face, to actually need scripting.

And I'm activly doing (and did) both eventing and scripting, so it's not that I'm biased to one or the other.

I'm scripting my battle system and menu now, but I evented them before, both worked fine and was relativly lag free.

Got to consider that there are a lot of patches for the old makers, so unoffical stuff, for unofficial makers basicly, they help in terms of performance and limitations.

But yea, current generation maker without scripting would work fine, but would simply be less convenient.
 

Galenmereth

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I couldn't have made my game without scripting. I know eventing and scripting inside out now, and it wasn't possible without quite a lot of custom script functionality.
 

Dalph

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I don't give a damn, and remember that the best RM games were created with Rm2k\3 (so without Ruby).
 

Necromus

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I couldn't have made my game without scripting. I know eventing and scripting inside out now, and it wasn't possible without quite a lot of custom script functionality.
Might very well be true, there are limitations after all, still curious tho, what couldn't you have made without scripting?
 

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