Suggestions for the next RPG Maker

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Engr. Adiktuzmiko

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yeah... and I think it won't be hard to implement too as they will just have to save two new variables for each image... and maybe just get rid of the multi-character spritesheets... so that you don't need to specify how many sprites are actually present in your sheet... plus most resources that I've seen that use more than the normal frame count, has 1 character per sheet only...
 

SoulPour777

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Uhm how about this?

Atmosphere and Weather Generator Version 2

> Since they already started building rain, storm and snow, why not they expand to something like Sandstorm, Spring, Summer or Fall? That way, there would be a good blend of atmosphere or feel of the game map. This could also be adjusted, so the developer can adjust the time and duration of these to happen. Much like its a weather, it can also be a good feel for the game maps.

Extended Resources and Characters

> This may have been mentioned, but perhaps expanding the resources for Ancient, Golden Age, Modern Age resources would be good. Although it would surely be the Ancient - Golden Times as the concentration of an RPG game, some developers would likely want to make a modern based RPG. Maybe enterbrain could provide us a bit more usable characters and all the other stuff so we can suit our game's graphics better. 

Editable Graphical Menu System

> This would probably the one I really wanted RPG Maker has to have in the future. Perhaps we can edit a bit of the Menu System like make it scroll smoother or scroll with actions like the menu of Wolf RPG or Battle Realms, something like that. This would probably be hard and tiring for the developers to make, but hey, its just my suggestion.

Extended Battle Characters

> The "4 Players" rule in battle is kinda old and what if they make something more than that? Perhaps they could change it to 4-7 or 4-8. If you notice, Troops can handle a maximum of 7 units, either the same enemies or of different enemies. It seems unfair to battle 7 enemies specially if they are strong when your party is just 4. Although I know there's no game maker who would actually create a troop just like I mentioned, its just again my suggestion.

Connectivity Chat System / Mini Chat Connection System

> I saw a dll / script from White Flute and Tomoaky wherein, they were able to get NND (Nico Nico Douga) placed inside RPG Maker. If this is possible, there's also a possibility that perhaps they can let game makers create a certain chat site (chatango?) or any relatively chatting site, so players can connect with each other and chat on the game. This is not the MMO thing, but rather just chat system. Of course this is a ridiculous idea since someone might say... "Why not chat in chatango while playing the game?". Well, perhaps playing the game and chatting is much more enjoyable than shifting window to window or something like that.

Debugger / Debugging Tools

> Maybe a tool for debugging. A better one.

Artificial Intelligence System

> Perhaps they could create or let us makers generate an AI for enemies or characters on MAP, suitable for Action Battle Systems.

Patching System

> Some games, say for example are updated maybe a week or a month with improved features. Aside from recompiling / recompressing the game files, take the Game.rgss3a and upload it, maybe a graphical patching system embedded in the game tool would be nice.

 These are just my suggestions I thought of. I know some of you might hate it though xD
 

Engr. Adiktuzmiko

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AI for ABS should be a part of the specific ABS... because unless they implement their own ABS to come with the maker, it's quite hard to actually make an AI that will possibly cater for any ABS...

I'd go with patching... it can make things easier...

maybe something like you save a copy of the game right now, then edit edit edit

then using the patcher creator, it takes the old copy and the new copy and produces a patcher file [by comparing which files are changed and what files are added] that will auto install those updates...
 

Andar

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Another idea I just had:

target scope for enemy attack pattern conditions

currently you can condition a skill on the enemy's own HP - but what if you want it to be used if the party is low/high on HP, or a support skill to be used when another enemy is low on HP?

Or in the case of a state, use the skill only if that state is present on the target instead of the enemy? (for example if the main attack puts the actors to sleep and a special attack only when the actors are sleeping?

Having a scope to target the condition would allow for much more battle options and a better enemy AI.
 

Engr. Adiktuzmiko

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^ I agree with that... 
 

Casia

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Combine the mapping functions and graphics of XP with the general game making system of Ace, and you'll have the perfect RPG Maker.
 

omen613

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Some good ideas in this thread...hope E! glances at it

*Bring back map layers!

           *Passablity Layer too please

*Much larger RTP resource pack like 100+ - this alone if nothing else!!!!

           *Make RTP resources add to project only after an event is using that resource.

*Event Hit boxes (Press enter from the front back left or right to start event)

*Side View battle system as default.

*Better AI control of enemies

Did I mention more RTP resources? Cause I think that alone would do wonders for the game. Hell sell them as resource packs like the Samurai and modern ones they have now..but lots and lots more...imagine its the cheapest to generate out of all the requests as well.
 
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IsFutureBright

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They should consider making an asset store too! So people could sell anything from spritesheets to scripts to whole RTPs really.
 

Engr. Adiktuzmiko

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*Make RTP resources add to project only after an event is using that resource.

--> Do you know that you can remove the need for the RTP itself and import only what you need?

maybe the engine can have this functionality for that:

When choosing resources you have two tabs, one is RTP browser, the other is custom content browser...

then if you choose an RTP file, you are given the option to import it to the project or use it directly from the RTP (which in turn will make the players need to have the RTP in their comps)... if you choose import content, then it will copy the RTP file to the custom content folder then your game object will use that imported file instead of the one in the RTP folder...

that way, you have the option to include the RTP resources that you need or not, while still being able to browse thru all RTP files while inside the editor
 
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DS Piron

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Erm, RTP Resources are already differently colored from custom resources in the selection thing, and listed after custom ones, for what it's worth.

Also, having to import everything individually I feel will make using the RTP more cumbersome.

