Suggestions for the next RPG Maker

Status
Not open for further replies.

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
You can override the icon though... I've seen games made with RM that has it's own icon... and I've been able to do it too...

but maybe if they decide to make the game pack in such a way that it creates the exe during "compilation", then this can be done more easily via the editor... and they can even make it such that every resource file is inside the game exe (it has it's set of pros and cons though) but I think they would have no problem doing it at all, since they are the ones who made the player exec anyway...

I wonder if we can implement bone animation to pictures... but right now, maybe we can just mix up the animations using an image editor... that is if you're talking about animations in the animations tab... 

btw, I'm curious at how the transition thingy in XP looks... it has been quite a while since I've last grazed XP... 
 
Last edited by a moderator:

SoulPour777

Crownless King
Veteran
Joined
Aug 15, 2012
Messages
1,093
Reaction score
104
First Language
English
Primarily Uses
N/A
For the icons, you can always use ResHack to change your icon.

How about a game splashscreen? That's what RPG Maker lack, that I think is cool.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
a splashscreen might be nice... as long as it's optional... coz IMO, the launcher loads rather fast that it doesn't really need to have a forced splash screen... 

btw did you get to make the no rtp work?
 

Adam Ferrell

Veteran
Veteran
Joined
Dec 12, 2012
Messages
155
Reaction score
13
First Language
English
Primarily Uses
RMMV
How about a faster way to change pass settings for tiles. When I want to change a tileset's passability it takes forever to individually click each tile to x or o. How about a button that sets the whole thing to x or o or star so that it's faster.
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
5,476
Reaction score
4,862
First Language
English
Primarily Uses
RMMV
I'd like to see a return of the "flash event" command that was present in RPGMaker2000.

I'd also like to see an "Add Feature" or "Subtract Feature" command thrown into the game.  I'd love to be able to, upon level up, adding new features to actors or classes.

What about more customization with items?  Instead of just "double xp" or "double gp" as options for an item, why not allow us to set a percentage?

I'd also like the ability to link specific skills to the "Attack" command if I wanted to so that actors could have different "unarmed attack" animations without having to script.

Those are just things I'd like included for major convenience and customizability.

Also...  I'd like the RTP to contain more than a single option for environments or tilesets.  A little variety would be nice in an initial release.  Like, say, three different "overworld" sets.  Maybe 2 different "interior" sets.  Maybe a couple different other sets that would include specific things like pieces to build a ship or create a desert with dunes.  I'm not asking for the moon, but a little more variety than just like 1 set would be quite nice.  While we're at it...  Some more "basic monsters" and less "class based monsters" would be appreciated as well.  Devoting 2 slots to "Cleric (male)" and "Cleric (female)" seems a bit unnecessary to me, unless you're going to make one of these monsters for each individual sprite you have.  I suggest filling these spaces with things like "Wolves" or "Goblins" or other things of that nature.  Even a straight up shark or giant squid wouldn't go amiss.  Heck, it'd be cool to even see a Hydra!  I just want a bit more variety in the RTP so that all of the "basic" content is covered.  Just enough content to make something somewhat unique amongst those who use the RTP and nothing else as well as to cover all the monsters which are traditionally found in every single RPG to date.
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
***Be warned this is way out of the blue!

I hate to say this because all the no, no, no we don't need it online...but I would love to see a RPG Maker Online. It doesn't have to be fancy I'd settle for RPGM 2k3 or something but I think it would be great if each person could get at least one map (or a set of 5/10) when you buy the game and build your maps ala graal style or something. Then you could play through other peoples area, towns, and dungeons and interact and trade and pvp, maybe a little bit of ruinedscape features too like members+ areas and special zones and tiles to build with online.

(crap that idea evolved faster than I thought).
 
Last edited by a moderator:

amerk

Veteran
Veteran
Joined
Mar 13, 2012
Messages
1,433
Reaction score
495
First Language
English
Primarily Uses
At one point in time, I actually thought about an RM Online. It would save the hassle of trying to port the maker onto a flash and upload it onto a new computer (and remembering your serial) whenever you are away from your main computer and want to work on it elsewhere... only to discover you don't have or can't Admin rights on the computer you're working on.

The only drawback would be if Internet access goes out, or if the site is down.
 

Seacliff

RPG Maker Mastermind
Veteran
Joined
Nov 8, 2012
Messages
2,982
Reaction score
1,129
First Language
Yes
Primarily Uses
RM2k
The only drawback would be if Internet access goes out, or if the site is down.
I think we are getting somewhere amazing here...

One thing that could be possible is that the games would be edited offline then you upload to this 'RM Online' site and they could be played online there, AND have the ability to port games using this game maker in a non-online version just in case the site ever does go done, but I really don't know if what I said was logical...
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
5,476
Reaction score
4,862
First Language
English
Primarily Uses
RMMV
So now we're talking about making RPGMaker into an MMO Maker?  I kind of like that idea.  You could create "public projects" in which everyone could contribute a set amount of content and then paste it all together and play the game together.  That would be fun, especially if it ran in a browser and had a public chat.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,430
Reaction score
7,711
First Language
German
Primarily Uses
RMMV
online capacity is almost impossible (and was several times stated as such by people from Degica), because that would need a really big effort to program the server while completely reprogramming the makers themselves as well. That's not something easily done...
 