But then again, I don't know how you make a version of a game that doesn't need the RTP installed on the  player's computer, beside exporting everything you used from the RTP...

Also, another call to have layers back, admittedly, I'm not too confident it'll happen, short of them finding a way to make map making as foolproof as VX..
 
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Engr. Adiktuzmiko

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Make RTP resources add to project only after an event is using that resource.
Also, having to import everything individually I feel will make using the RTP more cumbersome.
My suggestion was to separate the two and give the option to AUTO-IMPORT the RTP file into your game folder once you use that file... Which will basically answer those problems... You can of course still use the current one which is color coded, but IMO having them actually separated is better... the main point of my suggestion is giving the auto-import option in case you didn't notice...

But then again, I don't know how you make a version of a game that has the RTP in it, beside exporting what you used in it...
Note: This method is only for addressing the fact that choosing the include RTP option during compression leads to a large file size, and is only applicable if you're not using almost all of the RTP resources

Basically, you remove first the need for the RTP (no more RTP checks and such) which will allow your players to play the game even if they don't have the RTP installed...

Then you just import to your folder the RTP files that you are using instead...

Conclusion:

How it's done right now: manually

What we both want for it to be: automatically

About layers, I think it can really happen...
 
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SoulPour777

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Difficulty Unit Generator

> Probably to make Easy, Normal and Hard difficulty, generating the level inflation and basis, as well as the enemy's toughness over battle.
 

Little Paw

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Kind of similar to what someone above said, what about automatic stat generation for enemies?

Of course, you could still type it all in manually, but what if there was a set of sliders that you could set and it would pop out stats?

Like for example, first there would be a Level slider. Setting this to whatever level you want will determine the base value for all of the stats. For the sake of example, let's say that a Level 10 enemy, by default, has 300 HP, 60 MP and 20 in every stat.

Then you would have an Intensity slider. This would affect that base value, depending on how high you want the numbers in your game to be. The above example would be at the center of the slider, and if you were to raise the Intensity to max, the stats might become something like 3000 HP, 600 MP and 100 in every stat, whereas if you had it way at the bottom, the numbers may be something like 30 HP, 6 MP and 3 in every stat.

Then, you would have buttons like the Classes tab does in VX Ace, where you can adjust the individual stats by letter grades, A (being the highest) to E (being the lowest). By default, everything is at C.

So then, using my first example, setting the HP to A would change it from 300 to 400, and setting the ATK to E would change it from 20 to 10.

This way, you can always keep your Intensity slider at a consistent value with the balance you desire in your game, and then all you have to do is raise the level slider and click a few buttons and you've got an instantly balanced enemy.
 

Andar

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Kind of similar to what someone above said, what about automatic stat generation for enemies?

This way, you can always keep your Intensity slider at a consistent value with the balance you desire in your game, and then all you have to do is raise the level slider and click a few buttons and you've got an instantly balanced enemy.
Unfortunately, that can't give you a balanced enemy. It might be a better base than random numbers, but even an experienced guess that calculates in the one point missing there will have better results than any automatic.

And the point you're missing here are the skills - depending on what skills are available at that phase of the game, any enemy can be either helpless or overpowered...
 

CWells

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In the option for States: All of the restrictions either paralyze the person to which the state is applied or make it lash out aggressively. Why not state restrictions that make the person focus on ally's? Like, only use heals, if any?
 

DS Piron

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In the option for States: All of the restrictions either paralyze the person to which the state is applied or make it lash out aggressively. Why not state restrictions that make the person focus on ally's? Like, only use heals, if any?
It's not there because there wasn't a lot of RPGs that have a "Can only use healing magics" before. (I can't even remember seeing one, but I don't play a lot of RPGs.)

It doesn't help that, by what you're suggesting, the character will keep using healing spell/items at random party members until the state wears off, or the person runs out. Restictions mean that's the only option for that character, even non-action is not allowed, so you have no control.

And that drain on resources from constant item/magic use will get annoying, real fast.

...What were you picturing?
 
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Engr. Adiktuzmiko

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because that's more likely specific to only a few projects... so you should just do that by yourself using scripts...

the purpose of a public use resource is to cater for the most common things that people use in an easy way, and simply provide possibilities to create more complex things that are more or less only needed by a few...

though for states, I think they can add a formula bar in which we can specify custom conditions on when a state gets removed... that would be really useful right?
 

Faerypixel25

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Personally, I prefer the XP over any of the new makers because the new ones are just way too easy. I like having a challenge. Without the obstacles to jump through it just gets boring. And, I would never buy a rpg maker in 3-D. My eyesight is already terrible as it is, plus there isn't really any amazing things that are worth seing in 3-D except for battle animations. I didn't buy the 3DS and I definetely will NOT buy an RPG Maker 3-D. That is just another way to give people seizures.
 

Engr. Adiktuzmiko

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^ definitely depends on what you want to do... yeah it is easier for maybe a lot of things that is hard to do for XP, but it also gives you more time to work on more complex things... If it's too easy, no one would even look for scripts and ask for help, and yet there are lots of people asking everyday so clearly, they don't find it as TOO EASY... anyway, that's your opinion... Personally, I'm not keen with 3D too, it makes me dizzy after some time... but don't worry, a 3D RM is still either far from being made or will not be made...

still, my most wanted feature is to have dynamic number of tile layers
 

Faerypixel25

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I can agree with the dynamic layer. You do have a point, but the complex things are basically the same complex things on the Ace are the same as most other complex things with the other makers. I do see your point though. It gives you a lot more time to do the hard stuff. But, time isn't an issue for me. The more complex makers give me something to pass the time. I get bored very easily.  
 
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