AstoXx

Subconscious Punmaster
Member
Joined
Mar 14, 2012
Messages
468
Reaction score
76
First Language
Logic
Primarily Uses
For the simple stuff, they could (and should) just combine all of the best features from all of the makers so far and then expand from there. The event functionality of 2k/2k3, the mapping (bar regions, regions are awesome) of XP and all of the funky database stuffs of VX ACE. Put in blender and mix to perfection and then obviously add things that enhance that, such as the aforementioned feature control in the events.

Personally, however, I would like to see a few little things rather than big changes: being able to make a skill or item do more than one element or type of damage without requiring scripts; more stuff for states, such as fixed parameter bonuses as well as percentage boosts, along with the ability to mark it as a "Death-type" state to make things like Petrification; bringing back state animations and casting animations. Maybe better EXP curve control... y'know, things like that.

Finally finishing up with just little bits of polish like adding lines in the parameter growth background to be able to draw curves with the mouse better, actually making sure there aren't any typos and mistakes in the default database (like the "Grlassland" tileset in XP or the "made of thick cotten" description of the Cotton Robe in ACE...) and a backwards-compatible RTP would be lovely, but not essential.

Y'know... little things.
 

amerk

Veteran
Veteran
Joined
Mar 13, 2012
Messages
1,433
Reaction score
495
First Language
English
Primarily Uses
online capacity is almost impossible (and was several times stated as such by people from Degica), because that would need a really big effort to program the server while completely reprogramming the makers themselves as well. That's not something easily done...
If they ever did this, I imagine they'd only do it for a new maker, versus reprogramming current and old. I wouldn't be in it for MMO's necessarily, but having quick access from one computer to another, not to mention everybody could use this if they have access to the internet, could be a benefit.

Servers would be an issue though.
 

IsFutureBright

Lightning Bolt Action
Veteran
Joined
Dec 26, 2012
Messages
120
Reaction score
11
First Language
Portuguese
Primarily Uses
To me the major things to have on a next version are:

  1. Support more platforms: First one it comes to mind is web. Being able to quickly deploy your games for others to play without installing anything would be great. Being able to deploy a version of your game PSN/WiiU/Ouya/Android any others easily by a given fee would be great too. Give the options.
  2. Version Control: Some kind of version control support integrated. Something we could save our version on a server to have people working on your game and maybe being able to lock a file, say a map or something.
  3. Higher resolution support
  4. Integrated IDE/Support an IDE: to make it easier to learn scripting and also to use it more effectively/faster.
  5. Asset store where anyone can sell their characters, music, sounds, iconsets, windowskins, and so on. Even be able to sell your own packs.
  6. No mandatory RTP executable: Natively being able to generate a game without the RTP and without the person needing it. Also being able to easily add an icon to your game executable.
  7. More robust controller support: Things like being to check if a controller is connected via event and stuff like that to make it easier to integrate a controller to your game.
  8. Multi language support: Adding a tab on the database where you could add text to a language and add new languages. So I can have an English and a Portuguese text files and my events just reference it to show text. So we can have easy multi-language support on our games. 
  9. Bring back the layers from RPGMakerXP: I really prefered the layering system on the XP. It made it much easier to make your much richer and putting trees on top of each other :p I wish they brought it back but maybe give the option to use a ACE mode or a XP mode and also make it so we can have more then 3 layers, because, why not? :)
 
Last edited by a moderator:

Zalerinian

Jack of all Errors
Veteran
Joined
Dec 17, 2012
Messages
4,696
Reaction score
935
First Language
English
Primarily Uses
N/A
  1. No mandatory RTP executable: Natively being able to generate a game without the RTP and without the person needing it. Also being able to easily add an icon to your game executable.
You can already do that, just take out the string after 'rtp=' in Game.ini, and it won't use the RTP. You don't need to install it to play the game.
 

IsFutureBright

Lightning Bolt Action
Veteran
Joined
Dec 26, 2012
Messages
120
Reaction score
11
First Language
Portuguese
Primarily Uses
You can already do that, just take out the string after 'rtp=' in Game.ini, and it won't use the RTP. You don't need to install it to play the game.
I know there are workarounds but still would be nice to have this options inside RPG Maker.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
1) I hope they get to do it... 

2) Since you would still need to do it on a server, maybe you can simply use something like Dropbox? 

5) We can just do it here... I actually prefer having it separate from the engine itself...

personally, I don't like anything that will require the maker to need an internet connection though... like maybe cloud based project development and such... hahahaha
 

IsFutureBright

Lightning Bolt Action
Veteran
Joined
Dec 26, 2012
Messages
120
Reaction score
11
First Language
Portuguese
Primarily Uses
1) I hope they get to do it... 

2) Since you would still need to do it on a server, maybe you can simply use something like Dropbox? 

5) We can just do it here... I actually prefer having it separate from the engine itself...

personally, I don't like anything that will require the maker to need an internet connection though... like maybe cloud based project development and such... hahahaha
The version control would be optional, you don't have to use it. Also dropbox doesn't offer options that a proper version control tool does like locking files, branching, taggind and so on. The "Asset store" can still be separated :) I say this based on Unity's one. When you're in the engine you can launch the asset store that will load what people are selling and you can easily see what you've bought and so on. I think it's a more robust aproach.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Ah... so it's just like you click it then it opens the store on your browser... that can be nice... XD... 
 

CJthenewbie

Villager
Member
Joined
Sep 28, 2013
Messages
9
Reaction score
0
First Language
English
Primarily Uses
More default self switches. (A-Z ? LOL)

Lets us change the battleback with ease.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Explain the battleback part... It's quite really easy to change battlebacks...
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 4)

Latest Threads

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,454
Members
137,821
Latest member
Capterson
Top